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Class Archetypes 3 Abyssal Knight 52 Ironskin Monk* 96


Archer 4 Ark Knight 53 Ki Warrior 96
Arcane Archer 4 Dark Swordsman 53 Monk of the Wild 99
Battlefield Minstrel 5 Death Knight 55 Nimble Guardian* 100
Dwarven Crossbowyer* 6 Fell Knight 56 Scaled Fist* 100
Ranger 7 Reaver 56 Student of the Stone* 101
Skirmisher 10 Dragoon 57 Treetop Monk* 101
Sniper 11 Azure Dragoon 57 Wanderer* 102
Astrologian 12 Dragon Knight 58 White Monk 102
Mystic 12 Lancer 59 Necromancer 103
Psychic 13 Skylancer 60 Blood Mage 103
Bard 15 Valkyrie 61 Gravewalker 105
Agent of Inquiry 15 Fencer 62 Necrotic Healer 107
Dragon Herald 16 Corsair 62 Skullshield 108
Dragonkin 17 Swordmaster 62 Vampire 108
Guitarist 19 Fighter 63 Warlock 109
Juggler 21 Airborne Ambusher* 63 Ninja 114
Prankster 21 Defender 63 Nightblade 114
Skald 22 Dirty Fighter* 64 Ravager* 115
Beastmaster 23 Foehammer* 64 Shinobi 116
Battlerager 23 Gladiator 65 Red Mage 117
Berserker 24 Mercenary 65 Animist 117
Druid 25 Samurai 65 Elemental Knight 122
Feral Gnasher* 26 Soldier 67 Generalist 122
Marauder 27 Squire 68 Red Warrior 123
Pack-Bonded Hunter* 28 Viking 68 Sage 125
Tamer 30 Warrior 69 Spellblade 125
Tree Guardian* 30 Gambler 69 Spell Dancer 126
Wild Shadow* 31 Card Shark 69 Scholar 126
Black Belt 32 Geomancer 70 Archmage 126
Drunken Master 32 Feral Child* 70 Arithmetician 128
Pugilist* 33 Skyseer* 71 Conjurer 131
Spiritmaster 35 Holy Knight 71 Green Mage 131
Wrestler 35 Archon 71 Witch of the Coven 133
Black Mage 38 Ark Knight 72 Summoner 138
Arcane Bomber 38 Heaven Knight 72 Caller 138
Arcanist 38 Holy Swordsman 74 Evoker 139
Elementalist 38 Paladin 75 Invoker 148
Magus 39 Redeemer* 76 Mirage Keeper 151
Sorcerer 40 Rune Knight 77 Sword Saint 153
Thaumaturge 41 Stonelord* 77 Blademaster 153
Blue Mage 41 Temple Knight 78 Thief 154
Mime 41 Tranquil Guardian 78 Assassin 154
Morpher 43 Illusionist 79 Cat Burglar* 154
Primal Mage 44 Phantom Blade 79 Deadly Courtesan* 155
Chemist 45 Pictomancer 80 Eldritch Raider* 155
Apothecary 45 Shadowcaster 81 Filcher* 156
Grenadier 45 Knight 82 Merchant 156
Plague Bringer* 46 Juggernaut* 82 Saboteur 157
Chocobo Knight 46 Magicite Knight 83 Skulking Slayer* 157
Beast Rider 46 Mystic Knight 86 Street Magician 158
Fell Rider* 47 Onion Knight 87 Streetrat 159
Mog Knight* 48 Pluto Knight 88 Trickster* 159
Order of the Bird* 48 Sentinel 90 Time Mage 159
Cleric 48 Tactician 90 Chronodancer 159
Bishop 48 Temporal Knight 91 White Mage 160
Celebrant 49 Medic 93 Forgemaster 160
Devout 50 Charlatan 93 Netherseer 161
Dancer 51 Medicine Woman 94 Templar 162
Winddancer 51 Monk 95 Variant Multiclassing 164
Dark Knight 52 Diminutive Adept* 95 * means that it is a racial archetype.

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Class Archetypes
Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may
take more than one archetype as long as they meet the requirements.

Using Class Archetypes

Each core and base class draws upon a central idea, a basic concept representing the commonly held understanding of what a character of a certain class should be, and
is designed to be useful as a foundation to the widest possible array of characters. Beyond that basic concept, however, exists the potential for innumerable
interpretations and refinements. A member of the bard class, for example, might be an incorrigible archaeologist, a dashing swashbuckler, or a dangerously graceful
dervish dancer, each refined by a player's choice of background details, class options, and specific rules such as feats to better simulate the character she imagines and
make that character more effective at pursuing her specific goals.

Some character concepts are too close to existing classes to warrant unique classes of their own, yet prove pervasive and exciting enough that they come up in play time
and again. For these situations, the Pathfinder Roleplaying Game has created archetypesprepackaged modifications to abilities that can be easily swapped out of a
given class to help customize its focus. To help players interested in creating iconic fantasy characters, the following pages explore new rules, options, and alternate
class features for many different classes.

While the types of options presented for each class differ, each subsystem and archetype is customized to best serve that class, emulate the abilities and talents of classic
fantasy tropes, and expand players' freedom to design exactly the characters they desire.

Alternate Class Features

The primary way in which archetypes modify their corresponding base classes is via the use of alternate class features. When a character selects a class, he must
normally choose to use the standard class features found in the class's original sourcethe exception is if he chooses to adopt an archetype. Each alternate class feature
presented in an archetype replaces a specific class feature from its parent class. For example, the flowing monk archetype's redirection class feature replaces the
Stunning Fist feature of the standard monk class.

When an archetype includes multiple alternate class features, a character must take them alloften blocking the character from ever gaining certain standard class
features, but replacing them with other options. All other class features of the base class that aren't mentioned among the alternate class features remain unchanged and
are acquired normally when the character reaches the appropriate level, unless noted otherwise. A character who takes an alternate class feature does not count as
having the class feature that was replaced for the purposes of meeting any requirements or prerequisites. A character can take more than one archetype and garner
additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the base class as another alternate class feature.

If an archetype replaces a class feature that is part of a series of improvements or additions to a base ability, the next time the character would gain that ability, it counts
as the lower-level ability that was replaced by the archetype. In effect, all abilities in that series are delayed until the next time the class improves that ability. For
example, if an archetype replaces a thief's +2d6 sneak attack bonus at 3rd level, when she reaches 5th level and gains a sneak attack bonus, her sneak attack doesn't
jump from +1d6 to +3d6it improves to +2d6, just as if she had finally gained the increase at 3rd level. This adjustment continues for every level at which her sneak
attack would improve, until at 19th level she has +9d6 instead of the +10d6 of a standard thief.

Class Archetypes
The class archetypes that follow are included in this chapter. Characters may take more than one archetype if they meet the requirements.

Archer: Arcane Archer, Battlefield Minstrel, Dwarven Crossbowyer, Ranger, Skirmisher, and Sniper.
Astrologian: Mystic and Psychic.
Bard: Agent of Inquiry, Dragon Herald, Dragonkin, Guitarist, Juggler, Prankster, and Skald.
Beastmaster: Battlerager, Berserker, Druid, Feral Gnasher, Marauder, Pack-Bonded Hunter, Tamer, Tree Guardian, and Wild Shadow.
Black Belt: Drunken Master, Pugilist, Spiritmaster, and Wrestler.
Black Mage: Arcane Bomber, Arcanist, Elementalist, Magus, Sorcerer, and Thaumaturge.
Blue Mage: Mime, Morpher, and Primal Mage.
Chemist: Apothecary, Grenadier, and Plague Bringer.
Chocobo Knight: Beast Rider, Fell Rider, Mog Knight, and Order of the Bird.
Cleric: Bishop, Celebrant, and Devout.
Dancer: Winddancer.
Dark Knight: Abyssal Knight, Ark Knight, Dark Swordsman, Death Knight, Fell Knight, and Reaver.
Dragoon: Azure Dragoon, Dragon Knight, Lancer, Skylancer, and Valkyrie.
Fencer: Corsair and Swordmaster.
Fighter: Airborne Ambusher, Defender, Dirty Fighter, Foehammer, Gladiator, Mercenary, Samurai, Soldier, Squire, Viking, and Warrior.
Gambler: Card Shark.
Geomancer: Feral Child and Skyseer.
Holy Knight: Archon, Ark Knight, Heaven Knight, Holy Swordsman, Paladin, Redeemer, Rune Knight, Stonelord, Temple Knight, and Tranquil Guardian.
Illusionist: Phantom Blade, Pictomancer, and Shadowcaster.
Knight: Juggernaut, Magicite Knight, Mystic Knight, Onion Knight, Pluto Knight, Sentinel, Tactician, and Temporal Knight.
Medic: Charlatan and Medicine Woman.
Monk: Diminutive Adept, Ironskin Monk, Ki Warrior, Nimble Guardian, Scaled Fist, Student of the Stone, Treetop Monk, Wanderer, and White Monk.
Necromancer: Blood Mage, Gravewalker, Necrotic Healer, Skullshield, Vampire, and Warlock.
Ninja: Nightblade, Ravager, and Shinobi.
Red Mage: Animist, Elemental Knight, Generalist, Red Warrior, Sage, Spellblade, and Spell Dancer.
Scholar: Archmage, Arithmetician, Conjurer, Green Mage, and Witch of the Coven.
Summoner: Caller, Evoker, Invoker, and Mirage Keeper.
Sword Saint: Blademaster.
Thief: Assassin, Cat Burglar, Deadly Courtesan, Eldritch Raider, Filcher, Merchant, Saboteur, Skulking Slayer, Street Magician, Streetrat, and Trickster.
Time Mage: Chronodancer.
White Mage: Forgemaster, Netherseer and Templar.

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Archer
Arcane Archer
Arcane archers are ranged warriors that specialize in crushing their foes with enchanted arrows. While not actually caster themselves, they are well versed in the
Arcane and can borrow the magicks of allies, adding powerful spells to their arrows.

The arcane archer is an archetype of the archer class.

Class Skills: The arcane archer loses Knowledge (Nature), but gains Knowledge (Arcana), and Use Magic Device as class skills.

Arcane Pool (Su): At 2nd level, the arcane archer gains a pool of magic energy from which he can draw his arcane arts from. The arcane archer has a number of points
equal to his archer levels + his Wisdom modifier.

At 2nd level, an arcane archer can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For
every four levels beyond 2nd the weapon gains another +1 enhancement bonus, to a maximum of +5 at 18th level. These bonuses can be added to the weapon, stacking
with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

An arcane archer can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

This ability replaces precision shot.

Arcane Archery (Su): As he gains levels, an arcane archer learns how to imbue his arrows with magic energies. Starting at 4th level, an arcane archer gains one arcane
archery. He gains an additional arcane archery for every three levels of archer attained after 4th level. An arcane archer cannot select a particular arcane archery more
than once.

Addling Shot (Su): The arcane archer can expend 3 points from his arcane pool to make a single attack at his highest base attack bonus against a creature
within the first range increment of his bow. If the attack hits, it deals normal damage, and the target makes a Will save. Targets that fail the save are Addled for a
number of rounds equal to his Wisdom modifier. (Addle disallows the use of supernatural abilities for the duration.) Prerequisite: Arcane Archer 12th Level

Anti-Magic Arrow (Su): As an immediate action, when the arcane archer is the target of a single target spell, he may expend 2 points from his arcane pool to
attempt to counter the spell with a magic imbued arrow. The arcane archer makes an attack at his highest base attack bonus against DC (15 + double the spells level +
casters primary casting modifier). If he succeeds, he nullifies all effects the spell would have had on him. If he fails, he is hit by the spell and gets no saving throw.
Prerequisite: Arcane Archer 8th Level, Spell Shot

Arcane Arrows (Su): The arcane archer can expend 1 point from his arcane pool as a swift action to grant himself a competence bonus equal to his Wisdom
modifier on all attack and damage rolls until the end of his turn. Attacks made with arcane arrows ignore 1 point of damage reduction per four archer levels.

Arcane Redoubt (Su): As a swift action, the arcane archer can expend 1 point from his arcane pool to treat his armor bonus to AC (including any
enhancement bonus) as a bonus to touch AC until the beginning of his next turn. Prerequisite: Arcane Archer 8th Level

Arcane Shield (Su): The arcane archer can expend a point from his arcane pool as an immediate action to grant himself a shield bonus to AC equal to his
Wisdom modifier until the end of his next turn.

Arcane Volley (Su): The arcane archer can expend 3 points from his arcane pool as a full-round action, making a single bow attack against any number of
creatures in a 20-foot-radius burst, dealing his weapon damage + 1d6 additional damage per four archer levels. A successful Reflex save (DC 10 + half of the archers
level + his Dexterity modifier) halves the damage. Prerequisite: Forking Shot, Arcane Archer 12th Level

Bomb Shot (Su): The arcane archer can expend 2 points from his arcane pool to make an attack against a single target within the first range increment of his
bow. On the targets turn after being hit, the arrow explodes dealing 2d6 non-elemental damage to the target and all creatures in a 10-ft.-radius of the explosion. A
successful Reflex save (DC 10 + half of the archers level + his Dexterity modifier) halves the damage. This damage increases by 2d6 for every four levels after 8th
level. Bomb shot can be modified by elemental arrows. Prerequisite: 8th Level, Elemental Arrows

Dispelling Shot (Su): The arcane archer can spend 1 or more points from his arcane pool as a swift action to imbue his arrows with a special power. If the
arrows strike a creature within the next minute, that creature is the subject of a targeted dispel using the arcane archers level as the caster level, except that this effect
cannot dispel a spell of a level higher than the number of arcane pool points expended to activate this ability (treat higher-level spells as if they do not exist and apply
the dispel attempt to the remaining spells with the highest caster level). Once an attack is made, the power dissipates, even if the dispel attempt is unsuccessful.
Prerequisite: Arcane Archer 12th Level, Spell Shot

Elemental Arrows (Su): The arcane archer can expend 1 point from his arcane pool as a swift action to change the damage of a bow he is wielding to an
element of his choice, until the end of his turn.

Forking Shot (Su): The arcane archer can expend 2 points from his arcane pool to fire a single arrow that splits into a multitude of arrows. The arcane archer
deals his weapon damage, adding his Wisdom modifier as bonus damage, in a 30-ft.-cone. A successful Reflex save (DC 10 + half of the archers level + his Dexterity
modifier) halves the damage. Prerequisite: Arcane Archer 8th Level

Guided Arrows (Su): The arcane archer can expend 1 point from his arcane pool as an immediate action upon missing an attack on a single target to change
the path of his arrow forcing it to hit. Guided arrows cannot deal critical hits.

Hemorrhage (Su): The arcane archer can expend 1 point from his arcane pool as a swift action to imbue his arrows until the end of his turn, making them
cause bleed damage equal to 3 times his Wisdom modifier, for 2d4 rounds. A successful Fort save (DC 10 + half of the archers level + his Dexterity modifier) stops the
bleeding. Prerequisite: Arcane Archer 12th Level

Leeching Shot (Su): The arcane archer can expend 1 points from his arcane pool to make a single attack at his highest base attack bonus against an enemy
within the first range increment of his bow. If he hits, he deals normal damage, and is healed for half of his weapon damage.

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Magical Renewal (Ex): As an immediate action, when hit by a damaging spell, if the arcane archer is missing points from his arcane pool, he can absorb
some of the magic, adding it back into his arcane pool. When using this ability, the arcane archer regains 1 arcane pool point. At 8th level, he regains 2 points, and at
12th level, he regains 3 points. If the damage from the spell would drop him 0 HP or less, he cannot use this ability.

Spell Shot (Su): As a move action, the arcane archer can spend a number of arcane pool points equal to half the spells level rounded up (minimum 1), to add
the effect of a single target spell from a willing allys spell list to his next single attack. If the attack hits, it deals normal damage + the effect of the borrowed spell. The
spell functions off of the casters level and casting modifier, but uses the DC for arcane shot as its save DC. The arcane archer can only borrow spells from an ally he
has sight of within 15 feet. The spell persists on his arrow for 1 minute, or until he attempts a single attack. Spell Shot does not suffer spell failure, however if the caster
that the spell is borrowed from has spell failure, that chance is applied when attaching the spell to the arrow. If the spell fails, the arcane archer still expends arcane pool
points. (Healing spells cause the arrow to deal no damage, unless against an undead target.)

Taxing Shot (Su): The arcane archer can expend 2 points from his arcane pool to make an attack against a single target within the first range increment of his
bow at his highest base attack bonus. If he hits, the arcane archer deals normal damage and also deals half of his damage to the targets MP. A successful Fortitude save
(DC 10 + half of the archers level + his Dexterity modifier) halves the damage to MP. Prerequisite: Arcane Archer 8th Level, Leeching Shot

This ability replaces expert archer.

Arcane Potency (Ex): At 12th level, the arcane archer has learned to increase the effectiveness of his Arcane Archeries. Once per day, as a free action, the arcane
archer can add twice his Wisdom modifier to the DC of his next Arcane Archery. He gains an additional use of Arcane Potency at 16th level, and one more at 20th
level.

This ability replaces take aim.

Withering Shots (Ex): At 15th level, the arcane archers proficiency with magic makes him capable of inflicting untold agony on his enemies. Whenever he makes a
successful attack against a creature, he gains an insight bonus to his damage rolls against the same creature equal to his Wisdom modifier, at the beginning of his next
turn. This bonus stacks with itself up to 3 times, and persists until the arcane archer misses an attack. Withering Shots does not apply on his Arcane Archeries. The
arcane archer can only gain 1 stack per round.

This ability replaces penetrating shot

Unstoppable Shot (Ex): At 17th level, a number of times per day equal to his Wisdom modifier, the arcane archer can, as a full round action, fire an arrow with
devastating force. The arrow travels in a straight line for a distance equal to the first range increment on his bow, piercing through creatures and objects in its path.
Creatures struck take his bow damage + additional damage equal to half his archer level. In addition, the arcane archer may make a sunder combat maneuver on each
creature that was struck, taking a -2 on each attempt after the first. A successful Reflex save (DC 10 + half of the archers level + his Dexterity modifier) negates the
sunder attempts and additional damage. The range of the arrow decreases by 10 feet for each creature or object it passes through.

This ability replaces volley.

Battlefield Minstrel
Some archers flee when the sight of battle grows too near, and when their allies fall. Some archers sing to the dance of death around them, letting their arrows fly and
their bow strings ring across to field, their voices carrying across the field by their arrows, raising the souls of their comrades to fight harder, or for their enemies to
fall under his voice.

The battlefield minstrel is an archetype of the archer class.

Class Skills: The battlefield minstrel adds Perform to his list of class skills. This replaces Knowledge (Nature) as class skills.

Limit Breaks (Su): At 1st level, the battlefield minstrel receives the Limit Breaks (Battle Voice and Empyreal Arrow).

Battle Voice (Su): This Limit Break allows the battlefield minstrel to sing harder, lifting the spirits of his comrades to overcome all odds. All allies within 30
feet of the battlefield minstrel gain the effects of the Die Hard feat. In addition, all bonuses from his Ballads of the Battlefield are doubled. This Limit Break lasts for a
duration of 1 round plus 1 round per four archer levels after 1st. This limit break requires only a swift action.

Empyreal Arrow (Su): This Limit Break allows the battlefield minstrel to charge an arrow with energy from the hum of his voice, and to send it flying, the
arrow splitting to hit all enemies before him in a 30-ft.-cone. All enemies within the area of effect takes 1d6 points of non-elemental damage per archer level, a
successful Reflex save (DC 10 + half of the archers level + his Dexterity modifier) halves the damage.

These limit breaks replace the archers limit breaks.

The Wanderers Minuet (Ex): The battlefield minstrel sings as he fires his arrows into the fray, his arrows carrying his voice with him into battle, ringing against his
foes with every arrow that pierces them, and a harp with his bow to help his comrades at a moments notice. The battlefield minstrel begins play with a small harp that
is attachable to his bow, allowing him to perform with a bow in hand. A battlefield minstrel is trained in the use of the Perform skill, especially harp and sing, to create
magical effects on himself and allies. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier; this increases by 2 rounds per archer
level thereafter. At 1st level, the battlefield minstrel can use inspire courage. At 9th level, the battlefield minstrel can use inspire greatness. At 15th level, the battlefield
minstrel can use inspire heroics. The Wanderers Minuets benefits apply only when the battlefield minstrel is wearing no armor. Like bardic performance, it cannot be
maintained at the same time as other performance abilities.

Starting a minuet is a move action, but it can be maintained each round as a free action. Changing a minuet from one effect to another requires the battlefield minstrel to
stop the previous performance and start the new one as a move action. Like a bard, a battlefield minstrels performance ends immediately if he is killed, paralyzed,
stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A battlefield minstrel cannot perform more than one minuet at a time. At
10th level, a battlefield minstrel can start a minuet as a swift action instead of a move action. This ability otherwise functions as bardic performance; feats and other
effects that affect bardic performance (such as the Extra Performance feat) apply to it.

This ability replaces aim.

Voice from the Quiver (Ex): The battlefield minstrels voice gives life to his arrows, empowering them with every shot. At 2nd level, the battlefield minstrel may
apply his Charisma modifier as a morale bonus to all attack (if his Charisma is higher than his Dexterity) and damage rolls made with a single type of bow he chooses
upon obtaining this ability, such as a short bow, longbow, greatbow, etc. At 11th level, he may choose another bow to apply this bonus.

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This ability replaces precision shot.

Stamina Pool (Ex): At 3rd level, the battlefield minstrel gains a reservoir of stamina that he can draw upon to fuel his talents that he gains below. This stamina pool has
a number of points equal to 5 x his Constitution modifier and this pool increases by 5 + his Constitution modifier per level. The pool refreshes once per day when the
battlefield minstrel rests for a full 8 hours. Sustained modes take up a static amount of stamina points from the battlefield minstrels maximum stamina pool and most
sustained modes stack.

Talent Trees: The battlefield minstrel gets access to two talent trees from the sword saint class of his choosing and the battlefield minstrel talent tree from below. At
3rd level and every two levels thereafter, the battlefield minstrel chooses to learn one talent from the talent tree below or from the two other talent trees he has chosen.

Battlefield Minstrel Talent Tree

Barrage: At the cost of 10 stamina points, as a full-round action, the battlefield minstrel can make an extra attack with his bow at his highest base attack
bonus with all attacks taking a -2 penalty to the attack. This extra attack doesnt stack with effects such as rapid shot and haste.
Enhanced Barrage: Barrage no longer invokes a penalty. Prerequisite: Barrage
Ultimate Barrage: At the cost of 20 stamina points, barrage can now be used with one of the effects from his other talents: Bloodletter, Venomous Bite, or
Wind Bite. Prerequisites: Barrage, Bloodletter, Venomous Bite, Wind Bite.
Bloodletter: At the cost of 5 stamina points, as a standard action, the battlefield minstrel may make a ranged attack on an enemy and, if successful, deals
normal damage + bleed damage equal to his Charisma modifier.
Venomous Bite: At the cost of 5 stamina points, as a standard action, the battlefield minstrel may make a ranged attack on an enemy and, if successful, deals
normal damage and inflicts Poison status on the enemy. A Fortitude save (DC 10 + half of the archers level + his Charisma modifier) can negate the status
effect. The poison status effect lasts for a number of rounds equal to the battlefield minstrels Charisma modifier.
Wind Bite: At the cost of 5 stamina points, as a standard action, the battlefield minstrel may make a ranged attack on an enemy and, if successful, deals
normal damage and inflicts Squalled status on the enemy. A Fortitude save (DC 10 + half of the archers level + his Charisma modifier) can negate the status
effect. The squalled status effect lasts for a number of rounds equal to the battlefield minstrels Charisma modifier.
Flaming Arrow: At the cost of 10 stamina points, as a standard action, the battlefield minstrel may make a ranged attack on an enemy and, if successful,
deals normal damage + 1d6 points of fire damage for every two archer levels and inflicts Burning status. (DC 10 + half of the archers level + his Charisma
modifier) can negate the status effect. The burning status effect lasts for a number of rounds equal to the battlefield minstrels Charisma modifier.
Arrow Burst: At the cost of 15 stamina points, Flaming Arrow can explode on hit, dealing the extra fire damage, and inflicting Burning status to the target
and all within 15 feet. A successful Reflex save (DC 10 + half of the archers level + his Charisma modifier) can halve the damage and negate the status
effect. The burning status effect lasts for a number of rounds equal to the battlefield minstrels Charisma modifier. Prerequisite: Flaming Arrow.
Sidewinder: At the cost of 20 stamina points, as a standard action, the battlefield minstrel may fire an arrow, hitting all creatures in a 30-ft.-line, dealing
triple his normal damage with the bow. A successful Reflex save (DC 10 + half of the archers level + his Charisma modifier) can halve the damage.
Rain of Death: As a swift action, the battlefield minstrel can activate this talent as a sustained mode. Every time the battlefield minstrel inflicts damage with
his bow, those struck take a -1 penalty to AC + an additional -1 penalty for every four archer levels after 3rd. This penalty lasts until the battlefield minstrels
next turn. This mode uses up 20 points of the battlefield minstrels maximum stamina pool.

This ability replaces deadshot, improved archery, improved deadshot, ranged cleave, penetrating shot, and volley.

Ballads of the Battlefield (Su): At 4th level and every four levels thereafter, the battlefield minstrel learns a new ballad to sing during battle to aid his allies. This is a
standard action to activate and provokes attacks of opportunity. He may perform a ballad a number of times per day equal to 3 + his Charisma modifier. All ballads last
for a number of rounds equal to the battlefield minstrels Charisma modifier.

Armys Paeon: Singing or playing to lift the endurance within his allies. All allies within 30 feet replenish their stamina points equal to their Constitution
modifier per round.
Foe Requiem: Singing or playing to lower his foes resistance. All enemies within 30 feet take a -1 penalty to all saving throws. This ballad increases the
penalty by 1 for every four archer levels after 4th.
Knights Minne: Singing or playing to protect his allies from harm. All allies within 30 feet gain a +1 deflection bonus. This ballad increases by 1 for every
four archer levels after 4th.
Mages Ballad: Singing or playing to lift the magic within his allies. All allies within 30 feet replenishes 1 MP per round. This ballad increases by 1 for every
eight archer levels after 4th.
Swift Song: Singing or playing to rush forward into battle. All allies within 30 feet gain a 10-foot bonus to their base movement speed. This ballad increases
by 10 feet for every four archer levels after 4th.
Wars Minuet: Singing or play to lift the strengths of his allies. All allies within 30 feet gain a +1 bonus to attack and damage rolls. This ballad increases by 1
for every four archer levels after 4th.

This ability replaces expert archer.

Dwarven Crossbowyer
Dwarven crossbowyers battle the vilest creaturesoften in underworld tunnels, far from their homesin defense of their clans. Their great skills with crossbows make
dwarven crossbowyers deadly hunters of the dark aberrations and depraved humanoids that otherwise would destroy everything the dwarves have built.

The dwarven crossbowyer is an archetype of the archer class, available only to dwarf archers.

Weapon Proficiencies: Dwarven crossbowyers are proficient with all simple weapons, plus hand crossbow, light crossbow, heavy crossbow, and repeating crossbow.

This ability replaces the archers weapon proficienies.

Armor Piercer (Ex): A dwarven crossbowyer regularly defends his underground home from some of the most dangerous predators in the world. When using a
crossbow (of any sort), a dwarven crossbowyer reduces the armor, shield, or natural armor bonus of his target by 1. This ability cannot reduce the target's modifier
below 0. For every four archer levels, a dwarven crossbowyer can reduce the armor, shield, or natural armor bonus of his target by an additional 1. (For example, 2 to
armor, shield, or natural armor at 5th level, 3 at 9th level, and so on.) A dwarven crossbowyer can apply this penalty to multiple aspects of the target's AC. For
example, if a 9th-level dwarven crossbowyer attacks a creature with a +1 armor bonus and a +2 natural armor bonus, he can negate both bonuses completely. In order to
use this ability, the dwarven crossbowyer must be within 60 feet of the target creature.

This ability replaces aim.

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Pack Mule (Ex): Early in his career, a dwarven crossbowyer learns to better bear the burden of the gear and equipment he needs during long excursions away from
home. He gains a +2 bonus to his Strength score for the purposes of determining carrying capacity. At 10th level, this bonus increases to +4. In addition, even when
bearing a large load or burdened by weighty armor, the dwarven crossbowyer fares better than others. At 2nd level, he reduces his armor-check penalty by 1 when the
penalty is caused by armor or by carrying a medium or heavy load. This ability never reduces the armor-check penalty below 0. At 6th level and every 4 levels
thereafter, the reduction increases by a further +1 (+2 at 6th level, +3 at 10th, and so on).

This ability replaces hawkeye.

Preferred Environment (Ex): After 4th level, when underground or in a structure made primarily from stone, a dwarven crossbowyer feels at home. He gains a +2
bonus on Acrobatics, Climb, Knowledge (dungeoneering), Perception, and Survival checks. He also gains a +2 bonus on weapon attack and damage rolls. A dwarven
crossbowyer may make Knowledge (dungeoneering) skill checks untrained. At 10th level, the bonus increases to +4, and at 16th level it increases to +6.

This ability replaces high ground.

Expert Crossbowyer (Ex): At 4th level, a dwarven crossbowyer gains a +1 bonus on attack and damage rolls with crossbows. This bonus increases by +1 for every
four levels beyond 4th.

This ability replaces expert archer.

Camouflage (Ex): At 6th level, a dwarven crossbowyer may use the Stealth skill to hide in any stone environmentincluding within structures made primarily of
stoneeven if he does not have cover or concealment. In addition, while traveling through natural stone environments, a dwarven crossbowyer does not suffer any
armor-check penalty or encumbrance penalty to the Stealth skill. In addition, a dwarven crossbowyer cannot be tracked through such an environment unless he
explicitly decides to leave a trail.

This ability replaces fast movement.

Close Combat Shot (Ex): Beginning at 9th level, a dwarven crossbowyer no longer provokes attacks of opportunity when making a ranged attack with his crossbow.
When making other ranged attacks, such as throwing a dagger, a dwarven crossbowyer provokes as normal.

This ability replaces safe shot.

Threatening Shot (Ex): Beginning at 16th level, the dwarven crossbowyer is so deadly with his crossbow that he may flank targets. He threatens an area at 10 ft. away,
but not adjacent.

This ability modifies and replaces threatening shot.

Meteor Shot (Ex): At 17th level, as a standard action, a dwarven crossbowyer can make one attack with a crossbow at a 4 penalty. If the attack hits, it inflicts damage
normally and the target is subject to a bull rush or a trip maneuver using the attack roll as the combat maneuver check. The dwarven crossbowyer must decide which
maneuver to attempt before making his attack roll.

This ability replaces volley.

Ranger
For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique
mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled
hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial
prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning gameeven fugitives among their own people.

The ranger is an archetype of the archer class.

Favored Enemy (Ex): At 1st level, a ranger selects a creature subtype from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception,
Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may
make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus
against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other
types of humanoid to choose fromthose called out specifically on the table below are merely the most common.) If a specific creature falls into more than one
category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

This ability replaces aim.

Table: Ranger Favored Enemies

Type (Subtype)

Aberration

Animal

Construct

Dragon

Fey

7
Table: Ranger Favored Enemies

Type (Subtype)

Humanoid (aegyl)

Humanoid (aquatic)

Humanoid (bangaa)

Humanoid (dwarf)

Humanoid (elvaan)

Humanoid (galka)

Humanoid (goblinoid)

Humanoid (gnoll)

Humanoid (gria)

Humanoid (hume)

Humanoid (mithra)

Humanoid (moogle)

Humanoid (nu mou)

Humanoid (orc)

Humanoid (qu)

Humanoid (reptilian)

Humanoid (ronso)

Humanoid (seeq)

Humanoid (tarutaru)

Humanoid (viera)

Humanoid (other subtype)

Magical beast

Monstrous humanoid

Ooze

Outsider (air)

Outsider (chaotic)

Outsider (earth)

Outsider (evil)

Outsider (fire)

Outsider (good)

Outsider (lawful)

Outsider (native)

Outsider (water)

Plant

Undead

Vermin

Track (Ex): At 2nd level, a ranger adds half his archer level (minimum 1) to Survival skill checks made to follow tracks.

This ability replaces hawkeye.

8
Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see
Using Skills). The ranger rolls 1d20 and adds his archer level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a
starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way
takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a 4 penalty on the check.

This ability replaces deadshot.

Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and
Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail
and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in
any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

This ability replaces evasion and improved evasion.

Table: Ranger Favored Terrains


Favored Terrains
Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Planes (pick one, other than Material Plane)
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)

Hunter's Bond (Ex): At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be
changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the
appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This
bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: ape, bear (black),
hawk, snake (medium), or wolf. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal
companion shares his favored enemy and favored terrain bonuses.

This ability functions like the beastmaster animal companion ability, except that the archer's effective beastmaster level is equal to his archer level 3 and does not gain
Shared Bestial Rage.

This ability replaces all hunter tricks.

Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of geomancer spells, which are drawn from the geomancer spell list. Like most
spellcasters, a ranger can find or purchase scrolls with spells to add to his repertoire.

To learn or cast a spell, the ranger must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth).
The Difficulty Class for a saving throw against a rangers spell is 10 + the spell level + his Wisdom modifier. In addition, a ranger gains additional MP for having a
high attribute (Wisdom).

Spell
Level MP
Level
4th 0 1st
5th 1 1st
6th 1 1st
7th 1 2nd
8th 3 2nd
9th 4 2nd
10th 4 3rd
11th 7 3rd
12th 9 3rd
13th 10 4th
14th 14 4th
15th 17 4th
16th 19 4th
17th 20 4th
18th 24 4th
19th 27 4th
20th 33 4th

9
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his archer level 3.

This ability replaces expert archer.

Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain)
at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to
impede motion, however, still affect him.

This ability replaces improved deadshot

Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal 5 penalty. He takes
only a 10 penalty (instead of the normal 20) when moving at up to twice normal speed while tracking.

This ability replaces uncanny dodge.

Quarry (Ex): At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry,
a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against
his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature's type must correspond to one of
his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is
dead, he can select a new quarry after waiting 1 hour.

This ability replaces ranged cleave.

Camouflage (Ex): A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.

This ability replaces fast movement.

Hide in Plain Sight (Ex): While in any of his favored terrains, a ranger of 17th level or higher can use the Stealth skill even while being observed.

This ability replaces improved uncanny dodge.

Improved Quarry (Ex): At 19th level, the ranger's ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using
Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he
can select a new one after 10 minutes have passed.

This ability replaces ranged defense.

Master Hunter (Ex): A ranger of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can,
as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude
save or die. The DC of this save is equal to 10 + half of the archer's level + his Wisdom modifier. A ranger can choose instead to deal an amount of nonlethal damage
equal to the creature's current hit points. A successful save negates this damage. A ranger can use this ability once per day against each favored enemy type he
possesses, but not against the same creature more than once in a 24-hour period.

This ability replaces master archer.

Skirmisher
The skirmisher is a formidable foe, that follows a strict code of honor, even in the lowest ranks of assassins. The skirmisher specializes in dealing death from afar,
without revealing her position. While not as adept from extreme ranges, up close the skirmisher is still very capable. Poisons and traps are not unfamiliar to the
skirmisher, and often see use among their type.

The skirmisher is an archetype of the archer class.

Class Skills: The skirmisher adds Use Magic Device and Knowledge (Geography) to her list as class skills. This replaces Heal and Disable Device as class skills.

Limit Break (Su): At 1st level, the skirmisher receives the Limit Break (Incapacitating Shot).

Incapacitating Shot (Su): This limit break allows the skirmisher to fire a single arrow at an enemy with an insight bonus of +2 to attack rolls plus additional
2 per four archer levels after 1st. If the attack hits, the enemy must make a Fortitude save (DC 10 + half of the archers level + her Wisdom modifier) or be incapacitated
(at -1 HP and stable). If the enemy makes the save, he takes normal arrow damage plus 1d6 points of damage per four archer levels after 1st and is staggered for a
duration of 1 round + 1 round per four archer levels after 1st.

This ability replaces the Limit Break (Hail of Arrows).

Poison Use (Ex): Beginning at 2nd level, a skirmisher is trained in the use of poison and cannot accidentally poison herself when applying poison to ammunition (see
Poison).

This ability replaces hawkeye.

Sneaky Shot (Ex): Beginning at 3rd level, when the skirmisher makes a ranged attack with a bow while under stealth, she may add her Dexterity modifier to her
damage.

This ability replaces deadshot.

Expert Sneak (Ex): Beginning at 4th level, the skirmisher adds half of her archer level to Stealth checks. The skirmisher may move at her normal speed while under
stealth without penalties. This ability can only be used while the skirmisher is wearing light armor.

10
This ability replaces high ground.

Hinder (Su): At 6th level, once per day, the skirmisher can make a single ranged attack with a bow at her highest attack bonus. If the attack hits, the target takes
damage as normal, and must make a Reflex save (DC 10 + half of the archers level + her Wisdom modifier) or be afflicted with the Slow status effect for 1d4 rounds.
The skirmisher can use this ability 1 additional time per day at 12th level, and one more at 18th level.

This ability replaces fast movement.

Trackless Step (Ex): At 6th level, a skirmisher leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

This ability replaces trick shot.

Improved Sneaky Shot (Ex): At 7th level, the skirmisher now adds her Dexterity modifier to her damage when using a bow against any target within 30 feet. She
doubles this bonus when attacking from stealth.

This ability replaces improved deadshot.

Assassinate (Su): At 11th level, if a skirmisher studies her victim for 3 rounds and then makes a ranged attack with a bow that deals her precision shot damage, it has
the additional effect of possibly either paralyzing or killing the target (skirmisher's choice). Studying the victim is a standard action. The assassination fails if the target
detects the skirmisher or recognizes the skirmisher as an enemy (although the attack might still be a precision shot if the target is denied his Dexterity bonus to his
Armor Class or is flanked). If the victim of such an assassination fails a Fortitude save (DC 10 + half of the archer's level + her Wisdom modifier) against the kill effect,
he dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per four archer levels. If the
victim's saving throw succeeds, the attack is just a normal precision shot. Once the skirmisher has completed the 3 rounds of study, she must make the assassination
within the next 3 rounds.

This ability replaces ranged cleave.

Deadly Range (Ex): At 13th level, the skirmisher increases the range at which she can apply precision shot to 40 feet. This becomes 50 feet at 17th level.

This ability replaces evasive archer.

Flawless Stride (Ex): Starting at 15th level, a skirmisher can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain)
at her normal speed and without taking damage or suffering any other impairment. This ability does not let her move more quickly through terrain that requires a Climb
or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion. A skirmisher loses
this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

This ability replaces penetrating shot.

Hide in Plain Sight (Ex): At 17th level, the skirmisher can use the Stealth skill even while being observed.

This ability replaces volley.

Swift Assassination (Ex): At 19th level, once per day, a skirmisher can use her assassinate ability against a foe without studying the foe beforehand. She must still deal
precision shot damage to her foe using a ranged weapon.

This ability replaces ranged defense.

Hunter Tricks: The skirmisher adds these Hunter Tricks to her list of selectable hunter tricks.

Addle: As an immediate action, when the skirmisher deals precision damage, the skirmisher can attempt to disorient the target, making them unable to use
supernatural abilities for 1 round. A successful Will save (DC 10 + half of the archers level + her Wisdom modifier) negates this effect.

Aphonia: As a swift action, the next attack the skirmisher makes from stealth can silence the target for 1 round, disallowing spell casting. A successful Will
save (DC 10 + half of the archers level + her Wisdom modifier) negates this effect.

Fade: As an immediate action, when the skirmisher takes damage from a ranged attack, she may vanish (as if under the effect of the vanish spell). This
effect lasts as long as the skirmisher does not move or perform any other action. Attacking while under this ability does not count as attacking from stealth.

Mirage: After attacking while under stealth, as a move action, the skirmisher can use this trick to attempt to return to her concealment. She must make a new
Stealth check at a -10 penalty instead of the normal -20.

Pinpoint Poison: When the skirmisher makes an attack using ammunition coated in any type of poison, the skirmisher can use this trick to force the target to
forgo the saving throw to negate the effect, at the cost of the poison only lasting half it's normal duration. This trick cannot be used with poisons that causes Death or
K.O. effects.

Proliferate: As a swift action, the skirmisher can empower the next poison she uses on a single attack, doubling any numeric components of the poison for a
number of rounds equal to her Wisdom modifier. (For example: Poison that deals 1d6 per round would deal 2d6 per round instead. A poison that deals 1 ability damage
would deal 2 ability damage instead.)

Nimble Feet: If the skirmisher springs a trap, she can, as an immediate action, make a Reflex save (DC 25). If she is successful, the trap acts as if it has not
been sprung, and she takes a -5 penalty to Disable Device checks for that trap. If she fails the saving throw, the trap is sprung.

Sniper
Some say that the sniper is the worst kind of assassin: a killer who waits silently in the shadows and then strikes from a distance without remorse. Snipers, of course,
understand that such protestations about cowardice and honor regarding their profession are in fact merely the bleatings of sheep fearing the slaughter and pay
them no heed. Most snipers take pride in their formidable abilities, which allow them to take life quickly, quietly, and efficiently, then disappear into their surroundings
without a trace.

11
The sniper is an archetype of the archer class.

Accuracy (Ex): At 3rd level, a sniper halves all range increment penalties when making ranged attacks with a bow or crossbow.

This ability replaces evasion ability.

Deadly Range (Ex): At 5th level, a sniper increases the range at which she can apply her precision shot damage by 5 feet. This range increases by 5 feet for every 2
levels after 5th.

This ability replaces hunter tricks.

Quick Sniper (Ex): At 11th level, a sniper gains a bonus equal to 1/2 his archer level on Stealth checks when sniping. When he is hit with a ranged attack, he can shoot
his bow or crossbow at his attacker as an immediate action if it is loaded.

This ability replaces improved evasion.

Astrologian
Mystic
The mystic believes that violence is sometimes necessary, but knowing and understanding is the true root of perfection. Through meditation and spiritual visions, a
mystic can see beyond the veil of reality to the underlying truth of all existence.

The mystic is an archetype of the astrologian class.

Mystic Bolts (Su): A mystic can sling projectiles of magical energy at will by shooting a bolt or touching her foe. A melee mystic bolt requires the target to be within
reach, and a ranged mystic bolt is a ranged attack with a range of 30 feet. A mystic bolt deals 1d6 points of damage plus an additional 1d6 for every four astrologian
levels the mystic has after 1st.

The mystic must choose one type of damage for her mystic bolt: earth, fire, ice, lightning, water, or wind. Attacking with a mystic bolt takes the place of one of the
mystic's normal attacks, and she can make a full attack using mystic bolts. The mystic attacks with mystic bolts as though they were light one-handed weapons, and the
bolts can be used for two-weapon fighting (with each hand creating one mystic bolt) and feats and abilities that apply to weapon attacks (unless they're excluded from
that feat, such as with Power Attack). Weapon Focus (ray) doesn't apply to mystic bolts, but a mystic can take Weapon Focus (mystic bolt) and apply it to both melee
and ranged mystic bolts.

Creating a mystic bolt requires the hand to be free, but the bolt appears only briefly, so a mystic using mystic bolts has a free hand any time she isn't attacking with a
mystic bolt.

The mystic threatens with a mystic bolt, but only if she has a hand free. Because mystic bolts are impermanent, a spell that targets a single weapon (like magic weapon)
can't affect it, nor can a mystic bolt be made with magic weapon special abilities. Abilities that affect all weapon attacks the mystic makes function with mystic bolts.

At 7th level and every six astrologian levels thereafter, the mystic chooses another damage type from the list above. Each time she creates a mystic bolt, she can have it
use any one of the damage types she has selected.

This ability replaces draw.

Piercing Bolts (Ex): At 3rd level, the mystic can choose one mystic bolt per round to be a touch attack. This turns a melee mystic bolt into a melee touch attack or a
ranged mystic bolt into a ranged touch attack. At 10th level, the mystic can treat all of her mystic bolts as touch attacks.

This ability replaces lightspeed.

Mystic Ki (Su): At 3rd level, a mystic gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in a mystic's ki
pool is equal to half her astrologian level + her Wisdom modifier. If the astrologian has at least 1 point of ki in her ki pool, she gains a +2 bonus on all Knowledge skill
checks. As a swift action, the astrologian can spend 1 ki point immediately before making an ability, or skill check to gain a +4 insight bonus on the check.

This ability replaces the astrology secret gained at 3rd level.

Mystic Insight (Su): At 5th level, a mystic becomes apt at giving just the right word of advice in just the nick of time. As an immediate action, the astrologian can
spend 2 ki points to grant an ally within 30 feet the ability to reroll a single attack roll or saving throw. The ally must be able to hear the astrologian to gain the reroll
benefit.

This ability replaces the bonus feat gained at 5th level.

Mystic Visions (Su): At 11th level, a mystic may receive mystic visions when he rests. These visions can come as a dream, an epiphany, or even as the voice of an old
friend whispering in the mystics mind. The effect is similar to a divination spell with a caster level equal to the astrologians level. The divination has no casting time;
it is just part of the normal dreams or visions that occur every night. Using this ability costs 2 ki points that are removed from the next days total.

This ability replaces the astrology secret gained at 11th level.

Mystic Prescience (Su): At 13th level, a mystic gains a +2 insight bonus to AC and CMD. At 20th level, the bonus increases to +4.

This ability replaces foretell.

Mystic Persistence (Su): At 19th level, a mystic can create an aura once per day as a swift action at the cost of at least 2 points of ki. The aura emanates out to a 20-
foot radius. The mystic and all allies within the aura can roll two dice when making an attack roll or a saving throw and take the better result. The aura lasts for 1 round,
plus an additional round for every 2 ki points spent when the mystic created the aura. The mystic can dismiss the aura at any time as a free action, but the ki points for
the full duration of the aura are lost.

12
This ability replaces the astrology secret gained at 19th level.

Ascension (Su): At 20th level, the mystic becomes infused with the power of the heavens. She gains immunity to acid, ice, and petrification. She also gains resistance
10 to lightning and fire, as well as a +4 racial bonus on saving throws against poison.

This ability replaces master astrologian.

Psychic
Within the mind of any sentient being lies power to rival that of the greatest magical artifact or holy site. By accessing these staggering vaults of mental energy, the
psychics can shape the world around them, the minds of others, and pathways across the planes. They are capable of manipulating invisible force to wield a weapon at
a distance as if they were right up next to their enemies, staying safe from danger while still inflicting damage both martial and magical.

The psychic is an archetype of the astrologian class.

Limit Breaks (Su): At 1st level, a psychic receives the Limit Breaks (Foresight and Psychic Bomb).

Foresight (Su): This Limit Break grants the psychic a powerful sixth sense in relation to herself. The psychic receives instantaneous warnings of impending
danger or harm. For a duration of 1 round + 1 round per four astrologian levels after 1st, the psychic cant be surprised or flat-footed. In addition, the limit break gives
the psychic a general idea of what action the character might take to best protect herself (duck, jump right, close the eyes, and so on) and gives the psychic a +2 insight
bonus to AC and to Reflex saves. This bonus improves by 2 per four astrologian levels after 1st. This insight bonus is lost whenever the psychic would lose a Dexterity
bonus to AC. This limit break requires only a swift action.

Psychic Bomb (Su): This Limit Break allows the psychic to let off a powerful telekinetic explosion within 100 feet, in a 30-ft.-radius, dealing 2d6 points of
non-elemental damage + an additional 2d6 damage per four astrologian levels after 1st, a successful Reflex save (DC 10 + half of the astrologians level + her Wisdom
modifier) halves the damage. In addition, enemies that fail the Reflex save are also dazed for 1 round.

These abilities replace the astrologians normal limit breaks.

Spellbook: At 1st level, a psychic automatically adds grab to her spellbook. At 9th level, she automatically adds telekinesis to her spellbook. These spells are in
addition to the normal spells added by simply gaining levels, and do not cost money or time to add.

This ability replaces prescience.

Phrenic Pool (Su): At 3rd level, a psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The
maximum number of points in a psychic's phrenic pool is equal to half her astrologian level + her Wisdom modifier. The phrenic pool is replenished each morning after
8 hours of rest or meditation; these hours don't need to be consecutive.

This ability replaces lightspeed.

Phrenic Amplifications: A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic can activate a phrenic
amplification to modify either the spell's effects or the process of casting it. The spell being cast is called the linked spell. The psychic can activate only one
amplification each time she casts a spell, and doing so is part of the action used to cast the spell. She can use any amplification she knows with any spell, unless the
amplification's description states that it can be linked only to certain types of spells. A psychic learns one phrenic amplification at 3rd level, selected from the list below.
At 7th level and every four levels thereafter, the psychic learns a new phrenic amplification. A phrenic amplification can't be selected more than once. Once a phrenic
amplification has been selected, it can't be changed. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function.

Biokinetic Healing (Su): When the psychic casts a linked spell from the healing school, she can spend 1 point from her phrenic pool to regain 2 hit points per
level of the linked spell.

Complex Countermeasure (Ex): The psychic can spend 1 point from her phrenic pool to increase by 2 the DCs of Concentration checks or caster level
checks the linked spell requires enemies to attempt. This increase also applies to checks to dispel, counterspell, or identify the linked spell. The bonus applies while the
spell is cast and lasts for the spell's duration (if appropriate), to a maximum of 24 hours. The psychic can choose to spend 2 points from her phrenic pool to instead
increase the linked spell's DCs by 4.

Defensive Prognostication (Su): When casting an enhancing spell that divines the future, the psychic sees a glimmer of her future. By spending 1 point from
her phrenic pool as she casts the spell, she gains a +2 insight bonus to AC for a number of rounds equal to the linked spell's level. She can instead spend 2 points to
increase the bonus to +4.

Deflection Field (Su): Whenever the psychic casts a linked spell that grants her a deflection bonus to AC, she can spend 2 points from her phrenic pool to
automatically reflect the first ranged attack that misses her (as long as the linked spell remains active) back at the attacker. This reflected attack uses the original attack
roll plus a circumstance bonus equal to the psychic's caster level.

Dispelling Pulse (Su): The psychic can spend 3 points from her phrenic pool to entwine dispelling magic with a targeted spell. If the target is hit by the
linked spell or fails its saving throw, it's affected as though the psychic had cast a targeted dispel spell on it. This effect can dispel only spells of the linked spell's level
or lower. If the linked spell doesn't already require an attack roll or allow a saving throw, the target can attempt a Will saving throw to avoid the dispelling effect only;
the DC is calculated using the linked spell's level (and all other bonuses that would apply if the linked spell allowed a Will save). This amplification can be linked only
to a spell that targets one creature or object.

Intense Focus (Ex): The psychic can spend 1 point from her phrenic pool to gain a +2 bonus on any Concentration check she attempts as part of casting the
linked spell. She can choose to spend 2 points from her phrenic pool to instead gain a +4 bonus.

Mimic Metamagic (Ex): When the psychic gains this amplification, she chooses two metamagic feats; she need not have these feats to select them. When she
casts a spell, she can spend points from her phrenic pool to apply one of the chosen feats to the linked spell without increasing the spell's level or MP cost. She must
spend a number of points equal to double the number of levels by which the feat normally increases a spell's level (minimum 2 points). The psychic can still apply
metamagic feats she knows to the spell while using this amplification, increasing the MP cost and spell level as normal. This amplification can be applied only to a spell
that the chosen metamagic feat could normally affect, and only if the spellcaster can cast spells of a high enough level that she would be able to apply the metamagic
feat in question to the linked spell. A psychic can select this amplification multiple times, adding two additional options to the list of metamagic feats she can apply
using this amplification each time.

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Mindshield (Su): The psychic can spend 1 point from her phrenic pool to give one target of the linked spell a +2 morale bonus on Will saves for 1 round per
astrologian level (maximum 10 rounds). The psychic can instead spend 2 points to increase the bonus to +4. If the linked spell affects more than one creature, the
psychic can spend the same number of points for each additional creature she wants to affect with this amplification. She must choose to spend either 1 point for each
creature or 2 points for each creature; she can't grant different bonuses to different targets.

Overpowering Mind (Ex): The psychic can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. At 8th level, she can
choose to instead spend 4 points to increase the DC by 2. At 15th level, she can choose to instead spend 6 points to increase the DC by 3. This amplification can be
linked only to spells that require a Will saving throw.

Psychofeedback (Su): The psychic can spend 2 points from her phrenic pool to spend MP up to her spell level. Doing so grants the psychic a +1
enhancement bonus to Strength, Dexterity, or Constitution per MP spent. This bonus lasts for 1 minute per astrologian level.

Relentless Casting (Su): The psychic can spend 1 point from her phrenic pool to roll twice on any caster level checks to overcome spell resistance required
for the linked spell and take the better result. Because she must decide to spend points from her phrenic pool when she starts casting a spell, the psychic must decide to
use this ability before the GM calls for the caster level check.

Space-Rending Spell (Su): The psychic can warp space with her mind, teleporting herself as she casts her linked spell. She teleports herself 10 feet per point
she spends from her phrenic pool (as dimension door). The maximum number of points she can spend in this way is equal to the linked spell's level.

Subordinate Spell (Ex): The psychic can divide her mind to cast a less powerful spell upon herself alongside her linked spell. The linked spell can't be lower
than 5th level and can't take less than a standard action to cast. This applies to the actual casting time, so the psychic can't add a subordinate spell to a quickened spell.
The subordinate spell's casting time must be 1 standard action or less, and its level can be no higher than the linked spell's level 5. The subordinate spell must target
only the psychic (even if it could normally affect other or multiple targets). The psychic must spend a number of points from her phrenic pool equal to 3 + double the
subordinate spell's level. The subordinate spell acts as though it had been cast, and costs MP as usual. The effects of the two spells are separate, so each might require its
own Concentration check.

Turning Shield (Su): The psychic can turn her excess spell energy into a barrier that deflects weaker spells. She can spend a number of points from her
phrenic pool equal to the linked spell's level to gain the benefit of spell turning for 1 round per psychic level. The number of spell levels she can turn is equal to the
level of the linked spell.

These abilities replace astrology secrets.

Telekinetic Combat (Sp): At 6th level, a psychic learns to use her expertise at moving items from afar with a weapon to attack from a distance. When she casts mage
hand or uses the sustained force version of telekinesis, she may manipulate a single light or one-handed melee weapon up to the weight limit of the spell and use it to
attack enemies as if she were wielding it normally; this weapon may be magical as an exception to mage hand's restriction against manipulating magic items. She may
maintain concentration on the spell as a free action while using it for this purpose.

She cannot attack targets outside the spell's range, and it still takes a move action to move the weapon according to the spell. If the spell ends or is dispelled and the
weapon is not in her hand, it falls to the ground. If the psychic loses line of sight or line of effect to her weapon, the spell ends. She must always have a free hand to
direct her telekinetic weapon and cannot use that hand for anything else. She may spend 1 point from her phrenic pool as a move action to teleport her telekinetic
weapon back to her hand and end the spell. She adds her Wisdom modifier to her telekinetic combat attack rolls rather than her Strength modifier, but she does not add
either her Strength or Wisdom modifier to her damage rolls. Her weapon threatens the squares within its reach normally, and the psychic can use it to flank opponents
and make opportunity attacks.

The psychic uses her Wisdom modifier rather than her Strength modifier to determine her CMD against any combat maneuver check made against her telekinetic
weapon, such as disarm or sunder. Disarming the telekinetic weapon causes it to either fall to the ground, forcing the psychic to spend a move action lifting it back up
before attacking again, or to be snatched out of the air, ending the spell.

While using telekinetic combat, the psychic takes a -2 penalty to her Armor Class as her concentration is being taken up by manipulating her weapon.

This ability replaces essential dignity.

Improved Telekinetic Combat (Sp): At 9th level, the psychic may add her Wisdom modifier as a bonus to damage rolls when using telekinetic combat, and the AC
penalty decreases to -1. In addition, she may spend 1 point from her phrenic pool when activating telekinetic combat to cast the spell as a full-round action, move her
weapon up to 30 feet, and make an attack with it in the same action as casting the spell. She gains a +2 bonus on this attack roll and takes a -2 penalty to her AC for 1
round as if she were charging.

This ability replaces synastry.

Full Attack Telekinesis (Ex): At 13th level, a psychic is as skilled in telekinetic combat as a fighter is with melee combat. When using the combat maneuver version of
telekinesis or wielding a weapon telekinetically, the psychic can make a full attack, potentially attacking, bull rushing, disarming, grappling, or tripping more than once
per round.

This ability replaces foretell.

Improved Violent Thrust (Ex): At 16th level, a psychic's violent thrust version of telekinesis becomes more effective. She uses her caster level in place of her base
attack bonus when making the attack roll, and she uses her Wisdom modifier as a bonus on damage rolls if she hurls weapons at the target. Finally, using a violent
thrust no longer ends the telekinesis effect, but the psychic can't make another violent thrust for 1d4 rounds.

This ability replaces time dilation.

Fling Skyward (Ex): Rather than hurling a creature toward another target, a 18th-level psychic can use the violent thrust version of telekinesis to hurl a creature
straight up. A target is allowed a Will save (DC 10 + half of the astrologians level + her Wisdom modifier) to negate the effect. The psychic can lift a creature into the
air a maximum distance of 10 feet per caster level. At the beginning of the character's next action, the creature falls to the ground, taking 1d6 points of damage per 10
feet fallen. Unlike other times when a psychic uses the violent thrust version of telekinesis, flinging a foe skyward immediately ends the telekinesis effect.

This ability replaces collective unconscious.

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Bard
Agent of Inquiry
Whether on the trail of a fugitive, a long-lost treasure trove, or a criminal mastermind, agents of inquiry are motivated by an intense curiosity about the world and use
knowledge of it as a weapon Observing the world around them, they gain valuable knowledge about the situation they're in, process that information using inspiration
and deduction, and cut to the quick of the matter in unexpected ways.

The agent of inquiry is an archetype of the bard class.

Bardic Performance: An agent of inquiry gains the following types of bardic performance:

Careful Teamwork (Su): An agent of inquiry uses performance to keep allies coordinated, alert, and ready for action. All allies within 30 feet gain a +1 bonus on
Initiative checks, Perception, and Disable Device checks for 1 hour. They also gain a +1 insight bonus on Reflex saves and to AC against traps and when they are flat-
footed. These bonuses increase by +1 at 5th level and every six levels thereafter. Using this ability requires 3 rounds of continuous performance, and the targets must be
able to see and hear the bard throughout the performance. This ability is language-dependent and requires visual and audible components.

This performance replaces inspire courage.

True Confession (Su): At 9th level, an agent of inquiry can use performance to trick a creature into revealing its secrets. Using this ability requires a successful Sense
Motive check to see through a Bluff or notice mental compulsion. After 3 continuous rounds of performance, the target must make a Will save (DC 10 + half of the
bards level + his Charisma modifier). Success renders the target immune to this power for 24 hours. On a failed save, a liar inadvertently reveals the lie and the truth
behind it. A creature under a charm or compulsion reveals the nature of its enchantment and who placed it (if the creature knows) and gains a new saving throw to break
free from the enchantment. This ability is language-dependent and requires audible components. Using this power requires only 2 rounds of performance at 15th level,
and 1 round of performance at 20th level.

This performance replaces inspire greatness.

Show Yourselves (Ex): At 15th level, an agent of inquiry can use performance to compel creatures to reveal themselves when hiding. All enemies within 30 feet must
make a Will save (DC 10 + half of the bards level + his Charisma modifier). If they fail, they must cease using Stealth, unlock and open doors between themselves and
the agent of inquiry, and dismiss, suppress, or dispel if necessary magical effects that grant invisibility or any other form of concealment from the agent of inquiry. As
long as they can hear the performance, affected creatures may not attack or flee until they have eliminated every such effect, though they are freed from this compulsion
immediately if attacked. Creatures in the area must make this save each round the bard continues his performance. This ability is language-dependent and requires
audible components.

This performance replaces inspire heroics.

Inspiration (Ex): At 1st level, an agent of inquiry is beyond knowledgeable and skilledhe also possesses keen powers of observation and deduction that far surpass
the abilities of others. An agent of inquiry typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An
agent of inquiry has the ability to augment skill checks and ability checks through his brilliant inspiration. The agent of inquiry has an inspiration pool equal to half his
bard level + his Intelligence modifier (minimum 1). An agent of inquiry's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free
action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the
check is rolled and before the results are revealed. An agent of inquiry can only use inspiration once per check or roll. The agent of inquiry can use inspiration on any
Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls
and saving throws, at the cost of expending two uses of inspiration each time from the agent of inquiry's pool. In the case of saving throws, using inspiration is an
immediate action rather than a free action.

This ability replaces minor auras.

Deductful Dodge (Ex): Sometimes, while the agent is looking for clues while on the case, foes tend to miss him, or perhaps the agent can see the enemies attack
coming before they even make their move through deduction. At 1st level, when the agent is a target of an attack he may make a free Perception check (he does not
need to be aware of the attack) using his Perception roll as his AC against the attack. If he is unaware of the attack, he takes a -4 to the roll dodging attacks without
knowing he even dodged them. He may do this a number of times per day equal 3 + his Charisma modifier.

This ability replaces distraction.

Eye for Detail (Ex): An agent of inquiry gains a bonus equal to half his level on Knowledge (local), Perception, and Sense Motive checks, as well as Diplomacy checks
to gather information (minimum +1).

This ability replaces fascinate.

Arcane Insight (Ex): At 2nd level, an agent of inquiry can find and disable magical traps, like a thiefs trapfinding ability. In addition, he gains a +4 bonus on saving
throws made against illusions and a +4 bonus on caster level checks and Perception skill checks to see through disguises.

This ability replaces well-versed.

Trap Sense (Ex): At 2nd level, an agent of inquiry gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to
avoid traps and a +1 dodge bonus to AC against attacks by traps. At 5th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +7 at 20th
level).

This ability replaces versatile performance.

Extraordinary Accidents (Ex): At 2nd level, the agent is great at making things happen even if accidental, by opening passages by falling on their back, or saying the
wrong words but the right words, at the right time. Once per day, when the agent rolls a 1 on any d20 roll, he may treat that roll as natural 20, seemingly still causing a
fumble that actually acts in his favor extraordinarily. At 7th level and every 5 levels thereafter, he may use this ability one additional time per day.

This ability replaces inspiration

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Gentlemans Hustle (Ex): The agent is adept at chasing after suspects of crimes he inspects, or running from suspects. Starting at 3rd level, he gains a 10-foot
movement bonus to his base land speed. This increases by 5 feet every 4 levels thereafter. He loses this bonus movement speed while in any armor.

This ability replaces troubadour.

Studied Combat (Ex): With a keen eye and calculating mind, an agent of inquiry can assess the mettle of his opponent to take advantage of gaps in talent and training.
At 4th level, an agent of inquiry can use a move action to study a single enemy that he can see. Upon doing so, he adds half his bard level as an insight bonus on melee
attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals
damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An agent of inquiry can only
have one target of studied combat at a time, and once a creature has become the target of an agent of inquiry's studied combat, he cannot become the target of the same
agent of inquiry's studied combat again for 24 hours unless the agent of inquiry expends one use of inspiration when taking the move action to use this ability.

This ability replaces major auras.

Studied Strike (Ex): At 4th level, an agent of inquiry can choose to make a studied strike against the target of his studied combat as a free action, upon successfully
hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a
maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are
also immune to studied strike. If the agent of inquiry's attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have
the additional damage from studied strike be nonlethal damage instead of lethal damage. If the agent of inquiry chose to make an attack with a lethal weapon instead
deal nonlethal damage (with the usual 4 penalty), the studied strike damage may also deal nonlethal damage. The agent of inquiry must be able to see the target well
enough to pick out a vital spot and must be able to reach such a spot. An agent of inquiry cannot use studied strike against a creature with concealment.

This ability replaces dissonance.

Relentless Pursuit (Ex): At 9th level, an agent of inquiry can learn enough about a suspect through observation that he can deduce the most effective way to deal with
the subject. Once per day, if an agent finds a creature's tracks using tracking, he gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks
against or about that creature, as well as on weapon attack and damage rolls against that creature. These bonuses last until the agent selects a new subject for relentless
pursuit.

This ability replaces resonance.

True Inspiration (Ex): At 20th level, an agent of inquiry can use inspiration on all skill checkseven ones he isn't trained inand all ability checks without spending
inspiration. In addition, whenever he expends inspiration on an ability check, attack roll, saving throw, or skill check, he adds 2d6 rather than 1d6 to the result.

This ability replaces deadly performance.

Dragon Herald
Dragon heralds are messengers and evangelists of true dragonkind. They carry the word of their dragon patrons far and wide, whether that's a message of peace or a
declaration of war.

The dragon herald is an archetype of the bard class available only to gria bards.

Dragon Patron (Ex): A dragon herald must choose a particular true dragon species whose glory to extol. In most cases, this is a dragon with whom the herald is
familiar, but it could be a dragon deity, a long-dead dragon hero, or even an entire dragon lineage. The energy type associated with her dragon patron determines the
energy type used by several of her abilities. She must also designate a sacred space relevant to her dragon choiceusually the lair of a patron dragon or a shrine or holy
place associated with a dragon type.

Coat of Arms (Ex): A dragon herald gains energy resistance equal to her dragon herald level against the energy type associated with her dragon patron. This resistance
does not stack with any magical or temporary resistances.

Dragon Voice (Ex): A dragon herald gains a bonus equal to half her level on Intimidate and Diplomacy checks. She gains Draconic as a bonus language.

This ability replaces well-versed.

Bardic Performance: A dragon herald gains the following types of bardic performance

Diplomatic Immunity (Su): A dragon herald can use bardic performance to generate a sanctuary effect upon herself. Most use this to deliver the word of their patron or
to safely complete Diplomacy or Intimidate checks in the presence of hostile foes. The effect persists for as long as the dragon herald performs and for 1 round after.

This performance replaces countersong and fascinate.

Diplomatic Protection (Su): At 3rd level, the dragon herald can use bardic performance to wrap a single ally in the colors and scales of her patron. The dragon herald
must be able to see her ally, and that ally must be able to perceive her performance. While the herald performs, the target gains resistance equal to twice the dragon
herald's level to the energy type associated with the dragon herald's patron, and an enhancement bonus to natural armor equal to 1/2 the dragon herald's level.

This performance replaces inspire competence.

Rebuke Foes (Su): At 12th level, the dragon herald gains the ability to rain down her patron's wrath on her enemies, dealing energy damage of the appropriate type
equal to twice her dragon herald level (Reflex save for half). She can target one enemy within 50 feet for every 4 dragon herald levels she has. This effect occurs once
per round for as long as she continues her performance.

This performance replaces soothing performance.

Retreat to Lair (Sp): At 15th level, the dragon herald can spend 5 daily uses of performance as a full-round action to teleport herself, or a willing target touched, to her
sacred place.

This performance replaces inspire heroics.

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Master of Persuasion (Ex): At 5th level, the dragon herald becomes so sure in her craft that she can take 10 on any Diplomacy or Intimidate check, even when rushed
or threatened. Once per day, she may attempt either a Diplomacy or Intimidate check as a full-round action, instead of spending a full minute. She can use this ability
one additional time per day at 11th and 17th level.

This ability replaces all grant move action abilities.

Extol Glory (Su): At 11th level, the dragon herald gains the ability to spread her patron's glory to all intelligent creatures. When she speaks Draconic, any intelligent
creature that hears her and knows any language can understand her words. This ability does not allow the dragon herald to understand languages with which she is not
familiar.

This ability replaces encore.

Dragonkin
Legends tell of a hero known as the Dragonkin, a warrior with the body of a mortal and soul of a dragon, whose destiny it is to destroy evil dragons. Dragonkins can
naturally learn and speak the ancient and powerful tongue of the Dov, called the Thu'um. This language allows for their shouts to have powerful effects and provide the
dragonkin with a variety of abilities.

The dragonkin is an archetype of the bard class.

Weapon and Armor Proficiency: Dragonkins gain proficiencies in all martial weapons and also gain proficiency in medium armor as well as light shields. However, a
dragonkin wearing medium armor or using a shield incurs a chance of song failure.

This ability replaces the bards normal weapon and armor proficiencies.

Diminished Songperforming: A dragonkin gains fewer MP than normal equal to the spell level he gains. For example, a bard of 5th level would only have 5 MP
excluding extra MP from Charisma bonus.

Martial Prowess: A dragonkins base attack bonus increases by one step (from 3/4 BAB to full BAB). Also increases dragonkins hit dice from d8 to d10.

Limit Break (Su): At 1st level, the dragonkin receives the Limit Break (Yol Strun Bah).

Yol Strun Bah (Su): This Limit Break uses the dragonkin's tremendous shouting ability to call forth a meteor swarm upon a 30-ft.-radius area within 60 feet.
For a duration of 1 round + 1 round per four bard levels after 1st, enemies within the area of effect take 2d6 points of fire and physical damage (half and half) plus an
additional 2d6 points of fire and physical damage per four bard levels after 1st. A successful Reflex save (DC 10 + half of the bard's level + his Charisma modifier)
halves the damage.

This ability replaces the Limit Break (Destructive Shout).

Shouts (Su): Beginning of 1st level and every other level thereafter, a dragonkin learns a new shout power. Some shouts require other shout powers as prerequisites.
All shouts require a swift action to use.

Aura Whisper: The dragonkin's voice is not a shout, but a whisper, revealing the life forces of any and all.

Laas (Su): At a cost of 1 MP, this shout reveals all creatures within a 10-ft.-radius, showing an outline for those creatures who are invisible or hidden to the
dragonkin. This ability lasts for 1 round per bard level + his Charisma modifier.

Yah (Su): At a cost of 2 MP, this shout reveals all creatures within a 20-ft.-radius, showing an outline for those creatures who are invisible or hidden to the
dragonkin. It also reveals their current health. This ability lasts for 1 round per bard level + his Charisma modifier. Prerequisite: Laas.

Nir (Su): At a cost of 3 MP, this shout reveals all creatures within a 30-ft.-radius, showing an outline for those creatures who are invisible or hidden to the
dragonkin. It also reveals their current health, current MP or KI pool, and status effects that are affecting them. This ability lasts for 1 round per bard level + his
Charisma modifier. Prerequisites: Laas, Yah.

Disarm: Shout defies steel, as the dragonkin rips the weapon from an opponent's grasp.

Zun (Su): At a cost of 1 MP, this shout attempts to disarm an adjacent opponent of his weapon. Using normal disarm rules, the dragonkin uses his Charisma
modifier for his CMB roll and gains a +2 bonus on the disarm combat maneuver. The dragonkin does not provoke an attack of opportunity for the disarm attempt nor
does the defender get to attempt to disarm the dragonkin.

Haal (Su): At a cost of 2 MP, this shout attempts to disarm opponents in a 10-ft.-cone of their weapons. Using normal disarm rules, the dragonkin uses his
Charisma modifier for his CMB roll and gains a +4 bonus on the disarm combat maneuver. Each weapon disarmed flies 10 feet in the direction that the dragonkin used
this ability. The dragonkin does not provoke an attack of opportunity for the disarm attempt nor does the defenders get to attempt to disarm the dragonkin.
Prerequisite: Zun.

Viik (Su): At a cost of 3 MP, this shout attempts to disarm opponents in a 20-ft.-cone of their weapons. Using normal disarm rules, the dragonkin uses his
Charisma modifier for his CMB roll and gains a +6 bonus on the disarm combat maneuver. Each weapon disarmed flies 10 feet in the direction that the dragonkin used
this ability. The dragonkin does not provoke an attack of opportunity for the disarm attempt nor does the defenders get to attempt to disarm the dragonkin.
Prerequisites: Zun, Haal.

Dismay: The weak shall fear the dragonkin's voice, and flee in terror.

Faas (Su): At a cost of 1 MP, this shout causes all creatures in a 10-ft.-cone to flee from the dragonkin, a Will save (DC 10 + half of the bards level + his
Charisma modifier) to negate. Creatures who do not make the saving throw, flee for 1d4 + 1 rounds.

Ru (Su): At a cost of 2 MP, this shout causes all creatures in a 20-ft.-cone to flee from the dragonkin, a Will save (DC 10 + half of the bards level + his
Charisma modifier) to negate. Creatures who do not make the saving throw, flee for 1d6 + 2 rounds and are Shaken for 1d4 rounds afterwards. Prerequisite: Faas.

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Maar (Su): At a cost of 3 MP, this shout causes all creatures in a 30-ft.-cone to flee from the dragonkin, a Will save (DC 10 + half of the bards level + his
Charisma modifier) to negate. Those who do not make the saving throw, flee for 1d8 + 3 rounds and are Disabled for 1d4 rounds afterwards. Prerequisites: Faas, Ru.

Elemental Fury: The dragonkin's voice imbues his arms with the speed of wind, allowing for faster weapon strikes.

Su (Su): At a cost of 1 MP, this shout allows the dragonkin to make one extra attack with a full-attack action at his highest base attack bonus, but this attack
and each other attack made in the round suffer a -2 penalty.

Grah (Su): At a cost of 2 MP, this shout allows the dragonkin to make two extra attacks with a full-attack action at his highest base attack bonus, but these
attacks and each other attack made in the round suffer a -4 penalty. Prerequisite: Su.

Dun (Su): At a cost of 3 MP, this shout allows the dragonkin to make three extra attacks with a full-attack action at his highest base attack bonus, but these
attacks and each other attack made in the round suffer a -6 penalty. Prerequisites: Su, Grah.

Fire Breath: Inhale air, exhale flame, and behold the dragonkin's voice as inferno.

Yol (Su): At a cost of 1 MP, this shout deals 2d6 points of fire damage to all creatures in a 10-ft.-cone, Reflex save (DC 10 + half of the bards level + his
Charisma modifier) for half damage. Creatures who do not make the saving throw, also catch on fire, taking 1d6 points of fire damage for 1d4 rounds. A burning
creature can use a full-round action to put out the flame.

Toor (Su): At a cost of 2 MP, this shout deals 4d6 points of fire damage to all creatures in a 20-ft.-cone, Reflex save (DC 10 + half of the bards level + his
Charisma modifier) for half damage. Creatures who do not make the saving throw, also catch on fire, taking 2d6 points of fire damage for 1d4 rounds. A burning
creature can use a full-round action to put out the flame. Prerequisite: Yol.

Shul (Su): At a cost of 3 MP, this shout deals 6d6 points of fire damage to all creatures in a 30-ft.-cone, Reflex save (DC 10 + half of the bards level + his
Charisma modifier) for half damage. Creatures who do not make the saving throw, also catch on fire, taking 3d6 points of fire damage for 1d4 rounds. A burning
creature can use a full-round action to put out the flame. Prerequisites: Yol, Toor.

Frost Breath: The dragonkin's breath is winter, his shout, a blizzard.

Fo (Su): At a cost of 1 MP, this shout deals 2d6 points of ice damage to all creatures in a 10-ft.-cone, Reflex save (DC 10 + half of the bards level + his
Charisma modifier) for half damage. Creatures who do not make the saving throw, also move slower, losing 5 feet of movement speed (cannot go below a movement of
5) for 1d4 rounds.

Krah (Su): At a cost of 2 MP, this shout deals 4d6 points of ice damage to all creatures in a 20-ft.-cone, Reflex save (DC 10 + half of the bards level + his
Charisma modifier) for half damage. Creatures who do not make the saving throw, also move slower, losing 10 feet of movement speed (cannot go below a movement
of 5) for 1d4 rounds. Prerequisite: Fo.

Diin (Su): At a cost of 3 MP, this shout deals 6d6 points of ice damage to all creatures in a 30-ft.-cone, Reflex save (DC 10 + half of the bards level + his
Charisma modifier) for half damage. Creatures who do not make the saving throw, also move slower, losing 15 feet of movement speed (cannot go below a movement
of 5) for 1d4 rounds. Prerequisites: Fo, Krah.

Marked for Death: Speak, and let the dragonkin's voice herald doom, as an opponent's armor and lifeforce are weakened.

Krii (Su): At a cost of 1 MP, this shout weakens the armor and lifeforce of an opponent adjacent to the dragonkin. Creature affected must make a Fortitude
save (DC 10 + half of the bards level + his Charisma modifier) or suffer a -2 penalty to its Constitution score (to a minimum of 1) for 1d6 rounds. Creature who did not
make the saving throw, its armor (if any) receives a -1 penalty to Armor Class and damage reduction for 1d4 rounds.

Lun (Su): At a cost of 2 MP, this shout weakens the armor and lifeforce of all creatures in a 10-ft.-cone. Creatures affected must make a Fortitude save (DC
10 + half of the bards level + his Charisma modifier) or suffer a -4 penalty to its Constitution score (to a minimum of 1) for 1d6 rounds. Creatures who did not make
the saving throw, its armor (if any) receives a -2 penalty to Armor Class and damage reduction for 1d4 rounds. Prerequisite: Krii.

Aus (Su): At a cost of 3 MP, this shout weakens the armor and lifeforce of all creatures in a 20-ft.-cone. Creatures affected must make a Fortitude save (DC
10 + half of the bards level + his Charisma modifier) or suffer a -6 penalty to its Constitution score (to a minimum of 1) for 1d6 rounds. Creatures who did not make
the saving throw, its armor (if any) receives a -3 penalty to Armor Class and damage reduction for 1d4 rounds. Prerequisites: Krii, Lun.

Storm Call: A shout to the skies, a cry to the clouds that awakens the destructive force of lightning.

Strun (Su): At a cost of 1 MP, this shout deals 2d6 points of lightning damage in a 10-ft.-radius within 30 feet of the dragonkin. Creatures in the area of
effect must make a Reflex save (DC 10 + half of the bards level + his Charisma modifier) for half damage. Creatures who did not make the saving throw, are dazed for
1d4 + 1 rounds.

Bah (Su): At a cost of 2 MP, this shout deals 4d6 points of lightning damage in a 20-ft.-radius within 60 feet of the dragonkin. Creatures in the area of effect
must make a Reflex save (DC 10 + half of the bards level + his Charisma modifier) for half damage. Creatures who did not make the saving throw, are dazed for 1d6 +
2 rounds. Prerequisite: Strun.

Qo (Su): At a cost of 3 MP, this shout deals 6d6 points of lightning damage in a 30-ft.-radius within 90 feet of the dragonkin. Creatures in the area of effect
must make a Reflex save (DC 10 + half of the bards level + his Charisma modifier) for half damage. Creatures who did not make the saving throw, are dazed for 1d8 +
3 rounds. Prerequisites: Strun, Bah.

Unrelenting Force: The dragonkin's voice is raw power, pushing aside anything - or anyone - who stands in his path.

Fus (Su): At a cost of 1 MP, this shout pushes all creatures in a 10-ft.-cone away from the dragonkin. The dragonkin makes a Bull Rush combat maneuver
on all creatures in the area of effect, using his Charisma modifier instead of his Strength for his CMB. He gains a +2 bonus on the Bull Rush combat maneuver. The
dragonkin does not provoke an attack of opportunity for the bull rush attempt. Creatures who are bull rushed with this ability must make an Acrobatics DC 10 skill
check or fall prone.

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Ro (Su): At a cost of 2 MP, this shout pushes all creatures in a 20-ft.-cone away from the dragonkin. The dragonkin makes a Bull Rush combat maneuver on
all creatures in the area of effect, using his Charisma modifier instead of his Strength for his CMB. He gains a +4 bonus on the Bull Rush combat maneuver. The
dragonkin does not provoke an attack of opportunity for the bull rush attempt. Creatures who are bull rushed with this ability must make an Acrobatics DC 15 skill
check or fall prone. Prerequisite: Fus.

Dah (Su): At a cost of 3 MP, this shout pushes all creatures in a 30-ft.-cone away from the dragonkin. The dragonkin makes a Bull Rush combat maneuver
on all creatures in the area of effect, using his Charisma modifier instead of his Strength for his CMB. He gains a +6 bonus on the Bull Rush combat maneuver. The
dragonkin does not provoke an attack of opportunity for the bull rush attempt. Creatures who are bull rushed with this ability must make an Acrobatics DC 20 skill
check or fall prone. Prerequisites: Fus, Ro.

Whirlwind Sprint: The dragonkin's voice rushes forward, carrying him in its wake with the speed of a tempest.

Wuld (Su): At a cost of 1 MP, this shout allows the dragonkin to charge an additional 15 feet. If at the end of the charge is a creature, the dragonkin can
make a free attack. If the attack hits, the dragonkin deals an additional 2d6 points of damage. If a creature is in the way of the dragonkin's whirlwind sprint, the
dragonkin makes a bull rush combat maneuver (which allows for an attack of opportunity), gaining a bonus +2 for every 10 feet that the dragonkin moves. Using this
ability will provoke attacks of opportunity if moving through threatened spaces.

Nah (Su): At a cost of 2 MP, this shout allows the dragonkin to charge an additional 30 feet. If at the end of the charge is a creature, the dragonkin can make
a free attack. If the attack hits, the dragonkin deals an additional 4d6 points of damage. If a creature is in the way of the dragonkin's whirlwind sprint, the dragonkin
makes a bull rush combat maneuver (which allows for an attack of opportunity), gaining a bonus +2 for every 10 feet that the dragonkin moves. Using this ability will
provoke attacks of opportunity if moving through threatened spaces. Prerequisite: Wuld.

Kest (Su): At a cost of 3 MP, this shout allows the dragonkin to charge an additional 45 feet. If at the end of the charge is a creature, the dragonkin can make
a free attack. If the attack hits, the dragonkin deals an additional 6d6 points of damage. If a creature is in the way of the dragonkin's whirlwind sprint, the dragonkin
makes a bull rush combat maneuver (which allows for an attack of opportunity), gaining a bonus +2 for every 10 feet that the dragonkin moves. Using this ability will
provoke attacks of opportunity if moving through threatened spaces. Prerequisites: Wuld, Nah.

This ability replaces countersong, distraction, fascinate, well-versed, versatile performance, inspiration, dissonance, resonance, soothing performance, and frightening
tune.

Inspiring Blow (Su): At 3rd level, the dragonkin roars his war-cries with each telling blow. When he confirms a critical hit, he can start this performance as an
immediate action (ending any other performances). He gains temporary hit points equal to his Charisma modifier times the critical multiplier of the weapon (if positive),
and all allies within 30 feet gain a morale bonus equal to the dragonkins Charisma modifier on their next attack roll prior to the start of his next turn. These temporary
hit points remain until the dragonkin ends his performance.

This ability replaces troubadour.

Incite Rage (Su): At 5th level, the dragonkin can induce a furious rage in one creature within 30 feet. This effect functions as a beastmaster's rage that lasts as long as
the target can hear the dragonkins performance; however, unwilling creatures can be affected if they fail a Will save (DC 10 + half of the bards level + his Charisma
modifier). Success renders the target immune to this power for 24 hours. The dragonkin cannot target himself with this ability. If the target has the rage class feature, it
can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the dragonkin continues performing. This mind-affecting effect
requires audible components.

This ability replaces grant move action.

Heroism (Ex): At 7th level, the dragonkin is completely immune to fear effects. In addition, the dragonkin gains an additional +2 to skill checks when using inspire
competence.

This ability replaces skilled performer.

Battle Song (Su): At 11th level, a dragonkin can affect all allies within 30 feet when using performance to incite rage.

This ability replaces encore.

War Chant (Ex): At 18th level, a dragonkin can inspire a rapturous battle trance that suppresses pain, stunning, and fear effects for one creature. The affected creature
also gains DR 5/ (DR 10/ against nonlethal damage); this benefit stacks with any damage reduction class ability and lasts until the dragonkin ends his performance.
This mind-affecting ability requires audible components.

This ability replaces funeral ballad.

Legacy (Ex): At 20th level, the dragonkin's name is legend, it will be remembered for eternity by the dragonkins that proceed him. He is known far and wide, he is a
figure of destiny, a god among men. His personality reflects this. The dragonkin gains a +2 bonus to Charisma.

This ability replaces deadly performance.

Guitarist
A guitarist is a bard who focuses mainly on a singular instrument, a guitar. He focuses the power of sound through his guitar to create sonic vibrations to hurt and
hinder his foes.

The guitarist is an archetype of the bard class.

Guitar: A guitarist begins play with a guitar as part of his starting equipment. A guitarist must have a guitar to utilize his sonic boom ability. He may magical enhance
his guitar to provide an enhancement bonus to hit and damage on ranged touch and area effect attacks or increase the DC saving throws.

Sonic Boom (Su): A guitarist can use his guitar to produce an ear splitting boom of sonic energy. A sonic boom is a ray with a range of 60 feet. It is a ranged touch
attack that affects a single target. A sonic boom deals 1d8 points of damage at 1st level and increases in power as the guitarist rises in level. The guitarist adds his
Charisma modifier to his sonic boom damage. A guitarist can apply one boom shape enhancement and one sonic essence enhancement to the same sonic boom. The
target must make a Fortitude save (DC 10 + half of the bards level + his Charisma modifier) or become shaken for 1 round. The damage increases by 1d8 at 4th level

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and every three levels thereafter (3d8 at 7th, 4d8 at 11th, 5d8 at 14th, 6d8 at 17th, and finally 7d8 at 20th). A sonic boom counts as a weapon-like spell for the purpose
of applying feats. A sonic boom is the equivalent of a 1st-level spell. If the guitarist applies a boom shape enhancement or a sonic essence enhancement to his sonic
boom, it uses the equivalent spell level of the boom shape enhancement or the sonic essence enhancement, whichever is higher. A sonic boom is subject to spell
resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to sonic boom. A sonic boom
deals half damage to objects.

This ability replaces bardic performance.

Sonic Boom Enhancement (Su): At 2nd level, and every two levels thereafter, a guitarist learns to enhance his sonic boom ability. Unless otherwise noted, a guitarist
cannot select an individual sonic boom enhancement more than once. Some sonic boom enhancements can only be chosen if the guitarist has met certain prerequisites
first. Some sonic boom enhancements that are marked with an asterisk (*) modify the range, target(s), or area of a guitarists sonic boom. These are called boom shape
enhancements. Boom shape enhancements do not stack, only one can be applied to an individual boom. Some sonic boom enhancements that are marked with two
asterisks (**) modify the damage or other effects of the guitarists sonic boom. These are called sonic essence enhancements. Sonic essence enhancements do not stack,
only one can be applied to an individual boom and replaces the shaken effect. A guitarist can apply one boom shape enhancement and one sonic essence to an
individual boom. The DC of any saving throw called for by a sonic boom enhancement is equal to 10 + half of the bard's level + his Charisma modifier.

Bewitching Boom** (Su): This sonic essence enhancement allows the guitarist to change his sonic boom into a bewitching boom. Any creature struck by a
bewitching boom must succeed on a Will save or be confused for 1 round. This is a mind influencing effect. A bewitching boom is equivalent to a 6th level spell.
Prerequisite: A guitarist must be at least 12th level before selecting this enhancement.

Binding Boom** (Su): This sonic essence enhancement allows the guitarist to change his sonic boom into a binding boom. Any creature struck by a binding
boom must succeed on a Will save or be stunned for 1 round. This is a mind-affecting effect. A binding boom is equivalent to a 4th level spell. Prerequisite: A guitarist
must be at least 8th level before selecting this enhancement.

Bleeding Boom** (Su): This sonic essence enhancement allows the guitarist to change his sonic boom into a bleeding boom. This boom causes living
opponents to bleed. This attack causes the target to take 1 additional point of damage each round for each die of the guitarist's sonic boom (e.g., 4d6 equals 4 points of
bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the
application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the
creature might possess. A bleeding boom is equivalent to a 1st level spell.

Blinding Boom** (Su): This sonic essence enhancement allows the guitarist to change his sonic boom into a blinding boom. Any living creature struck by a
blinding boom must succeed on a Fortitude save or be blinded for 1 round. A blinding boom is equivalent to a 1st level spell.

Deteriorating Boom** (Su): This sonic essence enhancement allows the guitarist to change his sonic boom into a deteriorating boom. Any creature struck by
a deteriorating boom must succeed on a Fortitude save or have its damage reduction lowered by 5 for 1 minute. If the target has more than one type of damage
reduction, this effect applies to all of them. Multiple uses of this essence dont stack; instead, the new duration replaces the old one. A deteriorating boom is equivalent
to a 4th level spell. Prerequisite: A guitarist must be at least 8th level before selecting this enhancement.

Frightful Boom** (Su): This sonic essence enhancement allows the guitarist to change his sonic boom into a frightful boom. Any creature struck by a
frightful boom must succeed on a Will save or become frighten for 1 minute. A frightened creature struck by a frightful boom is not affected by the frighten aspect of the
boom but takes damage normally. Creatures with immunity to mind-affecting spells and abilities or fear effects cannot be frightened by a frightful boom. A frightful
boom is equivalent to a 4th level spell. Prerequisite: A guitarist must be at least 8th level before selecting this enhancement.

Hammer Boom** (Su): This sonic essence enhancement allows the guitarist to change his sonic boom into a hammer boom. A hammer boom deals normal
damage to objects, rather than half. A hammer boom is equivalent to a 2nd level spell.

Hindering Boom** (Su): This sonic essence enhancement allows the guitarist to change his sonic boom into a hindering boom. Any living creature struck by
a hindering boom must succeed on a Will save or be slowed for 1 round in addition to the normal damage from the boom. A slowed creature can take only a single
move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A
slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creatures jumping distance as normal for decreased speed.
Multiple slow effects dont stack. A hindering boom is equivalent to a 3rd level spell. Prerequisite: A guitarist must be at least 6th level before selecting this
enhancement.

Noxious Boom** (Su): This sonic essence enhancement allows the guitarist to change his sonic boom into a noxious boom. Any creature struck by a noxious
boom must make a Fortitude save or be nauseated for 1 minute. A noxious boom is equivalent to a 4th level spell. Prerequisite: A guitarist must be at least 8th level
before selecting this enhancement.

Penetrating Boom** (Su): This sonic essence enhancement allows the guitarist to change his sonic boom into a penetrating boom. A penetrating boom gains
a +4 bonus on caster level checks made to penetrate a targets spell resistance. A creature affected by a penetrating boom must succeed on a Will save or have its spell
resistance lowered by 5 for 1 minute. Multiple uses of this essence dont stack; instead, the new duration replaces the old one. A penetrating boom is equivalent to a 6th
level spell. Prerequisite: A guitarist must be at least 12th level before selecting this enhancement.

Repelling Boom** (Su): This sonic essence enhancement allows the guitarist to change his sonic boom into a repelling boom. Any Medium or smaller
creature struck by a repelling boom must make a Reflex save or be hurled 1d65 feet (1d6 squares) directly away from the guitarist and knocked prone by the energy of
the attack. If the creature strikes a solid object, it stops prematurely, taking 1d6 points of damage per 10 feet hurled, and it is still knocked prone. Movement from this
boom does not provoke attacks of opportunity. A repelling boom is equivalent to a 3rd level spell. Prerequisite: A guitarist must be at least 6th level before selecting
this enhancement.

Sickening Boom** (Su): This sonic essence enhancement allows the guitarist to change his sonic boom into a sickening boom. Any living creature struck by
a sickening boom must make a Fortitude save or become sickened for 1 minute. A sickened creature struck by a second sickening boom is not affected by the sickening
aspect of the boom but still takes damage normally. A sickening boom is equivalent to a 2nd level spell.

Sonic Chain* (Su): This boom shape enhancement allows the guitarist to improve his sonic boom by turning it into an arc of sonic energy that jumps from
the first target to others. A sonic chain can jump to one secondary target per 5 guitarist levels within 30 feet of the previous one, allowing the guitarist to make
additional ranged touch attacks and deal damage to the secondary targets if you hit. The guitarist cant target the same creature more than once with the sonic chain. If
he misses any target in the chain, the sonic chain attack ends there. Each target struck after the first takes half the damage dealt to the first target. The guitarist must
make a separate spell penetration check for each target, if applicable. A sonic chain is equivalent to a 6th level spell. Prerequisite: A guitarist must be at least 12th
level before selecting this enhancement.

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Sonic Cone* (Su): This boom shape enhancement allows the guitarist to invoke his sonic boom as a 30-foot cone. The sonic cone deals the normal sonic
boom damage to all targets within the area. This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the cone can attempt a Reflex save
for half damage. A sonic cone is equivalent to a 4th level spell. Prerequisite: A guitarist must be at least 8th level before selecting this enhancement.

Sonic Doom* (Su): This boom shape enhancement allows the guitarist to invoke his sonic boom as the dreaded sonic doom. This causes bolts of sonic power
to lash out and savage nearby targets. A sonic doom deals sonic boom damage to any number of targets designated by the guitarist and within 20 feet. This is not a ray
attack, so it requires no ranged touch attack. Each target can attempt a Reflex save for half damage. A sonic doom is equivalent to a 5th level spell. Prerequisite: A
guitarist must be at least 10th level before selecting this enhancement.

Sonic Line* (Su): This boom shape enhancement allows the guitarist to invoke his sonic boom as a 60-foot line. A sonic line deals the normal sonic boom
damage to all targets within the area. This is not a ray attack, so it requires no ranged touch attack. Any creature in the line can attempt a Reflex save for half damage. A
sonic line is equivalent to a 3rd level spell. Prerequisite: A guitarist must be at least 6th level before selecting this enhancement.

Sonic Spear* (Su): This boom shape enhancement extends the guitarists sonic boom attacks to great distances. Sonic spear increases the range of a sonic
boom attack to 250 feet with no range increment. A sonic spear is equivalent to a 2nd level spell.

Spirit Boom** (Su): This sonic essence enhancement allows the guitarist to change his sonic boom into a spirit boom. The boom deals an extra 1 point of
damage per die to undead. The spirit boom also affects incorporeal creatures normally. A spirit boom is equivalent to a 4th level spell. Prerequisite: A guitarist must be
at least 8th level before selecting this enhancement.

These abilities replace distraction, fascinate, inspire courage, inspire competence, inspire greatness, encore, soothing performance, frightening tune, inspire heroics,
funeral ballad, and deadly performance.

Juggler
Jugglers are masters of manipulating objects, most famously by keeping multiple objects in the air simultaneously. They often incorporate this talent into acting,
comedy, or dance. Adventuring jugglers find their abilities translate well into the use of thrown weapons.

The juggler is an archetype of the bard class.

Weapon Proficiencies: A juggler is proficient with all simple weapons, plus martial thrown weapons.

This ability replaces his normal weapon proficiencies.

Fast Reactions (Ex): At 1st level, a juggler gains Deflect Arrows as a bonus feat. At 5th level, he gains Snatch Arrows as a bonus feat. The juggler doesn't need to meet
the prerequisites for these feats. The juggler can use the ability granted by these feats an additional time each round at 11th level (with a 5 penalty on his second attack
roll) and at 17th level (with a 10 penalty on his third attack roll).

This ability replaces countersong and grant move action.

Combat Juggling (Ex): At 2nd level, a juggler can hold and wield (in other words, juggle) up to three items or weapons in his hands. The juggler must be able to
hold and wield an object in one hand in order to juggle it. This ability doesn't grant the juggler additional attacks, though it does allow him to use different weapons as
part of a full attack. As long as he is juggling fewer than three objects, the juggler is considered to have a free hand (for the purposes of drawing a weapon, using
somatic components, using Deflect Arrows, and so on).

At 6th level and every four levels thereafter, the maximum number of objects the juggler can juggle increases by one, to a maximum of seven objects at 18th level. If
the juggler is affected by any action or condition that would require a concentration check while he is juggling, he must attempt a Sleight of Hand check to continue
juggling and avoid losing concentration. The check's DC is the same as a concentration check, treating the spell level as twice the number of objects being juggled. If
the juggler fails his Sleight of Hand check, he drops all juggled objects but one, determined randomly.

This ability replaces versatile performance.

Evasion (Ex): At 2nd level, a juggler gains evasion, as the thief class feature of the same name. At 12th level, he gains improved evasion, as the thief advanced talent.

This ability replaces well-versed and soothing performance.

Prankster
The prankster sees humor as the highest form or art, and pranks as the highest form of humor. In addition to setting friends up for light-hearted pranks, the prankster
can use his quick wit and cruel sense of humor to enrage foes before incapacitating them with a clever turn of phrase.

The prankster is an archetype of the bard class, available only to moogle bards.

Bardic Performance: A prankster's bardic performance functions like a bard's, but some of its performances are exchanged for those listed below.

Mock (Su): At 1st level, the prankster can use his performance to cause one or more creatures to become furious with him. Each creature to be mocked must be within
90 feet, able to see, hear, and understand the prankster, and capable of paying attention to him. The prankster must also be able to see the creatures affected. For every
three levels the prankster has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + half of the bard's level + his Charisma modifier) to negate the effect. If a creature's saving throw succeeds, the
prankster cannot successfully mock that creature for 24 hours. If its saving throw fails, the creature is angered by the performance and seeks to harm the prankster.
While the prankster maintains the mocking, the target takes a 2 penalty on all attack rolls and skill checks until it has successfully attacked the prankster with a melee
or ranged attack, or has harmed the creature with a spell that deals damage.

Mock is an enchantment (compulsion) mind-affecting ability. Mock relies on audible and visual components in order to function.

This ability replaces fascinate.

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Punchline (Sp): At 3rd level, the prankster can use his performance to tell a punchline to amuse a creature he has already mocked (see above), goading it into hideous
laughter. The target collapses into gales of manic laughter, falling prone. The target can take no actions while laughing, but is not considered helpless. After the effect
ends, it can act normally. On the creature's next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of
opportunity. If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration. Using this ability does not disrupt the mock effect,
but it does require a standard action to activate (in addition to the free action to continue the mock effect). A prankster can use this ability more than once against an
individual creature during an individual performance.

Telling a punchline does not count against a prankster's daily use of bardic performance. A Will saving throw (DC 10 + half of the bard's level + his Charisma modifier)
negates the effect. This ability affects only a single creature. Punchline is an enchantment (compulsion), mind affecting, language-dependent ability and relies on
audible components.

This ability replaces inspire courage.

Mass Punchline (Sp): This ability functions just like punchline, but allows a prankster of 18th level or higher to use punchline simultaneously against any number of
creatures that he has mocked.

This ability replaces funeral ballad.

Swap (Ex): At 5th level, a prankster can steal an object from a creature and replace it with another object of the same size or smaller that the prankster has in his hand.
This functions as the steal combat maneuver, but the prankster does not provoke an attack of opportunity, and may use his Sleight of Hand check in place of his combat
maneuver check. If the prankster's check exceeds the target's CMD by 10 or more, the target is unaware the swap has been made until it tries to use the swapped object
or the end of its next turn (whichever happens first).

This ability replaces grant move action.

Skald
The skald is a long line of warrior-poets, storytellers, and heroes. They bring the lore of past wars, ancient monsters, and forgotten kings wherever they go. They can
compose poetry, and recite ancient epics to inspire their comrades, as well as allow themselves to become a conduit of pure emotion. Their study of ancient rhymes isn't
focused and rigid, but fluid, and ever changing. They focus as much on the emotion that poems inspire as much as the poems themselves.

The skald is an archetype of the bard class.

Weapon and Armor Proficiency: A skald is proficient with all simple and martial weapons, light and medium armor, and shields (except tower shields). A skald can
perform bard songs while wearing light or medium armor and even using a shield without incurring the normal song failure chance. Like mages, a skald wearing heavy
armor incurs a chance of song failure.

This ability replaces the bards normal weapon and armor proficiencies.

Raging Song (Su): A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use
this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day.

Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald
is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic
performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces.

A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20%
chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs.

If a raging song affects allies, when the skald begins a raging song and at the start of each ally's turn in which they can hear the raging song, the skald's allies must
decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects last for that
ally's turn or until the song ends, whichever comes first.

At 7th level, a skald can start a raging song as a move action instead of a standard action. At 13th level, a skald can start a raging song as a swift action instead.

This ability replaces bardic performance.

Inspired Rage (Su): At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a 1
penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics,
Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every four levels thereafter, the song's bonuses on Will saves increase
by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike the beastmaster's rage ability,
those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as beastmaster's rage or skald's inspired rage), she may use the
Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no
fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers; the ally must activate
her own rage class ability in order to use these features.

This ability replaces distraction and fascinate.

Versatile Performance (Ex): At 2nd level, a skald can choose one type of Perform skill associated with the skald class. He can use his bonus in that skill in place of his
bonus in the associated skills listed below. When substituting in this way, the skald uses his total Perform skill bonus, including class skill bonus, in place of the
associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 7th level, and every five levels thereafter, the skald can select an additional
type of Perform to substitute.

The types of Perform and their associated skills are: Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String
(Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

This ability modifies versatile performance.

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Rage Powers (Ex): At 2nd level and every other level thereafter, a skald learns a rage power that affects the skald and any allies under the influence of his inspired
rage. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying
howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack). Unless otherwise noted, a skald cannot select
an individual rage power more than once.

When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, using the
bard's level as their effective beastmaster level. The skald uses his bard level as his beastmaster level for the purpose of selecting rage powers that require a minimum
beastmaster level. If the rage power's effects depend on the skald's ability modifier (such as lesser spirit totem), affected allies use the skald's ability modifier instead of
their own for the purposes of this effect.

If a rage power requires another rage power (such as disruptive, which requires superstition), the skald cannot grant that rage power to allies unless he can also grant
that power's prerequisite. He may add multiple rage powers to an inspired rage at the same time using this ability (such as granting superstition and disruptive
simultaneously). If a rage power can only be used a certain number of times per day or per rage (such as renewed vigor), each ally affected by the inspired rage song is
subject to that limit (with once per rage abilities limited to once per inspired rage). If the skald has rage powers from another source, he (but not his allies) can use those
rage powers during an inspired rage. He cannot select a duplicate rage power, unless that rage power can be taken multiple times. If the skald has the ability to rage
from another source, he can use his skald rage powers during that rage as well.

This ability replaces inspiration.

Song of Marching (Su): At 3rd level, a skald can use raging song to inspire his allies to move faster without suffering from fatigue. By expending 1 round of raging
song, the skald invigorates allies within 60 feet, who may hustle for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal
damage and fatigue. The skald must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of raging song is expended
for that hour.

This ability replaces inspire competence.

Uncanny Dodge (Ex): At 4th level, a skald gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed,
nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if he is immobilized. A skald with this ability can still
lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If a skald already has uncanny dodge from a different class, he
automatically gains improved uncanny dodge (see below) instead.

This ability replaces dissonance.

Song of Strength (Su): At 7th level, a skald can use raging song to inspire his allies to superhuman feats of strength. Once each round while the skald uses this
performance, allies within 60 feet who can hear the skald may add half the bard's level to a Strength check or Strength-based skill check.

This ability replaces skilled performer.

Improved Uncanny Dodge (Ex): At 9th level and higher, a skald can no longer be flanked. This defense denies enemies the ability to sneak attack the skald by
flanking him, unless the attacker has at least four more levels in a class that grants sneak attack than the target has bard levels. If a character already has uncanny dodge
(see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.

This ability replaces resonance.

Dirge of Doom (Su): At 12th level, a skald can create a sense of growing dread in his enemies, causing them to become shaken. This only affects enemies that are
within 30 feet and able to hear the skald's performance. The effect persists for as long as the enemy is within 30 feet and the skald continues his performance. This
cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. This is a sonic mind-affecting fear effect, and relies
on audible components.

This ability replaces soothing performance.

Damage Reduction (Ex): At 14th level, a skald gains damage reduction. Subtract 1 from the damage the skald takes each time he is dealt damage from a weapon or a
natural attack. At 17th and 20th levels, this damage reduction increases by 1. Damage Reduction can reduce damage to 0, but not below 0. Additionally, the skald grants
this DR to all allies affected by his inspired rage.

This ability replaces frightening tune.

Song of the Fallen (Su): At 18th level, a skald can temporarily revive dead allies to continue fighting, with the same limitations as raise. The skald selects a dead ally
within 60 feet and expends 1 round of raging song to bring that ally back to life. The revived ally is alive but staggered. Each round, the skald may expend another 1
round of raging song to keep that ally alive for another round. The ally automatically dies if the skald ends this performance or is interrupted. The skald may revive
multiple allies with this ability (either at the same time or over successive rounds) but must expend 1 round of raging song per revived ally per round to maintain the
effect.

This ability replaces funeral ballad.

Master Skald (Su): At 20th level, a skald's inspired rage no longer gives allies a penalty to AC, nor limits what skills or abilities they can use. Allies with rage class
abilities may use features dependent on those abilities without restriction, such as a beastmaster's rage powers. Finally, when making a full attack, affected allies may
make an additional attack each round (as if using a haste effect).

This ability replaces deadly performance

Beastmaster
Battlerager
All beastmasters command respect, but the battlerager is an unrelenting physical force. The name of this archetype suggests rage, risk-taking, and that is certainly part
of its effectiveness, but it would be a grave mistake to suggest that the battlerager is sloppy or undisciplined. It takes an incredible amount of control to know when to
lose control. Battle momentum is the key: finding the balance between total commitment and over extending. The battlerager controls the pace of combat, setting a

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standard that the enemy can't match. In turn, they can be sustained by the mayhem they produce, and find new energy in every fallen foe. While they stand, while
stamina remains, they have no match, but they can't stand back and let battle unfold. For the battlerager, battle always ends in glory, win or lose.

The battlerager is an archetype of the beastmaster class.

Limit Break (Su): At 1st level, the battlerager receives the Limit Break (The Inexhaustible Fury).

The Inexhaustible Fury (Su): This Limit Break imbues the battlerager with phenomenal endurance and destructive power. For the duration of 1 round + 1
round per four battlerager levels after 1st, all bonuses from the battlerager talent tree are doubled. In addition, while this limit break is active, the battlerager doesnt
spend any stamina on his talents. This limit break requires only a swift action.

This limit break replaces the one of the beastmasters limit breaks.

Stamina Pool (Ex): At 2nd level, the battlerager gains a reservoir of stamina that he can draw upon to fuel his talents that he gains below. This stamina pool has a
number of points equal to 5 x his Constitution modifier and this pool increases by 5 + his Constitution modifier per level. The pool refreshes once per day when the
battlerager rests for a full 8 hours. Sustained modes take up a static amount of stamina points from the battleragers maximum stamina pool and most sustained modes
stack.

Talent Trees: The battlerager gets access to two talent trees from the sword saint class of his choosing and the battlerager talent tree from below. At 2nd level and
every two levels thereafter, the battlerager may choose to learn one talent or a rage power taken from the beastmasters rage power list.

Battlerager Specialization Talent Tree

Berserk: As a swift action, the battlerager may activate this talent as a sustained mode. The battlerager flies into a rage, landing powerful blows for as long
as this mode is active. The battlerager gains a bonus to Damage Rolls of +1 per 10 stamina points left in his stamina pool. For each hit, the battlerager loses 4
stamina points while this mode is active. This mode uses up 20 stamina points of the battleragers maximum stamina pool.
Savage Berserk: Berserk now inflicts more damage, increasing Damage rolls of +1 per 5 stamina points left in his stamina pool instead. Prerequisite:
Berserk.
Endless Berserk: Berserk rages are now less tiring to sustain. For each hit, the battlerager only loses 2 stamina points while Berserk mode is active.
Prerequisite: Berserk.
Adrenaline: At a cost of 10 stamina points, as a swift action, the battlerager taps into deep reserves of energy to make each strike more powerful. The
battlerager gains a bonus to Damage Rolls equal to his Constitution modifier and lasts for a number of rounds equal to his Constitution modifier. (Berserk
must be active.) Prerequisite: Berserk.
Adrenaline Rage: Adrenalines damage bonus is now much larger. The battlerager now gains double his Constitution modifier to Damage Rolls.
Prerequisite: Adrenaline.
Adrenaline Rush: Adrenaline now lasts longer, lasting a number of rounds equal to double his Constitution modifier. Prerequisite: Adrenaline.
Barrage: At a cost of 5 stamina points, as a swift action, the battlerager trades protection for speed, lashing out with rapid blows but decreasing his Armor
Class. When making a full-attack action, the battlerager may make an additional attack at his highest attack bonus, but suffers a -4 penalty to Armor Class.
Barrage lasts a number of rounds equal to his Constitution modifier. (Berserk must be active.) Prerequisite: Berserk.
Unrelenting Barrage: Barrage now lasts longer, lasting a number of rounds equal to double his Constitution modifier. Prerequisite: Barrage.
Controlled Barrage: Barrages penalty to Armor Class is reduced to a -2. Prerequisite: Barrage.
Death Blow: Each time the battlerager fells an enemy, the thrill of victory restores a larger than normal portion of the battlerager's stamina. The battlerager
gains 5 stamina points for every enemy death. Prerequisite: Berserk, Adrenaline.

Berserker
Rage rests within the heart of all people, but for some, its like some barely contained beast ready to tear its way out. For many, this frenzy allows them to face even the
most dangerous of foes and survive. Their innate ability to hold on to this energy and ride it through the waves of battle has made them a feared and respected force.
Yet some descend even deeper in this berserk state, harnessing it as often as they can, fighting on without care for themselves and showing no mercy to those in their
paths. These are the berserkers.

The berserker is an archetype of the beastmaster class.

Weapon and Armor Proficiency: Berserkers are proficient with all simple and martial weapons, light armor but no shields.

Limit Break (Su): At 1st level, the berserker receives a Limit Break (The Unstoppable Force).

The Unstoppable Force (Su): This Limit Break imbues the berserker with phenomenal strength and destructive power. For the duration of 1 round + 1 round
per four berserker levels after 1st, all bonuses from rage, frenzy, and from any berserk abilities are doubled. After the frenzy ends, all penalties and temporary ability
damage are also doubled as well as nonlethal damage. This limit break requires only a swift action.

This Limit Break replaces the limit breaks (Bestial Fury and Mastery of Beasts).

Frenzy (Ex): A berserker can enter a frenzy during combat. While frenzied, he gains a +6 bonus to Strength and, if he makes a full attack action, gains a single extra
attack each round at his highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, he also takes a 4 penalty
to Armor Class and takes 2 points of nonlethal damage per round. Starting at 1st level, a berserker can frenzy for a number of rounds per day equal to 2 + his
Constitution modifier. At each level after 1st, he can frenzy for 2 additional rounds. To end the frenzy, the character may attempt a DC 15 Will save once per round as
a free action. Success ends the frenzy immediately; failure means it continues. The effects of frenzy stack with those from any berserk ability the character may have as
well as rage. The character can enter a frenzy as a free action. Even though this takes no time, he can do it only during her turn, not in response to anothers action. In
addition, if he takes damage from an attack, spell, trap, or any other source, he automatically enters a frenzy at the start of his next action, as long as he still has at least
one round of usage of the ability left. To avoid entering a frenzy in response to a provoking effect, the character must make a successful Will save (DC 10 + points of
damage taken since his last action) at the start of his next turn. While frenzied, the character cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except
Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. During a frenzy, the berserker must attack those he perceives as foes to the
best of his ability. Should he run out of enemies before his frenzy expires, his rampage continues. He must then attack the nearest creature (determine randomly if
several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the targets or his own). When a frenzy ends, the
berserker is fatigued (2 penalty to Strength and Dexterity, unable to charge or run) for 1 minute. If the character is still under the effect of a rage ability, the fatigued
condition does not apply until the rage endsat which point the character is exhausted, not merely fatigued.

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This replaces the animal companion and wild empathy abilities.

Berserk (Ex): Berserkers learn to harness their frenzy to be become unstoppable killing machines. At 2nd level and every two levels thereafter, the berserker may
choose to learn one of the following special abilities below or a rage power taken from the beastmasters rage power list.

Burst of Speed (Ex): When charging, the berserker can move an additional +5 feet (1 square) for every level of berserker. For each additional 5 feet a
berserker moves while charging, he adds an additional +2 on the damage roll of his first attack if it is successful. Each time a berserker uses burst of speed, he suffers
1d4 points of Dexterity damage. The damage only takes effect once frenzy has ended.

Fury (Ex): Now the embodiment of unfettered frenzy, the berserker can lay to waste anything around. While frenzying, and only while frenzying, the
berserker can attack anything close to him. This ability functions the same as the Whirlwind Attack feat, but with the following exceptions. Each time a berserker uses
fury, he suffers 1d4 points of Constitution damage. This damage only takes effect once the frenzy has ended.

Rancor (Ex): A berserker is in a constant state of readiness, able to burst into a bloody frenzy at a moments notice. The rancor ability further extends the
power of the normal frenzy ability. A berserker with rancor who frenzies gains one additional attack per round and an additional +2 bonus to Strength. The additional
attack is at the berserkers base attack bonus -5. The berserker also suffers an additional -4 penalty to AC on top of that already in place due to the normal use of frenzy.
A berserker has no choice in using rancor. If the berserker frenzies, this special ability automatically comes into effect.

Ronsos Grip (Ex): The berserker has learned how to wield larger weapons in a single hand. He can wield two-handed melee weapons as if they were one-
handed melee weapons, and wield one-handed melee weapons as if they were light weapons.

Surge (Ex): The berserkers ability to wade headfirst into combat reaches new levels of destruction and mayhem. As a full attack action, the berserker must
move in a straight line at his full movement, attacking anything within reach (friend or foe) along that path. During a surge, he must attack up to a number of targets
equal to his berserker level. He may not attack a target more than once during a surge. Each time a berserker uses surge, he suffers 1d4 points of Strength damage. This
damage only takes effect once the frenzy has ended.

Ferocity (Ex): At 6th level and above, a berserker is such a tenacious combatant that he continues to fight without penalty even while disabled or dying.

This ability replaces empathic link, nature sense, woodland stride, speak with animals, and trackless step abilities.

Deathless Frenzy (Ex): At 10th level and higher, a berserker can scorn death and unconsciousness while in a frenzy. As long as his frenzy continues, even if reduced to
10 hit points or less, he continues to fight normally until his frenzy ends. At that point, the effects of his wounds apply normally if they have not been healed. This
ability does not prevent death from massive damage or from spell effects.

This ability replaces beast shape.

Greater Frenzy (Ex): Starting at 11th level, when a berserker enters frenzy, the bonus to his Strength increases to +8. The AC penalty decreases to -3.

This ability replaces improved empathic link.

Tireless (Ex): An 18th-level berserker no longer becomes fatigued after a frenzy or a rage, though he still takes the nonlethal damage from frenzy for each round it
lasts.

This ability replaces tireless rage.

Mighty Frenzy (Ex): At 20th level, when a berserker enters frenzy, the bonus to his Strength increases to +10. The AC penalty decreases to -2.

This ability replaces animal majesty.

Druid
Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, these primal magics are guarded
over by servants of philosophical balance known as druids. Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield
their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls.

The druid is an archetype of the beastmaster class.

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and
spear. Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. Druids
are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or uses a prohibited shield is unable to cast spells
or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

This ability replaces the beastmasters standard weapon and armor proficiencies.

Spells: A druid casts geomancer spells, which are drawn from the geomancer spell list. A druid begins play with 2 1st level geomancy spells of her choice. At each new
druid level, she gains one new spell of any spell level or levels that she can cast (based on her new druid level). Like most mages, a druid can find or purchase scrolls
with spells to add to her repertoire.

To learn or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 +
the spell level + the druid's Wisdom modifier. In addition, a druid gains additional MP for having a high attribute (Wisdom).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells.

Spell
Level MP
Level
1st 1 1st
2nd 2 1st
3rd 3 1st

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4th 5 2nd
5th 8 2nd
6th 10 2nd
7th 13 3rd
8th 18 3rd
9th 22 3rd
10th 26 4th
11th 33 4th
12th 39 4th
13th 44 5th
14th 53 5th
15th 61 5th
16th 67 6th
17th 78 6th
18th 88 6th
19th 99 6th
20th 105 6th

This ability replaces rage, shared rage (from animal companion), all rage powers, and mighty rage.

Animal Focus (Su): At 1st level, a druid can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special
ability based on the type of animal emulated and her druid level. The druid can use this ability for a number of minutes per day equal to her level. This duration does not
need to be consecutive, but must be spent in 1-minute increments. The druid can emulate only one animal at a time.

The druid can also apply one of these aspects to her animal companion. Unlike with the druid herself, there is no duration on the animal aspect applied to her animal
companion. An aspect applied in this way does not count against the druid's minutes of duration per dayit remains in effect until the druid changes it. The
companion's aspect can be the same aspect the ranger has taken on or a different one. The druid can select or change the animal foci on both herself and her animal
companion as part of the same swift action.

If the druid's animal companion is dead, the druid can apply her companion's animal focus to herself instead of her animal companion. This is in addition to the normal
one she can choose, and (as with a companion's focus) remains in effect until the druid changes it instead of counting against her minutes per day.

Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a
range of 10 feet.
Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at
15th level.
Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Mouse: The creature gains evasion, as the thief class feature. At 12th level, this increases to improved evasion, as the thief advanced talent.
Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These
bonuses increase to +4 at 8th level and +6 at 15th level.
Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.
Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range
doubles if the opponent is upwind, and is halved if the opponent is downwind.

This ability replaces feral combat style and natural savagery.

Second Animal Focus (Su): At 8th level, whenever a druid uses her animal focus ability, she selects two different animal aspects for herself instead of one, and can
assign two aspects to her companion instead of one. As with the companion's previous aspect, the second one does not count against the minutes per day a druid can
take on an aspect. If the druid's animal companion is dead and the druid has applied the companion's animal aspect to herself, that aspect does not count toward her
maximum of two aspects at once. The druid can still apply only one of her dead companion's aspects to herself, not both.

This ability replaces savage charge.

Speak with Master (Ex): At 11th level, a druid and her animal companion can communicate verbally, as if they were using a common language. Other creatures
cannot understand the communication without magical aid.

This ability replaces greater rage.

Greater Empathic Link (Su): At 13th level, the range of the druid's empathic link with her animal companion increases to 10 miles. If the animal companion is within
1 mile, the druid can communicate with it telepathically.

This ability replaces greater savage charge.

One with the Wild (Ex): At 18th level, the druid and her animal companion are respected or even feared by other animals, so long as the animals are approximately of
the same type as any of the druid's current animal foci: bat for bats, tiger with felines, falcon for birds, snake for reptiles, and so on. No animal in this category
(including dire varieties) willingly attacks the druid or her companion unless magically compelled to or if the druid or companion attacks it first. The druid and her
companion can attempt to demoralize animals in the appropriate category as a swift action, rolling 1d20 and adding the druid's level and her Charisma modifier to
determine the Intimidate check result.

This ability replaces tireless rage.

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Feral Gnasher
Feral gnashers grow up in the wild, either raised by animals or scraping by on their own, and soon learn to fend for themselves. These beastmasters often utilize
pieced-together armor and fight with their sharp teeth and whatever improvised weapons are within reach.

The feral gnasher is an archetype of the beastmaster class, available to ronso beastmasters.

Savage Bite (Ex): At 1st level, a feral gnasher gains a savage bite attack. This is a primary natural attack that deals 1d4 points of damage. At 10th level, the damage
from a feral gnasher's bite increases to 1d6 and deals 3 damage on a critical hit.

This ability replaces wild empathy.

Impromptu Armament (Ex): At 2nd level, a feral gnasher gains Throw Anything as a bonus feat and can pick up an unattended object that can be wielded in one hand
as a free action. Additionally, the feral gnasher can take Catch Off-Guard in place of a rage power.

This ability replaces the rage power gained at second level.

Lockjaw (Ex): At 3rd level, a feral gnasher gains the grab ability with her bite attack. A feral gnasher can use this ability on a creature up to one size category larger
than she is.

This ability replaces woodland stride.

Improvised Weapon Mastery (Ex): At 6th level, a feral gnasher gains Improvised Weapon Mastery as a bonus feat.

This ability replaces trackless step.

Improved Lockjaw (Ex): At 8th level, as long as a feral gnasher is controlling the grapple with her lockjaw attack, she does not gain the grappled condition, but is
unable to move or use her mouth for anything other than grappling.

This ability replaces scent.

Greater Lockjaw (Ex): At 9th level and again at 15th level, the size of a creature a feral gnasher is able to use her lockjaw's grab ability on increases by one size
increment.

This ability replaces quarry and improved quarry.

Wicked Improvisation (Ex): At 12th level, a feral gnasher becomes more capable with improvised weapons and natural attacks. The feral gnasher gains a +1
competence bonus on damage rolls when using natural attacks or improvised weapons while raging. At 14th level and every two levels thereafter, the damage bonus
increases by +1. This increase is not precision damage and is thus multiplied on a critical hit.

This ability replaces the rage power gained at 12th-level.

Rage Powers: The following rage powers complement the feral gnasher archetype: beast totem, beast totem, greater, beast totem, lesser; terrifying howl, rousted anger.

Marauder
The marauder is a combat specialist whose weapon of choice is any two-handed weapon - a fearsome arm emblematic of Eorzea's pirates. Their approach to battle is
one of brute force, relying on strength and steel to crush enemies and sunder weapons. They are highly sought after for their ferocity and intimidating presence, and are
often employed to hunt down monsters plaguing the land, or turning the tide of battle between warring nations.

The marauder is an archetype of the beastmaster class.

Weapon and Armor Proficiency: Berserkers are proficient with all two-handed simple and martial weapons.

Lesser Animal Companion: A marauders class level is halved (minimum 1) for the purposes of determining his animal companions abilities, Hit Dice, and so on.
The animal companion otherwise functions as normal.

This ability replaces the beastmasters animal companion.

Shattering Strike (Ex): At 2nd level, a marauder gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses
increase by +1 for every four levels beyond 2nd.

This ability replaces feral combat style and wild empathy.

Overhand Chop (Ex): At 3rd level, when a marauder makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength
bonus on damage rolls.

This ability replaces nature sense and woodland stride.

Weapon Training (Ex): At 5th level, the marauder gains a +1 bonus on attack and damage rolls when wielding two-handed melee weapons. This bonus increases by
+1 for every four levels beyond 5th.

This ability replaces natural savagery.

Backswing (Ex): At 7th level, when a marauder makes a full-attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after
the first.

This ability savage charge.

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Piledriver (Ex): At 10th level, as a standard action, a marauder can make a single melee attack with a two-handed weapon. If the attack hits, he may make a bull rush
or trip combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity.

This ability replaces beast shape.

Greater Power Attack (Ex): At 13th level, when using Power Attack with a two-handed melee weapon, the bonus damage from Power Attack is doubled (+100%)
instead of increased by half (+50%).

This ability replaces greater savage charge.

Devastating Blow (Ex): At 20th level, as a standard action, a marauder may make a single melee attack with a two-handed weapon at a 5 penalty. If the attack hits, it
is treated as a critical threat. Special weapon abilities that activate only on a critical hit do not activate if this critical hit is confirmed.

This ability replaces animal majesty.

Pack-Bonded Hunter
Vargs works best with a pack, and a beastmaster with a hunter's bond with his companions comes closest to duplicating this pack mentality. Some varg beastmasters
strengthen this bond with their adventuring comrades, granting the ability to work well as a team when these varg beastmasters direct their activities.

The pack-bonded hunter is an archetype of the beastmaster class, available only to varg beastmasters.

Limit Breaks (Su): At 1st level, the pack-bonded hunter receives the Limit Breaks (Pack Defense and Pack Fury).

Pack Defense (Su): This Limit Break causes the pack-bonded hunter and his allies within 30 feet to more agile. For the duration of 1 round + 1 round per
four beastmaster levels after 1st, the pack-bonded hunter and his allies are granted a +2 dodge bonus to AC per four beastmaster levels after 1st as well as concealment
(20% miss chance). This limit break requires only a swift action.

Pack Fury (Su): This Limit Break causes the pack-bonded hunter and his allies within 30 feet to go into a pack fury. For the duration of 1 round + 1 round
per four beastmaster levels after 1st, the pack-bonded hunter and his allies are granted a +2 enhancement bonus to Strength and Constitution per four beastmaster
levels as well as an extra attack at their highest base attack bonus if they make a full attack. This limit break requires only a swift action.

These Limit Breaks replaces the limit breaks (Bestial Fury and Mastery of Beasts).

Pack Foundation (Ex): At 1st level, a pack-bonded hunter receives a teamwork feat as a bonus feat for which he must meet the prerequisites. Once per day as a
standard action, he may grant this teamwork feat to a single ally within 30 feet who can see and hear him. This ally benefits from the feat for 2 rounds plus 1 round for
every three levels the pack-bonded hunter possesses.

This ability replaces the wild empathy class feature.

Favored Enemy (Ex): At 1st level, a pack-bonded hunter selects a creature subtype from the pack-bonded hunter favored enemies table. He gains a +2 bonus on Bluff,
Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls
against them. A pack-bonded hunter may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the pack-bonded hunter may select an additional favored enemy. In addition, at each such
interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the pack-bonded hunter chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that
there are other types of humanoid to choose fromthose called out specifically on the table below are merely the most common.) If a specific creature falls into more
than one category of favored enemy, the pack-bonded hunter's bonuses do not stack; he simply uses whichever bonus is higher.

This ability replaces feral combat style.

Table: Pack-Bonded Hunter Favored Enemies

Type (Subtype)

Aberration

Animal

Construct

Dragon

Fey

Humanoid (aegyl)

Humanoid (aquatic)

Humanoid (bangaa)

Humanoid (dwarf)

Humanoid (elvaan)

Humanoid (galka)

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Table: Pack-Bonded Hunter Favored Enemies

Type (Subtype)

Humanoid (goblinoid)

Humanoid (gnoll)

Humanoid (gria)

Humanoid (hume)

Humanoid (mithra)

Humanoid (moogle)

Humanoid (nu mou)

Humanoid (orc)

Humanoid (qu)

Humanoid (reptilian)

Humanoid (ronso)

Humanoid (seeq)

Humanoid (tarutaru)

Humanoid (varg)

Humanoid (viera)

Humanoid (other subtype)

Magical beast

Monstrous humanoid

Ooze

Outsider (air)

Outsider (chaotic)

Outsider (earth)

Outsider (evil)

Outsider (fire)

Outsider (good)

Outsider (lawful)

Outsider (native)

Outsider (water)

Plant

Undead

Vermin

Hunter's Bond (Ex): Also at 1st level, a pack-bonded hunter forms a bond with his hunting companions. This bond allows him to spend a move action to grant half his
favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to
the pack-bonded hunter's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus
is higher.

This ability replaces animal companion.

Heart of the Pack (Ex): At 6th level, a pack-bonded hunter receives an additional teamwork feat as a bonus feat. He must meet this feat's prerequisites. Twice per day
as a standard action, he may grant one of his bonus teamwork feats to all allies within 30 feet who can see and hear him; his allies otherwise benefit from this bonus feat
per pack foundation. At 12th and 18th level, he gains an additional use of this ability.

This ability replaces speak with animals.

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Pack Tactics (Ex): At 10th level, once per day as a move action, a pack-bonded hunter grants half his insight bonus for his quarry ability to all allies within 30 feet who
can see and hear him when he designates his quarry. Additionally, his allies gain a +4 insight bonus to confirm a critical threat. At 19th level, he can use this ability
twice per day.

This ability replaces beast shape.

Superior Tactics (Ex): At 20th level, three times per day, after a pack-bonded hunter and his allies roll initiative, the pack-bonded hunter can arrange his and his allies
initiative rolls any way he wishes. Using this ability is not an action.

This ability replaces animal majesty.

Tamer
The tamer befriends - or enslaves - monsters, calling on them to assist him in battle.

The tamer is an archetype of the beastmaster class.

Tools of the Trade (Su): At 1st level, the tamer may choose an implement to wield - a bell or a whip. When the tamer holds the item of his choice while using his Call
ability, he gains a specific benefit. Once chosen, this choice is permanent.

Bell: The tamer may dismiss any creature summoned with a bell as a free action - fast enough to save it even if it would normally be killed.
Whip: The tamer may order any creature summoned with a whip to take suicidal actions.

This ability replaces feral combat style.

Capture (Su): Also at 1st level, as a standard action, the tamer may make a Wild Empathy check on a creature that has 25% of its HP remaining, or lower. The DC of
this check is equal to 15 + the creature's HD. If the check succeeds, the creature is treated as friendly and retreats from the battle for you to call on later. Where the
creature goes is unknown, however there doesn't seem to be any dangers there, and the creature can recover from even mortal wounds in less than a day, causing mages
to suspect magic to be involved. The creatures are restored to full HP whenever the tamer rests for at least 8 hours. The tamer may capture any number of creatures,
however the total HD of the captured creatures can't exceed twice his beastmaster level; any captured creatures whose HD would put him over that limit are immune to
his ability until he releases creatures.

This ability replaces rage.

Call (Su): At 2nd level, the tamer may summon creatures he has captured. As a standard action, the tamer summons any number of creatures whose collective HD is no
more than 1/2 his tamer level. The creatures will follow your orders to the best of their abilities, however they don't normally follow suicidal orders. The tamer can use
this ability once at 2nd level plus an additional time per day at 5th level and every 3 levels thereafter. The monsters last the entire combat or until they die. If they
survive the battle, they are automatically returned to the tamer's extra-dimensional space, or the tamer can recall them as a swift action at any time.

This ability replaces all of the beastmaster's rage powers.

Blood Bond (Ex): At 10th level, each of the tamer's captured creatures gains a +2 bonus on all attack rolls, checks, and saves after witnessing any threat or harm to the
tamer. This bonus lasts as long as the threat is immediate and apparent.

This ability replaces beast shape.

Strident Call (Su): Once per day, beginning at 11th level, the tamer may call any number of creatures whose collective HD is no more than his tamer level. This
otherwise functions exactly like the tamer's Call ability. The tamer gains extra uses of this ability at 15th and 19th level.

This ability replaces greater brage.

Inspire Greatness (Su): At 18th level, the tamer can grant extra fighting ability to all his captured creatures within 30 feet. An inspired captured creature gains +2 Hit
Dice (d10s that grant temporary hit points), a +2 competence bonus on attacks, and a +1 competence bonus on Fortitude saves. Apply the captured creature's
Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice count as regular Hit Dice for determining the effects of spells such as sleep. The tamer can
inspire his captured creatures once per day, and the effects last for 5 rounds. This is a supernatural, mind-affecting, enchantment ability.

This ability replaces tireless rage.

Clarion Call (Su): Once per day, at 20th level, the tamer may call any number of creatures he has captured, limited only by what creatures he has available. This
otherwise functions exactly like the tamer's Call ability

This ability replaces mighty rage.

Tree Guardian
Some beastmasters turn to the timeless growth of nature for solace, finding allies among the great trees themselves, and even leading the forest's plants into combat.

The tree guardian is an archetype of the beastmaster class, available to mandragora beastmasters.

Limit Break (Su): At 1st level, the tree guardian receives the Limit Break (Mastery of Plants).

Mastery of Plants (Su): This Limit Break functions like the beastmasters mastery of beasts limit break except it only summons plant creatures instead.

This ability modifies and replaces the Limit Break (Mastery of Beasts).

Plant Companion (Ex): At 1st level, a tree guardian may begin play with any of the plants listed below. This plant is a loyal companion that accompanies the tree
guardian on her adventures. Except for the companion being a creature of the plant type, drawn from the list below, this ability otherwise works like the standard
beastmaster's animal companion ability.

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This ability modifies and replaces animal companion.

Carnivorous Flower
Starting Statistics
Size: Small; Speed: 30 ft., climb 10 ft.; AC: +2 natural armor; Attack: bite (1d6); Ability Scores: Str 10, Dex 17, Con 15, Int 2, Wis 12, Cha 10; Special Qualities:
low-light vision, scent.

4th-Level Advancement

Size: Medium; Attack: bite (2d6); Ability Scores: Str +4, Dex 2, Con +2; Special Attacks: bestial rage (1/day, as the beastmaster class feature for 6 rounds).

Crawling Vine
Starting Statistics
Size: Medium; Speed: 20 ft., climb 20 ft.; AC: +2 natural armor; Attack: slam (1d4); Ability Scores: Str 13, Dex 17, Con 13, Int 1, Wis 12, Cha 2; Special Attacks:
grab; Special Qualities low-light vision, scent.

4th-Level Advancement

Size: Large; AC: +1 natural armor; Attack: slam (1d6); Ability Scores: Str +8, Dex 2, Con +4; Special Attacks: constrict 1d6.

Puffball (Floating Fungus)


Starting Statistics
Size: Small; Speed: 20 ft., fly 60 ft. (average); AC: +1 natural armor; Attack: thorn (1d4 plus poison); Ability Scores: Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6;
Special Attacks: poison (Frequency 1 round [6], Effect 1 Con damage, Cure 1 save, Con-based DC); Special Qualities: low-light vision.

4th-Level Advancement

Ability Scores: Str +2, Con +2.

Sapling Treant
Starting Statistics
Size: Medium; Speed: 30 ft., climb 30 ft.; AC: +1 natural armor; Attack: 2 slams (1d6); Ability Scores: Str 15, Dex 10, Con 12, Int 2, Wis 12, Cha 7; Special
Qualities: double damage against objects, low-light vision.

4th-Level Advancement

Size: Large; AC: +2 natural armor; Attack: 2 slams (1d8); Ability Scores: Str +8, Dex 2, Con +4.

Plant Empathy (Ex): At 1st level, a tree guardian can improve the attitude of a plant creature. This ability functions just like a Diplomacy check made to improve the
attitude of a person. The tree guardian rolls 1d20 and adds her beastmaster level and her Charisma modifier to determine the wild empathy check result. The typical
wild plant creature has a starting attitude of indifferent.

To use plant empathy, the tree guardian and the plant creature must be within 30 feet of one another under normal conditions. Generally, influencing a plant creature in
this way takes 1 minute but, as with influencing people, it might take more or less time. A tree guardian can also use this ability to influence an animal, but she takes a
4 penalty on the check.

This ability modifies and replaces wild empathy.

Speak with Plants (Su): At 6th level, a tree guardian may comprehend and communicate at will with all plant creatures.

This ability modifies and replaces speak with animals.

Plant Shape (Su): At 10th level, the tree guardian gains the ability to turn herself into the same form as her plant companion at will. A tree guardian loses her ability to
speak while in plant form because she is limited to the sounds that a normal plant can make. Changing form (to plant or back) is a standard action and doesnt provoke
an attack of opportunity.

Small plant: If the form you take is that of a Small plant, you gain a +2 size bonus to your Constitution and a +2 natural armor bonus.
Medium plant: If the form you take is that of a Medium plant, you gain a +2 size bonus to your Strength, a +2 enhancement bonus to your Constitution, and
a +2 natural armor bonus.
Large plant: If the form you take is that of a Large plant, you gain a +4 size bonus to your Strength, a +2 size bonus to your Constitution, and a +4 natural
armor bonus.

This ability modifies and replaces beast shape.

Plant Majesty (Ex): At 20th level, the tree guardian gains this ability that functions the same as the beastmasters animal majesty class feature but works only on plant
creatures.

This ability modifies and replaces animal majesty.

Wild Shadow
The isolation that some vieras feel leads them to live a life of isolation amid the wild places of the world. Such beastmasters stalk the wild like shadows, creating close
bonds with the wild itself instead of seeking the solace and aid of companions. While ill at ease within cities and other urban areas, they are adept at using the terrain
to tactical advantage; they dart through brambles and rough terrain with uncommon grace and use the land itself to lock down enemies.

The wild shadow is an archetype of the beastmaster class, available only to viera beastmasters.

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Wild at Heart (Ex): At 1st level, a wild shadow adds only 1/2 her class level when making wild empathy checks while in urban areas, and adds only 1/4 her class level
to follow or identify tracks in such areas. In non-urban settings, she is considered two levels higher when determining the bonuses for such checks.

This ability alters the track and wild empathy class features.

Favored Terrain (Ex): At 3rd level, a wild shadow may select a type of terrain from Table: Wild Shadow Favored Terrains. The wild shadow gains a +2 bonus on
initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when she is in this terrain. A wild shadow traveling through her favored
terrain normally leaves no trail and cannot be tracked (though she may leave a trail if she so chooses).

At 8th level and every five levels thereafter, the wild shadow may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative
bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the wild shadow's bonuses do not stack; she simply uses whichever bonus is higher.

This ability replaces alertness and woodland stride.

Table: Wild Shadow Favored Terrains


Favored Terrains
Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Planes (pick one, other than Material Plane)
Swamp
Underground (caves and dungeons)
Water (above and below the surface)

Woodland Stride (Ex): This ability functions as the 3rd-level beastmaster class feature of the same name, but the wild shadow gains it at 7th level instead.

This ability replaces savage charge.

Unfettered Step (Ex): At 9th level, a wild shadow's woodland stride class feature functions in any difficult terrain within any of her favored terrains, even in areas that
are enchanted or magically manipulated to impede motion.

This ability replaces quarry.

Harrying Attack (Ex): At 10th level, a wild shadow can use her knowledge of terrain to make shrewd attacks in combat. Such attacks can make foes fumble or cause
them to become entangled within areas of the wild shadow's favored terrain. As a standard action, the wild shadow denotes one target within line of sight and within one
of her favored terrains as her harried prey. Once the foe is so designated, every time the wild shadow hits this harried prey with a melee or ranged weapon attack (either
manufactured or natural), that creature is entangled for 1 round. A wild shadow can have no more than one harried prey at a time and that creature must correspond to
one of her favored enemy types. She can dismiss this effect at any time as a free action, but she cannot select a new harried prey for 24 hours. If the wild shadow sees
proof that her harried prey is dead, she can select a new harried prey after waiting 1 hour.

This ability replaces beast shape.

Wild Stalker (Ex): At 13th level, a wild shadow learns to better use natural surroundings to obscure her position in combat. Whenever a wild shadow is within one of
her favored terrains and a feature of that terrain grants her cover, the bonuses to AC and Reflex saves for that cover improve by 1. Additionally, while she is within one
of her favored terrains, if she gains concealment or total concealment, the miss chance of either type of concealment improves by 10%. Furthermore, at 16th level and
19th level, the bonuses granted by cover increase by 1 and the miss chance increases by another 10% (maximum +3 and +30% respectively at 20th level).

This ability replaces greater savage charge

Master of Terrain (Ex): At 15th level, a wild shadow can use her harrying attack against creatures other than her favored enemy or she can spend a standard action to
designate up to two of her favored enemies as her harried prey instead.

This ability replaces improved quarry.

Black Belt
Drunken Master
Most black belts lead lives of moderation and quiet contemplation. But the drunken master finds perfection through excess. Powered by strong wine, he uses his
intoxication to reach a state where his ki is more potent, if somewhat fleeting

The drunken master is an archetype of the black belt class.

Improvised Weapons (Ex): While bottles and tankards are a drunken masters preferred improvised weapons, he can use furniture, farm implements, or nearly
anything else at hand to attack his foes. A drunken masters improvised weapon deals as much damage as his unarmed strike plus an extra 1d4 points. Most improvised
weapons deal bludgeoning damage, although some (a broken glass bottle, for example) would deal piercing or slashing damage. When a drunken master rolls a natural
1 on an attack roll while using an improvised weapon, that weapon breaks apart and becomes useless.

At 6th level, a drunken master can use long improvised weapons (such as ladders) as reach weapons according to their length, and improvised weapons with many
protrusions (such as chairs) provide a +2 bonus on opponents disarm attempts. Finally, large objects with broad, fl at surfaces (such as tables) can be upended to
become improvised tower shields.

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At 10th level, a drunken master who uses improvised weapons deals his unarmed strike damage + an extra 2d4 points of damage instead of 1d4.

At 12th level, a drunken master who uses improvised weapons has a critical threat range of 19-20, with a critical multiplier of x3.

At 20th level, a drunken master who uses improvised weapons deals his unarmed strike damage + an extra 3d4 points of damage instead of 2d4.

This ability replaces martial flexibility.

Drunken Ki (Su): At 2nd level, a drunken master can drink a tankard of ale or strong alcohol and gain one temporary ki point. The act of drinking is a standard action
that does not provoke attacks of opportunity. The black belt can have a maximum number of drunken ki points equal to 1 plus one additional point for every two levels
thereafter (5th, 7th, and so on). These drunken ki points last for 1 hour or until spent, whichever is shorter. As long as he has at least 1 drunken ki point, the black belt
can spend 1 drunken ki point as a swift action to move 5 feet without provoking attacks of opportunity.

This ability replaces masters flurry.

Drunken Resilience (Ex): At 2nd level, a drunken master gains DR 1/ as long as he has at least 1 point of drunken ki. Every three levels thereafter, the damage
reduction increases by 1.

This ability replaces shrug it off.

For Medicinal Purposes (Sp): At 3rd level, a drunken master gains the ability to convert a single alcoholic drink he has ingested into a single hi-potion, as if he had
just drunk a dose of the potion. To use this ability, the drunken master must spend 1 point of drunken ki. This ability can be used up to three times per day. It is a
standard action that does not provoke an attack of opportunity.

This ability replaces maneuver training.

Corkscrew Rush (Ex): A drunken master of 4th level or higher can perform this maneuver, leaping forward and twisting his body in midair as he attempts to head-butt
an opponent. When making a charge attack he can, in addition to dealing normal damage, initiate a bull rush combat maneuver (without provoking an attack of
opportunity). If the bull rush attempt succeeds, the opponent is stunned unless she makes a Will save (DC 10 + half of the black belts level + his Constitution
modifier). However, if the bull rush attempt fails, the drunken master lands prone in front of the opponent.

This ability replaces knockout.

Drunken Strength (Su): At 5th level, a drunken master can spend 1 point of drunken ki as a swift action to inflict 1d6 extra points of damage on a single successful
melee attack. The black belt can choose to apply the damage after the attack roll is made. At 10th level, the black belt may spend 2 drunken ki points to increase the
extra damage to 2d6. At 15th level, the black belt may spend 3 drunken ki points to increase the extra damage to 3d6. At 20th level, the black belt may spend 4 drunken
ki points to increase the extra damage to 4d6. The black belt must have at least 1 drunken ki point to use this ability.

This ability replaces masters strike.

Drunken Courage (Su): At 6th level, a drunken master is immune to fear as long as he has at least 1 point of drunken ki.

This ability replaces focus.

Firewater Breath (Su): At 19th level, a drunken master can take a drink and expel a gout of alcohol-fueled fire in a 30-foot-cone. Creatures within the cone take 20d6
points of fire damage. A successful Reflex saving throw (DC 10 + half of the black belts level + his Constitution modifier) halves the damage. Using this ability is a
standard action that consumes 4 drunken ki points from the black belts ki pool. The black belt must have at least 1 drunken ki point to use this ability.

This ability replaces five point palm exploding heart technique.

Pugilist
Not all people of the fist walk the way of enlightenment. Some of the best bare-knuckled fighters are found in your local inn. A pugilist is nothing more than a skilled
hand to hand specialist. There are many kinds of pugilists in the world. Some study like black belts, others were born in a world that forced them to acquire the skills
they needed to protect what they have. Some others might just be out there testing their own limits. Stubborn by nature, a pugilist is a person who refuses to believe he
is outmatched by armed foes. Fighting is their life and pushing past the ability of others of their race is what drives them to become what they are.

The pugilist is an archetype of the black belt class, available only to bangaa black belts.

Prerequisite: The pugilist must have the thick-skinned racial trait for bangaas.

Exploit Weakness (Ex): At 1st level, as a swift action, a pugilist can observe a creature or object to find its weak point by making a Wisdom check and adding his
black belt level against a DC of 10 + the objects hardness or the targets CR. If the check succeeds, the pugilist gains a +2 bonus on attack rolls until the end of his turn,
and any attacks he makes until the end of his turn ignore the creature or objects DR or hardness. A pugilist may instead use this ability as a swift action to analyze the
movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive checks and Reflex saves and a dodge bonus to AC against that opponent
equal to half his black belt level until the start of his next turn.

This ability replaces martial flexibility.

Improved Thick Skinned (Ex): At 2nd level, the physical abuse a pugilist endures in training gives him a improved resistance to attacks from others. A pugilist adds
half his Constitution modifier (rounded down) to his natural armor class.

This ability replaces shrug it off.

Roll with it (Ex): At 3rd level, the aggression placed upon the pugilist forces him to learn to roll with the punches or be killed by his armed foes. The pugilist gains
damage reduction 1/ and it increases by +1 every four levels (2/ at 7th level, 3/ at 11th level, 4/ at 15th level, and 5/ at 19th level). A pugilist loses this
ability if he wears medium or heavy armor or is carrying a medium or heavy load.

This ability replaces maneuver training.

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Pugilist Style Mastery (Ex): Training is key to the pugilist, they do what they can to push the natural ability barriers to achieve effects that seem supernatural. Speed
and agility are key to the pugilist abilities. Training all the time even when doing mundane tasks, a pugilist has a one track mind. The pugilist doesn't often push to make
friends, but gets into the habit of helping people over and over again, mainly to test their own abilities. Cold and calculating a pugilist looks past emotions and accounts
for the facts.

Insight (Ex): Starting at 4th level, a pugilist shows that hitting the right spot counts for more than random bashing. A pugilist may use his Wisdom bonus in
lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or pugilist weapons.

Foresight (Ex): Starting at 8th level, a pugilist can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until
he acts. In addition, a pugilist gains a bonus on initiative rolls equal to 1/2 his black belt level. At 20th level, a pugilists initiative roll is automatically a natural 20.

Chain Punches (Ex): Starting at 12th level, the speed training a pugilist undergoes shows in the speed of his attacks. On a full attack action, a pugilist can
choose to double the attacks he gets but when doing so he cannot add any Strength bonuses to the damage.

Quivering Palm (Su): Starting at 16th level, a pugilist can set up vibrations within the body of another creature that can thereafter be fatal if the pugilist so
desires. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be
affected. Otherwise, if the pugilist strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the pugilist can try to
slay the victim at any later time, as long as the attempt is made within a number of days equal to his pugilist level. To make such an attempt, the pugilist merely wills
the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + half of the black belt's level + his Wisdom modifier), it dies. If the saving
throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. A pugilist can
have no more than 1 quivering palm in effect at one time. If a pugilist uses quivering palm while another is still in effect, the previous effect is negated.

Battle Calculus (Ex): Starting at 20th level, a pugilist has seen virtually every martial application, and knows how to counter each and every foe effortlessly.
As a free action once per round, a pugilist may force one opponent to reroll any one roll and take the lower result. A pugilist can use this ability a number of times per
day equal to his Wisdom modifier.

This ability replaces knockout.

Style Strike (Ex): At 5th level, a pugilist can learn one type of style strike. Whenever she makes a flurry of blows, she can designate one of her unarmed strikes as a
style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 10th level, and every five levels thereafter, a
pugilist learns an additional style strike. She must choose which style strike to apply before the attack roll is made. At 15th level, she can designate up to two of her
unarmed strikes each round as a style strike, and each one can be a different type. The pugilist can choose from any of the following strikes.

Defensive Spin: The pugilist spins about, confounding her foe. If the attack hits, the pugilist gains a +4 dodge bonus to AC against any attacks made by the
target of the style strike until the start of her next turn. This bonus does not stack with itself.

Elbow Smash: The pugilist follows up a punch with a strike from her elbow. If the attack hits, the pugilist can make an additional attack using the same
attack bonus as the punch at a 5 penalty. If this second attack hits, it deals damage as normal, but all of the damage is nonlethal.

Flying Kick: The pugilist leaps through the air to strike a foe with a kick. Before the attack, the pugilist can move a distance equal to her fast movement
bonus. This movement is made as part of the pugilist's masters flurry attack and does not require an additional action. At the end of this movement, the pugilist must
make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal.

Foot Stomp: The pugilist stomps on a foe's foot, preventing the opponent from escaping. If the attack hits and the pugilist ends her turn adjacent to that foe,
the foe's movement is restricted. Until the start of the pugilist's next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to
the pugilist. Alternatively, it can attempt a combat maneuver check (against the pugilist's CMD) as a standard action to break free. This strike does not work against foes
that cannot be tripped.

Hammerblow: The pugilist links her hands together, swinging both arms like a club and dealing tremendous damage. If the attack hits, the pugilist rolls her
unarmed strike damage twice, adding both rolls together before applying Strength and other modifiers to the damage. This bonus damage is not multiplied on a critical
hit. The pugilist must have both hands free to use this ability.

Head-Butt: The pugilist slams her head into her enemy's head, leaving her foe reeling. If the attack hits and the foe is of the same size or one size smaller
than the pugilist, the pugilist can make a free combat maneuver check against the target of this strike (using the base attack bonus of the attack used to hit the foe). If the
foe is not of the same creature type as the pugilist, the pugilist takes a 8 penalty on this check. If the check is successful, the target is staggered for 1 round. Creatures
without a discernible head are not affected by this style strike (subject to GM discretion).

Knockback Kick: The pugilist attempts to knock her foe back with a powerful kick. If the attack hits, the pugilist can attempt a free combat maneuver check
against the foe (using the base attack bonus of the attack used to hit the foe). If the check is successful, the foe is knocked 10 feet directly away from the pugilist. This
distance increases by 10 feet for every 5 by which the check exceeds the foe's CMD, to a maximum distance equal to the pugilist's fast movement bonus. This
movement does not provoke an attack of opportunity. The foe stops moving if it strikes another creature, barrier, or otherwise solid object. The creature is not knocked
prone by this movement.

Leg Sweep: The pugilist attempts to sweep her foe's leg, knocking the opponent down. If the attack hits, the pugilist can make a free trip attempt against the
target of this strike (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity.

Shattering Punch: The pugilist delivers a brutal punch that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed
by the target of that attack.

Spin Kick: The pugilist spins about, delivering a kick her foe did not expect. The pugilist makes her attack against the foe's flat-footed AC. Creatures with
the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this style strike.

This ability replaces masters strike.

Tempered (Ex): At 11th level, a pugilist can use physical resilience to avoid certain attacks. If the pugilist makes a Fortitude saving throw against an attack that has a
reduced effect on a successful save, he instead avoids the effect entirely. Tempered can be used only if a pugilist is not wearing medium or heavy armor or carrying a
medium or heavy load.

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This ability replaces opportunist.

Spiritmaster
Spiritmasters are black belts who specialize in combating the undead, laying their corpses to rest, and sending their souls to final judgment.

The spiritmaster is an archetype of the black belt class.

Resilient Soul (Ex): At 1st level, a spiritmaster gains a +2 bonus on saving throws against necromancy spells and effects.

This ability replaces martial cunning.

Spirit Combat (Su): At 3rd level, a spiritmaster can charge his unarmed strike so it affects incorporeal creatures. The spiritmaster's unarmed strike deals half damage to
incorporeal creatures, or full damage if it's a magic weapon (such as via an amulet of mighty fists). This benefit lasts for a number of rounds equal to the spiritmaster's
class level. A spiritmaster can use this ability a number of times per day equal to 3 + his Wisdom modifier.

This ability replaces maneuver training

Diamond Spirit (Ex): At 4th level, a spiritmaster becomes fortified against the effects of energy drain. When the spiritmaster gains a negative level, he does not take
any penalties, his total hit points remain unchanged, and he is not considered lower level for the purpose of level-dependent variables. Once per day when attempting a
Fortitude save to remove a temporary negative level, the spiritmaster may choose to automatically succeed. The spiritmaster still dies if his number of negative levels
equals or exceeds his number of Hit Dice.

This ability replaces knockout.

Spirit Burst (Su): At 6th level, whenever a spiritmaster destroys an undead creature with a melee attack, he may as an immediate action to release a 15-foot-radius
burst of positive energy centered on the destroyed creature. Undead creatures in the affected area each take a number of points of damage equal the number of Hit Dice
of the destroyed creature. Living creatures in the area are healed by the same amount. The spiritmaster may use this ability a number of times per day equal to 3 + his
Wisdom modifier.

This ability replaces boost.

Purifying Palm (Su): At 13th level, the spiritmaster gains the ability to alter the balance of positive and negative energy within an opponent's body. The spiritmaster
can make a purifying palm attack once per day, and must announce his intention before making a melee attack roll. If his attack deals damage, the target must attempt a
Will save (DC 10 + half of the black belt's level + his Wisdom modifier). On a failed save, the target cannot channel energy, nor can it be healed by positive or negative
energy. This effect lasts for 1 round per black belt level. If the target is an undead creature, it must succeed at its Will save or be instantly destroyed.

This ability replaces awesome blow.

Spiritmastery (Su): At 20th level, a spiritmaster gains DR 10/evil and becomes immune to ability drain and ability damage. Additionally, once per week, the
spiritmaster may bring a dead creature back to life. This ability functions as the full-life spell, except the spiritmaster may not resurrect a creature that has been dead for
longer than a month.

This ability replaces improved awesome blow.

Wrestler
Some people like to grab hold of someone and pound the fight right out of them. Wrestlers can do standing locks or take people to the ground. In any case they try to
render the people they fight helpless. Control is what their life is focused on. When things go awry a wrestler tends to try and get them back into order as fast as
possible. Most people have never dealt with a wrestler and are surprised when they first encounter one, handing the wrestler a huge advantage in a fight.

The wrestler is an archetype of the black belt class.

Class Skills: A wrestler adds Perform (act, comedy, and oratory) (Cha) as class skills. This replaces Knowledge (dungeoneering) as class skills.

Limit Break (Su): At 1st level, the wrestler receives the Limit Breaks (Second Wind and Super Pile-Driver).

Second Wind (Su): This Limit Break grants the wrestler a burst of energy. For a duration of 1 round + 1 round per four black belt levels after 1st, the wrestler
gains a +2 bonus on melee attack rolls and melee damage rolls plus an additional +2 bonus per four black belt levels after 1st. In addition, he gains 2 temporary hit
points per black belt level. These temporary hit points are lost first when a wrestler takes damage and disappears when the Limit Break ends. This limit break requires
only a swift action.

Super Pile-Driver (Su): This Limit Break causes the wrestler to charge at an enemy within his movement range and make a melee touch attack. If it hits, the
wrestler grabs the enemy and perform a flying pile-driver, causing the enemy to take 2d6 points of damage + an additional 2d6 per four black belt levels after 1st and
becomes stunned for 1 round. A successful Fortitude save (DC 10 + half of the black belts level + his Strength modifier) halves the damage and negates the stunned
effect.

These Limit Breaks replace the black belts limit breaks.

Reputation (Ex): A wrestler develops a reputation during his career, and the reputation can go up and down throughout that career. Reputation is used to determine the
DC of the wrestlers Perform skill checks during combat. The higher the wrestlers reputation, the lower the DC, representing a well-loved wrestlers ability to easily
get a crowd on his side. A 1st-level wrestlers reputation is 10 + 1d3. Reputation increases by 1 point each time the wrestler advances a level, each time he wins a fight,
and sometimes at the GMs discretion (for acting in persona outside of the arena, for instance). Reputation decreases by 1 point for each fight the wrestler loses, for
each time the wrestler acts out of persona (beginning at 3rd level), and sometimes at the GMs discretion (for refusing to meet adoring fans, for example). Reputation
can also affect how others treat the wrestler outside of the arena. Shop owners may give a highly reputable wrestler a discount, while tavern owners might jack up the
price of ale for a much despised wrestler.

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Reputation Score Perform DC Gil Adjustment

-1 or lower 25+ +25%

0 23 +15%

1-6 21 +10%

7-9 19 +5%

10-12 17 0

13-15 15 0

16-19 13 0

20-23 11 -5%

24-27 10 -10%

28-29 9 -15%

30 8 -20%

31+ 7 -25%

This ability replaces martial training.

Wrestler Training (Ex): At 1st level, the wrestler gains improved grapple as a bonus feat even if he does not meet the prerequisites for it.

At 6th level, the wrestler gains reverse grapple as a bonus feat even if he does not meet the prerequisites for it.
At 10th level, the wrestler gains chokehold as a bonus feat even if he does not meet the prerequisites for it.
At 12th level, the wrestler gains greater grapple as a bonus feat even if he does not meet the prerequisites for it.
At 20th level, the wrestler gains rapid grappler as a bonus feat even if he does not meet the prerequisites for it.

This ability replaces martial flexibility.

Practiced Grappler (Ex): At 1st level, when a wrestler has the grappled condition, she does not take a 4 penalty to Dexterity and does not lose her Dexterity bonus to
AC. At 9th level, a grappling or grappled wrestler still threatens an area and is still able to make attacks of opportunity while grappling or grappled; when pinned, she is
not denied her Dexterity bonus and does not take a 4 penalty to Armor Class.

This ability replaces AC bonus.

Persona (Ex): Starting at 2nd level, a wrestler develops a distinct persona in the arena, with signature moves, personality, and appearance. As such he must make a
successful Perform (act) or Perform (oratory) check (and, if he has an elaborate costume, a Disguise check as well) before entering combat or suffer a -3 penalty to all
combat rolls. The DC of all skill checks is based on the wrestlers reputation score. His persona must have a name, a developed appearance and style, even its own
alignment, all of which can be different than the wrestlers, and must be maintained to stay in character. If a wrestler violates his persona, he must make an immediate
Charisma check (DC 25) or lose the audiences favor. Losing the audiences favor results in a -3 penalty to all rolls (including damage) for the duration of the combat.
The wrestlers reputation also goes down by one point if the Charisma check fails. When the persona is first developed and every four levels afterwards (at 6th, 10th,
14th and 18th levels), the persona evolves, developing a new trait that is in effect only when the wrestler is successfully in character. The first trait chosen at 2nd level
must be either Face (representing the good guy/hero) or Heel (representing the bad guy/villain).

Backstabber: A backstabber is a wrestler who takes advantage of his opponents lack of readiness or his disadvantages, striking from behind or the side
when his opponent least expects it. The backstabber trait gives the wrestler a +5 bonus to attack and damage versus any opponent that is flat-footed, blinded,
or has a back to the wrestler. The target also suffers a -2 penalty to Dexterity until healed because of the nature of the wound.
Berserker: The berserker is a wrestler that is wild in combat, howls like a beast or grunts and growls, cuts his arms or forehead and displays the blood to the
crowd, and generally acts in a barbaric fashion. The berserker trait gives a wrestler a +5 bonus to Intimidate and Perform (act) checks.
Braggart: The braggart is a wrestler that makes loud boasts before, during and after a match. He claims no one can beat him, that he is the best there is. The
braggart may even antagonize and challenge members of the viewing crowd. The braggart trait gives a wrestler a +5 bonus to Perform (oratory) and Bluff
checks.
Daredevil: The daredevil is a wrestler that makes dangerous moves, performs reckless stunts and takes unnecessary risks in combat, though always with
extreme confidence. The daredevil trait gives a wrestler a +5 bonus to Acrobatics checks. Once per combat, the daredevil can make a charge attack without
needing a straight line to the target, and can take a full attack at the end of the charge, though the wrestler suffers a -5 penalty to AC for one full round
beginning when he starts his charge.
Face: A face is a hero in the arena. A face never backstabs or cheats, and plays the role of the good guy for the crowd. The crowd loves a face and cheer
for him to win time and time again. The face trait gives a wrestler a +2 bonus to Charisma. The face also receives a +2 bonus to his reputation score.
Heel: A heel is the villain, the bad guy. He is the one the crowd loves to hate, and they boo the heel loudly every time. The heel is often is a backstabber
and/or a berserker. The heel trait gives a wrestler a +2 bonus to his Charisma, but suffers a -2 penalty to his reputation score.
Joker: The joker is a wrestler who pulls practical jokes on his opponents and makes derisive or derogatory jokes about his opponent to the crowd. The joker
trait causes the wrestlers opponent to make a Will save (DC equal to the jokers Perform (oratory) check) or suffer a -5 penalty to attack and armor class for
1d4 rounds as he fights in a wild and enraged manner. The effects of multiple jokes do not stack, but when the penalty wears off, the joker can make more
jokes and cause the opponent to make a new Will save. Once the opponent makes a successful Will save, he is immune to the jokers jokes for the rest of the
day.

This ability replaces masters flurry.

Adept Wrestler (Ex): At 3rd level, a wrestler gains a +1 bonus on grapple combat maneuver checks to perform a grapple and a +1 bonus to his CMD when defending
against a grapple.

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At 7th level and every 4 levels thereafter, the wrestler becomes further trained in grappling, gaining an additional +1 bonus to grappling combat maneuver checks and to
CMD.

This ability replaces maneuver training.

Sleeper Hold (Ex): At 4th level, a wrestler can instantly render a pinned opponent unconscious. This works like the knockout ability, but requires a successful grapple
combat maneuver check against the pinned opponent and does not have to damage the opponent. Creatures that do not need to breathe, are immune to critical hits, or
are immune to nonlethal damage are immune to this ability. At 10th level, a wrestler can use this ability twice per day. At 16th level, she can use it three times per day.

This ability modifies and replaces knockout.

Signature Move (Ex): At 5th level, a wrestler is able to perform a signature move. A signature move is a particular combination of moves that is used time and again
by a wrestler, which the crowd comes to expect from the wrestler. The signature move is a combination of a move action (usually acrobatic in nature) greater than 5 ft.
and but no more than double the wrestlers normal movement rate, a combat maneuver, and a single melee attack. The wrestler could also choose to make his signature
move a move action followed by two combat maneuvers, or two combat maneuvers and a melee attack also. When the signature move trait is chosen, the wrestler picks
the specific types of move actions, combat maneuvers and melee attacks that make up his signature move. The signature move combination cannot be changed once it is
determined without taking the signature move trait a second time. The signature move trait allows the wrestler to take all three actions as a full round action (even
though normally all three could not be taken in a round) once per combat. The wrestler receives no bonus to any attacks beyond normal bonuses from successful results
of the signature move (for example, if the wrestler successfully trips his opponent, the opponent is treated as prone for any melee attacks that follow).

This ability replaces close weapon mastery.

Bloodsport Showman (Ex): Wrestlers do not just fight, they fight to entertain, and as such, during combat they may add either their Strength or Dexterity bonus (not
both) to any Charisma-based skill check. The wrestler receives an additional +1 bonus to these skill checks at 5th, 10th, 15th, and 20th levels. In addition, combat
maneuvers such as trip, disarm, feint, and sunder maneuvers that provide a distinct edge in battle but do not directly hurt ones opponent - all get a +1 bonus at the
same levels, as they add more variety than just hammering one another with blows. Such techniques draw out the spectacle and showcases the wrestlers skill and
prowess more fully than a quick kill would, and give the audience a better show for their entrance fee. Likewise, a wrestler will often extend a fight by resorting to
grappling if possible. A wrestler may add his Charisma bonus to his CMB if he makes a successful Perform (act) skill check (DC based on the wrestlers reputation).
The Perform check is made each round of combat as a free action on the wrestlers turn. The character then fights dramatically, including feigning injuries or fatigue,
making flashy moves, brandishing weapons, taunting their opponent, and other impractical but entertaining techniques. In addition, the wrestler may make a Bluff roll
against their opponent as a standard action. The Bluff is opposed by the opponents Sense Motive. If successful, the Bluff provokes an immediate attack of opportunity
from the opponent, which must be taken and which counts towards the number of attacks of opportunity the opponent gets in a round.

This ability replaces masters strike.

Menacing Stance (Ex): At 6th level, a wrestler constantly harries and distracts his enemies. While adjacent to the wrestler, enemies take a 1 penalty on attack rolls
and a 4 penalty on concentration checks. These penalties increase by 1 for every four levels after 7th level (to a maximum of 4 on attack rolls and 7 on concentration
checks at 19th level). Creatures do not take these penalties if the wrestler is dazed, helpless, staggered, stunned, or unconscious.

This ability replaces focus.

No Escape (Ex): At 11th level, taking a 5-foot step out of the area of a wrestlers menacing stance or moving out of the area of a wrestlers menacing stance with a
withdraw action provokes an attack of opportunity from the wrestler.

This ability replaces opportunist.

Hinder (Ex): Starting at 13th level the wrestler's restraint on a foe wears them out fast. At the end of the third consecutive round that a foe is grappled and every round
after that, he must make a Fortitude save (DC = 10 + half the black belt's level + his Constitution modifier) or become fatigued. If the target is fatigued or fails a second
save it then becomes exhausted.

This ability replaces awesome blow.

Neckbreaker (Ex): At 18th level, a wrestler can attempt to instantly kill a pinned opponent as a standard action. This works like the sleeper hold ability, but imposes a
5 penalty on her grapple combat maneuver check. If the opponent succeeds at its Fortitude save, the wrestler deals damage as if she had attempted the grapple check to
damage her opponent; if the opponent fails its Fortitude save, it dies. Creatures that are immune to critical hits are immune to this ability. At 20th level, the wrestler can
attempt this as a move action instead of a standard action.

This ability replaces five point palm exploding heart technique.

Champion of the Ring (Su): At 20th level, the wrestler is essentially a living battle-god. Their fame is such that they are practically worshipped by fans. So strong is
the devotion that in fact wrestlers actually draw strength from their cheering spectators. When the wrestler first enters the arena, the roar of the crowd is so
overwhelming and filled with such power that he benefits from two of the following powers for the duration of the combat (roll randomly or choose):

Awe: The wrestler seems to grow and swell with power as he receives the adoration of the crowd, which gives a +10 bonus to the wrestlers Intimidate
checks.
Bears Endurance: The wrestler is filled with the energy of the crowd, and he receives a +4 bonus to Constitution.
Black and Blue: Each blow from a bludgeoning weapon including hands and fists deals an extra 1d6 non-lethal damage to the target.
Bulls Strength: The roar of the crowd gives the wrestler the adrenaline to perform amazing feats of strength and deal mighty damage, and he receives a +4
bonus to Strength.
Cats Grace: The roar of the crowd sparks the wrestlers ability to perform nimble maneuvers, and he receives a +4 bonus to Dexterity.
Eagles Splendor: The wrestler is filled with self-confidence by the adoring crowd, and he receives a +4 bonus to Charisma.
Good Fortune: The crowds adoration brings the wrestler good luck, and their reactions and noise cues him to his opponents intentions. As a result, the
wrestler may reroll any three attack rolls (including combat maneuver attempts), ability checks, skill checks, and/or saving throws over the course of the
combat, and can choose which of the two rolls to use.
Lizard Skin: The crowds roaring adoration toughens the wrestler to his opponents blows, and he receives a +2 natural armor bonus.

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This ability replaces improved awesome blow.

Black Mage
Arcane Bomber
To many mages, the experimentation of the chemist seems quaint, if not dangerous or frightening. A few mages take up the secrets of the bomb, however, fusing alchemy
with their already considerable magical power.

The arcane bomber is an archetype of the black mage class.

Bomb (Su): At 1st level, the arcane bomber gains an ability nearly identical to the chemists bomb ability. Unlike the chemist, at 1st level, the arcane bomber chooses
one type of element from the following list: dark, earth, fire, ice, lightning, water, and wind. He can throw bombs of that type, but cannot modify them with discoveries.
This ability stacks with the chemist bomb ability to determine the level of bomb damage, but an arcane bomber that becomes a chemist does not gain that classs bomb
ability, nor does a chemist that becomes an arcane bomber gain this bomb ability.

This ability replaces all black magery abilities.

Spellblast Bombs (Su): At 1st level, as a swift action, an arcane bomber can spend MP (to a maximum of half his caster level divided in half, rounded up) to empower
the next bomb he throws during his turn. When he does, he gains a bonus to hit with the next bomb he throws before the end of his turn equal to the MP spent, and a
bonus to damage equal to twice the MP spent.

This ability replaces cantrips, but the arcana bomber gains the detect magic and read magic cantrips and places them in his spellbook. He can cast either of these as 1st-
level spells.

Arcanist
An arcanist is a black mage who has spent a considerable amount of time studying the chaos that is primal magicshe seeks order in chaos, and hopes to master the
raw power of primal magic to bolster her own abilities.

The arcanist is an archetype of the black mage class.

Primal Magic (Su): At 1st level, an arcanist may attempt to channel primal magic as a swift action to cast a spell without spending MP. Essentially, an arcanist is
forcing primal magic into the world and attempting to shape it into a specific spell effect. To use this ability, she casts the spell as she would normally, but as the spells
effects take place, she makes a concentration check (DC 20 + double the spells level). If she fails this check, she expends the MP normally as if she had cast it, but its
actual effects are replaced by a primal magic event (see rules for primal magic at: http://www.d20pfsrd.com/magic/variant-magic-rules/primal-magic) with a CR equal
to her caster level and she is staggered for 1 round per level of the spell she was attempting to cast. If she makes this check, she casts the spell normally and the MP is
not spent. The arcanist may use primal magic in this manner once per day. At 5th, 9th, 13th, and 17th level, she can use it an additional time per day.

This ability replaces black magery.

Enhance Primal Magic Event (Su): At 5th level, when an arcanist triggers a primal magic event, as a swift action she can increase or decrease its CR by 1. If she
makes a concentration check (DC 15 + the primal magic events CR), she can instead increase or decrease the CR by 2. If she reduces a primal magic events CR to less
than 1, the event is negated. She can choose to use this ability after she determines what primal magic event she triggers, but before she resolves the effects of that
event.

This ability replaces metamagic enhancement.

Primal Surge (Su): At 11th level, whenever an arcanist triggers a primal magic event, she rolls the percentile dice twice to determine the event that occurs and chooses
which one of the two possible events occurs. She becomes resistant to the effects of primal magic events. Anytime an event would affect her, the GM rolls 1d20 + the
events CR against a DC of 11 + her black mage level. If this roll fails, the event does not affect her, similar to a creature with spell resistance ignoring magical effects
with an SR check. If the primal magic event is duplicating the effects of a spell that does not allow spell resistance, this resistance does not apply.

This ability replaces loremaster.

Elementalist
Elementalists study one of the basic elements of magicearth, fire, ice, lightning, water, and windlearning to harness its power. Eventually, they transcend their
mortal forms and become elemental beings.

The elementalist is an archetype of the black mage class.

Limit Break (Su): At 1st level, the elementalist receives the Limit Break (Unresistable Elemental Spell).

Unresistable Elemental Spell (Su): This Limit Break allows the elementalist to cast any spell of his chosen element and be unresistable. For a duration of 1
round + 1 round per four black mage levels after 1st, the target(s) of the spell does not get a save, nor do any elemental and spell resistance apply. This limit break
requires only a swift action.

This limit break replaces one of the black mages limit breaks.

Elemental Specialization (Ex): Also at 1st level, an elementalist specializes in the element of her choosing. Doing so makes her stronger against her element but
weaker against her elements weakness. The elementalist receives a +2 bonus to saving throws against spells and spell-like effects against her chosen element. She also
takes half damage against her chosen element or quarter damage if she makes her save. The elementalist suffers a -2 penalty to saving throws against spells and spell-
like effects against her chosen elements weakness. She also takes double damage against her chosen elements weakness or normal damage if she makes her save.

This ability replaces the black magery gained at 1st level.

Resistance to Elements (Ex): As an elementalist gains levels in this prestige class, she becomes more resistant to her chosen element. At 2nd level, she gains
Elemental Resistance 2 against this chosen element. This resistance increases by 2 every two levels after 2nd level. At 20th level, an elementalist gains immunity to her
chosen element.

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This ability replaces all instances of elemental shield.

Immunity to Sleep (Ex): At 3rd level, as an elementalist continues to transcend her mortal form, she gains immunity to sleep effects.

This ability replaces dark affliction.

Elemental Fury (Ex): At 7th level, an elementalist may use her specialized elemental magic with greater efficiency. The elementalist adds one point of damage per die.

This ability replaces arcane knowledge.

Limitless Fury (Ex): At 10th level, an elementalist is able to increase the range of her specialized elemental spells. She may use any spell of her element and increase
its range by 1.5 times. Spells with a Touch, Personal, or Melee range are unaffected.

This ability replaces doublecast.

Darkvision (Ex): At 11th level, an elementalist gains darkvision out to 120 feet.

This ability replaces loremaster.

Rage of the Elements (Su): At 18th level, as a swift action, the elementalist may use this ability to increase the damage of her next elemental spell by 1.5 and her
saving throw DC by 1 point per two elementalist levels. The elementalist can only use this ability three times per day.

This ability replaces 1 MP spell.

Elemental Surge (Su): At 19th level, up to three times per day, she may quicken any spell up to 6th level as if the Quicken Spell feat was used without paying the
additional MP cost.

This ability replaces quad-cast.

Elemental Perfection: At 20th level, an elementalist, through extensive study of elemental secrets, completely transcends her mortal form to become an elemental
creature. Her subtype changes to elemental. She no longer needs to eat, sleep, or breathe (though she must still rest to regain MP). She gains an elemental creatures
immunity to bleed, paralysis, poison, sleep effects, and stunning, and she is no longer subject to critical hits or flanking. She also does not take additional damage from
precision-based attacks, such as sneak attack. An elementalist gains the speed and movement modes, natural attacks, special attacks, and special qualities of a Medium
elemental of the type appropriate to her elemental specialty, as notes in the FFd20 Monster Compendium, except that the save DC against her elemental attack form, if
any, is 20 + her Constitution modifier.

Upon achieving this state, an elementalists appearance undergoes a minor physical change, usually to the skin or eyes. An earth elementalist, for example, might
acquire gemlike eyes and hard, pebbly skin. Anyone who shares the elementalists predilection for study of her chosen plane immediately recognizes her transcendent
nature. She gains a +2 circumstance bonus on all Charisma-based skill and ability checks when interacting with creatures that share her elemental subtype (earth, fire,
ice, lightning, water, or wind), and with other elementalists who have chosen her element. Unlike a normal elemental, an elementalist retains a soul separate from her
body. She can be raised from the dead as normal for a creature of her previous type.

This ability replaces black wizard.

Magus
Magus are known as the Dreaded Armies the World Over, the Enders of Kingdoms, the Avatars of Ragnark, the Disciples of Catastrophe. Whatever names they are
given to these mages, they are the ultimately bringers of great destruction and mayhem, and many worlds bear the scars of their passing. While any black mage is
capable of destructive uses of magic, the Magus takes it well past the limit that defines reason. While these dangerous souls are often villains of Lowest Order and
savages against all that is civilized, many are simply brutal pragmatics that see the ability to cause large scale destruction as a useful tool for advancement in martial
societies.

The magus is an archetype of the black mage class.

Art of Destruction (Su): At 1st, 5th, 9th, 13th, and 17th level, the magus increases the destructive scale for a number of his spells. He selects one of the following area-
types each time he gains this class ability. Any time he casts a damaging area-effect spell, he gains the listed benefit. He may take the same area-type multiple times, its
effects stack.

Burst: Increase radius by 5 feet.


Cone: Increase cone-radius by 10 feet.
Cylinder: Increase radius by 5ft and Height by 10ft.
Line: Increase the lines length by 20 feet or its Width by 5ft.
Wall: Increase length by 10ft and Height by 5ft.

This ability replaces black magery.

Mage Talents: A magus only has access to the following Talents: Concentrate, Empowered Magic, Mage Training, Silent Spell, Spell Guard, Spell Lore, Spell Sage,
Still Spell.

This ability modifies and replaces mage talent.

Damage Control (Su): At 3rd level, when the magus invokes Elemental Shield to defend against a radius spell he has cast, he doubles its efficiency. At 10th level, the
maguss elemental shield triples the amount, and at 17th level, it quadruples.

This ability replaces dark affliction.

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Destructive Mastery: At 4th level, the magus gains the feat Elemental Focus (Non-Elemental). At 8th level, he gains Elemental Penetration (Non-Elemental). At 12th
level, he gains Greater Elemental Focus (Non-Elemental). And at 16th level, he gains Greater Elemental Penetration (Non-Elemental).

This ability replaces elemental seal.

Mass Destruction: At 5th level, the magus gains the Widen Spell feat. If he already possesses this feat then he chooses another metamagic or item creation feat instead.
At 10th level, the MP cost of the Widen Spell metamagic feat is reduced by 1 for any area-effect spell he casts. At 15th level, increase the effects of the Widen Spell
metamagic feat by +100% (base radius x3). At 20th level, the Widen Spell metamagic feat costs no additional MP for any black mage area-effect spell he casts.

This ability replaces metamagic enhancement.

Advanced Mage Talents: A magus only has access to the following Advanced Talents: Augment Spell, Maximized Magic, Quickened Magic, Spell Diligence.

This ability modifies and replaces advanced mage talent.

Living Catastrophe (Su): At 20th level, the magus becomes a mortal instrument of mayhem and destruction, and as long as he exists, the world will never be safe. The
magus increases the effect of the Widen Spell metamagic feat by an additional +200% (base radius x5).

This ability replaces black wizard.

Sorcerer
The sorcerers family has always been skilled in the eldritch art of magic. While many of his relatives were accomplished black mages, his powers developed without
the need for study and practice.

The sorcerer is an archetype of the black mage class.

Bloodline Powers: Magic comes naturally to the sorcerer, but as he gains levels he must take care to prevent the power from overwhelming him.

Arcane Bond (Su): At 1st level, sorcerers form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded
object. A familiar is a magical pet that enhances the sorcerer's skills and senses and can aid him in magic, while a bonded object is an item a sorcerer can use to cast
additional spells or to serve as a magical item. Once a sorcerer makes this choice, it is permanent and cannot be changed.

Rules for bonded items are given below, while rules for familiars are located here: http://www.d20pfsrd.com/classes/core-classes/wizard/familiar

Sorcerers who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories:
amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is
an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a sorcerer attempts to cast a spell without his bonded
object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it
occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the sorcerer has in his spellbook and is capable of casting, without spending MP. This spell is
treated like any other spell cast by the sorcerer, including casting time, duration, and other effects dependent on the sorcerer's level. This spell cannot be modified by
metamagic feats or other abilities.

A sorcerer can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For
example, a sorcerer with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a
wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new
wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the sorcerer who owns it. If a bonded object's owner
dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the sorcerer rests for 8 hours. If the object of an arcane bond is lost or destroyed, it can be
replaced after 1 week in a special ritual that costs 200 gil per black mage level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items
replaced in this way do not possess any of the additional enchantments of the previous bonded item. A sorcerer can designate an existing magic item as his bonded item.
This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of
becoming a bonded item.

Metamagic Adept (Ex): At 5th level, the sorcerer can apply any one metamagic feat he knows to a spell that he is about to cast without increasing the MP
cost. He can use this ability once per day at 5th level and one additional time per day for every four black mage levels he possesses beyond 5th, up to four times per day
at 17th level. At 18th level, this ability is replaced by arcane apotheosis.

New Arcana (Ex): At 9th level, the sorcerer can add any one spell from any spell list to his list of spells known. This spell must be of a level that he is
capable of casting. He can also add one additional spell at 13th level and 17th level.

Element Power (Ex): At 13th level, the sorcerer picks one element. The DC for any spells he casts from that element increases by +2. This bonus stacks with
the bonus granted by Elemental Focus.

Arcane Apotheosis (Ex): At 18th level, the sorcerers body surges with arcane power. He can add any metamagic feats that he knows to his spells without
increasing the MP cost. Whenever the sorcerer uses magic items that require charges, he can instead expend MP to power the item. For every three MP that he expends,
he consumes one less charge when using a magic item that expends charges.

These abilities replace black magery.

Bloodline Arcana: At 5th level, whenever the sorcerer applies a metamagic feat to a spell that increases MP, increase the spell's DC by +1. This bonus does not stack
with itself and does not apply to spells modified by the Heighten Spell feat.

This ability replaces metamagic enhancement

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Thaumaturge
Thaumaturgy is a form of arcane manipulation that allows the practitioner to unleash his will as deadly manifestations of primal power. The origin of their art can be
found in the cumbersome magicks of their ancestors - subsequently focused and refined through their use in the funeral rites of the Order of Nald'thal. Though, once
used exclusively for the preparation of the dead, these incantations of destruction soon found new purpose on the battlefield. "Death," of course, is still very much the
central focus of the discipline.

The thaumaturge is an archetype of the black mage class.

Intuitive Thaumaturgy (Su): Beginning at 1st level, a thaumaturge can prepare two additional cantrips each day, and can prepare a third additional cantrip at 3rd level.
The true power of the intuitive thaumaturgy takes effect later.

Beginning at 5th level, whenever a thaumaturge gains access to a new spell level, he can choose a spell of up to the second highest level spell he can now cast. This
spell is known as his intuitive spell. A thaumaturge can cast an intuitive spell a number of times per day equal to his Intelligence modifier without spending MP.
Temporary increases or decreases to Intelligence do not affect the number of times per day a thaumaturge can cast his intuitive spells. Once a thaumaturge chooses an
intuitive spell, he cannot change it. This spell cannot be modified by metamagic feats or abilities. The spell must be one gained from the black mage spell list, and not a
spell gained through some other character class. This spell is otherwise treated exactly like any other spell the thaumaturge casts.

This ability replaces black magery.

Arcane Reservoir (Su): At 2nd level, the thaumaturge gains the scholar's arcane reservoir class feature. The thaumaturge uses his black mage level as his scholar level
for determining how many arcane reservoir points he gains at each level.

This ability replaces elemental shield.

Thaumaturgy Exploit: At 2nd level and every four levels thereafter, the thaumaturge gains a single scholar exploit. The thaumaturge uses his black mage level as his
scholar level for determining the effects and DCs of his scholar exploits.

This ability replaces mage talents.

Focused Spells (Su): At 3rd level, once per day the thaumaturge's understanding of spells allows him to increase his caster level by 4 for a single spell cast. He can do
this twice per day at 10th level, and three times per day at 17th level.

This ability replaces dark affliction.

Arcane Surge (Ex): Beginning at 5th level, a thaumaturge may, once a day, cast a single spell as a swift action. The spell must have a casting time of 1 standard action
or less, and the thaumaturge may not cast any other spell during the same round. The spell must be one gained from the black mage spell list, and not a spell gained
through some other character class. The thaumaturge can use this ability twice per day at 10th level, three times a day at 15th level, and four times a day at 20th level.

This ability replaces metamagic enhancement.

Blue Mage
Mime
For every action within the world, it leaves an echo in the shadow plane. The results of the action, indeed the action itself, continues to persist for a moment after its
passing. Mimes go beyond simple mimicry, and are able to duplicate the exact conditions of what they see, adapt them to their purposes, and have them repeat events
which just occurred without any training or ability to otherwise pull them off. In a part of powerful people, the mime multiplies their power exponentially.

The mime is an archetype of the blue mage class.

Class Skills: The mime adds Disguise and Perform to his list of class skills. This replaces Appraise as a class skill.

Limit Breaks (Su): At 1st level, the mime receives the Limit Breaks (Mimicry Reversal and Perfect Mimicry).

Mimicry Reversal (Su): This Limit Break allows the mime to make any enemy up to 60 feet away to copy what he does. The target (whose HD cannot
exceed 1.5 times the mime's own HD) must make a Will save (DC 10 + half of the blue mages level + his Charisma modifier) or be forced to imitate the mime. The
mime must spend his actions to make the affected creature do anything that the creature can normally do including spellcasting or song-performing. This lasts for a
duration of 1 round + 1 round per four blue mage levels after 1st. If the mime is knocked unconscious during this time, the affected creature must make another Will
save with the same DC or become unconscious as well.

Perfect Mimicry (Su): This Limit Break allows the mime to copy any humanoid up to 60 feet away perfectly. The mime can use any abilities of the person
copied (whose HD cannot exceed 1.5 times the mime's own HD), even casting spells without using a MP pool if the person copied is a spell-caster. The mime uses his
own stats, saving throws, hit points, and any equipment he possesses. The mime can copy another humanoid once per round as a swift action. This limit break lasts for a
duration of 1 round + 1 round per four blue mage levels after 1st.

These abilities replace the blue mages normal limit breaks.

Mimicry (Su): Beginning at 1st level, as a swift action, a mime can use these abilities to mimic abilities seen, for a number of times per day equal to his blue mage
level + his Charisma modifier. All mimicry powers have a range of 30 feet plus 5 feet per blue mage level. Using the mimicry abilities requires the mime to copy from
creatures or humanoids either from a round before or in the same round of initiative. The mime can't use any abilities gained from his mimicry powers to qualify for a
feat, prestige class, or other options.

Mimic Extraordinary Ability: The miming skill of a mime is legendary. A mime can perform any extraordinary ability that he can see in use. The mime
cannot mimic an ability that uses appendages he does not have (a mime could mimic a beastmasters rage, but he could not mimic a fire dragons dragon
breath) nor can he mimic an ability from a creature whose HD exceeds 1.5 times his own. May even mimic abilities without needing to spend resources (for
example, ki powers, grit deeds, ruby arcana, etc.)
Mimic Feat: A mime can mimic any feat he sees in use. The mime must meet all prerequisites of the feat in order to mimic it. The mime retains the feat until
he uses this ability again.

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Mimic Limit Break: A mime can imitate the powerful limit breaks. This ability functions like mimic extraordinary ability, except it allows the mime to
imitate a limit break. The mime must be under 50% health in order to initiate a limit break and still counts against his number of limit break usage.
Mimic Movement: A mime can imitate any movement type he sees. The mime can even imitate a movement type for which he does not have the correct
appendages, such as a flying as a bird.
Mimic Skill: A mime can imitate a skill being used. This ability functions like mimic spell, except it allows the mime to imitate a skill. The copied skill uses
the same roll and bonuses (if any) as the original skill.
Mimic Song: A mime can also imitate song-performing. This ability allows the mime to mimic a bard song being performed. A mime can only mimic songs
of song levels equal 1/3rd of his total blue mage levels (minimum of 1st). This ability allows the mime to perform a song without MP and uses the same roll
and bonuses (if any) as the original Perform skill.
Mimic Spell: A mime can even imitate spell-casting. This ability allows the mime to mimic a spell being cast. A mime can only mimic spells of spell levels
equal to 1/3rd of his total blue mage levels (minimum of 1st). This ability allows the mime to cast the spell without MP.
Mimic Spell-like Ability: A mime can imitate abilities that duplicate spells. This ability functions like mimic extraordinary ability, except it allows the mime
to imitate a spell-like ability. A mime cannot mimic an ability from a creature whose HD exceeds 1.5 times his own. May even mimic abilities without
needing to spend resources (for example, ki powers, grit deeds, ruby arcana, etc.)
Mimic Supernatural Ability: A mime's miming skills become supernatural in nature, allowing him to imitate supernatural abilities. This ability functions like
mimic extraordinary ability, except it allows the mime to imitate a supernatural ability instead of an extraordinary ability. The mime can even imitate an
ability for which he does not have the correct appendages, such as a fire dragon's breath weapon. A mime cannot mimic an ability from a creature whose HD
exceeds 1.5 times his own. May even mimic abilities without needing to spend resources (for example, ki powers, grit deeds, ruby arcana, etc.)

This ability replaces creature magic, MP pool, doublecast, and 1 MP spell.

Aptitude Focus (Ex): Also at 1st level, a mime can select one of seven areas upon which he can focus his ever-shifting talents. The mime gains a +2 aptitude bonus
while any focus is activated. This bonus increases by +2 at 5th level, and every four levels thereafter. Activating a focus, he gains the chosen abilities of his focus that
remains in effect until the mime uses a free action to dismiss it or activate another focus in its place.

Ascetic Focus: The mime gains an aptitude bonus on all Acrobatics checks. The mime also receives the unarmed damage of a monk of half his character
level as well as an aptitude bonus as a dodge bonus to his armor class.
Caster Focus: The mime gains an aptitude bonus on all Spellcraft skill checks and Concentration checks, and on any healing and damage spell rolls.
Combat Focus: The mime gains an aptitude bonus as a competence bonus on all attack and damage rolls. This focus also grants proficiency with medium
and heavy armor, martial weapons, and shields (not tower shields).
Guardian Focus: The mime gains an aptitude bonus as a deflection bonus to his armor class as well as damage reduction equal to the aptitude focus bonus.
This focus also grants proficiency with medium and heavy armor, martial weapons, and shields (including tower shields).
Song Focus: The mime gains an aptitude bonus on all Perform skill checks and Concentration checks, and on any healing and damage song rolls.
Stealth Focus: The mime gains an aptitude bonus on all Disable Device, Sleight of Hand, and Stealth skill checks. This focus also grants Trapfinding,
Uncanny Dodge and Evasion (as thief).
Wild Focus: You gain an aptitude bonus on all Climb, Handle Animal, Knowledge (nature), and Survival checks. This focus also grants Wild Empathy (as
beastmaster; treat your blue mage level as equal to your beastmaster level) and Woodland Stride (as beastmaster),

This ability replaces blue magery.

Modified Advantage (Ex): Starting at 1st level, as an immediate action, a mime can gain a +1 bonus to any single d20 roll. A mime could make a minor internal
change to his form that assists in the performance of a task. Whether hes making his fist heavier, making the arch of his swing move faster, changing the shape of his
eyes and ears to heighten his senses, or he moves nerves around increasing his reaction time. The mime can use this ability a number of times per day equal to 3 + his
Charisma modifier.

This ability replaces cantrips.

Impersonate (Ex): At 2nd level, using their ability to emulate the thoughts of creature that they have touched, the mime can impersonate other living creatures
mannerisms, speech patterns, knowledge, and overall demeanor, thus granting a +5 competence bonus to Disguise checks. The mime can use this ability at will,
although they must have touched the creature to be impersonated at some point. In addition, the mime masters an androgynous, ageless, racially ambiguous base
appearance. He incorporates deceptive makeup and articles of clothing into his daily wardrobe, and never takes a penalty on Disguise skill checks for assuming a
different gender, race, or age.

This ability replaces scan.

Mirror Combat (Ex): Starting at 2nd level, the mime is adept at picking up a target's defensive and offensive patterns in the midst of combat and using them himself.
Whenever he makes an attack roll against a target, he may make a Perception check against the target's AC as an immediate action. If he succeeds, he gains a +2 bonus
to attack rolls + an additional +2 for every 5 points he succeeds his Perception check by for 1 round. Whenever an attack is made against the mime, he may make an
opposed Perception check against the target's attack roll as an immediate action. If he succeeds, he gains a +2 dodge bonus to AC + an additional +2 bonus for every 5
points he succeeds his Perception check by for 1 round.

This ability replaces analysis.

Contortionist (Ex): Beginning at 3rd level, the mime can alter his size by folding or stretching his body. He can spend one minute to increase or decrease his size by
one category, gaining all the benefits and penalties of his new size category. These benefits last until he spends a minute to revert to his normal size. This is not a
mundane effect and cannot be dispelled or suppressed via anti-magic effects.

This ability replaces armored mage.

Ability Boon (Ex): At 4th level, when activating an aptitude focus, the mime also gains a +2 competence bonus to an ability score of his choice. This bonus lasts until
he changes his aptitude focus. At 8th level and every four levels thereafter, this bonus increases by +2.

This ability replaces azure physical training.

Sound Mimicry (Ex): At 6th level, the mime is so trained in vocal alteration that he gains the sound mimicry ability, allowing him to perfectly imitate sounds and
voices he has heard within the last 24 hours. The mime makes a Bluff check opposed by a listener's Sense Motive check to recognize the mimicry, although if the
listener isn't familiar with the person or type of creatures mimicked, it takes a -8 penalty on its Sense Motive check. The mime has a +8 racial bonus on his Bluff check

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to mimic sounds he has listened to for at least 10 minutes. The mime cannot duplicate the effects of magical abilities (such as bardic performance or a harpy's
captivating song), though he may be able to mimic the sound of those abilities. This ability does not allow the mime to speak or understand language he doesn't know.

This ability replaces invoke and improved invoke.

Adaptive Wardrobe (Ex): At 7th level, the mime can manipulate his body's interaction with magical items. He may wear any magic item in a body slot not normally
suited to it, so long as it is somewhat reasonable (for instance, he could wear a ring on a toe, using his feet slot, or a scarf in his hair as a headband). This allows the
mime to benefit from multiple magic items that normally would occupy the same slot. All items still occupy the slot in which they're worna mime with a magical ring
on his toe cannot also benefit from wearing magical boots.

This ability replaces I know that trick.

Jack-of-All-Trades (Ex): At 10th level, the mime can use any skill, even if the skill normally requires him to be trained. In addition, he considers all skills to be class
skills.

This ability replaces azure counter.

Perfect Copy (Ex): Whenever a 10th-level mime uses the disguise skill to change his appearance, he may assume the appearance of a specific individual.

This ability replaces clear mind.

Mimic Defense (Ex): At 11th level, a mime can duplicate other's actions to protect himself. When a creature in the mime's line of sight succeeds on a save, as an
immediate action, the mime can attempt a DC 15 Perception check. If he succeeds, the mime gains a bonus on the mimicked save equal to the target's base save. This
bonus lasts for 1 round per level. A mime can only copy one save at a time this way.

This ability replaces simulation.

Instant Mimic (Su): At 19th level, a mime can use any of his mimic abilities (mimic feat, mimic spell, mimic song, mimic skill, mimic extraordinary ability, mimic
supernatural ability, mimic spell-like ability and mimic limit break) as an immediate action three times per day.

This ability replaces azure lore.

Multicopy (Su): At 19th level, a mime has learned to remember how to duplicate many abilities at the same time. A mimic may use two different mimicry abilities
running at the same time, provided that he can use them in the same round. For example, a mime couldnt mimic a spell and a song in the same round, but he could
mimic a spell and a feat.

This ability replaces cerulean focus.

Complete Copy (Su): At 20th level, mimicry is mastered completely. Once per day as a standard action, a mime may copy in full any non-unique, non-mindless, non-
templated creature right down to their original character sheet and ability scores (which would exclude unique beings like the tarrasque, unique devils such as
Asmodeus, most golems, a paragon half-dragon housecat, or Bob the Troll, though he would be able to copy himself into a standard troll). For the purposes of this
ability, abominations are considered unique creatures as well, regardless of how many exist. The mime may only make a complete copy of creatures whose CR does not
exceed his HD. He loses his original items, ability scores, and anything related to his character except for his personality and alignment, and obtain copies of what the
original creature is using for 1 minute. He gains full normal hit points equal to the creature in question and retain any status effects he possessed, positive or negative.
When the effect ends, if the mime is still alive, he is returned to his normal body, hit points, and his items return.

This ability replaces assimilation.

Morpher
A morpher has no shape that she calls her own. Instead, she occupies whatever body is most expedient for her at the time. While others base their identities largely on
their external forms, a morpher actually comes closer to her true self through her morphs. Of necessity, her sense of self is based not on her outward form, but on her
soul, which is truly the only constant about her. It is the inner strength of that soul that enables her to take on any shape and remain herself within.

The morpher is an archetype of the blue mage class.

Limit Break (Su): At 1st level, the morpher receives the Limit Break (Perfect Morph).

Perfect Morph (Su): This Limit Break perfects the morphers morph ability. All physical stats (Strength, Dexterity, and Constitution) and physical qualities
(Armor Class, Saving Throws, Attack/Damage, and Initiative) receives a +1 bonus and an additional +1 bonus per four blue mage levels after 1st. This Limit Break lasts
for a duration of 1 round + 1 round per four blue mage levels after 1st. In addition, the morpher gains 2 temporary hit points per blue mage level for the duration of the
Limit Break. This limit break requires only a swift action.

This ability replaces the Limit Break (Dual Azure Mastery).

Morph (Su): A morpher can assume a form of a creature based on the blue magic spells she has in her repertoire. At 1st level, a morpher can morph for a number of
rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the morpher can morph for 2 additional rounds per day. Temporary
increases to Constitution, such as that gained from dwarf's endurance, do not increase the total number of rounds that a morpher can morph per day. A morpher can
morph as a standard action. The total number of rounds of morph per day is renewed after resting for 8 hours, although these hours need not be consecutive. While in a
morph, a morpher gains the Strength, Dexterity, and Constitution scores of the creature she turns into, but does not gain the extraordinary special qualities, supernatural
abilities, and spell-like abilities except for the blue magic spell based on the creature. Also, while in a morph, a morpher cannot cast spells (besides the creatures blue
magic spells) because the morph ability interferes with her spellcasting. The assumed form cant have more Hit Dice than her blue mage level. A morpher can end her
morph as a free action, and is fatigued for 1 minute after a morph ends. A morpher can't enter a new morph while fatigued or exhausted, but can otherwise enter a
morph multiple times per day. If a morpher falls unconscious, her morph immediately ends.

This ability replaces blue magery.

Shifters Speech (Ex): At 3rd level, a morpher maintains her ability to speak normally regardless of the form she takes. In addition, she can communicate with other
creatures of the same kind while in her morph, as long as such creatures are normally capable of communicating with each other using natural methods.

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This ability replaces armored mage (light).

Battleshaping (Su): As a swift action, the blue mage grows a single natural weapon. The natural weapon lasts for a number of rounds equal to her Intelligence modifier
and has a +1 enhancement bonus on attack and damage rolls for every four blue mage levels she possesses. She can grow a claw, a bite, or a gore attack. These attacks
deal the normal damage for a creature of her size. At 11th level, she can shape two natural weapons. She may not grow additional limbs or a tail with this ability. The
blue mage can use this ability a number of times per day equal to 3 + her Intelligence modifier.

This ability replaces azure physical training.

Fast Morph (Ex): Starting at 5th level, a morpher can use her morph ability as a move action, rather than as a standard action.

This ability replaces azure learning.

Morphic Healing (Ex): Beginning at 6th level, a morpher becomes able to change her form where wounds disappear, creating smooth skin where once were wounds.
While in a morph, the morpher gains fast healing 2, and if she spends a full-round action and succeeds on a Concentration check (DC equal to the total damage she has
sustained), she heals 10 points of damage.

This ability replaces invoke.

Morphic Reach (Ex): A morpher of 10th level or higher can suddenly stretch her limbs, neck, or other appendages outward, giving her 5 more feet of reach than the
creature emulated. Unlike most creatures, morphers dont appear to have a longer reach until they actually use it.

This ability replaces azure counter.

Improved Morph (Su): A morpher knows how to use her morph ability to assume special abilities of the forms she turns into. At 10th level, she gains the
extraordinary special qualities of any form she assumes with morph. At 15th level, she gains the supernatural abilities of any form she assumes with morph. At 20th
level, she gains the spell-like abilities of any form she assumes with morph.

This ability replaces simulation, doublecast, and assimilation.

Morphic Body (Ex): At 12th level and higher, a morpher can use her precise knowledge and control over her form to make herself stronger and heartier. She gains +4
bonus to Strength and Constitution whenever she morphs into a creature.

This ability replaces improved invoke.

Flash Morph (Su): At 15th level, a morpher can use her morph ability as a swift action, rather than as a move action.

This ability replaces easy learning.

Morphic Immunities (Ex): At 18th level, a morpher is adept at distributing her forms vital organs around her body to keep them safe from harm. She is immune to
stunning and critical hits while in a morph.

This ability replaces 1 MP spell.

Superior Morph (Su): At 19th level, the morpher has reached the pinnacle of knowledge of morph. While in a morph, as a full-round action, she may change an aspect
of her morph form. She must make the Knowledge (of the appropriate type) skill check (DC 10 + HD of the creature) to succeed. The morpher may only change one
aspect of her form once per round. Her available options include the following:

Replace the base forms natural armor bonus with that of the second form.
Add the second forms movement modes.
Add one of the second forms natural attack types (with the appropriate reach), if the base form doesnt have that attack type already.
Add an extraordinary special attack of the second form.
Add an extraordinary special quality of the second form.
Replace one of the base forms physical ability scores, if both the base form and the second form are the same size category.
Remove any elemental weakness or negative special quality.

This ability replaces cerulean focus.

Primal Mage
It is said that the earliest blue mages were beings of a most primal nature, more like the monsters they dined upon than the men they claimed to be. As the times moved
forward, the old ways of the blue magi changed with them. Where once power was taken by flesh, blood, and bone, now it could be simply experienced; learned by a
different kind of absorptionless gruesome and terrifying to modern viewers. Yet no matter how much time has passed, man cannot ever fully remove their more primal
and primitive impulses. It should then come to no ones surprise that the most ancient order of magi still exists today. Though less common than they once were these
most primal of mages still roam the world, feasting upon monsters of all sorts with teeth capable of shearing steel or scale, learning the magic of monster and
machines.

The primal mage is an archetype of the blue mage class.

Armor and Weapon Proficiencies: A primal mage is proficient with all simple weapons, light and medium armors, but not shields.

Gourmet Magic: A primal mage has the power to gain new spells from creatures that have supernatural abilities by learning from them. The blue mage must devour
the raw material of the slain creature that possess an ability that he can learn. This does not require the whole creature; even eating its ashes or other remains will do.
A primal mage begins play with 2 blue magic spells of his choice. These do not need to be of any particular level, however, a primal mage still cannot cast them until he
is at the appropriate level (a GM has final veto power of which spells can be learned, a rule of thumb is that if the creature is legendary or one-of-a-kind, its not
available). Unlike the other blue mages, a primal mage learns spells by eating a creature (unlike normal blue mages who can learn by observation). Any blue mage that
is eaten grants the primal mage all their spells regardless of level. Finally, primal mages do not suffer any spell failure when wearing light armor.

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This ability replaces creature magic.

Sword-Like Teeth (Ex): At the 1st level, a primal mage gains a very powerful bite attack that often becomes the mages central weapon and tool. This bite deals
damage as seen from the table below and adds one and a half times the primal mages Strength modifier to damage.

Table: Small, Medium, or Large Primal Mage Bite Damage


Level Damage (Small) Damage (Medium) Damage (Large)
1st 3rd 1d4 1d6 1d8
4th 7th 1d6 1d8 2d6
8th 11th 1d8 1d10 2d8
12th 15th 1d10 2d6 3d6
16th 19th 2d6 2d8 3d8
20th 2d8 2d10 4d8

This ability replaces blue magery.

Iron Stomach (Ex): Primal mages can survive where few others can, drinking from poisoned, diseased wells and eat nothing but dirt and dry leaves. A primal mage
can take substance from anything it sticks in its mouth no matter how toxic and terrible tasting it is. At 1st level, a primal mage gains immunity to all ingested poisons
or diseases and can eat or drink just about anything to sate himself of hunger or thirst at no penalty.

This ability replaces spell proficiency.

Armored Mage: This functions as the armored mage class feature except that it applies to medium armor, but not shields of any kind.

This ability modifies armored mage.

Sharpened Teeth (Ex): At 4th level and every four levels thereafter, a primal mages bite attack can penetrate a new kind of damage reduction based on their level

At 4th level, the primal mages bite is treated as magic for the purpose of overcoming DR.
At 8th level, the primal mages bite is treated as silver and cold Iron for the purpose of overcoming DR.
At 12th level, the primal mages bite is treated as adamantine for the purpose of overcoming DR and bypassing hardness.
At 16th level, the primal mages bite is treated as the characters alignment for the purpose of overcoming DR.
At 20th level, the primal mages bite is treated as epic for the purpose of overcoming DR.

This ability replaces azure physical training.

Chemist
Apothecary
For various reasons - prejudice, lack of magical talent, or sheer contrariness - the apothecary eschews traditional magical methods of healing. Whenever a patient
makes a miraculous recovery without its aid, the apothecary proves his worth, proves that magic is nothing but a convenient shortcut.

The apothecary is an archetype of the chemist class.

Field Medicine (Ex): At 1st level, an apothecary can treat wounds (his own or those of others) by touch. Each day he can use this ability a number of times equal to
half his chemist level plus his Wisdom modifier. With one use of this ability, an apothecary can heal 1d6 hit points of damage for every two chemist levels he possesses.
Using this ability is a standard action, unless the apothecary targets himself, in which case it is a swift action. An apothecary needs one hand free hand to use this
ability. In place of a discovery, the apothecary can select one blessing from the holy knight's list, using his chemist level to determine which are available. This blessing
applies to both Field Medicine and Spontaneous Healing, if the apothecary has both.

This ability replaces bomb.

Mad Doctor: In a land of magic, the apothecary is determined to heal others through science instead. All discoveries and grand discoveries the apothecary takes are
considered (Ex) even when they would normally be (Su). This applies to alchemical items the apothecary crafts as well. Any discovery or alchemical item that allows a
save takes a -2 penalty to the save DC.

This ability replaces throw anything.

Soldier's Draught (Ex): At 6th level, the apothecary can whip up a special concoction to help a soldier ignore his weariness. Drinking this potion grants the drinker
temporary hit points equal to the apothecary's chemist level and a +4 bonus to Fortitude saves. It also allows him to temporarily ignore the negative effects of ability
drain, ability damage, negative levels and the status effects disease, exhaustion, fatigue, poison and sleep. While suppressed, any duration these effects have are paused
and resume after the potion wears off.

The effects of this potion last until the end of battle; if there are any temporary hit points remaining they disappear. In addition to the status effects gained before or
during the potion's duration, the imbiber is fatigued until he rests. If the character is already fatigued, he is instead exhausted until he rests. If the character is already
exhausted, he must make a Fortitude save each round or take 1 point of non-lethal damage until he rests for 8 hours or falls unconscious. If the character falls
unconscious, when he wakes up he remains exhausted. If the character rests for 8 hours, when he wakes up he remains fatigued.

This ability replaces the discovery gained at 6th level.

Grenadier
Grenadiers train to exercise their talents in the thick of battle. They learn methods of combining weapon attacks with their alchemical magic in order to become more
adept at using alchemical bombs or using alchemical items in conjunction with their martial skills.

The grenadier is an archetype of the chemist class.

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Martial Weapon Proficiency: At 1st level, a grenadier picks one martial weapon to become proficient in the use of.

This ability replaces craft alchemical item.

Precise Bombs (Ex): At 3rd level, a grenadier gains the precise bombs chemist discovery as a bonus discovery.

This ability replaces swift alchemy.

Alchemical Weapon (Su): At 4th level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemists
fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.

The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage
added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute
after application if no blow is struck. At 11th level, a grenadier can use her alchemical weapon ability as a swift action. At 18th level, this ability becomes a free action.

This ability replaces alchemical mixture.

Directed Blast (Su): At 5th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist
and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and
makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive
directed blast, the cone of splash damage is 30 feet long instead of 20 feet.

This ability replaces anesthetic.

Staggering Blast (Su): At 9th level, a grenadiers bombs become particularly overwhelming when they explode. Whenever a grenadier scores a successful critical hit
with a bomb, the creature directly struck by that bomb is staggered for 1d4+1 rounds. A successful Fortitude save (DC equals the bombs Reflex save DC to avoid
splash damage) reduces the duration to 1 round. The effects of this ability stack with a frost bombs staggering effect, but not with the effects of the Staggering Critical
feat. Additional hits from a staggering blast add to the effects overall duration.

This ability replaces mix.

Plague Bringer
The plague bringer sees disease as the ultimate weapon, and has worked tirelessly to master new diseases and disease-delivery systems. A plague bringer feels no more
remorse at unleashing his armaments on his enemies than an archer does when firing an arrow in the heat of battle. Disease is a tool, and the plague bringer is its
master.

The plague bringer is an archetype of the chemist class, available only to burmecian chemists.

Plague Vial (Su): At 4th level, a plague bringer can create a plague vial, an alchemically grown and concentrated disease sample. It takes 1 hour to prepare a plague
vial, and once prepared, the vial remains potent until used. A plague bringer can only maintain 1 plague vial at a timeif he prepares a second vial, any existing plague
vial becomes inert. A plague vial that is not in a plague bringer's possession becomes inert until a plague bringer picks it up again.

It's a standard action to drink a plague vial. Upon being imbibed, the plague vial infects the plague bringer's blood, sweat, tears, and other bodily fluids for 10 minutes
per chemist level. Any creature that harms him with melee attacks (except with reach weapons) must make a Fortitude save (DC 10 + half of the chemist's level + his
Intelligence modifier) or become sickened for 1 round per chemist level. The plague bringer is immune to the effect of his own plague vial, but not that of another's
plague vial. The effects of multiple plague vials do not stack.

As a standard action, the plague bringer can infect a weapon with this sickness (typically by licking it or wiping his blood or pus on it). The disease on the weapon
works like a poisoned weapon, except the source is a disease instead of a poison (so a dwarf's resistance to poison does not apply).

Anyone other than a plague bringer (including another chemist) who drinks a plague vial must make a saving throw against the vial's DC or become nauseated for 1
hour.

This ability replaces alchemist mixture gained at 4th, 11th, and 18th.

Discoveries: The following discoveries complement the plague bringer archetype: explosive bomb, precise bombs, smoke bomb; breath weapon bomb, fast bombs,
nauseating bomb; plague bomb; greater plague bomb; lingering plague.

Chocobo Knight
Beast Rider
From the inhospitable arctic wastes of the far north comes the mighty beast ridera fearsome warrior who has trained one of the great beasts that wander the chilly
wilds to serve as her faithful steed. Toughened by their harsh environment, beast riders tame their surroundings through tenacious determination and sheer force of
will, fighting alongside their bestial companions to take down huge game and carve out a hard existence in the icy north.

The beast rider is an archetype of the chocobo knight class.

Steed (Ex): At 1st level, a beast rider can choose from among the following animal companions to serve as her loyal steed:

Arsinoitherium, aurochs, baluchitherium, camel, cat (big), elk, horse, mastodon (elephant), megaloceros, rhinoceros, triceratops, wolf, or woolly mammoth (use stats for
a mastodon).

This ability replaces chocobo mount.

Rugged Steed (Ex): At 2nd level and every four levels thereafter, the natural armor bonus of a beast rider's steed increases by +1.

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This ability replaces steadfast mount.

Colossus Hunter (Ex): At 3rd level, a beast rider gains a +1 bonus on weapon attack and damage rolls against Large and Huge creatures and a +2 bonus on weapon
attack and damage rolls against Gargantuan and Colossal creatures.

This ability replaces knights charge.

Rapid Straddle (Ex): At 4th level, a beast rider can make Ride checks to fast mount or fast dismount her steed even if it's more than one size category larger than her,
provided she still has a move action available that round.

This ability replaces expert trainer.

Undaunted (Ex): At 6th level, a beast rider adds her Strength bonus to the DC of Intimidate checks made against her. Additionally, creatures attempting to intimidate a
beast rider don't gain a bonus for being larger than her.

This ability replaces battlefield agility.

Gigantic Steed (Ex): At 10th level, a beast rider's steed increases to Huge size. The creature receives a 1 penalty on attack rolls and to AC, and a 2 penalty to
Dexterity (to a minimum of 1); its base damage increases by one size category; and its reach increases to 10 feet. It also gains a +2 size bonus to its Strength and
Constitution. At 12th level and every two levels thereafter, the Strength and Constitution bonuses increases by an additional +2.

This ability replaces burst of speed.

Combined Might (Ex): At 11th level, a mounted beast rider strikes with the combined power of herself and her steed. Once per round, when the beast rider hits with a
melee attack from astride her steed during a charge, she adds half her steed's Strength modifier to the damage roll in addition to her own, provided her steed is currently
capable of taking a free action.

This ability replaces greater charge.

Pulverizing Assault (Ex): At 17th level, if a beast rider is mounted on her steed and directs it to charge or use a constrict, powerful charge, or trample attack, then the
first time that her steed deals damage with this attack this round, the target must make successful a Fortitude save (DC 10 + half of the steed's Hit Dice + the steed's
Strength modifier) or be staggered for 1d4 rounds.

This ability replaces erratic charge.

Lord of Beasts (Ex): At 20th level, a beast rider is unaffected by the dazed, fatigued, shaken, sickened, staggered, and stunned conditions. If she succeeds at a Fortitude
or Will save against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. If a beast rider and her steed both successfully hit an
opponent on the same initiative count, the foe must succeed at a Fortitude save (DC 10 + half of the steed's Hit Dice + the steed's Strength modifier) or be stunned for 1
round. Whether or not the save is successful, an affected creature is immune to this ability for 24 hours thereafter.

This ability replaces supreme charge.

Fell Rider
The fell rider rides a bestial steed, a mount mastered by him alone. He tramples his enemies down, leaving twisted bodies in his wake, and fear rides with him.

The fell rider is an archetype of the chocobo knight class, available only to galka chocobo knight.

Brute Steed (Ex): A fell rider's chocobo mount is unusually large and fierce. It gains a +2 bonus to Strength, but takes a 2 penalty to Dexterity.

This ability otherwise works like the chocobo knights chocobo mount ability.

Rampage (Ex): At 3rd level, a fell rider gains Trample as a bonus feat. The fell rider receives a +2 bonus on overrun attempts made while mounted. In addition, his
mount gains a +2 bonus on damage rolls when making hoof attacks or using the trample monster ability, even when not overrunning.

This ability replaces knight's charge.

Dread Rider (Ex): At 4th level, a fell rider gains a bonus equal to 1/2 his chocobo knight level on Intimidate checks made while mounted. Once per round as a free
action, he can make an Intimidate check to demoralize a foe he has trampled or charged while mounted.

This ability replaces expert trainer.

Fell Presence (Ex): At 6th level, a fell rider inspires dread while mounted. As long as the fell rider is mounted, all enemies within 60 feet receive a 2 penalty on
savings throws against fear. At 10th level and every 5 levels thereafter, this penalty increases by 1.

This ability replaces battlefield agility.

Deadly Rampage (Ex): At 11th level, a mounted fell rider no longer provokes attacks of opportunity when he attempts to overrun a creature. He can make a single
melee attack against the creature as a free action if the overrun attempt succeeds.

This ability replaces greater charge.

Terror (Ex): At 15th level, a fell rider can rear up his mount as a standard action, spreading terror among his enemies. Enemies within 60 feet who can see the fell rider
must succeed at a Will save (DC 10 + 1/2 the fell rider's level + the fell rider's Charisma modifier) or be shaken for 1 round per level the fell rider possesses. Creatures
with half or fewer Hit Dice than the fell rider become frightened instead. An opponent that succeeds at the saving throw is immune to that fell rider's terror ability for 24
hours. This ability is a mind-affecting fear effect.

This ability replaces protect the meek.

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Unstoppable Rampage (Ex): At 20th level, a mounted fell rider can overrun up to four creatures as part of a single overrun combat maneuver. Each attempt made
against a creature after the first receives a cumulative 5 penalty (for example, the fourth overrun attempt would be at a 15 penalty). If any overrun attempt fails, the
fell rider cannot make further overrun attempts that round. Attacks made by the fell rider or his mount as part of the overrun, such as those provided by the Trample feat
or the deadly rampage ability, receive a +4 bonus to hit, and any critical threats from these attacks automatically confirm.

This ability replaces supreme charge.

Mog Knight
Some moogles prefer to be magicians, thieves, and even masters of geomancy or practitioners of the dark arts, but even then there are those that can't fight on their own
and rely on a wild companion, a mystical chocobo companion, one that can change colors as they accrue power.

The mog knight is an archetype of the chocobo knight class, available only to moogle chocobo knights.

Limit Breaks (Su): At 1st level, a mog knight receives the Limit Break (Deathblow).

Deathblow (Su): This limit break allows the mog knight and his mount to charge an opponent, and deal an additional 2d6 points of damage + 2d6 per four
chocobo knight levels after 1st, and inflicts the Disable status effect upon a failed Fortitude save (DC 10 + half of the chocobo knights level + his Strength modifier)
for 1 round + 1 round per four chocobo knight levels after 1st.

This ability replaces the Limit Break (Supreme Overrun).

Charge Combo (Ex): At 1st level, once per day, a mog knight when mounted can make a charge as normal, but may act as if they had the pounce special ability,
allowing them to make a full attack when charging, and gains a +1 circumstance bonus on all attack rolls, damage rolls, and CMB rolls made to bull rush while using
this ability. This ability gains an additional use per day for every three levels above first, as well the circumstance bonus increases by 1 for every fifth level above first.

This ability replaces challenge.

Mog Rush (Su): At 10th level, once per day, a mog knight can make all his attacks to be considered confirmed critical hits, provided that they hit (critical threats
cannot automatically hit with this), they miss otherwise, and the critical multiplier is always considered to be (x2). This ability can be used once more per day at 20th
level.

This ability replaces burst of speed.

Ultima Charge (Su): At 20th level, once per day, a mog knight can make all his attacks to be considered to hit automatically, and act as critical threats with a damage
multiplier of (x3). When this ability is resolved, the mog knight is fatigued for 2d4 rounds.

This ability replaces supreme charge.

Order of the Bird


Chocobo knights of the Order of the Bird pledge to defend tarutarus, tarutaru settlements, and other innocent folks by patrolling the wilderness and seeking out
possible threats to both individuals and whole communities. These chocobo knights hunt down potential danger with a ruthless efficiency and determination that non-
tarutarus find surprising and even somewhat alarming.

The order of the bird is an archetype of the chocobo knight class, available only to tarutaru chocobo knights.

Danger Ward (Ex): At 2nd level, the order of the bird can ready his allies for impending danger. As a standard action, he can ready all allies within 30 feet of the
danger ahead, granting a bonus on a single type of saving throw (Fortitude, Reflex or Will) that he chooses when he grants this boon. At any point in the next minute,
when these allies fail a saving throw of that type, they can choose to reroll the saving throw with a +4 competence bonus as an immediate action, but must take the
results of the reroll even if it is worse. He can use this ability up to three times per day, once for each type of saving throw.

This ability replaces steadfast mount.

Fowl Ferocity (Ex): At 8th level, when the order of the bird uses his chocobo mount to perform a bull rush or overrun maneuver, the mount is considered to be one size
category larger for the purposes of determining the size of creature it is maneuvering against and the mount's CMB. He also receives a bonus feat, chosen from the
following list: Mounted Combat, Ride-by Attack, Skill Focus (Ride), Spirited Charge, Trample, or Unseat. He must qualify for the feat selected.

This ability replaces relentless steed.

Giant Slayer (Ex): At 15th level, when the order of the bird hits the target of his challenge with a melee attack, and that target is at least two size categories larger than
the chocobo knight, he gains a bonus on damage rolls equal to half his chocobo knight level. This damage is multiplied on a critical hit.

This ability replaces protect the meek.

Cleric
Bishop
Grim and determined, the bishop roots out enemies of the faith, using trickery and guile when righteousness and purity is not enough. Although bishops are dedicated
to a deity, they are above many of the normal rules and conventions of the church. They answer to their deity and their own sense of justice alone, and are willing to
take extreme measures to meet their goals.

The bishop is an archetype of the cleric class.

Stern Gaze (Ex): Bishops are skilled at sensing deception and intimidating their foes. A bishop receives a morale bonus on all Intimidate and Sense Motive checks
equal to half her cleric level (minimum +1).

This ability replaces spell proficiency.

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Determination (Ex): At 1st level, the bishop is a person of few words on the battlefield, but those words hold great power and authority. Once per day, the bishop can
use this ability to create one of the following effects. Each is an immediate action to use.

Aggression: The bishop may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it's
worse than the original roll.
Defense: When the bishop would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that
attack, and if this makes the bishop's AC higher than the opponent's attack roll, the attack misses.
Warning: When a bishop's ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must
reroll the attack and use the results of the second roll.

The ally must be able to hear the preacher and must not be helpless for this ability to have any effect. At 8th level, a bishop can use this ability an additional time per
day, plus once more every five levels later (at 13th and 18th level); up to four times per day at 18th level.

This ability replaces aura of resolve.

Judgment (Su): Starting at 2nd level, a bishop can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the bishop receives a
bonus or special ability based on the type of judgment made.

At 2nd level, a bishop can use this ability once per day. At 4th level and every other level thereafter, the bishop can use this ability one additional time per day. Once
activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The bishop must participate in the combat to gain these bonuses. If
she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not
resume until she can participate in the combat again.

When the bishop uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the bishop is evil,
she receives profane bonuses instead of sacred, as appropriate. Neutral bishops must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The bishop is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three cleric
levels she possesses.
Healing: The bishop is surrounded by a healing light, gaining fast healing 1. This causes the bishop to heal 1 point of damage each round as long as the
bishop is alive and the judgment lasts. The amount of healing increases by 1 point for every three cleric levels she possesses.
Justice: This judgment spurs the bishop to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five cleric levels
she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the bishop great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and
caster level checks made to overcome a targets spell resistance. This bonus increases by +1 for every three cleric levels she possesses.
Protection: The bishop is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five cleric levels
she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the bishop.
Purity: The bishop is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five
cleric levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the bishop resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th
level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the bishops. If she is neutral, the bishop does not receive
this increase.
Resistance: The bishop is shielded by a flickering aura, gaining 2 points of elemental resistance against one elemental type (earth, fire, ice, lightning, water,
or wind) chosen when the judgment is declared. The protection increases by 2 for every three cleric levels she possesses.
Smiting: This judgment bathes the bishops weapons in a divine light. The bishops weapons count as magic for the purposes of bypassing damage
reduction. At 6th level, the bishops weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage
reduction. The type selected must match one of the bishops alignments. If the bishop is neutral, she does not receive this bonus. At 10th level, the bishops
weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

This ability replaces channel energy.

Second Judgment (Ex): At 7th level, whenever a bishop uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of
her judgment ability. As a swift action, she can change one of these judgments to another type.

This ability replaces prayer.

Faith Sustains (Su): At 10th level, a bishop draws upon her convictions to sustain her in battle. As a move action, she gains a +2 morale bonus to Constitution for a
number of rounds equal to 4 + her cleric level + her Constitution modifier. The morale bonus increases to +4 at 15th level, and to +6 at 20th level.

This ability replaces clear mind.

Third Judgment (Ex): At 14th level, whenever a bishop uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one
use of her judgment ability. As a swift action, the bishop can change one of these judgments to another type.

This ability replaces aura of war revelry.

Celebrant
Some clerics are called to lead great armies and face legions of foes. These celebrants live for war and fight for glory. Their hearts quicken at battle cries, and they
charge forth with their deity's symbol held high. These leaders of armies do so to promote the agenda of their faith, and lead armies of devoted followers willing to give
their lives for the cause.

The celebrant is an archetype of the cleric class.

Mount (Ex): At 1st level, a celebrant gains the service of a loyal and trusty steed to carry her into battle. This mount functions as a beastmaster's animal companion,
using the celebrant's level as her effective beastmaster level. The creature must be one that she is capable of riding and must be suitable as a mount. A medium celebrant
can select a chocobo or a horse. A small celebrant can select a pony or wolf, but can also select a boar or a dog if she is at least 4th level. (The GM might approve other
animals as suitable mounts.)

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A celebrant does not take an armor check penalty on Ride checks while riding this mount. The mount is always considered combat trained, and begins play with Light
Armor Proficiency as a bonus feat. A celebrant's mount does not gain the share rage special ability. Should a celebrant's mount die, she can find another mount to serve
her after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the celebrant gains a
level.

This ability replaces aura of resolve.

Battle Tactician (Ex): At 4th level, a celebrant gains a teamwork feat as a bonus feat. She must meet the prerequisites for this feat. As a standard action, the celebrant
can grant this feat to all allies within 30 feet who can see and hear her. Allies retain the use of this bonus feat for 4 rounds, plus 1 round for every 2 levels beyond 3rd
that the celebrant possesses. Allies do not need to meet the prerequisites of this bonus feat. The celebrant can use this ability once per day at 3rd level, plus one
additional time per day at 9th and 15th levels.

This ability replaces blessing of the faithful.

Blessed Mount (Su): At 7th level, a celebrant's mount becomes a creature blessed by his deity. The celebrant's mount gains either the celestial, entropic, fiendish, or
resolute template, matching the alignment of the cleric's deity (celestial for good, entropic for chaotic, fiendish for evil, and resolute for lawful). If the deity matches
more than one alignment, the celebrant can select which of the two templates the mount receives. Once the type of template is selected, it cannot be changed.

If the celebrant's deity is neutral with no other alignment components, the mount receives spell resistance equal to the celebrant's level + 5, as well as resistance 10
against two types of energy damage of the celebrant's choice.

If a celebrant's mount dies and the celebrant finds another mount, the new mount becomes a blessed mount the next time the celebrant gains a level.

This ability replaces prayer.

Greater Battle Tactician (Ex): At 13th level, the celebrant gains an additional teamwork feat as a bonus feat. She must meet the prerequisites for this feat. The
celebrant can grant this feat to her allies using the battle tactician ability. Additionally, using the battle tactician ability is now a swift action.

This ability replaces aura of war revelry.

Devout
Capable of calling upon the power of the gods in the form of blessings and spells, devouts blend divine magic with martial skill. They are unflinching bastions of their
faith, shouting gospel as they pummel foes into submission, and never shy away from a challenge to their beliefs. While clerics might be subtle and use diplomacy to
accomplish their aims, devouts aren't above using violence whenever the situation warrants it. In many faiths, devouts form the core of the church's martial forces
reclaiming lost relics, rescuing captured clergy, and defending the church's tenets from all challenges.

The devout is an archetype of the cleric class.

Focus Weapon: At 1st level, a devout receives Weapon Focus as a bonus feat.

This ability replaces spell proficiency.

Sacred Weapon (Su): At 1st level, weapons wielded by a devout are charged with the power of his faith. T devout can designate a weapon as a sacred weapon by
selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the devout hits with his sacred
weapon, the weapon damage is based on his level and not the weapon type. The damage for the different sizes are listed on the table below. The devout can decide to
use the weapon's base damage instead of the sacred weapon damagethis must be declared before the attack roll is made. (If the weapon's base damage exceeds the
sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items,
bombs, or other weapons that only deal energy damage.

Damage Damage Damage


Level
(Small) (Medium) (Large)

1st-4th 1d4 1d6 1d8

5th-9th 1d6 1d8 2d6

10th-14th 1d8 1d10 2d8

15th-19th 1d10 2d6 3d6

20th 2d6 2d8 3d8

At 4th level, the devout gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement
bonus. For every four levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the devout has more than one sacred weapon, he can enhance
another on the following round by using another swift action. The devout can use this ability a number of rounds per day equal to his devout level, but these rounds
need not be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The devout can enhance a weapon with any of the following weapon
special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the devout is chaotic, he can add anarchic and vicious. If he is
evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no
other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability's
base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.

If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability
is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if
the weapon otherwise leaves the devout's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the devout's turn (that

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round does not count against the total duration, unless the ability is resumed during the same round). If the devout uses this ability on a double weapon, the effects apply
to only one end of the weapon.

This ability replaces aura of resolve.

Fervor (Su): At 2nd level, a devout can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his
struggles. This ability can be used a number of times per day equal to half his cleric level + his Charisma modifier. By expending one use of this ability, a good devout
(or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 devout levels he
possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the devout targets himself, in which case it's a swift action).
Alternatively, the devout can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using
fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.

An evil devout (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures
with a touch. This counts as negative energy.

A neutral devout who worships a neutral deity (or one who is not devoted to a particular deity) must choose to use this ability as a good devout or as an evil devout.
Once this choice is made, it cannot be reversed.

As a swift action, a devout can expend one use of this ability to cast any one spell with a casting time of 1 round or shorter. When cast in this way, the spell can target
only the devout, even if it could normally affect other or multiple targets. Spells cast in this way do not provoke attacks of opportunity. The devout does not need to
have a free hand to cast a spell in this way.

This ability replaces channel energy.

Sacred Armor (Su): At 7th level, the devout gains the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement
bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The devout can use this ability a number of minutes per day equal to
his cleric level. This duration must be used in 1-minute increments, but they don't need to be consecutive.

These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The devout can enhance armor any of the following armor special abilities:
energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these
special abilities replaces an amount of bonus equal to the special ability's base cost. For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2,
improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement
bonus before any other special abilities can be added.

The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses
apply only while the devout is wearing the armor, and end immediately if the armor is removed or leaves the devout's possession. This ability can be ended as a free
action at the start of the devout's turn. This ability cannot be applied to a shield. When the devout uses this ability, he can also use his sacred weapon ability as a free
action by expending one use of his fervor.

This ability replaces prayer and clear mind.

Dancer
Winddancer
The winddancer is the wind and the river. He knows how the world flows, and forces his enemies to flow with it. Even the most powerful stone breaks under the graceful
and persistent pressure of wind and water.

The winddancer is an archetype of the dancer class.

Redirection (Ex): At 1st level, as an immediate action, a winddancer can attempt a reposition or trip combat maneuver against a creature that the winddancer threatens
and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round plus 1 additional round at 4th level and for every four levels afterward
(to a maximum of 6 rounds at 20th level), a successful Reflex save (DC 10 + half of the dancers level + his Charisma modifier) halves the duration. The dancer gains a
+2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when
attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply.

At 4th level, a winddancer can use redirection against an opponent that the winddancer threatens and that attacks an ally with a melee attack. At 8th level, a winddancer
can make both a reposition and a trip maneuver as part of a single immediate action with this ability. At 12th level, a winddancer can use redirection against any
opponent that attacks him in melee, even if the winddancer is not threatening the opponent who attacks him. A winddancer can use this ability once per day per dancer
level, but no more than once per round.

This ability replaces AC bonus.

Unbalancing Counter (Ex): At 2nd level, a winddancers attacks of opportunity render a struck creature flat-footed until the end of the winddancers next turn, a
successful Reflex save (DC 10 + half of the dancers level + his Charisma modifier) negates being flat-footed.

This ability replaces fleet.

Flowing Dodge (Ex): Also at 2nd level, a winddancer gains a +1 dodge bonus to AC for each enemy adjacent to him, up to a maximum bonus equal to his Charisma
modifier (minimum 1).

This ability replaces versatile dance.

Elusive Target (Ex): At 6th level, as an immediate action, a winddancer may spend 2 points from his ki pool to attempt a Reflex save opposed by an attackers attack
roll to halve damage from that attack. At 12th level and above, the winddancer suffers no damage on a successful save, or half damage on a failed save. If the attacker is
flanking the dancer, the flanking opponent who is not attacking becomes the target of the attack. Use the same attack roll, and if the attack hits the new target, that
creatures takes half damage (or full damage if the attack is completely avoided). Any associated effects from the attack (such as bleed, poison, or spell effects) apply
fully even if the attack deals only half damage.

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This ability replaces rain of blows and dance of fury.

Volley Spell (Su): At 15th level, when a targeted spell or spell-like ability targets the winddancer, he may reflect the effect onto its caster as spell turning by spending a
number of points from his ki pool equal to half the spells level (minimum 1).

This ability replaces saber dance.

Dark Knight
Abyssal Knight
A knight who uses the power of darkness at its utmost potential. Using the darkest of arts to decimate his foes on the battlefield. Not caring whether youre good or evil.
Seemingly taking blows left and right, whether he is covered in the blood of his enemies or his own, He never seems to stop. The power of the Abyss sating his life.

The abyssal knight is an archetype of the dark knight class.

Limit Break (Su): At 1st level, the abyssal knight receives the Limit Break (Living Dead).

Living Dead (Su): This Limit Break allows the abyssal knights darkness to consume him and become one with him, not allowing his death to pass. The
abyssal knight may not be dropped below 1 HP unless subject to a critical hit. Even then the attack may only drop him to -1, at this point the abyssal knight is treated as
having the Diehard feat for as long as Living Dead lasts and cannot be hurt again unless subject to another critical attack, therefore finally killing him if the attack
would deal enough damage to do so. If the abyssal knight is not at 1 HP or above when the effect ends, he falls unconscious immediately and must now try to stabilize.
This limit break requires a swift action to activate and has a duration of 1 round + 1 round for every four dark knight levels after 1st.

This ability replaces the Limit Break (Blackest Night).

Bonus Language: The abyssal knight gains Abyssal as a bonus language at 1st level.

Darkside (Su): The abyssal knight conjures up the darkness from the abyss to fuel his power covering him with red malice. He gains his Charisma modifier to all
attack rolls and his abyssal knight level to all damage rolls. He also gains spell resistance 10 + half his dark knight level. However, while activating Darkside he
sacrifices HP equal to his dark knight level, as well as the beginning of each turn he remains in Darkside. While succumbing to Darkside, the abyssal knight is immune
to all healing effects other than from his own abilities. Meaning only the abyssal arts and syphon strike may restore his HP while in Darkside, as well as any other
character abilities from other classes.

He may activate Darkside as a swift action once at first level and one additional time at 4th level and every three levels thereafter. Darkside lasts until ended, or the
abyssal knight is at -1 or less, unless he is under the effect of living dead. This may be ended as a free action.

This ability replaces smite good and sense good.

Abyssal Arts (Su): While under the effect of Darkside, the abyssal knight draws on the power of the abyss to utilize a new form of power. Below is a list of abilities
Abyssal Arts grants at the indicated levels.

Dark Passenger (Su): At 4th level, as a standard action, the abyssal knight may send a 30-ft.-line of darkness to consume his foes in its wake. Those effected
take 1d6 shadow damage per two dark knight levels and enemies affected are Blinded for a number of rounds equal to the abyssal knights Charisma modifier. A Reflex
save (DC 10 + half of the dark knights level + his Charisma modifier) can halve the damage and negate the blind status effect. This ability costs 1 MP per four dark
knight levels.

Salted Earth (Su): At 8th level, as a standard action, the abyssal knight causes an area to be consumed by a consuming red malice that eats his enemies life
and corrupting the earth within. Enemies within a 30-ft.-radius take 1d6 shadow damage per four dark knight levels each round while in the radius and move at half
speed while in it. A Fortitude save (DC 10 + half of the dark knights level + his Charisma modifier) can negate the damage and the movement penalty, but must make
the same save each round they are in the effect. This ability has a range of 50 feet and costs 1 MP per four dark knight levels and last for a number of rounds equal to
the abyssal knights Charisma modifier.

Abyssal Drain (Su): At 12th level, as a standard action, the abyssal knight causes an area to explode with the power of the Abyss dealing 1d6 shadow
damage per two dark knight levels to those within a 20-ft.-radius. The abyssal knight is healed half the damage dealt of the total to all effected. He may choose to
exclude himself from this art. This ability has a range of 50 feet and costs 2 MP per four dark knight levels.

Sole Survivor (Su): At 16th level, as a swift action, the abyssal knight marks an enemy at his choosing within 20 feet. If this enemy dies, whether by the
abyssal knights hands or another, the abyssal knight heals 1d6 HP per two dark knight levels and gains MP equal to his Charisma modifier. If the enemy does not die
within a number of rounds equal to the abyssal knights Charisma modifier, the effect ends and is wasted. This ability costs 7 MP.

Carve and Spit (Su): At 20th level, as a swift action, the abyssal knight infuses his weapon with the abyss, causing his blade to deal an extra 2d12 points of
shadow damage per successful hit for a number of rounds equal to his Charisma modifier. While under this effect the abyssal knight cannot be disarmed and the weapon
ignores all DR an enemy may possess. This ability costs 10 MP.

These abilities replace spellcasting but not MP gained, the abyssal knight may still gain bonus MP from a high Charisma score.

Darkness Unleash (Su): At 5th level, as a standard action, the abyssal knight unleashes a pool of darkness from him that covers the ground releasing black swords to
impale all creatures who stand within it that does not provoke attacks of opportunity. To use this ability, the abyssal knight sacrifices HP equal to 1/4th of his current
HP. Those within a 15-ft.-radius from the abyssal knight takes damage equal to the HP sacrificed. A successful Reflex save (DC 10 + half of the dark knights level +
his Charisma modifier) halves this damage. The abyssal knight may also inflict one of his current defiles at the cost of two harm touch uses for each creature applied to
as a free action upon creatures who fail the Reflex save. They still get to make a Fort save against it.

This ability replaces shadow burst.

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Abyssal Slash (Su): Also at 5th level, when the abyssal knight attacks using the attack action or a charge, he may on a successful attack, make a melee touch attack as a
swift action, at a -5 penalty to fire a dark pulse from his hand into the enemy that he struck. This attack functions as a harm touch and costs two harm touch uses to use
in this manner.

This ability replaces the dark sword tech gained at 5th level.

Syphon Strike (Su): At 10th level, the abyssal knights blade is infused with draining power causing his next first successful attack to restore HP equal to 3 times his
Charisma modifier and MP equal to his Charisma modifier (minimum 1). At 15th level, the HP gained is equal to four times his Charisma modifier, and at 20th level,
the HP gained is equal to 5 times his Charisma modifier. This ability can be used up to 3 times a day. This ability can be activated as a swift action. This ability cannot
be used with Souleater active.

This ability replaces the dark sword tech gained at 10th level.

Plunge (Su): At 15th level, the abyssal knight may jump at an enemy as part of a charge within his movement speed and plunge his sword into him. The abyssal knight
must make an Acrobatics check (DC 15) and if the attack is successful, the attack is an automatic critical. This ability may be used a number of times per day equal to 3
+ the abyssal knights Charisma modifier.

This ability replaces the dark sword tech gained at 15th level.

Delirium (Su): At 20th level, as a standard action, the abyssal knight makes a melee touch attack that deals his Charisma modifier as ability damage to either
Intelligence, Wisdom, or Charisma. A Will save (DC 10 + half of the dark knights level + his Charisma modifier) to half the ability damage. This damage is restored
after a number of rounds equal to three times the abyssal knights Charisma modifier.

This ability replaces the dark sword tech gained at 20th level.

Ark Knight
Its often thought that all of those touched in divine power are ignorant of the world they inhabit; heads too far in the clouds (or in dark places) to pay heed of mortal
affairs. Alas, this is often more the case than many may realize, yet not all such beings are quite as distant to the world. There are those that lead lives of epic struggle
of Good and Evil with earthlier grace and wisdom, and are perhaps more dangerous because of it. These more level-headed knights are known as Ark Knights, and
while they are less mystical than their fellows, they make up for the loss of divine power with greater worldly know-how.

The ark knight is an archetype of the dark knight or holy knight class.

Worldly Knowledge: With less empowerment from divine sources, the ark knight must make his own way through the world by his own merit and ability. At 1st level
and every level thereafter, he gains 2 extra skill points that can only be spent on Wisdom- or Intelligence- based skills and all Intelligence-based skill are now
considered Class Skills for you.

This ability replaces harm touch or lay on hands (as appropriate).

From the Earth: Often overlooked are those whose talents lack the flash and flare of the more supernatural bent, yet these skill-sets have nonetheless gave rise to the
foundation of legends and empires, something an ark knight understands better than most. At 3rd level and every 3 levels thereafter, he may gain a Fighter Talent or
Thief Talent, treating his effective level in both classes for the purpose of talents as your class level 2.

This ability replaces defile or blessing (as appropriate).

Boring Yet Practical: While the flash and flare may inspire or terrify the common man, the stronger foes will nary be impressed; at times like these it pays to have a
solid foundation. An ark knight at 3rd, 9th, 12th and 15th level may select any Combat feat that they meet the prerequisite for.

This ability replaces shared offense or shared defense (as appropriate).

Silence and the Fury: Just as the knights of darkness and light stand opposed to one another so two are those that are fueled by passion and serenity. Those of passion
work themselves into a unstoppable fury becoming whirlwinds of action and energy. Those of serenity center themselves into an unmovable pillar that weathers all
storms with cool efficiency. The unstoppable force and the unmovable object, few battles are as epic as such. At 9th level, an ark knight may select either the ability to
Rage or to enter the Defensive Stance like a Beastmaster or Knight equal to half his class level (rounded up). Once chosen, it cannot be latter changed.

At 11th level and every two levels thereafter, he may replace an Aura ability instead with a Rage Power or Knight Talent (whichever was chosen) in its place. This is an
optional choice.

This ability replaces last resort or holy shield (as appropriate) and may replace any-and-or all auras.

Dark Swordsman
A ruthless warrior who rules an entire knightly order. It is said that none can match his swordplay. These knights exchange spells for advanced dark sword techniques.

The dark swordsman is an archetype of the dark knight class.

Dark Sword Techs: The dark swordsman employs abilities of dark power, often dealing high damage and weakening enemies. Starting at 1st level and every four
levels thereafter, the dark swordsman gains a new dark sword tech ability. The dark swordsman may use any of the currently available dark sword techs a number of
times per day equal to half his dark knight level plus his Charisma modifier.

Dark Sword (Su): Using this ability causes a gleaming red sword to pierce through the dark knights opponent. This attack deals 1d8 points of shadow
damage + an additional 1d8 per two dark knight levels and inflicts the Blind status for 1 round per level unless the creature makes a Fortitude save (DC 10 + half of the
dark knights level + his Charisma modifier) for half damage and status effect negation. This ability has range of 30 feet.

Disastrous Sweep (Su): Using this ability causes a blast of dark energies to hurtle at a range of opponents. This attack deals 1d10 points of shadow damage
to any living creature, friend or foe, caught in the 30-foot-cone area of effect, plus an additional 1d10 per two dark knight levels. A Reflex save (DC 10 + half of the
dark knights level + his Charisma modifier) for half damage.

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Doomsayer's Slash (Su): Using this ability grants the dark knights attack to almost guarantee to strike. The dark knight receives an attack bonus equal to his
dark knight level. In addition to the weapons damage, this attack deals an extra 2d6 points of shadow damage, plus an additional amount of damage equal to the dark
knight level. This attack can only be used against targets within melee range.

Duskblade (Su): Using this ability rains down phantoms of bloody daggers upon dark knights target, dealing 1d8 points of shadow damage, plus an
additional amount of damage equal to the dark knight level. If the target is damaged, the target loses MP equal to half the damage done. This ability has range of 15 feet
and requires a ranged touch attack.

Harrowing Slice (Su): Using this ability causes the dark knights weapon to begin to take on a dark hue, glowing with evil taint. The dark knight makes a
single melee attack, rolling with his highest Base Attack Bonus. If he succeeds the attack, the hit is automatically considered a critical hit, and confirmed. If it fails, the
attack proceeds as a normal attack. This attack can only be used against targets within melee range.

Night Sword (Su): Using this ability causes a sword of darkness to erupt from the ground in a 20-foot radius, damaging all in the area of effect for 1d10
points of shadow damage, plus an additional 1d10 per two dark knight levels unless they make a Reflex save (DC 10 + half of the dark knights level + his Charisma
modifier) for half damage. This ability has range of 100 feet.

Shadowblade (Su): Using this ability summons a hellish phantom sword to strike from the underworld, erupting beneath the dark knights opponent. This
attack deals 1d8 points of shadow damage, plus an additional 1d8 per two dark knight levels and transfers half the damage done to his hit points. A Fortitude save (DC
10 + half of the dark knights level + his Charisma modifier) for half damage. This ability has range of 30 feet.

These abilities replace the spellcasting gained at 4th level and the dark sword techs normally gained 5th level.

Dark Pool (Su): At 3rd level, the dark swordsman gains a reservoir of dark energy that he can draw upon to fuel his powers and enhance his weapon. This dark pool
has a number of points equal to half his dark knight level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the dark swordsman rests for a
full 8 hours.

At 3rd level, a dark swordsman can expend 1 point from his dark pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For
every four levels beyond 3rd, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 19th level. These bonuses can be added to the weapon, stacking
with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 7th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst,
speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the propertys base price modifier. These properties are added to any the weapon already has, but
duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and
properties are decided when the dark pool point is spent and cannot be changed until the next time the dark swordsman uses this ability. These bonuses do not function
if the weapon is wielded by anyone other than the dark swordsman.

A dark swordsman can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

This ability replaces defiles.

Dark Sword Talent: As he gains levels, a dark swordsman learns special talents tailored to his specific way of blending martial puissance and dark power. Starting at
4th level, a dark swordsman gains one dark sword talent. He gains an additional dark sword talent for every four levels of dark knight attained after 4th level. Unless
specifically noted in a dark sword talents description, a dark swordsman cannot select a particular dark sword talent more than once.

Accurate Strike (Ex): The dark swordsman can expend 2 points from his dark pool as a swift action to resolve all of his melee weapon attacks until the end
of his turn as melee touch attacks. Prerequisite: Dark Knight 8

Bane Blade (Su): Whenever the dark swordsman enhances his weapon using his dark pool, he may spend 1 additional point from his dark pool to add the
bane special ability to the weapon. Prerequisite: Dark Knight 16

Dark Accuracy (Su): The dark swordsman can expend 1 point from his dark pool as a swift action to grant himself an insight bonus equal to his Charisma
bonus on all attack rolls until the end of his turn.

Dark Edge (Su): The dark swordsman can expend 1 point from his dark pool as an immediate action after hitting a target with a slashing or piercing weapon
in order to deal an amount of bleed damage equal to his Charisma modifier (minimum 0). Prerequisite: Dark Knight 8

Dark Redoubt (Su): As a swift action, the dark swordsman can expend 1 point from his dark pool to treat his shield bonus to AC (including any enhancement
bonus) as a bonus to touch AC until the beginning of his next turn.

Dark Redoubt, Greater (Su): Whenever the dark swordsman uses his dark redoubt dark sword talent, he may spend an additional point from his dark pool in
order to apply his shield bonus to AC (including any enhancement bonus) as a bonus on Reflex saves until the beginning of his next turn. If he is targeted with an effect
requiring a Reflex save while using this power, he may spend 2 points from his dark pool as an immediate action to grant himself evasion, or 4 points to grant himself
improved evasion. Prerequisites: Dark Knight 12, dark redoubt dark sword talent

Devoted Blade (Su): Whenever the dark swordsman enhances his weapon using his dark pool, he may spend 1 additional point from his dark pool to add
either the anarchic or unholy special ability to the list of available options. A dark swordsman may only add one of these abilities if it matches his own alignment.
Prerequisite: Dark Knight 12

Dispelling Strike (Su): The dark swordsman can spend 1 or more points from his dark pool as a swift action to imbue his weapon with a special power. If the
weapon strikes a creature within the next minute, that creature is the subject of a targeted dispel using the dark knights level as the caster level, except that this effect
cannot dispel a spell of a level higher than the number of dark pool points expended to activate this ability (treat higher-level spells as if they do not exist and apply the
dispel attempt to the remaining spells with the highest caster level). Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful.
Prerequisite: Dark Knight 8

Disruptive (Ex): The dark swordsman gains Disruptive as a bonus feat.

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Enduring Blade (Su): Whenever the dark swordsman enchants his weapon using his dark pool, he may spend 1 additional point from his dark pool to
increase the duration to 1 minute per dark knight level.

Ghost Blade (Su): Whenever the dark swordsman enchants his weapon using his dark pool, he may spend 1 additional point from his dark pool to add the
brilliant energy and ghost touch special abilities to the list of available options. Prerequisite: Dark Knight 8

Hasted Assault (Su): The dark swordsman can expend 1 point from his dark pool as a swift action to move more quickly. This functions as haste, but only
targets the dark swordsman and lasts for a number of rounds equal to the dark swordsmans Charisma bonus. Prerequisite: Dark Knight 8

Lingering Pain (Su): The dark swordsman can expend 1 point from his dark pool as an immediate action after hitting a target with a weapon attack. All
damage from that attack is considered continuous damage for the purposes of any concentration checks made by the target prior to the beginning of the dark
swordsmans next turn.

Maneuver Mastery (Ex): The dark swordsman has mastered one combat maneuver. He selects one maneuver when selecting this arcana. Whenever he is
attempting the selected maneuver, he uses his dark swordsman level in place of his base attack bonus (in addition to any base attack bonus gained from other classes). A
dark swordsman can select this dark sword talent more than once. Its effects do not stack. Each time he selects this talent, he selects another combat maneuver.

Prescient Attack (Su): The dark swordsman can expend 1 point from his dark pool as an immediate action after hitting a target with a weapon attack,
allowing him to anticipate his opponents defenses. The target is denied its Dexterity bonus against the dark swordsmans attacks until the end of the dark swordsmans
next turn.

Prescient Defense (Su): The dark swordsman can expend 1 point from his dark pool as an immediate action after hitting a target with a weapon attack,
granting him a premonition of his enemys intentions. The dark swordsman gains a bonus to his AC and on Reflex saves equal to his Charisma modifier (minimum 0)
against attacks by that opponent until the beginning of his next turn. Prerequisite: Dark Knight 8

Spellbreaker (Ex): The dark swordsman gains Spellbreaker as a bonus feat. Prerequisite: Dark Knight 12

This ability replaces nimbus of darkness.

Death Knight
The dark knight uses necromantic magic instead of black magic, preferring the company of the undead over the living. Being one with the undead has its advantages,
the dark knight is able to inflict a plague upon others as well as command the undead to obey him.

The death knight is an archetype of the dark knight class.

Infection (Su): Once per day, a death knight can call upon the darkest magic to spawn an evil plague within himself. Creating this plague is a swift action, and while
the death knight is a carrier, the disease does not harm him and he shows no symptoms. The death knight can spread the plague; his Harm Touch ability inflicts the
zombie status effect on the target, as well as dealing damage. At 4th level, and at every three levels thereafter, the death knight infect himself one additional time per
day, to a maximum of seven times per day at 19th level.

This ability replaces smite good.

Malignance (Su): While the death knight is under the effects of Infection, as a move action, he can attempt to exert his will over a single undead. He gives the subject a
single command, which it obeys to the best of its ability at its earliest opportunity. Intelligent undead (including living creatures with the zombie status) get a Will save
(DC 10 + half of the dark knights level + his Charisma modifier) each time you give a command. You may select from the following options.

Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn,
and it provokes attacks of opportunity for this movement as normal.
Attack: The subject attacks a creature you choose, moving if it needs to. If the subject can charge the target, it does so. Moving and charging provoke attacks
of opportunity as normal.
Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.
Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of
opportunity for this movement as normal.
Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.

If the subject can't carry out your command on its next turn, this ability automatically fails.

At 3rd level, intelligent undead (including living creatures with the zombie status) must make a Will save in order to attack you. Mindless undead will not willingly
attack the death knight, though they may be commanded to do so by another death knight or necromancer.

At 6th level, the death knight can channel a use of his Nimbus of Darkness through a single undead. This consumes two uses of his Nimbus of Darkness ability, and
functions exactly as normal except that it emanates from an undead creature of your choice.

At 9th level, the death knight gains the Special Command.

Special: The death knight must select a spell, song, limit break, or special ability that the subject possesses. The subject uses the special attack against a
creature the death knight chooses. If the subject does not have the special attack, the Command fails.

At 12th level, the death knight can channel a use of his Harm Touch or Dark Sword Tech through a single undead. This consumes two uses of the ability used, and
functions exactly as normal except that an undead creature of your choice must make the attack roll.

At 15th level, while the death knight is under the effect of Infection, he and his zombie minions spread the infection through simple contact. When they make an
unarmed strike or natural attack, or when an enemy makes an unarmed strike or natural attack against them, the enemy is afflicted with the zombie status effect.

At 18th level, while the death knight is under the effect of Infection, he can command a single living creature with the Zombie status effect to Die.

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Die: The subject gains the Doom status. 2d4 rounds after being commanded to die, the subject dies and rises as an actual zombie under the control of the
death knight. The death knight can use a full-round action to Command every actual zombie under his control to take the same action. The death knight can
have a total of 20 zombies under his control at the same time, and they remain in his control until he releases them or they are destroyed.

These abilities replace defile.

Dead Magic: The death knight draws his spells from the necromancer spell list rather than the dark knight spell list, but is otherwise unchanged.

This ability modifies and replaces the dark knight's spellcasting ability.

Fell Knight
Some dark knights feel the call of black magic more closely than others, focusing on reaching greater heights.

The fell knight is an archetype of the dark knight class.

Spells: Fell knights gain the ability to cast black magic spells at 1st level, instead of at 4th level with dark knight spells, as seen below. In addition, a fell knight gains
additional MP for having a high attribute (Intelligence).

Spell
Level MP
Level
1st 1 1st
2nd 2 1st
3rd 3 1st
4th 5 2nd
5th 8 2nd
6th 10 2nd
7th 13 3rd
8th 18 3rd
9th 22 3rd
10th 26 4th
11th 33 4th
12th 39 4th
13th 44 5th
14th 53 5th
15th 61 5th
16th 67 6th
17th 78 6th
18th 88 6th
19th 99 6th
20th 105 6th

This ability modifies and replaces the dark knight's spellcasting ability.

Unholy Steed (Su): Upon reaching 5th level, the fell knight gains the ability to gain the service of a yellow chocobo to serve her in her crusade against good. This
mount functions as a chocobo knight's animal companion, using the fell knight's level as her effective chocobo knight level.

Once per day, as a full-round action, a fell knight may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the fell
knight's level. The mount immediately appears adjacent to the fell knight. A fell knight can use this ability once per day at 5th level, and one additional time per day for
every 4 levels thereafter, for a total of four times per day at 17th level.

At 10th level, a fell knights mount becomes a black chocobo.

At 15th level, a fell knight's mount gains spell resistance equal to the dark knight's level + 11.

Should the fell knight's mount die, the fell knight may not summon another mount for 30 days or until she gains a dark knight level, whichever comes first. During this
30-day period, the fell knight takes a 1 penalty on attack and weapon damage rolls.

This ability replaces the dark sword tech abilities.

Reaver
Life is power. Dark knights can also command the energy that flows through blood and bone, but it is not an easy path. The reaver specialization trades pain for
strength in a constant balance of selfish sacrifice. At first it seems that reavers are doing the work of their enemies, damaging themselves in gruesome fashion. But
reavers can transform their own living essence into raw damage, and then replenish that health by stealing the life from their foes. It's a dangerous gamble that counts
on added strength to destroy enemies before incoming attacks or the reavers' own abilities kill them. At its best, the reaver specialization results in a brutal harmony.
The closer they are to their own deaths, the more efficient they are at inflicting the same on others.

The reaver is an archetype of the dark knight class.

Stamina Pool (Ex): At 3rd level, the reaver gains a reservoir of stamina that he can draw upon to fuel his talents that he gains below. This stamina pool has a number of
points equal to 5 x his Constitution modifier and this pool increases by 5 + his Constitution modifier per level. The pool refreshes once per day when the reaver rests for
a full 8 hours. Sustained modes take up a static amount of stamina points from the reavers maximum stamina pool and most sustained modes stack.

Talent Trees: The reaver gets access to two talent trees from the sword saint class of his choosing and the reaver talent tree from below. At 3rd level and every two
levels thereafter, the reaver chooses to learn one talent from the talent tree below or from the two other talent trees he has chosen.

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Reaver Specialization Talent Tree

Blood Frenzy: The reaver knows no pain, but is no stranger to vengeance. For every wound the reaver sustains, attack damage increases. For every 10
points of damage the reaver sustains, he gains a +1 bonus to Damage Rolls.
Sacrificial Frenzy: At a cost of 5 hit points, as a swift action, the reaver sacrifices health to increase the effect of Blood Frenzy. Sacrificial Frenzy lasts a
number of rounds equal to the reavers Constitution modifier and the reaver gains double the bonus to Damage Rolls for Blood Frenzy. Prerequisite: Blood
Frenzy.
Sustained Frenzy: Sacrificial Frenzy now lasts longer, lasting a number of rounds equal to double his Constitution modifier. Prerequisite: Blood Frenzy,
Sacrificial Frenzy.
Aura of Pain: As a swift action, the reaver may activate this talent as a sustained mode. Radiating an aura of psychic pain, the reaver takes constant shadow
damage while this mode is active, as do all enemies nearby. The reaver and any enemies within a 15-ft.-radius take 1d6 points of shadow damage and an
additional +1d6 damage per four dark knight levels per round while this mode is activated. Enemies can make a Will save (DC 10 + half of the dark knights
level + his Charisma modifier) to reduce damage by half. This mode uses up 20 stamina points of the reaver's maximum stamina pool.
Frenzy of Pain: Aura of Pain now consumes less stamina to maintain, decreasing to 15% of the sword saints stamina pool. Prerequisite: Aura of Pain.
Torrent of Pain: The Aura of Pain now causes greater harm to enemies without increasing the reaver's own health loss. Enemies now take an additional 1d6
points of shadow damage per round. Prerequisite: Aura of Pain.
Fervor: The death of a foe quickens the reaver's actions for a short time. Enemies within a 30-ft.-radius that die causes the reaver to become hasted for the
round, temporarily gaining a +1 dodge bonus to Armor Class, +1 bonus to Reflex saves, +1 bonus to Attack Rolls, a +30 ft. movement speed, and an
additional attack at his highest attack bonus. Prerequisite: Blood Frenzy, Sacrificial Frenzy, Aura of Pain.
Devour: At a cost of 10 stamina points, as a standard action, the reaver tears into an enemy, consuming its life force to heal the reaver. The reaver makes a
standard attack at his highest attack bonus, if it hits, it deals normal damage and heals the reaver for half of the damage dealt.
Voracious: Devour becomes so vicious that an enemy affected by Devour have a chance to be stunned. The creature hit by Devour must make a Fortitude
save (DC 10 + half of the dark knight's level + his Charisma modifier) or be stunned for one round. Prerequisite: Devour.
Insatiable: Devour is now much more effective, the reaver heals for the full amount of damage dealt. Prerequisite: Devour.

These abilities replace all defiles and nimbus of darkness abilities.

Dragoon
Azure Dragoon
Dragoons train to fight dragons, to defend their home by soaring the skies to attack their foes. Some befriend dragons. Some try to fight like them. Some obtain a bond
with a dragon through their aether, such as through their body parts, or giving a dragons blessing or power at birth. Whatever the circumstance these dragoons are
called Azure Dragoons. Fighting with the power of a dragons aether to unleash healing, and devastating attacks on their foes, and other dragons.

The azure dragoon is an archetype of the dragoon class.

Limit Break (Su): At 1st level, the azure dragoon gains the Limit Break (Geirskogul).

Geirskogul (Su): This Limit Break allows the azure dragoon to thrust his spear, sending swirling dragons forth with his spear. The azure dragoon makes a
melee touch attack against all enemies within a 10 feet wide, 15 feet line before him. If successful, he deals normal melee damage + 1d6 points of non-elemental
damage + an additional 1d6 non-elemental damage per four dragoon levels after 1st.

This ability replaces the Limit Break (Falling Meteor).

Stamina Pool (Ex): At 3rd level, the azure dragoon gains a reservoir of stamina that he can draw upon to fuel his talents that he gains below. This stamina pool has a
number of points equal to 5 x his Constitution modifier and this pool increases by 5 + his Constitution modifier per level. The pool refreshes once per day when the
azure dragoon rests for a full 8 hours. Sustained modes take up a static amount of stamina points from the azure dragoons maximum stamina pool and most sustained
modes stack.

Talent Trees: The azure dragoon gets access to two talent trees from the sword saint class of his choosing and the azure dragoon talent tree from below. At 3rd level
and every two levels thereafter, the azure dragoon chooses to learn one talent from the talent tree below or from the two other talent trees he has chosen.

Azure Dragoon Specialization Talent Tree

High Jump: As a swift action, the azure dragoon may activate this talent as a sustained mode. Putting more force into his jumps, the azure dragoon may take
10 on any acrobatic skill check, and may take 20 in half the time. This mode uses up 15 points of the azure dragoons maximum stamina pool.
Super Jump: High jump now grants a +1 bonus to all Acrobatic skill checks for every two dragoon levels. The High Jump talent now uses up 20 points of
the azure dragoons maximum stamina pool. Prerequisite: High Jump
Spineshatter Dive: At the cost of 10 stamina points, as a swift action, the azure dragoon can cause a successful attack that will deal deadly lancer damage,
to daze his target for one round. A successful Fortitude save (DC 10 + half of the dragoons level + his Strength modifier) negates the daze status effect.
Dragonfire Dive: At the cost of 10 stamina points, as a swift action, the azure dragoon can cause a successful attack that will deal deadly lancer damage, to
cause the tip of his spear to explode out in fire dealing his deadly lancer bonus damage to the target and all creatures in a 15 feet burst of the target as fire
damage. The azure dragoon is not affected by dragonfire dive.
Reis Wind: At the cost of 10 stamina points, as a standard action, the azure dragoon heals all allies within a 30-ft.-radius for 1d6 plus an additional 1d6 for
every four dragoon levels after 3rd. He also grants all affected allies Fast Healing 2 for a number of rounds equal to his Constitution modifier.
White Draw: Reis Wind now drains 1d4 points of MP from all enemies within 15-ft.-radius, giving the MP to the azure dragoons allies, split amongst
them as he sees fit. Any excess MP drained is lost. A successful Will save (DC 10 + half of the dragoons level + his Constitution modifier) negates this
effect. Prerequisites: Reis Wind
Blood of the Dragon: As a swift action, the azure dragoon can activate this talent as a sustained mode. The blood of the bonded dragon flows potently
through the azure dragoon granting an aura of swirling light that seems to copy the flight of a dragon, granting him a bonus 1d6 damage to all deadly lancer
damage for every four dragoon levels. This mode uses up 20 points of the azure dragoons maximum stamina pool.
Fang and Claw: At the cost of 15 stamina points, as a standard action, the azure dragoon swings his spear, sending waves of his dragons might before him.
The azure dragoon makes a melee attack against all enemies with his spear in a 20-ft.-line before him. If successful, he deals normal damage and applies his
deadly lancer damage as if he had performed a jump from where he is standing. This can only be used while in the Blood of the Dragon sustained mode.
Prerequisite: Blood of the Dragon

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Dragons Crest: At the cost of 20 stamina points, as a standard action, the azure dragoon inflicts his dragons crest onto an enemy within 30 feet that he has
line of sight on. The azure dragoons attacks against the inflicted target now bypass all DR. This can only be used while in the Blood of the Dragon
Sustained mode. If at any time he exists the Blood of the Dragon, Dragons crest ends. Prerequisites: Blood of the Dragon
Six Dragons: At the cost of 25 stamina points, as a full-round action, the azure dragoon can cause an eruption of his dragons power to attack an enemy
within 30 feet who is inflicted by Dragons Crest. The enemy must make a Fortitude save (DC 10 + half of the dragoons level + his Strength modifier) or
die. The enemy must be at 25% health or less to be effected. If the enemy is above 25% health or passes the Fortitude save, he instead takes 1d6 points of
non-elemental damage per five dragoon levels and is no longer effected by Dragons Crest until Dragons Crest is re-applied. This can only be used while in
the Blood of the Dragon sustained mode. Prerequisites: Blood of the Dragon, Reis Wind, Dragons Crest

This ability replaces steadfast pike, dragoon training, tail sweep, flexible flanker, mighty charge, swoop of the dragon, and pike defense.

Dragon Knight
Where most dragoons developed their skills to counter the awesome powers of the great beasts. But some see them not as beasts, and instead fight with them, side by
side. The dragons they fight beside are not pets, or even servants, but their companions, and in return for fighting by their side the dragoon teaches them how to be
strong. Not relying on hundreds of years of growth and experience, but the brashness and ingenuity of youth.

The dragon knight is an archetype of the dragoon class.

Dragon Companion (Ex): Beginning of 1st level, a dragon knight gains the friendship of an intelligent young wyrmling to assist him in battle. This dragon functions as
a beastmasters animal companion, using the dragoons level as his effective beastmaster level. A dragon knight's companion does not gain the shared rage special
ability.

Wyrmling
Starting Statistics
Size: Small; Speed: 40 ft., Fly 40 ft. (Good); AC: +4 natural armor; Attack: bite (1d6), claw (1d4); Ability Scores: Str 12, Dex 14, Con 13, Int 10, Wis 6, Cha 12;
Special Qualities: Immunity to Sleep and Disable Status effects, Elemental Affinity.

At 4th level, the wyrmling advances into a drake.

Drake
4th-Level Advancement
Size: Small; Speed: 40 ft., Fly 40 ft. (Good); AC: +4 natural armor; Attack: bite (1d6), 2 claws (1d4); Ability Scores: Str 14, Dex 14, Con 15, Int 10, Wis 6, Cha 12;
Special Attacks: Breath Weapon (1d6/HD); Special Qualities: Immunity to Sleep and Disable Status effects, Elemental Affinity.

At 8th level, the drake advances into a wyvern

Wyvern
8th-Level Advancement
Size: Medium; Speed: 50 ft., Fly 50 ft. (Average); AC: +6 natural armor; Attack: bite (1d8), 2 claws (1d6); Ability Scores: Str 18, Dex 12, Con 17, Int 10, Wis 6, Cha
12; Special Attacks: Breath Weapon (1d8/HD); Special Qualities: Immunity to Sleep and Disable Status effects, Elemental Affinity, DR 4/-.

At 12th level, the wyvern advances into a dragon.

Dragon
12th-Level Advancement
Size: Large; Speed: 60 ft., Fly 60 ft. (Poor); AC: +8 natural armor; Attack: bite (1d10), 2 claws (1d8) 2 wing buffets (1d6); Ability Scores: Str 22, Dex 10, Con 20, Int
12, Wis 8, Cha 14; Special Attacks: Breath Weapon (1d10/HD), Power Dive; Special Qualities: Immunity to Sleep and Disable Status effects, Elemental Affinity, DR
6/-.

At 16th level, the dragon advances into a wyrm.

Wyrm
16th-Level Advancement
Size: Large; Speed: 60 ft., Fly 60 ft. (average); AC: +8 natural armor; Attack: bite (1d10), 2 claws (1d8) 2 wing buffets (1d6); Ability Scores: Str 24, Dex 10, Con 22,
Int 12, Wis 8, Cha 16; Special Attacks: Breath Weapon (1d10/HD); Special Qualities: Immunity to Sleep and Disable Status effects, Elemental Affinity, DR 8/-,
Frightful Presence.

A dragon knight does not take an armor check penalty on Ride checks while riding his companion. The companion is always considered combat trained, and begins
play with Endurance as a bonus feat.

A dragon knights bond with his companion is strong, with the pair learning to anticipate each others moods and moves. Should a dragon knights companion die, the
dragon knight may find another dragon to serve him after 1 week of mourning. This new companion does not gain the link, evasion, devotion, improved evasion, or
blood bond special abilities until the next time the dragon knight gains a level.

Dragon Companion Special Attacks


Breath Weapon (Su): Using a breath weapon is a standard action. Once a dragon companion breathes, it cant breathe again until 1d4 rounds later. A blast from a breath
weapon always starts at any intersection adjacent to the dragon companion and extends in a direction of the dragons choice. Creatures caught in the area can attempt
Reflex saves to take half damage; The save DC against a breath weapon is 10 + half of the dragon companions HD + the dragons Constitution modifier. The breath
weapon can be either a line or a cone, and the dragon knight can change which whenever his dragon would advance a stage. The line is 5 feet for every HD the
companion has, and the cone is 5 feet for every 2 HD the companion has (rounded down).

Power Dive (Ex): When a dragon companion with this ability charges from at least 50 ft. above the target, the dragon's attack deals double damage.

Dragon Companion Special Qualities


Elemental Affinity (Su): Each dragon companion has an elemental affinity (Earth, Fire, Ice, Lightning, Water, or Wind), which determines what kind of damage its
breath weapon deals, and giving it the ability to absorb one element, resist another, but also increases the damage it takes from yet another. The dragon knight can
change his dragon companion's elemental affinity whenever his dragon would advance a stage.

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Frightful Presence (Ex): A wyrm can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon companion attacks, charges, or
flies overhead. Creatures within a radius of 10 feet per 3 HD are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that
succeeds on a Will save (DC 10 + half of dragon companions HD + the dragons Charisma modifier) remains immune to that dragons frightful presence for 24 hours.
On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful
presence of other dragons.

Damage Reduction: Wyverns and stronger dragons have damage reduction. Their natural weapons are treated as magic weapons for the purpose of overcoming damage
reduction.

Immunities (Ex): All dragons have immunity to sleep and disable status effects.

This ability replaces deadly lancer, flexible flanker, shellbreaker, and step aside.

Draconic Resistance (Ex): At 2nd level, a dragon knight gets a +2 bonus to Reflex saves against attacks that inflict damage of the same energy type of the dragoons
dragon companion. This bonus increases by +1 for every four levels beyond 2nd, to a maximum of +5 at 14th level. Every four levels beyond 14th, the dragon knight
gains 5 points of resistance to the appropriate energy type (maximum 10 points of resistance).

This ability replaces pole fighting.

Detect Dragons (Su): At the beginning of 3rd level, the dragon knight is aware of any dragons within a radius of 1 mile per class level. This ability is always active and
informs the dragon knight only of the presence or absence of dragons. By spending one or more full rounds concentrating on these presences, the dragon knight can
gleam additional information about the dragons in the area. By spending one full round concentrating on these presences, the dragon knight can determine the number
of dragons in the area. By spending an additional round, he can learn the locations of those creatures. A dragon knight may then spend an additional round of
concentration to focus on a single dragon within the area, alerting him to the creatures alignment, color and age category if it is a true dragon.

This ability replaces steadfast pike.

Draconic Prowess (Ex): At 3rd, 7th, 11th, and 15th levels, a dragon knight rolls 1d12 for his Hit Die instead of 1d10 to determine hit points. The dragon knight also
gains other abilities, as explained below:

At 3rd and 15th levels, the dragon knight gains a +1 increase to natural armor bonus.
At 7th level, he gains a bonus feat from the following list: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, or Toughness.
At 11th level, the dragon knights bite attack deals an additional 1d6 points of damage of his energy type on a successful hit.

These abilities replace armor training, tail sweep, mighty charge, and swoop of the dragon.

Dragon Breath (Su): At 5th level, a dragon knight may use a breath weapon once per day as a standard action. When he gains this ability, choose earth, fire, ice,
lightning, water, or windthis determines what kind of damage his breath weapon deals. Once the dragon knight makes this choice, he cannot change it later. The
dragon knights breath weapon fills a 15-foot cone, and deals 3d6 points of damagethis damage increases by 1d6 points at every odd-numbered level he gains beyond
5th level. A creature hit by the dragon knights dragon breath attack can attempt a Reflex save (DC 10 + half of the dragoons level + his Strength modifier) to take half
damage. At 10th level, the dragon knight can use this ability two times per day, at 15th level, he can use it three times per day, and at 20th level, he can use it four times
per day.

This ability replaces all dragoon training.

Dragon Knight (Ex): At 20th level, the dragoon has reached the pinnacle of being a dragon knight. The dragoon chooses a dragon subtype as the same as his dragon
companion (earth, fire, ice, lightning, water, or wind) and he gains the half-dragon template.

This ability replaces leaping charge.

Lancer
These gallant lancers serve in the vanguard of many armies or as knights-errant. They are born leaders and masters of the mounted charge.

The lancer is an archetype of the dragoon class.

Limit Break (Su): At 1st level, the lancer receives the Limit Break (Fight as One).

Fight as One (Su): This Limit Break allows the lancer and his mount to fight as if they were one mind and one body. They both receive a +2 morale bonus
on Attack rolls, Saving Throws, and Skill checks + an additional +2 bonus per four dragoon levels after 1st. The mount can full-attack after a charge. This limit break
lasts for a duration of 1 round + 1 round per four dragoon levels after 1st. This limit break requires only a swift action.

This ability replaces the Limit Break (Falling Meteor).

Skilled Rider (Ex): At 1st level, a lancer gains both the Mounted Combat and Skill Focus (Ride) feats as bonus feats.

This ability replaces jump.

Mounted Lancer (Ex): At 1st level, the lancer has learned to use his mount to his advantage to inflict more damage. Whenever the lancer charges while on a mount at
least twenty feet from his opponent and strikes his foe using a spear, lance, or polearm, the lancer deals an additional +1d6 points of damage. This extra damage is 1d6
when first gained, and it increases by 1d6 with each improvement. If the attack is also a critical hit, the extra damage is not also multiplied. For every 10 feet the lancer
charges while on a mount beyond the first 20 feet, the lancer deals an extra 1d6 points of damage.

This ability modifies and replaces deadly lancer.

Lancers Charge (Ex): At 3rd level, a lancer learns to make more accurate charge attacks while mounted. The lancer receives a +4 bonus on melee attack rolls on a
charge while mounted (instead of the normal +2). In addition, the lancer does not suffer any penalty to his AC after making a charge attack while mounted.

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This ability replaces armor training.

Battlefield Agility (Ex): At 4th level, a lancer learns to be more aware of the threats that surround him in combat, and shares this awareness with his loyal steed. Both
the lancer and his mount gain Mobility as a bonus feat.

This ability replaces hardy landing.

Spinning Lance (Ex): At 7th level, a lancer may alternate attacks with the piercing head of his lance with reach, or with the butt end (treat as a club) against adjacent
targets. Unlike a double weapon, the masterwork quality and magical special abilities apply to both ends of the lance, except for those weapon special abilities that
apply only to edged weapons.

This ability replaces tail sweep.

Mounted Expertise (Ex): A lancer of 10th level or higher is highly skilled at fighting while riding his mount. Before making any rolls when using the attack action or
the full attack action while mounted on his mount in melee, a lancer may shift points between his attack rolls and his Armor Class. A penalty subtracted from an attack
roll applies as a dodge bonus to his AC; a penalty subtracted from Armor Class applies as a bonus on all attack rolls for that round. The points adjusted with the
mounted expertise ability may not exceed the lancers base attack bonus. All changes to attack rolls and AC persist until the lancers next action.

This ability replaces springing charge.

Piercing Lance (Ex): At 11th level, as a standard action or as part of a charge, a lancer attacking a mounted opponent can make two attacks, one against the mount and
the other against the rider, using his highest base attack bonus. Furthermore, if the mount is hit and its rider attempts to negate the hit with the Mounted Combat feat, the
lancers attack roll is considered 4 higher when calculating the DC of the Ride check to negate the hit.

This ability replaces mighty charge.

Superior Mounted Combat (Ex): At 13th level, a lancer may attempt a Ride check (as a reaction) twice per round to negate a successful hit on his mount. At 19th
level, the lancer may make these attempts three times per round.

This ability replaces shellbreaker.

Leaping Lance (Ex): At 15th level, a lancer and his mount suffer no armor check penalty on Acrobatics checks while mounted. When charging, a lancer may jump
from his mount toward his target. If he jumps 10 feet, his charge modifiers on attack rolls and to AC are doubled and he is still considered mounted for lance damage,
Mounted Combat feats, and so on.

This ability replaces swoop of a dragon.

Supreme Charge (Ex): At 20th level, whenever the lancer makes a charge attack while mounted, he deals double the normal amount of damage (or triple if using a
lance). In addition, if the lancer confirms a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to dazed for 1d4
rounds. The DC is equal to 10 + the lancers base attack bonus.

This ability replaces leaping charge.

Skylancer
Some dragoons train with the skills of dragons, some fly like them. A skylancer learns not only to move through the air with grace like a traditional dragoon, but also
become the wind, and trains with many lances.

The skylancer is an archetype of the dragoon class.

Limit Breaks (Su): At 1st level, a skylancer receives the Limit Break (Dragoon Storm).

Dragoon Storm (Su): This Limit Break allows the skylancer to create a dragon made from lances, causing it breathe a wide, sweeping breath of sheer cutting
wind. The skylancer selects a 5-foot square within 60 feet, and from that point, a 10-ft.-line sweeps across 30 feet in a single direction, effectively covering a 10-ft.-by-
30-ft. rectangular area. All enemies within the area of effect take 2d6 points of wind damage + an additional 2d6 points of wind damage per four dragoon levels after
1st. A successful Reflex save (DC 10 + half of the dragoons level + his Strength modifier) halves the damage and avoids being pushed back 10 feet.

This ability replaces the Limit Break (Lancet).

Dimensional Jump (Su): At 1st level, the skylancer learns to slip between the cracks in the wind, and reappear, dropping down with almost arcane force. As a full-
round action, the skylancer may appear 10 feet above a single target within 60 ft., making an attack roll against the target, and dealing an additional 1d6 points of
damage (which is not multiplied on a critical hit), if they attacked with a spear, lance or polearm. After this attack is resolved, the skylancer reappears adjacent to the
target. Every three levels thereafter, the distance the skylancer may appear above the target increases by 10 feet, and for every 10 feet he appears after the first increases
the additional damage by 1d6.

This ability replaces deadly lancer.

Two-Weapon Polefighting (Ex): At 2nd level, the skylancer gains the uncanny ability to dual wield polearms. The skylancer may treat any two-handed spears, lances
and polearms as if they were one-handed weapons. While wielded as such, they may not benefit from the reach property, if the weapons would get it. In addition, while
wielding the specified weapon types in this manner, they may benefit from the Two-Weapon Fighting, Improved Two-Weapon Fighting, and Greater Two-Weapon
Fighting feats, as soon as they would meet the prerequisite base attack bonus; no other prerequisites are necessary.

This ability replaces pole fighting.

Aero Shield (Su): At 3rd level, the skylancer learns to protect himself with a shield of wind. The skylancer may, as a swift action, may grant himself a +1 deflection
bonus to his armor class, which increases by +1 for every 3 dragoon levels thereafter. This ability lasts for a duration of 1 round + an additional round per two dragoon
levels after 3rd, and may be used a number of times per day equal to half of his dragoon level (rounded down).

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This ability replaces steadfast pike.

Multi-Bounce (Su): At 7th level, the skylancer may divide his height amongst multiple foes, making multiple strikes along his path. The skylancer may, as a full-round
action, use their dimensional jump ability to attack multiple targets, once for each iterative attack they may make, or until they run out of height. When using multi-
bounce, they use dimensional jump as normal, but, if they choose not to use their maximum height, they may use it to target another enemy with dimensional jump, as if
they were in the square of their previous target, and using their remaining distance as their new maximum distance, each attack made within multi-bounce uses iterative
attacks, meaning each consecutive attack uses the next attack bonus. Multi-bounce may not target a single target more than once in a single use. Multi-bounce is not
affected by spells and effects such as haste which give you extra attacks. This ability may be used a number of times per day equal to half of his dragoon level (rounded
down).

At 14th level, attacks may be made against the same target, but requires at least 20 feet of remaining height to target, and additional damage is counted for every 20 feet
instead of every 10 feet. This does not apply to the first attack, but does apply to any attacks against a previously targeted creature.

This ability replaces tail sweep.

Spring Jump (Ex): At 10th level, a skylancer may use their dimensional jump ability as a standard action.

This ability replaces springing charge.

Mighty Jump (Ex): At 11th level, the skylancer, while using their dimensional jump ability, doubles his critical threat range (this does not stack with any other effects
that increase critical threat range) and increase his critical modifier by 1.

This ability modifies and replaces mighty charge.

Shellbreaker (Ex): Shellbreaker may be applied with the use of dimensional jump, and multi-bounce.

This ability modifies shellbreaker.

Swoop of a Dragon (Ex): Swoop of a dragon may be applied when dropping someone with dimensional jump, or multi-bounce, and must instead use dimensional jump
on the target as an immediate action, instead of jumping on them.

This ability modifies swoop of a dragon.

Dimensional Breaker (Su): At 20th level, the skylancer can use maximum height potential to great heights. When the skylancer uses dimensional jump from the
maximum height, he deals double the amount of regular damage he would normally deal (the additional damage is still not multiplied here), and all creatures within 10
feet of the target (not including the target or the skylancer) take an amount of damage equal to the dimensional jumps additional damage, a Reflex save (DC 20 + his
Strength modifier) is allowed to halve the damage.

This ability modifies and replaces leaping charge.

Valkyrie
Valkyries are female dragoons that transmute their heavy armors to create wings of shining metal to emulate a valkyrie. They soar over the battlefield aiding fellow
soldiers with their abilities to bring about war.

The valkyrie is an archetype of the dragoon class.

Prerequisite: Must be female to take this archetype.

Class Skills: A valkryie adds fly to their list of class skills.

Limit Break (Su): At 1st level, the valkyrie receives the Limit Break (Asgardians Conviction).

Asgardians Conviction (Su): This Limit Break gives the Valkyrie strength that could only come from true desperation, filling her with a battle fervor that
could only come from the legendary warriors that make up the Einherjar themselves. For a duration of 1 round + an additional round for every four dragoon levels after
1st, the Valkyrie gains a sacred bonus to her attack rolls, damage rolls, and Armor Class equal to 1 + an additional +1 for every four dragoon levels after 1st. All critical
threats she rolls, while under this Limit Break, are automatically confirmed, should the attacks hit in the first place. This limit break requires only a swift action.

This ability replaces the Limit Break (Lancet).

Holy Grace (Su): At 3rd level, a valkyrie applies her Charisma modifier (if positive) as a bonus on all saving throws.

This ability replaces steadfast pike.

Divine-Forged Feathers (Su): Starting at 4th level the valkryie gains a +1 deflection bonus to AC while wearing heavy armor. This bonus increases by +1 at 8th level
and every 4 levels thereafter (max of +5 at 20th level).

This ability replaces hardy landing.

Vigilance (Ex): At 7th level, a valkyrie is always ready to leap into battle, and is far more difficult to get the jump on. She adds her Charisma modifier (if positive) to
all initiative rolls. In addition, she may make a Perception check when surprised. The DC of the check is 10 + the highest enemys CR in the encounter + that enemys
initiative bonus. If the check succeeds, she may act first in the surprise round.

This ability replaces tail sweep.

Wings of Steel (Su): Starting at 9th level the valkryie can cause metallic wings to grow from the back of her armor, granting her a fly speed of 40 feet. The valkryie
may use this ability a number of minutes per day equal to her dragoon level. These minutes need not be consecutive but must be spent in one minute increments. If the
valkryie is wearing heavy armor, she takes no penalty to this fly speed due to wearing heavy armor.

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This ability replaces flexible flanker

Aura of War Revelry (Su): Starting at 15th level, the valkryie begins to emit an aura that bolsters her combat prowess when she receives damage. Whenever the
valkryie receives damage in combat, she gains a +2 morale bonus to attack and damage rolls for one round. This bonus increases to +3 at 17th level and to +4 at 19th
level. Whenever she takes damage in combat, allies within 20 feet of the valkryie gain a morale bonus equal to half the bonus this ability grants the valkryie.

This ability replaces swoop of a dragon.

Fencer
Corsair
While it doesn't take much more than a ship and a crew to become a pirate, corsairs are a finer breed of freebooter. A corsair's debonair charm and style make her a
paradoxical celebrity even among the nations whose ships she plunders.

The corsair is an archetype of the fencer class.

Limit Break (Su): At 1st level, the corsair receives the Limit Break (Swaying Dance).

Swaying Dance (Su): This Limit Break allows the corsair to enter a deadly dance of confusing movement. For the duration of 1 round + 1 round per four
fencer levels after 1st, the corsair receives a +1 competence bonus to Attack rolls, a +2 competence bonus to Bluff skill checks to feint in combat and a +1 dodge bonus
to Armor Class per four fencer levels after 1st. This limit break requires only a swift action.

This ability replaces the Limit Break (Nighthawk).

Swagger (Ex): At 1st level, a corsair's confident swagger unnerves her foes and inspires her crew. She gains a +1 bonus on Intimidate checks, and the DC of Intimidate
checks made against her increases by 1. She and her allies gain a +1 morale bonus on Profession (sailor) checks. These bonuses and her Intimidate DC increase by 1 for
every four levels beyond 1st.

At 5th level, a corsair's swagger gives her an additional benefit when she uses charmed life. If she succeeds at a saving throw against an opponent's attack or ability
while using charmed life on that save, she can attempt an Intimidate check to demoralize that opponent without using an action.

This ability replaces duelist stance

Improved Feint (Ex): Starting at 2nd level, the corsair gains Improved Feint as a bonus feat, even if she does not have the normal prerequisites for that feat. She can
make a Bluff check to feint in combat as a move action.

This ability replaces deflect arrows.

Sneak Attack: At 3rd level, the corsair gains the ability to deal an extra 1d6 points of damage when she catches her foe off guard. This is exactly like the thief ability of
the same name. The extra damage dealt increases by 1d6 for every four levels thereafter. If she gets a sneak attack bonus from another source (such as thief levels), the
bonuses on damage stack.

This ability replaces elaborate parry.

Deeds: A corsair gains the following deeds.

Eyes of the Storm (Ex): At 3rd level, whenever she has at least 1 panache point, a corsair can see three times as far as normal in non-magical fog. In magical
fog, she can see normally for 10 feet; after that, creatures and objects have partial concealment for the next 10 feet and total concealment thereafter.

This deed replaces fencer initiative.

Plunder (Ex): A corsair knows she doesn't always need to win the fightshe just needs to get what she came for. At 7th level, as a full-round action she can
make a single attack with a light or one-handed piercing melee weapon against a foe that is either shaken or denied its Dexterity bonus to AC. If the attack hits, the
corsair also pilfers a small, loose item from her target as if she had succeeded at a Sleight of Hand or steal combat maneuver check. She doesn't need to attempt a
Sleight of Hand check, but if she does so and surpasses the target's opposed Perception check, the target is unaware that the item is stolen.

This deed replaces targeted strike.

Corsairs Feint (Ex): As a corsair, she is a master of dirty fighting and trickery. She can make a feint as a free action rather than as a move action. But once she has
surprised her enemies with such a feint, it takes time before she is able to fool them again. At 14th level, the corsair must wait 2d4 rounds before using corsairs feint
again. Waiting requires no specific actions on her part; she can fight normally during this time. Beginning at 20th level, her reflexes improve and the time between
corsairs feints drops to only 1d4 rounds.

This ability replaces science of the blade.

Swordmaster
A swordmaster meditates to strengthen her spiritual connection to her blade. She strives to perfect her skills by mastering six deadly trances.

The swordmaster is an archetype of the fencer class.

Class Skills: The swordmaster adds Knowledge (nature) and Survival to her list of class skills and removes Bluff and Knowledge (nobility) from her list of class skills.

Trance (Ex): At 3rd level, a swordmaster learns to focus her martial prowess using an intense meditative trance. Under the influence of a trance, the swordmaster can
perform fantastic martial feats. Entering a trance is a full-round action that provokes attacks of opportunity. The swordmaster can maintain the trance for a number of
rounds per day equal to 4 + her Charisma modifier. At each level beyond 3rd, she can remain in the trance for 1 additional round. She can end her trance as a free
action. Following a trance, the swordmaster is fatigued for a number of rounds equal to 2 the number of rounds she spent in the trance. A swordmaster cannot enter a

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new trance while fatigued but can otherwise enter a trance multiple times during a single encounter or combat. If a swordmaster falls unconscious, her trance
immediately ends.

At 3rd level, the swordmaster chooses one trance from the list below. She chooses another trance at 6th, 9th, 12th, 15th, and 18th level. She can only use one type of
trance at a time.

Crane Trance (Ex): The swordmaster's blade rises and falls with the graceful sweeping arcs of the mountain crane. When in this trance, a swordmaster gains
the benefits of the Crane Style feat.

Dragon Trance (Ex): Like the dragon, the swordmaster has honed the steadiness of her mind and body. When in this trance, a swordmaster gains the benefits
of the Dragon Style feat.

Leopard Trance (Ex): Using the swiftness of the leopard, a swordmaster's evasive footwork confuses her opponents. When in this trance, a swordmaster
gains the benefits of the Mobility feat.

Monkey Trance (Ex): As the monkey springs, the swordmaster leaps from the reach of her enemies. While in this trance, a swordmaster can make an
Acrobatics check opposed by an opponent's CMD. If she succeeds, she may move 5 feet as a swift action within the opponent's threatened area; this movement does not
provoke attacks of opportunity and does not count as a 5-foot step.

Serpent Trance (Ex): Like the serpent, the swordmaster's quick movements allow her to catch her opponent unawares. While in this trance, a swordmaster
receives a +4 bonus on Bluff checks made to feint during combat.

Tiger Trance (Ex): The swordmaster pounces upon her opponents, striking with the ferocity and brute force of a wild tiger. While in this trance, a
swordmaster can make a combat maneuver check against an opponent within charge range. If she succeeds, she may charge that opponent and make a full attack against
that opponent.

This ability replaces elaborate parry.

Fighter
Airborne Ambusher
Driven by suspicion and hatred, aegyl doggedly guard their territories, making deadly use of their flight. Using swift strikes from above, aegyl plummet onto their foes
with lethal force.

The airborne ambusher is an archetype of the fighter class, available only to aegyl fighters.

Class Skills: An airborne ambusher adds Fly to his list of class skills and removes Climb from his list of class skills.

Weapon and Armor Proficiency: An airborne ambusher is not proficient with heavy armor.

Combat Flyer (Ex): At 2nd level, an airborne ambusher may choose to select Flyby Attack and Hover feats instead of a fighter talent.

Aerobatics (Ex): At 5th level, an airborne ambusher may make a Fly check instead of an Acrobatics check to move through a threatened area or an enemy's space.

This ability replaces reliable strike.

Flying Dodger (Ex): At 9th level, when an airborne ambusher flies at least half its fly speed on its turn, it gains a +1 dodge bonus to AC for 1 round. This bonus
increases to +2 at 11th level and +4 at 17th level.

This ability replaces rapid attack.

Plummeting Charge (Ex): At 13th level, if an airborne ambusher flies at least half its fly speed as part of a charge, it gains a +2 racial bonus on the attack roll (in
addition to the normal charge bonus) and a +4 bonus on its critical confirmation roll. These bonuses improve to +4 and +6 at 17th level.

This ability replaces piledriver.

Defender
A defender focuses on both offense and defense, blending weapon and shield in perfect balance to impede his enemies while delivering deadly blows, and even turning
the shield itself into a formidable weapon. These fighting school benefits apply when wielding a weapon and a shield simultaneously.

The defender is an archetype of the fighter class.

Armor Proficiency: A defender is proficient with tower shields.

Deflective Shield (Ex): At 2nd level, a defender specializes in using his shield to deflect attacks. He gains a +1 bonus to his touch AC, and this bonus increases for
every four levels beyond 2nd (to a maximum of +6 at 20th level); however, this bonus cannot exceed the sum of the armor and enhancement bonus to AC provided by
the shield that the defender is currently carrying.

This ability replaces a fighter talent gained at 2nd level.

Active Defense (Ex): At 3rd level, a defender gains a +1 dodge bonus to AC when wielding a shield and fighting defensively, using Combat Expertise, or using total
defense. This bonus increases by +1 for every four levels beyond 3rd. As a swift action, he may share this bonus with one adjacent ally, or half of the bonus (minimum
+0) with all adjacent allies, until the beginning of his next turn.

This ability replaces overhand chop.

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Shield Fighter (Ex): At 5th level, a defender gains a +1 bonus on attack and damage rolls when making a shield bash. These bonuses increase by +1 every four levels
beyond 5th. With a full-attack action, a defender may alternate between using his weapon or his shield for each attack. This action does not grant additional attacks or
incur penalties as two-weapon fighting does.

This ability replaces reliable strike.

Armored Defense (Ex): At 7th level, a defender gains DR 1/ when wearing light armor, DR 2/ when wearing medium armor, and DR 3/ when wearing heavy
armor. At 19th level, this damage reduction increases to DR 4/ when wearing light armor, DR 8/ when wearing medium armor, and DR 12/ when wearing heavy
armor. This damage reduction stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if
the defender is stunned, unconscious, or helpless.

This ability replaces backswing.

Shield Buffet (Ex): At 9th level, as a move action, a defender may make a combat maneuver check to use his shield to impede an adjacent enemy. If successful, the
target suffers a 2 penalty on its attack rolls against the defender and a 2 penalty to AC on attacks made by the defender until the beginning of his next turn. At 13th
level, a defender may use this ability as a swift action.

This ability replaces rapid attack.

Fortification (Ex): At 11th level, a defender can use his armor to shield critical areas from injury. He treats any armor he wears as if it had the light fortification special
ability. At 15th level, his armor gains the moderate fortification special ability. This fortification does not stack in any way with armor that has these special abilities. In
these cases the defender takes the better of the two fortifications.

This ability replaces retaliation.

Shield Guard (Ex): At 17th level, as a swift action, a defender may designate one square adjacent to him. He may designate two squares if using a heavy shield or
three squares if using a tower shield, but these squares must be contiguous. Enemies in these squares cannot flank the defender and do not count for flanking with other
creatures. This effect lasts until he moves from his position or uses another swift action to change the affected squares.

This ability replaces devastating strike.

Indestructible (Ex): At 20th level, a defender gains complete immunity to critical hits and sneak attacks while he is wearing armor. In addition, unless his armor has
the fragile armor quality, it cannot be sundered while he is wearing it.

This ability replaces weapon mastery.

Dirty Fighter
The dirty fighter laughs at concepts like honor and fair play. He cares only for victory, no matter how he achieves it, and spends as much time mastering sneaky combat
maneuvers as he does drilling with weapons or learning how to wear armor.

The dirty fighter is an archetype of the fighter class, available only to seeq fighters.

Sidestep (Ex): At 2nd level, a dirty fighter learns how to evade his enemies when they react to his combat maneuvers. He gains a +1 dodge bonus to his AC against
attacks of opportunity provoked by him while attempting a combat maneuver. This bonus increases by +1 for every four levels beyond 2nd level.

This ability replaces a fighter talent gained at 2nd level.

Maneuver Training (Ex): At 5th level, a dirty fighter becomes a master of dirty tricks. He gains a +2 bonus on dirty trick combat maneuver checks and +2 to his CMD
when he is the target of a dirty trick combat maneuver.

This ability replaces reliable strike.

Speedy Tricks (Ex): At 9th level, a dirty fighter has perfected how to quickly perform dirty tricks. He can make a dirty trick combat maneuver as an attack instead of a
standard action.

This ability replaces rapid attack.

Double Tricks (Ex): At 13th level, when a dirty fighter performs a combat maneuver, he may apply two different conditions to his target instead of one. Each penalty
condition requires a separate action to remove. At 17th level, he may apply three different conditions.

This ability replaces piledriver.

Foehammer
While the axe is the most famous dwarven weapon, the hammer is at the heart of dwarves' heritage as forgemasters and warriors alike.

The foehammer is an archetype of the fighter class, available only to dwarf fighters.

Chosen Weapon (Ex): At 1st level, a foehammer must choose a hammer weapon of the following: aklys, battle aspergillum, club, greatclub, heavy mace, light
hammer, light mace, mere club, taiaha, tetsubo, wahaika, and warhammer.

This ability modifies chosen weapon.

Sledgehammer (Ex): At 3rd level, a foehammer wielding a hammer gains a +2 circumstance bonus on combat maneuver checks made to bull rush, overrun, sunder, or
trip.

This ability replaces overhand chop.

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Hammer to the Ground (Ex): At 7th level, when a foehammer succeeds at a bull rush combat maneuver, he can make a trip combat maneuver at the end of the bull
rush. If he does not move with the target, the force of his blow may still trip his foe, but he takes a 5 penalty on the combat maneuver check to trip.

At 15th level, any creature a foehammer successfully bull rushes is automatically knocked prone at the end of the bull rush.

This ability replaces backswing and unstoppable strike.

Rhythmic Blows (Ex): At 9th level, each time that a foehammer hits a target, he gains a +1 bonus on attack rolls against that target. This bonus stacks with each hit
against that target, but lasts only until the end of the foehammer's turn.

This ability replaces rapid attack.

Ground Breaker (Ex): At 11th level, as a full-round action, a foehammer may strike the ground with his hammer. If the attack deals more damage than the floor's
hardness, the space he occupies and all adjacent squares become difficult terrain. Creatures in those squares, except for the foehammer, are knocked prone (DC 15
Reflex negates).

This ability replaces retaliation.

Gladiator
Most fighters battle out of necessity, with each battle a contest of life and death. Some, however, fight for glory and for the adulation of the crowd. The gladiator is both
a cunning warrior and a consummate performer, knowing life and death are balanced not only on a swords edge, but also on the cheers or jeers of the crowd.

The gladiator is an archetype of the fighter class.

Class Skills: A gladiator gains Perform (act, comedy, and dance) (Cha) as class skills.

Weapon and Armor Proficiency: A gladiator is not proficient with heavy armor or tower shields. Instead, he gains the Performance Weapon Mastery feat at 1st level
as a bonus feat. Furthermore, a gladiator using piecemeal armor is considered to be wearing a suit of armor as long as he wearing two or three armor pieces, gaining the
+1 to armor bonus but still.

Fame (Ex): At 2nd level, when a gladiator begins a performance combat, he always starts with at least 1 victory point. If he already has victory points, he gains 1 extra
victory point. At 10th level, the gladiator starts out with at least 2 victory points. If he already has victory points, he gains 2 extra victory points.

This ability replaces a fighter talent gained at 2nd level.

Mercenary
Mercenaries fight for money or other recompense instead of fighting for ideological interests, whether they agree with or are against the existing government. Still,
gold buys loyalty. As a result, they are well equipped and dedicate themselves to training in small-unit tactics, quickly communicating strategies and tricks to handle
any threat to their charges.

The mercenary is an archetype of the fighter class.

Well-Paid Loyalty (Ex): At 2nd level, a mercenary gains a +1 bonus on Will saves against compulsion spells, spell-like abilities, and effects. This bonus increases by 1
for every four fighter levels beyond 2nd.

This ability replaces a fighter talent gained at 2nd level.

Mercenary Tactics (Ex): At 4th level, a mercenary can spend 1 minute discussing strategy, then choose a single teamwork feat possessed by him. For a number of
minutes equal to the class level of the mercenary, allies who listened to the mercenary each gain the benefits of the selected feat even if they do not meet the feat's
prerequisites. If an ally benefiting from this ability moves more than 30 feet away from any other ally, it loses all benefits of this ability until it is again within 30 feet.
Creatures cannot benefit from this ability more than once at any given time.

This ability replaces a fighter talent gained at 4th level.

Superior Tactics (Ex): At 8th level, a mercenary who uses the mercenary tactics ability can allow all affected allies to gain a second bonus teamwork feat possessed by
the mercenary.

This ability replaces a fighter talent gained at 8th level.

Esprit de Corps (Ex): At 12th level, a mercenary grants all allies with whom he is sharing one or more teamwork feats through the mercenary tactics ability a +2
morale bonus on attack rolls, ability checks, skill checks, and saving throws. Each affected ally increases this bonus by 1 if another affected ally has been reduced to 0
or fewer hit points since the beginning of his last turn.

This ability replaces a fighter talent gained at 12th level.

Samurai
Known for their matchless bravery and strict code of honor, the samurai are noble soldiers that bring courage and honor to the service of a lord, general, or other
leader. The reputation of samurai for tenacious in combat often precedes them in battle, and their mere presence is often enough to make dishonorable enemies slink
away in the darkness.

The samurai is an archetype of the fighter class.

Weapon and Armor Proficiency: Samurai are proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi. Samurai are proficient with all
types of armor (heavy, light, and medium) and shields (except tower shields).

Limit Break (Su): At 1st level, the samurai receives the Limit Break (Unseen Strike).

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Unseen Strike (Su): This Limit Break allows the samurai to make a fast quick strike against his opponents faster than the eye can see. The samurai makes a
number of attacks equal to what he can normally make against any opponents within 30 feet (they are considered flat-footed unless they have Uncanny Dodge), if the
strike hits, they suffer damage from the samurais attack plus +1d6 points of damage + an additional 1d6 per four fighter levels after 1st.

This ability replaces the Limit Break (Omnistrike).

One with the Sword (Ex): Extensive training in both kenjutsu and iaijutsu has given the samurai great insight into the use of the sword. When wielding a katana, the
samurai gains a +1 bonus on attack and damage rolls. The bonus improves by +1 for every four levels beyond 1st.

This ability modifies and replaces chosen weapon.

Iaijutsu Strike (Ex): A samurai can perform a lightning quick iaijutsu strike against his opponent to inflict devastating wounds while drawing his sword. In order to
use this ability, the samurais weapon must be sheathed at the start of his turn. As a full-round action, the samurai makes a melee attack roll, if he successfully hits his
opponent with an iaijutsu strike, his attack deals an additional +1d6 points of damage. This bonus damage increases by an additional +1d6 at 3rd level and every two
levels thereafter to a maximum of +10d6 damage at 19th level. Any extra damage as a result of a successful iaijutsu strike is not multiplied by a critical hit. After
making an iaijutsu strike, a samurai takes a 4 penalty to his AC until his next turn, but his weapon is now drawn and he may continually to fight normally. Regardless
of whether he hits his opponent with the iaijutsu strike, a samurai cannot use this ability on the same foe more than once per day.

At 10th level, a samurai learns to focus faster and is able to make an iaijutsu strike as a standard action, and the penalty to his AC is reduced to 2

This ability replaces the fighter talents gained at 2nd and 10th level.

Bushido: These skills grant the samurai an edge in combat, using his katana. At 4th level and every other level thereafter, the samurai may choose to learn one of the
following skills or may pick a fighter talent instead.

Dragon (Su): The samurai may make a single attack, allowing him to drain hit points from an opponent with a successful attack. When using Dragon, the
samurai makes a normal melee attack, if it hits, the opponent takes damage as normal and must make a Fortitude save (DC 10 + half of the fighters level + his
Charisma modifier) or be drained of 1d6 hit points per two fighter levels, which is then granted to the samurai as temporary hit points. These temporary hit points last
for 1 round per fighter level.

Eclipse (Su): Once per round as an immediate action, the samurai can make an attack that allows him to immobilize an opponents movement. Whenever an
opponent is adjacent to the samurai and attempts to move away from him (even when using Withdraw or 5-foot step), the samurai can make a normal melee attack, if it
hits, the opponent takes damage as normal and is inflicted with the Immobilize status effect for 1d6 rounds, a Fortitude save (DC 10 + half of the fighters level + his
Charisma modifier) to negate.

Fang (Ex): The samurai may make a single attack, allowing him to focus this attack easily through an opponents defenses. When using Fang, the samurai
can make a melee touch attack, if it hits, deals damage normally and ignores damage reduction.

Flurry (Ex): As a full attack action, the samurai can give up his regular attacks and instead make one melee attack at his full base attack bonus against each
opponent within reach.

Oblivion (Ex): If the samurai deals a creature enough damage to make it drop, he gets an immediate, extra melee attack against another creature within reach.
The samurai cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the
previous creature.

Sky (Ex): Once per round as an immediate action, the samurai can make a counterattack against an opponent adjacent to him who attacks him.

Tempest (Ex): As a full attack action, the samurai can make an extra melee attack at his highest BAB, but all such attacks receive a -2 penalty. This does not
stack with anything that grants additional attacks (such as haste).

Tiger (Ex): The samurai may make a single attack, to cause an opponent to bleed tremendously with a successful attack. When using Tiger, the samurai
makes a normal melee attack, if it hits, the opponent takes damage as normal and is inflicted with the Sap status effect for 1d6 rounds, a Fortitude save (DC 10 + half of
the fighters level + his Charisma modifier) to negate.

This may replace the fighter talents gained at 4th, 6th, and 8th. It may also replace fighter advanced talents gained at 12th, 14th, 16th, 18th, and 20th.

Action Without Thought (Ex): Having mastered the tenets of battle, the samurai is able to act instantly and without consideration of the consequences, confident his
actions are correct. At 3rd level, the samurai gains a +2 competence bonus to all Initiative rolls and may not be deprived of his Dexterity bonus in any circumstance.

This ability replaces overhand chop.

Weapon Expertise (Ex): At 5th level, a samurai gains an unparalleled expertise with his katana. The samurai can draw his katana as a free action as if he had the Quick
Draw feat. In addition, whenever he threatens a critical hit with his katana, he gains a +2 bonus on the confirmation roll.

This ability replaces reliable strike.

Brutal Slash (Ex): At 9th level, a samurais iaijutsu strike becomes even more deadly. If a samurai threatens a critical hit with his iaijutsu strike, he adds a bonus equal
to his fighter level to the attack roll to confirm a critical hit.

This ability replaces rapid attack.

Third Eye (Ex): At 10th level, the samurais senses are so keen that he is able to predict where to dodge an opponents attacks. As an immediate action, the samurai
can make a DC 20 Reflex save to evade one attack. The samurai can use this ability a number of times per day equal to 3 + his Charisma modifier.

This ability replaces war cry.

Terrifying Iaijutsu (Ex): At 13th level, a samurais iaijutsu strike devastates the morale of foes that witness it. When a samurai successfully hits with an iaijutsu strike,
all foes within 30 feet must succeed at a Will save (DC 10 + half of the fighters level + his Charisma modifier) or become shaken for 1d4+1 rounds.

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This ability replaces piledriver.

Roaring Iaijutsu (Ex): At 15th level, a samurais iaijutsu strike deafens foes upon impact. When a samurai successfully hits with an iaijutsu strike, all foes within 30
feet must succeed at a Fortitude save (DC 10 + half of the fighters level + his Strength modifier) or be deafened for 1d4 minutes.

This ability replaces unstoppable strike.

Frightful Presence (Ex): A 19th-level samurais bravery, honor, and fighting prowess have become legendary. When the samurai draws his blade, opponents within 30
feet must succeed on a Will save (DC 10 + half of the fighters level + his Charisma modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit Dice) or
shaken for 4d6 rounds (if they have from 5 to 19 Hit Dice). Creatures with 20 or more Hit Dice are not affected. Any foe that successfully resists the effect cannot be
affected again by the same samurais frightful presence for 24 hours.

This ability replaces doublestrike.

Soldier
SOLDIERs are experimented warriors developed by the Shinra Corporation. They are infused with Mako energy to become stronger and tougher, but are slightly
weakened in other aspects by the Mako poisoning.

The soldier is an archetype of the fighter class.

Weapon and Armor Proficiency: A soldier is proficient with all simple weapons and a weapon used with his chosen weapon class feature. Soldiers are also proficient
all armor except heavy and shields.

Limit Break (Su): At 1st level, the soldier receives the Limit Break (Blade Beam).

Blade Beam (Su): This Limit Break allows the soldier to make waves of powerful energy burst forth out of his weapon and collide with an enemy up to 60
feet away that deals 2d6 points of non-elemental damage + an additional 2d6 per four fighter levels after 1st. which then explodes out in a cone for an additional 30 feet
for half damage. A Reflex save (DC 10 + half of the fighter's level + his Constitution modifier) halves this damage.

This limit break replaces one of the fighters limit breaks.

Giant Weapon Wielder (Ex): At 1st level, a soldier can wield two-handed melee weapons intended for creatures one size category larger than himself, treating them as
two-handed weapons. He takes an additional 2 penalty on attack rolls when using an over-sized two-handed weapon.

This ability replaces a fighter talent gained at 2nd level.

Mako Infusion: Beginning of 4th level and every other level thereafter, the soldier receives an infusion of mako energy. The soldier receives a +2 inherent bonus
permanently to either Strength, Dexterity, or Constitution but receives a -1 penalty in either Intelligence, Wisdom, or Charisma due to Mako poisoning. A soldier cannot
decrease a stat below a 3.

This ability may replace a fighter talent, if chosen by the soldier.

Incredible Heft (Ex): At 5th level, a soldier becomes more skilled at wielding weapons intended for creatures one size category larger than himself. The penalty on
attack rolls for using such weapons is reduced by 1, including when using over-sized two-handed weapons.

At 8th level and every 3 levels thereafter, this penalty is reduced by another 1 (minimum 0).

This ability replaces reliable strike.

Unstoppable Momentum (Ex): At 9th level, a soldier gains a +1 bonus on combat maneuver checks and to CMD while wielding a weapon sized for a creature of a
larger size category.

At 12th level and every 3 levels thereafter, this bonus increases by 1. When wielding over-sized weapons, the soldier can attempt to bull rush, drag, overrun, reposition,
and trip creatures up to two sizes categories larger than himself.

This ability replaces rapid attack.

Mako Perfection (Su): At 10th level, a soldier can use the mako energy inside him to great effect. The soldier is affected by spells of Haste, Protect III, and Shell III
for 1 round per two fighter levels. He can use this ability a number of times per day equal to 3 + his Constitution modifier as a swift action. When the effects end, the
soldier becomes fatigued (or exhausted if the soldier is already fatigued).

This ability replaces war cry.

Soldier Techs: The soldier employs abilities using their mako power, often dealing high damage and weakening enemies. Starting at 11th level and every other level
thereafter, the soldier gains a new soldier tech ability at the indicated level. The soldier may use any of the currently available soldier techs up to 3 + Constitution
modifier times per day.

Braver (Su): At 11th level, the soldier can make a running leap and slam his weapon down on the opponent. The soldier charges at an opponent and makes a
single attack at his highest base attack bonus. If it hits, this attack deals an additional 1d6 points of damage per two fighter levels. In addition, the target must make a
Reflex save (DC 10 + half of the fighters level + his Constitution modifier), or is knocked prone.

This ability replaces retaliation.

Cross Slash (Su): At 13th level, the soldier uses this powerful skill to utilize two mako-infused sword slashes, and adds incredible force to immobilize and
crush the target from both sides. The soldier makes two attacks at +2 to attack rolls, each adding +2d6 points of damage. If both attacks connect, the target must make a
Fortitude save (DC 10 + half of the fighters level + his Constitution modifier), or be immobilized for 1 round per fighter level.

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This ability replaces piledriver.

Climhazzard (Su): At 15th level, the soldier infuses his weapon with energy, and then swings it towards the enemy, creating a large explosion of power in a
20-foot radius. Creatures in the area of effect takes 1d6 points of non-elemental damage plus an additional 1d6 per two fighter levels unless they make a Reflex save
(DC 10 + half of the fighters level + his Constitution modifier) for half damage. This ability has a range of 100 feet.

This ability replaces unstoppable strike.

Finishing Touch (Su): At 17th level, the soldier spins in a circle, slashing with a held weapon, and creates a cutting whirlwind all around their body in a 30-
ft.-radius burst. Creatures in the area of effect take 1d10 points of wind damage plus an additional 1d10 per two fighter levels unless they make a Reflex save (DC 10 +
half of the fighters level + his Constitution modifier) for half damage.

This ability replaces devastating blow.

Meteorain (Su): At 19th level, the soldier calls on deep reserves of inner Mako energy, conjuring up four 10-ft.-radius flaming spheres and launches them
down towards the ground, resembling a meteor shower. The soldier directs each of the spheres within 30 feet of each other. Those within the area of effect take 5d6
points of damage (half in fire damage, the other half in earth damage), a Reflex save (DC 10 + half of the fighters level + his Constitution modifier) for half damage.
Creatures hit with multiple meteors must make multiple Reflex saves. This ability has a range of 100 feet.

This ability replaces doublestrike.

Squire
Fighters had to start their humble beginnings somewhere, as a squire. Some take it as a full-fledged duty.

The squire is an archetype of the fighter class.

Stamina Pool (Ex): At 2nd level, the squire gains a reservoir of stamina that he can draw upon to fuel his talents that he gains below. This stamina pool has a number
of points equal to 5 x his Constitution modifier and this pool increases by 5 + his Constitution modifier per level. The pool refreshes once per day when the squire rests
for a full 8 hours. Sustained modes take up a static amount of stamina points from the squires maximum stamina pool and most sustained modes stack.

Talent Trees: The squire gets access to two talent trees from the sword saint class of his choosing and the guts talent tree from below. At 2nd level and every two levels
thereafter, the squire may choose to learn one talent or a fighter talent taken from the fighters talent list.

Guts Specialization Talent Tree

Stone Throw: At the cost of 5 stamina points, as a standard action, the squire can take a small stone from nearby or in his pouch and throw it at an enemy
within 30 feet as a ranged attack. If successful, the squire deals 1d4 points of bludgeoning damage + his Strength modifier. The enemy must make a Will
save (DC 10 + half of the fighters level + his Strength modifier) or be dazed until the end of the squires next turn.
Strong Arm: Stone throw now deals 1d6 points of bludgeoning damage + his Strength modifier. Prerequisite: Stone Throw.
Bashing Throw: When using stone throw, the squire can take a -2 penalty to Attack rolls to aim for the head. If successful, it also inflicts the Confuse status
for 1 round if they fail the save. Prerequisite: Stone Throw.
Accumulate: As a swift action, the squire can activate this talent as a sustained mode. For every round in combat, the squire gains a +1 bonus on melee
damage rolls to the maximum of +2 per fighter level. This mode uses up 15 stamina points of the squires maximum stamina pool.
Focus: At the cost of 10 stamina points as a move action, the squire gains a +2 morale bonus to Strength for every four fighter levels after 2nd. This ability
lasts for a number of rounds equal to the squires Constitution modifier.
Tackle: At the cost of 10 stamina points as a standard action, the squire can slam an enemy adjacent to him by making a melee attack against the targets
CMD. If successful, the target is knocked prone. This ability doesnt affect creatures of a size category larger than the squire.
Counter Tackle: Once per round, as an immediate action, if an opponent attacks the squire in melee combat, he can activate Tackle as an attack of
opportunity. He still must spend the stamina points to activate. Prerequisite: Tackle.
Tailwind: At a cost of 5 stamina points, as a swift action, the squire can boost an allys movement speed by 30 feet for 1 round.
Cheer: At the cost of 5 stamina points, as a move action, the squire can let out a cheer to rally his allies, granting the squires allies within a 30-ft.-radius, a
+1 morale bonus to Attack rolls and an additional +1 bonus for every four fighter levels after 2nd. If the squire is in the Accumulate sustained mode, he also
grants his allies the effects of that mode. Cheer lasts for a number of rounds equal to the squires Charisma modifier.
Shout: Increasing the cost to 20 stamina points, when the squire uses Cheer, it now grants its bonus to his allies caster levels to spells. In addition, Cheer
also grants Fast Healing 2 and the effects of Tailwind to all allies within the area of effect. Prerequisites: Tailwind, Cheer.

Viking
The sagas of the northern people are filled with stories of mighty warriors sailing south to raid the peoples of warmer climes and returning with longships filled with
plunder. The northerners call these warriors vikings, and their deeds are sung in the longhouses during the long winter nights. A viking strikes fear into the heart of her
foes, and in battle can fly into a terrible rage. Many vikings wear the pelts of bears or wolves, drawing on the strength and ferocity of these beasts in battle. Vikings do
not wear heavy armor, but are skilled at fighting with an ax or spear in conjunction with a shield.

The viking is an archetype of the fighter class.

Weapon Proficiency: A viking is not proficient with heavy armor.

Fearsome (Ex): At 2nd level, a viking can make an Intimidate check to demoralize an opponent as a move action. At 10th level, she can do so as a swift action. At 18th
level, she can demoralize a foe as a free action once per round.

This ability replaces a fighter talent gained at 2nd level.

Shield Defense (Ex): Starting at 3rd level, a viking learns the art of fighting with a shield. Whenever she is wearing medium, light, or no armor and wielding a shield,
the vikings shield bonus to AC increases by 1. Every 4 levels thereafter (7th, 11th, and 15th), this bonus increases by 1.

This ability replaces overhand chop.

Berserker (Ex): At 4th level, a viking gains the bestial rage ability as the beastmaster class feature, but her beastmaster level is considered to be her fighter level 3.

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This ability replaces reliable strike.

Rage Powers (Ex): Starting at 6th level, whenever a viking gains a fighter talent or advanced talent, she can instead choose to gain a single rage power, as the
beastmaster class feature, in place of the bonus feat. Once selected, these rage powers cannot be changed.

Warrior
To hear most warriors talk, battles are won by heart and grit, by sharp iron and mighty hews. Yet the warrior knows that the key to victory is the mind behind the
mettle, the training that guides the blade, and the knowledge of when and where to strike.

The warrior is an archetype of the fighter class.

Class Skills: A warrior gains Perception to his list of class skills. This replaces Handle Animal as a class skill.

Know Your Enemy (Ex): Beginning of 2nd level, by taking the time to study his foes, the warrior gains insight into their weaknesses. As a move action, he may study
a foe he can see and make a Perception check (DC 10 + the targets HD). Success grants him a +1 insight bonus against his enemy. This insight bonus may be applied
to one of the following stances, chosen when the check is made:

Martial stance: Attack and damage rolls against the target. At 10th level, the warrior is treated as having the Critical Focus feat for the purpose of attacks
against the studied foe.
Defensive stance: Armor Class and saving throws against the targets attacks. At 10th level, the warrior is treated as having the Mobility feat when
provoking attacks of opportunity from the studied foe.
Tactical stance: CMB and CMD when initiating or defending against bull rush, disarm, grapple, overrun, and trip combat maneuvers. At 10th level, the
warrior no longer provokes attacks of opportunity from a studied foe when attempting to bull rush, disarm, grapple, overrun, or trip that target. This does not
affect attacks of opportunity made by any creature other than the studied foe.

A warrior may change his stance as a move action. The bonus lasts for 1 minute per fighter level or until the warrior uses this ability on another target. The bonus
increases by +1 at 6th level and every four levels thereafter. At 10th level, the warrior can use this ability as a swift action rather than a move action.

This ability replaces a fighter talent gained at 2nd, 6th, 10th, 14th, and 18th level.

Martial Flexibility (Ex): At 5th level, the warrior can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The
warrior must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 3 + half his fighter level.

The warrior can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use
limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats
through this ability, the warrior can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently
fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

At 8th level, a warrior can use this ability to gain the benefit of two combat feats at the same time. He can select one feat as a swift action or two feats as a move action.
At 11th level, a warrior can use this ability to gain the benefit of three combat feats at the same time. He can select one feat as a free action, two feats as a swift action,
or three feats as a move action. At 14th level, a warrior can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift
action. At 17th level, a warrior can use this ability to gain the benefit of any number of combat feats as a swift action.

This ability replaces reliable strike.

Leaping Attack (Ex): At 7th level, when a warrior moves at least 5 feet prior to attacking, he gains a +1 bonus on attack and damage rolls. This bonus increases by +1
for every four levels beyond 7th.

This ability replaces backswing.

Telling Blow (Ex): At 9th level, a warrior can aim his blows at the weakest point in a studied foes defense, ignoring up to 3 points of damage reduction. This does not
apply to damage reduction without a type (such as DR 10/). This ability cannot be used against creatures that are immune to critical hits or otherwise lack discernible
weak points. This ability stacks with the Penetrating Strike feat.

This ability replaces rapid attack.

Deadly Critical (Ex): At 13th level, when a warrior confirms a critical hit with his chosen weapon, he can increase the weapons damage multiplier by +1 as an
immediate action. He can use this ability once per day at 13th level, plus one additional time per day for every three levels above 13th.

This ability replaces piledriver.

Whirlwind Blitz (Ex): At 20th level, a warrior can make a full-attack action as a standard action. He may also use the Whirlwind Attack feat as a standard action.

This ability replaces weapon mastery.

Gambler
Card Shark
Trouble always finds a card shark, whether he is a con artist or an honest gambler. Quick with his throwing cards and no stranger to barroom brawls, he can hold his
own when spells and weapons start flying.

The card shark is an archetype of the gambler class.

Limit Break (Su): At 1st level, the card shark receives the Limit Break (Is This Your Card?).

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Is This Your Card? (Su): This Limit Break allows the card shark to magically pull out a card at random (the player rolls a 4d4 or uses an actual card deck,
consulting the table below, and the enemy takes damage equal to the face value of the card), displaying it at a foe within 30 feet, who must make a Will save (DC 10 +
half of the gambler's level + his Charisma modifier) or be stunned for 1 round + 1 round per four gambler levels after 1st. If the enemy makes the save, he is shaken,
instead, for the same number of rounds. Damage from the face value increases by +2d6 per four gambler levels after 1st.

Card Face
Die Roll
Type Value
4 Ace 1
5 Two 2
6 Three 3
7 Four 4
8 Five 5
9 Six 6
10 Seven 7
11 Eight 8
12 Nine 9
13 Ten 10
14 Jack 11
15 Queen 12
16 King 13

This ability replaces the Limit Break (Slot Machine).

Kinetic Card (Su): Starting at 1st level, the card shark can imbue his throwing cards with kinetic energy, exploding when it hits a solid object. Whenever the card
shark throws a kinetic card at a target and hits, the card explodes, dealing 1d6 points of non-elemental damage in a 5-ft.-radius. Adjacent creatures to the target can
make a Reflex save (DC 10 + half of the gamblers level + his Charisma modifier) to take half damage. At 4th level and every three levels thereafter, the damage
increases by 1d6.

This ability replaces gil toss.

Throwing Card Specialist (Ex): At 1st level, a card shark gains Quick Draw as a bonus feat. In addition, a card shark doesnt provoke attacks of opportunity when
drawing or attacking an adjacent opponent that is denied its Dexterity bonus to AC.

This ability replaces beginners luck.

Feinting Throw (Ex): At 6th level, when a card shark makes a ranged attack against an adjacent opponent with a throwing card and hits, that opponent is denied its
Dexterity bonus to AC against the next ranged attack that the card shark makes against it before the end of his next turn. At 10th level and every four levels thereafter,
the card shark increases the number of his ranged attacks that benefit from this ability by one (to a total maximum of four ranged attacks).

This ability replaces lucky streak.

Card Trick (Ex): At 5th level, the card sharks proficiency in card throwing has made him unnaturally lucky and precise. His card throwing attacks score a critical hit
on a roll of 19 or 20. Additionally, whenever a creature rolls a 1 on a save against his kinetic card ability, it deals maximum damage.

This ability replaces breaking even.

Uncanny Precision (Ex): Starting at 10th level, the card sharks card throwing attacks score a critical hit on a roll of 18-20. Additionally, whenever a creature rolls a 1
or 2 on a save against his kinetic card ability, it deals maximum damage.

This ability replaces opportunist.

Re-Draw (Ex): At 11th level, whenever the card shark misses with a ranged attack against a target within 30 feet, he can spend an immediate action to reroll the attack
with a -5 penalty. He can use this ability a number of times per day equal to 3 + his Charisma modifier.

This ability replaces stalwart.

Geomancer
Feral Child
Some youths, abandoned in the wilderness and then raised by animals, are so connected with their adoptive home and family that they become feral. Suspicious of
civilized society, these foundlings often choose allegiance to the wild over their human forebears.

The feral child is an archetype of the geomancer class, available only to hume geomancers.

Class Skills: A feral child adds Acrobatics to her list of class skills and removes Fly and Profession from her list of class skills.

Weapon and Armor Proficiencies: A feral child loses proficiency with the scimitar, scythe, and sickle and with shields.

Illiteracy: At 1st level, a feral child is unable to read and write, though she may learn by taking 1 rank of Linguistics.

Improved Unarmed Strike: At 1st level, a feral child gains Improved Unarmed Strike as a bonus feat.

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Beast Family (Ex): At 1st level, a feral child may choose one specific type of animal as the type that raised her. She gains a +2 circumstance bonus on Handle Animal
checks with animals of that type, and she can communicate with them.

Animal Companion (Ex): At 1st level, a feral child gains an animal companion like a beastmaster, using the geomancers level as her effective beastmaster level. The
animal companion does not gain the shared rage special ability.

This ability replaces geomancy.

Native Cunning (Ex): At 5th level, a feral child gains trap sense as a thief of equal level, and in her favored terrain, she immediately receives a Perception check to
notice traps within 10 feet, as the trap spotter thief talent.

In addition, at 5th level and every three levels thereafter, she may choose one combat maneuver, and gains a bonus equal to her trap sense bonus to her CMD against
that maneuver.

This ability replaces endure elements.

Native Fortitude (Ex): At 7th level, a feral child gains a +1 bonus on saving throws against disease, exhaustion, fatigue, fear, and poison. When she is in her favored
terrain, she instead applies her favored terrain bonus on such saving throws. She also recovers from ability damage, exhaustion, and fatigue at twice the normal rate.

This ability replaces the geomancers 2nd favored terrain gained at 7th level.

Native Call (Su): At 9th level, when in her favored terrain, for any summon nature's ally spells a feral child uses to summon animals that are native to that terrain, she
treats the duration of the spell as if she were 2 levels higher.

At 17th level, when the feral child uses summon nature's ally spells to summon such animals, those animals gain a +2 bonus to both their Strength and Constitution
ability scores. This stacks with the effects of the Augment Summoning feat.

This ability replaces the earth speaks and the echoes dance.

Skyseer
Some geomancers develop ties not to a particular landscape, but instead to the endless blue expanse of the skies. Such are the skyseers, who are more at home soaring
through air than standing on the ground.

The skyseer is an archetype of the geomancer class, available only to aegyl geomancers.

Bird Companion (Ex): At 1st level, a skyseer gains a hawk animal companion or similar flying creature like a beastmaster, using the geomancers level as her effective
beastmaster level. The animal companion does not gain the shared rage special ability.

This ability replaces geomancy.

Resist Storm (Ex): At 4th level, a skyseer gains a +4 bonus on saving throws against spells with the wind or lightning descriptors and against effects that control or
modify the weather (such as sleet storm).

This ability replaces movement powers.

Soaring Form (Ex): At 9th level, a skyseer is no longer affected by altitude sickness or natural or magical wind.

This ability replaces the earth speaks.

Mastery of the Skies (Ex): At 19th level, a skyseers Fly Speed increases by double and her maneuverability increases by one category, as long as she does not carry
more than a Medium load, is not wearing plate armor, and is not fatigued or exhausted. If a skyseer carries a heavy load or wear plate armor, her flight speed drops by
half and her maneuverability drops by one category.

This ability replaces geostep.

Holy Knight
Archon
It takes incredible focus to wield magic, but even greater will to withstand it. The archon originated with the establishment of the order, and their mandate remains the
restriction and containment of mages. But the abilities archons command are not divine; they are the product of intense training and rigorous devotions. These are
achievable by any holy knight, although the discipline required may seem just as much a calling. Archons don't just endure magic, they deny it, and deny others the use
of it. At the height of ability, an archon simply shrugs off most harmful effects, and can completely suppress a mage's ability to cast. They are holy knights of singular
focus, and none can match their dedication or effectiveness at taming those who would abuse the magical energies.

The archon is an archetype of the holy knight class.

Stamina Pool (Ex): At 3rd level, the archon gains a reservoir of stamina that he can draw upon to fuel his talents that he gains below. This stamina pool has a number
of points equal to 5 x his Constitution modifier and this pool increases by 5 + his Constitution modifier per level. The pool refreshes once per day when the archon rests
for a full 8 hours. Sustained modes take up a static amount of stamina points from the archons maximum stamina pool and most sustained modes stack.

Talent Trees: The archon gets access to two talent trees from the sword saint class of his choosing and the archon talent tree from below. At 3rd level and every two
levels thereafter, the archon chooses to learn one talent from the talent tree below or from the two other talent trees he has chosen.

Archon Specialization Talent Tree

Cleanse: At a cost of 15 stamina points, as a standard action, the archon purges the area of hostile magic, removing hostile magical effects from the party
and disabling sustained magical abilities from enemies across an area of the battlefield. The archon makes a 1d20 + character level roll against a DC of 10 +

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the spellcasters character level for each hostile spell effect and magical sustained modes within a 15-ft.-radius of the archon. For each successful roll, each
hostile spell effect and magical sustained mode are dispelled.
Cleansing Wave: Cleanse now purges a larger area of effect, increasing the radius by another 15 feet. Prerequisite: Cleanse.
Lasting Cleanse: Cleanse also has a chance to block enemies from using spells or talents for a short time. Enemies within the area of effect must make a
Will save (DC 10 + half of the holy knights level + his Charisma modifier) or be unable to cast any spells or use any talents for the round. Prerequisite:
Cleanse.
Silence: At a cost of 10 stamina points, as a standard action, the archon surrounds a foe within 30 ft. in negative energy, preventing the enemy from
activating abilities for a short time. Enemy targeted with this talent must make a Will save (DC 10 + half of the holy knights level + his Charisma modifier)
or be unable to cast any spells or use any talents for a number of rounds equal to the archons Charisma modifier.
Lingering Silence: Silence now lasts longer, lasting a number of rounds equal to double his Charisma modifier. Prerequisite: Silence.
Holy Smite: At a cost of 10 stamina points, as a standard action, the archon strikes out with condemning fire, inflicting holy damage on nearby enemies
within a 15-ft.-radius. Enemies within the area of effect take 1d6 points of holy damage per two archon levels, a Reflex save (DC 10 + half of the holy
knights level + his Charisma modifier) for half damage.
Righteous Smite: Holy Smite becomes more effective against spellcasters, dealing double damage. Prerequisite: Holy Smite.
Staggering Smite: Holy Smite now has a chance to stun foes. If enemies fail the initial Reflex save, they must make a Fortitude save (DC 10 + half of the
holy knights level + his Charisma modifier) or be stunned for the round. Prerequisite: Holy Smite.
Righteous Strike: As a swift action, the archon may activate this talent as a sustained mode. The archon's weapon is instilled with righteous energy. Each
strike has a chance to prevent the enemy from activating abilities for a short time. Creatures affected by the archons attacks must make a Will save (DC 10
+ half of the holy knights level + his Charisma modifier) or be unable to cast any spells or use any talents for the round. This mode uses up 20 stamina
points of the archon's maximum stamina pool. Prerequisite: Silence, Holy Smite.
Annulment: The magic infusing the archon's blood protects the archon from the influence of spells. The archon gains a spell resistance to all forms of
hostile magic equal to 10 + 1 per holy knight level. Prerequisite: Cleanse, Silence, Righteous Strike.

These abilities replace all blessings and nimbus of light abilities.

Ark Knight
Its often thought that all of those touched in divine power are ignorant of the world they inhabit; heads too far in the clouds (or in dark places) to pay heed of mortal
affairs. Alas, this is often more the case than many may realize, yet not all such beings are quite as distant to the world. There are those that lead lives of epic struggle
of Good and Evil with earthlier grace and wisdom, and are perhaps more dangerous because of it. These more level-headed knights are known as Ark Knights, and
while they are less mystical than their fellows, they make up for the loss of divine power with greater worldly know-how.

The ark knight is an archetype of the dark knight or holy knight class.

Worldly Knowledge: With less empowerment from divine sources, the ark knight must make his own way through the world by his own merit and ability. At 1st level
and every level thereafter, he gains 2 extra skill points that can only be spent on Wisdom- or Intelligence- based skills and all Intelligence-based skill are now
considered Class Skills for you.

This ability replaces harm touch or lay on hands (as appropriate).

From the Earth: Often overlooked are those whose talents lack the flash and flare of the more supernatural bent, yet these skill-sets have nonetheless gave rise to the
foundation of legends and empires, something an ark knight understands better than most. At 3rd level and every 3 levels thereafter, he may gain a Fighter Talent or
Thief Talent, treating his effective level in both classes for the purpose of talents as your class level 2.

This ability replaces defile or blessing (as appropriate).

Boring Yet Practical: While the flash and flare may inspire or terrify the common man, the stronger foes will nary be impressed; at times like these it pays to have a
solid foundation. An ark knight at 3rd, 9th, 12th and 15th level may select any Combat feat that they meet the prerequisite for.

This ability replaces shared offense or shared defense (as appropriate).

Silence and the Fury: Just as the knights of darkness and light stand opposed to one another so two are those that are fueled by passion and serenity. Those of passion
work themselves into a unstoppable fury becoming whirlwinds of action and energy. Those of serenity center themselves into an unmovable pillar that weathers all
storms with cool efficiency. The unstoppable force and the unmovable object, few battles are as epic as such. At 9th level, an ark knight may select either the ability to
Rage or to enter the Defensive Stance like a Beastmaster or Knight equal to half his class level (rounded up). Once chosen, it cannot be latter changed.

At 11th level and every two levels thereafter, he may replace an Aura ability instead with a Rage Power or Knight Talent (whichever was chosen) in its place. This is an
optional choice.

This ability replaces last resort or holy shield (as appropriate) and may replace any-and-or all auras.

Heaven Knight
Valor, justice, and honor are the heaven knights lifeblood, and he would sooner cut out his own heart than betray his comrades or his faith.

The heaven knight is an archetype of the holy knight class.

Devout Worshiper: A heaven knight must follow a good god or goddess who stresses valor, loyalty or bravery.

Sacred Weapon (Su): At 1st level, weapons wielded by a heaven knight are charged with the power of his faith. The heaven knight can designate any weapon that he is
proficient in as a sacred weapon. Whenever the heaven knight hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The
damage for the different sizes are listed on the table below. The heaven knight can decide to use the weapon's base damage instead of the sacred weapon damagethis
must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage
does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage.

At 4th level, the heaven knight gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1
enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the heaven knight has more than one sacred
weapon, he can enhance another on the following round by using another swift action. The heaven knight can use this ability a number of rounds per day equal to his
holy knight level, but these rounds need not be consecutive.

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These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The heaven knight can enhance a weapon with any of the following
weapon special abilities: axiomatic, brilliant energy, defending, disruption, flaming, frost, ghost touch, holy, keen, merciful, and shock. Adding any of these special
abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus
before any other special abilities can be added.

If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability
is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if
the weapon otherwise leaves the heaven knight's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the heaven
knight's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the heaven knight uses this ability on a double
weapon, the effects apply to only one end of the weapon.

Damage Damage Damage


Level
(Small) (Medium) (Large)

1st-4th 1d4 1d6 1d8

5th-9th 1d6 1d8 2d6

10th-14th 1d8 1d10 2d8

15th-19th 1d10 2d6 3d6

20th 2d6 2d8 3d8

This ability replaces smite evil.

Smite Evil (Su): At 5th level, a heaven knight can call out to the powers of good to aid him in his struggle against evil. As a swift action, the heaven knight chooses one
target within sight to smite. If this target is evil, the heaven knight adds his Charisma bonus (if any) to his attack rolls and adds his holy knight level to all damage rolls
made against the target of his smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on
the first successful attack increases to 2 points of damage per level the heaven knight possesses. Regardless of the target, smite evil attacks automatically bypass any DR
the creature might possess.

In addition, while smite evil is in effect, the heaven knight gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target
of the smite. If the heaven knight targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the heaven knight rests and regains his uses of this ability. The heaven knight can use
this ability once per day, plus one additional time per day for every five holy knight levels beyond 5th (to a maximum of four times per day at 20th level).

This ability replaces holy sword techs.

Prayer (Su): At 6th level, by spending 1-minute praying, a heaven knight can spend one use of lay on hands to give a living creature temporary hit points equal to the
amount that ability normally heals. These temporary hit points last for no more than 1 hour.

This ability replaces a blessing gained at 6th level.

Sacred Armor (Su): At 9th level, the heaven knight gains the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1
enhancement bonus. For every two levels beyond 9th, this bonus increases by 1 (to a maximum of +5 at 17th level). The heaven knight can use this ability a number of
minutes per day equal to his heaven knight level. This duration must be used in 1-minute increments, but they don't need to be consecutive.

These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The heaven knight can enhance armor any of the following armor special
abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of
these special abilities replaces an amount of bonus equal to the special ability's base cost. For this purpose, glamered counts as a +1 bonus, energy resistance counts as
+2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1
enhancement bonus before any other special abilities can be added.

The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses
apply only while the heaven knight is wearing the armor, and end immediately if the armor is removed or leaves the heaven knight's possession. This ability can be
ended as a free action at the start of the heaven knight's turn. This ability cannot be applied to a shield.

When the heaven knight uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his lay on hands.

This ability replaces holy shield.

Worthy Enemy (Su): At 14th level, when a heaven knight critically hits an enemy with a smite evil, the target must make a Will saving throw (DC 10 + half of the
holy knights level + his Charisma modifier) or be compelled to surrender to the heaven knight to lay down arms and give up the fight. An enemy that succumbs to this
ability remains docile until it is injured by the heaven knight or one of his obvious allies, at which point the compulsion to surrender immediately ends and the enemy is
free to make his own choices again. If the enemy makes the save, it is not subject to this ability for 24 hours. Worthy enemy is a mind-affecting effect.

This ability replaces shining light.

Aspect of War (Su): At 20th level, the heaven knight can channel an aspect of war, growing in power and martial ability. Once per day, as a swift action, a heaven
knight gains DR 10/ and can move at his full speed regardless of the armor he is wearing or his encumbrance. In addition, sacred weapon and sacred armor can be
activated as a free action. This ability lasts for 1 minute.

This ability replaces holy champion.

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Holy Swordsman
A peerless warrior who commands an entire knightly order. It is said that none can match his swordplay. These knights exchange spells for advanced holy sword
techniques.

The holy swordsman is an archetype of the holy knight class.

Holy Sword Techs: The holy swordsman employs abilities of holy power, often dealing high damage and weakening enemies. Starting at 1st level and every four
levels thereafter, the holy swordsman gains a new holy sword tech ability. The holy swordsman may use any of the currently available holy sword techs a number of
times per day equal to half his holy knight level plus his Charisma modifier.

Cleansing Strike (Su): Using this ability causes a deep, unseen wound to appear in holy knights opponent, dealing 1d6 points of holy damage plus an
additional 1d6 per two holy knight levels. The target also takes 1d6 points of holy damage + 1/2 the holy knights level each round, for a duration of 1 round per holy
knight level thereafter. A Fortitude save (DC 10 + half of the holy knights level + his Charisma modifier) for half damage and negates the additional damage per round.
This ability has a range of 30 feet.

Hallowed Bolt (Su): Using this ability calls holy bolts of lightning down upon the holy knights target, dealing 1d8 points of holy and lightning damage (half
and half) plus an additional 1d8 per two holy knight levels. The target hit by this ability is also affected by Dispel that functions like the spell using the holy
swordsmans level as the caster level. A Fortitude save (DC 10 + half of the holy knights level + his Charisma modifier) for half damage and negates the Dispel effect.
This ability has a range of 30 feet.

Holy Explosion (Su): Using this ability causes an explosion of holy energy to erupt from the ground in a 20-foot radius, damaging all in the area of effect for
1d10 points of holy damage, plus an additional 1d10 per two holy knights level unless they make a Reflex save (DC 10 + half of the holy knights level + his Charisma
modifier) for half damage. This ability has a range of 100 feet.

Holy Ruination (Su): Using this ability causes a blast of holy energies hurtling at a string of opponents. This attack deals 1d10 points of holy damage to any
living creature, friend or foe, caught in the 60-foot-line area of effect, plus an additional 1d10 per two holy knight levels. A Reflex save (DC 10 + half of the holy
knights level + his Charisma modifier) for half damage.

Judgment Blade (Su): Using this ability summons holy shards of ice to fall onto the holy knights opponent. This attack deals 1d8 points of holy damage plus
an additional 1d8 per two holy knight levels and inflicts the Daze status for 1 round per level unless the creature makes a Fortitude (DC 10 + half of the holy knights
level + his Charisma modifier) for half damage and status effect negation. This ability has range of 30 feet.

Lightning Stab (Su): Using this ability causes a bolt of holy lightning to pierce through the holy knights opponent. This attack deals 1d8 points of holy and
lightning (half and half) damage, plus an additional 1d8 per two holy knight levels and inflicts the Blind status for 1 round per level unless the creature makes a
Fortitude save (DC 10 + half of the holy knights level + his Charisma modifier) for half damage and status effect negation. This ability has a range of 30 feet.

Northswain's Strike (Su): Using this ability causes a shock to the target so powerful, they might instantly incapacitate themselves. This attack deals 1d6
points of holy damage plus an additional 1d6 per three holy knight levels. The target must make a Will Save (DC 10 + half of the holy knights level + his Charisma
modifier) or fall to 0 hit points. This attack can only be used against targets of evil alignment. This attack can only be used against targets within melee range.

These abilities replace the spellcasting gained at 4th level and the holy sword techs normally gained 5th level.

Holy Pool (Su): At 3rd level, the holy swordsman gains a reservoir of holy energy that he can draw upon to fuel his powers and enhance his weapon. This holy pool has
a number of points equal to half his holy knight level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the holy swordsman rests for a full 8
hours.

At 3rd level, a holy swordsman can expend 1 point from his holy pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For
every four levels beyond 3rd, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 19th level. These bonuses can be added to the weapon, stacking
with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 7th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst,
speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the propertys base price modifier. These properties are added to any the weapon already has, but
duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and
properties are decided when the holy pool point is spent and cannot be changed until the next time the holy swordsman uses this ability. These bonuses do not function
if the weapon is wielded by anyone other than the holy swordsman.

A holy swordsman can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

This ability replaces blessings.

Holy Sword Talent: As he gains levels, a holy swordsman learns special talents tailored to his specific way of blending martial puissance and holy power. Starting at
4th level, a holy swordsman gains one holy sword talent. He gains an additional holy sword talent for every four levels of holy knight attained after 4th level. Unless
specifically noted in a holy sword talents description, a holy swordsman cannot select a particular holy sword talent more than once.

Accurate Strike (Ex): The holy swordsman can expend 2 points from his holy pool as a swift action to resolve all of his melee weapon attacks until the end
of his turn as melee touch attacks. Prerequisite: Holy Knight 8

Bane Blade (Su): Whenever the holy swordsman enhances his weapon using his holy pool, he may spend 1 additional point from his holy pool to add the
bane special ability to the weapon. Prerequisite: Holy Knight 16

Devoted Blade (Su): Whenever the holy swordsman enhances his weapon using his holy pool, he may spend 1 additional point from his holy pool to add
either the axiomatic or holy special ability to the list of available options. Prerequisite: Holy Knight 12

Dispelling Strike (Su): The holy swordsman can spend 1 or more points from his holy pool as a swift action to imbue his weapon with a special power. If the
weapon strikes a creature within the next minute, that creature is the subject of a targeted dispel using the holy knights level as the caster level, except that this effect
cannot dispel a spell of a level higher than the number of holy pool points expended to activate this ability (treat higher-level spells as if they do not exist and apply the

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dispel attempt to the remaining spells with the highest caster level). Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful.
Prerequisite: Holy Knight 8

Disruptive (Ex): The holy swordsman gains Disruptive as a bonus feat.

Enduring Blade (Su): Whenever the holy swordsman enchants his weapon using his holy pool, he may spend 1 additional point from his holy pool to
increase the duration to 1 minute per holy knight level.

Ghost Blade (Su): Whenever the holy swordsman enchants his weapon using his holy pool, he may spend 1 additional point from his holy pool to add the
brilliant energy and ghost touch special abilities to the list of available options. Prerequisite: Holy Knight 8

Hasted Assault (Su): The holy swordsman can expend 1 point from his holy pool as a swift action to move more quickly. This functions as haste, but only
targets the holy swordsman and lasts for a number of rounds equal to the holy swordsmans Charisma bonus. Prerequisite: Holy Knight 8

Holy Accuracy (Su): The holy swordsman can expend 1 point from his holy pool as a swift action to grant himself an insight bonus equal to his Charisma
bonus on all attack rolls until the end of his turn.

Holy Edge (Su): The holy swordsman can expend 1 point from his holy pool as an immediate action after hitting a target with a slashing or piercing weapon
in order to deal an amount of bleed damage equal to his Charisma modifier (minimum 0). Prerequisite: Holy Knight 8

Holy Redoubt (Su): As a swift action, the holy swordsman can expend 1 point from his holy pool to treat his shield bonus to AC (including any enhancement
bonus) as a bonus to touch AC until the beginning of his next turn.

Holy Redoubt, Greater (Su): Whenever the holy swordsman uses his holy redoubt holy sword talent, he may spend an additional point from his holy pool in
order to apply his shield bonus to AC (including any enhancement bonus) as a bonus on Reflex saves until the beginning of his next turn. If he is targeted with an effect
requiring a Reflex save while using this power, he may spend 2 points from his holy pool as an immediate action to grant himself evasion, or 4 points to grant himself
improved evasion. Prerequisite: Holy Knight 12, holy redoubt holy sword talent

Lingering Pain (Su): The holy swordsman can expend 1 point from his holy pool as an immediate action after hitting a target with a weapon attack. All
damage from that attack is considered continuous damage for the purposes of any concentration checks made by the target prior to the beginning of the holy
swordsmans next turn.

Maneuver Mastery (Ex): The holy swordsman has mastered one combat maneuver. He selects one maneuver when selecting this arcana. Whenever he is
attempting the selected maneuver, he uses his holy swordsman level in place of his base attack bonus (in addition to any base attack bonus gained from other classes). A
holy swordsman can select this holy sword talent more than once. Its effects do not stack. Each time he selects this talent, he selects another combat maneuver.

Prescient Attack (Su): The holy swordsman can expend 1 point from his holy pool as an immediate action after hitting a target with a weapon attack,
allowing him to anticipate his opponents defenses. The target is denied its Dexterity bonus against the holy swordsmans attacks until the end of the holy swordsmans
next turn.

Prescient Defense (Su): The holy swordsman can expend 1 point from his holy pool as an immediate action after hitting a target with a weapon attack,
granting him a premonition of his enemys intentions. The holy swordsman gains a bonus to his AC and on Reflex saves equal to his Charisma modifier (minimum 0)
against attacks by that opponent until the beginning of his next turn. Prerequisite: Holy Knight 8

Spellbreaker (Ex): The holy swordsman gains Spellbreaker as a bonus feat. Prerequisite: Holy Knight 12

This ability replaces nimbus of light.

Paladin
Paladins are righteous guardians of the weak. Trained under the royal banner of Uldah, and known by some as the Sultansworn, these paladins use the divine light
inside them to protect their Oaths and their allies. Using their Divine arts to protect or heal their allies and using their Holy brand to vanquish their foes.

The paladin is an archetype of the holy knight class.

Oaths: The paladin swore an oath to guard and fight for the weak. At 1st level, once a day, he may choose to be under the effects of either Sword Oath, or Shield Oath
(see below). At 4th level and every three levels after he gains an extra use of his oaths. Once an oath is chosen, it cannot be changed unless he spends another use of his
oath. Using an oath is a swift action. He cannot be in both oaths at the same time. If he switches to one oath, the other oath immediately ends.

Sword Oath (Su): For the rest of the encounter, the paladin gains a +1 (plus an additional +1 for every three levels thereafter) insight bonus to attack rolls
and an insight bonus equal to half his holy knight level to damage to all creatures. He also ignores damage reduction equal to up to half his holy knight level
(rounded down). However, he receives a -2 penalty to his AC.
Shield Oath (Su): For the rest of the encounter, the paladin gains a +1 (plus an additional +1 for every three levels thereafter) deflection bonus to AC and an
insight bonus equal half of his holy knight level to attack rolls. He also gains damage reduction equal to half his holy knight level (rounded down). However,
he receives a -2 penalty on all damage rolls.

This ability replaces smite evil.

Divine Arts: Arts of divine light slumber within the paladin. He calls upon this divine power when his allies are in danger.

Sheltron (Su): At 4th level, as a standard action, the paladin conjures holy light around him, the next time he or an ally adjacent to him is under threat of a
physical attack, he may as an immediate action half all physical damage from the attack. This ability costs 1 MP per four holy knight levels.

Divine Veil (Su): At 8th level, as a standard action, the paladin conjures a light to coverall allies within a 30-ft.-radius. All allies (not including the paladin)
in the radius gain temporary HP equal to three times the paladins Charisma modifier and gains DR 5/- for a number of rounds equal to his Charisma modifier. This
ability costs 2 MP per four holy knight levels.

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Clemency (Su): At 12th level, as a standard action, the paladin may call upon his holy light to heal himself or an ally within 30 feet, healing 1d6 HP + 1d6
per two holy knight levels + his Charisma modifier. If the paladin heals an ally, he heals half the amount that was healed to the ally. This ability costs 2 MP per four
holy knight levels.

Cover (Su): At 16th level, as a swift action, the paladin chooses one ally within 30 feet to bind a tether of light that binds the paladin and the ally chosen. For
a number of rounds equal to the paladins Charisma modifier, all physical damage that would be dealt to the ally is instead dealt to the paladin. If the ally or the paladin
were to be further than 30 feet from each other, the effect ends immediately. This ability costs 7 MP.

Hallowed Ground (Su): At 20th level, as a standard action, the paladin may protect himself with a divine light that gives him DR 10/-, Fast Healing 10 and
gains an insight bonus equal to half his level to his CMD for a number of rounds equal to his Charisma modifier. This art costs 10 MP and may only be used once a day.

These abilities replace spell casting but not MP gained, and still gains bonus MP from a high Charisma.

Circle of Scorn (Su): At 5th level, the paladin plunges his weapon into the ground causing beams of piercing light to erupt around him in a 30-ft.-radius dealing 1d6
points of holy damage + an additional 1d6 per two holy knight levels to all enemies within. A successful Reflex save (DC 10 + half of the holy knights level + his
Charisma modifier) halves the damage. Evil creatures who fail the save take additional points of holy damage equal to the paladins Charisma modifier every round for
3 rounds after. This costs two of his Lay on Hands ability to use.

This ability replaces holy burst

Rage of Halone (Su): At 5th level, the paladin unleashes a wave of holy energy on his next first successful attack on an enemy dealing 1d6 points of holy damage + an
additional 1d6 per two holy knight levels to the enemy and all enemies in a 20-ft.-line. A successful Reflex save (DC 10 + half of the holy knights level + his Charisma
modifier) halves the damage. This ability requires a swift action to activate. He may use this ability a number of times per day equal to his Charisma modifier.

This ability replaces the holy sword tech gained at 5th level.

Royal Authority (Su): At 10th level, the paladins authority is known, any time he scores a critical hit on an enemy while under the effects of one of his oaths, the
enemy must make a Will save (DC 10 + half of the holy knights level + his Charisma modifier) or be compelled to surrender to the paladin, as if affected by a
suggestion spell (CL = the holy knights level) to lay down arms and give up the fight. An enemy that succumbs to this ability remains docile until it is injured by the
paladin or one of his obvious allies, at which point the compulsion to surrender immediately ends and the enemy is free to make his own choices again. If the enemy
makes the save, it is not subject to this ability for 24 hours.

This ability replaces the holy sword tech gained at 10th level.

Goring Blade (Su): At 15th level, as a standard action, the paladin can strike down an enemy with a melee attack of holy lightning, if successful, dealing an extra 1d6
damage (half holy, half lightning) to the enemy and an extra 1d6 damage per two holy knight levels. Enemy hit by goring blade take the paladins Charisma modifier in
damage the next round. A successful Fort save (DC 10 + half of the holy knights level + his Charisma modifier) halves the damage and negates the bonus damage from
Charisma. He may use this ability a number of times per day equal to his Charisma modifier.

This ability replaces the holy sword tech gained at 15th level.

Holy Brand (Su): At 20th level, as a standard action, the paladin can unleash a wave of holy energy upon all enemies within a 60-ft.-cone dealing 1d6 points of holy
damage per two holy knight levels. A successful Reflex save (DC 10 + half of the holy knights level + his Charisma modifier) halves the damage. The paladin also
gains a free trip combat maneuver against all enemies who fail the save. This ability can be used a number of times per day equal to his Charisma modifier.

This ability replaces the holy sword tech gained at 20th level.

Redeemer
As most qus are outcasts, a qu holy knight recognizes that often those who are monstrous are not necessarily evil and that sometimes even those who are evil became
that way because of circumstances and misfortune. Some qu holy knights take up these misunderstood creatures as their cause, standing up for the monstrous creatures
and, when possible, leading them to the light. These holy knights are called redeemers.

The redeemer is an archetype of the holy knight class, available only to qu holy knights.

Merciful Smite (Su): At 1st level, when a redeemer chooses to smite a creature, he can have all of his attacks against the target deal nonlethal damage. He does not
take the normal 4 attack roll penalty for using a lethal weapon to deal nonlethal damage. He cannot use this ability to deal nonlethal damage to outsiders with the evil
subtype, evil-aligned dragons, or undead creatures (these creatures take lethal damage from her smite).

This ability otherwise works like and replaces the standard holy knight's smite evil.

Monstrous Rapport (Ex): At 1st level, redeemers gain a +2 bonus on Diplomacy checks to influence creatures who are commonly considered monstrous. This
includes but is not limited to monstrous races such as goblins and orcs, monstrous humanoids, and other intelligent non-humanoid monsters.

This ability replaces sense evil.

Pact of Peace (Sp): At 8th level, a redeemer can force a defeated creature to accept a binding pact of peace as a condition of its surrender. The pact of peace places a
magical command on a creature to carry out a simple set of prohibitions to protect others. Examples include Leave this city and do not return or Do not attack
caravans. The prohibition must be against an area no larger than 300 square miles or one specific group of people (such as a tribe or citizens of a particular city). This
ability lasts 1 month per holy knight level. His caster level for this ability is equal to his holy knight level. The creature must have 7 or fewer HD and be able to
understand him. The creature under the pact of peace must follow the given instructions until it is completed, no matter how long it takes.

If the subject is prevented from obeying the pact of peace for 24 hours, it takes a -2 penalty to each of its ability scores. Each day, another -2 penalty accumulates, up to
a total of -8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the pact of
peace.

This ability replaces nimbus of light (health).

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Aura of Mercy (Su): At 11th level, a redeemer can expend two uses of her merciful smite ability to grant the merciful smite ability to all allies within 10 feet, using her
bonuses. Allies must use this merciful smite ability by the start of the holy knight's next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil
creatures gain no benefit from this ability.

This ability replaces aura of healing.

Code of Conduct: A redeemer may ally with an evil creature as long as she feels the creature is capable of redemption. A redeemer may accept henchmen, followers,
or cohorts who are not good provided they demonstrate they are willing to follow her and seek betterment under her tutelage.

Rune Knight
The holy knights trade in white magic and smiting evil for the ability to inscribe magical runes of ancient and mysterious power upon their weapons and armor and to
perform bard songs.

The rune knight is an archetype of the holy knight class.

Class Skills: The rune knight adds Perform (Sing) as a class skill. This replaces Handle Animal as a class skill.

Scribe Rune: Beginning at 4th level, a rune knight can inscribe magical runes to bless his weapon or armor. The rune knight may apply a 1st-level bard song to his
armor or weapon. The rune knight may apply any defensive songs upon his armor or any offensive songs upon his weapons. Any song that affects more than one target
only affects you. The level of the song the rune knight can scribe onto his weapon and armor increases at 8th level, and every four levels thereafter (to maximum of 4th
level songs).

The rune knight can only have one rune per song level active at a time.

Only a rune knight has the power to draw upon runes, so his weapons and armor are treated as non-magical equipment in the hands of others. Scribing runes requires a
full-round action. The runes last for 24 hours or until the rune knight uses Scribe Rune again.

This ability replaces smite evil and blessing.

Song Magic: The rune knight learns bard songs rather than holy knight spells.

This ability modifies and replaces the holy knight's spellcasting ability.

Rune Eruption: At 14th level, as a standard action, a rune knight can have his runes affect allies within a 20-ft.-radius burst for a duration of rounds equal to 3 + the
rune knights Charisma modifier. A rune knight can use this ability once per day at 14th level plus one additional time per day at 17th and 20th level.

This ability replaces shining light.

Stonelord
A stonelord is a devoted sentinel of dwarven enclaves, drawing the power of the earth and ancient stone to protect her people.

The stonelord is an archetype of the holy knight class, available only to dwarf holy knights.

Stonestrike (Su): Once per day per holy knight level, a stonelord can draw upon the power of the living rock. As a swift action, she treats her melee attacks until the
beginning of her next turn (whether armed or unarmed) as magical and adamantine, including ignoring hardness up to twice her holy knight level, with a +1 bonus on
attack and damage rolls, as well as on combat maneuver checks. This bonus also applies to her CMD if she or her target is touching the ground or a stone structure. This
bonus increases by +1 at 5th level and every 5 levels thereafter.

This ability replaces smite evil.

Heartstone (Ex): At 2nd level, a stonelord's flesh becomes progressively rockier. She gains a +1 natural armor bonus to AC and DR/adamantine equal to 1/2 her holy
knight level. The natural armor bonus increases by +1 at 6th level, and every four levels thereafter, to a maximum of +5 at 18th level. These benefits are halved when
not touching the ground or a stone structure.

This ability replaces holy grace.

Stoneblood (Ex): At 3rd level, a stonelord's vitals begin to calcify and her blood transforms into liquid stone. She adds her holy knight level on checks to stabilize at
negative hit points and gains a 25% chance to ignore a critical hit or precision damage. This does not stack with fortification armor or similar effects.

At 9th level, this chance increases to 50% and she becomes immune to petrification.

At 15th level, this chance increases to 75% and she becomes immune to bleed and blood drain effects.

This ability replaces divine health and her blessings gained at 3rd, 9th, and 15th level.

Defensive Stance (Ex): At 4th level, a stonelord gains the defensive stance ability, as a knight, and may select one knight talent at 8th level and every four levels
thereafter. Levels of knight stack with her holy knight levels when determining the total number of rounds that she can maintain her defensive stance per day. A
stonelord does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.

Earth Channel (Su): At 5th level, a stonelord gains Elemental Channel (earth) as a bonus feat, which she may activate by spending two uses of her lay on hands
ability, using her holy knight level as her effective white mage level.

This ability replaces holy burst.

Stone Servant (Su): At 5th level, a stonelord may call a Small earth elemental to her side, as a holy knight calls her mount. This earth elemental is Lawful Good in
alignment and possesses the celestial template, and it increases in size as the stonelord gains levels, becoming Medium at 8th level, Large at 11th level, Huge at 14th
level, Greater at 17th level, and Elder at 20th level.

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This ability replaces all of the holy sword tech abilities.

Stonebane (Su): At 11th level, when using stonestrike, a stonelord's attack gains the bane weapon special ability against creatures with the earth subtype and constructs
or objects made of earth or stone.

This ability replaces aura of healing.

Phase Strike (Su): At 12th level, a stonelord's stonestrike may pass through stone and metal as if they weren't there. By spending 2 uses of her stonestrike ability, she
may ignore any cover less than total cover provided by stone or metal, and she ignores any AC bonus from stone or metal armor or shields as if wielding a brilliant
energy weapon. A phase strike cannot damage constructs, objects, or creatures with the earth subtype, but unlike a brilliant energy weapon, it can harm undead.

This ability replaces her 12th-level blessing.

Mobile Defense (Ex): At 18th level, a stonelord can make one 5-foot step per round while maintaining her defensive stance.

This ability replaces her 18th-level blessing.

Stone Body (Ex): At 20th level, a stonelord's body transforms into living stone. She no longer needs to eat, drink, breathe, or sleep, and she becomes immune to earth
damage, paralysis, poison, and stunning. She is also no longer subject to critical hits or precision-based damage.

This ability replaces holy champion.

Temple Knight
Some holy knights feel the call of white magic more closely than others, focusing on reaching greater heights.

The temple knight is an archetype of the holy knight class.

Spells: Temple knights gain the ability to cast white magic spells at 1st level, instead of at 4th level of holy knight spells, as seen below. In addition, a temple knight
gains additional MP for having a high attribute (Wisdom).

Spell
Level MP
Level
1st 1 1st
2nd 2 1st
3rd 3 1st
4th 5 2nd
5th 8 2nd
6th 10 2nd
7th 13 3rd
8th 18 3rd
9th 22 3rd
10th 26 4th
11th 33 4th
12th 39 4th
13th 44 5th
14th 53 5th
15th 61 5th
16th 67 6th
17th 78 6th
18th 88 6th
19th 99 6th
20th 105 6th

This ability modifies and replaces the holy knight's spellcasting ability.

Faithful Steed (Sp): Upon reaching 5th level, the temple knight gains the ability to gain the service of a yellow chocobo to serve her in her crusade against evil. This
mount functions as a chocobo knight's animal companion, using the temple knight's level as her effective chocobo knight level.

Once per day, as a full-round action, a temple knight may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the
temple knight's level. The mount immediately appears adjacent to the temple knight. A temple knight can use this ability once per day at 5th level, and one additional
time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

At 10th level, a temple knight's mount becomes a white chocobo.

At 15th level, a temple knight's mount gains spell resistance equal to the holy knight's level + 11.

Should the temple knight's mount die, the temple knight may not summon another mount for 30 days or until she gains a holy knight level, whichever comes first.
During this 30-day period, the temple knight takes a 1 penalty on attack and weapon damage rolls.

This ability replaces the holy sword tech abilities.

Tranquil Guardian
A tranquil guardian is a missionary of peace and tranquility, a soothing voice of succor in a violent and dangerous world.

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The tranquil guardian is an archetype of the holy knight class, available only to ronso holy knights.

Touch of Serenity (Su): At 1st level, a tranquil guardian gains Touch of Serenity as a bonus feat, even if she does not meet the prerequisites. At 6th level, and every six
levels thereafter, the duration of a tranquil guardian's Touch of Serenity increases by 1 round. Each round on its turn, the target may attempt a new Will save to end the
effect. The duration does not stack; only the longest remaining duration applies.

This ability replaces smite evil.

Serene Strike (Su): At 3rd level, when a tranquil guardian confirms a critical hit, she may convert all damage from her attack to nonlethal damage, and when she does,
she can activate Touch of Serenity through her weapon or unarmed strike. Using serene strike is a free action.

This ability replaces shared defense.

Aura of Calm (Su): At 9th level, a tranquil guardian is immune to all spells and spell-like abilities with the emotion descriptor, as well as all fear effects. Each ally
within 10 feet of her gains a +4 morale bonus on saving throws against these effects. This ability functions only while the tranquil guardian is conscious, not if she is
unconscious or dead.

This ability replaces holy shield.

Waves of Peace (Su): At 11th level, a tranquil guardian may expend 2 uses of her Touch of Serenity to affect each opponent within 5 feet of her with that effect. She
does not need to touch the creature for the effect to take hold.

This ability replaces aura of healing.

Apostle of Peace (Su): At 20th level, a tranquil guardian's DR increases to 10/evil, and whenever she uses holy burst or uses lay on hands to heal, she heals the
maximum possible amount. In addition, any creature struck by her Touch of Serenity, even if it saves, must make an additional Will save (DC 10 + half of her holy
knights level + her Charisma modifier) the next time it tries to attack. If it fails this save, the attack (including spells or special abilities) automatically fails.

This ability replaces holy champion.

Illusionist
Phantom Blade
A phantom blade can create illusions so realistic that they border on reality. The fearsome illusion weapons that they create enable them to vanquish a large array of
foes. Being master manipulators, phantom blades know the best ways to use illusions to dishearten, distract, and defeat their foes.

The phantom blade is an archetype of the illusionist class.

Diminished Spellcasting: A phantom blade gains fewer MP than normal equal to the spell level he gains. For example, an illusionist of 5th level would only have 4 MP
excluding extra MP from Charisma bonus.

Martial Prowess: A phantom blades base attack bonus increases by one step (from 1/2 BAB to 3/4 BAB). Also increases phantom blades hit dice from d6 to d8.

Limit Break (Su): At 1st level, the phantom blade receives the Limit Break (Bladestorm).

Bladestorm (Su): This Limit Break allows the phantom blade to summon hundreds of his illusion weapons (chosen when this limit break is activated) to rain
upon his enemies. Enemies within 30 feet of the phantom blade take 1d6 points of force damage per illusionist level, a Reflex save (DC 10 + half of the illusionists
level + his Charisma modifier) for half damage.

This ability replaces the Limit Break (Terrifying Nightmare).

Illusion Weapon (Su): A 1st-level phantom blade is an expert at dangerous illusions. He has trained his ability to summon illusions such that he can create semi-real
illusion weapons of his choice as a move action that last for as long as he may choose. The weapons can look like any weapon and are treated as "armed" unarmed
attacks, much like a touch attack spell. Usually a phantom blade's "armed" unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with
no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A phantom blade can create a set of two light weapons that deal
1d6 force damage, one simple one-handed weapon that deals 1d8 force damage, or one martial two-handed weapon that deals 1d10 force damage that he may switch
between reach and non-reach as a move action, with threat ranges of 20/2. All of the weapons have a bonus damage of +1 force. He uses Charisma instead of Strength
for attack bonuses and bonus damage, and he is automatically proficient with his illusion weapons. For every four levels he advances past 1st level as a phantom blade,
the bonus damage increases by 1 (+2 at 5th level, +3 at 9th level, +4 at 13th level, and +5 at 17th level).

This ability replaces blinding ray.

Bright Blade (Sp): At 2nd level, phantom blades gain the ability to replicate basic illusions with their illusion weapons, using it as a conduit. His illusion weapons emit
light as though torchlight had been cast on it. He may activate or suppress this as a swift action.

This ability replaces cloaked casting.

Refine Illusion (Su): Also at 2nd level, a phantom blade begins refining his skill at making illusion weapons. His illusion weapons gain a +1 enhancement bonus. For
every four additional levels he advances past 2nd level as a phantom blade, the bonus is increased by 1 (+1 at 2nd level, +2 at 6th level, +3 at 10th level, etc.).

This ability replaces surprise casting.

Hardened Casting (Ex): At 3rd level, a phantom blade is better suited for combat. He adds his phantom blade class level to concentration checks to cast defensively
and to avoid having his spells disrupted when he takes damage while casting a spell.

This ability replaces haze.

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Sharper Image (Su): A 3rd-level phantom blade's summoned blades are even sharper. His illusion weapons gain a 1920/2 critical hit modifier. However, the
weapon's bonus damage isn't multiplied by critical hits.

This ability replaces chain of disbelief.

Swirling Colors (Sp): At 3rd level, a phantom blade has improved his skill at focusing illusions through his illusion weapons. Once per day, as a standard action, he
may create a rainbow pattern effect centered on his illusion weapon that lasts for one minute for each phantom blade level he has. The phantom blade gains one
additional use of swirling colors per day for every three levels after 3rd level.

This ability replaces all veil powers.

Dazzling Blade (Su): At 4th level, a phantom blade can increase the danger and intensity of his illusionary weapon's light. Three times per day, as a standard action, he
may force opponents within the radius of his illusion weapon's light effect from his bright blade class feature to make a Will save (DC 10 + half of the illusionists level
+ his Charismas modifier) or be dazzled for 1 round per illusionist level.

This ability replaces social cloaking.

Displacement (Su): At 7th level, phantom blades learn that its a lot easier to defeat a foe when they think you are somewhere else as their use of illusions rub off on
their souls and beings, making them less real. It becomes harder for opponents to discern a phantom blade's actual location, and he benefits from a permanent 15%
chance that a foe that attacks him will instead hit an illusion of him as if he had total concealment. True seeing negates his illusionary self.

This ability replaces quick veil.

Refine Illusion II (Ex): A 9th-level phantom blade has refined his ability to craft illusions further. His illusion spell's DC is increased by a +2 inherent bonus.

This ability replaces extended illusions.

Quick Summon (Su): At 11th level, phantom blades are able to materialize their illusion weapons with just a flurry of magic. He can create semi-real illusion weapons
of his choice as a swift action instead of as a move action.

This ability replaces beguiling aura.

Improved Sharper Image (Su): As of 12th level, a phantom blade hits critically with his illusion weapon's force damage too. When he scores a critical hit with his
illusion weapons he adds his bonus force damage to his critical hit multiplication.

This ability replaces illusionary puppet.

Greater Sharper Image (Su): A 15th-level phantom blade gains very precise and detailed control over his illusion weapon's blade lines, divots, and notches that make
up his blades. He may choose to either gain an 1820/2 critical hit modifier with his illusionary weapons, or gain a 1920/3 critical hit modifier with his illusionary
weapons.

This ability replaces doublecast.

Blinding Blade (Su): At 19th level, a phantom blade can increase the amount of light his illusion weapon blades give off excessively. Once per day, as a standard
action, he may force opponents within the radius of his illusion weapon's light effect from his bright blade class feature to make a Will save (DC 10 + half of the
illusionists level + his Charismas modifier) or be blinded for 1 minute. If they succeed on the Will saving throw, they are instead dazzled for the same duration.

This ability replaces master of the veil.

Flicker (Sp): At 20th level, a phantom blade learns to amplify their displacement with illusion magic in combat. 3 times per day, as a standard action, he is able to
make his body seem to flit around in his battle grid squares and go in and out of existence suddenly and rapidly. For 1 minute, he benefits from a 50% chance that a foe
that attacks him will instead hit an illusion of him as if he had total concealment. True seeing negates his illusionary movements.

This ability replaces bend reality.

Pictomancer
There is a school of thought that through appropriate blend of color and shading some illusions can be made so life like and realistic that they blur the lines between
phantom and creation. The pictomancer dedicates himself to this art and transforms a world of black and white into one of scintillating and dangerous color.

The pictomancer is an archetype of the illusionist class.

Limit Break (Su): At 1st level, the pictomancer receives the Limit Break (Perfect Likeness).

Perfect Likeness (Su): This Limit Break allows the pictomancer to create a perfect likeness of someone currently on the battlefield (essentially, making a
paint construct version of that creature) possessing all abilities, items, etc. as the original (including current health but not any Limit Breaks). This ability can only affect
a creature with HD no greater than two times the illusionists level. This construct acts on the pictomancers turn and obeys her commands. Any items dropped by the
construct disappear and the construct disappears when the duration is over. This limit break lasts for a duration of 1 round + 1 round per four illusionist levels after 1st.

This ability replaces the Limit Break (Perfect Illusion).

Brilliance (Su): The phenomenal skill of the pictomancer is beyond what any artist could hope to achieve, but is also taxing and subject to the whims of the muses for
inspiration. Using this resource can empower the pictomancers abilities, but is difficult to replenish. The pictomancer starts the day with a number of brilliance points
equal to her Charisma modifier (minimum 1) and can fluctuate during the day but cannot rise above her Charisma modifier. A pictomancer can regain brilliance points
in the following ways:

Anytime a target critically fails their Will save versus an illusionist spell or supernatural ability.
Anytime the pictomancer witnesses an ally score a critical hit against an enemy affected by a status effect.

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At 1st level, a pictomancer can spend 1 point of brilliance as a standard action to duplicate the effects of disguise self, lasting a number of hours equal to her illusionist
level. A successful Will save to disbelieve, with the DC equal to 10 + half of the illusionists level + her Charisma modifier.

At 5th level, she can duplicate the effects of disguise other.

At 9th level, she can duplicate the effects of hallucinatory terrain.

This ability replaces veil pool.

Rough Sketch (Su): At 1st level, as a standard action, the pictomancer can draw a rough sketch of an enemy. The harsh nature of the brush strokes and the haphazard
perspective manifest in unpredictable ways on the target. The pictomancer rolls a d6 and checks the result from below, a successful Will save (DC 10 + half of the
illusionists level + her Charisma modifier) negates this effect. A pictomancer can use this ability a number of times per day equal to 3 + her Charisma modifier.

1. The likeness is so extraordinary, the pictomancer gains a point of brilliance.


2. The target is dazzled for 1d4 rounds.
3. The target is deafened for 1d4 rounds.
4. The target is entangled for 1d4 rounds.
5. The target is shaken for 1d4 rounds.
6. The target is sickened for 1d4 rounds.

This ability replaces blinding ray.

Masterpiece in Progress (Ex): At 3rd level, the pictomancer gains a bonus to their Craft (Painting) skill equal to half of her illusionist level (rounded down). In
addition, she is so skilled at modifying shoddy work, that she does not risk wasting supplies when she fails a Crafting check. Since art has no set value, a pictomancer
can continue working on a piece until she wishes to sell it.

This ability replaces haze.

Artistic Genius (Su): Also at 3rd level, the pictomancer develops new ways to utilize her artistic brilliance. Pictomancers may select the following veil power available
only to them.

Color of Self (Su): A pictomancer can spend a single brilliance point as a standard action to pull the chromatic value from herself and use it as a projectile
against a foe. The pictomancer makes a ranged touch attack versus a single opponent, on a successful hit, a swirling mist of color surrounds the targets head acting as a
single target fog cloud for a single round. As a secondary benefit, the pictomancer is now mostly transparent and is able to make a Stealth check to hide, even while
being observed and the pictomancer receives a circumstance bonus to this Stealth check equal to half her illusionist level.

Fabulous Color Display (Su): A pictomancer can spend two brilliance points as a full-round action to create a beautiful visual display of colors that can
fascinate as the bard class feature. This ability relies only on visual components.

Inspired Painters Trick (Su): At 10th level, when a pictomancer paints together an illusion spell, she gains cover from the additional paint splatter for a number of
rounds equal to the spells level.

This ability replaces moderate illusion esoterica.

Art Imitates Life (Su): At 12th level, a pictomancer can paint into reality a false image of a creature as per the shadow conjuration that can only utilize the
summoning type and lasting for only a single round before fading away. This ability can be used a number of times per day equal to 3 + her Charisma modifier.

This ability replaces illusionary puppet.

Painted Copies (Su): At 13th level, the pictomancer has so perfectly practice painting herself that she can call forth these practice art pieces to aid in protecting her
during battle. This functions like the mirror image spell with a limit of being able to manifest no more than her Charisma modifier in duplicates at a time and no more
than her pictomancer level in duplicates per day.

This ability replaces invisibility field.

Masterful Painters Trick (Su): At 15th level, the pictomancer can cast any illusion spell with double the duration (as per the Extend Spell feat) without an increase in
caster level or MP cost. She can use this ability a number of times per day equal to her Charisma modifier.

This ability replaces major illusion esoterica.

Life Imitates Art (Su): At 19th level, the Art Imitates life ability of the pictomancer functions as greater shadow conjuration instead.

This ability replaces master of the veil.

Shadowcaster
Shadowcasters are trained in dark mysteries, their training allows them to harness the power of shadows to bolster their spellcasting.

The shadowcaster is an archetype of the illusionist class.

Class Skills: A shadowcaster gains Stealth as a class skill.

Shadow Spells (Su): At 1st level, a shadowcaster uses his shadow to store additional MP. He must spend his entire period of spell preparation in dim illumination to
use this ability. He may store MP equal to the level of the highest-level illusionist spell he can cast. For example, if he can cast 6th-level illusionist spells, he could store
6 MP. These MP are stored in his shadow. He can only cast these spells when he is in an area of normal light or dim light. He gains Shadowtongue as a bonus language.

This ability replaces cantrips, but the shadowcaster gains the detect magic and read magic cantrips and places them in his spellbook. He can cast either of these as 1st-
level spells.

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Wall of Darkness (Su): At 1st level, a shadowcaster can summon a thin wall of shadow anywhere within 30'. The wall is 1 foot thick and no bigger than 10 feet in any
other dimension. This wall lasts for 1 round and obscures vision giving 20% concealment in both directions. Creatures passing through the wall must make a Will save
to avoid becoming disoriented (dazed) for the remainder of their turn. The concealment effect of the wall always works but a creature can only be affected by the
disorienting effect once per day. The shadowcaster can use this ability a number of times per day equal to 3 + his Charisma modifier.

This ability replaces blinding ray.

Shadow Mask (Sp): At 3rd level, a shadowcaster can alter the shadows around him to conceal his presence. The shadow mask lasts up to one minute per level, the
duration need not be continuous but must be used in one minute increments. Shadow mask gives a +3 enhancement bonus to Stealth checks while it is active. At 9th
level the bonus to Stealth increases to +6 and for the duration of the effect the shadowcaster has 20% concealment. At 15th level the bonus to Stealth increases to +9
and he can summon the shadow mask as a swift action.

This ability replaces all instances of haze.

Stealthy Illusions (Ex): At 4th level, a shadowcaster can make a Stealth check with a penalty of -5 to cast any spell in the illusion school without being detected. If the
shadowcaster is using Stealth at the time he remains hidden. If the shadowcaster is in plain sight he is still visible but the spellcasting is not noticed.

This ability replaces social cloaking.

Shadowsight (Ex): At 5th level, a shadowcaster gains darkvision 60 feet. If the shadowcaster already has darkvision 60 feet, then he gains darkvision 120 feet.

This ability replaces the shadowcasters 5th-level illusionist bonus feat.

Shadow Step (Su): At 9th level, as long as the shadowcaster is in any area of shadowy illumination he can step into and move through the Plane of Shadow as a
standard action. Every round spent moving though the Plane of Shadow, the shadowcaster moves up to 50' in the Material Plane. A shadowcaster can spend up to 1
round per level in the Plane of Shadow and the duration does not need to be consecutive. When returning to the Material Plane the shadowcaster appears in a random
unoccupied location within a 10' square. This ability is otherwise similar to the shadow walk spell.

This ability replaces extended illusions.

Shadowy Specialization (Ex): At 10th level, when a shadowcaster casts shades, shadow summoning, shadow elemental, and similar illusion spells that have a listed
fraction of the strength of real effects, he increases the percentage of damage caused by the spells effect or summoned creatures by one-fifth (+20%) against creatures
that make their saving throw against the effect, up to a maximum of 100% of the strength. For example, shadow elemental and shadow summoning deal 40% normal
damage on a successful save instead of 20%.

This ability replaces the shadowcasters 10th-level illusionist bonus feat.

Deeper Shadows (Su): At 15th level, any spell cast with the Shadow descriptor that is partially real is 10% more real than normal. For example, shadow summoning
cast by a shadowcaster with this ability is 30% real. This ability stacks with shadowy specialization.

This ability replaces doublecast.

Cloak of Shadow (Su): At 20th level, the barrier between the Plane of Shadow and a shadowcaster blurs forming a cloak of shadows around the shadowcaster. The
cloak of shadows is a 10' radius effect anywhere except full natural daylight where it's reduced to 5'. The shadowcaster has full concealment against anyone outside the
cloak of shadow but his vision is unimpaired. Illusions whose area effect is within the cloak of shadow are partially real and much more difficult to disbelieve. The DC
to disbelieve illusions within the cloak increases by 2 and any quasi real effects are 20% more real than normal (this supersedes but does not stack with Deeper Shadows
or any other similar ability) as long as they remain within the cloak. The cloak of shadows lowers the ambient light level by one level and is equivalent to a 9th level
effect for the purposes of raising the light level. A shadowcaster can suppress this effect at will.

This ability replaces bend reality.

Knight
Juggernaut
Some see the shindroid race as soldiers, built and trained, to follow orders and march into the face of certain death. While this is not true for all shindroid, many do
follow that path and none do it more readily than the juggernaut. As a machine of war, the juggernaut is deadly combination of nearly unstoppable force and fierce
battle-hardened skill. Known for charging into enemy lines, or through enemy barricades, the juggernaut is devastating in his ability to bring the battle to his foes.

The juggernaut is an archetype of the knight class, available only to shindroid knights.

Armor Spikes (Ex): At 1st level, a juggernaut grows armor spikes and gains proficiency in their use as a weapon. These adamantine armor spikes deal 1d6 points of
piercing damage on a successful grapple combat maneuver. While the spikes can't be removed, they can be affected by spells like any other weapon. At 5th level, the
damage these armor spikes deal increases to 1d8.

This ability replaces defend ally.

Juggernaut Armor (Ex): Also at 1st level, a juggernaut gains a +2 enhancement bonus to natural armor. Every four levels thereafter (5th, 9th, 13th, and 17th), this
enhancement bonus increases by +2.

This ability replaces defensive stance.

Bull Rush Mastery: At 2nd level, the juggernaut gains Improved Bull Rush feat. It also gains Greater Bull Rush feat at 7th level, and Bull Rush Strike feat at 14th
level.

This ability replaces stand firm, shield ally, and improved shield ally.

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Construct Momentum (Ex): Starting at 3rd level, a juggernaut gains an extra +1 bonus on its attack roll when making a charge. At 7th level and every four levels
thereafter, this extra bonus increases by +1 (to a maximum of +5 at 19th level).

This ability replaces armor training.

Powerful Charge (Ex): At 4th level, when a juggernaut with this special attack makes a charge, its attack deals an extra 2d6 points of damage in addition to the normal
benefits and hazards of a charge.

This ability replaces active defense.

Construct Perfection (Ex): At 5th level, a juggernaut that follows the path of the juggernaut seeks to improve itself by embracing its construct heritage. As a
juggernaut advances, it abandons what it considers the weaknesses of the living construct form to gain qualities more indicative of true constructs. While retaining its
intelligence and sentience, a juggernaut gains the following construct features as it advances in level.

Construct Perfection I (Ex): At 5th level, a juggernaut is no longer subject to nonlethal damage or extra damage from critical hits.
Construct Perfection II (Ex): At 10th level, a juggernaut gains immunity to all mind-affecting spells and abilities.
Construct Perfection III (Ex): At 15th level, a juggernaut gains immunity to death effects and necromancy effects.
Construct Perfection IV (Ex): At 20th level, a juggernaut is no longer subject to ability damage or ability drain.

This ability replaces armored defense.

Extended Charge (Ex): Starting at 5th level, a juggernaut gains +5 feet to its speed when making a charge. At 8th level and every three levels thereafter, it increases by
an additional 5 feet.

This ability replaces deft shield.

Powerful Build (Ex): At 9th level, the juggernaut increases slightly in height and significantly in width and weight. This allows the juggernaut to act in many ways as
one size category larger than he actually is. Whenever the juggernaut is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat
Maneuver Defense, the juggernaut is treated as one size larger if doing so is advantageous to him. The juggernaut is also considered to be one size larger when
determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. A juggernaut can use weapons designed for a creature
one size larger without penalty. He also counts as one size larger for the purposes of unarmed damage or additional damage based on size, like from Powerful Charge.
However, his space and reach remain those of a creature of his actual size. Lastly, this does allow the juggernaut to qualify for feats that would normally require the
next larger size category. These benefits stack with effects, powers, abilities and spells that change the subject's size category.

This ability replaces light and medium fortifications.

Superior Bull Rush (Ex): Starting at 11th level, when a juggernaut makes a successful bull rush combat maneuver attempt against an opponent, it can choose to deal
damage equal to that of its armor spikes plus its Strength modifier against the opponent in addition to the normal results of a bull rush combat maneuver. If the bull rush
was made as part of a charge, the juggernaut can add its extra damage from the Powerful Charge or the Greater Powerful Charge as well.

This ability replaces mobile defense.

Greater Powerful Charge (Ex): When a juggernaut with this special attack makes a charge, its attack deals an extra 4d6 points of damage, instead, in addition to the
normal benefits and hazards of a charge.

This ability replaces improved mobile defense.

Metal Body (Ex): At 19th level, the juggernaut's skin turns to plated steel and his organs become a magical clockwork system. The juggernaut gains DR
10/adamantine.

This ability replaces shield ward.

Magicite Knight
Magicite knights are knights who have learned to utilize materia to their greatest potential. They have formed some sort of link to the magicite within the materia,
upgrading the materias powers with their own. With this power, they could rival even mages. They have the strange ability to infuse materia within themselves, not just
their equipment, giving them an extreme tactical advantage.

The magicite knight is an archetype of the knight class.

Class Skills: A magicite knight adds Use Magical Device to his list of class skills. This replaces Handle Animal as class skills.

Limit Breaks (Su): At 1st level, the magicite knight receives the Limit Breaks (Materia Empowerment and Materia Perfection).

Materia Empowerment (Su): This Limit Break allows the magicite knight to up the power of their materia for a short while. All numerical bonuses granted
by materia are increased by 1 + 1 per four knight levels after 1st. If the bonuses are quantified by dice, he gains half the amount as dice (minimum one die). This limit
break lasts for a duration of 1 round + an additional round per four knight levels after 1st. This limit break requires only a swift action.

Materia Perfection (Su): This Limit Break allows the magicite knight to perfect their link to materia, tapping into their inner power. All attached and infused
materia act as if they were mastered, though they dont produce a minimum level materia. This limit break lasts for a duration of 1 round + an additional round per four
knight levels after 1st. This limit break requires only a swift action.

These limit breaks replace the knights limit breaks.

Materia Forte (Su): At 1st level, a magicite knight is extremely in tune with materia, and have a unique understanding of materia. He is automatically attuned to
materia infused into himself. As well, he may attune to attached materia with a bonus to the Use Magic Device skill check equal to half of his knight level. Finally, if
any spell uses a mental ability score to determine damage, attack rolls, or healing, a magicite knight may use his Charisma modifier, instead.

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This ability replaces defend ally.

Infusion (Su): A magicite knight may infuse materia into himself, gaining its abilities. A magicite knight, with the same time it takes to attach a materia, may infuse
one materia, this number increases by one at 5th, 10th, 15th, and 20th levels. These materia gain levels as attached materia, and when they are mastered, they do not
replicate themselves until they have been removed. When a materia is infused, a magicite knight may benefit from its traditional effects, as well as their choice of
weapon or armor bonuses. Only half of their applicable infused materia (rounded up) may be allocated to using a weapon bonus at the same time, and the same for the
armor bonus. Infused materia are weightless, and may be removed in the same time frame as removing an attached materia. A magicite knight has an effective
enhancement bonus (similar to that of an armor or weapon) equal to 1 at 1st level plus an additional 1 per four knight levels thereafter (to a maximum of +5), so that he
may experience the full effects of a materia.

This ability replaces defensive stance.

Materia Expertise (Su): At 2nd level, a magicite knight gains the ability to take his roots into materia, gaining extra uses of them. At 2nd level, and every eight levels
thereafter, a magicite knight gains an extra use of any materia that grant spells.

This ability replaces knight talents gained at 2nd, 10th, and 18th level.

Detect Materia (Su): At 2nd level, a magicite knight has a constant awareness of any materia within 100 feet. He may focus on this ability for one round to find where
they are, two rounds to learn their rarities, three rounds to learn their type and level, and four rounds, to learn what specific materia they are. While focusing, the
magicite knight provokes attacks of opportunity, and may not take any actions. Focusing may be ended as a free action.

This ability replaces stand firm.

Magicite Burst (Su): At 3rd level, as a standard action, a magicite knight can cause magicite to burst within him, dealing 2d6 non-elemental damage per materia
infused and an additional 2d6 damage per materia absorbed, to all creatures within a 30-ft.-radius of the magicite knight. A successful Reflex save (DC 10 + half of the
knights level + his Charisma modifier) halves the damage. Doing this prevents use of a single randomly determined, infused (but not absorbed) materia for 24 hours.
He may not use this ability if he has no infused materia.

This ability replaces shield block.

Magicite Talents: At 4th level, and every four levels thereafter, the magicite knight chooses a talent from the following list. Unless explicitly stated, magicite talents
may only be taken once.

Ability Swap (Su): The magicite knight may change the benefits of equipping a materia on a weapon, to the benefits given with it on an armor. Any one
materia that is attached or infused is chosen to switch to its weapon bonus if set to give an armor bonus, and vice versa. Activating and deactivating this is a swift
action, and may only be used for three rounds per knight level. These rounds need not be all consecutive. This may be used on multiple materia, but it consumes a
number of rounds equal to the number of materia affected, when first activated. Prerequisite: Use Magic Device 6 ranks.

Bonus Spell (Su): The magicite knight gains an additional spell of a level equal to half of his knight level, rounded up (to a maximum of 9th level, 8th level if
taking from the Black or White Mage Spell lists), and may use that with any single infused spell-granting materia, chosen at the beginning of the day. This talent may
be taken multiple times.

Double Up (Su): The magicite knight may gain the benefits of both the weapon effects and the armor effects on materia, at the same time. This may only be
performed with up to three total materia, whether they be attached or infused. Activating and deactivating this is a swift action, and may only be used for two rounds per
knight level. These rounds need not be all consecutive. Prerequisites: Use Magic Device 12 ranks and Ability Swap talent

Elemental Burst (Su): The magicite knight chooses an element (earth, fire, ice, lightning, water, or wind). His magicite burst ability may deal damage of that
type. This increases the damage dice of the magicite burst ability to 2d8 instead of 2d6, when using an elemental burst. This may be taken up to six times, once for each
applicable element. Prerequisite: Magicite Burst ability

Extra Expertise (Su): The magicite knight gains an additional use of all materia that grant spells. Prerequisite: Use Magic Device 9 ranks.

Extra Infusion (Su): The magicite knight can infuse one new materia. Prerequisite: Magicite Knight 12

Improved Metamagicite (Su): As metamagicite, except that the magicite knight may choose a metamagic feat with an MP modifier of +3 or +4 instead.
Prerequisites: Use Magic Device 9 ranks and Metamagicite talent.

Magicite Fist (Su): The magicite knight gains the improved unarmed strike feat, and any infused materia that are assigned a weapon damage bonus add that
damage to unarmed strikes. His unarmed strikes gain an enhancement bonus to attack and damage rolls equal to infusions effective enhancement bonus.

Metamagicite (Su): The magicite knight chooses a metamagic feat with an MP modifier of +1 or +2, but does not gain it. Instead, he may use it with any one
spell cast with a materia. This may be done once per day. This talent may be taken multiple times, to grant a daily use of a different metamagic feat from any selected
with this feat, or to gain an extra use of an already taken metamagic feat.

Speak with Magicite (Su): The magicite knight can comprehend and communicate with materia, and other magicite-fueled or magicite-based creatures and
objects. Magicite-related items have limited senses, and are unable to correctly answer any questions (without guessing) about anything more than in their general
vicinity, or any detailed descriptions of creatures. This does not automatically change a magicite-based creatures attitude towards the magicite knight.

These abilities replace knight talents gained at 4th, 8th, 12th, 16th, 20th level.

Materia Absorption (Su): At 4th level, a magicite knights body learns to absorb the energy of materia, resulting in permanent boosts. When an infused materia is
mastered, it may choose to impart its magicite into his body, consuming the materia, but giving it permanently to the user, resetting it to 0 MXP and removing itself
from an infusion slot, freeing it up for another materia. This materia is no longer infused, but functions as if it were infused, and, if applicable, still counts towards the
total amount of weapon and armor bonuses that can be applied. This materia may not be removed in any way. A magicite knight may only absorb one materia in this
way, at 10th, and 16th level, he may choose another materia to do this with. The decision on the materia absorption does not have to be made immediately.

This ability replaces bulwark.

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Materia Boost (Su): At 5th level, a magicite knight improve his compatibility with materia. Numerical, non-dice bonuses received from materia are increased by 1.
These bonuses increase by 1 at 11th and 17th levels. In addition, dice bonuses increase by one die at 11th level.

This ability replaces armored defense.

Materia Repair (Su): At 6th level, a magicite knight may, with an hour of work, repair a number of broken, but not destroyed materia equal to one at 6th level plus an
additional one per four levels thereafter. Repairing a materia in this way forces the materia to lose 1/5th of its MXP.

This ability replaces a knight talent gained at 6th level.

Materia Magic (Su): At 7th level, a magicite knight improves his spell selection for materia, according to the following table. These spells can only be cast by having
the appropriate materia and materia levels to cast those spells, and consume a use of that materia, the same as when casting spells from a materia.

Materia 1st Level 2nd Level 3rd Level


Cure & Phoenix Heal Healara Cura
Dark & Diablo Undead Touch Death Armor Darkra
Earth & Titan Stone Fists Entomb II Stonera
Fire & Ifrit Produce Flames Detonate II Fira
Holy & Carbuncle Dia Holy Weapon Lighra
Ice & Shiva Frostbite Icy Breath Blizzara
Lightning & Ixion Shocking Grasp Spark II Thundara
Protect - - Protect II, Protectra
Regen - - Regen II, Renew
Shell - - Shell II, Shellra
Time Deceleration Delay Response Aging Touch
Water & Leviathan Water Blast Engulf II Watera
Wind & Valefor Wind Armor Wind Barrier Aera

This ability replaces shield ally.

Materia Break (Su): At 8th level, a magicite knight learns how to disable materia used by his foes. A magicite knight may attempt to sunder a known attached materia
that an opponent has, with a +4 insight bonus to the CMB check. Materia have an amount of hit points equal to (materia level x 10) + 10, hardness based on their rarity,
as shown on the table below, and are immune to any elemental damage. When a materia gains the broken status, it takes a penalty to caster level equal to the level of the
materia and lose all weapon and armor bonuses.

Rarity Hardness
Common 10
Uncommon 15
Rare 20
Legendary 30

This ability replaces shield buffet.

Materia Restoration (Su): At 11th level, a magicite knight may now use his materia repair ability to repair one destroyed materia, given that he has at least half of its
remnants. He may use this with his materia repair ability, and still fix the broken materia in the same period. This may only be used once per day.

This ability replaces mobile defense.

Improved Materia Magic (Su): At 14th level, a magicite knight gains a greater improvement to his repertoire of materia spells. This functions as materia magic,
adding the following spells. In addition, these spells may only be used with infused or absorbed materia.

Materia 1st Level 2nd Level 3rd Level


Cure & Phoenix Raise Curaga Arise
Dark & Diablo Dark Blight Darkga Ray of Entropy
Earth & Titan Rock Spikes Stonega Rock Spikes II
Fire & Ifrit Wall of Fire Firaga Contagious Flame
Holy & Carbuncle Holy Lightga Holy II
Ice & Shiva Ice Spikes Blizzaga Icy Blast
Lightning & Ixion Shock Spikes Thundaga Chain Lightning
Protect - Protect III, Protectra II -
Regen - Regen III, Renew II -
Shell - Shell III, Shellra II -
Time Reality Rift Anticipatory Strike Slowga
Water & Leviathan Hydraulic Torrent Waterga Control Water
Wind & Valefor River of Wind Aeroga Wind Walk

This ability replaces a knight talent gained at 14th level.

Materia Shatter (Ex): At 14th level, the magicite knight may ignore half of the hardness a materia has, when attempting to sunder it.

This ability replaces improved shield ally.

Greater Materia Magic (Su): At 17th level, the magicite knights bonds with materia grows stronger. This functions as improved materia magic, but with the
following spells.

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Materia 3rd Level Master
Cure & Phoenix Auto-Raise, Full-Cure Arisega
Dark & Diablo Shadow Blast Black Orb
Earth & Titan Crush II Rock Spikes III
Fire & Ifrit Burn II Wall of Lava
Holy & Carbuncle Bravery, Faith Holy III
Ice & Shiva Freeze II Polar Ray
Lightning & Ixion Shock II Shock Spikes III
Protect Protect IV, Protectra III Iron Body
Regen Regen IV, Renew III Regenerate
Shell Shell IV, Shellra III Magic Barrier
Time Stop Greater Celerity
Water & Leviathan Drown II Seamantle
Wind & Valefor Slice II Whirlwind

This ability replaces improved mobile defense.

Superior Materia Magic (Su): At 19th level, the magicite knights bonds with materia increase even further, granting great spells. Once per day, per absorbed materia,
the magicite knight may cast the spells death and ultima. In addition, this functions as improved materia magic, with the following spells, instead, and only functioning
with two infused materia, chosen at the beginning of each day, and any absorbed materia that apply.

Materia Master
Bahamut Scourge
Cure & Phoenix Full Life, Mass Full-Cure
Dark & Diablo Death
Earth & Titan World Wave
Fire & Ifrit Fiery Body
Holy & Carbuncle Overwhelming Presence
Ice & Shiva Polar Midnight
Lightning & Ixion Lightning Form
Protect Protect V, Protectra IV
Regen Regen V, Renew IV
Shell Shell V, Shellra IV
Time Time Stop
Water & Leviathan Tsunami
Wind & Valefor Winds of Vengeance

This ability replaces shield ward.

Materia Master (Su): At 20th level, the magicite knight has perfected his link with the magicite within materia, and himself. All materia, and spells from them, gain a
+2 to all numerical, non-dice bonuses, DCs, and damage, when used by the magicite knight. All dice-based damage gains an extra damage die, beyond any limitations
to them. These bonuses are doubled when used with an absorbed materia.

This ability replaces indestructible.

Mystic Knight
The mystic knight is a knight who uses mystic powers to imbue their weapons to destroy equipment, cripple his foes, and to cause variety of status effects from afar.

The mystic knight is an archetype of the knight class.

Limit Break (Su): At 1st level, the mystic knight receives the Limit Break (Mystic Strike).

Mystic Strike (Su): This Limit Break allows the mystic knight to produce a vertical column of mystical energy roaring downward onto a single target with 60
feet. The target takes 2d6 points of non-elemental damage + an additional 2d6 per four knight levels after 1st (no save).

This Limit Break replaces one of the knights level breaks.

Stamina Pool (Ex): At 3rd level, the mystic knight gains a reservoir of stamina that he can draw upon to fuel his talents that he gains below. This stamina pool has a
number of points equal to 5 x his Constitution modifier and this pool increases by 5 + his Constitution modifier per level. The pool refreshes once per day when the
mystic knight rests for a full 8 hours. Sustained modes take up a static amount of stamina points from the mystic knights maximum stamina pool and most sustained
modes stack.

Talent Trees: The mystic knight gets access to two talent trees from the sword saint class of his choosing and the mystic knight talent tree from below. At 2nd level
and every two levels thereafter, the mystic knight chooses to learn one talent from the talent tree below, one talent from the two other talent trees he has chosen, or one
knight talent.

Mystic Knight Specialization Talent Tree

Hellcry Punch: At the cost of 10 stamina points, as standard action, the mystic knight makes a melee touch attack on an enemy attempting to rend his
weapon and if successful, he deals melee weapon damage and the target must make a Fortitude save (DC 10 + half of the knights level + his Intelligence
modifier) for the item using his own Fortitude and any bonuses from the item or the weapon receives the broken condition. Such weapons cannot score a
critical hit until fixed.
Shellburst Stab: At the cost of 10 stamina points, as standard action, the mystic knight makes a melee touch attack on an enemy attempting to rend his
armor and if successful, he deals melee weapon damage and the target must make a Fortitude save (DC 10 + half of the knights level + his Intelligence
modifier) for the item using his own Fortitude and any bonuses from the item or the armor receives the broken condition.

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Blastar Punch: At the cost of 10 stamina points, as standard action, the mystic knight makes a melee touch attack on an enemy; if successful he deals melee
weapon damage and deals 1d6 points of Strength damage to the enemy. The enemy can make a Fortitude save (DC 10 + half of the knights level + his
Intelligence modifier) to negate the Strength damage.
Icewolf Bite: At the cost of 10 stamina points, as standard action, the mystic knight makes a melee touch attack on an enemy; if successful he deals melee
weapon damage and deals 1d6 points of Intelligence, Wisdom, or Charisma damage to the enemy. The enemy can make a Will save (DC 10 + half of the
knights level + his Intelligence modifier) to negate the ability damage.
Mystic Blade: As a swift action, the mystic knight may activate this talent as a sustained mode. While in this mode, the mystic knights Hellcry Punch,
Shellburst Stab, Blastar Punch, and Icewolf Bite, now has a range of 15 feet, summoning his blade nearby to strike his foes from afar. This mode uses up 15
stamina points of the mystic knights maximum stamina pool. Prerequisites: One of the following talents: Hellcry Punch, Shellburst Stab, Blastar Punch, or
Icewolf Bite.
Stasis Sword: At the cost of 10 stamina points, as standard action, the mystic knight makes a ranged touch attack on an enemy within 15 feet and if
successful, he deals melee weapon damage and the target must make a Fortitude save (DC 10 + half of the knights level + his Intelligence modifier) or be
Immobilized status for a number of rounds equal to the mystic knights Intelligence modifier.
Ethereal Embrace: As a swift action, the mystic knight may activate this talent as sustained mode. The mystic knight invokes a swirling light to surround
him and his allies within 15 feet, granting Haste and Fast Healing 2 up to 50% HP. This mode uses up 30 stamina points of the mystic knights maximum
stamina pool.
Purifying Breeze: Ethereal Embrace now grants a Protect and Shell status effect as a white mage of the same level as his knight level (I.E. If a mystic
knight is level 10, the spells of this technique would of the 5th level version Protect III and Shell III). Prerequisite: Ethereal Embrace
Insanity Touch: At the cost of 15 stamina points, as a standard action, the mystic knight causes an enemy to lose their senses. The mystic knight makes a
ranged touch attack within 15 feet and if successful, deals melee weapon damage and inflicts Confuse status for a number of rounds equal to the mystic
knights Intelligence modifier. A Will save (DC 10 + half of the knights level + his Intelligence modifier) can negate the status effect.
Crush Punch: At the cost of 20 stamina points, as standard action, make a ranged touch attack upon an enemy within 30 feet and if successful, the enemy
must make a Fortitude save or be inflicted with Stop status (DC 10 + half of the knights level + his Intelligence modifier) for 1 round. Prerequisites: Stasis
Sword, Ethereal Embrace, Insanity Touch

Onion Knight
Why is it that we use the name of a certain vegetable to refer both to those who excel and also those without experience in the ways of the world? It is a well-known fact
that all heroes in all tales disliked vegetables as children. Their legend begins with their overcoming of this weakness, and then continues with a journey filled with
hardships. That noble vegetable, the onion, lives on as a symbol of hardships overcome, and as the mark of a true hero.

The onion knight is an archetype of the knight class.

Weapon and Armor Proficiency: An onion knight is proficient with all simple weapons and with all armor (light, medium, and heavy) and shields (except tower
shields).

This ability replaces the knights normal weapon and armor proficiency.

Skills: The onion knight gains Knowledge (Arcana) and Spellcraft as class skills, but lose Knowledge (Nobility) and Handle Animal.

Limit Break (Su): At 1st level, the onion knight receives the Limit Breaks (Dual Spell Barrage and Onion Flurry)

Dual Spell Barrage (Su): This Limit Break allows the onion knight to cast two spells, that he could cast at his level, in the same turn, drawn from his spell
list for a duration of 1 round + 1 additional round per four knight levels. MP is still expended for both spells. This limit break requires a swift action.

Onion Flurry (Su): This Limit Break allows the onion knight to make a flurry of attacks. For a duration of 1 round + 1 additional round per four knight levels
after 1st, the onion knight may, as a full attack action, make an extra melee attack at his highest BAB, but all such attacks receive a -2 penalty. This does not stack with
anything that grants additional attacks (such as haste). While this Limit Break is active, all weapon damage from the onion knight ignores damage reduction. This limit
break requires a swift action.

These limit breaks replace the knights limit breaks.

Spells: An onion knight gains the ability to cast spells at 1st level. He begins play with two level 1 spells of his choice, from any spell list, except the blue mage and
summoner spell list. As the onion knight is not a natural mage, he cannot find or purchase scrolls with spells to add to his repertoire. He may only learn spells from
leveling or from the Plagiarize ability.

To learn or cast a spell, the onion knight must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so
forth). The Difficulty Class for a saving throw against an onion knight's spell is 10 + the spell level + his Wisdom modifier. In addition, an onion knight gains additional
MP for having a high attribute (Wisdom).

Spell
Level MP
Level
1st 1 1st
2nd 2 1st
3rd 3 1st
4th 5 2nd
5th 8 2nd
6th 10 2nd
7th 13 3rd
8th 18 3rd
9th 22 3rd
10th 26 4th
11th 33 4th
12th 39 4th
13th 44 5th
14th 53 5th
15th 61 5th

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16th 67 6th
17th 78 6th
18th 88 6th
19th 99 6th
20th 105 6th

This ability replaces defensive stance.

Self-Taught (Ex): At 1st level, the onion knight gains proficiency with any one weapon, even if he does not meet the prerequisites.

This ability replaces defend ally.

Way of the Onion: At 2nd level and every other level thereafter, the onion knight may choose a knight talent or pick one of the following talents:

Arcane Insight (Ex): The onion knight is considered to have the Precise Shot feat while casting spells or using any magical items that require ranged touch.
In addition, he learns any two spells, up to one level below the current level he can cast, from any spell list except blue mage and summoner. Each time this talent is
taken, the onion knight gains two new spells.

Arcane Onion (Ex): An onion knight with this talent may learn two cantrips drawn from any spell list except blue mage and summoner, and learns an
additional cantrip every four knight levels after 2nd. This talent can only be taken once.

Core Training (Ex): The onion knight can increase one of her ability scores by 2 points. Each time this talent is taken, he picks a different ability score.

Feat: An onion knight may select any feat instead of a talent. He must still meet all prerequisites for this feat, including ability score and base attack bonus
minimums. This talent may be selected multiple times choosing a new feat each time.

Onion Combat (Ex): An onion knight with this talent gains a +1 bonus to attack rolls and damage rolls for every four knight levels after 2nd. This bonus only
applies to the weapon he has selected for the weapon bond talent. The onion knight can only take this talent once. Prerequisites: Weapon Bond, 6th Level

Plagiarize (Su): Once per day, when a spell is cast within 60 feet, if the onion knight can see it being cast, he may attempt to identify and remember the
spell, adding it to his own spellbook, except for 7th-9th level spells, regardless if he can cast the spell currently. To learn the spell, the onion knight must make a
Spellcraft check (DC 15 + double the spells level). He can remember a number of spells equal to his Wisdom modifier using this ability. Prerequisite: Arcane Insight

Skillful (Ex): The onion knight gains two extra skill points per level that he takes this talent, and every level thereafter. This talent can be taken up to 3 times.

Weapon Bond (Ex): The onion knight selects one weapon he is proficient with. He gains Weapon Focus with this weapon, even if he does not meet the
prerequisites for it. This talent can only be taken once.

Armored Onion (Ex): At 4th level, normally, armor heavier than light armor interferes with a spell-caster's gestures, which can cause spells to fail if those spells have
a somatic component. An onion knight's limited focus and specialized training, however, allows him to avoid spell failure so long as he sticks to light armor and light
shields. This training does not extend to medium armor or to heavy shields. This ability does not apply to spells gained from a different spell-casting class. At 9th level,
an onion knight learns to use medium armor and heavy shields with no chance of spell failure. At 15th level, an onion knight learns to use heavy armor with no chance
of spell failure.

This ability replaces bulwark, fortification, and steel defense.

Lucky (Su): Starting at 5th level, an onion knight can reroll any of his dice rolls and take the higher of both rolls. This ability can be used once per day per four knight
levels.

This ability replaces deft shield.

Jack of all Trades (Ex): At 11th level, all skills are considered class skills to the onion knight, but trained skills must still be trained to use.

This ability replaces mobile defense.

Onion Mastery: At 12th level and every other level thereafter, the onion knight may choose an advanced knight talent or pick one of the following talents:

Fruitful Presence (Su): An onion knight with this talent may spread his luck to his allies. The onion knight may use two uses of his lucky ability to allow an
ally to reroll any 1 dice roll. An ally may only be affected by this ability once per day. This talent can only be taken once.

Improved Weapon Bond (Ex): An onion knight selects a weapon for which he has selected for his weapon bond talent. He is treated as having the Weapon
Specialization feat for that weapon, even if he does not meet the prerequisites. This talent can only be taken once. Prerequisite: Weapon Bond

Ominous Presence (Su): An onion knight spells bad fortune for enemies. He may use a single use of his lucky ability to force an enemy to reroll any 1 dice
roll. An enemy may only be affected by this ability once per day. This talent can only be taken once.

Onion Casting (Ex): Once per day, the onion knight may cast a spell improved with a Metamagic feat he knows without increasing the MP cost. This talent
can be taken more than once increasing the number of uses per day by 1 each time. Prerequisite: Arcane Insight

Onion Magus (Su): An onion knight with this talent can cast a spell from any allys spell list within 60 feet, as though the spell was on his spell list. This
ability can be used a number of times per day equal to his Wisdom modifier. Prerequisites: Arcane Insight, Plagurize

Onions Might (Ex): An onion knight with this talent adds his Wisdom modifier to all damage rolls with weapons he is proficient with. In addition, spells the
onion knight casts have their DC increased by 1 for every four knight levels after 12th. This talent can only be taken once.

Onion Vitality (Ex): An onion knight with this talent permanently increases his hit points by 10. This talent can be taken multiple of times.

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Onion Weapon (Ex): The onion knight selects a weapon for which she has selected for the weapon bond talent. The onion knight adds half of his knight level
to attack rolls with this weapon. Prerequisites: Weapon Bond, Improved Weapon Bond, Knight Level 18th

Overwhelming Spirit (Ex): An onion knight with this talent permanently increases the HP threshold for using Limit Breaks by 25%. He can only take this
talent twice.

Saving Grace (Ex): An onion knight with this talent permanently increases all base saving throws by +1. This talent can only be taken up to 2 times.

Skill Savvy (Su): Three times per day, an onion knight with this talent can gain a +10 insight bonus on any skill check. The bonus must be declared before
the roll. This talent can only be taken once. Prerequisite: Skillful

Tenacity (Ex): Once per day, as an immediate action, the onion knight can negate any 1 status ailment that would be inflicted on him, automatically passing
the saving throw. This talent can be taken more than once, allowing an additional use per day each time its taken.

Onion Artisan (Ex): At 17th level, the onion knight can take a 10 on any skill roll even when distractions would not normally allow.

This ability replaces improved mobile defense.

Soul of the Onion (Ex): At 20th level, the onion knights true potential bursts forth. He gains the following abilities:

A permanent +2 bonus to any one ability score.


A combat feat of his choosing, though he has meet the prerequisites.
Two spells of any spell level (from 1 to 6).
A permanent +1 bonus to all saving throws.
A damage reduction of 5/- that stacks with all other damage reductions.

This ability replaces indestructible.

Pluto Knight
A knight who has trained under the discipline of the Knights of Pluto. Their sword arts with the knight sword devastating foes from afar and up close, and even able to
utilize the magic of nearby allies, making them fearful foes to go against. They are borderline battle mages and are respected throughout all of Alexandria by knights
and mages alike.

The pluto knight is an archetype of the knight class.

Class Skills: The pluto knight loses the Knowledge (Dungeoneering) class skill, but gains Knowledge (Nobility), and Spellcraft as class skills.

Limit Break (Su): At 1st level, the pluto knight receives the Limit Break (Climhazzard).

Climhazzard (Su): This Limit Break charges the energy within the pluto knights blade, allowing him to target an enemy within melee range, his strike
unable to miss, exploding out a powerful art of non-elemental energy. The target takes melee damage as normal and the target and all enemies within 30 feet take 1d6
points of non-elemental damage + an additional 1d6 points of non-elemental damage per two knight levels after 1st. A Reflex save (DC 10 + half of the knights level +
his Charisma modifier) can halve this damage.

This limit break replaces one of the knights limit break.

Sword Magic (Su): At 2nd level, the pluto knight has learned to envelop his blade with the magic of others. As a move action, the pluto knight can add the effect of a
single target spell from a willing allys spell list to his next single melee attack. If the attack hits, it deals normal damage + the effect of the borrowed spell. The spell
functions off of the casters level and casting modifier, and the casters DC for the spell. The pluto knight can only borrow spells from an ally he has sight of within 15
feet. The spell persists on his melee weapon for 1 minute or until he attempts a single attack. Sword magic does not suffer spell failure, however if the caster that the
spell is borrowed from has spell failure, that chance is applied when attaching the spell to the arrow. If the spell fails, the Pluto knight still expends his use of sword
magic. (Healing spells cause the weapon to deal no damage, unless against an undead target.)

The pluto knight may use sword magic once per encounter plus on additional time every four knight levels after 2nd, as he is able to handle the magic channeling
through his blade more as he gets stronger. He may regain a use of sword magic by spending a standard action to soothe himself of the intensity of using magic in such
a way.

This ability replaces the knight talents gained at 2nd and 10th level.

Pluto Pool (Su): At 3rd level, the Pluto knight gains a reservoir of energy that he can draw upon to fuel his powers and enhance his weapon. This Pluto Pool has a
number of points equal to half his knight level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the pluto knight rests for a full 8 hours.

At 3rd level, a Pluto knight can expend 1 point from his pluto pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every
four levels beyond 3rd, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 19th level. These bonuses can be added to the weapon, stacking with
existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 7th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst,
speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the propertys base price modifier. These properties are added to any the weapon already has, but
duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and
properties are decided when the Pluto Pool point is spent and cannot be changed until the next time the Pluto knight uses this ability. These bonuses do not function if
the weapon is wielded by anyone other than the Pluto knight. A pluto knight can only enhance one weapon in this way at one time. If he uses this ability again, the first
use immediately ends.

This ability replaces shield block and shield ally.

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Sword Arts (Su): These skills grant the pluto knight power abilities when using his knight sword as they are the keystone abilities for all knights of pluto. At 4th level
and every other level thereafter, the pluto knight may choose to learn one of the following skills or may pick a knight talent instead.

Darkness (Su): At a cost of 1d6 of HP per two knight levels and 1 point from his pluto pool, the pluto knight envelopes his blade in darkness and strikes
ground causing the darkness to erupt around him in a 20-ft.-radius, burning his enemies. All enemies in the radius must make a Reflex save (DC 10 + half of the
knights level + his Charisma modifier) or take double the sacrificed damage and be blinded for a number of rounds equal to the pluto knights Charisma modifier.
Enemies who fail the save also have total concealment for 1 round. Those who pass the save negate the status effect and take only the normal sacrificed damage.

Minus Strike (Su): At a cost of 1 point from his pluto pool, the pluto knight makes a melee touch attack, if successful, he deals damage to the creature equal
to the difference between his current HP and his maximum HP. A Fortitude save (DC 10 + half of the knights level + his Charisma modifier) can negate this damage.

Shock (Su): At a cost of 1 point from his pluto pool, the pluto knight converges energy into his blade and sends it forward at an enemy within 20 feet. The
enemy must make a Fortitude save (DC 10 + half of the knights level + his Charisma modifier) or be dealt melee damage + 1d6 points of lightning damage per two
knight levels. Enemies who pass the save only suffer half damage.

Stock Break (Su): At a cost of 1 point from his pluto pool, the pluto knight causes an area to explode in light within 60 feet, hitting all enemies in a 30-ft.-
radius dealing melee damage + 1d6 points of holy damage per four knight levels and inflicts the slow status effect for 1 round. Those within must make a Reflex save
(DC 10 + half of the knights level + Charisma modifier) to take only half damage and negate the status effect.

Thunder Slash (Su): At a cost of 1 point from his pluto pool, the pluto knight calls lightning down into his blade and strikes an enemy within melee range
and, if successful, deals melee damage and 1d6 points of lightning damage per four knight levels and the enemy is stunned for 1 round. A Fortitude save (DC 10 + half
of the knights level + his Charisma modifier) halves the lightning damage and negates the stun effect.

Runic Blade (Su): At 10th level, the pluto knight can drain the magic of damaging spells targeting him or allies that are near. If a single damage spell targets the pluto
knight, he may, as an immediate action, make a Will Save (DC 10 + the level of the spell + the enemy casters casting modifier) to drain the spell into his blade
negating the damage. He may use this ability a number of times per day equal to 3 + his Charisma modifier.

This ability replaces stalwart.

Magic Burst (Su): At 14th level, when the pluto knight deals damage with a spell via sword magic. Half the damage of the spell is dealt to those adjacent to the enemy,
a Fortitude save (DC 10 + half of the knights level + his Charisma modifier) negates the damage.

This ability replaces improved shield ally.

Sentinel
Many knights believe the tower shield is a tool suitable only for troops on the battlefield, claiming it is too large and bulky to use in skirmishes or within dungeon
corridors. Sentinels defy those notions, using their massive shields with startling skill and incredible effect. They use these seemingly clumsy shields to perform deft
maneuvers that confound their enemies.

The sentinel is an archetype of the knight class.

Burst Barrier (Ex): At 2nd level, a sentinel can use his shield to screen himself from burst spells and effects, gaining a +1 bonus on Reflex saves against them while
employing a tower shield. This bonus increases by +1 for every four levels after 2nd (to a maximum of +5 at 18th level).

This ability replaces stand firm.

Tower Shield Training (Ex): At 3rd level, a sentinel gains armor training as normal, but while he employs a tower shield, the armor penalty is reduced by 3 and the
maximum Dexterity bonus allowed by his armor increases by 2. The benefit increases every four levels thereafter as per standard armor training; if the sentinel is not
employing a tower shield, the benefits to armor training revert to the normal bonuses.

Tower Shield Specialist (Ex): At 5th level, when a sentinel employs a tower shield in combat, he does not take the 2 penalty on attack rolls because of the shields
encumbrance.

This ability replaces deft shield.

Tower Shield Defense (Ex): At 6th level, while using a tower shield, a sentinel gains his shield bonus against touch attacks.

This ability replaces fortress of defense.

Tower Shield Evasion (Ex): At 13th level, while using a tower shield, the sentinel gains evasion, as the thief class ability. At 19th level, the sentinel gains improved
evasion, as the thief advanced talent, while using a tower shield. In addition, his shield cannot be disarmed or sundered.

This ability replaces counterattack and shield ward.

Tactician
While many knights focus on the fundamentals of melee and ranged combat, there are those who are trained to view the bigger picture on the battlefield. These knights
use their training and tactical acumen to overcome challenges that would overwhelm mere brute strength and skill at arms.

The tactician is an archetype of the knight class.

Weapon and Armor Proficiency: A tactician is not proficient with heavy armor or tower shields.

Strategic Training (Ex): A tactician gains 4 skill ranks + a number of skill ranks equal to his Intelligence modifier at each level, instead of the normal 2 skill ranks +
Intelligence modifier at each level. Furthermore, Knowledge (geography) (Int) and Linguistics (Int) are all class skills for the tactician.

This ability replaces defend ally.

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Tactical Awareness (Ex): At 2nd level, a tactician gains a +1 bonus on initiative checks. This bonus increases by +1 for every four levels after 2nd level (to a
maximum of +5 at 18th level).

This ability replaces stand firm.

Tactician (Ex): At 5th level, a tactician receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the tactician can
grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the tactician
possesses. Allies do not need to meet the prerequisites of these bonus feats. The tactician can use this ability once per day at 5th level, plus one additional time per day
at 10th level and for every 5 levels thereafter (to a maximum of four times at 20th level).

This ability replaces deft shield.

Cooperative Combatant (Ex): At 8th level, when a tactician uses the aid another special attack, he may affect one additional ally per point of Intelligence bonus. For
each ally that a tactician aids, he can pick whether to grant that ally the +2 bonus on its next attack against the opponent or the +2 bonus to AC against the opponents
next attack on that ally, and can grant different allies different bonuses.

This ability replaces shield buffet.

Battle Insight (Ex): At 15th level, as a swift action, a tactician can grant his Intelligence modifier as an insight bonus on the attack rolls made by a single ally within
line of sight that can both see and hear the tactician. That ally gains the bonus until the end of the tacticians next turn. The tactician can use this ability a number of
times per day equal to 3 + his Intelligence modifier.

This ability replaces shield guard.

Temporal Knight
These time crusaders harness the very fabric of time and space to manipulate it into defending himself and his allies.

The temporal knight is an archetype of the knight class.

Limit Break (Su): At 1st level, the temporal knight receives the Limit Break (Time Ripple).

Time Ripple (Su): This Limit Break creates a 30-ft.-radius aura around the temporal knight. This area grants himself and allies within the area of effect the
haste status effect and penalizes enemies with the slow status effect (no save). Allies and enemies alike that leave the area of effect are no longer affected. This limit
break lasts for a duration of 1 round + 1 round per four knight levels after 1st. This limit break requires only a swift action.

This limit break replaces one of the knights level breaks.

Motes of Time (Su): A mote is a tiny split-second of time that a temporal knight steals from his own future. The motes taken are inconsequential slivers of continuance
that even the temporal knight will not notice being missing from his activities. However, a temporal knight can use these motes to affect his present timeline, allowing
him to re-try actions and slow down time around him so he can act more carefully and alertly in fast-moving situations.

Each day, the temporal knight has a pool of motes equal three plus his class level. Once a round, as a free action, a temporal knight can expend a mote to do any one of
the following things:

Gain a bonus to one attack roll, skill check, ability check, or saving throw. The roll must represent a single action that occurs entirely within a single round.
(A temporal knight could use a mote to add a bonus to an Acrobatics check to leap over a chasm, but not to a Craft check made to determine how much
progress was made after a day of work.) The bonus gained is equal to +1d4. This increases to +2d4 at 8th level, and +3d4 at 16th level. The temporal knight
can decide to add this bonus immediately after seeing the result of the original die roll.
Take a swift action that does not count against the temporal knights normal limit of one swift action per round.
Act in the surprise round when the temporal knight would not normally be able to do so.

At 3rd level, a temporal knight gains the ability to add the bonus from spending a mote of time to a single damage roll, or to his armor class (as a dodge bonus) until the
beginning of his next turn.

At 7th level, the temporal knight may spend a mote to reduce the duration of any negative condition or effect he is suffering. By accelerating the speed with which only
the negative influences on his travel through time, the temporal knight can reduce the duration of any one condition, affliction, or spell effect by 1d6 rounds (to a
minimum of 0). This increased to a 2d6 round reduction at 15th level.

At 11th level, the temporal knight may spend a mote to take a move action as a swift action.

At 19th level, the temporal knight may use a mote to grant any ally within 60 feet that he can see an additional move action on that allys next turn.

A temporal knight may gain additional options for use of a mote by taking temporal talents, though he is still restricted to spending motes only once each round.

This ability replaces defend ally.

Temporal Talents: As a temporal knight gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level, a temporal knight
gains one temporal talent. He gains an additional temporal talent every even level except 20. A temporal knight cannot select an individual talent more than once unless
stated. Talents marked with an asterisk require a temporal knight to spend motes, which he may do only once per round.

Deflect Projectiles (Ex): Knowing the timing of things allows the temporal knight to deflect projectiles with ease. While under defensive stance, once per
round when the temporal knight would normally be hit with an attack from a ranged weapon, he may deflect it so that he takes no damage from it. The temporal knight
must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders
or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.

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Doublecut* (Su): This temporal talent allows the temporal knight to make the same exact attack. As a standard action, by spending a mote, and declared
before attacking, the temporal knight makes a single attack. If it hits, roll damage as usual, doubling it (including precision damage, elemental damage from the weapon,
etc.).

Hasted Assault* (Su): The temporal knight may spend a mote as a swift action to move more quickly. This functions as haste, but only targets the temporal
knight and lasts for a number of rounds equal to the temporal knights Charisma bonus. Prerequisite: Temporal knight 6

Old Wounds* (Su): As a standard action, the temporal knight can channel time into a wound, causing it to experience rapid healing, as if many days had
passed. The temporal knight may spend a mote to heal his own wounds, or the wounds of an ally touched. The wounds heal for 1d8 damage + 1 per class level of the
temporal knight. This ability increases by an additional 1d8 every 4 levels to a maximum of 5d8.

Prescient Attack* (Su): The temporal knight may spend a mote as an immediate action after hitting a target with a weapon, ranged touch, or touch attack,
allowing him to anticipate his opponents defenses. The target is denied its Dexterity bonus against the temporal knights attacks until the end of the temporal knights
next turn.

Prescient Defense* (Su): The temporal knight may spend a mote as an immediate action after hitting a target with a weapon, ranged touch, or touch attack,
granting him a premonition of his enemys intentions. The temporal knight gains a bonus to his AC and on Reflex saves equal to his Charisma modifier (minimum 0)
against attacks by that opponent until the beginning of his next turn.

Reality Shift* (Su): This temporal talent allows the temporal knight move as if he teleported. As a move action and spending a mote, the temporal knight can
teleport up to his normal movement speed without provoking attacks of opportunity. If under defensive stance, he can only teleport up to half his movement speed.
Prerequisite: Temporal knight 4

Steady Hand* (Su): The temporal knight can rewind time by small amounts to erase any minor mistakes he makes as a result of distraction around him. By
spending a mote, the temporal knight may use skills reliably even under adverse conditions. Once he spends the mote, he may take 10 on any single skill check made
before the end of his next round, even if stress and distractions would normally prevent him from doing so.

Steal Fate* (Su): As a standard action, the temporal knight can attempt to steal a crucial moment from a targets future, reducing the chance the target will
enjoy a happy and prosperous future. The temporal knight spends a mote and the target must make a Will save (DC 10 + 1/2 the temporal knights level + the temporal
knights Charisma modifier) or suffer a penalty to all attack and damage rolls, skill checks, and saving throws. This effect lasts for 1 round per temporal knight level.
The penalty suffered is equal to 1, and increases to 2 at 8th level, and 3 at 16th level, while the temporal knight gains this as a bonus as he uses the stolen fate to
carefully plan each action he takes. Steal Fate has a range of 30 feet. Prerequisite: Temporal knight 4

Steal Time* (Su): As a standard action, with this talent, a temporal knight can steal time from a target. The temporal knight spends a mote and the target
must make a Will save (DC 10 + 1/2 the temporal knights level + the temporal knights Charisma modifier) or suffer a penalty to AC, Reflex saves, and movement
speed. This effect lasts for 1 round per temporal knight level. The penalty suffered is equal to 1 to AC and Reflex saves as well as a -5 foot movement speed, and
increases to 2 and -10 foot at 8th level, and 3 and -15 at 16th level, while the temporal knight gains this as a bonus as he uses the stolen time to move quickly. Steal
Time has a range of 30 feet. Prerequisite: Temporal knight 4

Temporal Barrier* (Su): As a swift action, with this talent, a temporal knight slows time around him and any allies adjacent to him. While under defensive
stance. the temporal knight may spend a mote and gain a DR/- equal to half his level that affects himself and any allies adjacent to him. This lasts for a number of
rounds equal to his Charisma modifier or until the temporal knight withdraws from his defensive stance, whichever comes first.

Temporal Image* (Su): As a standard action, and spending a mote, the temporal knight creates a number of temporal, illusory doubles of himself that
inhabits his square. These doubles make it difficult for enemies to precisely locate and attack him. When temporal image is used, 1d4 images plus one image per three
knight levels (maximum eight images total) are created. These images remain in temporal knights space and moves with him, mimicking his movements, sounds, and
actions exactly. Whenever the temporal knight is attacked or is the target of a spell that requires an attack roll, there is a possibility that the attack targets one of his
images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses
by 5 or less, one of your figments is destroyed by the near miss. Area spells affect the temporal knight normally and do not destroy any of his figments. Spells and
effects that do not require an attack roll affect temporal knight normally and do not destroy any of his figments. Spells that require a touch attack are harmlessly
discharged if used to destroy a figment. An attacker must be able to see the figments to be fooled. If the temporal knight is invisible or the attacker is blind, this ability
has no effect (although the normal miss chances still apply). These images last for a number of rounds equal to his Charisma modifier. Prerequisite: Temporal knight 4

These abilities may be exchanged with the knights talents.

Advanced Temporal Talents: Beginning at 12th level, a temporal knight adds the following advanced temporal talents to his choices when picking a new temporal
talent. Many advanced talents require a temporal knight to spend two of his daily uses of his mote of time ability. This still qualifies as spending a mote once during his
turn, even though multiple motes are spent.

Butterfly Effect* (Su): As a reaction, the temporal knight can make minor changes in his past, which creates a cascade of minor changes in the timeline to
generate brief favorable circumstances for an ally in his present. The temporal knight can spend two motes to add a bonus to one attack roll, skill check, ability check,
or saving throw made by an ally within 30 feet. The roll must represent a single action that occurs entirely within a single round. (A temporal knight could use a mote to
add a bonus to an allys Acrobatics check to leap over a chasm, but not to his Craft check made to determine how much progress was made after a day of work.) The
bonus gained is equal to +2d4. This increased to +3d4 at 16th level. The temporal knight can decide to add this bonus immediately after seeing the result of the original
die roll.

Dj Vu* (Su): By spending two motes, a temporal knight can draw information from his future or past, allowing him to instantly gain the benefits of
considerable study and reflection. He can even peer briefly into the future to see how others react to his various attempts at negotiation or subterfuge. The temporal
knight can make a single Intelligence-, Wisdom- or Charisma-based skill check with a result equal to 20 + his total skill bonus. Prerequisite: Steady Hand temporal
talent

Improved Reality Shift* (Su): This advanced temporal talent allows the temporal knight to teleport anywhere in sight. As a move action and by spending two
motes, the temporal knight can teleport anywhere within line of sight. If under defensive stance, he can only teleport up to his movement speed. Prerequisite: Reality
Shift temporal talent

Retroactive* (Su): By spending two motes, a temporal knight can attempt the same physical action over and over, hopping back to his starting point each
time if things dont work out for him. The temporal knight can make a single Strength-, Dexterity- or Constitution-based skill check with a result equal to 20 + his total
skill bonus. Prerequisite: Steady Hand temporal talent

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Reverse Projectiles* (Su): By spending two motes, a temporal knight may, as an immediate action, reverse a projective shot at him back to the owner using
the same attack roll. Prerequisite: Deflect Projectiles temporal talent

Temporal Reflections* (Su): By spending two motes, a temporal knight summons multiple reflections of himself onto the battlefield briefly. As a standard
action, the temporal knight creates a number of reflections equal to his Charisma modifier within 30 feet. These reflections only last one round, and act immediately,
able to use the temporal knights abilities except temporal reflections, but disappearing at the end of the round. Prerequisite: Temporal Image temporal talent

Time After Time (Su): The temporal knight gains advanced ability to manipulate time. The temporal knight may now spend motes twice per round, if he
wishes.

Time Bandit (Su): The temporal knights access to motes increases. The temporal knight can spend an additional number of motes per day equal to his
Charisma modifier. This talent may be taken more than once, adding the same number of additional motes per day each time it is selected.

Time Heals All Wounds* (Su): This advanced temporal talent allows the temporal knight to manipulate time to heal all wounds (including ability damage) by
resting for 1 hour and spending two motes. Prerequisite: Old Wounds temporal talent

Time Runner* (Su): The temporal knight can move briefly through time, taking an action that does not exist in the normal sequence of reality. The temporal
knight spends two motes to gain an additional move action. The temporal knight does not set off traps during this move action (though he may cause them to be
triggered if, at the end of his run, the proper triggering situation still exists). He does not provoke attacks of opportunity during this move action, nor may other
characters make Perception checks to notice the temporal knight during this move action. After the move action time catches up to the temporal knight, allowing
triggered traps to go off and other creatures to immediately notice the temporal knight where he now stands.

These abilities may be exchanged with the knights advanced talents.

Time Lord (Su): At 20th level, the temporal knight is granted a powerful temporal sense in relation to himself. He receives instantaneous warnings of impending
danger or harm. He is never surprised or flat-footed. In addition, this ability gives him a general idea of what action he might take to best protect himself and gives a +2
insight bonus to AC and on Reflex saves. This insight bonus is lost whenever the temporal knight would lose a Dexterity bonus to AC.

This ability replaces indestructible.

Medic
Charlatan
In a world where magic is limited and perhaps outlawed, a charlatan merely pretends that his miracles are that miracles.

The charlatan is an archetype of the medic class.

Skills: A charlatan adds the Bluff skill to his class skill list.

Spells: Beginning at 1st level, a charlatan gains the ability to cast white magic spells from the Healing school, which are drawn from the white mage spell list. Like
most spellcasters, a charlatan can find or purchase scrolls with spells to add to his repertoire.

To learn or cast a spell, the charlatan must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so
forth). The Difficulty Class for a saving throw against a charlatans spell is 10 + the spell level + the charlatans Wisdom modifier. In addition, a charlatan gains
additional MP for having a high attribute (Wisdom).

Spell
Level MP
Level
1st 1 1st
2nd 2 1st
3rd 3 1st
4th 5 2nd
5th 8 2nd
6th 10 2nd
7th 13 3rd
8th 18 3rd
9th 22 3rd
10th 26 4th
11th 33 4th
12th 39 4th
13th 44 5th
14th 53 5th
15th 61 5th
16th 67 6th
17th 78 6th
18th 88 6th
19th 99 6th
20th 105 6th

This ability replaces improved first aid, resuscitate, quick fix, therapy, and master mender.

Discreet Healing (Su): Also at 1st level, a charlatan is always considered to have Still Magic and Silent Magic feats when casting any spell, but reduces the range of all
spells to touch. This does not increase the MP cost of the spells, however.

This ability replaces medical specialist.

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Enhancing Magic: At 5th level, a charlatan gains access to Enhancing spells from the white mage spell list, except that the charlatans effective caster level is equal to
his medic level -4 when casting Enhancing spells.

This ability replaces injections gained at 5th, 10th, and 15th level.

Smooth Performance (Ex): At 6th level, a charlatan is able to take 10 on any Bluff checks to disguise his spellcasting. He gains Skill Focus (Bluff) as a bonus feat.

This ability replaces anesthetic.

Healers Blessing (Ex): At 7th level, a charlatans healing spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This
does not stack with the Empower Spell metamagic feat.

This ability replaces expert healer.

Rebuke Death (Sp): At 9th level, a charlatan can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two medic levels he
possesses. He can only use this ability on a creature that is below 0 hit points. He can use this ability a number of times per day equal to 3 + his Wisdom modifier.

This ability replaces field healer.

Metamagic Specialist (Ex): At 14th level, any metamagic feats the charlatan uses on his spells costs 1 less MP.

This ability replaces first aid mastery.

Healing Mastery (Ex): At 16th level, a charlatans healing spells are also treated as if they were maximized. All variable, numeric effects of the healing spell are
maximized.

This ability replaces formulating solution.

Medicine Woman
The medicine woman comes from a long lineage of worshippers of the earth, their history beginning long before it was even recorded. The centuries her people have
walked the earth have granted them numerous methods of physical and spiritual purification, from crystals to herbs, to even calling upon the raw elementals themselves
to aid her and her allies in times of need. While she prefers to not directly participate in physical confrontation, her employment of the energies found within the earth
allow her to ensure her allies' endeavors do not meet a sudden end.

The medicine woman is an archetype of the medic class.

Prerequisite: Must be female to take this archetype.

Limit Break (Su): At 1st level, the medicine woman receives the Limit Breaks (Call of Gaia and Call of Wendigo).

Call of Gaia (Su): The medicine woman has spent years studying the healing arts, and as such, has attuned herself to the energies emanating from the earth.
She can chant prayers to the elemental directions in order to gain the aid of these healing energies, which will place her in a trance state. When she enters the trance
state after calling upon these forces, providing she is not interrupted or susceptible to attack, her and her allies' wounds will heal at an accelerated rate. The medicine
woman and her allies within 30 feet are healed for 4d6 points of damage plus an additional 2d6 per four medic levels after 1st. In addition, the medicine woman and her
allies within the area of effect are cleansed of one status effect, provided the medicine woman makes a successful Caster Level check against the status effect.

Call of Wendigo (Su): As a child of the earth, the medicine woman is able to call upon the greater spirits of old. One of which is the Wendigo, which when
called, will attempt to rend their opponents in a flurry of fierce, chaotic winds. All enemies within a 30-ft.-radius take 4d6 points of wind damage plus additional 2d6
points of wind damage per four medic levels after 1st. A successful Reflex save (DC 10 + half of the medics level + her Wisdom modifier) will half the damage.

These limit breaks replace the medics limit breaks.

Call of the Wild (Su): The medicine woman is attuned to many spirits of the elements. Some though, she attunes herself more than the others. As such, she gains a thin
shell that can reduce the damage of one element that she must choose at 2nd level. This cannot be changed as she grows in levels. At 2nd level, she gains an elemental
resistance of 2 against an element and every 3 levels thereafter, this increases by 2.

This ability replaces surgical precision.

Natural Remedies (Ex): The path of the medicine woman tends to lead her more towards natural means of healing and remedying, relying on the earth as opposed to
manufactured curatives. While some may view this as archaic, using plants and other means to successfully heal dates back since ancient times. At 2nd level, as a full-
round action, the medicine woman can heal an adjacent ally for 1d8 points of damage. This increases by 1d8 per 3 levels thereafter. The medicine woman can use this
ability a number of times per day equal to 3 + her Wisdom modifier.

This ability replaces evasive.

War Cry (Ex): At 3rd level, the medicine woman cries out for the spirit's attention to help aid her allies in battle. All allies within 60-feet get a +2 morale bonus to
Strength for the first level. This increases by +2 for every 4 levels thereafter. All creatures to be affected must be able to see, hear, and understand the medicine woman
to gain the bonuses and lasts for the duration of the encounter. This ability can be used once per encounter at 3rd level and she gains one additional use per encounter
every 4 levels thereafter.

This ability replaces battlefield inspiration.

Crystal Fury (Su): The earth, with all its power, often materializes itself in the form of crystals. The medicine woman has learned to grow these crystals. At 3rd level,
as a standard action, she can grow a crystal and attach it to a weapon (doesnt stack with Materia) that deals an extra 1d6 points of earth damage. Ranged weapons grant
their ammo this bonus. These crystals last for a duration of 1 minute before crumbling to dust.

This ability replaces emergency team.

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Herbal Supplement (Ex): At 5th level, the medicine womans use of herbs as supplements for health has been long recorded, and the medicine woman keeps this
tradition alive through her own usage of the restorative arts. These pills have various effects, and as she advances further in her journeys, she will learn even more
recipes to create natural supplements.

Basic Herbal Supplement

Black Maca Pill: Grants a +2 competence bonus to Strength.


Catnip: Grants a +4 competence bonus against the Fear, Shaken and Panic status effects.
Garlic Pill: Grants a +2 dodge bonus to AC.
Ginseng Pill: Grants a +2 competence bonus to Intelligence.
Red Maca Pill: Grants an additional movement speed bonus of 30 feet.

Advanced Herbal Supplement

Black Maca Concentrated Pill: Grants a +4 competence bonus to Dexterity and Strength
Breath of Life: Grants the ability to breathe underwater.
Ginseng Concentrated Pill: Grants a +4 competence bonus to Intelligence and Wisdom.
Iron Pill: Grants 15 temporary HP and a +2 resistance bonus to saving throws.
Tongue of Beast: Grants the ability to Speak with Animals.

Expert Herbal Supplement

Anabolic Pill: Grants the Haste status effect.


Mana Pill: Grants MP Regen 1.
Reaper's Bane: Gains the effects of Ferocity and Die Hard feat.
Rejuvenation Pill: Restores 1 temporary ability score loss.
Wellness Pill: Grants a +2 competence bonus to all ability scores.

Effects last for 1 minute, at which point the user is affected with Sicken status effect for the rest of the day, or until cured. The medicine woman may only make as
many pills equal to 5 + her Wisdom modifier. Only up to 2 pills may be taken per day (if taken more than 2, that creature is immediately gains the Sicken status effect).
Pills take 30 minutes to create.

This ability replaces injections, improved injections, and superior injections.

Sage Purity (Ex): As a child of medicine, the medicine woman has learned of various ways to rid the body and mind of various illnesses throughout the years. One of
the preferred methods is through the burning of sage, and either fanning the smoke onto another, or having them inhale it. At 7th level, as a full-round action, the
medicine woman can cure the status effects of Poisoned, Diseased, Fatigued, Exhausted, Sickened, Nauseated, and Sapped using her medic levels as her caster level for
determining caster level checks against the status effects. Once a creature has benefited from the sage purity, it cannot benefit from it again for 24 hours.

This ability replaces precision expertise.

Quell (Ex): Anger is often tied to recklessness, and a reckless ally is often the last thing a party needs. The medicine woman understands this well, and has found
appropriate means to bring the situation down before it escalates into a disaster. At 13th level, when an ally is inflicted with Berserk or Confusion status effect, the
medicine woman uses her medic level as her caster level for determining caster level checks against the status effects. Once a creature has benefited from the quell, it
cannot benefit from it again for 24 hours.

This ability replaces therapy.

Monk
Diminutive Adept
A diminutive adept turns his diminutive stature and unorthodox footwork into a powerful weapon. Effortlessly moving across the battlefield, he ducks under the legs of
larger creatures and then topples them with surprising attacks.

The diminutive adept is an archetype of the monk class, available only to tarutaru monks.

Diminutive Trip (Ex): At 1st level, a diminutive adept learns a number of maneuvers and grabs that can cause even the largest opponents to stumble and fall. He gains
Improved Trip as a bonus feat, even if he does not meet the requirements. At 4th level, and every four levels thereafter, he acts as if he is one size larger for the
purposes of determining the maximum size of creatures he can trip and when determining his CMB and CMD for purposes of a trip combat maneuver.

This ability replaces stunning fist.

Diminutive Grace (Ex): At 3rd level, a diminutive adept uses his size and grace to avoid the attacks of those he passes. When using the Acrobatics skill to avoid
attacks of opportunity by moving through a threatened area or an enemy's space, he only takes a 5 penalty when doing so at full speed, instead of the normal 10
penalty.

This ability replaces the combo finisher gained at 3rd level..

Improved Diminutive Grace (Ex): At 6th level, a diminutive adept's ability to avoid attacks of opportunity against those he passes improves. When using the
Acrobatics skill to avoid attacks of opportunity, while moving through a threatened area or through an enemy's space, he takes no penalty when doing so at full speed.

This ability replaces a ki power gained at 6th level.

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Ironskin Monk
Through discipline and training, an ironskin monk hardens his body to withstand punishing blows. Though slow on his feet, his calloused hands and feet can shatter
stone and stagger foes.

The ironskin monk is an archetype of the monk class, available only to galka monks.

Iron Skin (Ex): At 1st level, an ironskin monk gains a +1 bonus to his natural armor. This bonus stacks with any existing natural armor the ironskin monk already has.
At 4th level, and every 4 levels thereafter, this bonus increases by +1.

This ability replaces the monk's AC bonus ability and the ability to add his Wisdom bonus to his AC.

Resilience (Ex): At 2nd level, an ironskin monk can shake off the physical effects of certain attacks. If he makes a Fortitude saving throw against an attack that has a
reduced effect on a successful save, he instead avoids the effect entirely. This ability can be used only if the monk is wearing cloth, leather armor, or no armor. A
helpless monk does not gain the benefits of resilience.

This ability replaces evasion.

Ki Pool (Su): At 4th level, an ironskin monk can spend 1 point from his ki pool to gain a damage bonus equal to half his monk level against objects and constructs for 1
round.

This ability replaces a ki power gained at 4th level.

Staggering Blow (Ex): At 6th level, an ironskin monk attacking with an unarmed strike can spend 1 point from his ki pool as a free action after a successful critical hit
to stagger the creature struck for 1 round (Fort DC 10 + half of the monk's level + his Wisdom modifier negates).

This ability replaces a ki power gained at 6th level.

Tough as Nails (Ex): At 8th level, an ironskin monk gains DR 1/. Subtract 1 point from the damage the ironskin monk takes each time he is dealt damage from a
weapon or a natural attack. This damage reduction increases by 1 point at 9th level and every 3 levels thereafter. Damage Reduction can reduce damage to 0 but not
below 0.

This ability replaces boost.

Evasion (Ex): At 9th level, an ironskin monk gains evasion.

This ability replaces improved evasion.

Surefooted (Ex): At 17th level, an ironskin monk's speed is not reduced by difficult terrain.

This ability replaces timeless body.

Unbreakable (Ex): At 20th level, an ironskin monk sets aside many of the frailties of mortal flesh. He becomes immune to death effects and stunning. He is not subject
to ability damage or ability drain, and has a 75% chance of ignoring the extra damage dealt by critical hits and sneak attacks.

This ability replaces perfect self.

Ki Warrior
Ki warriors are monks who have learned to harness the life energy called ki, and forge it into a deadly weapon enhancer, using their own bodies as weapons. These ki
warriors are masters of the martial arts and hence are only hindered by the use of manufactured weapons and armors. A ki warrior's ki infuses them with many
abilities, and unlocks the legendary super transformations that grants them phenomenal strength and agility.

The ki warrior is an archetype of the monk class.

Superior Ki Pool (Su): At 1st level, a ki warrior gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a ki
warrior's ki pool is equal to double his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike
allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold
iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming
damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool as a swift action, a ki warrior can make one additional unarmed strike at his highest attack bonus when making a flurry of blows
attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A ki warrior gains additional powers
that consume points from his ki pool as he gains levels.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

When a ki warrior mentally prepares themselves to fight or use ki abilities, they essentially prepare their ki pool for use and become 'charged up'. While charged up, a
bluish white energy flows from their feet up to their head in numerous flame-like spikes of energy and connect above the ki warrior. This can be suppressed at will as a
free action.

This ability replaces the ki pool gained at 4th level.

Ki Blast (Su): Also at 1st level, a ki warrior can spend a ki point to fire a blast of ki to a target creature within 60 feet. Using a ranged touch attack, this ki blast deals
1d6 points of non-elemental damage + an additional 1d6 points of non-elemental damage per 2 levels thereafter.

This ability replaces stunning fist.

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Super Transformation (Su): A ki warrior can transform into a super fighting machine. At 1st level, a ki warrior can remain transformed for a number of rounds per
day equal to 4 + his Constitution modifier. For each level after 1st he possesses, the ki warrior can remain transformed for 2 additional rounds per day. Temporary
increases to Constitution, such as that gained from dwarf's endurance, do not increase the total number of rounds that a ki warrior can remain transformed per day. A ki
warrior can transform as a swift action. The total number of rounds per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While transformed, a ki warrior gains a +2 bonus on melee attack rolls, melee damage rolls, and thrown weapon damage rolls. In addition, he gains a +10 bonus
movement speed. He also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the
transformation ends, and are not replenished if the ki warrior transforms again within 1 minute of his previous transformation.

A ki warrior can end his transformation as a free action, and is fatigued for 1 minute after his transformation ends. A ki warrior can't transform while fatigued or
exhausted, but can otherwise transform multiple times per day. If a ki warrior falls unconscious, his transformation immediately ends.

When the ki warrior makes the transformation, his hair and eyebrows turn bright gold in color and his pupils and irises turn a bright almost glowing sea green. Their
muscles bulge slightly and their now golden hair stands more straight up than it did before. The ki warrior radiates a golden light of power that constantly flows up from
their feet like an opaque flame, making their hair and clothes wave lightly almost like it was in a wind. The ki warrior can voluntarily suppress this light at any time as a
free action, even when it's not their turn, though they still retain their golden hair, eyebrows, and green pupils regardless until they revert to their normal state, losing the
bonuses granted by the transformation.

At 5th level, the ki warrior reaches the second tier to his transformation ability. All bonuses and temporary hit points are doubled and require 2 rounds, spending 1 ki
point per round to reach this stage or the ki warrior can spend 4 ki points to reach this stage immediately. The second tier of the super transformation looks the same as
the first, with the exception that the ki warriors golden hair is a little longer and its shape is a little different than the first form. Exactly how it is different varies from
ki warrior to ki warrior based on their hairstyle. Also while in the super transformation 2 form, because of the amount of energy being channeled and focused, the ki
warrior has little random arcs of electricity coursing around him. This electricity does not harm the ki warrior or any opponents.

At 10th level, the ki warrior reaches the third tier to his transformation ability. All bonuses and temporary hit points are tripled and require 3 rounds, spending 1 ki point
per round to reach this stage or the ki warrior can spend 6 ki points to reach this stage immediately. The third tier of the super transformation looks similar to the first
two, but slightly different. The ki warriors golden hair is now extremely long, reaching all the way down to his lower back. The ki warrior's golden eyebrows
completely disappears and the area where his eyebrows would normally be contorts into a very serious or angered look.

At 15th level, the ki warrior reaches the forth tier to his transformation ability. All bonuses and temporary hit points are quadrupled and require 4 rounds, spending 1 ki
point per round to reach this stage or the ki warrior can spend 8 ki points to reach this stage immediately. The fourth tier of the super transformation looks similar to
first two, but the ki warriors hair is now a light blue color instead.

At 20th level, the ki warrior reaches the final tier to his transformation ability. All bonuses and temporary hit points are quintupled and require 5 rounds, spending 1 ki
point per round to reach this stage or the ki warrior can spend 10 ki points to reach this stage immediately. The final tier of the super transformation looks similar to first
two, but the ki warriors hair is now a light pink color instead.

This ability replaces the blitz techniques and combo finishers.

Ki Powers (Su): At 2nd level and every 2 levels thereafter, a ki warrior can select one ki power. These powers allow the ki warrior to perform amazing feats of
mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the ki warrior to
be of a specific level or higher before they can be chosen. Unless otherwise noted, a ki warrior cannot select an individual ki power more than once. Powers marked
with an asterisk add effects to a ki warriors ki blast. Only one of these powers can be applied to an individual attack, and the decision must be made before the attack
roll is made. In addition to the ki power list from the monk class, the ki warrior gains access to the following ki powers:

Destructo Disc (Su): This ki power gives the ki warrior the ability to spend a ki point to create a spinning buzz saw of ki above their head in a flat circular
disk shape. It can be thrown as a ranged touch attack. The disk has a range of 100 feet + 10 feet per two monk levels after 6th, sawing through solid matter in its path.
The disc acts as a ranged touch attack and bypasses hardness as though it were an adamantine weapon. If the disc misses the target in the first round, the ki warrior can
take a standard action in the following round to magically realign the disc to follow the target. The disc deals a total of 36 points of total damage. The disc stops when it
hits the target dealing 6d6 points of localized damage, meaning that at DM discretion, the disc may in fact saw off entire limbs, or when the damage total is greater than
the targets remaining hit points, may even saw a target in half. The disc also dissipates when it has used up the 36 points of damage by passing through the hit points of
solid material between the ki warrior and the target of the ability or if it has not used up its damage total or hit the target of the ability after 10 rounds of being realigned
and aimed. Prerequisite: A ki warrior must be at least 6th level before selecting this ki power.

Exploding Blast* (Su): Learning this ki power allows the ki warrior to change his ki blast to explode into a 20-foot-radius burst when he hits a creature. All
creatures caught in the blast takes the ki warriors ki blast damage, and are entitled to a Reflex save (DC 10 + half of the monks level + his Wisdom modifier) for half
damage (the creature you directly struck is not entitled to a save). Prerequisite: A ki warrior must be at least 6th level before selecting this ki power.

Flash Step (Su): Taking this ki power gives the ki warrior the ability to magically transport between spaces, as if using the dimension door spell for 1 ki
point. The ki warrior uses his monk level as his caster level for this ability. Prerequisite: A ki warrior must be at least 8th level before selecting this ki power.

Healing Spirit (Su): Learning this ki power means that a ki warrior has learned how to use his own life force to bolster the life force of others. When using
this ki power, the ki warrior must be adjacent from the target of this ability and then heals for 1d6 hit points of damage per ki point spent as a full-round action. This
ability can only be used to heal other targets, and not the ki warrior. This ability only works on living creatures. Prerequisite: A ki warrior must be at least 4th level
before selecting this ki power.

Improved Intimidating Ki (Su): As intimidating ki ability except the penalty on an opponents attack rolls within 10 feet increases to -4, and as a free action
on the ki warrior's turn, he can strengthen and focus the ever-shifting and flowing light around him in a display that others find disturbing. When he focuses his aura in
this manner, he may make an immediate Intimidate skill check to demoralize all opponents within 30 feet that can see him and have no more than 2 hit dice more than
he does. While the ki warrior's ki is about his body, he gains a +2 circumstance bonus on all Intimidate skill checks. Prerequisite: A ki warrior must be at least 6th
level and have the intimidating ki ki power before selecting this ki power.

Improved Ki Barrage* (Su): As ki barrage ability, but the ki warrior may now use ki barrage in conjunction with the flurry of blows ability, and may also
target a separate opponent for each attack roll made, taking no penalty to their attack rolls for targeting as many different opponents as they would like, even
interchangeably. They may also still fire all ki blasts at the same target. Prerequisite: A ki warrior must be at least 10th level and have the ki barrage ki power before
selecting this ki power.

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Improved Ki Flight (Su): As ki flight ability except the ki warrior's fly speed increases by double. Prerequisite: A ki warrior must be at least 8th level and
have the ki flight ki power before selecting this ki power.

Improved Ki Sense (Su): As sense ki ability, but the ability improves to having accuracy out to 25 miles in a spherical radius from the ki warrior, and the
improved ki sense gives him a better sense of how far the ki presence is from his in a very rough numeric distance. A ki warrior with improved ki sense can also
distinguish one persons ki from another once they have sensed it. Prerequisite: A ki warrior must be at least 4th level and have the ki sense ki power before selecting
this ki power.

Instant Transmission (Su): This ki power acts like a greater teleport spell using his monk level as his caste level. The ki warrior spend 2 ki points and a
standard action focusing on where he wants to go and teleports. He may take along a willing medium or smaller creature per monk level whom are touching him or
touching someone else who is touching him. Large creatures count as two medium creatures and huge creatures as two large creatures and so forth when calculating
whom he may take with him. Alternatively, the ki warrior may use instant transmission to teleport within 30 feet of his current location as a swift action, costing 1 ki
point. Unlike greater teleport, instant transmission can cross interplanar boundaries, but only in cases when the ki warrior has the "ki" or life force of a familiar creature
to lock onto. The 'beacon' creature does not get any special awareness that they're acting as the ki warrior's focus for this purpose and need not be a willing participant.
In order to cross interplanar boundaries, the ki warrior must spend 1 full-round action to lock onto the life force of the target that's acting as a beacon. Prerequisite: A
ki warrior must be at least 16th level before selecting this ki power.

Intimidating Ki (Su): The ki that surrounds a ki warrior when he is charged up is more visible and has an almost palpable aura. When adjacent to the ki
warrior, all opponents within 10 feet take a 2 to attack rolls because of the ever-shifting and flowing light around him. This aura is around him anytime he wants it to
be. It sheds dim illumination in 5 feet and can be activated or suppressed at any time as a free action. Producing the aura costs 1 ki point.

Kamehameha* (Su): Learning this ki power allows the ki warrior to change his ki blast to become a 120-ft.-line of destruction. All creatures caught in the
blast takes the ki warriors ki blast damage, and are entitled to a Reflex save (DC 10 + half of the monks level + his Wisdom modifier) for half damage. By spending 2
extra ki points, the ki warrior can, as a full-round action, double the damage of his ki blast. Prerequisite: A ki warrior must be at least 4th level before selecting this ki
power.

Ki Barrage* (Su): When this ability is learnt, the ki warrior may fire as many ki balls with his ki blast ability as he has of a number of attacks from his base
attack bonus, and power points to supply. Each ki blast fired requires ki points to be spent on them as normal and each ki blast fired must be at the same target.
Prerequisite: A ki warrior must be at least 6th level before selecting this ki power.

Ki Charging (Su): When a ki warrior takes this ki power, he has learned to replenish his ki. This can be accomplished in only one way which is very
dangerous to him. When he begins charging, he can sacrifice 5 hit points to gain back 1 ki point. He may never use this power to exceed his actual ki pool maximum.
Prerequisite: A ki warrior must be at least 8th level before selecting this ki power.

Ki Enhancement (Su): Learning this ki power allows the ki warrior to spend ki points to gain a bonus to a physical attribute. As a move action, a ki warrior
may spend 1 ki point to gain a +2 enhancement bonus to Strength, Dexterity, or Constitution. For every 3 levels after 2nd, the ki warrior may spend an additional ki
point to increase attributes. This bonus lasts for a number of rounds equal to 3 + his Wisdom modifier. Prerequisite: A ki warrior must be at least 4th level before
selecting this ki power.

Ki Flight (Su): When a ki warrior takes this ki power, he has learned the art of taking his ki and putting it under himself and using it to propel himself into
the air giving him the ability to fly (as the fly spell). This ability costs a ki point and lasts a minute. Prerequisite: A ki warrior must be at least 6th level before selecting
this ki power.

Ki Shield (Su): For every ki point per monk level, a ki warrior can use his ki energy to create a 5-foot-wide clear field of energy around himself for 1 round
as a swift action which grants him a cylindrical shield on all sides that absorbs 10 hit points per monk level worth of magical or physical damage and lasts for 1 round.
For every 2 ki points per monk level, this ability can be used as an immediate action. Prerequisite: A ki warrior must be at least 8th level before selecting this ki power.

Ki Sight (Su): Upon taking this ki power, the ki warriors control and awareness of the life energy around him has given him the ability to "feel" where
things are around him. This ability grants the ki warrior the blindsight up to 30 feet at all times. Prerequisite: A ki warrior must be at least 10th level and have sense ki
and improved sense ki ki powers before selecting this ki power.

Sense Ki (Su): When another ki warrior, monk, ninja, or other class with "ki" related abilities are within 100 feet from the ki warrior, he gets a sixth sense
alerting him to the presence of this ki. When he receives this feeling, he get a general direction, distance and feeling for how powerful the persons ki is. This ability
works accurately within 1 mile in a spherical circumference from the ki warrior, and can accurately identify the exact source of the ki within 30 feet. The accuracy for
this ability, or if it will even function beyond 1 mile is the DM's discretion.

Solar Flare (Su): Learning this ki power gives the ki warrior the ability to use their ki energy to produce a bright blinding light that emanates from the ki
warrior in all directions costing a ki point. Any creature within 30 feet whose eyes are not shut or covered must make a Reflex save (DC 10 + half of the monks level +
his Wisdom modifier) to avoid being blinded. Any creature who fails the save is blinded for 1d3 rounds, and then dazzled in the following round. After which time the
character can see normally again. A character that fails its save, and spends their next full-round action doing nothing but clearing their eyes and trying to regain their
vision may act normally in the following round without being blinded or dazzled. Prerequisite: A ki warrior must be at least 4th level before selecting this ki power.

Spirit Bomb (Su): The spirit bomb is one of the most powerful abilities that a ki warrior can use. To use the spirit bomb, a ki warrior places both hands palm
up into the air and he spends the full-round action saying the incantation "The rivers, the trees, the wind, mountains, oceans and seas, vast lands of the earth, please offer
me your fighting spirit, I ask of you, please." The ki warrior then waits as all life on the planet gives the ki warrior a small piece of their life energy. Every round that
the ki warrior spends waiting on the life energy, the damage goes up in an summation progression. Damage starts at 5d6 and increases by 5d6 per round. The body of
any creature killed by a spirit bomb disintegrates. The ki warrior must be in an outdoor area to use this ability, and have sufficient room to allow the energy to grow. A
ki warrior struck while gathering the energy must make Concentration checks, using his monk level as his caster level (DC = damage dealt), or lose the energy and have
to start the attack over again. The spirit bomb will not work on planes or planets that are devoid of life. This ability does not cost the ki warrior any ki points because the
ki for the attack is being provided by the life forms of the planet. Prerequisite: A ki warrior must be at least 20th level before selecting this ki power.

Superior Ki Flight (Su): As ki flight ability except the ki warrior's fly speed increases by triple. In addition, the ki warrior gains Perfect maneuverability.
Prerequisite: A ki warrior must be at least 12th level and have the ki flight and improved ki flight ki powers before selecting this ki power.

Sustained Flight (Su): A ki warriors ki flight ability no longer requires ki points to maintain flight but he must have at least 1 ki point in his ki pool.
Prerequisite: A ki warrior must be at least 10th level and have the ki flight ki power before selecting this ki power.

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Monk of the Wild
Monks of the wild grow up in the wild and often emulate the animals they have seen in the wild.

The monk of the wild is an archetype of the monk class.

Rage (Ex): A monk of the wild can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a monk of the wild can rage
for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the monk of the wild can rage for 2 additional rounds per
day. Temporary increases to Constitution, such as that gained from dwarf's endurance, do not increase the total number of rounds that a monk of the wild can rage per
day. A monk of the wild can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not
be consecutive.

While in a rage, a monk of the wild gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she
takes a 2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear
when the rage ends, and are not replenished if the monk of the wild enters a rage again within 1 minute of her previous rage. While in a rage, a monk of the wild cannot
use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as
spellcasting).

A monk of the wild can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A monk of the wild can't enter a new rage while fatigued or
exhausted, but can otherwise enter a rage multiple times per day. If a monk of the wild falls unconscious, her rage immediately ends.

This ability replaces blitz techniques.

Martial Arts Style Mastery (Ex): Beginning at 3rd level and every odd level thereafter, a monk of the wild begins learning different martial arts styles based on
animal fighting forms. The monk of the wild can choose between Ape, Bear, Bull, Panther, or Tiger. Each style has three tiers (Novice, Expert, and Master) and must be
taken in order. To be able to take the Dragon martial arts style, the monk of the wild must have a Master in one other martial arts style.

Ape Martial Arts Style (Ex): The ape martial arts styles main focus is the ability to disable an opponent instead of killing him. This style focuses on punches, jabs, and
throws.

Novice (Ex): As a practitioner of the ape martial arts style, a monk of the wild is sometimes forced to make that one attack count to end conflict. When you
use the attack action, the monk of the wild may make a single unarmed attack against one opponent, adding two times her Strength bonus to damage.
Expert (Ex): A monk of the wild of the ape martial arts style learns that the quickest way to down an opponent is to use her full strength in one blow. As a
full-attack action, the monk of the wild can attempt to knock her target unconscious with an unarmed strike. If she scores a hit that deals damage and exceeds
the targets AC by 10 or more, the target must succeed at a Fortitude save (DC 10 + damage dealt) or fall unconscious for 1d6 rounds.
Master (Ex): As a master of the ape martial arts style, the monk of the wild can make a killing strike. Once per day, the monk of the wild may attempt to deal
a killing blow to an opponent. She declares her intention to deal a killing blow, and then makes a normal unarmed attack roll. If she strikes successfully and
the target takes damage from the blow, the target must make a Fortitude saving throw (DC 10 + half of the monks level + her Wisdom modifier) or die.
Creatures immune to critical hits cannot be affected.

Bear Martial Arts Style (Ex): The brutal bear style is full of jabs, chops, kicks, and other quick and dangerous strikes, focusing on deadliness over finesse.

Novice (Ex): As a practitioner of the bear martial arts style, a monk of the wild learns to quickly take advantage of a fallen opponent. When a monk of the
wild makes melee attacks against a prone target, she gains a +2 damage bonus (which is not multiplied on a crit) and increases the critical threat range of her
attacks by 1 (for example, from 19-20 to 18-20).
Expert (Ex): As an expert in bear martial arts, the monk of the wild is adept at making her most effective strikes even more potent. Any time the monk of the
wild scores a threat on an unarmed attack, she gains a +4 bonus on her attack roll to confirm the critical hit.
Master (Ex): As a master in the bear martial arts style, the monk of the wilds knowledge of the bear style allows her to inflict deadly damage to grappled
opponents. As a full-round action, the monk of the wild may attempt a single coup de grace attack on a character she has pinned in a grapple as though the
target were helpless. She deals her maximum unarmed combat damage when making the coup de grace. If she fails to kill the target, he automatically
escapes the grapple.

Bull Martial Arts Style (Ex): The bull martial arts style is very physical, often bringing the combatants into close contact. Bull combat utilizes full-body tackles, throws,
and full-arm blows, as well as the powerful jabs and snap kicks commonly used in instances where close combat is ineffective.

Novice (Ex): As a practitioner of the bull martial arts style, a monk of the wild is often quick to make a swift jab after making a charge. When executing a
charge attack action while unarmed, the monk of the wild gains one additional attack, at a -5 penalty.
Expert (Ex): Using the bull martial arts style, the monk of the wild can charge an opponent with great force. When the monk of the wild makes a successful
unarmed attack against an opponent during a charge attack action, the monk of the wilds Strength bonus is doubled when calculating damage.
Master (Ex): As a master of the bull martial arts style, the monk of the wild can deal a devastating blow to an opponent. As a full-round action, instead of
making a full attack, the monk of the wild may make a single unarmed attack against an opponent. If the attack is successful, she deals the maximum
unarmed damage on the attack. For every 1 point of base attack bonus, she gains an additional +1 bonus on damage. (A 15th level monk of the wild would
deal +15 points of damage to her unarmed attack.)

Panther Martial Arts Style (Ex): The panther martial arts style is often practiced by monk of the wilds in order to maximize damage to an opponent while minimizing
the amount of noise made by the attack. It focuses on short, quick motions and emphasizes on stealth.

Novice (Ex): As a practitioner of the panther martial arts style, a monk of the wild learns to silent her unknowing opponents quietly with an unarmed strike.
If the monk of the wild successfully hits a flat-footed opponent with an unarmed attack, the opponent is unable to speak or make any kind of noise with his
vocal cords for 2d4 rounds; this includes shouting warnings or raising alarms. A successful Fortitude save (DC 10 + half of the monks level + her Wisdom
modifier) reduces the number of rounds the victim is unable to speak by half (round down). Creatures immune to critical hits and creatures without vocal
cords cannot be affected.
Expert (Ex): The monk of the wilds knowledge of the panther style of fighting lets her disarm opponents with ease. The monk of the wild gains the +4
bonus on her combat maneuvers when attempting to disarm an opponent with an unarmed attack.
Master (Ex): As a master in the panther martial arts form, the monk of the wild may use an unarmed attack to attempt to daze an opponent. The monk of the
wild must declare that she is using this ability before she makes her attack roll (thus, a missed attack roll ruins the attempt). It forces a foe damaged by her
unarmed attack to make a Fortitude saving throw (DC 10 + half of the monks level + her Wisdom modifier), in addition to dealing damage normally. If the
defender fails his saving throw, he is dazed for 1 round. A dazed character can take no actions but can defend against attacks normally. The monk of the wild

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may attempt a daze attack once per level per day, and no more than once per round. Multiple daze attacks against the same creature do not stack (but the
creature can be dazed again once the effect wears off). Creatures immune to critical hits cannot be dazed by the monk of the wilds panther mastery attack.

Tiger Martial Arts Style (Ex): The tiger martial arts style focuses on power and strength, including varying levels of damage depending on the force that is applied to
the attacks.

Novice (Ex): As a practitioner of the tiger martial arts style, the monk of the wild learns to put more power into her unarmed strikes to bypass damage
reduction. Once per day, the monk of the wild may ignore an opponents damage reduction when calculating damage of all her unarmed attacks for 1 round.
Expert (Ex): The monk of the wilds knowledge of the tiger fighting style learns to block melee weapons with her bare hands. Once per round, when the
monk of the wild has at least one hand free and is fighting unarmed, she can deflect one melee weapon attack that would normally hit her. She expends no
action to deflect the attack, but she must be aware of it and not flat-footed. An attack so deflected deals no damage to her.
Master (Ex): As a master of the tiger martial arts style, the monk of the wild learns to pounce like a fierce tiger, raining down powerful unarmed strikes. The
monk of the wild can charge at an opponent and make a full attack.

Dragon Martial Arts Style (Ex): The dragon martial arts styles main focus is the ability to make leaping attacks that causes great harm to the enemy. This style focuses
on devastating punches and kicks.

Novice (Ex): As a practitioner of the dragon martial arts style, a monk of the wild is able to make Acrobatics checks for jumping as a swift action. Doing so
enables the monk of the wild to move the distance determined by her check result. The monk of the wild provokes attacks of opportunity with this
movement, and she must move in a straight line. As with any movement, she can attempt an Acrobatics check to tumble and avoid any attacks she provokes
with this sudden leap. The monk of the wild cant move through enemies, unless she succeeds on the appropriate Acrobatics check. In addition, a monk of
the wild gains a competence bonus on Acrobatics checks equal to her monk level for jumping and any jumps she makes are considered running jumps.
Expert (Ex): A monk of the wild of the dragon martial arts style is swift to unleash a flurry of attacks upon an opponent who has taken solid hits from a full-
attack action. As a swift action, if the monk of the wild has made a full-attack action and hit with every attack, she can make two additional attacks made at
her highest attack bonus.
Master (Ex): As a master of the dragon martial arts style, the monk of the wild can make a leap over an opponent and chop down at him, ruining his defenses
and striking with a critical blow. As a full-round action, the monk of the wild attempts an Acrobatics check to leap over her target. The result of this
Acrobatics check must be sufficient to allow her to move through an opponents space and over him. If she fails the Acrobatics check needed to jump over
her foe, she provokes attacks of opportunity for the distance she jumps, if applicable. If her jump was too short to clear her opponent but far enough that she
would land in a space he occupies, she lands adjacent to her opponent in the square closest to her starting square. If her check is insufficient to jump over her
target, she can also make a single attack against her foe with no special benefits or penalties, as long as her target is within reach. If the check succeeds, the
monk of the wild does not provoke attacks of opportunity for leaving threatened squares during her jump. Her foe loses his Dexterity bonus to AC against
the monk of the wilds melee attack. This attack deals an extra 1d6 points of damage + an additional 1d6 per three monk levels after 3rd, and the target must
succeed on a Fortitude save (DC 10 + half of the monks level + her Wisdom modifier) or be stunned for 1 round.

These abilities replace combo finishers.

Nimble Guardian
Some mithra monks dedicate their graceful prowess to the defense of others, especially those dedicated to a similar ethos or who prove themselves as stalwart allies of
the monk's cause.

The nimble guardian is an archetype of the monk class, available only to mithra monks.

Defensive Aid (Ex): At 2nd level, a number of times per day equal to her Wisdom bonus, a nimble guardian can interpose herself between one adjacent ally and an
attack or damage dealt in an area of effect. If an adjacent ally is the target of the attack or is required to make a Reflex saving throw against a damaging effect, as an
immediate action the nimble guardian can grant that ally a +4 circumstance bonus to AC or on the saving throw against the effect. The nimble guardian must use this
ability before the attack roll or saving throw is made. The nimble guardian can only use this ability if she is wearing cloth or no armor.

This ability replaces evasion.

Nimble Reflexes (Ex): At 6th level, a nimble guardian gains a +2 bonus on all Reflex saving throws. A nimble guardian increases this bonus by 1 every four levels
thereafter.

This ability replaces a ki power gained at 6th level.

Guardian Feline (Su): At 8th level, a nimble guardian can transform himself into a feline creature by spending 2 ki points. The effect lasts for 1 hour or until the
nimble guardian changes back. Changing form (to animal or back) is a standard action and does not provoke an attack of opportunity. The chosen form must be some
form of feline (cheetah, lion, etc.).

This ability replaces boost.

Evasion (Ex): At 9th level, a nimble guardian gains evasion.

This ability replaces improved evasion.

Defensive Mastery (Ex): At 11th level, a nimble guardian gains 3 additional uses of her defensive aid ability per day. Furthermore, if an ally that gained the benefit of
a use of defensive aid succeeds her Reflex saving throw, and the effect still deals damage on a successful saving throw, the nimble guardian can spend 1 ki point to
negate that damage. Doing so is not an action.

This ability replaces counterattack.

Scaled Fist
Steeped in traditions that trace their origins to the au ra warrior-monks who master the power of their draconic heritage, scaled fists eschew passive introspection in
favor of unshakable confidence. Scaled fists learn to combine brutal intimidation with the brazen ferocity of an ancient wyrm to devastate their foes.

The scaled fist is an archetype of the monk class, available only to au ra monks.

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Draconic Might: Any of the scaled fists class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning
Fist, but not Wisdom-based skills or Will saving throws) are may use her Charisma instead.

Draconic Mettle (Su): At 3rd level, a scaled fist gains a +2 bonus on saving throws attempted against all fear, paralysis, and sleep effects.

This ability replaces fast movement.

Draconic Fury (Su): At 5th level, the scaled fist has gained some control over the draconic energies she studies. She must select one type of energy: earth, fire, ice,
lightning, water, or wind. Once this choice is made, it cannot be changed. The scaled fist can expend 1 point from her ki pool as a swift action to imbue her natural
attacks with this energy, causing them to deal an extra 1d6 points of damage of the chosen energy type for a number of rounds equal to half her monk level.

This ability replaces purity of body.

Draconic Breath (Su): At 12th level, a scaled fist can spend 3 points from her ki pool to make a breath weapon attack as a standard action. This breath weapon deals
1d6 points of damage of her energy type per monk level in a 30-foot cone. Those caught in the area of the breath can attempt a Reflex save (DC 10 + half of the monks
level + her Wisdom or Charisma modifier) to halve the normal damage.

This ability replaces a ki power gained at 12th level.

Student of the Stone


By following the path of the stone, students of stone give up much of monks' mobility in favor of sheer resilience.

The student of the stone is an archetype of the monk class, available only to dwarf monks.

Hard as Stone (Ex): At 2nd level, whenever an opponent rolls to confirm a critical hit against a student of stone, treat the student of stone's AC as +4 higher than
normal.

This ability replaces evasion.

Strength of Stone (Ex): At 3rd level, a student of stone learns to draw strength from the earth. So long as both he and his opponent are touching the ground, the student
of stone gains a +1 bonus on attack rolls, damage rolls, bull rush and trip combat maneuver rolls, and to his CMD when resisting a bull rush or trip attempt.

This ability replaces fast movement.

Bones of Stone (Su): At 5th level, as a swift action, a student of stone can spend 1 ki point to gain DR 2/magic until the beginning of his next turn.

At 10th level, he can spend 1 ki point to gain DR 5/magic until his next turn.

At 15th level, he can spend 1 ki point to gain DR 10/magic until his next turn.

This ability replaces purity of body.

Body of Stone (Ex): At 9th level, a student of stone gains the benefits of the light fortification armor property.

This ability replaces improved evasion.

Soul of Stone (Su): At 13th level, as a swift action, a student of stone can spend 1 ki point to gain tremorsense 15 feet until his next turn.

At 17th level, the range of this tremorsense increases to 30 feet.

This ability replaces defensive roll.

Entomb (Su): At 17th level, a student of stone can phase a foe into solid rock, killing it instantly. To use this ability, he expends 1 ki point as part of a bull rush or
reposition combat maneuver against a creature adjacent to unworked earth or stone. If the attempt succeeds, the student of stone pushes his foe inside the rock using his
earth glide ability. If the creature succeeds at a Reflex save (DC 10 + 1/2 the student of stone's monk level + the student of stone's Wisdom modifier), it is ejected in the
nearest open space and takes 5d6 points of earth damage. If it fails, it dies instantly as its body merges with the surrounding stone. Entomb is usable once per day, but a
failed bull rush or reposition attempt does not count as a use of the ability. Entomb has no effect on creatures that can earth glide, are incorporeal, or can otherwise can
survive merging with a solid object.

This ability replaces timeless body.

Stone Self (Ex): At 20th level, a student of stone becomes an outsider with the earth subtype. He gains DR 5/chaotic, burrow speed 20 feet, and tremorsense 20 feet.

This ability replaces perfect self.

Treetop Monk
While many viera follow traditional monastic training and traditions, others learn to blend exotic combat and the mysterious forces of ki with the natural world,
allowing them to move through trees and overgrowth to deliver devastating attacks.

The treetop monk is an archetype of the monk class, available only to viera monks.

Branch Runner (Ex): At 3rd level, a treetop monk gains a climb sped equal to half the base speed bonus from his fast movement ability.

This ability replaces combo finisher gained at 3rd level.

Wood Affinity (Su): At 6th level, a treetop monk may expend 1 point from his ki pool as a free action to treat a wooden object as if it were not broken for 1 minute
(this includes a weapon with a wooden haft such as an axe or spear).

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At 8th level, as a free action, a treetop monk can expend 1 point from his ki pool to use the Lunge feat with any wooden or wood-hafted melee weapon.

This ability replaces a ki power gained at 6th level.

Freedom of Movement (Su): At 13th level, a treetop monk may expend 1 point from his ki pool as a swift action to gain the effects of freedom of movement for 1
round.

This ability replaces defensive roll.

Wanderer
Some monks wander the world in humility to learn and to share wisdom and philosophy from their teachers with those they meet, often aiding those who are in need.

The wanderer is an archetype of the monk class, available only to hume monks.

Class Skills: The wanderer adds Diplomacy, Knowledge (geography), Knowledge (local), Linguistics, and Survival to his list of class skills.

Far Traveler (Ex): At 1st level, the wanderer gains either one additional language known or proficiency in one exotic or martial weapon. At 4th level and every four
levels thereafter, the wanderer may gain an additional language known or may retrain her weapon proficiency from this ability to a different exotic or martial weapon.

This ability replaces stunning fist.

Long Walk (Ex): At 3rd level, the wanderer gains Endurance as a bonus feat, and the feat bonus doubles when he makes Constitution checks because of a forced
march. In addition, a wanderer gains a +2 bonus on saving throws against spells and effects that cause exhaustion and fatigue.

This ability replaces combo finisher gained at 3rd level.

Light Step (Su): At 3rd level, a wanderer leaves no trail and cannot be tracked, though he can leave a trail if desired. By spending 1 point from his ki pool, he can use
chocobo haul, choco feather, pass without trace, quick step, or wind runner as a spell-like ability (with a caster level equal to his monk level).

This ability replaces fast movement.

Inscrutable (Su): At 6th level, the wanderer gains a supernatural air of mystery. The DC to gain information or insight into the wanderer with Diplomacy, Knowledge
skills, or Sense Motive increases by 5.

This ability replaces a ki power gained at 6th level.

Wanderer's Wisdom (Ex): At 8th level, the wanderer can dispense excellent advice in the form of philosophical proverbs and parables. As a swift action, the wanderer
can inspire courage or inspire competence as a bard of his monk level by spending 2 points from his ki pool. This affects one creature within 30 feet and lasts a number
of rounds equal to the wanderer's Wisdom modifier (minimum 1 round). This ability is language-dependent.

This ability replaces boost.

Disappear Unnoticed (Ex): At 11th level, the wanderer may use Stealth to hide even while being directly observed or when no cover or concealment is available, as
long as he is adjacent to at least one creature of his size or larger, by spending 1 point from his ki pool. This effect lasts until the beginning of the wanderer's next turn
and may be continued in consecutive rounds by spending 1 ki point each round.

This ability replaces counterattack.

Free Step (Su): At 13th level, the wanderer gains continuous freedom of movement as a continuous spell-like ability.

This ability replaces defensive roll.

White Monk
Monks that heed the call of tranquility in white magic are often called White Monks. They focus upon the healing and holy aspect of magic than the animalistic nature
of their martial arts.

The white monk is an archetype of the monk class.

Skills: A white monk adds the Heal skill to her class skill list.

Spells: Beginning at 1st level, a white monk gains the ability to cast white magic spells, which are drawn from the white mage spell list. Like most spellcasters, a white
monk can find or purchase scrolls with spells to add to her repertoire.

To learn or cast a spell, the white monk must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so
forth). The Difficulty Class for a saving throw against a white monks spell is 10 + the spell level + the white monks Wisdom modifier. In addition, a white monk gains
additional MP for having a high attribute (Wisdom).

Spell
Level MP
Level
1st 1 1st
2nd 2 1st
3rd 3 1st
4th 5 2nd
5th 8 2nd
6th 10 2nd
7th 13 3rd

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8th 18 3rd
9th 22 3rd
10th 26 4th
11th 33 4th
12th 39 4th
13th 44 5th
14th 53 5th
15th 61 5th
16th 67 6th
17th 78 6th
18th 88 6th
19th 99 6th
20th 105 6th

This ability replaces blitz techniques and combo finishers.

Holy Sign (Su): At 8th level, as a standard action, a white monk can spend 1 point of her ki pool to dispel hostile magic or cure status effects. This ability functions
exactly like dispel and esuna except the range for this ability is 30 feet + 5 feet per level after 8th.

This ability replaces boost.

Necromancer
Blood Mage
The luckier wielders of the arcane arts forgo the years of studying ancient tombs and mastering subtle finger flicks and exact annunciation. They are born tapped into
the unknown from which magic is generated. These necromancers often credit their bloodline with this innate gift. Blood mages believe that it is the blood itself that
holds the power. Blood mages do not just feel magic within their veins, they channel it. Sometimes called sanguinists or sanguinomancers, these masochist mages are
willing to drain their own life energy, converting it into magic.

The blood mage is an archetype of the necromancer class.

Limit Breaks (Su): At 1st level, the blood mage receives the Limit Breaks (Symbiote Protection and Theft of Vitae).

Symbiote Protection (Su): This limit break causes the symbiotes in the blood mage and any allies within 30 feet to protect their hosts more effectively. All
symbiotes within 30 feet of the blood mage provide their hosts Fast Healing of 2, Damage Reduction of 2/-, and temporary hit points of 5 for a duration of 1 round + 1
round per four necromancer levels after 1st. Fast Healing and Damage Reduction increases by 2 and Temporary HPs increases by 5 per four necromancer levels after
1st. This limit break requires only a swift action.

Theft of Vitae (Su): This limit break causes the blood from the enemies near the blood mage to be sucked into him. Enemies within a 30-ft.-radius must make
a Fortitude save (DC 10 + half of the necromancers level + his Charisma modifier) for half damage or take 2d6 points of shadow damage + an additional 2d6 points of
shadow damage per four necromancer levels after 1st. The blood mage gains half of the damage dealt in hit points that he may spread to his collective up to his limit.

These limit breaks replace the necromancers limit breaks.

Collective Symbiote (Su): A blood mage creates blood worms that attaches to his allies which allows him to heal and protect them. As a standard action, a blood mage
can attach a number of symbiotes onto a number of willing targets equal to his Charisma modifier or half his blood mage level, whichever is higher. The blood mage
must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level).
The blood mage is always considered a member of his own collective, and does not count against this limit. Attaching a symbiote causes the blood mage and the willing
ally a temporary Constitution loss of 1.

The blood mage can choose to remove a symbiote from an ally as a free action on his turn, and any member can voluntarily expel the symbiote as a free action on their
turn. Any member whose Wisdom drops to zero or who moves out of range is automatically removed as the symbiote dies. A blood mage is aware of the status of his
collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher
levels (see telepathy and health sense, below).

If a member of the collective dies, the member is removed from the collective and the blood mage must make a Fortitude save (DC 15) or lose 1 MP for every Hit Die
of the fallen member and be sickened for an equal number of rounds.

This ability replaces bone commander.

Collective Healing (Su): Whenever a willing member of the blood mage's collective could regain lost hit points or ability damage, the blood mage may choose to
redirect any or all of that healing to one or more other willing members of the collective as a free action to a maximum of 5 hit points per level. This can transfer
instantaneous healing, healing from ongoing healing effects, such as fast healing, and even hit points gained from rest (in which case, a member of the collective would
rest for a period of time as normal, and the amount of hit points and ability damage healed would go to another).

In any case, the original recipient of the healing effect chooses whether to allow the diverted healing, and does not gain the benefits of any healing he grants to another.
The type of healing (holy energy, shadow energy, construct repair, etc.) is unchanged from the original source for determining who or what can be healed.

A blood mage may even heal wounds through collective healing if at full health. This may only be used with healing effects such as potions, spells, or other such
effects. Healing from long term care or natural healing cannot be transferred in this way.

Steal Health (Su): At 1st level, a blood mage has learned to siphon the health of a creature and use it for his own needs or the needs of his collective. As a touch attack,
the blood mage may deal a number of hit points in damage to the target equal to his necromancer level + his Charisma modifier and heal an equal amount of damage.
The blood mage may share any healing from this effect over his collective, even if he himself would not be eligible for the healing. A blood mage may not heal more hit
points than the touched creature had prior to using this ability.

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This ability may only be used on creatures with a Constitution score and may not be used against creatures in the blood mage's collective. A blood mage may use this
ability on creatures with a total number of hit dice less than half his blood mage level, but he gains no healing from it.

At 4th level, a blood mage is able to use steal health as a ranged touch attack with a range of 15 feet.

At 7th level, a blood mages range increases to 30 feet.

This ability replaces bolster

Health Sense (Su): Beginning at 2nd level, a blood mage may take a swift action to gauge the relative health level of collective members, determining the amount of
damage, in hit points, that an ally has taken. In addition, the blood mage may make a Heal check as a standard action, with a DC of 15, to determine if any of the
members of his collective are afflicted by a disease or poison.

Starting at 7th level, the blood mage can make a Heal check over his collective to stabilize a dying target or treat a wound from a caltrop, spike growth, spike stones, or
similar. This ability improves at 12th level, and the blood mage may make a Heal check over his collective to treat a poisoned creature.

At 17th level, the blood mage is able to treat diseases in the same fashion, making a Heal check over his collective.

When treating a target over a collective, the DC of the Heal check is the same as if the blood mage was treating the target normally.

This ability replaces undead body.

Transfer Wounds (Su): Starting at 3rd level, all blood mages learn how to transfer wounds with but a touch. As a standard action that does not provoke attacks of
opportunity, a blood mage may touch a target and heal it for 1d6 points of damage. The blood mage suffers the same number of points of non-lethal damage (up to the
amount the target is actually healed). At 5th level and every 2 levels thereafter, the damage healed to the target and non-lethal damage taken by the blood mage
increases by 1d6. A blood mage may use this ability a number of times per day equal to 3 + his Charisma modifier. A blood mage may not use this ability upon himself.

This ability replaces lifetap.

Telepathy (Su): When a blood mage reaches 4th level, all willing members of his collective (including the blood mage himself) can communicate with each other
telepathically, even if they do not share a common language. A blood mage may temporarily deactivate, and reactivate, this ability as a swift action.

This ability replaces unholy fortitude.

Request Aid (Su): Starting at 5th level, members of a blood mage's collective are able to request aid from the blood mage, should he not realize such aid is needed. As
a standard action, any member of the collective can request healing from the blood mage. The blood mage can grant this request by spending up to half his level
(rounded down) in MP as a free action, even if it is not his turn. Each MP spent in this fashion heals 3 hit points to the target. A blood mage can even initiate this
healing himself should he realize someone needs healing, by spending a standard action.

This ability replaces bone minion.

Thicker Than Water (Su): At 5th level and higher, a blood mages vital fluids are partially under his control. When a blood mage is injured, his blood withdraws from
the wound, avoiding some damage that he would otherwise take. This ability gives the blood mage damage reduction 2/bludgeoning. This increases by 2 every five
levels thereafter.

This ability replaces fear aura.

Blood Pulse (Su): As a free action, a blood mage of 6th level may project a pulse to all members of his collective by spending 1 MP, which empowers the attacks of the
members of the collective for one round. Any successful damaging attack made with an attack roll made by a member of the collective heals the attacker for the damage
dealt, up to 2 hit points of damage. Every three blood mage levels thereafter, the maximum healing granted by this aura increases by 1.

This ability replaces secrets of the dead.

Blood Draught (Ex): At 7th level, a blood mage learns how to store spells of up to 3rd level in his own blood. Effectively, he gains the Brew Potion feat using an
alternative medium. All rules and expenses that apply to Brew Potion also apply to this ability, with the following exceptions. Once brewed, a blood draught remains
in circulation within a mages body. The maximum number of draughts he can store at one time is equal to half his necromancer level + his Constitution score, but if he
is ever slain, they are all immediately ruinedeven if he is subsequently returned to life. Blood draughts are never accidentally lost through major blood loss or by a
blood-draining attack. To consume a draught, a blood mage pricks his skin, automatically bringing forth the desired effect. This is a standard action that provokes
attacks of opportunity, like drinking a potion. Another individual can partake of a blood draught (if he or she has a strong stomach) by drinking 1 ounce of the blood
mages blood as a full-round action. The blood mage must have an open wound to share the effects of a blood draught with another creature; if he lacks one, the
creature can inflict a wound that deals 1 point of damage to the blood mage as part of the action to consume the draught. A blood mage cannot store his blood in a
container to share at a later time. The blood draught must be drawn fresh from his body, or it loses potency within 1 round.

This ability replaces cheat death.

Blood to Magic (Su): At 8th level, a blood mage can sacrifice hit points to gain blood points to spend on spells. For every hit point sacrificed, he gains a blood point.
Sacrificing hit points for blood points is a move action that does not provoke attacks of opportunity. Blood points last 1 round per level. Any number of hit points up to
his Constitution score can be sacrificed each day. Blood points can be spent to cast additional spells per day. The cost in blood points of casting a spell is equal on the
spells level. A blood mage cannot use blood points to cast a spell of higher level than he can normally cast, nor can he use blood points to cast spells he does not know.

This ability replaces lifesight.

Lifetap (Su): At 8th level, whenever the blood mage casts spells that deals shadow damage to a living creature, he gains health back equal to spell level of the spell +
his Charisma modifier. If this would put him above his normal hit point total, he can transfer the excess to his collective.

This ability replaces unlife healer.

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Bloodseeking Spell (Su): Beginning at 9th level, a blood mage can imbue his spells with the ability to draw blood from their targets. To use this ability, a blood mage
must inflict a wound on himself; this is a free action that deals 3 points of damage to the blood mage and becomes a normal part of casting the spell. Damage reduction,
if a blood mage has any, doesnt apply to this damage. A bloodseeking spell deals an extra 1d6 points of damage to each target that takes damage from the spell. This
extra damage applies only to spells that deal hit point damage, not to spells that deal ability damage, ability drain, or other kinds of damage. Constructs, elementals,
oozes, plants, undead, and any creatures without blood or a similar substance within their bodies are immune to this effect.

This ability replaces miasma.

Swift Aid (Su): A blood mage of 10th level may, as an immediate action and by expending one use of his transfer wounds ability, transfer the wounds of a member of
his collective to an enemy within 15 ft. of the ally for an amount of damage equal to the blood mage's transfer wounds ability. A successful Fortitude save (DC 10 + half
of the necromancers level + his Charisma modifier) negates the effect.

This ability replaces fortification.

Transfer Attack (Su): At 11th level, a blood mage can, as an immediate action, to redirect damage being taken by one member of the collective to another member of
the collective. Calculate the damage as if the original target would have taken it. The damage transferred is empathic in nature, so damage reduction or other means to
block the damage to the final target are not effective.

This ability replaces undead mastery.

Stanch (Ex): At 12th level, a blood mage automatically becomes stable when his hit points drop below 0. He still dies if he reaches negatives in his Constitution score or
lower.

This ability replaces master of death.

Improved Lifetap (Su): At 16th level, a blood mages lifetap ability improves. In addition to gaining health equal to the spell level + his Charisma modifier, any time a
blood mage casts a spell that deals hit point damage, it heals him for 50% of the damage dealt. If the power does hit point damage to multiple targets, the blood mage
only heals 50% of the damage to the target dealt the highest damage.

This ability replaces destruction retribution.

Steal Life (Su): Beginning at 17th level, a blood mage can not only steal the health of a target, but steal their life itself. By making a successful melee touch attack, the
blood mage can force the target to make a Fortitude save (DC 10 + half of the necromancers level + his Charisma modifier) or die. A successful save negates this
effect. Targets with more than 140 hit points are unaffected by this ability.

If the target fails the save, the blood mage is able to channel the stolen life force through his collective, healing any number of the members of his collective for a
combined total of 5 hit points per hit die the original target had.

This ability may only be used on creatures with a Constitution score and may not be used against creatures in the blood mage's collective.

A blood mage must wait 10 minutes after using this ability before he can attempt to use it again. This is considered a death effect.

This ability replaces deathly abeyance.

Bloodwalk (Su): At 19th level, a blood mage becomes perfectly attuned to the song of blood. He gains the supernatural ability to transport himself great distances via
the blood of living creatures. Once per day as a standard action that does not provoke attacks of opportunity, he can seamlessly enter any living creature (except an
elemental, ooze, plant, undead, or other creature without blood or a similar fluid) whose size equals or exceeds his own and pass any distance to another living creature
on the same plane in a single round, regardless of the distance separating the two. A blood mage merely designates a direction and distance (a living creature twenty
miles due west of here), and the bloodwalk ability transports him to a destination creature as close as possible to the desired location. He cant specify a named
individual as the endpoint unless he has previously obtained a sample of that creatures blood and has it preserved in a vial that he carries. The entry and destination
creatures need not be familiar to the blood mage. A blood mage cannot use himself as an entry creature. If an intended entry creature is unwilling, he must make a
successful melee touch attack to enter. (A missed touch attack does not use up the ability for that day.) When exiting a creature, a blood mage chooses an adjacent
square in which to appear. Entering and exiting a creature is painless unless a blood mage wishes otherwise (see below). In most cases, though, the destination creature
finds being the endpoint of a magical portal surprising and quite unsettling.

This ability replaces final guide.

Master of the Blood (Su): A blood mage of 20th level learns how to siphon the life out of a creature. Once every 10 minutes, the blood mage can choose one target to
which he has line of sight and, as a full-round action, begin draining the target of health (10d6 points of damage) which is then transferred to the collective and heals an
equal amount of damage. A successful Will save (DC 20 + his Charisma modifier) negates the effect. Each round, the target may attempt another Will save to negate
the effect. The blood mage can maintain concentration to continue the damage each round, for up to one minute. Any damage done after all members of the collective
are healed completely instead grants temporary hit points to any member of the collective (blood mage's choice) for 10 minutes. The blood mage may divide these
temporary hit points as he so chooses among members of the collective.

This ability replaces undead transformation.

Gravewalker
Some necromancers forgo summoning undead creatures to do their bidding. They would rather become undead to relish the satisfaction of tearing some unfortunate
souls flesh to pieces and feasting on them.

The gravewalker is an archetype of the necromancer class.

Diminished Spellcasting: A gravewalker gains fewer MP than normal equal to the spell level he gains. For example, a necromancer of 5th level would only have 4 MP
excluding extra MP from Charisma bonus.

Martial Prowess: A gravewalkers base attack bonus increases by one step (from 1/2 BAB to 3/4 BAB). Also increases gravewalkers hit dice from d6 to d8.

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Undead Form (Su): Starting at 1st level, the gravewalker can assume the form of a specific chosen undead type. While in this undead form, the gravewalker loses his
Constitution score temporarily and uses his Charisma modifier to determine temporary bonus hit points and bonus Fortitude saves instead. In addition, he gains the
Undead status effect (which cannot be dispelled) and gains the abilities granted by the chosen undead type (see below). At 1st level, a gravewalker can assume an
undead form for a number of rounds per day equal to 4 + his Charisma modifier. For each level after 1st he possesses, the gravewalker can assume an undead form for 2
additional rounds per day. Temporary increases to Charisma, such as that gained from elvaans splendor, do not increase the total number of rounds that a gravewalker
can assume an undead form per day. A gravewalker can assume an undead form as a swift action. The total number of rounds of undead form per day is renewed after
resting for 8 hours, although these hours need not be consecutive.

A gravewalker can end his undead form as a free action, and is fatigued for 1 minute after his undead form ends. A gravewalker can't enter a new undead form while
fatigued or exhausted, but can otherwise assume an undead form multiple times per day. If a gravewalker falls unconscious, his undead form immediately ends.

The gravewalker must choose one of the three forms below. Once chosen, it cannot be changed:

Shadow Form (Su): While assuming this form, the gravewalker becomes Incorporeal (effectively losing his Strength score but gaining a deflection bonus to AC equal to
his Charisma modifier), gains a +4 to Dexterity, and Incorporeal Touch attack that deals 1d6 points of Strength damage to a living creature. In addition, the gravewalker
has a holy burst resistance +2.

Skeleton Form (Su): While assuming this form, the gravewalker gains a +2 bonus to Strength and Dexterity, two claw attacks that deal 1d4 damage, and a +2 natural
armor bonus to AC. In addition, the gravewalker gains DR 5/bludgeoning, immunity to ice, and has a holy burst resistance +2.

Zombie Form (Su): While assuming this form, the gravewalker gains a +2 bonus to Strength and Dexterity, a slam attack that deals 1d6 damage, and a +2 natural armor
bonus to AC. In addition, the gravewalker gains DR 5/slashing and has a holy burst resistance +2.

This ability replaces bone commander.

Improved Undead Form (Su): At 5th level, the gravewalkers undead form changes to a stronger undead type depending on which undead he chose at 1st level.

Ghost Form (Su): If Shadow Form was chosen, the gravewalker gains this form instead. While assuming this form, the gravewalker becomes Incorporeal (effectively
losing his Strength score but gaining a deflection bonus to AC equal to his Charisma modifier), gains a +4 bonus to Charisma, a Corrupting Gaze ability and Incorporeal
Touch attack that deals 1d6 points of shadow damage per two necromancer levels to a living creature, a successful Fortitude (DC 10 + half of the necromancers level +
his Charisma modifier) halves the damage. In addition, the gravewalker has a holy burst resistance +4 and darkvision (60 ft.).

Frightful Moan (Su): The gravewalker can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will
save (DC 10 + half of the necromancers level + his Charisma modifier) or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. A
creature that successfully saves against the moan cannot be affected by the same gravewalker's moan for 24 hours.

Ghoul Form (Su): If Zombie Form was chosen, the gravewalker gains this form instead. While assuming this form, the gravewalker gains a +2 bonus to Strength and +4
bonus to Dexterity, a bite attack that deals 1d6 damage (plus disease and paralysis), two claw attacks that deal 1d6 (plus paralysis), and a +2 natural armor bonus to AC.
In addition, the gravewalker has a holy burst resistance +2.

Disease (Su): Ghoul Fever: Biteinjury; save Fort (DC 10 + half of the necromancers level + his Charisma modifier); onset 1 day; frequency 1/day; effect
1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is equal to 10 + half of the necromancers level + his Charisma modifier.
Paralysis (Su): Creatures damaged by a gravewalker's natural attacks must make a successful Fortitude save (DC 10 + half of the necromancers level + his
Charisma modifier) or be paralyzed for 1 round. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot,
frozen and helpless. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

Mummy Form (Su): If Skeleton Form was chosen, the gravewalker gains this form instead. While assuming this form, the gravewalker gains a +4 bonus to Strength and
+2 bonus to Charisma, a slam attack that deals 1d8 damage (plus mummy rot), an aura called Despair, and a +4 natural armor bonus to AC. In addition, the gravewalker
gains DR 5/- and has a holy burst resistance +4, but is vulnerable to fire.

Despair (Su): All creatures within a 30-foot radius that see the gravewalker in mummy form must make a successful Will save (DC 10 + half of the
necromancers level + his Charisma modifier) or be paralyzed by fear for 1 round. Whether or not the save is successful, that creature cannot be affected
again by the same gravewalkers despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect. The gravewalker may turn this ability off as
a free action.
Mummy Rot (Su): Mummy Rot: curse and diseaseslam; save Fort (DC 10 + half of the necromancers level + his Charisma modifier); onset 1 minute;
frequency 1/day; effect 1d6 Con and 1d6 Cha; cure . Unlike normal mummy rot, this can be cured with Esuna.

This ability replaces bone minions gained at 5th and 10th level.

Greater Undead Form (Su): At 10th level, the gravewalkers undead form changes to a stronger undead type depending on which undead he chose at 1st level.

Lich Form (Su): If Skeleton Form was chosen, the gravewalker gains this form instead. While assuming this form, the gravewalker gains the Lich template
(http://www.d20pfsrd.com/bestiary/monster-listings/templates/lich).

Spectre Form (Su): If Shadow Form was chosen, the gravewalker gains this form instead. While assuming this form, the gravewalker gains the Dread Spectre template
(http://www.d20pfsrd.com/bestiary/monster-listings/templates/dread-spectre-cr-3).

Vampire Form (Su): If Zombie Form was chosen, the gravewalker gains this form instead. While assuming this form, the gravewalker gains the Vampire template
(http://www.d20pfsrd.com/bestiary/monster-listings/templates/vampire).

This ability replaces bone minions gained at 15th and 20th level.

Tireless Undead Form (Ex): At 19th level and higher, a gravewalker no longer becomes fatigued at the end of his undead form.

This ability replaces final guide.

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Form Mastery (Su): At 20th level, the gravewalker has master his chosen undead form. All weaknesses of his chosen undead form are eliminated and is immune to
holy burst. In addition, once per day, the gravewalker may activate his undead form in minutes instead of rounds.

This ability replaces undead transformation.

Necrotic Healer
As their name suggests, necrotic healers focus much of their energy on healing. Although necrotic healers can still create undead like other necrotic healers, few
choose to do so. Many of their healing abilities center on taking others pain into themselves in order to negate it. Necrotic healers tend to be caring, compassionate,
and self- sacrificing individuals.

The necrotic healer is an archetype of the necromancer class.

Alignment: Any, although most necrotic healers are good.

Rebuke Death (Sp): As a standard action, a necrotic healer can touch a living creature to heal it for 1d4 hp plus 1 for every two necromancer levels he possesses. He
can use this ability only on a creature below 0 hp. He can use this ability a number of times per day equal to 3 + his Charisma modifier.

This ability replaces bolster.

Healing Magic: At 2nd level, a necrotic healer can draw healing spells from the white mage spell list in addition to his normal spell list.

This ability replaces undead body.

Soothing Touch (Su): By touching a creature, a necrotic healer of 3rd level or higher can relieve the creature of one minor condition. A necrotic healers touch can
remove the fatigued, shaken, sickened, or staggered conditions by transferring the condition to himself.

At 9th level, a necrotic healer can also remove the blinded, exhausted, nauseated, or deafened conditions in addition to the conditions listed above.

The necrotic healer must suffer the full effects of the condition transferred for 1d3 rounds or for the conditions original duration, whichever is shorter. These effects
cannot be reduced or negated in any way. If multiple conditions affect a targeted creature, the necrotic healer chooses which condition to remove. A necrotic healer can
use this ability a number of times per day equal to 3 + his Charisma modifier.

This ability replaces lifetap.

Power Over Undead (Su): Beginning at 3rd level, a necrotic healer receives Turn Undead as a bonus feat. He is treated as having the channel energy class ability, but
only for purposes of using this feat.

A necrotic healer can channel energy a number of times per day equal to 1 + his Charisma modifier, but only to use the Turn Undead feat. He can take other feats to add
to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Alignment Channel, Elemental Channel, or Selective
Channeling. The DC to save against this feat is 10 + half of the necromancers level + his Charisma modifier. When he uses channel energy, all undead are potentially
affected, even those under his control. At 20th level, undead cannot add their channel resistance to the save against this ability.

This ability replaces harm touch.

Bone Mender (Su): At 5th level and every 5 levels thereafter, the necrotic healer must choose the Bone Mender minion.

This ability modifies bone minion.

Life Bond (Su): At 5th level, a necrotic healer may create a bond between himself and another living creature within 90 ft. as a standard action. He may have one bond
active per necrotic healer level. Each round at the start of the necrotic healers turn, if the bonded creature is wounded for 5 or more HP below its maximum HP, the
bonded creature heals 5 HP and the necrotic healer takes 5 HP damage. This bond continues until the bonded creature dies, the necrotic healer dies, the distance
between them exceeds 90 ft., or the necrotic healer ends it as an immediate action. If he has multiple bonds active, he may end as many as he wants as part of the same
immediate action.

This ability replaces fear aura.

Enhanced Healing (Su): At 7th level, all of the necrotic healers cure spells (spells with the word cure in the name) are treated as if they were empowered, increasing
the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell, and it does not stack with the Empower Spell metamagic
feat.

This ability replaces cheat death.

Necromancers Sacrifice (Su): Beginning at 9th level, when an ally within 60 ft. is hit by an attack or fails a saving throw, a necrotic healer can, as an immediate
action, magically transfer the resulting wounds and/ or effects to himself instead of the target. The necrotic healer is affected as if he was hit by the attack or failed the
saving throw and takes all the damage and suffers all of the adverse effects of doing so. Any resistances or immunities the necrotic healer has are applied normally, but
he cannot otherwise reduce or negate the damage or effects in any way. If this ability is used against an effect that also targets the necrotic healer or includes him in its
area, the necrotic healer suffers the effects for both himself and the target he spared, potentially taking damage or suffering other consequences twice.

A necrotic healer may use this ability once per day at 9th level and one additional time per day for three every additional necrotic healer level (twice per day at 12th
level, three times per day at 15th level, and so on).

This ability replaces miasma.

Necrotic Transfer (Su): At 11th level, a necrotic healer can transfer some of his life essence to another living creature. As a standard action, when a necrotic healer
touches a subject, he can sacrifice an amount of his own HP equal to 10 + his Constitution score + his necromancer level. Those hit points are then immediately
transferred to the creature touched. These HP heal the subject but cannot raise the subjects HP higher than its normal HP total.

This ability replaces undead mastery.

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Protective Aura (Su): At 16th level, the necrotic healer can, as an immediate action, emit a 30-ft. aura that protects against death effects for a number of rounds per
day equal to his necromancer level + his Charisma modifier. Living creatures within this area are immune to all death spells, death effects, energy drain, and effects that
cause negative levels. This protective aura does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is
inside the protected area. These rounds need not be consecutive.

This ability replaces destruction retribution.

Master of Life and Death (Su): At 20th level, a necrotic healer becomes a true master of life and death. Once per round, he can cast bleed or stabilize as a free action.
If he is brought to below 0 HP, he automatically stabilizes. He becomes immune to all death spells and magical death attacks. Ability damage and drain cannot reduce
him below 1 in any ability score.

This ability replaces undead transformation.

Skullshield
Rather than summon a bone commander to serve by his side, the skullshield fuses his bone commanders body to his own. Instead of two creatures, the bone
commander is a fusion of the necromancer and bone commander into a single being.

The skullshield is an archetype of the necromancer class.

Fused Bone Commander: A skullshield summons the body of his bone commander to meld with his own being. The skullshield wears the bone commander like light,
bone armor. The bone commander mimics all of the skullshields movements, and the skullshield perceives through the bone commanders senses and speaks through
its voice, as the two are now one creature.

While fused with his bone commander, the skullshield uses the bone commanders physical ability scores (Strength and Dexterity), but retains his own mental ability
scores (Intelligence, Wisdom, and Charisma). The skullshield gains the bone commanders hit points as temporary hit points. When these hit points reach 0, the bone
commander is destroyed and must be resummoned. The skullshield uses the bone commanders base attack bonus, and gains the bone commanders armor and natural
armor bonuses and modifiers to ability scores. The skullshield also gains access to the bone commanders special abilities. The bone commander has no skills or feats of
its own. The bone commander must be at least the same size as the skullshield. While fused, the skullshield loses the benefits of his armor. He counts as both his
original type and as an undead for any effect related to type, whichever is worse for the skullshield. Neither the skullshield nor his bone commander can be targeted
separately, as they are fused into one creature. The skullshield and bone commander cannot take separate actions. While fused with his bone commander, the skullshield
can use all of his own abilities and gear, except for his armor.

This ability replaces bone commander.

Fused Link (Su): Starting at 2nd level, the skullshield forms a close bond with his bone commander. Whenever the temporary hit points from his bone commander
would be reduced to 0, the necromancer can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage
done to the bone commander (thus preventing the loss of the necromancers temporary hit points), preventing the bone commander from being destroyed.

This ability replaces undead body.

Shielded Meld (Ex): At 4th level, whenever the skullshield is fused with his bone commander, he gains a +2 shield bonus to his Armor Class and a +2 circumstance
bonus on his saving throws.

This ability replaces unholy fortitude.

Bone Armament (Su): At 5th level and every 5 levels thereafter, the skullshield gains a one of the following bone armaments that augments his bone commander
(cant choose the same ability more than once):

Armor (Ex): The skullshield grows extra bone plating on his bone commander, augmenting the natural armor bonus equal to his Charisma modifier.
Bite (Ex): The skullshield gains a bite natural attack that deals 1d6 points of damage. This is a primary natural attack.
Claws (Ex): The skullshield grows a second set of skeletal arms that end in claws, able to deal 1d4 points of damage per claw. These are secondary natural
attacks.
Healing (Ex): The skullshield gains Fast Healing equal to his Charisma modifier which only heals the temporary hit points of bone commander.
Horn (Ex): The skullshield grows a horn that deals 1d6 points of damage. This is a primary natural attack.
Nullify (Ex): The skullshield enables his bone commander to be more resistant to spells, gaining a Spell Resistance of 5 + his necromancer level.
Resistance (Ex): The skullshield enables his bone commander to be more resistant to the elements, gaining an Elemental Resistance to all his elements equal
to his Charisma modifier.
Toughness (Ex): The skullshield thickens the bone armor plating on his bone commander, granting him a damage reduction equal to his Charisma modifier.

This ability replaces bone minions gained at 5th, 10th, 15th, and 20th levels.

Greater Shielded Meld (Ex): At 10th level, whenever the skullshield is fused with his bone commander, he gains a +4 shield bonus to his Armor Class and a +4
circumstance bonus on his saving throws.

This ability replaces fortification.

Vampire
While these particular necromancers do not experience the hunger of a vampire, they do enjoy power that originates from a necrotic taint that entered their bloodline
sometime in the past. They have mastered the art of treading so close to undeathparticularly the children of the nightthat they nearly have become one of the cursed
themselves.

The vampire is an archetype of the necromancer class.

Martial Prowess: A vampires base attack bonus increases by one step (from 1/2 BAB to 3/4 BAB). Also increases vampires hit dice from d6 to d8.

This ability replaces bone commander.

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Vampiric Touch (Su): At 1st level, a vampire gains a slam attack that deals 1d6 points of damage, and his successful slam causes mortal creatures to bleed. This is as
the cantrip, but affects non-dying creatures (1 hit point per round until healed or stabilized by the Heal skill). He also gains darkvision (30 feet).

In addition, at 5th level, a vampire gains the energy drain ability. By making a slam attack as a standard action, he bestows one negative level on the target (two levels
on a critical hit). The vampire gains 5 temporary hit points for each negative level he bestows on an opponent. These temporary hit points last for a maximum of 1 hour.
The DC to remove this negative level is 10 + half of the necromancers level + his Charisma modifier.

At 9th level, this touch attack bestows two negative levels (four on a critical hit).

This ability replaces bolster, fear aura, and miasma.

Vampiric Power (Su): At 2nd level, a vampire gains DR 5/ silver, resist ice and lightning 10, and he no longer has a reflection in a mirror or casts a shadow. In
addition, the vampire gains the ability to turn himself into a dire rat, dire bat, or wolf A vampire loses his ability to speak while in this form because he is limited to the
sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. Changing form
(to animal or back) is a standard action and doesnt provoke an attack of opportunity. He can use this ability a number of times per day equal to 3 + his Charisma
modifier

If the form the vampire assumes has any of the following abilities, he gains the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet,
darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.
Medium animal: If the form he takes is that of a Medium animal, he gains a +2 size bonus to his Strength and a +2 natural armor bonus.

This ability replaces undead body and fortification.

Vampiric Swarm (Su): At 5th level, a vampire can summon rats, bats, or wolves, as per the children of the night special attack in the vampire's stats in the Pathfinder
Bestiary. In addition, his darkvision increases to 60 feet.

This ability replaces bone minion.

Vampiric Mist (Su): At 7th level, a vampire gains the ability to assume a gaseous form, at will, as a standard action. The vampire and all his gear becomes
insubstantial, misty, and translucent. His material armor (including natural armor) becomes worthless, though his size, Dexterity, deflection bonuses, and armor bonuses
from force effects still apply. He gains DR 10/magic and becomes immune to poison, sneak attacks, and critical hits. He can't attack or cast spells while in gaseous
form. The vampire also loses supernatural abilities while in gaseous form. If he has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form
spell takes effect.

A vampire can't run, but he can fly at a speed of 20 feet with perfect maneuverability and automatically succeeds on all Fly skill checks. He can pass through small
holes or narrow openings, even mere cracks, with all he was wearing or holding in his hands, as long as he remains in this form. He is subject to the effects of wind, and
he can't enter water or other liquid. He also can't manipulate objects or activate items, even those carried along with his gaseous form. Continuously active items remain
active, though in some cases their effects may be moot.

This ability replaces cheat death and master of undeath.

Master Vampire (Su): At 20th level, a vampires vampiric nature becomes complete. He no longer has a pulse or a body temperature. He gains DR 10/silver,
immunity to poison, paralysis, and sleep attacks, as well as fast healing 2. Undead creatures consider him one of their own unless he attacks them. He also gains the
slam, blood drain, and domination attacks of a true vampire. In addition, his Charisma and Strength scores increase by 2.

This ability replaces undead transformation.

Warlock
Born of a supernatural bloodline, a warlock seeks to master the perilous magic that suffuses his soul. Unlike black mages, who approach arcane magic through the
medium of spells, a warlock invokes powerful magic through nothing more than an effort of will. By harnessing his innate magical gift through fearsome determination
and force of will, a warlock can perform feats of supernatural stealth, beguile the weak-minded, or scour his foes with blasts of eldritch power.

The warlock is an archetype of the necromancer class.

Limit Break (Su): At 1st level, the warlock receives the Limit Break (Empowered Blasts).

Empowered Blasts (Su): This Limit Break empowers the warlocks eldritch blast with extreme power. For a duration of 1 round + 1 round per four
necromancer levels after 1st, the warlocks eldritch blasts deal maximum damage and his critical threat range of his eldritch blasts increases by 1 + 1 per four
necromancer levels after 1st. This limit break requires only a swift action.

This ability replaces the Limit Break (Grasp of the Dead).

Eldritch Blast (Su): At 1st level, a warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and, sometimes, impart other debilitating
effects. An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6
points of damage at 1st level and increases by 1d6 for every three levels thereafter. The warlock also adds his Charisma modifier to his eldritch blast damage. A
warlock can apply one blast shape invocation and one eldritch essence invocation to the same blast. An eldritch blast deals half damage to objects. Metamagic feats
cannot improve a warlocks eldritch blast (because it is a spell-like ability, not a spell).

This ability replaces spells, cantrips, bolster, and MP pool.

Invocations (Su): At 1st level, and every three levels thereafter, a warlock learns to modify his eldritch blast. Unless otherwise noted, a warlock cannot select an
individual invocation more than once. Some invocations can only be chosen if the warlock has met certain prerequisites first. Some invocations that are marked with an
asterisk (*) modify the range, target(s), or area of a warlocks eldritch blast. These are called blast shape invocations. Blast shape invocations do not stack, only one can
be applied to an individual blast. Some invocations that are marked with two asterisks (**) modify the damage or other effects of the warlocks eldritch blast. These are
called eldritch essence invocations. Eldritch essence invocations do not stack, only one can be applied to an individual blast. A warlock can apply one blast shape
invocation and one eldritch essence to an individual blast. If a warlock targets a creature with an eldritch essence blast that has immunity to the invocations effect, it

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still takes the damage from the blast normally (provided it isnt also immune to the eldritch blast). The DC of any saving throw called for by an invocation is equal to
10 + half the necromancer's level + the warlock's Charisma modifier.

Beshadowed Blast** (Su): This eldritch essence invocation allows the warlock to change his eldritch blast into a beshadowed blast. Any living creature
struck by a beshadowed blast must succeed on a Fortitude save or be blinded for 1 round.

Bewitching Blast** (Su): This eldritch essence invocation allows the warlock to change his eldritch blast into a bewitching blast. Any creature struck by a
bewitching blast must succeed on a Will save or be confused for 1 round in addition to the normal damage from the blast. This is a mind influencing effect.
Prerequisite: A warlock must be at least 10th level before selecting this invocation.

Binding Blast** (Su): This eldritch essence invocation allows the warlock to change his eldritch blast into a binding blast. Any creature struck by a binding
blast must succeed on a Will save or be stunned for 1 round. This is a mind-affecting effect. Prerequisite: A warlock must be at least 10th level before selecting this
invocation.

Bleeding Blast** (Su): This eldritch essence invocation allows the warlock to change his eldritch blast into a bleeding blast. This blast causes living
opponents to bleed. This attack causes the target to take 1 additional point of damage each round for each die of the warlock's eldritch blast (e.g., 4d6 equals 4 points of
bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the
application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the
creature might possess.

Brimstone Blast** (Su): This eldritch essence invocation allows the warlock to change his eldritch blast into a brimstone blast. A brimstone blast deals fire
damage. Any creature struck by a brimstone blast must succeed on a Reflex save or catch on fire, taking 2d6 points of fire damage per round until it takes a full-round
action to extinguish the flames or the duration expires. The fire damage persists for 1 round per five warlock levels. A creature burning in this way never takes more
than 2d6 points of fire damage in a round, even if it has been hit by more than one brimstone blast. Prerequisite: A warlock must be at least 7th level before selecting
this invocation.

Deteriorating Blast** (Su): This eldritch essence invocation allows the warlock to change his eldritch blast into a deteriorating blast. Any creature struck by
a deteriorating blast must succeed on a Fortitude save or have its damage reduction lowered by 5 for 1 minute. If the target has more than one type of damage
reduction, this effect applies to all of them. Multiple uses of this essence dont stack; instead, the new duration replaces the old one. Prerequisite: A warlock must be at
least 10th level before selecting this invocation.

Eldritch Chain* (Su): This blast shape invocation allows the warlock to improve his eldritch blast by turning it into an arc of energy that jumps from the
first target to others. An eldritch chain can jump to one secondary target per five necromancer levels within 30 feet of the previous one, allowing the warlock to make
additional ranged touch attacks and deal damage to the secondary targets if he hits. The warlock cant target the same creature more than once with the eldritch chain. If
he misses any target in the chain, the eldritch chain attack ends there. Each target struck after the first takes half the damage dealt to the first target. This reduction in
damage to secondary targets applies to any effect that increases the damage of his eldritch blast (such as vitriolic blast). The warlock must make a separate spell
penetration check for each target, if applicable. Prerequisite: A warlock must be at least 13th level before selecting this invocation.

Eldritch Cone* (Su): This blast shape invocation allows the warlock to invoke his eldritch blast as a 30-foot cone. The eldritch cone deals the normal
eldritch blast damage to all targets within the area. This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the cone can attempt a
Reflex save for half damage. Prerequisite: A warlock must be at least 10th level before selecting this invocation.

Eldritch Doom* (Su): This blast shape invocation allows the warlock to invoke his eldritch blast as the dreaded eldritch doom. This causes bolts of mystical
power to lash out and savage nearby targets. An eldritch doom deals eldritch blast damage to any number of targets designated by the warlock and within 20 feet. This
is not a ray attack, so it requires no ranged touch attack. Each target can attempt a Reflex save for half damage. Prerequisite: A warlock must be at least 10th level
before selecting this invocation.

Eldritch Explosion* (Su): This blast shape invocation allows the warlock to invoke his eldritch blast as a 20-ft.-radius burst anywhere within 60 feet. The
eldritch explosion deals the normal eldritch blast damage to all targets within the area. This is not a ray attack, so it requires no ranged touch attack. Any creature in the
area of the cone can attempt a Reflex save for half damage. Prerequisite: A warlock must be at least 7th level before selecting this invocation.

Eldritch Glaive* (Su): This blast shape invocation allows the warlocks eldritch blast to take on physical substance, appearing similar to a glaive. As a full-
round action, the warlock can make a single melee touch attack as if wielding a reach weapon. If he hits, the target is affected as if struck by the warlocks eldritch blast
(including any eldritch essence invocation applied to the blast). Unlike hideous blow, the warlock cannot combine his eldritch glaive with damage from a held weapon.
Furthermore, until the start of his next turn, the warlock also threaten nearby squares as if wielding a reach weapon, and he can make attacks of opportunity with his
eldritch glaive. These are melee touch attacks. If the warlocks base attack bonus is +6 or higher, he can (as part of the full-round action) make as many attacks with his
eldritch glaive as his base attack bonus allows. Prerequisite: A warlock must be at least 4th level before selecting this invocation.

Eldritch Line* (Su): This blast shape invocation allows the warlock to invoke his eldritch blast as a 60-foot line. An eldritch line deals the normal eldritch
blast damage to all targets within the area. This is not a ray attack, so it requires no ranged touch attack. Any creature in the line can attempt a Reflex save for half
damage. Prerequisite: A warlock must be at least 7th level before selecting this invocation.

Eldritch Spear* (Su): This blast shape invocation extends the warlocks eldritch blast attacks to great distances. Eldritch spear increases the range of an
eldritch blast attack to 250 feet with no range increment. Prerequisite: A warlock must be at least 4th level before selecting this invocation.

Frightful Blast** (Su): This eldritch essence invocation allows the warlock to change his eldritch blast into a frightful blast. Any creature struck by a
frightful blast must succeed on a Will save or become shaken for 1 minute. A shaken creature struck by a frightful blast is not affected by the shaken aspect of the blast
but takes damage normally. Creatures with immunity to mind-affecting spells and abilities or fear effects cannot be shaken by a frightful blast. Prerequisite: A warlock
must be at least 4th level before selecting this invocation.

Hammer Blast** (Su): This eldritch essence invocation allows the warlock to change his eldritch blast into a hammer blast. A hammer blast deals normal
damage to objects, rather than half. Prerequisite: A warlock must be at least 4th level before selecting this invocation.

Hellrime Blast** (Su): This eldritch essence invocation allows the warlock to change his eldritch blast into a hellrime blast. A hellrime blast deals ice
damage. Any creature struck by the attack must make a Fortitude save or take a -4 penalty to Dexterity for 10 minutes. The Dexterity penalties from multiple hellrime
blasts do not stack. Prerequisite: A warlock must be at least 7th level before selecting this invocation.

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Hideous Blow* (Su): This blast shape invocation allows the warlock to channel his eldritch blast through his weapon. As a standard action, the warlock can
make a single melee attack. If he hits, the target is affected as if struck by his eldritch blast (including any eldritch essence applied to the blast). This damage is in
addition to any weapon damage that the warlock deals with his attack, although he needs not deal damage with this attack to trigger the eldritch blast effect.

Hindering Blast** (Su): This eldritch essence invocation allows the warlock to change his eldritch blast into a hindering blast. Any living creature struck by
a hindering blast must succeed on a Will save or be slowed for 1 round in addition to the normal damage from the blast. A slowed creature can take only a single move
action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed
creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creatures jumping distance as normal for decreased speed.
Multiple slow effects dont stack. Prerequisite: A warlock must be at least 7th level before selecting this invocation.

Noxious Blast** (Su): This eldritch essence invocation allows the warlock to change his eldritch blast into a noxious blast. Any creature struck by a noxious
blast must make a Fortitude save or be nauseated for 1 minute. Prerequisite: A warlock must be at least 13th level before selecting this invocation.

Penetrating Blast** (Su): This eldritch essence invocation allows the warlock to change his eldritch blast into a penetrating blast. A penetrating blast gains
a +4 bonus on caster level checks made to penetrate a targets spell resistance. A creature affected by a penetrating blast must succeed on a Will save or have its spell
resistance lowered by 5 for 1 minute. Multiple uses of this essence dont stack; instead, the new duration replaces the old one. Prerequisite: A warlock must be at least
10th level before selecting this invocation.

Repelling Blast** (Su): This eldritch essence invocation allows the warlock to change his eldritch blast into a repelling blast. Any Medium or smaller
creature struck by a repelling blast must make a Reflex save or be hurled 1d65 feet (1d6 squares) directly away from the warlock and knocked prone by the energy of
the attack. If the creature strikes a solid object, it stops prematurely, taking 1d6 points of damage per 10 feet hurled, and it is still knocked prone. Movement from this
blast does not provoke attacks of opportunity. Prerequisite: A warlock must be at least 7th level before selecting this invocation.

Sickening Blast** (Su): This eldritch essence invocation allows the warlock to change his eldritch blast into a sickening blast. Any living creature struck by
a sickening blast must make a Fortitude save or become sickened for 1 minute. A sickened creature struck by a second sickening blast is not affected by the sickening
aspect of the blast but still takes damage normally. Prerequisite: A warlock must be at least 4th level before selecting this invocation.

Spirit Blast** (Su): This eldritch essence invocation allows the warlock to change his eldritch blast into a spirit blast. The blast deals an extra 1 point of
damage per die to undead. The spirit blast also affects incorporeal creatures normally. Prerequisite: A warlock must be at least 10th level before selecting this
invocation.

Utterdark Blast** (Su): This eldritch essence invocation allows the warlock to change his eldritch blast into an utterdark blast. An utterdark blast deals
shadow damage, which heals undead creatures instead of damaging them. Any creature struck by the attack must make a Fortitude save or gain two negative levels. The
negative levels fade after 1 hour. If a target ever has as many negative levels as Hit Dice, it dies. Prerequisite: A warlock must be at least 16th level before selecting
this invocation.

Vitriolic Blast** (Su): This eldritch essence invocation allows the warlock to change his eldritch blast into a vitriolic blast. A vitriolic blast deals acid
damage, and it is formed from conjured acid, making it different from other eldritch essences because it ignores spell resistance. Creatures struck by a vitriolic blast
automatically take an extra 2d6 points of acid damage on following rounds. This acid damage persists for 1 round per five necromancer levels. Prerequisite: A warlock
must be at least 10th level before selecting this invocation.

These abilities replace bone commander and bone minions.

Damage Reduction (Su): Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 2nd level and above, gaining
damage reduction 1/cold iron. At 6th level and every four levels thereafter, a warlocks damage reduction improves by 1.

This ability replaces undead body.

Eldritch Pool (Su): At 3rd level, the warlock gains a reservoir of mystical eldritch energy that he can draw upon to fuel his dark secrets and enhance his own. This
eldritch pool has a number of points equal to half his necromancer level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the warlock rests
for a full 8 hours. The warlock can, as a swift action, expend 1 point from his eldritch pool to unleash a more devastating attack, adding his necromancer level to one
damage roll.

This ability replaces lifetap.

Dark Secrets (Su): A warlock does not cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as
dark secrets that require him to focus the wild energy that suffuses his soul. Starting at 3rd level, a warlock gains one dark secret. He gains an additional dark secret for
every two levels of necromancer attained after 3rd level. A warlock cannot select a particular dark secret more than once. A warlocks caster level with his dark secrets
is equal to his necromancer level. The save DC for a dark secret (if it allows a save) is 10 + half of the necromancers level + his Charisma modifier.

All-Seeing Eyes (Su): At a cost of 1 point from his eldritch pool, the warlock gains a supernaturally precise vision of the world around him. He gains the
benefits of comprehend languages, albeit for written words only. Additionally, he gains a +6 bonus on Perception checks. All-seeing eyes lasts for a duration of 1
minute per necromancer level.

Baleful Utterance (Su): At a cost of 1 point from his eldritch pool, the warlock speaks a single syllable of the Dark Speech, affecting an object. If a creature
is holding or wearing the target of the spell and the item gains the broken condition, the creature must make a Fortitude save or be dazed for 1 round and deafened for 1
minute by the warlocks terrible word. This is a sonic effect.

Beguiling Influence (Su): At a cost of 1 point from his eldritch pool, the warlock can invoke this ability to beguile and bewitch his foes. He gains a +6 bonus
on Bluff, Diplomacy, and Intimidate checks for a duration of 1 minute per necromancer level.

Breath of the Night (Su): At a cost of 1 point from his eldritch pool, a misty cloud of fog spreads in a 20-foot radius around the warlock when he uses this
dark secret. The fog does not block line of sight, but all creatures in the fog have concealment. A moderate wind or any fire larger than a torch immediately disperses
the fog. The fog disperses on its own after 1 minute.

Charm (Su): At a cost of 2 points from his eldritch pool, the warlock can beguile a creature within 60 feet. The creature must succeed on a Will save or
instantly come to regard the warlock as its comrade. This is a language-dependent ability. Other than these differences, this ability works as the charm spell. The

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warlock can never have more than one target charmed at a time with this ability. If a second creature is charmed, he loses his hold on the first creature. Prerequisite: A
warlock must be at least 7th level before selecting this dark secret.

Chilling Tentacles (Su): At a cost of 3 points from his eldritch pool, this dark secret allows the warlock to conjure forth a field of soul-chilling black
tentacles that ooze from the ground, groping for victims. This dark secret has a range of 100 feet and when invoked, each creature within a 20-ft.-radius is the target of a
combat maneuver check made to grapple each round at the beginning of the warlocks turn, including the round that this ability was used. Creatures that enter the area
of effect are also automatically attacked. The tentacles do not provoke attacks of opportunity. When determining the tentacles' CMB, the tentacles use the warlocks
caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus. Roll only once for the entire abilitys effect each round and
apply the result to all creatures in the area of effect. If the tentacles succeed in grappling a foe, that foe takes 2d6 points of ice damage and gains the grappled condition.
Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The tentacles receive
a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that the tentacles succeeds on a grapple
check, it deals an additional 2d6 points of ice damage. The CMD of black tentacles, for the purposes of escaping the grapple, is equal to 10 + its CMB. The tentacles
created by this ability cannot be damaged, but they can be dispelled as normal. The entire area of effect is considered difficult terrain while the tentacles last.
Prerequisite: A warlock must be at least 13th level before selecting this dark secret.

Cold Comfort (Su): At a cost of 2 points from his eldritch pool, the warlocks unnatural aura renders him partly immune to the ravages of the environment.
He remains cool in hot weather and warm in cold weather, as the spell endure elements. Additionally, he radiates a small aura of warmth or cold; allies within 30 feet of
him also benefit from this effect. This dark secret lasts for a duration of 1 minute per necromancer level. Prerequisite: A warlock must be at least 7th level before
selecting this dark secret.

Dark Discorporation (Su): At a cost of 4 points from his eldritch pool, one with the powers of darkness, the warlock learns to abandon his body. When he
uses this ability, he becomes a swarm of diminutive, bat-like shadows that fills two 10-foot squares (or eight contiguous 5-foot squares, shapeable as he desires). The
duration lasts for a 1 round per necromancer level. In this swarm-like form, the warlock gains the following characteristics and traits. Prerequisite: A warlock must be
at least 17th level before selecting this dark secret.

Abilities: The warlocks Strength score drops to 1, but his Dexterity score increases by 6.
Armor Class: The warlock loses any natural armor or armor bonuses to Armor Class. He gains a +4 size bonus to AC, and a deflection bonus to AC equal
to his Charisma modifier.
Movement: The warlock gains a fly speed of 40 feet with perfect maneuverability. He can pass through openings a diminutive creature could pass through.
Swarm Traits: The warlock is not subject to critical hits or flanking, and he is immune to weapon damage. He cannot be tripped, grappled, or bull rushed,
and he cannot grapple an opponent. He is immune to any spell or effect that targets a specific number of creatures, except for mind-affecting spells and
abilities. He takes half again as much damage (+50%) from spells or effects that affect an area. Unlike other swarms of diminutive creatures, the warlock is
not vulnerable to wind effects. If reduced to 0 hit points or less, or rendered unconscious by nonlethal damage, he instantly returns to his normal form in a
square of his choice that was formerly covered by the swarm.
Swarm Attack: The warlock gains a swarm attack that deals 4d6 points of damage to any creature whose space he occupies at the end of his turn. His
swarm attack strikes as a magic weapon of his alignment.
Distraction: Any living creature vulnerable to the warlocks swarm attack that begins its turn in a square occupied by his swarm must make a Fortitude save
or be nauseated for 1 round. Spellcasting or concentrating on spells within the area of his swarm requires a Concentration check (DC 20 + spell level).
Possessions: All of the warlocks worn or carried equipment and items become nonfunctional, absorbed into his new form. He can take only move actions
(so he cannot use other dark secrets) while under the effect of dark discorporation.

Dark Foresight (Su): At a cost of 4 points from his eldritch pool, the warlock can use foresight as the spell with this dark secret. If he is within 100 feet of
and have line of sight to the target of the ability, he can communicate telepathically with the target. Prerequisite: A warlock must be at least 16th level before selecting
this dark secret.

Darkness (Su): At a cost of 1 point from his eldritch pool, the warlock can use darkness as the spell.

Dark Ones Own Luck (Su): At a cost of 1 point from his eldritch pool, the warlock is favored by the dark powers if he has this dark secret. He gains a luck
bonus equal to his Charisma bonus (if any) on Fortitude saves, Reflex saves, or Will saves (his choice each time he uses this ability) for a duration of 1 minute per
necromancer level. He cant apply this ability to two different save types at the same time. This bonus can never exceed his necromancer level.

Devils Sight (Su): At a cost of 1 point from his eldritch pool, the warlock gains the visual acuity of a devil for a duration of 1 minute per necromancer level.
He can see normally in darkness and magical darkness out to 30 feet.

Devour Magic (Su): At a cost of 3 points from his eldritch pool, this dark secret allows the warlock to deliver a targeted greater dispel with his touch. He
gains 5 temporary hit points for each spell level dispelled by this touch. These temporary hit points fade after 1 minute and do not stack with other temporary hit points.
If the warlock devours a new spell, he can replace the old temporary hit points with the ones gained from the more recent spell, thus resetting the duration. He cannot
devour his own dark secret. Prerequisite: A warlock must be at least 13th level before selecting this dark secret.

Enervating Shadow (Su): At a cost of 3 points from his eldritch pool, the dark powers cloak the warlock and shield him from harm while draining vitality
from nearby foes. This dark secret grants him total concealment in any area that isnt brightly lit (it will not work in daylight or in the radius of a spell with the light
descriptor). In addition, any living creature adjacent to the warlock with this ability active must make a Fortitude save at the beginning of its turn or take a 4 penalty to
Strength for 5 rounds. Once a creature is affected by enervating shadow, it cannot be affected again by his enervating shadow for a duration of 1 minute per
necromancer level. The duration of this ability is 5 rounds, and it can be countered or dispelled by any light spell or effect of equal or higher level. Prerequisite: A
warlock must be at least 13th level before selecting this dark secret.

Entropic Warding (Su): At a cost of 1 point from his eldritch pool, when this dark secret is activated, chaotic energies swirl about the warlock, deflecting
incoming arrows, rays, and other ranged attacks (as wind shield). He leaves no trail (as pass without trace) and cannot be tracked by scent. (He can still be detected
normally by scent, just not tracked.) This lasts for a duration of 1 round per necromancer level.

Fell Flight (Su): At a cost of 2 points from his eldritch pool, when the warlock uses this dark secret, the powers of darkness bear him aloft as he sprouts a
streaming, wing-like cape of shadows. He can fly at a speed equal to his land speed with good maneuverability for a duration of 1 minute per necromancer level.
Prerequisite: A warlock must be at least 7th level before selecting this dark secret.

Flee the Scene (Su): At a cost of 2 points from his eldritch pool, the warlock can use dimension door as a spell-like ability, although the range is limited to
short (25 ft. + 5 ft./2 levels). When he uses this ability, he leaves behind a major image of himself in his place that lasts for 1 round. The image reacts appropriately to
attacks as if he was concentrating on it. Prerequisite: A warlock must be at least 7th level before selecting this dark secret.

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Hungry Darkness (Su): At a cost of 2 points from his eldritch pool, the warlock can create an area of shadow (as the darkness spell) that is filled with bats
(as the bat swarm, except the swarm fills every square occupied by the darkness). The hungry darkness is stationary. The warlock is immune to the attacks of his own
hungry darkness, but he is still subject to the effect of the darkness. The hungry darkness remains as long as he concentrates on it (like concentrating on a spell), plus 2
rounds thereafter. If the bat swarm is destroyed, the darkness disappears as well. Prerequisite: A warlock must be at least 6th level before selecting this dark secret.

Leaps and Bounds (Su): At a cost of 1 point from his eldritch pool, the warlock invokes this ability to gain amazing agility. He gains a +6 bonus on
Acrobatics, Climb, and Jump checks for a duration of 1 minute per necromancer level.

Mask of Flesh (Su): At a cost of 2 points from his eldritch pool, the warlock makes a touch attack against a living creature of his size category. If he
succeeds, his physical appearance (including garb) changes to match his, as disguise self. In addition, when the warlock uses this dark secret, he can choose to bestow a
1d6 penalty to the touched creature's Charisma score. This penalty can't reduce the creature's Charisma below 1. A successful Will save by the target negates both
effects. A creature that successfully saves can't be affected by the warlocks mask of flesh for a duration of 1 minute per necromancer level. Both effects last for 1
minute per necromancer level; if the warlock dismisses the dark secret, both effects end. Prerequisite: A warlock must be at least 7th level before selecting this dark
secret.

Miasmic Cloud (Su): At a cost of 2 points from his eldritch pool, a misty cloud of fog spreads in a 10-foot radius from the warlock when he uses this dark
secret. The fog does not block line of sight, but all creatures in the fog have concealment. Any creature (other than the warlock) that enters the fog must make a
Fortitude save or become fatigued. This effect lasts as long as the creature remains within the cloud and for 1 round thereafter. A moderate wind, or any fire larger than
a torch, immediately disperses the fog. The fog otherwise lasts for 1 minute. Prerequisite: A warlock must be at least 7th level before selecting this dark secret.

Otherworldly Whispers (Su): At a cost of 1 point from his eldritch pool, the warlock hears whispers in his ears, revealing secrets of the multiverse. He gains
a +6 bonus on Knowledge (arcana), Knowledge (religion), and Knowledge (the planes) checks for a duration of 1 minute per necromancer level.

Path of Shadow (Su): At a cost of 4 points from his eldritch pool, this dark secret allows the warlock to use shadow walk as the spell. Each hour that he
spends shadow walking with this ability, he regains hit points as if he had rested for a full day. Prerequisite: A warlock must be at least 17th level before selecting this
dark secret.

Relentless Dispelling (Su): At a cost of 2 points from his eldritch pool, the warlock can use the targeted version of dispel, as the spell. The round after he
uses this dark secret, the target of the effect is subjected to another targeted dispel at the start of the warlocks turn (with no additional action required on his part).
Prerequisite: A warlock must be at least 7th level before selecting this dark secret.

Retributive Invisibility (Su): At a cost of 4 points from his eldritch pool, the warlock can use greater vanish as the spell, but he can target only himself with
the dark secret. If his retributive invisibility is dispelled, a shock wave releases from his body in a 20-ft.-radius burst. This shock wave deals 4d6 points of sonic damage
to all creatures in the area and stuns them for 1 round (a Fortitude save halves the damage and negates the stunning effect). Prerequisite: A warlock must be at least
17th level before selecting this dark secret.

See the Unseen (Su): At a cost of 1 point from his eldritch pool, when the warlock uses this dark secret, he can activate great powers of vision, allowing him
to see invisible creatures and objects (as see invisibility). He also gains darkvision out to 60 feet for a duration of 1 minute per necromancer level.

Serpent's Tongue (Su): At a cost of 1 point from his eldritch pool, the warlocks tongue transforms into that of a serpent, and he gains the scent ability.
Additionally, he gains a +5 bonus on saves against poison. This dark secret lasts for a duration of 1 minute per necromancer level.

Spiderwalk (Su): At a cost of 1 point from his eldritch pool, the warlock can grant himself the ability to wall climb (as the spell) for a duration of 1 minute
per necromancer level. While this dark secret is in effect, he is unaffected by webs (either mundane or magical).

Swimming the Styx (Su): At a cost of 1 point from his eldritch pool, by channeling the fiendish and infamous river, the warlock becomes an aquatic creature.
His hands and feet become slightly webbed, granting him a swim speed equal to his base land speed (and all other benefits derived from a swim speed, including a +8
racial bonus on Swim checks). He gains the ability to breathe water as well as air. This dark secret lasts for a duration of 1 minute per necromancer level

Voidsense (Su): At a cost of 2 points from his eldritch pool, the warlock can sharpen his hearing and sight when he uses this dark secret, gaining blindsense
out to 30 feet for a duration of 1 minute per necromancer level. Prerequisite: A warlock must be at least 7th level before selecting this dark secret.

Voracious Dispelling (Su): At a cost of 2 points from his eldritch pool, the warlock can use dispel as the spell. Any creature with an active spell effect
dispelled by this dark secret takes 1 point of damage per level of the spell effect (no save). Prerequisite: A warlock must be at least 7th level before selecting this dark
secret.

Walk Unseen (Su): At a cost of 2 points from his eldritch pool, the warlock gains the ability to fade from view. He can use vanish (self only), except the
duration is 1 minute per necromancer level. Prerequisite: A warlock must be at least 7th level before selecting this dark secret.

Wall of Perilous Flame (Su): At a cost of 3 points from his eldritch pool, the warlock can conjure a wall of fire as the spell with this dark secret. Half the
walls fire damage results from supernatural power and is therefore not subject to being reduced by resistance to fire. If a creature is reduced to 0 hit points or lower by
a wall of perilous flame, its remains are completely consumed 1 round later. Prerequisite: A warlock must be at least 13th level before selecting this dark secret.

Witchwood Step (Su): At a cost of 2 points from his eldritch pool, the warlocks footsteps become supernaturally sure and supportive. His movement is
unaffected by undergrowth or rubble of any kind, and he is immune to being entangled. The warlock can even walk on water, as the water walk spell. This dark secret
lasts for a duration of 1 minute per necromancer level. Prerequisite: A warlock must be at least 7th level before selecting this dark secret.

These abilities replace secrets of the dead, clear mind, undead mastery, master of undeath, destruction retribution, deathly abeyance, and final guide.

Fiendish Resilience (Su): Beginning at 4th level, the warlock knows the trick of fiendish resilience. As a swift action, he can enter a regenerative state that lasts for a
number of rounds equal to his Charisma modifier (if any). While in this state, the warlock gains fast healing 2. This increases by 2 for every four levels thereafter. The
warlock can use this ability a number of times per day equal to 3 + his Charisma modifier.

This ability replaces unholy fortitude, unlife healer, and fortification.

Fiendish Body (Su): At 20th level, the warlocks body embraces the unspeakable power of his fiendish lineage. He gains immunity to acid, death effects, and poison.
His damage reduction increases to 10/cold iron and he gains resistance to ice 10, lightning 10, and fire 10.

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This ability replaces undead transformation.

Ninja
Nightblade
For some, darkness is not a hindrance, but a powerful ally. Quietly stepping between shadows, nightblades are experts of stealth and subtlety, blending agile combat
with potent magic to outwit and overwhelm their foes. Nightblades excel at using shadow art in innumerable ways, making them adaptable and unpredictable.

The nightblade is an archetype of the ninja class.

Limit Break (Su): At 1st level, the nightblade receives the Limit Break (Shadowy Mists).

Shadowy Mists (Su): This Limit Break allows the nightblade to envelop a 30-ft.-radius area in a shroud of dark fog, centered on herself. This grants the
nightblade and any allies within the area of effect total concealment for a duration of 1 round + 1 round per four ninja levels after 1st. Allies must be within 30 feet of
the nightblade while this limit break is in effect to receive the concealment bonuses.

This ability replaces the Limit Break (Missile Barrage).

Shadow Surge (Su): At 2nd level, the nightblade gains the ability to create a condensed reserve of energy from the Plane of Shadow which she can expend to great
effect, but creating the reserve takes effort. The nightblade can spend a standard action that provokes attacks of opportunity to gain a single shadow surge. When she
does this, her shadow becomes darker and more distinct as it is infused with the planar energy. The shadow surge is an expendable resource that the nightblade can use
to fuel her various abilities. She cannot have more than one surge at a time, but there is otherwise no limitation on how many times a day the nightblade can create or
use shadow surges. The nightblade has these surges indefinitely until she expends them, though she loses her surges if she is ever unconscious, asleep, or killed. The
nightblade can expend a shadow surge as a free action when making a Stealth check to enshroud herself in darkness, letting her roll twice and take the better result. The
nightblade can gain new ways to use shadow surges as she grows in skill, typically through gaining a nightblade art (see below).

This ability replaces ki pool.

Nightblade Art: As a nightblade gains experience, she learns a number of techniques and powers that enhance her combat skill. Starting at 3rd level, a nightblade gains
one nightblade art. She gains an additional nightblade art for every three levels of ninja attained after 3rd level. A nightblade cannot select a particular art more than
once. If a nightblade art calls for a saving throw, the DC is equal to 10 + half of the ninjas level + her Charisma modifier. A nightblade can choose from any of the
following nightblade arts:

Beckoning Shadows (Su): The nightblade gains the ability to forcibly shadow shift another creature. As a standard action, the nightblade can target a single
creature within 50 feet and teleport it in any direction to another location within 30 feet she can see, following the same limitations as her shadow shift ability. The
destination must be on solid ground, and the teleportation cannot end in a space that is by nature hazardous to the creature the nightblade is teleporting. A Will save by
the target negates the effect. The distance the nightblade teleports a creature with beckoning shadows counts triple against her total daily distance she can teleport with
her shadow shift ability. Prerequisite: Nightblade 15

Combat Art (Ex): The nightblade gains a combat feat as a bonus feat.

Dark Resurgence (Su): The nightblade can quickly recover her shadow powers. Once per day as a free action, the nightblade can gain all of her shadow
surges back, up to her maximum amount. Prerequisite: Nightblade 6

Disguising Veil (Sp): The nightblade can mask her appearance, as disguise self, for a number of minutes per day equal to her ninja level. This duration does
not need to be consecutive, but must be spent in 1-minute increments. The DC to disbelieve the disguising veil is equal to the nightblades art DC, rather than the
normal DC for disguise self.

Dusk Strike (Su): The nightblade gains the ability to slip her weapon between dimensions, if only for a moment. By expending a shadow surge as a swift
action, the nightblades melee, ranged, or natural weapon shifts partially into the Plane of Shadow, bypassing a targets defenses. The next weapon or natural attack the
nightblade makes resolves against touch AC, rather than the targets normal AC. If the nightblade doesnt make the attack before the start of her next turn, the effect is
wasted. Prerequisite: Nightblade 9

Fall of Night (Su): The nightblade can spend a shadow surge as a swift action when she confirms a critical hit to flood her target with shadowy energy. The
nightblade can choose one of the following effects to inflict: blinded for 2d4 rounds, staggered for 1 round, or exhausted. A successful Fortitude save negates the effect.
Prerequisite: Nightblade 15

Flexible Art (Ex): The nightblade gains a bonus feat. Prerequisite: Nightblade 12

Hidden Stride (Ex): The nightblade can move at full speed while using the Stealth skill without penalty. When in dim light, the miss chance due to
concealment against the nightblade increases to 50% (rather than 20%); this does not grant total concealment, it just increases the miss chance.

Penumbral Aegis (Ex): The nightblade can use shadowstuff to redirect attacks that would normally bypass her defenses. The nightblade adds her Charisma
modifier (minimum +0) as a bonus to her touch AC. This cannot make her touch AC exceed her normal AC. Prerequisite: Nightblade 12

Shadow Motion (Su): The nightblade can bend the space she is in by partially moving into the Plane of Shadow. This allows her to spend a shadow surge as
a free action when making an Acrobatics, Climb, or Swim check to roll twice and take the better result.

Shadow Run (Su): The nightblades legs become shadowy wisps that bend and flow around the terrain. As a swift action, the nightblade can spend a shadow
surge to be unaffected by difficult terrain for a number of rounds equal to her Charisma modifier (minimum 1). In addition, the nightblade adds her Charisma modifier
to her CMD against attempts to trip, bull rush, reposition, or otherwise move her from her current space for the duration. Other penalties associated with moving over
difficult terrain (such as damage) still apply. Prerequisite: Nightblade 6

Shifting Focus (Su): The nightblade can shift an extra 100 feet each day using her shadow shift ability. The nightblade can also take other willing creatures
that are adjacent to her with her when she shadow shifts. She must spend an equal amount of distance for each creature brought along. Prerequisite: Nightblade 12

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Void Sight (Su): The nightblade can grant others the ability to see in even the darkest of shadows. As a standard action, the nightblade can grant willing
creatures within 30 feet the benefits of both a darkvision spell and a see invisibility spell, using the nightblades level as her caster level for each effect. The nightblade
can affect one willing creature per three ninja levels she has, to a maximum of 6 creatures. The nightblade can use this ability once per day. Prerequisite: Nightblade 6

Warp Strike (Su): The nightblade can shift her weapon into the Plane of Shadows, distorting the distance between herself and her target. By expending a
shadow surge as a swift action, all of her melee weapon attacks or natural attacks made during her turn have their reach increased by 5 feet. At 12th level, the range
increases to 10 feet. She may also perform this with a single melee touch attack made on her turn. Alternatively, she can spend her shadow surge as a swift action to
reduce the penalty on ranged attack rolls due to distance by 2 until the end of her turn. At 12th level, the penalty is reduced by an additional 2.

These abilities replace ninjutsu.

Nighteye (Ex): At 2nd level, the nightblade gains darkvision out to 30 feet. At 8th level, this distance increases to 60 feet. If the nightblade already has darkvision, its
range is increased by these amounts. She also gains Blind-Fight as a bonus feat. If she already has this feat, she can choose any other feat she qualifies for.

This ability replaces no trace.

Twin Surge (Su): A nightblade of 8th level or higher can store up to two shadow surges at once. She can gain both surges with a single full-round action that provokes
attacks of opportunity or gain one surge as a standard action as normal.

This ability replaces a ninja trick gained at 8th level.

Shadow Shift (Su): At 10th level, the nightblade gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical
transport must begin and end in an area with at least some dim light. The nightblade can shift 30 feet per level each day in this manner. This amount can be split among
many shifts, but each one, no matter how small, counts as a 10-foot increment. This ability functions as if casting a dimension door spell for the purpose of qualifying
for and using feats such as Dimensional Agility. She cannot bring other creatures along.

This ability replaces a ninja trick gained at 10th level.

See in Darkness (Su): At 12th level, a nightblade can see perfectly in natural or magical darkness out to any distance.

This ability replaces a master trick gained at 12th level.

Triple Surge (Su): A nightblade of 14th level or higher can store up to three shadow surges at once. She can gain all three surges with a single full-round action or can
gain a single surge as a standard action.

This ability replaces a master trick gained at 14th level.

Ravager
Ravagers are shindroids who have expanded their nanites capacity, focusing less on subtlety and more on flashy energy melee weapons.

The ravager is an archetype of the ninja class, available only to shindroid ninjas.

Prerequisite: The ravager must have the nanite surge racial trait for shindroids.

Create Energy Weapons (Su): As a move action, a ravager can form up to two semi-solid weapons composed of raw energy, powered and reinforced by her circuitry
and nanites. These weapons can take the form of any weapons she is proficient in. If the ravager uses these energy weapons with Two-Weapon Fighting, she suffers any
applicable penalties as normal.

An energy weapon lasts indefinitely but dissipates if it leaves her hand or if she dismisses it as a free action. The ravagers circuitry can maintain up to two energy
weapons at once; if she attempts to create more, any existing energy weapons she is wielding dissipate.

This ability replaces AC bonus.

Nanite Reserve (Ex): At 2nd level, a ravager gains a nanite reserve that she uses to augment her abilities. The number of points in the ravagers nanite reserve is equal
to half her ninja level + her Wisdom modifier. As long as she has at least 1 point in her nanite reserve, whenever she uses her nanite surge racial ability, the ravager may
prevent the illumination of his circuitry-tattoos as a free action. Additionally, while 1 point remains in her reserve, the ravagers nanites enhance her reflexes, increasing
her base speed by 10 feet. At 10th level and again at 16th level, her base speed improves by an additional +10 feet so long as she has 1 point in his nanite reserve.

By spending 1 point from her nanite reserve as a swift action, a ravager can make one additional attack at her highest attack bonus, but she can do so only when making
a full attack. In addition, she can spend 1 point from her nanite reserve as an immediate action to cause her nanites to take a rigid formation, bolstering her body against
attack and granting her DR 5/ for 1 round. Finally, she can spend 1 point from her nanite reserve as an immediate action to use her nanite surge racial ability, even if
she has already used it once per day. The ravagers nanite reserve replenishes itself through self-repair after 8 hours of rest; these hours need not be consecutive.

This ability replaces ki pool.

Improved Energy Weapons (Su): At 3rd level, any energy weapons the ravager creates, possess a +1 enhancement bonus on attack and damage rolls. At 7th level and
every four levels thereafter, this enhancement bonus improves by +1, to a maximum of a +5 enhancement bonus at 19th level.

This abilitiy replaces no trace.

Ninjutsu: A ninjutsu that uses a ki pool, the ravager instead uses her nanite reserve for that ability. Ravagers can also take the following ninjutsus:

Full Absorb (Su): If the ravager kills a shindroid with her energy blade, she may spend an immediate action to absorb hit points from the dying shindroid
equal to the ravagers Wisdom modifier and may also regain 1 point to her nanite reserve. Prerequisites: Nanite Absorb, Ninja Level 8th.

Intrusive Nanites (Ex): A ravager with this ninjutsu can spend 1 point from her nanite reserve to coat a weapon with disruptive nanites which infest any
inflicted wounds, disrupting an affected creatures biology. As an immediate action, on a successful attack with a weapon coated in disruptive nanites, the ravager can

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spend an additional point from her nanite reserve to increase the save DC of the poison to 10 + half of the ninjas level + her Wisdom modifier or to increase the
duration of the poison to 1 round for each ninja level she possesses.

Nanite Absorb (Su): A ravager with this ninjutsu allows her to absorb the nanites of fallen shindroids in combat. If the ravager kills a shindroid with her
energy blade, she may spend an immediate action to absorb the nanites from the shindroid, gaining back 1 point to her nanite reserve. She may also absorb them from
already dead shindroids if they have been dead for less than a minute.

This ability modifies ninjutsu.

Malleable Weapons (Ex): Once she reaches 4th level, the ravager can create energy weapons as a swift action, rather than a move action. At 10th level, she can use a
swift action to change an energy weapon she has already created from one type of weapon to another (such as from a dagger to a short sword). At 16th level, she can
create or change the type of her energy weapons as a free action.

This ability replaces a ninja trick gained at 4th level.

Augmented Energy Weapons (Su): Beginning at 6th level, the ravager unlocks subroutines that can direct a greater flow of power to her energy weapons. Any energy
weapons she creates gain the shock special property, dealing 1d6 points of lightning damage on a successful hit. At 10th level, her energy weapons are also treated as
ghost touch weapons. At 14th level, her energy weapons gain the shocking burst property, and finally, at 18th level, they gain the keen property.

This ability replaces a ninja trick gained at 6th level.

Finishing Strike (Ex): At 12th level, the ravager can overload her energy weapons in an attempt to instantly kill a creature. She can use this ability once per day and
must decide to use it before making her attack roll. On a successful hit with an energy weapon that deals damage, the target must succeed on a Fortitude saving throw
(DC 10 + half of the ninjas level + her Wisdom modifier) or die. Creatures immune to critical hits are immune to the ravagers finishing strike. After using this ability,
any active energy weapons dissipate, and the ravager must wait 1d4 rounds before creating further weapons. At 20th level, the ravager can use this ability twice per day.

This ability replaces the ninja trick gained at 12th level as well as the assassinate and swift assassination ninja tricks.

Shinobi
Shinobi are ninjas who follow a more ancient right, using the elements to their bidding performing ancient rituals known as mudra ninjutsu. Most even forgo their need
to throw weapons, more so fighting into the fray with two weapons and poisons.

The shinobi is an archetype of the ninja class.

Limit Break (Su): At 1st level, the shinobi receives the Limit Break (Chimatsuri).

Chimatsuri (Su): This Limit Break allows the shinobi to conjure spirit blades that flies towards an enemy with deadly accuracy. Any enemy within 100 feet
that is struck by this takes 1d6 points of shadow damage per ninja level and is also paralyzed for 1d4 rounds. A successful Fortitude save (DC 10 + half of the ninjas
level + his Wisdom modifier) halves the damage and negates the paralyze status effect.

This ability replaces the Limit Break (Missile Barrage).

Two Weapon Fighting: At 1st level, the shinobi gains Two Weapon Fighting as a bonus feat at 1st level.

Poison Kisses (Ex): At 1st level, a shinobi is trained in the use of poison and cannot accidentally poison himself when applying poison to a weapon. Furthermore, he
gains access to stances known as Kiss of the Wasp and Kiss of the Viper. Each stance gives the shinobi a different advantage in combat. These stances can only be
activated once a day at 1st level and once again every 3 ninja levels after 1st. The shinobi can only have one kiss stance up at a time. While in either stance, the shinobi
gains a dodge bonus to all enemies affected by his poisons applied during either stance equal to his Wisdom modifier plus 1 for each poison applied upon the enemy.
Additionally, while in either stance, the shinobi can apply a new poison on a single weapon as a move action. The stances require a swift action to activate and last for a
number of rounds equal to the shinobis Wisdom modifier.

Kiss of the Viper (Ex): When entering this stance, the shinobi is able to keep the poison applied to his weapon even when hitting an enemy. Furthermore, he
may only have one poison applied to a weapon and as part of activating this stance (only if both weapons are being wielded upon activation), coat a weapon
he is wielding that does not have a poison, with the poison on the other weapon simply by rubbing them together. Poison DCs are also increased by 1 for
every 5 ninja levels he has attained. At 10th level, all injury poisons while in this stance causes an enemy to be dazed for 1 round if they fail the poisons
save. The daze effect can never be extended by other poison effects or other failed saves from this stance. Once the stances effects end, the poisons on his
weapons used during the stance are neutralized.
Kiss of the Wasp (Ex): When entering this stance, the shinobi is able to keep the poison applied to his weapon even when hitting an enemy. Furthermore, his
injury poisons now last longer and injure the enemy more. If an enemy is hit by both weapons while in this stance with an injury poison, (even if the poisons
are different) the effects are doubled if they fail the poisons save. Choosing to the double the poison effects, however, causes the poison applied to the
weapon to be neutralized. At 10th level, all injury poisons while in this stance causes an enemy to be silenced for 1 round if they fail the poisons save. The
silence effect can never be extended by other poison effects or other failed saves from this stance. Once the stances effects end, the poisons on his weapons
used during the stance are neutralized.

This ability alters and replaces poison use and AC bonus.

Finesse Training (Ex): At 2nd level, a shinobi gains the Weapon Finesse as a bonus feat. In addition, he can select any one type of weapon that can be used with
Weapon Finesse (such as daggers or wakizashis). Once this choice is made, it cannot be changed. Whenever he makes a successful melee attack with the selected
weapon, he adds his Dexterity modifier instead of his Strength modifier to the damage roll. If any effect would prevent the shinobi from adding his Strength modifier to
the damage roll, he does not add his Dexterity modifier.

This ability replaces the ninja trick gained at 2nd level.

Mudra Ninjutsu (Su): A shinobi learns the ancient ritual bi of mudra, a special type of ninjutsu used to cast down the elements upon their foes. At 3rd level and every
other level thereafter, the shinobi may choose a single mudra ninjutsu from the list below or a regular ninjutsu. All mudra ninjutsu require ki points to use and cannot be
selected more than once. Unless stated otherwise, all mudra ninjustu require standard actions to use.

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Doton (Su): This mudra ninjutsu causes the earth to be corrupted. The shinobi may cause the area around them in a 30-ft.-radius to become difficult terrain
and cause all other creatures except the shinobi to move at half speed while in the radius. In addition, any creatures except the shinobi who stand within the area of
effect take 2d6 points of earth damage each round. This effect lasts for a duration of 1 round + an additional round per two ninja levels. Using this ability expends 2 ki
points from his ki pool.

Fuma Shuriken (Su): This mudra ninjutsu conjures a huge shuriken to fly at an enemy within 30 feet as a ranged touch attack dealing 1d6 points of damage
per two ninja levels. Using this ability expends 1 ki point from his ki pool.

Huton (Su): The mudra ninjutsu causes the shinobis body to be guided and powered by the winds as a swift action, granting them haste for a number of
rounds equal to half of the ninjas level. Using this ability expends 1 ki point from his ki pool.

Hyoton (Su): This mudra ninjutsu conjures spikes of ice to impale an enemy within 30 feet, dealing 1d6 points of ice damage per two ninja levels and
inflicting the Frozen status effect for 1d4 rounds. A successful Reflex save (DC 10 + half of the ninjas level + his Wisdom modifier) halves the damage and negates the
Frozen status effect. Using this ability expends 2 ki points from his ki pool.

Katon (Su): This mudra ninjutsu conjures a fireball sending it into an area causing it to explode in a 30-ft.-radius dealing 1d6 points fire damage per two
ninja levels and inflicting the Burning status effect for 1d4 rounds. A successful Reflex save (DC 10 + half of the ninjas level + his Wisdom modifier) halves the
damage and negates the Burning status effect. This attack has a range of 100 feet. Using this ability expends 2 ki points from his ki pool.

Raiton (Su): This mudra ninjutsu conjures a column of lightning upon one enemy within 30 feet, dealing 1d6 points of lightning damage for every two ninja
levels and inflicting Blind status effect for 1d4 rounds. A successful Reflex save (DC 10 + half of the ninjas level + his Wisdom modifier) halves the damage and
negates the Blind status effect. Using this ability expends 2 ki points from his ki pool.

Suiton (Su): The mudra ninjustu unleashes a water torrent on an enemy within 30 feet, dealing 1d6 points of water damage per two ninja levels. The enemy
hit by this ability becomes flat-footed against the shinobi until the end of the shinobis next turn. A successful Reflex save (DC 10 + half of the ninjas level + his
Wisdom modifier) halves the damage and negates the flat-footed effect. Using this ability expends 2 ki points from his ki pool.

Dancing Edge (Ex): At 6th level, the shinobi fights with two weapons peerlessly. As a swift action, the shinobi can lower the penalty to fight with two weapons by 1
for a number of rounds equal to the shinobis Wisdom modifier (minimum 1). This ability may be used a number of times per day equal to 3 + his Wisdom modifier.

This ability replaces the ninja trick gained at 6th level.

Dream within a Dream (Ex): At 10th level, the shinobi can unleash a flurry of attacks when dual wielding, zipping around the enemy throwing cut after cut upon the
enemy. Once per day, when the shinobi makes a full attack, he may make an additional attack at his highest base attack bonus with both weapons, taking penalties for
two weapon fighting as normal. At 16th level, he may do this twice per day.

This ability replaces the ninja trick gained at 10th level.

Trick Attack (Ex): At 14th level, when the shinobi is flanking an enemy in melee range or attacking an enemy that is flat-footed, he may attack with both weapons he
is wielding as a standard action at his highest base attack bonus, taking penalties for two weapon fighting as normal. If both weapon hit, he deals double sneak attack
damage. This can be used once per day at 14th level and two times a day at 18th level.

This ability replaces the ninja trick gained at 14th level.

Red Mage
Animist
Allies are one of the most valuable assets to have on any battlefield. While most would-be adventurers and gallant heroes must seek out comrades, the few choose
instead to make one. Sometimes accidentally, sometimes with intent, a person may find within themselves the spark of creation, animating their constructed companions
almost instinctively. These creators, known as animists, form a close bond with their companion, their magical essence fueling and empowering the construct. This
bond is not one of master and servant, however; animists and companions fight as equals, supporting each other and their allies against all odds.

The animist is an archetype of the red mage class.

Class Skills: An animist adds Repair and Knowledge (engineering) to her list of class skills. This replaces Intimidate and Knowledge (planes) as class skills.

Diminished Spellcasting: An animist gains fewer MP than normal equal to the spell level he gains. For example, a red mage of 5th level would only have 5 MP
excluding extra MP from Charisma bonus.

Construct Companion (Ex): An animist begins play with the ability to craft a powerful, magically-animated construct companion. A construct companion has the
same alignment as the animist that creates it and can speak and understand all of his languages. Construct companions are treated as constructs under the animists
control, though unlike most constructs, the companion is intelligent and capable of independent thought and action. The construct companions general appearance is up
to the animist, though it is always in the form of a medium humanoid shape. The construct companions Hit Dice, saving throws, skills, feats, and abilities are tied to the
animists class level and increase as the animist gains levels. An animist begins play with his construct companion already constructed. The construct companion does
not heal naturally. If it is ever reduced to 0 hit points, the construct companion breaks and stops functioning (though it isnt completely destroyed). The animist must
spend 24 hours repairing a broken construct companion to fix it, after which it is restored to its full function and hit points. If the construct companion is ever
completely annihilated or is irretrievably lost, the animist can spend 1 week crafting a new construct companion to replace his old one. The new construct companion
must have the same augmentation abilities as the old one (see below). An animist cannot have more than one construct companion at a time.

Base Forms: Each construct companion has one of three base forms that determines its starting speed, AC, skills, and ability scores (including its primary and
secondary ability scores). The companion also gains a slam attack that deals 1d4 damage, regardless of its form. It is a primary natural attack, meaning it uses the
constructs full base attack bonus. The companion adds 1-1/2 times its Strength modifier to this attacks damage and must have both hands free to make this slam
attack. A construct companion is always medium sized and humanoid in shape (two arms, two legs, head, and torso). The appearance of the companion outside of this
shape is left to the animist to decide.

Combat Form
Starting Statistics

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Size: Medium; Speed: 30 ft.; AC: +4 armor bonus; Base Ability Scores: Str 16, Dex 14, Con , Int 10, Wis 12, Cha 8; Primary Ability Scores: Strength, Dexterity;
Secondary Ability Score: Wisdom; Skills: Climb (Str), Intimidate (Cha), Sense Motive (Wis), and Swim (Str).

Eldritch Form
Starting Statistics
Size: Medium; Speed: 20 ft.; AC: +1 armor bonus; Base Ability Scores: Str 8, Dex 12, Con , Int 14, Wis 10, Cha 16; Primary Ability Scores: Intelligence,
Charisma; Secondary Ability Score: Dexterity; Skills: Knowledge (arcana) (Int), Knowledge (planes) (Int), Spellcraft (Int), and Use Magic Device (Cha).

Scouting Form
Starting Statistics
Size: Medium; Speed: 40 ft.; AC: +2 armor bonus; Base Ability Scores: Str 10, Dex 16, Con , Int 14, Wis 8, Cha 12; Primary Ability Scores: Dexterity,
Intelligence; Secondary Ability Score: Charisma; Skills: Acrobatics (Dex), Bluff (Cha), Stealth (Dex), Survival (Wis).

Table: Construct Companion

Primary
Class Saving Armor Secondary
HD BAB Skills Feats Ability Special
Level Throws Bonus Ability Bonus
Bonus

Companion Traits, Integrated Equipment, Link,


1st 1 +1 +0 2 1 +0 +0 +0
Share Spells

2nd 2 +2 +0 4 1 +1 +1 +0

3rd 3 +3 +1 6 2 +1 +1 +0

4th 3 +3 +1 6 2 +1 +1 +0

5th 4 +4 +1 8 2 +2 +2 +1 Ability score increase

6th 5 +5 +1 10 3 +2 +2 +1 Devotion

7th 6 +6 +2 12 3 +3 +3 +1

8th 6 +6 +2 12 3 +3 +3 +1

9th 7 +7 +2 14 4 +3 +3 +1

10th 8 +8 +2 16 4 +4 +4 +2 Ability score increase

11th 9 +9 +3 18 5 +4 +4 +2

12th 9 +9 +3 18 5 +5 +5 +2

13th 10 +10 +3 20 5 +5 +5 +2

14th 11 +11 +3 22 6 +5 +5 +2

15th 12 +12 +4 24 6 +6 +6 +3 Ability score increase

16th 12 +12 +4 24 6 +6 +6 +3

17th 13 +13 +4 26 7 +7 +7 +3

18th 14 +14 +4 28 7 +7 +7 +3 Greater Link

19th 15 +15 +5 30 8 +7 +7 +3

20th 15 +15 +5 30 8 +8 +8 +4

Class Level: This is the characters animist level.

HD: This is the total number of 10-sided (d10) Hit Dice Hit Dice the companion possesses. As the construct companion has no Constitution score, it does
not get any bonus hit points from its Constitution modifier (treat its Constitution as 10 for determining its hit points), but it does get bonus hit points because on its size:
Medium 20 HP.

BAB: This is the construct companions base attack bonus. A construct companions base attack bonus is equal to its Hit Dice. Construct companions do not
gain additional attacks using their natural weapons for a high base attack bonus, though they do gain additional attacks when using manufactured weapons, as normal.

Saving Throws: This is the construct companion's base saving throw bonuses. As a construct, the companion has no good saving throws.

Skills: This lists the construct companions total skill ranks. A companion can assign skill ranks to any skill. The values shown in Table: Construct
Companion are the base value, assuming the companion has an Intelligence score of 10. Companions with Intelligence scores above the base value modify these totals
as normal (a construct companion receives a number of skill ranks equal to 2 + its Intelligence modifier per HD). A companion cannot have more ranks in a skill than it
has Hit Dice.

Construct Companion Skills: The following skills are class skills for a construct companion: Craft (Int), Disable Device (Dex), Knowledge (engineering)
(Int), and Perception (Wis). A construct companion's base form grants four additional skills, as listed in the form's entry. In addition, any construct companion that gains
a fly speed receives Fly (Dex) as a class skill, regardless of what level it obtains its fly speed.

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Feats: This is the total number of feats possessed by a construct companion. Companions can select any feat that they qualify for.

Armor Bonus: The number noted here is the construct companions base armor bonus. A construct companion cannot wear armor of any kind, as the armor
interferes with the animists connection to the construct companion.

Primary Ability Bonus: Add this bonus to the construct companions two primary ability scores. The construct's primary ability scores are determined by its
base form.

Secondary Ability Bonus: Add this bonus to the construct companions secondary ability score. The construct's secondary ability score is determined by its
base form.

Special: This includes a number of abilities gained by all construct companions as they increase in power. Each of these bonuses is described below.

Companion Traits (Ex): A construct companion is not built nor animated as a typical construct. It is powered by the animists innate power and intuition
rather than careful design, and as such has different abilities from a normal construct. A construct companion has all traits and immunities a normal construct has,
except as noted here. Construct companions are not immune to mind-affecting effects, including charms, compulsions, illusions, and morale effects. A construct
companion has an Intelligence score and gains feats and skill points as appropriate for its level, as shown in Table: Construct Companions, and has class skills. A
construct companion does not gain bonus hit points based on its size, as a normal construct does. A construct companion has the same weapon proficiencies as the
animist and can use shields (except tower shields).

Integrated Equipment (Ex): A construct companion can have its weapons or shield integrated into its body, rather than having to hold and stow them as a
normal piece of equipment. Any manufactured weapon or shield that is of appropriate size for the construct companion can be integrated. Integrating equipment takes 1
hour of work by the animist. After doing so, the item is built directly into the constructs form. It can bring forth the weapon or shield and store it back in its body as if
drawing it normally, including reductions in time from feats such as Quick Draw. When stored, the equipment is inside the companions body and cannot be seen, and
its magic aura (if any) cannot be found with spells such as detect magic unless the spell can penetrate through the constructs metallic body. When it draws an integrated
weapon or shield, it replaces the hand(s) necessary to wield the item, at which point it can be used as if wielded normally. An integrated weapon or shield cannot be
disarmed or stolen, as its attached directly to the constructs body, though it can be sundered or attacked as normal. A construct companion can have up to three pieces
of integrated equipment at once. If the companion has an integrated ranged weapon, the animist can integrate ammunition along with it. Up to 100 pieces of ammunition
can be integrated with each ranged weapon. Reloading an integrated weapon is no faster than reloading the weapon as normal, and can be reduced by feats and abilities
such as Rapid Reload possessed by the companion. Integrating more ammunition takes 10 minutes of work by the animist. Once a piece of equipment is integrated, it
cannot be removed intact. Removing integrated equipment involves either destroying the equipment (though sunder checks and the like) or spending 1 hour removing
the item, the process of which gives it the broken condition but leaves it intact enough to be repaired via make whole or similar magic. Removing a ranged weapon
requires removing its integrated ammunition, if any.

Link (Ex): A construct companion is not made nor controlled as a normal construct; it is instead tied to the animists own magical essence, and as such the
animist shares a special link with his companion. The animist can communicate empathically with the companion, but cannot see through its eyes. Because of the links
limited nature, only general emotions can be shared. The animist has the same connection to an item or place that the companion does. However, such a link has its
drawbacks. As the companion is powered by the animists magic essence, the construct cannot move more than 100 feet away from the animist at any time. If it does,
the construct companion immediately shuts down, rendering it helpless and unable to act. The animist must be able to exercise mental control to keep the companion
functioning. If the animist is ever unconscious, asleep, killed, stunned, or confused, the companion cannot act and is considered helpless. In addition, magic items
interfere with the animists link to his companion. As a result, the animist and his companion share magic item slots. For example, if the animist is wearing a ring, the
companion can wear no more than one ring. If there is a conflict, the item worn by the animist remains active while the item worn by the construct become dormant.
Magic weapons do not interfere with the animists link with his companion. Despite being animated by magic, the construct does not shut down in an anti-magic field,
though some of its other abilities may be negated.

Share Spells (Ex): The animist may cast a spell with a target of you on his construct companion (as a spell with a range of touch) instead of on himself. An
animist may cast spells on his companion even if the spells normally do not affect creatures of the companions type (construct). Spells cast in this way must come from
the animist spell list. This ability does not allow the companion to share abilities that are not spells, even if they function like spells.

Ability Score Increase (Ex): The construct companion adds +1 to one of its ability scores.

Devotion (Ex): A construct companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Greater Link (Ex): The constructs link with the animist improves. The companion can now move up to 200 feet away without any penalty. If it moves
further than 200 feet away, but less than 500 feet away, the companion is staggered. If it moves more than 500 feet away, the companion shuts down and is considered
helpless. In addition, the construct companion can still act normally whenever the animist is stunned or confused, though it still cannot act if the animist is unconscious,
asleep, or killed.

This ability replaces red magery, spell combat, arcane pool, quick learner (minor), and quick learner (moderate).

Imbue (Su): At 2nd level, an animist learns how to imbue his spells onto himself or his construct companion, binding the magic into a piece of equipment, a weapon, or
even the constructs body to be triggered later under a specific condition. This functions similarly to using a contingency spell, though the forms of spells that can be
used and how they trigger are more flexible. There are two ways an animist can imbue a spell:

Weapon Imbue: The animist can imbue a spell on to a melee weapon, a thrown weapon, or a piece of ammunition. The imbued spell triggers when the
weapon or ammunition hits a creature or object. A more specific trigger can be made, such as only discharging when striking an outsider or when striking an
object as part of a sunder attempt, subject to GM discretion. If the spell requires an attack roll or has a specific target, it discharges onto the target struck with
no further attack roll needed. The discharged spell cannot critically hit, even if it normally could. If the spell targets an area or creatures in an area (such as a
fireball spell or a slow spell), the spells area is centered on the target, even if the spell could normally be centered only on the caster. If a spell is imbued
onto a piece of ammunition and the attack misses, the spell is lost. Spells imbued onto melee and thrown weapons last until they are triggered. An imbued
spell only functions on weapons that are wielded by the animist or his construct companion. A spell can only be imbued into a weapon if it has a casting time
of 1 full-round action or less.
Personal Imbue: The animist can imbue a spell onto either himself or his construct companion. This functions more as a typical contingency effect, where
the spell comes into effect on the animist or his companion under a specified condition. However, it is not limited to spells that only affect the recipient of
the imbued spell. If the spell is normally delivered by touch or targets a creature, it comes into effect upon the recipient of the imbued spell. If the spell
targets an area or creatures in an area (such as haste or mass galkas strength), it comes into effect centered on the recipient of the imbued spell, with the
recipient of the imbued spell being one of its targets (if any).

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A spell can only be imbued if it targets one or more creatures or objects or affects an area. Imbuing a spell takes at least 10 minutes, though it may take longer if the
imbued spell has a longer casting time, as described in contingency. An animist can only have one spell imbued at a time, and it must be a spell of 2nd level or lower
from the red mage spell list. Imbuing a spell costs MP as if the imbued spell had been cast normally. If the imbued spell is not triggered within 24 hours or before the
animist regains his MP each day, the imbue discharges harmlessly.

This ability replaces spellstrike.

Augmentation (Ex, Sp or Su): As an animist grows in skill, he gains new ways to improve the abilities of his construct companion. Referred to as augmentations,
these abilities allow the animist to bind additional magical and physical power to his companion, customizing its capabilities to his liking. At 3rd level, the animist gains
one augmentation. At 6th level, and every three animist levels thereafter, the animist selects another augmentation to apply to his companion. An animist cannot select
an augmentation more than once, unless otherwise stated.

Ability Augmentation (Ex): The companion becomes stronger, faster, or more intelligent. Choose a single ability score (except for Constitution). That ability
score increases by +2. At 15th level, the bonus increases by an additional +2. This augmentation can be chosen multiple times. Each time it is, it must be applied to a
different ability score. Resonance: The strength of the construct resonates with those nearby. All allies within 30 feet of the construct companion receive a +2
enhancement bonus to the same ability score that was chosen with this augmentation. At 15th level, the enhancement bonus increases to +4. The resonance lasts for 1
minute. Prerequisite: Red Mage Level 6th

Ablative Shielding (Su): A magical barrier of force surrounds the construct companion, mitigating incoming damage. The barrier grants the construct
companion temporary hit points equal to 3 times its total Hit Dice. As long as the barrier has at least 1 temporary hit point remaining, the barrier restores 5 temporary hit
points each round, back up to the its normal maximum. If the barrier is ever reduced to 0 hit points, it breaks and does not regain hit points for 1 hour, after which it is
restored to 1 hit point. Resonance: The barrier supercharges and can affect multiple allies. The temporary hit points of the barrier are restored to double its normal
maximum. The barrier protects nearby allies; if an attack would harm an ally within 30 feet of the companion, half of the damage is redirected to the constructs barrier
instead. The resonance lasts for either 1 minute or until the barrier runs out of hit points. This resonance cannot be used if the ablative shielding is already at 0 hit points.
Once the resonance ends, any temporary hit points in the barrier over its normal maximum are lost. Prerequisite: Red Mage Level 9th

Armor Empowerment (Su): The construct companions body becomes magically enhanced, as if it were enchanted armor. The companions AC increases by
+1. This bonus increases by +1 for every three levels past 6th, to a total of +5 at 18th level. Resonance: A field of energy hardens the armor of nearby allies, increasing
the AC bonus of the armor they are wearing by +1. This bonus increases by +1 at 12th and 18th levels. This benefit lasts for 1 minute. Clothing counts as armor with an
AC of 0 for the purpose of this ability. Prerequisite: Red Mage Level 6th

Disruption Field (Su): The construct emits a short-range field that disrupts magical energy. Creatures attempting to cast a spell while threatened by the
companion take a -4 penalty to their concentration checks to cast defensively. Resonance: The disruption field grows larger and more potent, but only briefly. Any
creature within 30 feet that attempts to cast a spell (including the animist or the companion) must make a Concentration check (DC 10 + half of the red mages level +
his Charisma modifier) or lose the spell. The field lasts for only 1 round. Prerequisite: Red Mage Level 9th

Eldritch Boost (Sp): The companion gains the ability to cast a small number of low-level spells. Choose any three spells from the following list: burst of
light, detect magic, elemental orb, message, read magic, spark, or torchlight. The construct companion can cast these spells at-will. The caster level for these spells is
equal to the companions Hit Dice, and the save DC for these spells is equal to 10 + the companions Charisma modifier. Resonance: The companion emits an energy
that boosts magic casting. Allies within 30 feet receive a +1 bonus on caster level checks and concentration checks. This bonus increases by +1 at 5th level and every
four levels thereafter. This resonance lasts for 1 minute. Prerequisite: Construct Companions Charisma 10

Eldritch Might (Sp): The companion gains the ability to cast more potent magic. Choose any one spell from the following list: defensive shock, fiery
shuriken, shield, sure strike, temper, or wind barrier. The construct companion can cast this spell once per day. For every four red mage levels past 6th, the construct
can choose an additional spell to cast once each day. It can also choose a spell it already knows to gain an additional casting of that spell each day. The caster level for
these spells is equal to the companions Hit Dice, and the save DC for these spells is equal to 12 + the companions Charisma modifier. Resonance: The companion
emits a field of power that strengthens magic spells nearby. The DC of any spells cast by allies within 30 feet of the companion increases by +1. This increases by an
additional +1 at 15th level. The resonance lasts for only 1 round. Prerequisites: Construct Companions Charisma 12, Eldritch Caster, Red Mage Level 6th

Eldritch Power (Sp): The companion gains the ability to cast potent magic. Choose any one spell from the following list: barrier, dispel, fira, fly, haste, hop,
thundara, or slow. The construct companion can cast this spell once per day. At 18th level, the construct can choose an additional spell to cast once each day. It can also
choose a spell it already knows to gain an additional casting of that spell each day. The caster level for these spells is equal to the companions Hit Dice, and the save
DC for these spells is equal to 13 + the companions Charisma modifier. Resonance: The companion creates a field that greatly strengthens the magic of allies. Upon
creating the resonance, the animist must choose one of the following metamagic effects: Enlarge Spell, Extend Spell, Piercing Spell, Silent Spell, or Still Spell. Spells
cast by allies within 30 feet of the companion are affected by the chosen metamagic without increasing their level or casting time. This resonance lasts for 1 round.
Prerequisites: Construct Companions Charisma 13, Eldritch Might, Red Mage Level 12th

Energy Discharge (Su): The companion can create bolts of arcane energy to attack foes. Upon choosing this augmentation, the animist must select either
earth, fire, ice, lightning, water, or wind. The companion can make a ranged touch attack with a range of 30 feet, dealing damage of the chosen energy type equal to 1d6
+ the companions Charisma modifier. Attacking with an energy discharge takes the place of one of the companions normal attacks, and it can make a full attack using
energy discharge. Energy discharge is treated as a light ranged weapon and a ray for all feats and abilities that affect light weapons, ranged weapons, or rays, such as
Two-Weapon Fighting, Precise Shot, Weapon Focus (ray), and Ray Shield. This augmentation can be chosen more than once. Each time it is selected, the companion
can use an additional energy type. Resonance: The companion discharges a large amount of energy towards the animist. The animist and his companion must be within
50 feet of each other and have line of effect to each other to use this resonance. When used, a blast of energy is fired towards the animist in a 5-foot line, harming all
creatures caught in a line connecting both the animist and his companion. Each creature caught in the area takes 1d6 damage per two red mage levels (max 10d6) of the
chosen energy type. A Reflex save halves the damage (DC 10 + half of the red mages level + his Charisma modifier). The resonance ends once the damage is dealt.

Energy Shielding (Ex): The companion is shielded from harmful energies. The animist must choose earth, fire, ice, lightning, water, or wind. The companion
gains resistance 5 against that energy type. This resistance increases by 5 at 5th level and every five red mage levels thereafter. This augmentation can be chosen more
than once. Each time it is gained, it must be applied to a different energy type. Resonance: The companion dampens energy effects nearby. Effects within 30 feet of the
companion that deal damage of the chosen type have their damage reduced by half (50%), rounded down. This resonance lasts for 1 minute.

Energy Strike (Su): The companions strikes are augmented with energy. The animist must choose one of the following weapon properties: corrosive,
flaming, frost, or shock. The companions natural attacks and weapon attacks are treated as having that weapon property. At 15th level, the corrosive, flaming, frost,
and shock abilities improve to be corrosive burst, flaming burst, icy burst, and shocking burst, respectively. This augmentation can be chosen multiple times. Each time
it is chosen, a different property must be selected. The companion can only apply one of the properties available to it to an individual attack. Resonance: The energy

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attack spreads to nearby allies. Natural attacks and weapon attacks made by allies within 30 feet are treated as having the same weapon property granted to the
companion. This resonance lasts for 1 minute. Prerequisite: Red Mage Level 6th

Extradimensional Arsenal (Su): The companion gains an extradimensional storage space within its body. This functions as a bag of holding type I. The
companion can draw items from the space as a move action. It can allow others to reach into the space to retrieve an item, though doing so is a full-round action for the
other creature. At 12th level, it is instead treated a bag of holding type II. If the companion is shut down or broken, the items within the arsenal are not destroyed but
cannot be retrieved until the construct is functional again; if the companion is ever annihilated or replaced, items left in the arsenal are lost forever. Resonance: The
animist can retrieve or store any item within the extradimensional arsenal. By using this resonance, the animist can teleport a single item to or from the arsenal weighing
no more than 10 lbs. per animist level, as if by means of a teleport object spell. An object teleported out of the arsenal appears in the animists hands or in the nearest
open space (animists choice). The animist must have line of effect to his companion to use this resonance. The resonance ends once the item is teleported.
Prerequisite: Red Mage Level 6th

Mending Touch (Su): The companion can touch an object to restore its hit points. This functions as mending, though it restores 1d6 hit points, plus an
additional 1d6 hit points for every three Hit Dice possessed by the companion (max 6d6). The companion can use this three times per day, plus an additional time for
every three hit dice it obtains (max 8 uses per day). This cannot be used to repair damage done to a construct (including itself), nor can it restore a destroyed magic item.
Resonance: Restorative energy washes over the companions frame, healing it for 1d6 hit points of damage, plus an additional 1d6 hit points for every two red mage
levels past 3rd (max 10d6). The resonance ends once the companion is healed.

Mental Link (Su): The companion forms a magical link between itself and the animist, allowing them to communicate telepathically. This functions out to
any range, including through walls, so long as the companion is not shut down. Resonance: The mental link expands to allies within 30 feet, letting them communicate
telepathically. They do not need to remain within 30 feet to continue communicating. The resonance lasts for 10 minutes.

Reinforcement (Ex): The companions frame is hardened, granting it DR 5/adamantine. At 18th level, this increases to DR 10/adamantine. Resonance: A
magical barrier protects a select few allies nearby. One ally within 30 feet gains the benefit of a stoneskin spell. The ally must remain within 30 feet to benefit from the
effect. An additional ally can be targeted at 15th and 18th levels. The resonance ends after 1 minute, though it ends on an individual once it has prevented enough
damage (as outlined in stoneskin). Prerequisite: Red Mage Level 12th

Tactical Reposition (Su): The companion can rapidly teleport itself. As a move action, the companion can teleport a distance equal to half its base speed.
Resonance: The animist and the companion can teleport to each other or change places. This functions as a dimension door spell. The animist can teleport to his
companion or the companion can teleport to the animist; they must arrive as close as possible to the other. The animist and his companion can choose to swap places,
instead: they must occupy the same space the other was just in, or as close as possible if not able. If the companion is out of range of the dimension door effect, the
resonance is wasted. The resonance ends once the teleportation completes. Prerequisite: Red Mage Level 12th

Technical Knowledge (Ex): The companion gains additional knowledge. The animist selects any three skills that are not already class skills for the
companion: those skills become class skills for the companion. In addition, the companion gains 3 skill points per Hit Dice it has and an additional 3 skill points every
time it gains a Hit Dice. This augmentation can be gained multiple times. Each time it is gained, the companion gains three new skills as class skills and gains three
more skill points per Hit Dice. Resonance: The companion shares its knowledge with nearby allies. All allies within 30 feet of the companion gain a +2 bonus on
checks made with a particular skill. This bonus increases to +3 at 6th level, +4 at 12th level, and +5 at 18th level. The skill must be one that the companion is trained in.
The resonance lasts for 10 minutes. Prerequisite: Construct Companions Intelligence 10

Terrain Adaptation (Ex): The companion gains a new form of movement. The animist chooses one of the following movement types: fly 30 feet (average),
climb 50 feet, swim 60 feet, or +30 feet to ground speed. Resonance: The companion grants its form of movement to a nearby ally. A single ally within 60 feet gains
the chosen form of movement. At 9th, 12th, 15th, and 18th levels, it can grant the movement form to an additional ally. The benefit lasts for 10 minutes. Prerequisite:
Red Mage Level 6th

Weapon Empowerment (Su): The companions weapons are filled with magical energy. All natural attacks and weapon attacks made by the companion are
treated as magic for the purpose of bypassing damage reduction. At 9th level, the weapons are treated as silver and cold iron, and at 15th level they are treated as
adamantine. Resonance: The construct companion empowers the weapons of nearby allies. All allies within 30 feet gain a +1 competence bonus to weapon attack and
damage rolls. This bonus increases by +1 at 6th level and every six levels thereafter, to a maximum of +4 at 18th level. The resonance lasts for 1 minute.

These abilities replace ruby arcana.

Resonance (Su): At 3rd level, the animists augmentations do not only serve to enhance the strengths of his companion. The animist has the ability to create a
secondary, more powerful effect by causing a resonance between the constructs augmentations and the animists innate magical power. Causing a resonance is a
standard action that does not provoke attacks of opportunity. The types of resonance the animist can create are based on the augmentations he has bestowed upon his
construct companion; each resonance effect is listed under its corresponding augmentation. He may only cause one resonance at a time, regardless of how many
resonance effects he can use. If he wishes to use a different resonance, he must dismiss the current resonance (a free action) before creating a new one. The animist can
create resonances a number of times each day equal to half his red mage level + his Charisma modifier (minimum 1).

At 9th level, creating a resonance can be done as a move action, instead of a standard action. At 15th level, it can be done as a swift action.

Resonances rely on the construct companion to function; if the construct companion is shut down or destroyed, the animist can still use a resonance, but it takes two of
his daily uses. In this case, the resonance originates from himself (as if he were the construct companion). If the resonance uses both the construct and the animist in
tandem (as with the resonance effects for energy discharge or tactical repositioning), he cant use that resonance at all until the construct is functional again.

This ability replaces fighter training, and doublecast.

Repurpose (Ex): At 8th level, the animist learns how to reconfigure the magical powers bestowed upon his construct companion. By spending 8 hours altering the
magic used to animate his companion, he can exchange one of his augmentations for his companion with a different one. The new augmentation must be one he could
have qualified for when he gained the exchanged augmentation; for example, if he removes the augmentation he gained at 6th level, he can replace it with any
augmentation with a level requirement of 6th level or lower.

This ability replaces improved spell combat.

Improved Imbue (Su): At 14th level, the animist can imbue more powerful magic. The animist can now maintain up to two imbued spells at once. One of these imbues
can be of a spell up to 4th level, the other can only be of a spell up to 2nd level. The spells can be divided between different weapons, between the animist and his
companion, or any combination therein. However, a single action or attack can only trigger one imbued spell at a time, even if both imbued spells have the same
triggering condition. If multiple imbued spells would trigger simultaneously, the animist determines which of the two imbued spells trigger.

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This ability replaces greater spell combat.

Greater Imbue (Su): At 19th level, the animists imbue becomes even more powerful. The animist can now maintain up to three imbued spells at once. One of these
imbues can be of a spell up to 6th level, one can be up to 4th level, and the third can only be of a spell up to 2nd level. The spells can be divided between different
weapons, between the animist and his companion, or any combination therein. A single action or attack can still only trigger one imbued spell at a time, even if multiple
imbued spells have the same triggering condition.

This ability replaces quick learner (major) and 1 MP spell.

Perfect Resonance (Su): At 20th level, an animists magical resonance with his construct companion reaches new heights of power. Each day when the animist regains
MP, he can choose a single augmentation his companion has. The animist gains the benefit of that augmentation for the entire day. Whenever he uses the resonance
ability for that augmentation, he and his companion gain double the numerical effects.

This ability replaces red wizard.

Elemental Knight
Elemental knights are born with elemental energies surging through their blood and discover the secret of reconciling and focusing this primal power into the arcane.

The elemental knight is an archetype of the red mage class, available to nu mou red mages.

Elemental Arcana (Su): At 3rd level, elemental knights may select the following ruby arcana available only to them.

Assault Synergy (Su): As a swift action, the elemental knight can expend 1 round of duration from elemental assault to add +1d6 points of energy damage to
an offensive spell he casts that round. The spell must have the earth, fire, ice, lightning, water, or wind descriptor. This extra energy damage matches the energy damage
of the spell. At 10th level, he may expend 2 rounds instead of 1 to add +2d6 points of energy damage to the spell.

Energy Reflection (Su): This functions like the reflection ruby arcana, except it only works on spells that deal earth, fire, ice, lightning, water, or wind
damage. As long as the elemental knight spends at least 1 point from her arcane pool to activate this arcana, he may expend rounds of elemental assault as if they were
arcane pool points. For example, the elemental knight could spend 1 arcane pool point and 3 rounds of elemental assault to reflect a spell of 4th-level or lower. The
elemental knight must be at least 12th level before selecting this arcana.

Energy Resistance Boost (Su): As a swift action, the elemental knight can expend 1 point from his arcane pool or 1 round of elemental assault to increase all
of his racial energy resistances by +5 for 1 round.

Elemental Assault (Su): At 5th level, once per day as a swift action, an elemental knight can shroud her arms in earth, fire, ice, lightning, water, or wind energy. This
lasts for one round per level, and can be dismissed as a free action. These rounds do not have to be consecutive. Unarmed strikes with her arms or hands (or attacks with
weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. In addition, also at 5th level, as a swift action, an elemental knight may
expend rounds of duration from this ability. For every 4 rounds expended, she gains 1 arcane pool point.

This ability replaces quick cast.

Ruby Arcana: The following ruby arcana complement the elemental knight archetype: empowered magic, pool strike, spell shield.

Generalist
Some red mages specialize in a certain area of their abilities, generalists dont. They focused on adapting to the situation at hand.

The generalist is an archetype of the red mage class, available only to hume red mages.

Power or Speed (Ex): At 1st level, a generalist begins learning how to control herself and by extension, the flow of combat. The generalist can take a -2 penalty on
attack, damage or AC and get an equal bonus to one of the others.

This ability replaces spell combat.

Multitalented (Ex): At 2nd level, a generalist picks up on a little bit of everything, and can use sheer luck or force of will to appear competent at just about anything.
The generalist can make skill checks untrained and may spend an arcane point to reroll a failed skill check with a bonus equal to her Charisma modifier once per round.

This ability replaces spellstrike.

Magic Mastery (Ex): At 4th level, the generalist continues their mastery on controlling every aspect of their being, learning how to better utilize their magic. As a swift
action that lasts a number of rounds equal to the generalist's Charisma modifier (minimum 1) and costs an arcane point, the generalist can choose to take a penalty on
healing or damaging spells equal to his Charisma modifier (minimum 1) and apply an equal bonus to the other.

This ability replaces quick cast gained at 4th, 8th, 12th, 16th level.

Spellblade (Ex): At 8th level, the generalist learns to blend both styles of combat into one. When casting a damaging or enfeebling spell they can make a single weapon
attack on the same target as a swift action. When casting a healing or enhancing spell on an ally they can make a single weapon attack on the foe closest to them if
within range. At 16th level, this ability gains an insight bonus on attack and damage equal to the level of the spell cast prior to it.

This ability replaces improved spell combat and counterstrike.

Aspect of the Ruby (Su): At 10th level, the generalist hits a new milestone when it comes to full coverage. At the cost of an arcane point, a swift action, and MP equal
to the highest spell level they know, the generalist can emulate one of three aspects perfectly for a number of rounds equal to their Charisma modifier.

Shield (Su): The generalist gains a deflection bonus to AC equal to the MP expended when using this ability, and half that bonus (rounded down) to all
saving throws.

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Staff (Su): The generalist gains a morale bonus to their ruby knowledge bonus equal to the MP expended when using this ability, and half this bonus is added
to spell resistance checks and red mage spell save DCs.
Sword (Su): The generalist gets a morale bonus to attack and damage rolls with a held weapon equal to the MP expended when using this ability. Their held
weapons' critical threat range is increased by half this bonus (rounded down). This does not stack with other abilities that increase a weapon's critical threat
range.

This ability replaces jack-of-all-trades.

Renaissance Man (Ex): At 14th level, the generalist makes 'Jack-of-all-Trades' look like a dunce and laughs in his face about it. When making an untrained skill check
or using the multitalented ability, the generalist can act as if she had a number of ranks in the skill equal to half her class level, and benefits from a +3 bonus as if it were
a class skill.

This ability replaces greater spell combat.

Generalist Mastery (Ex): At 20th level, the generalist doesn't care about any one aspect of their character to exemplify it above the rest. When using power or speed,
magic mastery, or spellblade, the bonuses gained are all increased by +2.

This ability replaces red wizard.

Red Warrior
Red warriors trade in spellcasting for mastery of their arcane pool and protecting others.

The red warrior is an archetype of the red mage class.

Limit Breaks (Su): At 1st level, the red warrior receives the Limit Breaks (Aegis Shield and Arcane Savant).

Aegis Shield (Su): This Limit Break allows the red warrior to create a glowing, floating red shield that helps deflect attacks. For a duration of 1 round + 1
round per four red mage levels after 1st, this limit break grants the red warrior and any adjacent allies a +2 shield bonus to AC as well as a damage reduction of 2/-.
These bonuses increase by 2 for every four red mage levels attained after 1st. This limit break requires only a swift action.

Arcane Savant (Su): This Limit Break allows the red warrior to spend points from his arcane pool without expending them for a duration of 1 round + 1
round per four red mage levels after 1st. This limit break requires only a swift action.

These limit breaks replace the red mages standard limit breaks.

Arcane Pool (Su): At 1st level, the red warrior gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon and shield.
This arcane pool has a number of points equal to his red mage level + his Charisma modifier. The pool refreshes once per day when the red warrior rests for a full 8
hours.

At 1st level, a red warrior can expend 1 point from his arcane pool as a swift action to grant any weapon and shield he is holding a +1 enhancement bonus for 1 minute,
paying the arcane pool cost separately for each. For every four levels beyond 1st, the weapon and shield gains another +1 enhancement bonus, to a maximum of +5 at
17th level. These bonuses can be added to the weapon and shield stacking with existing weapon and shield enhancement to a maximum of +5. Multiple uses of this
ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst,
speed, or vorpal.

Also at 5th level and above, he can also add the following shield special abilities: animated, arrow catching, arrow deflection, bashing, blinding, fortification (any),
reflecting, spell resistance (any).

Adding these properties consumes an amount of bonus equal to the propertys base price modifier. These properties are added to any the weapon and shield already has,
but duplicates do not stack. If the weapon and shield is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These
bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the red warrior uses this ability. These bonuses do not
function if the weapon and shield are wielded by anyone other than the red warrior. A red warrior can only enhance one weapon and one shield in this way at one time.
If he uses this ability again, the first use immediately ends.

This ability replaces spells. Red warriors do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion
magic items.

Arcane Deflection (Ex): Beginning of 1st level, the red warrior learns how to use his arcane pool to fight in melee combat. As long as the red warrior has at least one
point in his arcane pool remaining, he gains a +1 deflection bonus to AC. At 5th level and every five levels thereafter, this bonus increases by 1.

This ability replaces ruby knowledge.

Resilience (Su): Also at 1st level, as an immediate action, the red warrior may reduce the damage he is about to take by 5 hit points for every 1 point from his arcane
pool he expends. The red warrior may not spend more points from his arcane pool than his red mage level per effect being reduced.

This ability replaces spell combat.

Extra Arcane Pool: At 1st level, a red warrior gains the Extra Arcane Pool feat.

This ability replaces spell proficiency.

Chain of Personal Superiority (Ex): At 1st level, a red warrior learns the first principle of warfare for the individual combatant: the ability to both deal punishment
and take it. Calling upon inner reserves of knowledge and dedication, a red warrior can provide himself with a +2 insight bonus to Strength and Constitution for up to 1
minute. A red warrior can use this ability three times per day. Activating this ability is a free action. At 5th, 9th, 13th, and 17th level, the insight bonus to Strength and
Constitution improves by +2.

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This ability replaces red magery gained at 1st, 5th, 9th, 13th, and 17th level.

Chain of Defensive Posture (Ex): At 2nd level, a red warrior learns the second principle of warfare for the individual combatant: the ability to avoid the enemys
counterattacks if that enemy is not immediately overwhelmed. Calling upon inner reserves of knowledge and dedication, a red warrior can provide himself with a +2
insight bonus to Armor Class for up to 1 minute. A red warrior can use this ability three times per day. Activating this ability is a free action. At 6th level, the insight
bonus to Armor Class improves to +4.

This ability replaces quick learner (minor) gained at 2nd and 6th level.

Swap Places (Su): At 2nd level, as an immediate action and by expending 1 point from his arcane pool, a red warrior can swap places with an adjacent ally who is
about to get attacked. Neither activating this ability nor the movement of the red warrior or his ally from this ability provoke attacks of opportunity. This occurs before
the attack and the attacker must resolve the attack against the red warrior instead of the original target. At 6th level and every 4 levels thereafter, the red warrior gains a
+1 dodge bonus to his AC against this attack.

This ability replaces arcane pool gained at 2nd level.

Enduring Body (Ex): At 3rd level, a red warrior learns the third principle of warfare for the individual combatant: to unleash in oneself the spirit of the enduring body.
The spirit of the ideal body transforms a red warrior, granting him damage reduction 1/. At 7th level, his damage reduction improves to 2/. At 10th level, his damage
reduction improves to 3/.

This ability replaces armored mage gained at 3rd, 7th, and 10th level.

Ruby Arcana: At 3rd level, a red warrior loses access to the following ruby arcana:

Broad Study, Concentrate, Empowered Magic, Familiar, Maximized Magic, Pool Strike, Pool Strike (Arcing), Pool Strike (Clinging), Quickened Magic, Reflection,
Rod Mastery, Rod Wielder, Scroll Mastery, Silent Magic, Spell Blending, Spell Trickery, Still Magic, Wand Mastery, and Wand Wielder.

Sweeping Strike (Ex): At 4th level, a red warrior gains the ability to make great, sweeping swings with a melee weapon. On each melee attack a red warrior makes, he
can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A red warrior can use this ability on any
attack, even an attack of opportunity or a cleave attempt. A red warrior cannot use this ability if he has moved more than 10 feet since the end of his last turn. If a red
warrior hits one or both of his foes with a sweeping strike, he can attempt a cleave normally; however, he makes only one cleave attempt per sweeping strike, even if he
successfully hits more than one foe.

This ability replaces quick cast.

Convert (Ex): Beginning of 5th level, a red warrior can convert hit points into arcane points as a free action. For every 5 hit points converted, the red warrior receives 1
arcane point. The red warrior cannot convert below 1 hit point and can only convert arcane points equal to his red mage level. The red warrior can use this ability a
number of times per day equal to his Charisma modifier.

This ability modifies and replaces convert.

Dual Effect (Ex): At 8th level, the red warriors resilience ability has become almost second nature. Any time the red warrior uses Swap Places or In Harm's Way (see
below), he can also use Resilience in the same immediate action.

This ability replaces improved spell combat.

Clear Mind (Ex): At 10th level, a red warrior can regain his arcane pool quicker. The red warrior must be relaxed and must be free from overt distractions, such as
combat raging nearby or other loud noises. The red warrior regains 1 arcane point per hour.

This ability modifies and replaces clear mind.

Well of Power (Ex): At 10th level, a red warrior can tap his arcane pool to use chain of personal superiority or chain of defensive posture more than would normally be
possible. If he has already expended all of his daily uses of either chain of personal superiority or chain of defense posture, he may spend 1 point from his arcane pool to
gain an additional use of either ability. He can do this as many times as he wants in a day, provided he has points in his arcane pool left. At 14th level, he can expend 2
points from his arcane pool to gain an additional daily use of chain of overwhelming force if he has already expended his daily use.

This ability replaces quick learner (moderate) gained at 10th and 14th level.

Chain of Overwhelming Force (Su): At 14th level, a red warrior learns the fourth principle of warfare for the individual combatant: to discover the underlying
violence of the world and deliver it in a perfectly executed attack. The red warrior taps into this underlying energy and apply it to a single melee attack, dealing an extra
10d6 points of damage. A red warrior can use this ability once per day. Activating this ability is part of the attack action. If the attack misses, the ability is wasted.

This ability replaces greater spell combat.

In Harm's Way (Su): At 15th level, a red warrior can absorb effects that would affect an ally within his reach. The red warrior may expend 1 point from his arcane
pool as an immediate action to take the effect of an area effect that would have hit his ally, although he is affected as normal if he is also in the area of effect.

This ability replaces doublecast.

Counterattack (Ex): At 16th level, a red warrior can expend 1 point from his arcane pool to make an attack of opportunity against an opponent who hits an ally
adjacent to the red warrior with a melee attack, so long as the attacking creature is within the red warriors reach.

This ability replaces counterstrike.

Retributive Attack (Ex): At 18th level, if an adjacent ally of a red warrior is rendered helpless or unconscious, the red warrior can make a retributive attack against the
creature that felled his ally. When making a retributive attack, the red warrior adds his Charisma bonus (if any) to his attack roll and deals an extra 1 point of damage

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per red mage level on a successful hit. A red warrior can make a number of retributive attacks per day equal to his Charisma bonus (minimum of one), but never more
than once per round. He may make more than one retributive attack against the same foe.

This ability replaces 1 MP spell.

Mighty Resilience (Ex): At 19th level, the red warrior automatically negates the additional damage of one successful critical hit or sneak attack, as well as other
abilities or effects that rely on a successful critical hit or sneak attack (such as blinding from Blinding Critical or bleed from sneak attack) if the red warrior has 1 point
in his arcane pool remaining. The red warrior takes only normal damage from the attack.

This ability replaces quick learner (major).

Red Knight (Su): At 20th level, once per day as a free action, the red warrior can enter into a very powerful Trance. As long as he has 1 point in his arcane pool
remaining, for up to 5 minutes the red warrior adds his Charisma modifier to his attack rolls, damage rolls, AC, skill checks, ability checks, saves, and initiative, and he
increases his speed by +5 feet for every point of his Charisma modifier.

This ability replaces red wizard.

Sage
The red mage trades in his martial talent for the art of mastering black and white magic. The red mage uses his brains over his brawn to defeat his enemies.

The sage is an archetype of the red mage class.

Weapon and Armor Proficiency: A sage is proficient with simple weapons only. He can cast red mage spells while wearing cloth or leather armor without incurring
the normal spell failure chance. Like any other spellcaster, a sage wearing chain or plate armor or using a shield incurs a chance of spell failure. A multiclass sage still
incurs the normal spell failure chance for spells received from other classes.

This replaces the normal red mage weapon and armor proficiency feature.

Ruby Scholar I (Sp): A sage of 3rd level may select two 2nd level spells, one each from the black mage and white mage spell lists. The sage can cast these spells as a
spell-like ability by expending two points of his Arcane Pool. The sage uses his red mage caster level and Intelligence modifier to determine its effects.

This ability replaces ruby arcana gained at 3rd level.

Ruby Scholar II (Sp): A sage of 6th level may select two 3rd level spells, one each from the black mage and white mage spell lists. The sage can cast these spells as a
spell-like ability by expending three points of his Arcane Pool. The sage uses his red mage caster level and Intelligence modifier to determine its effects.

This ability replaces ruby arcana gained at 6th level.

Master Scholar (Ex): At 7th level, a sage adds half his red mage level (minimum 1) as a bonus on all Knowledge (arcana), Spellcraft, and Use Magic Device checks.
He can always take 10 on Knowledge (arcana) and Spellcraft checks, even if distracted or endangered.

This ability replaces armored mage (chain) and armored mage (shield).

Ruby Scholar III (Sp): A sage of 9th level may select two 4th level spells, one each from the black mage and white mage spell lists. The sage can cast these spells as a
spell-like ability by expending four points of his Arcane Pool. The sage uses his red mage caster level and Intelligence modifier to determine its effects.

This ability replaces ruby arcana gained at 9th level.

Ruby Scholar IV (Sp): A sage of 12th level may select two 5th level spells, one each from the black mage and white mage spell lists. The sage can cast these spells as
a spell-like ability by expending five points of his Arcane Pool. The sage uses his red mage caster level and Intelligence modifier to determine its effects.

This ability replaces ruby arcana gained at 12th level.

Ruby Scholar V (Sp): A sage of 15th level may select two 6th level spells, one each from the black mage and white mage spell lists. The sage can cast these spells as a
spell-like ability by expending six points of his Arcane Pool. The sage uses his red mage caster level and Intelligence modifier to determine its effects.

This ability replaces ruby arcana gained at 15th level.

Ruby Scholar VI (Sp): A sage of 18th level may select two 7th level spells, one each from the black mage and white mage spell lists. The sage can cast these spells as
a spell-like ability by expending seven points of his Arcane Pool. The sage uses his red mage caster level and Intelligence modifier to determine its effects.

This ability replaces ruby arcana gained at 18th level.

Spellblade
A spellblade can manifest a ghostly blade of force that can be used as an off-hand weapon.

The spellblade is an archetype of the red mage class.

Force Blade (Su): At 2nd level, a spellblade can spend MP up to the spell level that he can cast as a swift action to create a dagger of force in his off hand. The force
blade lasts for 1 minute or until dismissed, has an enhancement bonus on attack and damage rolls equal to the MP spent (maximum +5), and is considered a weapon the
spellblade is holding for purposes of his arcane pool feature (using the pool to add abilities to a held weapon applies to the red mages physical weapon and to the force
blade for no additional cost). The force blade acts as a dagger, but the hand holding it is still considered free for the purpose of casting spells and delivering touch
attacks. The red mage can use the force blade as if he were fighting with two weapons, or can use that hand to cast spells as part of the spell combat class ability (but not
both in the same round). Attacks with the force blade are force attacks and deal force damage.

This ability replaces spellstrike.

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Spellblade Arcana: A spellblade gains access to the following ruby arcana. He cannot select any arcana more than once.

Pool-Sourced Blade (Su): Instead of spending MP to create the force blade, the spellblade can spend points from his arcane pool to do so. A force blade
created this way has an enhancement bonus equal to the number of arcane pool points spent (maximum +5).

Spellblade Parry (Su): When an enemy makes a melee attack roll against the red mage, as an immediate action the red mage can end the force blades
duration to gain a deflection bonus to his Armor Class until the end of his next turn. This bonus is equal to the MP spent to create the force blade (maximum +5).

Throw Blade (Su): As a standard action, a spellblade can throw his force blade up to 60 feet as a ranged attack (no range penalty). If the force blade misses,
it returns automatically to the spellblades hand just before his next turn. If the force blade hits, it deals damage and its duration ends; the spellblade can choose to spend
up to 2 points from his arcane pool to increase the thrown force blades damage by +1d6 for each point spent.

Ruby Arcana: The following ruby arcana complement the spellblade archetype: hasted assault, pool strike, and spell shield.

Spell Dancer
The strong emphasis on mages within elvaan culture influences how even non-mage elvaans see themselves. Many elvaan mages do not consider themselves masters of
a blend of martial and magical talents, but rather a sub-category of mages who study the effect of physical movement and techniques upon spellcasting ability. They
believe their ability to cast spells while fighting is an outgrowth of the concept of the spell dance, which itself is just another kind of magery.

The spell dancer is an archetype of the red mage class, available only to elvaan red mages.

Class Skills: A spell dancer adds Acrobatics and Perform (dance) to his list of class skills and removes Intimidate and Ride from his list of class skills.

Spell Dance (Su): At 1st level, a spell dancer gains the ability to expend 1 point from his arcane pool as a swift action to gain a +10 enhancement bonus to his
movement rate and a +2 dodge bonus to Armor Class against attacks of opportunity provoked by moving through threatened spaces for 1 minute. For every four levels
beyond 1st, the spell dancer gains another +10 enhancement bonus to movement and +2 to AC against attacks of opportunity provoked from movement. At 5th level,
once per spell dance as a swift action, the spell dancer may use one of the following on himself as a swift action: blur, fly, or haste. These abilities last for 1 round. At
9th level, the spell dancer may instead take a swift action to use hop as a spell-like ability once during a spelldance. At 13th level, the spell dancer may instead choose
to take a swift action to gain freedom of movement for 1d4 rounds.

This ability replaces the red mage's ability to expend points from his arcane pool as a swift action to grant any weapon he is holding magic bonuses for 1 minute.

Arcane Movement (Su): At 5th level, whenever a spell dancer casts a red mage spell, he gains a competence bonus on Acrobatics, Climb, Escape Artist, and Stealth
checks equal to the spell's level until the beginning of his next turn.

This ability replaces ruby magery gained at 5th level.

Dance of Avoidance (Su): At 7th level, while wearing cloth, leather armor, or no armor, a spell dancer gains a +2 insight bonus to Armor Class.

This ability replaces armored mage (chain).

Greater Dance of Avoidance (Su): At 10th level, while wearing cloth, leather armor, or no armor, a spell dancer's insight bonus to Armor Class increases to +4.

This ability replaces armored mage (shield).

Ruby Arcana: The following ruby arcana complement the spell dancer archetype: arcane cloak, prescient defense, close range, concentrate, hasted assault, spell shield.

Scholar
Archmage
Magic is often seen as a somewhat one-way road, its practitioners often of the determined and single minded focus. Black mages learning the elements and occasional
darker sorceries, master of destruction and the raw elements, feared rightfully for the power they possessyet respected for its potential for heroic use. White mages
learning the holy and divine, masters of healing and the bringers of life, beloved by the people for the salvation they can bringyet hated when their mercy falls unto
the undeserving and malicious. An archmage stands above all, the apex practitioners of the art, being capable of more magic than any mere mage can ever hope to
hold in their merger hands. Not so mediocre as to be satisfied with merely mastering black and white Magic, an archmage devotes time and energy into learning the
stranger magics of land, time, space, mind, or death.

The archmage is an archetype of the scholar class.

Limit Break (Su): At 1st level, an archmage chooses 1 Black Mage Limit Break and 1 White Mage Limit Break, these become his usable Limit Breaks.

These limit breaks replace the scholars limit breaks.

Price of Power: Due to the advanced study of magic and gaining power, an archmage is fraught with frailty. An archmages hit dice decreases from d6 to d4. In
addition, regardless of the archmages Constitution score, an archmage that reaches -10 in hit points, dies.

Advanced Spellcasting: An archmage gains greater MP than normal equal to the spell level he gains, in addition to the base MP from the table below. For example, an
archmage of 5th level would have 16 MP [Base: 10, Bonus: 6 (1 for 1st, 2 for 2nd, 3 for 3rd)] excluding extra MP from Intelligence and Wisdom bonuses. In addition,
an archmage may learn up to 9th level spells as seen from the table below.

Spell
Level MP
Level
1st 1 1st
2nd 2 1st
3rd 4 2nd
4th 7 2nd

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5th 10 3rd
6th 15 3rd
7th 20 4th
8th 27 4th
9th 34 5th
10th 43 5th
11th 52 6th
12th 63 6th
13th 74 7th
14th 87 7th
15th 100 8th
16th 115 8th
17th 130 9th
18th 147 9th
19th 163 9th
20th 180 9th

This ability modifies spellcasting and replaces sprite familiar, light/dark arts, light arts: penury, dark arts: parsimony, light arts: accession, dark arts: manifestation, light
arts: celerity, dark arts: alacrity, light arts: rapture, and dark arts: ebullience.

Cantrips: Archmages learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume MP and may be used again.
Archmages begin with 4 0-level spells chosen from the any spellcasters spell lists and gain an two additional 0-level spell every four levels after 1st level.

This ability modifies cantrips.

Esoteric Magic (Ex): At each class level beyond 1st, the archmage chooses a spell from any classs spell list of a spell level he can cast and thereafter treats it as if it
were on the spell list of his base spellcasting classes; if his base class could not normally cast that spell, it is treated as 1 level higher. The spells type and save DCs
function as normal for his base spellcasting class. All other restrictions of his normal spellcasting class apply.

This ability replaces grimoire.

Branch Field (Su): Though possessing an already formidable array of spells at their disposal, archmages feel no need to limit themselves in the pursuit of magical
supremacy, or megalomania as it often seems. At 2nd level and every two levels thereafter, an archmage learns a branch of magic outside of white and black and may
cast those spells by spending points from their arcane reservoir. When casting spells in this way, the spell uses the appropriate ability modifier of the class. Each branch
may be taken multiple times but the archmage must still meet the prerequisites (if any).

Astrologian Branch I: Select two 1st level spells from the Astrologians spell list and may cast these spells by spending 1 point from the arcane reservoir.
Prerequisite: Wisdom 11

Geomancer Branch I: Select two 1st level spells from the Geomancers spell list and may cast these spells by spending 1 point from the arcane reservoir.
Prerequisite: Wisdom 11

Illusionist Branch I: Select two 1st level spells from the Illusionists spell list and may cast these spells by spending 1 point from the arcane reservoir.
Prerequisite: Charisma 11

Necromancer Branch I: Select two 1st level spells from the Necromancers spell list and may cast these spells by spending 1 point from the arcane reservoir.
Prerequisite: Charisma 11

Summoner Branch I: Select two 1st level spells from the Summoners spell list and may cast these spells by spending 1 point from the arcane reservoir.
Prerequisite: Charisma 11

Time Mage Branch I: Select two 1st level spells from the Time Mages spell list and may cast these spells by spending 1 point from the arcane reservoir.
Prerequisite: Intelligence 11

Astrologian Branch II: Select two 2nd level spells from the Astrologians spell list and may cast these spells by spending 2 points from the arcane reservoir.
Prerequisite: Wisdom 12, Astrologian Branch I

Geomancer Branch II: Select two 2nd level spells from the Geomancers spell list and may cast these spells by spending 2 points from the arcane reservoir.
Prerequisites: Wisdom 12, Geomancer Branch I

Illusionist Branch II: Select two 2nd level spells from the Illusionists spell list and may cast these spells by spending 2 points from the arcane reservoir.
Prerequisites: Charisma 12, Illusionists Branch I

Necromancer Branch II: Select two 2nd level spells from the Necromancers spell list and may cast these spells by spending 2 points from the arcane
reservoir. Prerequisites: Charisma 12, Necromancer Branch I

Summoner Branch II: Select two 2nd level spells from the Summoners spell list and may cast these spells by spending 2 points from the arcane reservoir.
Prerequisites: Charisma 12, Summoner Branch I

Time Mage Branch II: Select two 2nd level spells from the Time Mages spell list and may cast these spells by spending 2 points from the arcane reservoir.
Prerequisites: Intelligence 12, Time Mage Branch I

Astrologian Branch III: Select two 3rd level spells from the Astrologians spell list and may cast these spells by spending 3 points from the arcane reservoir.
Prerequisite: Wisdom 13, Astrologian Branch II

Geomancer Branch III: Select two 3rd level spells from the Geomancers spell list and may cast these spells by spending 3 points from the arcane reservoir.
Prerequisites: Wisdom 13, Geomancer Branch II

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Illusionist Branch III: Select two 3rd level spells from the Illusionists spell list and may cast these spells by spending 3 points from the arcane reservoir.
Prerequisites: Charisma 13, Illusionist Branch II

Necromancer Branch III: Select two 3rd level spells from the Necromancers spell list and may cast these spells by spending 3 points from the arcane
reservoir. Prerequisites: Charisma 13, Necromancer Branch II

Summoner Branch III: Select two 3rd level spells from the Summoners spell list and may cast these spells by spending 3 points from the arcane reservoir.
Prerequisites: Charisma 13, Summoner Branch II

Time Mage Branch III: Select two 3rd level spells from the Time Mages spell list and may cast these spells by spending 3 points from the arcane reservoir.
Prerequisites: Intelligence 13, Time Mage Branch II

Astrologian Branch IV: Select two 4th level spells from the Astrologians spell list and may cast these spells by spending 4 points from the arcane reservoir.
Prerequisite: Wisdom 14, Astrologian Branch III

Geomancer Branch IV: Select two 4th level spells from the Geomancers spell list and may cast these spells by spending 4 points from the arcane reservoir.
Prerequisites: Wisdom 14, Geomancer Branch III

Illusionist Branch IV: Select two 4th level spells from the Illusionists spell list and may cast these spells by spending 4 points from the arcane reservoir.
Prerequisites: Charisma 14, Illusionist Branch III

Necromancer Branch IV: Select two 4th level spells from the Necromancers spell list and may cast these spells by spending 4 points from the arcane
reservoir. Prerequisites: Charisma 14, Necromancy Branch III

Summoner Branch IV: Select two 4th level spells from the Summoners spell list and may cast these spells by spending 4 points from the arcane reservoir.
Prerequisites: Charisma 14, Summoner Branch III

Time Mage Branch IV: Select two 4th level spells from the Time Mages spell list and may cast these spells by spending 4 points from the arcane reservoir.
Prerequisites: Intelligence 14, Time Mage Branch III

Astrologian Branch V: Select two 5th level spells from the Astrologians spell list and may cast these spells by spending 5 points from the arcane reservoir.
Prerequisite: Wisdom 15, Astrologian Branch IV

Geomancer Branch V: Select two 5th level spells from the Geomancers spell list and may cast these spells by spending 5 points from the arcane reservoir.
Prerequisites: Wisdom 15, Geomancer Branch IV

Illusionist Branch V: Select two 5th level spells from the Illusionists spell list and may cast these spells by spending 5 points from the arcane reservoir.
Prerequisites: Charisma 15, Illusionists Branch IV

Necromancer Branch V: Select two 5th level spells from the Necromancers spell list and may cast these spells by spending 5 points from the arcane
reservoir. Prerequisites: Charisma 15, Necromancer IV

Summoner Branch V: Select two 5th level spells from the Summoners spell list and may cast these spells by spending 5 points from the arcane reservoir.
Prerequisites: Charisma 15, Summoner Branch IV

Time Mage Branch V: Select two 5th level spells from the Time Mages spell list and may cast these spells by spending 5 points from the arcane reservoir.
Prerequisites: Intelligence 15, Time Mage Branch IV

These abilities replaces all scholar exploits and the advanced scholar exploits.

Spell Synthesis (Su): At 18th level, an archmage can cast two spells, one from the black mage spell list and one from the white mage spell list, using one action. Both
of the spells must have the same casting time. The archmage can make any decisions concerning the spells independently. Any target affected by both of the spells takes
a 2 penalty on saves made against each spell. The archmage receives a +2 bonus on caster level checks made to overcome spell resistance with these two spells. An
archmage may use this ability once per day.

This ability replaces bottomless well.

Arch Wizard (Su): At 20th level, the archmage becomes a true master of white and black magic. The archmage may apply any single metamagic feat that he knows to
a spell he is about to cast. This does not alter the level of the spell or the MP cost. The archmage can apply a metamagic feat in this way a number of times per day
equal to his Intelligence or Wisdom modifier (whichever is higher).

This ability replaces magical supremacy.

Arithmetician
It is said that no amount of scholars can pinpoint what pushes magic to flow. Arithmeticians believe that it can be broken down to simple mathematical equations. With
them, they are able to manipulate magic to the situation that it is needed. Only after years of study is it easy enough to break down and figure it out on the fly. Being
this way makes a person very precise and articulate in everything they do. These calculating strategists employ the principles of arithmetic law to pinpoint targets for
their attacks.

The arithmetician is an archetype of the scholar class.

Limit Break (Su): At 1st level, the arithmetician receives the Limit Breaks (Analytical Perfection and Defensive Arithmancy).

Analytical Perfection (Su): This Limit Break allows the arithmetician to use her mathematical casting ability to perfection. She is able to ignore the caster
level penalty and use any Situation/Number without including allies or herself in her casting for a duration of 1 round + 1 round per four scholar levels after 1st. This
limit break requires only a swift action.

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Defensive Arithmancy (Su): This Limit Break allows the arithmetician to halve incoming damage and double incoming healing to herself. For a duration of 1
round + 1 round per four scholar levels after 1st, the arithmetician automatically halves any damage (whether it be physical or magical in nature) that is inflicted upon
herself and automatically doubles any healing that is bestowed upon herself. This limit break requires only a swift action.

These limit breaks replace the scholars normal limit breaks.

Cantrips: Arithmeticians learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume MP and may be used again.
Arithmeticians begin with 4 0-level spells chosen from the any spellcasters spell lists and gain an two additional 0-level spell every four levels after 1st level.

This ability modifies cantrips.

Grimoire (Su): Beginning of 1st level, books and tomes become deadly weapons in the hands of an arithmetician. Functioning only in the hands of an arithmetician, a
book or tome read by an arithmetician deals 1d4 + Intelligence modifier points of non-elemental damage. This is a ranged touch attack that has a range of 25 feet + 5
feet per two scholar levels.

This ability modifies grimoire.

Mathematical Casting (Su): Mathematics is the fundament by which the arithmetician quantifies everything including magic. By accepting a -1 caster level penalty,
the arithmetician can alter her spell with an Equation. This is a free action that does not provoke an attack of opportunity. MP cost remains the same.

The arithmetician gains one "Situation" at 1st level and every four levels thereafter to a maximum of 5. Situations are combat based scenarios that will make a creature
vulnerable to the arithmetician's spell. A Situation can be anything that has a number that all beings in the combat have a chance of having. Some examples are
[Initiative, Strength Score, Base Attack Bonus or even Number of Limbs]. No matter what the choice, it must be something that every person in combat would
potentially have a number for.

Also at 1st level and every six levels thereafter, the arithmetician gains a new "Number". She must choose one of the following:

Three
Four
Five
Any Prime Number

These numbers will select the targets of the arithmetician's mathematically altered spell.

By selecting one Situation she knows and one Number she knows, the spell the arithmetician now casts affects everyone (ally, enemy or herself) that has that Situation
at a number divisible by the number she has chosen.

Example: Haduk the Arithmetician wants to heal everyone in his party quickly. He selects "Hit Point Total" from his Situations Known and selects 4 as his Number. He
then casts a healing spell. All his allies, who each have 12, 24, and 36 Hit Points remaining, are healed by the spell. Unfortunately for Haduk, the boss-level monster
they had been fighting had 88 hit points left, and has also been healed. Had Haduk chosen 3 instead of 4, he would have healed all his allies, and none of the enemies.

This ability replaces sprite familiar.

Arithmancy (Su): An arithmetician can use her mathematical prowess to add metamagic effects to her spells without using spending extra MP. Starting at 1st level, the
arithmetician selects two metamagic feats she does not yet have. When casting a spell, she can perform the steps below to spontaneously apply the effects of either or
both of these metamagic feats, as well as any other metamagic feats she has, to the spell without spending extra MP. At 10th and 20th level, the arithmetician selects
one additional metamagic feat, adding its effect to the list of possible effects she can apply to spells with this ability. An arithmetician can use this ability a number of
times per day equal to her Intelligence modifier.

When casting a spell using arithmancy, the arithmetician first determines the effective spell level of the modified spell she is attempting to cast (calculated as normal for
a spell modified by metamagic feats). She can apply any number of metamagic effects to a single spell, provided she is able to cast spells of the modified spell's
effective spell level.

Table: Prime Constants

Effective Spell Level Prime Constants

1st 3, 5, 7

2nd 11, 13, 17

3rd 19, 23, 29

4th 31, 37, 41

5th 43, 47, 53

6th 59, 61, 67

7th 71, 73, 79

8th 83, 89, 97

9th 101, 103, 107

Refer to the Prime Constants table to determine the prime constants that can be used to cast a spell of the desired effective spell level. Then the arithmetician rolls a
number of d6s equal to the number of ranks she possesses in Spellcraft. She can then perform some combination of addition, subtraction, multiplication, and division
upon the numbers rolled that gives rise to one of the relevant prime constants. If she can produce one of the relevant prime constants, the spell takes effect with the

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declared metamagic effects, and she spends MP equal to the unaltered spell's level. If she is unsuccessful, she fails to cast the spell, the action used to cast the spell is
lost, and the MP is spent. The DC of any Concentration check to cast a spell affected by this ability uses the effective spell level used to determine the prime constants,
even though a successful casting of the spell does not expend additional MP.

This ability replaces light/dark arts, light arts: penury, dark arts: parsimony, light arts: accession, dark arts: manifestation, light arts: celerity, dark arts: alacrity, light
arts: rapture, and dark arts: ebullience.

Arithmetic (Ex): At 2nd level, an arithmetician can solve any mathematical equations almost instantly. She gains the ability to solve any mathematical problem as a
free action. In addition, her analytical mind quickly accesses situations, allowing her to act while others are still debating the appropriate courses of action. The
arithmetician may add her Intelligence modifier in addition to her Dexterity modifier to her initiative rolls. This stacks with the Improved Initiative feat.

This ability replaces arcane reservoir.

Magical Theorem (Su): At 2nd level and every other level thereafter, the arithmetician learns how to apply one type of mathematics to her spells. Magical theorems
are divided into five disciplines (Algebra, Geometry, Calculus, Topology, and Statistics). The first magical theorem in each discipline may be learned by any
arithmetician, but subsequent theorems may only be learned once the preceding theorems in the discipline have been mastered.

Algebra

Subtraction: The arithmetician simply subtracts energy from the sum total of what is required to alter her spells. When applying a metamagic feat to a spell
she casts, she subtracts 1 MP the metamagic feat imposes upon the spell (which also reduces the spell level of the spell) to a minimum of 1.
Addition: The arithmetician adds additional energy to her spells, rendering them more effective. She adds one to each dice of variable numbers in the spells
description.
Equation: By mastering algebra, the arithmetician gains the ability to link two creatures together in an equation. As a standard action, she may designate two
creatures, who each receive a Will save (DC 10 + half of the scholars level + her Intelligence modifier). If both creatures fail their saving throw, they are
linked together for one round per class level the arithmetician possesses. If one of the linked creatures takes damage, loses hit points, heals damage, or
suffers a status effect, the other creature is affected as well, suffering the same effects, taking the same amount of damage, or healing the same amount of hit
points. If one of the linked creatures dies, the remaining creature must immediately succeed at a Fortitude save against this abilitys DC or die. If one of the
creatures is immune to a form of damage or a status effect, both creatures are immune.

Geometry

Euclidian Space: The arithmetician gains a better understanding of distances and spacial relations. She adds 5 feet for every two levels of the scholar class
she possesses to the range of each of her spells.
Riemann Manifolds: The arithmeticians understanding of geometry is such that she is able to curve her spells around obstacles. When casting any spell
requiring a ranged touch attack, the arithmetician can ignore any benefit the target gains from cover, and never risks harming an ally in melee or grappling
with a target.
Lobachevskian Dimensions: The arithmetician understands the curvature of the multi-verse and can warp it, allowing her to reach her target from safety. She
may cast any of her Touch range spells as if they had a range of Close, though doing so requires a ranged touch attack rather than a melee touch attack.

Calculus

Integrals: The arithmetician can integrate her spells, making them more cohesive and difficult to break down. The DC to dispel an arithmeticians spells
increases by +4.
Derivatives: The arithmetician can differentiate her spells, allowing them to function in non-continuous units of time. After a spell is cast, the arithmetician
can choose to differentiate her spell as a move action, causing the spell to become suspended. She may recall her spell as a move action, at which point it
continues from the point at which it had been differentiated. The arithmetician may differentiate each spell only once.
Time Variance: The arithmetician understands how time functions and can break down spells cast upon her. The arithmetician can halve or increase by half
the duration of any spells cast upon her as an immediate action.

Topology

Manifolds: The arithmetician can create complex figures by combining copies of similar figures. When determining the area of any shapeable spell, the
arithmetician increases the area by one half (+50%).
Homomorphism: The arithmetician learns how to transform variables from one set to another set while still preserving the values of the original. She may
alter any area-affecting spell she casts so that it affects an area different from its normal area, as selected from the following list: Cylinder (10-foot radius, 30
feet high), Cone (40 feet long), Cubes (four 10-foot cubes), or a sphere (20-foot radius spread). The spell works otherwise normally in all respects.
Knot Theory: The arithmetician understands mathematical knots, allowing her to twist, tangle, and shape her area effect spells. The arithmetician can alter
any of her area effect spells so that they exclude any square or squares within their area of effect, as determined by her.

Statistics

Above Average: The arithmetician learns to skew the law of averages, and may take 11 on any action on which she would normally be able to take 10. In
addition, she may choose to take 11 on caster level checks, including Concentration checks, dispel checks and checks made to overcome spell resistance.
Eschew Dice: Whenever the arithmetician casts a spell with variable effects, she may choose to take the average on each dice instead of rolling (d3 = 2, d4 =
3, d6 = 4, d8 = 5, d10 = 6, d12 = 7).
Outliers: The arithmetician learns that occasional values are created which exist beyond the accepted ranged of results, and manipulates such values to her
benefit. For a number of times per day equal to the arithmeticians Intelligence modifier, she gains a +20 on a single skill check or caster level check she
makes.

This ability replaces scholar exploits.

Cup of Life (Su): At 5th level, the arithmetician can make sure that nothing in the equation goes to waste. Whenever an arithmetician casts a spell that heals damage, if
it puts herself or an ally over their max, the remaining HP is given to the next closest ally, within 30 feet, that isn't at full HP. If they have extra HP, it keeps passing
until there is nothing left.

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This ability replaces consume spells.

Split (Su): At 9th level, an arithmetician sees incoming spells as numbers and with just a thought, can split the numbers in half and transfer them to other people,
including the original caster. As an immediate action, the arithmetician can make a Spellcraft check (DC 15 + double the spells level), if successful, can split any spell
that deals healing or damage to any creature within half the range of the original spell (rounded down), including the original caster. Any spell that requires an attack
roll that hits the arithmetician will automatically hit her intended target. Any saving throws required will be based on the caster who cast the spell. The arithmetician can
use this ability a number of times per day equal to 3 + her Intelligence modifier.

This ability replaces eldritch surge, improved surge, and greater surge.

Calculating Mind (Ex): At 10th level, the arithmetician sees potential in the world around him that nobody else notices. His numerological abilities are heightened by
this uncommon aptitude. Anytime he uses the arithmancy, he can use d8s instead of d6s when rolling his dice pool. He can use any combination of d6s and d8s that he
wishes, as long as the number of dice does not exceed the number of ranks he possesses in Spellcraft.

This ability replaces sublimation.

Mathematical Manipulations (Su): At 19th level, an arithmetician can reduce the radius of a spread or burst effect or shorten the length of a cone. All changes must
occur in 5-foot increments, to a minimum of 5 feet. Alternatively, the arithmetician can change the area of effect of a cone spell to a line with a length equal to the
spell's range. In addition, the arithmetician can bend the line of a spell that has a line area of effect up to 90 degrees at any single point along the line's length.

This ability replaces bottomless well.

Soul Bind (Su): At 20th level, the arithmetician begins to understand that even the human body can be broken down in equations and slightly altered. Whenever she
takes physical damage, if it is a multiple of the 'Number' she knows, as an immediate action, she is healed for half (rounded down) of the damage while the attacker
takes that much damage.

This ability replaces magical supremacy.

Conjurer
Not all scholars peer inward to discern the deepest secrets of magic. Some look outward, connecting with extraplanar creatures and bartering for secrets, power, and
favor.

The conjurer is an archetype of the scholar class.

Planar Spells: A conjurer adds all planar ally spells to her spell list (using her scholar level as the geomancer level).

Conjurer's Focus (Sp): A conjurer can spend 1 point from her arcane reservoir to cast summon monster I. She can cast this spell as a standard action and the
summoned creatures remain for 1 minute per level (instead of 1 round per level). At 4th level and every 2 levels thereafter, the power of this ability increases by one
spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 18th level), at the cost of an additional point from her arcane
spell reserve per spell level. A conjurer cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing
summon monster immediately ends.

This ability replaces the scholar exploit gained at 2nd level.

Mighty Conjuring: At 4th level, a conjurer receives Augment Summoning as a bonus feat, and is considered to have Spell Focus (summoning) for the purposes of
prerequisites for feats that have Augment Summoning as a prerequisite (such as Evolved Summoned Monster). At 8th level, she gains Superior Summoning as a bonus
feat.

This ability replaces the scholar exploit gained at 4th level.

Planar Contact (Sp): At 7th level, a conjurer can cast augury once per day, using her scholar level as her caster level.

This ability replaces the scholar exploit gained at 8th level.

Perfect Summoner (Su): At 20th level, a conjurer can use her conjurer's focus without spending points from her arcane reservoir, and the creatures summoned last
until dismissed.

This ability replaces magical supremacy.

Green Mage
The green mage lends support on the battlefield, shielding allies and crippling foes.

The green mage is an archetype of the scholar class.

Weapon Proficiency: Green mages are proficient with all simple weapons plus flails, light hammers, warhammers, and heavy flails.

This ability replaces the scholars normal weapon proficiencies.

Martial Prowess: A green mages base attack bonus increases by one step (from 1/2 BAB to 3/4 BAB). Also increases green mages hit dice from d6 to d8.

This ability replaces sprite familiar.

Limit Break (Su): At 1st level, the green mage receives the Limit Breaks (Enfeeblement Cloud and Turtle Shell).

Enfeeblement Cloud (Su): This Limit Break allows the green mage to inflict status effects upon all enemies within a 30-ft.-radius. Enemies within the area of
effect are inflicted with Blind (Fortitude), Curse (Will), Disease (Fortitude), Immobilize (Fortitude), Poison (Fortitude), Sap (Fortitude), Silence (Will), Slow (Will),

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and Zombie (Fortitude) status unless they make a save for each status effect (DC 10 + half of the green mages level + her Intelligence or Wisdom modifier) to negate.
Duration for each status lasts for a duration of 1 round + 1 round per four green mage levels after 1st.

Turtle Shell (Su): This Limit Break bestows the green mage and her allies within 30 feet a magical glowing turtle shell. For a duration of 1 round + 1 round
per four scholar levels after 1st, the green mage and her allies that are within the area of effect gain Fast Healing 2, damage reduction 2/-, and a +2 deflection bonus to
AC. These effects increase by +2 for every four scholar levels after 1st. This limit break requires only a swift action.

These Limit Breaks replace the scholars limit breaks.

Spells: A green mage casts enfeebling and enhancing spells which are drawn from any spell lists except for summoner and blue mage. A green mage begins play with 1
1st level enfeebling spell and 1 1st level enhancing spell of her choice. At each new scholar level, she gains one new spell of any spell level or levels that she can cast
(based on her new scholar level). Like most mages, a green mage can find or purchase scrolls with spells to add to her repertoire.

To learn or cast an enfeebling spell, the green mage must have an Intelligence score equal to at least 10 + the spell level (Int 11 for 1st-level spells, Int 12 for 2nd-level
spells, and so forth). The Difficulty Class for a saving throw against a green mages enfeebling spell is 10 + the spell level + her Intelligence modifier. In addition, a
green mage gains additional MP for having a high attribute (Intelligence).

To learn or cast an enhancing spell, the green mage must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level
spells, and so forth). The Difficulty Class for a saving throw against a green mages enhancing spell is 10 + the spell level + her Wisdom modifier. In addition, a green
mage gains additional MP for having a high attribute (Wisdom).

This ability modifies spellcasting.

Hammer Time (Su): Beginning of 1st level, hammers and maces become deadly weapons in the hands of a green mage. While under Enhancing Arts, the green mage
gains a +1 bonus to attack and damage rolls with hammer and mace weapons for every four scholar levels after 1st. While under Enfeebling Arts, the green mage
bestows a -1 penalty to attack and damage rolls to enemies adjacent to her for every four scholar levels after 1st.

This ability replaces grimoire.

Enhancing Arts/Enfeebling Arts (Su): Starting at 1st level, as a standard action, a green mage can activate or deactivate the Enhancing Arts or Enfeebling Arts. She
may only use Enhancing Arts or Enfeebling Arts abilities while in the Enhancing/Enfeebling Arts. While in either Light/Enfeebling Arts, she gains the following
bonuses:

Enhancing Arts Bonuses Enfeebling Arts Bonuses


All enhancing spells effects are increased by a +1 bonus of the All enfeebling spells effects are increased by a +1 penalty of the
appropriate type per four scholar levels. appropriate type per four scholar levels.
All enhancing spells' durations are increased by 1 per four scholar All enfeebling spells' durations are increased by 1 per four scholar
levels. levels.
All enhancing spells' caster level are increased by 1 per four scholar All enfeebling spells' caster level are increased by 1 per four scholar
levels. levels.
The save DC for all enhancing spells is increased by 1 per four scholar The save DC for all enfeebling spells is increased by 1 per four scholar
levels. levels.
The caster level checks made to overcome a creature's spell resistance is The caster level checks made to overcome a creature's spell resistance is
increased by 1 per four scholar levels for enhancing spells. increased by 1 per four scholar levels for enfeebling spells.

Casting enhancing spells while under Enfeebling Arts, or casting enfeebling spells while under Enhancing Arts results in penalties in the table below.

Enhancing Arts Penalties Enfeebling Arts Penalties


All enhancing spells effects are decreased by a -1 penalty of the All enfeebling spells effects are decreased by a -1 penalty of the
appropriate type to a minimum of 1 per four scholar levels. appropriate type to a minimum of 1 per four scholar levels.
All enhancing spells' durations are decreased by 1 per four scholar levels All enfeebling spells' durations are decreased by 1 per four scholar levels
to a minimum of 1. to a minimum of 1.
All enhancing spells' caster level are decreased by 1 per four scholar All enfeebling spells' caster level are decreased by 1 per four scholar
levels. levels.
The save DC for all enhancing spells is decreased by 1 per four scholar The save DC for all enfeebling spells is decreased by 1 per four scholar
levels. levels.
The caster level checks made to overcome a creature's spell resistance is The caster level checks made to overcome a creature's spell resistance is
decreased by 1 per four scholar levels for enhancing spells. decreased by 1 per four scholar levels for enfeebling spells.

At 7th level, a green mage can switch between Enhancing Arts and Enfeebling Arts as a move action instead of a standard action. At 13th level, a green mage can
switch between Enhancing Arts and Enfeebling Arts as a swift action.

This ability replaces light arts/dark arts.

Enhancing Arts: Intensify (Su): At 3rd level, 3 times per day, as a move action, a green mage may reduce the MP cost of her next enhancing spell to 0.

This ability replaces light arts: penury.

Enfeebling Arts: Debilitate (Su): At 3rd level, 3 times per day, as a move action, a scholar may reduce the MP cost of her next enfeebling spell to 0.

This ability replaces dark arts: parsimony.

Enhancing Arts: Auto-Spell (Su): At 7th level, 3 times per day, a green mage can take an enhancing spell up to half of the spell levels she knows and turn it into an
Auto-spell. An auto-spell lasts for 1 hour per four scholar levels, and renews itself if it is dispelled.

This ability replaces light arts: accession.

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Enfeebling Arts: Continuous-Spell (Su): At 7th level, 3 times per day, a green mage can take an enfeebling spell up to half of the spell levels she knows and turn it
into a Continuous-spell. A Continuous-spell attempts to renew itself once the duration of the enfeebling spell runs its course. The inflicted creature must make the same
saving throw to negate.

This ability replaces dark arts: manifestation.

Enhancing Arts: Fleetness (Su): At 11th level, 3 times per day, a green mage may cast an enhancing spell as a swift action.

This ability replaces light arts: celerity.

Enfeebling Arts: Rapidity (Su): At 11th level, 3 times per day, a green mage may cast an enfeebling spell as a swift action.

This ability replaces dark arts: alacrity.

Enhancing Arts: Exuberance (Su): At 15th level, 3 times per day, as a move action, a green mage can double the bonuses of her next enhancing spell.

This ability replaces light arts: rapture.

Enfeebling Arts: Effervescence (Su): At 15th level, 3 times per day, as a move action, a green mage can double the penalties or damage of her next enfeebling spell.

This ability replaces dark arts: ebullience.

Infectious Enfeeblement (Su): At 20th level, a green mage's enfeebling spells becomes infectious. A creature with a status effect inflicted by the green mage can inflict
other creatures within a 10-ft.-radius. As a free action, a green mage can choose a creature to infect with the same spell that was inflicted on a creature within 10-ft. of
it.

This ability replaces magical supremacy.

Witch of the Coven


Some gain power through study, some through devotion, others through blood, but the witch gains power from her communion with the unknown. Generally feared and
misunderstood, the witch draws her magic from a pact made with an otherworldly power. Communing with that source, using her familiar as a conduit, the witch gains
not only a host of spells, but a number of strange abilities known as hexes. As a witch grows in power, she might learn about the source of her magic, but some remain
blissfully unaware. Some are even afraid of that source, fearful of what it might be or where its true purposes lie.

The witch of the coven is an archetype of the scholar class.

Limit Breaks (Su): At 1st level, the witch of the coven receives the Limit Breaks (Unfortunate Incidents and Witchs Cackle).

Unfortunate Incidents (Su): This Limit Break causes the witchs enemies to miss with their attacks. Any melee or range attacks automatically misses unless a
natural roll of 20 is rolled, and even then, the critical threat is unconfirmed unless another natural roll of 20 is rolled. If enemies roll natural 1 on an attack roll, they hit
themselves with the attack instead. This lasts for a duration of 1 round + 1 round per four scholar levels after 1st. This limit break requires only a swift action.

Witchs Cackle (Su): This Limit Break allows the witch to cackle manically, empowering all those affected by her spells and abilities. All enemies who can
hear the witch within 60 feet take a -2 penalty to all saving throws versus the witch's hexes, spells, and curses. This penalty increases by another -2 for every four
scholar levels after 1st. This limit break lasts for a duration of 1 round + 1 round for every four scholar levels after 1st. This limit break requires only a swift action.

Witch's Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that helps to guide her along her path. See this link for more information on
familiars: http://www.d20pfsrd.com/classes/core-classes/wizard/familiar

This ability replaces sprite familiar.

Aura of Misfortune (Su): At 1st level, all creatures within 10 feet of the witch are subject to a -2 profane penalty to their saving throws. This penalty increases to -3 at
6th level, and increases by an additional -1 every six levels thereafter. This ability functions only while the witch is conscious, not if she is unconscious or dead.

This ability replaces grimoire.

Hex (Su): Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an
additional hex at 3rd level and for every 2 levels attained after 3rd level. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is
a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + half of the scholar's level + her Wisdom or Intelligence
modifier, whichever is higher.

Aura of Purity (Su): The witch's aura purifies the air around her. Diseases, inhaled poisons, and noxious gaseous effects are negated in a 10-foot aura around
the witch for a number of minutes equal to her scholar level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Effects caused
by spells whose level is more than half her scholar level are unaffected.

Blight (Su): The witch can curse an animal, plant creature, or plot of land, causing it to wither and die. Blighting an area takes 1 round, during which time the
witch and her familiar must be in contact with the target. If its used on a plot of land, the land begins to wither the following day, and over the next week all plants in
the area die. Nothing will grow in that area so long as the curse persists. A witch can affect an area with a radius equal to her class level 10 feet. Blighting a creature is
a standard action that requires a melee touch attack. If used on a creature of the animal or plant type, the creature gains the following curse: Blight Hextype curse;
save Will negates; frequency 1/day; effect 1 Con damage. Both types of curse can be removed with an esuna or similar magic, using the save DC as the DC to remove
the curse. A witch can only have one blight in effect at a time. If another blight hex is made, the first immediately ends.

Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye
hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Cauldron* (Ex): The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.

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Charm (Su): A witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an
animal or humanoid creature by 1 step, as if the witch had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the witchs Wisdom or
Intelligence modifier, whichever is higher. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1
day. At 8th level, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting charm effect.

Child-Scent (Ex): The witch gains the scent ability, but only with respect to humanoid children and immature animals. Thus, she could sniff out a childs
hiding place or a den of wolf pups, but not the childs parents or the den mother.

Coven (Ex): The witch counts as a hag for the purpose of joining a hags coven. The coven must contain at least one hag. In addition, whenever the witch
with this hex is within 30 feet of another witch with this hex, she can use the aid another action to grant a +1 bonus to the other witchs caster level for 1 round. This
bonus applies to the witchs spells and all of her hexes.

Cursed Wound (Su): The witch can curse a living creature, preventing it from healing completely. For a number of days equal to 3 + her Wisdom or
Intelligence modifier, whichever is higher (minimum 1), whenever the victim is the target of a conjuration (healing) spell or magical healing effect, the caster of the
healing effect must succeed at a caster level check (DC = 11 + the witch's level) to end the hex. If the check fails, the healing effect functions as normal, except it cannot
remove the last 10 points of damage the victim suffered. Similarly, natural healing, fast healing, and regeneration fail to cure the victim's last 10 points of damage.
Thus, the victim's effective maximum number of hit points is 10 fewer than normal. A successful Will save reduces the duration of this hex to 1 round. At 5th level, the
victim of this hex also takes a 2 penalty on Fortitude saving throws to avoid contracting a disease or poison from an injury. This is a curse effect and can be removed
by esuna.

Discord (Su): The witch can make an animal or humanoid within 30 feet distrust another creature within line of sight. The target's attitude toward the other
creature decreases by one step. A successful Will save negates this effect. The effect lasts for a number of rounds equal to the witch's Wisdom or Intelligence modifier,
whichever is higher. The duration can be extended with the cackle hex. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
At 8th level, this effect decreases the attitude of the target creature by two steps. This is a mind-affecting charm effect.

Disguise* (Su): A witch can change her appearance for a number of hours per day equal to her scholar level, as if using disguise self. These hours do not
need to be consecutive, but they must be spent in 1-hour increments.

Disrupt Connection (Su): The witch disrupts the connection between a summoned creature within 30 feet and its master. The summoned creature must
succeed at a Will save or be confused for 1d4 rounds. While it's confused in this way, during any round in which the percentile die roll to determine the creature's
confusion result is 76100, the affected creature instead acts as if the witch had summoned it (attacking the witch's enemies or performing such other tasks that the
witch can communicate to it). At 8th level, this hex causes the summoned creature to act as if the witch had summoned it on a result of 51100. At 16th level, this hex
causes the summoned creature to act this way on a result of 26100. The cackle hex extends the duration of this hex by 1 round. Once a creature has been the target of
this hex, that creature is immune to this hex for 24 hours.

Evil Eye* (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a 2 penalty on one of the
following (witchs choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witchs Wisdom or
Intelligence modifier, whichever is higher. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to 4.

Flight* (Su): The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use choco feather at will and gains
a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to
her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing
him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th
level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Healing* (Su): A witch can soothe the wounds of those she touches. This acts as a cure spell, using the witchs caster level. Once a creature has benefited
from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure II spell.

Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack
roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is
extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again
for 1 day.

Nails (Ex): The witchs nails are long and sharp, and count as natural weapons that deal 1d3 points of damage (1d2 for a Small witch). These attacks are
secondary attacks. If trimmed, the witchs nails regrow to their normal size in 1d4 days.

Peacebond (Su): A witch can use this hex on a creature to prevent it from drawing a weapon for a number of rounds equal to the witch's level. This hex has
no effect on natural weapons or weapons already in a creature's hands, but does prevent an archer from drawing arrows. A Will save negates this effect, and whether or
not the save is successful, a creature cannot be the target of this hex again for 1 day.

Poison Steep (Su): The witch can use her cauldron to brew a foul toxin in which she can steep fruits and other delicious edibles, transforming them so that
when eaten, they have the same effect as a bio spell. Brewing the toxin and then steeping the food takes 1 hour in total; steeping can affect up to 1 pound of food. The
food is poisoned for 24 hours, and the poison cannot be transferred to other objects. The food tastes normal, but magic detects it as poisonous. The witch must have the
cauldron hex to select this hex.

Prehensile Hair (Su): The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can
manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack
that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be
sundered or attacked as a separate creature. Pieces cut from the witchs elongated hair shrink away to nothing. Using her hair does not harm the witchs head or neck,
even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be
consecutive, but must be spent in 1-minute increments.

Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell, sleep. The creature receives a Will save to
negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witchs level. This hex can affect a creature of any HD. The creature will
not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is
successful, a creature cannot be the target of this hex again for 1 day.

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Soothsayer (Su): The witch's predictions become self-fulfilling prophecies. When the witch uses the evil eye hex, fortune hex, misfortune hex, or retribution
major hex, she can choose to delay the effect. If she does so, the hex takes effect the next time the target makes a roll that could be affected by the hex (such as an
ability check, attack roll, saving throw, or skill check) or is affected by an action that could be modified by the hex (such as being attacked when the hex would affect
the target's AC), whichever comes first (ignoring actions that are not in combat and actions that have no penalty for failure). The duration of the hex begins on the same
round as the action that causes it to take effect. The hex is wasted if it is not triggered within 24 hours.

Swamp Hag (Su): While traveling through swamps, mires, bogs, and similar terrain, the witch leaves no trail and cannot be tracked, as the trackless step
beastmaster ability. The witch can walk through mud and even quicksand as if it were normal ground.

Swamp's Grasp (Su): The witch can cause an area to become an entangling quagmire. One 10-foot square per witch level within 90 feet becomes difficult
terrain for a number of rounds equal to 3 + the witch's Wisdom or Intelligence modifier, whichever is higher. If the witch uses this hex again before the duration of the
previous use has expired, the effects of the previous use of this hex end immediately.

Tongues (Su): A witch with this hex can understand any spoken language for a number of minutes per day equal to her level, as comprehend languages. This
duration does not need to be consecutive, but it must be spent in 1-minute increments. At 5th level, a witch can use this ability to speak any language, as per tongues.

Unnerve Beasts (Su): The target becomes offensive to animals (Will negates). Animals become distraught and aggressive in the victims presencehorses
buck, dogs snap and bark, bulls charge, and so on. The hex lasts a number of hours equal to the witchs Wisdom or Intelligence modifier, whichever is higher. A
creature that saves against the hex cannot be affected by the hex for 1 day. The reaction of the animals is a mind-affecting charm effect, but the hex on the target is not.

Ward (Su): A witch can use this hex to place a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2
resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected.
A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At
8th level and 16th level, the bonuses provided by this ward increase by +1.

Water Lung (Su): An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute. If the witch uses this hex on herself, she
can maintain it while she sleeps, allowing her to safely sleep underwater.

Witchs Bottle (Su): Once per day, the witch can perform a 10-minute ritual to create a potion imbued with the power of one of her hexes. Any creature that
consumes this potion is affected by the hex as if cast by its creator. The witch can't use that hex until the potion is consumed or rendered inert. Only hexes that can
target a creature other than the witch can be distilled in this way. The potion remains potent until consumed or rendered inert by the witch as a free action. Prerequisite:
A witch must have the cauldron hex to select this hex.

This abilities replace light arts/dark arts, light arts: penury, dark arts: parsimony, light arts: accession, and dark arts: manifestation.

Strife Pool (Ex): At 2nd level, the spirits provide the witch with a supply of supernatural chaotic energy called strife, which the witch can use to twist luck in a variety
of ways. The maximum number of points in the witch's strife pool is equal to half her scholar level + her Wisdom or Intelligence modifier, whichever is higher. A
witch's supply of strife is replenished to maximum every 24 hours, at the same time each day.

This ability replaces arcane reservoir.

Curses (Su): A witch's most potent power lies with the ability to place their own misfortune upon others. These powers are called curses. At 2nd level, the witch gains
one curse of her choice. She gains an additional curse every two scholar levels attained after 2nd level. A witch cannot select an individual curse more than once. Any
curse that mimics a spell uses the witchs level as an effective caster level. Unless otherwise noted, using a curse is a standard action that does not provoke an attack of
opportunity. The save to resist a curse is equal to 10 + half of the scholar's level + her Wisdom or Intelligence modifier, whichever is higher. At 2nd level, curses have a
range of 20 feet. This range increases to 40 feet at 8th level, to 60 feet at 14th level, and to 90 feet at 20th level. The duration for these abilities is equal to the witch's
Wisdom or Intelligence modifier, whichever is higher (minimum of 1 round), unless specified otherwise.

Apt Curse (Su): By expending 1 point from her strife pool, the target of this curse must make a Will save or suffer a 50% chance of taking no action each
round the curse is in effect. Otherwise, the target may act normally. Dread Escalation: The duration increases to permanent, and the save DC increases by 2.

Benign Weapon (Su): By expending 1 point from her strife pool, once per round, as an immediate action, when the witch is struck by an enemy wielding a
manufactured melee weapon, she may use this curse to lessen its effectiveness, as the spirits cling to the weapon's striking surface and cushion its blows. Enemies who
fail a Reflex save against this curse find that their weapons deal damage as if they were one size smaller for the duration of the effect. This effect does not stack. Dread
Escalation: The spirits clinging to the weapon twist and wrench at it, making the wielder take a -2 penalty on each attack made with it, for the duration of the effect.

Cross the Path (Su): By expending 1 point from her strife pool, a witch who successfully uses the Acrobatics skill to pass through a creature's threatened
area may target them with this curse as a swift action. If the target fails a Will save, he is considered flanked until the beginning of the witch's next turn. Dread
Escalation: The target remains flanked until the end of the witch's next turn.

Curse Weapon (Su): With this curse, a witch may suppress the enhancement of, or even curse a magic weapon. Attended weapons are entitled to a Will save
to resist the effect. She may remove enhancement bonuses or special abilities up to a +2 value, effectively cursing the weapon with -2 worth of penalties. Special
abilities without an enhancement value cannot be targeted. An item that is reduced below +0 becomes cursed and any negative enhancement bonuses become penalties.
Dread Escalation: For each point of strife invested in the escalation, an additional -1 of penalties can be applied, up to a total of -5.

Eye of the Storm (Su): By expending 3 points from her strife pool, this curse reduces the effectiveness of damaging area effect spells and effects, such as
breath weapons. For the duration of this curse, the target makes a Will save each time he uses an area effect that causes hit point damage, if he fails the save, each die of
damage is reduced by 1, to a minimum of 1. Dread Escalation: In the case of a failed save, in addition to the normal effect, the damaging effect is expressed in dice
one size smaller than normal (d10 is reduced to d8, d6 to d4, etcetera, to a minimum die size of d3).

Dolt's Grace (Su): By expending 1 point from her strife pool, the target of this curse must make a Fortitude save or suffer a -5 profane penalty to skill checks
for the duration of the effect. Dread Escalation: The penalty increases to -10, and the save DC increases by 2.

Feast of Fate (Su): By expending 2 points from her strife pool, the target of this curse must make a Will save, or be unable to benefit from natural or magical
healing for the duration of the effect. The witch gains 5 temporary hit points for each enemy that fails to save versus this effect, although an individual enemy can only
be targeted with this curse once per 24 hours. The temporary hit points gained in this manner stack and go away after the duration has elapsed. Dread Escalation: The
duration of the effect doubles, and the save DC increases by 2.

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Foolschant (Sp): By expending 2 points from her strife pool, this cacophonous, nonsensical curse takes the form of an emanation from the witch, permeating
the extent of its range. For the duration of the effect, all spellcasters that attempt to cast spells within this emanation, must make Concentration checks equal to 5 + the
spells level, or lose the spell. This is a sonic, mind-affecting effect. Dread Escalation: The Concentration check DC increases to 10 + the spell's level.

Fray (Su): By expending 1 point from her strife pool, this subtle curse breaks down and destroys fibrous materials like cloth, ropes, webs, and vines.
Attended objects and magical effects are entitled to a Fortitude save to resist the effect. Otherwise, the targeted object (or 5' square of fibrous material) takes 5 points of
damage per round, bypassing DR, for the duration of the effect, as the spirits pick it apart. Dread Escalation: The curse's destructive energy can be expended in a single
round, in the form of an attempt to burst, shred, or break the obstruction.

Hesitation (Su): By expending 2 points from her strife pool, the target of this curse must make a Will save or take a -5 penalty to his initiative, immediately
lowering his position in the initiative count. If the target has already acted in the round this takes place, he does not act again until the next round. Depending on the
initiative count, this may have no effect upon the initiative order. Dread Escalation: The initiative penalty increases to -10.

Lightning Rod (Su): By expending 2 points from her strife pool, upon invoking this curse, the witch becomes supernaturally attractive to spells and effects
that deal lightning damage. For the duration of the effect, any creature that attempts to use a lightning attack that takes the form of a line (including lightning bolt, call
lightning, the breath weapon of a lightning dragon, and other, similar effects) must make a Will save, or place the witch within the area of effect, if possible. The witch
is treated as having evasion versus lightning effects for the duration of this curse, and if she makes a successful Reflex save, the line of effect terminates at the witch's
square, regardless of its normal range. Dread Escalation: Rather than the line of effect terminating in the witch's square with a successful Reflex save, the witch can
divert any remaining area of the attack, in any direction she chooses, even directing it back at the point of origin.

Leaden Arms (Su): By expending 2 points from her strife pool, the target of this curse must make a Fortitude save or be restricted to one fewer attacks of
opportunity per round than normal (for most creatures, this results in them being unable to take any attacks of opportunity). Dread Escalation: The target becomes
unable to make any attacks of opportunity for the duration of the effect.

Oafstep (Su): By expending 1 point from her strife pool, the witch causes a single foe to suddenly lose his footing. The target is subjected to a trip combat
maneuver by the witch. She uses her scholar level in place of her Base Attack Bonus and her Wisdom or Intelligence modifier, whichever is higher instead of her
Strength modifier. Dread Escalation: The target hits the ground with such tremendous force that he is nauseated for one round.

Squirming Grip (Su): By expending 2 points from her strife pool, the witch chooses an object held by a target. They are subjected to a disarm combat
maneuver by the witch. She uses her scholar level in place of her Base Attack Bonus and her Wisdom or Intelligence modifier, whichever is higher instead of her
Strength modifier. Dread Escalation: The dropped object bounces and skitters 1d4 x 10 feet in a direction chosen by the witch. If the object then enters the witch's
square, she can catch it as a free action, if she has a hand free.

Taboo (Su): By expending 3 points from her strife pool, with an imperious warning, a witch can decree a single creature within the range of this curse to be
taboo. Creatures that attempt to make a melee attack against, touch, or pass through the square occupied by a taboo creature must make a Will save or become stunned
for one round. A witch can also make a large or smaller unattended object taboo (witches frequently use this curse to cut off escape routes). Once a creature successfully
saves against the taboo curse, he cannot be affected by it again for 24 hours. The witch can only have one taboo active at a given time. This is a sonic, mind affecting
effect. Dread Escalation: Creatures that fail their saves against a dread taboo are blinded and deafened in addition to being stunned, and the effect lasts for an
additional round.

To the Hilt (Su): By expending 1 point from her strife pool, the target of this curse finds his movements buffeted by unseen forces, and even glancing blows
dig deeply. For the duration of the effect, the target must make a Fortitude save or weapons deal damage to the target as if the attacker had the Improved Critical feat.
Dread Escalation: Against the target, attackers are also treated as if they possess the Critical Focus feat.

Ungainly Lunge (Su): By expending 2 points from her strife pool, the target of this curse must make a Will save or be unable to make 5-foot steps for the
duration of the effect. Dread Escalation: Once per round, if the affected creature fails a Reflex save, or makes a missed melee attack, he provokes an attack of
opportunity.

Unwilling Bodyguard (Su): By expending 2 points from her strife pool, a creature targeted with this curse must make a Will save or become irresistibly
attractive to ranged attacks. While this curse is in effect, any ranged weapon attacks (but not magical ranged touch attacks, such as rays) that target the witch and miss,
instead targets the afflicted enemy, using the same modifiers as the original attack, as long as the enemy is within 10 feet of the witch. A witch can only have one
creature under the effects of unwilling bodyguard at a time. Dread Escalation: If the creature affected by this curse is within 10 feet of the witch, the witch is treated as
having cover from ranged attacks.

These abilities replace scholar exploits.

Steal Victory (Su): At 5th level, the witch can stifle the luck of an opponent. As an immediate action, whenever a target within 10 feet rolls a d20 for an attack roll, the
witch may spend a point of strife to force the target to roll two dice for their attack, and use the lowest roll. The witch must do this before the result of the roll is known.

This ability replaces consume MP.

Discord (Ex): At 9th level, creatures that team up to attack a witch find that they impede each other more than they help. Characters using the Aid Another action
against a witch need to successfully attack AC 15, rather than AC 10, in order to have an effect, and creatures that flank the witch take a -2 profane penalty on their
attack rolls against her instead of the normal +2 bonus.

This ability replaces eldritch surge.

Dread Escalations (Su): Once a witch reaches 10th level, she gains the ability to enhance the power of her curses by spending strife at the moment of inaction. These
are called dread escalations, and are described in greater detail in each individual curse entry.

This ability replaces sublimation.

Major Hex (Su): Starting at 11th level, and every two levels thereafter, a witch can choose one of the following major hexes whenever she could select a new hex.

Agony (Su): With a quick incantation, a witch can place this hex on one creature within 60 feet, causing them to suffer intense pain. The target is nauseated
for a number of rounds equal to the witchs level. A Fortitude save negates this effect. If the saving throw is failed, the target can attempt a new save each round to end
the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

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Drain Life (Su): The witch spits a curse at a creature within 30 feet and the creature begins to feel its life draining away. If the creature fails a Fortitude save,
it suffers 1 temporary negative level. The creature must attempt another Fortitude save on the following round or take an additional temporary negative level. This
continues until the creature succeeds 1 Fortitude save, a number of Fortitude saves equal to the witchs Wisdom or Intelligence modifier, whichever is higher, have been
failed, or the creature has a number of temporary negative levels equal to its HD (at which point the creature dies). A creature affected by the drain life hex cannot be
affected by this hex again for 24 hours.

Beast Eye (Su): The witch can project her senses into an animal within 100 feet, sensing whatever it senses. She cannot control the animals actions. She can
project her senses from that animal to another within 100 feet of it as a standard action, and can continue to make these sensory leaps, potentially viewing things very
far from her actual location. She may return her senses to her own body as a free action. Normal animals get no saving throw against this ability, but animal
companions, chocobo knight mounts, and similar unusual animals may resist with a Will save; the witch may use this ability on her own familiar as if it were an animal.
If the witch has the coven hex, all other witches within 10 feet of her who also have the coven hex can see through this animal at will, although the acting witch still
controls the ability. The witch can use this ability for a number of minutes per day equal to her level. These minutes need not be consecutive, but they must be spent in
1-minute increments.

Delicious Fright (Su): The witch can feed on the fear of her victim. The target of this hex becomes shaken for a number of rounds equal to 3 + the witch's
Wisdom or Intelligence modifier, whichever is higher. As long as the witch remains within 30 feet of her target, she gains a +1 morale bonus on attack rolls and a +1
morale bonus on saving throws as long as this effect persists. A successful Will save reduces the duration of this hex to 1 round. This is a mind-affecting fear effect.

Hidden Home (Su): The witch can conceal or disguise her home and the area around it as if using mirage arcana. Before using the hex, she must spend 1 day
pacing out the border of an area that measures roughly 40,000 square feet (approximately 200 feet by 200 feet) to define her home territory. Thereafter, she can use the
hex to change the appearance of that area as a standard action as long as she is within the area. The illusion persists until the witch changes or dismisses it. For the
purpose of this ability, a witch can only have one home at a time.

Hoarfrost (Su): The target is rimed with a shell of frost needles that slowly work their way into its flesh (Fortitude negates). The target turns pale and blue,
and takes 1 point of Constitution damage per minute until it dies, saves (once per minute), or is cured. Esuna, dispel, and similar spells end the effect. If the target saves,
it is immune to this hex for 1 day. This is an ice effect.

Ice Tomb (Su): A storm of ice and freezing wind envelops the target, which takes 3d8 points of ice damage (Fortitude half). If the target fails its save, it is
paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for
1d4 rounds after being released. Whether or not the targets saving throw is successful, it cannot be the target of this hex again for 1 day.

Infected Wounds (Su): The targets wounds become infected (Fortitude negates). The target takes 1 point of Constitution damage per day. After the first day,
the target may save once per day to cure the infection. This is a disease effect.

Major Healing (Su): By calling upon eerie powers, the witchs touch can mend even the most terrible wounds of those she touches. This hex acts as cure III,
using the witchs caster level. Once a creature has benefited from the major healing hex, it cannot benefit from it again for 24 hours. At 15th level, this hex acts like full-
cure.

Nightmares (Su): Calling upon fell powers, a witch can place a hex on a creature within 60 feet that causes its sleep to be tormented by terrible nightmares.
This functions as the spell nightmare each time the affected creature attempts to rest. A Will save negates this effect. If the save is failed, the target must make a new
save each night or be unable to rest.

Pariah (Su): The witch can cause a creature within 60 feet to be shunned by its allies for a number of rounds equal to the witch's Wisdom or Intelligence
modifier, whichever is higher. Any other creature attempting to directly assist the target with a harmless spell or aid another action must attempt a Will save. If the save
succeeds, the aiding creature is unaffected by this hex. If the save fails, the aiding creature can't follow through, the action is lost, and the aiding creature can't directly
aid the target for the duration of this hex. This hex does not prevent the target from benefiting from area of effect spells.

Retribution (Su): A witch can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the targets flesh whenever it deals
damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any
resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the witchs Wisdom or Intelligence modifier,
whichever is higher. A Will save negates this effect.

Speak in Dreams (Su): The witch can contact a creature as if using dream. The witch can use this ability on a number of creatures per day equal to her
Wisdom or Intelligence bonus, whichever is higher, but can dream-speak to those creatures as often as desired throughout that time period.

Waxen Image (Su): The witch can spend a full-round action to create a crude and unnerving wax duplicate of a creature she can see within 30 feet. Once the
image is complete, the subject must make a Will save. If the subject fails, the witch gains a small measure of control over the creature. Whenever she exercises this
control, the creature receives a new Will save to end the effect. This effect occurs on the witchs turn and does not impede the creatures actions on its turn. The witch
can use the waxen image a number of times equal to her Intelligence modifier before it melts. As a standard action, the witch can cause the subject to do any one of the
following things: move up to the creatures speed in any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground,
or drop anything held. Alternatively, she can spend one of her uses to simply torture the image, causing the creature to be both sickened and staggered on its turn. As
soon as the creature has succeeded on a saving throw against this effect, it is immune to it for 24 hours.

Weather Control (Su): A witch with this hex can use control weather once per day, but creating the weather takes 1 full hour of chanting, dancing, and
communing with her familiar.

Witch's Charge (Su): Once per day, a witch can designate a willing creature as her charge. She gains a constant status effect on this creature and can target it
with beneficial touch spells from a range of 30 feet. The creature remains her charge until she designates a new one.

Witchs Brew (Ex): When the witch uses her cauldron to brew a potion, she may spend double the cost to create 2 identical potions that day instead of just 1.
At 15th level, she may spend triple the cost to create 3 identical potions that day. Prerequisite: The witch must have the cauldron hex to select this hex.

This ability replaces light arts: celerity, dark arts: alacrity, light arts: rapture, and dark arts: ebullience.

Great Discord (Su): At 13th level, creatures near the witch become even more inept. Creatures within the witch's aura of misfortune take a -5 profane penalty on attack
rolls made while flanking, and must successfully attack AC 25 in order to use the Aid Another action.

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This ability replaces improved surge.

Grand Hex (Su): Starting at 17th level, and every two levels thereafter, a witch can choose one of the following grand hexes whenever she could select a new hex.

Curse of Nonviolence (Su): The witch can curse a creature to prevent it from attacking innocents. If the target fails its Will save, it cannot take violent
actions or do anything destructive against any creature with fewer Hit Dice than itself. If another creature takes hostile action against the cursed creature, the cursed
creature can act normally in regard to that creature only. This is an enfeebling effect. The curse is permanent but can be removed with a basuna spell. Whether or not
the save is successful, a creature cannot be the target of this hex again for 1 day.

Death Curse (Su): This powerful hex seizes a creatures heart, causing death within just a few moments. This hex has a range of 30 feet. The hexed creature
receives a Will save to negate the effect. If this save is failed, the creature becomes fatigued the first round of the hex. On the second round of the hex, the creature
becomes exhausted. On the third round, the creature dies unless it succeeds at a Fortitude save. Creatures that fail the first save but succeed at the second remain
exhausted and take 4d6 points of damage + 1 point of damage per level of the witch. Slaying the witch that hexed the creature ends the effect, but any fatigue or
exhaustion remains. Whether or not the saves are successful, a creature cannot be the target of this hex again for 1 day.

Dire Prophecy (Su): The witch curses the target so he is doomed to die (Will negates). As long as the curse persists, the target takes a 4 penalty to his armor
class and on attack rolls, saves, ability checks, and skill checks. While the curse persists, the witch may end it by bringing its full force upon her victim all at once.
Doing so gives the victim a penalty equal to the witchs caster level to his armor class or on any single attack roll, combat maneuver check, opposed ability or skill
check, or saving throw. The witch must decide to apply this penalty before the roll to be modified is made. If the witch does not have line of sight to the target, the full
force of the curse occurs when the GM considers it most appropriate, such as when the target is in mortal danger. A target can only have one dire prophecy upon him at
a time. Whether or not the targets save against the hex is successful, a creature cannot be the target of this hex for 1 day. This is a curse effect.

Eternal Slumber (Su): The witch can touch a creature, causing it to drift off into a permanent slumber. The creature receives a Will save to negate this effect.
If the save fails, the creature falls asleep and cannot be woken. The effect can only be removed with a basuna or similar magic, although slaying the witch ends the
effect. The witch can use this ability to poison food or drink, causing those who ingest it to make a save or fall into an eternal slumber. She can only have one such dose
of poison at any one time, and it loses its potency after 1 minute if not consumed. Whether or not the save is successful, a creature cannot be the target of this hex again
for 1 day.

Life Giver (Su): Once per day the witch can, as a full-round action, touch a dead creature and bring it back to life. This functions as full-life.

Natural Disaster (Su): A witch using this hex calls down the forces of nature to wreak havoc on an area. This functions as a storm of vengeance combined
with an earthquake that occurs on the second round of the effect (while acid is raining from the sky). A witch must concentrate for the duration of this effect. If
disrupted, the effect immediately ends. A witch can only use this ability once per day.

Summon Spirit (Sp): The witch calls forth the ghost of a humanoid creature with no more than 18 Hit Dice. The ghost has its own personality and desires, but
is willing to bargain with the witch, as if she had cast greater planar ally. To seal an agreement with the witch, the ghost requires life energy equal to 1 temporary
negative level (this is in addition to the standard payment for the ghosts service). This negative level persists as long as the ghost remains in the service of the witch;
the witch can end the agreement as a standard action, immediately removing the negative level.

This ability replaces greater surge and bottomless well.

Utterance of Damnation (Ex): At 20th level, the witch speaks of doom and the target becomes hopeless and more susceptible to curses. As a standard action, the witch
speaks words of conviction and all enemies within 60 feet who are capable of hearing (and comprehending) the witchs speech must make a Will save (DC 20 + her
Charisma modifier) or be forced to roll twice for all saving throws related to curses or hexes, taking the worse result.

This ability replaces magical supremacy.

Summoner
Caller
Most summoners forge a bond with a single, powerful avatar, but some summoners seek to control a variety of creatures. The caller sacrifices the power of his avatar
in favor of summoning a plethora of otherworldly creatures to aid him.

The caller is an archetype of the summoner class.

Lesser Avatar: A callers class level is halved (minimum 1) for the purposes of determining his avatars abilities, Hit Dice, and so on. The avatar otherwise functions
as normal.

This ability replaces the summoners normal avatar ability.

Summoning Mastery (Sp): Starting at 2nd level, a caller can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma
modifier. The summoner can use this ability when his avatar is summoned. Only one summon monster spell may be in effect while the avatar is summoned. If the
summoners avatar is not summoned, the number of creatures that can be summoned with this ability is only limited by its uses per day. This ability otherwise functions
as the summoners normal summon monster I ability. Other than these restrictions, there is no limit to how many summon monster spells the summoner can have active
at one time.

This ability replaces the summoners normal summon monster I ability and shield ally.

Augment Summoning: At 3rd level, a caller gains Augment Summoning as a bonus feat. He does not have to meet any requirements for this feat.

This ability replaces bond senses.

Evoker
Some evokers choose to summon a planar creature rather than an aspect of a primal or deity.

The evoker is an archetype of the summoner class.

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Esper (Su): At 1st level, an evoker has the ability to summon to his side a powerful outsider called an esper. The esper forms a link with the evoker, who, forever after,
summons an aspect of the same creature. An esper has the same alignment as the evoker that calls it and can speak all of his languages. Espers are treated as summoned
creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In
addition, due to its tie to its evoker, an esper can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned
creatures.

An evoker can summon his esper in a ritual that takes 1 minute to perform. When summoned in this way, the esper hit points are unchanged from the last time it was
summoned. The esper remains until dismissed by the evoker (a standard action). If the evoker is unconscious, asleep, or killed, his esper is immediately banished. The
esper takes a form shaped by the evokers desires. The espers Hit Dice, saving throws, skills, feats, and abilities are tied to the evokers class level and increase as the
evoker gains levels. In addition, each esper receives a pool of evolution points, based on the evokers level, which can be used to give the esper different abilities and
powers. Whenever the evoker gains a level, he must decide how these points are spent, and they are set until he gains another level of evoker.

The espers physical appearance is up to the evoker, but it always appears as some sort of fantastical creature. This control is not fine enough to make the esper appear
like a specific creature. The esper also bears a glowing rune that is identical to a rune that appears on the evokers forehead as long as the esper is summoned. While this
rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance.

This ability modifies and replaces avatar.

Mutate Esper (Su): At 9th level, an evoker can change his espers evolutions as if he had gained a level. To mutate his esper, the evoker must perform an arcane ritual
that requires 8 hours of uninterrupted concentration and costs 200 gil per summoner level in material components.

This ability replaces transposition.

Evolve Base Form (Su): Starting at 15th level, whenever the evoker gains a level, he can change his espers base form to a new base form. Once chosen, this base form
is set until the evoker gains another summoner level.

This ability replaces paragon summons.

Twin Esper (Su): At 20th level, an evoker and his esper share a true connection. As a standard action, the evoker can assume the shape of his esper, copying all of its
evolutions, form, and abilities. His Strength, Dexterity, and Constitution scores change to match the base scores of his esper. He can choose to have any gear that he
carries become absorbed by his new form. Items with continuous effects continue to function while absorbed in this way. The evoker loses his natural attacks and all
racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his espers evolutions. The evoker retains all of his class features. The evoker
can keep this form for a number of minutes per day equal to his evoker level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.
The evoker can end this effect as a free action.

This ability modifies and replaces twin avatar.

Espers

An espers abilities are determined by the summoners level and by the choices made using its evolution pool. The table below determines many of the base statistics of
the esper. Each esper possesses a base form that modifies these base statistics. Espers are outsiders for the purpose of determining which spells affect them.

Table: Esper Base Statistics


Class Good Bad Armor Str/Dex Evolution Max
HD BAB Skills Feats Special
Level Saves Saves Bonus Bonus Pool Attacks
1st 1 +1 +2 +0 4 1 +0 +0 1 3 Darkvision, link
2nd 2 +2 +3 +0 8 1 +2 +1 2 3 Evasion
3rd 3 +3 +3 +1 12 2 +2 +1 3 3
4th 3 +3 +3 +1 12 2 +2 +1 3 4
Ability score
5th 4 +4 +4 +1 16 2 +4 +2 4 4
increase
th
6 5 +5 +4 +1 20 3 +4 +2 5 4 Devotion
7th 6 +6 +5 +2 24 3 +6 +3 6 4
8th 6 +6 +5 +2 24 3 +6 +3 6 4
9th 7 +7 +5 +2 28 4 +6 +3 7 5 Multiattack
Ability score
10th 8 +8 +6 +2 32 4 +8 +4 8 5
increase
11 th
9 +9 +6 +3 36 5 +8 +4 9 5
12th 9 +9 +6 +3 36 5 +10 +5 9 5
13th 10 +10 +7 +3 40 5 +10 +5 10 5
14th 11 +11 +7 +3 44 6 +10 +5 11 6 Improved evasion
Ability score
15th 12 +12 +8 +4 48 6 +12 +6 12 6
increase
16th 12 +12 +8 +4 48 6 +12 +6 12 6
17th 13 +13 +8 +4 52 7 +14 +7 13 6
18th 14 +14 +9 +4 56 7 +14 +7 14 6
19th 15 +15 +9 +5 60 8 +14 +7 15 7
20th 15 +15 +9 +5 60 8 +16 +8 15 7

Class Level: This is the characters summoner level.

HD: This is the total number of 10-sided (d10) Hit Dice the esper possesses, each of which gains a Constitution modifier, as normal.

BAB: This is the espers base attack bonus. An espers base attack bonus is equal to its Hit Dice. Espers do not gain additional attacks using their natural weapons for a
high base attack bonus.

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Good/Bad Saves: These are the espers base saving throw bonuses. An esper possesses two good saving throws and one bad saving throw, determined by the creatures
base form.

Skills: This lists the espers total skill ranks. An esper can assign skill ranks to any skill, but it must possess the appropriate appendages to use some skills. Espers with
Intelligence scores above the base value modify these totals as normal (an esper receives a number of skill ranks equal to 6 + its Intelligence modifier per HD). An esper
cannot have more ranks in a skill than it has Hit Dice. Esper skill ranks are set once chosen, even if the creature changes when the summoner gains a new level.

Esper Skills: The following skills are class skills for espers: Bluff (Cha), Craft (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and
Stealth (Dex). In addition, at 1st level, the summoner can choose 4 additional skills to be class skills for his esper. Note that espers with a fly speed receive
Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level.

Feats: This is the total number of feats possessed by an esper. Espers can select any feat that they qualify for, but they must possess the appropriate appendages to use
some feats. Esper feats are set once chosen, even if the creature changes when the summoner gains a new level. If, due to changes, the esper no longer qualifies for a
feat, the feat has no effect until the esper once again qualifies for the feat.

Armor Bonus: The number noted here is the espers base total armor bonus. This bonus may be split between an armor bonus and a natural armor bonus, as decided by
the summoner. This number is modified by the espers base form and some options available through its evolution pool. An esper cannot wear armor of any kind, as the
armor interferes with the evokers connection to the esper.

Str/Dex Bonus: Add this modifier to the espers Strength and Dexterity scores, as determined by its base form. Some options available through the espers evolution
pool might modify these scores.

Evolution Pool: The value given in this column is the total number of points in the espers evolution pool. Points from this pool can be spent on a wide variety of
modifications and upgrades that add new abilities, attacks, and powers to the esper. Whenever the summoner gains a level, the number in this pool increases and the
evoker can spend these points to change the abilities of the esper. These choices are not set. The summoner can change them whenever he gains a level.

Max Attacks: This indicates the maximum number of natural attacks that the esper is allowed to possess at the given level. If the esper is at its maximum, it cannot take
evolutions that grant additional natural attacks. This does not include attacks made with weapons.

Special: This includes a number of abilities gained by all espers as they increase in power. Each of these bonuses is described below.

Darkvision (Ex): The esper has darkvision out to a range of 60 feet.


Link (Ex): An evoker and his esper share a mental link allows for communication across any distance (as long as they are on the same plane). This
communication is a free action, allowing the evoker to give orders to his esper at any time. In addition, magic items interfere with the evokers connection to
his esper. As a result, the evoker and his esper share magic item slots. For example, if the evoker is wearing a ring, his esper can wear no more than one ring.
In case of a conflict, the items worn by the evoker remain active, and those used by the esper become dormant. The esper must possess the appropriate
appendages to utilize a magic item.
Evasion (Ex): If an esper is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving
throw.
Ability Score Increase (Ex): The esper adds +1 to one of its ability scores.
Devotion (Ex): An esper gains a +4 morale bonus on Will saves against enchantment spells and effects.
Multiattack: An esper gains Multiattack as a bonus feat if it has 3 or more natural attacks and does not already have that feat. If it does not have the
requisite 3 or more natural attacks (or it is reduced to less than 3 attacks), the esper instead gains a second attack with one of its natural weapons, albeit at a
5 penalty. If the esper later gains 3 or more natural attacks, it loses this additional attack and instead gains Multiattack.
Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, an esper takes no damage if it makes a successful
saving throw and only half damage if the saving throw fails.

Espers and Alignment

Generally, the summoner controls the actions of his esper, even during combat, either through verbal commands or through the link ability, but this does not mean that
the esper is a puppet that follows every command without question. Espers have been known to refuse actions that are against their ethoses or alignments (subject to the
GM's discretion) and are quick to chide the summoner about such requests. In addition, should the action of the summoner cause a shift in alignment such that the
summoner's alignment is more than one step away from the esper's, the esper refuses the call of the summoner (although the summoner can still use his summon
monster class feature). If the summoner manages to restore his alignment, the esper returns to his service.

Esper Subtypes

The first time a summoner calls his esper, he must decide on its subtype. The esper's subtype determines a number of its base statistics and abilities, as well as its overall
look and theme. The subtype also determines what sort of evolutions the summoner can select for his esper using the evolution pool. Once the choice of subtype is
made, it cannot be changed.

As a summoner gains levels, his esper gains specific evolutions based on its subtype. Each subtype entry below includes the following information.

Name: This is the name of the esper's subtype. The esper gains this as a subtype, but unless otherwise noted, it does not gain any of the features, abilities, or weaknesses
of that subtype.

Description: This gives a basic overview of espers of this subtype, including general guidelines on appearance and personality.

Alignment: The esper is a creature of this alignment. If its alignment is chaotic, evil, lawful, or good, it gains that subtype.

Base Form: Espers of some subtypes are restricted in their choice of base form. Restrictions are spelled out here. The evolutions listed here are gained automatically,
and do not cost points from the esper's evolution pool. (See page 34.)

Base Evolutions: This describes the base evolutions possessed by all espers of this subtype. Following the entry is a list of evolutions gained as the summoner gains
levels; these evolutions are gained automatically, and do not cost points from the esper's evolution pool. In some cases, espers of certain subtypes will gain abilities that
are not evolutions. Unless otherwise noted, such abilities function as described in the Universal Monster Rules.

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Agathion

Patient and enlightened liaisons of the good-aligned Outer Planes, agathion espers seek to vanquish evil and protect that which is good. Agathion espers always have
aspects of a single animal or creature, rather than a hodgepodge of several. Though they have patience for summoners with unorthodox methods and even those who
stray from the path of good, they will not brook their powers being used for evil ends. An agathion esper seeks to bring its summoner closer to its own enlightenment.

Alignment: Neutral good.

Base Form: Biped (claws, limbs [arms], limbs [legs]) or quadruped (limbs [legs, 2], bite).

Base Evolutions: Starting at 1st level, agathion espers gain the resistance (electricity) evolution. They also gain a +4 bonus on saving throws against poison and
petrification.

At 4th level, agathion espers gain cold resistance 10 and sonic resistance 10.

At 8th level, agathion espers gain lay on hands as paladins with levels equal to their Hit Dice.

At 12th level, agathion espers gain DR 5/evil. They also gain immunity to petrification and the truespeech ability (see the agathion subtype).

At 16th level, agathion espers lose the resistance (electricity) evolution, and instead gain the immunity (electricity) evolution. They also gain the agathion's speak with
animals ability (see the agathion subtype).

At 20th level, agathion espers gain detect thoughts as a spell-like ability at will and also increase their damage reduction to DR 10/evil.

Angel

Hailing from the higher planes, angel espers are creatures of exquisite beauty. They usually appear in idealized humanoid forms, with smooth skin, shining hair, and
bright eyes. Angel espers are impeccably honorable, trustworthy, and diplomatic, but they do not shy away from confrontation when facing off against evil and its
minions.

Alignment: Any good.

Base Form: Biped (limbs [arms], limbs [legs], slam). Base Evolutions: At 1st level, angel espers gain the resistance (acid) and resistance (cold) evolutions. They also
gain a +4 bonus on saving throws against poison.

At 4th level, angel espers gain electricity resistance 10 and fire resistance 10.

At 8th level, angel espers grow large, feathery wings, gaining the flight evolution.

At 12th level, angel espers gain DR 5/evil. They also gain immunity to petrification and the truespeech ability (see the angel subtype).

At 16th level, angel espers lose the resistance (acid) and resistance (cold) evolutions, and instead gain the immunity (acid) and immunity (cold) evolutions.

At 20th level, angel espers gain the protective aura ability (see the angel subtype).

Archon

Summoned from heaven, archon espers are the embodiments of righteousness. They often take on powerful, graceful forms, rippling with muscles but refined in their
movements. Archon espers are totally dedicated to the cause of good, and have little patience for those who violate their oaths and idealsincluding the summoner who
called them. Archons will do whatever it takes to stop the advance of evil and protect the innocent.

Alignment: Lawful good.

Base Form: Biped (limbs [arms], limbs [legs], slam).

Base Evolutions: At 1st level, archon espers gain the resistance (electricity) evolution and the skilled (Intimidate) evolution. They also gain a +4 bonus on saving
throws against poison.

At 4th level, archon espers add 1 point to their evolution pools.

At 8th level, archon espers gain the ability increase evolution, applied to an ability score the summoner chooses.

At 12th level, archon espers gain DR 5/evil. They also gain immunity to petrification and the truespeech ability (see the archon subtype).

At 16th level, archon espers lose the resistance (electricity) evolution and skilled (Intimidate) evolution, and instead gain the immunity (electricity) evolution. In
addition, they gain the aura of menace ability (see the archon subtype).

At 20th level, archon espers gain the ability to use greater teleport at will, as the spell (caster level 14th), except they can teleport only themselves and up to 50 pounds
of carried objects.

Azata

Embodiments of the untamable beauty and noble passion of Elysium, azata espers have wild and beautiful features. They often take graceful forms reminiscent of elves
or fey, but they occasionally appear like lillends, with serpentine tails. Azata espers are flighty and independent, and they often have their own ideas about how to defeat
evil or have a good time. Thus, an azata esper is likely to balk if its summoner commands it to perform offensive or nefarious actions. On the other hand, an azata esper
in sync with its summoner is a passionate and devoted companion.

Alignment: Chaotic good.

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Base Form: Biped (limbs [arms], limbs [legs]) or serpentine (limbs [arms], tail, tail slap).

Base Evolutions: At 1st level, azata espers gain the resistance (electricity) evolution and the 4-point weapon training evolution (proficiency in martial weapons).

At 4th level, azata espers gain cold resistance 10 and fire resistance 10.

At 8th level, azata espers grow large, feathery wings, gaining the flight evolution.

At 12th level, azata espers gain DR 5/evil. They also gain immunity to petrification and the truespeech ability (see the azata subtype).

At 16th level, azata espers lose the resistance (electricity) evolution, and instead gain the immunity (electricity) evolution. They also gain the ability increase evolution,
applied to an ability score of the summoner's choice.

At 20th level, an azata esper gains the ability to switch between its normal form and an energy form as a standard action. In its energy form, an azata esper is
incorporeal and doubles its fly speed, but it can't make natural or manufactured weapon attacks; it can, however, activate any spell-like ability evolutions it possesses.

Daemon

The agents of horrible deaths, daemon espers desire the utter annihilation of all things. Their forms vary wildly depending on which type of death they embody, and
daemon espers sometimes represent a more obscure kind of death than the most famous daemons. Daemon espers wish to sow death and misery through a variety of
means. Most are capable of seeing the big picture, and will obediently follow even a neutral summoner. Ending lives is a typical part of an adventurer's career, so
following along with a summoner gives a daemon esper many opportunities to gather mortal soul energy for its own dark and inscrutable purposes.

Alignment: Neutral evil.

Base Form: Biped (claws, limbs [arms], limbs [legs]), quadruped (limbs [legs, 2], bite), or serpentine (bite, reach [bite], reach [sting], sting, tail).

Base Evolutions: Starting at 1st level, daemon espers gain the resistance (acid) evolution as well as a +4 bonus on saving throws against death effects, disease, and
poison.

At 4th level, daemon espers gain cold resistance 10, electricity resistance 10, and fire resistance 10.

At 8th level, daemon espers add 1 point to their evolution pools.

At 12th level, daemon espers gain DR 5/good. They also gain immunity to death effects, disease, and poison.

At 16th level, daemon espers lose the resistance (acid) evolution, and instead gain the immunity (acid) evolution. They also gain telepathy.

At 20th level, as a standard action, a daemon esper can devour a portion of the soul of a dying creature or a creature that died no earlier than 1 round ago. This kills the
creature and provides the daemon esper a profane bonus on attack rolls, saving throws, and skill checks for 24 hours. The bonus is equal to +1 per 5 Hit Dice the slain
creature possessed. A creature whose soul was devoured in this way requires resurrection or more powerful magic to return from the dead.

Demon

Raw destruction given material substance, demon espers form out of the Abyss's stew of soul energy, leading some scholars to speculate that the summoner's arts are
related to the magical tampering that gave rise to the first demons. Demon espers revel in causing destruction and inflicting suffering, and they will do so for their
summoners without question, taking pleasure in whatever havoc they can create. For a demon esper, the means justify the ends.

Alignment: Chaotic evil.

Base Form: Biped (claws, limbs [arms], limbs [legs]), quadruped (limbs [legs, 2], bite), or serpentine (bite, improved damage [bite], reach [bite], tail, tail slap).

Base Evolutions: Starting at 1st level, demon espers gain the resistance (electricity) and resistance (fire) evolutions as well as a +4 bonus on saving throws against
poison.

At 4th level, demon espers gain acid resistance 10 and cold resistance 10.

At 8th level, demon espers lose the +4 bonus on saving throws against poison and gain immunity to poison. They also add 1 point to their evolution pools.

At 12th level, demon espers gain DR 5/good. They also gain the ability increase evolution in an ability score of the summoner's choice.

At 16th level, demon espers lose the resistance (electricity) evolution, and instead gain the immunity (electricity) evolution. They also gain telepathy.

At 20th level, demon espers gain true seeing as a constant spell-like ability.

Devil

Corruptors, tempters, and despoilers, devil espers often serve their summoners obediently and efficiently, all in a long-term attempt to damn the summoner's soul to the
deepest depths of Hell. While some types of devils have truly unusual forms, devil espers have found that the more traditional bipedal form allows them to build up a
strong rapport with their summonersand consequently to corrupt themmore easily than if they possessed a more monstrous appearance.

Alignment: Lawful evil.

Base Form: Biped (claws, limbs [arms], limbs [legs]).

Base Evolutions: Starting at 1st level, devil espers gain the resistance (fire) evolution and the skilled (Bluff) evolution. They also gain a +4 bonus on saving throws
against poison.

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At 4th level, devil espers gain acid resistance 10 and cold resistance 10.

At 8th level, devil espers gain the skilled (Diplomacy) evolution and gain immunity to poison.

At 12th level, devil espers gain DR 5/good. They also gain see in darkness (see the devil subtype).

At 16th level, devil espers lose the resistance (fire) evolution, and instead gain the immunity (fire) evolution. They also gain telepathy.

At 20th level, devil espers gain regeneration 5 (good weapons, good spells). They are still banished to Hell as normal for espers if they take enough damage.

Div

Formed of hatred and spite, div espers seek to despoil and ruin all things beautiful and joyous. Div espers particularly resent having mortal masters, and seek to doom
their summoners to existences full of suffering and loss. Each div esper has a unique compulsion it must followusually something similar to the doru's obsession with
secretsthat leads it to bargain its loyalty for something the summoner provides. The div's summoner uses his esper's compulsion to entrap and control the esper. Still,
div espers never fully give in, and continue to plot ways they might corrupt that which their masters hold dearest.

Alignment: Neutral evil.

Base Form: Biped (claws, limbs [arms], limbs [legs]).

Base Evolutions: Starting at 1st level, div espers gain the resistance (fire) evolution. They also gain a +4 bonus on saving throws against poison.

At 4th level, div espers gain acid resistance 10 and electricity resistance 10.

At 8th level, div espers add 1 point to their evolution pools and immunity to poison.

At 12th level, div espers gain DR 5/good. They also gain see in darkness (see the div subtype).

At 16th level, div espers lose the resistance (fire) evolution, and instead gain the immunity (fire) evolution. They also gain telepathy.

At 20th level, div espers gain the ability to use greater teleport at will, as per the spell (caster level 14th), except they can teleport only themselves and up to 50 pounds
of carried objects.

Elemental

Pulled in from one of the four elemental planes, these espers are linked to one of the four elements: air, earth, fire, or water. Generally, an elemental esper appears as a
creature made entirely of one element, but there is some variation. Elemental espers are decidedly moderate in their views and actions. They tend to avoid the conflicts
of others when they can and seek to maintain balance. The only exception is when facing off against emissaries of their opposing elements, which they hate utterly.

Alignment: Neutral.

Base Form: Biped (limbs [arms], limbs [legs], slam), quadruped (limbs [legs, 2], bite), or serpentine (bite, improved natural armor, reach [bite], tail, tail slap).

Base Evolutions: The base evolutions of an elemental esper depend entirely on its chosen element. When first summoning an elemental esper, the summoner must
select air, earth, fire, or water. Once made, this choice cannot be changed. The esper gains the following evolutions and abilities, which can vary depending on its
element.

At 1st level, all elemental espers gain immunity to paralysis and sleep. In addition, air elemental espers gain the immunity (electricity) evolution. Earth elemental espers
gain the immunity (acid) evolution. Fire elemental espers gain the immunity (fire) evolution. Water elemental espers gain the immunity (cold) evolution.

At 4th level, all elemental espers add 1 point to their evolution pools.

At 8th level, air elemental espers gain the flight evolution (using magic) with a speed equal to their base speed. Earth elemental espers gain the burrow evolution. Fire
elemental espers increase their base speed by 20 feet. Water elemental espers gain the swim evolution twice, gaining a swim speed equal to their base speed + 20 feet.
They also gain the gills evolution, which allows them to breathe underwater.

At 12th level, all elemental espers gain immunity to bleed, poison, and stun. In addition, they can no longer be flanked.

At 16th level, all elemental espers gain immunity to critical hits and do not take additional damage from precision-based attacks, such as sneak attack.

At 20th level, an air elemental esper gains the whirlwind ability, with a maximum height of 15 feet (30 feet for a Large air elemental) and dealing 1d6 points of damage
(1d8 for a Large air elemental). Earth elemental espers gain the earth mastery ability and DR 5/. Fire elemental espers gain the energy attacks (f ire) evolution and the
burn ability. Water elemental espers gain the drench and vortex abilities. The vortex ability works as the air elemental esper's whirlwind ability (except as noted in the
vortex ability's description).

Inevitable

Implacable and ceaseless in their fight against chaos and those who break natural laws, inevitables make loyal, if literal-minded, companions for lawful summoners.
Summoners of inevitables generally get along well with axiomites, who share their understanding of the process of forging and modifying an inevitable. Inevitable
espers appear as a mixture between clockwork constructs and idealized humanoid statues.

Alignment: Lawful neutral.

Base Form: Biped (limbs [arms], limbs [legs], slam).

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Base Evolutions: At 1st level, inevitable espers count as both constructs and outsiders for the purpose of effects such as the bane weapon special ability and the favored
enemy class feature. They gain a +4 bonus on saving throws against death effects, disease, necromancy effects, paralysis, poison, sleep, and stun.

At 4th level, inevitable espers gain a +4 bonus on saving throws against mind-affecting effects and immunity to nonlethal damage, fatigue, and exhaustion.

At 8th level, inevitable espers gain immunity to death effects, disease, and poison.

At 12th level, inevitable espers gain DR 5/chaotic. They also gain immunity to sleep, as well as the true speech ability (see the inevitable subtype).

At 16th level, inevitable espers lose the +4 bonus on saving throws against necromancy effects and gain immunity to ability damage, ability drain, energy drain, and
necromancy effects.

At 20th level, inevitable espers gain immunity to paralysis, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects).

Protean

Serpentine beings of pure chaos, proteans seek to reshape reality. Protean espers appreciate creative summoners who often rebuild their forms and make liberal use of
the transmogrify spell. Beyond that, protean espers are happy to work with their summoners for any purpose, though they are quick to remind their summoners that
while they have a mutually beneficial relationship, they are not servants.

Alignment: Chaotic neutral.

Base Form: Serpentine (bite, grab [tail slap], tail, tail slap).

Base Evolutions: At 1st level, protean espers gain the resistance (acid) evolution as well as the grab evolution, tied to an attack type of the summoner's choice.
Whenever the summoner changes the protean esper's evolutions, he can also change the attack type for grab.

At 4th level, protean espers gain electricity resistance 10 and sonic resistance 10.

At 8th level, protean espers gain the constrict evolution.

At 12th level, protean espers gain DR 5/lawful. They also gain the blindsense evolution and the ability to fly without wings with perfect maneuverability, as the flight
evolution with 4 points spent.

At 16th level, protean espers lose the resistance (acid) evolution and instead gain the immunity (acid) evolution. They also gain the amorphous anatomy ability (see the
protean subtype).

At 20th level, protean espers gain constant freedom of movement and the protean version of the change shape (greater polymorph) ability (see the protean subtype).

Psychopomp

Stewards, chroniclers, and guides of all things that die, psychopomps make dispassionate yet loyal espers.

When they deal with the world of mortals, psychopomp espers nearly always wear masks. They do not tolerate summoners who traffic with daemons, undead, and other
entities that interfere with the transmigration of souls, but otherwise they are comfortable with most actions on the summoner's part. When the summoner dies, a
psychopomp esper personally escorts him to the afterlife and serves as an expert witness when it is time for him to be judged.

Alignment: Neutral.

Base Form: Biped (limbs [arms], limbs [legs], slam), quadruped (bite, limbs [legs, 2]), or serpentine (bite, pull [bite], reach [bite], tail, tail slap).

Base Evolutions: Starting at 1st level, psychopomp espers gain immunity to death effects, disease, and poison.

At 4th level, psychopomp espers gain cold resistance 10 and electricity resistance 10.

At 8th level, psychopomp espers gain the spirit touch ability (see the psychopomp subtype) and add 1 point to their evolution pools.

At 12th level, psychopomp espers gain DR 5/adamantine. They also gain the spiritsense ability (see the psychopomp subtype).

At 16th level, psychopomp espers gain the ability increase evolution, applied to an ability score of the summoner's choice. They also gain the ability to cast invisibility
(self only) as a spell-like ability at will.

At 20th level, psychopomp espers increase their damage reduction to 10/adamantine and gain the immunity (cold) and immunity (electricity) evolutions.

Esper Base Forms

Each esper has one of three base forms that determines its starting size, speed, AC, attacks, and ability scores.

All natural attacks are made using the esper's full base attack bonus unless otherwise noted (such as in the case of secondary attacks). An esper's attacks add the esper's
Strength modifier to the damage rolls, unless the esper has only one attack, in which case the attack adds 1-1/2 times the esper's Strength modifier.

Alternatively, any one of these base forms can be used to make a Small esper. If the esper is Small, it gains a +2 bonus to Dexterity. It takes a 4 penalty to Strength and
a 2 penalty to Constitution. It also has a +1 size bonus to AC and on attack rolls, a 1 penalty on combat maneuver checks and to CMD, a +2 bonus on Fly checks, and
a +4 bonus on Stealth checks. Reduce the damage of all of its attacks by one step (for example, 1d6 becomes 1d4, and 1d4 becomes 1d3). If this choice is made, the
esper can be made Medium whenever the summoner can change the esper's evolution pool (which causes it to lose these modifiers for being Small). Likewise, a
Medium esper can be made Small whenever the summoner can change the esper's evolution pool.

Biped

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Starting Statistics
Size: Medium; Speed: 30 ft.; AC: +2 natural armor; Saves: Fort (good), Ref (poor), Will (good); Attack: 2 claws (1d4); Ability Scores: Str 16, Dex 12, Con 13, Int 7,
Wis 10, Cha 11.

Quadruped
Starting Statistics
Size: Medium; Speed: 40 ft.; AC: +2 natural armor; Saves: Fort (good), Ref (good), Will (poor); Attack: bite (1d6); Ability Scores: Str 14, Dex 14, Con 13, Int 7, Wis
10, Cha 11.

Serpentine
Starting Statistics
Size: Medium; Speed: 20 ft., climb 20 ft.; AC: +2 natural armor; Saves: Fort (poor), Ref (good), Will (good); Attack: bite (1d6), tail slap (1d6); Ability Scores: Str
12, Dex 16, Con 13, Int 7, Wis 10, Cha 11.

Evolutions

Each esper gains a number of evolution points that can be spent to give the esper new abilities, powers, and other upgrades. These abilities, called evolutions, can be
changed whenever the summoner gains a new level, but they are otherwise set. Some evolutions require that the esper have a specific base form or the summoner be of
a specific level before they can be chosen. A number of evolutions grant the esper additional natural attacks. Natural attacks listed as primary are made using the esper's
full base attack bonus and add the esper's Strength modifier on damage rolls. Natural attacks listed as secondary are made using the esper's base attack bonus 5 and
add half of the espers Strength modifier on damage rolls (if positive). If the esper has only a single natural attack, the attack is made using its full base attack bonus,
and it adds 1-1/2 times its Strength modifier on damage rolls made with that attack, regardless of the attack's type.

Evolutions are grouped by their cost in evolution points. Evolution points cannot be saved. All of the points must be spent whenever the summoner gains a level. Unless
otherwise noted, each evolution can be selected only once.

1-Point Evolutions

The following evolutions cost 1 point from the esper's evolution pool.

Bite (Ex): The esper's maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if
Huge). If the esper already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite. Prerequisites:
Agathion, daemon, demon, devil, div, elemental, protean, or psychopomp subtype.

Claws (Ex): The esper has a pair of vicious claws at the ends of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of
damage (1d6 if Large, 1d8 if Huge). The esper must have the limbs evolution to take this evolution. This evolution can be selected more than once, up to the number of
limbs evolutions the esper possesses. This evolution can be applied to any number of limbs (arms) evolutions, but no more than one limbs (legs) evolution.
Prerequisites: Agathion, daemon, demon, devil, div, elemental, protean, or psychopomp subtype.

Climb (Ex): The esper becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be selected more than once. Each additional time it
is selected, increase the esper's climb speed by 20 feet.

Gills (Ex): The esper has gills and can breathe underwater indefinitely.

Improved Damage (Ex): One of the esper's natural attacks is particularly deadly. Select one natural attack form and increase the damage die by one step. This
evolution can be selected more than once. Its effects do not stack. Each time the esper selects this evolution, it applies to a different natural attack.

Improved Natural Armor (Ex): The esper's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken
once, plus one additional time for every 5 levels the summoner possesses. Each additional time it's taken, the bonus increases by 2.

Magic Attacks (Su): The esper is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage
reduction. If the summoner is 10th level or higher, all of the esper's natural attacks are treated as the alignment of the esper for the purpose of overcoming damage
reduction.

Mount (Ex): The esper is properly skilled and formed to serve as a combat-trained mount. The esper must be at least one size category larger than its rider.
Prerequisites: Daemon, demon, devil, elemental, or protean subtype; quadruped or serpentine base form.

Pincers (Ex): An esper grows large pincers at the ends of one pair of its limbs, giving it two pincer attacks. These attacks are secondary attacks. The pincers deal 1d6
points of damage (1d8 if Large, 2d6 if Huge). Espers with the grab evolution linked to their pincers gain a +2 bonus on combat maneuver checks to grapple. The esper
must have the limbs (arms) evolution to take this evolution. Alternatively, the esper can replace the claws from its base form with pincers (this still costs 1 evolution
point). This evolution can be selected more than once, up to the number of limbs (arms) evolutions the esper possesses. Prerequisites: Agathion, daemon, demon,
devil, div, elemental, protean, or psychopomp subtype.

Pull (Ex): The esper gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the esper makes a successful attack of
the selected type, it can attempt a free combat maneuver check. If the esper succeeds at this check, it pulls the target of the attack 5 feet closer to it. This ability works
only on creatures of a size category equal to or smaller than the esper. Creatures pulled in this way do not provoke attacks of opportunity. This evolution can be selected
more than once. Its effects do not stack. Each time an esper selects this evolution, it applies to a different natural attack. Prerequisite: Reach of 10 feet or more.

Push (Ex): The esper gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the esper makes a successful attack
of the selected type, it can attempt a free combat maneuver check. If the esper succeeds at this check, it pushes the target of the attack 5 feet directly away from it. This
ability works only on creatures of a size category equal to or smaller than the esper. Creatures pushed in this way do not provoke attacks of opportunity. This evolution
can be selected more than once. Its effects do not stack. Each time an esper selects this evolution, it applies to a different natural attack.

Reach (Ex): One of the esper's attacks is capable of striking foes at a distance. Select one attack. The esper's reach with that attack increases by 5 feet.

Resistance (Ex): An espers form takes on a resiliency to one particular elemntal type, which is usually reflected in its physical body (ashen hide for fire, icy breath for
ice, and so on). Pick one elemental type (dark, earth, fire, ice, light, lightning, water, or wind). The esper gains elemental resistance 5 against that elemental type. This

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resistance increases by 5 for every 5 levels the summoner possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once. Its effects do not
stack. Each time an esper selects this evolution, it applies to a different outsider type.

Scent (Ex): The esper's sense of smell becomes quite acute. The esper gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If
the opponent is upwind, the range increases to 60 feet; if the opponent is downwind, the range drops to 15 feet. Strong scents can be detected at twice the normal range.
Scent does not allow the esper to precisely locate the creature, only to detect its presence. It can detect the direction as a move action. The esper can pinpoint the
creature's location if it is within 5 feet. The esper can use scent to track creatures.

Skilled (Ex): The esper becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This evolution can be selected more than once. Its effects do
not stack. Each time the esper selects this evolution, it applies to a different skill.

Slam (Ex): The esper can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The esper
must have the limbs (arms) evolution to take this evolution. Alternatively, the esper can replace the claws from its base form with this slam attack (this still costs 1
evolution point). This evolution can be selected more than once, up to the number of the esper's limbs (arms) evolutions.

Sting (Ex): The esper possesses a long, barbed stinger at the end of its tail, granting it a sting attack. This attack is a primary attack. The sting deals 1d4 points of
damage (1d6 if Large, 1d8 if Huge). This evolution can be selected more than once, up to the number of tail evolutions the esper possesses. Prerequisites: Agathion,
daemon, demon, devil, div, elemental, protean, or psychopomp subtype; tail evolution.

Swim (Ex): The esper gains webbed hands, webbed feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution does not give the esper the
ability to breathe underwater. This evolution can be selected more than once. Each additional time it is selected, increase the esper's swim speed by 20 feet.

Tail (Ex): The esper grows a long, powerful tail. This grants it a +2 racial bonus on Acrobatics checks to balance on a surface. This evolution can be selected more than
once. Prerequisites: Agathion, daemon, demon, devil, div, elemental, protean, or psychopomp subtype.

Tail Slap (Ex): The esper can use its tail to bash nearby foes, granting it a tail slap attack. This attack is a secondary attack. The tail slap deals 1d6 points of damage
(1d8 if Large, 2d6 if Huge). This evolution can be selected more than once, up to the number of tail evolutions the esper possesses. Prerequisites: Agathion, daemon,
demon, devil, div, elemental, protean, or psychopomp subtype; tail evolution.

Tentacle (Ex): The esper possesses a long, sinuous tentacle, granting it a tentacle attack. This attack is a secondary attack. The tentacle attack deals 1d4 points of
damage (1d6 if Large, 1d8 if Huge). This evolution can be selected more than once. Prerequisites: Daemon, demon, or protean subtype.

Wing Buffet (Ex): The esper learns to use its wings to batter foes, granting it two wing buffet attacks. These attacks are secondary attacks. The wing buffets deal 1d4
points of damage (1d6 if Large, 1d8 if Huge). Prerequisites: Flight (wings) evolution.

2-Point Evolutions

The following evolutions cost 2 points from the esper's evolution pool.

Ability Increase (Ex): The esper grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase
one of the esper's ability scores by 2. This evolution can be selected more than once. It can be applied only once to an individual ability score, plus one additional time
for every 6 levels the summoner possesses.

Constrict (Ex): The esper gains powerful muscles that allow it to crush those it grapples. Whenever the esper successfully grapples a foe using the grab evolution, it
deals additional damage equal to the amount of damage dealt by the attack the grab evolution is tied to. Prerequisites: Serpentine base form, grab evolution.

Elemental Attacks (Su): An espers attacks become charged with elemental energy. Pick one elemental type: dark, earth, fire, ice, light, lightning, water, or wind. All
of the espers natural attacks deal 1d6 points of elemental damage of the chosen type on a successful hit. Prerequisite: The summoner must be at least 5th level before
selecting this evolution.

Flight (Ex or Su): The esper grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The esper gains a fly speed equal to its base speed.
The esper's maneuverability depends on its size. Medium or smaller espers have good maneuverability. Large espers have average maneuverability, while Huge espers
have poor maneuverability. For 2 additional evolution points, the esper flies by means of magic. It loses its wings, but its maneuverability increases to perfect. If the
esper f lies by magic, this is a supernatural ability. The esper can increase its fly speed by spending additional evolution points, gaining a 20-foot increase to its fly
speed for each additional point spent. Prerequisite: Summoner level 5th.

Gore (Ex): The esper grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d6 points of damage (1d8 if Large,
2d6 if Huge). Prerequisite: Agathion, daemon, demon, devil, div, elemental, protean, or psychopomp subtype.

Grab (Ex): The esper becomes adept at grappling foes, gaining the grab ability. Select one of the following attacks: bite, claw, pincers, slam, tail slap, or tentacle.
Whenever the esper makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the esper grapples the target. This ability
works only on creatures at least one size category smaller than the esper. Espers with this evolution gain a +4 bonus on combat maneuver checks to grapple.

Immunity (Su): An espers body becomes extremely resilient to one elemental type, gaining immunity to that type. Pick one elemental type: dark, earth, fire, ice, light,
lightning, water, or wind. The esper gains immunity to that elemental type. This evolution can be selected more than once. Its effects do not stack. Each time it applies
to a different elemental type. Prerequisite: The summoner must be at least 7th level before selecting this evolution.

Limbs (Ex): The esper grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs
increases the esper's base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The esper does not gain any additional natural attacks for an
additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or slam). Arms that have hands can be used to wield weapons, if the
esper is proficient. This evolution can be selected more than once.

Minor Magic (Sp): An esper learns to cast a minor spell as a spell-like ability. Select one spell from the following list: air bubble, cure, disappear (self only), dread,
flame breath, frostbite, or silent image. This spell can be cast once per day as a spell-like ability. At 7th level, this spell can be cast three times per day by spending 2
additional evolution points. The caster level for this evolution is equal to the espers Hit Dice 2. The save DC for this spell is 10 + half of the espers HD + the espers
Charisma modifier. The esper must have a Charisma score of at least 11 and must possess the basic magic evolution to take this evolution. This evolution can be
selected more than once. Each time an esper selects this evolution, it applies to a new spell from the above list. Prerequisite: The summoner must be at least 4th level
before selecting this evolution.

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Poison (Ex): The esper secretes toxic venom, gaining a poison attack. Select one bite or sting attack. Whenever the selected attack hits, the target is poisoned.
Prerequisites: Summoner level 7th; daemon, demon, devil, elemental, or protean subtype; bite or sting evolution.

Esper Poison: Injury; save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save. The save DC is equal to 10 + half of the espers
Hit Dice + the esper's Constitution modifier. For 2 additional evolution points, this poison deals Constitution damage instead. This poison can be used no more than
once per round.

Rake (Ex): The esper grows dangerous claws on its feet, allowing it to make two rake attacks against foes it is grappling. These attacks are primary attacks. The esper
can make these additional attacks each time it succeeds at a grapple check against the target. These rake attacks deal 1d4 points of damage (1d6 if Large, 1d8 if Huge).
This evolution counts as one natural attack toward the esper's maximum. Prerequisites: Summoner level 4th, quadruped base form.

Rend (Ex): The esper learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the esper makes two successful claw attacks
against the same target in 1 round, its claws latch on to the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times
the esper's Strength modifier. Prerequisites: Summoner level 6th, claws evolution.

Shadow Blend (Su): In any condition of illumination other than bright light, the esper disappears into the shadows, giving it concealment (20% miss chance). If it has
the shadow form evolution, it instead gains total concealment (50% miss chance). The esper can suspend or resume this ability as a free action.

Shadow Form (Su): The esper's body becomes shadowy and more indistinct. This shadow form grants the esper constant concealment (20% miss chance), and its
melee attacks affect incorporeal creatures as if it had the ghost touch weapon property. The esper's melee attacks deal only half damage to corporeal creatures.

Trample (Ex): The esper gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the esper can overrun any creature that is at
least one size category smaller than itself. This works like the overrun combat maneuver, but the esper does not need to attempt a check; it merely has to move over
opponents in its path. The creatures take 1d6 points of damage (1d8 if Large, 2d6 if Huge), plus 1-1/2 times the esper's Strength modifier. Targets of the trample can
make attacks of opportunity at a 4 penalty. If a target forgoes this attack of opportunity, it can attempt a Reflex save for half damage. The DC of this save is 10 + half
of the espers Hit Dice + the esper's Strength modifier. A trampling esper can deal trampling damage to a specific creature only once per round. Prerequisite: Biped or
quadruped base form.

Tremorsense (Ex): The esper becomes attuned to vibrations in the ground, gaining tremorsense with a range of 30 feet. This works like the blindsense evolution, but
only if both the esper and the creature to be pinpointed are in contact with the ground. Prerequisite: Summoner level 7th.

Trip (Ex): The esper becomes adept at knocking foes to the ground with its bite, granting it a trip attack. Whenever the esper makes a successful bite attack, it can
attempt a free combat maneuver check. If the esper succeeds at this check, the target is knocked prone. If the esper fails, it is not tripped in return. This ability works
only on creatures of a size category equal to or smaller than the esper. Prerequisites: Daemon, demon, devil, elemental, or protean subtype; bite evolution.

Weapon Training (Ex): The esper learns to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. If 2 additional evolution points are spent, it gains
proficiency with all martial weapons as well.

3-Point Evolutions

The following evolutions cost 3 points from the esper's evolution pool.

Blindsense (Ex): The esper's senses become incredibly acute, giving it blindsense with a range of 30 feet. This ability allows the esper to pinpoint the location of
creatures that it can't see without having to attempt a Perception check, but such creatures still have total concealment from the esper. Visibility still affects the esper's
movement, and it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. Prerequisite: Summoner level 9th.

Burrow (Ex): The esper grows thick and gnarled claws, allowing it to move through the earth. The esper gains a burrow speed equal to 1/2 its base speed. It can use
this speed to move through clay, dirt, earth, and sand. It does not leave a hole behind, nor is its passage marked on the surface. Prerequisite: Summoner level 9th.

Damage Reduction (Su): The esper's body becomes more resistant to harm. Increase the damage reduction granted by the esper's subtype by 5. Prerequisites:
Summoner level 15th, damage reduction granted by the esper's subtype.

Frightful Presence (Ex): The esper becomes unsettling to its foes, gaining the frightful presence ability. The esper can activate this ability as part of an offensive
action, such as a charge or attack. Opponents within 30 feet of the esper must succeed at a Will save or become shaken for 3d6 rounds. The DC of this save is equal to
10 + half of the espers Hit Dice + the esper's Charisma modifier. If the esper has at least 4 more Hit Dice than an opponent that fails this save, that opponent becomes
frightened instead. Foes with more Hit Dice than the esper are immune to this effect. Prerequisite: Summoner level 11th.

Major Magic (Sp): An esper learns to cast a major spell as a spell-like ability. Select one spell from the following list: burning arc, cure II, darkness, defensive shock,
restore, levitate, minor image, see invisibility, vanish (self only), or wall climb. This spell can be cast once per day as a spell-like ability. At 10th level, this spell can be
cast three times per day by spending 2 additional evolution points. The caster level for this evolution is equal to the espers Hit Dice 2. The save DC for this spell is 10
+ half of the espers HD + the espers Charisma modifier. The esper must have a Charisma score of at least 12 and must possess the minor magic evolution to take this
evolution. This evolution can be selected more than once. Each time an esper selects this evolution, it applies to a new spell from the above list. Prerequisite: The
summoner must be at least 7th level before selecting this evolution.

Pounce (Ex): The esper gains quick reflexes, allowing it to make a full attack after a charge. Prerequisites: Summoner level 7th, quadruped base form.

Sacrifice (Su): An esper can sacrifice its own health to heal another creature. As a standard action, the esper can sacrifice up to 2 hit points per Hit Die and then touch
the target creature, thereby healing the creature for half the amount sacrificed.

Swallow Whole (Ex): The esper gains the swallow whole ability, giving it the ability to consume its foes. If the esper begins its turn with a creature grappled using its
bite attack (see the grab evolution), it can attempt a combat maneuver check to swallow the creature. The creature must be at least one size category smaller than the
esper. Swallowed creatures take an amount of bludgeoning damage equal to the esper's bite damage each round + 1d6 points of damage. A swallowed creature keeps the
grappled condition, but can attempt to cut its way free with a light piercing or slashing weapon. The amount of damage needed to cut free is equal to 1/10 the esper's
total hit points. The esper's AC against these attacks is equal to 10 + 1/2 its natural armor bonus. If a swallowed creature cuts its way out, the esper loses this ability
until it heals this damage. Alternatively, the swallowed creature can attempt to escape the grapple as normal. Success indicates that it has returned to the esper's mouth,

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where it can attempt to escape or can be swallowed again. Prerequisites: Summoner level 9th; agathion, daemon, demon, devil, div, elemental, protean, or psychopomp
subtype; grab (bite) evolution.

Web (Ex): The esper gains a pair of spinnerets, giving it the ability to spin webs. The esper can use these webs to support itself plus one creature of up to the same size.
It can throw webbing as a ranged touch attack up to eight times per day, entangling a creature up to one size larger than the esper. The webbing has a range of 50 feet
and a 10-foot range increment. Creatures entangled by the web can escape with a successful Escape Artist check, or with a Strength check at a 4 penalty. The DC of
these checks is equal to 10 + half of the espers Hit Dice + the esper's Constitution modifier. The webs have a hardness of 0 and a number of hits points equal to the
esper's total Hit Dice. The esper can climb its own webs at its climb speed and can pinpoint the location of any creature touching its webs. Prerequisites: Summoner
level 7th; daemon, demon, or protean subtype; climb evolution.

4-Point Evolutions

The following evolutions cost 4 points from the esper's evolution pool.

Blindsight (Ex): The esper's senses sharpen even further, granting it blindsight with a range of 30 feet. The esper can maneuver and attack as normal, ignoring
darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. Prerequisites: Summoner level 11th, blindsense evolution.

Breath Weapon (Su): An esper learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either dark, earth, fire, ice, light, lightning, water, or
wind. The esper can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per HD it possesses. Those caught in the breath weapon
can attempt a Reflex save for half damage. The DC is equal to 10 + half of the espers HD + the espers Constitution modifier. The esper can use this ability once per
day. The esper can use this ability 1 additional time per day by spending an additional 1 evolution point (maximum 3/day). Prerequisite: The summoner must be at
least 9th level before selecting this evolution.

Fast Healing (Su): The esper's body gains the ability to heal wounds very quickly, giving it fast healing 1. The esper heals 1 point of damage per round, just like via
natural healing. Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, nor does it allow the esper to regrow lost body parts (or to reattach
severed parts). Fast healing functions as long as the esper is alive. This fast healing does not function when the esper is not on the same plane as its summoner. This
healing can be increased by 1 point per round for every 2 additional evolution points spent (to a maximum of 5 points per round). Prerequisite: Summoner level 11th.

Incorporeal Form (Sp): Once per day, an esper can become incorporeal for 1 round per summoner level. While in this form, the esper gains the incorporeal subtype
and incorporeal quality. It only takes half damage from corporeal sources as long as they are magic (it takes no damage from nonmagical weapons and objects).
Likewise, its spells or spell-like abilities deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. Prerequisite:
The summoner must be at least 15th level before selecting this evolution.

Large (Ex): The esper grows in size, becoming Large. The esper gains a +4 bonus to Strength, a +2 bonus to Constitution, and a +2 bonus to its natural armor. It takes a
2 penalty to Dexterity. This size change also gives the creature a 1 size penalty to AC and on attack rolls, a +1 bonus on combat maneuver checks and to CMD, a 2
penalty on Fly checks, and a 4 penalty on Stealth checks. If the esper has the biped base form, it also gains a reach of 10 feet. Any reach evolutions the esper possesses
are added to this total. If 6 additional evolution points are spent, the esper instead becomes Huge. The esper gains a +8 bonus to Strength, a +4 bonus to Constitution,
and a +5 bonus to its natural armor. It takes a 4 penalty to Dexterity. This size change also gives the creature a 2 size penalty to AC and on attack rolls, a +2 bonus on
combat maneuver checks and to CMD, a 10-foot reach, a 4 penalty on Fly checks, and a 8 penalty on Stealth checks. If the esper has the biped base form, its reach
increases to 15 feet instead of 10 feet. Any reach evolutions the esper possesses are added to this total. These bonuses and penalties replace, and do not stack with, those
gained from becoming Large. The ability increase evolution costs twice as much (4 evolution points) when adding to the Strength or Constitution scores of a Large or
Huge esper. Prerequisites: Summoner level 8th (13th for Huge), Medium size.

Limit Break (Su): The esper gains a Limit Break. Pick an area of effect: 30-ft.-cone, 60-ft.-line, or 30-ft.-burst. Select either dark, earth, fire, ice, light, lightning, water,
or wind. The esper deals 1d6 points of elemental damage per hit dice it possesses of the chosen elemental type to the area of effect chosen, a Reflex save (DC 10 + half
of the espers HD + the espers Constitution modifier) for half damage. Like normal Limit Breaks, this ability can only be used once per day as a swift action while
under half maximum health. Prerequisite: The summoner must be at least 9th level before selecting this evolution.

No Breath (Ex): An esper no longer needs to breathe. The esper does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does
not give immunity to cloud or gas attacks that do not require breathing. Prerequisite: The summoner must be at least 11th level before selecting this evolution.

Spell Resistance (Ex): The esper is protected against magic, gaining spell resistance. The esper's spell resistance is equal to 11 + the summoner's level. This spell
resistance does not apply to spells cast by the summoner. Prerequisite: Summoner level 9th.

Ultimate Magic (Sp): An esper learns to cast a powerful spell as a spell-like ability. Select one spell from the following list: bio, cure III, daylight, fira, fly, haste, ice
spears, lightning bolt, major image, tongues, or water breathing. This spell can be cast once per day as a spell-like ability. The caster level for this evolution is equal to
the espers Hit Dice 2. The save DC for this spell is 10 + half of the espers HD + the espers Charisma modifier. The esper must have a Charisma score of at least 13
and must possess the major magic evolution to take this evolution. This evolution can be selected more than once. Each time an esper selects this evolution, it applies to
a new spell from the above list. Prerequisite: The summoner must be at least 11th level before selecting this evolution.

Invoker
Sometimes it's not enough to summon a rampaging engine of destruction to the battlefield. Sometimes, you have to become one yourself!

The invoker is an archetype of the summoner class.

Diminished Spellcasting: An invoker gains fewer MP than normal equal to the spell level she gains. For example, a summoner of 5th level would only have 4 MP
excluding extra MP from Charisma bonus.

Martial Prowess: An invokers base attack bonus increases by one step (from 1/2 BAB to 3/4 BAB). Also increases invokers hit dice from d6 to d8.

Limit Breaks (Su): At 1st level, the invoker receives the Limit Breaks (Eidolon's Fury and Eidolon's Sanction).

Eidolon's Fury (Su): This Limit Break allows the invoker to enhance the connection she has to her invoked Eidolon. Spells granted by an Eidolon to an
invoker deal maximum damage. Supernatural abilities granted by the Eidolon to the invoker have their damage empowered or their defense bonuses doubled. This Limit
Break lasts for a duration of 1 round + 1 round per four summoner levels after 1st. This limit break requires only a swift action.

Eidolon's Sanction (Su): This Limit Break is quite dangerous to the invoker as it involves great risk as she directly petitions her invoked Eidolon for aid.
When the invoker uses this Limit Break, roll a percentile dice. On a roll of 1-45, the invokers Eidolon grants her aid, on a 46+, she is denied aid. Should the invoker be

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denied aid, that usage of her Limit Break is not used up, but she cannot Limit Break for 1d6+3 rounds. Should the invoker be granted aid, she immediately takes 1d4
points of non-lethal damage per summoner level that she is below level 20, and immediately gains the benefits of a level 20 invoker's Eidolon invocation for a duration
of 1 round + 1 round per four summoner levels after 1st. This limit break requires only a swift action.

These Limit Breaks replaces the summoners Limit Breaks.

Unarmed Strike (Ex): At 1st level, an invoker gains Improved Unarmed Strike as a bonus feat. An invoker's attacks may be with fist, elbows, knees, and feet. This
means that an invoker may make unarmed strikes with her hands full. There is no such thing as an off-hand attack for an invoker striking unarmed. An invoker may thus
apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually an invoker's unarmed strikes deal lethal damage, but she can choose to deal nonlethal
damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. An invoker's unarmed strike is treated as
both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. An
invoker also deals more damage with her unarmed strikes than a normal person would, as shown on the table below. The unarmed damage values listed on the table
below is for Medium invokers. A Small invoker deals less damage than the amount given there with his unarmed attacks, while a Large invoker deals more damage; see
the table below.

Table: Small, Medium, or Large Invoker Unarmed Damage


Level Damage (Small) Damage (Medium) Damage (Large)
1st 3rd 1d4 1d6 1d8
4th 7th 1d6 1d8 2d6
8th 11th 1d8 1d10 2d8
12th 15th 1d10 2d6 3d6
16th 19th 2d6 2d8 3d8
20th 2d8 2d10 4d8

This ability replaces spell proficiency and paragon summons.

Invoke Eidolon (Su): At first level the invoker gains the ability to call upon the powers of the Eidolons, great beings from beyond the mortal veil. These beings grant
the invoker powers based on the level of class level of the invoker. An invoker may invoke at any time performing a ritual that takes 1 minute to complete. Once
completed, the invoker is empowered. The empowerment lasts for as long as the invoker wishes, and the invoker can even sleep while empowered. If the invoker dies or
goes unconscious from anything other than natural sleep, the invocation ends. While under the empowerment of an invocation, the invoker counts as both their normal
type and an outsider, and uses whichever is beneficial to her at any one time.

At 1st level, the invoker chooses one Eidolon to invoke. At 3rd level, and every 3 levels thereafter, she gains an additional Eidolon to invoke. She can only invoke one
Eidolon at a time. See below for a list of Eidolons and their effects.

In addition, at 1st level, the invoker, while invoked, gains a pool of evolution points to spend. The pool of evolution points increases at 3rd level and every 5 levels
thereafter as noted on the chart below. Evolution points must be spent on abilities that mimic her primary Eidolon. If multiple Eidolons are invoked as per the Twin
Eidolon class feature, the invoker must choose one to be her primary Eidolon.

Beginning at 3rd level, when the invoker chooses to invoke an Eidolon, she may gain one of the following effects. At 8th level and every 5 levels thereafter, the invoker
may choose an additional effect to gain when beginning an invocation. Invocation bonuses may have a minimum level and are noted in their entry. Each effect lasts
while the invocation lasts, and each time she invokes, she chooses a different set of benefits. No matter how many Eidolons she has invoked, she gains 1 set of abilities.
Abilities may be chosen multiple times, their effects stack.

Table: Invocation Bonuses


Effect Name Description Minimum Level (if any)
Body Fuel Gain +5 Hit Points 3rd
Energy Resistance Choose one element, gain 5 Resistance to that element 3rd
Divine Insight Gain a +1 insight bonus on Saving Throws 3rd
Tough Body Gain Damage Reduction 1/- 3rd
Good Defenses Gain +2 insight bonus to AC 8th
Swift Hits Gain +2 insight bonus on Attack rolls 8th
Heavy Hits Gain +2 insight bonus on Damage rolls 8th
Swiftness Gain +2 insight bonus on Initiative 8th
Muscle Building Gain +2 enhancement bonus to Strength 13th
Quickness Drills Gain +2 enhancement bonus to Dexterity 13th
Body Training Gain +2 enhancement bonus to Constitution 13th
Mental Acuity Gain +2 enhancement bonus to Intelligence 13th
Sageacity Gain +2 enhancement bonus to Wisdom 13th
Magnetism Gain +2 enhancement bonus to Charisma 13th
Eidolon's Influence Gain the Slippery Mind Ability* 18th
Bastion of Life Gain immunity to Negative Levels and Ability Damage/Drain* 18th
Mental Lock Gain immunity to mind-affecting effects 18th
Battle Armor Gain Moderate Fortification (75% immunity) 18th
*Cannot be taken more than once.

This ability replaces avatar, shield ally, transposition, greater shield ally, and merge forms.

Blessing from Beyond (Su): At 2nd level, an invoker forms a special bond with her Eidolons. Once per day per Eidolon that the invoker can invoke, when the invoker
would be reduced to less than 0 hit points, she may shut off her invocation as an immediate action to heal 1d8 + summoner level (maximum of 5) hit points. If this
would put the invoker back above 0 hit points, she remains conscious and healthy. She cannot re-invoke for 10 minutes after using this ability. Each Eidolon beyond the
first adds 1d8 to the healing and 5 to the level cap of bonus healing.

At 4th level, the invoker may extend this healing to a second target by touching the target and releasing her invocation.
At 8th level, the invoker may reduce her healing (either on herself or another target) by 1d8 to remove the Blinded, Shaken or Sickened conditions.
At 12th level, the invoker may reduce her healing (either on herself or another target) by 2d8 to remove the Dazed, Diseased or Silenced conditions.

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At 16th level, the invoker may reduce her healing (either on herself or another target) by 3d8 to remove the Cursed, Immobilized, Nauseated, Poisoned or Slowed
conditions.
And finally at 20th level, the invoker may reduce her healing (either on herself or another target) by 4d8 to remove the Berserk, Disabled, Paralyzed, Stunned or Zombie
conditions.

This ability replaces life link, summon monster I, and bond senses.

Dedication (Su): At 7th level, the invoker may invoke her Eidolons faster than normal. The ritual to invoke an Eidolon requires a full-round action instead. This does
not reduce the cooldown of Blessing from Beyond.

At 19th level, the invoker may invoke as a standard action.

This ability replaces maker's call.

Eidolon Senses (Ex): At 10th level, the invoker's bond increases. While invoked, the invoker gains 60 feet of darkvision (or +30 feet if she already has darkvision),
low-light vision (doubling the normal range if she already has low-light vision) and the scent ability.

This ability replaces clear mind.

Eidolon Shield (Su): At 13th level, an invoker's life is precious to her Eidolons, and they don't wish the invoker to come to harm. At the start of each combat encounter,
the invoker gains temporary hit points equal to her Charisma modifier x the number of her Eidolons.

This ability replaces life bond.

Eidolon's Armor (Su): At 17th level, the invoker gains one of the final enhancements from her Eidolons. While invoked, she gains damage reduction equal to the
number of Eidolons she has (5/- at 17th level).

This ability replaces superior shield ally.

Twin Eidolon (Su): At 20th level, an invoker has reached the pinnacle of her power. She may now invoke 2 different Eidolons, gaining the full benefits of both.

This ability replaces twin avatar.

List of Eidolons and their effects

Granted Abilities
The supernatural abilities that an Eidolon grants are given on the table below. The following rules govern these supernatural abilities.

All powers granted by Eidolons are supernatural in origin, even if they replicate spells or abilities that are normally considered magical.
Limit Breaks granted by invoking an Eidolon are in addition to the Limit Breaks gained from class levels, and run off the same usage limit.
Supernatural abilities are magical and thus are suppressed in an anti-magic field.
Supernatural abilities are not subject to spell resistance.
Supernatural abilities cannot be dispelled.
Unless they deal damage, supernatural abilities affect incorporeal creatures normally. A supernatural ability that deals damage has a 50% chance not to affect
an incorporeal target if the source of the ability is corporeal unless it says differently in the entry.
Using a supernatural ability is a standard action unless otherwise noted.
Some of the supernatural abilities granted by Eidolons provide constant benefits once activated. If the duration of a particular effect is not stated or implied
by the ability description, assume it is constant. Typically, invokers take a few moments to activate such abilities immediately after making a connection
with their Eidolon. Most effects that are not constant can be used only once every 5 rounds (see ability description for details).
If a supernatural ability granted by an Eidolon mimics the effect of a spell, the caster level of that ability is always equal to the invoker's effective caster
level.
The use of an Eidolon-granted ability never threatens failure through distraction or damage.
Supernatural abilities do not have somatic or verbal components, but certain requirements might apply to the use of individual granted abilities. For instance,
an invoker using a breath weapon must be able to open her mouth and breathe. Similarly, a character must have a free hand to make a melee touch attack. In
a grapple, the character makes a touch attack as though armed with a light weapon.
Supernatural abilities do not have a spell failure chance when using vestige-granted abilities by an armored invoker, even when those abilities mimic spells.
An invoker shows no outward sign when using a granted ability, unless the ability description specifies that she must concentrate, or the use of the ability
would be obvious based on it's description (such as a ray projecting from the invoker's eyes).
When subjected to a supernatural ability that requires a saving throw but has no obvious effect, the target feels a hostile force or tingle but does not
necessarily know the source or nature of the attack.
Effects created by the invoker's supernatural abilities end when the Eidolon leaves the invoker, or if the invoker dies while invoked.
The DC for a saving throw against an Eidolon-granted power is (10 + half of the summoners level + her Charisma Modifier).
Abilities that duplicate the benefit of a feat do so even if the recipient does not qualify for the feat.

Invoked Effects by Level


Eidolon Name (Note: The invoker only gains the effects while she has an Eidolon invoked.)
Level 1 Level 3 Level 8 Level 13 Level 18
Limit Break:
Bahamut Impulse Frightful Presence Gravaja Draconic Crush/Scathe
Megaflare
Limit Break:
Carbuncle Healing Ruby Shining Ruby Ruby Light Restoring Ruby
Searing Light
Limit Break:
Diablos Dark II Pit of Despair Corruption Darkga/Demonic Crush
Black Hole
Limit Break:
Ifrit Fire II Crimson Roar Firaga Hellfire Strike
Inferno

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Limit Break:
Ixion Thunder II Rolling Thunder Lightning Armor Thundaga/Thundergod's Wrath
Thor's Hammer
Limit Break:
Leviathan Water II Spring Water Waterga Grand Fall
Tidal Wave
Limit Break:
Phoenix Fireflash Ashen Blight Megaflash Flare/Holy Flames
Flames of Healing
Limit Break:
Shiva Blizzard II Frost Armor Blizzaga Heavenly Strike
Diamond Dust
Limit Break:
Titan Stone II Earthen Ward Stonega Geocrush
Earthen Fury
Limit Break:
Valefor Aero II White Wind Aerial Armor Aeroga/White Blade
Aerial Blast
Total Evolution Points
3 (+3) 5 (+2) 8 (+3) 12 (+4) 17 (+5)
(Addition)

Mirage Keeper
Often referred to as breakers, these summoners break the rules to capture and summon creatures, avatars and even humans they fight, to fight with them in a form
known as stacking, combining their strengths and weaknesses to make a single powerhouse.

The mirage keeper is an archetype of the summoner class.

Limit Breaks (Su): At 1st level, the mirage keeper receives the Limit Breaks (Crystal Cage and Mega Mirage).

Crystal Cage (Su): This Limit Break allows the mirage keeper to cage an opponent in a crystal box. The mirage keeper can make a melee touch attack
against an enemy and, if successful, the creature must make a Fortitude Save (DC 10 + half of the summoners level + his Charisma modifier) or be encased in a crystal
box unable to move or act. The cage has a Hardness of 10 and HP of 10 taking up the square the creature is in, and can only be destroyed from outside sources. The
hardness of the cage increases by 2 and the HP of the cage increases by 10 for every four summoner levels after 1st.

Mega Mirage (Su): This Limit Break allows the summoner to increase the size category of a mirage he has summoned by 1 step plus another step for every
four summoner levels after 1st (maximum of Colossal). All other mirages vanish while this Limit Break is active and reappear in their same stacked formation as when
they vanished (if they were stacked to begin with). The mega mirage gains temporary hit points equal to half its maximum HP and, when depleted, the mega mirage
turns back to normal, ending the Limit Break. In addition, the mega mirage also gains DR/- equal to the summoners level while in this form, which stacks with other
forms of damage reduction. This Limit Break lasts for a duration of 1 round + 1 round per four summoner levels after 1st.

These Limit Breaks replace the summoners normal limit breaks.

Mirages (Su): At 1st level, a summoner begins play with the ability to summon to his side a powerful outsider or captured creature called a mirage. The summoner may
choose a creature from the bestiary with a CR of 1 or an avatar from the summoners normal avatar list. A mirage has the same alignment as the summoner that calls it
and can speak all of his languages. Mirages are treated as summoned creatures. The summoner may have up a number of different mirages captured equal to his
Charisma modifier and must lose one to replace it with another mirage. At 1st level, he may only choose one mirage. To gain more mirages, he must find and capture
creatures able to be imprisoned (at GMs discretion). Mirage keepers cannot capture another persons summoned creature or avatar or any being that is under control of
another creature.

A summoner can summon his mirages from its prism as a standard action. When summoned in this way, the mirages hit points are unchanged from the last time it was
summoned. The mirage remains until dismissed by the summoner (a standard action). If the summoner is unconscious, asleep, or killed, his mirage is immediately
banished back to their prism. The mirages Hit Dice, saving throws, skills, feats, and abilities are tied to the summoners class level and increase as the summoner gains
levels. In addition, each mirage receives improvements, based on the summoners level, which can be used to upgrade the mirages abilities and powers.
The mirage keeper also begins play with tattoos on both arms that radiate magic, forming gauntlets around the mirage keepers hands when they summon or try to
capture a mirage or use any of their abilities.

These gauntlets come stored with infinite tiny boxes known as prisms that can be shot as a full-round action at a creature within 15 feet of the mirage keeper, as a
ranged touch attack, and if successful, the creature must make a Will save (DC 10 + half of the summoners level + his Charisma modifier) or be imprisoned by the
mirage keeper inside a prism. The prism contains the creature and zips back to the mirage keepers hand, stored within his gauntlet, ready to be summoned as a normal
mirage under the mirage keepers full control. Creatures must be at 25% health or lower to even attempt to imprison. Attempting to do so beforehand will cause the box
to return back immediately to the mirage keeper. Additionally, if the creature passes the save, or is being controlled by another creature, or is unable to be imprisoned at
all, the box returns back to the mirage keeper.

The mirage creature retains any and all abilities and feats it currently has, but its normal stat block changes based on the summoners level (see the summoners avatar
table to determine the changes made to the mirages captured). Upon capturing a mirage, the summoner must also choose its size category, choosing between: Small,
Medium or Large. This will affect how the mirage keeper can form a stack with his mirages. Any and all summoner abilities that pertain to the summoners avatar,
affects all his mirages in the manner.

This ability replaces and modifies avatar.

Stacking (Ex): At 1st level, the mirage keeper can stack with his mirages, much like riding a mount, and may occupy the same space and share their abilities. Below is
the formation a stack is allowed to be, and may be of any combination of mirages as long as the size category of the mirages stays within the formation below. The
mirages cannot stack unless the mirage keeper himself is also part of the stack. Stacking is a full-round action that provokes attacks of opportunity and all creatures
stacking must be adjacent to each other.

Small: Stacks on medium.


Medium: Stacks on large.
Large: Cannot stack on any other creature.

While stacked, the mirage keeper and his mirages share their hit points and magic points together and all damage taken is split between him and his mirages by an even
amount (damage is rounded to the mirage keeper). If a mirages own HP pool would reach zero, it vanishes and become unstacked, if any creatures are stacked on top of
the creature, they fall onto the ground unhurt.

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The stack may attack and use abilities as one being, using the best stats of any of the stacked creatures to determine bonuses to: base attack, saving throws and ability
checks and skill checks. The AC of the stack is equal to the AC of the bottom creature of the stack with a -1 penalty to AC per creature stacked on top. This does not
allow them to make multiple attacks per stacked creature. Only one attack can be made unless a creature in the stack has multiple attacks from natural attacks or high
base attack bonus.

For example, if the mirage keeper is medium size, stacked on top of a large chimera and a small cactuar is stacked on top of the mirage keeper, they may make an
attack using the chimeras full attack since it has the most attacks and the highest bonus. The stack may use the cactuars one slam attack. However, the attack would
be made with the chimeras base attack bonus and damage modifiers since its stronger.

Another example: Replace the cactuar with a small behemoth, the stack may use either the behemoths or chimeras full attack. The stack may also utilize the
behemoths feats as if the whole stack had them, since the behemoth has the power attack feat, the stack may perform the chimeras full attack as if it had power attack
even though chimeras normally dont have it.

If the stack fails a save to be knocked prone or is overrun, all stacked creatures on top the bottom creature must make an Acrobatics checks (DC 15 + 2 for every
creature in the stack) to avoid falling prone. Additionally, a Ride check must be performed by all those on top of a creature when the stack is bull rushed (DC = bull
rush attempt) to avoid toppling and falling off the stack (typically to an adjacent square).

If one of the mirages is a flying creature, his fly speed is reduced by half and the DC for Fly checks is increased by 2 for each other creature in the stack. Swimming is
also possible with a 2 penalty to swim checks per creature stacked and they swim at half speed.

Lastly, they share any and all damage reduction and elemental resistance, including vulnerabilities. Multiple types of the same damage reduction, resistance, and
vulnerabilities does not stack (take the higher value).

Only the mirage keeper and his mirages may use this ability. Any other creature or other mirage keepers will simply not be able to keep balance when attempting to
stack with a mirage keeper and his mirages.

This ability replaces cantrips and spells and summon monster I, II, III, IV, V, VI, VII, VIII, IX.

Eldbox (Su): At 5th level, the mirage keeper can change his prisms into a special prism called an eldbox, which he may use to capture constructs, such as magitek
armors and give them life through his gauntlets to become part of his stacks, treating this constructs as a normal mirage.

This ability replaces shield ally.

Jiant and Lilkin (Su): At 6th level, the mirage keeper can turn himself into what is known as a Jiant, increasing his size category to either medium or large as a move
action, taking the normal penalties for the size difference (if any). Additionally, the mirage keeper can turn himself into what is known as a Lilkin, decreasing his size
category to medium or small as a move action, taking the normal penalties for the size difference (if any).

This ability replaces counter summon.

Breakers Prism (Su): Mirage keepers are referred to as breakers, as they tend to break the rules of the world. Starting at 8th level, they may break the rules of their
prism, and capture humanoid creatures such as NPCs (but not PCs). However, the humanoid captured, must be killed and have a body to imprison, for this prism to
work. These special mirages gain levels in their current class and does not progress down the summoners avatar table for levels, retaining their class levels and abilities
they had when they were imprisoned. They do not lose abilities based on alignment change. However, they lose 2 levels and will always be 2 levels lower than the
mirage keeper. The captured humanoid may act as if they had in their normal life but must obey the mirage keeper regardless of their circumstance. For all other
circumstances, the humanoid is now treated as a mirage in every way. (Who and what can be imprisoned here is up to GMs discretion.)

This ability replaces superior summons, greater shield ally, and summoners charm.

Mirajewel (Su): Sometimes, a mirage becomes useless to the mirage keeper but wishes to keep a part of the mirage with him. As part of a 1 hour ritual, the mirage
keeper can destroy the essence of a captured mirage and gain one of its supernatural abilities or spells as a permanent ability for the mirage keeper, using his summoner
level and Charisma modifer to determine bonuses in place of class levels, and casting modifiers. These abilities become jewels that socket to the mirage keepers
gauntlet that he can pass on to other mirage keepers. He may do this once at 12th level, 15th level and 18th level.

This ability replaces weaken summon, paragon summons, and improved weaken summon.

Quick Stack (Su): At 17th level, the mirage keeper can summon up to two of his mirages and stack immediately as a move action.

This ability replaces superior shield ally.

Perfect Balance (Su): At 19th level, while stacked, the mirage keeper and his mirages are immune to bull rush, overrun, and cannot be knocked prone nor does he need
to make Ride checks to stay stacked.

This ability replaces merge forms.

Break the Stack (Su): At 20th level, the mirage keeper no longer needs to be part of his stack and may stack up to 3 captured mirages and command them from 100
feet away. The mirage keeper himself cannot be stacked with any other creature to stack his mirages in this way.

This ability replaces twin avatar.

Sword Saint
Blademaster
Masters of the sword, these wandering swordsmen learn to focus their blade into precise and powerful strikes to take on armies. Rather than lead his allies midfield, he
fights where the fighting is thickest. When not in war, these warriors wander aimlessly looking for a fierce challenge, ever honing their blade skills to perfection.

The blademaster is an archetype of the sword saint class.

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Limit Breaks (Su): At 1st level, the blademaster receives the Limit Break (Perfect Focus).

Perfect Focus (Su): This Limit Break grants the blademaster a +2 insight bonus on attack and damage rolls + an additional + 2 per four sword saint levels
after 1st. In addition, while this Limit Break is active, the blademaster doesnt spend any stamina on his talents or techniques. This Limit Break lasts for a duration of 1
round + 1 round per four sword saint levels after 1st. This limit break requires only a swift action.

This ability replaces the Limit Break (Master Swordsman).

Blade Techniques (Ex): At 1st level, a blademaster can utilize these techniques to enable combo finishers (see below). Blade techniques are special sword attacks
which can be used in place of a normal attack that start a combo. These techniques only function when using a sword-type weapon.

Falling Slash (Ex): A blademaster who uses this blade technique deals normal weapon damage.
Heavy Slash (Ex): A blademaster who uses this blade technique suffers a -2 penalty to this Attack roll and deals normal weapon damage 2. A foe struck by
this, must make a Fortitude save (DC 10 + half of the sword saints level + his Charisma modifier) or be staggered for 1 round.
Rising Slash (Ex): A blademaster who uses this blade technique suffers a -2 penalty to this Attack roll but deals normal weapon damage + 2 and has a chance
to knock a foe prone. The blademaster can attempt to trip his opponent as a free action without provoking an attack of opportunity if he hits with this blade
technique. If the attempt fails, the blademaster is not tripped in return.
Slash (Ex): A blademaster who uses this blade technique deals normal weapon damage.
Sweeping Slash (Ex): A blademaster who uses this blade technique suffers a -2 penalty to this Attack roll but deals normal weapon damage + 2 and has a
chance to knock a foe prone. The blademaster can attempt to trip his opponent as a free action without provoking an attack of opportunity if he hits with this
blade technique. If the attempt fails, the blademaster is not tripped in return.
Thrust (Ex): A blademaster who uses this blade technique suffers a -2 penalty to this Attack roll but deals normal weapon damage and has a chance to sunder
armor. The blademaster can attempt to sunder his opponent as a free action without provoking attacks of opportunity if he hits with this blade technique.

Combo Finisher (Ex): At 3rd level and every odd level thereafter, a blademaster gains a combo finisher that allows him to put the blade techniques into good use by
starting and finishing combos. Each combo finisher requires a certain amount of blade techniques used in order and must be completed by the end of his next turn or the
blademaster must start over. In addition, once the blademaster is able to use a combo finisher, he must activate it before the end of his next turn or its lost. All combo
finishers are swift actions, unless indicated on the ability. At 6th level, a blademaster can substitute, as a free action, any blade technique by spending 5 stamina points
per blade technique substituted.

Banishing Blade (Ex): (Requires Heavy Slash Heavy Slash Slash) This combo finisher allows the blademaster to summon energy in his blade and
strike an opponent with the energy causing the opponent to be blasted with energy taking in false screams and ringing from seemingly an otherworldly place. As part of
this combo finisher, the blademaster makes a single melee attack. If this attack hits, his target takes normal weapon damage as shadow damage and cannot make a full
attack on its next turn. Otherwise, it can act normally.

Braver (Ex): (Requires Heavy Slash Sweeping Slash Rising Slash) This combo finisher allows the blademaster to jump in the air and swing down onto
his enemy. The blademaster makes a single melee attack as part of this combo finisher. If this attack hits, the blademaster deals double weapon damage and causes the
creature to fall prone unless a successful Acrobatics skill check is made, the DC is equal to the damage dealt.

Chain Slash (Ex): (Requires Slash Slash Slash) This combo finisher allows the blademaster to make a multitude of attacks. During the round this
combo finisher is used, the blademaster doubles the amount of attacks he has based on his base attack bonus (does not include any additional attacks from anything that
grants additional attacks like haste, flurry of blows, two-weapon fighting), but cannot use any blade techniques.

Climhazzard (Ex): (Requires Thrust Thrust) This combo finisher allows the blademaster to make a stunning thrust attack and then slash upward
propelling the blademaster upward. The blademaster makes a single melee attack as part of this combo finisher. If this attack hits, the blademaster deals normal weapon
damage and gains a free sunder attempt on the opponents armor without provoking attacks of opportunity. If successful, the blademaster deals double weapon damage
to the armor instead of normal. If the opponent doesnt have armor to sunder, they take double weapon damage instead of the normal damage.

Cross Slash (Ex): (Requires Slash Slash Slash) This combo finisher allows the blademaster to slash his opponent multiple times rending unseen cuts
onto them. The blademaster makes a single melee attack as part of this combo finisher. If this attack hits, the blademaster deals triple weapon damage.

Dragon Fang (Ex): (Requires Slash Rising Slash Falling Slash) This combo finisher allows the blademaster to strike the ground with a fierce stab with
his weapon, blasting nearby creatures with energy. Each creature within 10-feet of the blademaster takes normal weapon damage + 1d6 points of fire damage + an
additional 1d6 fire damage per three sword saint levels after 3rd, a successful Reflex save (DC 10 + half of the sword saints level + his Charisma modifier) halves the
damage.

Draw Slash (Ex): (Requires Slash Heavy Slash) This combo finisher allows the blademaster to sheath his sword and enter his defensive focus. He may
make an attack of opportunity as an immediate action and deals normal weapon damage 2 at an enemy who attacks the blademaster within his threat range of
defensive focus. This counts towards the number of attacks of opportunities the blademaster can make in a round.

Fast Blade (Ex): (Requires Rising Slash Slash Rising Slash) This combo finisher allows the blademaster to attack his foe with an overwhelming strike,
slashing through his shield and armor to cleave into his flesh. This display of speed causes him to stumble backward, fear in his eyes. As part of this combo finisher, the
blademaster makes a melee attack against an opponent he threatens. If this attack hits, his foe takes double weapon damage and must make a Will save with a DC equal
to the damage the blademaster dealt or become shaken for 1 minute.

Finishing Touch (Ex): (Requires Heavy Slash Thrust) This combo finisher allows the blademaster to push back an opponent with a decisive slash of
wind. The blademaster makes a single melee attack as part of this combo finisher. If this attack hits, the blademaster deals normal weapon damage 2 as wind damage
and he can make a free bull rush attempt without provoking attacks of opportunity.

Godspeed (Ex): (Requires Heavy Slash Heavy Slash) This combo finisher allows the blademaster to launch himself at an opponent within 30 feet with a
flying slash, slamming the opponent causing the ground to crack. The blademaster makes a single charge melee attack as part of this combo finisher. If this attack hits,
the blademaster deals normal weapon damage and the target must make a Fortitude save (DC 10 + half of the sword saints level + his Charisma modifier) or be stunned
for 1 round.

Heavens Light (Ex): (Requires Slash Slash Heavy Slash Rising Slash) This combo finisher allows the blademaster to effortlessly glide towards an
opponent within 15 feet. This combo finisher doesnt provoke attacks of opportunity nor is the blademaster affected by difficult terrain when moving towards his

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opponent. The blademaster makes a single charge melee attack as part of this combo finisher. If this attack hits, the blademaster deals triple weapon damage.

Hells Gate (Ex): (Requires Falling Slash Falling Slash Rising Slash Falling Slash) This combo finisher allows the blademaster to make an attack
that throws multiple swords stabbing the ground causing the earth to erupt around him. When the blademaster uses this combo finisher, the blademaster deals double
weapon damage + 1d6 points of earth damage + an additional 1d6 earth damage per four sword saint levels after 3rd, and causes creatures adjacent to the blademaster to
fall prone. A successful Reflex save (DC 10 + half of the sword saints level + his Charisma modifier) halves the damage and negates becoming prone.

Rough Divide (Ex): (Requires Rising Slash Rising Slash Rising Slash) This combo finisher allows the blademaster to make a destructive launch at an
opponent with wind swirling his blade within 30 feet. The blademaster makes a single melee attack as part of this combo finisher. If this attack hits, the blademaster
deals normal weapon damage + 1d6 points of wind damage + an additional 1d6 wind damage per three sword saint levels after 3rd, a successful Fortitude save (DC 10
+ half of the sword saints level + his Charisma modifier) halves the damage. Any creatures adjacent to the target takes the wind damage unless they make a successful
Fortitude save.

Savage Blade (Ex): (Requires Slash Slash Falling Slash) This combo finisher allows the blademaster to throw himself behind his attack, lending his
blow such great weight and force that he leaves injuries that even magical defenses cannot mend. The blademasters devotion to his cause gives him boundless energy
that allows him to smash through supernatural defenses. When the blademaster lands this attack, he hits with such force that damage reduction offers little resistance
against him. When the blademaster uses this combo finisher, he makes a melee attack against a single foe. This attack automatically overcomes the opponents damage
reduction and deals double weapon damage.

Scintilla (Ex): (Requires Slash Thrust) This combo finisher allows the blademaster to turn the blow from an opponent straight back at it. When an enemy
initiates a melee attack against the blademaster on its turn, he can attempt to block the blow and send it back at that creature. The blademaster steps into the attack and
redirects it. This combo finisher pits his skill against that of his foe. If an opponent attacks the blademaster, he can initiate this combo finisher to make an opposed
attack roll as an immediate action. If his foes result is higher, he attacks the blademaster as normal. If his result is higher, his foe rolls damage as normal for the attack
and takes that much damage.

Shooting Star (Ex): (Requires Slash Heavy Slash Rising Slash) This combo finisher allows the blademaster to make a short but powerful slash at his
opponent. The blademaster makes a single melee attack as part of this combo finisher. If this attack hits, the blademaster deals double weapon damage and the target
must make a Fortitude save (DC 10 + half of the sword saints level + his Charisma modifier) or be pushed back 5 feet + 5 feet per three sword saint levels after 3rd.

Slice and Dice (Ex): (Requires Slash Sweeping Slash Slash) This combo finisher allows the blademaster to charge an opponent within half of his
normal movement speed. During the round this combo finisher is used, any attacks dealt to the opponent he uses Slice and Dice on, deals weapon damage + 2.

Spiral Cut (Ex): (Requires Falling Slash Falling Slash) This combo finisher allows the blademaster to make a mighty attack against his foe, leaving him
temporarily knocked senseless by his attack. Slashing down with such force, the foe stumbles back, senseless, he presses the advantage. The blademaster makes a single
melee attack as part of this combo finisher. If this attack hits, the target takes weapon damage normally and must make a Fortitude save (DC 10 + half of the sword
saints level + his Charisma modifier) or be dazed for 1 round.

Sudden Cruelty (Ex): (Requires Heavy Slash Rising Slash Slash) This combo finisher allows the blademaster to study his opponent and deliver an
attack precisely aimed to ruin his defenses and force him to scramble for his balance as he strikes swiftly, so swiftly the opponent believes the blademaster struck
multiple times in a single slash. While he struggles to ready himself, he becomes more vulnerable to the blademasters attacks. As part of this combo finisher, the
blademaster makes a single melee attack. This attack deals double weapon damage. In addition, the target must make a Reflex save (DC 10 + half of the sword saints
level + his Charisma modifier) or become flat-footed until the start of his next turn. If the target cannot be caught flat-footed (he has uncanny dodge, for example), he
still takes the weapon damage but otherwise suffers no ill effect.

Tornado (Ex): (Requires Falling Slash Falling Slash Sweeping Slash Sweeping Slash) This combo finisher allows the blademaster an attack that
hits all creatures adjacent to the blademaster sending out waves of wind like a tornado. When the blademaster uses this combo finisher, he makes a single melee attack
against every creature adjacent to him, and if it hits, he deals double weapon damage + 1d6 points of wind damage + an additional 1d6 wind damage per three sword
saint levels after 3rd, a successful Reflex save (DC 10 + half of the sword saints level + his Charisma modifier) halves this damage. If the attack made is a natural 20,
the tornado turns ablaze dealing an extra 1d6 points of fire damage per four sword saint levels after 3rd.

Zantetsuken (Ex): (Requires Slash Heavy Slash Thrust Sweeping Slash Rising Slash Falling Slash) This combo finisher allows the
blademaster to make a terrifying leap upon an opponent within 30 feet. If it hits, the blademaster deals quintuple weapon damage to the target, and any adjacent
creatures must make a Fortitude save (DC 10 + half of the sword saints level + his Charisma modifier) or take half of the damage dealt.

These abilities replace swordplay.

Blademastery (Ex): When the blademaster attains 5th level, he may choose a blade skill for a single sword weapon he has chosen to master. He gains another skill
from this list at 10th, 15th and 20th level. Multiple skills do not stack unless stated otherwise but may be chosen for another weapon. The options for the blademaster to
obtain are listed below.

Increase the DC of all combo finishers by 1. This skill stacks.


Add his Charisma modifier to the attack rolls of all his blade techniques and combo finishers.
Whenever he uses a combo finisher, he gains temporary HP equal to his Charisma modifier.
Choose a special quality to apply to a weapon: Disarm, Trip, Sunder, Light, Thrown. The chosen weapon gains the chosen special quality when in the hands
of the blademaster. This can be chosen multiple times to apply a different quality.

This ability replaces practiced skill and perfect skill.

Thief
Assassin
A thief undertaking his task with cold, professional detachment, the assassin is equally adept at espionage, bounty hunting, and terrorism. At his core, an assassin is an
artisan, and his medium is death. Trained in a variety of killing techniques, assassins are among the most feared killers.

The assassin is an archetype of the thief class.

Skills: An assassin adds the Survival skill to his class skill list and loses the Disable Device skill as a class skill.

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Poison Use: Beginning of 1st level, assassins are trained in the use of poison and cannot accidentally poison themselves when applying poison to a blade (see Poison).

This ability replaces mark and trapfinding.

Save Bonus against Poison: At 3rd level, the assassin gains a +1 saving throw bonus against poisons. This bonus increase by +1 every two levels.

This ability replaces danger sense.

Hidden Weapons (Ex): At 3rd level, an assassin becomes a master at hiding weapons on his body. He adds his assassin level to all Sleight of Hand skill checks made
to prevent others from noticing them.

This ability replaces measure the mark.

Death Attack (Ex): At 5th level, if an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the
sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). Studying the victim is a standard action. The death attack fails
if the target detects the assassin or recognizes the assassin as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his
Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + half the assassin's class level + the assassin's Int modifier) against the kill
effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the
assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death
attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of
study are required before he can attempt another death attack.

This ability replaces improved theft.

True Death (Su): Starting at 7th level, anyone slain by an assassin's death attack becomes more difficult to bring back from the dead. Spellcasters attempting to bring a
creature back from the dead using raise or similar magic must make a caster level check with a DC equal to 15 + the assassin's level or the spell fails. Casting dispel the
round before attempting to bring the creature back from the dead negates this chance. The DC of the dispel is 10 + the assassin's level.

This ability replaces skilled liar.

Quiet Death (Ex): At 10th level, whenever an assassin kills a creature using his death attack during a surprise round, he can also make a Stealth check, opposed by
Perception checks of those in the vicinity to prevent them from identifying him as the assailant. If successful, those nearby might not even notice that the target is dead
for a few moments, allowing the assassin to avoid detection.

This ability replaces mug.

Swift Death (Ex): At 15th level, once per day, an assassin can make a death attack against a foe without studying the foe beforehand. He must still sneak attack his foe
using a melee weapon that deals damage.

This ability replaces theft mastery.

Angel of Death (Su): At 20th level, the assassin becomes a master of death. Once per day, when the assassin makes a successful death attack, he can cause the target's
body to crumble to dust. This prevents raise dead and resurrection (although true resurrection works as normal). The assassin must declare the use of this ability before
the attack is made. If the attack misses or the target successfully saves against the death attack, this ability is wasted with no effect.

This ability replaces master strike.

Cat Burglar
Gifted with finesse and stealth, mithra make excellent burglars. Cat burglars are masters of breaking and entering, using their feline grace to make it seem as though
no crime was ever committed in the first place. Few locks can withstand skilled cat burglars, and such nimble thieves are capable of bypassing traps without activating
them and enabling associates to do the same.

The cat burglar is an archetype of the thief class, available only to mithra thieves.

Phantom Presence (Ex): At 4th level, a cat burglar masters stealthy movement and leaves no trace of her passing in dungeons and cities. While in dungeon and urban
environments, she leaves no trail and cannot be tracked, though she can choose to leave behind a trail if she so desires. Furthermore, she can always choose to take 10
when making a Stealth check.

This ability replaces uncanny dodge.

Trap Saboteur (Su): At 8th level, a cat burglar becomes a master of avoiding and manipulating traps and locks. She can attempt to open a lock as a standard action and
takes 1/2 the normal amount of time to disable traps (minimum 1 round). When she has bypassed a trap without disarming it, she can also choose to suppress its trigger
for up to 1 minute. If she does, she can also choose to end this suppression prematurely as a free action.

This ability replaces improved uncanny dodge.

Thief Talents: The following thief talents complement the cat burglar archetype: fast stealth, quick disable; convincing fakes, dodge trap; fast picks; terrain mastery.

Advanced Talents: The following advanced thief talents complement the cat burglar archetype: another day, fast tumble; hide in plain sight.

Deadly Courtesan
Skilled at manipulation and diversion, the deadly courtesan builds up those around her and periodically takes them down. She can be a spy, entertainer, assassin,
bodyguard, or just an intimate to someone who needs it most.

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The deadly courtesan is an archetype of the thief class, available only to viera thieves.

Class Skills: A deadly courtesan adds Knowledge (history) and Knowledge (nobility) to her list of class skills and removes Knowledge (dungeoneering) from her list of
class skills.

Bardic Performance (Su): At 2nd level, a deadly courtesan gains the bardic performance ability and the fascinate bardic performance. Her fascinate DC is 10 + 1/2 her
thief level + her Charisma modifier. She can use this bardic performance for a number of rounds per day equal to 1 + her Charisma modifier. At each level after 2nd,
she can use bardic performance for 1 additional round per day. If the courtesan also has bard levels, she may use these rounds for either class's fascinate bardic
performance, and her bard and thief levels stack for determining her fascinate DC.

This ability replaces the thief talent gained at 2nd level.

Inspire Competence (Su): At 3rd level, a deadly courtesan can use her bardic performance to inspire competence. The bonus begins at +2 and increases by +1 for
every six levels the courtesan has attained beyond 3rd (+3 at 9th and +4 at 15th).

This ability replaces all levels of danger sense.

Performance Strike (Sp): At 8th level, as a swift action, a deadly courtesan may expend rounds of bardic performance to gain a morale bonus on one attack roll. The
amount of the bonus is equal to the number of bardic performance rounds expended (maximum bonus equal to 1/2 her deadly courtesan level).

This ability replaces improved uncanny dodge.

Thief Talents: The following thief talents complement the deadly courtesan archetype: finesse thief, stand up; charmer, coax information, fast fingers, honeyed words;
convincing lie, deft palm.

Advanced Talents: The following advanced thief talents complement the deadly courtesan archetype: hard minded; master of disguise; rumormonger, unwitting ally.

Eldritch Raider
An eldritch raider is a thief who seeks to unravel the mysteries of the destruction of the other races homelands. They explore old ruins that date back to the days of the
old hume empire and track down relics and lore from its glory days.

The eldritch raider is an archetype of the thief class, available to nu mou thieves.

Class Skills: An eldritch raider adds Knowledge (arcana), Knowledge (history), and Spellcraft to her list of class skills and removes Disguise, Perform, and Sleight of
Hand from her list of class skills.

Skill Ranks Per Level: An eldritch raider gains skill ranks each level equal to 6 + Int modifier.

Detect Magic (Sp): At 2nd level, an eldritch raider gains the ability to use detect magic at will. The eldritch raider treats her thief level as her caster level for this
ability. This ability counts as the minor magic thief talent for purposes of qualifying for other thief talents.

This ability replaces the thief talent gained at 2nd level.

Eldritch Intuition (Ex): At 3rd level, an eldritch raider gains an intuitive sense that allows her to more easily activate sorcerer and wizard spell completion and spell
trigger items. She gains a +1 bonus on Use Magic Device checks for this purpose. This bonus increases to +2 at 6th level, +3 at 9th level, +4 at 12th level, +5 at 15th
level, and +6 at 18th level.

This ability replaces the danger sense class feature.

New Talents: An eldritch raider has access to the following new advanced talents when selecting thief advanced talents.

Major Eldritch Magic (Sp): The eldritch raider gains the ability to cast a 3rd-level spell from the black mage spell list two times per day as a spell-like
ability. The caster level for this ability is equal to her thief level. The save DC for this spell is 13 + her Intelligence modifier. The eldritch raider must have an
Intelligence of at least 13 to select this talent. The eldritch raider must have the major magic, minor eldritch magic, and minor magic thief talents before choosing this
talent.

Minor Eldritch Magic (Sp): The eldritch raider gains the ability to cast a 2nd-level spell from the black mage spell list two times per day as a spell-like
ability. The caster level for this ability is equal to her thief level. The save DC for this spell is 12 + her Intelligence modifier. The eldritch raider must have an
Intelligence of at least 12 to select this talent. The eldritch raider must have the major magic and minor magic thief talents before choosing this talent.

Thief Talents: The following thief talents complement the eldritch raider archetype: major magic, minor magic, quick disable, trap spotter; fast picks; black market
connections, esoteric scholar.

Advanced Thief Talents: The following advanced thief talents complement the eldritch raider archetype: dispelling attack, improved evasion, hard minded; major
eldritch magic, minor eldritch magic; thoughtful reexamination.

Filcher
A filcher steals valuables without their owners even realizing it. Whether cutting purses in the midst of combat or replacing prized items with fakes under the noses of
their owners, the filcher is the master of the quick and quiet steal.

The filcher is an archetype of the thief class, available only to tarutaru thieves.

Quicker than the Eye (Ex): At 2nd level, a filcher develops an amazingly swift and delicate touch. When she uses Sleight of Hand, creatures take a penalty on their
Perception checks to notice the attempt equal to half the filcher's class level. The filcher also subtracts her class level from the normal 20 penalty when attempting to
make a Sleight of Hand check as a move action instead of as a standard action. Lastly, the filcher can withdraw an object hidden on her person, including a weapon, as a
move action instead of the usual standard action.

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This ability replaces evasion.

Rummage (Ex): At 3rd level, a filcher learns how to assess the value of items at the quickest glance. She can even make startlingly accurate guesses about particular
items merely by observing the bulges they make in pouches, backpacks, or similar containers. She gains a +1 bonus on Appraise checks and an additional +1 bonus
every three levels thereafter.

As a swift action, a filcher can make an Appraise check in order to determine the relative value of each object carried by her target (DC = 10 + 1 for every object the
filcher is trying to ascertain the relative value of ). Though she never learns the actual prices of items when using rummage, she does gain enough information to list
these items in order, from the most valuable to the least valuable. She can, by taking a 20 penalty on the check, add to this assessment any items carried by her target
that she cannot see.

This ability replaces danger sense.

Filch (Ex): At 4th level, a filcher learns how pluck items off her opponents even in combat. She gains Improved Steal as a bonus feat and can use her Sleight of Hand
bonus instead of her CMB when performing a steal combat maneuver. If the filcher gains bonuses on combat maneuver checks from any feats, spells, magic items, or
similar effects, they are added to the Sleight of Hand bonus when using the steal maneuver.

This ability replaces uncanny dodge.

Superior Filching (Ex): At 8th level, a filcher becomes a master at separating owners from their property. She gains Greater Steal as a bonus feat, and opponents do
not gain a +5 bonus to their CMD when she tries to remove items fastened to them.

This ability replaces improved uncanny dodge.

Thief Talents: The following thief talents complement the filcher archetype: fast stealth, slow reactions; fast fingers, fast getaway; black market connections, deft palm.

Advanced Thief Talents: The following advanced thief talents complement the filcher archetype: skill mastery; fast tumble; weapon snatcher.

Merchant
The merchant is the thread that binds the underworld together. He is the buyer and seller of illegal goods, the middle man for contract thieves, and the heart and soul of
the black market. Many of the worlds most powerful thieves guilds started out as just a merchant and his contacts. Some merchants keep their identities a secret, letting
underlings handle the day-to-day activities as the merchant himself hides in the shadows. Some are actually merchants, selling stolen merchandise at prices the more
honest merchants could never match. Some are even nobles, using underworld connections to sabotage their rivals and keep their coffers full. Whoever they may be, the
truth is always the same: If a merchant cant find it for you, it cannot be found.

The merchant is an archetype of the thief class.

Skill Ranks per Level: A merchant gains 2 fewer skill points per level.

Black Market Connections: A merchant gains the black market connections thief talent as a bonus talent at 1st level.

This ability replaces trapfinding.

Businessman: A merchant gains a +1 morale bonus to Diplomacy and Sense Motive checks at 3rd level. This bonus increases by 1 at 6th level, and again every 3 levels
thereafter, to a total of +6 at 18th level.

This ability replaces danger sense.

Organization: At 3rd level, the merchants network of contacts, connections, and informants gives him an organization in a community. A merchant always succeeds
at checks to sell stolen goods (via his black market connections thief talent) when in a community where he has an organization, and he gains 1d6 (minimum: the
merchants Charisma modifier) 1st level thieves to serve as underlings in that community.

Underlings are neither hirelings, nor henchmen, nor followers, but are instead professional thieves who buy and sell goods through the merchants organization. While
these NPCs may be customized by the GM, assume they have 1 archetype and a +10 modifier in one skill (1 rank + class training + 3 from their attribute modifier + 3
from the Skill Focus feat).

For every underling a merchant has, he gains 15 gil a week as his cut of his organizations business. This cut is either delivered directly to the merchant, or stored in a
secure location for him to retrieve later if such a delivery would be impossible.

A merchant may ask a favor of each of his underlings once per week. A favor may be used to give the merchant a +2 bonus on Diplomacy checks to gather information,
Knowledge (local) checks, or Diplomacy checks made to use the merchants black market connections. The merchant may ask favors from multiple underlings for the
same check. These bonuses stack.

The merchant may also hire his underlings to do specific jobs for him, such as follow a suspect, break into a building, cause a distraction, forge a document, or anything
else relating to the underlings skills or archetypal abilities. Hiring an underling for a job usually costs 10 gil, with extended jobs costing 25 gil per week, or 100 gil per
month. An underling will usually only accompany the merchant on an adventure (thus becoming a temporary henchmen) if his safety can be assured, and may demand
more payment for dangerous work. If an underling is caught or injured on a job for the merchant, the merchant is expected to pay the underlings fines and bills, or the
merchant might find his other underlings reluctant to take on similar jobs. If an underling is incarcerated, killed, or on adventure, the merchant does not gain that
underlings gil per week. Replacing underlings must be done through adventuring, gaining levels, or making new contacts.

At 7th level, and every four levels thereafter, a merchant gains 1d6 (minimum: the merchants Charisma modifier) new underlings, that may be added to an existing
organization or used to form a new organization in a new community. Alternately, the merchant may instead increase the level of 1d6 underlings (minimum: the
merchants Charisma modifier) by 2. Higher level underlings bring the merchant 15 gil per level per week. Asking a favor of a higher-level underling grants a bonus
equal to the underlings level for the check in question. When hiring a higher-level underling to do a specific job, multiply the cost by the underlings level.

For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms,
fields, and houses are not considered part of a community.

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This ability replaces uncanny dodge and improved uncanny dodge.

Saboteur
Some thieves are not content with just disabling trapsthey love to build them, finding a captivating beauty in the turning of gears and the slither of ropes over pulleys.
The saboteur may have started out putting together traps in order to better understand how to disable them, but for most, its long since gone beyond thatthey now
relish the challenge of creating the perfect combat machine.

The saboteur is an archetype of the thief class.

Careful Disarm (Ex): At 4th level, whenever a saboteur attempts to disarm a trap using Disable Device, she does not spring the trap unless she fails by 10 or more. If
she does set off a trap she was attempting to disarm, she adds double her trap sense bonus to avoid the trap.

This ability replaces uncanny dodge.

Trap Master (Ex): At 8th level, whenever a saboteur disarms a trap using Disable Device, she can bypass it even if her check did not exceed the DC by 10 or more. If
it is a magic trap that allows specific creatures to pass it without danger, she can modify which creatures it allows to pass, adding her allies and restricting enemies if she
desires.

This ability replaces improved uncanny dodge.

Thief Talents: The following thief talents complement the saboteur archetype: befuddling strike, cunning trigger, quick disable, and quick saboteur.

Advanced Talents: The following advanced thief talents complement the saboteur archetype: another day, frugal saboteur, and skill mastery.

Skulking Slayer
Pushed into a life of crime by the society around them, galkas gravitate toward criminal activities that suit them best. Galka thieves leave subtle tactics and finesse to
moogles and mithras, and rely on brute strength and thuggery when they go about making mischief. Skulking slayers have turned the use of raw strength and surprise
into an art form.

The skulking slayer is an archetype of the thief class, available only to galka thieves.

Class Skills: A skulking slayer does not gain Disable Device, Linguistics, and Sleight of Hand as class skills.

Skill Ranks per Level: A skulking slayer gains skill ranks per level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The skulking slayer gains proficiency with greatclubs and whips, but loses proficiency with rapiers and hand crossbows.

Underhanded Maneuvers (Ex): At 1st level, when he could normally make a sneak attack, a slayer may instead make a dirty trick or steal combat maneuver with a
bonus on his roll. This bonus is equal to his number of sneak attack dice for a dirty trick combat maneuver, or 1-1/2 his number of sneak attack dice for a steal combat
maneuver.

This ability replaces trapfinding.

Bonus Feats: At 2nd level, a skulking slayer can select the Surprise Follow-Through feat in place of a thief talent.

At 12th level, he can select the Improved Surprise Follow-Through feat in place of an advanced thief talent.

Bold Strike (Ex): At 3rd level, when a skulking slayer charges and makes a sneak attack with a two-handed weapon, he rolls d8s instead of d6s for his sneak attack
damage.

This ability replaces danger sense +1 and +4.

Shifty (Ex): At 6th level, a skulking slayer gains a bonus on Bluff checks to feint equal to half his level.

This ability replaces danger sense +2.

Unexpected Charge (Ex): At 9th level, a skulking slayer can make a Bluff check to feint as a swift action before a charge.

This ability replaces danger sense +3.

Thief Talents: The following thief talents complement the skulking slayer archetype: combat trick, surprise attack; combat swipe, powerful sneak; terrain mastery.

Advanced Thief Talents: The following advanced thief talents complement the skulking slayer archetype: crippling strike; deadly sneak; unwitting ally.

Street Magician
Not all who study magic do so in academies and universities. Some master the elusive art by sharing secrets on the street, learning as much from grit and determination
as others would from scrolls and spellbooks. Street performers, runaways from magic academies, or simply orphans with the knack, these street magicians study their
simple tricks relentlessly. Trained mages may scoff at these simple magic-users and their street-trained magic, but a street magician knows better. By focusing their
practice, these magic-users learn tricks and shortcuts that their more trained contemporaries could never master. They may not have the technical knowledge of the
full spellcaster, but woe be to those who cross a street magician and her magic.

The street magician is an archetype of the thief class.

Class Skills: A street magician adds Spellcraft and Knowledge (arcana) to her list of class skills. This replaces Escape Artist and Knowledge (dungeoneering) as class
skills.

Skill Points per Level: A street magician gains 2 fewer skill points per level.

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Magic Pool: A street magician gains a magic point pool equal to half her thief level plus her Intelligence modifier, which may be spent when using a street magician
ability or a street magician-specific thief talent.

Minor Magician (Sp): A street magician gains the use of read magic as an at-will spell-like ability, using her thief level as her caster level. This ability counts as
possessing the minor magic thief talent for purpose of qualifying for other thief talents. The DC is Intelligence-based.

This ability replaces mark.

Thief Magic (Sp): As a street magician levels, she gains spell-like abilities chosen from the black mage spell list. She gains the use of one spell at 1st level, plus
another at 2nd, 4th, and every 2 levels thereafter. Each of these spell- like abilities is usable twice per day, and is Intelligence- based. The street magician must possess
an Intelligence score of 10 + the spells spell level to select it as a spell-like ability. In all cases, the street magicians caster level is equal to her thief level.

At 1st level, the street magician may choose her spell-like abilities from the 0-level spell list. She may choose spells of 1st level or below at 4th level, spells of 2nd level
or below at 8th level, spells of 3rd level or below at 12th level, spells of 4th level or below at 16th level, and spells of 5th level or below at 20th level.

Starting at 4th level, she counts as having the major magic thief talent for the purpose of qualifying for other thief talents.

This ability replaces measure the mark, improved theft, and mug.

Thief Magic Talents: A street magician may gain the following thief talents. She may not select any thief talent more than once unless otherwise specified.

Additional Magic: Select a spell from the black mage spell list that is of a spell level equal to or lower than the highest spell-like ability you possess through
your thief magic class feature. You may use this spell twice per day as a spell-like ability, in all ways similar to the other spell-like abilities gained through your thief
magic class feature. This talent may be selected multiple times. The effects do not stack. Each time this talent is selected, choose another spell.

Extra Magic: Choose one spell-like ability gained through thief talents or your thief magic class feature. You may use this ability an additional 2 times per
day. This talent may be selected multiple times. Whenever you gain this thief talent, you may select the same or a different spell-like ability.

Familiar (Ex): You form a powerful bond with a familiar. A familiar is a magical pet that enhances the street magician's skills and senses and can aid her in
magic. See this link for more information on familiars: http://www.d20pfsrd.com/classes/core-classes/wizard/familiar

Improved Magic: Choose a metamagic feat when you select this talent. You may alter a spell-like ability you possess with the effects of that feat by spending
a number of MP equal to the level increase of that feat. You may alter a spell-like ability with the effects of multiple metamagic feats by spending MP for each
metamagic feat applied. Altering a metamagic feat in this way increases the casting time to a full-round action, with the exception of Quicken Spell. This talent may be
selected multiple times. Its effects do not stack. Each time it is selected, choose another metamagic feat.

Impromptu Sneak Attack (Ex): Beginning at 9th level, once per day a street magician can declare one melee or ranged attack she makes to be a sneak attack (the
target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC,
but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any
Dexterity bonus to AC against the attack). Every three levels after 9th level, the street magician can use this ability an additional time per day (max of 4/day at 18th
level).

This ability replaces distraction.

Advanced Thief Magic Talents: Starting at 12th level, a street magician may select this advanced thief talent.

Ambush Spell: You may add your sneak attack damage to any one flat-footed target when using a spell-like ability that deals damage. If the spell-like ability
deals damage to multiple flat-footed targets, only one is dealt this sneak attack damage. The additional damage is of the same type as the spell. If the spell allows a
saving throw to negate or halve the damage, it also negates or halves the sneak attack damage.

Invisible Thief (Su): At 15th level, a street magician can become invisible, as if under the effects of greater vanish, as a free action. She can remain invisible for a
number of rounds per day equal to her street magician level. Her caster level for this effect is equal to her caster level. These rounds need not be consecutive.

This ability replaces theft mastery.

Surprise Spells (Ex): At 17th level, a street magician can add her sneak attack damage to any spell-like ability that deals damage, if the targets are flat-footed. This
additional damage only applies to spell-like abilities that deal hit point damage, and the additional damage is of the same type as the spell-like ability. If the spell-like
ability allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage.

This ability replaces hide in plain sight.

Streetrat
A streetrat has lived on the streets all his life, stealing or begging just to survive. A streetrat learns early how to size up a potential target for begging, scamming, or
robbing, for he knows getting caught means at best an empty belly, and at worst an untimely death. A streetrat going on adventures may eventually rise above his
poverty, but no matter how wealthy a streetrat may become in later-life, the street will always be part of his identity.

The streetrat is an archetype of the thief class.

Class Skills: A streetrat adds Survival to his list of class skills. This replaces Knowledge (dungeoneering).

Misdirection (Ex): At 1st level, a streetrat begins his career knowing that the secret to disappearing lies in deceiving the senses of his observers. Every day, he gains a
pool of stealth points equal to his ranks in Bluff. These points refresh at the start of each day. Before making a Stealth check, he can choose to put stealth points into the
roll, gaining a bonus on Stealth checks equal to the number of stealth points he puts into the roll. If he gains a bonus on Bluff checks because of a feat (such as Skill
Focus [Bluff]), he adds a number of points to his stealth pool equal to the bonus the feat grants.

This ability replaces trapfinding.

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Roof Running (Ex): At 2nd level, a streetrat becomes entirely adept at moving across the tops of buildings, spires, and similar locations. Provided he is wearing light
armor or no armor, the streetrat can move at full speed while traveling across the tops of buildings or similar structures, and takes no penalties on any Dexterity-based
Skill checks or Reflex saves that might be incurred from moving about on a roof.

This ability replaces a thief talent gained at 2nd level.

Streetwise: At 3rd level, a streetrat gains a +1 morale bonus to Knowledge (local) checks, Sense Motive checks, and Diplomacy checks made to gather information.
This bonus increases to +2 at 6th level, +3 at 9th level, +4 at 12th level, +5 at 15th level, and +6 at 18th level.

This ability replaces danger sense.

Tumbling Descent (Ex): At 4th level, a streetrat can use his Acrobatics skill to attempt a rapid descent from a rooftop or another surface, ricocheting against another
surface and then diving through an opening (such as a balcony or window) directly below. So long as he has at least two surfaces no farther than 10 feet apart to bounce
against, he can ricochet his body back from one to the next, descending great distances with a single check. The DC is 10 + 5 for every additional 10-foot increment
descended beyond the initial 10 feet dropped. If he fails, he falls the full distance.

This ability replaces a thief talent gained at 4th level.

Exotic Pet (Ex): At 4th level, a streetrat gains the Familiar feat using half the thief's level as his caster level (though the exotic pet never gains the ability to deliver
touch spells or share spells). This pet is typically a monkey or parrot (use the stats for a raven familiar). Such animals are useful scouts, even in the thick of combat. As
long as the pet is within 30 feet of the streetrat, he also gains the benefit of Combat Reflexes feat.

This ability replaces debilitating injury.

Trickster
The trickster combines her sharpened wit with minor arcane powers of charm and persuasion. She uses her talents to spin convincing lies, riddles, and stories.

The trickster is an archetype of the thief class, available only to gria thieves.

Guile (Ex): At 1st level, a trickster relies on her intellect as much as her personality. She adds her Intelligence modifier on Bluff, Diplomacy, Disguise, and Sense
Motive checks.

This ability replaces trapfinding.

Charm (Sp): At 3rd level, a trickster can use charm once per day as a spell-like ability (caster level equal to her thief level 2). At 6th level, and every three levels
thereafter, the trickster gains an additional daily use of this ability.

This ability replaces danger sense.

Thief Talents: The following thief talents complement the trickster archetype: major magic, minor magic; false friend, obfuscate story, steal the story; charmer, coax
information, honeyed words; convincing lie.

Advanced Thief Talents: The following advanced thief talents complement the trickster archetype: skill mastery, hard minded; master of disguise; rumormonger.

Time Mage
Chronodancer
For most time mages, staying in the back of the line and casting spells from afar is fine. For the chronodancer, however, getting involved in the fighting, and actually
participating is half the fun!

The chronodancer is an archetype of the time mage class.

Diminished Spellcasting: A chronodancer gains fewer MP than normal equal to the spell level he gains. For example, a time mage of 5th level would only have 4 MP
excluding extra MP from Intelligence bonus.

Dancer Prowess: A chronodancers base attack bonus increases by one step (from 1/2 BAB to 3/4 BAB). Also increases chronodancers hit dice from d6 to d8.

Weapon and Armor Proficiency: Chronodancers are proficient with all simple weapons, 1 martial weapon of their choice that must be a light weapon, and are
proficient with light armor.

This replaces their normal weapon and armor proficiencies.

Limit Break (Su): At 1st level, the chronodancer receives the Limit Break (Dance of Impetus).

Dance of Impetus (Su): This Limit Break allows the chronodancer to escape the confines of time for a short amount of time and attack with impunity. For a
duration of 1 round + 1 round per four time mage levels after 1st, time is locked around the chronodancer, allowing her to act freely. The chronodancer may take any
actions she deems necessary, including attacking foes (who are flat-footed while this Limit Break is in effect). At the end of the Limit Break, however, the chronodancer
is exhausted, unless they spend 3 motes of time, until the end of combat.

This ability replaces the Limit Break (Temporal Stasis).

Time's Balance (Ex): At 1st level, a chonrodancer gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that
can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the
selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the chronodancer from adding her
Strength modifier to the damage roll, she does not add her Dexterity modifier. The chronodancer can select a second weapon at 11th level and a third at 19th level.

This ability replaces temporal hiccup.

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Song of Temporal Disharmony (Su): Starting at 2nd level, the chronodancer has taken steps to push her body through the time stream at an accelerated rate. As such,
she receives the ability to empower her body with time energy and make a number of attacks each turn called a "concordance". When making a concordance, the
chronodancer can make one additional attack at her highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects.
When using this ability, the chronodancer can make these attacks with any weapon that she has proficiency in, including unarmed strikes if she has the "Improved
Unarmed Strike" feat. She takes no penalty for using multiple weapons when making a concordance. In addition, while Song of Temporal Disharmony is active, the
chronodancer receives a +2 bonus to her AC and Reflex saves + an additional 2 per five time mage levels after 2nd.

At 11th level, a chronodancer can make an additional attack at her highest base attack bonus whenever she uses a concordance. This stacks with the first attack from this
ability and additional attacks from haste and similar effects. Activating Song of Temporal Disharmony costs 2 motes of time and lasts for a duration of 3 rounds + her
Intelligence modifier. The chronodancer may use this ability once per day, plus once per day per four time mage levels after 2nd.

This ability replaces ahead of time and foretell.

Temporal Talents: In addition to taking temporal talents, the chronodancer gains the ability to take these following temporal talents:

Improved Evasion (Ex): A chronodancers evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a
dragons breath weapon, but henceforth she takes only half damage on a failed save. A helpless chronodancer (such as one who is unconscious or paralyzed) does not
gain the benefit of improved evasion. Prerequisite: Evasion

Supersonic Strike (Su): By spending 1 mote of time, the chronodancer can speed up her attacks to supersonic speeds and enhance her damage rolls. Each
mote spent increases the duration of this effect by 1 round (to a maximum of half of her time mage level) and increases all weapon damage rolls by her Intelligence
modifier.

Aevum: In addition to taking aevum abilities, the chronodancer gains the ability to take these following aevum abilities:

Apex Moment (Su): At the height of time, the chronodancer can grab a moment from the last seconds of the universe to grant herself a boost. By spending 1
point of aevum, for a duration of 3 rounds + her Intelligence modifier, the chronodancer gains a +4 enhancement bonus to Dexterity, a +2 bonus to Reflex saves and a -
2 penalty to AC.

Sands of Time (Su): By spending extra points of aevum, the chronodancer may extend the ability Personal Time by 1 round per aevum spent. Activating
Personal Time counts towards this ability. Prerequisite: Personal Time

White Mage
Forgemaster
Forgemasters are dwarven white mages who are ritual casters and expert enchanters, able to produce their rune-graven armaments with astonishing speed.

The forgemaster is an archetype of the white mage class, available only to dwarf white mages.

Artificer's Touch (Sp): At 1st level, a forgemaster can cast mending at will, using her white mage level as the caster level to repair damaged objects. In addition, she
can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two
white mage levels she possesses. This attack bypasses an amount of damage reduction and hardness equal to her white mage level. The forgemaster can use this ability
a number of times per day equal to 3 + her Wisdom modifier.

This ability replaces spell proficiency.

Runeforger (Su): At 2nd level, a forgemaster may inscribe mystical runes upon a suit of armor, shield, or weapon as full-round action, using this ability a number of
times per day equal to 3 + her Wisdom modifier. These runes last 1 round per white mage level, but inscribing the same rune twice on an item increases this duration to
1 minute per level, three times to 10 minutes per level, and four times to 1 hour per level. A forgemaster learns forgemaster's blessing at 2nd level and may learn one
additional rune every 2 levels thereafter. Only one type of rune marked with an asterisk (*) may be placed on an item at any given time.

This ability replaces lay on hands.

Ancient Splendor: The inscribed weapon, armor, or shield grants a +2 circumstance bonus on Diplomacy and Intimidate checks (+4 when interacting with
dwarves).

*Bloodthirst: The inscribed piercing or slashing weapon functions as if it had the wounding special ability, even if non-magical. Prerequisite: The
forgemaster must be at least 4th level before learning this rune.

Deathstrike: The inscribed weapon stores a death knell spell that triggers immediately if a blow from the weapon reduces a target to negative hit points. This
expends all deathstrike runes on the weapon. Prerequisite: The forgemaster must be at least 4th level before learning this rune.

Durability: The inscribed item's hardness increases by an amount equal to the forgemaster's Wisdom modifier, and its hit points increase by an amount equal
to twice her level.

Featherlight: The inscribed item's weight is halved; a metal item's weight is reduced to 1/4 normal. If inscribed on a suit of armor, its armor check penalty
for Acrobatics and Climb checks is halved.

Forgemaster's Blessing: The inscribed non-magical item functions as a masterwork item.

*Ghostglyph: The inscribed weapon, shield, or armor gains the ghost touch special ability. Prerequisite: The forgemaster must be at least 4th level before
learning this rune.

Glowglyph: The inscribed item sheds light as a torch. As a standard action, the bearer can command the rune to erupt in a burst of light as a shield with the
blinding special ability with a burst radius of 5 feet per glowglyph rune inscribed on the item. This expends all glowglyph runes on the item.

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*Invulnerability: The inscribed armor grants its wearer DR/magic equal to half her white mage level. Prerequisite: The forgemaster must be at least 8th
level before learning this rune.

*Powerstrike: The inscribed weapon's critical threat range doubles. This does not stack with keen edge, Improved Critical, or similar effects. Prerequisite:
The forgemaster must be at least 6th level before learning this rune.

*Return: The inscribed weapon gains the returning weapon special ability. Prerequisite: The forgemaster must be at least 4th level before learning this rune.

Spellguard: The inscribed item gains spell resistance equal to 11 + her white mage level. This applies only to effects targeting the item itself.

*Spellglyph: The inscribed weapon gains the spell storing special ability. Prerequisite: The forgemaster must be at least 4th level before learning this rune.

Thief-Curse: The forgemaster designates one creature as the rightful owner of an item. Any other creature that intentionally grasps the item gains the cursed
status for the duration of the rune. Prerequisite: The forgemaster must be at least 6th level before learning this rune.

Craft Magic Arms and Armor: The forgemaster gains the Craft Magic Arms and Armor item creation feat as a bonus feat at 3rd level.

This ability replaces divine caress.

Master Smith (Ex): At 5th level, a forgemaster can craft mundane metal items quickly, using half their gil value to determine progress, and can craft magical metal
items in half the normal amount of time.

This ability replaces metamagic enhancement.

Dancing Weapons (Su): At 8th level, the forgemaster can give a weapon touched the dancing special weapon quality for 4 rounds. He can use this ability once per day
at 8th level, and an additional time per day for every four levels beyond 8th.

This ability replaces the mage talent gained at 8th level.

Netherseer
This white mage uses the power of darkness over the power of light. Choosing to wield the power of life and death is sometimes a hard choice to make.

The netherseer is an archetype of the white mage class.

Dark Magic: Netherseers gain access to all dark spells from the black mage spell list and lose access to all light spells from the white mage spell list, but is otherwise
unchanged.

This ability modifies the white mages spellcasting ability.

Harm Touch (Su): At 2nd level, a netherseer surrounds her hand with a fiendish flame, causing terrible wounds to open on those she touches. Each day, she can use
this ability a number of times equal to half her white mage level + her Wisdom modifier. As a touch attack, a netherseer can cause 1d6 points of damage for every two
white mage levels she possesses after 2nd. Using this ability is a standard action that does not provoke attacks of opportunity. Alternatively, a netherseer can use this
power to heal undead creatures, restoring 1d6 hit points for every two white mage levels she possesses after 2nd.

This ability replaces lay on hands.

Mage Talents: The netherseer may take the following mage talent:

Bolster Undead (Ex): Whenever the netherseer uses her harm touch ability, any undead touched receives a +1 bonus to attack rolls, saving throws, skill
checks, and damage rolls and an additional +1 per four white mage levels for a duration of 1 round per level.

This mage talent replaces the mage talent (Ward Undead).

Living Sacrifice (Su): At 20th level, the netherseer learns the rite of living sacrifice. With this powerful rite, the netherseer sacrifices a living creature possibly even
a sentient humanoid and gains power through an energy transfer. The netherseer must first cast her circle, then she and the creature to be sacrificed must be within
the circle. The creature to be sacrificed must be alive and in good health, but need not be awake and conscious (though many netherseers prefer the victim to be awake
and conscious because of their evil natures). For 2 full hours, the netherseer must chant the required words to the rite, then using her boline (a sacred knife used for
actual cutting) the netherseer slits the sacrificial victim's throat. As the creature dies, its life energy is transferred to the netherseer. The netherseer gains bonus
temporary hit points equal to the number of hit points of the sacrifice (maximum of 30 hit points). These bonus hit points fade at a rate of 1 hit point per day. The
netherseer also receives a +2 bonus to her Wisdom and Charisma for 1 month. The living sacrifice rite can only be performed once per month, and must be performed
under a new moon. If it is performed at any other time of the month, the rite does not work.

This ability replaces white wizard.

Templar
Templars serve the militant arm of a church, ready to stand guard over the religions holy places and to be its swift, avenging arm against those who resist its truth.

The templar is an archetype of the white mage class.

Weapon and Armor Proficiency: Templars are proficient with all simple and martial weapons and with all armor (light, medium, and heavy) and shields (except
tower shields).

Diminished Spellcasting: A templar gains fewer MP than normal equal to the spell level she gains. For example, a white mage of 5th level would only have 4 MP
excluding extra MP from Wisdom bonus.

Martial Prowess: A templars base attack bonus increases by one step (from 1/2 BAB to 3/4 BAB). Also increases templars hit dice from d6 to d8.

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Bonus Feat: A templar gains a bonus feat at 1st level, then again at 5th level and every five levels thereafter (to a maximum of six at 20th level). These bonus feats
must be chosen from the following list: Heavy Armor Proficiency, Improved Shield Bash, Martial Weapon Proficiency, Saving Shield, Shield Focus, Tower Shield
Proficiency, and Weapon Focus.

At 10th level, a templar may also choose from the following feats: Exotic Weapon Proficiency, Greater Shield Focus, Greater Weapon Focus, Improved Critical, Shield
Slam, Shield Specialization, and Weapon Specialization.

At 20th level, a templar may also choose from the following feats: Greater Shield Specialization and Greater Weapon Specialization. A templar need not meet the
normal class- or level-based prerequisites for these bonus feats.

This ability replaces mage talents and advanced mage talents.

Legions Blessing (Su): At 10th level, a templar gains the ability to confer beneficial spells quickly to a large group of allies. As a full-round action, the templar may
confer the effects of a single harmless spell with a range of touch to a number of creatures equal to half her white mage level. The spells range remains touch, so all
intended recipients must be within the templars reach when the spell is cast. Using the legions blessing expends the MP of the spell, but it also requires the templar to
spend 3 additional MP.

This ability replaces doublecast.

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Variant Multiclassing
This optional system allows a character to trade out half her feats in order to gain the benefits of a secondary class. These rules enable characters to gain many of the
benefits of multiclassing without sacrificing advancement in their primary classes, and creates opportunities to explore novel character concepts.

Under the standard rules, multiclassing can lead to a wide disparity in character ability. With this system, each character can choose a secondary class at 1st level that
she trains in throughout her career, without giving up levels in her primary class. Once selected, this choice is permanent (though if using the retraining rules, the
secondary class can be retrained by paying half the cost of retraining all her class levels). A character who selects this option doesn't gain feats at 3rd, 7th, 11th, 15th,
and 19th levels, but instead gains class features from her secondary class as described on Table: Multiclass Character Advancement. It is probably a good idea to use
either this variant system or normal multiclassing, but it's possible for the two systems to be used together. In a game using both systems, a character can't take levels in
the secondary class she gains from this variant.

Table: Multiclass Character Advancement

Character
Ability
Level

1st Feat

2nd

3rd Secondary class feature

4th

5th Feat

6th

7th Secondary class feature

8th

9th Feat

10th

11th Secondary class feature

12th

13th Feat

14th

15th Secondary class feature

16th

17th Feat

18th

19th Secondary class feature

20th

Core Classes
Archer
A character who chooses archer as his secondary class gains the following secondary class features.

Aim: At 3rd level, he gains the aim class feature as an archer of his character level 2.

Precision Shot: At 7th level, he gains the precision shot class feature. He can deal 1d6 points of extra damage. This extra damage increases by 1d6 for every 4 levels
beyond 7th, to a maximum of 4d6 at 19th level.

High Ground: At 11th level, he gains the high ground class feature.

Trick Shot: At 15th level, he gains the trick shot class feature as a 6th-level archer.

Safe Shot: At 19th level, he gains the safe shot class feature.

Bard
A character who chooses bard as his secondary class gains the following secondary class features.

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Minor Aura: At 3rd level, he gains one minor aura as a bard of his character level.

Bardic Performance: At 7th level, he gains the ability to inspire courage and inspire competence as a bard of his character level 4 for a number of rounds per day
equal to his Charisma modifier + his character level.

Versatile Performance: At 11th level, he gains versatile performance in one Perform skill of his choice. He can retrain all his ranks in the two associated skills for free.

Inspiration: At 15th level, he gains inspiration class feature as a bard of his character level 6.

Additional Performances: At 19th level, he gains the ability to use soothing performance and inspire greatness as a bard of his character level 4.

Beastmaster
A character who chooses beastmaster as her secondary class gains the following secondary class features.

Rage: At 3rd level, she gains the rage class feature for a number of rounds per day equal to her Constitution modifier + her character level.

Animal Companion: At 7th level, she gains an animal companion as a beastmaster of her character level 4. No ability other than Improved Companion can ever
increase her effective beastmaster level for this purpose

Rage Power: At 11th level, she gains a rage power. For the purpose of which rage powers she can select, her effective beastmaster level is equal to 1/2 her character
level, but for the purpose of the rage power's effect, her effective beastmaster level is equal to her full character level.

Greater Rage: At 15th level, she gains greater rage.

Improved Companion: At 19th level, her animal companion increases to that of a beastmaster of her character level 2.

Black Mage
A character who chooses black mage as his secondary class gains the following secondary class features.

Cantrip: At 3rd level, if he has an Intelligence score of 10 or higher, he chooses a black mage cantrip and can cast that cantrip as a spell-like ability at will. He uses his
character level as the caster level and Intelligence as the cantrip's key ability score.

Elemental Shield: At 7th level, he gains the elemental shield class feature as a black mage of his character level 5 a number of times per day equal to his Intelligence
modifier + 1.

Improved Elemental Shield: At 11th level, his ability to use elemental shield improves to that of a black mage of his character level 4.

Arcane Knowledge: At 15th level, he gains the arcane knowledge class feature.

Greater Elemental Shield: At 19th level, his elemental shield ability improves to that of a black mage of his character level 2.

Dragoon
A character who chooses dragoon as his secondary class gains the following secondary class features.

Jump: At 3rd level, he gains the jump class feature as a dragoon of his character level 2.

Deadly Lancer: At 7th level, he gains the deadly lancer class feature. He can deal 1d6 points of extra damage from a jump attack. This extra damage increases by 1d6
for every 4 levels beyond 7th, to a maximum of 4d6 at 19th level.

Armor Training: At 11th level, he gains the armor training class feature as a 3rd-level dragoon.

Hardy Landing: At 15th level, he gains the hardy landing class feature as a dragoon of his character level 2.

Tail Sweep: At 19th level, he gains the tail sweep class feature as a 7th-level dragoon.

Fighter
A character who chooses fighter as his secondary class gains the following secondary class features.

Chosen Weapon: At 3rd level, he gains the chosen weapon class feature as a fighter of his character level 2.

Fighter Talent: At 7th level, he gains a fighter talent, using his character level in place of the fighter levels required.

Reliable Strike: At 11th level, he gains the reliable strike class feature a number of times per day equal to his Constitution modifier.

Fighter Talent 2: At 15th level, he gains a fighter talent, using his character level in place of the fighter levels required. He may also choose an Advanced Fighter talent
now.

Piledriver: At 19th level, he gains the piledriver class feature.

Knight
A character who chooses knight as his secondary class gains the following secondary class features.

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Defensive Stance: At 3rd level, he gains the defensive stance class feature for a number of rounds per day equal to his Constitution modifier + his character level.

Armor Training: At 7th level, he gains the armor training class feature as a 3rd-level knight.

Knight Talent: At 11th level, he gains a knight talent. For the purpose of which knight talents he can select, his effective knight level is equal to 1/2 his character level,
but for the purpose of the knight talent's effect, his effective knight level is equal to his full character level.

Shield Ally: At 15th level, he gains the shield ally class feature.

Advanced Knight Talent: At 19th level, he gains an advanced knight talent. For the purpose of which knight talents he can select, his effective knight level is equal to
1/2 his character level, but for the purpose of the knight talent's effect, his effective knight level is equal to his full character level.

Monk
A character who chooses monk as his secondary class gains the following secondary class features.

Armor: At 1st level, he loses all his secondary monk abilities when wearing armor, using a shield, or carrying a medium or heavy load.

Unarmed Strike: At 3rd level, he gains the Improved Unarmed Strike feat and the unarmed damage of a monk of his character level 2.

Evasion: At 7th level, he gains evasion.

Ki Pool: At 11th level, he gains the ki pool class feature of a monk of his character level 2, with a number of ki points equal to 1/2 his character level. He only ever
gains ki pool (lawful) if he is of lawful alignment.

AC Bonus: At 15th level, he gains a +3 dodge bonus to AC.

Improved Evasion: At 19th level, he gains improved evasion.

Red Mage
A character who chooses red mage as his secondary class gains the following secondary class features.

Arcane Pool: At 3rd level, he gains the arcane pool class feature as a red mage of his character level 2.

Ruby Arcana: At 7th level, he gains one ruby arcana. He treats his character level as his effective red mage level when determining whether or not he can select an
arcana.

Spellstrike: At 11th level, he gains the spellstrike class feature, but he can use it only with spells that are on the red mage spell list, even though he can cast them using
another class's spell slots.

Improved Arcana: At 15th level, he gains one additional Ruby Arcana.

Greater Arcana: At 19th level, he gains one additional Ruby Arcana.

Thief
A character who chooses thief as her secondary class gains the following secondary class features.

Trapfinding: At 3rd level, she gains the trapfinding class feature.

Sneak Attack: At 7th level, she gains the sneak attack class feature. She can deal 1d6 points of extra damage. This extra damage increases by 1d6 for every 4 levels
beyond 7th, to a maximum of 4d6 at 19th level.

Evasion: At 11th level, she gains evasion.

Uncanny Dodge: At 15th level, she gains uncanny dodge.

Improved Uncanny Dodge: At 19th level, she gains improved uncanny dodge, treating her character level as her effective thief level.

White Mage
A character who chooses white mage as her secondary class gains the following secondary class features.

Cantrip: At 3rd level, if she has a Wisdom score of 10 or higher, she chooses a white mage cantrip and can cast that cantrip as a spell-like ability at will. She uses her
character level as the caster level and Wisdom as the cantrip's key ability score.

Holy Burst: At 7th level, she gains the ability to holy burst as a white mage of her character level 6 a number of times per day equal to her Wisdom modifier + 1.

Improved Holy Burst: At 11th level, her ability to holy burst improves to that of a white mage of her character level 4.

Auto-Regen: At 15th level, she gains the auto-regen class feature as a 7th-level white mage.

Greater Holy Burst: At 19th level, her holy burst ability improves to that of a white mage of her character level 2.

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Base Classes
Astrologian
A character who chooses astrologian as his secondary class gains the following secondary class features.

Cantrip: At 3rd level, if he has a Wisdom score of 10 or higher, he chooses an astrologian cantrip and can cast that cantrip as a spell-like ability at will. He uses his
character level as the caster level and Wisdom as the cantrip's key ability score.

Draw: At 7th level, he gains the draw class feature as an astrologian of his character level 5 a number of times per day equal to his Wisdom modifier + 1.

Astrology Secret: At 11th level, he gains one astrology secret. He treats his character level as his effective astrologian level when determining whether or not he can
select a secret.

Royal Road: At 15th level, he gains the royal road class feature.

Improved Secret: At 19th level, he gains one additional secret.

Blue Mage
A character who chooses blue mage as his secondary class gains the following secondary class features.

Cantrip: At 3rd level, if he has an Intelligence score of 10 or higher, he chooses a blue mage cantrip and can cast that cantrip as a spell-like ability at will. He uses his
character level as the caster level and Intelligence as the cantrip's key ability score.

Analysis: At 7th level, he gains the analysis class feature as a blue mage of his character level 5 a number of times per day equal to his Inteligence modifier + 1.

Azure Physical Training: At 11th level, he gains the azure physical training class feature as a blue mage of his character level 7.

I Know That Trick: At 15th level, he gains I Know That Trick class feature as a 7th-level blue mage.

Libra: At 19th level, he gains the libra class feature.

Chemist
A character who chooses chemist as his secondary class gains the following secondary class features.

Alchemy: At 3rd level, he adds his character level as a competence bonus on all Craft (alchemy) checks and can use Craft (alchemy) to identify potions.

Bombs: At 7th level, he gains the ability to create a number of bombs per day equal to his Intelligence modifier + 1/2 his character level. The bombs deal damage as a
chemist of his character level, but since he doesn't have the chemist's throw anything class feature, he doesn't add his Intelligence modifier to the damage.

Discovery: At 11th level, he gains one discovery. He treats his character level as his effective chemist level when determining whether or not he can select a discovery.

Improved Discovery: At 15th level, he gains one additional discovery.

Greater Discovery: At 19th level, he gains one additional discovery.

Chocobo Knight
A character who chooses chocobo knight as his secondary class gains the following secondary class features.

Challenge: At 3rd level, he gains the ability to issue a challenge as a chocobo knight of his character level 2 once per day.

Chocobo Mount: At 7th level, he gains a chocobo mount as a chocobo knight of his character level 4. No ability other than Improved Chocobo Mount can ever
increase his effective chocobo knight level for this purpose

Knights Charge: At 11th level, he gains the knights charge class feature.

Mounted Expertise: At 15th level, he gains the mounted expertise class feature.

Improved Chocobo Mount: At 19th level, his chocobo mount increases to that of a chocobo knight of his character level 2.

Cleric
A character who chooses cleric as her secondary class gains the following secondary class features.

Deity: At 1st level, she must select a deity within one alignment step of her own. She gains one of the cleric's limit breaks from that specific deific order and bonus
class skill.

Deific Ability: At 3rd level, she gains the 1st-level ability from the deific order, treating her character level 2 as her effective cleric level.

Channel: At 7th level, she gains the ability to channel energy as a cleric of her character level 6 a number of times per day equal to her Charisma modifier + 1.

Improved Channel: At 11th level, her ability to channel energy improves to that of a cleric of her character level 4.

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Improved Deific Ability: At 15th level, she gains the 6th-level ability from the deific order, treating her character level 4 as her effective cleric level.

Greater Channel: At 19th level, her channel energy ability improves to that of a cleric of her character level 2.

Dark Knight
A character who chooses dark knight as his secondary class gains the following secondary class features.

Sense Good: At 3rd level, he can sense good as a 1st-level dark knight.

Harm Touch: At 7th level, he gains the ability to harm touch a number of times per day equal to 1/2 his character level, dealing damage as much as a dark knight of his
character level 4.

Smite Good: At 11th level, he gains the ability to smite good once per day as a dark knight of his character level 4.

Defile: At 15th level, he selects one defile from the dark knight's 3rd-level defile list.

Shadow Burst: At 19th level, he gains the ability to shadow burst as a dark knight of his character level 6 a number of times per day equal to his Charisma modifier +
1.

Gambler
A character who chooses gambler as his secondary class gains the following secondary class features.

Luck Pool: At 3rd level, he gains the luck pool class feature as a gambler of his character level 2.

Gambler Trick: At 7th level, he gains one gambler trick. He treats his character level as his effective gambler level when determining whether or not he can select a
trick.

Evasion: At 11th level, he gains evasion.

Improved Trick: At 15th level, he gains one additional gambler trick.

Greater Trick: At 19th level, he gains one additional gambler trick.

Geomancer
A character who chooses geomancer as his secondary class gains the following secondary class features.

Cantrip: At 3rd level, if he has a Wisdom score of 10 or higher, he chooses a geomancer cantrip and can cast that cantrip as a spell-like ability at will. He uses his
character level as the caster level and Wisdom as the cantrip's key ability score.

Geomancy: At 7th level, he gains the ability to use geomancy a number of times per day equal to 1/2 his character level, dealing damage as much as a geomancer of his
character level 4.

Favored Terrain: At 11th level, he gains the 1st favored terrain class feature.

Movement Powers: At 15th level, he gains the movement powers class feature as a 4th-level geomancer.

Endure Elements: At 19th level, he gains the endure elements class feature.

Holy Knight
A character who chooses holy knight as her secondary class gains the following secondary class features.

Sense Evil: At 3rd level, she can sense evil as a 1st-level holy knight.

Lay on Hands: At 7th level, she gains the ability to lay on hands a number of times per day equal to 1/2 her character level, healing as much as a holy knight of her
character level 4.

Smite Evil: At 11th level, she gains the ability to smite evil once per day as a holy knight of her character level 4.

Blessing: At 15th level, she selects one blessing from the holy knight's 3rd-level blessing list.

Holy Burst: At 19th level, she gains the ability to holy burst as a holy knight of her character level 6 a number of times per day equal to her Charisma modifier + 1.

Illusionist
A character who chooses illusionist as his secondary class gains the following secondary class features.

Veil Pool: At 3rd level, he gains the veil pool class feature as an illusionist of his character level 2.

Veil Powers: At 7th level, he gains one veil power. He treats his character level as his effective illusionist level when determining whether or not he can select a veil
power.

Haze: At 11th level, he gains the haze class feature as an illusionist of his character level 4.

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Improved Veil: At 15th level, he gains one additional veil power.

Greater Veil: At 19th level, he gains one additional veil power.

Medic
A character who chooses medic as his secondary class gains the following secondary class features.

Improved First Aid: At 3rd level, he gains the improved first aid class feature as a medic of his character level 2.

Surgical Precision: At 7th level, he gains the surgical precision class feature. He can deal 1d6 points of extra damage. This extra damage increases by 1d6 for every 4
levels beyond 7th, to a maximum of 4d6 at 19th level.

Battlefield Inspiration: At 11th level, he gains the battlefield inspiration class feature as a medic of his character level 4, granting a number of temporary hit points
equal to 1/2 his character level + his Wisdom modifier.

Injections: At 15th level, he gains injections class feature as a 5th-level medic.

Expert Healer: At 19th level, he gains the expert healer class feature.

Necromancer
A character who chooses necromancer as his secondary class gains the following secondary class features.

Cantrip: At 3rd level, if he has a Charisma score of 10 or higher, he chooses a necromancer cantrip and can cast that cantrip as a spell-like ability at will. He uses his
character level as the caster level and Charisma as the cantrip's key ability score.

Bone Commander: At 7th level, he gains the ability to summon a bone commander, using the statistics of a bone commander for a necromancer of his character level
4.

Shadow Burst: At 11th level, he gains the ability to shadow burst as a necromancer of his character level 8 a number of times per day equal to his Charisma modifier
+ 1.

Improved Shadow Burst: At 1th level, his ability to shadow burst improves to that of a necromancer of his character level 4/

Greater Bone Commander: At 19th level, his ability to summon a bone commander improves to that of a necromancer of his character level 2.

Summoner
A character who chooses summoner as his secondary class gains the following secondary class features.

Summon Monster: At 3rd level, he gains the summoner's summon monster spell-like ability as a summoner of his character level 2. He can use this ability once per
day; the casting time is 1 full round, and the duration is 1 round per effective summoner level.

Avatar: At 7th level, he gains the ability to summon an avatar, using the statistics of an avatar for a summoner of his character level 4. This avatar can only be
summoned using his summon monster spell-like ability.

Additional Summons: At 11th level, he can use his summon monster spell-like ability three times per day.

Shield Ally: At 15th level, he gains the shield ally class feature.

Greater Avatar: At 19th level, his ability to summon an avatar improves to that of a summoner of his character level 2.

Time Mage
A character who chooses time mage as his secondary class gains the following secondary class features.

Motes of Time: At 3rd level, he gains the motes of time class feature as a time mage of his character level 2.

Temporal Talent: At 7th level, he gains one temporal talent. He treats his character level as his effective time mage level when determining whether or not he can
select a temporal talent.

Quickening: At 11th level, he gains the quikcening class feature as a time mage.of his character level 4 a number of rounds per day equal to his Constitution modifier
+ 1.

Temporal Attunement: At 15th level, he gains the temporal attunement class feature.

Advanced Temporal Talent: At 19th level, he gains one advanced temporal talent. He treats his character level as his effective time mage level when determining
whether or not he can select a temporal talent.

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