TEXT: Parasites & Paragons
  Parasites & Paragons
  1
  
  2
  Designer: Matt Daley
  Additional Design: Christen N. Sowards
  Project Creator/Developer: Christen N. Sowards
  Editor: Eric Ford
  Cover Art: Dionisis Milonas
  Interior Art: Dionisis Milonas, Bryan Syme, Vincent Coviello
  Graphic Design: Christen N. Sowards
  Playtesters: Aaryn Gulledge, Donald J. Decker, James Durchenwald, Matt Groen, Michael Lefavor, Vanessa Moon, Orion Peter-
  son
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.
  com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee com-
  patibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Role-
  playing Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying 
  Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility 
  license.
  DESIGNATION OF PRODUCT IDENTITY: The Lost Spheres Publishing company names and logos; the 
  “Codex of Blood: Parasites & Paragons” name and logo; all artwork, backgrounds, proper names (all City of 7 
  Seraphs Parity Names), and logos; all trade dress, and graphic design elements.
  DECLARATION OF OPEN CONTENT: All game mechanics, proper names of classes, prestige classes, archetypes, feats, skills, 
  spells, magic items, monsters, rituals, artifacts AND OR the names of abilities presented within this book are Open Game Con-
  tent as described in Section 1(d) of the License.
  Some art ©2020 Bryan Syme
  Psionics Unleashed is copyright 2010 Dreamscarred Press and is referenced with permission.
  Lost Spheres Publishing, ©2020, www.lostspherespublishing.com
  
  3
  Contents .............................................3
  Path of War .........................................4
  New Base Class: The Parasite .............4
  Using the codex of blood in ................4
  City of 7 seraphs .................................4
  Table 1-1: The Parasite .......................5
  Using Parasites in City of 7 Seraphs ..12
  Parasite favored class bonuses: ........12
  Archetype Maneuver Progression ....12
  Animus Archetype Maneuver Progres-
  sion ...................................................12
  Archetypes........................................13
  Bloodmaven (Antipaladin Archetype)  13
  Optional Rules Variant: Skill-Based 
  Maneuvers........................................13
  Using Bloodmavens in City of 7 Seraphs .
  15
  Everglory (Valkyrie Archetype) .........16
  Rules Elements: Grit, Luck, Panache, & 
  Triumph ............................................17
  Using Everglory in City of 7 Seraphs .18
  Evocatus (Gladiator Archetype) ........18
  Using the Evocatus in City of 7 Seraphs 
  19
  Ferine Sentinel (Hunter Archetype) ..20
  Using Ferine Sentinel in City of 7 Seraphs 
  21
  Formcrafter (Unchained Monk 
  Archetype) ........................................22
  Using the Formcrafter in City of 7 
  Seraphs .............................................23
  Fulminant Vessel (Bloodrager Archetype) 
  23
  Using Fulminant Vessels in City of 7 
  Seraphs .............................................27
  Furinkazan (Samurai Archetype) ......27
  Using Furinkazan in City of 7 Seraphs 28
  Hero's Bane (Slayer Archetype) ........28
  Using Hero's Bane in City of 7 Seraphs 30
  Hetairos (Cavalier Archetype) ...........30
  Using the Hetairos in City of 7 Seraphs 31
  Hypnotic Duelist (Mesmerist Archetype) 
  31
  Using the Hypnotic Duelist in City of 7 
  Seraphs .............................................33
  Locus Commander (Summoner 
  Archetype) ........................................34
  Using the Locus Commander in City of 7 
  Seraphs .............................................38
  Sublime Warmage (Magus Archetype) 38
  Using the Sublime Warmage in City of 7 
  Seraphs .............................................39
  Silent Reaper (Ninja Archetype) .......40
  Using the Silent Reaper in City of 7 
  Seraphs .............................................41
  Steel Valkyr (Skald Archetype) ..........41
  New Warlord Gambits ......................44
  Using the Steel Valkyr in City of 7 
  Seraphs .............................................44
  Terminal Blade (Time Thief Archetype) 44
  Using the Terminal Blade in City of 7 
  Seraphs .............................................46
  War Scion (Spiritualist Archetype) ....46
  Using the War Scions in City of 7 Seraphs 
  48
  New Class Template (Cutting Blur) ...48
  Using Cutting Blur in City of 7 Seraphs 49
  New Medium Legendary Spirit 
  (Armsmaster) ....................................50
  Using the Armsmaster Spirit in City of 7 
  Seraphs .............................................50
  New Occultist Panoply:.....................51
  Arsenal of the Initiator .....................51
  Using the Arsenal of the Initiator in City 
  of 7 Seraphs ......................................51
  Feats .................................................52
  Animus Efficiency (Combat)..............52
  Bestial Takedown (Combat) ..............52
  Blood Scion (Vampire) ......................52
  Blood Sovereignty (Vampire) ............52
  Bred for Battle (Combat) ..................52
  Combat Tenacity (Combat) ...............52
  Cooperative Recuperation (Combat, 
  Teamwork) ........................................52
  Elemental Opposition (Combat) .......52
  Elemental Synchronicity (Combat) ...52
  Elemental Tinker (Combat) ...............52
  Extra Mutation .................................53
  Fiendish Dissolution (Combat) .........53
  Lethal Reptile's Maw (Combat) ........53
  Machine Surgeon (Combat)..............53
  Malicious Leaden Shell (Combat) .....53
  Marking Siphon (Combat) ................53
  Martial Mount (Combat) ..................53
  Wand Desperado ..............................53
  Style Feats ........................................53
  Brutal Crocodile Style (Combat, Style) 53
  Brutal Crocodile Tenacity (Combat, Style) 53
  Brutal Crocodile Desolation (Combat, 
  Style).................................................54
  Leaden Hyena Style (Combat, Style) 54 
  Leaden Hyena Treachery (Combat, Style) 
  54
  Mangled Gear Style (Combat, Style) 54
  Mangled Gear Overload (Combat, Style) 
  54
  Mangled Gear Shutdown (Combat, 
  Style).................................................54
  Systems and Use ...............................55
  Martial Abilities ................................55
  Readying Maneuvers ........................55
  Saboteur's Guile ..........................77
  Shatter the Barrier ......................77
  Systemic Bypass ..........................77
  5th level ......................................77
  Battle Tinker's Parry ....................77
  Blackout Blitz ..............................78
  Don't Die On Me .........................78
  Energy Scavenger ........................78
  6th level ......................................78
  Energized Doom ..........................78
  Failsafe Reserves .........................78
  Lockdown Strike ..........................78
  Redirect Energy ...........................79
  7th level ......................................79
  Fearsome Backfire ......................79
  Scrapper's Glee ...........................79
  Second Surge ..............................79
  8th level ......................................79
  Full Overdrive..............................79
  Keep the Flame Alive ..................80
  Shockwave Breakdown ...............80
  9th level ......................................80
  Total Shutdown ...........................80
  Psionic Powers ............................80
  Mechanical Rapture ....................80
  Martial Traditions........................81
  The Forsaken Does ......................81
  Using the Forsaken Does in City of 7 
  Seraphs .......................................82
  The Primeval Lodge ....................82
  Using the Primeval Lodge in City of 7 
  Seraphs .......................................83
  The Warsmith Brotherhood ........83
  Using the Warsmiths in City of 7 
  Seraphs .......................................84
  Martial Simple Class Templates ..84
  Harbinger Creature .....................84
  Medic Creature ...........................84
  Mystic Creature ..........................84
  Parasite Creature ........................85
  Rajah Creature ............................85
  Stalker Creature ..........................85
  Warder Creature .........................85
  Warlord Creature  .......................85
  Zealot Creature ...........................85
  Appendix A: Path of War/Lords of Night 
  Reference Material .....................86
  Elemental Flux ............................86
  Elemental Flux Maneuver List & 
  Summaries ..................................86
  1ST LEVEL ....................................86
  2ND LEVEL...................................86
  3RD LEVEL ...................................86
  4TH LEVEL ...................................87
  5TH LEVEL ...................................87
  6TH LEVEL ...................................87
  7TH LEVEL ...................................87
  8TH LEVEL ...................................87
  9TH LEVEL ...................................87
  1st Level ......................................87
  Eldritch Shield .............................87
  Elemental Nimbus .......................88
  Embrace the Elements ................88
  Fluctuation Movement ...............88
  Spark Strike .................................88
  Variable Flux ...............................89
  2nd Level .....................................89
  Arcane Shield ..............................89
  Degrade Resistance .....................89
  Eldritch Fang ...............................89
  Elemental Strike ..........................89
  Energy Spark ...............................90
  3rd Level .....................................90
  Elemental Flux Stance .................90
  Energy Jolt ..................................90
  Lance of Power ...........................91
  Raging Flux ..................................91
  4th Level .....................................91
  Arcane Torrent ............................91
  Assay Resistance .........................91
  Eldritch Consumption .................92
  Energy Hammer ..........................92
  5th Level .....................................92
  Elemental Drive ..........................92
  Elemental Absorption .................92
  Elemental Vortex ........................92
  Enter the Vortex ..........................93
  6th Level .....................................93
  Eldritch Energy Hammer .............93
  Elemental Destruction Ring ........93
  Eldritch Fang Flurry .....................94
  Nexus of Elemental Retribution ..94
  Shatter Resistance ......................94
  7th Level .....................................94
  Cascade of Elemental Wrath .......94
  Force Majeure .............................94
  Redirecting Flux ..........................95
  8th Level .....................................95
  Elemental Breach ........................95
  Master of the Elements ..............95
  Zephyr Flux .................................95
  9th Level .....................................96
  Strike of Elemental Devastation ..96
  Unquiet Grave  ............................96
  (Lords of the Night) .....................96
  Unquiet Grave Maneuver List  ....97
  1st Level ......................................97
  2nd Level .....................................97
  3rd Level .....................................97
  4th Level .....................................97
  5th Level .....................................97
  6th Level .....................................97
  CONtents
  CONtents
  Initiating Stances and Maneuvers ....55
  Concentration ...................................55
  Initiator Level ....................................56
  Selecting Martial Maneuvers ............56
  Resolving a Stance or Maneuver ......56
  Recovering Expended Maneuvers ....56
  Martial Abilities and Magic ...............57
  PER ENCOUNTER ABILITIES ...............57
  [Optional Rules Variant: Maneuver Recovery 
  Limits] ...............................................57
  Brutal Crocodile ................................58
  Rules Element: Grab, Grapple, & the brutal 
  crocodile ...........................................58
  Maneuver Descriptions ....................59
  1st level ............................................59
  Ensnare .............................................59
  Expert Grip .......................................59
  Hungry Jaws .....................................59
  Painbringer .......................................60
  Snatching Talons ...............................60
  Trampling Pin [G] ..............................60
  2nd level ...........................................61
  Agile Redirection ..............................61
  Anaconda's Coils ...............................61
  Bestial Dash [G] ................................61
  Gar Rush ...........................................61
  3rd level ............................................61
  Catfish Hold ......................................61
  Into the Earth [G] ..............................61
  Monkey Vault ...................................62
  Trapping Jaws ...................................62
  4th level ............................................62
  Alligator Suplex [G] ...........................62
  Bonebreaker Riposte ........................62
  Magebreaker ....................................62
  Silencing Grip ....................................62
  5th level ............................................63
  Gut Crusher [G] ................................63
  Meat Shield ......................................63
  Kraken's Coils ....................................63
  Voracious Maul [G] ...........................63
  Wing Ripper [G] ................................63
  6th level ............................................64
  Atrophic Brutalization .......................64
  Blood in the Water ...........................64
  Disfiguring Gouge [G] .......................64
  Insatiable Warpath  ..........................64
  7th level ............................................64
  Crushing Python ...............................64
  Dismemberment [G] .........................64
  Hippo Press [G] .................................65
  Meteoric Suplex [G] ..........................65
  8th level ............................................65
  Gorgonops' Jaws ...............................65
  Gorilla Backbreaker [G] ....................65
  Impossible Hurl [G] ...........................65
  9th level ............................................66
  Event Horizon [G] .............................66
  Leaden Hyena ...................................66
  Maneuver Descriptions ....................67
  1st level ............................................67
  Climactic Butchery ............................67
  Cruel Hyena's Facade........................67
  Incite Betrayal ...................................67
  Malignant Punisher Stance ...............68
  Savaging Steel ...................................68
  Sadistic Vitality .................................68
  Face Me ............................................68
  Weight of Defeat ..............................68
  Wound-Gouging Blade .....................68
  Erode Resolve ...................................69
  Leverage Dismay ...............................69
  Precarious Doubt ..............................69
  Riot of Despair ..................................69
  Bring to Knee ....................................69
  Cackling Mockery .............................70
  Foment Helplessness ........................70
  Brutal Misdirection ...........................70
  Dastard's Blades ...............................70
  Feed on Unease ................................70
  Conviction Breaker ...........................71
  Scavenger's Leer ...............................71
  Fight-Taking Steel .............................71
  Stance of Sown Mistrust ...................72
  Discipline: Leaden Hyena (Stance) ...72
  Crippling Wound ...............................72
  Kingbreaker ......................................72
  Leaden Hyena Stance .......................72
  Poisoned Will ....................................73
  Mangled Gear ...................................73
  Maneuver Descriptions ....................74
  1st level ............................................74
  Make it Work ....................................74
  RULES ELEMENT: SUNDER ................74
  Quick-Fingered Draw ........................75
  Sabotage ...........................................75
  Short Out ..........................................75
  Steelscrapper's Attitude ...................75
  Thump the Engine ............................75
  2nd level ...........................................75
  Breaker's Dodge ...............................75
  Delaying Defiance .............................75
  Energy Retention ..............................76
  Jam the Gears ...................................76
  Shutdown Shot .................................76
  3rd level ............................................76
  Emergency Application .....................76
  Mangled Gear Stance .......................76
  Optimum Performance .....................76
  Repurpose Power .............................77
  4th level ............................................77
  Conductive Retaliation .....................77
  7th Level ...........................................98
  8th Level ...........................................98
  9th Level ...........................................98
  Maneuver Descriptions ....................98
  1st level..............................................98
  BEAN NIGHE ATTITUDE .....................98
  GRAVEKEEPER’S HOOD .....................98
  HUNGRY STILLNESS STRIKE ...............98
  STARVING VAMPIRE STANCE ............98
  THIRSTING AXE STRIKE .....................99
  WHISPERS OF UNDEATH ...................99
  2nd level .............................................99
  CHILLING GRAVE DEFENSE ...............99
  HEADSTONE BREAKING STRIKE ........99
  RAGING SPECTER STRIKE ..................99
  RATTLING SKELETON PARRY .............99
  STALKING GHOUL ...........................100
  3rd level ...........................................100
  AVENGING REVENANT'S ADVANCE 100
  DARKENED AXE STYLE ....................100
  LIFE-SEALING STRIKE ......................100
  WIGHT'S BLOW ...............................100
  4th level ...........................................100
  HUNTING MOHRG STRIKE ..............100
  ROTTING AXE STYLE ........................101
  SHRIEKING SHADOW AXE ...............101
  WRETCHED GHAST RIPOSTE ...........101
  5th level ...........................................101
  ANCIENT LICH PARRY ......................101
  FLOWING GORE BLOW ...................101
  HOWLING BANSHEE STRIKE ...........101
  MOURNING GHOST ATTITUDE .......102
  6th level ...........................................102
  ASCENDING NECROMANCER STYLE 102
  FEASTING WRAITH STRIKE ..............102
  HEADSMAN'S DESCENDING AXE ....102
  LOOMING NIGHTWALKER PARRY ...102
  7th level ...........................................103
  CHARGING DULLAHAN'S ADVANCE 103
  POLTERGEIST'S WRATH ...................103
  SCYTHING REAPER RIPOSTE............103
  CHILLING MIST SIDESTEP ................103
  8th level ...........................................103
  LAUGHING DEMILICH ATTITUDE .....103
  SOUL DRINKING STRIKE ..................104
  9th level ...........................................104
  PITILESS AXE OF THE EXECUTIONER 104
  Veiled Moon ...................................104
   Veiled Moon ..................................105
  1st Level ..........................................105
  2nd Level ........................................105
  3rd Level .........................................105
  4th Level .........................................105
  5th Level .........................................105
  6th Level .........................................105
  7th Level .........................................106
  8th Level .........................................106
  9th Level .........................................106
  The Veiled Moon Discipline ............106
  1ST level  ..........................................106
  Dimensional Strike ..........................106
  Disturbing Blow ..............................106
  Ghost Hunting Blow........................106
  Inner Sense .....................................106
  Spirit Sensing Stance ......................106
  Cursed Fate .....................................107
  Leaping Spirit Dance .......................107
  2Nd level ..........................................107
  Fading Strike ...................................107
  Half-Gone .......................................107
  Resonance Strike ............................107
  3rd level ...........................................108
  Altered Penumbra ..........................108
  Brilliant Moon .................................108
  Formless Dance ..............................108
  Ghostwalk .......................................108
  4th level ...........................................108
  Breath of the Moon ........................108
  Ethereal Reminiscence ...................109
  Fading Leap ....................................109
  Flicker Strike ...................................109
  5th level ...........................................109
  Essence Shattering Strike................109
  Stance of the Ether Gate ................109
  Twisting Ether .................................110
  Warp Worm ....................................110
  6th level ...........................................110
  Ether Wave .....................................110
  Phantom Penumbra........................110
  Spiritual Weapon Stance ................110
  Vaporform Crash ............................111
  7th level ...........................................111
  Dispersal Strike ...............................111
  Fade Through..................................111
  Flashing Ether Touch.......................111
  8th level ...........................................111
  Anchoring Spirit ..............................111
  Eclipsing Moon ...............................112
  Lunar Penumbra .............................112
  9th level ...........................................112
  Banish to the Beyond .....................112
  
  Codex of Blood:
  Codex of Blood:
  4
  New Base Class: The Parasite
  New Base Class: The Parasite
  Warfare constantly evolves, and so too must those 
  who practice it. The most dangerous soldiers are 
  often the ones who indulge in the constant escalation 
  of battle, altering themselves in body and mind to 
  accommodate the shifting tides of misery so that they 
  may champion it. Thriving off the misery of others, 
  these beings known as parasites immerse themselves 
  in carnage and disarray in order to emerge from the 
  crucible like steel from the forge. 
  Introduction
  Introduction
   
  Across the multiverse many warriors have 
  existed who have pursued martial study in unorthodox 
  ways. Throughout history these masters of combat 
  have blended unusual styles and strange magics 
  to become threats unlike any other. Many of these 
  remote and forgotten styles have been combined in a 
  crimson tome known to many as the Codex of Blood, 
  a chronicle of martial techniques feared by all those 
  who meet them on the battlefield.
  Presented in this product is a new class alongside 
  many new archetypes that utilize the martial maneu-
  ver system alongside new martial disciplines and 
  options.
  "If you must face the 
  "If you must face the 
  enemy as a single warrior... …                             
  enemy as a single warrior... …                             
  ...Face them with the skills of 
  ...Face them with the skills of 
  a thousand." - Kiredge Astonier,        
  a thousand." - Kiredge Astonier,        
  Incarnate Eternal
  Incarnate Eternal
  Path of War
  Path of War
  This book makes heavy use of the Dreamscarred 
  Press supplement Path of War system. While not 
  required to use this product we highly recommend 
  purchasing those products. 
  It is believed that the original version of the Codex 
  of Blood was catalogued in the bibliodungeons 
  of the Bookbinders during the Antolethes era of 
  Steamwalker-infiltration. The manuscript’s exact 
  location was lost during the Xenthis Purge and 
  undoubtably access to the rarest techniques within. 
  However, an incomplete version transcribe by the 
  a servitor of the House of Heights for his immortal 
  master has subsequently been copied no fewer 
  than six times. Of those copies one is known to be 
  found at the Kiredge School for Martial Mastery 
  in the Colleges District and another in the Dark 
  Shogunate hanging in a set of chained golemspine 
  clasps from the waist of the fallen Valkyr, Onsyrth. 
  Rumors that the mystics of Wenya Leska and the 
  Parthenearchy of Brionithic Empire possess copies 
  have yet to be confirmed. The Zeian Empire has 
  offered enormous bounties of gold and crystalized 
  essence to anyone who may return a copy to the 
  Capital in Bloom. Much of the lore inside the tome 
  can be found scattered throughout the multiverse 
  in the hands of rare masters and scholars. No 
  small number of these fragmentary masters can be 
  found in the City itself
  Using the codex of blood in
  Using the codex of blood in
  City of 7 seraphs
  City of 7 seraphs
  
  Parasites & Paragons
  Parasites & Paragons
  5
  Adventures: The life of an adventurer is violent by 
  nature, and many Parasites aim to take advantage 
  of this by seeking out and understanding powerful 
  opponents. Every parasite’s fighting style is distinct, 
  and as beings of conflict each parasite feels that their 
  approach to combat is an integral part of their per-
  sonality. For that reason, parasites are likely to define 
  themselves by their accomplishments. 
   
  Characteristics: Parasites tend to be curious and 
  observant, seeking out new opportunities to grow 
  in strength. Their pursuit of superiority may tend to 
  make them rather self-centered and condescending. 
  Nonetheless, parasites usually have a great respect 
  for excellence, if just because they seek to emulate it. 
   
  Alignment: Any. The avaricious and destructive nature of 
  their abilities leads to many Parasites becoming evil, but 
  a mastery over bloodshed does not necessarily require 
  indulgence in it. Many good and neutral parasites exist 
  Table 1-1: The Parasite
  Table 1-1: The Parasite
  Class 
  Level
  BAB
  Fort 
  Save
  Reflex 
  Save
  Will 
  Save
  Special
  Maneuvers 
  Known
  Maneuvers 
  Readied
  Stances
  Known
  1
  +0
  +2
  +2
  +0
  Animus, Renewal, Siphon -1
  7
  5 (2)
  1
  2
  +1
  +3
  +3
  +0
  Mutation, Phage’s Resilience
  8
  5 (2)
  2
  3
  +2
  +3
  +3
  +1
  Crippling Siphon
  9
  6 (3)
  2
  4
  +3
  +4
  +4
  +1
  Mutation
  10
  6 (3)
  2
  5
  +3
  +4
  +4
  +1
  Phage’s Resilience
  11
  6 (3)
  3
  6
  +4
  +5
  +5
  +2
  Mutation, Phage’s Resilience
  12
  7 (4)
  3
  7
  +5
  +5
  +5
  +2
  Crippling Siphon
  13
  7 (4)
  3
  8
  +6/+1
  +6
  +6
  +2
  Mutation, Siphon -2
  14
  7 (4)
  3
  9
  +6/+1
  +6
  +6
  +3
  Phage’s Resilience
  15
  8 (5)
  4
  10
  +7/+2
  +7
  +7
  +3
  Mutation
  15
  8 (5)
  4
  11
  +8/+3
  +7
  +7
  +3
  Crippling Siphon, Dual Siphon
  16
  8 (5)
  5
  12
  +9/+4
  +8
  +8
  +4
  Mutation
  16
  9 (6)
  5
  13
  +9/+4
  +8
  +8
  +4
  Phage’s Resilience
  17
  9 (6)
  5
  14
  +10/+5
  +9
  +9
  +4
  Mutation
  17
  9 (6)
  5
  15
  +11/+6/+1
  +9
  +9
  +5
  Crippling Siphon
  18
  10 (7)
  6
  16
  +12/+7/+2
  +10
  +10
  +5
  Animus Well, Mutation, Siphon -3
  18
  10 (7)
  6
  17
  +12/+7/+2
  +10
  +10
  +5
  Phage’s Resilience
  19
  10 (7)
  6
  18
  +13/+8/+3
  +11
  +11
  +6
  Mutation
  19
  11 (8)
  7
  19
  +14/+9/+4
  +11
  +11
  +6
  Crippling Siphon
  20
  11 (8)
  7
  20
  +15/+10/+5
  +12
  +12
  +6
  Ascendant Abomination, Mutation
  21
  12 (9)
  7
  who wish to understand suffering in a more academic 
  light, seek to transform their physical states, or who desire 
  to take the work of violence upon themselves as a way to 
  spare others its burden. 
   
  Religion: Parasites tend to worship gods of battle, 
  change, growth, and death, as all of these forces play 
  into their central philosophy of achieving enlighten-
  ment through a mastery of violence. 
   
  Background: Parasites draw much of their inspira-
  tion from suffering, and are all in some way familiar 
  with the more violent aspects of the multiverse. 
  Perhaps they have witnessed powerful violence 
  against others or have been the target of extreme 
  violence themselves. Another commonality among 
  parasites is a desire to grow stronger, indicating that 
  most of them have felt weak or ineffectual at some 
  point and wish to remedy this.
   
  
  Codex of Blood:
  Codex of Blood:
  6
  "Savor the taste of each victory, 
  "Savor the taste of each victory, 
  for there is no taste that is sweet-
  for there is no taste that is sweet-
  er." Onsyrith, Valkyr of the Darh 
  er." Onsyrith, Valkyr of the Darh 
  Shogunate
  Shogunate
   
  Maneuvers 
  A parasite begins their career with knowledge of 
  seven martial maneuvers. The disciplines available 
  to them are Elemental Flux,  Cursed Razor , Leaden 
  Hyena, Steel Serpent, Shattered Mirror, and Veiled 
  Moon. Undead and other parasites healed by nega-
  tive energy can exchange one of these disciplines for 
  Unquiet Grave instead. 
   
  Once the parasite knows a maneuver, they must ready 
  it before they can use it (see Maneuvers Readied). 
  A maneuver usable by parasites is considered an 
  extraordinary ability unless otherwise noted in it or its 
  discipline’s description. A parasite’s maneuvers are not 
  affected by spell resistance, and they do not provoke 
  attacks of opportunity when they initiates one. 
   
  The parasite learns additional maneuvers at higher 
  levels, as indicated on Table: Parasite. A parasite 
  must meet a maneuver’s prerequisite to learn it. 
   
  Upon reaching initiator level 4th, and at every even 
  numbered initiator level thereafter (6th, 8th, 10th, and 
  so on), the parasite can choose to learn a new ma-
  neuver in place of one they already knows. In effect, 
  they lose the old maneuver in exchange for the new 
  one. They can choose a new maneuver of any level 
  they like, as long as they observe the restriction on 
  the highest-level maneuvers they know; the parasite 
  need not replace the old maneuver with a maneuver 
  of the same level. They can swap only a single 
  maneuver at any given level. A parasite’s initiation 
  modifier is Charisma.
  Maneuvers Readied
  A parasite can ready five of their seven maneuvers 
  known at 1st level, and as they advance in level and 
  learns more maneuvers, they is able to ready more, 
  but must still choose which maneuvers to ready. A 
  parasite must always ready their maximum number 
  of maneuvers readied. They ready their maneuvers 
  by meditating for ten minutes. The maneuvers they 
  choose remain readied until they decide to meditate 
  again and change them. The parasite does not need 
  to sleep or rest for any long period of time in order 
  to ready their maneuvers; any time they spend ten 
  minutes in meditation, she can change her readied 
  maneuvers. 
   
  Species: Parasites come from all types of creatures, 
  peoples, and credos; but tend to emerge more fre-
  quently among ambitious or violent cultures. Human 
  and Half-orc parasites are the most common, as they 
  are often the most acclimated to violence and oppor-
  tunism. Goblins, kobolds, and tieflings also frequently 
  become parasites, learning to harness the conflict that 
  is often drawn to them. 
   
  Other Classes: Parasites get along well with others 
  who appreciate the catharsis of conflict, especially 
  barbarians. Bards and wizards often get along well 
  with Parasites, bards because of the fascinating 
  pathos behind the parasite’s abilities and wizards due 
  to a shared desire for self-improvement. Paladins and 
  warders tend to chafe more with parasites, viewing 
  their fascination with violence as antithetical to the 
  causes of stopping harm. 
   
  Role: A Parasite is a potent offensive presence in 
  combat, ruthlessly assaulting their opponents while 
  inhibiting their means of fighting back. Depending on 
  their mutations and maneuvers, parasites may also 
  prove useful in defense, support, reconnaissance, and 
  battlefield control. 
  Starting Age: Intuitive
   
  Abilities: Charisma is the ability that powers many of 
  the parasite’s class features, as a strong sense of self 
  is required to wholly embrace the recesses of conflict 
  and emerge more powerful. Strength or Dexterity is 
  of course required to ensure the parasite’s fighting 
  ability, and constitution is important to the parasite’s 
  survival. 
   
  Starting Wealth: 4d6 × 10 gp (average 140 gp.) In 
  addition, each character begins play with an outfit 
  worth 10 gp or less. 
   
  Hit Die: d8
  Class Skills 
  The Parasite’s class skills are Acrobatics (Dex), 
  Autohypnosis (Wis), Bluff (Cha), Craft (Int), Disguise 
  (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowl-
  edge (all) (Int), Perception (Wis), Profession (Wis), 
  Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), 
  Survival (Wis), and Use Magical Device (Cha). 
   
  Skill Ranks per Level: 6 + Int modifier.
  Weapon and Armor Proficiency 
  A parasite is proficient with all simple and martial 
  weapons, with light armor, and with shields (except 
  tower shields). 
  
  Parasites & Paragons
  Parasites & Paragons
  7
  At 3rd level and again at 6th, 9th, 12th, 18th, and 20th 
  levels, the number of maneuvers granted to the par-
  asite at the beginning of an encounter and when they 
  recover their maneuvers increases by one. Unlike the 
  parasite’s initial granted maneuvers, these additional 
  maneuvers are randomly determined (for example, 
  at the beginning of an encounter, a 6th level parasite 
  would choose two maneuvers to have access to, then 
  randomly be granted two more).
  Stances Known 
  A parasite begins their career with knowledge of one 
  stance from any discipline open to him. At 2nd, 5th, 
  9th, 11th, 15th, and 18th levels, they can select an 
  additional stance to learn. Unlike maneuvers, stances 
  are not expended and the parasite does not have to 
  ready them. All the stances they know are available 
  to them at all times, and they can change the stance 
  they are currently maintaining as a swift action. A 
  stance is an extraordinary ability unless otherwise 
  stated in the stance or discipline description. 
   
  Unlike with maneuvers, a parasite cannot learn a new 
  stance at higher levels in place of one they already know. 
   
  Animus (Su) 
  A parasite’s power shifts and twists with the flow of 
  battle. This power, called animus, waxes and wanes 
  with a parasite’s use of their maneuvers in battle. 
  Outside combat, a parasite has no animus to spend, 
  but can spend time outside of combat to replicate 
  animus-based abilities in a process that requires 1 
  minute per point of animus that would have been 
  spent. 
   
  When a parasite enters combat, they gain an animus 
  pool equal to 1 + their parasite initiation modifier 
  (minimum 1) at the start of their first turn, and adds 
  one point of animus to their animus pool at the start of 
  each of their turns thereafter. Their animus pool per-
  sists for one minute after the last enemy combatant is 
  defeated or the encounter otherwise ends. At the end 
  of any round in which the parasite uses siphon on a 
  target, they add an additional point of animus to their 
  pool. Certain abilities, such as some class features, 
  maneuvers, and feats, require the parasite to expend 
  points of animus to use. 
   
  The primal power of animus can be used in several 
  ways—the foremost of which is the augmentation of 
  maneuvers. A parasite can spend points of animus 
  to augment their maneuvers in the following ways, 
  depending on their class level. If the parasite has the 
  ability to augment their maneuvers in other ways, 
  such as from another class feature or the maneuver 
  itself, this cannot be combined with the augments 
  granted by their animus class feature; they must 
  A parasite begins an encounter with all their readied 
  maneuvers unexpended, regardless of how many 
  times they might have already used them since they 
  chose them. When they initiate a maneuver, they 
  expend it for the current encounter, so each of their 
  readied maneuvers can be used once per encounter 
  (unless they recover them, as described below). 
   
  Parasites are unique among martial disciples in that 
  they rely on the strange and unstable raw energies 
  of conflict to fuel their martial maneuvers. Because of 
  this, they do not have full control over their readied 
  maneuvers; when a parasite readies their maneuvers, 
  they select two of their readied maneuvers to be im-
  mediately granted to them for use at any time (when 
  these two maneuvers are used outside of combat, 
  they recover on their own in the following round), 
  with the rest of their initially randomized maneuvers 
  waiting to be granted in combat. The remainder of 
  their readied maneuvers are withheld and currently 
  inaccessible until combat begins. If they are able to 
  act in a surprise round when combat begins, they 
  are granted their maneuvers then as normal, but if 
  they are caught unaware, they must wait until their 
  initiative before their maneuvers are granted (beyond 
  the initial two). At the end of each of their combat 
  turns, one previously withheld maneuver (randomly 
  determined) is granted to him, and thus becomes 
  accessible for their next turn and subsequent turns. 
  they can freely choose to initiate any maneuver that 
  is currently granted when their turn begins, but they 
  cannot initiate a withheld maneuver. If the parasite 
  chooses not to employ a maneuver in a given round, 
  their currently granted maneuvers remain available, 
  and a previously withheld maneuver is granted, as 
  described above. In other words, it doesn’t matter if 
  they use their maneuvers or not—at the end of each 
  of their turns, one withheld maneuver from their selec-
  tion of readied maneuvers is granted to him. Over the 
  course of a few rounds, all the parasite’s maneuvers 
  will eventually be granted. 
   
  A parasite can change the two readied maneuvers 
  they have chosen to be immediately granted for use 
  at any time by spending one minute meditating. 
   
  If, at the end of the parasite’s turn, they cannot be 
  granted a maneuver because they have no withheld 
  maneuvers remaining, they recover all expended 
  maneuvers, and a new group of readied maneuvers 
  is granted to him, replacing their previously granted 
  maneuvers if any remain unspent. She selects two 
  of their choice (and gains the remainder of granted 
  maneuvers as randomized selections, see below). 
  At the end of their next turn, a withheld maneuver is 
  granted to the parasite, and the process of surging 
  power begins again. 
  
  Codex of Blood:
  Codex of Blood:
  8
  pause to draw upon the new experiences of the con-
  flict, formulating new strategies and adaptations while 
  repairing himself. As a full-round action, a parasite 
  can spend one point of animus to grant himself all 
  their remaining withheld maneuvers, then immediately 
  expend them. As there are no remaining maneuvers 
  to be granted, a new set of maneuvers is granted to 
  the parasite at the end of their turn, as normal. When 
  the parasite does this, the parasite recovers 1d6 hit 
  points for every remaining point of animus in their pool
  Siphon (Su)
  As their opponents struggle, a parasite grows in 
  power, harvesting energy from their weakness. When 
  a parasite affects a creature with a strike, counter, or 
  boost-affected attack, they gain 1 point of animus and 
  the affected creature takes a -1 penalty on attack rolls 
  for a number of rounds equal to the parasite’s initi-
  ation modifier (minimum 2). This ability can be used 
  once per round at 1st level, and this penalty does not 
  stack with itself. 
  At 8th level and every 8 levels thereafter, the penalty 
  increases by 1.
  "I am always learning, especially 
  "I am always learning, especially 
  from my prey.." = Kassiarys, Student 
  from my prey.." = Kassiarys, Student 
  at Pon Pon Acadamie
  at Pon Pon Acadamie
  Mutation
  At 2nd level and every 2 levels thereafter, the parasite 
  alters themself in some way to amplify their abilities. 
  They select one mutation at each of these levels, but 
  cannot select an individual mutation more than once 
  unless the mutation specifies otherwise Available 
  mutations are as follows:
  Alien Form (Ex): Choose a creature type other 
  than your own. A parasite with this mutation is treated 
  as this type rather than their original type whenever it 
  would be beneficial (for example, harmful spells which 
  target only humanoids such as Charm Person or Hold 
  Person will automatically fail on a humanoid parasite 
  who selected aberration with this ability unless they 
  specifically chooses otherwise). A parasite can select 
  this mutation any number of times, each time select-
  ing a new type to be treated as.
  Amplified Inhumanity (Ex): The parasite gains 
  a single heritage feat as a bonus feat. This ability can 
  be selected an additional time starting at 6th level and 
  every 4 levels thereafter.
  Aura Sense (Su): At will, a parasite can use 
  detect chaos, detect evil, detect good, and detect law. 
  They can only use one of these at any given time.
  Claim Identity (Su): For the next 24 hours 
  after using siphon on a creature, a parasite may use 
  choose which augmentation type to use when initiat-
  ing the maneuver. 
   
  Starting at 1st level, a parasite can spend a single 
  point of animus to augment a maneuver as part of 
  that maneuver’s initiation action to apply one of the 
  following effects to it (if applicable):
  • 
   
  Enhance Maneuver: For each point of animus 
  spent, the parasite adds a cumulative +2 insight 
  bonus to all d20 rolls made (including attack 
  rolls, combat maneuver checks, and skill checks) 
  when initiating that maneuver (maximum of three 
  animus may be spent on this augmentation); if 
  the maneuver allows the user to make multiple 
  attacks, then this bonus only applies to the first 
  attack.
  • 
  Increase DC: For each point of animus spent, the 
  save DC of that maneuver increases by 1. 
  When the parasite reaches 4th level, they can 
  spend up to two points of animus on maneuver 
  augmentation, rather than one, and they gain 
  access to the following additional augmentations:
  • 
  Animus Endurance: When initiating a counter, the 
  parasite can gain temporary hit points equal to 
  their class level that last for 1 round. This augmen-
  tation costs three points of animus.
  • 
  Animus Surge: The parasite adds 1d4 damage per 
  two class levels to damage rolls made during that 
  maneuver. This augment costs two points of animus, 
  and can only be applied once to a given maneuver.
   
  When the parasite reaches 9th level, they can spend 
  up to three points of animus on maneuver augmen-
  tation, and gains access to the following additional 
  augmentation: 
  • 
  Life Drain: The parasite heals damage equal to 
  half the amount of damage dealt with the maneu-
  ver. This augment costs three points of animus, 
  and can only be applied once to a given maneuver
  • 
  Purify Form: The parasite may make a saving throw 
  against any ongoing effect which is currently affect-
  ing them that they failed a saving throw against, 
  using the effect’s original save DC. On a success, 
  the effect on the parasite immediately ends. This 
  augmentation costs one point of animus, an can be 
  applied multiple times to the same maneuver.
   
  At 13th level, a parasite can spend up to four points 
  of animus on maneuver augmentation, and at 19th 
  level, they can spend up to five points of animus per 
  augmentation.
  Renewal (Su) 
  When a parasite’s martial power is beginning to waver 
  or that few options remain available for use, they can 
  
  Parasites & Paragons
  Parasites & Paragons
  9
  this mutation a third time, they may increase their size 
  category by 3 instead, the strength bonus increasing 
  to +6 and the dexterity penalty increasing to -6. A par-
  asite must be at least 6th level to select this mutation 
  the first time, 12th level to select it the second, and 
  18th level to select it the third time. If the parasite has 
  somehow altered their size through another mutation 
  (such as Face Changer), this change in size does not 
  stack with any size changes as part of other muta-
  tions.
  Eternal Entity (Ex): The parasite no longer 
  ages, and is immune to any aging effect. The parasite 
  must be at least 10th level to select this mutation.
  Extended Reach (Ex): The parasite’s reach 
  increases by 5 feet. The parasite must be at least 8th 
  level to select this mutation.
  Face Changer (Su): The parasite gains the 
  ability to change their appearance at will as per alter 
  self, save that the parasite does not gain any new 
  abilities or changes to ability scores.
  Hardened Body (Ex): The parasite gains a natural 
  armor bonus equal to their Charisma modifier. This 
  does not stack with other natural armor bonuses. If a 
  parasite takes this mutation a second time, they add 
  this natural armor bonus to their touch AC. 
  Heightened Awareness (Ex): The parasite be-
  comes more aware of their surroundings. They gains 
  the uncanny dodge ability as a rogue of their parasite 
  level. This mutation can be selected a second time 
  starting at 8th level, at which point the parasite gains 
  the improved uncanny dodge ability of a monk of their 
  parasite level.
  Memory Feed (Su): When the parasite uses 
  siphon on a creature, they may spend 3 points of 
  animus to affect the creature as per the Mind Probe 
  power (DC 10 + ½ the parasite’s class level + the 
  parasite’s Charisma modifier) for the duration of the 
  siphon effect. The parasite must be at least 10th level 
  to select this mutation.
  Memory Mastery (Su): When the parasite uses 
  Memory Feed on a creature and the creature fails 
  its saving throw to resist, they may alter the target’s 
  memory as per a memory modification. A parasite 
  must be at least 14th level to select this mutation. 
  Natural Attacks (Ex): The parasite chooses 
  one of the following natural attacks: 1 claw or slam 
  for every hand they possess, 1 bite, 2 wing buffets, 
  1 gore, 1 sting, 2 tentacles, or a tail slap. The par-
  asite gains the chosen attack or attacks as natural 
  weaponry which deals damage as appropriate for the 
  parasite’s size (1d6 for bite, gore, and tail slap. 1d4 
  for others). One of these types of natural attacks is 
  considered a primary natural weapon, with all other 
  natural weapons obtained through this ability being 
  secondary. Each time you select this mutation, you 
  may change which weapon is considered primary. 
  The parasite grows any features necessary to use 
  Face Changer or a similar parasite mutation to take 
  the likeness of the siphoned creature (if the parasite 
  is capable of taking the shape of a creature of that 
  size and type). This allows the parasite to take on the 
  appearance of a specific individual with these abilities.
  Cleansing Biology (Ex): Choose one type of 
  saving throw that the parasite has already chosen to 
  improve with Enhanced Biology. if the parasite is con-
  scious conscious and their saving throw of this type is 
  successful against an ability which would have partial 
  effect on a failed save, They are completely unaffect-
  ed, taking no damage and suffering no ill effects. This 
  ability can be selected up to three times, selecting 
  a new type of saving throw each time. The parasite 
  must be at least 10th level to select this mutation.
  Combat Adaptation (Ex): The parasite gains 
  a single combat feat as a bonus feat. This ability can 
  be selected an additional time starting at 6th level and 
  every 4 levels thereafter.
  Critical Predator (Ex): If an attack against 
  a creature is successful, the parasite may spend 3 
  points of animus to make the strike an automatic 
  critical threat against a single target (that must still 
  be confirmed as normal). The parasite may treat their 
  class level as their base attack bonus for the purpos-
  es of qualify for critical feats. If the parasite possesses 
  fighter levels, they may add their parasite level to their 
  fighter level to qualify for critical feats. The parasite 
  must be at least 9th level to select this mutation.
  Energy Immunity (Ex): Choose one energy 
  type that the parasite has selected the Energy Resis-
  tance mutation for already. The parasite gains immu-
  nity against that damage type. The parasite must be 
  at least 12th level to select this mutation, and it can be 
  selected multiple times (selecting a new energy type 
  each time).
  Energy Resistance (Ex): Choose one energy 
  type. The parasite gains energy resistance against 
  that type of damage equal to their level. This mutation 
  can be selected multiple times, each time selecting a 
  new type of energy to resist.
  Enhanced Biology (Ex): The parasite’s body 
  and mind are particularly well-adapted to fending 
  off certain dangers. Choose Fortitude, Reflex, or 
  Will saving throws. The parasite adds their initiation 
  modifier to that type of saving throw in addition to 
  whatever ability modifier is normally used to calculate 
  it. This mutation can be selected multiple times, once 
  for each type of saving throw. 
  Enlarged Size (Ex): The parasite’s size 
  category increases by 1, granting them a +2 size 
  bonus to strength and a -2 size penalty to dexterity. A 
  parasite can suppress or reactivate this mutation as 
  a standard action. If a parasite selects this mutation a 
  second time, they may increase their size category by 
  2 instead, the strength bonus increasing to +4 and the 
  dexterity penalty increasing to -4. If a parasite selects 
  
  Codex of Blood:
  Codex of Blood:
  10
  10
  have (the target is allowed a saving throw as normal 
  against the disease).
  Rapid Recovery (Ex): The parasite gains fast 
  healing 1. This fast healing improves by 1 at 8th level 
  and every 4 levels thereafter, to a maximum of fast 
  healing 5 at 20th level. A parasite must be at least 4th 
  level to select this mutation.
  Reanimation (Su): By expending 3 points of 
  animus, a parasite may touch a creature and reani-
  mate them as per Animate Dead with a caster level 
  equal to their parasite level. The parasite must be at 
  least 10th level to select this mutation.
  Reduced Size (Ex): The parasite’s size cate-
  gory decreases by 1, granting them a +2 size bonus 
  to dexterity and a -2 size penalty to strength. They 
  can suppress or reactivate this mutation as a standard 
  action. If a parasite selects this mutation a second 
  time, their size category can instead decrease by 2, 
  increasing the dexterity bonus to +4 and the strength 
  penalty increasing to -4. If a parasite selects this 
  mutation a third time, their size category can instead 
  decrease by 3, the dexterity bonus increasing to +6 
  and the strength penalty increasing to -6. A parasite 
  must be at least 4th level to select this mutation the 
  first time, 8th level to select it a second, and 12th level 
  to select it a third. If the parasite has somehow altered 
  their size through another mutation (such as Face 
  Changer), this change in size does not stack with any 
  size changes as part of other mutations.
  Redundant Physiology (Ex): The parasite 
  gains additional organs which insulate their phys-
  iology against vicious injury. When a critical hit or 
  sneak attack is scored on the parasite, there is a 25% 
  chance that the critical hit or sneak attack is negated 
  and damage is instead rolled normally. This does not 
  stack with the fortification ability or similar effects .This 
  ability can be selected a second time starting at 8th 
  level and a third time starting at 14th level, each time 
  increasing the negation chance by 25% (to a maxi-
  mum of 75%).ini
  Sapience Sense (Su): The parasite gains the abil-
  ity to use Detect Thoughts as an at-will spell-like ability. 
  Scent Tracker (Ex): The parasite gains the 
  scent universal monster ability and a +4 insight bonus 
  to survival checks made to track.
  Seadweller (Su): The parasite gains the aquat-
  ic subtype and the amphibious universal monster 
  ability, allowing them to operate effectively in water as 
  well as on land. In addition, they gain a swim speed 
  equal to their base land speed.
  Superior Senses (Ex): The parasite gains 
  low-light vision and darkvision out to 60 feet. If they 
  already possesses darkvision, they gain blindsense 
  out to 30 feet. If they already possesses darkvision 
  and blindsense, the blindsense becomes blindsight. 
  This mutation can be selected a second time starting 
  at 6th level and a third starting at 12th level.
  these natural weapons, although wings, tails, and 
  other features granted this way grant no special 
  abilities. As a free action, the parasite can disguise 
  any of these natural weapons by having them retract 
  into their body. This mutation can be selected multiple 
  times, each time granting a new type of natural attack 
  (exception: tentacles can be selected any number of 
  times) or increasing the damage dice of one type of 
  natural attack by 1 step. 
  Necrotic Physiology (Ex): The parasite is 
  healed by negative energy as if they were undead. 
  If they take this mutation a second time, the parasite 
  becomes immune to death effects and energy drain. 
  Upon selecting this mutation they may trade access to 
  one martial discipline for Unquiet Grave instead. The 
  parasite must be at least 8th level before selecting 
  this mutation a second time.
  Parasitic Recovery (Su): When the parasite 
  uses their Life Drain ability, they may spend an 
  additional point of animus to recover from one of the 
  following conditions they are affected by: fatigued, 
  shaken, sickened, or staggered. A parasite must be at 
  least 10th level to select this mutation. 
  Phase Form (Su): The parasite can become 
  incorporeal as a move action. Each day the parasite 
  can remain incorporeal for up to their initiator level in 
  rounds. However, unlike other incorporeal creatures, 
  a parasite does not gain a deflection bonus to Armor 
  Class from their Charisma modifier. During this time, 
  the parasite’s body fades into an immaterial form that 
  retains the character’s basic likeness. While incor-
  poreal, the parasite gains a fly speed equal to their 
  land speed (perfect maneuverability). A parasite can 
  become corporeal again as a move action and they 
  are free to divide their available rounds per day in any 
  way they choose. When they enter an incorporeal 
  state, a parasite may subsume any equipment they 
  are carrying or wearing into their incorporeal form, 
  rendering it nonfunctional but enabling them to con-
  tinue carrying it. If you select this mutation a second 
  time, there is no limit to the duration that the parasite 
  can remain incorporeal. The parasite must be at least 
  10th level to select this mutation the first time and 
  18th level to select it the second.
  Plague Amplifier (Su): When the parasite 
  spends aniums to transfer disease, the onset of the 
  disease becomes immediate and the save DC in-
  creases to 10 + ½ the parasite’s level + the parasite’s 
  Charisma modifier. The parasite must be at least 6th 
  level and possess the plague vector mutation to select 
  this mutation.
  Plague Vector (Su): Even through the parasite 
  is immune to the effects of diseases, they can still 
  contract diseases and spread them to others, but they 
  are otherwise immune to their effects. By spending 
  a point of animus, the parasite may afflict a creature 
  they touch or hit with a strike with one disease they 
  
  Parasites & Paragons
  Parasites & Paragons
  1111
  points equal to the value of the siphon penalty
  • 
  Hampered: The target takes a penalty to move-
  ment speed equal to 5 times the value of the 
  siphon penalty
  The parasite can select from the following crippling 
  siphons starting at 7th level
  • 
  Exposed: The target takes a penalty to fortitude 
  saving throws.
  • 
  Faltering: The target takes a penalty to reflex 
  saving throws.
  • 
  Open: The target takes a penalty to AC
  • 
  Uncertain: The target takes a penalty to will saving 
  throws.
  The parasite can select from the following crippling 
  siphons starting at 11th level
  • 
  Bound: Any siphon penalties the target is currently 
  suffering have their duration extended by 1 round.
  • 
  Disoriented: The target takes a penalty to caster 
  and manifester level checks.
  • 
  Unsteady: The target takes a penalty to CMB and 
  CMD.
  • 
  Vulnerable: The target takes a penalty to any 
  hardness or DR they possess.
  Phage’s Resilience (Ex)
  As a parasite matures, their physiology adapts to 
  better defend against various hazards. At 5th level 
  and every 4 levels thereafter, a parasite gains a new 
  method of defending against oncoming attacks.
  • 
  At 5th level, a parasite becomes immune to disease.
  • 
  At 9th level, a parasite becomes immune to 
  paralysis and sleep effects.
  • 
  At 13th level, a parasite becomes immune to 
  poison, fatigue, and exhaustion
  • 
  At 17th level, a parasite becomes immune to 
  ability damage and ability drain
  Dual Siphon (Ex)
  At 11th level, the parasite’s siphon ability grows more 
  potent, afflicting the foe in numerous ways. When the 
  parasite use siphon on a creature, the parasite may 
  apply two crippling siphons on the target rather than 1.
  Ascendant Abomination (Ex)
  At 20th level, the parasite transforms into a potent and 
  nigh-invulnerable entity capable of adapting to most 
  any circumstance. Whenever the parasite meditates 
  to change their readied maneuvers, they may ex-
  change one of their mutations for another which they 
  meet the prerequisites for. In addition, if the parasite 
  is slain, they are automatically restored to life after 24 
  hours as per true resurrection unless a wish, miracle, 
  or similar effect is used on their corpse to terminate 
  their existence.
  Swift Alteration (Ex): When the parasite chang-
  es shape using Face Changer or a similar mutation, 
  they may spend two points of animus to do so as a 
  swift action rather than a standard action. The para-
  site must be at least 8th level to select this mutation.
  Tunneler (Ex): The parasite gains a burrow 
  speed equal to their base land speed and tremors-
  ense out to 10 feet. The parasite may select this 
  mutation a second time to change the burrow speed 
  to an equal earth glide speed and increase the range 
  of their tremorsense to 40 feet. The parasite must be 
  at least 6th level to select this mutation the first time 
  and 10th level to select it the second time.
  Voidwalker (Su): The parasite no longer needs 
  to breathe, and is may ignore the effects of high grav-
  ity, low gravity, or the vacuum of space. The parasite 
  must be at least 8th level to select this mutation.
  Wall Crawler (Ex): The parasite gains a climb 
  speed equal to their base land speed and may use 
  it to traverse both horizontal and vertical surfaces 
  without having to make climb checks. The parasite 
  retains their Dexterity bonus to Armor Class (if any) 
  while climbing, and opponents get no special bonus to 
  their attacks against him.
  Winged Flight (Ex): The parasite’s wings 
  become adapted for flight, granting them a fly speed 
  equal to their base land speed with poor maneuver-
  ability. If you take this mutation a second time, this fly 
  speed doubles and your maneuverability improves to 
  good. You must be at least 10th level and possess the 
  natural attacks (wings) mutation to select this mutation.
  Crippling Siphon (Su)
  At 3rd level, the parasite’s siphon ability becomes 
  more tenacious, afflicting the target with an additional 
  negative effect for the duration of the siphon. The 
  parasite chooses one effect at 3rd level and every 
  4 levels thereafter. Whenever they affect a creature 
  with siphon, they may apply one crippling siphon 
  effect they know to the target as well. Any penalty a 
  crippling siphon inflicts is equal in value to the attack 
  penalty imposed by siphon. These penalties do not 
  stack with themselves, but a target can be affected 
  by any number of crippling siphons. If the crippling 
  siphon was triggered as part of an attack, the effects 
  of the crippling siphon are not applied to any damage 
  or saving throws that are part of the triggering attack.
  • 
  Agitated: The target takes a penalty to all dexteri-
  ty-based skill checks
  • 
  Befuddled: The target takes a penalty to all Cha-
  risma- and intelligence-based skill checks
  • 
  Blindsided: The target takes a penalty to initiative, 
  perception, and sense motive checks
  • 
  Blunted: The target takes a penalty to damage 
  rolls.
  • 
  Drained: The target loses a number of aniums 
  
  Codex of Blood:
  Codex of Blood:
  12
  12
  Archetype Maneuver Progression
  Archetype Maneuver Progression
  Table 1-2: Archetype Maneuver Progression
  Level
  Known
  Readied
  Stances
  Max Level
  1
  3
  3
  1
  1
  2
  4
  3
  1
  1
  3
  5
  3
  1
  1
  4
  5
  4
  2
  2
  5
  6
  4
  2
  2
  6
  6
  4
  2
  2
  7
  7
  4
  2
  3
  8
  7
  4
  2
  3
  9
  8
  4
  2
  4
  10
  8
  5
  3
  4
  11
  9
  5
  3
  5
  12
  9
  5
  3
  5
  13
  10
  5
  3
  6
  14
  10
  5
  3
  6
  15
  11
  6
  4
  6
  16
  11
  6
  4
  6
  17
  12
  6
  4
  6
  18
  12
  6
  4
  6
  19
  13
  6
  4
  6
  20
  13
  7
  4
  6
  Animus Archetype Maneuver Progression
  Animus Archetype Maneuver Progression
  Table 1-3: Animus Archetype Maneuver Progression
  Level
  Known
  Readied
  Stances
  Max Level
  1
  5
  3(1)
  1
  1
  2
  6
  3(1)
  1
  1
  3
  6
  3(1)
  1
  1
  4
  7
  4(2)
  2
  2
  5
  8
  4(2)
  2
  2
  6
  9
  4(2)
  2
  2
  7
  9
  5(2)
  2
  3
  8
  10
  5(3)
  2
  3
  9
  11
  5(3)
  2
  4
  10
  12
  6(3)
  3
  4
  11
  12
  6(3)
  3
  5
  12
  13
  6(4)
  3
  5
  13
  14
  7(4)
  3
  6
  14
  14
  7(4)
  3
  6
  15
  15
  7(4)
  4
  6
  16
  15
  8(5)
  4
  6
  17
  16
  8(5)
  4
  6
  18
  16
  8(5)
  4
  6
  19
  17
  9(5)
  4
  6
  20
  17
  9(6)
  4
  6
  Using Parasites in City of 7 Seraphs
  Using Parasites in City of 7 Seraphs
  In the City of 7 Seraphs, Parasites are found swelling 
  both the ranks of the Sanguine Sovereignty and Tem-
  ple of Coin. Of particular note to the Sovereignty are 
  an elite squadron of the warriors serving Jaeleria the 
  Pure and the cadre serving under the fallen Valkyrie 
  Onsyrth of the Dark Shogunate (See Akashic Realms 
  Vol. 1). Onsyrth has begun training a large force of 
  parasite followers including many of the oni-blooded 
  of the Realm. Over generations, many of the dhampir 
  and their mortal-blooded descendants have shown 
  natural tendencies toward the abilities of the parasite. 
   
  A more benign manifestation of the skill set 
  seems to be gaining popularity among the Chrysalis 
  Covenant who call their order the Children of the 
  Chimera. These members of the Covenant believe in 
  appropriative evolution and guided adaptation. Their 
  tendency to hunt sources of exotic mutations and 
  other opportunities to evolve constantly draw them 
  into adventure. 
  Parasite favored class bonuses:
  Parasite favored class bonuses:
  • Amoxa VeryxCO7S: Add +1/6 of a mutation. 
  • CeptuO7: Add +1/4 of a maneuver known from the 
  Elemental Flux or Cursed Razor disciplines
  • CreeperAR2: Add +½ points of damage to attacks 
  benefiting from the species slasher trait.
  • DhampirARG: Add +1/6 of a mutation. 
  • Gnome: Add +1/4 of a maneuver known from the 
  Shattered Mirror or Veiled Moon disciplines.
  • Human: Add +1/4 of a maneuver known the discipline 
  you currently know the least maneuvers in.
  • JudowCO7S: Add +1/4 of a maneuver known from the 
  Cursed Razor or Veiled Moon disciplines.
  • MirrorkinCO7S: Add +1/4 of a maneuver witnessed 
  used by another initiator, the mirrorkin must meet 
  prerequisites.
  • MorphbearAR2: Add +1/4 of a maneuver known from 
  the Elemental Flux and +1/4 points of damage to ma-
  neuvers matching your current elemental affinity.
  • RhyzalaCO7S: Switch out access to Steel Serpent for 
  Riven Hourglass. Add +1/4 of a maneuver known from 
  the Riven Hourglass discipline.
  • Semoxa VeryxCO7S:  Switch out access to Steel Serpent 
  for Sleeping Goddess. Add +1/4 of a maneuver known 
  from the Sleeping Goddess discipline.
  • Shadow FeyARC: Add +1/4 of a maneuver known from 
  the Shattered Mirror or Cursed Razor disciplines.
  • WolgerAR2: Add +½ points of electricity damage to 
  strikes with your racial bite and claw attacks.
  • WyrmkinAR2: Add +1/4 of a maneuver known from the 
  Elemental Flux or Leaden Hyena disciplines.
  • XodaiCo7S: Add +1/2 of a point of damage dealt by their 
  hellcore blast and effects matching its energy type.
  
  Parasites & Paragons
  Parasites & Paragons
  13
  13
  Maneuvers: A bloodmaven begins his career with 
  knowledge of three martial maneuvers. The disci-
  plines available to him are Black Seraph,  Cursed 
  Razor , and Leaden Hyena. Undead and other blood-
  mavens healed by negative energy can exchange one 
  of these disciplines for Unquiet Grave instead. Once 
  the bloodmaven knows a maneuver, he must ready it 
  before he can use it (see Maneuvers Readied, below). 
  A maneuver usable by bloodmavens is considered an 
  extraordinary ability unless otherwise noted in it or its 
  discipline’s description. A bloodmaven’s maneuvers 
  are not affected by spell resistance, and he does not 
  provoke attacks of opportunity when he initiates one.
  The bloodmaven learns additional maneuvers at high-
  er levels, as indicated on Table: Archetype Maneuver 
  Progression. The maximum level of maneuvers 
  gained through bloodmaven levels is limited by those 
  listed in that table as well, although this restriction 
  does not apply to maneuvers added to his maneuvers 
  known through other methods, such as prestige 
  classes or the Advanced Study feat. A Bloodmaven 
  must meet a maneuver’s prerequisite to learn it.
  Upon reaching 4th level, and at every even numbered 
  initiator level thereafter (6th, 8th, 10th, and so on), the 
  bloodmaven can choose to learn a new maneuver in 
  place of one he already knows. In effect, he loses the 
  old maneuver in exchange for the new one. He can 
  choose a new maneuver of any level he likes, as long 
  as he observes the restriction on the highest-level 
  maneuvers he knows; the bloodmaven need not 
  replace the old maneuver with a maneuver of the 
  same level. He can swap only a single maneuver at 
  any given level. A bloodmaven’s initiation modifier is 
  Charisma, and each bloodmaven level is counted as 
  a full initiator level. 
  Maneuvers Readied: A bloodmaven can ready all 
  three of his maneuvers known at 1st level, and as he 
  advances in level and learns more maneuvers, he is 
  able to ready more, but must still choose which ma-
  neuvers to ready. A bloodmaven must always ready 
  his maximum number of maneuvers readied. He 
  readies his maneuvers by performing weapon drills or 
  praying to his deity for ten minutes. The maneuvers 
  he chooses remain readied until he decides to med-
  itate again and change them. The bloodmaven does 
  not need to sleep or rest for any long period of time in 
  order to ready his maneuvers; any time he spends ten 
  minutes in prayer 
  and practice, he can change his readied maneuvers. 
  A bloodmaven begins an encounter with all his 
  readied maneuvers unexpended, regardless of how 
  many times he might have already used them since 
  he chose them. When he initiates a maneuver, he 
  expends it for the current encounter, so each of his 
  Archetypes
  Archetypes
  'I am a vessel of the Devourer, you 
  'I am a vessel of the Devourer, you 
  can not stand against the Eternal"    
  can not stand against the Eternal"    
  … …Thontil, Bloodmaven of Aphos
  … …Thontil, Bloodmaven of Aphos
  Bloodmaven (Antipaladin Archetype) 
  Bloodmaven (Antipaladin Archetype) 
  War has always been the greatest icon of mankind’s 
  inhumanity. Soldiers betray their brothers for the sake 
  of their own survival, knights force themselves upon 
  civilians under threat of death, and warlords offer up 
  entire cities as holocausts to the gods of war. In the 
  midst of this desolation, there exists a special caste of 
  men and women at-arms who embrace this madness 
  at the most primal level, drawing in the horrific might 
  of the violence around them and becoming living 
  icons of war’s destructive potential. Every commander 
  fears what these bloodmavens can do to their ranks, 
  corrupting their allegedly perfect soldiers with doubt 
  and murderous desire. The presence of one of these 
  nightmarish soldiers upon the battlefield is enough to 
  bring an entire legion to ruin, breaking these men who 
  are supposed to be the paragon of their nation but are 
  instead no more than sniveling whelps.
  Class Skills: A bloodmaven gains 2 additional skill 
  ranks each level.
  Optional Rules Variant: Skill-
  Optional Rules Variant: Skill-
  Based Maneuvers
  Based Maneuvers
  Generally speaking GMs running permissive 
  campaigns should have less issues with 
  skill-based maneuver resolution. However, 
  some GMs may have less experience or 
  more conservative options managing Skill 
  modifier increases than in  a more open 
  rules environment. Clever players may find 
  interactions that accelerate skill bonuses 
  beyond the intentions of designers regarding 
  game balance. For GMs finding themselves 
  in this situation, they may wish to consider 
  adopting the following rule:
  Skill Rank Based Maneuver Resolution: No 
  maneuver substituting a Skill Check for an 
  attack roll may resolve at a total Skill Modifier 
  of total Ranks plus Skill Focus (if any) plus 
  the Skill’s relevant Ability Modifier. 
  
  Codex of Blood:
  Codex of Blood:
  14
  14
  Destructive Insight: At 1st level, the bloodmaven 
  is able to channel pseudo-divine power from the 
  destruction that inspires him, enabling him to purge this 
  world of the falsehoods that many claim justify war. He 
  selects one of the following abilities to learn at 1st level, 
  and gains another ability at 4th level and every three 
  levels thereafter. Available destructive insights are:
  Detect Alignment (Su): The bloodmaven gains 
  the ability to use detect chaos, detect evil, and detect 
  law as spell-like abilities at-will, with caster levels 
  equal to his class level.
  Detect Spellcasters (Su): The bloodmaven 
  gains the ability to use detect magic as a spell-like 
  ability, and upon observing a creature with this ability 
  automatically knows if it is capable of casting spells 
  as well as what type of spells it is capable of casting 
  (arcane, divine, psychic, or psionic)
  Inescapable Demise (Su): Once per encoun-
  ter, as a swift action, the bloodmaven may move 
  his speed to a square adjacent to a creature he has 
  claimed. This movement does not provoke attack of 
  opportunity.
  Angelbane (Su): The bloodmaven can expend 
  one use of his malicious claim ability as a swift action 
  to enchant his weapon with unholy power that banish-
  es Good outsiders. The next time the bloodmaven hits 
  with that weapon, if the target is an outsider with the 
  good and extraplanar subtypes, that creature must 
  succeed at a Will save (DC 10 + 1/2 the bloodmaven’s 
  class level + the bloodmaven’s initiation modifier) or 
  be banished back to its home plane. A bloodmaven 
  can keep a weapon charged with this ability indefi-
  nitely, although he may only have one such weapon 
  charged at any one time.
  Spiritfoe (Su): The bloodmaven’s weapons 
  and armor gain the effects of the ghost touch weapon 
  special ability in addition to their other properties for 
  as long as he wields or wears them. These properties 
  vanish one round after they leave the bloodmaven’s 
  possession
  Know Thine Enemy (Ex): The bloodmaven 
  can make untrained Knowledge checks to identify 
  creatures with no limit to the DC, and gains a bonus 
  on Knowledge checks to identify lawful and/or good 
  creatures equal to 1/2 his class level.
  Faithrender (Su): When the bloodmaven 
  strikes a creature with a melee attack, he may expend 
  one use of his malicious claim ability to affect the 
  target as if by dispel magic, with a caster level equal 
  to his class level.
  Contagious Misery (Su): Any time a creature 
  strikes a bloodmaven with a melee attack, the blood-
  maven may claim the creature as a free action.
  Inhibiting Claim (Su): Creatures Claimed by 
  the bloodmaven have the chance of spell failure 
  increased by 15% + the bloodmaven’s class level.
  This ability replaces fiendish boon.
  readied maneuvers can be used once per encounter 
  (unless he recovers them, as described below). 
  In order for the bloodmaven to recover maneuvers, he 
  must draw on the despair of his enemies by activating 
  her Maven’s claim class feature; the bloodmaven 
  recovers a single expended maneuver whenever 
  he Claims a creature, and he recovers a number of 
  expended maneuvers equal to his initiation modifier 
  (minimum 2) whenever a creature he has Claimed 
  is reduced to 0 or less hit points. Alternately, the 
  bloodmaven may focus inward and recover a single 
  maneuver as a standard action.
   
  Stances Known: A bloodmaven begins play with 
  knowledge of one stance from any discipline open to 
  bloodmavens. At 4th, 7th, 11th, and 13th levels, he 
  can select an additional stance to learn. The maxi-
  mum level of stances gained through bloodmaven 
  levels is limited by those listed in Table: Archetype 
  Maneuver Progression. Unlike maneuvers, stances 
  are not expended and the bloodmaven does not have 
  to ready them. All the stances he knows are available 
  to him at all times, and he can change the stance he 
  is currently maintaining as a swift action. A stance 
  is an extraordinary ability unless otherwise stated in 
  the stance or discipline description. Unlike with ma-
  neuvers, a bloodmaven cannot learn a new stance at 
  higher levels in place of one he already knows. 
  This ability replaces spells.
  Maven’s Claim (Su): Starting at 1st level, a bloodma-
  ven may concentrate the malevolence that spurs his 
  actions into a manifestation that wracks opponents 
  with doubt and incapacity. As a swift action, the 
  bloodmaven may Claim an opponent that he can see 
  (including with special senses such as blindsense or 
  tremorsense) within close range (25 feet + 5 feet per 
  2 bloodmaven levels) for a number of rounds equal to 
  ½ his class level (minimum 1 round). A bloodmaven 
  can have a maximum number of creatures Claimed 
  equal to his bloodmaven initiation modifier (minimum 
  1), and may not Claim a creature he has already 
  Claimed until or unless the Claim expires. Claimed 
  creatures take a –1 penalty on damage rolls and 
  to the save DCs of any abilities they may possess. 
  The penalty increases to -2 at 10th level and -3 at 
  20th level. In addition, the bloodmaven automatically 
  knows the position of creatures he has Claimed. Any 
  opponent the bloodmaven cannot see still has total 
  concealment (50% miss chance) against him, and 
  the bloodmaven still suffers the normal miss chance 
  when attacking creatures that have concealment. The 
  bloodmaven is still denied his Dexterity bonus to him 
  AC against attacks from Claimed creatures he cannot 
  see. This counts as the Dark Claim class feature for 
  the purpose of meeting prerequisites.
  This ability replaces Smite Good
  
  Parasites & Paragons
  Parasites & Paragons
  1515
  bloodmaven’s class level + the bloodmaven’s Charis-
  ma modifier). Failure indicates that they must attack a 
  creature within range this turn (which may be an ally) 
  to the best of their ability. 
  Using Bloodmavens in City of 7 Seraphs
  Using Bloodmavens in City of 7 Seraphs
  Bloodmavens are most commonly found among the 
  Blackblades and the Church of the Faith Devoured. 
  Bloodmavens of the Blackblades are often lacerated 
  with fragments of failed Eternals of Entropy and then 
  healed with these shards of pseudo-divinity deep 
  beneath the flesh. Such beings become ceaselessly 
  hungry for destruction and form a core to the Parities 
  operations beyond the Occlusion and the Walls of 
  Hyraeatan.
  Among the faithful of Aphos, the bloodmaven 
  becomes the living vessel of the Hungerer’s insatiable 
  avarice and gluttonous impulses. These warriors are 
  most often blessed by the scion-priests of the Great 
  Bloodlines and given heightened powers over blood 
  and to claim the energies from the fallen they destroy. 
  The first bloodmavens of the faith were said to appear 
  during the Grand Consumption but as perpetrators 
  of the theocide or risen victims from the Temple of 
  Balance’s ruins, none can say for certain.
  Malicious Claim (Su): At 1st level, a bloodmaven 
  gains the ability to amplify the power of his Maven’s 
  Claim ability, crippling the creature to a greater mag-
  nitude. As a free action, he may double the penalties 
  granted by the bloodmaven’s claim ability on one 
  claimed creature. he may use this ability a number 
  of times per day equal to 1 + ½ his class level + his 
  initiation modifier. This ability counts as the touch of 
  corruption class feature for the purposes of the Extra 
  Lay on Hands feat.
  This ability replaces Touch of Corruption
  Spell Familiarity (Ex): Starting at 1st level, a blood-
  maven can use spell completion and spell trigger 
  items (such as scrolls and wands) as if he possessed 
  the ability to cast antipaladin spells, using his initiator 
  level as his effective caster level.
  Cruel Claim (Su): Starting at 3rd level, the over-
  whelming hatred of the bloodmaven’s malicious claim 
  begins to assume new effects. The bloodmaven 
  gains cruelties as a normal antipaladin, but rather 
  than channeling them through touch instead mani-
  fests them through his maven’s claim ability. When 
  a creature is Claimed, they must make a fortitude 
  save or suffer from one cruelty that the bloodmaven 
  claiming them possesses, using the normal method 
  for determining the save DC of a cruelty. 
  Ruin Feed (Su): At 4th level, a bloodmaven feeds 
  off of the misery and frustration of his foes, whenever 
  a creature within 10 feet of the bloodmaven misses 
  with an attack, the bloodmaven gains a number of 
  temporary hit points equal to his initiation modifier, to 
  a maximum of half his max hit points in temporary hit 
  points.
  This ability replaces Channel Negative Energy
  Aura of Absolution (Su): At 11th level, the blood-
  maven radiates an overwhelming aura of agony and 
  destruction that spurs others to join in the oblivion of 
  conflict. When he initiates a boost that affects himself, 
  he may have it also affect all allies within 10 feet. 
  Likewise, if he initiates a boost that affects an enemy, 
  that boost affects all enemies within 10 feet of the 
  initial target. 
  This ability replaces Aura of Vengeance
  Armageddon of Steel (Su): At 20th level, the 
  bloodmaven becomes a twisted god of the battlefield, 
  sowing ruin wherever he treads and reducing all 
  opposition to ash. He gains DR 10/good. In addition, 
  any creatures claimed by the bloodmaven must make 
  a will save at the beginning of their turn (DC 10 + the 
  
  Codex of Blood:
  Codex of Blood:
  1616
  est-level maneuvers she knows; the everglory need 
  not replace the old maneuver with a maneuver of the 
  same level. She can swap only a single maneuver at 
  any given level. An everglory’s initiation modifier is 
  Charisma, and each everglory level is counted as a 
  full initiator level.
  Maneuvers Readied An everglory can ready all three of 
  her maneuvers known at 1st level, and as she advances 
  in level and learns more maneuvers, she is able to ready 
  more, but must still choose which maneuvers to ready. 
  An everglory must always ready her maximum number 
  of maneuvers readied. She readies her maneuvers by 
  practicing weapon drills or praying to her patron for ten 
  minutes. The maneuvers she chooses remain readied 
  until she decides to practice again and change them. 
  The everglory does not need to sleep or rest for any long 
  period of time in order to ready her maneuvers; any time 
  she spends ten minutes meditating, she can change her 
  readied maneuvers. 
   
  An everglory begins an encounter with all her readied 
  maneuvers unexpended, regardless of how many 
  times he might have already used them since he 
  chose them. When she initiates a maneuver, she 
  expends it for the current encounter, so each of her 
  readied maneuvers can be used once per encounter 
  (unless she recovers them, as described below). 
   
  In order for the everglory to recover maneuvers, 
  she must offer a prayer to her patron as a full-round 
  action. When she does this, the everglory recovers a 
  number of maneuvers equal to her Charisma modifier, 
  and she and all allies within 30 feet gain temporary 
  hit pionts equal to the everglory’s initiator level for 1 
  minute. Alternately, the everglory may channel the 
  power of her patron to recover a single maneuver as 
  a standard action.
  This ability replaces the Rage Powers gained at 4th, 
  6th, 8th, 12th, 14th, 16th, 18th, and 20th levels 
   
  Stances: An everglory begins her career with knowl-
  edge of one stance from any discipline open to her. 
  At 4th, 7th, 11th, and 13th levels, she can select an 
  additional stance to learn. The maximum level of 
  stances gained through everglory levels is limited by 
  those listed in Table: Archetype Maneuver Progression. 
  Unlike maneuvers, stances are not expended and the 
  everglory does not have to ready them. All the stances 
  she knows are available to her at all times, and she can 
  change the stance she is currently maintaining as a 
  swift action. A stance is an extraordinary ability unless 
  otherwise stated in the stance or discipline description. 
   
  Unlike with maneuvers, an everglory cannot learn a new 
  stance at higher levels in place of one she already knows.
  "I've feasted with the Great Wyrm, 
  "I've feasted with the Great Wyrm, 
  and yet I hunger on in his name."… … 
  and yet I hunger on in his name."… … 
  Manyjaws, Everglory of Vorngev
  Manyjaws, Everglory of Vorngev
  Everglory (
  Everglory (Valkyrie Archetype)
   Archetype)
  The chosen of the gods who have drank and trained 
  with them in their realm, the ranks everglory count 
  many warriors among their ranks—from Valhalla’s 
  einherjar to the Golden Realms tombrisen. When 
  these favored souls return to the Material Plane, they 
  do so as the manifest powers of their deity, bringing 
  judgement down upon those who oppose their divine 
  masters and gathering the souls of the desirable. To 
  an everglory, divine wrath and martial might is a single 
  cohesive force, which they unleash upon their foes. 
  Class Skills An everglory adds acrobatics to her list 
  of class skills.
  Maneuvers: An everglory begins her career with 
  knowledge of three martial maneuvers. The disci-
  plines available to her are Golden Lion, Piercing 
  Thunder, Spark of BattleLPV, and either Black Seraph 
  or Silver Crane. Undead and other everglories healed 
  by negative energy can exchange one of these 
  disciplines for Unquiet Grave instead. 
   
  Once the everglory knows a maneuver, she must 
  ready it before she can use it (see Maneuvers 
  Readied, below). A maneuver usable by einherji is 
  considered an extraordinary ability unless otherwise 
  noted in it or its discipline’s description. An everglory’s 
  maneuvers are not affected by spell resistance, and 
  she does not provoke attacks of opportunity when she 
  initiates one. 
   
  The everglory learns additional maneuvers at higher 
  levels, as indicated on Table: Archetype Maneuver 
  Progression. The maximum level of maneuvers 
  gained through everglory levels is limited by those 
  listed in that table as well, although this restriction 
  does not apply to maneuvers added to her maneuvers 
  known through other methods, such as prestige 
  classes or the Advanced Study feat. An everglory 
  must meet a maneuver’s prerequisite to learn it. 
   
  Upon reaching 4th level, and at every even numbered 
  initiator level thereafter (6th, 8th, 10th, and so on), 
  the everglory can choose to learn a new maneuver in 
  place of one she already knows. In effect, she loses 
  the old maneuver in exchange for the new one. She 
  can choose a new maneuver of any level she likes, 
  as long as she observes the restriction on the high-
  
  Parasites & Paragons
  Parasites & Paragons
  1717
  points doesn’t restore any triumph. 
  Deeds: Everglories spend triumph points to ac-
  complish deeds. Most deeds grant the everglory 
  a momentary bonus or effect, but some provide 
  longer-lasting effects. Some deeds remain in effect 
  while the everglory has at least 1 triumph point, but do 
  not require expending triumph to be maintained. An 
  everglory can only perform deeds of her level or lower. 
  Unless otherwise noted, a deed can be performed 
  multiple successive times, as long as the everglory has 
  or spends the required number of triumph points to 
  perform the deed. Multiple deeds can also be invoked 
  at the same time provided that the everglory possesses 
  sufficient triumph to use all of them. Some deeds use 
  magic, and are hence supernatural in nature.
  1st level Deeds
  • 
  Champion’s Shield (Su) When they target an ally with 
  a boost or strike, an everglory may spend a point of 
  triumph to grant that ally fast healing equal to half the 
  everglory’s initiator (minimum 1) level for a number 
  of rounds equal to the everglory’s initiation modifier 
  (mimimum 1). 
  • 
  Heroic Recovery (Ex) As a swift action, an ever-
  glory may spend a point of triumph to regain one 
  expended maneuver of their choice.
  • 
  Valkyrie’s Intercession (Ex) As an immediate 
  action, when an ally is reduced to 0 or fewer hit 
  points, the everglory may spend a point of triumph 
  to take a move action towards the ally, so long as 
  they are able to reach a square adjacent to the 
  ally in a single move action. If they do, the ally 
  automatically stabilizes.
  7th level Deeds
  • 
  Gift of the Gods: (Su) By spending two points of 
  triumph as a free action, an everglory may regain 
  the use of an expended spell-like ability that they 
  have gained from Valkyrie levels.
  • 
  Call to Battle (Ex) When she rolls initiative, an 
  everglory may spend a point of triumph to grant 
  herself and all allies within 30 feet of you a +2 
  bonus to their initiative checks.
  13th level Deeds
  • 
  Hand of the Gods (Su) By spending 1 point of 
  triumph when using a spell-like ability, the ever-
  glory can increase the range of one of her valkyrie 
  spell-like abilities from touch to short, from short to 
  medium, or from medium to long. Multiple points 
  of triumph can be spent to increase the range by 
  multiple steps, to a maximum of long.
  • 
  Undeniable Blade (Ex) By spending 1 point of 
  triumph before making an attack roll, the everglory 
  can ignore all damage reduction and hardness 
  that the target of their attack possesses. If the 
  attack misses, then the triumph is wasted.
  Triumph (Ex) The power of an everglory is inherently 
  tied to their prestige and valor in battle, and they are 
  capable of manifesting this prestige in the form of 
  triumph. Triumph is a fluctuating measure of an ever-
  glory’s ability to perform amazing actions in combat. 
  At the start of each day, an everglory gains a number 
  of triumph points equal to her Charisma modifier 
  (minimum 1). Her triumph goes up or down throughout 
  the day, but usually cannot go higher than her initiation 
  modifier (minimum 1), though feats and magic items 
  can affect this maximum. Any feat that could use or be 
  applied to panache or grit can be applied to triumph. 
  An everglory spends triumph to accomplish deeds (see 
  below), and regains triumph in the following ways. 
   
  Critical Hit with a Maneuver: Each time the everglory 
  confirms a critical hit with a maneuver, she regains 1 
  triumph point. Confirming a critical hit on a helpless 
  or unaware creature or a creature that has fewer Hit 
  Dice than half the everglory’s character level doesn’t 
  restore triumph. 
   
  Killing Blow with a Maneuver: When the everglory 
  reduces a creature to 0 or fewer hit points with a 
  maneuver while in combat, she regains 1 triumph 
  point. Destroying an unattended object, reducing a 
  helpless or unaware creature to 0 or fewer hit points, 
  or reducing a creature that has fewer Hit Dice than 
  half the everglory’s character level to 0 or fewer hit 
  Points of Triumph, Grit, Luck, and 
  Panache represent four different 
  means by which heroes can gain 
  access to the same heroic pool, 
  using it to accomplish fantastic feats. 
  For characters with a mix of triumph, 
  grit, luck, and panache, they pool the 
  resources together into a combined 
  pool. (Those who use panache 
  and triumph do not gain twice their 
  Charisma bonus in their pool.) For 
  feats, magic items, and other effects, 
  a triumph user can spend and gain 
  luck points in place of triumph, grit, 
  or panache points, and vice versa. A 
  triumph user does not count as a grit 
  or panache user for the purpose of 
  meeting feat prerequisites.]
  Rules Elements: Grit, Luck, 
  Rules Elements: Grit, Luck, 
  Panache, & Triumph
  Panache, & Triumph
  
  Codex of Blood:
  Codex of Blood:
  1818
  as sport and combat as war has given these Evocati 
  a unique perspective on battle, leading to a fighting 
  style which fluidly combines crowd-pleasing displays 
  with elaborate martial techniques
  Class Skills 
  The evocatus’ class skills are Acrobatics (Dex), 
  Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), 
  Knowledge (local) (Int), Knowledge (martial) (Int), 
  Knowledge (nobility) (Int), Perception (Wis), Perform 
  (act, comedy, dance) (Cha), Profession (Wis), Ride 
  (Dex), Survival (Wis), and Swim (Str). 
   
  Skill Ranks per Level: 4 + Int modifier. 
   
  These skills replace the standard gladiator’s class skills. 
   
  Maneuvers 
  An evocatus begins his career with knowledge of 
  three martial maneuvers. When he takes his first evo-
  catus level, he selects four of the following disciplines 
  to gain access to for evocatus maneuvers: Broken 
  Blade, Brutal Crocodile, Fool’s Errand, Iron Tortoise, 
  Leaden Hyena, Mithral Current , Piercing Thunder, 
  Primal Fury, Spark of BattleLPV, and Thrashing Dragon. 
  If one of his selected disciplines’ associated skills is 
  not on his class skill list, he gains it as a class skill. 
   
  Once the evocatus knows a maneuver, he must ready 
  it before he can use it (see Maneuvers Readied, 
  below). A maneuver usable by evocati is considered 
  an extraordinary ability unless otherwise noted in it or 
  its discipline’s description. An evocatus’ maneuvers 
  are not affected by spell resistance, and he does not 
  provoke attacks of opportunity when he initiates one. 
   
  The evocatus learns additional maneuvers at higher 
  levels, as indicated on Table: Archetype Maneuver 
  Progression. The maximum level of maneuvers 
  gained through evocatus levels is limited by those 
  listed in that table as well, although this restriction 
  does not apply to maneuvers added to his maneuvers 
  known through other methods, such as prestige 
  classes or the Advanced Study feat. An evocatus 
  must meet a maneuver’s prerequisite to learn it. 
   
  Upon reaching 4th level, and at every even numbered 
  initiator level thereafter (6th, 8th, 10th, and so on), 
  the evocatus can choose to learn a new maneuver in 
  place of one he already knows. In effect, he loses the 
  old maneuver in exchange for the new one. He can 
  choose a new maneuver of any level he likes, as long 
  as he observes the restriction on the highest-level ma-
  neuvers he knows; the evocatus need not replace the 
  old maneuver with a maneuver of the same level. He 
  can swap only a single maneuver at any given level. 
  An evocatus’ initiation modifier is Charisma, and each 
  19th level Deeds
  • 
  Heroic Bastion (Su) By spending 3 points of tri-
  umph as a move action, the everglory can become 
  impervious to all helpful and harmful effects for 1 
  round. While this ability is in effect, the everglory 
  is invulnerable to all attacks and spells.
  • 
  Onward to Victory (Su) Whenever the everglory 
  uses one of her spell-like abilities obtained from 
  Valkyrie levels, she may spend triumph points to 
  select additional targets. For each point of triumph 
  spent, the spell-like ability can affect one addition-
  al creature within close range of the everglory.
  This ability replaces Vanquish Foe
  Chosen of the Gods (Su) At 20th level, an everglory 
  has become a trusted deliverer of the gods’ will. She is 
  treated as an outsider rather than as a humanoid (or 
  whatever the her creature type was) for the purpose of 
  spells and magical effects. Additionally, the everglory 
  gains the ability to cast Plane Shift as a spell-like ability a 
  number of times per day equal to her Charisma modifier. 
  Unlike other outsiders, the everglory can still be brought 
  back from the dead as if she were a member of her 
  previous creature type. No material components are 
  needed to bring the everglory back to life with a spell.
  This ability replaces True Valkyrie
  Using Everglory in City of 7 Seraphs
  Using Everglory in City of 7 Seraphs
  Everglory end up called in service to nearly every 
  Eternal in Hyraeatan. A small number of Incarnate 
  Eternals and several Entropic Eternals dislike the 
  everglory’s flagrant empowerment but few others can 
  say no to crafting such implacable servitors.
   
  Not surprisingly, recent years have shown an 
  increasing number of Zeian Empire everglories. Most 
  of these are devoted to vengeant powers set on war 
  with the immortal patrons of the City.
  "In the ages of battle I have known 
  "In the ages of battle I have known 
  few victories taste as sweet as 
  few victories taste as sweet as 
  those in the Ring," - Maxari Von,    
  those in the Ring," - Maxari Von,    
  Incarnate Eternal of the House of 
  Incarnate Eternal of the House of 
  Heights=
  Heights=
  Evocatus (
  Evocatus (Gladiator Archetype)
  Although experience in the arena has taught many 
  soldiers how to fight, only a select few gladiators 
  have actually come to fully comprehend the art of 
  warfare. Most often, those who master the intricate 
  sophistications of combat are veteran soldiers who 
  wish for their own glory, moving from the battlefields 
  to the stadiums and hoping to employ what they have 
  learned in the larger world. Knowledge of both combat 
  
  Parasites & Paragons
  Parasites & Paragons
  1919
  ing prerequisites. This ability replaces performance 
  weapon mastery.
  Awesome Presence (Ex): The lessons learned in the 
  arena also yield results on the battlefield, making the 
  evocatus a vision of either triumph or defeat on the 
  battlefield. At 1st level, when outside of a performance 
  combat, the evocatus can treat his allies as a helpful 
  crowd for the purpose of using performance combat to 
  acquire victory points (these victory points can only be 
  used to fuel gladiator class features, such as inspiring 
  showmanship). 
  At 3rd level, the evocatus can make himself an obvious 
  target to distract the enemy. Enemies within 10 feet of 
  the evocatus take a -1 penalty on attack rolls against all 
  targets except for the evocatus. This range increases 
  by 10 feet and the penalty by 1 every 6 levels thereaf-
  ter, to a maximum of 30 feet and -3 at 15th level.
  At 9th level, the evocatus also bolsters the resolve of 
  his allies, commanding them to stay on their feet. All 
  allies within 30 feet of the evocatus gain a +1 morale 
  bonus to saving throws as well as a +2 bonus to 
  checks made to stabilize. These bonuses increase by 
  1 at 15th level.
  At 15th level, the evocatus can take a full-round action 
  to draw attention to himself, doubling the range of 
  both of these abilities for 1 round. When he does this, 
  he may make a combat performance check as a swift 
  action.
  This ability replaces the gladiator talents gained at 
  3rd, 9th, and 15th levels.
  Using the Evocatus in City of 7 Seraphs
  Using the Evocatus in City of 7 Seraphs
  The sands of College District arenas are the home to 
  vast majority of Hyraeatan’s evocati. Most often these 
  warriors rise coming up young in the Academies, like 
  Pon Pon or the Kiredge School of Martial Mastery.  
  Some voices on the Parity Council question the ethics 
  of the need for performance battle but this minority 
  has yet to convince the body to suspend the practice. 
  Victors of the Academy Games can take their picks 
  from commissions across the multiverse, though few 
  such champions are eager to leave the roar of the 
  crowd behind.
   
  Maxari Von (Thunderchildren CG male 
  oread gladiator [evocatus] 11) has formed a 
  post-graduate league for duelists and warriors, 
  despite the disapproval of the Descendants of Dream 
  and Steamwalkers. Many suspect hedonistic patrons 
  from the Temple of Coin and Sanguine Sovereignty 
  support his efforts.
  evocatus level is counted as a full initiator level. 
   
  Maneuvers Readied 
  An evocatus can ready all three of his maneuvers 
  known at 1st level, and as he advances in level and 
  learns more maneuvers, he is able to ready more, 
  but must still choose which maneuvers to ready. An 
  evocatus must always ready his maximum number of 
  maneuvers readied. He readies his maneuvers by per-
  forming weapon drills for ten minutes. The maneuvers 
  he chooses remain readied until he decides to practice 
  again and change them. The evocatus does not need 
  to sleep or rest for any long period of time in order to 
  ready his maneuvers; any time he spends ten minutes 
  practicing, he can change his readied maneuvers. 
   
  An evocatus begins an encounter with all his readied 
  maneuvers unexpended, regardless of how many 
  times he might have already used them since he 
  chose them. When he initiates a maneuver, he 
  expends it for the current encounter, so each of his 
  readied maneuvers can be used once per encounter 
  (unless he recovers them, as described below). 
   
  In order for the evocatus to recover maneuvers, he 
  must perform a flourish which renews his center in 
  battle while also appeasing the crowds in an arena 
  fight. Whenever the evocatus makes a performance 
  combat check on a round which he has not used any 
  martial maneuvers, he regains a number of maneu-
  vers equal to his Charisma modifier (minimum 2). This 
  check does not require there to be an audience to 
  witness the performance. Alternatively, he may regain 
  a single maneuver as a standard action. 
   
  Stances Known 
  An evocatus begins his career with knowledge of one 
  stance from any discipline open to evocati. At 4th, 
  7th, 11th, and 13th levels, he can select an additional 
  stance to learn. The maximum level of stances gained 
  through evocatus levels is limited by those listed in 
  Table: Archetype Maneuver Progression. Unlike ma-
  neuvers, stances are not expended and the evocatus 
  does not have to ready them. All the stances he knows 
  are available to his at all times, and he can change the 
  stance he is currently maintaining as a swift action. 
  A stance is an extraordinary ability unless otherwise 
  stated in the stance or discipline description. 
   
  Unlike with maneuvers, An evocatus cannot learn a new 
  stance at higher levels in place of one he already knows. 
   
  This ability replaces the bonus feats gained at 2nd, 
  6th, 10th, 14th, and 18th levels
  Veteran’s Lore (Ex): An evocatus counts his levels in 
  gladiator as levels in fighter for the purpose of meet-
  
  Codex of Blood:
  Codex of Blood:
  20
  20
  the old maneuver in exchange for the new one. She 
  can choose a new maneuver of any level she likes, 
  as long as she observes the restriction on the high-
  est-level maneuvers she knows; the ferine sentinel 
  need not replace the old maneuver with a maneuver 
  of the same level. She can swap only a single ma-
  neuver at any given level. A ferine sentinel’s initiation 
  modifier is Wisdom, and each ferine sentinel level is 
  counted as a full initiator level. 
   
  Maneuvers Readied 
  A ferine sentinel can ready all three of her maneuvers 
  known at 1st level, and as she advances in level and 
  learns more maneuvers, she is able to ready more, 
  but must still choose which maneuvers to ready. A fer-
  ine sentinel must always ready her maximum number 
  of maneuvers readied. She readies her maneuvers by 
  performing weapon drills or praying to her deity for ten 
  minutes. The maneuvers she chooses remain readied 
  until she decides to meditate again and change them. 
  The ferine sentinel does not need to sleep or rest for 
  any long period of time in order to ready her maneu-
  vers; any time she spends ten minutes in communion 
  with the wild, she can change her readied maneuvers. 
   
  A ferine sentinel begins an encounter with all her 
  readied maneuvers unexpended, regardless of how 
  many times she might have already used them since 
  she chose them. When she initiates a maneuver, she 
  expends it for the current encounter, so each of her 
  readied maneuvers can be used once per encounter 
  (unless she recovers them, as described below). 
   
  In order for the ferine sentinel to recover maneuvers, 
  she or her animal companion must draw upon the 
  forces of the wild to enhance their abilities as a 
  full-round action. When one of them does, the ferine 
  sentinel recovers a number of maneuvers equal to 
  her initiation modifier (minimum 2) and she as well as 
  any animal companions she possess gain temporary 
  hit points equal to her initiator level. Alternately, the 
  ferine sentinel may focus inward and recover a single 
  maneuver as a standard action. 
   
  Stances 
  A ferine sentinel begins play with knowledge of one 
  stance from any discipline open to ferine sentinel. At 4th, 
  7th, 11th, and 13th levels, she can select an additional 
  stance to learn. The maximum level of stances gained 
  through ferine sentinel levels is limited by those listed in 
  Table: Archetype Maneuver Progression. Unlike maneu-
  vers, stances are not expended and the ferine sentinel 
  does not have to ready them. All the stances she knows 
  are available to her at all times, and she can change the 
  stance she is currently maintaining as a swift action. A 
  stance is an extraordinary ability unless otherwise stated 
  in the stance or discipline description. 
  "Your sword is your weapon,.. her 
  "Your sword is your weapon,.. her 
  claws are mine!" - Nashia Evolsia, 
  claws are mine!" - Nashia Evolsia, 
  Ashborn Ferine Sentinel speaking 
  Ashborn Ferine Sentinel speaking 
  of her puma companion.
  of her puma companion.
  Ferine Sentinel (
  Ferine Sentinel (Hunter Archetype)
  Since the earliest days of martial arts, dedicates have 
  looked to nature to refine their techniques. From the 
  predator, disciples learned to kill. From the scavenger, 
  how to move among more dangerous creatures. From 
  the great beast, how to drive a foe away. As the world 
  has evolved, all but a few have forgotten the primor-
  dial foundations of their arsenal. Those few who still 
  open their senses to the endless battle of the wilds 
  find that there is still much to learn, and these ferine 
  sentinels work alongside their companions as a potent 
  force which blends humanistic tact with bestial might. 
  Class Skills: A ferine sentinel adds Diplomacy and 
  Acrobatics to her list of class skills
  Maneuvers 
  A ferine sentinel begins her career with knowledge of 
  three martial maneuvers. The disciplines available to 
  her are Brutal Crocodile*, Golden Lion, Primal Fury, 
  and Thrashing Dragon. 
   
  Once the ferine sentinel knows a maneuver, she must 
  ready it before she can use it (see Maneuvers Read-
  ied, below). A maneuver usable by ferine sentinel is 
  considered an extraordinary ability unless otherwise 
  noted in it or its discipline’s description. A ferine senti-
  nel’s maneuvers are not affected by spell resistance, 
  and she does not provoke attacks of opportunity when 
  she initiates one. 
   
  The ferine sentinel learns additional maneuvers 
  at higher levels, as indicated on Table: Archetype 
  Maneuver Progression. The maximum level of 
  maneuvers gained through ferine sentinel levels is 
  limited by those listed in that table as well, although 
  this restriction does not apply to maneuvers added to 
  his maneuvers known through other methods, such as 
  prestige classes or the Advanced Study feat. A ferine 
  sentinel must meet a maneuver’s prerequisite to learn 
  it. See the Systems and Use chapter in Path of War 
  for more details on how maneuvers are used. 
   
  Upon reaching 4th level, and at every even numbered 
  initiator level thereafter (6th, 8th, 10th, and so on), the 
  ferine sentinel can choose to learn a new maneuver 
  in place of one she already knows. In effect, she loses 
  
  Parasites & Paragons
  Parasites & Paragons
  2121
  sentinel may treat herself as if she were in the posi-
  tion of the companion she is using her ferine conduit 
  class feature through, or in a space adjacent to that 
  companion. 
  When a ferine sentinel initiates a counter through 
  a companion, the ferine sentinel treats herself as if 
  she was her companion for the purposes of how the 
  counter’s effect resolves (allowing her to stop attacks 
  against that companion, use the counter in place of 
  the companion’s saving throw, and the like). If the 
  counter normally allows the initiator to attack or move, 
  the ferine sentinel takes that movement (as noted 
  above), and can either make the attack herself or 
  make it through the companion in question. 
  Magical Understanding (Ex)
  A ferine sentinel is considered to be able to cast spells 
  as a hunter of her level for the purpose of spell trigger 
  and spell completion items.
  Lore of the Beasts (Ex)
  Whenever the ferine sentinel’s animal companion 
  would gain a bonus trick, the ferine sentinel may 
  choose to instead learn a new maneuver of any level 
  she can learn or gain the extra readied maneuver feat 
  as a bonus feat.
  Using Ferine Sentinel in City of 7 Seraphs
  Using Ferine Sentinel in City of 7 Seraphs
  The primal energies required to master the instinctive 
  fighting style of the Ferine Sentinel are most often 
  found among the Ashborn or the fey of the Glare-
  wood. These traditions are most often found wan-
  dering the shifting boundaries of the Orchard District 
  but are far from uncommon even in the Blackwreath. 
  Hands of Onus legates long have recognized the 
  rights of the companion-bonded and enforced their 
  stance with the Wardens. Privately owned properties 
  are case-by-case but most establishments will allow 
  bond-beasts rather than pry into a customer’s affairs 
  and legalities.
   
  Smaller instances of this path exist among the 
  Sanguine Sovereignty’s bloodhound keepers and the 
  Chrysalis Covenant in the enclaves of their Lifebond 
  Smiths. Both of these traditions draw no small ani-
  mosity from the Ashborn for their more supernatural 
  approaches to creating connections with their com-
  panions, some of that Parity even perceiving their 
  bonds as magical slavery for the animals involved. 
  As of yet, no case has provided sufficient proof of 
  the smaller groups methods being harmful to their 
  companions in anyway. Nashia Evolsia (Ashborn 
  NG female ganzi hunter [ferine sentinel] 13) often 
  inspects up and coming bond-pairs and vets the treat-
  ment of the animal partner. Any keeper failing their 
  companion meets the claws of her puma, Vystelin.
  Unlike with maneuvers, a ferine sentinel cannot learn 
  a new stance at higher levels in place of one she 
  already knows. 
   
  This ability replaces spellcasting
  Ferine Conduit (Su)
  A ferine sentinel’s companion operates as a conduit 
  for their martial power. While under the effect of ani-
  mal focus (or a similar ability such as vermin focus or 
  plant focus), an animal companion shares the benefits 
  of any stances or style feats that the ferine conduit 
  is using and can initiate any unexpended maneuver 
  that the ferine sentinel has readied (this expends the 
  maneuver for the ferine sentinel).
  In addition, a ferine sentinel can initiate boosts, 
  counters, and strikes through any of her companions 
  that is currently under the effect of ferine conduit. The 
  ferine sentinel uses special rules, listed here, when 
  using these maneuvers through this class feature. 
  When initiating a maneuver that allows for an attack, 
  the ferine sentinel may use her companion’s space 
  and reach as if it were her own for this attack, but 
  uses her own weapons (She may choose to use 
  her own reach when using this ability). She cannot 
  make more attacks than she normally could, nor does 
  she gain additional actions while using this ability, 
  nor does it allow her to make other sorts of attacks 
  through her companion; it merely allows her to initiate 
  maneuvers using her companion as a medium. She 
  still suffers any penalties for attacking a creature 
  she cannot see unless she is using her companion’s 
  senses through improved empathic link.
   
  Attacks made using this ability are treated in all ways 
  as if the ferine sentinel had made the attack (for the 
  purposes of attack bonus, weapon used, feats, the 
  effects of boosts or spells, and the like). Ranged 
  attacks made through allies with this ability do not 
  provoke attacks of opportunity. 
  The ferine sentinel uses that companion’s space 
  and reach as if it were her own during this attack or 
  maneuver, and uses her own weapons. She may also 
  attack her companion with this ability.
   
  If the ferine sentinel initiates a maneuver through a 
  companion that has additional effects on its initiator 
  (such as allowing movement, teleporting the initiator, 
  or granting bonuses), the ferine sentinel is the one 
  who gains such effects. If a maneuver includes a 
  charge attack, the ferine sentinel does not charge, 
  and instead may move up to her speed as part of the 
  maneuver. She is not treated as having charged.
   
  Otherwise, when initiating a maneuver, a ferine 
  
  Codex of Blood:
  Codex of Blood:
  22
  22
  Maneuvers Readied 
  A formcrafter can ready all three of his maneuvers 
  known at 1st level, and as he advances in level and 
  learns more maneuvers, he is able to ready more, 
  but must still choose which maneuvers to ready. A 
  formcrafter must always ready his maximum number 
  of maneuvers readied. He readies his maneuvers 
  by meditating or performing martial katas for ten 
  minutes. The maneuvers he chooses remain readied 
  until he decides to practice again and change them. 
  The formcrafter does not need to sleep or rest for any 
  long period of time in order to ready his maneuvers; 
  any time he spends ten minutes meditating, he can 
  change his readied maneuvers. 
   
  A formcrafter begins an encounter with all his readied 
  maneuvers unexpended, regardless of how many 
  times he might have already used them since he 
  chose them. When he initiates a maneuver, he 
  expends it for the current encounter, so each of his 
  readied maneuvers can be used once per encounter 
  (unless he recovers them, as described below). 
   
  In order for the formcrafter to recover maneuvers, 
  he must re-evaluate his own abilities as a full-round 
  action. When he does, he replaces a number of 
  expended maneuvers equal to his initiation modifier 
  (minimum 2) with new readied formcrafter maneuvers 
  he knows. If he wishes, he may replace these ma-
  neuvers with themselves, effectively recovering them. 
  In addition, whenever the formcrafter recovers ma-
  neuvers in this way, he may change styles as a free 
  action. Alternately, the formcrafter may take a brief 
  moment to collect his thoughts to recover a single 
  maneuver as a standard action. 
   
  Stances 
  A formcrafter begins his career with knowledge of one 
  stance from any discipline open to monks of the silver 
  fist. At 4th, 7th, 11th, and 13th levels, he can select 
  an additional stance to learn. The maximum level of 
  stances gained through formcrafter levels is limited by 
  those listed in Table: Archetype Maneuver Progression. 
  Unlike maneuvers, stances are not expended and the 
  formcrafter does not have to ready them. All the stances 
  he knows are available to him at all times, and he can 
  change the stance he is currently maintaining as a swift 
  action. A stance is an extraordinary ability unless other-
  wise stated in the stance or discipline description. 
   
  Unlike with maneuvers, a formcrafter cannot learn a 
  new stance at higher levels in place of one he already 
  knows. 
   
  This ability replaces flurry of blows and stunning fist.
  Style Savant (Ex)
  "Excellent move! Your legacy will 
  "Excellent move! Your legacy will 
  live on in my mastery of it!"        - 
  live on in my mastery of it!"        - 
  Xi Mohn, Xo Formcrafter
  Xi Mohn, Xo Formcrafter
  Formcrafter (Unchained Monk Archetype)
  Formcrafter (Unchained Monk Archetype)
  Power, skill, and function are rather nebulous sub-
  jects, and no singular school of combat claims to 
  offer a solution which holistically masters any of these 
  disciplines. This has driven some dedicated martial 
  artists to pursue a strange, hybridized approach to 
  many styles of fighting, hoping to distill a perfect 
  technique of battle from these myriad sources.
  Class Skills: If a formcrafter knows a maneuver from 
  a discipline, he treats the discipline skill of that disci-
  pline as a class skill.
  Maneuvers 
  A formcrafter begins his career with knowledge of 
  three martial maneuvers. All disciplines are available 
  for the formcrafter to select maneuvers from. 
   
  Once the formcrafter knows a maneuver, he must 
  ready it before he can use it (see Maneuvers Read-
  ied, below). A maneuver usable by formcrafter is 
  considered an extraordinary ability unless otherwise 
  noted in it or its discipline’s description. A formcrafter’s 
  maneuvers are not affected by spell resistance, and 
  he does not provoke attacks of opportunity when he 
  initiates one. 
   
  The formcrafter learns additional maneuvers at higher 
  levels, as indicated on Table: Archetype Maneuver 
  Progression. The maximum level of maneuvers 
  gained through formcrafter levels is limited by those 
  listed in that table as well, although this restriction 
  does not apply to maneuvers added to his maneuvers 
  known through other methods, such as prestige 
  classes or the Advanced Study feat. A formcrafter 
  must meet a maneuver’s prerequisite to learn it. See 
  Systems and Use for more details on how maneuvers 
  are used. 
   
  Upon reaching 4th level, and at every even numbered 
  initiator level thereafter (6th, 8th, 10th, and so on), the 
  formcrafter can choose to learn a new maneuver in 
  place of one he already knows. In effect, he loses the 
  old maneuver in exchange for the new one. He can 
  choose a new maneuver of any level he likes, as long 
  as he observes the restriction on the highest-level ma-
  neuvers he knows; the formcrafter need not replace the 
  old maneuver with a maneuver of the same level. He 
  can swap only a single maneuver at any given level. 
  A formcrafter’s initiation modifier is Wisdom, and each 
  formcrafter level is counted as a full initiator level. 
  
  Parasites & Paragons
  Parasites & Paragons
  23
  23
  (minimum 1). The formcrafter does not need to know 
  the maneuver in order to obtain it in this way, but this 
  maneuver cannot be recovered.
  Discipline Synergy (Ex): If a formcrafter with this ki 
  power is ever in a stance of same discipline as a style 
  feat they are using, they gain the benefits of the disci-
  pline focus feat (if they do not already possess it) for 
  that discipline.
  Martial Tenacity (Ex): When making a skill check as 
  part of a martial maneuver or the effects of a style 
  feat, the formcrafter may spend a ki point as a free 
  action to change the modifier of the check to his monk 
  level + his initiation modifier.
  Using the Formcrafter in City of 7 Seraphs
  Using the Formcrafter in City of 7 Seraphs
  Seen nearly as often as elemental chi channelers, 
  formcrafters make up a significant portion of the 
  teaching body of the Thunderchildren. Their students 
  often lack the requisite facility of mind to join them 
  but every so often another student shows the correct 
  potential. Second only to the Thunderchildren among 
  the Parities are a growing number of Steamwalkers. 
  These warrior-researchers are invested in proving 
  their rival’s essential mysticism can be equaled by 
  applied martial sciences and experimentation.
  "You thought the chains would 
  "You thought the chains would 
  keep you safe. I am stronger for 
  keep you safe. I am stronger for 
  their burden!" - Herio, Fulminant 
  their burden!" - Herio, Fulminant 
  Vessel of the Hands of Onus
  Vessel of the Hands of Onus
  Fulminant Vessel (Bloodrager Archetype)
  Fulminant Vessel (Bloodrager Archetype)
  Bloodrager Archetype-Fulminant Vessel
  While most individuals possess the wherewithal and 
  mental conviction to control their animus, not all 
  beings are so fortunate. However, even an unbridled 
  and undisciplined animus user possesses a great deal 
  of power. Fulminant Vessels are beings who have 
  inherited great sources of eldritch power, and use 
  their rage as a method of harnessing their incredible 
  abilities, living volcanoes of arcane energy who tear 
  through everything in their way.
  Maneuvers
  A fulminant vessel begins his career with knowledge 
  of five martial maneuvers. The disciplines available to 
  him are Brutal Crocodile, Elemental Flux, Primal Fury,  
  Shattered Mirror,.and Spark of BattleLPV. Once the 
  fulminant vessel knows a maneuver, he must ready it 
  before he can use it (see Maneuvers Readied, below). 
  A maneuver usable by a fulminant vessel is consid-
  ered an extraordinary ability unless otherwise noted 
  in it or its discipline’s description. A fulminant vessel’s 
  A formcrafter gains fuse styles as a bonus feat. In 
  addition, a formcrafter considers his unarmed strike to 
  be a discipline weapon for all disciplines.
  This ability replaces the bonus feat gained at 1st level.
  Bonus Feat 
  At 2nd level, and every four levels thereafter, a form-
  crafter may select a bonus style feat, the Discipline 
  Focus feat, or the Advanced Study feat. He does not 
  need to meet the prerequisites of that feat. Starting at 
  6th level, a formcrafter can choose to instead gain a 
  wildcard style slot. Whenever he enters one or more 
  styles, he can spend his wildcard style slots to gain 
  feats in those styles’ feat paths (such as Black Seraph 
  Annihilation) as long as he meets the prerequisites. 
  Each time he changes styles, he can also change 
  these wildcard style slots.  
   
  This ability replaces a monk’s standard bonus feats.
  Fuse Styles (Ex)
  At 5th level, a formcrafter can fuse two of the styles 
  he knows. The formcrafter can have two style feats 
  active at once. Starting a stance provided by a style 
  feat is still a swift action, but when the formcrafter 
  switches to another style feat, he can choose one 
  style whose stance is already active to persist. He 
  may only have two style feat stances active at a time. 
   
  At 9th level, the formcrafter can fuse three styles at 
  once. He can have the effects of three style feats 
  active at the same time. 
   
  At 13th level, the formcrafter can fuse four styles at 
  once. He can have the effects of four style feats active 
  at the same time. Furthermore, he can enter up to four 
  stances as a free action by spending 1 point from his ki 
  pool.
  At 17th level, the formcrafter can have the stances of 
  five style feats active at once, and can change any of 
  these styles as a free action.
  This ability replaces Style Strike
  Ki Powers
  In addition to the normal Ki Powers available to the 
  unchained monk, he may select from the following ki 
  powers.
  Combat Improvisation (Su): A formcrafter with this ki 
  power can use his ki to obtain flashes of inspiration in 
  the midst of combat. By spending a ki point as a free 
  action, he can add one martial maneuver that he is 
  capable of learning to his list of readied maneuvers 
  for a number of rounds equal to his initiation modifier 
  
  Codex of Blood:
  Codex of Blood:
  24
  24
   
  A fulminant vessel begins an encounter with all his 
  readied maneuvers unexpended, regardless of how 
  many times he might have already used them since 
  she chose them. When he initiates a maneuver, he 
  expends it for the current encounter, so each of his 
  readied maneuvers can be used once per encounter 
  (unless he recovers them, as described below). 
   
  Fulminant vessels rely on surging, unstable planar 
  forces to fuel their martial maneuvers. Because of 
  this, they do not have full control over their readied 
  maneuvers; when a fulminant vessel readies his 
  maneuvers, he selects one of his readied maneuvers 
  to be immediately granted to him for use at any time 
  (when this maneuver is used outside of combat, they 
  recover on their own in the following round), with the 
  rest of his initially randomized maneuvers waiting to 
  maneuvers are not affected by 
  spell resistance, and he does not 
  provoke attacks of opportunity 
  when he initiates one. 
   
  The fulminant vessel learns 
  additional maneuvers at higher 
  levels, as indicated on Table: 
  Animus Archetype Maneuver 
  Progression. The maximum level 
  of maneuvers gained through ful-
  minant vessel levels is limited by 
  those listed in that table as well, 
  although this restriction does not 
  apply to maneuvers added to 
  his maneuvers known through 
  other methods, such as prestige 
  classes or the Advanced Study 
  feat. He must meet a maneuver’s 
  prerequisite to learn it. 
   
  Upon reaching 4th level, and at 
  every even numbered initiator 
  level thereafter (6th, 8th, 10th, 
  and so on), the fulminant vessel 
  can choose to learn a new 
  maneuver in place of one he 
  already knows. In effect, he loses 
  the old maneuver in exchange 
  for the new one. He can choose 
  a new maneuver of any level she 
  likes, as long as he observes the 
  restriction on the highest-level 
  maneuvers she knows; the 
  fulminant vessel need not 
  replace the old maneuver with a 
  maneuver of the same level. He 
  can swap only a single maneuver 
  at any given level. A fulminant 
  vessel’s primary initiator attribute 
  is Charisma.  
   
  Maneuvers Readied
  A fulminant vessel can ready three of his five maneu-
  vers known at 1st level, and as he advances in level 
  and learns more maneuvers, he is able to ready more, 
  but must still choose which maneuvers to ready. A 
  fulminant vessel must always ready his maximum 
  number of maneuvers readied. He readies his maneu-
  vers by meditating for ten minutes. The maneuvers he 
  chooses remain readied until he decides to meditate 
  again and change them. The fulminant vesseldoes 
  not need to sleep or rest for any long period of time 
  in order to ready his maneuvers; any time he spends 
  ten minutes in meditation, he can change his readied 
  maneuvers. 
  
  Parasites & Paragons
  Parasites & Paragons
  25
  25
  the stances he knows are available to him at all times, 
  and he can change the stance he is currently using 
  as a swift action. A stance is an extraordinary ability 
  unless otherwise stated in the stance description. 
  Unlike with maneuvers, the fulminant vessel cannot 
  learn a new stance at higher levels in place of one he 
  already knows. 
   
  Animus (Su)
  A fulminant vessel’s martial prowess is in part fueled 
  by a reservoir of roiling, turbulent energy within his 
  soul, and the passion and danger of combat causes 
  this arcane energy to overflow outwards. This power, 
  called animus, waxes and wanes with a fulminant 
  vessel’s use of his maneuvers in battle. Outside 
  combat, a fulminant vessel has no animus to spend, 
  but his inner power can still be used for more subtle 
  arcane arts. His levels in bloodrager count as arcane 
  spellcaster levels for the purposes of qualifying for 
  prerequisites (such as those of item creation feats or 
  the Arcane Strike feat), and if a fulminant vessel ever 
  develops arcane spellcasting from another class, he 
  may add his bloodrager level to his levels in that class 
  to determine his overall caster level for the purposes 
  of item creation feats. In addition, a fulminant vessel is 
  considered to be able to cast bloodrager spells for the 
  purpose of spell trigger and spell completion items, 
  using his initiator level as his caster level. 
   
  When a fulminant vessel enters combat, he gains an 
  animus pool equal to his initiation modifier (minimum 
  1) at the start of his first turn, and adds one point of 
  animus to his animus pool at the start of each of his 
  turns thereafter. His animus pool persists for one 
  minute after the last enemy combatant is defeated or 
  the encounter otherwise ends. At the end of any round 
  in which the fulminant vessel initiates a maneuver (a 
  strike, boost, or counter), he adds an additional point 
  of animus to his pool. Certain abilities, such as some 
  class features, maneuvers, and feats, require the 
  fulminant vessel to expend points of animus to use. 
   
  The primal power of animus can be used in several 
  ways—the foremost of which is the augmentation of 
  maneuvers. A fulminant vessel can spend points of 
  animus to augment his maneuvers in the following 
  ways, depending on his class level. If the fulminant 
  vessel has the ability to augment his maneuvers in 
  other ways, such as from another class feature or the 
  maneuver itself, this cannot be combined with the 
  augments granted by his animus class feature; he 
  must choose which augmentation type to use when 
  initiating the maneuver. 
   
  Starting at 1st level, a fulminant vessel can spend 
  a single point of animus to augment a maneuver. At 
  5th level and every 5 levels thereafter, the fulminant 
  be granted in combat. The remainder of his readied 
  maneuvers are withheld and currently inaccessible 
  until combat begins. If he is able to act in a surprise 
  round when combat begins, he is granted his maneu-
  vers then as normal, but if he is caught unaware, he 
  must wait until his initiative before his maneuvers are 
  granted (beyond the initial one). At the end of each of 
  his combat turns, one previously withheld maneuver 
  (randomly determined) is granted to him, and thus 
  becomes accessible for his next turn and subsequent 
  turns. He can freely choose to initiate any maneuver 
  that is currently granted when his turn begins, but 
  he cannot initiate a withheld maneuver. If the locus 
  commander chooses not to employ a maneuver 
  in a given round, his currently granted maneuvers 
  remain available, and a previously withheld maneuver 
  is granted, as described above. In other words, it 
  doesn’t matter if he uses his maneuvers or not—at 
  the end of each of his turns, one withheld maneuver 
  from his selection of readied maneuvers is granted 
  to him. Over the course of a few rounds, all the locus 
  commander’s maneuvers will eventually be granted. 
   
  A fulminant vessel can change the readied maneuver 
  he has chosen to be immediately granted for use at 
  any time by spending one minute meditating. 
   
  If, at the end of the fulminant vessel’s turn, he cannot 
  be granted a maneuver because he has no withheld 
  maneuvers remaining, he recovers all expended 
  maneuvers, and a new group of readied maneuvers 
  is granted to him, replacing his previously granted 
  maneuvers if any remain unspent. He selects one of 
  his choice (and gains the remainder of granted ma-
  neuvers as randomized selections, see below). At the 
  end of his next turn, a withheld maneuver is granted 
  to the locus commander, and the process of surging 
  power begins again. 
   
  At 4th level and again at 8th, 12th, 16th, and 20th 
  levels, the number of maneuvers granted to the 
  fulminant vessel at the beginning of an encounter and 
  when he recovers his maneuvers increases by one. 
  Unlike the fulminant vessel’s initial granted maneuver, 
  these additional maneuvers are randomly determined 
  (for example, at the beginning of an encounter, an 8th 
  level fulminant vessel would choose one maneuver to 
  have access to, then randomly be granted two more). 
   
  This ability replaces the bloodrager’s spellcasting. 
   
  Stances
  Fulminant vessels begin play with knowledge of one 
  stance from any discipline open to them. At 4th, 7th, 
  11th, and 13th levels, the fulminant vessel selects an 
  additional new stance. Unlike maneuvers, stances are 
  not expended and he does not have to ready them. All 
  
  Codex of Blood:
  Codex of Blood:
  26
  26
  yourself) within the area take 2d6 points of force 
  damage for every point of animus spent (maximum 
  10d6), but are allowed a will save to half the damage 
  (DC 10 + half the fulminant vessel’s initiator level + 
  the fulminant vessel’s initiation modifier).  
  This ability replaces bloodline spells and the bloodline 
  powers gained at 1st, 8th, and 16th levels.  
  Animus Centering (Su)
  As a full-round action, a fulminant vessel can spend 
  one point of animus to grant herself all his remaining 
  withheld maneuvers, then immediately expend them 
  in a raging cadence of arcane power. As there are 
  no remaining maneuvers to be granted, a new set of 
  maneuvers is granted to the fulminant vessel at the 
  end of his turn, as normal.
  In addition, when he uses this ability, a fulminant ves-
  sel regains one round of bloodrage and immediately 
  ends any fatigue or exhaustion effects which may be 
  affecting him as a result of bloodrage.
  Animus Rage (Su)
  Starting at 3rd level, a fulminant vessel can enter an 
  amplified form of bloodrage which causes additional 
  animus to accumulate in his form. When entering a 
  bloodrage, the fulminant vessel can choose to enter 
  an animus rage. When he does so, he spends two 
  rounds of bloodrage every round, but acquires two 
  points of animus at the start of each round rather than 
  one.
  At 11th level, while in animus rage, the fulminant 
  vessel treats all of their maneuvers as being aug-
  mented by 1 point of animus (this is in addition to any 
  animus spent on the maneuver, but the total cannot 
  go beyond the fulminant vessel’s limit of maximum 
  animus augmentation). This increases to 2 points of 
  animus at 20th level.
  This ability replaces blood sanctuary as well as the 
  ability to cast spells as a free action when entering 
  greater bloodrage and mighty bloodrage. 
  Animus Healing (Su)
  At 4th level, the fulminant vessel gains Animus 
  Healing as a bonus feat. He can use this ability an 
  additional time per encounter at 8th level and every 4 
  levels thereafter. 
  This ability replaces eschew materials.
  Raging Spellshield (Su)
  At 4th level, the fulminant vessel’s magical form has 
  insulated him against magic. By expending a readied 
  counter as an immediate action, the fulminant vessel 
  may reroll a single saving throw against a spell, spell-
  like ability, power, or psi-like ability that he just failed.
  This ability replaces bloodcasting
  vessel may spend an additional point of animus on 
  augments for each maneuver (to a maximum of 5 at 
  20th level). Animus augments are used as part of a 
  maneuver’s initiation action to apply any of following 
  effects to it (if applicable): 
  -Enhance Maneuver: For each point of animus spent, 
  the fulminant vessel adds a cumulative +2 insight 
  bonus to all d20 rolls made (including attack rolls, 
  combat maneuver checks, and skill checks) when 
  initiating that maneuver (maximum of three animus 
  may be spent on this augmentation); if the maneuver 
  allows the user to make multiple attacks, then this 
  bonus only applies to the first attack. 
  -Increase DC: For each point of animus spent, the 
  save DC of that maneuver increases by 1
  -Increase Potency: For each point of animus spent, 
  the fulminant vessel may ignore 10 points of energy 
  resistance or 5 points of damage reduction or hard-
  ness. 
   
  At 8th level, a fulminant vessel gains access the 
  following additional augmentations: 
  -Animus Form: If the fulminant vessel spends 2 
  points of animus, they become a raw surging mass of 
  animus for 1 round. While in this state, they become 
  immune to critical hits and sneak attacks and increase 
  any damage reduction and energy resistance they 
  possess to an amount equal to their bloodrager level.
  -Restore Rage: For every two points of animus spent, 
  the fulminant vessel gains an additional round of 
  bloodrage
  -Surging Vitality: For every point of animus spent, the 
  fulminant vessel gains temporary hit points equal to 
  half their class level.  
   
  At 16th level, a fulminant vessel gains access the 
  following additional augmentations: 
  -Volcanic Burst: By spending three points of animus, 
  the fulminant vessel may cause his next strike to 
  affect all opponents within a 15-foot cone or 20-foot 
  line. Ranged attacks affect opponents extending from 
  the initiator’s location. The fulminant vessel makes a 
  single attack roll and compares it to the AC of each 
  creature within the area. If the strike allows a saving 
  throw, each target may make one. Only strikes with 
  an initiation action of 1 standard action may be aug-
  mented in this fashion, and this augment replaces the 
  strike’s normal targets and affected area.
  -Disruptive Blow: If the fulminant vessel spends 4 
  points of animus, the target (or targets) of the maneu-
  ver are affected by Greater Dispel Magic with a caster 
  level equal to the fulminant vessel’s initiator level. 
  -Explosive Surge: a font of raw arcane power ex-
  plodes out of the fulminant vessel to a radius of 5 feet 
  for each point of animus spent. Creatures (excluding 
  
  Parasites & Paragons
  Parasites & Paragons
  27
  27
  place of one he already knows. In effect, he loses the 
  old maneuver in exchange for the new one. He can 
  choose a new maneuver of any level he likes, as long 
  as he observes the restriction on the highest-level 
  maneuvers he knows; the furinkazan need not replace 
  the old maneuver with a maneuver of the same level. 
  He can swap only a single maneuver at any given 
  level. A furinkazan’s initiation modifier is Charisma, 
  and each furinkazan level is counted as a full initiator 
  level.
  Maneuvers Readied A furinkazan can ready all 
  three of his maneuvers known at 1st level, and as 
  he advances in level and learns more maneuvers, 
  he is able to ready more, but must still choose which 
  maneuvers to ready. A furinkazan must always ready 
  his maximum number of maneuvers readied. He 
  readies his maneuvers by practicing weapon drills or 
  performing some act of meditation for ten minutes. 
  The maneuvers he chooses remain readied until 
  he decides to practice again and change them. The 
  furinkazan does not need to sleep or rest for any 
  long period of time in order to ready his maneuvers; 
  any time he spends ten minutes meditating, he can 
  change his readied maneuvers. 
   
  A furinkazan begins an encounter with all his readied 
  maneuvers unexpended, regardless of how many 
  times he might have already used them since he 
  chose them. When he initiates a maneuver, he 
  expends it for the current encounter, so each of his 
  readied maneuvers can be used once per encounter 
  (unless he recovers them, as described below). 
   
  In order for the furinkazan to recover maneuvers, he 
  must draw on the misery and folly of his enemies by 
  activating his warrior’s claim class feature; the furinka-
  zan recovers a single expended maneuver whenever 
  he Claims a creature, and he recovers a number of 
  expended maneuvers equal to his furinkazan initiation 
  modifier (minimum 2) whenever a creature he has 
  Claimed is reduced to 0 or less hit points. Alternately, 
  the furinkazan may center himself to recover a single 
  maneuver as a standard action.
  This ability replaces the samurai’s challenge ability 
   
  Stances: A furinkazan begins his career with 
  knowledge of one stance from any discipline open to 
  furinkazan. At 4th, 7th, 11th, and 13th levels, he can 
  select an additional stance to learn. The maximum 
  level of stances gained through hypnotic duelist levels 
  is limited by those listed in Table: Archetype Maneuver 
  Progression. Unlike maneuvers, stances are not 
  expended and the hypnotic duelist does not have to 
  ready them. All the stances he knows are available 
  to his at all times, and he can change the stance he 
  is currently maintaining as a swift action. A stance is 
  Using Fulminant Vessels in City of 7 Seraphs
  Using Fulminant Vessels in City of 7 Seraphs
  Particularly prominent in the Irons District among 
  intermingled sylph and oread lineages, the potential is 
  still difficult to train into the seething power necessary 
  to master the fuminant vessel’s way. Adherents of this 
  path exist in the Thunderchildren and Steamwalkers 
  and sometimes develops naturally among the over-
  burdened porters of the Hands of Onus.
  "No sooner can you hold the wind 
  "No sooner can you hold the wind 
  than stop my blade." - Onivo, 
  than stop my blade." - Onivo, 
  Furinkazan of the Brionithic Empire
  Furinkazan of the Brionithic Empire
  Furinkazan (
  Furinkazan (Samurai Archetype)
  In order to triumph in battle, one must be able to 
  utilize the full ensemble of resources and ideas 
  around them and combine them into an effective 
  fighting style. Perhaps among the most dangerous 
  examples of this tenant are the Furinkazan, samurai 
  who have fused many advanced combat techniques 
  into a single powerful and overwhelming fighting style 
  which pushes through most any defense.
  Class Skills: The furinkazan adds Acrobatics, Per-
  form, and Sleight of Hand to his list of class skills.
  Maneuvers: A furinkazan begins his career with 
  knowledge of three martial maneuvers. The disci-
  plines available to him are Leaden Hyena, Mithral 
  Current , Piercing Thunder, Spark of BattleLPV, and 
  Tempest Gale 
   
  Once the furinkazan knows a maneuver, he must 
  ready it before he can use it (see Maneuvers Read-
  ied, below). A maneuver usable by furinkazan is 
  considered an extraordinary ability unless otherwise 
  noted in it or its discipline’s description. A furinkazan 
  maneuvers are not affected by spell resistance, and 
  he does not provoke attacks of opportunity when he 
  initiates one. 
   
  The furinkazan learns additional maneuvers at higher 
  levels, as indicated on Table: Archetype Maneuver 
  Progression. The maximum level of maneuvers 
  gained through furinkazan levels is limited by those 
  listed in that table as well, although this restriction 
  does not apply to maneuvers added to his maneuvers 
  known through other methods, such as prestige 
  classes or the Advanced Study feat. A furinkazan 
  must meet a maneuver’s prerequisite to learn it. 
   
  Upon reaching 4th level, and at every even numbered 
  initiator level thereafter (6th, 8th, 10th, and so on), the 
  furinkazan can choose to learn a new maneuver in 
  
  Codex of Blood:
  Codex of Blood:
  28
  28
  his weapon as part of the attack. This ability replaces 
  weapon expertise.
  Awesome Terror (Ex): At 12th level, the furinkazan 
  learns to maneuver through the ranks of his foes with 
  ease. Neither the furinkazan nor his mount provoke 
  attacks of opportunity from creatures Claimed by the 
  furinkazan.
  This ability replaces demanding challenge.
  Using Furinkazan in City of 7 Seraphs
  Using Furinkazan in City of 7 Seraphs
  Furinkazan appear scattered through the ranks of the 
  Parities, though most often are seen among three. 
  Among the Golden Constables of the Temple of Coin, 
  these elite riders compete to procure the most exotic 
  and fine mounts from across the multiverse. Wary 
  citizens of the Pacts District know to leave middle 
  paths of the Latticeways of the Nearing there clear for 
  the breakneck affairs of these wealthy warriors.
   
  Less common are the furinkazan of the Ash-
  born, said to be trained by an elf renegade named 
  Vystivar Mistbreaker (Ashborn CG elf male sa-
  murai (furinkazan) 15) fleeing the Brionithic Empire 
  of the Quiet Lands. Vystivar favored big hunting cats 
  and dire wolves as mounts and brought the secrets of 
  melding martial traditions with mastering these primal 
  allies to the Ashborn. He hopes to return to face the 
  Empire’s own furinkazan who are said to battle astride 
  constructs with hearts of crystalized essence.
   
  Finally among the Eternal Dawning, the 
  furinkazan represent a small minority of the crusaders 
  who still retain mounts. These rare warriors often spe-
  cialize in training versatile creatures that function in 
  various planar environs, from the edges of Abaddon to 
  the endless expanses of Prima. Furinkazan are most 
  often found among the Emerald and Ruby Orders.
  "This is where your story ends." 
  "This is where your story ends." 
  Arostien Allucost, Hero's Bane of 
  Arostien Allucost, Hero's Bane of 
  the Descendants of Dream
  the Descendants of Dream
  Hero's Bane (
  Hero's Bane (Slayer Archetype)
  Slayers of all stripes are dedicated to killing, be 
  their targets monsters, nobles, or entire families or 
  countries. Among the most feared slayers, however, 
  are those who build their legacies on the destruction 
  of legendary figures, the killers notorious for their 
  ability to bring the most defiant and iconic figures to 
  heel with their martial prowess. When a hero’s bane 
  succeeds in their mission, the impact their victory 
  leaves upon history is often catastrophic.
  Maneuvers: A hero’s bane begins his career with 
  an extraordinary ability unless otherwise stated in the 
  stance or discipline description. 
   
  Unlike with maneuvers, a furinkazan cannot learn a 
  new stance at higher levels in place of one he already 
  knows.
  Mounted Maneuver Expertise (Ex): At 1st level, 
  the furinkazan’s mount learns to work with its master 
  combat. Whenever a furinkazan is mounted and 
  uses a maneuver with a movement component (such 
  as making a charge attack, or taking an extra move 
  action), the furinkazan can have his mount take the 
  appropriate movement in his place. If the maneuver 
  allows the furinkazan to make a charge attack, both 
  he and his mount are considered to be charging. This 
  ability modifies mount.
  Warrior’s Claim (Ex): As a swift action, the furinka-
  zan may single out a single creature as a target, 
  focusing his senses upon bring that singular creature 
  to its end. The furinkazan may Claim an opponent 
  that he can see (including with special senses such 
  as blindsense or tremorsense) within close range (25 
  feet + 5 feet per 2 furinkazan levels) for a number of 
  rounds equal to 1/2 his class level (minimum 1 round). 
  A furinkazan can have a maximum number of crea-
  tures Claimed equal to his furinkazan initiation modifi-
  er (minimum 1), and may not Claim a creature he has 
  already Claimed until or unless the Claim expires. For 
  the purpose of attacking claimed creatures (including 
  with attacks of opportunity), the furinkazan’s reach is 
  increased by 5 feet. This improves to 10 feet at 8th 
  level and 15 feet at 15th level. 
   
  In addition, the furinkazan automatically knows the 
  position of creatures he has Claimed. Any opponent 
  the furinkazan cannot see still has total concealment 
  (50% miss chance) against him, and the furinkazan 
  still suffers the normal miss chance when attacking 
  creatures that have concealment. The furinkazan 
  is still denied his Dexterity bonus to his AC against 
  attacks from Claimed creatures he cannot see.
  For the purpose of order abilities, a furinkazan treats 
  any creature he has claimed as being the target of a 
  challenge
  Mounted Resolve (Ex): While the furinkazan is 
  mounted, any benefits of the furinkazan’s resolve, 
  greater resolve, true resolve, honorable stand, and 
  last stand class features extend to his mount as well.
  Blinding Speed (Ex): At 3rd level, the furinkazan 
  learns how to tear through enemies quickly and effi-
  ciently while astride his mount. Whenever he makes 
  an attack while mounted, he is treated as drawing 
  
  Parasites & Paragons
  Parasites & Paragons
  29
  29
  he chose them. When he initiates a maneuver, he 
  expends it for the current encounter, so each of his 
  readied maneuvers can be used once per encounter 
  (unless he recovers them, as described below). 
   
  In order for the hero’s bane to recover maneuvers, he 
  must strike at any enemy which he understands how 
  to break; the hero’s bane recovers a single expended 
  maneuver whenever he designates a creature as his 
  studied target, and he recovers a number of expend-
  ed maneuvers equal to his hero’s bane initiation 
  modifier (minimum 2) whenever one of his studied 
  targets is reduced to 0 or fewer hit points. Alternately, 
  the hero’s bane may center himself to recover a single 
  maneuver as a standard action.
  This ability replaces the slayer talents gained at 4th, 
  8th, 12th, 16th, and 20th levels. 
   
  Stances: A hero’s bane begins his career with 
  knowledge of one stance from any discipline open to 
  hero’s bane. At 4th, 7th, 11th, and 13th levels, he can 
  select an additional stance to learn. The maximum 
  level of stances gained through hero’s bane levels is 
  limited by those listed in Table: Archetype Maneuver 
  Progression. Unlike maneuvers, stances are not 
  expended and the hypnotic duelist does not have to 
  ready them. All the stances he knows are available 
  to his at all times, and he can change the stance he 
  is currently maintaining as a swift action. A stance is 
  an extraordinary ability unless otherwise stated in the 
  stance or discipline description. 
   
  Unlike with maneuvers, a hero’s bane cannot learn a 
  new stance at higher levels in place of one he already 
  knows.
  Glorybreaker (Ex): At 6th level, a hero’s bane gains 
  the ability to deprive enemies of their most coveted 
  and powerful techniques. Once per round, when the 
  hero’s bane damages their studied target with an 
  attack, he may cause the struck target to immediately 
  expend a single readied maneuver as if they had 
  used it, chosen randomly from the creature’s readied 
  maneuvers. If a hero’s bane is aware of specific ma-
  neuvers that the target has readied (through having 
  observed and identified them using the Knowledge 
  (Martial) skill), he may force the target to expend a 
  specific maneuver rather than choosing randomly. 
  At 12th level and every 6 levels thereafter, this ability 
  may be used an additional time per round.
  Starting at 12th level, a hero’s bane gains an ad-
  ditional pool of readied maneuvers composed of 
  maneuvers expended using glorybreaker. Whenever 
  the hero’s bane forces a creature to expend a readied 
  maneuver with glorybreaker, he adds that maneuver 
  to this additional pool and can initiate that maneuver 
  knowledge of three martial maneuvers. The disci-
  plines available to him are Leaden Hyena, Steel Ser-
  pent, and Thrashing Dragon. Undead and other hero’s 
  banes healed by negative energy can exchange one 
  of these disciplines for Unquiet Grave instead. 
   
  Once the hero’s bane knows a maneuver, he must 
  ready it before he can use it (see Maneuvers Read-
  ied, below). A maneuver usable by hero’s bane is 
  considered an extraordinary ability unless otherwise 
  noted in it or its discipline’s description. A hero’s bane 
  maneuvers are not affected by spell resistance, and 
  he does not provoke attacks of opportunity when he 
  initiates one. 
   
  The hero’s bane learns additional maneuvers at high-
  er levels, as indicated on Table: Archetype Maneuver 
  Progression. The maximum level of maneuvers 
  gained through hero’s bane levels is limited by those 
  listed in that table as well, although this restriction 
  does not apply to maneuvers added to his maneuvers 
  known through other methods, such as prestige 
  classes or the Advanced Study feat. A hero’s bane 
  must meet a maneuver’s prerequisite to learn it. 
   
  Upon reaching 4th level, and at every even numbered 
  initiator level thereafter (6th, 8th, 10th, and so on), the 
  hero’s bane can choose to learn a new maneuver in 
  place of one he already knows. In effect, he loses the 
  old maneuver in exchange for the new one. He can 
  choose a new maneuver of any level he likes, as long 
  as he observes the restriction on the highest-level ma-
  neuvers he knows; the hero’s bane need not replace 
  the old maneuver with a maneuver of the same level. 
  He can swap only a single maneuver at any given 
  level. A hero’s bane’s initiation modifier is Intelligence, 
  and each hero’s bane level is counted as a full initiator 
  level.
  Maneuvers Readied A hero’s bane can ready all 
  three of his maneuvers known at 1st level, and as 
  he advances in level and learns more maneuvers, 
  he is able to ready more, but must still choose which 
  maneuvers to ready. A hero’s bane must always ready 
  his maximum number of maneuvers readied. He 
  readies his maneuvers by practicing weapon drills or 
  performing some act of meditation for ten minutes. 
  The maneuvers he chooses remain readied until 
  he decides to practice again and change them. The 
  hero’s bane does not need to sleep or rest for any 
  long period of time in order to ready his maneuvers; 
  any time he spends ten minutes meditating, he can 
  change his readied maneuvers. 
   
  A hero’s bane begins an encounter with all his 
  readied maneuvers unexpended, regardless of how 
  many times he might have already used them since 
  
  Codex of Blood:
  Codex of Blood:
  30
  30
  "It isn't the fall you should fear 
  "It isn't the fall you should fear 
  my friend" - Viesen Mahl, Hetairos 
  my friend" - Viesen Mahl, Hetairos 
  wyvernrider of the Blackblades
  wyvernrider of the Blackblades
  Hetairos (Cavalier Archetype)
  Hetairos (Cavalier Archetype)
  The fighting style of the cavalier has always been 
  associated with glory, majesty, and respect, viewing 
  combat as an elegant and formal pursuit. Many 
  experienced cavaliers come to realize, however, that 
  warfare is not often the clean and mystical profession 
  which so many flaunt, and so adapt their showy 
  nature into a more vicious and efficient arsenal. These 
  cavaliers are known as hetairoi, and many are the 
  enemies who have fallen unprepared when dealing 
  with these cavaliers’ brutal efficiency.
  Class Skills A hetairos adds acrobatics to his list of 
  class skills.
  Maneuvers: A hetairos begins his career with knowl-
  edge of three martial maneuvers. The disciplines 
  available to him are Golden Lion, Piercing Thunder, 
  and Scarlet Throne. Undead and other hetairos 
  healed by negative energy can exchange one of these 
  disciplines for Unquiet Grave instead. 
   
  Once the hetairos knows a maneuver, he must ready 
  it before he can use it (see Maneuvers Readied, 
  below). A maneuver usable by hetairos is considered 
  an extraordinary ability unless otherwise noted in it 
  or its discipline’s description. A hetairos maneuvers 
  are not affected by spell resistance, and he does not 
  provoke attacks of opportunity when he initiates one. 
   
  The hetairos learns additional maneuvers at higher 
  levels, as indicated on Table: Archetype Maneuver 
  Progression. The maximum level of maneuvers 
  gained through hetairos levels is limited by those 
  listed in that table as well, although this restriction 
  does not apply to maneuvers added to his maneuvers 
  known through other methods, such as prestige 
  classes or the Advanced Study feat. A hetairos must 
  meet a maneuver’s prerequisite to learn it. 
   
  Upon reaching 4th level, and at every even numbered 
  initiator level thereafter (6th, 8th, 10th, and so on), 
  the hetairos can choose to learn a new maneuver in 
  place of one he already knows. In effect, he loses the 
  old maneuver in exchange for the new one. He can 
  choose a new maneuver of any level he likes, as long 
  as he observes the restriction on the highest-level ma-
  neuvers he knows; the hetairos need not replace the 
  old maneuver with a maneuver of the same level. He 
  can swap only a single maneuver at any given level. 
  A hetairos’ initiation modifier is Charisma, and each 
  as if it was one of his normal readied maneuvers. He 
  can initiate any maneuver that he possesses the req-
  uisite initiator level to use with this ability. This stolen 
  maneuver pool is comprised of only a single maneu-
  ver, and the maneuver cannot be regained when 
  expended. If the hero’s bane steals a maneuver with 
  glorybreaker while this pool is full, he must choose 
  whether to keep the original maneuver or immediately 
  expend it to replace it with a new stolen maneuver. 
  At 18th level, this pool increases from one maneuver 
  to a number of maneuvers equal to the hero’s bane’s 
  initiation modifier.
  This ability replaces the additional sneak attack dice 
  gained at 6th, 12th, and 18th levels
  New Slayer Talents: The following talents can be 
  selected by any slayer, but are particularly well-suited 
  to the hero’s bane
  Demise of Heroics (Ex) Whenever the Slayer deals 
  sneak attack damage to a studied target, he may 
  suppress any luck and morale bonuses the target 
  possesses or a number of rounds equal to the dice of 
  sneak attack he possesses.
  Martial Upset (Ex)-Whenever the slayer deals sneak 
  attack damage to a studied target, the target leaves 
  any stances they are in and loses the benefits of any 
  style feats they are currently using (this does not stop 
  them from entering a new stance or style feat the next 
  time they can).
  No Escape (Ex)-Whenever the Slayer deals sneak 
  attack damage to a studied target, the target loses the 
  ability to take any sort of immediate action for 1 round.
  Scorn Fate (Ex)-The Slayer’s abilities ignore any luck 
  bonuses their studied targets possess to AC or to 
  saving throws.
  Using Hero's Bane in City of 7 Seraphs
  Using Hero's Bane in City of 7 Seraphs
  Found in multiple parities the hero’s bane is most often 
  counted among the Blackblades and to a lesser yet 
  surprising frequency, the Descendants of Dream. While 
  not uncommon, the Blackblades leadership jealously 
  commands the service of a group of these elite assas-
  sins. Usually they are held back for the most complex 
  of actions beyond Hyraeatan for conflicts with Eternals 
  of the House of Heights. Kalual Imorst (Blackblades 
  male graveknight slayer [hero’s bane] 16) leads 
  these forces for the Blackblades
   
  In contrast, the hero’s banes in theranks of the 
  Descendants of Dream are often sent after disruptive 
  artists and enemies who go against the narratives of 
  the Parity. Referred to in whispers as “They Who End 
  Stories” these operatives pride themselves on mys-
  terious calling cards being the only evidence of their 
  actions. The leader of this particular group of Descen-
  dants is called the Final Page, and has a fondness for 
  ending Bookbinders who try to contain any lore the 
  Descendants are currently popularizing. 
  
  Parasites & Paragons
  Parasites & Paragons
  3131
  level, a hetairos and his trusty steed are so in tune 
  with each other that they can work as one when per-
  forming maneuvers. Whenever a hetairos is mounted 
  and uses a maneuver with a movement component 
  (such as making a charge attack, or taking an extra 
  move action), the hetairos can have his mount take 
  the appropriate movement in his place. If the maneu-
  ver allows the hetairos to make a charge attack, both 
  him and his mount are considered to be charging. 
  Slaying Charge (Ex) At 11th level, the hetairos gains 
  Martial Charge as a bonus feat (or another combat 
  feat if they already possess Martial Charge). In 
  addition, he gains a +4 bonus to skill checks made as 
  part of a maneuver and the DCs of any maneuvers 
  if he uses the maneuver while charging. This ability 
  replaces Mighty Charge 
  Coordinated Reformation (Ex) At 12th level, when-
  ever the hetairos regains maneuvers as a full-round 
  action, he may allow all allies within 30 feet to move 
  up to half their speed as a free action. This movement 
  does not provoke attacks of opportunity. This ability 
  replaces demanding challenge.
  Using the Hetairos in City of 7 Seraphs
  Using the Hetairos in City of 7 Seraphs
  The hetairos of Hyraeatan are most often found in 
  service of the Blackblades and the Sanguine Sover-
  eignty though the difference between each Parities 
  traditions are extreme. The Sovereignty’s ordered 
  regiments are a clear answer to the crusaders of the 
  Eternal Dawn, though the group may have originated 
  from much earlier origins. The vampiric masters of 
  the Parity demand explicit control and discipline from 
  their cavaliers and rumor has it that secrets of blood 
  magic are used in the process to strengthen the bond 
  between rider and mount.
   
  The Blackblades on the other hand are said 
  to practice an even darker rite. Both the bonded 
  companions and would be hetairos are poisoned to 
  the brink of death and fed alchemical substances that 
  heighten awareness and the depth of their suffering. 
  This process is said to blur the lines of self and allow 
  two to flow into each other’s spirits. 
  "Tell a lie? Oh no my dear,
  "Tell a lie? Oh no my dear,
  I AM the lie."     
  I AM the lie."     
  Oshen Serenason, Hypnotic Duelist 
  Oshen Serenason, Hypnotic Duelist 
  of the Descendants of Dream
  of the Descendants of Dream
  Hypnotic Duelist (
  Hypnotic Duelist (Mesmerist Archetype)
  The greatest danger to a warrior is the loss of their 
  senses; one engaged in combat must possess full 
  awareness of his surroundings at all times or else 
  leave himself vulnerable to any number of threats. 
  hetairos level is counted as a full initiator level.
  Maneuvers Readied A hetairos can ready all three of 
  his maneuvers known at 1st level, and as he advanc-
  es in level and learns more maneuvers, he is able to 
  ready more, but must still choose which maneuvers 
  to ready. A hetairos must always ready his maximum 
  number of maneuvers readied. He readies his maneu-
  vers by practicing weapon drills or performing some 
  act of meditation for ten minutes. The maneuvers he 
  chooses remain readied until he decides to practice 
  again and change them. The hetairos does not need 
  to sleep or rest for any long period of time in order to 
  ready his maneuvers; any time he spends ten minutes 
  meditating, he can change his readied maneuvers. 
   
  A hetairos begins an encounter with all his readied 
  maneuvers unexpended, regardless of how many 
  times he might have already used them since he 
  chose them. When he initiates a maneuver, he 
  expends it for the current encounter, so each of his 
  readied maneuvers can be used once per encounter 
  (unless he recovers them, as described below).
  In order for the hetairos to recover maneuvers, he 
  must spend a full-round action to adjust his position 
  and refocus his assault. The hetairos regains a num-
  ber of expended maneuvers equal to his Charisma 
  modifier (minimum 2), and he or his mount may move 
  up to their speed as part of this action. The first attack 
  that the hetairos makes after performing this action 
  gains a bonus on the attack roll equal to the hetairos’ 
  Charisma modifier and ignores any damage reduction 
  or hardness the target may possess. Alternately, the 
  hetairos may center himself to recover a single ma-
  neuver as a standard action.
  This ability replaces challenge
  Stances: A hetairos begins his career with knowledge 
  of one stance from any discipline open to hetairos. 
  At 4th, 7th, 11th, and 13th levels, he can select an 
  additional stance to learn. The maximum level of 
  stances gained through hypnotic duelist levels is 
  limited by those listed in Table: Archetype Maneuver 
  Progression. Unlike maneuvers, stances are not 
  expended and the hypnotic duelist does not have to 
  ready them. All the stances he knows are available 
  to his at all times, and he can change the stance he 
  is currently maintaining as a swift action. A stance is 
  an extraordinary ability unless otherwise stated in the 
  stance or discipline description. 
   
  Unlike with maneuvers, a hetairos cannot learn a new 
  stance at higher levels in place of one he already 
  knows.
  Mounted Maneuver Expertise (Ex) Starting at 1st 
  
  Codex of Blood:
  Codex of Blood:
  32
  32
   
  A hypnotic duelist begins an encounter with all his 
  readied maneuvers unexpended, regardless of how 
  many times he might have already used them since 
  he chose them. When he initiates a maneuver, he 
  expends it for the current encounter, so each of his 
  readied maneuvers can be used once per encounter 
  (unless he recovers them, as described below). 
   
  In order for the hypnotic duelist to recover maneuvers, 
  he must tap into the mental vulnerabilities of his 
  enemies by activating his claiming gaze class feature; 
  the hypnotic duelist recovers a single expended 
  maneuver whenever he Claims a creature, and he 
  recovers a number of expended maneuvers equal 
  to his hypnotic duelist initiation modifier (minimum 2) 
  whenever a creature he has Claimed is reduced to 0 
  or less hit points. Alternately, the hypnotic duelist may 
  concentrate on his psychic power to recover a single 
  maneuver as a standard action. 
   
  Stances: A hypnotic duelist begins his career with 
  knowledge of one stance from any discipline open to 
  hypnotic duelists. At 4th, 7th, 11th, and 13th levels, he 
  can select an additional stance to learn. The maxi-
  mum level of stances gained through hypnotic duelist 
  levels is limited by those listed in Table: Archetype 
  Maneuver Progression. Unlike maneuvers, stances 
  are not expended and the hypnotic duelist does not 
  have to ready them. All the stances he knows are 
  available to his at all times, and he can change the 
  stance he is currently maintaining as a swift action. 
  A stance is an extraordinary ability unless otherwise 
  stated in the stance or discipline description. 
   
  Unlike with maneuvers, a hypnotic duelist cannot 
  learn a new stance at higher levels in place of one he 
  already knows.
  Weapon and Armor Proficiency: A hypnotic duelist 
  gains proficiency with simple and martial weapons 
  and with light armor and shields.
  Claiming Gaze (Su): Whenever the mesmerist uses 
  his hypnotic stare ability on a creature, he may claim 
  that creature as part of the action used to focus his 
  hypnotic stare. For a number of rounds equal to 1/2 
  his class level (minimum 1 round), the creature is 
  considered claimed, and for that duration continues 
  to be affected by the hypnotic duelist’s hypnotic stare 
  ability (including bold stare and stare feats) even if the 
  hypnotic duelist shifts his gaze to another creature. 
  A hypnotic duelist can have a maximum number of 
  creatures Claimed equal to his initiation modifier 
  (minimum 1), and may not Claim a creature he has 
  already Claimed until or unless the Claim expires.  
   
  This vulnerability is exactly what hypnotic duelists 
  prey upon, distorting the senses of their targets until 
  they cannot fight back.
  Maneuvers: A hypnotic duelist begins his career with 
  knowledge of three martial maneuvers. The disci-
  plines available to him are Leaden Hyena, Shattered 
  Mirror, and  Veiled Moon 
   
  Once the hypnotic duelist knows a maneuver, he must 
  ready it before he can use it (see Maneuvers Read-
  ied, below). A maneuver usable by hypnotic duelists is 
  considered an extraordinary ability unless otherwise 
  noted in it or its discipline’s description. A hypnotic 
  duelist’s maneuvers are not affected by spell resis-
  tance, and he does not provoke attacks of opportunity 
  when he initiates one. 
   
  The hypnotic duelist learns additional maneuvers 
  at higher levels, as indicated on Table: Archetype 
  Maneuver Progression. The maximum level of 
  maneuvers gained through hypnotic duelist levels is 
  limited by those listed in that table as well, although 
  this restriction does not apply to maneuvers added to 
  his maneuvers known through other methods, such 
  as prestige classes or the Advanced Study feat. A 
  hypnotic duelist must meet a maneuver’s prerequisite 
  to learn it. 
   
  Upon reaching 4th level, and at every even numbered 
  initiator level thereafter (6th, 8th, 10th, and so on), the 
  hypnotic duelist can choose to learn a new maneuver 
  in place of one he already knows. In effect, he loses 
  the old maneuver in exchange for the new one. He 
  can choose a new maneuver of any level he likes, as 
  long as he observes the restriction on the highest-lev-
  el maneuvers he knows; the hypnotic duelist need 
  not replace the old maneuver with a maneuver of the 
  same level. He can swap only a single maneuver at 
  any given level. A hypnotic duelist’s initiation modifier 
  is Charisma, and each hypnotic duelist level is count-
  ed as a full initiator level.
  Maneuvers Readied A hypnotic duelist can ready 
  all three of his maneuvers known at 1st level, and as 
  he advances in level and learns more maneuvers, 
  he is able to ready more, but must still choose which 
  maneuvers to ready. A hypnotic duelist must always 
  ready his maximum number of maneuvers readied. 
  He readies his maneuvers by practicing weapon drills 
  or meditating on the nature of falsehood and illusion 
  for ten minutes. The maneuvers he chooses remain 
  readied until he decides to practice again and change 
  them. The hypnotic duelist does not need to sleep or 
  rest for any long period of time in order to ready his 
  maneuvers; any time he spends ten minutes meditat-
  ing, he can change his readied maneuvers. 
  
  Parasites & Paragons
  Parasites & Paragons
  33
  33
  against it misses), and is considered flat-footed 
  against all attacks while affected. Each time the 
  creature is attacked, it is allowed a new saving 
  throw to escape this effect.
  At 10th level, the hypnotic duelist can inflict the 
  following effects
  • 
  Greater Suppress Sense: The affected creature 
  loses one of the following senses for the duration 
  of this deception: blindsight, blindsense, tremors-
  ense, True Seeing, or Pierce the Veils 
  • 
  Duelist’s Curse: The creature becomes cursed by 
  the hypnotic duelist. Their Claim persists for 1 day/
  level rather than the normal duration, enabling the 
  hypnotic duelist to easily track them along a vast 
  distance.
  At 14th level, the hypnotic duelist can inflict the 
  following effects
  • 
  Exchange Identities: The hypnotic duelist imme-
  diately switches position and appearance with 
  the struck creature. The affected creature and the 
  hypnotic duelist are both affected by the Disguise 
  Self spell to appear to be each other, and appear 
  in each other’s places in the same position the 
  other assumed. Creatures which lack the ability to 
  instantly see through disguises must figure out the 
  identities of both creatures from any actions they 
  take from that point onward.
  • 
  Total Disconnect: The creature loses all senses 
  for the duration of this effect. They are considered 
  blinded, deafened, and not in possession of any 
  other senses, perceiving nothing but emptiness 
  and darkness.
  This ability replaces touch treatment
  Delusion of Victory (Su): At 20th level, the hypnotic 
  duelist learns to convincingly trick their opponents into 
  thinking that victory has been achieved. Whenever the 
  hypnotic duelist avoids an attack through a counter 
  or just the result of the attack missing, the attacker 
  becomes flat-footed until the end of the hypnotic 
  duelist’s next turn. In addition, any creature reduced 
  to 0 hit points by the hypnotic duelist instantly be-
  comes affected as if they had failed their save against 
  the Microcosm spell. Usually in this microcosm, the 
  creature enters a delusion where it believes that it 
  won the battle against the hypnotic duelist and goes 
  on to fulfill many of its other dreams.
  This ability replaces rule minds.
  Using the Hypnotic Duelist in City of 7 
  Using the Hypnotic Duelist in City of 7 
  Seraphs
  Seraphs
  A frequent counter point and rival to the evocatus in 
  the College District arenas, few such practitioners 
  remain affiliated with their Academies or Guilds for 
  long.  The high demand for their versatile deceptions 
  guarantees the hypnotic duelist posts from the void-
  ships of the privateer fleets of the Temple of Coins to 
  In addition, the hypnotic duelist automatically knows 
  the position of creatures he has Claimed. Any op-
  ponent the hypnotic duelist cannot see still has total 
  concealment (50% miss chance) against him, and the 
  hypnotic duelist still suffers the normal miss chance 
  when attacking creatures that have concealment. The 
  hypnotic duel is still denied his Dexterity bonus to his 
  AC against attacks from Claimed creatures he cannot 
  see.
  This ability replaces painful stare, but counts as 
  painful stare for the purpose of prerequisites and 
  prestige class advancement. For the purpose of feats 
  and class abilities, claimed creatures are considered 
  to be affected by your painful stare
  Singular Focus (Su): The abilities of the hypnotic 
  duelist are more restricted than most mesmerists due 
  to their martial focus. The hypnotic duelist may only 
  implant mesmerist tricks on himself. However, when-
  ever the hypnotic duelist uses a boost that affects 
  himself, he may implant a trick on himself as part of 
  the action. This ability modifies mesmerist tricks.
  Cruel Deceptions (Su): At 3rd level, the hypnotic 
  duelist learns how to bring about his foes’ greatest 
  weaknesses in the heat of combat. Once per round, 
  when he damages a claimed creature with a martial 
  strike, he may inflict one of the following effects upon 
  the creature. A creature is allowed a Will save to avoid 
  being affected by a cruel deception (DC 10 + half the 
  hypnotic duelist’s initiator level + the hypnotic duelist’s 
  initiation modifier). The duration of a deception is 
  equal to the hypnotic duelist’s initiation modifier. This 
  is a mind-affecting effect.
  • 
  Suppress Sense: The creature gains either the blinded 
  or deafened condition for the duration of this effect.
  • 
  Blind Spot: The creature does not read the move-
  ments of the hypnotic duelist properly. It may not 
  make attacks of opportunity against the hypnotic 
  duelist, and takes a penalty equal to the hypnotic 
  duelist’s claiming gaze penalty on any rolls made 
  to counter an action performed by the hypnotic 
  duelist (this stacks with other penalties inflicted by 
  claiming gaze).
  At 6th level, the hypnotic duelist can inflict the follow-
  ing effects
  • 
  Verbal Disconnect: The creature becomes unable 
  to recognize who its allies are. It cannot benefit 
  from the aid another action and cannot under-
  stand any language.
  • 
  Dead Nerves: The creature’s perceptions are 
  altered to make it believe that it is invulnerable, 
  unaware of the damage that rapidly adds up. A 
  creature that fails its will save becomes unaware 
  of any damage that it takes for the duration of 
  this deception (it assumes that every attack made 
  
  Codex of Blood:
  Codex of Blood:
  34
  34
  maneuvers gained through locus commander levels 
  is limited by those listed in that table as well, although 
  this restriction does not apply to maneuvers added to 
  his maneuvers known through other methods, such as 
  prestige classes or the Advanced Study feat. He must 
  meet a maneuver’s prerequisite to learn it. 
   
  Upon reaching 4th level, and at every even numbered 
  initiator level thereafter (6th, 8th, 10th, and so on), 
  the locus commander can choose to learn a new 
  maneuver in place of one he already knows. In effect, 
  he loses the old maneuver in exchange for the new 
  one. He can choose a new maneuver of any level she 
  likes, as long as she observes the restriction on the 
  highest-level maneuvers she knows; the locus com-
  mander need not replace the old maneuver with a ma-
  neuver of the same level. He can swap only a single 
  maneuver at any given level. A locus commander’s 
  primary initiator attribute is Charisma. 
  Maneuvers Readied
  A locus commander can ready three of his five ma-
  neuvers known at 1st level, and as he advances in 
  level and learns more maneuvers, he is able to ready 
  more, but must still choose which maneuvers to ready. 
  A locus commander must always ready his maximum 
  number of maneuvers readied. He readies his maneu-
  vers by meditating for ten minutes. The maneuvers he 
  chooses remain readied until he decides to meditate 
  again and change them. The locus commander does 
  not need to sleep or rest for any long period of time 
  in order to ready his maneuvers; any time he spends 
  ten minutes in meditation, he can change his readied 
  maneuvers. 
   
  A locus commander begins an encounter with all his 
  readied maneuvers unexpended, regardless of how 
  many times he might have already used them since 
  she chose them. When she initiates a maneuver, he 
  expends it for the current encounter, so each of his 
  readied maneuvers can be used once per encounter 
  (unless he recovers them, as described below). Locus 
  commanders rely on surging, unstable planar forces 
  to fuel their martial maneuvers. Because of this, they 
  do not have full control over their readied maneuvers; 
  when a locus commander readies his maneuvers, he 
  selects one of his readied maneuvers to be immedi-
  ately granted to him for use at any time (when this 
  maneuver is used outside of combat, they recover on 
  their own in the following round), with the rest of his 
  initially randomized maneuvers waiting to be granted 
  in combat. The remainder of his readied maneuvers 
  are withheld and currently inaccessible until combat 
  begins. If he is able to act in a surprise round when 
  combat begins, he is granted his maneuvers then as 
  normal, but if he is caught unaware, he must wait until 
  his initiative before his maneuvers are granted (be-
  elite Warden assignments across the multiverse.
   
  Descendants of Dreams and the Foreseen 
  both cultivate these psychic tricksters and keep them 
  involved in gambits across the City. The Descendant 
  mentor Veys One-Eye (Descendants of Dream CN 
  male fetchling mesmerist[hypnotic duelist] 13) 
  instructs his operatives in the art of inceptive narra-
  tion, creating the stories an enemy wishes to believe 
  rather than the reality they experience.
   
  Comparatively, Foreseen focus on blunt 
  sensory reroutes and overloads seeing little use for 
  the frippery of constructing elaborate delusions. The 
  chief visioneer in charge of the Parities program 
  Imoxomi (Foreseen LN female mirrorkin mesmer-
  ist[hypnotic duelist] 12) has come to loathe Veys 
  and the Descendants in general and takes great pride 
  in “saving” One-Eye’s disciples from the “baroque 
  mindwork” of her rival and recruiting them herself. 
  "You draw on some distant Hell-
  "You draw on some distant Hell-
  plane for power? Neat. 
  plane for power? Neat. 
  I packed my own!" 
  I packed my own!" 
  Vaxe Sinolen, Locus Commander of 
  Vaxe Sinolen, Locus Commander of 
  the Steamwalker Ether Legion
  the Steamwalker Ether Legion
  Locus Commander (
  Locus Commander (Summoner Archetype)
  Legends tell of special individuals who are infused 
  with the powers of the planes, beings who possess 
  the ability to tap into a source of knowledge and pow-
  er that transforms them into unrivaled warriors. Beings 
  from all across the planes flock to the service of these 
  so-called locus commanders, hoping that he might 
  share his incredible secrets with them. In exchange, 
  these planar entities serve the locus commander 
  faithfully, acting as his servitors in battle. 
  Class Skills A locus commander adds Intimidate and 
  Stealth to his list of class skills.
  Maneuvers
  A locus commander begins his career with knowledge 
  of five martial maneuvers. The disciplines available 
  to him are Brutal Crocodile, Elemental Flux, Eternal 
  Guardian, Spark of BattleLPV, and  Veiled Moon. 
  Once the locus commander knows a maneuver, she 
  must ready it before she can use it (see Maneuvers 
  Readied, below). A maneuver usable by a locus com-
  mander is considered an extraordinary ability unless 
  otherwise noted in it or its discipline’s description. A 
  locus commander’s maneuvers are not affected by 
  spell resistance, and he does not provoke attacks of 
  opportunity when he initiates one. 
   
  The locus commander learns additional maneuvers 
  at higher levels, as indicated on Table: Animus Arche-
  type Maneuver Progression. The maximum level of 
  
  Parasites & Paragons
  Parasites & Paragons
  35
  35
  cannot learn a new stance at higher levels in place of 
  one he already knows.
  Animus (Su)
  A locus commander’s martial prowess is in part 
  fueled by a reservoir of roiling, turbulent energy from 
  his locus, and the passion and danger of combat 
  causes this arcane energy to overflow outwards. This 
  power, called animus, waxes and wanes with a locus 
  commander’s use of his maneuvers in battle. Outside 
  combat, a locus commander has no animus to spend, 
  but his inner power can still be used for more subtle 
  arcane arts. His levels in summoner count as arcane 
  spellcaster levels for the purposes of qualifying for 
  prerequisites (such as those of item creation feats 
  or the Arcane Strike feat), and if a locus commander 
  ever develops arcane spellcasting from another class, 
  he may add his summoner level to his levels in that 
  class to determine his overall caster level for the 
  purposes of item creation feats. Finally,  
  The locus commander may use spell trigger and spell 
  completion items as if he could cast summoner spells, 
  using his initiator level as his caster level.
  • 
   
  When a locus commander enters combat, he 
  gains an animus pool equal to his initiation mod-
  ifier (minimum 1) at the start of his first turn, and 
  adds one point of animus to his animus pool at the 
  start of each of his turns thereafter. His animus 
  pool persists for one minute after the last enemy 
  combatant is defeated or the encounter otherwise 
  ends. At the end of any round in which the locus 
  commander initiates a maneuver (a strike, boost, 
  or counter), he adds an additional point of animus 
  to his pool. Certain abilities, such as some class 
  features, maneuvers, and feats, require the locus 
  commander to expend points of animus to use. 
   
  The primal power of animus can be used in 
  several ways—the foremost of which is the aug-
  mentation of maneuvers. A locus commander can 
  spend points of animus to augment his maneuvers 
  in the following ways, depending on his class 
  level. If the locus commander has the ability to 
  augment his maneuvers in other ways, such as 
  from another class feature or the maneuver itself, 
  this cannot be combined with the augments grant-
  ed by his animus class feature; he must choose 
  which augmentation type to use when initiating the 
  maneuver. 
   
  Starting at 1st level, a locus commander can 
  spend a single point of animus to augment a 
  maneuver as part of that maneuver’s initiation 
  action to apply one of the following effects to it (if 
  applicable): 
   
  yond the initial one). At the end of each of his combat 
  turns, one previously withheld maneuver (randomly 
  determined) is granted to him, and thus becomes 
  accessible for his next turn and subsequent turns. 
  He can freely choose to initiate any maneuver that is 
  currently granted when his turn begins, but he cannot 
  initiate a withheld maneuver. If the locus commander 
  chooses not to employ a maneuver in a given round, 
  his currently granted maneuvers remain available, 
  and a previously withheld maneuver is granted, as 
  described above. In other words, it doesn’t matter if 
  he uses his maneuvers or not—at the end of each of 
  his turns, one withheld maneuver from his selection of 
  readied maneuvers is granted to him. Over the course 
  of a few rounds, all the locus commander’s maneu-
  vers will eventually be granted. 
   
  A locus commander can change the one readied ma-
  neuver he has chosen to be immediately granted for 
  use at any time by spending one minute in meditation. 
   
  If, at the end of the locus commander’s turn, he 
  cannot be granted a maneuver because he has 
  no withheld maneuvers remaining, he recovers all 
  expended maneuvers, and a new group of readied 
  maneuvers is granted to him, replacing his previously 
  granted maneuvers if any remain unspent. He selects 
  one of his choice (and gains the remainder of granted 
  maneuvers as randomized selections, see below). 
  At the end of his next turn, a withheld maneuver is 
  granted to the locus commander, and the process of 
  surging power begins again. 
   
  At 4th level and again at 8th, 12th, 16th, and 20th 
  levels, the number of maneuvers granted to the 
  locus commander at the beginning of an encounter 
  and when he recovers his maneuvers increases by 
  one. Unlike the locus commander’s initial granted 
  maneuver, these additional maneuvers are randomly 
  determined (for example, at the beginning of an en-
  counter, an 8th level locus commander would choose 
  one maneuver to have access to, then randomly be 
  granted two more).
  This ability replaces the summoner’s spellcasting.
  Stances Known
  Locus commanders begin play with knowledge of one 
  stance from any discipline open to them. At 4th, 7th, 
  11th, and 13th levels, the locus commander selects 
  an additional new stance. Unlike maneuvers, stances 
  are not expended and he does not have to ready 
  them. All the stances he knows are available to him at 
  all times, and he can change the stance he is current-
  ly using as a swift action. A stance is an extraordinary 
  ability unless otherwise stated in the stance descrip-
  tion. Unlike with maneuvers, the locus commander 
  
  Codex of Blood:
  Codex of Blood:
  36
  36
  antimagic, dead magic areas and other similar 
  effects. He instead provides energy and summons 
  creatures from within his locus. The may ignore 
  the effects of antimagic for a number of rounds 
  equal to their Charisma modifier. 
   
  At 15th level, a locus commander can spend up to 
  four points of animus on maneuver augmentation, and 
  gains access the following additional augmentations:
  • 
  Call to Aid: By expending 4 points of animus, the 
  locus commander may use his summon monster 
  ability as a free action as part of initiating a strike.
  • 
  Banishing Blow: By expending 3 points of animus, 
  the locus commander may affect the next creature 
  he hits with a martial strike with the Banishment 
  spell with a caster level equal to his initiation level. 
  The save DC is Charisma-based.
  At 20th level, a locus commander can spend up to 5 
  points of animus on a maneuver augmentation, and 
  gains access to the following additional augmenta-
  tions:
  • 
  Planar Rift: By expending 5 points of animus, the 
  locus commander may open a rift between the 
  planes with his next attack. The next creature he 
  hits with a martial strike is affected by the Plane 
  Shift spell with a caster level equal to his initiation 
  level. The save DC is Charisma-based. The locus 
  commander may choose to leave a gateway as 
  per the Gate spell (CL 20th) open between the 
  plane he is on and the plane that he sent the 
  target creature to.
  • 
  Commander’s Step: By expending 5 points of 
  animus, the locus commander may teleport as per 
  Greater Teleport. When he does, he leaves behind 
  in his previous location a Teleportation Circle 
  which lasts for 1 minute and directs to the point 
  where the locus commander arrived. 
  Locus (Su)
  At the heart of a locus commander’s abilities is his 
  locus, a source of planar energy which acts the 
  source of his supernatural martial abilities. The locus 
  commander’s locus remains active so long as the 
  locus commander retains points in his animus pool, 
  and acts as conduit between the locus commander, 
  his martial abilities, and his summons. The locus 
  commander, his eidolon, and any creatures that the 
  locus commander has summoned are considered 
  to be part of his locus. All creatures within the locus 
  commander’s locus can communicate telepathically 
  with each other, and certain other abilities can be 
  utilized through the locus.
  This ability replaces life link and transposition.
  Enhance Maneuver: For each point of animus 
  spent, the locus commander adds a cumulative 
  +2 insight bonus to all d20 rolls made (including 
  attack rolls, combat maneuver checks, and skill 
  checks) when initiating that maneuver (maximum 
  of three animus may be spent on this augmen-
  tation); if the maneuver allows the user to make 
  multiple attacks, then this bonus only applies to 
  the first attack.
  • 
  Planar Boon: For every point of animus spent, the 
  locus commander chooses one creature in their 
  locus. That creature’s weapons count as either 
  good, evil, chaotic, or lawful until the end of your 
  next turn.
   
  At 5th level, a locus commander can spend up to two 
  points of animus on maneuver augmentation rather 
  than one, and gains access the following additional 
  augmentations:
  • 
  Energize: For every point of animus spent, the 
  locus commander chooses one creature in their 
  locus. The creature’s attacks deal 2 additional 
  points of fire, electricity, cold, or acid damage 
  until the end of their turn (chosen by the locus 
  commander).
  • 
  Reconfigure Forces: For every 2 points of animus 
  expended, the locus commander may affect one 
  creature within his locus as per the Alter Sum-
  moned Monster spell.
   
   
  At 10th level, a locus commander can spend up to 
  three points of animus on maneuver augmentation, 
  they can still be gain animus in antimagic areas, and 
  gains access the following additional augmentations: 
  • 
  Gift of Evolution: For every 2 points of animus 
  expended, the locus commander may affect one 
  eidolon or summoned creature within his locus as 
  per the master’s mutation spell.
  • 
  Grant Maneuver: For every 2 points of animus 
  spent, the locus commander grants the used 
  maneuver to one creature in his locus the ability 
  to initiate that maneuver one time within 1 round 
  or until the locus commander chooses to recover 
  the maneuver. The maneuver becomes a known 
  and readied maneuver for that ally, using the locus 
  commander’s initiator level and initiation modifier. 
  After the creature initiates the maneuver or 1 
  round passes, it is expended and the effect ends. 
  This does not cause the creature to unlearn a 
  maneuver it knows from other sources. A creature 
  can only be affected by one instance of this ability 
  at any given time.
  • 
  World Within: For every 3 points of animus spent, 
  the locus commander may ignore the effects of 
  
  Parasites & Paragons
  Parasites & Paragons
  37
  37
   
  Additional Stance: The eidolon learns one additional 
  stance that he meets the prerequisites for. This 
  stance must be from one of the disciplines chosen 
  with the planar initiator evolution. The eidolon must 
  have the planar initiator evolution before selecting 
  this evolution. This evolution may be selected for the 
  first time starting at Summoner level 4th and up to 
  one additional time at 7th level and every three levels 
  thereafter.
  2-point evolutions
  Planar Initiator: The eidolon gains the ability to learn 
  and ready martial maneuvers. It learns three maneu-
  vers and one stance when he takes this evolution. 
  The disciplines available to the eidolon are any three 
  disciplines of the summoner’s choice. If one of his 
  selected disciplines’ associated skills is not on the 
  eidolon’s class skill list, it gains it as a class skill. The 
  eidolon’s initiation modifier is Charisma, and each 
  summoner level is counted as a full initiator level for 
  the eidolon. In addition, the eidolon gains Knowledge 
  (martial) as a class skill. 
   
  Once the eidolon knows a maneuver, it must ready 
  it before he can use it (see below). A maneuver 
  usable by eidolons is considered an extraordinary 
  ability unless otherwise noted in it or its discipline’s 
  description. An eidolon’s maneuvers are not affected 
  by spell resistance, and it does not provoke attacks of 
  opportunity when it initiates one. 
   
  The eidolon can ready all three of its maneuvers 
  known, but if it gains additional maneuvers, it must 
  choose which maneuvers to ready. An eidolon must 
  always ready its maximum number of maneuvers 
  readied. It readies its maneuvers by communing with 
  the outer planes for ten minutes. The maneuvers it 
  chooses remain readied until it decides to commune 
  again and change them. The eidolon does not need 
  to sleep or rest for any long period of time in order 
  to ready maneuvers; any time it spends ten minutes 
  communing, it can change its readied maneuvers. 
   
  An eidolon begins an encounter with all its readied 
  maneuvers unexpended, regardless of how many 
  times it might have already used them since it chose 
  them. When it initiates a maneuver, it expends it for 
  the current encounter, so each of its readied ma-
  neuvers can be used once per encounter (unless he 
  recovers them, as described below). 
   
  In order for the eidolon to recover maneuvers, he 
  must realign itself to the planes as a full-round action. 
  When it does so, it recovers a number of maneuvers 
  equal to its initiation modifier (minimum 2) and magni-
  fies its planar connection, producing an effect identical 
  Locus Flare (Su)
  As a full-round action, a locus commander can spend 
  one point of animus to grant himself all his remaining 
  withheld maneuvers, then immediately expend them 
  to flare his locus as a beacon to other beings. As 
  there are no remaining maneuvers to be granted, a 
  new set of maneuvers is granted to the locus com-
  mander at the end of his turn, as normal.
  When the locus commander uses this ability, he may 
  use his summon monster ability as part of the full-
  round action. 
  Open Locus (Su)
  At 6th level, the locus commander discovers how to 
  introduce the powers of the locus to non-summoned 
  creatures. As a move action, the locus commander 
  may add one willing creature to his locus. The amount 
  of creatures the locus commander can have beyond 
  summoned creatures and eidolons in his locus is 
  equal to his Charisma modifier. 
  At 16th level, a locus commander gains the ability to 
  draw in energy from his locus even outside of combat. 
  As a move action, the locus commander can add a 
  number of points of animus to his animus pool equal 
  to 1d6 + his Charisma modifier. Unlike other animus 
  abilities, this may be used outside of combat to 
  generate a small pool of animus that persists for one 
  minute outside of combat. A locus commander cannot 
  use this ability multiple times to accumulate animus, 
  additional attempts simply reset the amount of animus 
  from the previous use of this ability. The locus com-
  mander may use this a number of times per day equal 
  to his Charisma Modifier (minimum of 1).
  This ability replaces maker’s call and merge forms.
  Locus Font (Su)
  At 20th level, the locus commander fully embraces 
  the tides of power which emerge from their locus. At 
  the start of each turn, the locus commander gains 3 
  points of animus rather than 1.
  This ability replaces twin eidolon
  New Eidolon Evolutions
  1-point evolutions
  Additional Maneuvers: The eidolon learns two 
  additional maneuvers (not stances) that it meets the 
  prerequisites for. These maneuvers must be from 
  one of the disciplines chosen with the planar initiator 
  evolution. This evolution may be selected multiple 
  times. Each additional time it is taken, the eidolon 
  learns one maneuver from its three disciplines. For 
  every two times the eidolon gains this evolution, it 
  can ready one additional maneuver. The eidolon must 
  have the planar initiator evolution before selecting this 
  evolution. The summoner must be at least 3rd level to 
  select this evolution. 
  
  Codex of Blood:
  Codex of Blood:
  38
  38
  with knowledge of three martial maneuvers. The 
  disciplines available to him are Mangled Gear, Mithral 
  Current, Riven Hourglass, and Shattered Mirror. Un-
  dead and other sublime warmages healed by negative 
  energy can exchange one of these disciplines for 
  Unquiet Grave instead. 
   
  Once the sublime warmage knows a maneuver, he 
  must ready it before he can use it (see Maneuvers 
  Readied, below). A maneuver usable by sublime 
  warmages is considered an extraordinary ability 
  unless otherwise noted in it or its discipline’s descrip-
  tion. A sublime warmage’s maneuvers are not affected 
  by spell resistance, and he does not provoke attacks 
  of opportunity when he initiates one.
  Unlike most initiators, a sublime warmage does not 
  learn additional maneuvers as he advances in level. 
  Other maneuvers must be learned through other 
  means such as feats, prestige classes, or the martial 
  development magus arcana.
  Maneuvers Readied: A sublime warmage can ready 
  all three of his maneuvers known at 1st level, and as 
  he learns more maneuvers, he is able to ready more, 
  but must still choose which maneuvers to ready. A 
  sublime warmage must always ready his maximum 
  number of maneuvers readied. He readies his ma-
  neuvers by practicing weapon drills or analyzing his 
  magic for ten minutes. The maneuvers he chooses 
  remain readied until he decides to practice again and 
  change them. The sublime warmage does not need 
  to sleep or rest for any long period of time in order to 
  ready his maneuvers; any time he spends ten minutes 
  meditating, he can change his readied maneuvers. 
   
  A sublime warmage begins an encounter with all his 
  readied maneuvers unexpended, regardless of how 
  many times he might have already used them since 
  he chose them. When he initiates a maneuver, he 
  expends it for the current encounter, so each of his 
  readied maneuvers can be used once per encounter 
  (unless he recovers them, as described below). 
   
  In order for the sublime warmage to recover maneu-
  vers, he must recenter his arcane power as full-round 
  action. When he does, he recovers a number of ex-
  pended maneuvers equal to his intelligence modifier, 
  and on the next spell he casts may roll twice and take 
  the higher result on one die roll made as part of the 
  spell. Alternately, the sublime warmage may spend a 
  point of his arcane pool (or similar class feature that 
  replaces arcane pool but still uses points) to recover a 
  single maneuver as a swift action. Finally, the sublime 
  warmage may concentrate their arcane power to 
  recover a single maneuver as a standard action.
  to Magic Circle Against Chaos/Evil/Good/Law with a 
  duration of 1 round based on its alignment (the one 
  chosen is always in opposition to the eidolon’s align-
  ment, although any can be selected if the eidolon is 
  neutral). Alternately, the eidolon may take a moment 
  to focus, recovering a single maneuver as a standard 
  action.
  Using the Locus Commander in City of 7 
  Using the Locus Commander in City of 7 
  Seraphs
  Seraphs
  Many locus commanders begin their careers believing 
  they have failed the process of awakening as a nexus, 
  but the planar crux of their being has in fact been 
  empowered in an entirely different manner. Mastering 
  this art began with martial arts therapies created by 
  the Hands of Onus and Steamwalkers at the Houses 
  of Wellness but it soon became apparent to both 
  Parities that the powers of the locus commander were 
  a treasure unto themselves.
   
  Steamwalker research confirmed that the traits 
  seemed to be heritable and established reliable ways 
  to deliberately manifest these qualities. This program 
  is headed by Antun Somnivore (Steamwalkers CG 
  male human summoner [locus commander] 14) 
  who labored well into middle-age thinking his planar 
  catalyzation was a complete failure. When a research-
  er approached him about his potential abilities he took 
  to the training with a fire befitting the wild innovations 
  of his future Parity. He and his eidolon, Hope, are 
  often seen overseeing Pact District procedures at the 
  Locus of Pyres waiting to test those nexus candidates 
  who “fail” to awaken. 
  "My eyes have drank of secrets   
  "My eyes have drank of secrets   
  unseen in ages and I use them 
  unseen in ages and I use them 
  to sate the thirst of my blade,"           
  to sate the thirst of my blade,"           
  - Onthus Amori, Bookbinder Sublime 
  - Onthus Amori, Bookbinder Sublime 
  Warmage
  Warmage
  Sublime Warmage (
  Sublime Warmage (Magus Archetype)
  The combat style of a magus is to combine the most 
  powerful aspects of spell and sword, infusing the two 
  traditions into a mighty war machine. What many fail 
  to realize, however, is that the two are far more similar 
  than they may seem. Sublime Warmages are the 
  masters of blending the two schools into a single form 
  of combat, creating a unique style of fighting which all 
  consider immensely dangerous.
  Class Skills A sublime warmage gains autohypnosis 
  and perform as class skills
  Maneuvers: A sublime warmage begins his career 
  
  Parasites & Paragons
  Parasites & Paragons
  39
  39
  Magus Arcana: In addition to normal magus arcana, 
  the sublime warmage can select the following magus 
  arcana:
  -Martial Development: The sublime warmage 
  learns two martial maneuvers and gains the 
  ability to ready one additional maneuver. He 
  may learn stances and maneuvers of one 
  level higher than he previously could before 
  he took this arcana (up to 2nd level the 
  first time he takes this arcana, 3rd level 
  the second, to a maximum of 6th level). 
  This arcana can be selected multiple 
  times. The first time starting at 3rd 
  level, the second time at 6th level, the 
  third time at 9th level, the fourth time at 
  12th level, the fifth time at 15th level, 
  and any additional times at any levels 
  beyond that. Every time that he takes 
  this arcana, the sublime warmage may 
  exchange one maneuver he knows 
  for another which he meets the pre-
  requisites for. Every second time the 
  sublime warmage takes this arcana, he 
  learns one additional stance.
  -Martial Spellstrike: By expending two 
  points from his arcane pool when 
  using the spellstrike class feature 
  (or some equivalent class feature), 
  the sublime warmage may perform 
  a martial strike in place of a normal 
  attack roll when using spellstrike. 
  The strike must take a standard action, 
  and the spell is only applied to the first attack 
  made with the maneuver.
  Using the Sublime Warmage in City of 7 
  Using the Sublime Warmage in City of 7 
  Seraphs
  Seraphs
  Most commonly seen as the grim enforcers 
  of the Bookbinders, these devastating magi 
  are also well known to the Thunderchildren 
  and Blackblades. The sublime warmages of 
  the Bookbinders jealously guard their tech-
  niques some going so far as to kill witnesses of 
  their most powerful techniques. This has led to most 
  of  the other practitioners of the tradition teaching in 
  reclusive monasteries or secure towers within the 
  City. 
   
  Recently, aggressive efforts by the Steamwalk-
  ers have begun to recover the writings of the sublime 
  warmage Tekkanti Shess (Lightbringers CG female 
  aasimar magus[sublime warmage] 17/Champion 
  4)  to claim the azata-touched warrior’s secrets for 
  themselves. Stories of epic clashes in the Archives 
  streets, strange explosions, and street collapses 
  within Midstreets are being attributed to the search for 
  Stances: A sublime warmage 
  begins his career with knowledge of one stance from 
  any discipline open to him. Unlike maneuvers, stanc-
  es are not expended and the sublime warmage does 
  not have to ready them. All the stances he knows are 
  available to his at all times, and he can change the 
  stance he is currently maintaining as a swift action. 
  A stance is an extraordinary ability unless otherwise 
  stated in the stance or discipline description. 
   
  This ability replaces cantrips
  
  Codex of Blood:
  Codex of Blood:
  40
  40
  Intelligence, and each silent reaper level is counted 
  as a full initiator level. 
   
  Maneuvers Readied: A silent reaper can ready all 
  three of their maneuvers known at 1st level, and as 
  they advance in level and learns more maneuvers. 
  They are able to ready more, but must still choose 
  which maneuvers to ready. A silent reaper must 
  always ready their maximum number of maneuvers 
  readied. They ready maneuvers by meditating or 
  performing martial katas for ten minutes. The maneu-
  vers they choose remain readied until they decide to 
  meditate again and change them. The silent reaper 
  does not need to sleep or rest for any long period of 
  time in order to ready their maneuvers; any time they 
  spends ten minutes meditating, they can change their 
  readied maneuvers. 
   
  A silent reaper begins an encounter with all their 
  readied maneuvers unexpended, regardless of how 
  many times they might have already used them since 
  they chose them. When they initiate a maneuver, they 
  expend it for the current encounter, so each of his 
  readied maneuvers can be used once per encounter 
  (unless they recover them, as described below). 
   
  In order for the silent reaper to recover maneuvers, 
  they must blend with the shadows as a full-round 
  action. When they do, they regains a number of 
  expended maneuvers equal to their Charisma 
  modifier (minimum 2) and may make a stealth check 
  (with a -5 penalty) to hide even if they lacks cover or 
  concealment. Alternately, the silent reaper may take a 
  moment to reposition, recovering a single maneuver 
  as a standard action. 
   
  Stances: A silent reaper begins play with knowledge 
  of one stance from any discipline open to them. At 
  4th, 7th, 11th, and 13th levels, they can select an 
  additional stance to learn. The maximum level of 
  stances gained through silent reaper levels is limited 
  by those listed in Table: Archetype Maneuver Progres-
  sion. Unlike maneuvers, stances are not expended 
  and the silent reaper does not have to ready them. 
  All the stances they knows are available to them at 
  all times, and they can change the stance they are 
  currently maintaining as a swift action. A stance is an 
  extraordinary ability unless otherwise stated in the 
  stance or discipline description. 
   
  Unlike with maneuvers, a silent reaper cannot learn 
  a new stance at higher levels in place of one they 
  already know. 
   
  This ability replaces the ninja tricks gained at 4th, 
  8th, 12th, 16th and 20th levels. This ability does not 
  cause the silent reaper archetype to be incompatible 
  the vaults containing Shess’ secrets in the Labyrinth 
  below the streets of the District.
  "Urk! *gurggle* *thud* - A victim on 
  "Urk! *gurggle* *thud* - A victim on 
  an Iron District balcony, after 
  an Iron District balcony, after 
  meeting their first silent reaper.
  meeting their first silent reaper.
  Silent Reaper (
  Silent Reaper (Ninja Archetype)
  When a ninja is employed for a task, the mission is 
  often a simple one: end a target’s life with the least 
  possible hassle. The school of Ninjutsu composed of 
  those known as silent reapers take this operation to 
  the absolute extreme, forswearing their identity and 
  even their very existence so that they may kill with 
  greatest possible efficiency.
  Class Skills A silent reaper adds Heal to their list of 
  class skills.
  Maneuvers A silent reaper begins their career 
  with knowledge of three martial maneuvers. The 
  disciplines available to him are Leaden Hyena, Steel 
  Serpent, Thrashing Dragon, and  Veiled Moon. 
   
  Once the silent reaper knows a maneuver, they 
  must ready it before they can use it (see Maneuvers 
  Readied, below). A maneuver usable by silent reapers 
  is considered an extraordinary ability unless otherwise 
  noted in it or its discipline’s description. A silent reap-
  er’s maneuvers are not affected by spell resistance, 
  and they does not provoke attacks of opportunity 
  when they initiates one. 
   
  The silent reaper learns additional maneuvers at high-
  er levels, as indicated on Table: Archetype Maneuver 
  Progression. The maximum level of maneuvers 
  gained through silent reaper levels is limited by those 
  listed in that table as well, although this restriction 
  does not apply to maneuvers added to their maneu-
  vers known through other methods, such as prestige 
  classes or the Advanced Study feat. A silent reaper 
  must meet a maneuver’s prerequisite to learn it. 
   
  Upon reaching 4th level, and at every even numbered 
  initiator level thereafter (6th, 8th, 10th, and so on), the 
  silent reaper can choose to learn a new maneuver in 
  place of one they already knows. In effect, they lose 
  the old maneuver in exchange for the new one. They 
  can choose a new maneuver of any level they like, 
  as long as they observe the restriction on the high-
  est-level maneuvers they know; the silent reaper need 
  not replace the old maneuver with a maneuver of the 
  same level. They can swap only a single maneuver at 
  any given level. A silent reaper’s initiation modifier is 
  
  Parasites & Paragons
  Parasites & Paragons
  41
  41
  Members of the Covenant have pointed out that no 
  less than three of their own members died during the 
  events of that time, all with the same lack of attribut-
  able evidence or wounds. Only the Last Assignments’ 
  own confession lead anyone to know the deaths were 
  even related.
  "We haven't lost until passion fails 
  "We haven't lost until passion fails 
  us! We haven't lost while we have 
  us! We haven't lost while we have 
  breath to ROAR!" - Ansor Vestilar, 
  breath to ROAR!" - Ansor Vestilar, 
  Steel Valkyr of the Ruby Legion
  Steel Valkyr of the Ruby Legion
  Steel Valkyr (
  Steel Valkyr (Skald Archetype)
  Across the worlds of multiverse exist armies who fight 
  harder than any other, who stand in impossible odds 
  and fight with undying resolve. Many have postulated 
  where this ability comes from, but the truth for many 
  of these successes lies not in the soldiers themselves 
  but rather the rallying force which lies behind them. 
  These immensely powerful unifiers have become 
  known as the steel valkyr, heralds who merge im-
  mense martial skill with the providence of otherworldly 
  magics.
  Class Skills A steel valkyr adds survival to his list of 
  class skills.
  Maneuvers: A steel valkyr begins his career with 
  knowledge of three martial maneuvers. The disci-
  plines available to him are Brutal Crocodile, Golden 
  Lion, Leaden Hyena, Primal Fury, and Spark of 
  BattleLPV. 
   
  Once the steel valkyr knows a maneuver, he must 
  ready it before he can use it (see Maneuvers Read-
  ied, below). A maneuver usable by a steel valkyr is 
  considered an extraordinary ability unless otherwise 
  noted in it or its discipline’s description. A steel 
  valkyr’s maneuvers are not affected by spell resis-
  tance, and he does not provoke attacks of opportunity 
  when he initiates one. 
   
  The steel valkyr learns additional maneuvers at higher 
  levels, as indicated on Table: Archetype Maneuver 
  Progression. The maximum level of maneuvers 
  gained through steel valkyr levels is limited by those 
  listed in that table as well, although this restriction 
  does not apply to maneuvers added to his maneuvers 
  known through other methods, such as prestige 
  classes or the Advanced Study feat. A steel valkyr 
  must meet a maneuver’s prerequisite to learn it. 
   
  Upon reaching 4th level, and at every even numbered 
  initiator level thereafter (6th, 8th, 10th, and so on), the 
  with other archetypes that alter the ninja tricks class 
  feature, so long as it still has a ninja trick at each of 
  these levels to give up.
  Killer’s Method (Ex): At 1st level, the Silent Reaper 
  adds Cursed Razor , Fool’s Errand, or Mithral Current 
  to their list of available disciplines. If the discipline’s 
  associated skill is not a class skill for them, they gains 
  it as a class skill.
  No Identity (Ex): At 1st level, the Silent Reaper gains 
  Nameless OneAG and Masked IntentAG as bonus feats. 
  The mask that is created as a result of this feat costs 
  the Silent Reaper nothing, but is physically incapable 
  of being removed. This ability replaces poison use.
  Unknown Killer (Su): At 5th level, the Silent Reaper 
  becomes an expert at delivering subtle, inconspicuous 
  deaths, warping the laws of the universe to inhibit 
  awareness of their intervention. At 5th level, the Silent 
  Reaper constantly benefits from a nondetection spell 
  with a caster level equal to their initiator level. At 8th 
  level, the Silent Reaper can spend a single ki point to 
  affect themself as per the silence spell, and leaves no 
  visible injuries when they attack or even kills a crea-
  ture (the injuries are covered up as per a permanent 
  alter self spell).
  This ability replaces uncanny dodge and improved 
  uncanny dodge.
  Forgotten One (Ex): At 20th level, the silent reaper’s 
  existence becomes a closely-kept cosmic secret, with 
  even the most effective techniques failing to compre-
  hend the existence of the being. The silent reaper 
  becomes completely immune to effects divination 
  school spells and clairsentience powers; any ability 
  which would reveal information on the silent reaper 
  fails, as if they simply weren’t there. In addition, any 
  creature which would recognize the silent reaper 
  must make a Will save (DC 10 + ½ the silent reaper’s 
  initiator level + the silent reaper’s Charisma modifier) 
  or else fail to recognize the silent reaper.
  This ability replaces hidden master
  Using the Silent Reaper in City of 7 Seraphs
  Using the Silent Reaper in City of 7 Seraphs
  Few silent reapers are known in the history of Hy-
  raeatan. One only known as the Last Assignment was 
  believed to have killed members of the leadership 
  of all fourteen Parities, including a number of Parity 
  Council members, shortly after the Wonder Wars. This 
  led some to believe the Lightbringers to be responsi-
  ble for the murders but little evidence exists to point to 
  such an accusation.
   
  Others put forth that the actions of the Last 
  Assignment were actually commanded by a member 
  of the Chrysalis Covenant who believed the long-term 
  stability of the City would only lead to stagnation. 
  
  Codex of Blood:
  Codex of Blood:
  42
  42
  Gambits (Ex): A steel valkyr taps into his combat 
  instincts to seize advantages in combat. At 1st level, 
  a steel valkyr selects two gambits from the gambits 
  available to warlords (see the warlord base class in 
  Path of War) or the steel valkyr gambits listed below. 
  At 4th level and every four levels thereafter, a steel 
  valkyr selects an additional gambit to learn. Any 
  gambit that would normally use the steel valkyr’s 
  Charisma modifier to determine its effects instead 
  uses his steel valkyr initiation modifier. These gambits 
  allow the steel valkyr to recover maneuvers. Due to 
  their reliance on the stresses of combat to bring out 
  the best of the steel valkyr, gambits cannot be used 
  outside combat. A gambit has two aspects: a risk 
  and a reward. A gambit’s risk describes an action the 
  steel valkyr must take in order to play the gambit. 
  The steel valkyr begin a gambit as a swift action, then 
  performs the gambit’s risk action. He may add haf his 
  steel valkyr initiation modifier (minimum 1) as a luck 
  bonus on any d20 rolls made while performing this 
  action (such as the Acrobatics check of an acrobatic 
  gambit, or the attack roll of a brave gambit). The steel 
  valkyr only gets this bonus if he used a swift action 
  to begin the gambit; if taking the actions normally, he 
  gains no additional benefits. If the steel valkyr initiates 
  a maneuver as part of a gambit, he cannot recover 
  that maneuver when the gambit is completed (even 
  if it’s his only expended maneuver). If the steel valkyr 
  succeeds at his gambit’s risk, he recovers a number 
  of expended maneuvers equal to his steel valkyr 
  initiation modifier (minimum 2) and gains the reward 
  listed in the gambit’s description. Allies who would 
  gain a benefit from the gambit’s reward must be within 
  60 feet of the steel valkyr and able to see him perform 
  the gambit’s risk. If the steel valkyr fails his gambit 
  (such as missing the charge attack of a brave gambit, 
  or failing the saving throw of an unbreakable gambit), 
  he suffers the gambit’s rake, recovering only a single 
  expended maneuver and taking a –2 penalty on all 
  d20 rolls for one round. 
  Steel Valkyr Gambits: Steel valkyr can select these 
  gambits in addition to the gambits normally available 
  to warlords. Some of these gambits are supernatural 
  abilities, and do not function in an anti-magic field or 
  similar effect.
  Roaring Gambit (Su)
   
  Risk: The steel valkyr attempts a perform 
  check in place of another check (which may come 
  from combat performer, versatile performance, or 
  some other ability). When he does this, he adds his 
  Charisma modifier to the perform check a second 
  time. This ability can only be used in combat.
   
  Reward: The steel valkyr regains 1 round of 
  raging song.
  steel valkyr can choose to learn a new maneuver in 
  place of one he already knows. In effect, he loses the 
  old maneuver in exchange for the new one. He can 
  choose a new maneuver of any level he likes, as long 
  as he observes the restriction on the highest-level ma-
  neuvers he knows; the steel valkyr need not replace 
  the old maneuver with a maneuver of the same level. 
  He can swap only a single maneuver at any given 
  level. A steel valkyr’s initiation modifier is Charisma, 
  and each steel valkyr level is counted as a full initiator 
  level.
  Maneuvers Readied A steel valkyr can ready all 
  three of his maneuvers known at 1st level, and as 
  he advances in level and learns more maneuvers, 
  he is able to ready more, but must still choose which 
  maneuvers to ready. A steel valkyr must always ready 
  his maximum number of maneuvers readied. He 
  readies his maneuvers by practicing weapon drills or 
  practicing his songs for ten minutes. The maneuvers 
  he chooses remain readied until he decides to prac-
  tice again and change them. The steel valkyr does 
  not need to sleep or rest for any long period of time 
  in order to ready his maneuvers; any time he spends 
  ten minutes meditating, he can change his readied 
  maneuvers. 
   
  A steel valkyr begins an encounter with all his 
  readied maneuvers unexpended, regardless of how 
  many times he might have already used them since 
  he chose them. When he initiates a maneuver, he 
  expends it for the current encounter, so each of his 
  readied maneuvers can be used once per encounter 
  (unless he recovers them, as described below). 
   
  In order for the steel valkyr to recover maneuvers, he 
  must perform a gambit. Alternately, the steel valkyr 
  may channel the power of the primal song to recover 
  a single maneuver as a standard action.
  This ability replaces spellcasting 
   
  Stances: A steel valkyr begins his career with knowl-
  edge of one stance from any discipline open to steel 
  valkyrs. At 4th, 7th, 11th, and 13th levels, he can select 
  an additional stance to learn. The maximum level of 
  stances gained through steel valkyr levels is limited by 
  those listed in Table: Archetype Maneuver Progression. 
  Unlike maneuvers, stances are not expended and the 
  steel valkyr does not have to ready them. All the stances 
  he knows are available to his at all times, and he can 
  change the stance he is currently maintaining as a swift 
  action. A stance is an extraordinary ability unless other-
  wise stated in the stance or discipline description. 
   
  Unlike with maneuvers, a steel valkyr cannot learn a 
  new stance at higher levels in place of one he already 
  knows.
  
  Parasites & Paragons
  Parasites & Paragons
  43
  43
  Surging Song: Starting at 6th level, the steel valkyr 
  may perform a surging song. Affected creatures may 
  perform any of the steel valkyr’s gambits as if they 
  also knew them. They use the steel valkyr’s Charisma 
  modifier rather than their own when determining 
  the effects, and do not regain maneuvers if 
  they perform a gambit which they learned 
  this way.
  This ability replaces Song of Strength
  Warpath Epic: At 14th level, the steel valkyr may 
  perform a warpath epic. Affected creatures may 
  expend a prepared maneuver to initiate a single 
  maneuver of equal or lower level prepared by 
  another affected creature. 
  This ability replaces Song of the Fallen
  Combat Performer (Ex): At 1st level, a steel 
  valkyr can make Perform checks in place of 
  checks with his disciplines’ associated skills when 
  using maneuvers. He may only substitute Perform 
  checks for skills associated with disciplines 
  he has access to from his steel valkyr levels 
  (including disciplines acquired through traits 
  or martial traditions).
  This ability replaces Scribe Scroll.
  Martial Lore (Ex): At 5th level, a steel 
  valkyr learns to draw from storied martial 
  techniques to turn the tide in the heat 
  of battle. Once per day, a steel valkyr 
  can initiate any maneuver of up to a level 
  he knows as if it were one of his maneuvers 
  known, expending a single readied maneuver of 
  equal level. He can do this twice per day at 11th 
  level and three times per day at 17th level. This ability 
  replaces spell kenning.
  Heedless Advance (Su): At 20th level, the power of 
  the steel valkyr’s song instills within its listeners awe-
  some perseverance in battle. The steel valkyr may 
  start a raging song as a free action, and affected crea-
  tures recover a single expended maneuver whenever 
  they succeed on an attack roll. This cannot recover a 
  boost that affected the attack roll or a maneuver which 
  the attack roll was performed as a part of.
  This ability replaces Master Skald
  New Warlord Gambits
  New Warlord Gambits
  New Gambits: The following new gambits comple-
  ment the steel valkyr, but can be selected by the 
  warlord and any other class that uses gambits.
  Assistive Gambit
   
  Risk: The steel valkyr (or warlord) attempts an 
  Raging Song: Steel valkyrs learn different perfor-
  mances than most skalds. A steel valkyr still learns 
  song of marching and dirge of doom, but otherwise 
  learns performances from the list below. A steel 
  valkyr’s performances may all use either audible or 
  visual components, even if they would otherwise only 
  use one or the other.
  Warmaster’s Song: at 1st level, affected allies gain 
  a +1 bonus on attack and damage rolls as well as a 
  +1 bonus on the DCs of all maneuvers they initiate. 
  These bonuses increase to +2 at 8th level and +3 at 
  16th level.
  This ability replaces Inspired Rage, but counts as it 
  for the purpose of meeting prerequisites. Any effects 
  that would take effect during inspired rage take effect 
  during this song.
  
  Codex of Blood:
  Codex of Blood:
  44
  44
  Hourglass , and Shattered Mirror. Once the terminal 
  blade knows a maneuver, she must ready it before 
  she can use it (see Maneuvers Readied, below). A 
  maneuver usable by a terminal blade is considered an 
  extraordinary ability unless otherwise noted in it or its 
  discipline’s description. A terminal blade’s maneuvers 
  are not affected by spell resistance, and she does not 
  provoke attacks of opportunity when she initiates one. 
   
  The terminal blade learns additional maneuvers at 
  higher levels, as indicated on Table: Animus Arche-
  type Maneuver Progression. The maximum level of 
  maneuvers gained through terminal blade levels is 
  limited by those listed in that table as well, although 
  this restriction does not apply to maneuvers added to 
  her maneuvers known through other methods, such 
  as prestige classes or the Advanced Study feat. She 
  must meet a maneuver’s prerequisite to learn it. 
   
  Upon reaching 4th level, and at every even numbered 
  initiator level thereafter (6th, 8th, 10th, and so on), the 
  terminal blade can choose to learn a new maneuver 
  in place of one she already knows. In effect, she loses 
  the old maneuver in exchange for the new one. She 
  can choose a new maneuver of any level she likes, 
  as long as she observes the restriction on the high-
  est-level maneuvers she knows; the terminal blade 
  need not replace the old maneuver with a maneuver 
  of the same level. She can swap only a single ma-
  neuver at any given level. A terminal blade’s primary 
  initiator attribute is Charisma. 
  Maneuvers Readied
  A terminal blade can ready three of her five maneu-
  vers known at 1st level, and as she advances in level 
  and learns more maneuvers, she is able to ready 
  more, but must still choose which maneuvers to 
  ready. A terminal blade must always ready her maxi-
  mum number of maneuvers readied. She readies her 
  maneuvers by meditating for ten minutes. The maneu-
  vers she chooses remain readied until she decides to 
  meditate again and change them. The terminal blade 
  does not need to sleep or rest for any long period of 
  time in order to ready her maneuvers; any time she 
  spends ten minutes in meditation, she can change her 
  readied maneuvers. 
   
  A terminal blade begins an encounter with all her 
  readied maneuvers unexpended, regardless of how 
  many times she might have already used them since 
  she chose them. When she initiates a maneuver, he 
  expends it for the current encounter, so each of his 
  readied maneuvers can be used once per encounter 
  (unless he recovers them, as described below). 
   
  Terminal blades rely on crucial moments in time to 
  fuel their martial maneuvers. Because of this, they do 
  aid another check
   
  Reward: The bonus from aid another lasts for 
  one additional round.
  Fearmonger’s Gambit
   
  Risk: The steel valkyr (or warlord) attempts an 
  intimidate check against one or more creatures
   
  Reward: The creature’s fear also makes them 
  more vulnerable to attacks. Any creatures that are 
  intimidated take additional damage equal to the steel 
  valkyr’s Charisma modifier (minimum 1) on the next 
  attack made against them before the end of the steel 
  valkyr’s next turn.
  Smashing Gambit
   
  Risk: The steel valkyr attempts a Strength 
  check to break something
   
  Reward: The steel valkyr gains a bonus on his 
  next attack roll equal to his Charisma modifier (mini-
  mum 1).
  Using the Steel Valkyr in City of 7 Seraphs
  Using the Steel Valkyr in City of 7 Seraphs
  The roaring inspirations of the steel valkyr are most 
  often seen outside the City of 7 Seraphs as agents 
  of the Parities fight across multiverse. Steel valkyr 
  allegiant to the Eternal Dawning and the Descendants 
  of Dream are by far the most commonly seen. Ruby 
  Legion  members of the Dawning have been known to 
  stir disenfranchised into armies in many worlds, often 
  paired with shapeshifter agents gathering intel on the 
  most dark and oppressive regimes.
   
  "The last sands have fallen from 
  "The last sands have fallen from 
  your glass!" -  Savin Starstair,   
  your glass!" -  Savin Starstair,   
  Terminal Blade of the Foreseen
  Terminal Blade of the Foreseen
  Terminal Blade (
  Terminal Blade (Time Thief Archetype)
  The last moments before the end, the final moments 
  of life flashing before someone’s eyes, the crucial 
  move which could make the difference between 
  success and failure, the near-misses which fate has 
  decreed the lifeline of the target. These are the mo-
  ments from which terminal blades draw their power, 
  the seconds of immense intensity which can be 
  stretched into an entire fighting style.
  Class Skills A terminal blade adds autohypnosis to 
  her list of class skills.
  Maneuvers
  A terminal blade begins her career with knowledge 
  of five martial maneuvers. The disciplines available 
  to her are Mangled Gear, Mithral Current, Riven 
  
  Parasites & Paragons
  Parasites & Paragons
  45
  45
  2nd, 6th, 10th, 14th, and 18th levels
  Stances Known
  Terminal blades begin play with knowledge of one 
  stance from any discipline open to them. At 4th, 7th, 
  11th, and 13th levels, the terminal blade selects an 
  additional new stance. Unlike maneuvers, stances are 
  not expended and she does not have to ready them. 
  All the stances she knows are available to him at all 
  times, and he can change the stance he is currently 
  using as a swift action. A stance is an extraordinary 
  ability unless otherwise stated in the stance descrip-
  tion. Unlike with maneuvers, the terminal blade cannot 
  learn a new stance at higher levels in place of one 
  she already knows.
  Terminus (Su) 
  As the heat of combat intensifies around the terminal 
  blade, she acquires a pool of energy known as termi-
  nus. Outside combat, a terminal blade has no termi-
  nus to spend. When a terminal blade enters combat, 
  she gains a terminus pool equal to 1/2 her class level 
  (minimum 1) + her terminal blade initiation modifier 
  at the start of her first turn, and adds one point of 
  Terminus to her pool at the start of each of her turns 
  thereafter. Her terminus pool persists for one minute 
  after the last enemy combatant is defeated or the 
  encounter otherwise ends. The terminal blade may 
  not gain terminus out of combat, even if another ability 
  would normally permit her to. A terminal blade can 
  spend terminus as if it were animus when augmenting 
  maneuvers from the Elemental Flux discipline or using 
  other animus abilities.
  The terminal blade does not gain any motes of time. 
  However, she may spend an equal number of termi-
  nus points to use any ability that would be fueled by a 
  mote of time.
  This ability modifies mote of time.
  Flash-Forward (Su) 
  At 1st level, the terminal blade learns to steal crucial 
  moments in time in order to replenish her arsenal of 
  techniques. As a swift action, the terminal blade can 
  expend a point of terminus to instantly gain all with-
  held maneuvers and immediately expend them. When 
  she does this, she steals a bit of time from herself, 
  becoming staggered for 1 round.
  Aevum Explosion (Su) 
  At 5th level, the terminal blade learns how to transform 
  incremental terminus to produce larger effects. When-
  ever she uses an ability that requires an aevum to use, 
  she may instead expend three points of terminus.
  This ability modifies aevum
  not have full control over their readied maneuvers; 
  when a terminal blade readies her maneuvers, she 
  selects one of her readied maneuvers to be imme-
  diately granted to her for use at any time (when this 
  maneuver is used outside of combat, they recover on 
  their own in the following round), with the rest of her 
  initially randomized maneuvers waiting to be granted 
  in combat. The remainder of her readied maneuvers 
  are withheld and currently inaccessible until combat 
  begins. If she is able to act in a surprise round when 
  combat begins, she is granted her maneuvers then as 
  normal, but if she is caught unaware, she must wait 
  until his initiative before his maneuvers are granted 
  (beyond the initial one). At the end of each of her 
  combat turns, one previously withheld maneuver 
  (randomly determined) is granted to her, and thus 
  becomes accessible for her next turn and subsequent 
  turns. He can freely choose to initiate any maneuver 
  that is currently granted when her turn begins, but she 
  cannot initiate a withheld maneuver. If the terminal 
  blade chooses not to employ a maneuver in a given 
  round, her currently granted maneuvers remain avail-
  able, and a previously withheld maneuver is granted, 
  as described above. In other words, it doesn’t matter if 
  she uses her maneuvers or not—at the end of each of 
  his turns, one withheld maneuver from his selection of 
  readied maneuvers is granted to him. Over the course 
  of a few rounds, all the terminal blade’s maneuvers 
  will eventually be granted. 
   
  A terminal blade can change the one readied maneu-
  ver she has chosen to be immediately granted for use 
  at any time by spending one minute in meditation. 
   
  If, at the end of the terminal blade’s turn, she cannot 
  be granted a maneuver because she has no withheld 
  maneuvers remaining, she recovers all expended 
  maneuvers, and a new group of readied maneuvers 
  is granted to her, replacing her previously granted 
  maneuvers if any remain unspent. She selects one 
  of her choice (and gains the remainder of granted 
  maneuvers as randomized selections, see below). At 
  the end of her next turn, a withheld maneuver is grant-
  ed to the terminal blade, and the process of surging 
  power begins again. 
   
  At 4th level and again at 8th, 12th, 16th, and 20th 
  levels, the number of maneuvers granted to the 
  terminal blade at the beginning of an encounter and 
  when she recovers his maneuvers increases by one. 
  Unlike the terminal blade’s initial granted maneuver, 
  these additional maneuvers are randomly determined 
  (for example, at the beginning of an encounter, an 8th 
  level terminal blade would choose one maneuver to 
  have access to, then randomly be granted two more).
  This ability replaces the temporal talents gained at 
  
  Codex of Blood:
  Codex of Blood:
  46
  46
  "Master Avisone never lost a battle, 
  "Master Avisone never lost a battle, 
  and now he has defeated even death!" 
  and now he has defeated even death!" 
  - Imrak Wernohn, War Scion of the 
  - Imrak Wernohn, War Scion of the 
  Icegrave Enclave speaking of 
  Icegrave Enclave speaking of 
  his phantom mentor
  his phantom mentor
  War Scion (
  War Scion (Spiritualist Archetype)
  The bond of many spiritualists to their phantoms is 
  one of master and servant; a powerful spellcaster 
  commanding an ethereal entity to fight on their behalf. 
  However, in warrior societies with strong reverence 
  for ancestors or the ways of battle, it is common for 
  students to seek tutelage and aid from their progeni-
  tors so to master the arts of combat. Such spiritualists 
  are known as War Scions, invoking the martial skill of 
  those before them in battle.
  Weapon and Armor Proficiency: A war scion is 
  proficient with simple and martial weapons, with light 
  and medium armor, and with shields (except tower 
  shields). This replaces the spiritualist’s normal weap-
  on and armor proficiencies
  Martial Phantom: A War Scion’s phantom is 
  versed in the ways of martial combat. At 1st level, it 
  possesses knowledge of three martial maneuvers. 
  The disciplines available to him are Cursed Razor 
  , Golden Lion, Leaden Hyena, and  Veiled Moon. 
  If the war scion belongs to any martial traditions or 
  possesses the Unorthodox Method trait or belongs 
  to a martial tradition, their phantom may exchange 
  disciplines rather than the war scion. 
   
  Once the phantom knows a maneuver, he must 
  ready it before he can use it (see Maneuvers Read-
  ied, below). A maneuver usable by the phantom is 
  considered an extraordinary ability unless otherwise 
  noted in it or its discipline’s description. A phantom’s 
  maneuvers are not affected by spell resistance, and 
  he does not provoke attacks of opportunity when he 
  initiates one. 
   
  The phantom learns additional maneuvers at higher 
  levels, as indicated on Table: Archetype Maneuver 
  Progression. The maximum level of maneuvers 
  gained through spiritualist levels is limited by those 
  listed in that table as well, although this restriction 
  does not apply to maneuvers added to his maneu-
  vers known through other methods, such as prestige 
  classes or the Advanced Study feat. A phantom must 
  meet a maneuver’s prerequisite to learn it. 
   
  Upon reaching 4th level, and at every even num-
  bered initiator level thereafter (6th, 8th, 10th, and 
  so on), the phantom can choose to learn a new 
  Using the Terminal Blade in City of 7 Seraphs
  Using the Terminal Blade in City of 7 Seraphs
  The Blackblades Parity has long sought masteries to 
  allow it to offer finality to the Eternals of the House of 
  Heights. Eternals of the Path of Time in particular are 
  notoriously difficult to grant an absolute end. Most of-
  ten this action is declared by the Parity Council when 
  an Eternal has failed to honor the Interdictions. Some-
  times, the simple endurance of the City’s immortals 
  is an affront to the Blackblade’s oaths. In either case, 
  they have cultivated an arm known as the Shattered 
  Moment under the watch of Kryaxis Morne (CE 
  shadow fey male time thiefGGTT [terminal blade] 17/
  godhunterMPoLS 4) to train terminal blades to fight the 
  Ascendants of Time who break the Interdictions or 
  earn the wrath of the Parity’s leadership.
  
  Parasites & Paragons
  Parasites & Paragons
  47
  47
  This ability modifies phantom and replaces the 
  spiritualist’s spellcasting. For the purpose of meeting 
  prerequisites, the phantom is considered to have the 
  maneuvers readied class feature.
  Bonded Combatant: While a phantom is confined in 
  the war scions consciousness (but not when it’s fully 
  manifested or banished), the war scion gains access 
  to all of the readied maneuvers and stances of their 
  spirit. She may initiate these maneuvers and assume 
  these stances as if she herself knew them. If she 
  initiates these maneuvers, they are considered to be 
  expended by the phantom. While the phantom resides 
  in her consciousness, the war scion can take a full-
  round action or standard action to cause her phantom 
  to regain maneuvers in the same manner their 
  phantom can, and as part of regaining maneuvers as 
  a full-round action can alter the manifestation of her 
  phantom.
  Whenever the phantom enters ectoplasmic form, the 
  war scion may transfer any equipment she is wielding 
  or wearing to her phantom, causing the phantom 
  to don this equipment immediately. The phantom is 
  considered proficient with any weapons and armor 
  donned in this way if the war scion is, and this equip-
  ment returns to the war scion (emerging on their body 
  if the slot is otherwise unoccupied) whenever the 
  phantom leaves ectoplasmic form. 
  If the phantom is killed or banished, it instead instantly 
  becomes confined to the war scion’s consciousness, 
  but cannot take any other manifestation again for 24 
  hours.
  Finally, for the purpose of any ability related to ma-
  neuvers and stances, the war scion’s phantom uses 
  the war scion’s Wisdom modifier in place of his own.
  This ability modifies shared consciousness.
  Versed Phantom (Ex): The war scion’s phantom 
  adds the associated skills of each of its disciplines to 
  its list of class skills.
  Spiritual Lore (Ex): The war scion may use spell 
  trigger and spell completion items (such as scrolls and 
  wands) as if she possessed the ability to cast spiri-
  tualist spells, using her initiator level as her effective 
  caster level.
  Bonded Manifestation: There is no limit to the 
  number of rounds per day the war scion is capable of 
  using this ability. This ability modifiers bonded mani-
  festation and replaces dual bond.
  maneuver in place of one he already knows. In effect, 
  he loses the old maneuver in exchange for the new 
  one. He can choose a new maneuver of any level he 
  likes, as long as he observes the restriction on the 
  highest-level maneuvers he knows; the phantom need 
  not replace the old maneuver with a maneuver of 
  the same level. He can swap only a single maneuver 
  at any given level. A phantom’s initiation modifier is 
  Wisdom, and each spiritualist level of the war scion is 
  counted as a full initiator level for the phantom.
  A phantom can ready all three of his maneuvers 
  known at 1st level, and as he advances in level and 
  learns more maneuvers, he is able to ready more, 
  but must still choose which maneuvers to ready. A 
  phantom must always ready his maximum number 
  of maneuvers readied. He readies his maneuvers 
  by communing with the war scion for ten minutes. 
  The maneuvers he chooses remain readied until 
  he decides to practice again and change them. 
  The phantom does not need to sleep or rest for any 
  long period of time in order to ready his maneuvers; 
  any time he spends ten minutes meditating, he can 
  change his readied maneuvers. 
   
  A phantom begins an encounter with all his readied 
  maneuvers unexpended, regardless of how many 
  times he might have already used them since he 
  chose them. When he initiates a maneuver, he 
  expends it for the current encounter, so each of his 
  readied maneuvers can be used once per encounter 
  (unless he recovers them, as described below). 
   
  In order for the phantom to recover maneuvers, it 
  must enter a meditative state as a full-round action. 
  When it does, it regains a number of expended 
  maneuvers equal to its wisdom modifier and may 
  alternate between its three different manifestations 
  however it wishes. Alternatively, the phantom may 
  regain a single maneuver as a standard action.
  A phantom begins with knowledge of one stance from 
  any discipline open to it. At 4th, 7th, 11th, and 13th 
  levels, it can select an additional stance to learn. The 
  maximum level of stances gained through spiritualist 
  levels is limited by those listed in Table: Archetype 
  Maneuver Progression. Unlike maneuvers, stances 
  are not expended and the phantom does not have to 
  ready them. All the stances he knows are available 
  to his at all times, and he can change the stance he 
  is currently maintaining as a swift action. A stance is 
  an extraordinary ability unless otherwise stated in the 
  stance or discipline description. 
   
  Unlike with maneuvers, a phantom cannot learn a 
  new stance at higher levels in place of one he already 
  knows.
  
  Codex of Blood:
  Codex of Blood:
  48
  48
  Thrashing Dragon disciplines. She treats the associat-
  ed skills of these disciplines as class skills.
  Swashbuckler
  -The swashbuckler loses the bonus feats gained at 
  4th, 8th, 12th, 16th, and 20th levels
  -The swashbuckler does not gain the Opportune Parry 
  and Riposte, Dodge, Precise Strike, Superior Feint, 
  Targeted Strike, Dizzying Defense, Perfect Thrust, 
  Deadly Stab, and Stunning Stab deeds
  -A swashbuckler cutting blur’s initiation modifier is the 
  same ability score used to determine their panache 
  pool
  -A swashbuckler cutting blur’s maneuvers are taken 
  from the Leaden Hyena, Mithral Current, Scarlet 
  Throne, and Fool’s Errand disciplines. She treats the 
  associated skills of these disciplines as class skills.
  Maneuvers 
  A cutting blur begins her career with knowledge of 
  three martial maneuvers. If the cutting blur does not 
  have these discipline’s associated skills as class 
  skills, she gains them as class skills. The disciplines 
  available to her are based on her base class. 
   
  Once the cutting blur knows a maneuver, she must 
  ready it before she can use it (see Maneuvers Read-
  ied, below). A maneuver usable by cutting blurs is 
  considered an extraordinary ability unless otherwise 
  noted in it or its discipline’s description. A cutting blur’s 
  maneuvers are not affected by spell resistance, and 
  she does not provoke attacks of opportunity when she 
  initiates one. 
   
  The cutting blur learns additional maneuvers at higher 
  levels, as indicated on Table: Archetype Maneuver 
  Progression. The maximum level of maneuvers 
  gained through cutting blur levels is limited by those 
  listed in that table as well, although this restriction 
  does not apply to maneuvers added to her maneuvers 
  known through other methods, such as prestige 
  classes or the Advanced Study feat. A cutting blur 
  must meet a maneuver’s prerequisite to learn it. 
   
  Upon reaching 4th level, and at every even numbered 
  initiator level thereafter (6th, 8th, 10th, and so on), the 
  cutting blur can choose to learn a new maneuver in 
  place of one she already knows. In effect, she loses 
  the old maneuver in exchange for the new one. She 
  can choose a new maneuver of any level she likes, 
  as long as she observes the restriction on the high-
  est-level maneuvers she knows; the cutting blur need 
  not replace the old maneuver with a maneuver of the 
  same level. She can swap only a single maneuver at 
  any given level. A cutting blur’s initiation modifier is 
  based on her base class, and each cutting blur level 
  is counted as a full initiator level. 
  Lessons of Past and Present (Ex): At 7th level 
  and every four levels thereafter, the war scion or her 
  phantom gains a bonus combat feat. Both individuals 
  gain the benefit of this feat, although only one need 
  meet the prerequisites for it. This ability replaces 
  Calm Spirit.
  Using the War Scions in City of 7 Seraphs
  Using the War Scions in City of 7 Seraphs
  Among the spirit mediums of the Icegrave Enclave, 
  some small few of their number have devised a ritual 
  to bond a young student to an Armsmaster spirit in a 
  lasting manner. These individuals are often sponsored 
  by the Blackblades despite Parity tensions with the 
  Enclave. Some have speculated that Blackblades 
  leader Mestesio Avledine craves the company of 
  those that he knew in life. The young spiritualists who 
  serve as the bondmates to his dead friends have on 
  occasion received treatment some would call pref-
  erential. Some Lightbringer warriors eager to make 
  ammends for the treachery of the Incursion seek out 
  young sensitives to mentor and serve as appiritions.
  "You can't parry what you can't 
  "You can't parry what you can't 
  see." - Valshes Semprana, Privateer 
  see." - Valshes Semprana, Privateer 
  of the Coinspinner
  of the Coinspinner
  New Class Template (Cutting Blur)
  New Class Template (Cutting Blur)
  For many, combat is as much a spectacle as it is a 
  contest. Victories are preserved not in the death toll of 
  your enemies but in the hearts of those who remem-
  ber you. This idea has inspired a school of combat 
  dedicated to showmanship and awe in heart of battle, 
  and has given rise to the swift and spectacular style 
  known as the cutting blur.
  The cutting blur is a class template suitable for use 
  with the gunslinger and swashbuckler classes. When 
  converting a character to a cutting blur, the character 
  loses or changes the following class features. This 
  archetype is not incompatible with other archetypes 
  which alter deeds so long as the same deeds are not 
  altered or replaced.
  Gunslinger
  -The gunslinger loses the bonus feats gained at 4th, 
  8th, 12th, 16th, and 20th levels
  -The gunslinger does not gain the Dead Shot, Pistol 
  Whip, Gunslinger’s Dodge, Startling Shot, Targeting, 
  Menacing Shot, Death Shot, and Stunning Shot deeds
  -A gunslinger cutting blur’s initiation modifier is the 
  same ability score used to determine their grit pool
  -A gunslinger cutting blur’s maneuvers are taken from 
  the Mangled Gear, Solar Wind, Tempest Gale, and 
  
  Parasites & Paragons
  Parasites & Paragons
  49
  49
  action to recover a single expended maneuver
  Flowing Technique (Ex): Starting at 3rd level, a cutting 
  blur may spend 1 grit or panache point as part of 
  using a boost to enter a new stance as part of the 
  same action.
  Showman’s Flourish (Ex): Starting a 3rd level, a 
  cutting blur may spend 1 grit or panache point as a 
  swift action to gain a competence bonus to their next 
  Acrobatics, Climb, Perform, or Ride check or their 
  next Bluff check to feint. This bonus is equal to the 
  cutting blur’s initiator level.
  Fantabulous Maneuver (Ex): Starting at 7th level, as 
  part of performing a maneuver that requires a skill 
  check, you may spend 1 grit or panache point to add 
  half your level as a competence bonus to that skill 
  check.
  Weapondance (Ex): Starting at 7th level, as a full-
  round action, you can spend 1 grit or panache point to 
  move up to your speed and perform a single standard 
  action strike without provoking any attacks of opportu-
  nity from the target of your attack. You may make the 
  attack at any point during the movement.
  Battlefield Waltz (Ex): Starting at 15th level, you may 
  spend 1 grit point or panache point as a free action on 
  your turn to take a single move action.
  Assured Lethality (Ex): Starting at 19th level, the 
  cutting blur may spend 1 grit or panache point as part 
  of making an attack to cause it to ignore all damage 
  reduction, hardness, energy resistance, or immunities 
  the target possesses against the attack.
  Crippling Finish (Ex): Starting at 19th level, when the 
  cutting blur confirms a critical hit against a creature 
  with a strike, the cutting blur may spend 1 grit or 
  panache point to cause the creature to automatically 
  fail any saving throws it would have to make against 
  the strike or any boosts applied to the strike. 
  Using Cutting Blur in City of 7 Seraphs
  Using Cutting Blur in City of 7 Seraphs
  The cutting blur represents a body of diverse combat 
  specialist commonly found in the Docks District and 
  as artillery and armory officers on the voidships and 
  other vessels that sail into the Bay of Stars and Shad-
  ow. Many individuals thusly find themselves directly 
  or indirectly working for the Temple of Coin as part 
  of its privateer fleets or staffing ships with Foreseen 
  interests and Orrery Drives. 
   
  Maneuvers Readied 
  A cutting blur can ready all three of his maneuvers 
  known at 1st level, and as she advances in level and 
  learns more maneuvers, she is able to ready more, 
  but must still choose which maneuvers to ready. A 
  cutting blur must always ready her maximum number 
  of maneuvers readied. She readies her maneuvers by 
  meditating or performing martial katas for ten minutes. 
  The maneuvers she chooses remain readied until 
  she decides to practice again and change them. The 
  cutting blur does not need to sleep or rest for any long 
  period of time in order to ready her maneuvers; any 
  time she spends ten minutes study or meditation, she 
  can change her readied maneuvers. 
   
  A cutting blur begins an encounter with all her readied 
  maneuvers unexpended, regardless of how many 
  times she might have already used them since she 
  chose them. When she initiates a maneuver, she 
  expends it for the current encounter, so each of her 
  readied maneuvers can be used once per encounter 
  (unless he recovers them, as described below). 
   
  In order for the cutting blur to recover maneuvers, she 
  must evaluate the situation, her opponents, and her 
  capabilities as a full-round action. When she does, 
  she recovers a number of expended maneuvers equal 
  to his cutting blur initiation modifier (minimum 2) and 
  regains all of her grit or panache points. Alternately, 
  the cutting blur may take a brief moment to collect her 
  thoughts to recover a single maneuver as a standard 
  action. 
   
  Stances Known 
  A cutting blur begins his career with knowledge of 
  one stance from any discipline open to cutting blurs. 
  At 4th, 7th, 11th, and 13th levels, he can select an 
  additional stance to learn. The maximum level of 
  stances gained through cutting blur levels is limited by 
  those listed in Table: Archetype Maneuver Progres-
  sion. Unlike maneuvers, stances are not expended 
  and the cutting blur does not have to ready them. 
  All the stances he knows are available to him at all 
  times, and he can change the stance he is currently 
  maintaining as a swift action. A stance is an extraor-
  dinary ability unless otherwise stated in the stance or 
  discipline description. 
   
  Unlike with maneuvers, a cutting blur cannot learn a 
  new stance at higher levels in place of one he already 
  knows.
  Deeds: In addition to their normal deeds, a cutting 
  blur gains the following deeds at the listed levels.
  Heroic Recovery (Ex): Starting at 1st level, a cutting 
  blur may spend 1 grit or panache point as a swift 
  
  Codex of Blood:
  Codex of Blood:
  50
  50
  A stance is an extraordinary ability unless otherwise 
  stated in the stance or discipline description. 
   
  Unlike with maneuvers, a medium cannot learn a new 
  stance at higher levels in place of one he already 
  knows. 
   
  A medium’s initiation modifier is Charisma, and each 
  medium level is counted as a full initiator level.
  A medium can ready all three of his maneuvers 
  known at 1st level, and as he advances in level and 
  learns more maneuvers, he is able to ready more, 
  but must still choose which maneuvers to ready. A 
  medium must always ready his maximum number of 
  maneuvers readied. He readies his maneuvers by 
  communing with his spirit for ten minutes. The maneu-
  vers he chooses remain readied until he decides to 
  commune again and change them. The medium does 
  not need to sleep or rest for any long period of time 
  in order to ready his maneuvers; any time he spends 
  ten minutes meditating, he can change his readied 
  maneuvers. 
   
  A medium begins an encounter with all his readied 
  maneuvers unexpended, regardless of how many 
  times he might have already used them since he 
  chose them. When he initiates a maneuver, he 
  expends it for the current encounter, so each of his 
  readied maneuvers can be used once per encounter 
  (unless he recovers them, as described below).
  As a full-round action, the medium may concentrate to 
  tap the combat knowledge of his spirit. When he does, 
  he regains a number of expended maneuvers equal 
  to his Charisma modifier and gains a free use of spirit 
  surge which must be used by the end of his next turn 
  or else it is lost. A medium may alternatively regain 
  a single maneuver as a standard action, or cause 
  the spirit to gain one point of influence over him as a 
  free action in order to regain a number of expended 
  maneuvers equal to his initiation modifier.
  Finally, the medium gains proficiency in all martial 
  weapons
  Expanded Lore (Intermediate, Ex): You may select 
  one additional martial discipline from which to learn 
  maneuvers when you channel this spirit.
  Martial Exemplar (Greater, Su): Whenever you initi-
  ate a boost which would affect allies, creatures which 
  took part in your seance with you can be targeted with 
  the boost from any distance.
  Using the Armsmaster Spirit in City of 7 Seraphs
  Using the Armsmaster Spirit in City of 7 Seraphs
  Many of the warriors whose remains are interred in 
  "The fallen heroes of Hyraeatan 
  "The fallen heroes of Hyraeatan 
  may be forgotten by some, but we 
  may be forgotten by some, but we 
  will remember." - Viden Wernohn, 
  will remember." - Viden Wernohn, 
  Medium of the Icegrave Enclave.
  Medium of the Icegrave Enclave.
  N ew Medium Legendary Spir it (Ar ms-
  N ew Medium Legendary Spir it (Ar ms-
  master )
  master )
  Legendary Spirit-Armsmaster (Champion)
  The Armsmaster represents the paragon of martial 
  combat, utilizing grand and elaborate techniques 
  drawn from a variety of disciplines
  Gaining Favor: To gain the Armsmaster’s favor, 
  you must spend one month studying the intricacies 
  of martial combat and accomplish a great martial 
  feat without the aid of magic. Furthermore, you must 
  swear an oath to expand the teachings of martial arts 
  across the world and make a successful Strength or 
  Dexterity Check.
  Maneuvers (Lesser, see text) So long as this spirit 
  is channeled, the medium gains knowledge of three 
  martial maneuvers. The disciplines available to him 
  are any two chosen at the time when this spirit is 
  channeled. If the discipline skills for either of these 
  disciplines are not class skills for the medium, he 
  gains them as class skills
   
  Once the medium knows a maneuver, he must ready 
  it before he can use it (see Maneuvers Readied). A 
  maneuver usable by the medium is considered an 
  extraordinary ability unless otherwise noted in it or 
  its discipline’s description. A medium’s maneuvers 
  are not affected by spell resistance, and he does not 
  provoke attacks of opportunity when he initiates one. 
   
  The medium learns additional maneuvers at higher 
  levels, as indicated on Table: Archetype Maneuver 
  Progression. The maximum level of maneuvers 
  gained through medium levels is limited by those 
  listed in that table as well, although this restriction 
  does not apply to maneuvers added to his maneuvers 
  known through other methods, such as prestige 
  classes or the Advanced Study feat. A medium must 
  meet a maneuver’s prerequisite to learn it.
  A medium channeling this spirit gains knowledge of 
  one stance from any discipline open to him. At 4th, 
  7th, 11th, and 13th levels, he can select an additional 
  stance to learn. The maximum level of stances gained 
  through medium levels is limited by those listed in Ta-
  ble: Archetype Maneuver Progression. Unlike maneu-
  vers, stances are not expended and the medium does 
  not have to ready them. All the stances he knows are 
  available to his at all times, and he can change the 
  stance he is currently maintaining as a swift action. 
  
  Parasites & Paragons
  Parasites & Paragons
  5151
  modifier. Alternatively, as a full-round action, you may 
  move 1 point of mental focus from one implement or 
  implement school to another. When you do so, you 
  may ready a number of known maneuvers up to your 
  intelligence modifier (minimum 2) and to a maximum 
  of your total possible number of maneuvers readied. 
  This shift can reduce the effect of a resonant power in 
  the implement from which the mental focus was taken 
  and adds to the resonant power of the implement to 
  which the focus is added. 
  Focus Powers: In addition to the base focus power, 
  occultists who learn to use this panoply can select the 
  following focus powers when choosing powers gained 
  from their focus powers class feature.
   
  Combat Prescience: When you initiate a 
  boost, you may spend points of mental focus. For 
  every point of mental focus you spend, you gain a 
  +1 bonus on attack and damage rolls until the end of 
  your turn.
   
  Occult Strike: When you initiate a strike, you 
  may spend 2 points of mental focus to use one focus 
  power which requires an attack roll as part of the 
  strike. If the maneuver is a melee attack, you may use 
  a melee or melee touch focus power. If the maneuver 
  is a ranged attack, you may use a ranged or ranged 
  touch focus power (although if the maneuver is not a 
  touch attack, the attack is not resolved as one). If the 
  maneuver is a hit, the effects of the focus power take 
  effect in addition to the maneuver effect. In addition 
  to the 2 points, you must still pay the cost of the focus 
  power. 
   
  Punch Through: When you make an attack 
  roll, you may spend a point of mental focus as part 
  of the attack roll. If you do, you ignore any of your 
  target’s damage reduction or hardness against the 
  attack.
  Using the Arsenal of the Initiator in City 
  Using the Arsenal of the Initiator in City 
  of 7 Seraphs
  of 7 Seraphs
  A set of weapons kept by the Tower of Visions are 
  said to be capable of channeling the foresight of their 
  past wielders into the minds and hands of those who 
  hold them in the present. This small group of the 
  Foreseen, known as the Hands of Remembrance, 
  often coordinates actions to right the wrongs of the 
  past guided by those who failed it. 
   
  Ancestral memory has produced a number of 
  veryx that seem to able to unlock similar mnemonic 
  resonances with relics achieving techniques long lost 
  to their hives. Xaryrrar Paleleg (Icegrave Enclave 
  N female amoxa veryx occultist 15) has started a 
  practice of necropsychic bonding to awaken the items 
  reclaimed for battlefields by presenting them in ritual 
  to the remains of the fallen. She is far and away the 
  most commonly seen veryx on the Icegave Isle.
  the Icetomb Isle have been successfully contacted by 
  mediums of the Icegrave Enclave. In exchange for the 
  ability to see and influence the living world, they lend 
  their martial might to these mystics in service to the 
  Parity. 
   
  A number of Ashborn practice similar rituals 
  allowing them to serve as host forms to the temporary 
  reincarnation of their fallen allies. These mystics 
  practice primal magic that only draws on the resting 
  souls of those lost in service of the Orchards and 
  Glarewood.
  "Some who hold this blade hear 
  "Some who hold this blade hear 
  murmurs from its past, I see a vision 
  murmurs from its past, I see a vision 
  of its future." - Xesh Ephenon, Vision 
  of its future." - Xesh Ephenon, Vision 
  Knight of the Foreseen.
  Knight of the Foreseen.
  New 
  New Occultist Panoply:
   Panoply:
  Arsenal of the Initiator
  Arsenal of the Initiator
  This panoply is associated with those who wish to 
  master the more refined aspects of martial combat.
  Associated Implements: Crown (Divination), Weap-
  on (Transmutation)
  Note: A Battle Host Occultist need only have divi-
  nation and transmutation schools selected for their 
  panoply bond.
  Resonant Power: Each time the occultist invests 
  mental focus into all of the associated implements, 
  the panoply grants the following resonant power. The 
  panoply bearer gains the benefits of this power until 
  the occultist replenishes his focus.
   
  Martial Lore: When you gain this panoply, you 
  learn a number of martial maneuvers and stances as 
  appropriate for your level, as listed on Table: Arche-
  type Maneuver Progression. For every implement that 
  you possess, you may select one martial discipline 
  to learn maneuvers and stances from (gaining the 
  associated skills of these disciplines as class skills). 
  For every two points of mental focus invested in the 
  associated implements, you may ready one martial 
  maneuver from those you know. You must be of 
  sufficient level and meet the prerequisites to learn 
  a maneuver, and are limited in how many you may 
  ready at any given time. Your initiator level is equal 
  to your occultist level. The max level of maneuvers 
  that can be learned with this ability is restricted as per 
  Table: Archetype Maneuver Progression.
  Base Focus Power: All occultists who learn to use 
  this panoply gain the following focus power
   
  Combat Renewal: As a swift action, by 
  expending 1 point of mental focus, you may regain 
  a number of maneuvers equal to your intelligence 
  
  Codex of Blood:
  Codex of Blood:
  52
  52
  Combat Tenacity (Combat)
  Combat Tenacity (Combat)
  You are able to adapt and respond to numerous 
  changes on the battlefield
  Prerequisite: Able to initiate martial maneuvers
  Benefit: For the purpose of initiating counters, you 
  are not considered to have expended your swift action 
  this turn if you used the action to initiate a boost or 
  entered a stance. For the purpose of initiating boosts 
  and entering stances, you are not considered to have 
  expended your swift action this turn if you used the 
  action to initiate a counter. 
  Cooperative Recuperation (Combat, Team-
  Cooperative Recuperation (Combat, Team-
  work)
  work)
  When you recenter yourself, you share the benefit 
  with your allies
  Benefit: Whenever you would recover the use of mul-
  tiple expended maneuvers, any allies within 30 feet of 
  you who possess this feat also recover one expended 
  maneuver. A creature cannot gain the benefit of this 
  ability more than once per round.
  Elemental OScilation (Combat)
  Elemental OScilation (Combat)
  Elemental energies surge within you between op-
  posed extremes of power.
  Prerequisites Elemental Opposition, Elemental 
  Synchronicity.
  Benefits The first attack each round after changing 
  your Active Energy from its prior energy to its oppo-
  site element gains +1d6 damage of the same type 
  as the newly selected Active Energy. This bonus will 
  stack each round until you reach a number of bonus 
  dice equal to you initiator Modifier or half your char-
  acter level (whichever is lower).
  Elemental Opposition (Combat)
  Elemental Opposition (Combat)
  Elemental powers seek balance through opposition
  Prerequisites Two or more abilities, maneuvers, pow-
  ers, or spells that have different energy descriptors. 
  The ability to set an Active Energy.
  Benefits Once per round, whenever you activate, 
  initiate, or cast an ability, maneuver, power, or spell 
  with an energy descriptor matching your Active 
  Energy you may, as an immediate action, change 
  your Active Energy type to match an opposed energy 
  of that energy type.
  Elemental Synchronicity (Combat)
  Elemental Synchronicity (Combat)
  Elemental power within you seeks harmonious ex-
  pression
  Prerequisites Two or more abilities, maneuvers, pow-
  ers, or spells that have different energy descriptors. 
  The ability to set an Active Energy.
  Benefits Once per round, whenever you activate, 
  initiate, or cast an ability, maneuver, power, or spell 
  Feats
  Feats
  Animus Efficiency (Combat)
  Animus Efficiency (Combat)
  You have learned to harness your animus more 
  judiciously
  Prerequisite: Animus pool or similar ability (such as 
  Tempo)
  Benefit: Choose one of your abilities (such as a spe-
  cific animus use or a specific glyph) that requires you 
  to expend points of animus in order to activate it. The 
  amount of animus expenditure required to activate 
  this ability is reduced by 1, to a minimum of 1.
  Special: You can select this feat multiple times, each 
  time applying it to a different ability.
  Bestial Takedown (Combat)
  Bestial Takedown (Combat)
  In the heat of combat, you snag your foes in more 
  ways than one
  Prerequisites: Two Brutal Crocodile Maneuvers 
  Known, Two Fool’s Errand Maneuvers Known
  Benefit: When you initiate a grapple with a creature 
  for any reason, you also automatically lock the crea-
  ture. A creature remains grasped even after it escapes 
  the grapple. In addition, all Fool’s Errand strikes gain 
  the [G] descriptor
  Blood Scion (Vampire)
  Blood Scion (Vampire)
  Your dark martial prowess feeds your insatiable 
  hunger
  Prerequisites: Cruomancer level 1, Two manuevers 
  from Black Seraph , Leaden Hyena, or Unquiet Grave
  Benefit: Your levels in initiator classes that provide 
  access to a qualifying maneuver count as cruomancer 
  levels and increase blood powers and feats accordingly.
  Blood Sovereignty (Vampire)
  Blood Sovereignty (Vampire)
  Your killing blows reap a sanguine harvest
  Prerequisites: Blood Scion, Cruomancer 5th
  Benefit: Whenever you drop a foe beneath 0 hit 
  points that has an active Dark Claim, Siphon, or bleed 
  damage inflicted by you, you gain 1 blood point. The 
  same is true whenever you drop a foe to 0 hit points 
  with a manuever from Black Seraph , Leaden Hyena, 
  or Unquiet Grave. You can’t gain more than one blood 
  point per creature in this way, even if they if more than 
  one of these effects apply.
  Bred for Battle (Combat)
  Bred for Battle (Combat)
  Even a foolish creature can be trained in the arts of 
  war
  Benefit: Choose one initiating class. Treat your 
  initiation ability score modifier for that class as +2 for 
  the purposes of maneuvers and class features for that 
  particular class, regardless of what the ability score 
  may actually be.
  
  Parasites & Paragons
  Parasites & Paragons
  53
  53
  Malicious Leaden Shell (Combat)
  Malicious Leaden Shell (Combat)
   
  Your continued perseverance in combat drives the 
  fight from your foes
  Prerequisite: Two Iron Tortoise Maneuvers known, 
  two Leaden Hyena Maneuvers Known
  Benefit: While in a Leaden Hyena stance, whenever 
  you negate an attack or spell using an iron tortoise 
  counter, the attacker must make a will save or be-
  come shaken for 1 round (DC 10 + ½ your initiator 
  level + your initiation modifier).
  Marking Siphon (Combat)
  Marking Siphon (Combat)
  Your drained targets retain your dark influence within 
  you
  Prerequisite: Siphon class feature
  Benefit: Any creature affected by your Siphon ability 
  are considered cursed for the duration of the siphon 
  penalty. In addition, any penalties you inflict with 
  siphon or crippling siphon have their duration extend-
  ed by 1 round.
  Martial Mount (Combat)
  Martial Mount (Combat)
  Your mount shares your combat skill
  Prerequisite: Mounted Maneuver Expertise class 
  feature
  Benefit: While you are mounted, your mount gains 
  the benefits of any stances you are currently in.
  Wand Desperado
  Wand Desperado
  Magical weaponry is a form of weaponry just as 
  versatile as any
  Prerequisites: Use Magic Device 5 ranks, ability to 
  initiate maneuvers
  Benefit: Whenever you use a martial maneuver that 
  would allow a attack with a weapon, you may make 
  a Use Magic Device check with a wand or staff which 
  allows a touch attack corresponding to the maneuver 
  range (melee touch if with a melee weapon, ranged 
  touch or ray if with a ranged weapon) to use the wand 
  or staff’s spell as a weapon for the purpose of the 
  maneuver. The attack is made against regular AC 
  rather than touch AC, but elsewise the spell operates 
  normally and applies any effects of the maneuver to 
  it (such as extra damage or debilitating effects). If the 
  spell allows multiple touch attacks for fires multiple 
  rays (such as Scorching Ray), the maneuver’s effects 
  are only applied to the first ray or touch.
  Style Feats
  Style Feats
  Brutal Crocodile Style (Combat, Style)
  Brutal Crocodile Style (Combat, Style)
  Your grip inflicts pain upon your struggling target
  Prerequisites: At least one Brutal Crocodile stance, 
  with an energy descriptor that doesn’t currently match 
  your Active Energy you may, as an immediate action, 
  change your Active Energy type to match that energy 
  type.
  Elemental Tinker (Combat)
  Elemental Tinker (Combat)
  Magical power is integrated into your mechanical 
  trickery
  Prerequisites Two Elemental Flux maneuvers known, 
  two  Mangled Gear  maneuvers known.
  Benefits Whenever you deal damage with a  Mangled 
  Gear  maneuver or from  Mangled Gear  Overload 
  while in an Elemental Flux stance, you may choose to 
  have the damage type change to either fire, electricity, 
  cold, or acid. Such attacks deal an additional +1d6 
  points of damage.
  Extra Mutation
  Extra Mutation
  You have further developed your warped form
  Prerequisite: Mutation Class Feature
  Benefit: You gain an additional mutation.
  Fiendish Dissolution (Combat)
  Fiendish Dissolution (Combat)
   
  The power of evil flows through your strikes, crippling 
  those who stand against you 
  Prerequisite: Two Black Seraph Maneuvers Known, 
  two Leaden Hyena Maneuvers Known
  Benefit: While in a Black Seraph Stance, whenever 
  you impose a penalty as a result of a Leaden Hyena 
  maneuver, the penalty is increased by 1.
  Lethal Reptile's Maw (Combat)
  Lethal Reptile's Maw (Combat)
  While enraptured with your opponent, you may mag-
  nify the wounds you inflict
  Prerequisites: Two Brutal Crocodile Maneuvers 
  Known, Two Steel Serpent Maneuvers Known
  Benefit: All Steel Serpent strikes gain the [G] descrip-
  tor. In addition, any ability damage that you deal with 
  a Steel Serpent boost or maneuver while grappling is 
  increased by 2.
  Machine Surgeon (Combat)
  Machine Surgeon (Combat)
  You have learned to deal with artificial creatures with 
  the same efficiency you subdue living ones
  Prerequisites Two Mangled Gear maneuvers known, 
  two Steel Serpent maneuvers known
  Benefits While in a Mangled Gear stance, you ignore 
  any immunity to poison and ability damage. In addi-
  tion, any  Mangled Gear  maneuvers you use while 
  in a Steel Serpent stance deal 1d6 points of bleed 
  damage which can only be stopped with a DC 20 Heal 
  check.
  
  Codex of Blood:
  Codex of Blood:
  54
  54
  ranks 
  Benefits: The fear and dismay spread by your actions 
  multiplies quickly. All creatures adjacent to a creature 
  suffering from Leaden Hyena Style, the shaken 
  condition, a numerical penalty from a Leaden Hyena 
  maneuver, or the effects of a Leaden Hyena stance 
  are affected by the same condition so long as they 
  remain adjacent to an affected creature.
  Mangled Gear Style (Combat, Style)
  Mangled Gear Style (Combat, Style)
  Your opponent’s weapons are viable targets of their 
  own for your advances
  Prerequisites Disable Device 3 ranks, one Mangled 
  Gear stance known.
  Benefits When you initiate a martial strike, you may 
  choose to target a piece of equipment that an oppo-
  nent is holding rather than the opponent itself. Any 
  damage is applied to the object, while any additional 
  effects (such as conditions or ability damage) are 
  applied to the wielder. This ability does not provoke an 
  attack of opportunity, but counts as a sunder attempt 
  for feats like greater sunder and Mangled Gear 
  Overload. In addition, you may make sunder attempts 
  against flat-footed creatures without provoking attacks 
  of opportunity.
  Mangled Gear Overload (Combat, Style)
  Mangled Gear Overload (Combat, Style)
  Rather than breaking quietly, your sabotage ensures 
  that wrecked machinery goes off violently
  Prerequisites Disable Device 7 ranks, Mangled Gear 
  Style
  Benefit Whenever you successfully sunder a piece of 
  magical or technological equipment that a creature is 
  wielding, the energies contained within react violently, 
  damaging the host. When a piece of the creature’s 
  equipment is sundered by you, the wielder must make 
  a reflex save (DC 10 + half your initiator level + your 
  initiation modifier) or take 3d6 points of damage. 
  Mangled Gear Shutdown (Combat, Style)
  Mangled Gear Shutdown (Combat, Style)
  A reverberation that comes from the damage echoes 
  across the creature whose mechanisms you subdue.
  Prerequisites Disable Device 13 ranks, Mangled 
  Gear Style, Mangled Gear Overload
  Benefit Whenever a creature is affected by Mangled 
  Gear Overload, it is also subject to either a targeted 
  dispel magic or discharge effect, using your initiator 
  level as either the caster or manifester level and your 
  initiation modifier in place of your casting ability score 
  modifier. The save DC for discharge is the same as 
  the DC for Mangled Gear Overload. 
  Climb 3 Ranks
  Benefit: You gain the constrict special ability. Every 
  time you maintain a successful grapple check against 
  a foe, the foe takes damage equal to that of a slam 
  attack two sizes larger than you (so 1d8 if the initiator 
  is medium sized) plus 1.5x your grappling modifier.
  Brutal Crocodile Tenacity (Combat, Style)
  Brutal Crocodile Tenacity (Combat, Style)
  Your focus on your quarry does not impede your 
  combat ability
  Prerequisites: Brutal Crocodile Style, Climb 7 ranks
  Benefits: You do not suffer a penalty on attack rolls 
  while grappling or pinning a creature, nor do you lose 
  your dexterity bonus to AC. In addition, you may make 
  attacks of opportunity while grappled. 
  Brutal Crocodile Desolation (Combat, Style)
  Brutal Crocodile Desolation (Combat, Style)
  The copious injuries inflicted by your techniques 
  cannot easily be averted or repaired
  Prerequisites: Brutal Crocodile Tenacity, Climb 11 
  Ranks
  Benefit: Rather than ability damage, any Brutal 
  Crocodile maneuvers that you perform instead inflict 
  ability drain. Attempts to magically heal damage dealt 
  by your Brutal Crocodile maneuvers requires the 
  caster to make a Spellcraft or Heal check (DC 10 + 
  half your initiator level + your initiation modifier) or fail 
  to heal any damage.
  Leaden Hyena Style (Combat, Style)
  Leaden Hyena Style (Combat, Style)
  Your foes become increasingly feeble as you press 
  the fight 
  Prerequisites: Bluff 3 ranks, knowledge of one Leaden 
  Hyena stance 
  Benefits: You gain a +1 bonus on damage rolls 
  against creatures you have hit for each attack that 
  you have hit them with within the last round, to a 
  maximum of your initiation modifier. 
   
  Leaden Hyena Treachery (Combat, Style)
  Pain brews only mistrust among the ranks of your foe 
  Prerequisites: Leaden Hyena Style, bluff 7 ranks 
  Benefits: Creatures struck by your attacks begin to 
  fear battle, drawing away from fellow combatants. For 
  a number of rounds equal to your initiation modifier 
  after a creature is struck by your attack, it must make 
  a will save any time it comes within 10 feet of another 
  creature, even an ally (DC 10 + half your initiator 
  level + your initiation modifier). Failure means that the 
  creature becomes shaken. 
   
  Leaden Hyena Fomentation (Combat, Style) 
  Doubt spreads quickly amongst your foes 
  Prerequisites: Leaden Hyena Treachery, bluff 13 
  
  Parasites & Paragons
  Parasites & Paragons
  55
  55
  to the class’s number of maneuvers readied. 
  A brief period of practice, meditation, exercise, 
  or prayer is required to ready maneuvers. The particu-
  lar nature of this preparation depends on your martial 
  disciple class, but each one requires 10 minutes of 
  preparation time. You do not need to be well rested 
  to ready maneuvers, however, it is necessary for 
  you to be able to stand and move without restriction 
  or restraint (stalkers however still require 8 hours of 
  rest to refresh their ki pool). Each martial maneuver 
  requires a precise combination of techniques, re-
  petitive training of muscle memory, speaking aloud 
  prayers or creeds, or honing the edge of the mind 
  to focus in on a specific concept or goal; because of 
  this, most martial disciples are unable to keep every 
  maneuver they know at the front of their mind. As 
  long as you are not physically disturbed during your 
  10 minutes of preparation, you can change out previ-
  ously chosen maneuvers for new ones. You may not 
  choose to leave any of your readied maneuver slots 
  unfilled, unlike a cleric or wizard preparing their spells. 
  You may not ready an individual maneuver more than 
  once when readying your maneuvers (meaning you 
  cannot ready any strike, boost, or counter more than 
  a single time while you’re readying your maneuvers, 
  you may only have a single application of each, i.e. 
  you can only ready Scything Strike, Red Zephyr 
  Strike, and Crushing
  Blow once each).
  Initiating Stances and Maneuvers
  Initiating Stances and Maneuvers
  First and foremost, to initiate a stance or maneuver, 
  you must be able to move. Unlike some abilities, while 
  initiating, you do not need to be able to speak, unless 
  specifically mentioned in the maneuver’s description. 
  You initiate a maneuver by taking the maneuver’s 
  specified initiation action. It may require an immedi-
  ate, swift, move, standard, or even a full-round action 
  to initiate. Initiating a maneuver can be likened to that 
  of a spell being cast or psionic power manifested. 
  Only a maneuver that is currently readied and unex-
  pended may be used. 
  Stances are initiated as a swift action. A 
  stance remains in effect indefinitely and is never 
  expended. The benefit of your chosen stance contin-
  ues until you change to another stance you know as a 
  swift action.
  Concentration
  Concentration
  Concentration is not required to initiate a stance or 
  maneuver, as with spells or psionic powers. Even 
  if you are injured or affected by hostile maneuvers, 
  powers, or spells while assuming a stance or initiating 
  a maneuver, you do not lose it. 
  However, enemy interference still could make 
  certain maneuvers impossible to complete. For 
  Systems and Use
  Systems and Use
  The martial combat system introduced in Path of War 
  uses a variety of new terms and rules. Detailed below 
  is how the Path of War martial system works.
  Martial Abilities
  Martial Abilities
  Martial abilities fall into two separate categories: 
  stances and maneuvers (boosts, counters, and 
  strikes). A martial maneuver is a subtle extraordinary 
  or supernatural effect that is temporarily expended 
  after use. A stance is never expended and is always 
  available.
  Stances and maneuvers are usable as many 
  times as you like in a day. However, each time you 
  use a maneuver, you temporarily expend it: you 
  exhaust some small portion of your energy, you’ve 
  finished the move and are now out of position and 
  can’t immediately resume the necessary posture, or 
  your mental focus must be regained. This means you 
  cannot use an expended maneuver again until you 
  have rested for a brief time or perform a particular 
  action in combat that will allow you to recover one 
  or more expended maneuvers. The type of action 
  required depends on which type of martial disciple 
  you are; see your class for its maneuver recovery 
  mechanism. Because of this, you can usually employ 
  each of your readied maneuvers once per encounter, 
  unless they are recovered so you may use them 
  again. Stances are never expended or used up and 
  are always available to you. 
  Readying Maneuvers
  Readying Maneuvers
  It is not needful to ready your stances ahead of 
  time. Each stance you know is always available. 
  Conversely, maneuvers require preparation in the 
  form of prayer, meditation, exercise, or any other 
  similar rehearsal. Accordingly, you must choose your 
  selection of readied maneuvers from all the ones you 
  know. Only those you have readied are available for 
  immediate use.
  The number of maneuvers you can ready at 
  once is dependent on your class and level. If you 
  have no levels in a martial disciple class (for example, 
  you learned maneuvers through the line of Martial 
  Training feats), you can ready the allotted number of 
  maneuvers as dictated by your Martial Training feats.
  Some prestige classes can grant a character 
  additional maneuvers readied. These extra maneu-
  vers readied add to your maximum number of maneu-
  vers readied, whether that number is determined by 
  your class level, or by the number of times you have 
  taken the Martial Training feats.
  It is possible for a character to gain the Martial 
  Training feat before entering a class that grants a 
  progression for martial maneuvers readied. In this 
  case, use the character’s current number of maneu-
  vers readied. Add any modifiers from prestige classes 
  
  Codex of Blood:
  Codex of Blood:
  56
  56
  Selecting Martial Maneuvers
  Selecting Martial Maneuvers
  Martial maneuvers are organized by level, much like 
  spells. Generally, higher-level maneuvers are more 
  powerful than lower-level ones. As you gain levels, 
  you can choose higher-level maneuvers. Your level in 
  a martial disciple class determines the highest level 
  maneuvers you can choose. For example, a 10th level 
  warlord can choose maneuvers of 5th level or lower.
  Highest Level Maneuvers Known 
  Initiator Level   
  Maneuver Level
  1st-2nd  
   
  1st
  3rd-4th  
   
  2nd 
  5th-6th  
   
  3rd 
  7th-8th  
   
  4th 
  9th-10th  
   
  5th 
  11th-12th  
   
  6th 
  13th-14th  
   
  7th 
  15th-16th  
   
  8th 
  17th+   
   
  9th 
  Resolving a Stance or Maneuver
  Resolving a Stance or Maneuver
  Once you have chosen to initiate a maneuver, you 
  must resolve its effects.
  Attack Rolls: Many maneuvers include an attack of 
  some kind. All offensive combat actions, even those 
  that do not deal damage directly (such as bull rush or 
  trip), are still considered attacks. All maneuvers that 
  opponents can resist with saving throws, that deal 
  damage, or that otherwise harm or hamper subjects 
  are considered attacks.
  Bonus Types: Some stances and maneuvers 
  grant bonuses to Armor Class or ability scores, on 
  attacks or damage, on saves, or any number of other 
  variables. Each bonus has a type that indicates how 
  or why it is granted. With the exception of dodge 
  bonuses, two bonuses of the same type generally do 
  not stack.
  If a stance or maneuver does not identify the type of 
  bonus granted, its effects stack with all other effects 
  modifying the same characteristic or attribute. Un-
  typed bonuses always stack.
  Actions during a Maneuver: The Initiation Action 
  line of a maneuver description provides the action 
  required to use that maneuver. For example, the 
  initiation action of the Dragon Assault maneuver is 
  1 full-round action. Thus, as part of your full-round 
  action, you bring about the effect in the maneuver 
  description. In this case, the maneuver allows you to 
  make a full-round attack with additional benefits.
  Recovering Expended Maneuvers
  Recovering Expended Maneuvers
  At the beginning of each encounter, you have all of 
  your readied maneuvers available and unexpended. 
  When you initiate a maneuver, it is expended; it 
  cannot be used again until it is recovered. Expended 
  example, if an enemy readies an action and disarms 
  you when you start your turn, you are no longer able 
  to use a maneuver that requires you to be wielding 
  that weapon. Also, if are pinned or grappled, most of 
  your maneuvers simply will not work until you are able 
  to move freely.
  If you initiate a maneuver and thereafter can’t 
  use 
  it during your turn, the maneuver is still consid-
  ered expended. You are still considered to have spent 
  its initiation action. 
  You do not provoke attacks of opportunity 
  when you initiate a stance or maneuver unless 
  otherwise stated in its description. However, some 
  maneuvers allow for movement, the ability to charge, 
  or take other actions that can provoke attacks of 
  opportunity. These actions provoke attacks of oppor-
  tunity as normal unless specifically stated otherwise in 
  the maneuver’s description.
  Initiator Level
  Initiator Level
  Some stances and maneuvers have variables (such 
  as duration) that depend on your initiator level. If you 
  are a single-class character, your initiator level equals 
  your level in the class that provides access to martial 
  maneuvers. If you lack any martial disciple levels, 
  your initiator level is equal to ½ your character level.
  When you gain levels in a class that does 
  not grant martial maneuvers, your understanding of 
  the Path of War still increases. A well-trained, highly 
  skilled fighter has the basic combat training needed 
  to master martial maneuvers. If you are a multiclass 
  martial disciple, and you learn a new maneuver 
  by attaining a new level in a martial disciple class, 
  determine your initiator level by adding together your 
  level in that class + ½ your levels in all other classes. 
  Look up the result on the table below to determine the 
  highest level maneuvers you can take. You still must 
  meet all of a maneuver’s prerequisites to learn it.
  For example, a 7th-level stalker/5th-level 
  warlord has an initiator level of 9th for determining 
  the highest level maneuvers he can take as a 
  stalker. Subsequently, he can take 5th level stalker 
  maneuvers. As a warlord, his initiator level would be 
  8th, allowing for 4th-level warlord maneuvers. These 
  maneuvers are readied and performed separately. 
  Multiclassing does not allow an initiator to have any 
  individual stance or maneuver known or readied more 
  than once.
  This process applies whether a class is a 
  martial disciple class or not (for example, a 4th-level 
  wizard/1st-level warder would be a 3rd level initiator). 
  Martial prestige classes add the full prestige class 
  level to your martial disciple level to determine your 
  initiator level. See the martial disciple’s prestige class 
  descriptions for more information.
  
  Parasites & Paragons
  Parasites & Paragons
  57
  57
  maneuvers can be recovered in two ways: through 
  special actions or at the end of an encounter. Stances 
  are never expended.
  Special Action: Most martial disciples are able to 
  refresh some of their expended maneuvers in the 
  course of a battle by taking a special action to do so. 
  The type of special action required depends on a 
  martial disciple’s class (or feat) selection.
  End of Encounter: A martial disciple automatically 
  recovers all expended maneuvers when an encounter 
  ends. Even a few moments out of combat is sufficient 
  to refresh all maneuvers expended in the previous 
  battle. In the case of a long, drawn-out series of 
  fights, or if a disciple is out of combat entirely, assume 
  that if a character makes no attacks of any kind, 
  initiates no new maneuvers, and is not targeted by 
  any enemy attacks for 1 full minute, he can recover all 
  expended maneuvers. If a character can’t avoid being 
  attacked for 1 minute, he can’t automatically recover 
  his maneuvers and must use special actions to do so 
  instead.
  Martial Abilities and Magic
  Martial Abilities and Magic
  Most martial stances and maneuvers that create 
  supernatural effects are transparent to magic or 
  psionics. However, martial maneuvers rarely interact 
  with spells or powers. Once the maneuver is initiated, 
  the effect lasts only for your turn, unless otherwise 
  detailed in the description, giving an opponent little 
  chance to counter it.
  Extraordinary or Supernatural Abilities: Martial 
  stances and maneuvers are never spells or spell-like 
  abilities. Unless the description of the specific stance 
  or maneuver in question says otherwise, treat it as 
  an extraordinary ability. Thus, the abilities of a martial 
  disciple function in an antimagic field or a dead magic 
  zone. A stance or maneuver can’t be dispelled or 
  counterspelled, and initiating one does not provoke 
  attacks of opportunity.
  If a maneuver is overtly magical or otherwise uses a 
  supernatural power source, it will be noted
  as a supernatural ability in its description. In this case, 
  the maneuver obeys all the standard rules for super-
  natural abilities.
  Detecting Martial Maneuvers: Many maneuvers 
  don’t create persistent or long-lasting effects, and 
  the results are obvious to any observer. However, 
  identifying the specific stance, maneuver, or discipline 
  requires the Knowledge (martial) skill.
  PER ENCOUNTER ABILITIES
  PER ENCOUNTER ABILITIES
  An encounter is a period of time from when
  initiative begins (starting with the surprise round, if
  any) to the last initiative has ended and after a total
  time amount of one minute has elapsed without
  combat resuming. This means that martial disciples
  have had time to recover all expended maneuvers
  and abilities that are used and depleted within the
  span of an encounter.
  [Optional Rules Variant: Maneuver Re-
  [Optional Rules Variant: Maneuver Re-
  covery Limits]
  covery Limits]
  Some GMs will find the “endless” workday of martial 
  initiator classes concerning in their campaigns. Adding 
  an extra level of tracking for martial characters may 
  add a disruptive level of resource management for 
  some players, and most GMs should only consider 
  these optional rules in extreme cases of relative play-
  er-character imbalance. If your campaign generally 
  less than 4 encounters between resting periods, these 
  rules may add needless complexity. For GMs wishing 
  to incorporate more strict workday into their games 
  consider the following optional rule variants:
   
  Limited Maneuvers per Level: Each level 
  of maneuvers known may only have a number of 
  recovered maneuvers equal to the 1 + the initiator’s 
  relevant ability score modifier.
   
  Limited Recoveries per Maneuver: Each 
  maneuver may only be recovered a number of times 
  per day equal to the initiator’s relevant ability score 
  modifier.
  Multiple Effects: Martial stances and maneuvers 
  generally work as described, no matter how many 
  other powers, spells, or magical effects happen to be 
  operating in the same area or on the same subject. 
  Whenever a stance or maneuver does have a specific 
  effect on other maneuvers, powers, or spells, its 
  description will explain the effect.
  Stacking Effects: Most martial disciples can use 
  only one stance at a time, although some higher 
  level disciples may be able to use two stances at 
  once. Stances or maneuvers that provide penalties or 
  bonuses on attack rolls, damage rolls, saving throws, 
  and other attributes do not stack with each other if 
  they are of the same type, unless otherwise noted 
  within their bonus type descriptions (such as dodge 
  bonuses and circumstance bonuses always stack, but 
  morale bonuses do not).
  Codex of Blood Mauevers
  Across history have existed many warriors who have 
  pursued martial study in unorthodox ways, masters of 
  combat who have blended unusual styles and strange 
  magics to become threats unlike any other. Many of 
  these remote and forgotten styles have been com-
  bined in a crimson tome known to many as the Codex 
  of Blood, a chronicle of martial techniques feared by 
  all those who meet them on the battlefield.
  
  Codex of Blood:
  Codex of Blood:
  58
  58
  .
  Brutal Crocodile
  Brutal Crocodile
  In the wild, no creature will ever submit to you if they 
  have a choice of continuing to fight. As a result, the 
  best way to defeat a beast is to prevent it from striking 
  back while one methodically crushes the life out if 
  it. Learning from the beasts he hunted and drawing 
  upon the myriad skills it took him to survive in the 
  wilderness, the original master of the Brutal Crocodile 
  developed a style of fighting built upon invalidating 
  the resistance attempts of his opponents. Disciples of 
  the Brutal Crocodile learn to use their hands like the 
  maw of their namesake, holding fast to their foes with 
  incredible force until they are no longer capable of 
  standing against them. 
  The associated skill for Brutal Crocodile is Climb. The 
  associated weapon groups are Natural, Flails, and 
  Close weapons. 
  Strikes with a [G] next to their title can be initiated as 
  part of maintaining a grapple or pin in place of inflict-
  ing damage so long as such maintenance is done 
  as a standard action. Performing such a strike does 
  not interfere with damage dealt by abilities such as 
  constrict which deal damage every round that the foe 
  is grappled.
  The Brutal Crocodile discipline favors a highly aggres-
  sive, feral fighting style, and as such can be selected 
  by any martial class from other sources with access to 
  Primal Fury
  1st level
  Ensnare: Boost- Immediately initiate grapple on 
  target upon hitting them with a melee attack.
  Expert Grip: Boost- Make a climb check in place of 
  the next grapple check you perform.
  Hungry Jaws: Stance-Discipline weapon attacks gain 
  the Grab ability, 1d6 damage every time you maintain 
  grapple.
  Painbringer: Stance-Double grappled creature’s 
  penalties for being grappled
  Snatching Talons: Strike: Grab creature, deals 1d8 
  damage each time you maintain.
  Trampling Pin [G]: Pins foe and deals 2d8 damage
  2nd level
  Agile Redirection: Counter-Make a climb check 
  against the attack roll of incoming attack. On success 
  avoid damage and move target 10 feet.
  Anaconda’s Coils: Boost-Make a climb check 
  against a grappled foe’s CMD. On a success pin 
  them.
  Bestial Dash [G]: Strike-Move at full speed with 
  a grappled target. Grappled creature takes 2d10 
  damage if it ends its turn in another creature’s space. 
  In such a case, the creature with the lower CMD is 
  moved to an adjacent square.
  Gar Rush: Strike-Charge target and initiate grapple, 
  dealing 2d6 damage per round
  3rd level
  Catfish Hold: Stance-Ignore Size modifier to Grapple 
  checks, add initiation modifier to damage when 
  grappling
  Into the Earth [G]: Throw opponent to ground for 
  2d10 damage, opponent knocked prone but released 
  from grapple. 
  Monkey Vault: Boost-Make a climb check vs foe’s 
  CMD. If successful, move to any other square adja-
  cent to the target without provoking attack of opportu-
  nity. Foe flat-footed until the start of your next turn
  Trapping Jaws: Counter-Interrupt melee attack and 
  initiate grapple with target, deal 2d6 damage every 
  time you maintain a grapple against them
  4th level
  Alligator Suplex [G]: Strike- deals 4d10 damage, 
  chance of dazing foe but releases them from grapple.
  Bonebreaker Riposte: Counter-Make a climb check 
  vs attack roll. Render foe’s attacking limb useless on 
  success
  Rules Element: Grab, Grapple, & 
  Rules Element: Grab, Grapple, & 
  the brutal crocodile
  the brutal crocodile
  GMs allowing the Brutal Crocodile 
  discipline in their games would do well to 
  familiarize themselves with the rules for 
  grapple and the grab universal monster 
  ability.
  Similarly, GMs should become familiar 
  with circumstances and abilities that 
  resist or negate the grappled condition. 
  Some campaigns using pregenerated 
  monsters and villains may not be crafted 
  in a manner to anticipate with the po-
  tential of player character grab attacks, 
  accerlerated grapple action economies, 
  or bonuses to resolve grapple-effects.
  GMs struggling with grapple rules may 
  wish to substitute Primal Fury or Thrash-
  ing Dragon for this discipline. 
  
  Parasites & Paragons
  Parasites & Paragons
  59
  59
  Impossible Hurl [G]: Strike- Make a climb check vs 
  foe’s CMD, Hurls grappled target 5 ft/result of climb 
  check. Acts as a projectile that deals 15d12 damage
  9th level
  Event Horizon [G]-Strike: Grappled creatures must 
  make a reflex save or be banished beyond time and 
  space, unable to escape.
  Maneuver Descriptions
  Maneuver Descriptions
  1st level
  1st level
  Ensnare
  Ensnare
  Discipline: Brutal Crocodile (Boost)
  Level: 1
  Initiation Action: 1 immediate action
  Range: Melee
  Target: You
  Duration: Instant
  DESCRIPTION
  As you strike, you seize the opportunity and grab hold 
  of your foe. When you hit a target with a melee attack 
  using a discipline weapon, you may activate this boost 
  to immediately initiate a grapple against the target. 
  Expert Grip
  Expert Grip
  Discipline: Brutal Crocodile (Boost)
  Level: 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  DESCRIPTION
  You utilize your skill at carrying yourself to carry your 
  foe much in the same way. After the initiating this 
  boost, if you make a grapple check at any point in 
  the round, you may make a climb check and use the 
  result in place of your grapple check. You may add 
  any bonuses from items, feats, or abilities that you 
  possess to this check that would normally apply to 
  grapple checks.
  Hungry Jaws
  Hungry Jaws
  Discipline: Brutal Crocodile (Stance)
  Level: 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  Magebreaker: Boost-Grappled creature treated as if 
  it is subject to an Antimagic Field for one round.
  Silencing Grip: Strike-Grapple foe, Deals 6d6 dam-
  age per round, target cannot cast spells with verbal 
  components or use bite attacks.
  5th level
  Gut Crusher [G]: Target takes 3d12 damage and 
  may be stopped from acting.
  Kraken’s Coils: Stance- Gain Grab ability on attacks, 
  do not gain grappled condition while grappling, foes 
  take 1 point of constitution damage each round 
  maintained.
  Meat Shield: Counter-Place grappled creature in the 
  way of attack, causing them to take damage in place 
  of you.
  Voracious Maul [G]-Strike: Make a full attack against 
  a grappled target.
  Wing Ripper [G]: Strike: deals 7d10 damage, 
  target must make a Fortitude Save or have all of its 
  movement speeds reduced to 0 for initiation modifier 
  rounds
  6th level
  Atrophic Brutalization: Strike: Grapples foe, deals 
  8d6 plus 1d4 strength damage each round main-
  tained.
  Blood in the Water: Boost-Immediately initiate a [G] 
  maneuver upon initiating a grapple
  Disfiguring Gouge [G]-Strike: Deals 4d10 damage 
  and 1d8 Charisma damage, may blind the target.
  Insatiable Warpath: Stance-Gain Grab ability on 
  attacks, maintain grapple as free action, use grappled 
  creatures as weapons. 
  7th level
  Crushing Python: Strike- Grapples opponent, 
  dealing 1d6 Constitution damage for each round 
  maintained.
  Dismemberment [G]: Strike- Tears limb from foe’s 
  body, causes 3d6 points of bleed damage per round 
  until Heal check is made.
  Hippo Press [G]: Strike- Pins foe under you, so long 
  as you don’t move from the spot the target remains 
  pinned (and you automatically maintain) while you 
  lose the grappled condition.
  Meteoric Suplex [G]: Strike-Make a leaping charge 
  against another target using grappled creature as a 
  weapon, deals 10d10 damage to both creatures and 
  causes splash damage.
  8th level
  Gorgonops’ Jaws: Stance-Gain Grab ability on 
  attacks, may initiate [G] maneuver immediately upon 
  starting the grapple.
  Gorilla Backbreaker [G]: Strike- Deals 10d12 dam-
  age and 3d4 Dexterity damage
  
  Codex of Blood:
  Codex of Blood:
  60
  60
  Snatching Talons
  Snatching Talons
  Discipline: Brutal Crocodile (Strike)
  Level: 1
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: Initiated grapple
  DESCRIPTION
  You adeptly tear through your foe’s defenses and 
  begin crushing them in your hands. Initiate a grapple 
  attempt against the target, which does not provoke 
  an attack of opportunity. On a success, you deal 1d8 
  points of damage to the target, and deal 1d8 points 
  of damage every time you maintain a grapple. This 
  damage stacks with that from the constrict special 
  ability.
  Trampling Pin [G]
  Trampling Pin [G]
  Discipline: Brutal Crocodile (Strike)
  Level: 1
  Initiation Action: 1 standard action or [G]
  Range: Grappled
  Target: One creature grappled by you
  Duration: Instant
  DESCRIPTION
  Your bare hands lash out, snagging the target in 
  your clutches. Any attacks you make with discipline 
  weapons gain the Grab property (see Pathfinder 
  Bestiary page 301). In addition, you gain the constrict 
  ability, dealing 1d6 + your strength modifier points of 
  bludgeoning damage every round that you maintain 
  a grapple. If you already possess the constrict ability 
  from another source or are already dealing damage 
  as part of maintaining a grapple, you instead deal 1d6 
  additional damage when using such abilities.
  Painbringer
  Painbringer
  Discipline: Brutal Crocodile (Stance)
  Level: 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  DESCRIPTION
  You force yourself onto the opponent while grappling 
  with them, complicating their resistance further. Any 
  creature you are grappling has the dexterity penalty 
  from grappling increased from -4 to -8, and takes a -4 
  penalty on attack rolls and combat maneuver checks 
  rather than -2.
  
  Parasites & Paragons
  Parasites & Paragons
  6161
  you, maintaining the same relative position to you 
  all throughout the movement. If a grappled creature 
  would end its turn in the same space as another 
  creature or object or would collide with an object or 
  creature in a way that would stop it being moved, both 
  entities take 2d10 damage.
  Gar Rush
  Gar Rush
  Discipline: Brutal Crocodile (Strike)
  Level: 2
  Initiation Action: 1 full round action
  Range: Melee charge
  Target: One creature
  Duration: Initiated grapple
  DESCRIPTION
  You rush at your quarry and thrash yourself to them 
  as they struggle to avoid you. Make a charge at 
  the target, initiating a grapple attempt that does not 
  provoke an attack of opportunity rather than making 
  an attack. You receive a +2 bonus on this grapple 
  attempt. On a success, you deal 2d6 points of dam-
  age to the target, and 2d6 points of damage every 
  time you maintain a grapple. This damage stacks with 
  that from the constrict special ability.
  3rd level
  3rd level
  Catfish Hold
  Catfish Hold
  Discipline: Brutal Crocodile (Stance)
  Level: 3
  Prerequisite: One Brutal Crocodile Maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  DESCRIPTION
  Bracing yourself against the terrain, you steel yourself 
  to control and redirect any oncoming assaults. While 
  in this stance, you ignore any size modifiers to CMB 
  that you or any creatures you are attempting to 
  grapple possess, and may grapple creatures of any 
  size. In addition, when you maintain a grapple, you 
  deal an additional amount of damage equal to your 
  initiation modifier.
  Into the Earth [G]
  Into the Earth [G]
  Discipline: Brutal Crocodile (Strike)
  Level: 3
  Prerequisite: One Brutal Crocodile Maneuver
  Initiation Action: 1 standard action or [G]
  Range: Melee
  Target: Creature you are Grappling 
  Duration: Instant
  DESCRIPTION
  You slam your foe into the ground with excessive 
  force and hold them down. This maneuver causes 
  the target to gain the pinned condition and deals 2d8 
  points of damage. You still keep the grappled condi-
  tion so long as you continue to pin the opponent.
  2nd level
  2nd level
  Agile Redirection
  Agile Redirection
  Discipline: Brutal Crocodile (Counter)
  Level: 2
  Initiation Action: 1 immediate action
  Range: Melee
  Target: Attacking Creature
  Duration: 1 round
  DESCRIPTION
  You turn a foe’s momentum against them and shove 
  them across the field. When a foe makes a melee 
  attack against you, make a climb check opposed 
  by their attack roll. If your result exceeds theirs, the 
  attack is completely negated, and you may move 
  the target 10 feet in any direction of your choice (this 
  movement provokes attack of opportunity).
  Anaconda's Coils
  Anaconda's Coils
  Discipline: Brutal Crocodile (Boost)
  Level: 2
  Initiation Action: 1 swift
  Range: Melee
  Target: Creature you are Grappling
  Duration: Instant
  DESCRIPTION
  In a flash, you pounce on your opponent and slam 
  them into the ground, pressing all of your weight on 
  top of them. When you initiate this boost, make a 
  climb check. If the result exceeds the target’s CMD, 
  you immediately pin the creature
  Bestial Dash [G]
  Bestial Dash [G]
  Discipline: Brutal Crocodile (Strike)
  Level: 2
  Initiation Action: 1 standard action or [G]
  Range: Melee
  Target: One creature
  Duration: Instant
  DESCRIPTION
  Prey in hand, the initiator rushes across the battle-
  field. Make a move action using your standard move-
  ment speed as opposed to your diminished grappled 
  speed. This movement provokes attack of opportunity 
  as normal. Creatures you are grappling move with 
  
  Codex of Blood:
  Codex of Blood:
  62
  62
  DESCRIPTION
  Wrapping your arms around a grappled target, you 
  slam them into the ground with immense force. The 
  creature takes an amount of damage equal to 4d10 
  damage and must make a fortitude save or be dazed 
  for one round (DC 14 + your initiation modifier). 
  Initiating this maneuver automatically releases the 
  creature from your grapple.
  Bonebreaker Riposte
  Bonebreaker Riposte
  Discipline: Brutal Crocodile (Counter)
  Level: 4
  Prerequisite: One Brutal Crocodile Maneuver
  Initiation Action: 1 immediate action
  Range: Melee
  Target: Attacking Creature
  Duration: 1 round/level
  DESCRIPTION
  When faced with an attacker, you have learned that 
  your best hope is to incapacitate them, preventing 
  them from further assualts. When a creature makes 
  a melee attack roll against you, you may initiate this 
  counter to make a climb check agains the creature’s 
  attack roll. On a success, the creature’s attack is 
  negated, and it cannot for any purpose use the limb 
  it used to make the attack for the duration of this 
  maneuver.
  Magebreaker
  Magebreaker
  Discipline: Brutal Crocodile (Boost)
  Level: 4
  Prerequisite: One Brutal Crocodile Maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: one round
  DESCRIPTION
  Some disciples of the Brutal Crocodile have learned 
  pseudo-arcane techniques so as to handle supernat-
  urally tenacious foes. Upon initiating this maneuver, 
  you treat any creatures that you are grappling or that 
  you grapple this turn as if they were under the effects 
  of an Antimagic Field until the end of your next turn. 
  This maneuver is a supernatural ability rather than an 
  extraordinary one.
  Silencing Grip
  Silencing Grip
  Discipline: Brutal Crocodile (Strike)
  Level: 4
  Prerequisite: One Brutal Crocodile Maneuver
  Initiation Action: 1 standard action
  Range: Melee
  Target: One creature
  Duration: Instant
  DESCRIPTION
  You slam your prey down at your feet, dealing 
  substantial injury from the force of your throw. The 
  target is released from the grapple, but is immediately 
  knocked prone and takes 2d10 points of damage.
  Monkey Vault
  Monkey Vault
  Discipline: Brutal Crocodile (Boost)
  Level: 3
  Prerequisite: One Brutal Crocodile Maneuver
  Initiation Action: 1 swift action
  Range: Melee
  Target: You and one creature or object
  Duration: 1 round
  DESCRIPTION
  Snagging an opponent, you use them as a base as you 
  vault over or around them. Make a climb check against 
  the foe’s CMD. If successful, you may move to any 
  square adjacent to the target, and the target is consid-
  ered to be flat-footed until the end of your next turn.
  Trapping Jaws
  Trapping Jaws
  Discipline: Brutal Crocodile (Counter)
  Level: 3
  Prerequisite: One Brutal Crocodile Maneuver
  Initiation Action: 1 immediate action
  Range: Melee
  Target: Attacking Creature
  Duration: Initiated grapple
  DESCRIPTION
  You snag your opponent in the midst of their attack, 
  refusing to let go. When a creature makes a melee 
  attack roll against you, you may initiate this counter to 
  make a grapple check against the target. On a suc-
  cess, the creature’s attack is negated, and you begin 
  grappling the target. While grappling the creature, 
  you deal 2d6 points of damage each round that you 
  maintain the grapple (this stacks with any damage 
  you may deal with constrict).
  4th level
  4th level
  Alligator Suplex [G]
  Alligator Suplex [G]
  Discipline: Brutal Crocodile (Strike)
  Level: 4
  Prerequisite: One Brutal Crocodile Maneuver
  Initiation Action: 1 standard action or [G]
  Range: Melee
  Target: Creature you are Grappling 
  Save: Fortitude Partial
  Duration: Instant
  
  Parasites & Paragons
  Parasites & Paragons
  63
  63
  Kraken's Coils
  Kraken's Coils
  Discipline: Brutal Crocodile (Stance)
  Level: 5
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  DESCRIPTION
  Like a tentacled beast of the deep, you have learned 
  to hold foes in your clutches without the slightest 
  impairment. While in this stance, all attacks that you 
  make with discipline weapons gain the grab property, 
  and you do not gain the grappled condition when 
  grappling a creature. In addition, every round that you 
  maintain a grapple, the grappled creature takes one 
  point of constitution damage.
  Voracious Maul [G]
  Voracious Maul [G]
  Discipline: Brutal Crocodile (Strike)
  Level: 5
  Prerequisites: Two Brutal Crocodile Maneuvers
  Initiation Action: 1 standard action or [G]
  Range: Melee
  Target: Creature you are Grappling 
  Duration: Instant
  DESCRIPTION
  Letting loose with your unbridled feral fury, you plunge 
  your armaments repeatedly into the hapless being 
  in your coils. Make a full attack against a creature 
  you are grappling. You may use all of your hands’ 
  worth of weapons for the purpose of this full attack 
  if those hands would otherwise be used to grapple 
  the creature under attack. This does not allow you to 
  use weapons that you could not otherwise use while 
  grappling.
  Wing Ripper [G]
  Wing Ripper [G]
  Discipline: Brutal Crocodile (Strike)
  Level: 5
  Prerequisite: Two Brutal Crocodile Maneuvers
  Initiation Action: 1 standard action or [G]
  Range: Melee
  Target: Creature you are Grappling 
  Duration: see text
  DESCRIPTION
  You bend a grappled target’s body in a way that 
  hampers all attempts to move away. One creature that 
  you are grappling takes 7d10 damage and must make 
  a fortitude save (DC 15 + your initiation modifier). On 
  a failure, all of the creature’s movement speeds are 
  reduced to 0 for a number of rounds equal to your 
  initiation modifier.
  DESCRIPTION
  As you grab hold of the target, you lock their jaw in 
  place so to prevent their resistance. Make a grapple 
  check against the target. On a success, the target 
  cannot cast spells with verbal components or make 
  attacks with a tongue or bite attack so long as you 
  are grappling them. In addition, the target takes 6d6 
  points of damage each round that you maintain the 
  grapple (this stacks with any damage you may deal 
  with constrict).
  5th level
  5th level
  Gut Crusher [G]
  Gut Crusher [G]
  Discipline: Brutal Crocodile (Strike)
  Level: 5
  Prerequisite: Two Brutal Crocodile Maneuvers
  Initiation Action: 1 standard action or [G]
  Range: Melee
  Target: Creature you are Grappling.
  Save: Fortitude partial
  Duration: 1 round
  DESCRIPTION
  You smash your opponent in several vulnerable 
  areas, dealing 3d12 damage to the target. The target 
  must succeed at a fortitude save (DC 15 + your 
  initiation modifier) or become unable to perform any 
  actions save for trying to escape the grapple for one 
  round. You may release the target from the grapple 
  when you initiate this maneuver. If you do, a target 
  which failed their save instead becomes nauseated 
  for 1 round.
  Meat Shield
  Meat Shield
  Discipline: Brutal Crocodile (Counter)
  Level: 5
  Prerequisites: Two Brutal Crocodile Maneuvers
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  DESCRIPTION
  An attacker finds its assault intercepted by a hapless 
  creature in your grasp. When a creature makes a 
  melee or ranged attack against you or you are forced 
  to make a reflex saving throw, you may block the 
  threat using a creature you are grappling, gaining the 
  benefits of improved cover. If you avoid the attack or 
  succeed on the saving throw, the creature you are 
  grappling is considered hit by that attack or failing his 
  saving throw, and thus takes damage instead of you. 
  You must be grappling a creature in order to use this 
  counter.
  
  Codex of Blood:
  Codex of Blood:
  64
  64
  Insatiable Warpath 
  Insatiable Warpath 
  Discipline: Brutal Crocodile (Stance)
  Level: 6
  Prerequisites: Two Brutal Crocodile Maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  DESCRIPTION
  Your explosive instinct boils over, your ensnared 
  targets becoming implements of destruction. While 
  in this stance, your attacks with discipline weapons 
  gain the grab property, and you may maintain a 
  grapple as a free action (this does not allow you to 
  have or maintain multiple grapples against the same 
  target). In addition, you may use grappled creatures 
  as weapons, which have a base damage of 4d6 and a 
  critical hit range of 20/x2. Any successful attacks with 
  a grappled creature do the same amount of damage 
  to the grappled creature as they do to the target. 
  7th level
  7th level
  Crushing Python
  Crushing Python
  Discipline: Brutal Crocodile (Strike)
  Level: 7
  Prerequisites: Three Brutal Crocodile Maneuvers
  Initiation Action: 1 standard action
  Range: Melee
  Target: One Creature
  Duration: Instant
  Saving Throw: Fortitude partial
  DESCRIPTION
  Seizing hold of the target, you wrap your body around 
  them and begin crushing the life from their fragile 
  form. Make an attack with a discipline weapon against 
  the target. On as successful hit, you grapple the 
  target and cause it to take 1d6 points of Constitution 
  damage every round that you maintain the grapple. 
  Dismemberment [G]
  Dismemberment [G]
  Discipline: Brutal Crocodile (Strike)
  Level: 7
  Prerequisites: Three Brutal Crocodile Maneuvers
  Initiation Action: 1 standard action or [G]
  Range: Melee
  Target: Creature you are Grappling 
  Duration: Instant
  DESCRIPTION
  Roaring furiously, you rip one the limbs from your 
  grapple target, causing blood to come gushing from 
  the wound. Choose either a grappled creature’s arm 
  6th level
  6th level
  Atrophic Brutalization
  Atrophic Brutalization
  Discipline: Brutal Crocodile (Strike)
  Level: 6
  Prerequisites: Two Brutal Crocodile Maneuvers
  Initiation Action: 1 standard action
  Range: Melee
  Target: One Creature
  Duration: Initiated grapple
  DESCRIPTION
  Crippling your foe’s muscles, you seize hold of your 
  opponent and begin to compact them within your 
  coils. Make an attack against a creature using a 
  discipline weapon. On a successful hit, you initiate 
  a grapple with the target while dealing 1d4 points of 
  strength damage and 8d6 points of damage. You deal 
  8d6 points of damage each round that you successful-
  ly maintain the grapple (this stacks with any damage 
  you may deal with constrict).
  Blood in the Water
  Blood in the Water
  Discipline: Brutal Crocodile (Boost)
  Level: 6
  Prerequisite: Two Brutal Crocodile Maneuvers
  Initiation Action: 1 swift action
  Range: Melee
  Target: Creature you are Grappling 
  Duration: Instant
  DESCRIPTION
  In a flash of adrenaline, you grab hold of a foe and 
  immediately unleash your feral wrath upon it. When 
  you initiate a grapple with a creature, you may acti-
  vate this boost to initiate a single [G] maneuver as 
  part of performing this boost.
  Disfiguring Gouge [G]
  Disfiguring Gouge [G]
  Discipline: Brutal Crocodile (Strike)
  Level: 6
  Prerequisites: Two Brutal Crocodile Maneuvers
  Initiation Action: 1 standard action or [G]
  Range: Melee
  Target: Creature you are Grappling 
  Duration: Instant
  Saving Throw: Fortitude Partial
  DESCRIPTION
  Burrowing your weapon into their face, you inflict 
  severe injury upon your foe’s countenance. This 
  maneuver deals 4d10 damage to the grappled crea-
  ture alongside 1d8 Charisma damage. In addition, 
  the target must make a fortitude save (DC 16 + your 
  initiation modifier) or become permanently blinded. 
  
  Parasites & Paragons
  Parasites & Paragons
  65
  65
  8th level
  8th level
  Gorgonops' Jaws
  Gorgonops' Jaws
  Discipline: Brutal Crocodile (Stance)
  Level: 8
  Prerequisites: Three Brutal Crocodile Maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  DESCRIPTION
  As you assume a fighting position, your hands tense, 
  prepared to unleash your nightmarish wrestling skills 
  on your victim as soon as your hands take hold. While 
  you maintain this stance, any attacks that you make 
  with discipline weapons gain the grab ability. In addi-
  tion any time that you initiate a grapple with another 
  creature, you may initiate a maneuver with the [G] 
  descriptor as a free action once per round. 
  Gorilla Backbreaker [G]
  Gorilla Backbreaker [G]
  Discipline: Brutal Crocodile (Strike)
  Level: 8
  Prerequisites: Three Brutal Crocodile Maneuvers
  Initiation Action: 1 standard action or [G]
  Range: Melee
  Target: Creature you are Grappling 
  Duration: Instant
  DESCRIPTION
  In a monumental display of grappling, you slam 
  your grappled quarry down and brutalize their body, 
  severely crippling their capacity to act. A creature that 
  you are grappling takes 10d12 damage alongside 3d4 
  dexterity damage. 
  Impossible Hurl [G]
  Impossible Hurl [G]
  Discipline: Brutal Crocodile (Strike)
  Level: 8
  Prerequisites: Three Brutal Crocodile Maneuvers
  Initiation Action: 1 standard action or [G]
  Range: see text
  Target: See text
  Duration: Instant
  DESCRIPTION
  Drawing upon the might of your entire body, you heft 
  your target as a massive projectile that flies across 
  the battlefield. Make a ranged attack using a grappled 
  creature as a thrown weapon with no penalty for 
  throwing the target two-handed or using an impro-
  vised weapon. You may use your strength modifier 
  in place of your dexterity modifier for the attack roll. 
  Make a climb check to determine the range of this 
  attack, with the attack’s maximum range being set 
  or leg. You are treated as if you had succeeded at a 
  called shot maneuver on the target and had dealt a 
  debilitating blow to the limb and the target had failed 
  their save by 5 or more. In addition, the target takes 
  3d6 points of bleed damage until a creature makes 
  a Heal check (DC = 17 + your initiation modifier) to 
  close the wound. Even if a creature lacks discernable 
  arms or legs, you may still use this maneuver upon 
  them to inflict the bleed damage, although the maneu-
  ver has no other effects.
  Hippo Press [G]
  Hippo Press [G]
  Discipline: Brutal Crocodile (Strike)
  Level: 7
  Prerequisites: Three Brutal Crocodile Maneuvers
  Initiation Action: 1 standard action or [G]
  Range: Melee
  Target: Creature you are Grappling 
  Duration: Instant
  DESCRIPTION
  In a smooth motion, you slam your helpless foe into 
  the ground beneath you and prepare yourself to fight 
  off oncoming attackers. When you initiate this maneu-
  ver, the target takes 11d8 damage while gaining the 
  pinned condition. Upon initiating the maneuver, you 
  lose the grappled condition, but are still considered to 
  be pinning the target so long as you do not move from 
  your position.
  Meteoric Suplex [G]
  Meteoric Suplex [G]
  Discipline: Brutal Crocodile (Strike)
  Level: 7
  Prerequisites: Three Brutal Crocodile Maneuvers
  Initiation Action: 1 standard action or [G]
  Range: Melee, see text
  Target: See text
  Duration: Instant
  Saving Throw: see text
  DESCRIPTION
  Lunging from the ground at high speed, you slam your 
  target into the dirt, injuring any unfortunate enough to 
  stand in the way. You must be grappling a creature to 
  initiate this maneuver. Make a charge attack against 
  a creature within charge range of you, ignoring any 
  difficult terrain between you. This attack deals 10d10 
  damage to the target as well as the grappled creature 
  on a successful hit. In addition, any creatures within 
  15 feet of where you end your charge take 2d10 
  damage (Reflex save for half, DC 17 + your initiation 
  modifier).
  
  Codex of Blood:
  Codex of Blood:
  66
  66
  The discipline skill of Leaden Hyena is Bluff. The 
  associated weapon groups for Leaden Hyena are 
  Spears, Hammers, and Light Blades
  Leaden Hyena’s tactics focus on resilience and 
  manipulation, and this discipline can be exchanged 
  by any class which has access to Golden Lion for one 
  martial discipline they possess. 
   
  1st 
  Climactic Butchery-Strike: Attack deals 2d4 addi-
  tional damage, target reduced to 0 hit points cannot 
  stabilize
  Cruel Hyena’s Facade-Stance: Creatures you feint 
  become shaken and flat-footed 
  False Command-Boost: Make bluff check to force foe 
  to move 10 feet
  Incite Betrayal-Boost: target must make will save or 
  attack their own ally.
  Malignant Punisher Stance-Stance: Gain +1 dodge 
  bonus to AC plus 1 per four levels, creatures who 
  miss you take damage equal to half your initiator level 
  Savaging Steel-Strike: Attack deals 1d6 points of 
  bleed damage 
   
  2nd 
  Face Me-Boost: Foes must make will saves to move 
  away from you.
  Sadistic Vitality-Boost: If you damaged a creature 
  this turn, gain temporary hit points equal to your 
  initiator level 
  Tear Banner-Strike: attack a creature, impose -2 
  penalty on attack rolls for all others within 30 feet
  Weight of Defeat-Counter: Gain DR 10/- against an 
  attack, attacker takes -4 penalty to AC for 1 round.
  Wound-Gouging Blade-Strike: Increases any bleed 
  damage the target has, increases Heal check DC by 5 
   
  3rd 
  Erode Resolve-Strike: Attack deals 3d6 extra dam-
  age, fatigues target 
  Leverage Dismay-Boost: add +1d6 damage to next 
  attack for each hostile creature within 20 feet of target 
  Precarious Doubt-Boost: All terrain within 20 feet of 
  initiator becomes difficult terrain for 1 round
  Riot of Despair-Stance: Creatures within 30 feet 
  cannot gain morale bonuses, automatically fail checks 
  to stabilize, and take 1d6 extra damage for every ally 
  of theirs that has fallen in combat. 
   
  4th 
  Bring to Knee-Strike: Strike knocks foe prone and 
  staggers for initiation modifier rounds. 
  Cackling Mockery-Counter: gain DR 20/- against 
  an attack, make bluff check against foe who attacked 
  you, forcing them to attack you again next round
  Foment Helplessness-Boost: Bluff check to cause 
  at 5 ft x the result of the climb check. If the thrown 
  creature hits a target, its base damage is 15d12, with 
  the thrown creature taking the same amount of dam-
  age as the target it was thrown at. 
  9th level
  9th level
  Event Horizon [G]
  Event Horizon [G]
  Discipline: Brutal Crocodile (Strike)
  Level: 9
  Prerequisites: Four Brutal Crocodile Maneuvers
  Initiation Action: 1 standard action or [G]
  Range: Melee
  Target: Creatures you are Grappling 
  Duration: see text
  DESCRIPTION
  Your grappling abilities operate in more than three 
  dimensions, enabling you to restrain your targets by 
  bending the physical universe itself. All creatures you 
  are grappling must make a reflex save or be banished 
  to the astral plane. Failure indicates that the target 
  is shifted body and all into the Astral plane and may 
  not return to the Material plane for one hour. If a foe 
  has no way to return to the Material plane after this 
  duration has expired, it is effectively stranded and 
  must find its own way back to its world. Those that 
  succeed on their save have remain on the astral 
  plane for only a single round before returning to their 
  previous position. While in the Astral plane, the target 
  is tethered to his body at the location he occupied 
  before being pushed into the Astral Plane with a silver 
  cord as normal (per astral projection). You may pull 
  targets you have sent to the astral plane with this 
  maneuver back into your world as a standard action. 
  When a creature is pulled back or returns after having 
  succeeded at a saving throw, they appear in a square 
  adjacent to you and you may attempt to grapple them 
  again as an immediate action. 
  Leaden Hyena
  Leaden Hyena
  Morale and discipline are what define a fighting force, 
  moreso than strength or skill-at-arms. If the foe’s will 
  to persevere can be broken, then even the most pow-
  erful opponents can be reduced to withered, compla-
  cent submissives. The first practitioners of the leaden 
  hyena discipline realized this fact in the youth of their 
  society, and this knowledge enabled them to shatter 
  the order of all who crossed then and thus attain 
  victory against far mightier foes. Disciples learned to 
  turn their enemies against themselves, bringing down 
  their ranks from within. Learning from their example, 
  the style of the Leaden Hyena has developed among 
  enforcers, sentinels, tricksters, and cads everywhere 
  as a way to distort their foes’ grip on victory. 
   
  
  Parasites & Paragons
  Parasites & Paragons
  67
  67
  Maneuver Descriptions
  Maneuver Descriptions
  1st level
  1st level
  Climactic Butchery
  Climactic Butchery
  Discipline: Leaden Hyena (Strike)
  Level: 1
  Initiation Action: 1 standard action
  Range: Melee or Ranged
  Target: One creature
  DESCRIPTION
  You drive your weapon deep into the foe, ensuring 
  that it won’t be getting up any time soon. Make an 
  attack which deals 2d4 additional damage. If the 
  target is reduced to 0 or fewer hit points by this attack, 
  they automatically fail any attempts to stabilize until 
  they are above 1 hp again.
  Cruel Hyena's Facade
  Cruel Hyena's Facade
  Discipline: Leaden Hyena (Stance)
  Level: 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  DESCRIPTION
  Assuming a swaggering gait, you perplex and desta-
  bilize foes with your movements. On a successful feint 
  attempt, the target is shaken and flat-footed for the 
  duration of the feint.
   
  False Command
  False Command
  Discipline: Leaden Hyena (Boost)
  Level: 1
  Initiation Action: 1 swift action
  Range: Close (25 ft + 5 ft/level)
  Target: One creature
  DESCRIPTION
  Assuming a tone of authority, you bark a misleading 
  order at a creature within range. Make a bluff check 
  against the creature, opposed by their sense motive 
  check or AC, whichever is higher. If you succeed, the 
  target moves 10 feet in a direction of your choosing. 
  This action does not provoke an attack of opportunity.
  Incite Betrayal
  Incite Betrayal
  Discipline: Leaden Hyena (Boost)
  Level: 1
  Initiation Action: 1 swift action
  Range: Close (25 ft + 5 ft/level)
  Target: One creature
  Save: Will Negates
  Duration: 1 round.
  target to lose all beneficial spell effects, reverse 
  morale bonuses for one round 
  Pinning Iron-Strike: attack deals 4d6 additional 
  damage, target must save or be entangled
   
  5th 
  Brutal Misdirection-Counter: Make a bluff check to 
  turn foe’s attack or charge against another target of 
  your choice.
  Dastard’s Blades-Boost: Gain +5d6 sneak attack die, 
  treat creatures adjacent to their allies as flat-footed
  Feed on Unease-Boost: Gain a +10 bonus to all dam-
  age rolls against penalized creatures for one round. 
  Isolating Blow-Strike: attack deals 6d6 additional 
  damage, creature loses ability to hear or communi-
  cate with allies. 
  Standing Death-Boost: Make bluff check to appear alive 
  and unharmed, even if you are unconscious or dead 
   
  6th 
  Conviction Breaker-Strike: Make a full attack against 
  a target, must save or become shaken after each 
  strike
  Scavenger’s Leer-Counter: When a foe makes an 
  attack roll or casts a spell, make a bluff check to 
  negate it.
  Fight-Taking Steel-Strike: Attack deals 2d4 points of 
  strength damage plus 2 points of strength bleed
  Stance of Sown Mistrust-Stance: Creatures within 
  30 feet treat no other creatures as allies 
   
  7th 
  Cackling Madness-Boost: Foes within 40 feet must 
  attack an ally within range
  Crippling Wound-Strike: Attack deals 8d6 additional 
  damage and 2d6 bleed damage, imposing an in-
  creasing penalty on all rolls for each round the bleed 
  continues 
  Malfeasant Deception-Counter: Make bluff check 
  to avoid attack, treat attacker and all other creatures 
  within 30 feet as flat-footed if you succeed. 
   
  8th 
  Kingbreaker-Boost: On hitting a creature, make bluff 
  check to grant all other creatures a -4 penalty on all 
  die rolls and to AC.
  Leaden Hyena Stance-Stance: May force creatures 
  within 30 feet of you to roll twice and take lower result
  Poisoned Will-Strike: attack deals 10d6 additional 
  damage and 2 points of Wisdom Bleed. 
  9th 
  Taste of Defeat-Boost: Make a bluff check against 
  the opponent, causing them to automatically fail their 
  next saving throw.
  
  Codex of Blood:
  Codex of Blood:
  68
  68
  and are limited to a maximum of half your normal 
  number of hit points. This boost only works if you 
  have damaged a creature this round.
  Face Me
  Face Me
  Discipline: Leaden Hyena (Boost)
  Level: 2
  Initiation Action: 1 swift action
  Range: Close (25 ft + 5 ft/level)
  Target: 1 creature/level
  Duration: 1 round
  Saving Throw: Will negates
  DESCRIPTION
  With a snarl, you cow your opponents out of trying to 
  escape. Any creatures you select must make a will 
  save (DC 12 + your initiation modifier). On a failed 
  save, they cannot take any actions that would place 
  them further away from you than they were when you 
  initiated this boost for 1 round. Moving towards you is 
  acceptable, as is remaining equidistant to you.
   
  Tear Banner
  Tear Banner
  Discipline: Leaden Hyena (Strike)
  Level: 2
  Initiation Action: 1 standard action
  Range: Melee or Ranged
  Target: One creature
  Duration: 1 round
  DESCRIPTION
  The injury inflicted by your attack shakes the faith of 
  other creatures around the target. Make an attack roll 
  against a creature within range. On a successful hit, 
  the target and all of its allies within 30 feet take a -2 
  penalty on attack rolls for 1 round.
  Weight of Defeat
  Weight of Defeat
  Discipline: Leaden Hyena (Counter)
  Level: 2
  Initiation Action: 1 immediate action
  Range: Melee
  Target: One creature
  Duration: 1 round
  You guard against a foe’s attack, goading them in to 
  stop them from protecting themselves. Upon initiating 
  this counter, you gain DR 10/- against a single attack. 
  The creature who made the attack suffers a -4 penalty 
  to AC for one round.
  Wound-Gouging Blade
  Wound-Gouging Blade
  Discipline: Leaden Hyena (Strike)
  Level: 2
  Initiation Action: 1 standard action
  Range: Melee or Ranged
  DESCRIPTION
  Spurring the target into a fit of rage, you send them 
  against their own ally. One creature within range must 
  make a will save (DC 11 + your initiation modifier). On 
  a failure, the target takes its next action to make an 
  attack against one creature of your choosing. 
  Malignant Punisher Stance
  Malignant Punisher Stance
  Discipline: Leaden Hyena (Stance)
  Level: 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  DESCRIPTION
  You brace yourself to evade oncoming attacks and to 
  injure those who fail to hit you. While in this stance, 
  you gain a +1 dodge bonus to AC, which increases 
  by +1 at 5th level and every 4 levels thereafter. In 
  addition, when a creature misses you with a melee 
  attack, they take damage equal to half your initiator 
  level (minimum 1).
  Savaging Steel
  Savaging Steel
  Discipline: Leaden Hyena (Strike)
  Level: 1
  Initiation Action: 1 standard action
  Range: Melee or Ranged
  Target: One creature
  DESCRIPTION
  Your steel cuts into your foe, opening deep wounds 
  in their body. Make an attack roll against a creature 
  within range. On a successful hit, the attack deals an 
  additional 1d6 points of bleed damage, which can be 
  stopped by a DC 15 Heal check or by any effect that 
  magically heals hit point damage.
   
  2nd level
  2nd level
  Sadistic Vitality
  Sadistic Vitality
  Discipline: Leaden Hyena (Boost)
  Level: 2
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  DESCRIPTION
  Like a ravenous beast, you feed off the destruction 
  your weapons cause. When you initiate this boost, 
  you gain temporary hit points equal to your initiator 
  level. These temporary hit points last for 1 round/level, 
  
  Parasites & Paragons
  Parasites & Paragons
  69
  69
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  DESCRIPTION
  You unleash a terrific display that discombobulates 
  nearby creatures into staying out of your reach. When 
  you initiate this boost, all terrain within 20 feet of your 
  position is considered difficult terrain for all creatures 
  save for you and your allies. If you move, the radius 
  of terrain you affect changes to surrounding your new 
  position. 
  Riot of Despair
  Riot of Despair
  Discipline: Leaden Hyena (Stance)
  Level: 3
  Prerequisites: One Leaden Hyena Maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  DESCRIPTION
  You become the incarnation of your foes’ ruin, bring-
  ing down upon them all the mistakes that they have 
  made and driving them back. While in this stance, all 
  enemies within 30 feet are incapable of gaining the 
  benefits of morale bonuses, and automatically fail any 
  checks that they make to stabilize. In addition, ene-
  mies with 30 feet of you take an additional 1d6 points 
  of damage from all attacks for every ally of theirs that 
  has been reduced to 0 hit points in this encounter.
   
  4th level
  4th level
  Bring to Knee
  Bring to Knee
  Discipline: Leaden Hyena (Strike)
  Level: 4
  Prerequisite: One Leaden Hyena Maneuver
  Initiation Action: 1 standard action
  Range: Melee or Ranged
  Target: One creature
  Duration: See text
  DESCRIPTION
  Striking a low blow against your opponent, you take 
  them off their feet and dispose of their fighting ability 
  temporarily. Make an attack roll against a creature. 
  On a successful hit, the target is knocked prone and 
  must make a Fortitude Save (DC 14 + your initiation 
  modifier). On a successful save they are staggered for 
  1 round. On a failure, all of the creature’s movement 
  speeds are reduced to 0 for a number of rounds equal 
  to your initiation modifier. becomes staggered for a 
  number of rounds equal to your initiation modifier.
  Target: One creature
  Duration: instantaneous, see text
  DESCRIPTION
  Your weapon buries itself in the wounds of your foe, 
  amplifying their suffering by several factors. Make an 
  attack roll against a creature. On a successful hit, any 
  bleed damage that the target is taking is increased 
  by 50%, with the save DC being required to stop the 
  bleeding increasing by 5. If the target creature is not 
  already bleeding, it takes 2d4 points of bleed damage 
  (this is not affected by the 50% increase of this ma-
  neuver). In addition, any creatures attempting to stop 
  the bleeding using magic must make a caster level 
  check (DC 15 + your initiator level) or else have the 
  spell fail to stop the bleeding. 
   
  3rd level
  3rd level
  Erode Resolve
  Erode Resolve
  Discipline: Leaden Hyena (Strike)
  Level: 3
  Prerequisite: One Leaden Hyena Maneuver
  Initiation Action: 1 standard action
  Range: Melee or Ranged
  Target: One creature
  Duration: 1 round
  DESCRIPTION
  Striking a critical point, you halt a foe in their tracks. 
  Make an attack roll against the target creature. On a 
  hit, the attack deals an additional 3d6 points of dam-
  age and the target becomes fatigued for one round.
  Leverage Dismay
  Leverage Dismay
  Discipline: Leaden Hyena (Boost)
  Level: 3
  Prerequisite: One Leaden Hyena Maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  DESCRIPTION
  Drawing upon your opponent’s unease, you lash out 
  against them with the force of many threats at once. 
  The next time that you strike a creature with an attack, 
  the attack deals an additional 1d6 points of damage 
  for every creature within 20 feet of the target that is 
  not an ally of the target, to a maximum of your initia-
  tion modifier.
  Precarious Doubt
  Precarious Doubt
  Discipline: Leaden Hyena (Boost)
  Level: 3
  Prerequisite: One Leaden Hyena Maneuver
  
  Codex of Blood:
  Codex of Blood:
  70
  70
  deals an additional 4d6 points of damage and the 
  target must make a reflex save (DC 14 + your initia-
  tion modifier) or be entangled for one round.
   
  5th level
  5th level
  Brutal Misdirection
  Brutal Misdirection
  Discipline: Leaden Hyena (Counter)
  Level: 5
  Prerequisite: Two Leaden Hyena Maneuvers
  Initiation Action: 1 immediate action
  Range: Close (25 ft + 5 ft/level)
  Target: One creature
  Duration: Instantaneous
  DESCRIPTION
  Before your foe can put down their weapon, you 
  deceive them into attacking another target. When a 
  creature makes an attack roll, charges, or casts a 
  spell, you may make a bluff check against the target’s 
  opposed sense motive check or their AC, whichever 
  is higher. On a success, you choose one creature in 
  range of the attacker to be the target of the attack, 
  charge, or spell (if it is an area spell, the spellcaster 
  must target an area that includes the target creature).
  Dastard's Blades
  Dastard's Blades
  Discipline: Leaden Hyena (Boost)
  Level: 5
  Prerequisites: Two Leaden Hyena Maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  DESCRIPTION
  You disquiet your target around its allies, taking the 
  opportunity to launch your weapon deep into a vulner-
  able point. For 1 round, you gain +5d6 dice of sneak 
  attack, as the rogue class feature. In addition, any 
  creature that you attack that is adjacent to one of their 
  allies is considered flat-footed against your attacks.
  Feed on Unease
  Feed on Unease
  Discipline: Leaden Hyena (Boost)
  Level: 5
  Prerequisites: Three Leaden Hyena Maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  DESCRIPTION
  The moans and curses of your enemies are like a 
  song to your ears, fueling you with passion to finally 
  end their misery. Until the end of your next turn, any 
  Cackling Mockery
  Cackling Mockery
  Discipline: Leaden Hyena (Counter)
  Level: 4
  Prerequisites: One Leaden Hyena Maneuver
  Initiation Action: 1 immediate action
  Range: Close (25 ft + 5 ft/level)
  Target: One creature
  Duration: 1 round
  DESCRIPTION
  You steel yourself against an attack and laugh off 
  the injury, forcing the target to press the assault 
  against you in spite of themself. When you initiate this 
  counter, you gain DR 20/- against the next attack that 
  hits you. If such an attack hits, make a bluff check 
  opposed by the target’s sense motive check or their 
  AC, whichever is higher. On a success, the target 
  must attack only you next round. You may initiate 
  this counter in response to an adjacent ally being 
  attacked, causing the attack to automatically hit you 
  instead if you are in reach of the attack (this activates 
  the DR and other effects as normal)
  Foment Helplessness
  Foment Helplessness
  Discipline: Leaden Hyena (Boost)
  Level: 4
  Prerequisite: One Leaden Hyena Maneuver
  Initiation Action: 1 swift action
  Range: Close (25 ft + 5 ft/level)
  Target: One creature
  Duration: 1 round
  DESCRIPTION
  Mocking your opponent’s feeble efforts, you instill with-
  in them a great deal of self-doubt that hampers their 
  combat abilities. Make a bluff check against the target 
  against their opposed sense motive check or their AC, 
  whichever is higher. On a success, any morale bonus-
  es that the target possesses instead become penalties 
  of equal amount, and any harmless spells that are 
  affecting the target lose their effect for one round.
   
  Pinning Iron
  Pinning Iron
  Discipline: Leaden Hyena (Strike)
  Level: 4
  Prerequisite: One Leaden Hyena Maneuver
  Initiation Action: 1 standard action
  Range: Melee or Ranged
  Target: One creature 
  Save: Reflex negates
  Duration: 1 round
  DESCRIPTION
  You attempt to run your opponent through with a 
  weapon, trapping them in place. Make an attack roll 
  against the opponent. On a successful hit, the attack 
  
  Parasites & Paragons
  Parasites & Paragons
  7171
  Prerequisites: Two Leaden Hyena Maneuvers
  Initiation Action: 1 full-round action
  Range: Melee or Ranged
  Target: One creature
  Save: Will partial
  Duration: 1 round (see text)
  DESCRIPTION
  Tearing through your opponent with untamed voracity 
  and sadism, you hammer out a rhythm that continually 
  weakens their resolve. Make a full attack against the 
  target, with each successful strike forcing them to 
  make a will save (DC 16 + your initiation modifier) or 
  be shaken for 1 round. These penalties stack on top 
  of each other, evolving to frightened and panicked as 
  normal. If a target is already panicked, any failed will 
  save extends the duration of panicked by 1 round.
  Scavenger's Leer
  Scavenger's Leer
  Discipline: Leaden Hyena (Counter)
  Level: 6
  Initiation Action: 1 immediate action
  Range: Close (25 ft + 5 ft/level)
  Target: 1 creature
  Duration: Instantaneous
  DESCRIPTION
  You grin mirthfully at your opponent, making them sec-
  ond-guess their action. When a creature within range 
  attempts to attack, cast a spell, or use a spell-like or 
  psi-like ability, you may make a bluff check opposed 
  by their sense motive check or their AC, whichever is 
  higher. On a success, the target’s attack automatically 
  misses or the spell they are casting fails.
  Fight-Taking Steel
  Fight-Taking Steel
  Discipline: Leaden Hyena (Strike)
  Level: 6
  Prerequisites: Two Leaden Hyena Maneuvers
  Initiation Action: 1 standard action
  Range: Melee or Ranged
  Target: One creature
  Duration: Instantaneous
  DESCRIPTION
  Your foe becomes wholly rattled as its body is torn 
  apart, its might pouring from every gash in its body. 
  Make an attack roll against a creature. On a suc-
  cessful hit, the attack deals an additional 2d4 points 
  of strength damage and causes 2 points of strength 
  bleed every round. This bleeding can be stopped by a 
  Heal check (DC 15 + your initiator level) or by healing 
  magic. However, any creature that attempts healing 
  magic on the target must make a caster level check 
  with a DC identical to the Heal check or have the spell 
  fail to stop the bleeding.
  attacks you make against creatures who possess 
  a penalty to attack rolls as a result of a condition or 
  ability (including a circumstantial penalty such as 
  Armiger’s Mark) deal +10 damage.
   
  Isolating Blow
  Isolating Blow
  Discipline: Leaden Hyena (Strike)
  Level: 5
  Prerequisites: Two Leaden Hyena Maneuvers
  Initiation Action: 1 standard action
  Range: Melee or Ranged
  Target: One creature
  Save: Will Partial
  Duration: 1 round
  DESCRIPTION
  The agonizing ringing of your weapons in your oppo-
  nent halts them from listening to or communicating 
  with their allies. Make an attack roll against a crea-
  ture. On a successful hit, the attack deals an addition-
  al 6d6 points of the damage and the target must make 
  a will save (DC 15 + your initiation modifier). On a 
  failed save, the target cannot communicate with allies 
  for one turn, meaning that it cannot understand what 
  anyone else is saying nor can anyone understand 
  what they are saying (this effect includes empathic 
  connection such as telepathy). This does not interfere 
  with the verbal components for spellcasting.
   
  Standing Death
  Standing Death
  Discipline: Leaden Hyena (Boost)
  Level: 5
  Prerequisites: Two Leaden Hyena Maneuvers
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Duration: 1 round/level
  DESCRIPTION
  You place yourself in a position where you seem to 
  constantly threaten creatures, even if you cannot do 
  anything. When you initiate this boost, make a bluff 
  check. For the duration of this boost, every time a 
  creature damages you, they must make a perception 
  check opposed by the result of your bluff check. If 
  they do not beat your result, they become shaken for 
  one round and think that you have taken no damage 
  from the attack even when you have. While the effects 
  of this counter remain active, you continue to threaten 
  squares as normal for the purpose of flanking.
   
  6th level
  6th level
  Conviction Breaker
  Conviction Breaker
  Discipline: Leaden Hyena (Strike)
  Level: 6
  
  Codex of Blood:
  Codex of Blood:
  72
  72
  creature, dealing 8d6 damage and 2d6 bleed damage 
  on a successful hit. The bleeding can be cured by a 
  Heal check (DC 15 + your initiator level) or by magical 
  healing. However, any attempting to magically Heal 
  the creature must make a caster level check (DC 
  equal to the Heal check DC) or have the spell fail to 
  stop the bleeding. For every round that the bleeding 
  persists, the target suffers a cumulative -1 penalty on 
  attack rolls, AC, and saving throws.
   
  Malfeasant Deception
  Malfeasant Deception
  Discipline: Leaden Hyena (Counter)
  Level: 7
  Prerequisites: Three Leaden Hyena Maneuvers
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Duration: 1 round
  DESCRIPTION
  Dodging through a foe’s attack in a dramatic and 
  impressive manner, you render your other attackers 
  unprepared for what happens next. When a creature 
  attacks you, make a bluff check opposed to the attack 
  roll. If your check beats the roll, you avoid the attack, 
  and the attacker and all creatures within 30 feet (ex-
  cluding your allies) become flat-footed for one round. 
   
  8th level
  8th level
  Kingbreaker
  Kingbreaker
  Discipline: Leaden Hyena (Boost)
  Level: 8
  Prerequisites: Three Leaden Hyena Maneuvers
  Initiation Action: 1 swift action
  Range: see text
  Target: One creature
  Duration: 1 round/level
  DESCRIPTION
  Few things rattle an army quite like seeing one of their 
  own struck down, and you capitalize upon this fact 
  ruthlessly. When a creature is struck by one of your 
  attacks, you may initiate this boost to cause the creature 
  and all of its allies within 30 feet to become wracked with 
  discomfort. The target creature and its allies suffer a -4 
  penalty to AC and to all D20 rolls for one round/level.
  Leaden Hyena Stance
  Leaden Hyena Stance
  Discipline: Leaden Hyena (Stance)
  Level: 8
  Prerequisite: Three Leaden Hyena Maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  Stance of Sown Mistrust
  Stance of Sown Mistrust
  Discipline: Leaden Hyena (Stance)
  Level: 6
  Prerequisites: Two Leaden Hyena Maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  DESCRIPTION
  You distill away any sense of camaraderie or trust that 
  your foes possess, replacing it with dread. Enemies 
  within 30 feet of you are no longer treated as allies 
  to other creatures and can’t provide or benefit from 
  flanking, use or benefit from teamwork feats or aid 
  another actions, or allow other creatures to move 
  through their space. Any spell or effect that requires a 
  willing target fails if used on an affected creature, and 
  even harmless effects require an attack roll (if applica-
  ble) and require affected creatures to attempt a saving 
  throw to resist their effects (if a save is allowed).
   
  7th level
  7th level
  Cackling Madness
  Cackling Madness
  Discipline: Leaden Hyena (Boost)
  Level: 7
  Prerequisites: Three Leaden Hyena Maneuvers
  Initiation Action: 1 standard action
  Range: 40 feet
  Target: All creatures
  Duration: Instantaneous
  DESCRIPTION
  With raving madness that deprives even hardened 
  soldiers of their wits, you turn the oncoming tide of 
  opponents against each other. Make a bluff check as 
  part of performing this maneuver, opposed by a sense 
  motive check or AC of each creature within range, 
  whichever is higher. Any creature whose check you 
  beat must make an attack against a creature of your 
  choice within reach to the best of their ability. 
  Crippling Wound
  Crippling Wound
  Discipline: Leaden Hyena (Strike)
  Level: 7
  Prerequisites: Three Leaden Hyena Maneuvers
  Initiation Action: 1 standard action
  Range: Melee or Ranged
  Target: One creature
  Duration: Instantaneous
  DESCRIPTION
  Inflicting a massive and strategically-placed wound, 
  you leave your target pouring blood as they become 
  increasingly weaker. Make an attack roll against a 
  
  Parasites & Paragons
  Parasites & Paragons
  73
  73
  Mangled Gear
  Mangled Gear
  From arcane artificers whose study goes beyond 
  magical technique to the junkyard scrappers who 
  cobble together an armory from mechanical refuse, 
  understanding of equipment and machinery is a 
  valued asset to any in the face of conflict. Whether 
  to bring out the best in their own tools or force out 
  the worst in their foes’, disciples of the Mangled Gear 
  interact heavily with equipment in combat, frequently 
  earning the mantles of “battle tinker” or “steelscrap-
  per”. Nicknames aside, many a force benefits greatly 
  from the aid of a Mangled Gear discipline, whose 
  mechanical alterations both magical and technological 
  can make an incredible difference in the face of a 
  well-armed enemy. 
  The associated skill for Mangled Gear is Disable 
  Device. The associated weapon groups are Firearms, 
  Light Blades, and Hammers. 
  The Mangled Gear discipline combines knowledge of 
  magic and technology, operating upon an understand-
  ing of these forces around them, and as such can be 
  selected by any class. All Mangled Gear maneuvers 
  are considered either supernatural or technological 
  abilities, chosen at the time the first maneuver from 
  this discipline is selected.
  1st level
  Make it Work-Boost: Automatically succeed on next 
  Use Magic Device check or glitch roll
  Quick-Fingered Draw-Stance: May retrieve and stow 
  items quicker
  Sabotage-Strike: Make a disable device check in 
  place of a sunder check, deal 1d6 additional damage 
  with sunder
  Short Out-Counter-Make a disable device check to 
  prevent use/activation of item
  Steelscrapper’s Attitude-Stance: Do not provoke 
  attacks of opportunity when sundering, ignore half 
  level in hardness when making a sunder attempt
  Thump the Engine-Boost: Reroll one attack roll, 
  glitch roll, or damage roll.
  2nd level
  Breaker’s Dodge-Counter: Make a sunder attempt 
  against an attacker’s weapon, success causes attack 
  to miss.
  Energy Retention-Boost: Device drains no charges 
  when used for one round
  Delaying Defiance-Counter: Delay an ability’s effects 
  for one round
  Jam the Gears-Strike: Creatures hit with the attack 
  take 2d6 extra damage and are staggered, can be 
  used to hold a mechanism in position.
  Shutdown Shot-Strike: 1d6 additional damage, target 
  may not be able to use spells or items for 1 round.
  DESCRIPTION
  The grotesque saunter of your movements causes 
  foes around you to constantly second-guess their 
  abilities, bringing about defeat from within. While in 
  this stance, whenever a creature within 30 feet of you 
  attempts an attack roll, skill check, or saving throw, 
  you may force them to roll twice and take the lower 
  result.
  Poisoned Will
  Poisoned Will
  Discipline: Leaden Hyena (Strike)
  Level: 8
  Prerequisites: Three Leaden Hyena Maneuvers
  Initiation Action: 1 standard action
  Range: Melee or Ranged
  Target: One creature
  Duration: Instantaneous
  DESCRIPTION
  War is the ultimate desecration of one’s mind, and as 
  the bloodshed continues a victim only becomes more 
  unstable. Make an attack roll against a creature. On 
  a success, the target takes 10d6 additional points of 
  damage alongside 2 points of Wisdom Bleed. This 
  wisdom bleed can be stopped with a successful 
  diplomacy check (DC 10 + your initiator level), and 
  any ability that you possess that increases the DC of 
  bleed effects increases this DC.
   
  9th level
  9th level
   
  Taste of Defeat
  Taste of Defeat
  Discipline: Leaden Hyena (Boost)
  Level: 9
  Prerequisites: Four Leaden Hyena Maneuvers
  Initiation Action: 1 swift action
  Range: Close (25 ft + 5 ft/level)
  Target: One creature
  Duration: 1 round
  DESCRIPTION
  With a mischievous glare, you leave a target thinking 
  that their demise is inevitable, breaking their will to 
  fight. Make a bluff check against the target’s opposed 
  sense motive check or their AC, whichever is higher. 
  On a success, you force the target to automatically fail 
  the next saving throw that they are forced to make, 
  even if that effect does not originate from you.
  
  Codex of Blood:
  Codex of Blood:
  74
  74
  Second Surge-Boost: Spell/Item effect that took 
  effect last turn occurs again
  8th level
  Full Overdrive-Boost: All benefits you gain from items 
  are increased by 2 for one round
  Keep the Flame Alive-Stance: While in this stance, 
  items do not deplete charges.
  Shockwave Breakdown-Strike: Attempt to sunder 
  an object, continually sundering other equipment the 
  target is carrying
  9th level
  Total Shutdown-Strike: Make an attack against a 
  creature, target may loses all magical and technologi-
  cal effects for 1 round.
  Maneuver Descriptions
  Maneuver Descriptions
  1st level
  1st level
  Make it Work
  Make it Work
  Discipline: Mangled Gear (Boost); Level: 1 
  Initiation Action: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  3rd level
  Emergency Application-Boost: retrieve a stowed 
  item and use it as part of the same action as initiating 
  this boost.
  Mangled Gear Stance-Stance: All equipment and 
  magic within 30 feet suffers an increasing chance of 
  mishap.
  Optimum Performance-Boost: Next attack made 
  with a weapon deals +2d6 additional damage and 
  ignores hardness 
  Repurpose Power-Counter: Made a disable device 
  check to negate a certain amount of energy damage, 
  may direct it into an item to grant it extra charges
  4th level
  Conductive Retaliation-Counter: Make a disable 
  check to deflect ranged touch attack, fire it back at 
  opponent.
  Saboteur’s Guile-Boost: Make a disable device 
  check, add result to next sunder damage roll
  Shatter the Barrier-Strike: attack deals 4d6 extra 
  damage, target takes a penalty to saving throws equal 
  to 1/4 initiator level.
  Systemic Bypass-Boost: until end of next turn, 
  immune to divinations and bypass magical defenses
  5th level
  Battle Tinker’s Parry-Counter: Gain DR 20/- against 
  an attack, increase hardness of all equipment by your 
  initiator level.
  Blackout Blitz-Strike: Make a number of disable 
  device checks to sunder equipment equal to the 
  number of attacks you can make, may move 5 feet 
  between checks.
  Don’t Die On Me-Boost: Grants a device 5 charges, 
  negates broken condition
  Energy Scavenger-Strike: Attack and make a dispel 
  attempt on a creature or effect, deal 4d6 additional 
  damage and cast whatever you just dispelled.
  6th level
  Energized Doom-Boost: Double charge cost while 
  doubling damage of attack
  Failsafe Reserves-Stance: Equipment cannot glitch 
  or have its effects suppressed
  Lockdown Strike-Strike: Attack deals 6d6 additional 
  points of damage, shuts down machines, can para-
  lyze creatures.
  Redirect Energy-Counter: change target of spell/item
  7th level
  Fearsome Backfire-Counter: Make a disable device 
  check to cause activated item or spell to explode
  Scrapper’s Glee-Strike: Make a full attack in which 
  you do not provoke attacks of opportunity for sunder-
  ing, ignore DR and hardness and deal double damage 
  to objects.
  RULES ELEMENT: SUNDER
  RULES ELEMENT: SUNDER
  GMs are not likely to encounter usage of the 
  sunder special attack quite as often as the 
  Mangled Gear discipline introduces into a 
  campaign.
  If a GM adds Mangled Gear to their game 
  they should be very familiar with rules for 
  sunder, hardness, and repairing items (both 
  magical and mundane). Beyond this, deter-
  mining the effects of the broken condition 
  for equipment and other items should be 
  considered when preparing encounters.
  Additionally, long-term pressence of the Man-
  gled Gear discipline may disrupt Wealth-by-Level 
  for a PC party if they do not have access to repair 
  abilities or magic. GMs are encouraged to mon-
  itor PC wealth levels to ensure correct balance 
  of expected gear and its attending mechanical 
  benefits.
  
  Parasites & Paragons
  Parasites & Paragons
  75
  75
  Steelscrapper's Attitude
  Steelscrapper's Attitude
  Discipline: Mangled Gear (Stance); Level: 1 
  Initiation Action: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: Stance 
   
  DESCRIPTION
  You glean vulnerabilities in the weapons of your ene-
  mies, figuring out how to easily render them ineffec-
  tive. While in this stance, you do not provoke attacks 
  of opportunity for attempting to sunder objects, and 
  ignore up to half your initiator level in hardness when-
  ever you attempt a sunder check.
  Thump the Engine
  Thump the Engine
  Discipline: Mangled Gear (Boost); Level: 1 
  Initiation Action: 1 swift action 
  Range: close (25 feet + 5 feet/2 levels) 
  Target: One weapon 
  Duration: Instantaneous 
   
  DESCRIPTION
  Unsatisfied with your result, you give an item an 
  additional kick of power. After you see the result of an 
  attack roll, glitch roll, or damage roll, you may use this 
  boost to reroll the roll. You must accept the second 
  result, even if it is lower.
  2nd level
  2nd level
  Breaker's Dodge
  Breaker's Dodge
  Discipline: Mangled Gear (Counter); Level: 2 
  Initiation Action: 1 immediate attack action 
  Range: melee or ranged attack 
  Target: one object used by a creature to attack you 
  Duration: instantaneous 
   
  DESCRIPTION
  As a foe raises their weaponry, you intercept their 
  attack by going after their equipment. When a crea-
  ture makes an attack roll against you, you may make 
  a sunder check against the weapon they are using. If 
  you succeed, the attack misses and the weapon takes 
  sunder damage as normal.
  Delaying Defiance
  Delaying Defiance
  Discipline: Mangled Gear (Counter); Level: 2 
  Initiation Action: 1 immediate action 
  Range: close (25 feet + 5 feet/2 levels) 
  Target: One effect 
  Duration: see text 
   
  DESCRIPTION
  As a surge of energy is unleashed, you suppress 
  DESCRIPTION
  With a sudden surge of supernatural inspiration, you 
  find a workaround to the faults of any equipment you 
  carry. You automatically succeed on the next Use 
  Magic Device check you make. Alternatively, if you use 
  a piece of timeworn technology and roll for a glitch, 
  you may expend this boost before seeing the result to 
  cause the item to instead function normally. This boost 
  does not work for checks involving items whose caster 
  or manifester level is greater than your initiator level.
  Quick-Fingered Draw
  Quick-Fingered Draw
  Discipline: Mangled Gear (Stance); Level: 1 
  Initiation Action: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: Stance 
   
  DESCRIPTION
  You keep your hands primed to seize any piece of 
  equipment you possess from your person quickly. 
  While in this stance, any action required to draw or 
  stow an item on your person is made one step quicker 
  (full-round action to standard action, standard action 
  to move action, move action to swift action, swift 
  action to free action). If your initiator level is at least 
  10th, the action is instead made two steps quicker.
  Sabotage
  Sabotage
  Discipline: Mangled Gear (Strike); Level: 1 
  Initiation Action: 1 standard action 
  Range: melee or ranged attack 
  Target: one object 
  Duration: instantaneous 
   
  DESCRIPTION
  Seizing an opening, you target the weakest points on 
  your opponent’s equipment. Make a sunder attempt 
  using a disable device check in place of an attack roll. 
  On a success, you ignore all of the item’s hardness 
  and deal 1d6 additional points of damage to it.
  Short Out
  Short Out
  Discipline: Mangled Gear (Counter); Level: 1 
  Initiation Action: 1 immediate action 
  Range: close (25 feet + 5 feet/level) 
  Target: One creature or object 
  Duration: instantaneous 
  DESCRIPTION
  You unleash a disruptive pulse which inhibits normal 
  function of abilities. Whenever a creature casts a 
  spell, manifests a power, or uses an item, you may 
  perform this counter and make a disable device check 
  opposed by the CMD of the wielder of the item. On a 
  success, the item fails to function.
  
  Codex of Blood:
  Codex of Blood:
  76
  76
  the attack deals 1d6 additional damage and the target 
  must succeed on a fortitude save or lose the ability to 
  cast spells, manifest powers, or use items they have 
  to manually activate (such as spell completion items 
  or items that use charges) for 1 round.
  3rd level
  3rd level
  Emergency Application
  Emergency Application
  Discipline: Mangled Gear (Boost); Level: 3
  Prerequisite(s): One Mangled Gear Maneuver 
  Initiation Action: 1 swift action 
  Range: personal 
  Target: You 
  Duration: Instantaneous
   
  DESCRIPTION
  Rapidly, you procure and activate an item in your 
  employ. As part of the action to perform this boost, 
  you draw an item of any sort from your person and 
  use it (this includes things such as wands, potions, 
  and other use-activated items, but not weapons). 
  Mangled Gear Stance
  Mangled Gear Stance
  Discipline: Mangled Gear (Stance); Level: 3
  Prerequisite(s): One Mangled Gear Maneuver 
  Initiation Action: 1 swift action 
  Range: 30-foot radius centered on you. 
  Target: You 
  Duration: stance 
   
  DESCRIPTION
  You activate a signal which makes the usage of equip-
  ment or magic difficult. All creatures and objects within 
  the are take a -5 penalty on concentration checks as 
  well as to the DCs to dispel any effects upon them. 
  In addition, all items which use magic or advanced 
  technology are treated as timeworn technological 
  items, rolling on the appropriate glitch table each time 
  they are used (use the pharmaceutical glitch table 
  for spell trigger or spell completion items). Your own 
  equipment is unaffected by this stance.
  Optimum Performance
  Optimum Performance
  Discipline: Mangled Gear (Boost); Level: 3
  Prerequisite(s): One Mangled Gear Maneuver 
  Initiation Action: 1 swift action 
  Range: close (25 feet + 5 feet/2 levels) 
  Target: One weapon 
  Duration: 1 round 
   
  DESCRIPTION
  You create an energy field around a weapon which 
  enables it to perform to its greatest potential. The 
  its effects for a brief duration. You may perform this 
  counter when a spell effect would be created or when 
  a creature uses an item (not a weapon) which would 
  have some sort of magical or other effect. The effect 
  you target is delayed, and activates in 1 rounds rather 
  than immediately. This does not shorten the duration 
  of the effect, just pushes it forwards in time.
  Energy Retention
  Energy Retention
  Discipline: Mangled Gear (Boost); Level: 2
  Initiation Action: 1 swift action 
  Range: close (25 feet + 5 feet/2 levels) 
  Target: One object 
  Duration: 1 round 
   
  DESCRIPTION
  You imbue an object with a coating of energy that 
  enables it to be used without diminishing its internal 
  energies. The next use of that item expends one 
  fewer charge than normal so long as it occurs within 
  the duration of this boost.
  Jam the Gears
  Jam the Gears
  Discipline: Mangled Gear (Strike); Level: 2 
  Initiation Action: 1 standard action 
  Range: melee or ranged attack 
  Target: one creature or object 
  Duration: see text
  Saving Throw: Fortitude Partial (affects objects) 
   
  DESCRIPTION
  Your attack inhibits the movement of some crucial 
  component in a machine, arcane pattern, or even a 
  creature’s body. Make an attack against the target. On 
  a hit, the attack deals 2d6 additional points of damage. 
  If the target is a creature, it must succeed on a fortitude 
  save or be staggered for 1 round. If the target is an 
  object, it must make a fortitude save or be locked in 
  its current position for 1 round/level. Locked vehicles 
  cannot move, while locked ranged weapons cannot be 
  fired and locked weapons which expend charges act as 
  if they were powered off. Other pieces of equipment may 
  also be affected in various ways at GM’s discretion
  Shutdown Shot
  Shutdown Shot
  Discipline: Mangled Gear (Strike); Level: 2 
  Initiation Action: 1 standard action 
  Range: melee or ranged attack 
  Target: one creature 
  Duration: 1 round
  Save: Fortitude Partial 
   
  DESCRIPTION
  You unleash a burst of energy with your attack which 
  renders their magical and mechanical abilities ineffec-
  tual. Make an attack roll against a creature. If it hits, 
  
  Parasites & Paragons
  Parasites & Paragons
  77
  77
  intiating this boost. The next time you deal damage to 
  something with a sunder check, add the result of the 
  check to your damage roll.
  Shatter the Barrier
  Shatter the Barrier
  Discipline: Mangled Gear (Strike); Level: 4
  Prerequisite(s): One Mangled Gear Maneuver 
  Initiation Action: 1 standard action 
  Range: melee or ranged attack 
  Target: One creature or object 
  Duration: 1 round/level 
   
  DESCRIPTION
  You launch an attack at a foe or object with the aim 
  to cripple its defenses. Make an attack roll against 
  a creature or object. On a hit, the attack deals and 
  additional 4d6 points of damage and imposes a 
  penalty on all of the target’s saving throws equal to 1/4 
  your initiator level (minimum 1) for the duration of this 
  maneuver.
  Systemic Bypass
  Systemic Bypass
  Discipline: Mangled Gear (Boost); Level: 4
  Prerequisite(s): One Mangled Gear Maneuver 
  Initiation Action: 1 swift action 
  Range: personal 
  Target: you 
  Duration: 1 round 
   
  DESCRIPTION
  You create an energy field around yourself which 
  blocks divinatory and protective effects, enabling you 
  to move through them with ease. While this boost 
  is active, you cannot be perceived with any sort of 
  divination effect, clairsentience effect, or any piece 
  of equipment with modifies senses (such as tremor 
  boots, veemods, or even truesight goggles). In addi-
  tion, any attacks you make or maneuvers you perform 
  resolve as if the target is being affected by Antimagic 
  Field, Antitech Field, and Null Psionics Field. This 
  does not affect the maneuver or other abilities that 
  you are using to affect the target, but nullifies any 
  defensive abilities they may possess.
  5th level
  5th level
  Battle Tinker's Parry
  Battle Tinker's Parry
  Discipline: Mangled Gear (Counter); Level: 6
  Prerequisite(s): Two Mangled Gear Maneuvers 
  Initiation Action: 1 immediate action 
  Range: personal 
  Target: You 
  Duration: instantaneous
   
   
  weapon deals an additional +2d6 damage on the next 
  hit and ignores damage reduction and hardness.
  Repurpose Power
  Repurpose Power
  Discipline: Mangled Gear (Counter); Level: 3
  Prerequisite(s): One Mangled Gear Maneuver 
  Initiation Action: 1 immediate action 
  Range: Personal 
  Target: You 
  Duration: instantaneous 
   
  DESCRIPTION
  As energy flows towards you, you attempt to redirect 
  it into your equipment. When you would be damaged 
  by an effect which deals any sort of energy damage, 
  you may attempt a disable device check. The amount 
  of energy damage is reduced by the result of your 
  disable device roll, and for every 5 points of damage 
  negated in this way one object on your person which 
  uses charges gains a single charge.
  4th level
  4th level
  Conductive Retaliation
  Conductive Retaliation
  Discipline: Mangled Gear (Counter); Level: 4
  Prerequisite(s): One Mangled Gear Maneuver 
  Initiation Action: 1 immediate action 
  Range: close (25 feet + 5 feet/2 levels) 
  Target: see text 
  Duration: instantaneous 
   
  DESCRIPTION
  As an energy attack comes towards you, you ma-
  nipulate the energy to fire it back at your assailant. 
  When you are targeted by a ranged touch attack or 
  any other effect which would fire a nonsolid projectile 
  (such as laser weapons or other energy weapons), 
  make a disable device check opposed by the attack 
  roll of the effect. If you succeed, the attack turns on 
  a target of your choice within range, targeting their 
  AC and on a hit dealing damage as if they had been 
  originally targeted (spell resistance still applies).
  Saboteur's Guile
  Saboteur's Guile
  Discipline: Mangled Gear (Boost); Level: 4
  Prerequisite(s): One Mangled Gear Maneuver 
  Initiation Action: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  DESCRIPTION
  You analyze a foe’s equipment and pinpoint its 
  weakest point, enabling you to easily deal immense 
  damage to it. Make a disable device check as part of 
  
  Codex of Blood:
  Codex of Blood:
  78
  78
  self. Make an attack roll against a creature, object, or 
  location. On a success, you may make a dispel check 
  against an effect affecting your target as per Dispel 
  Magic, using your initiator level as your caster level 
  and your initiation modifier as your spellcastng ability 
  modifier. If you succeed on dispelling a spell, you may 
  cast that same spell as a spell-like ability as a free 
  action as part of initiating this maneuver, using the 
  original caster level and spellcasting ability modifier. 
  6th level
  6th level
  Energized Doom
  Energized Doom
  Discipline: Mangled Gear (Boost); Level: 6
  Prerequisite(s): Two Mangled Gear Maneuvers 
  Initiation Action: 1 swift action 
  Range: close (25 feet + 5 feet/2 levels) 
  Target: One weapon 
  Duration: 1 round 
   
  DESCRIPTION
  You overload a weapon with energy, causing it to 
  consume energy at an unusual speed but become 
  much more potent. Any time a creature makes an 
  attack with the weapon, it consumes twice as many 
  charges as it would normally (if the weapon does not 
  use charges, it instead deals 1d6 points of damage to 
  you every time you attack with it). If an attack with the 
  weapon deals damage, the damage is doubled (this 
  does not double damage from sources of precision 
  damage such as critical hits or sneak attack, but 
  doubles damage from all other sources). 
  Failsafe Reserves
  Failsafe Reserves
  Discipline: Mangled Gear (Stance); Level: 6
  Prerequisite(s): Two Mangled Gear Maneuvers 
  Initiation Action: 1 swift action 
  Range: personal 
  Target: You 
  Duration: Stance 
   
  DESCRIPTION
  You shield yourself against effects which would 
  disrupt the normal function of your equipment. While 
  in this stance, your equipment never suffers any sort 
  of glitching or mishaps from failing a skill check, and 
  its effects cannot be suppressed by abilities such as 
  Antimagic Field, Antitech Field, or even more powerful 
  abilities such as Mage’s Disjunction. This ability is 
  considered an extraordinary ability.
  Lockdown Strike
  Lockdown Strike
  Discipline: Mangled Gear (Strike); Level: 6
  Prerequisite(s): Two Mangled Gear Maneuvers 
  Initiation Action: 1 standard action 
  DESCRIPTION
  Just as you have learned to destroy others’ equip-
  ment, you have figured out how to fortify your own. 
  You may activate this boost whenever you or your 
  equipment would be damaged. You gain DR 20/- 
  against the source of the damage, and the hardness 
  of all equipment you are carrying has its hardness 
  increased by your initiator level against the source of 
  damage. 
  Blackout Blitz
  Blackout Blitz
  Discipline: Mangled Gear (Strike); Level: 5
  Prerequisite(s): Two Mangled Gear Maneuvers 
  Initiation Action: 1 full-round action 
  Range: melee or ranged attacks, see text 
  Target: objects within range, see text 
  Duration: Instantaneous 
   
  DESCRIPTION
  You rush across the battlefield with tools in hand, 
  tearing apart anything in your way. Make a number of 
  sunder attempts equal to the number of attacks you 
  could make in a full attack, using a disable device 
  check in place of an attack roll for each sunder at-
  tempt. These sunder attempts do not provoke attacks 
  of opportunity. After each attempt you make, you may 
  move 5 feet without provoking attacks of opportunity.
  Don't Die On Me
  Don't Die On Me
  Discipline: Mangled Gear (Boost); Level: 5
  Prerequisite(s): Two Mangled Gear Maneuvers 
  Initiation Action: 1 swift action 
  Range: close (25 feet + 5 feet/2 levels) 
  Target: One object 
  Duration: 1 round 
   
  DESCRIPTION
  You pump a surge of energy through a piece of 
  equipment, enabling it to perform normally in spite of 
  problematic circumstances. The item loses the broken 
  condition for the duration of this boost, and gains 5 
  charges which last for the duration of this boost. Any 
  non-instantaneous effect generated by an item benefit-
  ting from this boost ends as soon as this boost expires.
  Energy Scavenger
  Energy Scavenger
  Discipline: Mangled Gear (Strike); Level: 5
  Prerequisite(s): Two Mangled Gear Maneuvers 
  Initiation Action: 1 standard action 
  Range: melee or ranged attack, see text 
  Target: one creature or object, see text 
  Duration: instantaneous, see text 
   
  DESCRIPTION
  Your attack disrupts the energies around your targey, 
  releasing them and enabling you to use them for your-
  
  Parasites & Paragons
  Parasites & Paragons
  79
  79
  CMD of the caster, manifester, or wielder of the item. 
  On a success, you cause the item to not only fail to 
  work but also to explode violently in a 30-foot radius, 
  dealing 1d6 damage per initiator level to the target 
  and all creatures within the area (Reflex save half).
  Scrapper's Glee
  Scrapper's Glee
  Discipline: Mangled Gear (Strike); Level: 7
  Prerequisite(s): Three Mangled Gear Maneuvers 
  Initiation Action: 1 full-round action 
  Range: melee or ranged attacks 
  Target: creatures or objects attacked 
  Duration: Instantaneous 
   
  DESCRIPTION
  You let loose with a brutal flurry of attacks with the 
  intent to decimate your opponent’s arsenal. Make a 
  full-attack action. While you do so, you ignore any 
  damage reduction or hardness possessed by targets, 
  do not provoke attacks of opportunity for making 
  sunder attempts, and deal double damage to any 
  object you attempt to sunder.
  Second Surge
  Second Surge
  Discipline: Mangled Gear (Boost); Level: 7
  Prerequisite(s): Three Mangled Gear Maneuvers 
  Initiation Action: 1 swift action 
  Range: close (25 feet + 5 feet/2 levels) 
  Target: see text 
  Duration: see text 
   
  DESCRIPTION
  You cause a burst of power which replicates a recent 
  effect. When you initiate this boost, choose one spell 
  effect, power effect, or item effect which occurred within 
  range. The effect occurs again with the same area or 
  target and the same duration as the original. However, 
  you are considered to be the caster, manifester, or oth-
  erwise activator of the effect, and once it has activated 
  may control it as you wish (for example, if you used this 
  boost to replicate a summon monster spell, you may 
  command the summoned monster). You cannot use 
  this boost on any ability which would take longer than a 
  full-round to create in the first place.
  8th level
  8th level
  Full Overdrive
  Full Overdrive
  Discipline: Mangled Gear (Boost); Level: 8
  Prerequisite(s): Three Mangled Gear Maneuvers 
  Initiation Action: 1 swift action 
  Range: personal 
  Target: You 
  Duration: 1 round 
   
  Range: melee or ranged attack 
  Target: one creature or object 
  Duration: 1 round/level
  Saving Throw: Fortitude Partial, see text 
   
  DESCRIPTION
  You channel a disruptive burst of energy through 
  your attack, either rendering a piece of equipment or 
  a creature’s body nonfunctional. Make an attack or 
  sunder attempt which does not provoke an attack of 
  opportunity. Either way, it deals 6d6 additional points 
  of damage. If an object is targeted, it is rendered 
  nonfunctional for the duration of this maneuver. If a 
  creature is struck, it must succeed on a fortitude save 
  or be paralyzed for the duration of this maneuver. 
  This affects creatures which are normally immune to 
  paralysis, but creatures are allowed a new save every 
  round to escape paralysis.
  Redirect Energy
  Redirect Energy
  Discipline: Mangled Gear (Counter); Level: 6
  Prerequisite(s): Two Mangled Gear Maneuvers 
  Initiation Action: 1 immediate action 
  Range: close (25 feet + 5 feet/2 levels) 
  Target: see text 
  Duration: Instantaneous
  Saving Throw: Reflex Negates 
   
  DESCRIPTION
  Sensing an oncoming attack, you steer it towards 
  another target. When a creature casts a spell or makes 
  an attack roll, you may force the target to make a reflex 
  save. If they fail, you may choose to have the effect 
  target any target or location within its eligible range. 
  Although this ability does not automatically identify the 
  effect you are altering, it does give you a sense of its 
  range and what targets it is capable of affecting.
  7th level
  7th level
  Fearsome Backfire
  Fearsome Backfire
  Discipline: Mangled Gear (Counter); Level: 7
  Prerequisite(s): Three Mangled Gear Maneuvers 
  Initiation Action: 1 immediate action 
  Range: close (25 feet + 5 feet/2 levels)
  Area: 30 foot-radius centered on target. 
  Target: one object or creature 
  Duration: Instantaneous
  Saving Throw: Reflex half, see text 
   
  DESCRIPTION
  Sensing the eldritch or electrical energies at work, 
  you quickly disrupt them to violently harm their user. 
  Whenever a creature casts a spell, manifests a 
  power, or uses an item, you may perform this counter 
  and make a disable device check opposed by the 
  
  Codex of Blood:
  Codex of Blood:
  80
  80
  DESCRIPTION
  Your attack sends a powerful energy field coursing 
  through the target, rendering their equipment and 
  enhancements ineffectual. Make an attack roll against 
  a creature. On a success, the target is treated as if 
  they and any of their equipment had failed their saves 
  against an area Mage’s Disjunction spell, an area 
  Unravel Psionics power, and an area Technological 
  Rapture power (but never as if they had rolled a 
  natural 1). The duration of these effects is 1 round 
  rather than the normal duration.
  Psionic Powers
  Psionic Powers
  Mechanical Rapture
  Mechanical Rapture
  Discipline Psychokinesis
  Level Psion/Wilder 9
  MANIFESTING
  Display Visual
  Manifesting Time 1 standard action
  EFFECT
  Range Close (25 ft. + 5 ft./2 levels)
  Area All technological effects and technological items 
  within a 40-ft.-radius burst, or one technological item 
  (see text)
  Duration 1 minute/level
  Saving Throw Fort negates; Power Resistance No
  Power Points 17
   
  DESCRIPTION
  The ultimate weapon in the face of ever-escalating 
  conflict is the ability to invalidate your opponent’s’ 
  greatest assets. Such a power can only be described 
  as Rapture. All technological effects and technological 
  items within the radius of the power, except for those 
  that you carry or touch, are raptured.Technological 
  items must make a Fortitude save or loose all 
  charges, and those that do not use charges have 
  their effects suppressed for 1 minute/level. Robots in 
  the area must succeed on a fort save or be dazed for 
  the duration of the power, becoming staggered if the 
  succeed. An item in a creature’s possession uses its 
  own Fortitude save bonus or its possessor’s Fortitude 
  save bonus, whichever is higher. If an item’s saving 
  throw results in a natural 1 on the die, the item is 
  destroyed instead of being suppressed.
  You can also use this power to target a single item. 
  The item gets a Fortitude save at a –5 penalty to 
  avoid being permanently destroyed. Even artifacts are 
  subject to rapture. If successful, the artifact’s power 
  unravels, and it is destroyed.
  DESCRIPTION
  You amplify the effects of magical and technological 
  equipment you carry, making them absurdly powerful for a 
  short duration. For the duration of this boost, all numerical 
  benefits you receive from equipment are increased by 2. 
  Keep the Flame Alive
  Keep the Flame Alive
  Discipline: Mangled Gear (Stance); Level: 8
  Prerequisite(s): Three Mangled Gear Maneuvers 
  Initiation Action: 1 swift action 
  Range: personal 
  Target: You 
  Duration: Stance 
   
  DESCRIPTION
  You produce a constant outflow of energy from your 
  body, keeping your equipment in peak shape. While in 
  this stance, items of any sort that you use do not have 
  their charges depleted if you use them. This stance 
  does not function for items whose caster or manifester 
  level exceed half your initiator level.
  Shockwave Breakdown
  Shockwave Breakdown
  Discipline: Mangled Gear (Strike); Level: 8
  Prerequisite(s): Three Mangled Gear Maneuvers 
  Initiation Action: 1 standard action 
  Range: melee or ranged attack 
  Target: see text 
  Duration: instantaneous 
   
  DESCRIPTION
  As you strike an object, you overcharge it with energy 
  so that it explodes an violently disrupts any nearby 
  equipment. Make a sunder attempt against an object 
  that does not provoke an attack of opportunity. If you 
  succeed, the target takes an additional +10d6 dam-
  age from the sunder attempt which ignores hardness. 
  If you break the object you are trying to sunder, you 
  may transfer any excess damage to other equipment 
  the target possess or to the target themself as you 
  choose. If you so wish, you may target a creature 
  directly with this strike, in which case the strike still 
  deals +10d6 additional damage while ignoring dam-
  age reduction and hardness.
  9th level
  9th level
  Total Shutdown
  Total Shutdown
  Discipline: Mangled Gear (Strike); Level: 9
  Prerequisite(s): Four Mangled Gear Maneuvers 
  Initiation Action: 1 standard action 
  Range: melee or ranged attack 
  Target: One creature 
  Duration: 1 round
  Save: Will Negates
  
  Parasites & Paragons
  Parasites & Paragons
  8181
  and equally determined to exterminate those who 
  would further such violence. The vast majority of Does 
  are men and women who were once soldiers but fled 
  their forces after witnessing horrible acts, although 
  there are plenty of war orphans and refugees who 
  study under the more experienced Does to take 
  revenge on those who deprived them.
  The Does are known to keep comprehensive track of 
  their dead, and the logbooks of this organization go 
  back centuries to the very first troops who abandoned 
  their posts and rebelled against their abusive com-
  manders. When a Forsaken Doe is killed trying to stop 
  a conflict or save those enraptured by it, the funeral 
  services offered are powerful and heartfelt. It is said 
  that a Doe funeral is never entirely forgotten for the 
  emotion and honor displayed in putting a weary soul 
  to rest.
  Almost every nation knows and fears the gray, 
  unadorned armor of the Forsaken Does, and de-
  mands for the morale of their country and for the 
  maintenance of their military efforts that any known 
  members of the Forsaken Does be killed on sight. To 
  the common people, however, the Forsaken Does are 
  seen as anything from heroes to simply lost souls, 
  striking back against the organized violence which 
  has taken so much from them. In some areas ravaged 
  by war, it may be more likely for a militant farmgirl to 
  seek tutelage under a Doe rather than enlisting in the 
  local military. 
  Common Tasks: A Forsaken Doe is not obligated 
  to take orders, for so many of them are weary of 
  such tyranny. Rather, they are given philosophical 
  charges to go out into the world and spread the ideas 
  of the Does through word and blade alike. If they see 
  warfare, either in the words of warhawk politicians or 
  the marching of soldiers on the streets, a Doe is often 
  obligated to restrict or end the ability of the conflict to 
  harm others (either by killing the responsible individu-
  als or diminishing their public perceptions to the point 
  where they are no longer obeyed). Forsaken Does 
  also provide services to ex-soldiers, which include 
  providing for them, protecting them from those who 
  may search for them, and if the time comes burying 
  them. 
  Available Services: Forsaken Does command a 
  vast array of historical records and weapons from all 
  across the world, and if they see value in a person’s 
  individual actions may provide them with access to 
  these tools. Furthermore, Forsaken Does will often 
  intervene in major conflicts in the name of stopping 
  the fighting, and their composure of ex-soldiers 
  means that there are plenty of formidable fighters in 
  their ranks. Finally, the Forsaken Does may provide 
  tutelage, care, and funerary services to those who 
  desire them.
  Martial Traditions
  Martial Traditions
  The Forsaken Does
  The Forsaken Does
  Alignment: Any Nonlawful
  Symbol: A gray doe whose entire body is covered in 
  vicious lacerations
  Discipline: Leaden Hyena
  Oath: Forsaken Does vow to leave behind the painful 
  and pointless conflicts which have up until now de-
  fined them and pledge to fight for no nation or force 
  save the ultimate end of all wars. Taking their weapon, 
  a forsaken doe is initiated as they destroy every 
  remnant of their lives on the battlefield, from heraldry 
  to pictures to keepsakes given to them by their fellow 
  soldiers. As the last emblems are obliterated, the 
  forsaken doe offers this oath.
  From this day forward, there will be no cause or ban-
  ner which will command my wrath, no ambition which 
  demands blood is worthy of support. Rather, let me be 
  the bane of every crusader, every tyrant who seeks to 
  use violence to fulfill their goals. Whenever zealotry 
  emerges, I will be there to humble its participants, to 
  remind them how futile their cause is, and to make 
  sure their destructive ways are put to an end.
  Allegiance Benefit: A Forsaken Doe gains a +2 
  bonus to saving throws against mind-affecting and 
  divination effects. In addition, the DC of diplomacy 
  checks to influence a Forsaken Doe is increased by 2.
  A Forsaken Doe who breaks their oath by swearing 
  allegiance to a cause loses all of these bonuses. 
  However, renunciation of the cause alongside a 
  painful trial to prove one’s disloyalty can enable a 
  character to re-enter the Forsaken Does.
  Description: War turns even the most noble men and 
  women into monsters, reduces the greatest ideals to 
  ash as violence and brutality overtake everything. On 
  the battlefield, there is no negotiation, no high-mind 
  exchange beyond that of body and weapon. The 
  Forsaken Does are soldiers who have witnessed 
  the worst atrocities that war has to offer, and in their 
  wake have renounced their causes and destroyed 
  their banners. As cruel or benevolent as these fallen 
  soldiers may be, they all share a common belief: that 
  no war is justified and that all soldiers must either be 
  deterred or killed. Since beings of conflict cannot be 
  reasoned with, the Forsaken Does have made it their 
  mission to utterly destroy all those who would foment 
  great conflict, offering no mercy or respite to any who 
  raise steel.
  Members of the Forsaken Does give no orders and 
  demand no fealty, for these are the things that many 
  of them most despise, the things they blame for the 
  seizure of their very humanity. Rather, they are indi-
  viduals with a specific set of values, willing to provide 
  relief to those who seek to escape the horrors of war 
  
  Codex of Blood:
  Codex of Blood:
  82
  82
  DESCRIPTION
  Although the preservers of nature are most frequently 
  depicted as druids or other workers of divine magic, 
  there exist many individuals with an inclination to 
  learn from and protect the wilds without channeling 
  supernatural power. Naturalists, doctors, monastics, 
  and explorers all aim to do their part in shielding 
  the wild places of the world from harm, and as a 
  result have established an organization dedicated to 
  understanding and preserving the mundane wonders 
  around them. This organization has become known 
  as the Primeval Lodge, a sanctuary and fighting force 
  for all those who wish to defend the world’s natural 
  splendors and to understand the intricacies and 
  powers which nature wields.
  The Lodge has emissaries all across the world, often-
  times in many academic fields. Refusing to be simple 
  warriors, members of the Primeval Lodge stress the 
  wisdom which comes from study of the natural world, 
  observing the way a boa constrictor fells its prey or 
  how a tree bends to protect itself in a storm. Through 
  this knowledge, members of the Lodge figure out 
  more about the laws of nature and create ways to 
  apply them in life.This philosophy yields not only great 
  students of war but also a great deal of impressive 
  zoologists, botanists, and biologists. To a member of 
  the Lodge, the science of martial arts is just an aspect 
  of these larger ideas.
  The Primeval Lodge is helmed by a grand chief, a 
  person who has demonstrated a willingness to lead 
  as well as a conviction towards understanding and 
  protecting the wilderness. The leaders among the 
  Lodge are often scientists, although a view dedicated 
  soldiers have existed among them over the years. Al-
  though members of the Lodge are often looked down 
  upon by druidic circles, the two groups share many 
  common goals: to understand nature and protect it 
  from harm by an increasingly industrial world. 
  Common Tasks: The Primeval Lodge issues many 
  missions which range from benign to forceful. Nor-
  mally, these goals are centered on gathering new 
  information about the environment or informing others 
  about their discoveries. However, when an environ-
  ment is threatened, the Lodge may request more 
  direct action, such as confronting those behind the 
  destruction or straight-up eco-terrorism in the name of 
  protecting the wilds.
  Available Services: Many members of the Primeval 
  Lodge are well-studied, and are more than willing to 
  share any discoveries they have made. Their records 
  on a wide variety of life forms are impressive, and are 
  often called upon by those wishing to figure out a certain 
  ecological problem that is facing their nation. Many 
  Lodge members also serve as excellent guides, scouts, 
  and wilderness combatants if called upon to do so.
  Using the Forsaken Does in City of 7 Seraphs
  Using the Forsaken Does in City of 7 Seraphs
  The Forsaken Does of Hyraeatan were founded by 
  Lightbringers who swore off service to rulers after 
  Hyandil’s Incursion. Many of the Parities, particularly 
  the Sanguine Sovereignty and the Temple of Coin 
  consider the organization little better than terrorists 
  but early recognition by the Hands of Onus protected 
  them from overt actions. Many of the Parities allow 
  dual membership in the Does, particularly the Obliged 
  and Ashborn. The House of Heights, Sanguine Sover-
  eignty, and Temple of Coins do not allow members to 
  take the vows and remain in good standing.
   
  The does have taken to meeting in Vinechoke 
  Park, a Nearing park in the Archives near the Pact 
  District portals. The proximity of the Pacts doesn’t do 
  much to ease tensions with the Temple of Coin but 
  helps to maintain anonymity among radical members 
  of the organization with Quikpaths and Latticeways 
  near the park and the warrens of the Archives itself 
  allowing members to disperse to safehouses else-
  where in the City should any grow too zealous in their 
  activities. While disavowing “leadership” the organiza-
  tion’s registered representative is Khoola Lim (Hands 
  of Onus LN female centaur vizierAM 12). She often 
  has enough sheaves of papers, permits, and rulings 
  on her person as to fill her saddlebags and isn’t afraid 
  to go over them with each Warden questioning the 
  Does’ activities.  
  The Primeval Lodge
  The Primeval Lodge
  Alignment: Any
  Symbol: A cougar’s head, often carved of wood
  Discipline: Brutal Crocodile
  Oath: Members of the Primeval Lodge are instructed 
  to wrestle a powerful beast into submission before an 
  audience, delivering the following oath while they hold 
  it down.
  The duty of every creature is to nature, and so it is 
  my duty to preserve nature’s balance. To kill and 
  be killed is part of the cycle of life, but I will see that 
  such acts are carried out only with purpose and with 
  sustainability. Above all, the beasts of the world must 
  be protected by those who will stand with them, and 
  from this day forward I am one of the dutiful beings 
  who will observe, understand, and protect the sanctity 
  of nature.
  Allegiance Benefit: Members of the Primeval Lodge 
  gain a primary slam attack which deals damage 
  appropriate for their size (1d6 for medium creatures). 
  This attack also has the grab property. Finally, mem-
  bers of the Lodge may exchange one discipline they 
  have access to for the Brutal Crocodile Discipline
  A member of the Primeval Lodge who forsakes his 
  oath by performing an act of immense destruction 
  against nature loses this slam attack.
  
  Parasites & Paragons
  Parasites & Paragons
  83
  83
  from the Brotherhood loses the benefits on skill 
  checks. He may re-enter the group and thus regain 
  the benefits by disclosing the secrets he has kept as 
  well as by revealing a new technique he himself has 
  discovered.
  Description: Arms races often define conflicts, with 
  all engaged factions constantly attempting to devise 
  new weapons to gain the upper hand. The sciences 
  are often compromised in the name of warfare, 
  the greatest minds of a generation exploited in the 
  name of victory. As a deterrent to this, a group of 
  master weaponsmiths and arcanists met in secret to 
  exchange their most powerful and deadly techniques 
  with each other, giving the others no reason to fear for 
  enemy craftsmen using a technique beyond the oth-
  ers. The lives saved by this organization by averting 
  panic and paranoid escalation are many, but this is far 
  from what the Warsmiths pride themselves on. To the 
  warsmiths, the most important virtue in their work is 
  the spread of knowledge, the sharing of arcane and 
  mechanical techniques so that everyone can benefit 
  from their employ. The mission of the warsmiths is to 
  create a world where technology and magic enable 
  every creature to want for nothing, making all conflict 
  unneeded and thus enabling the advance of the 
  sciences in a sensible, human manner. If reaching this 
  goal means putting themselves in the line of fire, the 
  warsmiths are absolutely willing to wind up in a few 
  fights and deliver some hurt. 
  Warsmiths are permitted in all but the most extreme 
  societies, for a leader would be foolish not to accept 
  a constant inundation of new technologies. Some war-
  smiths even fight for their nations on the battlefield, 
  and are widely lauded for their expertise in creating 
  equipment and adapting to dangerous circumstances. 
  However, no warsmith is to keep information from 
  other warsmiths, and will regularly meet to disclose 
  any new discoveries and information which they 
  believe could benefit the cause of the organization. 
  All politics end when two warsmiths meet, and even 
  those on opposite sides of a conflict are expected to 
  put away their grudges to exchange knowledge. 
  The leaders of the warsmiths are the most experi-
  enced among them, the craftsmen who have made 
  the greatest discoveries or have endured the greatest 
  hardships in the name of obtaining and sharing knowl-
  edge. Their leadership is mostly that of teachers, 
  explaining the values and techniques of the organi-
  zation to younger recruits. Many of the high council 
  also serve as chroniclers, organizing great libraries of 
  information regarding magic and technology.
  Common Tasks: Warsmiths are often expected to 
  collect or smuggle information out of secretive nations 
  so as to balance the playing field. If the warsmith 
  serves a nation, they are asked to disclose whatever 
  Using the Primeval Lodge in City of 7 Seraphs
  Using the Primeval Lodge in City of 7 Seraphs
  The Verge of the Orchard holds the Primeval Lodge of 
  Hyraeatan. The organization has existed in various in-
  carnations for longer than most can recall. The current 
  grand chief is Emyriel of the Groves (Ashborn [Chrys-
  alis Covenant] CG female shadow fey eclipseCo7S 3/
  summonerAPG [locus commander*] 14). Emyriel has 
  managed to keep the Paraties from outright banning 
  membership in the Lodge via a careful balancing 
  act of displeasures. As a reincarnate of the Ashborn 
  she has managed to have her former life’s roles as a 
  member of the Chrysalis Covenant recognized. While 
  neither organization holds her in high rank or esteem 
  she uses her connections to actively recruit for the 
  Primeval Lodge.
   
  Wardens and Parity agents of the organization 
  often find so long as their vows are kept they are 
  allowed to put the Lodges business aside for Parity 
  work. The sole exception to this is when a member 
  discovers a new or relatively ancient port or other 
  Lattice connection. Myriel expects to be made aware 
  so that she can assess whether exploration and Parity 
  reach should be allowed into undisturbed natural 
  settings. She may ask members to go against Parity 
  affiliations if she deems are world needs to be left 
  pristine.
  The Warsmith Brotherhood
  The Warsmith Brotherhood
  Alignment: Any neutral
  Symbol: Two crossed hammers over a sword
  Discipline: Mangled Gear 
  Oath: Warsmiths enter into the group by crafting an 
  impressive piece of equipment in a display of their 
  skill and dedication and placing it before the masters 
  of the Brotherhood in a show of loyalty. It is at this 
  point that they are tattooed with the mark of the 
  Brotherhood, which is created with an animate needle 
  operating in time with the initiate as he utters the 
  following oath:
  The works of an artist should be tools to benefit all 
  entities, never to be confined to a certain side nor 
  nation. It will be my duty to spread the teachings of 
  technological advancement across the world so that 
  artificers will no longer be bound to secrecy by their 
  creed, so that every innocation can be disseminated 
  for the good of all. All beings are worthy to understand 
  innovation, and I will ensure that no creature is de-
  prived of the benefits of mechanical progress.
  Allegiance Benefit: Members of the Warsmith Broth-
  erhood gain a +2 bonus on all checks made as part 
  crafting a piece of equipment, and gain a +2 bonus 
  on all checks made to identify equipment. In addition, 
  they may exchange one discipline they have access 
  to for the Mangled Gear discipline.
  A Warsmith who intentionally keeps secret techniques 
  
  Codex of Blood:
  Codex of Blood:
  84
  84
  to customize creatures by giving them the flavor and 
  abilities of classes without the complexity of adding 
  class levels. 
   
  The rules below list the exact changes to make to 
  the base stat block if you have the time to completely 
  rebuild it, such as between sessions when you are 
  planning the next game. The two methods result in 
  creatures of similar (if not identical) abilities. These 
  templates grant their respective classes’ class fea-
  tures. Many of these function slightly differently than 
  the original class ability, as noted in the templates. For 
  the purpose of these abilities, a class’ effective level 
  for the purpose of abilities cannot go below 1. 
   
  Maneuvers: A number of these templates grant the 
  ability to initiate maneuvers as a member of the class 
  on which the template is based. These creatures also 
  ready and regain maneuvers in the same manner as 
  the class. The creature uses its hit dice as its effective 
  initiator level.
  Each of the templates listed below increase the 
  creature’s CR by +1 if it is of 6 Hit Dice or fewer or by 
  +2 if it is of 7 Hit Dice or more.
  Harbinger Creature
  Maneuvers: Learns a number of maneuvers as 
  indicated on Table: Monster Maneuver Progression 
  taken from disciplines available to the harbinger.
  Special Attacks: Dark Claim (as a harbinger whose 
  level equals their hit dice -3), Accursed Will (as a 
  harbinger whose level equals their hit dice -3),
  SQ Grim News (as a harbinger whose level equals 
  their hit dice -3)
  Ability Scores +4 Constitution, +4 Intelligence
  Medic Creature
  Maneuvers: Learns a number of maneuvers as 
  indicated on Table: Monster Maneuver Progression 
  taken from disciplines available to the Medic
  SQ Medic’s Training, Triage (as a medic whose level 
  equals their hit dice -3), Medic’s Expertise (learns one 
  for every two hit dice it possesses, minimum 1)
  Ability Scores +4 Constitution, +4 Wisdom
  Mystic Creature
  Maneuvers: Learns a number of maneuvers as 
  indicated on Table: Monster Maneuver Progression 
  taken from disciplines available to the Mystic
  Special Attacks Animus (as a mystic whose level 
  equals their hit dice -3), Elemental Attunement, 
  their contemporaries are working on. In other cases, 
  these duties may involve going behind enemy lines 
  and collecting intelligence on certain groups. In 
  addition to this, warsmiths are expected to create 
  and discover in their own accord as well, working on 
  experiments either magical or scientific or creating 
  new pieces of equipment which they believe can 
  benefit intelligent life overall. It is also customary for 
  warsmiths to meet with other members whenever 
  the opportunity presents itself, exchanging whatever 
  knowledge they have acquired.
  Available Services: As many of the warsmiths are 
  immensely skilled artisans, one can turn to them to 
  acquire powerful equipment and magical gear if they 
  wish to purchase it. The warsmiths do not discriminate 
  as to who they sell to. What’s more, the Warsmith 
  Brotherhood owns many vast libraries of martial, 
  scientific, and magical lore, and is more than willing to 
  share its knowledge with any who possess an inclina-
  tion to learn.
  Using the Warsmiths in City of 7 Seraphs
  Using the Warsmiths in City of 7 Seraphs
  The Warsmiths of Hyraeatan represent one of the 
  rarest collaborations. The order was founded by a 
  partnership of Steamwalkers and Thundershildren. 
  These members are often regarded with suspicion by 
  their Parities by all but the wisest members. Insightful 
  leadership can’t deny the benefits to martial and ar-
  cane development they have been provided. Vassoon 
  Eshlal (Steamwalkers CG male vanara magusUM 
  [sublime warmage*] 12) has earned the ire of the 
  Temple of Coin by pressing for restrictions on the use 
  of patents in the City.
   
  The leader’s arguments have made him allies 
  in the Blackblades and Chrysalis Covenant for sharing 
  both knowledge and advanced martial techniques. 
  The House of Heights has many members that find 
  the rapid emergence of these new technologies to 
  be disruptive and unpredictable. Some Eternals have 
  added their voices to the resistance the Warsmiths 
  face in Parity Council meetings.
  Martial Simple Class Templates
  Martial Simple Class Templates
  A GM can change up a monster by altering its ap-
  pearance, adding a simple template, or giving it class 
  levels. Of these options, adding class levels is the 
  most time-consuming for busy GMs, but it also results 
  in a monster that is truly different. To simplify that 
  process, a GM can apply a simple template that adds 
  a class’s key features to a creature without drastically 
  altering all of its statistics. 
   
  Simple class templates function in much the same 
  way as all other simple templates. They enable GMs 
  
  Parasites & Paragons
  Parasites & Paragons
  85
  85
  dice -3), Armiger’s Mark (as a warder whose level 
  equals their hit dice -3)
  Ability Scores +4 Strength, +4 Intelligence
  Warlord Creature 
  Maneuvers: Learns a number of maneuvers as 
  indicated on Table: Monster Maneuver Progression 
  taken from disciplines available to the Warlord
  Special Attacks Gambit (learns one plus one addition-
  al gambit for every 5 hit dice it possesses)
  SQ Tactical Presence (as a warlord whose level 
  equals their hit dice -3), Dual Tactical Presence (if at 
  least 14 hit dice), Warlord’s Presence (if at least 18 hit 
  dice)
  Ability Scores +4 Strength, +4 Charisma
  Zealot Creature
  Maneuvers: Learns a number of maneuvers as 
  indicated on Table: Monster Maneuver Progression 
  taken from disciplines available to the Zealot
  Special Attacks Zeal (as a zealot whose level equals 
  their hit dice -3), Commitment
  SQ Collective (as a zealot whose level equals their hit 
  dice -3), Telepathy
  Ability Scores +4 Strength, +4 Charisma
  Table: Monster Maneuver Progression
  Monster HD
  Maneuvers 
  Known
  Maneuvers 
  Readied
  Stances
  1-3
  2
  2
  1
  4-6
  3
  2
  1
  7-9
  4
  3
  2
  10-12
  5
  4
  2
  13-15
  6
  4
  3
  16-18
  7
  5
  3
  19-21
  8
  6
  4
  22-24
  9
  6
  4
  25+
  10
  7
  5
  Elemental Glyph (as a mystic whose level equals their 
  hit dice -3)
  Ability Scores +4 Dexterity, +4 Wisdom
  Parasite Creature
  Maneuvers: Learns a number of maneuvers as 
  indicated on Table: Monster Maneuver Progression 
  taken from disciplines available to the Parasite
  Special Attacks Animus (as a parasite whose level 
  equals their hit dice -3), Siphon (as a parasite whose 
  level equals their hit dice -3), Crippling Siphon (one 
  for every 5 hit dice it possesses)
  Ability Scores +4 Constitution, +4 Charisma
  Rajah Creature
  Maneuvers: Learns a number of maneuvers as 
  indicated on Table: Monster Maneuver Progression 
  taken from disciplines available to the Rajah
  Special Attacks Royal Mandate, Vasselage (does not 
  add ½ level to attack roll), Veilweaving (as a rajah 
  whose level equals their hit dice -3, cannot bind veils)
  Ability Scores +4 Dexterity, +4 Charisma
  Stalker Creature
  Maneuvers: Learns a number of maneuvers as 
  indicated on Table: Monster Maneuver Progression 
  taken from disciplines available to the Stalker
  Special Attacks Combat Insight (as a stalker whose 
  level equals their hit dice -3), Deadly Strike (as a 
  stalker whose level equals their hit dice -3)
  Ability Scores +4 Dexterity, +4 Wisdom
  VOLTAIC Creature
  Maneuvers: Learns a number of maneuvers as 
  indicated on Table: Monster Maneuver Progression 
  taken from disciplines available to the Voltaic
  Special Attacks Spark of Inspiration (as a voltaic 
  whose level equals their hit dice -3), High Voltage (as 
  a parasite whose level equals their hit dice -3), Path of 
  the Storm (one for every 4 hit dice it possesses)
  Ability Scores +4 Constitution, +4 Intelligence
  Warder Creature
  Maneuvers: Learns a number of maneuvers as 
  indicated on Table: Monster Maneuver Progression 
  taken from disciplines available to the Warder
  Special Attacks Defensive Focus (as a warder whose 
  level equals their hit dice -3)
  SQ Aegis (as a warder whose level equals their hit 
  
  Codex of Blood:
  Codex of Blood:
  86
  86
  type need not match their active element.
  Order of Presentation: In the maneuver lists and descrip-
  tions, the maneuvers are grouped alphabetically by level.
  Initiator Level: Some maneuvers effects depend on the 
  initiator level, which is usually the character’s level in the 
  class that provides access to martial maneuvers. The word 
  “level” in the maneuver lists always refers to initiator level.
  Creatures and Characters: “Creatures” and “characters” 
  are used synonymously in the maneuver descriptions.
  Discipline Restrictions Some disciplines carry 
  specific restrictions on when they can be used, as well 
  as specific rules for those disciplines, as defined in 
  that discipline’s maneuver list. 
  Elemental Flux Maneuver List & Summa-
  Elemental Flux Maneuver List & Summa-
  ries
  ries
  1ST LEVEL
  1ST LEVEL
  Eldritch Shield: CounterA – You gain energy resis-
  tance 10 against a single attack or effect.
  Elemental Nimbus: Stance – You gain variable 
  offensive effects based on your active element.
  Embrace the Elements: Stance – You gain variable 
  defensive effects based on your active element.
  Fluctuation Movement: Boost – You gain a move-
  ment method or bonus based on your active element.
  Spark Strike: StrikeA – Your attack deals +2d4 energy 
  damage.
  Variable Flux: Strike – Your attack has an additional 
  effect based on your active element.
  2ND LEVEL
  2ND LEVEL
  Arcane Shield: CounterA – You make a Spellcraft 
  check to generate a small shield of force to defend 
  against an attack.
  Degrade Resistance: BoostA – Your attacks for one 
  round ignore 10 points of energy resistance of your 
  active element’s associated energy type.
  Eldritch Fang: BoostA – Your next attack this round 
  deals +1d4 force damage, overcomes damage reduc-
  tion, and may stagger the target.
  Elemental Strike: StrikeA – Your attack has an addi-
  tional effect based on your active element, and can be 
  augmented for extra damage.
  Energy Spark: StrikeA – As part of an attack, you fire 
  a ray that deals 3d6 points of energy damage. You 
  can augment to fire a second ray.
  3RD LEVEL
  3RD LEVEL
  Elemental Flux Stance: Stance – Your attacks deal 
  Appendix A: 
  Appendix A: Path of War/Lords of 
  Night Reference Material
   Reference Material
  Elemental Flux
  Elemental Flux
  Equal parts martial discipline and magical art form, the 
  discipline of Elemental Flux is a martial art that is said to 
  have roots in the bloodlines of genies and their mortal 
  descendants. By tapping their magical natures, they were 
  able to pioneer a style of fighting that channeled their 
  innate magic into a cohesive fighting style. Those descend-
  ed from these original genie battle masters passed their 
  talents down through the generations, and the discipline 
  proliferated from there. In the current day, practitioners 
  of Elemental Flux blend arcane elemental energies with 
  martial strikes to create a dizzying array of quasi-arcane, 
  magic-infused attacks that spell devastation and ruin to 
  enemies. Elemental Flux’s associated skill is Spellcraft, and 
  its associated weapon groups are light blades, monk, and 
  thrown.
  Maneuvers from this discipline are universally super-
  natural in nature, drawing as they do on the initiator’s 
  ability to manipulate the elements. As such, they are 
  supernatural abilities. In addition, many maneuvers within 
  the Elemental Flux discipline may be augmented and 
  improved by spending one or more points of animus (see 
  the mystic base class or the Tap Animus feat for more 
  details) when initiating the maneuver. Unless otherwise 
  noted, you can only augment an individual maneuver 
  once. Unlike a mystic’s normal animus augmentations, 
  the number of animus points spent on Elemental Flux 
  augmentations is not limited by your mystic level. Instead, 
  you can spend a maximum amount of animus augmenting 
  a maneuver equal to one point plus one additional point 
  of animus for every seven initiator levels you possess. If 
  you have the ability to augment your maneuvers in other 
  ways, such as from a class feature or other ability, this 
  cannot be combined with the augments of Elemental Flux 
  maneuvers; you must choose which augmentation type to 
  use when initiating the maneuver.
  Active Elements: Many Elemental Flux maneuvers deal 
  damage of the initiator’s active element’s associated 
  energy type. The four available active elements (and their 
  associated energy type) are air (electricity), earth (acid), 
  fire (fire), and water (cold). A character that knows at least 
  one Elemental Flux maneuver chooses his active element 
  when he readies his maneuvers, and can change it by 
  focusing as a standard action. A character can only have 
  one active element at a time. An Elemental Flux maneuver 
  that deals energy damage gains that damage type as a 
  descriptor. If a character is psionic, they can change their 
  active energy type whenever they change their active 
  element, and vice versa. A psionic character’s active energy 
  
  Parasites & Paragons
  Parasites & Paragons
  87
  87
  tude save or become blinded for one round.
  Nexus of Elemental Retribution: Stance – You 
  gain resistance 30 to acid, cold, electricity and fire. 
  Some of the damage you absorb is stored and can be 
  unleashed as a burst around you.
  Shatter Resistance: BoostA – Your attacks deal 
  +4d6 energy damage for one round. In addition, you 
  ignore energy resistance for one round, and creatures 
  immune to energy damage take half damage, rather 
  than none. You can augment to also reduce the spell 
  resistance of creatures struck.
  7TH LEVEL
  7TH LEVEL
  Cascade of Elemental Wrath: StrikeA – Make a full 
  attack. Each attack deals additional damage equal 
  to 1d6 + your initiation modifier, and you can change 
  your active element as a free action after each attack.
  Force Majeure: StrikeA – Your melee attack deals 
  +14d6 energy damage. All the damage dealt by the 
  attack is considered energy damage, rather than its 
  normal type.You can augment to instead deal force 
  damage.
  Redirecting Flux: CounterA – Make a Spellcraft 
  check to redirect a magical effect to a new target.
  8TH LEVEL
  8TH LEVEL
  Elemental Breach: Boost – Your attacks for one 
  round ignore energy resistances and immunities, and 
  overcome damage reduction. Any damage of your 
  active element’s associated energy type is increased 
  by 50%.
  Master of the Elements: Stance – You transform as 
  if under the effect of the elemental body III spell.
  Zephyr Flux: StrikeA – You transform into energy, 
  teleporting across the battlefield and dealing damage 
  to creatures you touch. 
  9TH LEVEL
  9TH LEVEL
  Strike of Elemental Devastation: StrikeA – You fire 
  five elemental rays, each dealing energy damage and 
  an effect based on the element of the ray.
  1st Level
  1st Level
  Eldritch Shield
  Eldritch Shield
  Discipline: Elemental Flux (Counter); Level: 1 
  Initiation Action: 1 immediate action 
  Range: Personal 
  Target: Self 
  Duration: One attack or effect
  DESCRIPTION
  By drawing upon the elements, you are capable of defend-
  +2d6 energy damage. In addition, you gain energy 
  resistance 15 and an additional effect based on your 
  active element.
  Energy Jolt: StrikeA – You fire a ray that deals 3d6 
  points of energy damage, plus an additional effect 
  based on your active element.
  Lance of Power: StrikeA – You create a 30-foot line 
  that deals 5d6 points of energy damage, plus an 
  additional effect based on your active element.
  Raging Flux: StrikeA – Your melee attack deals +4d6 
  energy damage and pushes the target back 5 feet for 
  every 10 points of damage dealt.
  4TH LEVEL
  4TH LEVEL
  Arcane Torrent: StrikeA – You fire missiles of force 
  that deal 6d6 points of damage unless the target suc-
  ceeds at a Reflex save. You can augment to instead 
  fire an area barrage of missiles.
  Assay Resistance: BoostA – Your next attack ignores 
  25 points of energy resistances, overcomes damage 
  reduction, and deals +2d6 energy damage.
  Eldritch Consumption: Counter – Make a Spellcraft 
  check to negate a spell or power targeting you; if you 
  succeed, you heal 5 hit points per level of the effect.
  Energy Hammer: StrikeA – Your attack deals +6d6 
  energy damage, plus an additional effect based on 
  your active element.
  5TH LEVEL
  5TH LEVEL
  Elemental Drive: StrikeA– You fire a ray that deals 
  9d6 points of energy damage and bull rushes the 
  target.
  Elemental Absorption: Counter – You become 
  immune to your active element’s associated energy 
  type, instead healing for half the damage that would 
  be dealt for one round.
  Elemental Vortex: StrikeA – Your attack deals +8d6 
  energy damage, plus an additional effect based on 
  your active element.
  Enter the Vortex: Stance – You can fire blasts of 
  energy that deal 4d6 damage, and gain a movement 
  type based on your active element.
  6TH LEVEL
  6TH LEVEL
  Eldritch Energy Hammer: StrikeA – Your attack af-
  fects the target as if by a greater dispel magic, dealing 
  additional damage if you dispel an effect.
  Elemental Destruction Ring: StrikeA – You create 
  a 20-foot burst around you that deals 12d6 points of 
  energy damage, plus an additional effect based on 
  your active element.
  Eldritch Fang Flurry: Boost – Your attacks for one 
  round deal +3d6 force damage, overcome damage 
  reduction, and a struck creature must make a Forti-
  
  Codex of Blood:
  Codex of Blood:
  88
  88
  By filling yourself with the fundamentals of an 
  element, you are capable of altering how your body 
  defends itself in the realm of martial combat. While 
  you maintain this stance, you gain one of the following 
  effects, based on your active element:
  • 
  Air: You gain a +2 dodge bonus to your AC and 
  the benefit of the Deflect Arrows feat, even if you 
  do not meet the normal prerequisites. This dodge 
  bonus increases by +1 for every six initiator levels 
  you possess.
  • 
  Earth: You gain a +2 natural armor bonus on AC 
  and a +4 resistance bonus on CMD to resist bull 
  rush, grapple, and trip attempts. These bonuses 
  increase by +1 for every six initiator levels you 
  possess.
  • 
  Fire: You gain a +4 bonus on initiative checks and 
  you gain the benefits of the endure elements spell. 
  The bonus on initiative checks increases by +1 for 
  every six initiator levels you possess.
  • 
  Water: You gain a +2 bonus on Reflex saving 
  throws and a +4 competence bonus on Acrobat-
  ics checks. These bonuses increase by +1 for 
  every six initiator levels you possess.
  Fluctuation Movement
  Fluctuation Movement
  Discipline: Elemental Flux (Boost); Level: 1 
  Initiation Action: 1 swift action 
  Range: Personal 
  Target: Self 
  Duration: One round
   
  DESCRIPTION
  Coating your feet in the power of the elements, you al-
  ter your movement to grant you a burst of speed and 
  maneuverability. This boost has one of the following 
  effects, based on your active element:
  • 
  Air: You can make a single jump this round as 
  a free action, with a +10 bonus to your Acrobat-
  ics check.
  • 
  Earth: Your movement ignores difficult terrain for 
  one round.
  • 
  Fire: Your base land speed increases by 10 feet 
  for one round.
  • 
  Water: You can make one turn of up to 90 
  degrees as part of the move when charging this 
  round.
  Spark Strike
  Spark Strike
  Discipline: Elemental Flux (Strike); Level: 1 
  Initiation Action: 1 standard action 
  Range: Melee or ranged attack 
  Target: One creature 
  Duration: Instant
   
  DESCRIPTION
  By letting the power of the elements flow through you 
  ing against energy effects. You can initiate this counter 
  when you are affected by an attack, spell, or effect that 
  deals acid, cold, fire, electricity, or sonic damage. You 
  gain energy resistance 10 to each of those energy types 
  against that attack, spell, or effect.
  Animus augmentation: You may spend one point of 
  animus to increase this energy resistance to 20.
  Elemental Nimbus
  Elemental Nimbus
  Discipline: Elemental Flux (Stance); Level: 1 
  Initiation Action: 1 swift action 
  Range: Personal 
  Target: Self 
  Duration: Stance
   
  DESCRIPTION
  Channeling the strength of the elements lends your 
  attacks strength and fury. While you maintain this 
  stance, you gain one of the following benefits, based 
  on your active element:
  • 
  Air: You gain a +2 bonus on attack rolls against 
  opponents wearing metal armor, and your attacks 
  deal an additional 1d6 points of electricity dam-
  age. At initiator level 10th, the bonus on attack 
  rolls increases to +4 and the additional damage 
  increases to 3d6.
  • 
  Earth: The strength of the earth empowers your 
  weapon, causing it to deal damage as if it was one 
  size category larger. Starting at initiator level 10th, 
  your weapons instead deal damage as if they 
  were two size categories larger.
  • 
  Fire: Your attacks deal additional fire damage 
  equal to your initiation modifier. At initiator level 
  10th, this damage increases to be equal to twice 
  your initiation modifier.
  • 
  Water: When you successfully hit an opponent 
  with an attack, they must succeed at a Forti-
  tude save (DC 11 + your initiation modifier) or 
  become staggered for one round. A creature 
  cannot be staggered by this stance more than 
  once per round. The save DC for this stance’s 
  effect increases by +1 at initiator level 5th and at 
  every four initiator levels thereafter.
  Embrace the Elements
  Embrace the Elements
  Discipline: Elemental Flux (Stance); Level: 1 
  Initiation Action: 1 swift action 
  Range: Personal 
  Target: Self 
  Duration: Stance
   
  DESCRIPTION
  
  Parasites & Paragons
  Parasites & Paragons
  89
  89
  Animus augmentation: You may spend one point of 
  animus to have the force shield crumble slowly after 
  the attack rather than vanishing instantly, granting you 
  a +2 shield bonus to your AC until the start of your 
  next turn.
  Degrade Resistance
  Degrade Resistance
  Discipline: Elemental Flux (Boost); Level: 2 
  Initiation Action: 1 swift action 
  Range: Personal 
  Target: Self 
  Duration: 1 round
  DESCRIPTION
  As a disciple of the Elemental Flux, you understand 
  how to use elements to assault those normally resis-
  tant to them. When you initiate this boost, your attacks 
  ignore the first 10 points of energy resistance to your 
  active element for one round.
  Animus augmentation: You may spend one point of 
  animus to cause your first attack during the duration 
  of this boost to deal an additional 1d6 points of dam-
  age of your active element’s associated energy type.
  Eldritch Fang
  Eldritch Fang
  Discipline: Elemental Flux (Boost)[force]; Level: 2 
  Initiation Action: 1 swift action 
  Range: Personal 
  Target: Self 
  Duration: 1 round
  DESCRIPTION
  You fill your strike with eldritch energy that over-
  whelms the senses of your target. After initiating 
  this boost, the next attack you make this round 
  deals an additional 1d4 points of force damage and 
  automatically overcomes damage reduction. If it hits, 
  the target must succeed at a Fortitude save (DC 12 + 
  your initiation modifier) or become staggered for one 
  round.
  Animus augmentation: You may spend one point 
  of animus to increase the additional damage of this 
  boost to 2d4.
  Elemental Strike
  Elemental Strike
  Discipline: Elemental Flux (Strike); Level: 2 
  Initiation Action: 1 standard action 
  Range: Melee or ranged attack 
  Target: One creature 
  Duration: Instant
  DESCRIPTION
  You channel the fluctuating power of the elements to 
  land an empowered blow. Make an attack. If it hits, 
  it deals weapon damage as normal plus one of the 
  following effects, based on your active element:
  and into your attack, you’re able to strike true with 
  raw primal energies at your unlucky foe. Make an 
  attack. If it hits, it deals weapon damage as normal 
  plus an additional 2d4 points of damage of your active 
  element’s associated energy type.
  Animus augmentation: You may spend one point of 
  animus to increase this strike’s additional damage to 
  3d4.
  Variable Flux
  Variable Flux
  Discipline: Elemental Flux (Strike); Level: 1 
  Initiation Action: 1 standard action 
  Range: Melee or ranged attack 
  Target: One creature 
  Duration: Instant 
  DESCRIPTION
  Filling your weapon with the power of the elements, 
  you lash out with barely-contained eldritch power. 
  Make an attack. If it hits, it deals weapon damage as 
  normal plus one of the following effects, based on 
  your active element: 
  • 
  Air If the target is wearing metal armor, wielding 
  a metal shield, or wielding a weapon mostly 
  composed of metal, you gain a +4 bonus on 
  your attack roll
  • 
  Earth: If your attack hits, the target must succeed 
  at a Will save or become sickened for one round.
  • 
  Fire: If your attack hits, the target must succeed at 
  a Reflex save or catch on fire for 1d4 rounds.
  • 
  Water: If your attack hits, the target must succeed 
  at a Fortitude save or become fatigued for one 
  round.
  Saving throws against this strike are DC 11 + your 
  initiation modifier.
  2nd Level
  2nd Level
  Arcane Shield
  Arcane Shield
  Discipline: Elemental Flux (Counter)[force]; Level: 2 
  Initiation Action: 1 immediate action 
  Range: Personal 
  Target: Self 
  Duration: Instant
  DESCRIPTION
  You rely on your unique insight into eldritch powers 
  to create a shield of energy that protects you from 
  an attack. You can initiate this counter in response 
  to a melee or ranged attack (including touch or 
  ranged touch spell attacks) being made against you. 
  Make a Spellcraft check, using your opponent’s attack 
  roll as the DC. If you succeed, the attack is negated. 
  This is a force effect, and may be used to block incor-
  poreal attacks.
  
  Codex of Blood:
  Codex of Blood:
  90
  90
  element’s associated energy type, you gain energy 
  resistance 15 to your active element’s associated 
  energy type, and you gain one of the following effects, 
  based on your active element:
  • 
  Air: Your speed and perception are heightened, 
  granting you a +4 bonus on initiative checks and a 
  +4 dodge bonus to your AC.
  • 
  Earth: The strength and durability of the earth 
  suffuses your bones, granting you DR 5/adaman-
  tine.
  • 
  Fire: Your body is filled with warmth and heal-
  ing light, granting you fast healing 1. In addition, 
  you glow like a torch as if under the effect of a 
  light spell.
  • 
  Water: Your body is inured against debilitating 
  effects, granting you a +2 bonus on all saving 
  throws.
  Energy Jolt
  Energy Jolt
  Discipline: Elemental Flux (Strike); Level: 3 
  Initiation Action: 1 standard action 
  Range: 30′ 
  Target: One creature 
  Duration: Instant
  DESCRIPTION
  You fill the opponent with harmful elemental energy, 
  dealing damage and causing them to suffer debilitat-
  ing effects. You fire a ray against an opponent within 
  30 feet. This ray requires a ranged touch attack to 
  hit and deals 3d6 points of damage of your active 
  element’s associated energy type. This strike also 
  has one of the following effects, based on your active 
  element:
  • 
  Air: If your ray hits, the target must succeed at 
  a Fortitude save or be pushed 15 feet away from 
  you in a direction of your choice.
  • 
  Earth: If your ray hits, the target takes an addition-
  al 1d6 points of acid damage at the start of your 
  next turn, and must succeed at a Fortitude save or 
  be sickened for a number of rounds equal to your 
  initiation modifier.
  • 
  Fire: If your ray hits, the target must succeed at 
  a Reflex save or take an additional 2d6 points of 
  fire damage at the start of your next turn.
  • 
  Water: If your ray hits, the target must succeed 
  at a Fortitude save or become entangled for a 
  number of rounds equal to your initiation modifier.
  Saving throws against this strike are DC 12 + your 
  initiation modifier.
  Animus augmentation: You may spend up to three 
  points of animus to increase the initial damage of this 
  strike by 1d6 per point of animus spent and increase 
  the save DC of this strike by +1 per point of animus 
  spent.
  • 
  Air: If your attack hits, the target must succeed at 
  a Reflex save or be knocked prone from the force 
  of the blow.
  • 
  Earth: If your attack hits, the target must succeed 
  at a Reflex save or take an additional 2d6 points 
  of acid damage at the start of your next turn.
  • 
  Fire: If your attack hits, the target must succeed 
  at a Reflex save or be blinded by the smoke and 
  flames for one round.
  • 
  Water: If your attack hits, the target must succeed 
  at a Fortitude save or become nauseated for one 
  round from the chilling cold.
  • 
  Saving throws against this strike are DC 12 + your 
  initiation modifier.
  Animus augmentation: You may spend up to three 
  points of animus to increase the initial additional 
  damage of this strike by 1d6 per point of animus spent 
  and increase the save DC of this strike by +1 per 
  point of animus spent.
  Energy Spark
  Energy Spark
  Discipline: Elemental Flux (Boost); Level: 2 
  Prerequisites: One Elemental Flux maneuver 
  Initiation Action: 1 swift action 
  Range: 30′ 
  Target: One or more creatures 
  Duration: Instant
  DESCRIPTION
  You fill the air with elemental energy, which explodes 
  as you strike your target. When you make an attack 
  (including a strike), you can initiate this boost to fire 
  a ray of energy at a creature within 30 feet. This ray 
  requires a ranged touch attack to hit and deals 3d6 
  points of damage of your active element’s associated 
  energy type.
  Animus augmentation: You may spend two points 
  of animus to create an additional ray. The rays may 
  be fired at the same or different targets, but both rays 
  must be aimed at targets within 30 feet of you.
  3rd Level
  3rd Level
  Elemental Flux Stance
  Elemental Flux Stance
  Discipline: Elemental Flux (stance); Level: 3 
  Prerequisites: One Elemental Flux maneuver 
  Initiation Action: 1 swift action 
  Range: Personal 
  Target: Self 
  Duration: Stance
  DESCRIPTION
  Filling both your body and soul with the power of 
  the elements, you open yourself up to new powers. 
  While you maintain this stance, your attacks deal 
  an additional 2d6 points of damage of your active 
  
  Parasites & Paragons
  Parasites & Paragons
  9191
  You know how to strike with such eldritch force that it 
  drives your foes backwards. Make an attack. If it hits, 
  it deals weapon damage as normal plus an additional 
  4d6 points of damage of your active element’s associ-
  ated energy type. For every 10 points of damage you 
  deal, the target of this attack is pushed 5 feet away 
  from you in any direction. If this movement causes the 
  target to collide with a solid object (such as a tree or a 
  wall), it takes an additional 1d6 points of bludgeoning 
  damage from striking the surface.
  Animus augmentation: You may spend one point of 
  animus to push the target an additional 5 feet.
  4th Level
  4th Level
  Arcane Torrent
  Arcane Torrent
  Discipline: Elemental Flux (Strike); Level: 4 
  Prerequisites: One Elemental Flux maneuver 
  Initiation Action: 1 standard action 
  Range: 60′ 
  Target: One creature 
  Duration: Instant
  DESCRIPTION
  You unleash a sudden burst of eldritch energy that 
  surges towards a distant foe. When you initiate this 
  strike, select a target within 60 feet. Magical missiles 
  of explosive force swiftly fly at this target, dealing 
  6d6 points of force damage to the target unless it 
  succeeds at a Reflex save (DC 14 + your initiation 
  modifier).
  Animus augmentation: You may spend two points 
  of animus to instead fire a barrage of force missiles. 
  Instead of this strike’s normal effect, you create a 
  15-foot burst within 60 feet of you, affecting each 
  creature within its area as if you had targeted them.
  Assay Resistance
  Assay Resistance
  Discipline: Elemental Flux (Boost); Level: 4 
  Prerequisites: One Elemental Flux maneuver 
  Initiation Action: 1 swift action 
  Range: Personal 
  Target: Self 
  Duration: 1 round
  DESCRIPTION
  By directly targeting the elemental essence that 
  suffuses all creatures, you overcome an opponent’s 
  defenses with a powerful attack. Your next attack 
  ignores the first 25 points of energy resistance to 
  your active element’s associated energy type, 
  automatically overcomes damage reduction, and 
  deals an additional 2d6 points of damage.
  Animus augmentation: You may spend one point of 
  animus to increase this boost’s additional damage to 
  3d6.
  Lance of Power
  Lance of Power
  Discipline: Elemental Flux (Strike); Level: 3 
  Prerequisites: One Elemental Flux maneuver 
  Initiation Action: 1 standard action 
  Range: 30′ 
  Area: 30′ line 
  Duration: Instant
  DESCRIPTION
  With a swing of your blade, you release a rippling line 
  of elemental energy. When you initiate this strike, you 
  create a 30-foot line of energy that deals 5d6 points 
  of damage of your active element’s associated energy 
  type to each creature within its area. This strike also 
  has one of the following effects, based on your active 
  element:
  • 
  Air: The crack of thunder accompanying the light-
  ning deafens creatures for a number of rounds 
  equal to your initiation modifier.
  • 
  Earth: The acid spray also creates a greasy, oily 
  slick, causing creatures who fail their Reflex saves 
  to drop items they are holding as if affected by 
  the grease spell.
  • 
  Fire: The intensity of the flaming blast adds an 
  additional +1 point of damage per die and daz-
  zles each target for a number of rounds equal to 
  your initiation modifier.
  • 
  Water: The icy blast makes surfaces very slippery, 
  and creatures who fail their Reflex saves slip on 
  the ice and fall prone.
  Creatures caught in the line can make a Reflex save 
  (DC 13 + your initiation modifier) to take half damage 
  and negate the added effect.
  Animus augmentation: You may spend up to five 
  points of animus to increase the damage of this strike 
  by 2d6 per point of animus spent and increase the 
  save DC of this strike by +1 per point of animus spent. 
  The number of points of animus you may spend 
  augmenting this maneuver is not limited by your level; 
  you may always spend up to five points, although the 
  total damage dice for this maneuver may not exceed 
  your initiator level (up to a maximum of 15d6). For 
  example, a 7th-level initiator could spend five points 
  of animus augmenting this maneuver, adding a +5 
  bonus to his save DC, but he would still only deal 7d6 
  points of damage.
  Raging Flux
  Raging Flux
  Discipline: Elemental Flux (Strike); Level: 3 
  Prerequisites: One Elemental Flux maneuver 
  Initiation Action: 1 standard action 
  Range: Melee or ranged attack 
  Target: One creature 
  Duration: Instant
  DESCRIPTION
  
  Codex of Blood:
  Codex of Blood:
  92
  92
  5th Level
  5th Level
  Elemental Drive
  Elemental Drive
  Discipline: Elemental Flux (Strike); Level: 5 
  Prerequisites: Two Elemental Flux maneuvers 
  Initiation Action: 1 standard action 
  Range: 30′ 
  Target: One creature 
  Duration: Instant
  DESCRIPTION
  You charge your weapon with kinetic and elemental 
  energy, driving them back with a wave of elemental 
  power. You fire a ray against an opponent within 30 
  feet. This ray requires a ranged touch attack to hit and 
  deals 9d6 points of damage of your active element’s 
  associated energy type, and you attempt a bull 
  rush against your target, calculating your CMB using 
  your initiation modifier and initiator level in place of 
  your Strength modifier and base attack bonus.
  Animus augmentation: You may spend one point of 
  animus to gain a +5 bonus on your bull rush attempt.
  Elemental Absorption
  Elemental Absorption
  Discipline: Elemental Flux (Counter); Level: 5 
  Prerequisites: Two Elemental Flux maneuvers 
  Initiation Action: 1 immediate action 
  Range: Personal 
  Target: Self 
  Duration: 1 round
  DESCRIPTION
  You learn to suffuse your being with an element to 
  such a degree that its presence heals you instead of 
  harming you. You can initiate this counter at any time 
  to gain immunity to your active element’s associated 
  energy type for one round. While under the effect of 
  this counter, attacks and effects that that deal energy 
  damage of that type instead heal you for half of the 
  damage they would normally deal.
  Elemental Vortex
  Elemental Vortex
  Discipline: Elemental Flux (Strike); Level: 5 
  Prerequisites: Two Elemental Flux maneuvers 
  Initiation Action: 1 standard action 
  Range: Melee or ranged attack 
  Target: One creature 
  Duration: Instant
  DESCRIPTION
  A whirling vortex of elemental energy engulfs your foe 
  just as your blade lands. Make an attack. If it hits, it 
  deals weapon damage as normal plus an additional 
  8d6 points of damage of your active element’s as-
  sociated energy type. This strike also has one of the 
  following effects, based on your active element:
  Eldritch Consumption
  Eldritch Consumption
  Discipline: Elemental Flux (Boost); Level: 4 
  Prerequisites: One Elemental Flux maneuver 
  Initiation Action: 1 immediate action 
  Range: Personal 
  Target: Self 
  Duration: Instant
  DESCRIPTION
  You have such an intimate understanding of the 
  underlying nature of magic that you can capture its 
  essence and feast on it to rejuvenate yourself. You 
  can initiate this counter in response to being targeted 
  by a spell, spell-like ability, power, or psi-like ability. 
  Make a Spellcraft check (DC 11 + the effect’s caster 
  or manifester level). If you succeed, the effect is 
  countered, and you heal 5 hit points per level of the 
  effect you countered.
  Energy Hammer
  Energy Hammer
  Discipline: Elemental Flux (Strike); Level: 4 
  Prerequisites: One Elemental Flux maneuver 
  Initiation Action: 1 standard action 
  Range: Melee or ranged attack 
  Target: One creature 
  Duration: Instant
  DESCRIPTION
  As you advance your training, you learn to unleash 
  ever more powerful bursts of energy. Make an attack. 
  If it hits, it deals weapon damage as normal plus 
  an additional 6d6 points of damage of your active 
  element’s associated energy type. This strike also 
  has one of the following effects, based on your active 
  element:
  • 
  Air: If your attack hits, the target must succeed 
  at a Fortitude save or become deafened for 1d4 
  rounds.
  • 
  Earth: If your attack hits, the target must succeed 
  at a Will save or become stunned for 1d4 rounds
  • 
  Fire: If your attack hits, the target must succeed at 
  a Reflex save or become blinded for 1d4 rounds.
  • 
  Water: If your attack hits, the target must succeed 
  at a Fortitude save or become nauseated for 1d4 
  rounds.
  Saving throws against this strike are DC 14 + your 
  initiation modifier.
  Animus augmentation: You may spend points of 
  animus up (up to your maximum for augmenting 
  Elemental Flux maneuvers) to increase the additional 
  damage of this strike by 1d6 per point of animus spent 
  and increase the save DC of this strike by +1 per 
  point of animus spent.
  
  Parasites & Paragons
  Parasites & Paragons
  93
  93
  6th Level
  6th Level
  Eldritch Energy Hammer
  Eldritch Energy Hammer
  Discipline: Elemental Flux (Strike); Level: 6 
  Prerequisites: Two Elemental Flux maneuvers 
  Initiation Action: 1 standard action 
  Range: Melee or ranged attack 
  Target: One creature 
  Duration: Instant
  DESCRIPTION
  You know how to destroy the bonds that hold magic 
  together just as easily as you can forge them. Make 
  an attack. If it hits, it deals weapon damage as nor-
  mal, and you affect the target as if you had cast a tar-
  geted greater dispel magic on it. Make a dispel check 
  against the spell with the highest caster level affecting 
  the target, using your initiator level as your caster 
  level for the check. If you do not successfully dispel 
  that spell, compare the same result to the spell with 
  the next highest caster level. Repeat this process 
  until you have dispelled one spell affecting the target, 
  or you have failed to dispel every spell. You can only 
  end one spell with this maneuver. If you successfully 
  dispel a spell affecting the target, your target takes 
  1d6 points of force damage for each level of the effect 
  dispelled.
  Animus augmentation: You may spend up to three 
  points of animus to gain a +2 bonus on your dispel 
  check per point of animus spent.
  Elemental Destruction Ring
  Elemental Destruction Ring
  Discipline: Elemental Flux (Strike); Level: 6 
  Prerequisites: Two Elemental Flux maneuvers 
  Initiation Action: 1 standard action 
  Range: 20′ 
  Area: 20′ radius burst, centered on you 
  Duration: Instant
  DESCRIPTION
  You whip the elements around you into a fury, then 
  unleash the energy at all the foes who surround you. 
  When you initiate this maneuver, you release a 20-
  foot burst of energy centered on you that deals 12d6 
  points of damage of your active element’s associated 
  energy type to any creatures in the area. You do not 
  take damage from this burst. This strike also has one 
  of the following effects, based on your active element:
  • 
  Air: The flash of lightning blinds targets for 1d4 
  rounds.
  • 
  Earth: The acid is gummy and sticky, applying a 
  –4 penalty to targets’ Dexterity scores and a –2 
  penalty to attack rolls for 1d4 rounds. In addition, 
  targets take 1d6 points of acid damage at the start 
  of each of their turns for a number of rounds equal 
  to your initiation modifier.
  • 
  Air: If the target is wearing metal armor, wielding 
  a metal shield, or wielding a weapon mostly 
  composed of metal, you and your allies gain a +4 
  bonus on attack rolls against the target until the 
  start of your next turn, regardless of whether or 
  not your attack hits.
  • 
  Earth: If your attack hits, you may make a 
  free trip attempt that does not provoke attacks of 
  opportunity, with a bonus on the attempt equal to 
  your initiation modifier.
  • 
  Fire: If your attack hits, the target must succeed at 
  a Reflex save or catch on fire for 2d4 rounds, and 
  become sickened from the pain for as long as they 
  are burning.
  • 
  Water: If your attack hits, the target must succeed 
  at a Fortitude save or become entangled for a 
  number of rounds equal to your initiation modifier.
  Saving throws against this strike are DC 15 + your 
  initiation modifier.
  Animus augmentation: You may spend up to three 
  points of animus to increase the additional damage 
  of this strike by 1d6 per point of animus spent and 
  increase the save DC of this strike by +1 per point of 
  animus spent.
  Enter the Vortex
  Enter the Vortex
  Discipline: Elemental Flux (Stance); Level: 5 
  Prerequisites: Two Elemental Flux maneuvers 
  Initiation Action: 1 swift action 
  Range: Personal 
  Target: Self 
  Duration: Stance
  DESCRIPTION
  Riding on the currents of elemental energy, you gain 
  the benefit of a new form of movement. While you 
  maintain this stance, you gain the ability to throw 
  blasts of elemental energy as if using a ranged 
  weapon. These blasts are considered to be part of the 
  thrown weapon group, have a range increment of 30 
  feet, and deal double damage on a critical hit. Attacks 
  made with these blasts are ranged touch attacks that 
  deal 4d6 points of damage of your active element’s 
  associated energy type. In addition, you gain one of 
  the following effects, based on your active element:
  • 
  Air: You gain a fly speed equal to your base land 
  speed, with good maneuverability.
  • 
  Earth: You gain a burrow speed equal to your 
  base land speed, and you gain tremorsense with a 
  range of 30 feet. In addition, you can breath freely 
  while underground.
  • 
  Fire: You gain a +4 circumstance bonus on initia-
  tive checks and your base land speed increases 
  by 30 feet.
  • 
  Water: You gain a swim speed equal to twice your 
  base land speed, and you also gain the aquat-
  ic and amphibious subtypes.
  
  Codex of Blood:
  Codex of Blood:
  94
  94
  Shatter Resistance
  Shatter Resistance
  Discipline: Elemental Flux (Boost); Level: 6 
  Prerequisites: Two Elemental Flux maneuvers 
  Initiation Action: 1 swift action 
  Range: Personal 
  Target: Self 
  Duration: 1 round
  DESCRIPTION
  You know that the might of the elements can 
  overwhelm any defense. After initiating this boost, 
  all attacks you make for one round ignore energy 
  resistance of your targets, and creatures with 
  an energy immunity still take half damage, rather 
  than no damage. In addition, all of your attacks deal 
  an additional 4d6 points of damage of your active 
  element’s associated energy type for the same 
  duration.
  Animus augmentation: You may spend two points 
  of animus to lower the spell resistance possessed by 
  those damaged by your attacks by 10 for the duration 
  of this boost.
  7th Level
  7th Level
  Cascade of Elemental Wrath
  Cascade of Elemental Wrath
  Discipline: Elemental Flux (Strike); Level: 7 
  Prerequisites: Three Elemental Flux maneuvers 
  Initiation Action: 1 full-round action 
  Range: Melee or ranged attack 
  Target: One or more creatures 
  Duration: Instant
  DESCRIPTION
  Each slash of your blade releases more and more 
  eldritch power, overwhelming your enemies with the 
  power of your strikes. Make a full attack. Each attack 
  deals damage entirely of your active element’s associ-
  ated energy type, and additional damage equal to 1d6 
  + your initiation modifier. During your full attack, you 
  can change your active element as a free action once 
  after each subsequent attack.
  Animus augmentation: You may spend two points 
  of animus to make an extra attack during this strike at 
  your highest attack bonus.
  Force Majeure
  Force Majeure
  Discipline: Elemental Flux (Strike); Level: 7 
  Prerequisites: Three Elemental Flux maneuvers 
  Initiation Action: 1 standard action 
  Range: Melee or ranged attack 
  Target: One creature 
  Duration: Instant
  • 
  Fire: The intense heat and pain from the blast 
  dazes targets for one round.
  • 
  Water: Targets become staggered for 1d6 rounds 
  from the intense chill.
  Creatures caught in the burst can make a Reflex save 
  (DC 16 + your initiation modifier) to take half damage 
  and negate the added effect.
  Animus augmentation: You may spend any number 
  of animus points to augment this strike, regardless of 
  your level. For every point of animus you spend, this 
  strike’s damage increases by 1d6. The total damage 
  dice for this maneuver may not exceed your initiator 
  level (up to a maximum of 20d6).
  Eldritch Fang Flurry
  Eldritch Fang Flurry
  Discipline: Elemental Flux (Boost)[force]; Level: 6 
  Prerequisites: Two Elemental Flux maneuvers 
  Initiation Action: 1 swift action 
  Range: Personal 
  Target: Self 
  Duration: 1 round
  DESCRIPTION
  Striking at your foes with elemental fury, you aim to 
  disable his opponents in addition to harming them. 
  After initiating this boost, all attacks you make for one 
  round deal an additional 3d6 points of force damage 
  and automatically overcome damage reduction. In 
  addition, any opponent hit by one of your attacks must 
  succeed at a Fortitude save (DC 16 + your initiation 
  modifier) or become blinded for one round. Multiple 
  hits do not extend the duration of this blinding effect, 
  though they do prompt multiple saves.
  Nexus of Elemental Retribution
  Nexus of Elemental Retribution
  Discipline: Elemental Flux (Stance); Level: 6 
  Prerequisites: Two Elemental Flux maneuvers 
  Initiation Action: 1 swift action 
  Range: Personal 
  Target: Self 
  Duration: Stance
  DESCRIPTION
  You can absorb and redirect the flow of elemental power, 
  syphoning away energies that would harm you and 
  making them your own. While you maintain this stance, 
  you gain energy resistance 30 to acid, cold, electricity, 
  and fire. Any time your resistance reduces damage of 
  one of those types, it is stored in a pool of up to twice 
  your initiator level. As a swift action, you can unleash your 
  stored energy, creating a 20-foot burst centered on you 
  that deals damage of your active element’s associated 
  energy equal to the amount stored, then reducing the pool 
  to 0. You do not take damage from this burst. Creatures 
  caught within the area can make a Reflex save (DC 16 + 
  your initiation modifier) to take half damage.
  
  Parasites & Paragons
  Parasites & Paragons
  95
  95
  automatically overcome damage reduction. Addition-
  ally, any damage you deal of your active element’s 
  associated energy type is increased by 50% for the 
  same duration.
  Master of the Elements
  Master of the Elements
  Discipline: Elemental Flux (Stance); Level: 8 
  Prerequisites: Three Elemental Flux maneuvers 
  Initiation Action: 1 swift action 
  Range: Personal 
  Target: Self 
  Duration: Stance
  DESCRIPTION
  You attune your very form to roiling elemental ener-
  gies and merge with them. While you maintain this 
  stance, your type changes to outsider ( native) and 
  you gain your active element as a subtype. In addi-
  tion, you are treated as if you were under the effects 
  of the elemental body III spell. You may continue to 
  wield weapons, wear armor, and use other items while 
  in this form, and your new body does not damage or 
  otherwise adversely affect your equipment.
  Zephyr Flux
  Zephyr Flux
  Discipline: Elemental Flux (Strike)[teleporta-
  tion]; Level: 8 
  Prerequisites: Three Elemental Flux maneuvers 
  Initiation Action: 1 full-round action 
  Range: 120′ 
  Target: One creature, plus creatures equal to initiation 
  modifier 
  Duration: Instant
  DESCRIPTION
  Upon reaching supreme levels of understanding in 
  this discipline, you may transmute your entire being 
  into elemental energy and travel in the blink of an eye 
  across the battlefield, leaving a wake of devastation 
  behind you. When you initiate this strike, select a 
  primary target and a number of secondary targets 
  within 30 feet of the primary target equal to your 
  initiation modifier. A creature cannot be both a primary 
  target and a secondary target. Your path across the 
  battlefield deals 14d6 points of damage to the primary 
  target and 7d6 points of damage to secondary targets. 
  All damage is of your active element’s associated 
  energy type.
  This strike also has one of the following effects, based 
  on your active element:
  • 
  Air: Any target who fails its save is dazed by the 
  electrical jolt for one round.
  • 
  Earth: Any target who fails its save is deaf-
  ened from the seismic vibrations for 1d3 rounds.
  • 
  Fire: Any target who fails its save is engulfed in 
  cinders and smoke, becoming blinded for 1d3 
  DESCRIPTION
  You infuse your weapon with pure elemental power, 
  striking with a force beyond mere steel. Make an 
  attack. If it hits, it deals weapon damage as normal 
  plus an additional 14d6 points of damage. Unlike with 
  a normal attack, all damage dealt by this attack is to 
  be considered to be of your active element’s associ-
  ated energy type (including weapon damage, weapon 
  enchantments, and bonuses from a high strength or 
  from feats).
  Animus augmentation: You may spend three points 
  of animus to instead infuse your strike with raw 
  arcane energy, unaligned to any elemental forces. If 
  you do, your attack deals force damage rather than 
  elemental damage.
  Redirecting Flux
  Redirecting Flux
  Discipline: Elemental Flux (Counter); Level: 7 
  Prerequisites: Three Elemental Flux maneuvers 
  Initiation Action: 1 immediate action 
  Range: Personal 
  Target: Self 
  Duration: Instant
  DESCRIPTION
  our mastery of the Elemental Flux discipline knows 
  how to read and alter the flow of magical energy. 
  You can initiate this counter when you are targeted 
  by a spell, power, spell-like ability, or psi-like ability. 
  Make a Spellcraft check (DC 15 + the effect’s caster 
  or manifester level). If you succeed, you can redirect 
  that effect to another target of your choice within the 
  spell’s range. If the effect has multiple targets, you 
  can choose to change all of its targets to other valid 
  targets within range.
  Animus augmentation: You may spend up to three 
  points of animus when initiating this counter, gaining a 
  +2 bonus on your Spellcraft check per point of animus 
  spent.
  8th Level
  8th Level
  Elemental Breach
  Elemental Breach
  Discipline: Elemental Flux (Boost); Level: 8 
  Prerequisites: Three Elemental Flux maneuvers 
  Initiation Action: 1 swift action 
  Range: Personal 
  Target: Self 
  Duration: 1 round
  DESCRIPTION
  As a master of the Elemental Flux discipline, you 
  know how to overwhelm the defenses of your targets 
  and expose their weaknesses to the elements. After 
  initiating this boost, your attacks for one round ignore 
  all energy resistances and energy immunities and 
  
  Codex of Blood:
  Codex of Blood:
  96
  96
  ceed at a Fortitude save (DC 19 + your initiation 
  modifier) or become dazed for 1d4 rounds.
  Animus augmentation: For each blast, you may 
  spend up to three points of animus to increase its 
  initial damage by 10 per point of animus spent and its 
  save DC (if any) by +1 per point of animus spent. You 
  may spend any number of animus points to augment 
  this strike, regardless of your level. However, each 
  blast must be augmented separately, and you cannot 
  spend more than three points per blast. The blasts of 
  this strike are otherwise immutable; you cannot use 
  abilities such as the mystic’s elemental attunement 
  class feature to change the damage types dealt.
  Unquiet Grave 
  Unquiet Grave 
  (Lords of the Night)
  Practitioners of Unquiet Grave utilize the power of 
  negative energy, enhancing their attacks with entropic 
  power. Thought to have originated from ancient vam-
  piric warlords, this necromantic discipline is used to 
  scourge living opponents and infuse its practitioners 
  with the powers of undeath. Though somewhat rare, 
  Unquiet Grave remains popular amongst undead 
  warriors, as well as assassins who specialize in living 
  victims.
  Maneuvers of the Unquiet Grave discipline are in-
  fused with negative energy and the power of undeath. 
  As such, they are supernatural abilities. Additionally, a 
  creature that knows 1 or more Unquiet Grave strikes 
  may expend one of those strikes as a standard action 
  to touch a creature that is healed by negative energy 
  and infuse it with negative energy; the touch heals the 
  creature for 1d8 hit points per level of the expended 
  strike. As usual, a strike must
  be readied before it may be expended.
  Many maneuvers of the Unquiet Grave discipline 
  have additional, or different, effects if the creature that 
  initiates them is undead. These effects are marked 
  “Grave Call” in the maneuvers’ descriptions. If an 
  Unquiet Grave maneuver is initiated by a nonundead 
  creature that is healed by negative energy, an un-
  dead creature that is healed by positive energy, or a 
  creature with the graveblood subtype, then they may 
  choose whether or not to utilize its grave call each 
  time they initiate that maneuver. 
  Additionally, some maneuvers of the Unquiet Grave 
  discipline grant temporary hit points. These temporary 
  hit points stack with themselves and with temporary 
  hit points gained through other maneuvers of this 
  discipline, up to a maximum equal to 1/2 the initiator’s 
  normal maximum hit points, and last for up to 1 hour.
  rounds.
  • 
  Water: Any target who fails its save is nauseated for 
  1d3 rounds from the bone-chilling cold.
  All targets can make a Reflex save (DC 18 + your 
  initiation modifier) to take half damage and negate 
  the added effect. After this strike concludes, you can 
  move to any space within 10 feet of a secondary 
  target of this strike without provoking attacks of 
  opportunity. As a supernatural ability, this strike is not 
  subject to spell resistance.
  Animus augmentation: You may spend up to three 
  points of animus to increase the initial damage of this 
  strike by 2d6 (1d6 to secondary targets) per point of 
  animus spent and increase the save DC of this strike 
  by +1 per point of animus spent.
  9th Level
  9th Level
  Strike of Elemental Devastation
  Strike of Elemental Devastation
  Discipline: Elemental Flux (Strike)[teleporta-
  tion]; Level: 9 
  Prerequisites: Four Elemental Flux maneuvers 
  Initiation Action: 1 full-round action 
  Range: 30′ 
  Target: Up to five creatures 
  Duration: Instant
  DESCRIPTION
  The ultimate expression of elemental power can 
  only be unleashed by a master of the Elemental Flux 
  discipline, and by calling upon the arcane forces of 
  magic as well as the terrific power of the elements, 
  the disciple may crush his opponents under a fierce 
  magical assault. The maneuver creates five distinct 
  blasts of energy, one of each element and one of pure 
  force. These blasts may be fired at the same or differ-
  ent targets, as long as each target is within 30 feet of 
  you. Each blast requires a ranged touch attack to hit 
  and has one of the following effects if it hits:
  • 
  Air: A bolt of electrical energy that deals 25 points 
  of electricity damage and staggers the opponent 
  for 1d4 rounds. If the target is wearing metal ar-
  mor or a metal shield, or wielding a primarily metal 
  weapon then the attack gains a +4 circumstance 
  bonus on hit.
  • 
  Earth: A jet of boiling acid that deals 25 points 
  of acid damage and blinds the target for 1d4 
  rounds.
  • 
  Fire: A stream of sulfurous fire that deals 25 
  points of fire damage, nauseates the target for 
  1d4 rounds, and sets them on fire for the same 
  duration.
  • 
  Force: A hammering blast of arcane force that 
  deals 50 points of force damage.
  • 
  Water: A freezing beam of cold that deals 25 
  points of cold damage and the target must suc-
  
  Parasites & Paragons
  Parasites & Paragons
  97
  97
  reduced below 1/2 their normal values.
  Darkened Axe Style: Boost - Your melee attacks deal 
  an additional 2d8 negative energy damage until the 
  beginning of your next turn.
  Life Sealing Strike: Strike [Curse] - Make a melee 
  attack, deal an additional 2d8 negative energy dam-
  age and your victim cannot benefit from healing.
  Wight’s Blow: Strike - Make a melee attack, deal 
  an additional 1d8 negative energy damage and your 
  victim gains a negative level.
  4th Level
  4th Level
  Hunting Mohrg Strike: Strike - Make a melee attack, 
  deal an additional 2d8 negative energy
  damage and your victim becomes paralyzed.
  Rotting Axe Style: Boost - Your melee attacks ignore 
  hardness and some damage reduction until the 
  beginning of your next turn.
  Shrieking Shadow Axe: Strike - Make a melee 
  attack, deal an additional 1d8 Strength damage and 
  gain temporary hit points.
  Wretched Ghast Riposte: Counter – Opponent who 
  attacks you becomes sickened and may become 
  nauseated.
  5th Level
  5th Level
  Ancient Lich Parry: Counter - Gain spell resistance 
  equal to 15 + your initiator level until the beginning of 
  your next turn.
  Flowing Gore Blow: Strike - Make a melee attack, 
  deal an additional 4d8 bleed damage that is difficult to 
  heal.
  Howling Banshee Strike: Strike - Make a melee 
  attack, deal an additional 4d8 negative energy dam-
  age and your victim becomes deafened.
  Mourning Ghost Attitude: Stance - Your armor gains 
  the ghost touch special property, and you may move 
  through solid objects as though incorporeal.
  6th Level
  6th Level
  Ascending Necromancer Style: Counter – Gain 
  immunity to energy drain and Constitution damage 
  until the beginning of your next turn.
  Feasting Wraith Strike: Make a melee attack, deal 
  an additional 2d4 Constitution damage and your 
  victim becomes shaken.
  Headsman’s Descending Axe: Strike - Make a 
  melee attack, deal an additional 6d8 negative energy 
  damage or execute creature at 1/4 its maximum hit 
  points or lower and you gain temporary hit points.
  Looming Nightwalker Parry: Counter - Gain DR 15/
  silver and good and negative energy resistance 20 
  Associated Classes: Harbingers, mystics, stalkers, 
  and warlords may exchange access to one of their 
  martial disciplines for access to the Unquiet Grave 
  discipline. They gain Knowledge (religion) as a class 
  skill if they didn’t already have it.
  Associated Weapon Groups: Axes, natural, 
  polearms. Scythes are considered discipline weapons 
  for the Unquiet Grave discipline.
  Associated Skill: Knowledge (religion).
  Unquiet Grave 
  Unquiet Grave Maneuver List 
  Maneuver List 
  1st Level
  Bean nighe Attitude: Stance - Gain a prophetic 
  awareness of impending death that increases your 
  saving throws.
  Gravekeeper’s Hood: Boost - Become immune to 
  blindness for 1 round.
  Hungry Stillness Strike: Strike - Make a melee 
  attack and deal an additional 1d8 negative energy 
  damage.
  Starving Vampire Stance: Stance - Gain temporary 
  hit points whenever you slay a creature.
  Thirsting Axe Strike: Strike - Make a melee attack 
  and gain temporary hit points.
  Whisper of Undeath: Counter - Gain negative energy 
  resistance 5, +1 bonus on saving throws vs.death 
  effects and energy drain.
  2nd Level
  2nd Level
  Chilling Grave Defense: Counter - Opponent suffers 
  -4 penalty to Strength and Dexterity in response to an 
  attack.
  Headstone Breaking Strike: Strike - Make a melee 
  attack; the victim suffers 4 points of damage to a 
  physical ability score. This ignores undead immunity.
  Raging Specter Strike: Strike - Make a melee attack 
  as a touch attack.
  Rattling Skeleton Parry: Counter - Gain DR 5/blud-
  geoning and magic and cold resistance 10 until the 
  beginning of your next turn.
  Stalking Ghoul: Boost - Gain a +4 bonus to Stealth 
  checks; move out of cover or concealment without 
  losing Stealth.
  3rd Level
  3rd Level
  Avenging Revenant’s Advance: Stance – You are 
  healed by negative energy and harmed by positive 
  energy, and your movement speeds may not be 
  
  Codex of Blood:
  Codex of Blood:
  98
  98
  at 4th level and again every 4 levels thereafter.
  GRAVEKEEPER
  GRAVEKEEPER’S HOOD
  S HOOD
  Unquiet Grave (Boost)
  Level: 1
  Prerequisites: None
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  DESCRIPTION
  Drawing on the power that gives sight to the sightless 
  dead, your vision transcends mortal limits. You be-
  come immune to the blinded condition for 1 round.
  Grave Call: An undead creature initiating this boost 
  may instead increase their channel resistance by 6 for 
  1 round.
  HUNGRY STILLNESS STRIKE
  HUNGRY STILLNESS STRIKE
  Discipline: Unquiet Grave (Strike)
  Level: 1
  Prerequisites: None
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature struck
  Duration: Instantaneous
  DESCRIPTION
  You infuse your weapon with negative energy as you 
  strike your foe. Make a melee attack. If it hits, it deals 
  weapon damage as normal plus an additional 1d8 
  points of negative energy damage.
  STARVING VAMPIRE STANCE
  STARVING VAMPIRE STANCE
  Discipline: Unquiet Grave (Stance)
  Level: 1
  Prerequisites: None
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  DESCRIPTION
  When you assume this stance, you skin gains a 
  deathly pallor, and your canines, if any, sharpen and 
  elongate. While maintaining this stance, whenever 
  you reduce a creature to 0 or fewer hit points, you 
  gain twice that creature’s Hit Dice in temporary hit 
  points. The temporary hit points gained from this 
  stance stack with those gained from other Unquiet 
  Grave maneuvers, up to the normal maximum.
  THIRSTING AXE STRIKE
  THIRSTING AXE STRIKE
  Discipline: Unquiet Grave (Strike)
  until the beginning of your next turn.
  7th Level
  7th Level
  Charging Dullahan’s Advance: Stance – You do 
  not provoke attacks of opportunity for moving through 
  threatened squares. Creatures you flank suffer addi-
  tional negative energy damage from attacks made by 
  you and your allies.
  Poltergeist’s Wrath: Strike - Make a melee attack at 
  range, deal an additional 6d8 negative energy dam-
  age and your victim is knocked prone by phantasmal 
  wrath.
  Scything Reaper Riposte: Counter – Opponent 
  attacking you must succeed at a saving throw or gain 
  2d4 negative levels.
  8th Level
  8th Level
  Chilling Mist Sidestep: Counter - Assume a misty 
  form in response to an attack and the attacker suffers 
  7d8 negative energy damage.
  Laughing Demilich Attitude: Stance – Gain undead 
  immunities, flight, and death knell fallen enemies.
  Soul Drinking Strike: Strike - Make a melee attack, 
  deal an additional 3d4 Intelligence, Wisdom, and 
  Charisma damage.
  9th Level
  9th Level
  Pitiless Axe of the Executioner: Strike – Make a 
  melee attack, deal an additional 3d6 Constitution 
  damage and 9d6 bleed damage and leave behind 
  cursed wounds. 
  Maneuver Descriptions
  Maneuver Descriptions
  The maneuvers below are listed first by level, then in 
  alphabetical order.
  1st
  st level
   level
  BEAN NIGHE ATTITUDE
  BEAN NIGHE ATTITUDE
  Discipline: Unquiet Grave (Stance)
  Level: 1
  Prerequisites: None
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  DESCRIPTION
  By reading whispers of impending death, you stay 
  one step ahead of your fate, avoiding even magical 
  attempts on your life. While you maintain this stance, 
  your clothing and equipment takes on a ravaged, 
  blood-splattered appearance, as though you have 
  been horrifically slain; additionally, you gain a +1 
  insight bonus on saving throws, which improves by 1 
  
  Parasites & Paragons
  Parasites & Paragons
  99
  99
  HEADSTONE BREAKING STRIKE
  HEADSTONE BREAKING STRIKE
  Discipline: Unquiet Grave (Strike)
  Level: 2
  Prerequisites: None
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature struck
  Duration: Instantaneous
  DESCRIPTION
  You mimic the savage fury of the undying, breaking 
  the bodies of your foes. Make a melee attack. If it 
  hits, it deals weapon damage as normal, plus an 
  additional 1d4 points of damage to a physical ability 
  score of your choice. This ability damage ignores the 
  normal immunity to physical ability damage enjoyed 
  by undead creatures, though they still cannot suffer 
  Constitution damage.
  RAGING SPECTER STRIKE
  RAGING SPECTER STRIKE
  Discipline: Unquiet Grave (Strike)
  Level: 2
  Prerequisites: None
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature struck
  Duration: Instantaneous
  DESCRIPTION
  You transmute your weapon into a semi-ethereal 
  state, striking with the undying hate of a specter. 
  Make a melee attack against your opponent’s touch 
  AC. If it hits, it deals weapon damage as normal. Un-
  like normal touch attacks, you may use Power Attack 
  to enhance the damage dealt by this maneuver.
  RATTLING SKELETON PARRY
  RATTLING SKELETON PARRY
  Discipline: Unquiet Grave (Counter)
  Level: 2
  Prerequisites: None
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Duration: 1 round
  DESCRIPTION
  Your flesh shrivels, revealing hard bones that turn 
  aside enemy weapons. When you initiate this counter, 
  you gain DR 5/bludgeoning and magic, as well as cold 
  resistance 10, until the beginning of your next turn.
  Grave Call: Undead creatures initiating this maneuver 
  also improve their natural armor by 1.
  STALKING GHOUL
  STALKING GHOUL
  Discipline: Unquiet Grave (Boost)
  Level: 2
  Level: 1
  Prerequisites: None
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature struck
  Duration: Instantaneous
  DESCRIPTION
  Drawing on the primal hunger of the negative energy 
  plane, you lash out at your victim. Make a melee 
  attack. If it hits, it deals weapon damage as normal 
  and you gain temporary hit points equal to the dam-
  age dealt. The temporary hit points gained from this 
  maneuver stack with those gained from other Unquiet 
  Grave maneuvers, to the normal maximum.
  WHISPERS OF UNDEATH
  WHISPERS OF UNDEATH
  Discipline: Unquiet Grave (Counter)
  Level: 1
  Prerequisites: None
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Duration: 1 round
  DESCRIPTION
  You infuse yourself with subtle threads of negative 
  energy. When you initiate this counter, you gain 
  negative energy resistance 5, as well as a +1 bonus 
  to saving throws vs. energy drain and death effects, 
  for 1 round.
  Grave Call: An undead creature initiating this maneu-
  ver instead improves their positive energy resistance 
  by 5 and gains a +1 bonus to saving throws vs. effects 
  with the good and/or light descriptors for 1 round.
  2nd
  nd level
   level
  CHILLING GRAVE DEFENSE
  CHILLING GRAVE DEFENSE
  Discipline: Unquiet Grave (Counter)
  Level: 2
  Prerequisites: None
  Initiation Action: 1 immediate action
  Range: Close (25 ft. plus 5 ft. per 2 levels)
  Target: 1 creature
  Duration: 1 round
  DESCRIPTION
  You afflict an attacker with the chill of the grave, 
  sapping the strength from their limbs. You may acti-
  vate this counter in response to a melee or ranged 
  attack being made against you. The creature making 
  that attack suffers a -4 penalty to its Strength and 
  Dexterity for 1 round. Apply these penalties before 
  calculating the attack and damage rolls for the attack 
  (this may cause the attack to miss).
  
  Codex of Blood:
  Codex of Blood:
  100
  100
  negative energy damage for 1 round.
  LIFE-SEALING STRIKE
  LIFE-SEALING STRIKE
  Discpline: Unquiet Grave (Strike) [Curse]
  Level: 3
  Prerequisites: 1 Unquiet Grave maneuver
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature struck
  Duration: Instantaneous and special; see text
  DESCRIPTION
  You afflict your victim with an entropic curse, sealing 
  their life force away from succor. Make a melee 
  attack. If it hits, it deals weapon damage as normal, 
  plus an additional 2d8 points of negative energy dam-
  age, and your victim must succeed at a Will save or 
  become cursed and unable to heal hit point damage 
  (by any means) for a number of rounds equal to your 
  initiation modifier.
  WIGHT
  WIGHT'S BLOW
  S BLOW
  Discipline: Unquiet Grave (Strike)
  Level: 3
  Prerequisites: 1 Unquiet Grave maneuver
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature struck
  Duration: Instantaneous
  DESCRIPTION
  You call upon the anger of the hungry wight, draining 
  the vital essence of your foes. Make a melee attack. 
  If it hits, it deals weapon damage as normal, plus an 
  additional 1d8 points of negative energy damage. 
  The creature struck also gains a negative level, which 
  lasts until the end of the encounter.
  4th
  th level
   level
  HUNTING MOHRG STRIKE
  HUNTING MOHRG STRIKE
  Discipline: Unquiet Grave (Strike)
  Level: 4
  Prerequisites: 1 Unquiet Grave maneuver
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature struck
  Duration: Instantaneous and special; see text
  DESCRIPTION
  Your axe lashes out like a hungry mohrg. Make a 
  melee attack. If it hits, it deals weapon damage as 
  normal, plus an additional 2d8 points of negative 
  energy damage, and your victim must succeed at a 
  Fortitude save or become paralyzed for 1 round.
  Prerequisites: None
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  DESCRIPTION
  You move with the swiftness and cunning of the 
  cannibalistic ghouls. When you initiate this boost you 
  gain a +4 competence bonus to Stealth checks for 1 
  round. During that time, you do not require cover or 
  concealment to remain hidden using the Stealth skill, 
  which may permit you to move in the open without 
  being detected. You still suffer the usual effects of 
  not having cover or concealment while using Stealth 
  when the duration of this boost expires.
  3rd
  rd level
   level
  AVENGING REVENANT
  AVENGING REVENANT'S ADVANCE
  S ADVANCE
  Discipline: Unquiet Grave (Stance)
  Level: 3
  Prerequisites: 1 Unquiet Grave maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  DESCRIPTION
  When you assume this stance, your skin pales and your 
  breath fogs with the chill of the grave. While you maintain 
  this stance, you are healed by negative energy and harmed 
  by positive energy, just as an undead creature is (you gain 
  no other benefit or drawback of being undead). Additionally, 
  the unstoppable vengeance of revenants drives you: your 
  movement speeds may not be reduced to less than 1/2 their 
  normal value while you maintain this stance.
  Grave Call: An undead creature maintaining this stance is 
  healed by cold damage in the same manner that it is healed 
  by negative energy damage instead of the normal effects of 
  this stance. Its movement speeds still cannot be reduced to 
  less than ½ their normal value while it maintains this stance.
  DARKENED AXE STYLE
  DARKENED AXE STYLE
  Discpline: Unquiet Grave (Boost)
  Level: 3
  Prerequisites: 1 Unquiet Grave maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  DESCRIPTION
  You infuse your attacks with negative energy, draining 
  the life of your victims. When you initiate this boost, 
  your melee attacks deal an additional 2d8 points of 
  
  Parasites & Paragons
  Parasites & Paragons
  101
  101
  5th
  th level
   level
  ANCIENT LICH PARRY
  ANCIENT LICH PARRY
  Discipline: Unquiet Grave (Counter)
  Level: 5
  Prerequisites: 2 Unquiet Grave maneuvers
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Duration: Special (see text)
  DESCRIPTION
  You shield yourself with webs of entropic energy that 
  sap at magic directed at you. When you initiate this 
  counter, you gain spell resistance equal to 15 plusy-
  our initiator level until the beginning of your next turn.
  Grave Call: An undead creature initiating this counter 
  also gains an equal amount of positive energy resis-
  tance until the beginning of its next turn.
  FLOWING GORE BLOW
  FLOWING GORE BLOW
  Discipline: Unquiet Grave (Strike)
  Level: 5
  Prerequisites: 2 Unquiet Grave maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature struck
  Duration: Instantaneous
  DESCRIPTION
  Your axe flows forth with negative energy, creating a 
  cursed wound. Make a melee attack. If it hits, it deals 
  weapon damage as normal, plus an additional 4d8 
  points of bleed damage. The wound left behind is laced 
  with negative energy; the caster of a healing spell or 
  similar effect must succeed at a caster level check (DC 
  11 + initiator level) to halt the bleed damage (healing 
  from the spell or effect still occurs even if the check fails 
  to halt the bleeding), and the DC to apply first aid with 
  the Heal skill increases by 5 + your initiation modifier.
  HOWLING BANSHEE STRIKE
  HOWLING BANSHEE STRIKE
  Discipline: Unquiet Grave (Strike)
  Level: 5
  Prerequisites: 2 Unquiet Grave maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature struck
  Duration: Instantaneous and special (see text)
  DESCRIPTION
  Your weapon screams like a grieving banshee as you 
  drive it into your foe. Make a melee attack. If it hits, it 
  deals weapon damage as normal, plus an additional 
  4d8 points of negative energy damage, and the 
  creature struck becomes deafened for a number of 
  rounds equal to your initiation modifier.
  ROTTING AXE STYLE
  ROTTING AXE STYLE
  Discipline: Unquiet Grave (Boost)
  Level: 4
  Prerequisites: 1 Unquiet Grave maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  DESCRIPTION
  You draw upon the destructive entropy of the negative 
  energy plane, infusing it into your strikes. When you 
  initiate this boost, your melee attacks ignore hardness 
  and overcome an amount of damage reduction equal 
  to your initiator level for 1 round.
  Grave Call: Attacks by undead creatures initiating this 
  boost overcome damage reduction entirely for the 
  duration of this boost.
  SHRIEKING SHADOW AXE
  SHRIEKING SHADOW AXE
  Discipline: Unquiet Grave (Strike)
  Level: 4
  Prerequisites: 1 Unquiet Grave maneuver
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature struck
  Duration: Instantaneous
  DESCRIPTION
  You wrap your weapon in tenebrous energy that saps 
  the strength of your victims. Make a melee attack. If 
  it hits, it deals weapon damage as normal, plus 1d8 
  points of Strength damage. You gain temporary hit 
  points equal to twice the Strength damage dealt by 
  this strike. The temporary hit points gained from this 
  maneuver stack with those gained from other Unquiet 
  Grave maneuvers, to the normal maximum.
  WRETCHED GHAST RIPOSTE
  WRETCHED GHAST RIPOSTE
  Discipline: Unquiet Grave (Counter)
  Level: 4
  Prerequisites: 1 Unquiet Grave maneuver
  Initiation Action: 1 immediate action
  Range: Close (25 ft. plus 5 ft. per 2 levels)
  Target: 1 creature
  Duration: 1 round
  DESCRIPTION
  You afflict an attacker with the charnel stench of the 
  ghast, ruining their blow. You may initiate this counter in 
  response to a melee or ranged attack being made against 
  you. The creature attacking you becomes sickened for 1 
  round and must succeed at a Fortitude save or also be-
  come nauseated for 1 round. Apply these penalties before 
  calculating the attack and damage rolls for the attack (this 
  may cause the attack to miss or not occur).
  
  Codex of Blood:
  Codex of Blood:
  102
  102
  tution damage, and your victim becomes shaken for 
  a number of rounds equal to your initiation modifier. A 
  successful Will save halves the Constitution damage 
  and prevents the shaken condition.
  HEADSMAN
  HEADSMAN'S DESCENDING AXE
  S DESCENDING AXE
  Discipline: Unquiet Grave (Strike)
  Level: 6
  Prerequisites: 2 Unquiet Grave maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature struck
  Duration: Instantaneous
  DESCRIPTION
  You cleave into your foe with an executioner’s strike. 
  Make a melee attack. If it hits and your victim is at 
  more than 1/4 their maximum hit point total, it deals 
  weapon damage as normal, plus an additional 6d8 
  points of negative energy damage. If your victim is at 
  1/4 or less of their maximum hit point total, that creature 
  instead dies (no save) and you gain temporary hit 
  points equal to twice its Hit Dice. The temporary hit 
  points gained from this maneuver stack with those 
  gained from other Unquiet Grave maneuvers, to the 
  normal maximum.
  LOOMING NIGHTWALKER PARRY
  LOOMING NIGHTWALKER PARRY
  Discipline: Unquiet Grave (Counter)
  Level: 6
  Prerequisites: 2 Unquiet Grave maneuvers
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Duration: Special (see text)
  DESCRIPTION
  You transform your body into shadowy energy, turning 
  blows aside. When you initiate this boost, you gain 
  negative energy resistance 20 and DR 15/silver and 
  good until the beginning of your next turn.
  Grave Call: An undead creature initiating this boost 
  gains positive energy resistance 20 instead of nega-
  tive energy resistance.
  7th
  th level
   level
  CHARGING DULLAHAN
  CHARGING DULLAHAN'S ADVANCE
  S ADVANCE
  Discipline: Unquiet Grave (Stance)
  Level: 7
  Prerequisites: 3 Unquiet Grave maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  MOURNING GHOST ATTITUDE
  MOURNING GHOST ATTITUDE
  Discipline: Unquiet Grave (Stance)
  Level: 5
  Prerequisites: 2 Unquiet Grave maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  DESCRIPTION
  When you assume this stance, your outline smudg-
  es gently and your hair and equipment become 
  semi-transparent, as though you had become a 
  ghost. While you maintain this stance, your armor has 
  the ghost touch property (even if it is not otherwise 
  magical) and you - along with your worn, carried, or 
  held equipment - may move through solid objects as 
  though you were incorporeal, provided you do not end 
  your movement within a solid object.
  6th
  th level
   level
  ASCENDING NECROMANCER STYLE
  ASCENDING NECROMANCER STYLE
  Discipline: Unquiet Grave (Counter)
  Level: 6
  Prerequisites: 2 Unquiet Grave maneuvers
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Duration: Special (see text)
  DESCRIPTION
  You wrap yourself in armoring layers of negative 
  energy, shielding your life force with the touch of 
  undeath. When you initiate this counter, you become 
  immune to energy drain and Constitution damage until 
  the beginning of your next turn.
  Grave Call: An undead creature initiating this ma-
  neuver instead becomes immune to channeling and 
  positive energy damage until the beginning of its next 
  turn.
  FEASTING WRAITH STRIKE
  FEASTING WRAITH STRIKE
  Discipline: Unquiet Grave (Strike)
  Level: 6
  Prerequisites: 2 Unquiet Grave maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature struck
  Duration: Instantaneous
  DESCRIPTION
  Sickly gray tar clings to your blade as you initiate this 
  dread strike. Make a melee attack. If it hits, it deals 
  weapon damage as normal plus 2d4 points of Consti-
  
  Parasites & Paragons
  Parasites & Paragons
  103
  103
  (Will save half) that last until the end of the encounter.
  CHILLING MIST SIDESTEP
  CHILLING MIST SIDESTEP
  Discipline: Unquiet Grave (Counter)
  Level: 8
  Prerequisites: 3 Unquiet Grave maneuvers
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Duration: Special (see text)
  DESCRIPTION
  You turn into dark mist that crackles with negative
  energy. You may initiate this counter in response
  to a melee or ranged attack being made against you.
  Until the beginning of your next turn, you are immune
  to weapon damage, and spells targeted against you
  have a 50% miss chance. If you initiated this counter
  in response to a melee attack, the creature attacking
  you suffers 7d8 points of negative energy damage.
  8th
  th level
   level
  LAUGHING DEMILICH ATTITUDE
  LAUGHING DEMILICH ATTITUDE
  Discipline: Unquiet Grave (Stance)
  Level: 8
  Prerequisites: 3 Unquiet Grave maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  DESCRIPTION
  The skin and muscle of your face pull tightly
  against your skull when you assume this stance,
  revealing yellow bone studded with phantasmal 
  gemstones
  that crackle and dance with negative energy.
  While you maintain this stance, you gain a 100 ft. fly
  speed (or improve your existing fly speed by 50 ft.)
  with Good maneuverability, as well as the immunities
  enjoyed by creatures with the undead type. You do 
  not gain any of the other benefits or drawbacks of
  being undead (notably, you are not healed by neg-
  ative energy, nor are you vulnerable to effects that 
  specifically target undead creatures). Additionally, you 
  may use death knell as a spell-like ability once per 
  round as a free action, though any bonuses gained 
  this way fade when you leave this stance.
  Grave Call: Undead creatures maintaining this
  stance do not gain the immunities enjoyed by the
  undead type; instead, they become immune to posi-
  tive energy damage and gain DR 20/bludgeoning and
  good. They still benefit from the other effects of this
  stance.
  Duration: Stance
  DESCRIPTION
  Your head vanishes when you assume this stance, 
  leaving behind a dripping, bloody neck stump (this 
  may complicate attempts to identify you). You 
  suffer no ill effects from not having a head, such as 
  blindness or an inability to utilize potions or head 
  slot items. While maintaining this stance, you do not 
  provoke attacks of opportunity for moving through 
  threatened spaces (you may still provoke attacks 
  of opportunity for other reasons). Furthermore, you 
  and other allies within 30 ft. deal additional negative 
  energy damage equal to your initiator level against 
  creatures you are flanking. Your other allies do not 
  necessarily have to also be flanking such creatures.
  Grave Call: Additionally, an undead creature maintain-
  ing this stance may imbue its mount with this power; 
  its mount does not provoke attacks of opportunity 
  for moving through threatened squares (it might still 
  provoke attacks of opportunity for other reasons).
  POLTERGEIST
  POLTERGEIST'S WRATH
  S WRATH
  Discipline: Unquiet Grave (Strike)
  Level: 7
  Prerequisites: 3 Unquiet Grave strikes
  Initiation Action: 1 standard action
  Range: Medium (100 ft. plus 10 ft. per level)
  Target: 1 creature
  Duration: Instantaneous
  DESCRIPTION
  You strike out with your weapon and emit a wave of 
  rage and sorrow that brings your victim to their knees. 
  Choose a creature within range, then make a melee 
  attack against that creature (even if you don’t threat-
  en the chosen creature). If it hits, it deals weapon 
  damage as normal, plus an additional 6d8 points of 
  negative energy damage, and your victim is knocked 
  prone (no save).
  SCYTHING REAPER RIPOSTE
  SCYTHING REAPER RIPOSTE
  Discipline: Unquiet Grave (Counter)
  Level: 7
  Prerequisites: 3 Unquiet Grave maneuvers
  Initiation Action: 1 immediate action
  Range: Close (25 ft. plus 5 ft. per 2 levels)
  Target: 1 creature
  Duration: Instantaneous
  DESCRIPTION
  You form a scythe of crackling negative energy and 
  sweep it through your attacker, draining their vital 
  essence. You may initiate this counter in response to 
  a melee or ranged attack being made against you. 
  The creature attacking you gains 2d4 negative levels 
  
  Codex of Blood:
  Codex of Blood:
  104
  104
  in two worlds; in fact, this is not far from the truth. 
  Veiled Moon disciples have grasped connections 
  to the Astral and Ethereal planes in their mind 
  through intense meditation and a spiritual devotion 
  to learning the ways of spirits and the natural world, 
  and blended them seamlessly into a martial art so 
  supernatural that it borders on the magical. A potent, 
  yet passive, discipline, its esoteric abilities are often 
  misunderstood. Maneuvers include short distance 
  astral teleportation, ethereal abilities to become incor-
  poreal or use incorporeal touch attacks to strike foes 
  easily, force damage strikes, and the ability to cause 
  foes to become incorporeal themselves. The key skill 
  for Veiled Moon is Stealth, and its associated weapon 
  groups are light blades, double weapons, and spears.
  The discipline of Veiled Moon and all of its maneu-
  vers and stances are considered to be supernat-
  ural abilities and thus do not function in situations 
  where supernatural abilities will fail. If the character 
  is on a plane that does not touch the Ethereal, then 
  Veiled Moon maneuvers that specify that they use 
  the Ethereal Plane do not function; all others function 
  normally due to all planes connecting to the Astral 
  Plane. Teleportation maneuvers require that the 
  destination must be within line of sight to the initiator, 
  and are usable with the Dimensional Agility line of 
  feats. Also, maneuvers with the (teleportation) tag 
  only apply to the initiator himself, his gear and equip-
  ment, and up to 25 pounds of carried objects. Maneu-
  vers and stances that cause the initiator to become in-
  corporeal also cause the initiator’s equipment, and up 
  to 25 pounds of carried items, to become incorporeal. 
  Lastly, maneuvers with the [mind-affecting] tag are 
  considered enchantment effects for the purposes of 
  saving throws and immunities.
  Order of Presentation: In the maneuver lists 
  and descriptions, the maneuvers are grouped 
  alphabetically by level.
  Initiator Level: Some maneuvers effects depend 
  on the initiator level, which is usually the char-
  acter’s level in the class that provides access 
  to martial maneuvers. The word “level” in the 
  maneuver lists always refers to initiator level.
  Creatures and Characters: “Creatures” and 
  “characters” are used synonymously in the ma-
  neuver descriptions.
  Discipline Restrictions Some disciplines carry 
  specific restrictions on when they can be used, 
  as well as specific rules for those disciplines, as 
  defined in that discipline’s maneuver list.
  SOUL DRINKING STRIKE
  SOUL DRINKING STRIKE
  Discipline: Unquiet Grave (Strike)
  Level: 8
  Prerequisites: 3 Unquiet Grave maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature struck
  Duration: Instantaneous
  DESCRIPTION
  You channel the all-consuming void through your
  axe, brutally rending your victim’s soul. Make a melee
  attack. If it hits, it deals weapon damage as normal,
  plus an additional 3d4 points of Intelligence, Wisdom,
  and Charisma damage. A successful Will save halves 
  this damage.
  9th
  th level
   level
  PITILESS AXE OF THE EXECUTIONER
  PITILESS AXE OF THE EXECUTIONER
  Discipline: Unquiet Grave (Strike)
  Level: 9
  Prerequisites: 4 Unquiet Grave maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature struck
  Duration: Instantaneous
  DESCRIPTION
  Your weapon descends in a merciless swing, its 
  cursed edge crawling into the wounds of your victims. 
  Make a melee attack. If it hits, it deals weapon dam-
  age as normal, plus an additional 3d6 Constitution 
  damage and 9d8 bleed damage that ignores immunity 
  to bleed. The wound left behind is laced with negative 
  energy; the caster of a healing spell or similar effect 
  must succeed at a caster level check (DC 11 + initia-
  tor level) to halt the bleed damage (healing from the 
  spell or effect still occurs even if the check fails to halt 
  the bleeding), and the DC to apply first aid with the 
  Heal skill increases by 9 + your initiation modifier.
  Grave Call: An undead creature initiating this maneu-
  ver gains temporary hit points equal to twice the Hit 
  Dice of the creature struck. The temporary hit points 
  gained from this maneuver stack with those gained 
  from other Unquiet Grave maneuvers, to the normal 
  maximum.
  Veiled Moon
  Veiled Moon
  As the stillness of the moon reflected upon a still 
  pond, the spiritualist discipline of Veiled Moon is seen 
  as a strange and esoteric art, whose mysteries are 
  difficult to grasp, and even harder to practice! The 
  practitioners of this discipline are said to be ‘half-in, 
  half-out’ due to the fact that they seem to be living 
  
  Parasites & Paragons
  Parasites & Paragons
  105
  105
  hit points or potentially being lost in the Ethereal
  briefly.
  Flicker Strike: Strike – Teleport to strike an
  opponent’s flat-footed AC and then teleport away.
  Breath of the Moon: Strike – Make an attack against
  a target, target must make save or be confused for
  1d4 rounds.
  Fading Leap: As a move action, the disciple may
  teleport to a spot up to twice his movement speed
  away.
  5th Level
  5th Level
  Twisting Ether: Boost – Switch places within 30-ft.
  via teleportation with target willing ally.
  Stance of the Ether Gate: Stance – The disciple
  flows with dimensional power and may as a move
  action teleport up to his movement speed, or as a
  full round action move up to twice his movement
  speed.
  Warp Worm: Strike – Make a touch attack against
  up to three targets which must be no farther apart
  than 20-ft. from each other, teleport through them
  inflicting 10d6 points of force damage and appear
  up to 15-ft. from the final target.
  Essence Shattering Strike: Strike – Make an attack
  against a target which inflicts an additional 6d6
  points of force damage, potentially dazes the
  target.
  6th Level
  6th Level
  Vaporform Crash: Strike - Make a melee attack
  against an incorporeal target, if successful the
  disciple becomes incorporeal and the target
  suffers 12d6 points of force damage and becomes
  corporeal; the switch in body state lasts for 1d4
  rounds.
  Phantom Penumbra: Counter - Make a Stealth
  check opposing the attackers Perception check, if
  successful, teleport up to 20-ft. away and leave
  behind 1d6 major images.
  Spiritual Weapon Stance: Stance – In this stance,
  the character is treated as having ghost touch on
  offensive and defensive items and weapons, gains
  spell resistance, and attacks inflict an additional
  2d6 points of force damage.
  Ether Wave: Strike – The disciple unleashes a potent
  wave of dimensional energy as a 40-ft. cone
  inflicting 12d6 points of force damage.
  7th Level
  7th Level
  Fade Through: The disciple may teleport up to twice
  his movement speed as a swift action.
  Dispersal Strike: Strike - Target becomes
  incorporeal and takes 12d6 points of force damage,
   Veiled Moon
  1st Level
  1st Level
  Inner Sense: Counter – Spiritual senses grant a +2
  insight bonus to a saving throw.
  Disturbing Blow: Strike – Make an attack against a
  target; successful strike inflicts a -4 penalty to the
  target’s next d20 roll.
  Dimensional Strike: Strike – For a brief moment,
  the disciple becomes difficult to perceive;
  resolving the attack against the target as if they
  were flat-footed.
  Leaping Spirit Dance: Stance – This stance grants
  the disciple a +2 to AC and a +2 to Reflex saves.
  Spirit Sensing Stance: Stance – The disciple in this
  stance gains the scent special ability and can use it
  to sense incorporeal creatures that are hiding on
  the Ethereal plane nearby.
  Ghost Hunting Blow: Boost – Momentarily grants
  the disciple’s attacks the ghost touch property.
  2nd Level
  2nd Level
  Half-Gone: Counter – As an attack targets you, make
  a Stealth check to become incorporeal to avoid it.
  Fading Strike: Strike – Teleport up to your
  movement speed to an opponent and make an
  attack.
  Cursed Fate: Strike – Make an attack against a 
  target,
  inflict +2d6 damage -4 to all d20 rolls for one
  round.
  Resonance Strike: Strike - Strike inflicts 3d6 force
  damage + initiator level damage in lieu of normal
  damage, and may strike incorporeal creatures
  without risking a miss chance.
  3rd Level
  3rd Level
  Brilliant Moon: Strike - Make an attack against a foe,
  attack ignores armor bonuses to AC and inflicts an
  additional 4d4 points of force damage.
  Formless Dance: Stance – Gain the benefits of a see
  invisibility spell and blur while the stance is in
  effect.
  Ghostwalk: Boost - Become incorporeal until your
  next turn.
  Altered Penumbra: Counter - Make an opposed
  Stealth check opposing your attackers Perception
  check after their attack roll, if you are successful,
  teleport to any spot within 10-ft. away and leave a
  minor image to be hit in your place.
  4th Level
  4th Level
  Ethereal Reminiscence: Become incorporeal for
  one round, regain twice your ranks in Stealth in
  
  Codex of Blood:
  Codex of Blood:
  106
  106
  Disturbing Blow
  Disturbing Blow
  Discipline: Veiled Moon (Strike) [mind-affecting]; 
  Level: 1
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: Special
  DESCRIPTION
  By establishing counter-resonance within the spirit of 
  an enemy with a well-placed blow, the disciple may 
  disrupt and disturb its next action. The initiator must 
  make a melee attack against a target creature, and if 
  successful, cause the target to suffer a -4 penalty to 
  the next d20 roll that he makes.
  Ghost Hunting Blow
  Ghost Hunting Blow
  Discipline: Veiled Moon (Boost); 
  Level: 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: One round
  DESCRIPTION
  By reaching across the barrier between worlds, the 
  disciple may strike at disembodied spirits as easily 
  he would strike a normal mortal. Any and all of the 
  initiator’s attacks made this round, including attacks 
  of opportunity, are made as if the initiator’s weapon 
  possessed the ghost touch property. This is an Ethe-
  real plane using maneuver.
  Inner Sense
  Inner Sense
  Discipline: Veiled Moon (Counter); 
  Level: 1
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instant
  DESCRIPTION
  By sensing ripples in the spiritual world around him, 
  the Veiled Moon disciple is capable of better avoiding 
  dangerous effects and situations. This counter grants 
  the disciple a +2 insight bonus to a single saving 
  throw.
  Spirit Sensing Stance
  Spirit Sensing Stance
  Discipline: Veiled Moon (Stance); 
  Level: 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  on a failed Will their gear does not become
  ethereal with them, duration until end of next
  turn.
  Flashing Ether Touch: Strike - Make a melee touch
  attack against a target, if successful teleport
  the target up to 60-ft. away, deal 10d6 points of
  damage and knocking them prone.
  8th Level
  8th Level
  Eclipsing Moon: Strike - As part of a full round
  attack, you may teleport up to your movement
  range between attacks, and continue the full
  round attack, adding +2 to hit and +4d4 force
  damage to each strike against a target’s flat-footed
  AC.
  Lunar Penumbra: Counter – When targeted by a
  spell or effect, the disciple may make an opposed
  Stealth check against the enemy’s Perception;
  success indicates that the two switch positions
  through teleportation and the enemy suffers the
  spell or effect instead.
  Anchoring Spirit: Stance – Disciple gains the
  incorporeal subtype; any attempt to teleport into
  or out of any space within 30-ft. of the disciple
  automatically fails unless he initiates the effect or
  willingly allows it.
  9th Level
  9th Level
  Banish to the Beyond: Strike – The disciple makes
  a melee touch attack against a target, and if
  successful then the foe is banished wholly to the
  Astral Plane, and they are barred from returning
  to the Material Plane for 1 hour.
  The Veiled Moon Discipline
  The Veiled Moon Discipline
  1ST
  ST level 
   level 
  Dimensional Strike
  Dimensional Strike
  Discipline: Veiled Moon (Strike); 
  Level: 1
  Initiation Action: 1 standard action
  Range: Melee or ranged attack
  Target: One creature
  Duration: Instant
  DESCRIPTION
  By shifting slightly between two worlds, the disciple 
  confuses the senses of his foe so he may land his 
  attack more easily. The initiator initiating this strike 
  causes his foe to be flat-footed to this attack.
  
  Parasites & Paragons
  Parasites & Paragons
  107
  107
  DESCRIPTION
  The disciple learns the basic technique at this level 
  for walking between worlds to reach locations that 
  previously could be inaccessible on the mortal world 
  and potentially attack foes at those locales. As a 
  standard action, the initiator may either teleport to a 
  location no farther away than his maximum movement 
  speed, and make an attack action against an oppo-
  nent as part of the same standard action, or attack 
  an adjacent target and then teleport to a location no 
  farther away than his maximum movement speed. 
  The teleportation destination must be clearly seen by 
  the disciple to teleport to that location, and it must be 
  unoccupied.
  Half-Gone
  Half-Gone
  Discipline: Veiled Moon (Counter) (teleportation); 
  Level: 2
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instant
  DESCRIPTION
  By momentarily slipping through the barrier between 
  the Material and the Astral planes, the Veiled Moon 
  disciple may attempt to avoid an attack by being 
  incorporeal. The initiator makes an opposed Stealth 
  check against the attacker’s Perception check; if 
  successful the initiator is incorporeal for that attack 
  (resolve the attack against the initiator as normal for 
  striking an incorporeal target). This counter may be 
  attempted to defend against targeted and area of 
  effect spells, making a Stealth check in place of a 
  Reflex save.
  Resonance Strike
  Resonance Strike
  Discipline: Veiled Moon (Strike) [Force]; 
  Level: 2
  Initiation Action: 1 standard action
  Range: Melee or ranged attack
  Target: One creature
  Duration: Instant
  DESCRIPTION
  By funneling his spiritual power into his attack, the 
  Veiled Moon practitioner may strike an opponent with 
  glowing silvery light on the Material or the Ethereal 
  plane. This strike is resolved as a melee or ranged 
  touch attack, and it inflicts 3d6 + initiator level points 
  of force damage in lieu of normal damage, and this 
  attack may strike incorporeal creatures without suffer-
  ing reduced damage. This is an Ethereal plane using 
  maneuver.
  DESCRIPTION
  By sensing the different patterns all beings that exist 
  have, the senses of the Veiled Moon disciple exceed 
  that of natural beings and move into the realm of 
  supernatural awareness. While in this stance, the 
  initiators gains the scent special ability and he may 
  detect creatures on the Ethereal plane that are near 
  the Material plane within 30-ft. of his position.
  Cursed Fate
  Cursed Fate
  Discipline: Veiled Moon (Strike) [mind-affecting]; 
  Level: 2
  Initiation Action: 1 standard action
  Range: Melee or ranged attack
  Target: One creature
  Duration: Instant
  Saving Throw: Will negates
  DESCRIPTION
  The disciple can befuddle and bewilder his opponent 
  with this strike, causing a grave imbalance in the psy-
  che of the victim. The initiator must make a successful 
  attack against the target, inflicting an additional 2d6 
  points of damage and the target must attempt a Will 
  save (DC 12 + initiation modifier) or suffer a -4 to all 
  d20 rolls until the disciple’s next turn.
  Leaping Spirit Dance
  Leaping Spirit Dance
  Discipline: Veiled Moon (Stance); 
  Level: 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  DESCRIPTION
  Light as a feather, the Veiled Moon disciple moves 
  gracefully in combat, with the smooth and practiced 
  grace of an incorporeal being. The disciple gains a +2 
  dodge bonus to AC and a +2 competence bonus to 
  Reflex saves while in this stance so long as he moves 
  at least 10 feet on his turn each round. This bonus 
  increases by +2 at initiator level 9, and by an addition-
  al +2 at initiator level 17.
  2Nd
  Nd level
   level
  Fading Strike
  Fading Strike
  Discipline: Veiled Moon (Strike) (teleportation); 
  Level: 2
  Initiation Action: 1 standard action
  Range: Personal
  Target: Up to the disciple’s movement speed
  Duration: Instant
  
  Codex of Blood:
  Codex of Blood:
  108
  108
  Duration: Stance
  DESCRIPTION
  The Veiled Moon disciple immerses himself in a sort 
  of dimensional flux, causing him to be able to see 
  what cannot be perceived and seemingly be in many 
  places at once. While in this stance, the initiator gains 
  the benefits of a see invisibility spell and the blur spell.
  Ghostwalk
  Ghostwalk
  Discipline: Veiled Moon (Boost) (teleportation); 
  Level: 3
  Prerequisite(s): One Veiled Moon maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: One round
  DESCRIPTION
  The initiator steps through to the borderland between 
  the Material and the Ethereal planes, becoming an 
  incorporeal figure in both realities for a few moments. 
  Until the beginning of his next turn, the initiator gains 
  the incorporeal subtype. This is an Ethereal plane 
  using maneuver.
  4th
  th level
   level
  Breath of the Moon
  Breath of the Moon
  Discipline: Veiled Moon (Strike) [mind-affecting]; 
  Level: 4
  Prerequisite(s): One Veiled Moon maneuver
  Initiation Action: 1 standard action
  Range: Melee or ranged attack
  Target: One creature
  Duration: 1d4 rounds
  Saving Throw: Will negates
  DESCRIPTION
  The moon is a source of madness, so the legend 
  goes, and by using the principles of lunar cycles on 
  the psyche of mortals, the disciple may temporarily 
  relieve a target of its sanity for a few moments in 
  combat. The initiator must make a melee attack 
  against a target creature, and if successful, in addition 
  to damage the target must make a Will save (DC 
  14 + initiation modifier) or be confused (as the spell 
  confusion) for 1d4 rounds. After the application of this 
  maneuver, the subject briefly forgets that the initiator 
  exists and thus may not target the initiator while 
  confused.
  Ethereal Reminiscence
  Ethereal Reminiscence
  Discipline: Veiled Moon (teleportation); 
  3rd
  rd level
   level
  Altered Penumbra
  Altered Penumbra
  Discipline: Veiled Moon (Counter) (Teleportation, Figment); 
  Level: 3
  Prerequisite(s): One Veiled Moon maneuver
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instant
  DESCRIPTION
  Position is relative to the Veiled Moon disciple’s thinking, 
  and his position in the universe is mutable. Using these 
  principles, the disciple may circumvent reality to remove 
  himself from harms way when necessary. The initiator 
  makes a Stealth check opposing the attacker’s Percep-
  tion check. If successful then the initiator may teleport to 
  any spot within 10- ft. away from his current position and 
  leave a minor image duplicate of himself behind to take 
  the attack of his foe in his place. Minor images created 
  by this counter last for 1d4 rounds or until dispersed. 
  This ability may be used to defend against spells and 
  effects that directly target the initiator with an attack roll 
  (such as ranged touch effects) or for those that allow 
  for a Reflex save. If the attack would still encompass an 
  area to where the initiator is teleporting (such as with the 
  fireball spell he has not vacated), the initiator would still 
  be struck by the attack.
  Brilliant Moon
  Brilliant Moon
  Discipline: Veiled Moon (Strike); 
  Level: 3
  Prerequisite(s): One Veiled Moon maneuver
  Initiation Action: 1 standard action
  Range: Melee or ranged attack
  Target: One creature
  Duration: Instant
  DESCRIPTION
  By partially phasing a portion of his attack out of this 
  reality, the disciple may ignore certain obstacles, such 
  as armor, when striking at an opponent. The initiator 
  makes an attack roll and ignores the target’s armor 
  bonus to AC (unless this armor bonus comes from a 
  force effect, such as mage armor). A successful hit 
  inflicts an additional 4d4 points of force damage from 
  the spiritual power the disciple infuses into the attack.
  Formless Dance
  Formless Dance
  Discipline: Veiled Moon (Stance) [Glamer]; 
  Level: 3
  Prerequisite(s): One Veiled Moon maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  
  Parasites & Paragons
  Parasites & Paragons
  109
  109
  Veiled Moon disciple may disappear, blink into exis-
  tence to strike a foe, and then disappear again to ap-
  pear a safe distance away. The initiator may teleport 
  up to his movement speed to a target enemy, make 
  an attack or a combat maneuver (such as disarm or 
  trip) against the foe using its flat-footed armor class or 
  CMD (denying the target his Dexterity bonus due to 
  the surprising nature of the attack), then teleport away 
  up to his movement speed, all without drawing attacks 
  of opportunity for the movement or attack.
  5th
  th level
   level
  Essence Shattering Strike
  Essence Shattering Strike
  Discipline: Veiled Moon (Strike) [Force]; 
  Level: 5
  Prerequisite(s): Two Veiled Moon maneuvers
  Initiation Action: 1 standard action
  Range: Melee or ranged attack
  Target: One creature
  Duration: Instant, 1d4 rounds
  Saving Throw: Fort negates
  DESCRIPTION
  With a powerful strike, the Veiled Moon disciple 
  attacks at the very spirit of his foe with his silver-blue 
  light. The initiator makes an attack against a target 
  creature, and inflicts an additional 6d6 points of force 
  damage and dazes his foe for 1d4 rounds due to 
  the disturbance on a failed Fortitude save (DC 15 + 
  initiation modifier).
  Stance of the Ether Gate
  Stance of the Ether Gate
  Discipline: Veiled Moon (Stance) (teleportation); 
  Level: 5
  Prerequisite(s): Two Veiled Moon maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  DESCRIPTION
  By shifting his essence partially into the Astral plane, 
  the disciple finds that moving through that plane as 
  just as easy as moving through the Material plane. 
  While the disciple is in this stance, he may teleport 
  up to his movement speed as a move action, or twice 
  his movement speed as a full-round action, at will. He 
  must see his destination clearly to be able to teleport 
  to it. The initiator may not take any creatures with 
  him when teleporting; only himself and the gear he is 
  carrying plus up to an additional 20 lbs. This stance 
  meets the qualifications for the Dimensional Agility 
  feats, should the initiator wish to take them.
  Level: 4
  Prerequisite(s): One Veiled Moon maneuver
  Initiation Action: 1 full-round action
  Range: Personal
  Target: You
  Duration: One round
  DESCRIPTION
  The ectoplasmic nature of beings on the Ethereal plane 
  allows for the Veiled Moon disciple to briefly transport 
  himself to that realm and use his will to restore some 
  his form by filling his wounds with spectral energies, 
  displacing his injuries but at a great potential risk. As a 
  full-round action, the initiator may become incorporeal 
  for one round and restore twice his ranks in Stealth in 
  hit points to himself. Every time the initiator makes the 
  transition between planes, however, he runs the risk 
  of potentially losing himself there briefly. The initiator 
  initiating this maneuver must make a Will save (DC 14, 
  +1 DC for every time he’s initiated this maneuver since 
  he last rested for 8 hours after the first use); if success-
  ful, the maneuver works as normal. If the saving throw 
  fails, the initiator does not regain any hit points, instead 
  suffering 2d6 points of damage, and spends the next 
  2d4 rounds lost in the borderland between the Prime 
  Material Plane and the Ethereal Plane, and when he 
  returns to the Prime, he is fatigued for an hour. This is 
  an Ethereal plane using maneuver.
  Fading Leap
  Fading Leap
  Discipline: Veiled Moon (teleportation); 
  Level: 4
  Prerequisite(s): One Veiled Moon maneuver
  Initiation Action: 1 move action
  Range: Up to twice movement speed
  Target: You
  Duration: Instant
  DESCRIPTION
  With nary a thought and a gesture the Veiled Moon 
  disciple may flow like moonlight from one location to 
  another through the Astral plane, moving faster than 
  his earthly body would allow. As a move action, the 
  initiator may teleport to a location in range of twice the 
  disciple’s base movement speed away.
  Flicker Strike
  Flicker Strike
  Discipline: Veiled Moon (Strike) (teleportation); 
  Level: 4
  Prerequisite(s): One Veiled Moon maneuver
  Initiation Action: 1 standard action
  Range: Melee attack, movement speed
  Target: One creature
  Duration: Instant
  DESCRIPTION
  In a flickering blur of teleportation and movement, the 
  
  Codex of Blood:
  Codex of Blood:
  110
  110
  Duration: Instant
  Saving Throw: Reflex half
  DESCRIPTION
  The Veiled Moon disciple concentrates his spiritual 
  energies to his hand tears into the barrier between the 
  Astral and the Material, and releases the energies that 
  form from this in a wracking wave of silvery-blue ener-
  gy. The initiator unleashes a 40-ft. cone of dimension-
  al energy which inflicts 12d6 points of force damage 
  to all targets within its area with a Reflex saving throw 
  (DC 16 + initiation modifier) for half damage.
  Phantom Penumbra
  Phantom Penumbra
  Discipline: Veiled Moon (Counter) (teleportation, figment); 
  Level: 6
  Prerequisite(s): Two Veiled Moon maneuvers
  Initiation Action: 1 immediate action
  Range: Personal, 20-ft.
  Target: You
  Duration: Instant, 4 rounds
  DESCRIPTION
  To slip through the worlds is a simple matter for 
  the disciple, and using this to deceive and evade 
  an attacker is effortlessly done. The initiator makes 
  a Stealth check against the attacker’s Perception 
  check. If the disciple succeeds he is able to teleport 
  to a position up to 20-ft. away, gain the incorporeal 
  subtype, and leave behind 1d6 major images where 
  his previous position lay. Major images persist until 
  they are slain or until 4 rounds have elapsed and 
  the initiator remains incorporeal until his next turn. 
  This ability may be used to attempt evade spells and 
  effects that directly target the initiator or for those 
  that allow for a Reflex save. This is an Ethereal plane 
  using maneuver.
  Spiritual Weapon Stance
  Spiritual Weapon Stance
  Discipline: Veiled Moon (Counter) [Force]; 
  Level: 6
  Prerequisite(s): Two Veiled Moon maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  DESCRIPTION
  By channeling ethereal energies along his weapons 
  and his body, the initiator becomes immersed in both 
  worlds, being as solid on the Ethereal Plane as he 
  is on the Material. While in this stance, the initiator’s 
  weapons, armor, and equipment are treated as if they 
  had the ghost touch property (ammunition retains the 
  property until used), and his attacks inflict an addition-
  al 2d6 points or force damage. As a side- effect of this 
  Twisting Ether
  Twisting Ether
  Discipline: Veiled Moon (teleportation);
  Level: 5
  Prerequisite(s): Two Veiled Moon maneuvers
  Initiation Action: 1 swift action
  Range: 30-ft.
  Target: You and willing ally
  Duration: Instant
  DESCRIPTION
  With a nod to his ally, the Veiled Moon adept may sink 
  through the world with his ally and switch places with 
  him for better effect in combat. As a swift action, the 
  initiator may designate a willing ally within 30-ft. and 
  swap places with him via teleportation.
  Warp Worm
  Warp Worm
  Discipline: Veiled Moon (Strike) (teleportation) [force]; 
  Level: 5
  Prerequisite(s): Two Veiled Moon maneuvers
  Initiation Action: 1 full-round action
  Range: Melee touch
  Target: Up to three targets
  Duration: Instant
  DESCRIPTION
  By creating temporary breaches between the worlds 
  of the Material and the Astral, the disciple may 
  teleport through a few enemies and emerge from the 
  space between worlds having done his foes great 
  internal harm. The initiator makes a melee touch 
  attack against a target, and may teleport to another 
  target no more than 20-ft. from the first (and do the 
  same for a third target) making another melee touch 
  attack on each subsequent target and inflicting 10d6 
  points of force damage to all affected. On a failed 
  attack or after the final target, the disciple appears 
  up to 15-ft. from the final target to finish his turn. The 
  touch attacks themselves cannot be unarmed strikes 
  or weapon strikes that inflict damage normally; the 
  disciple must lay their hand against the target in a 
  non-damaging way to initiate this maneuver (even if 
  wielding a weapon in that hand, this can be used by 
  simply touching the target with a fist or back of the 
  hand).
  6th
  th level
   level
  Ether Wave
  Ether Wave
  Discipline: Veiled Moon (Strike) [Force]; 
  Level: 6
  Prerequisite(s): Two Veiled Moon maneuvers
  Initiation Action: 1 standard action
  Range: 40-ft.
  Area: Cone-shaped emanation
  
  Parasites & Paragons
  Parasites & Paragons
  111
  111
  held in his hands do not, falling to the ground at their 
  feet. This strike does not function on targets who 
  already possess the incorporeal subtype. This is an 
  Ethereal plane using maneuver.
  Fade Through
  Fade Through
  Discipline: Veiled Moon (teleportation); 
  Level: 7
  Prerequisite(s): Two Veiled Moon maneuvers
  Initiation Action: 1 swift action
  Range: Twice the disciple’s movement speed
  Target: You
  Duration: Instant
  DESCRIPTION
  An advanced technique, the Veiled Moon disciple 
  at this point learns how to fold two points in space 
  around him to appear at another location within the 
  span of a heart beat. The initiator may teleport to a 
  location up to twice his movement speed away as a 
  swift action.
  Flashing Ether Touch
  Flashing Ether Touch
  Discipline: Veiled Moon (Strike) (teleportation); 
  Level: 7
  Prerequisite(s): Two Veiled Moon maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack, 60-ft.
  Target: One target
  Duration: Instant
  Saving Throw: Will negates
  DESCRIPTION
  With but a touch the Veiled Moon disciple may send a 
  foe hurtling through the Astral to reappear with fright-
  ening velocity to hit the ground. The initiator makes a 
  melee touch against a target, and the target makes a 
  Will save (DC 17 + initiation modifier) or is teleported 
  up to 60-ft. away, successful saving throw negating 
  the maneuver. Upon a failed saving throw, the target 
  suffers 10d6 points of damage from reaching high 
  speeds and slamming hard into the ground and are 
  considered prone.
  8th
  th level
   level
  Anchoring Spirit
  Anchoring Spirit
  Discipline: Veiled Moon (Stance); Level: 8
  Prerequisite(s): Three Veiled Moon maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  empowerment from the Ethereal plane, this energy 
  acts a buffer against magical attacks, and grants the 
  disciple spell resistance equal to 5 + his initiator level. 
  This is an Ethereal plane using stance.
  Vaporform Crash
  Vaporform Crash
  Discipline: Veiled Moon (Strike) [Force]; 
  Level: 6
  Prerequisite(s): Two Veiled Moon maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: 1d4 rounds
  DESCRIPTION
  The Veiled Moon teaches that its disciples must know 
  how to balance the scales between both worlds, so to 
  make a foe real in the Material world, then the disciple 
  must briefly sojourn to the other side. The disciple 
  makes a melee attack against an incorporeal target, 
  and if successful the target loses their incorporeal 
  subtype for 1d4 rounds and takes 12d6 points of force 
  damage (incorporeal foes lose their Charisma bonus 
  to AC and have a Strength score equal to their Cha-
  risma score -4; all incorporeal equipment temporarily 
  becomes corporeal with the target). The disciple gains 
  the incorporeal subtype for a like number of rounds 
  (losing his Strength score and gaining a +4 bonus 
  to Charisma and he may apply his Charisma bonus 
  to his AC as a deflection bonus; all of his equipment 
  becomes temporarily incorporeal with him as well). 
  This is an Ethereal plane using maneuver.
  7th
  th level
   level
  Dispersal Strike
  Dispersal Strike
  Discipline: Veiled Moon (Strike) [Force]; 
  Level: 7
  Prerequisite(s): Two Veiled Moon maneuvers
  Initiation Action: 1 standard action
  Range: Melee or ranged attack
  Target: One target
  Duration: 1d4 rounds
  Saving Throw: Will partial
  DESCRIPTION
  With a powerful strike and flash of silver-blue light, 
  the disciple slams his foe directly into the Ethereal 
  for a few moments, causing it to become ghostly and 
  unreal. The initiator makes an attack on a target crea-
  ture and if successful, the strike inflicts 12d6 points 
  of force damage in place of normal damage, and the 
  target gains the incorporeal subtype for 1d4 rounds. 
  The target must make a Will save (DC 17 + initiation 
  modifier) to negate the incorporeality portion of this 
  strike or only his body becomes incorporeal and items 
  
  Codex of Blood:
  Codex of Blood:
  112
  112
  Range: Personal. Close (25-ft. + 5-ft./2 initiator levels)
  Target: You and one target
  Duration: Instant
  DESCRIPTION
  It is said that the moon is portrayed in some legends 
  as a laughing trickster, and with this powerful ability, 
  the Veiled Moon disciple is capable of pulling an 
  incredible trick upon his foe. The initiator makes a 
  Stealth check against his foe’s Perception check. If 
  successful he and his attacker switch positions, and 
  the attack that was directed against the disciple now 
  affects the attacker, effectively causing the target to 
  strike itself. This ability may be used to evade spells 
  and effects that directly target the initiator or for those 
  that allow for a Reflex save (but if the initiator is still 
  within the radius of the effect, he still is struck by it).
  9th
  th level
   level
  Banish to the Beyond
  Banish to the Beyond
  Discipline: Veiled Moon (Strike) (teleportation); 
  Level: 9
  Prerequisite(s): Four Veiled Moon maneuvers
  Initiation Action: 1 standard action
  Range: Melee touch
  Target: One creature
  Duration: Special (see text)
  Saving Throw: Will partial
  DESCRIPTION
  The ultimate technique of the Veiled Moon disciple 
  is the ability to lay a mark against a target and shunt 
  it gently into the Astral plane where it may ponder its 
  reasons for crossing the likes of a master. The initiator 
  makes a melee touch attack against a target, who 
  then makes a Will save (DC 19 + initiation modifier). 
  Failure indicates that the target is shifted fully into 
  the Astral plane, body and all, and the target may not 
  return to the Material plane for one hour. If the foe 
  has no way to return to the Material plane after this 
  duration has expired, he is effectively stranded and 
  must find his own way back to his world. If the target 
  succeeds his saving throw, he is still shunted to the 
  Astral plane, but returns automatically to the Material 
  plane after one minute. While in the Astral plane, the 
  target is tethered to his body at the location he occu-
  pied before being pushed into the Astral Plane with a 
  silver cord as normal (per astral projection).
  .
  DESCRIPTION
  The Veiled Moon disciple pulls himself fully into the 
  Ethereal and manifests a ghostly apparition of his 
  form upon the Material, and in doing so he locks his 
  immediate area for travel through the Ethereal or 
  Astral plane. While in this stance, the initiator gains 
  the incorporeal subtype and anyone within 30-ft. of 
  his position who attempts to use an effect with the 
  (teleportation) type likely fails. The disciple can ex-
  clude allied creatures from this effect. Those effected 
  can attempt an opposed initiator level check (using 
  their caster or initiator level) to successfully execute 
  their teleportation effect. Once outside of this stance’s 
  range, creatures are no longer affected. If two or more 
  instances of Anchoring Spirit overlap, they cease 
  functioning until separated. This is an Ethereal plane 
  using maneuver.
  Eclipsing Moon
  Eclipsing Moon
  Discipline: Veiled Moon (Strike) (teleportation, force); 
  Level: 8
  Prerequisite(s): Three Veiled Moon maneuvers
  Initiation Action: 1 full-round action
  Range: Melee attack, movement speed
  Target: Special
  Duration: Instant
  DESCRIPTION
  Folding space around his form effortlessly, the disciple 
  is capable of leaps through the ether and attacking 
  through the barrier between the worlds in a series of 
  staccato bursts of silvery-blue light, his image blinking 
  as he strikes. As a full attack action, the initiator may 
  make an attack against a target and then teleport a 
  distance up to his movement speed to a new target 
  to strike again, and each attack is made against the 
  target’s flat-footed armor class. He may do this a 
  number of times equal to the number of attacks he 
  possesses on a full attack action (including off hand 
  attacks or secondary attacks), and he may select the 
  same target for each attack but each teleportation 
  must land him in position to make an attack against 
  a target creature (he must attack a target creature at 
  the end of each teleportation). Each attack gains a 
  +2 competence bonus and inflicts an additional 4d4 
  points of force damage. Secondary attacks such as 
  off-hand attacks and secondary natural attacks only 
  add 2d4 of force damage. The initiator may forgo the 
  first attack of this maneuver to teleport himself into po-
  sition to use the rest of the attacks of this maneuver.
  Lunar Penumbra
  Lunar Penumbra
  Discipline: Veiled Moon (Counter) (teleportation); 
  Level: 8
  Prerequisite(s): Three Veiled Moon maneuvers
  Initiation Action: 1 immediate action
  
  Parasites & Paragons
  Parasites & Paragons
  113
  113
  from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms 
  of this License with respect to some or all of the Open Game Content due to 
  statute, judicial order, or governmental regulation then You may not Use any 
  Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becom-
  ing aware of the breach. All sub-licenses shall survive the termination of this 
  License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson. 
  10 Luckbringer Feats Copyright Steven D. Russell; Authors: Steven D. Russell
  1001 Spells Copyright 2011 Steven D. Russell; Author Steven D. Russell
  101 Renegade Class Feats Copyright 2011 Steven D. Russell; Author Steven D. 
  Russell
  40 Alchemical Items Copyright 2005, Adamant Entertainment; Authors Steve 
  Honeywell.
  50 New Ways to Blow Things Up: Evocation copyright Silven Publishing and 
  Matthew J. Hanson.
  50 New Ways to turn things into other things: Transmutation copyright Silven 
  Publishing and Matthew J. Hanson.
  A Dozen Hazards of the Dragon’s Lair, Copyright 2005 Philip Reed, published by 
  Ronin Arts www. roninarts.com
  A Magical Medieval Society: Western Europe Copyright 2003, Expeditious Retreat 
  Press; authors Suzi Yee and Joseph Browning.
  A Necromancer’s Almanac: 2012 Copyright 2012 Necromancers of the Northwest, 
  LLC; Authors Alex Riggs, Joshua Zaback
  A Necromancer’s Almanac: 2013 Copyright 2013 Necromancers of the Northwest, 
  LLC; Authors Alex Riggs, Joshua Zaback, Marie Barnes, Joel Migas
  A Necromancer’s Grimoire: Bounty of the Ranger Copyright 2013 Necromancers 
  of the Northwest, LLC; Authors Joshua Zaback, Alex Riggs
  A Necromancer’s Grimoire: Bows of War Copyright 2012 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback
  A Necromancer’s Grimoire: Faces of the Rakshasa Copyright 2011 Necromancers 
  of the Northwest, LLC; Authors Alex Riggs, Joshua Zaback, Justin Holloway, 
  Rosa Gibbons
  A Necromancer’s Grimoire: Marchen der Daemonwulf II Copyright 2011 Nec-
  romancers of the Northwest, LLC; Authors Alex Riggs, Joshua Zaback, Justin 
  Holloway
  A Necromancer’s Grimoire: Masters of the Gun Copyright 2012 Necromancers of 
  the Northwest, LLC; Authors Alex Riggs
  A Necromancer’s Grimoire: Mysteries of the Oracle Copyright 2012 Necromancers 
  of the Northwest, LLC; Authors Joshua Zaback, Justin Holloway, Alex Riggs
  A Necromancer’s Grimoire: Paths of the Druid Copyright 2011 Necromancers of 
  the Northwest, LLC; Authors Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: Secrets of the Witch Copyright 2011 Necromancers of 
  the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: Sorcerous Lineages Copyright 2013 Necromancers of 
  the Northwest, LLC; Authors Joel Migas, Marie Barnes, Alex Riggs
  A Necromancer’s Grimoire: Spirit Warriors Copyright 2011 Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: Spirit Warriors II Copyright 2012 Necromancers of 
  the Northwest, LLC; Authors: Justin Holloway, Alex Riggs, Joshua Zaback
  A Necromancer’s Grimoire: Steeds and Stallions Copyright 2011 Necromancers of 
  the Northwest, LLC; Authors Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: The Art of Traps Copyright 2011 Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway, Rosa 
  Gibbons
  A Necromancer’s Grimoire: The Book of Faith Copyright 2011 Necromancers of 
  the Northwest, LLC; Authors Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: The Book of Martial Action Copyright 2012 Necro-
  mancers of the Northwest, LLC; Authors Alex Riggs, Joshua Zaback, Joel Migas
  A Necromancer’s Grimoire: The Book of Purifying Flames Copyright 2010 Nec-
  romancers of the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin 
  Holloway
  A Necromancer’s Grimoire: The Fabricant Copyright 2011 Necromancers of the 
  Northwest, LLC; Authors: Justin Holloway, Alex Riggs, Joshua Zaback
  A Necromancer’s Grimoire: The Secret of Herbs Copyright 2012 Necromancers of 
  the Northwest, LLC; Authors Alex Riggs, Joshua Zaback
  A Necromancer’s Grimoire: The Wonders of Alchemy Copyright 2012 Necroman-
  OPEN GAME LICENSE Version 1.0a
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: 
  (a)”Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b)”Derivative Material” means copyright-
  ed material including derivative works and translations (including into other 
  computer languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in which an 
  existing work may be recast, transformed or adapted; (c) “Distribute” means 
  to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or 
  otherwise distribute; (d)”Open Game Content” means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game Content 
  by the Contributor, and means any work covered by this License, including 
  translations and derivative works under copyright law, but specifically excludes 
  Product Identity. (e) “Product Identity” means product and product line names, 
  logos and identifying marks including trade dress; artifacts; creatures charac-
  ters; stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, environ-
  ments, creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered trademark 
  clearly identified as Product identity by the owner of the Product Identity, and 
  which specifically excludes the Open Game Content; (f) “Trademark” means 
  the logos, names, mark, sign, motto, designs that are used by a Contributor to 
  identify itself or its products or the associated products contributed to the Open 
  Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, 
  Distribute, copy, edit, format, modify, translate and otherwise create Derivative 
  Material of Open Game Content. (h) “You” or “Your” means the licensee in 
  terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a 
  notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must affix such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions may be applied 
  to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original ma-
  terial as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed 
  by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE por-
  tion of this License to include the exact text of the COPYRIGHT NOTICE of 
  any Open Game Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright holder’s name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including 
  as an indication as to compatibility, except as expressly licensed in another, in-
  dependent Agreement with the owner of each element of that Product Identity. 
  You agree not to indicate compatibility or co-adaptability with any Trademark 
  or Registered Trademark in conjunction with a work containing Open Game 
  Content except as expressly licensed in another, independent Agreement with 
  the owner of such Trademark or Registered Trademark. The use of any Product 
  Identity in Open Game Content does not constitute a challenge to the owner-
  ship of that Product Identity. The owner of any Product Identity used in Open 
  Game Content shall retain all rights, title and interest in and to that Product 
  Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License 
  to copy, modify and distribute any Open Game Content originally distributed 
  under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy 
  of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission 
  
  Codex of Blood:
  Codex of Blood:
  114
  114
  cer Games, Inc., published anddistributed by Frog God Games; Author Scott 
  Greene.
  Baphomet from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Basidirond from the Tome of Horrors © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Basidirond from the Tome of Horrors © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax. Bat, Mobat from the 
  Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene and Clark Peterson, based on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Authors: Scott Greene and 
  Clark Peterson, based on original material by Gary Gygax. 
  Beetle, Slicer from the Tome of Horrors, Revised © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Bevy of Blades, © 2016, Amora Game; Authors: Brian Moran
  Black Market: The Definitive D20 Guide to Cyberpunk Gear Copyright 2005, 
  Adamant Entertainment.: Authors Elissa Carey & Malcolm Sheppard
  Blindheim from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Roger Musson.
  Blood of the Gorgon, Copyright 2008, Open Design LLC; Author: Nicolas Logue
  Bloodforge Infusions: Esoteric Energies, © 2017, Dreamscarred Press, LLC; Au-
  thors: Forrest Heck, Jade Ripley, Matthew Ryan Medeiros
  Bloodforge Infusions: Hybrid Races, © 2018, Dreamscarred Press, LLC; Authors: 
  Katia Oakes, Kevin Ryan
  Bloodforge, © 2017, Dreamscarred Press, LLC; Author: Matthew Ryan Medeiros, 
  Jade Ripley, based on material by Owen K.C. Stephens.
  Bluffside: City on the Edge Copyright 2002, Thunderhead Games, Inc., and Mystic 
  Eye Games, LLC.
  Book of Beyond: Liminal Power ©2016 Lost Spheres Publishing, Author: Christen 
  N. Sowards
  Book of Beyond: Spells of Boon and Burden ©2016 Lost Spheres Publishing, 
  Author: Christen N. Soward
  Book of Distinctions And Drawbacks Modern Copyright 2003 Scott Thomas 
  Lynch
  Book of Distinctions And Drawbacks Revised Copyright 2003 Scott Thomas 
  Lynch
  Book of Fiends, © 2003, Green Ronin Publishing, LLC; Authors Aaron Loeb, Erik 
  Mona, Chris Pramas, and Robert J. Schwalb.
  Book of Templates: Deluxe Edition Copyright 2003, Silverthorne Games; Authors 
  Ian Johnston and Chris S. Sims.
  Book of the Righteous, © 2002, Aaron Loeb.
  Brownie from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Bunyip from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Dermot Jackson.
  Carbuncle from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Authors Scott Greene, based on original material by Albie Fiore.
  Caryatid Column from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Jean Wells.
  Castle Shadowcrag, Copyright 2007, Wolfgang Baur, www.wolfgangbaur.com All 
  rights reserved.
  Castlemourn Campaign Setting Copyright 2007, Margaret Weis Productions, Ltd.
  Cave Fisher from the Tome of Horrors © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Lawrence Schick.
  Champions of the Spheres © 2017 Drop Dead Studios LLC, Authors Adam Mey-
  ers, Ehn Jolly, Michael Sayre, Andrew Stoeckle
  Character Drawbacks, Copyright 2007, Adamant Entertainment. Author: Walt 
  Ciechanowski.
  Character Guide: The Gentleman Thief Copyright 2012 Necromancers of the 
  Northwest, LLC; Authors Joshua Zaback, Alex Riggs, David Mesick
  Character Guide: The Wise Sage Copyright 2013 Necromancers of the Northwest, 
  LLC; Authors Alex Riggs, Joshua Zaback.
  City of Seven Seraphs: Nexus Playtest, © 2017, Lost Spheres Publishing; Author: 
  Michael Sayre. 
  City of Seven Seraphs: Akashic Trinity, © 2018, Lost Spheres Publishing; Author: 
  Michael Sayre.
  City of Seven Seraphs: Species of Hyraeatan, © 2018, Lost Spheres Publishing; 
  Author: Thilo Graf, N. Jolly, Christen N. Sowards
  Classes of Legend: The Cavalier Copyright 2005, Lion’s Den Press; Author Ari 
  Marmell
  Classes of the Lost Spheres - Echo. © 2013, Lost Spheres Publishing. Author: 
  cers of the Northwest, LLC; Authors Alex Riggs, Joshua Zaback
  Accidents of Birth: Deformities and Deformity Feats, Copyright 2006, Louis Porter 
  Jr. Design, Inc.
  Adherer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Authors Scott Greene and Clark Peterson, based on original material by Guy 
  Shearer.
  Advanced Arcana Volume I Copyright 2010 Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshya Zaback, Justin Holloway
  Advanced Arcana Volume II Copyright 2011 Necromancers of the Northwest, 
  LLC; Authors Alex Riggs, Joshua Zaback
  Advanced Arcana Volume III Copyright 2012 Necromancers of the Northwest, 
  LLC; Authors Alex Riggs, Joshua Zaback
  Advanced Arcana Volume IV Copyright 2013 Necromancers of the Northwest, 
  LLC; Authors Alex Riggs, Joshua Zaback
  Advanced Bestiary, Copyright 2004, Green Ronin Publishing, LLC; Author Mat-
  thew Sernett.
  Advanced Gamemaster’s Guide, Copyright 2005, Green Ronin Publishing, LLC; 
  Author Owen K.C. Stephens.
  Advanced Players Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Advanced Player’s Guide, Player’s Guide to Monks and Paladins, Relics & Rituals: 
  Excalibur, Relics & Rituals: Olympus, and Strange Lands: Lost Tribes of the 
  Scarred Lands all ©2004 White Wolf Inc.
  Advanced Player’s Guide. © 2010, Paizo Inc; Author: Jason Bulmahn.
  Advanced Player’s Manual, © 2005, Green Ronin Publishing: Author Skip Wil-
  liams.
  Advanced Races: Dragonkin. Copyright 2013, Open Design LLC. Author: Amanda 
  Hamon. www.koboldpress.com
  Advanced Races: Lamia. © 2014, Open Design LLC. Author: Marc Radle
  Advanced Races:the Darakhul. Copyright 2013, Open Design LLC. www.
  Aerial Adventure Guide:SkyCaptain’s Handbook, by Michael Mearls, Copyright 
  2004 Goodman Games
  Aerial Servant from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc.; Published and distributed by Frog God Games; Authors: Clark Greene and 
  Clark Peterson, based on original material by Gary Gygax
  Aethera Campaign Setting, © 2017, Encounter Table Publishing; Authors: Jesse 
  Benner, John Bennett, Robert Brookes, Duan Byrd, Jeff Dahl, Andrew Fields, 
  Kaelyn Harding, Thurston Hillman, Nicholas Hite, Sarah Hood, Andrew 
  Marlowe, Monica Marlowe, Daniel Hunt, Andre James, Patrick N.R. Julius, 
  Mike Kimmel, Isabelle Lee, Jessica Powell, Joshua Rivera, David N. Ross, Todd 
  Stewart, Jeffrey Swank, Jacob Thomas, Chris Wasko, and Scott Young.
  Airships, Copyright 2003, Bastion Press, Inc.
  Akashic Mysteries, © 2014, Dreamscarred Press; Author: Michael Sayre.
  Akashic Nodes: The Home of Memory, Copyright 2005 Justin D. Jacobson.
  Amphisbaena from the Tome of Horrors, Revised © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Ancient Warriors: Sons of Sparta Copyright 2011 Necromancers of the Northwest, 
  LLC; Authors: Joshua Zaback, Alex Riggs, Justin Holloway
  Ancient Warriors: The Vikings Copyright 2012 Necromancers of the Northwest, 
  LLC; Authors Alex Riggs, Joshua Zaback
  Ancient Warriors: Way of the Ninja Copyright 2011 Necromancers of the North-
  west, LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway
  Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Anger of Angels. © 2003, Sean K Reynolds.
  Animal Lord from the Tome of Horrors, Revised © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Armies of the Abyss, © 2002, Green Ronin Publishing, LLC; Authors Erik Mo-
  naand Chris Pramas.
  Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Assassin’s Handbook, © 2002, Green Ronin Publishing, LLC; Authors David “Ze-
  b”Cook and Wolfgang Baur.
  Atomie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax
  Aurumvorax from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Avatar’s Handbook, © 2003, Green Ronin Publishing, LLC; Author Jesse Decker.
  Axe Beak from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Baobhan Sith from the Tome of Horrors Complete, Copyright 2011, Necroman-
  
  Parasites & Paragons
  Parasites & Paragons
  115
  115
  Demon Lord, Jubilex from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Demon Lord, Kostchtchie from the Tome of Horrors Complete © 2011, Necro-
  mancer Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Demon Lord, Orcus from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Demon Lord, Pazuzu from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Demon, Nabasu from the Tome of Horrors, Revised © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Demon, Shadow from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Neville White. 
  Dire Corby from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Jeff Wyndham.
  Disenchanter from the Tome of Horrors, Revised © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Roger Musson.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Dragon Horse from the Tome of Horrors, Revised © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Dragon, Faerie from the Tome of Horrors, Revised © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Brian Jaeger and Gary 
  Gygax.
  DragonCyclopedia: Martial Arts Feats Copyright 2011 Glen R. Taylor.
  Dust Digger from the Tome of Horrors, Revised © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Dynasties and Demagogues, Copyright 2003, Trident, Inc. d/b/a Atlas Games; 
  Author Chris Aylott.
  E.N. Guild – Monster Hunters’ Guild, Copyright 2005, E.N. Publishing; Author 
  Aeryn Rudel.
  Eldritch Sorcery Copyright 2005, Necromancer Games, Inc.; Authors Patrick 
  Lawinger, Scott Greene, and David Mannes, with Erica Balsley, Chris Bern-
  hardt, Casey W. Christofferson, Bill Collins, Jim Collura, Chad Coulter, Patrick 
  Goulah, Skeeter Green, Jeff Harkness, Lance Hawvermale, Travis Hawvermale, 
  Richard Hughes, Robert Hunter, Al Krombach, Rob Mason, Matt McGee, Clark 
  Peterson, Michael Proteau, Greg Ragland, Gary Schotter, Joe Walmsley, and Bill 
  Webb.
  Elemental, Time from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distrib uted by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Empire of the Ghouls, Copyright 2007 Wolfgang Baur, www.wolfgangbaur.com All 
  rights reserved.
  Encyclopaedia Arcane: Necromancy . Beyond the Grave Copyright 2001, Mon-
  goose Publishing.
  Encyclopaedia Divine: Shamans copyright 2002, Mongoose Publishing.
  Encyclopedia Arcane: Necromancy – Beyond the Grave Copyright 2001, Mon-
  goose Publishing.
  Excalibur, Relics & Rituals: Olympus, and Strange Lands: Lost Tribes of the 
  Scarred Lands all ©2004 White Wolf Inc.
  Executioner’s Hood from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc.; published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Fading Suns: D20, Copyright 2001, Holistic Design, Inc; Authors Bill Bridges and 
  Andy Harmon.
  Fading Suns: d20, © 2001, Holistic Design, Inc.
  Falthar’s Curios, © 2000, Green Ronin Publishing, LLC; Author Chris Pramas.
  Fang & Fury: A Guidebook to Vampires. © 2003, Green Ronin Publishing; Au-
  thor:Jim Bishop.
  Fantasy Firearms Copyright 2007, Mark Cathro & Skortched Urf Studios; Author 
  Eric Karnes.
  Fantasy Occupations Copyright 2007, Adamant Entertainment.: Author: Walt 
  Ciechanowski
  Fatal Flaws, Copyright 2005, Basic Action Games
  Fehr’s Ethnology: Complete © 2013, Purple Duck Games; Author: Perry Fehr. 
  Flail Snail from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Simon Tilbrook.
  Flumph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Ian McDowell and Douglas 
  Naismith.
  Focus on Freeport #7: The Jade Serpent of Yig, © 2001, Green Ronin Publishing, 
  Christen N. Sowards
  Classes of the Lost Spheres - Paramour. © 2014, Lost Spheres Publishing. Author: 
  Christen N. Sowards
  Classes of the Lost Spheres: Shadow Weaver ©2017 Lost Spheres Publishing, 
  Authors: David N. Ross,
  Classes of the Lost Spheres: Zodiac, ©2018, Lost Spheres Publishing; Authors: 
  Michael Sayre. Christen N. Sowards
  Classic Monsters Revisited. Copyright 2008, Paizo Inc; Authors: Wolfgang Baur, 
  Jason Bulmahn, Joshua J. Frost, James Jacobs, Nicolas Logue, Mike McArtor, 
  James L. Sutter, Greg A. Vaughan, Jeremy Walker.
  Cloud Warriors, Copyright 2003, Fast ForwardEntertainment
  Convergent Paths: Fey Archetypes. Copyright 2013, Steven D. Russell; Author: 
  Mark Seifter.
  Courts of the Shadow Fey. Copyright 2013, Open Design LLC. Authors: Wolfgang 
  Baur, Ben McFarland.
  Covenant Magic: Further Covenants. Copyright 2015, Purple Duck Games; Au-
  thor: Julian Neale.
  Crime and Punishment, Copyright 2003, Trident Inc. d/b/a Atlas Games; author 
  Keith Baker.
  Cry Havoc, ©2003 Skip Williams. All rights reserved.
  Crypt Thing from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Roger Musson. 
  Crystal Ooze from the Tome of Horrors © 2002, Necromancer Games, Inc.; Au-
  thor Scott Greene, based on original material by Gary Gygax.
  Curses! Copyright ©2002 Kosala Ubayasekara. All Rights Reserved. Author Eytan 
  Bernstein
  d20 Freeport Companion, © 2007, Green Ronin Publishing, LLC; Author Robert 
  J. Schwalb.
  D20 Modern System Reference Document, Copyright 2002, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on 
  material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter 
  Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors Com-
  plete © 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author: Scott Greene, based on original material by Ian McDowall.
  Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necro-
  mancer Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, Necroman-
  cer Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Daemon, Oinodaemon from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, Necroman-
  cer Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Simon Muth. 
  Death Dog from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc.; published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Underworld Oracle.
  Death Worm from the Tome of Horrors, Revised © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene and Erica Balsley.
  Death in Freeport Revised, © 2000-2004, Green Ronin Publishing, LLC; Author 
  Chris Pramas.
  Decapus from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Jean Wells.
  Demodand, Shaggy from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Demodand, Slimy from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Demodand, Tarry from the Tome of Horrors, Revised © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by
  Demon Lord, Baphomet from the Tome of Horrors Complete © 2011, Necroman-
  cer Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  
  Codex of Blood:
  Codex of Blood:
  116
  116
  Wiker.
  Insidious Intentions: The Book of Villainy Copyright 2013 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback
  Interludes: Brief Expeditions to Bluffside Copyright 2001, Thunderhead Games, 
  Inc., and Mystic Eye Games, LLC.
  Into the Armory: The Complete Guide to Weapons, Armor, and Equipment Copy-
  right 2010, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback, Justin Holloway
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.;North-
  west, LLC; Authors Alex Riggs Necrophidius from the Tome of Horrors, 
  Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by Simon Tillbrook.
  Iron Lords of Jupiter, Copyright 2003 Paizo Publishing, Author: Lizard — Used 
  With Permission.
  Jackalwere from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Jade Dragons and Hungry Ghosts © 2001, Green Ronin Publishing; Authors: 
  Wolf¬gang Baur, David “Zeb” Cook, Erik Mona, Leon Phillips, Chris Pramas, 
  and Steven E. Schend.
  Joe.s Book of Enchantment Copyright 2002, Joseph Mucchiello, Jr. Published by 
  Throwing Dice Games.
  Jubilex from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Kamadan from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Nick Louth.
  Kech from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Lawrence Schick.
  Kobold Quarterly Blog, 2009, http://www.koboldquarterly.com/k/front-page6138.php
  Kobold Quarterly Blog, 2010, http://www.koboldquarterly.com/k/front-page3595.php
  Kobold Quarterly Blog, 2010, http://www.koboldquarterly.com/k/front-page6556.php
  Kobold Quarterly Blog, 2010, http://www.koboldquarterly.com/k/front-page6582.php
  Kobold Quarterly Blog, 2010, http://www.koboldquarterly.com/k/front-page6594.php
  Kobold Quarterly Blog, 2010, http://www.koboldquarterly.com/k/front-page6596.php
  Kobold Quarterly Blog, 2010, http://www.koboldquarterly.com/k/front-page6947.php
  Kobold Quarterly Blog, 2011, http://www.koboldquarterly.com/k/front-page10447.php
  Kobold Quarterly Blog, 2011, http://www.koboldquarterly.com/k/front-page5074.php
  Kobold Quarterly Issue 11, © 2009, Open Design LLC, www.koboldpress.com.
  Kobold Quarterly Issue 20, © 2012, Open Design LLC, www.koboldpress.com.
  Kobold Quarterly Issue 22, © 2012, Open Design LLC, www.koboldpress.com.
  Kobold Quarterly Issue 7 © 2008, Open Design LLC, http://www.koboldquarterly. 
  com; Authors John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John 
  Flemming, Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and 
  Stan!
  Kobold Quarterly issue 10, Copyright 2009, Open Design LLC All rights reserved.
  Kobold Quarterly issue 13, Copyright 2010, Open Design LLC, All rights reserved.
  Kobold Quarterly issue 14, Copyright 2010, Open Design LLC, All rights reserved.
  Kobold Quarterly issue 21, © 2012, Open Design LLC., www.koboldpress.com.
  Kobold Quarterly issue 23, “Slithering in Moonlight”, © 2012, Open Design LLC, 
  Author: Marc Radle www.koboldquarterly.com. All Rights Reserved.
  Kobold Quarterly issue 23. © 2012, Open Design, LLC; www.koboldpress.com.
  Kobold Quarterly issue 23. © 2012, Open Design, LLC; www.koboldpress.com.
  Kobold Quarterly issue 4, Copyright 2008, Open Design LLC, . All rights reserved.
  Kobold Quarterly issue 6, Copyright 2008, Open Design LLC, www.koboldquar-
  terly.com. All rights reserved. 
  Kobold Quarterly issue 8, Copyright 2009, Open Design LLC, All rights reserved.
  Kobold Quarterly issue 9, Copyright 2009, Open Design LLC, All rights reserved.
  Kobold Quarterly, Copyright 2007, Wolfgang Baur, www.wolfgangbaur.com. All 
  rights reserved.
  Korred from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Leadership Handbook © 2015, Everyman Gaming, LLC; Author AlexanderAugu-
  nas.
  Legacy of the Dragons, Copyright 2004 Monte J. Cook.
  Legendary Classes: Covenant Magic, © 2013, Purple Duck Games; Author: David 
  Nicholas Ross.
  Legendary Classes: Eternal Mage © 2016, Purple Duck Games; Author N. Jolly.
  Legendary Classes: More Covenant Magic, © 2014, Purple Duck Games; Author: 
  Julian Neale.
  Legendary IV: Legendary Shields © 2011, Purple Duck Games; Author: Marc 
  Radle.
  Legendary Races: Cyclops, © 2010, Published by Purple Duck Games; Author: 
  Stefen Styrsky.
  LLC; Author William Simoni.
  Foo Creature from the Tome of Horrors, Revised © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Ian Livingstone.
  Form Blazing Sword! – Bringing Your Own Toys: The Conduit © 2015, Lost 
  Spheres Publishing. Author: Christen N. Sowards
  Freeport Companion: Pathfinder Roleplaying Game Edition, © 2008, Green Ronin 
  Publishing, LLC; Authors Robert J. Schwalb, Adam Daigle, Brandon Hodge, 
  John E. Ling, Jr., Greg A. Vaughan
  Freeport: The City of Adventure, © 2002, Green Ronin Publishing, LLC; Authors 
  Matt Forbeck and Chris Pramas.
  Froghemoth from the Tome of Horrors © 2002, Necromancer Games, Inc.; Author 
  Scoit Greene, based on original material by Gary Gygax.
  GM’s Gallery: Useful and Interesting NPCs Copyright 2011 Necromancers of the 
  Northwest, LLC; Authors Joshua Zaback, Justin Holloway
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Genius Guide to the Mosaic Mage. Copyright 2011, Super Genius Games, LLC; 
  Author: Ryan Costello, Jr.
  Genius Options: Masters of Time. Copyright 2012, Super Genius Games, LLC; 
  Author: Owen K.C. Stephens
  Giant Slug from the Tome of Horrors © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Giant, Wood from the Tome of Horrors, Revised © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Wizards of the Coast.
  Gloomwing from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Golem, Furnace from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distrib uted by Frog God Games; Author: Scott 
  Greene.
  Golem, Ice from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene.
  Golem, Wood from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Authors Scott Greene and Patrick Lawinger.
  Grim Tales, Copyright 2004, Benjamin R. Durbin, published by Bad Axe Games, 
  LLC.
  Grimstalker from Tome of Horrors II, Copyright 2004, Necromancer Games, Inc.
  Grippli from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Peter Brown.
  Hammer & Helm. Copyright 2002, Green Ronin Publishing; Author Jesse Decker
  Hangman Tree from the Tome of Horrors, Revised © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on 
  original content from TSR.
  Heroes of Fantasy copyright 2005, Mongoose Publishing Ltd.
  Heroes of the Fenian Triarchy © 2013, Purple Duck Games; Author: Josh Mc-
  Crowell.
  Hippocampus from the Tome of Horrors, Revised © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene and Erica Balsley, based on original material by Gary 
  Gygax.
  Hot Pursuit, Copyright 2005, Corey Reid, published by Adamant Entertainment, 
  Inc.
  Household Knight Copyright 2006, Alea Publishing Group.
  Huecuva from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Underworld Oracle.
  Hyperconscious: Explorations in Psionics Copyright 2004 Bruce R Cordell. All 
  rights reserved.
  Ice Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene. Iron Cobra from the Tome of Horrors. © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by Philip Mas-
  ters.
  If Thoughts Could Kill Copyright 2001–2004 Bruce R. Cordell. All rights reserved.
  Immortals Handbook, Copyright 2003, Craig Cochrane.
  Imperial Gazetteer, Copyright 2010, Open Design LLC, www.koboldquarterly.
  com. All rights reserved.
  In the Company of Vampires, © 2017, RitePublishing, LLC. Authors: StevenT. Helt 
  and Stephen Rowe.
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Initiative Cards v2.0 Copyright 2003, Th e Game Mechanics, Inc.; Author JD 
  
  Parasites & Paragons
  Parasites & Paragons
  117
  117
  based on original material by Gary Gygax.
  Mutants & Masterminds Copyright 2002, Green Ronin Publishing.
  Mutants & Masterminds, © 2002, Green Ronin Publishing, LLC; Author Steve 
  Kenson.
  Mystic Secrets: The Lore of Word and Rune, Copyright 2004 Monte J. Cook.
  Mythic Paths of the Lost Spheres. © 2014, Lost Spheres Publishing. Author: Chris-
  ten N. Sowards
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Necromancers of the Northwest Presents: Knights of the Crucible Copyright 2012 
  Necromancers of the Northwest, LLC; Authors Alex Riggs
  Necromancers of the Northwest Presents: The Blackshire Mercenary Company 
  Copyright 2011 Necromancers of the Norhtwest, LLC; Authors Alex Riggs, 
  Joshua Zaback, Justin Holloway
  Necrophidius from the Tome of Horrors, Revised © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  New Paths 2: The Expanded Shaman or New Paths Compendium by Kobold Press/
  Open Design
  New Paths Compendium. © 2013 Open Design LLC; Authors: Marc Radle, Crystal 
  Frasier, John Ling, Jr., and Jerall Toi.
  New Paths: The Expanded Battle Scion © 2013, Kobold Press; Author: Radle.
  New Paths: The Expanded Gunslinger © 2013, Kobold Press; Author: Crystal 
  Frasier.
  New Paths: The Expanded Shaman Copyright 2012, Open Design LLC.; Author: 
  Marc Radle.
  New Paths: The Expanded Shaman © 2012, Open Design LLC.; Author: Marc 
  Radle.
  New Paths: The Expanded Spell-less Ranger, © 2013, Open Design LLC; Author: 
  Marc Radle.
  New Paths: The Expanded White Necromancer Copyright 2013, Open Design 
  LLC.; Author: Marc Radle.
  New Paths: the Expanded Monk and Ninja, © 2013, Open Design, LLC; Author: 
  Jerall Toi.
  Nogitsune oni from Pathfinder Adventure Path #50: Night of Frozen Shadows. © 
  2011, Paizo Publishing, LLC; Author: Greg A. Vaughan.
  Northlands © 2011, Open Design LLC; Author: Dan Voyce;
  OGL Horror, Copyright 2003, Mongoose Publishing, Inc.
  Oathbound Arena. Copyright 2003 Bastion Press, Inc. Authors: Kevin W. Melka 
  and Todd R. Laing
  Oathbound Domains of the Forge. Copyright 2002 Bastion Press, Inc. Authors: 
  Greg Dent with Todd Morasch and Jim Butler
  Oathbound Eclipse. Copyright 2010 Epidemic Books Co. Authors: Todd Morasch 
  with Greg Dent
  Oathbound Plains of Penance. Copyright 2002 Bastion Press, Inc. Author: Greg 
  Dent
  Oathbound Players’ Guide. Copyright 2006 Bastion Press, Inc. Authors: Thomas 
  Knauss and Tim Hitchcock
  Oathbound Seven Copyright 2011 Epidemic Books Co. Authors: Greg Dent, Todd 
  Morasch, Brannon Hollingsworth, Darrin Drader, Kevin W. Melka, Todd R. 
  Laing,Thomas Knauss, Tim Hitchcock
  Oathbound Wildwood. Copyright 2005 Bastion Press, Inc. Authors: Thomas 
  Knauss and Darrin Drader
  Oathbound Wrack and Ruin. Copyright 2003 Bastion Press, Inc. Authors: Greg 
  Dent and Darrin Drader
  Oathbound: Arena, Copyright 2004, Bastion Press
  Oathbound: Domains of the Forge, Copyright 2002, Bastion Press
  Oathbound: Mysteries of Arena, Copyright 2004, Bastion Press
  Oathbound: Wrack & Ruin, Copyright 2003, Bastion Press
  Occult Lore, Copyright 2002, Trident, Inc. d/b/a Atlas Games; Authors Keith 
  Baker, Adam Bank, Chris Jones, Scott Reeves, and Elton Robb.
  One Million Magic Items, Copyright 2007, Adamant Entertainment. Author: 
  Gareth-Michael Skarka
  Original Spell Name Compendium Copyright 2002 Clark Peterson; based on 
  NPCnamed spells from the Player’s Handbook that were renamed in the System 
  Reference Document. The Compendium can be found on the legal page of 
  http://www.necromancergames. com.
  Otherworldly Invocations Copyright 2013 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs, David Mesick, Joshua Zaback and Bill Webb; Based on 
  original content from TSR.
  Pact Magic Unbound Vol. 1. Copyright 2012, Radiance House
  Pact Magic Unbound Vol. 2. Copyright 2013, Radiance House
  Pact Magic Unbound, Vol. 1. © 2012 Radiance House; Authors: Alexander Augu-
  Legendary Races: Harpy © 2012, Purple Duck Games; Authors: Josh McCrowell. 
  Additional Writing: Perry Fehr, Sam Hing.
  Legendary Races: Medusa. © 2011, Published by Purple Duck Games; Author: 
  Stefen Styrsky
  Legendary Races: Rakshasa © 2011, Published by Purple Duck Games; Authors: 
  Mark Gedak, Stefen Styrsky
  Legendary VI: Legendary Armor © 2012, Purple Duck Games; Author: Marc 
  Radle.
  Legions of Hell, © 2001, Green Ronin Publishing, LLC; Author Chris Pramas.
  Leprechaun from the Tome of Horrors, Revised © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Liber Influxus Communis, © 2014, Amora Game; Authors: Greg LaRose, Alex 
  Augunas, Bradley Crouch, Daron Woodson, Eric Morton, Michael Sayre, Mike 
  Myler, Morgan, Boehringer, Scott Gladstein,Wayne Capena, Will McCardell, 
  Wojciech Gruchala.
  Liber Vampyr Copyright 2010-2013, Necromancers of the Northwest, LLC; Au-
  thors: Alex Riggs, Joshua Zaback, and Justin Holloway.
  Lost Spheres – Find the Hero Within. © 2015, Lost Spheres Publishing. Author: 
  Christen N. Sowards
  Love and War, Copyright 2004, Trident, Inc. d/b/a Atlas Games; Author David 
  Chart.
  Lurker Above from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc.; published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  MARS: A Roleplaying Game of Planetary Romance, Copyright 2006, Adamant 
  Entertainment. Authors: Lizard, Gareth-Michael Skarka, Ian Sturrock
  Madness in Freeport Revised, © 2001-2004, Green Ronin Publishing, LLC; Author 
  William Simoni.
  Magma ooze from the Tome of Horrors, Revised © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene.
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author 
  Scott Greene.
  Microsized Adventures © 2015, Everyman Gaming, LLC.; Authors: Alexander 
  Augunas.
  Midgard Bestiary for Pathfinder Roleplaying Game, © 2012 Open Design LLC; 
  Author: Adam Daigle with Chris Harris, Michael Kortes, James MacKenzie, 
  Rob Manning, Ben McFarland, Carlos Ovalle, Jan Rodewald, Adam Roy, Chris-
  tina Stiles, James Thomas, and Mike Welham.”
  Midgard Campaign Setting, © 2012, Open Design, LLC; Authors: Wolfgang Baur, 
  Jeff Grubb, Brandon Hodge, Christina Stiles, and Dan Voyce.
  Mihstu from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Mindscapes Copyright 2003–2004 Bruce R. Cordell. All rights reserved.
  Minions: Fearsome Foes, Copyright 2001, Bastion Press
  Mite from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Ian Livingstone and Mark Barnes.
  Modern Player’s Companion, Copyright 2003, The Game Mechanics, Inc.; Author: 
  Stan!
  Modern System Reference Document Copyright 2002, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on 
  material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,Peter 
  Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker
  Mongrelman from the Tome of Horrors, Revised © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Gary Gygax. Monster 
  Encyclopedia I. © 2004, Mongoose Publishing Ltd.
  Monster Encyclopedia I. © 2004, Mongoose Publishing Ltd.
  Monster Modifier, Copyright 2008, Adamant Entertainment. Author: Gareth-Mi-
  chael Skarka
  Monster’s Handbook Copyright 2002, Fantasy Flight Publishing, Inc. 
  Monstrous Races, copyright 2011, Purple Duck Games; Authors: Mark Gedak, 
  Stefen Styrsky
  Monstrous Races: Second Horde, copyright 2011, Purple Duck Games; Author: 
  Thomas Baumbach.
  Monte Cook’s Arcana Evolved Copyright 2005 Monte J. Cook. All rights reserved.
  Monte Cook’s Arcana Evolved Copyright 2005–2007 Monte J. Cook. All rights 
  reserved.
  Monte Cook’s Arcana Unearthed DM’s Screen and Player’s Guide Copyright 2003 
  Monte J. Cook. All rights reserved.
  Monte Cook’s Arcana Unearthed, Copyright 2003, Monte J. Cook.
  Moon Dog from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Muckdweller from the Tome of Horrors Complete © 2011; Necromancer Games, 
  Inc.; published and distributed by Frog God Games; Author: Scott Greene, 
  
  Codex of Blood:
  Codex of Blood:
  118
  118
  Pathfinder Campaign Setting: Technology Guide. © 2014, Paizo Publishing, LLC; 
  Author: James Jacobs and Russ Taylor.
  Pathfinder Campaign Setting: The Inner Sea World Guide. © 2011, Paizo Pub-
  lishing, LLC; Authors: Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason 
  Bulmahn, Joshua J. Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, James 
  Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, 
  Jason Eric Nelson,Jeff Quick, Sean K Reynolds, F. Wesley Schneider, Lean-
  dra Christine Schneider, David Schwartz, Amber E. Scott, Stan!, Owen K.C. 
  Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy Walker, and 
  JD Wiker.
  Pathfinder Chronicles: Princes of Darkness, Book of the Damned Vol. I. Copyright 
  2009, Paizo Publishing, LLC; Author: F. Wesley Schneider.
  Pathfinder Companion: Cheliax, Empire of Devils. Copyright 2009, Paizo Pub-
  lishing, LLC; Authors: Jonathan H. Keith, Colin McComb, Steven E. Schend, 
  Leandra Christine Schneider, and Amber E. Scott.
  Pathfinder Companion: Sargava, the Lost Colony. Copyright 2010, Paizo Inc; 
  Author: JD Wiker.
  Pathfinder Companion: Taldor, Echoes of Glory. Copyright 2009, Paizo Publish-
  ing, LLC; Author: Joshua J. Frost.
  Pathfinder Player Companion: Advanced Class Origins © 2014, Paizo Inc.; Au-
  thors: Dennis Baker, Ross Byers, Tom Phillips, Stephen Radney-MacFarland, 
  and Owen K.C. Stephens.
  Pathfinder Player Companion: Blood of Shadows © 2016, Paizo Inc.; Authors: 
  Alexander Augunas, Steven T. Helt, Luis Loza, and Ron Lundeen.
  Pathfinder Player Companion: Blood of the Moon © 2013, Paizo Publishing, LLC; 
  Authors: Tim Akers, Neal Litherland, David N. Ross, and Tork Shaw.
  Pathfinder Player Companion: Champions of Balance © 2014, Paizo Publishing, 
  LLC; Authors: Matt Goodall, Ron Lundeen, Philip Minchin, Patrick Renie, 
  Jason Ridler, and David Schwartz.
  Pathfinder Player Companion: Champions of Corruption © 2014, Paizo Inc.; Au-
  thors: Paris Crenshaw, Jim Groves, Sean McGowen, and Philip Minchin. 
  Pathfinder Player Companion: Faiths of Purity. © 2011, Paizo Publishing, LLC; 
  Author: Colin McComb.
  Pathfinder Player Companion: Giant Hunter’s Handbook © 2014, Paizo Inc.; Au-
  thors: Alexander Augunas, Luis Loza, Ron Lundeen, and David Ross.
  Pathfinder Player Companion: Heroes of the Street © 2015, Paizo Inc.; Authors: 
  John Compton, Mikko Kallio, Nicolas Logue, Michael McCarthy, Mike Myler, 
  and David N. Ross.
  Pathfinder Player Companion: Heroes of the Wild © 2015, Paizo Inc.; Authors: Ty-
  ler Beck, Pedro Coelho, Justin Juan, Mikko Kallio, Jason Keeley, Nick Salestrom, 
  and William Thrasher.
  Pathfinder Player Companion: Legacy of Dragons © 2016, Paizo Inc.; Authors: 
  Alexander Augunas, Robert Brookes, Thurston Hillman, Michelle Jones, Mikko 
  Kallio, and Mark Seifter.
  Pathfinder Player Companion: Legacy of the First World © 2017, Paizo Inc.; 
  Authors: Jake Alley, Judy Bauer, John Compton, Mikko Kallio, Jason Keeley, Joe 
  Pasini, Mark Seifter, Kendra Leigh Speedling, Josh Vogt, and Linda Zayas-Palm-
  er
  Pathfinder Player Companion: Magic Tactics Toolbox © 2016, Paizo Inc.; Authors: 
  Alexander Augunas, Steven T. Helt, Thurston Hillman, and Ron Lundeen.
  Pathfinder Player Companion: Magical Marketplace © 2013, Paizo Publishing, 
  LLC; Authors: John Ling, Ron Lundeen, Patrick Renie, David Schwartz, and 
  Jerome Virnich.
  Pathfinder Player Companion: Monster Summoner’s Handbook © 2015, Paizo 
  Inc.; Authors: Alexander Augunas, Tyler Beck, Anthony Li, Luis Loza, David N. 
  Ross, Owen K.C. Stephens, and Linda Zayas-Palmer.
  Pathfinder Player Companion: Ranged Tactics Toolbox based on original material 
  by Jean Wells.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: 
  Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, 
  Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, 
  Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. 
  Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide © 2010, Paizo Publishing, 
  LLC; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, 
  LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, 
  Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen 
  Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publishing, LLC; Authors: 
  Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, 
  Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, 
  Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick 
  Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, JamesMonte 
  Cook, and Skip Williams.
  nas and Dario Nardi.
  Pact Magic Unbound: Grimoire of Lost Souls © 2015 Radiance House; Authors: 
  Alexander Augunas, Dairo Nardi.
  Pacts & Pawns. Copyright 2014, d20pfsrd.com Publishing; Author: Michael 
  Massey.
  Pantheon and Pagan Faiths ©2004 Mystic EyeGames.
  Path of War, © 2014, Dreamscarred Press.
  Path of the Magi © 2002 Citizen Games/Troll Lord Games; Authors: Mike McAr-
  tor, W. Jason Peck, Jeff Quick, and Sean K Reynolds.
  Pathfinder Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn.
  Pathfinder Adventure Path #24, Copyright Paizo 2009. All Rights Reserved.
  Pathfinder Adventure Path #32: Rivers Run Red. Copyright 2010, Paizo Publishing 
  LLC. Author: Rob McCreary
  Pathfinder Adventure Path #33: The Varnhold Vanishing. © 2010, Paizo Publish-
  ing, LLC; Author: Greg A. Vaughan.
  Pathfinder Adventure Path #36: Sound of a Thousand Screams. © 2010, Paizo 
  Publishing, LLC; Author: Richard Pett.
  Pathfinder Adventure Path #38: Racing to Ruin. © 2010, Paizo Publishing, LLC; 
  Author: Tim Hitchcock.
  Pathfinder Adventure Path #43: Haunting of Harrowstone. Copyright 2011, Paizo 
  Publishing, LLC, Author: Michael Kortes
  Pathfinder Adventure Path #44: Trial of the Beast. Copyright 2011, Paizo Publish-
  ing, LLC, Author: Richard Pett
  Pathfinder Adventure Path #49: The Brinewall Legacy. © 2011, Paizo Publishing, 
  LLC; Author: James Jacobs.
  Pathfinder Adventure Path #50: Night of Frozen Shadows. © 2011, Paizo Publish-
  ing, LLC; Author: Greg A. Vaughan.
  Pathfinder Adventure Path #51: The Hungry Storm © 2011, Paizo Publishing, LLC; 
  Author: Jason Nelson.
  Pathfinder Adventure Path #52: Forest of Spirits © 2011, Paizo Publishing, LLC; 
  Author: Richard Pett.
  Pathfinder Adventure Path #53: Tide of Honor © 2011, Paizo Publishing, LLC; 
  Author: Tito Leati.
  Pathfinder Adventure Path #54: The Empty Throne © 2012, Paizo Publishing, LLC; 
  Author: Neil Spicer.
  Pathfinder Adventure Path #56: Raiders of the Fever Sea © 2012, Paizo Publishing, 
  LLC; Author: Greg A. Vaughan.
  Pathfinder Adventure Path #63: The Asylum Stone © 2012, Paizo Publishing, LLC; 
  Author: James L. Sutter.
  Pathfinder Adventure Path #63: The Asylum Stone © 2012, Paizo Publishing, LLC; 
  Author: James L. Sutter.
  Pathfinder Adventure Path #64: Beyond the Doomsday Door © 2012, Paizo Pub-
  lish¬ing, LLC; Author: Tito Leati.
  Pathfinder Adventure Path #67: The Snows of Summer © 2013, Paizo Publishing, 
  LLC; Author: Neil Spicer.
  Pathfinder Adventure Path #77: Herald of the Ivory Labyrinth © 2013, Paizo 
  Pub¬lishing, LLC; Author: Wolfgang Baur.
  Pathfinder Adventure Path #80: Empty Graves © 2014, Paizo Publishing, LLC; Au-
  thors: Crystal Frasier, with Thurston Hillman, Will McCardell, Rob McCreary, 
  and Amber E. Scott.
  Pathfinder Adventure Path: Rise of the Runelords Anniversary Edition © 2012, 
  Paizo Publishing, LLC; Authors: Wolfgang Baur, Stephen S. Greer, James Jacobs, 
  Nicolas Logue, Richard Pett, and Greg A. Vaughan.
  Pathfinder Campaign Setting: Horsemen of the Apocalypse: Book of the Damned, 
  Vol. 3. © 2011, Paizo Publish ing, LLC; Author: Todd Stewart.
  Pathfinder Campaign Setting: Inner Sea Bestiary © 2012, Paizo Publishing, LLC; 
  Authors: Jim Groves, James Jacobs, Rob McCreary, Erik Mona, Jason Nelson, 
  Patrick Renie, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Greg A. 
  Vaughan.
  Pathfinder Campaign Setting: Inner Sea Intrigue © 2016, Paizo Inc.; Authors: 
  David N. Ross, with Ross Byers.
  Pathfinder Campaign Setting: Inner Sea Magic, © 2011, Paizo Publishing, Inc; 
  Authors: Jesse Benner, Jason Nelson, Sean K Reynolds, Owen K.C. Stephens, 
  Russ Taylor.
  Pathfinder Campaign Setting: Isles of the Shackles © 2012, Paizo Publishing, LLC; 
  Author: Mike Shel.
  Pathfinder Campaign Setting: Lands of the Linnorm Kings © 2011, Paizo Publish-
  ing, LLC; Authors: Matthew Goodall, Jonathan Keith, Colin McComb, and Rob 
  McCreary.
  Pathfinder Campaign Setting: Lost Kingdoms © 2012, Paizo Publishing, LLC; 
  Authors: Wolfgang Baur, Adam Daigle, Jeff Erwin, and F. Wesley Schneider.
  Pathfinder Campaign Setting: Occult Mysteries © 2014, Paizo Inc.; Authors: Jason 
  Bulmahn, Crystal Frasier, Jim Groves, Brandon Hodge, James Jacobs, Erik 
  Mona, F. Wesley Schneider, and Jerome Virnich.
  
  Parasites & Paragons
  Parasites & Paragons
  119
  119
  Russ Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game Pathfinder Unchained © 2015, Paizo Inc.; Authors: 
  Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert 
  Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney- Mac-
  Farland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor. 
  Pathfinder Roleplaying Game Planar Adventures © 2018, Paizo Inc.; Authors: 
  Robert Brookes, John Compton, Paris Crenshaw, Eleanor Ferron, Thurston 
  Hillman, James Jacobs, Isabelle Lee, Lyz Liddell, Ron Lundeen, Joe Pasini, Lacy 
  Pellazar, Jessica Price, Mark Seifter, F. Wesley Schneider, Todd Stewart, James L. 
  Sutter, and Linda Zayas-Palmer..
  Pathfinder Roleplaying Game Ultimate Campaign © 2013, Paizo Publishing, 
  LLC; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, 
  Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin 
  McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick 
  Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and 
  Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; 
  Lead Designer: Jason Bulmahn; Designers: Dennis Baker, Jesse Benner, Ben-
  jamin Bruck, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, 
  Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, 
  and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. 
  Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, 
  Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, 
  Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse 
  Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross 
  Byers, Robert N. Emerson, Amanda Hamon Kunz, Steven Helt, Thurston Hill-
  man, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, 
  Stephen Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. 
  Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason 
  Nelson, Stephen Radney- MacFarland, Sean K Reynolds, Owen K.C. Stephens, 
  and Russ Taylor.
  Paths of Power. Copyright 2009, 4 Winds Fantasy Gaming; Authors Sean O’Con-
  nor and Patricia Willenborg, with Connie J. Thomson and Robert W.
  Pazuzu from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; 
  published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax and Wizards of the Coast
  Pech from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Au-
  thor: Scott Greene, based on original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Player’s Guide to Skybourne© 2016 Drop Dead Studios LLC, Author Adam, Mey-
  ers, Mike Myler, David Silver
  Player’s Guide to the Crossroads, © 2012, Open Design, LLC; www.koboldpress.
  com.
  Player’s Guide to the Dragon Empire, Copyright 2012, Open Design LLC. Design 
  Adam Roy. All rights reserved.
  Plexus -Open Spells Collection Copyright 2002 Mark Alexander Clover.
  Plexus – Potent Portals Copyright 2002 Mark Alexander Clover.
  Poisoncraft: The Dark Art, Copyright 2004, Justin D. Jacobson.
  Poltergeist from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Lewis Pulsipher.
  Possessors: Children of the Outer Gods Copyright 2003, Philip Reed and Christo-
  pher Shy, http://www.philipjreed. com and www.studioronin.com.
  Psionics Augmented: Seventh Path, © 2015, Dreamscarred Press.
  Psionics Augmented: Wilders, © 2015, Dreamscarred Press
  Psionics Expanded. Copyright 2011, Dreamscarred Press.
  Psionics Unleashed. Copyright 2010, Dreamscarred Press.
  Psychological Combat © 2014, Everyman Gaming, LLC; Author Alexander 
  Augunas.
  Ptolus: Monte Cook’s City by the Spire ©2006 Monte J. Cook.
  Quickling from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Random Fantasy Adventure Generator, Copyright 2007, Adamant Entertainment. 
  Author: Gareth-Michael Skarka
  Remarkable Races. Copyright 2009, Alluria Publishing; Author: J. Matthew Kubisz
  Rise of the Ghouls, © 2005 Adam Windsor.
  Rot Grub from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing, LLC; Authors: 
  Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, 
  Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, 
  and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, 
  Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason 
  Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley 
  Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Bak-
  er, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert 
  Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, 
  Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, 
  Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex 
  Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, 
  James L. Sutter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert 
  Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, 
  Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon 
  Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley 
  Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda 
  Zayas-Palmer.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Inc; Author: Jason Bulmahn 
  (based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Inc; Author: Cam Banks, 
  Wolfgang Baur, Jason Bulmahn, JimButler, Eric Cagle, Graeme Davis, Adam 
  Daigle, Joshua J. Frost, James Jacobs,Kenneth Hite, Steven Kenson, Robin Laws, 
  Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David 
  Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, 
  Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ 
  Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn (based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Book of the Damned © 2017, Paizo Inc.; Authors: 
  John Compton, Adam Daigle, Amanda Hamon Kunz, James Jacobs, Isabelle 
  Lee, F. Wesley Schneider, Todd Stewart, and Josh Vogt.
  Pathfinder Roleplaying Game Core Rulebook © 2011, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder Roleplaying Game GameMastery Guide, © 2010, Paizo Inc; Author: 
  Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme 
  Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven 
  Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, 
  Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, 
  F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, 
  James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Wood-
  ruff.
  Pathfinder Roleplaying Game Horror Adventures © 2016, Paizo Inc.; Authors: 
  John Bennett, Clinton J. Boomer, Logan Bonner, Robert Brookes, Jason 
  Bulmahn, Ross Byers, Jim Groves, Steven Helt, Thurston Hillman, Eric Hindley, 
  Brandon Hodge, Mikko Kallio, Jason Nelson, Tom Phillips, Stephen Rad-
  ney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, F. Wesley Schneider, 
  David Schwartz, Mark Seifter, and Linda Zayas-Palmer. Pathfinder Roleplaying 
  Pathfinder Roleplaying Game Monster Codex © 2014, Paizo Inc.; Authors: Dennis 
  Baker, Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, 
  Robert N. Emerson, Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, 
  Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, 
  Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, and 
  Russ Taylor.
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Den-
  nis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, 
  Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, 
  Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.
  Pathfinder Roleplaying Game NPC Codex. © 2014, Paizo Publishing, LLC; 
  Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob 
  McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick 
  Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: 
  John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John 
  Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon 
  Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Rad-
  ney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, 
  
  Codex of Blood:
  Codex of Blood:
  120
  120
  Connie J. Thomson and Robert W. Thomson, with Katheryn Bauer and Sean 
  O’Connor.
  The Book of Drakes, © 2011 Open Design LLC. Authors Adam Daigle and Mike 
  Welham.
  The Book of Eldritch Might, Book of Eldritch Might II: Songs and Souls of Power, 
  and Book of Eldritch Might III: The Nexus Copyright 2001, 2002 Monte J. 
  Cook. All rights reserved.
  The Book of Erotic Fantasy. Copyright 2006, Arthaus, Inc.; Authors: Gwendolyn 
  F.M. Kestrel and Duncan Scott
  The Book of Experimental Might © 2008, Monte J. Cook. All rights reserved.
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik 
  Mona, Chris Pramas, and Robert J. Schwalb.
  The Book of Hallowed Might. © 2002, Monte J. Cook.
  The Book of Roguish Luck Copyright 2005 Wolfgang Baur. All rights reserved.
  The Cavalier’s Handbook, Copyright 2004, Green Ronin Publishing; Author 
  Robert J. Schwalb
  The Compleat Librum of Gar.Udok.s Necromantic Artes Copyright 2002, Ambient 
  Inc.; Authors M Jason Parent, Denise Robinson, Chester Douglas II
  The Complete Book of Eldritch Might Copyright 2004 Monte J. Cook. All rights 
  reserved.
  The Deluxe Guide to Fiend Summoning and Faustian Bargains Copyright 2013 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua Zaback
  The Diamond Throne Copyright 2003 Monte J. Cook. All rights reserved.
  The Ebon Vault: Adamant Armors Copyright 2011 Necromancers of the North-
  west, LLC; Authors Alex Riggs, Joshua Zaback, Justin Holloway
  The Ebon Vault: Fantastic Footgear Copyright 2013 Necromancers of the North-
  west, LLC; Authors Alex Riggs, Joshua Zaback
  The Ebon Vault: Orbs of Power Copyright 2011 Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway
  The Ebon Vault: Power of the Ring Copyright 2012 Necromancers of the North-
  west, LLC; Authors Alex Riggs, Joshua Zaback
  The Ebon Vault: Secrets of the Staff Copyright 2011 Necromancers of the North-
  west, LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway
  The Ebon Vault: Swords of Legend Copyright 2011 Necromancers of the North-
  west, LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway
  The Ebon Vault: Unstoppable Hammers Copyright 2013 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback
  The Expanded Elven Archer, © 2012, Open Design LLC; Authors: Charles Lee 
  Carrier, John Ling, Jr., and Nicholas Milasich.
  The Freeport Trilogy, © 2005, Green Ronin Publishing, LLC; Authors Chris Pra-
  mas, William Simoni, and Robert J. Toth.
  The Genius Guide To Feats of Battle, © 2010, Super Genius Games. Author: Owen 
  K.C. Stephens
  The Genius Guide To: Chaos Magic. Copyright 2013, Super Genius Games. Au-
  thor: Owen K.C. Stephens
  The Genius Guide To: Feats of Psionic Might. Copyright 2011, Super Genius 
  Games. Author: Owen K.C. Stephens
  The Genius Guide to the Archon. Copyright 2010, Super Genius Games, LLC; 
  Author: Owen K.C. Stephens
  The Genius Guide to the Riven Mage. Copyright 2012, Super Genius Games, LLC; 
  Author: Carl Gilchrist and Owen K.C. Stephens
  The Genius Guide to: The Dragonrider. Copyright 2009, Super Genius Games. 
  Author: Owen K.C. Stephens.
  The Genius Guide to: The Godling. Copyright 2010, Super Genius Games. Author: 
  Owen K.C. Stephens.
  The Genius Guide to: The Time Thief Copyright 2010, Super Genius Games. 
  Author: Owen K.C. Stephens
  The Genius Guide to: The Vanguard. Copyright 2010, Super Genius Games. Au-
  thors: Marc Radle, Owen K.C. Stephens.
  The Genius Guide to: The War Master Copyright 2010, Super Genius Games. 
  Author: Owen K.C. Stephens
  The Genius Guide to: The Witch Hunter Copyright 2010, Super Genius Games. 
  Author: Owen K.C. Stephens
  The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 2008-2009 
  Purple Duck Creations; Authors: Mark Gedak, Alex Schroeder, Joel Arellano, 
  George Fields, Yair Rezek, Mike Whalen, Shane O’Connor, Mike Rickard, John 
  Whamond, Bill Browne, Eric Williamson, Slatz Grubnik, Charles R. Wenzler Jr, 
  John Fraser.
  The Great City Player’s Guide © by Øone Roleplaying Games
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  The Iconic Bestiary: Classics of Fantasy, Copyright 2005, Lions Den Press; Author 
  Ari Marmell Material from http://home.gwi.net/~rdorman/frilond/, Copyright 
  2001-2005 R. Dorman. All rights reserved.
  The Noble’s Handbook, © 2003, Green Ronin Publishing, LLC; Author Rodney 
  Thompson.
  Author Scott Greene and Clark Peterson, based on original material by Gary 
  Gygax.
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Au-
  thor Scott Greene, based on original material by Gary Gygax.
  Salon du Masque, © 2002, Green Ronin Publishing, LLC; Author Chris Pramas.
  Sandman from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Roger Musson.
  Seas of Blood, Copyright © 2001, Mongoose Publishing.
  Seas of Blood, © © 2001, Mongoose Publishing.
  Secret College of Necromancy, © 2002, Green Ronin Publishing, LLC; Authors 
  David “Zeb” Cook and Wolfgang Baur.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Neville White.
  Shock & Awe: Morale for All D20 Games Copyright 2005, Adamant Entertain-
  ment.: Author: Malcolm Sheppard
  Skillful Stunts Copyright 2006, Adamant Entertainment.: Author: Barak Blackburn
  Skreyn’s Register: The Bonds of Magic, Vol. 1: Cabal and Skreyn’s Register: The 
  Bonds of Magic,Vol. 2: The Faithful Copyright 2002 Sean K Reynolds. All rights 
  reserved.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  Skulk from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Simon Muth.
  Skull & Bones © 2003, Green Ronin Publishing, LLC; Authors Ian Sturrock, T.S. 
  Luikart, and Gareth-Michael Skarka.
  Skymetal reference; horacalcum: Technology Guide; p. 57
  Slime Mold from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax
  Slithering Tracker from the Tome of Horrors, Revised © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by David Cook.
  Spells & Spellcraft Copyright 2002, Fantasy Flight, Inc.
  Spheres of Might © 2017 Drop Dead Studios LLC, Authors Adam Meyers, Ehn 
  Jolly, Michael Sayre, Andrew Stoeckle
  Spheres of Power © 2014 Drop Dead Studios LLC, Author Adam Meyers
  Spriggan from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene and Erica Balsley, based on original material by Roger 
  Moore and Gary Gygax.
  Spycraft Copyright 2002, Alderac Entertainment Group.
  Streets of Zobeck. Copyright 2011, Open Design LLC, Authors: Ben McFarland, 
  Mike Franke, Richard Pett, Christina Stiles, Matthew Stinson.
  Sunken Empires. Copyright 2010, Open Design, LLC; Authors: Brandon Hodge, 
  David “Zeb” Cook, and Stefen Styrsky. www.koboldquarterly.com
  Supporting Roles: Combat Style Feats. Copyright 2012, Amora Game; Author: 
  Amora Game
  Swarm, Raven from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene.
  Swords of Our Fathers Copyright 2003, The Game Mechanics.
  Swords of Our Fathers, © 2003, The Game Mechanics.
  Tactical Implant: The Definitive D20 Guide to Cyberpunk Combat Options opy-
  right 2005, Adamant Entertainment.: Author: Malcolm Sheppard
  Tales of Freeport, © 2003, Green Ronin Publishing, LLC; Author Graeme Davis.
  Tales of Zobeck, Copyright 2008, Open Design LLC; Authors: Wolfgang Baur, Bill 
  Collins, Tim & Eileen Connors, Ed Greenwood, Jim Groves, Mike McArtor, 
  Ben McFarland, Joshua Stevens, Dan Voyce
  Tales of the Old Margreve. Copyright 2010, Open Design, LLC; Authors: Tim 
  and Eileen Connors, Michael Furlanetto, Jonathan McAnulty, Ben McFarland, 
  Richard Pett, Steven Robert, and Dan Voyce.
  Temporary Enchantments Copyright 2006, Adamant Entertainment.: Author: 
  Barak Blackburn
  Tenebrous Worm from the Tome of Horrors, Revised © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Mike Roberts.
  Terror in Freeport Revised, © 2001-2004, Green Ronin Publishing, LLC; Author 
  Robert J. Toth.
  The Assassin’s Handbook Copyright 2002 Green Ronin Publishing. All rightsre-
  served.
  The Book of Arcane Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors 
  Connie J. Thomson and Robert W. Thomson
  The Book of Beginnings Copyright 2010 Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback, Justin Holloway
  The Book of Divine Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors 
  
  Parasites & Paragons
  Parasites & Paragons
  121
  121
  Troll, Ice from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene.
  Ultimate Antipodism Drawn from Light and Darkness, Copyright 2015, Interjec-
  tion Games, LLC; Author: Bradley Crouch.
  Ultimate Charisma © 2015, Everyman Gaming, LLC; Author Alexander Augunas.
  Ultimate Covenant Magic is copyright 2018, Purple Duck Games, Authors: David 
  N. Ross, Julian Neale, Mike Myler
  Ultramodern Firearms d20, Copyright 2002, Charles McManus Ryan.
  Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Authors Andy 
  Collins, Jesse Decker, David Noonan, Rich Redman
  Unearthed Arcana, © 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, 
  David Noonan, Rich Redman.
  Vegepygmy from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax. 
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Wayfinder #3 © 2010, Paizo Fans United; Magic of the Inner Sea: Arcanamirium 
  Bond Masters, author Marc Radle
  Wayfinder #5 © 2011, Paizo Fans United; Of Steel and Spell: The Battle Scion, 
  author Marc Radle
  Wayfinder #5. © 2011, Paizo Fans United; Authors: Ryan Costello, Jr., Liz Courts, 
  Paris Crenshaw, Darrick Dahl, Adam Daigle, Blake Davis, Jess Door, Jeffrey 
  Erwin, J. Russell Estes, Charles Evans, Dawn Fischer, Christoph Gimmler, 
  Robert Gresham, Jesper Haglund, Eric Hindley, Michael Kelley, Michael Kortes, 
  Michael Lane, Thomas LeBlanc, Jeffrey Lee, Tom McQueen, Kevin Andrew 
  Murphy, Tom Phillips, Dane Pitchford, Marc Radle, John C. Rock, Carl Rossi, 
  Joseph Scott, K. Neil Shackleton, Justin Sluder, Neil Spicer, David Schwartz, Ian 
  Turner, Brandon Waldenberg, and Mike Welham.
  White Pudding from the Tome of Horrors, Revised © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Wild Spellcraft Copyright, 2002 ENWorld.
  Wildwood, Copyright 2004, Bastion Press, Inc.
  Witch’s Handbook, Copyright 2002, Green Ronin Publishing; Author Steve 
  Kenson
  Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised © 2002, Necro-
  mancer Games, Inc.; Author Scott Greene, based on original material by Gary 
  Gygax.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Authors Scott Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Albie Fiore.
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Zobeck Gazatteer, © 2012, Open Design LLC; Authors: Wolfgang Baur & Christi-
  na Stiles.
  Zobeck Gazetteer Volume 2: Dwarves of the Ironcrags, Copyright 2009, Open 
  Design LLC., www. koboldquarterly.com. All rights reserved.
  Zobeck Gazetteer, Copyright 2008, Open Design LLC; Author: Wolfgang Baur 
  Zombie, Juju from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  City of Seven Seraphs, © 2019, Lost Spheres Publishing; Authors: Christen N. 
  Sowards, Kate Baker, Wolfgang Baur, Clinton Boomer, Savannah Broadway, 
  Robert Brookes, Tytiana Browne, Matt Daley, Thilo “Endzeitgeist” Graf, Sasha 
  Hall, N. Jolly, Michael Lefavor, Colin McComb, Ron Lundeen, Richard Moore, 
  Andrew Mullen, Jessica Redekop, David N. Ross, Michael Sayre, Jaye Sonia, 
  Todd Stewart, George “Loki” Williams III.
  Classes of the Lost Spheres: Successor © 2018, Lost Spheres Publishing, Author: 
  Sasha Lindley Hall, Christen N. Sowards
  Lost Champions: Reaper © 2018, Lost Spheres Publishing, Author: Siobhan Bjor-
  knas, Christen N. Sowards
  Akashic Realms Volume 1: Emperors & Einherjar © 2019, Lost Spheres Publish-
  ing, Author: Michael Sayre, Christen N. Sowards
  Akashic Realms Volume 2: The Quiet Lands © 2019, Lost Spheres Publishing, 
  Author: Michael Sayre, Christen N. Sowards
  Lost Paths: Voltaic © 2019, Lost Spheres Publishing, Author: Michael Sayre, 
  Christen N. Sowards
  Codex of Blood: Parasites & Paragons © 2020, Lost Spheres Publishing, Au-
  thor: Matt Daley, Christen N. Sowards
  The Psychic’s Handbook, © 2004, Green Ronin Publishing, LLC; Author Steve 
  Kenson.
  The Quintessential Witch copyright 2002, Mongoose Publishing.
  The Secrets of Adventuring Copyright 2013 Steven D. Russell, David Mallon, 
  Jonathan McAnulty, Will McCardell, Benjamin Rombeaut
  The Secrets of Divine Channeling Copyright 2010 Steven D. Russell Author Jona-
  than McAnulty
  The Secrets of Martial Mastery Copyright 2010 Steven D. Russell Author Steve D. 
  Russell
  The Secrets of Tactical Archetypes II. Copyright 2012, Rite Publishing. Author: 
  Will McCardell and Benjamin Rombeaut
  The Secrets of the Gunslinger Copyright 2011, Steven D Russell; Author Steven D. 
  Russell
  The Secrets of the Inquisitor Copyright 2012, Steven D Russell; Author Steven D. 
  Russell
  The Secrets of the Luckbringer Copyright 2011, Steven D Russell; Author Steven 
  D. Russell
  The Secrets of the Magus Copyright 2011, Steven D Russell; Author Steven D. 
  Russell
  The Secrets of the Masquerade Reveler, Copyright 2014 Steven D. Russell; Author 
  Mark Seifter
  The Secrets of the Oracle Copyright 2011 Steven D. Russell; Author David Mallon
  The Secrets of the Taskshaper, Copyright 2010, Steven D. Russell; Author: Steven 
  D. Russell
  The Shaman’s Handbook. Copyright 2002, Green Ronin Publishing; Author Steve 
  Kenson
  The Tome of Horrors II © 2004, Necromancer Games, Inc.; Author: Scott Greene.
  The Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author: Scott Greene. 
  The Unholy Warrior’s Handbook, © 2003, Green Ronin Publishing, LLC; Author 
  Robert J. Schwalb.
  The War of the Goblin King Copyright 2010 Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback, Justin Holloway
  Thessalhydra from the Tome of Horrors Complete © 2011; Necromancer Games, 
  Inc.; published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax and Wizards of the Coast
  Thunderscape: The World of Aden. © 2013 Kyoudai Games, LLC; Authors: Shawn 
  Carman and Rich Wulf.
  Tick, Giant & Dragon from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games,
  Time Flayer from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene.
  Tome of Horrors II © Necromancer Games, Inc.; Author: Scott Greene; Additional 
  Authors: Erica Balsley, Kevin Baase, Casey Christofferson, Jim Collura, Meghan 
  Greene, Lance Hawvermale, Travis Hawvermale, Bill Kenower, Patrick Lawing-
  er, Nathan Paul, Clark Peterson, Bill Webb and Monte Cook.
  Tome of Horrors III, © 2005, Necromancer Games, Inc; Author: Scott Greene, 
  with Casey Christofferson, Erica Balsley, Kevin Baase, Lance Hawvermale, 
  Travis Hawvermale, Ian S. Johnston, Patrick Lawinger, Nathan Paul, Clark 
  Peterson, Greg Ragland, Robert Schwalb and Bill Webb.
  Tome of Horrors © 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on 
  original content from TSR.
  Tome of Secrets, Copyright 2009, Adamant Entertainment, Inc. Authors: Walt 
  Ciechanowski and Gareth-Michael Skarka.
  Trailseeker #27, © 2015. Author: Carl Cramer.
  Trailseeker #33, © 2015. Author: Carl Cramer.
  Transcendent 10 – Feats of Offense – Spellcasting & Metamagic. © 2012, Lost 
  Spheres Publishing. Author: Christen N. Sowards
  Transcendent 10 – Feats of Synergy – Heartbound Heroes. © 2012, Lost Spheres 
  Publishing. Author: Christen N. Sowards
  Transcendent 10 – Feats of the Lost – Figures Forlorn. © 2013, Lost Spheres Pub-
  lishing. Author: Christen N. Sowards
  Transcendent 10 – Systems of Skill – Expanded Skill Checks. © 2012, Lost Spheres 
  Publishing. Author: Christen N. Sowards
  Transcendent 10--Spells of Synergy – Multiclass & Melee. © 2013, Lost Spheres 
  Publishing. Author: Christen N. Sowards
  Transcendent 10–Psionics of Conflict – Zones of Power. © 2013, Lost Spheres 
  Publishing. Author: Christen N. Sowards
  Trapper from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; 
  published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Traps and Treachery, Copyright 2001, Fantasy Flight Inc.; Authors Greg Benage, 
  Kurt Brown, Mark Chance, Brian Ferrenz, Lizard, David Lyons, Brian Patterson, 
  Scott Stoecker, Wil Upchurch.
  
  Codex of Blood:
  Codex of Blood:
  122
  122
  Unlock a multiverse of new martial power!
  Unlock a multiverse of new martial power!
  The Codex of Blood: Parasites & Paragons further explores the martial initiator system 
  The Codex of Blood: Parasites & Paragons further explores the martial initiator system 
  introduced for the Pathfinder Roleplaying Game by Dreamscarred Press. Hunt across the 
  introduced for the Pathfinder Roleplaying Game by Dreamscarred Press. Hunt across the 
  planes as a parasite or ferine sentinel! Or join the divine battlefields as an everglory or 
  planes as a parasite or ferine sentinel! Or join the divine battlefields as an everglory or 
  steel valkyr!  This book can stand alone or enhance campaigns already using other martial 
  steel valkyr!  This book can stand alone or enhance campaigns already using other martial 
  classes!
  classes!
  The Codex of Blood Features:
  The Codex of Blood Features:
  • • 
  The Parasite - A new base class that saps the strength of foes. Builds deadly animus 
  The Parasite - A new base class that saps the strength of foes. Builds deadly animus 
  throughout each combat unlocking new powerful abilities! Drain and debilitate the 
  throughout each combat unlocking new powerful abilities! Drain and debilitate the 
  enemy continually evolving as you vanquish your foes!
  enemy continually evolving as you vanquish your foes!
  • • 
  16 Archetypes allowing martial abilities to apply to base classes like magus, bloodrager, 
  16 Archetypes allowing martial abilities to apply to base classes like magus, bloodrager, 
  or skald. And archetypes for popular third-party classes like time thief and valkyrie.
  or skald. And archetypes for popular third-party classes like time thief and valkyrie.
  • • 
  3 New martial disciplines - Unlock new options like the savage grappling of the Brutal 
  3 New martial disciplines - Unlock new options like the savage grappling of the Brutal 
  Crocodile, the debilitating strikes of the Leaden Hyena, and the overclocked artifice of 
  Crocodile, the debilitating strikes of the Leaden Hyena, and the overclocked artifice of 
  the Mangled Gear.
  the Mangled Gear.
  • • 
  Dozens of new feats for initiator characters. New occult class content.
  Dozens of new feats for initiator characters. New occult class content.
  • • 
  Seting info for the
  Seting info for the City of 7 Seraphs
   City of 7 Seraphs  to allow the new content to be fitted into ongoing 
    to allow the new content to be fitted into ongoing 
  campaigns in Hyraeatan.
  campaigns in Hyraeatan.
  • • 
  Reference to allow a greater range of playability to those who don’t have the original 
  Reference to allow a greater range of playability to those who don’t have the original 
  martial initiator products. 
  martial initiator products. 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Lost Spheres/Dreamscarred Press - Codex of Blood, Parasites & Paragons.pdf