TEXT: THE EXPANDED 
  Bat tle 
     Scion 
  TM
  4
  
  Design: Marc Radle
  Additional Design: Mitch Radle
  Development: Chris Harris,  
  Vincent Colon Roine
  Editing: Wolfgang Baur
  Additional Editing: Adam Daigle
  Cover Art: Christophe Swal
  Interior Art: Storn Cook, William McAusland, 
  Marc Radle
  Layout and Graphic Design: Marc Radle
  Publisher: Wolfgang Baur
  Accountant: Shelly Baur
  A NEW PATH FOR YOUR BATTLE SCION CHARACTER
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  New Paths: The Expanded Battle Scion and all other Open Design product names and their respective logos are trademarks of Open 
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  setting descriptions, background, tracking sheets, flavor text, and new archetype descriptions—is Product Identity. All feats, spells, and 
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  included herein is purely coincidental.
  4
  TM
  TM
  THE EXPANDED 
  Bat tle 
     Scion 
  
  3
  The Expanded Battle Scion
  G
  Often referred to as ‘arcane paladins’, battle 
  scions are highly trained, uniquely dedicated, and 
  supremely disciplined. Primarily warriors, battle 
  scions spend countless hours engaged in combat 
  training. They are also tireless in their search for 
  arcane knowledge that can enhance their battle 
  prowess through magic. Almost single-minded in 
  their determination to master both arms and the 
  arcane, battle scions feel equally at home on the 
  field of battle or in musty, long-forgotten libraries.
  Role: Battle scions are highly competent warriors, 
  skilled in a wide variety of weapons and martial 
  tactics. They also spend significant amounts of 
  time locked in magical study and research in order 
  to master a handful of spells and other arcane 
  abilities which aid them both in and out of combat.
  Alignment: Any
  Hit Die: d10
  ax carefully set his lantern on the cold stone floor and 
  scanned the dank chamber. He could hear the echo of water 
  slowly dripping in the distance. The warrior could just make 
  out two passages on the opposite side of the room. One of them had 
  to lead to the surface, he was sure of it! The question was which one?
   
  The sound of rough boots scuffing on the stone floor caused Gax 
  to freeze in place for an instant. Eyes narrowing, he spun quickly 
  around, despite his heavy armor. Five skeletal creatures in ancient, 
  rusted mail were emerging from a hidden alcove, their curved 
  swords gleaming in the flickering light of Gax’s lantern.
   
  “Perfect, just perfect,” he muttered, flexing his fingers and 
  shifting his weight to the balls of his feet.
   
  The skeletal abominations clattered slowly toward the warrior, 
  their weapons held menacingly before them.
   
  With a flash of movement, Gax raised his arm and fired two 
  powerful bolts of glowing energy. Two of the skeletons exploded in 
  bursts of concussive force, scattering bits of broken bones. The three 
  remaining skeletal warriors slowed their advance.
   
  “Well, that was for those two,” Gax roared as he ripped his 
  glowing blade from its scabbard and rushed forward, “and this is for 
  the three of you!”
  
  4
  New Paths 4
  Class Skills
  The battle scion’s class skills are Climb (Str), Craft (Int), 
  Fly (Dex), Handle Animal (Cha), Intimidate (Cha), 
  Knowledge (arcana) (Int), Knowledge (dungeoneering) 
  (Int), Knowledge (engineering) (Int), Knowledge (history) 
  (Int), Linguistics (Int), Profession (Wis), Ride (Dex), 
  Spellcraft (Int), and Swim (Str).
  Skill Ranks per Level: 2 + Int modifier.
  Starting Wealth: 4d6 × 10 gp (140 gp average)
  Class Features
  All of the following are class features of the battle scion.
  Weapon and Armor Proficiency: Battle scions 
  are proficient with all simple and martial weapons, 
  with all types of armor (heavy, medium, and light), 
  and with shields (except tower shields). Due to 
  their  highly specialized training, battle scions can 
  cast arcane spells while wearing any type of armor 
  (heavy, medium, and light), and with shields without 
  incurring the normal arcane spell failure chance.
      A multiclass battle scion incurs the normal arcane spell 
  failure chance for arcane spells received from other classes.
  Force Blast (Sp): As a standard action, the battle 
  scion can unleash a single blast of arcane force that 
  automatically strikes a foe, as magic missile. The force 
  blast deals 2d4 points of damage at 1st level plus an 
  additional 1d4 points of damage for every three battle 
  scion levels beyond 1st (3d4 at 4th, 4d4 at 7th, and so 
  on). This is a force effect.
      For purposes of overcoming spell resistance with his 
  force blast, the battle scion’s caster level is equal to his 
  full battle scion level. A battle scion can use this ability 
  a number of times per day equal to 3 + his Intelligence 
  modifier.
  Arcane Aura (Su): Beginning at 2nd level, a battle scion 
  gains a +1 deflection bonus to his AC. This deflection 
  bonus increases by +1 for every four battle scion levels 
  beyond 2nd.
  Combat Casting (Ex): At 3rd level, the battle scion gains 
  Combat Casting as a bonus feat.
  Spells: Beginning at 4th level, a battle scion gains the 
  ability to cast a small number of arcane spells which are 
  Table1: Battle Scion
  Level   Base Attack   
   
  Fort Ref 
  Will 
  Special 
   
   
   
  Spells per Day
    
   
   Bonus  
   
   
  Save Save Save 
   
   
   
   
  0 
  1st 
  2nd 3rd 
  4th 
  1st  
   +1  
   
   
   
  +2 
  +0 
  +2 
  Force blast 2d4 
   
   
  — 
  — 
  — 
  — 
  —
  2nd 
   +2  
   
   
   
  +3 
  +0 
  +3 
  Arcane Aura  
   
   
  — 
  — 
  — 
  — 
  —
  3rd  
   +3  
   
   
   
  +3 
  +1 
  +3 
  Combat Casting 
   
   
  — 
  — 
  — 
  — 
  —
  4th  
   +4  
   
   
   
  +4 
  +1 
  +4 
  Fighter training, force blast 3d4 
  2 
  0  
  — 
  — 
  —
  5th  
   +5  
   
   
   
  +4 
  +1 
  +4 
  Dweomer Weapon 
   
   
  3 
  1 
  —  
  — 
  —
  6th  
   +6/+1  
   
   
  +5 
  +2 
  +5 
  Bonus feat  
   
   
  4 
  1 
  — 
  — 
  — 
  7th  
   +7/+2  
   
   
  +5 
  +2 
  +5 
  Spell tactician, Force blast 4d4 
  4 
  1 
  0 
  — 
  —
  8th  
   +8/+3  
   
   
  +6 
  +2 
  +6 
  Armor Training 
   
   
  4 
  1 
  1 
  — 
  —
  9th  
   +9/+4  
   
   
  +6 
  +3 
  +6 
  Spell tactician 
   
   
  4 
  2 
  1 
  — 
  —
  10th  +10 /+5  
   
   
  +7 
  +3 
  +7 
  Bonus feat, Force blast 5d4  
  4 
  2 
  1 
  0 
  —
  11th  +11/+6/+1 
   
   
  +7 
  +3 
  +7 
  Spell tactician 
   
   
  4 
  2 
  1 
  1 
  —
  12th  +12 /+7/+2  
   
  +8 
  +4 
  +8 
   
   
   
   
  4 
  2 
  2 
  1 
  —
  13th  +13 /+8/+3  
   
  +8 
  +4 
  +8 
  Force blast 6d4, spell tactician 
  4 
  3 
  2 
  1 
  0
  14th  +14 /+9/+4  
   
  +9 
  +4 
  +9 
  Bonus feat   
   
   
  4 
  3 
  2 
  1 
  1
  15th  +15 /+10/+5  
   
  +9 
  +5 
  +9 
   
   
   
   
  4 
  3 
  2 
  2 
  1
  16th  +16 /+11/+6/+1  
  +10 +5 
  +10 
  Force blast 7d4 
   
   
  4 
  3 
  3 
  2 
  1
  17th  +17 /+12/+7/+2  
  +10 +5 
  +10 
   
   
   
   
  4 
  4 
  3 
  2 
  1
  18th  +18/+13/+8/+3  
  +11 +6 
  +11 
  Bonus feat  
   
   
  4 
  4 
  3 
  2 
  2
  19th  +19 /+14/+9/+4  
  +11 +6 
  +11 
  Force blast 8d4 
   
   
  4 
  4 
  3 
  3 
  2
  20th  +20 /+15/+10/+5  
  +12 +6 
  +12 
  Master scion  
   
   
  4 
  4 
  4 
  3 
  3
  
  5
  The Expanded Battle Scion
  drawn from the sorcerer/wizard spell list. A battle scion 
  must choose and prepare his spells in advance.
     
  To prepare or cast a spell, a battle scion must have 
  an Intelligence score equal to at least 10 + the spell level. 
  The Difficulty Class for a saving throw against a battle 
  scion’s spell is 10 + the spell level + the battle scion’s 
  Intelligence modifier.
        A battle scion can cast only a certain number of 
  spells of each spell level per day. His base daily spell 
  allotment is given on Table 1: Battle Scion. In addition, 
  he receives bonus spells per day if he has a high 
  Intelligence score (see Table 1-3: Ability Modifiers and 
  Bonus Spells in the Pathfinder Roleplaying Game Core 
  Rulebook).
        A battle scion may know any number of spells. He 
  must choose and prepare his spells ahead of time by 
  getting 8 hours of sleep and spending 1 hour studying 
  his spellbook. While studying, the battle scion decides 
  which spells to prepare.
       Through 3rd level, a battle scion has no caster level. 
  At 4th level and higher, his caster level is equal to his 
  battle scion level – 3.
  Fighter Training: Beginning at 4th level, a battle scion 
  gains the ability to choose feats normally reserved for 
  the fighter class (for example, Greater Weapon Focus, 
  Weapon Specialization etc.).
       The battle scion may choose a fighter-only feat 
  whenever he can normally choose a new feat. He must 
  meet all other prerequisites the feat might have.
       Through 3rd level, a battle scion has no effective 
  fighter level and may not select feats reserved for 
  fighters. At 4th level and higher, the battle scion has an 
  effective fighter level equal to his battle scion level – 3 for 
  purposes of determining eligibility for fighter-only feats. 
  If he also has levels in fighter, these levels stack.
  Cantrips: Battle scions can prepare a number of cantrips, 
  or 0-level spells, each day, as noted on Table 1: Battle 
  Scion in the Spells per Day column.
       These spells are cast normally, but they are not 
  expended when cast and may be used again.
  Spellbooks: Beginning at 4th level, a battle scion’s prior 
  arcane research allows him to create a spellbook. A battle 
  scion must study his spellbook each day to prepare his 
  spells. He cannot prepare any spell not recorded in his 
  spellbook, except for read magic, which all battle scions 
  learn to prepare from memory at 4th level.
      The battle scion’s new spellbook initially 
  contains all 0-level cantrips plus two 
  1st-level arcane spells of his choice. 
  The battle scion also selects 
  a number of additional 
  1st-level spells equal to his 
  Intelligence modifier to add 
  to the spellbook. At each 
  new battle scion level after 4th, 
  he gains two new spells of any spell level or levels that 
  he can cast (based on his new battle scion level) for his 
  spellbook. At any time, a battle scion can also add spells 
  found in a wizard’s or other battle scion’s spellbook to his 
  own (see Chapter 9: Magic in the Pathfinder RPG).
  Dweomer Weapon (Su): Upon reaching 5th level, the 
  battle scion may enhance his weapon as a standard 
  action by focusing innate arcane power into the 
  weapon. A dweomered weapon sheds light as a torch. 
  At 5th level, this dweomer grants the weapon a +1 
  enhancement bonus, which lasts for 1 minute per 
  battle scion level. For every three levels beyond 5th, 
  the weapon gains another +1 enhancement bonus, to a 
  maximum of +6 at 20th level. 
       These bonuses can be added to the weapon, stacking 
  with existing weapon bonuses to a maximum of +5, or 
  they can be used to add any of the following weapon 
  properties: anarchic, axiomatic, brilliant energy, 
  defending, disruption, flaming, flaming burst, frost, ghost 
  touch, icy burst, keen, merciful, mighty cleaving, shock, 
  shocking burst, speed, thundering, vicious and wounding. 
  Adding these properties consumes an amount of bonus 
  equal to the property’s cost (see Melee Weapon Special 
  Abilities in the Pathfinder RPG). These bonuses are 
  added to any properties the weapon already has, but 
  duplicate abilities do not stack. If the weapon itself is not 
  magical, at least a +1 enhancement bonus must be added 
  before any other properties can be added. 
       The bonus and properties granted are determined 
  when the weapon is dweomered and cannot be changed 
  until dweomered again. The dweomer imparts no 
  bonuses if the weapon is held by anyone other than the 
  battle scion but resumes giving bonuses if returned to 
  the battle scion. These bonuses apply to only one end of 
  a double weapon. A battle scion can use this ability once 
  per day at 5th level, and one additional time per day for 
  every four levels beyond 5th, to a total of four times per 
  day at 17th level.
       Beginning at 10th level, a battle scion can dweomer 
  a weapon as a move action instead of a standard action. 
  At 15th level, a battle scion can dweomer a weapon as a 
  swift action.
  Bonus Feats: At 6th, 10th, 14th, and 18th level, a battle 
  scion gains a bonus feat. At each such opportunity, he 
  may choose a metamagic feat or a combat feat. The 
  battle scion must still meet all prerequisites for a bonus 
  feat, including caster level minimums. These 
  bonus feats are in addition to the 
  feats that a character of any class 
  gets from advancing levels. The 
  battle scion is not limited to 
  the categories listed here when 
  choosing those feats.
  Spell Tactician (Su): Beginning 
  at 7th level, a battle scion 
  learns  how to use spells more 
  effectively in  combat. The bonus 
  
  6
  New Paths 4
  to concentration checks a battle scion receives from the 
  Combat Casting feat increases to +6. At 11th level, this 
  bonus increases to +8.
       Beginning at 9th level, a battle scion may cast one 
  prepared arcane spell per round as a swift action. Only 
  spells with a casting time of a standard action or less 
  and a range of personal may be cast in this way. A battle 
  scion can use this ability a number of times per day 
  equal to 3 + his Intelligence modifier.
        At 11th level, the battle scion may add his 
  Intelligence bonus as well as his Dexterity bonus to 
  attack rolls when casting ray spells or spell-like abilities. 
  This bonus lasts for one full round. A battle scion can 
  use this ability a number of times per day equal to 3 + 
  his Intelligence modifier.
       At 13th level, the battle scion may apply any one 
  metamagic feat he knows to a spell he is about to cast 
  without using a higher level spell slot. The battle scion 
  may use this ability once per day at 13th level and one 
  additional time per day for every two battle scion levels 
  beyond 13th.
  Armor Training (Ex): At 8th level, a battle scion learns 
  eldritch tricks to improve his ability to maneuver while 
  wearing armor. Whenever he is wearing armor, he 
  reduces the armor check penalty by 1 (to a minimum of 
  0) and increases the maximum Dexterity bonus allowed 
  by his armor by 1. Every four levels thereafter (12th, 
  15th, and 18th), these bonuses increase by +1 each 
  time, to a maximum –4 reduction of the armor check 
  penalty and a +4 increase of the maximum Dexterity 
  bonus allowed.
       In addition, a battle scion can move at his normal 
  speed while wearing medium or heavy armor.
  Master Scion (Su): Beginning at 20th level, the battle 
  scion’s caster level and effective fighter level becomes 
  equal to his full battle scion level instead of his battle 
  scion level – 3. In addition, whenever a battle scion 
  successfully confirms a critical hit, he may also cast any 
  one spell he has prepared as a free action. The spell must 
  include the target of the critical hit as one of its targets or 
  in its area of effect. Casting this spell does not provoke 
  an attack of opportunity. The battle scion must still meet 
  all of the spell’s requirements. 
  Archetypes
  Battle scions are a fusion of skills and abilities, but some 
  specialize in particular powers and abilities common to the 
  class. These include the Force Blaster and the Bonded Scion.
  FORCE BLASTER
  Some battle scions focus as much on the combat potential 
  and versatility of their force blast ability as they do on spells 
  and traditional weapons. Such battle scions are typically 
  referred to as force blasters or often simply blasters. Through 
  intense practice and continual study, blasters learn to 
  manipulate their force blasts in a number of unique ways — 
  from improving the frequency and quantity of their blasts to 
  increasing their overall damage output.
  Rapid Blast (Sp): At 2nd level, the blaster may fire his 
  force blast as a move action instead of a standard action. 
  This replaces Arcane Aura. 
  Powerful Blast (Sp): At 5th level, all force blast 
  damage is increased by half, as if empowered. In 
  addition, the blaster’s force blasts have the potential 
  to push the target backward and knock him prone. 
  Treat as a Combat Maneuver using your Intelligence 
  modifier in place of your Strength modifier when 
  calculating your CMB. 
      If successful, the target is pushed backward in a 
  straight line up to 5 feet per five blaster levels and 
  knocked prone. For every size category of the target 
  above Medium, reduce the distance pushed by 5 feet (–5 
  feet for Large, –10 feet for Huge, –15 for Gargantuan, 
  and –20 feet for Colossal) to a minimum of 0 feet. 
  
  7
  The Expanded Battle Scion
           If the Combat Maneuver is unsuccessful, the target 
  still takes the force blast damage, but is not knocked 
  backward or prone. This replaces Dweomer Weapon.
  Extra Blasts (Ex): At 6th level, the blaster receives Extra 
  Force Blast as a bonus feat. This replaces the 6th level 
  bonus feat.
  Multiple Blasts (Sp): At 10th level, the blaster may 
  fire two bolts per force blast instead of one. He may fire 
  both blasts at the same target or at two different targets 
  who may be no more than 10 feet apart. At 17th level, the 
  blaster may instead fire three bolts per force blast. This 
  replaces the 10th level bonus feat.
  Swift Blast (Su): At 11th level, the blaster may use his 
  force blast ability three times per day as a swift action. 
  This number increases by one additional time per day for 
  every five battle scion levels beyond 11th. This replaces 
  the 11th level Spell Tactician ability.
  BONDED SCION
  A bonded scion spends his life focused on the mastery of his 
  arcane bond weapon, striving to unlock an ever-increasing 
  array of abilities. The bonded scion melds and channels 
  arcane power and combat might through his bond weapon 
  in an almost spiritual way. Eventually, this deep connection 
  causes the bonded scion’s weapon to take on a bit of his own 
  life force, allowing the weapon to gain sentience and become 
  a specialized type of intelligent magic item.  
  Arcane Bond (Sp): At 2nd level, a bonded scion gains a 
  weapon as an arcane bond item. This is identical to the 
  wizard class ability, but the bonded scion must select a 
  weapon. He may use the hand holding his bonded weapon 
  for somatic components. This replaces Arcane Aura. 
  Improved Arcane Bond (Ex): At 5th level, the bonded 
  scion receives Improved Arcane Bond as a bonus feat. 
  This replaces Armor Training normally received at 8th 
  level. 
  Deadly Bond Weapon (Ex): Whenever a bonded scion 
  of 6th level or higher threatens a critical hit with his 
  arcane bond weapon, he gains a +2 insight bonus on the 
  confirmation roll. This bonus increases by an additional 
  +1 for every four bonded scion levels beyond 6th (+3 
  at 10th level, +4 at 14th level, and +5 at 18th level). This 
  replaces the 6th level bonus feat.
  Force Weapon (Su): As a swift action, a bonded scion 
  of 10th level or higher may expend one use of his force 
  blast ability to enhance his bond weapon with force 
  energy. For a number of rounds equal to the bonded 
  scion’s INT modifier, his bond weapon can strike 
  incorporeal creatures without incurring the normal 
  miss chance (as the ghost touch weapon property). 
      In addition, any successful hit on an incorporeal creature 
  while the bond weapon is enhanced in this way deals an 
  additional amount of force damage equal to the bonded 
  scion’s level. This replaces the 10th level bonus feat.
  Bane Weapon (Su): At 11th level, the bonded scion can, 
  as a swift action, imbue his bond weapon with the bane 
  weapon special ability, except that the amount of bonus 
  damage dealt against creatures of the selected type is 
  4d6. The bonded scion must select one creature type 
  when he uses this ability (and a subtype if the creature 
  type selected is humanoid or outsider). Once selected, 
  the type can be changed as a swift action. This ability 
  lasts for a number of rounds per day equal to the bonded 
  scion’s level. These rounds do not need to be consecutive. 
  This replaces the 11th level Spell Tactician ability.
  Awakened Bond (Ex): At 14th level, the bonded scion 
  received awakened arcane bond as a bonus feat. This 
  replaces the 14th level bonus feat
  New Feats
  Battle scions draw primarily on the feats of fighters and 
  other warriors, but they have their own peculiar arcane 
  traditions as well.
  Awakened Arcane Bond [Item Creation]
  You grant your arcane bond object sentience, making it an 
  intelligent magic item.
  Prerequisite: Arcane caster level 15th, Improved Arcane 
  Bond 
  Benefit: You can imbue your arcane bond object with 
  a tiny spark of your own intelligence, force of will, and 
  arcane power. Awakening your bond object in this way 
  causes your arcane bond to become a specialized form of 
  intelligent magic item. This process follows the standard 
  Pathfinder RPG Intelligent Magic Item Creation rules. 
  However, because you are imbuing your bond object with 
  a portion of your own magical life force to awaken its 
  intelligence, there are a few important exceptions:
  •  The alignment of the bond object must match that of 
  the arcane caster exactly.
  •  An arcane bond object that is a wand may become 
  awakened. It retains its awakened sentience and powers 
  even after the wand’s charges have been expended.
  •  The awakened arcane bond item may never, under 
  any circumstances, have an Ego score higher than 19.
  •  All gold piece costs for initial creation as well as 
  any additional enhancements must be calculated as 
  normal using the Intelligent Magic Item Creation 
  rules. The arcane caster pays 50% of that cost.
  Senses, powers, and magical abilities the arcane bond 
  object gains by becoming an awakened, intelligent magic 
  item continue to function as long as the item remains 
  within 10 ft. of the arcane caster. This does not change 
  the rules for any other arcane bond ability or granted 
  power (such as those gained from the standard wizard 
  arcane bond class ability or the Improved Arcane Bond 
  feat - the bonded object must still be worn or in hand for 
  any of these abilities to function).
  
  8
  New Paths 4
  If an awakened bond item is destroyed, the wizard 
  immediately takes 1d6 points of ability damage to each 
  of his three mental ability scores (Intelligence, Wisdom, 
  and Charisma).
  Extra Force Blast
  You can use force blast more often.
  Prerequisites: Force blast class feature.
  Benefit: You gain two additional uses of your force blast 
  ability per day.
  Special: You can gain Extra Force Blast multiple times. Its 
  effects stack.
  Improved Arcane Aura
  Your raw arcane power can protect you in times of need.
  Prerequisites: Arcane aura class feature, arcane caster level 
  5th.
  Benefit: As a swift action, you may expend any one arcane 
  spell that you have prepared to temporarily increase 
  the deflection bonus received from your Arcane Aura 
  class feature. This increase is equal to the level of the 
  spell expended (+1 bonus for a first level spell, +2 for a 
  second level spell, etc.) This bonus lasts for a number of 
  rounds equal to your arcane caster level; these rounds 
  must be consecutive.
  Improved Arcane Bond
  This feat allows you to enhance your arcane bond object, 
  allowing it to grow in magical power as you do.
  Prerequisites: Arcane caster level 5th, must have an arcane 
  bond object
  Benefit: Your arcane bond object gains additional powers 
  as you gain levels in your arcane class, according to the 
  following table. The arcane caster must be in physical 
  contact with his bond object for these powers to function.
   Caster Level Arcane Bond Powers
  5th 
  Bond object grants a +2 bonus on 
  caster level checks made to overcome 
  a creature’s spell resistance. This bonus 
  stacks with the Spell Penetration feat. 
  In addition, the arcane caster may add 
  his INT modifier as a bonus to his 
  CMD vs. attempts to disarm or sunder 
  his bonded object.
  7th 
  Bond object imparts magic protection 
  to the arcane caster in the form of a +1 
  resistance bonus on all saving throws. 
  This bonus increases by +1 for every 
  3 additional arcane caster levels, to a 
  maximum of +5 at 19th level.
  9th
  The arcane caster may cast one 
  additional spell per day which he 
  has in his spellbook and is capable 
  of casting, even if the spell is not 
  prepared. If the arcane caster 
  specializes in an arcane school, this 
  spell must come from that school. This 
  additional spell otherwise follows all 
  the rules of the standard wizard arcane 
  bond ability.
  11th 
  Bond object grants spell resistance, 
  as the spell of the same name, to the 
  arcane caster equal to 12 + the arcane 
  caster’s level.
  Improved Arcane Strike
  You draw upon your arcane power to enhance your 
  weapons with magical energy.
  Prerequisite: Arcane Strike.
  Benefit: Your imbued weapon receives a +1 bonus to hit as 
  well as damage.
  Normal: Your weapon receives a +1 bonus to damage only.
  New Magic 
  Items
  The battle scion primarily uses items for fighters, with 
  occasional efforts to deploy arcane items such as wands or 
  rings of spell storing.
  Legendary Magic Items
  Legendary items begin as typical, minor magic items. 
  However, they come complete with full histories and back 
  stories. If a PC makes the commitment to learn this history 
  and can meet the appropriate prerequisites, he becomes 
  attuned to the legendary magic item, which unlocks 
  
  9
  The Expanded Battle Scion
  its more powerful abilities as the PC increases in level. 
  Legendary items truly grow in power with the PC and 
  often become an integral part of the character. 
  Legendary Magic Item Rules
  •  Legendary items begin as +1 magic items.
  •  Each legendary item has specific level, feat and skill 
  rank requirements necessary to attune the item to its 
  owner. If the owner can meet these requirements, he 
  and the legendary item become magically attuned. 
  The owner then begins to unlock the legendary 
  item’s additional powers, as detailed in each item’s 
  description. The owner can meet the feat and skill rank 
  requirements at any time, but he must be at least 4th 
  level before the legendary item can begin granting the 
  owner its powers.
  •  If these level, feat and skill rank requirements are not met, 
  the item remains nothing more than a +1 magic item. 
  •  Any spell-like abilities gained through the use of a 
  legendary item are based on the owner’s highest mental 
  characteristic (Int, Wis, or Cha).
  •  The caster level required for legendary item effects are 
  based on the owner’s total level.
  •  Unless otherwise noted, any bonus feats granted by the 
  legendary item last as long as the owner is touching the 
  item. The owner does not need to meet the prerequisites 
  for these bonus feats.
  The Three Legendary  
  Items of Gax the Great 
  Long, long ago, before the memories of even the most ancient 
  elves, a legendary warrior mage called Gax walked the land. 
  Gax, later know to history as Gax the Great, was a mysterious 
  figure renowned for his uncanny ability to combine his combat 
  and spellcasting abilities in new and powerful ways. Exactly 
  how he learned this skill is a matter of tales and supposition. 
  What the stories do agree on, however, is that Gax was the 
  first true battle scion, the man who founded the tradition and 
  from whom all other battle scions descend.
   
  Gax was an unparalleled master at crafting magical 
  arms and armor. He created Gauntlet, his magic shield as 
  well as his wondrous Battlecaster armor. Perhaps his most 
  famous creation, however, was Cailebryn, his mystical, 
  razor-sharp long sword.
   
  Although no legend or tale speaks of Gax the Great’s final 
  days, most historians believe he died peacefully, after many 
  decades of glory and adventure. His body is said to have 
  been laid to rest in a magically protected tomb carved from 
  solid granite, the location of which is unknown today.
   
  Many believe Gax’s Legendary Items were buried 
  with him. Countless individuals have searched for his lost 
  tomb over the centuries but, so far at least, it remains lost. 
  Nevertheless, sages and treasure seekers alike continue to 
  search, hoping to recover the Three Legendary Items of Gax. 
  BATTLECASTER ARMOR
  This fine chainmail is so light and exquisitely made that 
  it can be worn under normal clothing without betraying 
  its presence.
  REQUIREMENTS
  To successfully wear battlecaster armor to its fullest 
  potential, a character must fulfill the following 
  requirements.
  Feats: Combat Casting, any one Metamagic Feat
  Skills: Craft (armor) 4 ranks, Spellcraft 4 ranks
   Attuned  
   Owner’s Level
  Abilities Granted
  +1 chainmail
  4th
  Arcane Focus
  6th
  Arcane Smite 
  8th
  +2 chainmail
  10th
  Arcane Shield
  12th
  Metamagic Adept
  14th
  +2 spell resistance 17 chainmail
  16th
  Deflection (1/day)
  18th
  Arcane Repulsion
  20th
  +3 spell resistance 19 chainmail
  Battlecaster armor permits a maximum Dexterity bonus of 
  +4 and an armor check penalty of –2. 
  Arcane Focus (Su) Arcane spells cast while wearing 
  battlecaster armor receive a +1 bonus to their caster level.
  Arcane Smite (Su) As a swift action the wearer may expend 
  any one spell he knows and is able to cast in order to store 
  that raw magical energy in a melee weapon. The next time 
  the wearer successfully hits with that weapon, the stored 
  magical energy is discharged, adding +1d6 damage per 
  spell level expended (+1d6 for a first level spell, +2d6 for a 
  second level spell, etc.). The spell energy is not expended 
  if the attack misses. The spell energy is immediately lost 
  if the weapon is wielded by anyone other than the wearer. 
  Arcane Shield (Ex) The wearer of battlecaster armor gains 
  Arcane Shield as a bonus feat.
  Metamagic Adept (Su) The wearer may maximize a spell 
  he is about to cast, as if using the maximize feat. This does 
  not alter the level of the spell or the casting time. Even 
  though this ability does not modify the spell’s actual level, 
  the wearer cannot use this ability to maximize a spell 
  whose modified spell level would be above the level of 
  the highest-level spell the wearer he is capable of actually 
  casting. The wearer can use this ability three times per day.
  Deflection (Sp) The wearer of battlecaster armor may cast 
  deflection once per day as a spell-like ability.
  Arcane Repulsion (Sp) Three times per day, the wearer of 
  battlecaster armor may, as an immediate action, effect a 
  
  10 New Paths 4
  CAILEBRYN 
  Cailebryn is a razor-sharp long sword of outstanding 
  craftsmanship. The blade is faintly etched with numerous 
  arcane runes and symbols.
  REQUIREMENTS
  To successfully wield Cailebryn to its fullest potential, a 
  character must fulfill the following requirements.
  Feats: Combat Casting, Weapon Focus (long sword)
  Skills: Craft (weapons) 4 ranks, Knowledge (arcana) 4 
  ranks
   Attuned  
   Owner’s Level
  Abilities Granted
  +1 long sword
  4th
  Bravery of Gax
  6th
  Cleaving Blade
  8th
  +2 keen long sword
  10th
  Critical Focus
  12th
  Cleaving Blade, Greater
  14th
  +3 keen spell storing long sword
  16th
  Sundering Blade
  18th
  Dispelling Strike
  20th
  +3 vorpal keen spell storing long sword
  Bravery of Gax (Ex) The wielder of Cailebryn is immune 
  to the shaken and frightened conditions. In addition, the 
  wielder receives a +1 bonus on Will saves against fear. 
  This bonus increases by +1 for every four levels beyond 
  4th to a maximum of +5 at 20th level.
  Cleaving Blade (Ex) Cailebryn’s wielder receives Cleave as 
  a bonus feat*. 
  Critical Focus (Ex) The wielder gains Critical Focus as a 
  bonus feat*. 
  Cleaving Blade, Greater (Ex) Cailebryn’s wielder receives 
  Great Cleave as a bonus feat*
  Sundering Blade (Ex) The wielder receives Improved 
  Sunder and Sundering Strike as bonus feats*. In addition, 
  whenever Cailebryn is used to sunder, it ignores hardness 
  equal to ½ the wielder’s level.
  Dispelling Strike (Sp) Three times a day, the wielder may 
  effect a targeted greater dispel magic as a free action on the 
  subject of a successful melee attack with Cailebryn. 
  *Bonus feats are only in effect when attacking with Cailebryn.
  targeted greater dispel magic against a single creature coming 
  in physical contact with the wearer; a magic weapon or item 
  used to touch or attack the wearer; or a touch spell or spell-
  like ability (ranged or melee) targeting the wearer. 
  GAUNTLET
  Gauntlet is a sturdy metal shield with the amazingly 
  realistic likeness of a metal gauntlet carved in its center.
  REQUIREMENTS
  To successfully wield Gauntlet to its fullest potential, a 
  character must fulfill the following requirements by 4th level.
  Feats: Shield Focus, Toughness
  Skills: Craft (armor) 4 ranks
   Attuned  
   Owner’s Level
  Abilities Granted
  +1 shield
  4th
  Gauntleted Fist
  6th
  Improved Shield Bash
  8th
  +2 bashing shield
  10th
  interposing hand (3/day)
  12th
  touch defense
  14th
  +3 bashing light fortification shield
  16th
  spell turning
  18th
  crushing hand (1/day)
  20th
  +4 bashing medium fortification shield
  Gauntleted Fist (Su) As a swift action, the wielder can 
  turn one of his fists into metal, allowing him to make 
  an unarmed strike that deal 1d6 points of bludgeoning 
  damage plus Strength modifier + 1 point for every two 
  levels the wielder possess. These unarmed strikes do not 
  provoke attacks of opportunity and ignore the hardness 
  of items with a hardness of 10 or less. The wielder can use 
  this ability a number of rounds per day equal to 1/2 the 
  wielder’s level
  Improved Shield Bash (Ex) The wielder gains Improved 
  Shield Bash as a bonus feat, but only when using Gauntlet 
  to perform the shield bash.
  Interposing Hand (Sp) The wielder of Gauntlet gains the 
  ability to cast interposing hand three times per day as a 
  spell-like ability.
  Touch Defense (Su) The wielder may add Gauntlet’s 
  shield and enchantment bonus to his armor class when 
  defending against any touch attack.
  Spell Turning (Sp) Gauntlet gains the properties of a ring 
  of spell turning.
  Crushing Hand (Sp) The wielder of Gauntlet gains the ability 
  to cast crushing hand once per day as a spell-like ability.
  
  Use this spell tracking sheet to track your prepared spells. Although ideal for your Battle Scion character, this tracking sheet 
  is designed so it can be utilized by any prepared spellcasting class! Simply record the spell level (first level spells, second level 
  spells etc); the number of times per day you can cast spells of that level; and the spell DC for that level. Then list the spells you 
  typically prepare. Each new adventuring day, place an X in the Prepared box for each spell you prepare (or use numbers or 
  tick marks if you decide to prepare a given spell more than once). Next, jot down any notes about individual spells (effects, 
  duration, damage, range, targets etc). Then, simply mark off each spell in the Cast box after you’ve cast it.
  Prepared     Spell Name 
   
   
   
              Notes  
   
   
   
                           Cast
    Spell Level
    Spells Per Day
    Spell DC
  Prepared     Spell Name 
   
   
   
              Notes  
   
   
   
                           Cast
    Spell Level
    Spells Per Day
    Spell DC
  The Expanded Battle Scion    Kobold Press    www.koboldpress.com
  Prepared Spell Tracking Sheet
  
  12 New Paths 4
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kobold Press - Open Design/New Paths 4 - The Expanded Battle Scion.pdf