TEXT: Champions
  Champions
  Spheres
  of the
  of the
  
  Credits
  Credits
  Authors: Adam Meyers, Andrew Stoeckle, N. Jolly, Michael Sayre
   Contributors: Siobhan Bjorknas
  Special Thanks: Johannes Luber, Derfael Oliveira
  Layout: Rachel Meyers
  Cover Art: Dean Spencer
  Interior Art: Brett Neufeld, Eric Lofgren, Forrest Imel, Gary Dupuis,
  Jacob Blackmon, Matt Morrow, Phill Simpson, Vagelio Kaliva
  Champions
  Champions
  Spheres
  of the
  of the
  
  2
  Spheres of Might
  Spheres of Power
  Alchemy
  Alteration
  Athletics
  Conjuration
  Barrage
  Creation
  Barroom
  Dark
  Beastmastery
  Death
  Berzerking
  Destruction
  Boxing
  Divination
  Brute
  Enhancement
  Dual Wielding
  Fallen Fey*
  Dueling
  Fate
  Equipment
  Illusion
  Fencing
  Life
  Gladiator
  Light
  Guardian
  Mind
  Lancer
  Nature
  Open Hand
  Protection
  Scoundrel
  Telekinesis
  Scout
  Time
  Shield
  War
  Sniping
  Warp
  Trap
  Weather
  Warleader
  Wrestling
  Table of 
  Contents
  List of 
  Spheres
  Introduction .........................................................3
  Classes .................................................................4
  Prodigy ...............................................................................4
  Sage ....................................................................................13
  Troubadour ........................................................................19
  Tropes .........................................................................24
  Archetypes ...........................................................28
  Armiger Archetypes ..................................................28
  Armorist Archetypes .................................................29
  Commander Archetypes ...........................................29
  Eliciter Archetypes ....................................................30
  Hedgewitch Archetypes ............................................31
  Mageknight Archetypes ............................................31
  Magus Archetypes .....................................................31
  Scholar Archetypes ....................................................32
  Sentinel Archetypes ...................................................32
  Shifter Archetypes .....................................................33
  Summoner Archetypes ..............................................33
  Symbiat Archetypes ...................................................34
  Class Options .......................................................36
  Companion  Options ........................................................37
  Feats ...................................................................................38
  Player Options ......................................................38
  Favored Class Bonuses......................................................40
  Core Races .................................................................40
  Other Races................................................................40
  Unified Traditions .............................................................41
  Creating or Modifying Unified Traditions ...............41
  Unified Traditions ......................................................41
  
  3
  Champions of the Spheres is a companion volume for both 
  Spheres of Might and Spheres of Power, containing new classes, 
  new archetypes, and new feats designed to marry the two sys-
  tems for use on a single character.
  Champions of the Spheres only requires the main Spheres of 
  Might and Spheres of Power books to work; if anything refer-
  enced inside pulls from any supplementary Spheres books, they 
  are marked and the book in question is named.
  Among the new mechancis and concepts introduced in this 
  book are:
  Magic/Martial Classes and Archetypes: Three new 
  classes are introduced in this book, including the Prodigy, the 
  Sage, and the Troubadour. These classes are built to make use 
  of both Spheres systems to function properly.
  The Prodigy is a special form of genius, gifted in virtu-
  ally every way. While a prodigy never grows as pow-
  erful as more specialized combatants, prodi-
  gies can switch between offense, defense, 
  magic, martial prowess, and skillful 
  ability, buiding combos that culminate 
  in powerful finishing moves.
  The Sage uses ki to not only empow-
  er his body, but also to perform feats 
  of prowess on par with the greatest 
  of wizards. While a monk may com-
  plement physical combat with mys-
  tic power, the sage can fire powerful blasts, create barriers, 
  and manipulate life and death with his powers.
  The Troubadour is a master of change, switching roles like 
  an actor might switch masks to fit whatever situation he finds 
  himself in. The troubadour excels not only at combat, but also 
  at social intrigue as his multiple roles don’t only change his abil-
  ities, but can even hide his identity from magic.
  Blended Training: Blended Training is one of the ways in 
  which the two spheres systems can mix, allowing them to select 
  both magic and martial talents as desired. A class or archetype 
  that gains Blended Training counts as possessing the Combat 
  Training class feature for all purposes.
  Champion Feats: Champion feats are a new division of 
  feats that have both magic talents and martial talents as pre-
  requisites. Champion feats are designed to enable character 
  concepts that rely on both martial combat and magical power.
  Unified Traditions: When a character gains both a martial 
  tradition and a casting tradition, they are potentially making 
  a great many choices at 1st level. Unified traditions, presented 
  herein, are not a new concept as much as a streamlined com-
  bination of both casting traditions and martial traditions, to 
  serve as player aids and character seeds when creating charac-
  ters.
  Introduction
  Introduction
  
  4
  Prodigy
  “I can do that.”
  Brilliant warriors capable of combining martial and magic 
  techniques into a seamless flow, bewildering allies and con-
  founding foes with their flashes of inspiration that grant them 
  unforeseen capability.
  Role: Prodigies are a diverse group, capable of filling many 
  roles.
  Alignment: Any.
  Hit Die: d8
  Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, 
  each character begins play with an outfit worth 10 gp or less.
  Starting Age: Intuitive.
  Class Skills: The prodigy’s class skills are Acrobatics (Dex), 
  Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intim-
  idate (Cha), Knowledge (all) (Int), Perception (Wis), Perform 
  (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), 
  Use Magic Device (Cha), and three other class skills of the 
  prodigy’s choice, chosen at character creation.
  Skill Ranks Per Level: 4 + Int modifier.
  Classes
  Classes
  Table: Prodigy
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Reflex 
  Save
  Will 
  Save
  Special
  Blended 
  Training 
  Talents
  Caster 
  Level
  1st
  +0
  +0
  +2
  +2
  Casting, blended training, sequence (4 links), 
  inspired sequence
  1 (+2 magic)
  0
  2nd
  +1
  +0
  +3
  +3
  Adaptation, imbue sequence
  2
  1
  3rd
  +2
  +1
  +3
  +3
  Sequence (5 links), steady skill
  3
  2
  4th
  +3
  +1
  +4
  +4
  Unbroken Sequence
  4
  3
  5th
  +3
  +1
  +4
  +4
  Improved adaptation
  5
  3
  6th
  +4
  +2
  +5
  +5
  Sequence (6 links)
  6
  4
  7th
  +5
  +2
  +5
  +5
  Reflect spell
  7
  5
  8th
  +6/+1
  +2
  +6
  +6
  Greater adaptation
  8
  6
  9th
  +6/+1
  +3
  +6
  +6
  Sequence (7 links)
  9
  6
  10th
  +7/+2
  +3
  +7
  +7
  Share adaptation
  10
  7
  11th
  +8/+3
  +3
  +7
  +7
  Variable skill
  11
  8
  12th
  +9/+4
  +4
  +8
  +8
  Sequence (8 links)
  12
  9
  13th
  +9/+4
  +4
  +8
  +8
  Master adaptation
  13
  9
  14th
  +10/+5
  +4
  +9
  +9
  Flawless sequence
  14
  10
  15th
  +11/+6/+1
  +5
  +9
  +9
  Sequence (9 links)
  15
  11
  16th
  +12/+7/+2
  +5
  +10
  +10
  Greater reflect spell
  16
  12
  17th
  +12/+7/+2
  +5
  +10
  +10
  Grandmaster adaptation
  17
  12
  18th
  +13/+8/+3
  +6
  +11
  +11
  Sequence (10 links)
  18
  13
  19th
  +14/+9/+4
  +6
  +11
  +11
  Skill juggler
  19
  14
  20th
  +15/+10/+5
  +6
  +12
  +12
  Perfected prodigy
  20
  15
  
  5
  Class Features
  Proficiencies: Prodigies are proficient with simple weap-
  ons, as well as light armor and bucklers. In addition, if this is 
  this character’s first level in any class, they may select a martial 
  tradition of their choice.
  Casting: A prodigy may combine spheres and talents to 
  create magical effects. A prodigy is considered a Mid-Caster. 
  She may use either Intelligence, Wisdom, or Charisma as her 
  casting ability modifier and must make this choice at 1st level. 
  (Note: all casters gain 2 bonus talents and may select a casting 
  tradition the first time they gain the casting class feature.)
  Spell Pool: A prodigy gains a small reservoir of energy she 
  can call on to create truly wondrous effects, called a spell pool. 
  This pool contains a number of spell points equal to her level + 
  her casting ability modifier (minimum: 1). This pool replenishes 
  once per day after roughly 8 hours of rest.
  Blended Training: A prodigy gains a combat or magic tal-
  ent every time she gains a class level, according to Table: prod-
  igy. Prodigies use their casting ability modifier as their practi-
  tioner modifier.
  Sequence (Ex): A prodigy may string together actions in 
  combat, building momentum, setting her position, and unbal-
  ancing enemies to be able to execute powerful offensive and 
  defensive techniques. Sequences have three parts: openers, link 
  components, and finishers. The maximum length of a sequence 
  is 4 links plus 1 link per 3 class levels. Attempts to add addi-
  tional links have no effect and anything that would cause the 
  sequence to lose a link acts normally. A prodigy may only have 
  one sequence active at a time; any actions affect the currently 
  active sequence. Any time a prodigy begins her turn without 
  having added a link to her sequence since the beginning of her 
  last turn, her active sequence loses one link. Should this reduce 
  the sequence to 0 links, the sequence ends and must be started 
  again. If the prodigy becomes dazed, dead, helpless, paralyzed, 
  stunned, or unconscious, the sequence immediately ends.
  A sequence requires the rush induced by real danger. As 
  such, a sequence cannot be started prior to rolling initiative and 
  ends automatically 1 round after there is no longer any apparent 
  immediate threat (such as a hostile creature capable of making 
  an attack or casting a spell or sphere effect).
  Openers: An opener begins a new sequence. A newly started 
  sequence is one link in length. The following are basic openers:
  • 
  Attack: Dealing damage to one or more hostile crea-
  tures with an attack action, charge attack (performed 
  as a standard or full-round action), with a sphere ability 
  with a casting time of a standard action or greater, or 
  with another ability with a standard action or greater 
  activation time.
  • 
  Critical Hit: Confirming a critical hit against a hostile 
  creature.
  • 
  Defeat: Reducing a hostile creature with a CR equal to 
  or greater than half the prodigy’s character level to 0 or 
  fewer hit points.
  • 
  Heal: Restore hit points to an ally or remove ability 
  drain, ability damage, or the blinded, dazed, frightened, 
  nauseated, shaken, sickened, or stunned conditions with 
  an ability that requires at least a standard action.
  • 
  Maneuver: Succeeding on a combat maneuver check 
  against a hostile creature.
  • 
  Magic Save: A hostile creature failing a save against 
  a magic sphere effect. This sphere effect must have a 
  casting time of a standard action or greater. This opener 
  may only be used the first time any hostile creature fails 
  a save against that casting.
  • 
  Reflection: Successfully use the reflect spell class feature.
  
  6
  • 
  Some abilities, such as possessing certain spheres, may 
  grant additional opener options. Such options have the 
  (open) tag.
  Link Components: Successfully performing a link component 
  increases the length of the prodigy’s active sequence by 1 link. A 
  given action may not add more than 1 link even if it fulfills the 
  conditions of more than one link component, such as dealing 
  damage to a hostile creature and that hostile creature failing 
  a save granted by that same effect. Bonus attacks granted by 
  or made as part of a given action (such as the Barrage or Dual 
  Wielding spheres or the Armiger’s rapid assault ability) count 
  as part of the original action for this purpose, though attacks of 
  opportunity do not. All openers function as link components if 
  performed after a sequence has been started. No link compo-
  nent may grant a link more than once per turn. The following 
  are your basic link components:
  • 
  Abandon Focus: As a free action, the prodigy may expend 
  martial focus.
  • 
  Close the Gap: As a move action, the prodigy may move 
  up to her speed, ending the movement with a hostile 
  creature within her threatened area. She may sheath one 
  weapon and draw another as a free action as part of this 
  movement.
  • 
  Counting Coup: As a swift action, a prodigy may make a 
  touch attack against a creature using a wielded weapon. 
  If successful, this attack deals no damage but completes 
  this (link). Weapons that require ammunition expend 
  one attack’s worth of ammunition when used with this 
  ability. Such an attack is too glancing to deliver a held 
  touch spell, trigger ammunition properties that func-
  tion on hit, utilize a thrown splash weapon, or similar 
  effects.
  • 
  Disengage: As a move action, the prodigy may move up to 
  half her speed. She does not provoke attacks of oppor-
  tunity for leaving her starting squares. She may sheath 
  one weapon and draw another as a free action as part of 
  this movement.
  • 
  Preparation: Whenever the prodigy would be granted 
  an attack of opportunity against a hostile creature, she 
  may choose to expend an attack of opportunity without 
  making an attack to complete this (link). She must be 
  capable of making the attack to use this ability.
  • 
  Save: Succeed on a save against a non-harmless effect 
  originating from a hostile creature.
  • 
  Swift Heal: Restore hit points to an ally or remove ability 
  drain, ability damage, or the blinded, dazed, frightened, 
  nauseated, shaken, sickened, or stunned conditions with 
  an ability that requires at least an immediate action.
  • 
  Steel Mind: Pass a concentration check to maintain con-
  centration on a sphere effect when taking damage.
  • 
  Some abilities, such as possessing certain spheres, may 
  grant additional link component options. Such options 
  have the (link) tag.
  Finishers: A sequence may be ended to activate a finisher. 
  Each finisher has a required activation action and some have a 
  minimum sequence length. Once a finisher has been used, the 
  prodigy’s sequence is ended. Actions taken as part of a finisher 
  do not count toward the current sequence nor begin a new se-
  quence. The following are your basic finishers:
  • 
  Adroit Momentum: A prodigy may end her sequence as 
  part of making a skill check to gain a competence bonus 
  equal to the number of links in the sequence on that 
  skill check.
  • 
  Arcane Apocalypse: As a 5 link finisher, the prodigy may 
  cast a sphere effect as a move action. As a 7 link finisher, 
  the prodigy may cast a sphere effect as a swift action. As 
  a 9 link finisher, the prodigy may cast up to three sphere 
  effects, one as a standard, one as a move, and one as a 
  swift action. Each sphere effect cast in this way must 
  have a normal casting time of no more than 1 standard 
  action.
  • 
  Certain Strike: As a 3 link finisher, the prodigy may spend 
  a swift action to resolve her next attack roll before the 
  start of her next turn as a touch attack.
  • 
  Doombringer: As a 3 link finisher, the prodigy may make a 
  single attack as a swift action. If the sequence is at least 
  5 links, the prodigy may make an attack action in place 
  of a move action. If the sequence is at least 7 links, this 
  attack action may instead be done as a swift action. As a 
  9 link finisher, the prodigy may make up to three attack 
  actions, one as a standard, one as a move, and one as a 
  swift action. Each attack action must have an activation 
  time of no more than a standard action.
  • 
  Executioner: As a 5 link finisher, the prodigy may spend a 
  move action to automatically threaten a critical on the 
  next attack roll before the end of her turn. If this attack 
  misses, the ability is wasted. If the sequence is at least 
  7 links, this may instead be done as a swift action. This 
  effect may not be combined with any ability or effect 
  that automatically confirms critical threats.
  • 
  Focus: As a 3 link finisher, the prodigy may regain martial 
  focus as a free action.
  • 
  Ironhide: The prodigy may end her sequence as a imme-
  diate action to gain temporary hit points equal to her 
  level that last for a number of rounds equal to the num-
  ber of links in her sequence. This finisher may be used 
  after the result of an attack is revealed and may keep the 
  prodigy from dying.
  • 
  Penetrating Magic: The prodigy may end her sequence as 
  part of casting a sphere effect to gain a bonus equal to 
  the length of her sequence on any MSB checks made to 
  overcome spell resistance made as part of that effect.
  • 
  Prodigy’s Reflexes: As a 3 link finisher, when targeted by an 
  attack or forced to make a Reflex save, the prodigy may 
  spend an immediate action to make an Acrobatics check 
  and use the result in place of her AC or Reflex save. She 
  must use the skill check result even if it is lower than her 
  AC. If the sequence is at least 5 links, she may instead 
  activate this ability as a free action usable even when it 
  is not her turn.
  • 
  Resilience: If the prodigy has a sequence of at least 5 links, 
  when failing a saving throw, she may end the sequence 
  as an immediate action to reroll the save. For every link 
  beyond 5, you gain a +1 competence bonus on the reroll.
  Some abilities, such as possessing certain spheres, may grant 
  additional finisher options. Such options have the (finish) tag.
  Integrated Techniques: A prodigy gains additional se-
  quence options if she possesses certain spheres:
  
  7
  Alchemy
  Carpet Bombing (finish): As a standard action the prodigy may 
  throw one formulae or dose of poison per link in her sequence. 
  A creature cannot be affected by more than one of the formulae 
  or dose of poison per use of this ability.
  Opening Toss (opener): Deal damage to a creature or have a 
  creature fail a save against or benefit from a formulae employed 
  by the prodigy as a standard action or fail a save against a dose 
  poison thrown by the prodigy as a standard action.
  Poisoner (link): The prodigy applies a dose of poison to a 
  weapon.
  Athletics
  Hard Target (link): Once per movement, if the prodigy is 
  attacked as part of an attack of opportunity provoked by her 
  movement and the attack fails to hit her AC or if she succeeds 
  on an Acrobatics check (or other associated skill if possessing 
  the Mobility talent) to move through a threatened square with-
  out provoking, she adds a link to her sequence.
  Barrage
  Flurry (finish): As a standard action the prodigy may make 
  one ranged attack per link in her sequence, but no one creature 
  may be targeted by a number of attacks greater than half the 
  length of the sequence. These attacks are made at the prodigy’s 
  full base attack bonus.
  Barroom
  Liquid Preparation (opener): The prodigy may draw (if re-
  quired) and imbibe an alcoholic drink, elixir, extract, formulae, 
  or potion as at least a standard action.
  Quaff (link): The prodigy draws (if required) and imbibes an 
  alcoholic drink, elixir, extract, formulae, or potion as at least a 
  move action.
  Stumbling Flow (link): While (drunk) the prodigy may fall 
  prone as a free action.
  Beastmastery
  Defend Mount (link): Negate an attack from a hostile creature 
  using the defensive rider ability.
  Leading the Pack (opener): Handle or push an animal ally as a 
  move or greater action.
  Pack Attack (finish): The prodigy may spend a standard action 
  to grant an attack action to a number of animal allies within 
  close range (25 ft. + 5 ft. per 2 ranks in Handle Animal or Ride, 
  whichever is higher) equal to half the length of his sequence 
  (minimum 0).
  Berserker
  Whirlwind (finish): As a standard action the prodigy may 
  make one melee or thrown weapon attack per link in her se-
  quence. No one creature may be targeted by a number of at-
  tacks greater than half the length of the sequence. These at-
  tacks are made at the prodigy’s full base attack bonus.
  Boxing
  Ready for Action (opener): Ready a counter punch. Dealing 
  damage with this readied attack action does not grant an ad-
  ditional link.
  Brute
  Clear the Field (finisher): As a standard action, the prodigy 
  may make a bullrush or reposition attempt against a number 
  of creatures within reach equal to the length of her sequence. 
  If she instead uses a full-round action, she may move up to half 
  her speed as part of this ability, allowing additional creatures to 
  be brought in range.
  Shoving Combo (link): The prodigy deals damage to a creature 
  using the shove ability.
  Shoving Open (opener): The prodigy deals damage to a crea-
  ture using the shove ability as a standard action.
  Dual Wielding
  Follow-through (link): When the prodigy deals damage with 
  an off-hand attack, she may make an additional off-hand attack 
  against a different creature as a swift action at the same base 
  attack bonus as the triggering attack. Dealing damage with this 
  attack completes this (link).
  Duelist
  Surface Cut (opener): As a move action, the prodigy may make 
  a touch attack with a wielded weapon. This attack does not 
  deal any damage other than inflicting bleed damage per the Du-
  elist sphere.
  Fencing
  Feinting Set-up (link): A successful feint as at least a move ac-
  tion.
  Gladiator
  Braggadocio (link): Perform a boast.
  Roar (opener): Use strike fear with a standard action or longer 
  activation time.
  Scare (link): Make a successful demoralization check.
  Taunt (opener): Perform a boast as a standard action. Perform-
  ing a boast in this way does not require the usual triggering 
  conditions and may be combined with similar abilities such as 
  the Self Confidence talent.
  Guardian
  Deliberate Challenge (opener): Use challenge as a standard or 
  move action.
  Endurance (link): The prodigy fills her delayed damage pool to 
  its maximum capacity.
  Lockdown (opener): Use patrol.
  Lancer
  Impale (link): The prodigy successfully impales a creature.
  Open Hand
  Focus (link): As a move action, the prodigy pauses to focus 
  himself. If she possesses the Focusing Breath talent, she com-
  pletes this link by using that talent.
  Hit the Floor (finish): As a standard action the prodigy may 
  make one trip combat maneuver per link in her sequence. No 
  one creature may be targeted by a number of maneuvers greater 
  than half the length of the sequence. If she instead uses a full-
  round action, she may move up to half her speed as part of this 
  ability, allowing additional creatures to be brought in range.
  Scoundrel
  Mark (link): The prodigy successfully uses marked target 
  against a hostile creature.
  
  8
  Kleptomaniac (finish): As a standard action the prodigy may 
  make one steal combat maneuver per link in her sequence. No 
  one creature may be targeted by a number of maneuvers greater 
  than half the length of the sequence. If she instead uses a full-
  round action, she may move up to half her speed as part of this 
  ability, allowing additional creatures to be brought in range.
  Scout
  Battlefield Assessment (opener): The prodigy may scout a number 
  of creatures equal to her casting ability modifier as a standard 
  action. If the prodigy scouts less creatures than her casting abil-
  ity modifier, she gains an insight bonus on her check equal to 
  the number of creatures she could have scouted but did not.
  Perceptive (link): The prodigy successfully uses scout on a hos-
  tile creature with a swift action or greater activation time.
  Vanish (link): The prodigy successfully attempts a Stealth 
  check to hide during combat. If using the sniping function 
  of the Stealth skill, the Stealth check to hide after attacking 
  counts as a separate action from the attack itself for the pur-
  pose of adding links to an active sequence.
  Shield
  Defender (link): A creature misses an attack roll against a tar-
  get benefitting from the prodigy’s active defense.
  Sniper
  Deliberate Load (link): The prodigy reloads a weapon with a 
  swift or move action.
  Trap
  Trapped (open): A hostile creature fails a save against or takes 
  damage from a trap the prodigy set (or used with the Trap 
  Wielder talent).
  Warleader
  Battlefield Coordination (opener): Use a shout or activate a tactic 
  with a standard action or longer activation time.
  Continue Guidance (link): Maintain a tactic with a move or 
  swift action.
  Wrestling
  Big Move (link): Succeed on a combat maneuver or deal dam-
  age as part of a slam.
  Parting Shove (link): When the prodigy fails to maintain or 
  initiate a grapple, as a swift action she may make an unarmed 
  strike against the target that deals no damage and does not pro-
  voke attacks of opportunity. If successful, the target creature is 
  battered until the end of the prodigy’s next turn.
  Inspired Sequence (Ex): While the prodigy has an active 
  sequence, she gains an insight bonus on attack and damage rolls 
  and caster level equal to half the length of her sequence (min-
  imum 1).
  Adaptation (Ex): The prodigy may open her mind to a 
  flash of insight, temporarily discovering skills she didn’t know 
  she had. At 2nd level, as a standard action, the prodigy may 
  grant himself the benefit of any one magic talent or combat 
  talent she doesn’t possess. This effect lasts for 1 minute. The 
  prodigy must possess that talent’s base sphere and meet any 
  prerequisites (if an advanced talent). The prodigy may use this 
  ability a number of times per day equal to 3 + 1/2 her class level.
  Multiple uses of this ability do not stack. If the prodigy uses 
  this ability again before the previous duration has expired, it 
  replaces the previous use.
  Imbue Sequence (Su): At 2nd level, as part of starting a 
  sequence, the prodigy may infuse himself with mystic energy 
  tied to one magic sphere she possesses. Only a single imbue 
  ability may be applied at a time, though the imbuement may be 
  changed as a swift action. If the sequence ends or the prodigy 
  changes the imbuement, any benefits of the imbuement are lost 
  immediately. Each imbuement also unlocks the (finish) ability 
  or abilities tied to the same sphere. If an ability has a range or 
  save DC, it is defined based on the prodigy’s caster level with 
  that sphere. Imbuement effects do not cost spell points or re-
  quire concentration unless noted. Beginning an imbuement or 
  activating a finisher are sphere effects, though neither provokes 
  attacks of opportunity.
  Alteration
  Minor Shapeshift (imbue): The prodigy gains one trait that she 
  may apply to the blank form option of shapeshift. This is in 
  addition to any traits otherwise granted by shapeshift. This is a 
  polymorph effect.
  Tentacle Swarm (finish): As a standard action, the prodigy 
  sprouts tentacles, allowing her to make one trip combat ma-
  neuver per link in her sequence against creatures within close 
  range. No one creature may be targeted by more than one trip 
  attempt.
  Conjuration
  Double Team (imbue): The prodigy adds half the length of her 
  sequence (minimum 1) to any aid another or flanking bonuses 
  granted by her Conjuration companion.
  Conjure Army (finish): As a standard action, the prodigy may 
  summon a number of copies of a Conjuration companion equal 
  to the number of links in her sequence. Each copy appears 
  within close range and makes a single attack. A single creature 
  cannot be targeted by more than half the duplicates. After re-
  solving the attack, the duplicates disappear. Damage dealt to 
  and effects imposed on the duplicates have no effect on the 
  base companion. These temporary copies do not grant flanking 
  bonuses to other creatures, though may benefit from them.
  Creation
  Breaker (imbue)(requires alter): When dealing damage to an 
  object, the prodigy may ignore a number of points of hardness 
  equal to her class level. If you possess the ability that allows you 
  to ignore hardness equal to levels in another class, the bonus 
  from this imbue stacks.
  Debris Field (imbue)(requires create): As a swift action, the 
  prodigy may litter the ground with created objects, creating 
  difficult terrain in a radius equal to 5 ft. per link in her active 
  sequence within close range. These objects disappear when this 
  (imbue) ends or when it is used again.
  Sudden Arsenal (imbue)(requires create): The prodigy may cre-
  ate a weapon, armor, or shield, and up to 50 pieces of ammuni-
  tion. These items follow the normal rules for the create ability. 
  These items disappear when the imbuement ends.
  Anvil Drop (finish)(requires create): As a standard action, the 
  prodigy may create a number of objects equal to the length 
  of her sequence within her create range. Each object is of the 
  largest size she can create. If the prodigy possesses the Larger 
  Creation talent, she may spend a spell point to be able to create 
  larger objects per that talent. These objects disappear at the be-
  
  9
  ginning of her next turn. No one creature may be targeted by a 
  number of objects greater than half the length of the sequence.
  Petrify (finish)(requires alter): As a full-round action, the prod-
  igy may make an attack action. If this attack action deals dam-
  age to a creature or object, the prodigy may spend a spell point 
  to force the target to succeed on a Fortitude save or be turned 
  to stone for a number of rounds equal to half the length of the 
  sequence. Creatures turned to stone by this ability may make a 
  new save each round to end the effect early, but are staggered 
  for the remainder of the effect.
  Dark
  Shadow (imbue): The prodigy becomes the center of a dark-
  ness and is unaffected by that darkness. She may spend a move 
  action and any necessary spell points to add a single (darkness) 
  talent to this darkness. This darkness may only benefit from 
  a single (dark) talent at a time; adding one ends the previous 
  talent.
  Sunset (finish): As a standard action, the prodigy may create 
  a darkness centered on himself that extends out to long range, 
  applying (dark) talents as normal. This effect moves with her 
  and lasts for a number of rounds equal to the length of her se-
  quence. The prodigy is unaffected by this darkness.
  Death
  Vampiric Blade (imbue): The prodigy adds half her class lev-
  el to damage rolls as negative energy damage when making an 
  attack action. When this damage is dealt, the prodigy gains a 
  number of temporary hit points equal to the negative energy 
  damage inflicted.These temporary hit points stack with them-
  selves up to twice the prodigy’s class level.
  Walking Dead (finish): As a move action, the prodigy may re-
  animate 1 valid target within close range for a number of rounds 
  equal to the length of her sequence. She may instead reanimate 
  a number of targets equal to the length of her sequence for a 
  number of rounds equal to her casting ability modifier as a full-
  round action.
  Destruction
  Destructive Edge (imbue): The prodigy adds her class level in 
  damage when making an attack action. The type of this damage 
  matches a blast type she possesses (or bludgeoning if she only 
  possesses the base sphere) and does not stack with the corro-
  sive, flaming, frost, or shock special abilities or similar abilities 
  that add damage of the same type.
  Explosive Finish (finish): As a standard action, the prodigy may 
  create a burst centered on himself with a radius of up to 5 ft. 
  per link in the sequence. This burst matches one (blast type) 
  talent available to the prodigy, dealing one die of damage per 
  class level as well as any additional effects of the (blast type) 
  talent. If the selected (blast type) carries a spell point cost, the 
  prodigy must pay this cost. The prodigy may exclude himself 
  from this burst.
  Divination
  Clear Sighted (imbue): The prodigy gains a +1 insight bonus on 
  Reflex saves and AC, +1 per 6 class levels.
  Precognizant Save (finish): As an immediate action when mak-
  ing a saving throw, the prodigy may gain an insight bonus on the 
  save equal to her sequence length. (Reminder: insight bonuses 
  do not stack, such as this and the imbue ability above.)
  Enhancement
  Enhanced Combatant (imbue): The prodigy, a weapon she 
  wields, or a piece of armor or shield that she has equipped gains 
  the benefit of one (enhance) talent that she possesses.
  Animate Ally (finish): As a move action, the prodigy can ani-
  mate one object per the Animate Object talent for a number of 
  rounds equal to the length of her sequence.
  Fallen Fey*
  Fey Manner (imbue): The prodigy gains the benefit of one (fey 
  blessing) talent she possesses.
  Seelie Beauty (finish): As a standard action, the prodigy may 
  force a number of creatures equal to her sequence length within 
  close range to make Reflex saves or be blinded for a number of 
  rounds equal to the half the length of the sequence (minimum 
  0).
  Unseelie Terror (finish): As a standard action, the prodigy may 
  force a number of creatures equal to her sequence length within 
  close range to make Will saves or be frightened for a number of 
  rounds equal to the length of the sequence.
  *Players Guide to Skybourne
  Fate
  Lucky (imbue): The prodigy gains the benefits of a conse-
  cration. She may spend a move action and any necessary spell 
  points to center a non-instantaneous consecration on herself. 
  She may only have a single consecration active with this ability 
  at a time; beginning one ends the previous talent.
  Curse (finish): As a swift action, the prodigy may force a crea-
  ture within close range to suffer a penalty on all d20 rolls equal 
  to the length of her sequence until the start of the prodigy’s 
  next turn.
  Illusion
  Blurred (imbue): The prodigy gains a 20% miss chance against 
  all attacks.
  Vanish (finish): As a swift action, the prodigy may become in-
  visible per the Invisibility talent for a number of rounds equal 
  to the length of her sequence.
  Life
  Regenerate (imbue): The prodigy gains fast healing equal to the 
  length of her sequence.
  Healing Burst (finish): As a move action, all allied creatures 
  within close range heal a number of hit points equal to the 
  prodigy’s casting ability modifier multiplied by the number of 
  links in her sequence.
  Light
  Sunrise (imbue): The prodigy sheds bright light per glow. She 
  may spend a move action and any necessary spell points to add 
  a single (light) talent to this glow. This glow may only benefit 
  from a single (light) talent at a time; adding one ends the pre-
  vious talent.
  Nova (finish): As a move action, the prodigy can emit a 
  blinding flash. All creatures within up to a 5 ft. plus 5 ft. per link 
  in the prodigy’s active sequence radius must make a Reflex save 
  or be blinded for a number of rounds equal to half the length 
  of the sequence (minimum 0). The prodigy may exclude herself 
  from this effect.
  
  10
  Mind
  Mind Breaker (imbue): When the prodigy succeeds on a com-
  bat maneuver or deals damage with an attack action, the target 
  takes a -1 penalty to saves against charm and compulsion effects 
  until the end of the prodigy’s next turn. This penalty increases 
  by 1 every 7 character levels.
  Enslave (finish): As a standard action, the prodigy may at-
  tempt to dominate the mind of a creature within close range. 
  This functions as the powerful charm ability of the Command 
  talent. The prodigy need not concentrate on this effect and the 
  duration is a number of rounds equal to half the length of the 
  prodigy’s sequence (minimum 0 rounds).
  Nature
  Aura of Flame (imbue) (requires Fire Geomancing): All hostile 
  creatures within a 5-ft. radius of the prodigy at the end of their 
  turn takes fire damage equal to the number of links in the se-
  quence and must make a Reflex save or catch on fire, taking 1d6 
  fire damage per round. This area increases by 5 ft. for every 2 
  additional links in the prodigy’s current sequence. If a creature 
  is already on fire, each round it remains within this aura, the 
  damage from being on fire increases by 1d6. Affected targets 
  can use a full-round action to attempt to extinguish the flames 
  before taking this additional damage with a successful Reflex 
  save; rolling on the ground provides the target a +2 bonus on 
  the save. Leaping into a large body of water or magically extin-
  guishing the flames automatically smothers the fire.
  Fog of War (imbue) (requires Water Geomancing): The prodigy 
  is shrouded in heavy mist to a 5-ft. radius per link. This mist 
  grants concealment (20% miss chance) from any creature fur-
  ther than 5 ft. away to any creature inside of it. The prodigy is 
  not hindered by the mist.
  Greenstep (imbue) (requires Plant Geomancing): The prodigy 
  may ignore difficult terrain caused by plantlife (including mag-
  ical plantlife) and may see unhindered through plantlife up to 
  30 feet.
  Steel Skin (imbue) (requires Metal Geomancing): The prodi-
  gy reduces the ACP of any metal armor she is wearing and of 
  metal shields she has equipped by a number equal to half her 
  level. She also gains an insight bonus to CMD against sunder 
  attempts and saves against effects that target such equipment 
  equal to the length of her sequence.
  Tunnel (imbue) (requires Earth Geomancing): The prodigy gains 
  a burrow speed of 20 ft. + 5 ft. per 5 class levels.
  Nature Surge (finish): The prodigy may cast a single geo-
  mancing effect with its normal action, gaining an insight bonus 
  on the caster level equal to the length of her sequence. (Note: 
  As an insight bonus, this does not stack with the bonus from 
  inspired sequence.) Additionally, the spell point cost is reduced 
  by 1 (minimum 0).
  Protection
  Defended (imbue): The prodigy gains the benefit of one 
  (aegis) talent she possesses and may use her class level in place 
  of her caster level to determine its effects.
  Adamantine Skin (finish): When taking damage, the prodigy 
  may spend an immediate action to reduce the damage taken by 
  her casting ability modifier times the length of her sequence.
  Telekinesis
  Air Step (imbue): The prodigy becomes immune to falling 
  damage. If the prodigy is capable of using telekinesis on him-
  self, whenever the prodigy adds a link to her sequence, she gains 
  a fly speed as the Flight talent until the end of her next turn. 
  Losing a link for any reason removes this fly speed.
  Fling (finish): After dealing damage to or succeeding on a 
  combat maneuver against a creature with an attack action, the 
  prodigy may use the hostile lift function of the telekinesis abil-
  ity on that creature as an immediate action. If successful, the 
  prodigy may attempt to make a single attack using that creature 
  as a bludgeon, moving it up to her telekinesis speed. The teleki-
  nesis ends after a number of rounds equal to half the length of 
  the sequence (minimum 1 round). A creature is allowed to make 
  Will saves to end the effect early as normal. The sequence must 
  
  11
  be at least one link long per size category of the target above 
  Diminutive (1 link = Tiny, 2 links = Small, 3 links = Medium, 
  etc.).
  Time
  Time Slip (imbue): The prodigy’s personal time speeds up, 
  allowing her to easily sidestep attacks. The prodigy gains a +1 
  dodge bonus to AC and a +1 competence bonus to Reflex saves. 
  This bonus increases by +1 per 6 class levels.
  Timeless Duel (finish): If the prodigy has a sequence of at least 
  three links, she may target a hostile creature within close range 
  that she has dealt damage to or that has failed a save against 
  a sphere effect cast as part of her active sequence as a swift 
  action. All other creatures and objects are momentarily frozen 
  in time. The prodigy and the targeted creature gain a number 
  of rounds equal to the length of the sequence divided by 3. A 
  successful Will save negates this effect, preventing either crea-
  ture from gaining any rounds. During this time, they cannot 
  affect any creature or object not subject to this effect, but may 
  affect themselves and each other. Non-instantaneous effects 
  cast during this time end when this effect ends. Creatures and 
  attended objects other than the prodigy and the targeted crea-
  ture may not in any way be affected by any actions taken during 
  this apparent time. The prodigy cannot activate this finish 
  while affected by another instance of it.
  War
  Inspiring (imbue): All allies within close range gain the bene-
  fits of the prodigy’s inspired sequence ability.
  Motivate Cohort (finish): As a move action, the prodigy may 
  grant a number of allies within close range equal to half the 
  length of her sequence the ability to immediately make a bonus 
  attack at their highest base attack bonus. If not used immedi-
  ately, this bonus attack is lost.
  Warp
  Step Between (imbue) (requires teleport): Once per turn, as a 
  move action the prodigy can choose to teleport up to 5ft. + 5 ft. 
  per link in her current sequence.
  Warping Presence (imbue) (requires bend space): The prodigy 
  warps space around himself in a radius equal to 5 ft. per link in 
  her active sequence. The first time each turn a hostile creature 
  attempts to move into a square inside this radius, the creature 
  must make a Will save or treat all squares within the effect as 
  difficult terrain until the start of their next turn.
  Private Battlefield (finish) (requires bend space): If the prodigy 
  has a sequence of at least three links, she may target a hostile 
  creature within close range that she has dealt damage to or that 
  has failed a save against a sphere effect cast as part of her ac-
  tive sequence as a swift action. The prodigy and the targeted 
  creature are shunted to a private, empty demiplane of normal 
  characteristics (air, normal gravity, normal magic, normal time, 
  and no alignment or magic traits) for a number of rounds equal 
  to the length of the sequence divided by 3. This plane is feature-
  less and loops in on itself, having a radius equal to the prodigy’s 
  close range and cosmetic features of the prodigy’s choosing. 
  The prodigy and the target appear a distance apart equal to 
  their distance when this ability is activated. A successful Will 
  save negates this effect. The prodigy cannot activate this finish 
  while affected by another instance of it.
  Sudden Shuffle (finish) (requires teleport): As a move action, the 
  prodigy may target a number of willing creatures equal to the 
  length of her sequence, freely swapping their places. Each tar-
  get must end in a square that was previously occupied by one 
  other target. All creatures must be within the prodigy’s teleport 
  range.
  Weather
  Ignore Tempest (imbue): The prodigy may treat each weather 
  category as 1 step lower, plus an additional step per 7 class lev-
  els, to a minimum category of 1.
  Call Bolts (finish): As a standard action, the prodigy may call 
  down one bolt of lightning per link, each targeting a creature 
  or square within control weather range. No creature or square 
  may be targeted by more than one bolt. Each bolt does 1d6 
  electricity damage per class level. A successful Reflex save ne-
  gates this damage.
  Pressure Front (finish): As a standard action, the prodigy may 
  make a bullrush attempt against all creatures in a line 10 ft. per 
  link long and 5 ft. per link wide. The prodigy uses her caster 
  level plus her casting ability modifier in place of her base attack 
  bonus plus her Strength modifier for making this check.
  Steady Skill (Ex): At 3rd level, once per day after the prod-
  igy rests to regain spell points, she may spend 10 minutes prac-
  ticing to focus her mind on a particular skill. She selects one 
  skill from the prodigy class skill list; the prodigy may take ten 
  on that skill even when rushed or threatened. Additionally, a 
  number of times per day equal to her casting ability modifier, 
  she may expend martial focus as part of making a skill check 
  with the chosen skill to take 15 instead of 10. This otherwise is 
  treated as taking 10, though can be used even when rushed or 
  threatened. This effect lasts until she chooses a new skill after 
  resting to regain spell points.
  Unbroken Sequence (Ex): At 4th level, when the prodi-
  gy’s sequence would be ended by the dazed, helpless, paralyzed, 
  stunned, or unconscious conditions, she may expend martial 
  focus to prevent the sequence from ending due to that condi-
  tion for a number of rounds equal to her practitioner modifier.
  Improved Adaptation: At 5th level, the prodigy may use her 
  adaptation ability to gain the benefits of two talents at the same 
  time. She may select one combat or magic talent as a move 
  action or two combat or magic talents as a standard action. 
  She may use one of these talents to meet a prerequisite of the 
  second talent; doing so means that she cannot replace a talent 
  currently fulfilling another’s prerequisite without also replac-
  ing those talents that require it. Each individual talent selected 
  counts toward the prodigy’s daily uses of adaptation.
  Reflect Spell (Su): At 7th level, when targeted by a sphere 
  effect, spell, or spell-like ability, as an immediate action the 
  prodigy may expend martial focus to make a magic skill check 
  against the caster’s MSD. If successful, the spell is reflected 
  back on the caster. The prodigy is unaffected and the caster is 
  treated as if it was the original target. Regardless of success, the 
  prodigy is staggered on her next turn.
  Greater Adaptation: At 8th level, the prodigy may use her 
  adaptation ability to gain the benefits of two talents as a move 
  action or one talent as a swift action. Each individual talent 
  selected counts toward the prodigy’s daily uses of adaptation
  
  12
  Share Adaptation: At 10th level, as a standard action the 
  prodigy may spend two uses of her adaptation ability to grant a 
  single combat or magic talent to an ally within close range (25 
  ft. + 5 ft. per 2 class levels) for 1 minute. The ally must meet the 
  prerequisites for the granted talent, though the prodigy is not 
  required to do so. Any additional uses of this ability on a single 
  ally ends the previous use.
  Variable Skill: At 11th level, the prodigy may spend a spell 
  point as a full-round action to change the skill selected for 
  steady skill. The prodigy does not gain additional uses of her 
  ability to take 15 when switching skills.
  Master Adaptation: At 13th level, the prodigy may use her 
  adaptation ability to gain the benefits of three talents at the 
  same time. She may select one talent as a free action, two tal-
  ents as a swift action, or three talents as a move action. The 
  prodigy may use one of the talents to meet a prerequisite of the 
  second and third talents and use the second talent to meet a 
  prerequisite of the third talent. Each individual talent selected 
  counts toward the prodigy’s daily uses of adaptation.
  Flawless Sequence (Ex): At 14th level, the prodigy does 
  not lose a link in her sequence if she fails to add a link since the 
  beginning of her previous turn and no longer needs to expend 
  martial focus to prevent her sequence ending from the dazed, 
  helpless, paralyzed, stunned, or unconscious conditions. Using 
  a (finish) still ends the sequence as normal.
  Greater Reflect Spell: At 16th level, the prodigy is no lon-
  ger staggered after using her reflect spell ability and automati-
  cally regains her martial focus if her MSB check succeeds.
  Grandmaster Adaptation: At 17th level, the prodigy use 
  her adaptation ability to gain the benefit of one talent as an im-
  mediate action or three talents as a swift action. Each individ-
  ual talent selected counts toward her daily uses of adaptation.
  Skill Juggler: At 19th level, the prodigy may spend 1 min-
  ute to change the skill selected for steady skill any number of 
  times per day. When expending focus to take 15 on a skill check, 
  the prodigy may instead take 20. This still otherwise functions 
  as taking 10.
  Perfected Prodigy (Ex): At 20th level, when the prodi-
  gy starts a sequence, it automatically begins with a number of 
  links equal to half her casting ability modifier. The prodigy may 
  gain the benefit of any number of talents with her adaptation 
  ability as a swift action. Each individual talent selected counts 
  toward the prodigy’s daily uses of adaptation.
  
  13
  Sage
  “When mind, body, and spirit are in harmony, even the impossible 
  is within reach.”
  Sages are masters of their internal energy, known as chi or 
  ki, using martial techniques and discipline to foster and grow 
  this energy within themselves. True masters of ki can mold this 
  energy to suit any purpose, firing blasts of destructive energy, 
  creating protective barriers, or boosting physical performance 
  and abilities. Some sages even learn to use ki to stave off or 
  reverse death.
  Role: A sage can use his ki abilities to attack from afar, en-
  hance an ally’s physical abilities, manipulate their opponents, or 
  even heal wounds.
  Alignment: Any
  Hit die: d6.
  Starting Wealth: 1d6 x 10 gp (Average 35 gp) In addition, 
  each character begins play with an outfit worth 10 gp or less.
  Starting Age: Trained
  Class Skills: The sage’s class skills are Acrobatics (Dex), 
  Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Es-
  cape Artist (Dex), Intimidate (Cha), Knowledge (any) (Int), 
  Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), 
  Sense Motive (Wis), Stealth (Dex), and Swim (Str).
  Skill Ranks Per Level: 4 + Int modifier.
  Class Features
  Proficiencies: Sages are proficient with simple weapons. 
  In addition, if this is this character’s first level in any class, they 
  may select a martial tradition of their choice.
  AC Bonus (Ex): When unarmored and unencumbered, the 
  sage adds his Wisdom bonus (if any) to his AC and his CMD. In 
  addition, a sage gains a +1 bonus to AC and CMD at 4th level. 
  This bonus increases by 1 for every four sage levels thereafter, 
  up to a maximum of +5 at 20th level.
  These bonuses to AC apply even against touch attacks or 
  when the sage is flat-footed. He loses these bonuses when he 
  is immobilized or helpless, when he wears any armor, when he 
  carries a shield, or when he carries a medium or heavy load.
  Chi Gong (Su): At 1st level, the sage learns the chi gong 
  technique, which allows him to wield his ki as a precise in-
  strument, thrusting it into an opponent and disrupting their 
  physiology or reinforcing a wounded ally. A sage’s chi gong is 
  measured in d6’s: the sage begins with 1d6 chi gong, which in-
  creases by 1d6 at 3rd level and every 2 levels thereafter. The sage 
  gains a melee touch attack that is treated as a light weapon and 
  can be used whenever the sage 
  could make an attack (such as 
  during an attack action or attack 
  of opportunity) dealing piercing 
  damage to the opponent equal 
  to his chi gong dice; the sage may 
  also apply this bonus damage to 
  his unarmed strikes or natural 
  attacks. In addition, the sage can 
  use this ability to heal a creature 
  instead of damaging them by 
  sealing their wounds together 
  with ki as a move action, but this 
  patchwork healing cannot restore 
  a creature’s hit points above half 
  their normal maximum.
  Combat Training: A sage 
  may combine combat spheres and 
  talents to create powerful martial 
  techniques. Sages are considered 
  Proficient practitioners and use 
  Wisdom as their practitioner 
  modifier.
  Esoteric Training (Su): At 
  1st level, and again at 8th and 
  16th level, a sage gains one of the 
  following esoteric training pack-
  ages-
  Chakra Disruptor: The sage 
  trains to wield his chi gong 
  touch with incredible precision, 
  stabbing it into his foe’s chakra 
  points to cripple and disable 
  Table: Sage
  Class 
  Level
  BAB
  Fort 
  Save
  Reflex 
  Save
  Will 
  Save
  Special
  AC 
  bonus
  Combat 
  Talents
  1
  +0
  +2
  +2
  +2
  Chi gong, esoteric training, ki 
  pool, meditation, style talent
  +0
  0
  2
  +1
  +3
  +3
  +3
  Esotery
  +0
  1
  3
  +1
  +3
  +3
  +3
  Skill focus, style talent
  +0
  1
  4
  +2
  +4
  +4
  +4
  Esotery
  +1
  2
  5
  +2
  +4
  +4
  +4
  Style talent
  +1
  2
  6
  +3
  +5
  +5
  +5
  Esotery, skill focus
  +1
  3
  7
  +3
  +5
  +5
  +5
  Style talent
  +1
  3
  8
  +4
  +6
  +6
  +6
  Esoteric training, esotery
  +2
  4
  9
  +4
  +6
  +6
  +6
  Skill focus, style talent
  +2
  4
  10
  +5
  +7
  +7
  +7
  Esotery
  +2
  5
  11
  +5
  +7
  +7
  +7
  Style talent
  +2
  5
  12
  +6/+1
  +8
  +8
  +8
  Esotery, skill focus
  +3
  6
  13
  +6/+1
  +8
  +8
  +8
  Style talent
  +3
  6
  14
  +7/+2
  +9
  +9
  +9
  Esotery
  +3
  7
  15
  +7/+2
  +9
  +9
  +9
  Skill focus, style talent
  +3
  7
  16
  +8/+3
  +10
  +10
  +10
  Esoteric training, esotery
  +4
  8
  17
  +8/+3
  +10
  +10
  +10
  Style talent
  +4
  8
  18
  +9/+4
  +11
  +11
  +11
  Esotery, skill focus
  +4
  9
  19
  +9/+4
  +11
  +11
  +11
  Style talent
  +4
  9
  20
  +10/+5
  +12
  +12
  +12
  Esotery, signature technique
  +5
  10
  
  14
  them. Whenever the sage deals damage to an opponent using 
  his chi gong ability, he may slam his ki into the opponent’s body, 
  disrupting their natural processes and ruining their coordina-
  tion. The opponent must succeed at a Fortitude save or take 
  a penalty to their CMD equal to the number of chi gong dice 
  the sage possesses (so a 5th level sage would inflict a -3 penalty 
  to his opponent’s CMD) until the end of the sage’s next turn; 
  multiple uses of this ability do not stack. The sage may spend a 
  ki point when activating this ability to increase the penalty to 
  twice the number of chi gong dice he possesses. Whenever an 
  opponent fails their saving throw against this ability, the sage 
  may attempt a bull rush, trip, or reposition combat maneuver 
  against them as a swift action.
  Enhancer: The sage learns to reinforce his or an ally’s body 
  with ki, granting increased strength, speed, and endurance. As 
  a swift action, the sage may grant himself or an ally within his 
  reach a +2 bonus to either their Strength, Dexterity, or Consti-
  tution score for a number of rounds equal to the sage’s Wisdom 
  modifier, or for 1 minute if the sage spends a ki point when 
  activating the ability. At 3rd level and every 3 levels thereafter, 
  the bonus granted by this ability increases by an additional +2. 
  The sage may apply all of this bonus to a single physical abil-
  ity score, or divide it in units of +2 between multiple physical 
  ability scores; regardless of how the sage assigns this bonus, he 
  cannot add more than +10 to a given ability score. Sages with 
  this ability may take (enhance) talents from the Enhancement 
  sphere without possessing the Enhancement base sphere and 
  use them as a swift action, though they may only be used on 
  creatures or items within sage’s reach and their effects last 
  for a number of rounds equal to the sage’s Wisdom modifi-
  er, or for 1 minute if the sage spends a ki point when acti-
  vating the ability. The save DC for (enhance) talents used 
  in this way is 10 + 1/2 the sage’s class level + his Wisdom 
  modifier. For every 4 class levels the sage possesses, he 
  gains one (enhance) talent as a bonus talent.
  Infuser: The sage learns to infuse unusual or unex-
  pected properties into his ki, transforming it into a 
  powerful and unpredictable tool. Sages with this eso-
  teric training package gain Improved Unarmed Strike 
  as a bonus feat. Whenever the sage could make an at-
  tack with an unarmed strike (such as when using the 
  attack action or making an attack of opportunity), 
  or when he would be entitled to make a combat ma-
  neuver check on his turn (such as when maintaining 
  a grapple), he may instead force the creature to make 
  a Reflex save (DC 10 + 1/2 the sage’s class level + his 
  Wisdom modifier); creatures who fail their 
  save are automatically subject to a 
  disarm, grapple, or trip attempt 
  (chosen by the sage at the time 
  this ability is used) as though 
  the sage had succeeded on 
  a combat maneuver check 
  against their CMD. Crea-
  tures targeted by this ability 
  get a +1 circumstance bonus 
  o
  n 
  their saving throw for each size catego-
  ry they are larger than the sage. The sage 
  may spend a ki point when using this ability 
  to force the target to roll twice and take 
  the least favorable result. This does not allow the sage to sub-
  ject the target to combat maneuvers they would otherwise be 
  immune to, such as due to flight or size limitations. At 4th lev-
  el, and every 4 levels thereafter, sages with this esoteric training 
  package gain a bonus combat talent of their choice. Whenever 
  the sage would be allowed to use a combat maneuver due to a 
  talent or feat, he may force them to make a Reflex save as de-
  scribed above instead of attempting a combat maneuver check 
  against their CMD.
  Ki Blaster: The sage has trained to project his energy outside 
  of himself, firing devastating blasts of energy from his palms, 
  eyes, or another part of his body. Ki blasts are rays that can 
  be fired as ranged touch attacks with a range of close (25 ft. + 
  5 ft. per 2 class levels), dealing an amount of bludgeoning and 
  piercing damage equal to the sage’s chi gong dice. The sage may 
  spend a ki point as a swift action to increase this damage to 1d6 
  per class level for 1 round, plus 1 additional round at 5th level 
  and every 5 levels thereafter. The sage may use a ki blast when-
  ever he could normally make a ranged attack, such as when 
  
  15
  using the attack action or making an attack in a full attack se-
  quence. This counts as the destructive blast ability from the 
  Destruction sphere and may be modified by talents with the 
  (blast type) descriptor. In addition, sages with this ability may 
  take (blast type) talents without having the Destruction base 
  sphere. For every 4 class levels the sage possesses, he gains one 
  (blast type) talent as a bonus talent.
  Ki Pool (Su): At 1st level, a sage gains a pool of ki points, 
  supernatural energy he can use to accomplish amazing feats. 
  The number of points in a sage’s ki pool is equal to his sage level 
  + his Wisdom modifier. By spending 1 point from his ki pool, a 
  sage can increase his speed by 20 ft. for 1 round. Alternatively, 
  he can spend 1 point from his ki pool to give himself a +4 dodge 
  bonus to AC for 1 round. Each of these powers is activated as 
  a swift action. 
  Many esoteries and esoteric training packages require the 
  sage to spend ki points to modify an effect; unless specifically 
  stated otherwise, the sage cannot spend more ki points on an 
  esotery or esoteric training ability than 1 + 1 per 5 class levels 
  he possesses.
  The ki pool is replenished each morning after 8 hours of rest 
  or meditation; these hours do not need to be consecutive.
  Meditation (Ex): The sage can spend 1 hour in quiet 
  contemplation to gather and reinforce his mental and spiritu-
  al energies in preparation for the task ahead. When the sage 
  meditates in this manner, he gains a pool of bonus dice equal 
  to 1/2 his class level (rounded down, minimum 1) that can be 
  spent whenever he makes an ability check, skill check, or saving 
  throw to add 1d6 to the roll. The sage can also use this ability 
  whenever an opponent uses an ability which targets the sage’s 
  CMD to add 1d6 to his CMD against the attempt. The sage 
  cannot gain more bonus dice at one time than half his class 
  level using this ability.
  Style Talent: Every sage develops a unique combination of 
  martial and mystical talents that form a unique and recogniz-
  able style. At 1st level and every 2 levels thereafter, the sage 
  gains a bonus combat talent or magic talent of his choice. Sages 
  who gain magic talents are treated as High-Casters when de-
  termining their caster level, use Wisdom as their casting ability 
  modifier, and treat their ki pool as their spell pool when using 
  magic spheres and talents. This does not grant the sage 2 bonus 
  talents for gaining their first level in a casting class, though  the 
  sage may qualify for a casting tradition, applying any appropri-
  ate limitations to their ki powers (so a sage with a casting tra-
  dition that includes the Verbal Casting drawback would apply 
  that limitation to all of their ki powers, not just those that use 
  magic talents).
  Esotery (Su): At 2nd level and every 2 levels thereafter, the 
  sage learns a single esotery he qualifies for. Many esoteries re-
  quire the sage to know a particular esoteric training package 
  first; the sage cannot take an esotery that requires an esoteric 
  training package he does not possess. Unless otherwise noted, 
  a sage can take a given esotery only once. If an esotery ability 
  grants a saving throw, the DC is 10 + 1/2 the sage’s class level + 
  his Wisdom modifier.
  Attune With Darkness (Infuser): The sage has learned how to 
  convert their ki into clouds of shadowy darkness that feed on 
  his foes. The sage gains the Dark sphere and the Hungry Dark-
  ness talent as bonus talents. If the sage already possesses either 
  of these talents, he may choose any other Dark sphere talent in 
  its place. Sages with this ability are only affected by their (dark-
  ness) talents if they choose to be.
  Attune With Light (Infuser): The sage has learned how to 
  convert their ki into cloaks of brilliant energy that make them 
  or their allies stronger and more powerful. The sage gains the 
  Light sphere and the Encompassing Light talent as bonus tal-
  ents. If the sage already possesses either of these talents, he 
  may choose any other Light sphere talent in its place.
  Combat Form (Enhancer or Infuser): The sage gains the ability 
  to manipulate his body and ki into a more powerful form. If the 
  sage has the enhancer esoteric training package, whenever he 
  uses its ability to grant himself a bonus to any of his physical 
  ability scores, he also gains the Improved Unarmed Strike feat 
  if he did not already possess it, deals unarmed strike damage 
  as a monk of his class level, uses his class level in place of his 
  base attack bonus when determining the saving throw DCs and 
  effects of any combat talents he possesses, and gains DR/- equal 
  to half his class level (this damage reduction stacks with dam-
  age reduction of the same type from different sources). 
  If the sage has the infuser esoteric training package, he may 
  spend a ki point as a swift action to grant himself a +1 deflection 
  bonus to his armor class, +1 per 4 class levels he possesses, for 
  1 minute. As long as this ability is active, the DC for the saving 
  throw to resist the sage’s infuser ability increases by +5 and the 
  sage is treated as being 1 size category larger than he actually is 
  when determining whether or not he can use a combat maneu-
  ver against a given creature and what, if any, bonuses it receives 
  to its Reflex saving throw for being larger than the sage.
  Elemental Aura (Infuser or Ki Blaster): The sage converts his ki 
  into a raw energy aura that protects him by damaging his foes 
  and amplifying his attacks. As long as the sage has at least 1 
  point of ki in his ki pool, he can spend a swift action to shroud 
  his body in an aura of acid, cold, fire, or electricity (chosen when 
  he activates this ability) that deals 1d8 damage, plus 1d8 dam-
  age for every 4 class levels he possesses, of the corresponding 
  type to any creature who strikes the sage with a melee attack 
  or otherwise comes into direct physical contact with the sage 
  (such as when performing a combat maneuver or delivering a 
  touch spell) for a number of rounds equal to the sage’s Wisdom 
  modifier, or 1 minute if he expends a point of ki when activating 
  this ability. While this ability is active, this additional damage 
  is also added to the sage’s unarmed strikes and chi gong melee 
  touch attacks, and dealt to any creature the sage successfully 
  performs a combat maneuver against. The sage may end this 
  effect as a free action. If the sage has the ki blaster esoteric 
  training package, he can spend 1 point of ki while this ability 
  is active as part of making a ki blast attack to add the energy 
  damage to his ki blast damage until the start of his next turn; 
  when using this ability, all ki blast attacks made for the round 
  after the first are treated as having had 1 additional ki point 
  spent on them when determining the maximum amount of ki 
  that can be spent to modify their effects.
  Flight: The sage may spend a ki point as a swift action to 
  grant himself a fly speed of 30 ft. with average maneuverability 
  for 1 minute per class level he possesses. For every 3 class levels 
  the sage possesses beyond 5th, the flight speed increases by 10 
  ft. and the maneuverability increases by 1 step (to a maximum 
  of perfect). If the sage is at least 10th level, this effect lasts for 
  
  16
  1 hour per class level instead of 1 minute. The exact nature of 
  this flight depends on which esoteric training package(s) the 
  sage possesses; enhancers fly by leaping and kicking out with 
  such force that they are launched through the air as they desire, 
  chakra disruptors hurl themselves through the air on concus-
  sive pulses of ki, ki blasters ride on sustained bursts of ener-
  gy, and infusers manipulate their ki in various ways to simulate 
  flight, whether creating wings of pure ki, using ki to make their 
  bodies lighter than air, or some similar technique. Regardless of 
  the exact nature of their flight, only the outward appearance of 
  the granted flight changes, all mechanical benefits are identical. 
  A sage who possesses multiple esoteric training packages may 
  choose to manifest his flight in a way consistent with any pack-
  age he possesses. Creatures who see the sage in flight may make 
  a DC 20 Knowledge (arcana) check to identify what esoteric 
  training package the flight mode represents and what the base 
  ability of that package is. 
  The sage must be at least 5th level to take this esotery.
  Hardened Combatant (Enhancer): Whenever the sage uses 
  the ability granted by the enhancer esoteric training package 
  to grant himself a bonus to one or more of his physical ability 
  scores, he gains a +1 competence bonus to his CMB and CMD 
  for the duration of the effect. At 4th level and every 4 levels 
  thereafter, this bonus increases by an additional +1.
  Hardened Skin (Enhancer): Whenever the sage uses the ability 
  granted by the enhancer esoteric training package to grant him-
  self a bonus to one or more of his physical ability scores, he may 
  spend a ki point to gain an armor bonus equal to 1/2 his class 
  level for the duration of the effect.
  Healing Factor (Enhancer): Whenever the sage uses the abili-
  ty granted by the enhancer esoteric training package to grant 
  himself a bonus to one or more of his physical ability scores, he 
  may spend a ki point to gain regeneration 1 for the duration of 
  the effect. At 4th level and every 4 levels thereafter, this regen-
  eration increases by an additional 1. Taking damage from ki ef-
  fects (such as a ki blast, chi gong touch attack, or any damaging 
  effect that requires the user to expend 1 or more ki points to 
  activate) suppresses this regeneration for 1 round.
  Hinder Movement (Chakra Disruptor): Whenever the sage 
  deals damage to an opponent using his chi gong ability, he may 
  spend a ki point to use his ki to disrupt the opponent’s motor 
  functions. The opponent must succeed at a Fortitude save or 
  have all of their movement speeds reduced by 5 ft. per chi gong 
  die he possesses until the end of the sage’s next turn; multiple 
  uses of this ability do not stack, and this ability cannot reduce 
  the opponent’s speed to lower than 5 ft. in any movement mode 
  they possess.
  Ki Bomb (Ki Blaster): The sage may spend a ki point when 
  making an attack with his ki blast to cause it to detonate in a 
  10 ft. radius burst if it strikes his target. The sage rolls damage 
  for the attack once and deals it to all creatures within the radi-
  us of the effect; creatures other than the primary target of the 
  attack may make a Reflex save for half damage. For every 5 class 
  levels the sage possesses, the radius of the burst increases by 
  10 ft.; the sage may always choose to have the effect detonate 
  in a smaller burst than its maximum, but can only decrease the 
  radius in units of 10 feet.
  Ki Clone (Infuser): The sage may spend a ki point as a standard 
  action to form his ki into a perfect clone of himself that aids 
  him in combat for a number of rounds equal to the sage’s class 
  level. The ki clone may act immediately and shares the sage’s 
  place in the initiative order. When the sage creates a ki clone, it 
  has all of his abilities and statistics, but it is destroyed if it takes 
  any amount of hit point or ability score damage. Anything the 
  ki clone sees, hears, or otherwise learns during its existence is 
  transferred to the sage when the ki clone is dismissed, expires, 
  or is destroyed. The ki clone does not have any ki of its own, 
  but the sage may invest any number of his own ki points into 
  the clone at the time he creates it (this does not count against 
  the normal limit on how many ki points can be spent when acti-
  vating an esotery); if the ki clone is killed or destroyed, the sage 
  loses this ki until he rests and recovers it, but he regains the ki 
  automatically if the effect expires naturally or if he dismisses 
  the clone (a free action). The ki clone is instantly destroyed if 
  it ever leaves the same plane of existence as the sage but can 
  otherwise move about freely. The sage may spend additional 
  ki points when activating this ability to create multiple clones, 
  but cannot exceed his normal limitations on the total number 
  of ki points he can spend on an esotery effect, and each addi-
  tional ki clone after the first costs 2 ki points instead of 1.
  Ki Power: The sage gains a ki power from the unchained 
  monk list, treating their sage level as their monk level for all 
  purposes of the gained ability, including determining whether 
  or not the sage qualifies to take it.
  Ki Wall (Infuser or Ki Blaster): Whenever the sage would be 
  struck by an attack, he may spend a ki point as an immediate 
  action to create a protective barrier of ki, granting him a de-
  flection bonus to his AC equal to twice the number of chi gong 
  dice he possesses against that attack. The sage may also use this 
  ability whenever he would need to make a Reflex saving throw 
  against a spell or effect to add a bonus equal to the number of 
  chi gong dice he possesses to his roll.
  Maneuver Master (Chakra Disruptor, Enhancer, or Infuser): The 
  sage treats his class level as his base attack bonus when calculat-
  ing his combat maneuver bonus and combat maneuver defense. 
  This stacks with base attack bonus gained from other classes. 
  If the sage has the infuser esoteric training package and this 
  esotery, he may spend a ki point as an immediate action when-
  ever an opponent would succeed on a combat maneuver check 
  against him to force the opponent to reroll the check, keeping 
  the second result.
  Meteor Shower (Ki Blaster): The sage gains the Barrage com-
  bat sphere as a bonus sphere. If he already has the Barrage 
  sphere from another source, he instead gains any one Barrage 
  sphere talent he qualifies for. Whenever the sage uses his ki 
  blast to attack multiple creatures as part of an attack action, he 
  may attack 1 additional creature more than he would normally 
  be able to. If the attack would normally target an area instead 
  of a specific number of individuals, increase the base area of 
  the effect by 5 ft. (so a 15 ft. cone would become a 20 ft. cone).
  Mental Escalation (Enhancer or Infuser): As a swift action, the 
  sage may grant himself a +2 bonus to either his Charisma, Intel-
  ligence, or Wisdom score for a number of rounds equal to his 
  Wisdom modifier, or for 1 minute if the sage spends a ki point 
  when activating the ability. At 3rd level and every 3 levels there-
  after, the bonus granted by this ability increases by an addition-
  al +2. The sage may apply all of this bonus to a single mental 
  ability score, or divide it in units of +2 between multiple mental 
  
  17
  ability scores; regardless of how the sage assigns this bonus, he 
  cannot add more than +10 to a given ability score.
  Piercing Beam (Ki Blaster): The sage may spend a ki point 
  when attacking with his ki blast to change it into a 30 ft. line, 
  dealing his ki blast damage to all creatures it passes through 
  unless they succeed at a Reflex saving throw. For every 5 class 
  levels the sage possesses, the length of the line increases by 5 ft.
  Restorative Blast (Ki Blaster): The sage learns to convert the 
  energy of his ki blasts into healing positive energy. The sage 
  may spend 1 ki point when making a ki blast attack to cause 
  the attack to heal an amount of damage equal to the damage 
  it would normally deal; undead creatures are instead damaged 
  by this effect. The sage rolls an attack roll as normal, and the 
  healing is multiplied on a critical hit just as the damage dealt 
  would normally be.
  Restore Life (Chakra Disruptor, Infuser, or Ki Blaster): As a stan-
  dard action, the sage may touch a creature that has been dead 
  no longer than 1 hour per sage level, and spend 3 ki points to 
  raise them from the dead. The subject’s soul must be free and 
  willing to return, otherwise they simply do not return to life.
  Coming back from the dead is an ordeal. The subject gains 
  two permanent negative levels when it is raised, just as if it had 
  been hit by an energy-draining creature. If the subject is 1st or 
  2nd level, it takes 2 points of Constitution drain instead (if this 
  would reduce its Con to 0 or less, it can’t be raised).
  A raised creature has a number of hit points equal to its 
  current HD. Any ability scores damaged to 0 are raised to 1. 
  Normal poison and normal disease are cured in the process 
  of raising the subject, but magical diseases and curses are 
  not undone. While this esotery closes mortal wounds and 
  repairs lethal damage of most kinds, the body of the crea-
  ture to be raised must be whole. Otherwise, missing parts 
  are still missing when the creature is brought back to 
  life. None of the dead creature’s equipment or posses-
  sions are affected in any way by this ability.
  A creature who has been turned into an undead 
  crea-
  ture or killed by a death effect can’t be raised by this esotery. 
  Constructs, elementals, outsiders, and undead creatures 
  can’t be raised. This cannot bring back a creature that has 
  died of old age.
  If the sage has the ki blaster esoteric training pack-
  age, he may use this ability at close range (25 ft. + 5 ft. 
  per class level) instead of touch.
  A sage must be at least 10th level to gain this es-
  otery.
  Revivifying Ki Blast (Infuser or Ki Blaster): 
  Whenever the sage would be reduced to 0 or 
  fewer hit points, or when the sage would be 
  killed by an effect that would leave his body 
  relatively intact, he may spend all his re-
  maining ki as an immediate action to lob 
  a ball of revivifying energy into the air. As 
  long as the sage’s body remains within 10 ft. of the loca-
  tion he was in when he activated this ability, 1d4 rounds 
  after the sage uses this ability the energy crashes back 
  into his body; the sage is healed for 2d8 hit points 
  per point of ki expended when activating this abil-
  ity, even if the sage was killed by the triggering 
  attack or during the time between when this heal-
  ing is granted and the ability’s initial activation. As long as the 
  sage’s hit points are above his normal threshold for dying after 
  this effect resolves, he is restored to life and regains 1 ki point.
  The sage must be at least 8th level to select this esotery.
  Rubber Ki (Infuser): The sage’s natural reach with his un-
  armed strikes and melee touch attacks increases by 5 ft., plus 
  an additional 5 ft. for every 4 class levels he possesses. When-
  ever the sage succeeds at a combat maneuver check against an 
  opponent, or when the opponent fails a Reflex save against the 
  sage’s infuser ability, the sage may move that opponent up to 
  10 ft. in any direction (including directly up), though the op-
  ponent must end their movement within the sage’s unarmed 
  strike reach. Opponents moved by this ability provoke attacks 
  of opportunity from creatures other than the sage 
  for moving through threatened spaces.
  
  18
  Scatter Blast (Ki Blaster): The sage may spend a ki point when 
  making a ki blast attack to treat his ki blast as a scatter weapon 
  for 1 round; while this effect is active his ki blast attacks target 
  all creatures within a 15 ft. cone, making a separate attack roll 
  against each creature within the cone. Each attack roll takes a 
  –2 penalty, and its attack damage cannot be modified by pre-
  cision damage or damage-increasing feats. Effects that grant 
  concealment, such as fog or smoke, or the blur, invisibility, or 
  mirror image spells, do not foil a scatter attack. If any of the at-
  tack rolls threaten a critical, confirm the critical for that attack 
  roll alone. At 6th level and every 6 levels thereafter, the size of 
  the scatter cone increases by an additional 10 ft., though the 
  sage may always choose to forego these increases when making 
  a scatter attack.
  Severing Ki Disc (Ki Blaster): The sage may form his ki blasts 
  into deadly discs of razor sharp energy capable of severing an 
  opponent’s head from their body. Whenever the sage makes 
  a ki blast attack, he may spend a ki point to declare it to be 
  a ki disc attack, causing it to deal slashing damage instead of 
  the normal bludgeoning and piercing damage and making the 
  attack’s critical threat range 18-20 with a x3 critical multiplier 
  (instead of the normal 20 x2). Whenever the sage rolls a natural 
  20 on an attack while using this ability (followed by a successful 
  roll to confirm the critical hit), the ki disc severs the opponent’s 
  head (if it has one) from its body. Some creatures, such as many 
  aberrations and all oozes, have no heads. Others, such as go-
  lems and undead creatures other than vampires, are not affect-
  ed by the loss of their heads. Most other creatures, however, die 
  when their heads are cut off. 
  The sage must be at least 12th level to select this esotery.
  Shattering Touch (Chakra Disruptor): The sage may make a sun-
  der attempt against an unattended, inanimate object or surface 
  using his unarmed strike or the melee touch attack granted by 
  the chi gong ability, adding his chi gong dice to the damage 
  dealt. The bonus damage from his chi gong dice is not affected 
  by Hardness or damage reduction. In addition, whenever the 
  sage would damage a construct with his chi gong melee touch 
  attack, the attack ignores any damage reduction the construct 
  may possess.
  Slow Reflexes (Chakra Disruptor): Whenever the sage deals 
  damage to an opponent using his chi gong ability, he may spend 
  a ki point to twine his ki throughout his opponent’s body, hin-
  dering their movement and slowing their reactions. The oppo-
  nent must succeed at a Fortitude save or take a penalty to their 
  Reflex saving throws and attack rolls made as part of an attack 
  of opportunity equal to the number of chi gong dice the sage 
  possesses (so a 5th level sage would inflict a -3 penalty) until the 
  end of the sage’s next turn; multiple uses of this ability do not 
  stack.
  Soul Stitching (Chakra Disruptor or Infuser): The sage trans-
  forms his ki into a tangible needle and thread he can use to 
  stitch wounds. As a standard action, the sage can spend 1 ki 
  point to heal himself or an adjacent target of an amount of hit 
  point damage equal to 3 x his class level. If the sage is at least 
  5th level, the target is also healed of 1 point of ability damage, 
  plus 1 additional point of ability damage for every 3 class levels 
  he possesses. This ability can be used to reattach severed limbs, 
  as long as the original limb is available, removing any effects or 
  penalties attributed with the limbs’ loss.
  Stunning Fist (Chakra Disruptor or Enhancer): The sage gains 
  Stunning Fist as a bonus feat, even if he would not normally 
  qualify for it. The sage treats his class level as monk levels when 
  determining all effects of this feat, including uses per day. In ad-
  dition to his unarmed strikes, the sage may declare a Stunning 
  Fist attempt whenever he attacks with the melee touch attack 
  granted by his chi gong class feature.
  Skill Focus: The sage’s specialized training gives him keen 
  insight into a variety of different subjects. At 3rd level and every 
  three levels thereafter, the sage gains Skill Focus for a skill of 
  his choice as a bonus feat.
  Signature Technique (Su): At 20th level the sage gains a 
  powerful esotery from the following list that acts as his signa-
  ture technique. The sage cannot select a signature technique 
  unless he possesses the corresponding esoteric training pack-
  age. Signature techniques follow all other rules for esoteries, 
  including determining saving throw DCs and the number of ki 
  points that can be spent when activating them.
   Devastation Wave (Ki Blaster): The sage’s ki blast now uses 
  d10s instead of d6s for its damage dice. In addition, the sage 
  may use a full round action to fire a powered up version of his ki 
  blast. Instead of a ranged touch attack, the sage’s ki blast fires 
  in a 10 ft. radius, 60 ft. long horizontal column originating from 
  his square. Any creature within the area of this column takes 
  damage as though hit by the sage’s ki blast (Reflex save for half). 
  Heart Stopper (Chakra Disruptor): The sage may make a single 
  melee touch attack using his chi gong ability as a full round 
  action; if successful, the target of this attack must make a For-
  titude save or die. Even creatures that are not technically living, 
  such as constructs and undead, can be affected by this tech-
  nique as the sage’s ki tears through their bodies and disrupts 
  the energies that animate them.
  Physical Perfection (Enhancer): The sage gains a +5 inherent 
  bonus to each of his physical ability scores (Constitution, Dex-
  terity, and Strength), gains DR 5/-, and increases his ki pool by 
  5 points. In addition, the sage no longer takes penalties to his 
  ability scores for aging and cannot be magically aged. Any such 
  penalties that he has already taken are removed. Age bonuses 
  still accrue, and the sage still dies of old age when his time is up, 
  but he doubles the maximum age limit for his species.
  Spider’s Web (Infuser): As a full round action, the sage forms 
  his ki into a wide web that can be hurled across the battlefield, 
  covering everything within a 60 ft. radius sphere centered on 
  the sage. This web lasts for a number of rounds equal to the 
  sage’s Wisdom modifier. As long as this ability is active, the 
  sage threatens every square within its radius and may make an 
  unarmed strike, chi gong melee touch attack, or ki blast against 
  any creature that provokes an attack of opportunity within this 
  territory without moving from his current location, sending 
  pulses of devastating ki arcing across the strands of this ki web.
  
  19
  Troubadour
  “The best way to understand someone is to walk a mile wearing 
  their face.”
  For some, troubadours are the master actors, spinning epic 
  tales of heroics, love, chivalry, and tragedy to entertain the 
  masses. For others, troubadours are the greatest of spies and 
  con men, adopting whatever name, backstory, and personality 
  is needed to get exactly what they want from whoever might 
  have it. In both cases, the troubadour is a master of perfor-
  mance, creating characters and bringing them to life to such a 
  degree that sometimes not even magic can tell the difference 
  between fact and fiction. 
  Role: The troubadour is a man of many faces and is able to 
  take on nearly any role. Depending on the part he is playing, he 
  can be the warrior in battle, the thief in the shadows, or even 
  the magician working wonders from the sidelines.
  Alignment: Any
  Hit Dice: d8
  Starting Wealth: 3d6 × 10 gp (Average 105 gp). In addition, 
  each character begins play with an outfit worth 10 gp or less.
  Starting Age: self-taught
  Class Skills: The troubadour’s class skills are Acrobatics 
  (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Di-
  plomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape 
  Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguis-
  tics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), 
  Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic De-
  vice (Cha).
  Skill Ranks per Level: 6 + Int modifier
  Table: Troubadour
  Class 
  Level
  BAB
  Fort 
  Save
  Reflex 
  Save
  Will 
  Save
  Special
  Caster 
  Level
  Martial 
  Talents
  Personas
  1
  +0
  0
  +2
  +2
  Casting, combat training, master of dis-
  guise, method acting, performer’s synergy, 
  personas (2), spell points
  0
  0
  2
  2
  +1
  0
  +3
  +3
  Actor training, quick change
  +1
  1
  2
  3
  +2
  +1
  +3
  +3
  Flexible truth, persona quirk
  +1
  1
  2
  4
  +3
  +1
  +4
  +4
  Actor training
  +2
  2
  2
  5
  +3
  +1
  +4
  +4
  Magic talent, persona quirk
  +2
  2
  3
  6
  +4
  +2
  +5
  +5
  Actor training, quick change (2)
  +3
  3
  3
  7
  +5
  +2
  +5
  +5
  Persona quirk, greater actor
  +3
  3
  3
  8
  +6/+1
  +2
  +6
  +6
  Actor training
  +4
  4
  3
  9
  +6/+1
  +3
  +6
  +6
  Magic talent, persona quirk
  +4
  4
  3
  10
  +7/+2
  +3
  +7
  +7
  Actor training, performer’s synergy, quick 
  change (3)
  +5
  5
  4
  11
  +8/+3
  +3
  +7
  +7
  Persona quirk
  +5
  5
  4
  12
  +9/+4
  +4
  +8
  +8
  Actor training
  +6
  6
  4
  13
  +9/+4
  +4
  +8
  +8
  Magic talent, persona quirk
  +6
  6
  4
  14
  +10/+5
  +4
  +9
  +9
  Actor training, quick change (4)
  +7
  7
  4
  15
  +11/+6/+1
  +5
  +9
  +9
  Persona quirk, master actor
  +7
  7
  5
  16
  +12/+7/+2
  +5
  +10
  +10
  Actor training
  +8
  8
  5
  17
  +12/+7/+2
  +5
  +10
  +10
  Magic talent, persona quirk
  +8
  8
  5
  18
  +13/+8/+3
  +6
  +11
  +11
  Actor training, quick change (5)
  +9
  9
  5
  19
  +14/+9/+4
  +6
  +11
  +11
  Persona quirk
  +9
  9
  5
  20
  +15/+10/+5
  +6
  +12
  +12
  Actor training, master of roles, perform-
  er’s synergy
  +10
  10
  6
  
  20
  Class Features
  Proficiencies: The troubadour is proficient with all simple 
  weapons, light armor, and bucklers. In addition, if this is this 
  character’s first level in any class, they may select a Martial Tra-
  dition of their choice.
  Casting: A troubadour may combine spheres and talents to 
  create magical effects. A troubadour is considered a Low-Cast-
  er, and uses Charisma as his casting ability modifier. (Note: all 
  casters gain 2 bonus talents and may select a casting tradition 
  the first time they gain the casting class feature.)
  Combat Training: A troubadour may combine combat 
  spheres and talents to create powerful martial techniques. 
  Troubadours are considered Proficient combatants.
  Spell Pool: A troubadour gains a small reservoir of energy 
  he can call on to create truly wondrous effects, called a spell 
  pool. This pool contains a number of spell points equal to his 
  class level + his Charisma modifier (minimum 1). This pool re-
  plenishes once per day after roughly 8 hours of rest.
  Magic Talents: A troubadour is a master of all skills, in-
  cluding rudimentary magic. In addition to the two bonus tal-
  ents all casters gain when they first gain a level in a casting class, 
  a troubadour gains a magic talent at 5th level and every 4 levels 
  thereafter.
  Performer’s Synergy (Ex): A troubadour has played so 
  many parts in his life that he can pull expertise from them at a 
  moment’s notice to give himself insight and resilience of mind 
  and heart. Whenever the troubadour is in his base persona, 
  he gains a +1 morale bonus to all saving throws. This bonus in-
  crease by 1 at 5th level and every 4 levels thereafter.
  At 10th level, the troubadour’s ability to perform a variety of 
  parts means he no longer needs to prepare a persona to access a 
  trope’s benefit. As a move action, the troubadour can grant his 
  base persona one trope of his choice, so long as he has at least 
  one persona with that trope. He does not, however, gain any 
  persona quirks. The troubadour retains this trope indefinitely, 
  until he spends another move action to choose a different trope 
  benefit to gain, which then replaces the first. Abilities with a 
  limited number of uses (such as the lover or cunning servant 
  trope powers) share their uses between the base persona and 
  any other personas that possess them.
  At 20th level, the troubadour can grant his base persona two 
  trope benefits as a move action, rather than only one.
  Personas (Ex): A troubadour is an expert actor, who not 
  only can appear to become someone different, but with prac-
  tice and dedication can begin to think and act like them as 
  well. For all intents and purposes, when the troubadour 
  adapts a persona, he becomes another person entirely. 
  A troubadour can only adopt one persona at a time.
  Along with his true self (his ‘base persona’, which 
  may never be changed), the troubadour begins play 
  with two additional personas of his own creation. 
  These alternate personas can have the same char-
  acteristics as his base persona, but may also have a 
  different name, a different appearance, a different 
  alignment (but only within 1 step of the trouba-
  dour’s true alignment), and may even be of a different 
  race (although the troubadour does not gain that race’s 
  size, racial abilities, etc.). These changes can qualify the 
  troubadour for feats and other abilities that would nor-
  mally be outside his ability to gain, but for the purpose of 
  all feats, talents, and abilities, the troubadour only gains the 
  benefits while in a persona that meets all the prerequisites. A 
  troubadour gains an additional persona for every 5 troubadour 
  levels he possesses, and gains these personas instantly when he 
  gains the appropriate level, as it is assumed he has been work-
  ing on these new personalities in his spare time during his ad-
  ventures.
  Although a persona may possess any number of traits, adopt-
  ing a persona is not the same as appearing as that persona. If 
  
  21
  a persona possesses the same race and appearance as the trou-
  badour, no disguise is required (however, any creature familiar 
  with two or more personas with the same face will immediately 
  recognize they are the same person). However, the troubadour 
  may choose to mix a persona with a disguise, allowing the per-
  sona to appear as a completely different person. In this case, 
  a Disguise check is required, but only when the troubadour 
  encounters people familiar with two or more of his personas, 
  when the troubadour suffers a penalty to his Disguise check (for 
  example, when the troubadour is attempting to pass himself off 
  as a different race, size, or gender) or in other situations where 
  the troubadour is attempting to derive a specific benefit from 
  his disguise or otherwise hide his true identity (for example, 
  when using an orc persona to gain access to an orc stronghold).
  It takes 10 minutes for a troubadour to prepare a persona, 
  during which time the troubadour usually applies makeup and 
  costume, recites lines, or performs other mental exercises to 
  shift themselves into the character. This change is as much men-
  tal as physical, and while the troubadour can don a Disguise as 
  part of this change, items that apply quick disguises (such as a 
  hat of disguise) do not reduce this required time. A troubadour 
  can change his prepared persona at any time, provided he can 
  spend 10 minutes preparing the new persona. Once a persona 
  has been prepared, the troubadour can switch between his base 
  persona and his prepared persona as a free action, usable once 
  per round. Switching to his base persona does not remove any 
  disguise, but breaking character in any way (reverting to a base 
  persona or switching to a different persona without changing 
  appearance) immediately reveals the truth about the trouba-
  dour’s multiple personas (although with GM permission, some 
  fast Disguise and Bluff checks might manage to hide the truth). 
  It is possible for a troubadour to permanently change one 
  of his personas into a completely different persona, but doing 
  so requires 5 days of work. This follows the rules for creating 
  a magic item (8 hours of work per day, this work may be divid-
  ed up over multiple days, and development may be done while 
  traveling on foot or mounts, but doing so reduces the amount 
  of time that may be dedicated per day in half (4 hours), and 
  such work on the move is only half as effective (netting only 2 
  hours of development)).
  While working to create a new persona, the troubadour 
  must choose an old persona for it to replace, other than his base 
  persona. This persona is removed from the troubadour’s list of 
  personas at the time he begins work on the new persona. The 
  troubadour may cease work on one persona to begin creating a 
  different persona, but all work on the previous persona is lost 
  when the change is made. If the troubadour is attempting to 
  recreate a persona he used in the past (same name, same align-
  ment, same abilities as far as were available at the level it was 
  last used), development takes half the usual time.
  Although a troubadour does not need to hide his true face 
  to adopt a persona, if the people the troubadour is interacting 
  with are not aware that the troubadour possesses other perso-
  nas, he gains a number of special benefits.
  So long as knowledge about his multiple personas is un-
  known, Knowledge checks about one of the troubadour’s per-
  sonas do not reveal information about the other personas.
  Any attempts to scry or otherwise locate the troubadour 
  only work if the troubadour is currently in the persona the 
  creature is attempting to locate (or if the creature knows that 
  the two personas are the same individual). Otherwise, the spell 
  or ability has no effect, revealing nothing but darkness, as if the 
  target were invalid or did not exist.
  Beyond these, there may be other benefits, as determined by 
  the GM. For example, so long as two personas are not connect-
  ed to the same individual, criminal activity and other actions 
  taken by one persona do not affect the social standing of the 
  other personas.
  Note: If the troubadour possesses the dual identity class 
  feature (such as from vigilante class levels), he may choose to 
  make his vigilante identity a persona, gaining the benefits of 
  the method acting class feature while in his vigilante identity. 
  The troubadour uses the lesser time required when changing 
  into a vigilante persona.
  Method Acting: Every non-base persona a troubadour 
  possesses possesses its own unique abilities, based upon what 
  trope that persona falls into, and as the troubadour steps into 
  those roles, he acquires those abilities. Each persona may pos-
  sess only one trope. If the troubadour gains a skill rank, feat, or 
  talent as part of his base persona that was also granted to him 
  by a persona, he may immediately replace that skill rank, feat, 
  or talent on the non-base persona.
  Each trope grants a trope benefit at 1st level, as well as ac-
  cess to a list of persona quirks. Each persona gains one persona 
  quirk of the troubadour’s choice at 3rd level and every 2 lev-
  els thereafter from those granted by its trope or tropes. Unless 
  specified otherwise, a persona quirk cannot be granted to the 
  same persona more than once.
  Tropes are listed at the end of this class.
  Actor Training: A troubadour is a consummate profession-
  al, always accumulating bits of lore, stories, songs, and strange 
  personalities for use in his work. At 2nd level and every 2 levels 
  thereafter, a troubadour gains an actor training, representing 
  the different tricks and skills he has developed through his 
  travels. Unless otherwise noted, a troubadour cannot take any 
  actor training more than once.
  Any Face: You gain the bonus from your master of disguise 
  class feature for all uses of Disguise and all Bluff checks made 
  to convince someone of the truthfulness of the disguise. In ad-
  dition, you gain the skill unlocks for the Disguise skill, in accor-
  dance with your ranks. You must be at least 5th level to select 
  this actor training.
  Case the Joint (Ex): The troubadour can use one persona to 
  learn important facts about a location before returning later in 
  another persona. If he spends at least 1 hour in a location while 
  in one persona that is considered welcome there, he can at-
  tempt a DC 20 Knowledge (engineering) check. If he succeeds, 
  he gains the ability to later reroll any one failed skill check in-
  volving the location’s layout (such as a Stealth check to sneak 
  into the location, a Disable Device check to disable an alarm, 
  or a Sleight of Hand check to snatch an object from a pedestal). 
  For every 10 by which the check exceeds 20, the troubadour 
  gains an additional reroll. If the troubadour fails to return to 
  the location within 1 week, the situation changes too much 
  and he cannot use the rerolls. A troubadour can’t case the same 
  joint more than once a week.
  Expert Change (Ex): The troubadour can prepare a persona 
  and adopt its visual disguise for use as a full-round action. The 
  
  22
  troubadour must be at least level 14 and possess the Rapid 
  Change actor training to gain this actor training.
  Fake Aura (Su): When creating a persona or disguise via the 
  Disguise skill, you may grant yourself a powerful aura corre-
  sponding to its alignment, as an aligned undead or outsider 
  with Hit Dice up to your class level, or a cleric, paladin, or anti-
  paladin of up to your class level. You may make personas of the 
  outsider or undead creature type, provided the creature imitat-
  ed possesses your basic physiology (the same number of limbs, 
  not incorporeal, etc.). The GM has the final say on whether or 
  not it is even possible to imitate a given creature.
  Fool Device (Ex): You gain a bonus to Use Magic Device 
  checks equal to 1/2 your troubadour level.
  Fool Spell (Ex): Whenever the troubadour succeeds at a saving 
  throw against mind-affecting magic that exerts control over the 
  troubadour (such as charm person, dominate person, or similar 
  effects), he can so thoroughly pretend that it has affected him 
  that he can even fool the magic itself. To the caster, it appears 
  that the troubadour failed his saving throw, but the troubadour 
  is not under the caster’s control. If the spell provides a tele-
  pathic link, it functions normally, but the troubadour is under 
  no obligation to follow the caster’s commands. The troubadour 
  can always dismiss the fooled magic as a standard action. Fool 
  spell can be used when the troubadour succeeds at a subse-
  quent saving throw against an ongoing effect. The troubadour 
  must be at least 4th level to gain this actor training.
  Gossip: The troubadour is an expert at schmoozing. He takes 
  only half the usual amount of time when making checks to 
  gather information. If he takes the full time, he may instead 
  choose to roll his gather information check twice and take the 
  better result.
  Greater Lies (Ex): When the troubadour attempts to lie 
  through truth-detecting magic, zones of truth, or other, similar 
  effects, the caster of those effects no longer gains a caster level 
  check (MSB check) to attempt to force the troubadour to tell 
  the truth. When he uses the Bluff skill to pass a secret mes-
  sage, the words and meaning of his secret messages cannot be 
  gleaned from him or those he directly delivers the message to 
  by divinations unless the caster succeeds at a caster level check 
  (MSB check) against a DC of 15 + the troubadour’s level. The 
  troubadour must be 4th level and possess the flexible truth 
  class feature to gain this actor training.
  Hearsay (Ex): The best troubadours know a hundred tales, 
  and always keeps their ears to the ground looking for more. 
  The troubadour gains a +1 bonus to all Knowledge checks, +1 
  per 5 troubadour levels he possesses, and may make Knowledge 
  checks untrained.
  This actor training may be taken twice. If taken a second 
  time, the bonus increases, becoming equal to 1/2 the trouba-
  dour’s class level (minimum 1).
  Illicit Connections: You gain the Black Market Connections 
  rogue talent.
  Impersonator: If the troubadour spends 10 minutes observing 
  an individual, then impersonates that individual via the Dis-
  guise skill, he suffers only half the usual penalty when meeting 
  someone who is familiar with that individual. Any spell or abili-
  ty designed to locate the individual has a 50% chance of finding 
  the troubadour instead of the actual individual (which increases 
  to 100% if the individual wouldn’t normally be able to be found 
  via magic, such as by being dead or protected in some other 
  way), and divination spells and abilities used on the troubadour 
  give results as if he were the actual individual. A troubadour 
  must be at least 10th level to select this actor training.
  Improvisation (Ex): When the troubadour creates a disguise 
  through the Disguise skill that is not a persona, that disguise 
  counts as a persona for the purpose of other actor trainings 
  that improve personas such as True Disguise or True Intent. 
  The improvised persona does not, however, gain the benefits of 
  the method acting class feature.
  When discarding an old persona to create a new persona, 
  the troubadour only needs 2 days to create a new persona rather 
  than 5 days.
  Linguist (Ex): The troubadour gains the Skill Focus (Linguis-
  tics) feat, and learns an additional language for every rank put 
  into the Linguistics skill. This applies to ranks already put into 
  Linguistics before this actor training is taken, but does not ap-
  ply to ranks gained via a trope.
  Lost in the Crowd (Ex): The troubadour can move through 
  crowds without any movement penalty, and gains a +5 bonus 
  to Stealth checks made to hide inside of a crowd. This bonus 
  increases by +1 every 4 levels.
  Master Performer (Ex): Whenever the troubadour makes 
  a Perform check to make a performance or earn a living (as 
  opposed to using the skill through versatile performance), he 
  gains a +5 bonus to their check. This bonus increases by +1 for 
  every 4 troubadour levels possessed.
  Masterpiece: The troubadour gains the use of a bardic mas-
  terpiece for which he meets the prerequisites. The troubadour 
  is considered to possess a number of rounds of bardic perfor-
  mance equal to 1/2 his troubadour level + his Charisma modifier 
  when determining how many times per day this masterpiece 
  may be performed.
  This actor training can be taken multiple times. Each time 
  it is taken, gain another bardic masterpiece you qualify for, and 
  increase the number of rounds of bardic performance you pos-
  sess by +2.
  Mockingbird (Ex): You can throw your voice, making it ap-
  pear to come from any space within 25 ft. +5 ft. per 2 levels. 
  In addition, you may mimic almost any sort of voice, or even 
  animal calls and sound effects. A target is allowed a Will saving 
  throw (10 + 1/2 your level + your Charisma modifier) to detect 
  something is wrong about the sound they are hearing, although 
  success doesn’t mean they automatically know where it’s actu-
  ally coming from. You must be at least 6th level to choose this 
  talent.
  Rapid Change (Ex): The troubadour only needs one minute 
  to prepare a persona for use, including adopting a Disguise to 
  appear as that persona.
  Renown (Ex): You know how to work a town to gain fame or 
  notoriety. You gain the Renown vigilante social talent, treating 
  your base persona as your social identity and any one persona 
  you choose as your vigilante identity for this purpose. Estab-
  lishing your renown in a community makes your face recogniz-
  able; when within the area of your renown, any persona you 
  adopt that has the same face is instantly recognized by all as 
  belonging to your base persona.
  Alternately, when you gain this actor training you may choose 
  one of your personas to be your social identity for this purpose, 
  
  23
  but beginning a reputation from nothing is much more diffi-
  cult; it takes twice as long the first time you establish the per-
  sona’s renown within a community. If you dissolve this persona, 
  you may choose a new persona to be your social identity.
  You may select this actor training multiple times. Each time 
  it is gained, you may choose and gain a new vigilante social tal-
  ent, so long as it possesses Renown as a prerequisite. You must 
  meet the prerequisites for this talent, and may treat your trou-
  badour levels as vigilante levels when doing so. 
  Seducer (Ex): When attempting to change a creature’s atti-
  tude with the Diplomacy skill, the troubadour can shift a crea-
  ture’s attitude up to three steps rather than two. This does not 
  stack with other, similar effects.
  Skill Mastery: Choose a number of skills equal to the trouba-
  dour’s Intelligence modifier (minimum: 1). He may take 10 on 
  these skills even when circumstances would normally make this 
  impossible. The troubadour must be at least 10th level to select 
  this actor training. This actor training may be taken multiple 
  times. Each time it is taken, select additional skills to gain this 
  benefit. 
  Skillful Faker (Ex): Whenever the troubadour assumes a dis-
  guise, be it a non-base persona or through the Disguise skill, 
  the troubadour gains a bonus equal to 1/2 his troubadour lev-
  el to a single Profession skill associated with that disguise or 
  persona, and may make checks with 
  that skill untrained. For example, 
  disguising himself as a sailor would 
  grant him a bonus to Profession 
  (sailor), while disguising himself 
  as a servant would grant a bonus 
  to Profession (servant).
  True Disguise (Ex): When 
  the troubadour creates a 
  persona of a different race, 
  age, or gender, he is con-
  sidered to have those 
  qualities while in that 
  persona not only for 
  feats and class fea-
  tures, but also for the 
  purpose of magic. This 
  means that spells and magic 
  items that grant different benefits 
  depending on the creature’s race 
  or subtype, age, or gender will react 
  as if the troubadour possesses the 
  mimicked qualities.
  The troubadour does not suffer 
  any penalty to his Disguise skill when 
  attempting to change his gender, 
  race, or age.
  True Intent (Ex): The troubadour 
  may create personas of any align-
  ment, not just those within 1 step of 
  his own. When in his base persona, the 
  troubadour can change his alignment to 
  appear to be anything as a free action 
  taken once per round, such as for the 
  purpose of deceiving magic that discerns 
  alignment (such as detect alignment). The caster of the detection 
  effect must succeed on a caster level check against a DC of 15 
  + 1/2 the troubadour’s class level to see through the fabrication.
  The troubadour not only detects as this mimicked align-
  ment, but if he so chooses, may also be affected as if this were 
  his true alignment; spells and magic items, both helpful and 
  hurtful, will interact with the troubadour as if he were this 
  mimicked alignment.
  Uncanny Imitation: You are considered to possess a bonus to 
  all of your ability scores equal to your troubadour level when 
  meeting the prerequisites for feats.
  Versatile Performance (Ex): The troubadour can choose one 
  type of Perform skill. He can use his bonus in that skill in place 
  of his bonus in associated skills. When substituting in this way, 
  the troubadour uses his total Perform skill bonus, including 
  class skill bonus, in place of its associated skill’s bonus, whether 
  or not he has ranks in that skill or if it is a class skill. When 
  the troubadour selects this actor training, he may immediately 
  retrain any ranks he possesses in the replaced skills.
  The types of Perform and their associated 
  skills are: Act (Bluff, Disguise), Comedy (Bluff, 
  Intimidate), Dance (Acrobatics, Fly), Keyboard 
  Instruments (Diplomacy, Intimidate), Oratory 
  (Diplomacy, Sense Motive), Percussion (Handle 
  Animal, Intimidate), Sing (Bluff, Sense Motive), 
  String (Bluff, Diplomacy), and Wind (Diplomacy, 
  Handle Animal).
  This actor training can be taken once at 2nd 
  level and once every 4 levels thereafter, choosing a 
  different Perform skill each time.
  Work the Crowd (Ex): The troubadour knows how to 
  manipulate the focus of others for his own benefit. The 
  troubadour gains a +5 bonus to Bluff checks made to create a 
  distraction. Additionally, if the Bluff check to make this distrac-
  tion succeeds by 5 or more, the target suffers a -5 penalty to all 
  Perception and Sense Motive checks for 1 round, such as when 
  detecting someone using Sleight of Hand on them, or attempt-
  ing an opposed roll against another’s Bluff skill.
  Master of Disguise (Ex): A troubadour gains a +5 circum-
  stance bonus to Disguise checks and Bluff checks made to ap-
  pear as, as well as protect the identities of, his personas. This 
  bonus increases by +1 per 4 troubadour levels.
  Quick Change (Ex): At 2nd level, the troubadour may 
  adopt or change a prepared persona much more quickly than 
  normal, but doing so is very mentally taxing and cannot be 
  done often. Once per day, the troubadour can change his pre-
  pared persona as a move action. This does not allow the trou-
  badour to adopt a disguise to appear as that persona as part of 
  that same move action. The troubadour can use this ability an 
  additional time per day at 6th level, and every 4  troubadour 
  levels thereafter.
  Flexible Truth: At 3rd level, the troubadour has become 
  so adept at living multiple ‘truths’ through his personas that 
  he can make himself temporarily believe anything, making 
  it possible for him to fool truth-detecting magic or magic 
  that detects his thoughts. A creature using this sort of mag-
  ic against the troubadour must succeed on a caster level check 
  (MSB check) against a DC of 15 + 1/2 the troubadour’s class 
  level to succeed; failure means the magic doesn’t detect the 
  
  24
  troubadour’s lies or force him to speak only the truth, and if the 
  magic is reading his mind, this lets the troubadour choose what 
  thoughts to display. If the troubadour possesses a similar ability 
  (such as through skill unlocks), only use the higher DC; do not 
  roll the check twice.
  This ability does not protect against mental attacks or 
  mind-reading that delves deeper than surface thoughts.
  Greater Actor: At 7th level, the troubadour’s ability to cre-
  ate complex, believable personas improves. Each of the trou-
  badour’s personas can now possess up to 2 tropes instead of 
  1, gaining the trope benefit of each, and being able to choose 
  from both lists when picking persona quirks.
  Master Actor: At 15th level, the troubadour can create 
  even more complex characters. The troubadour may create per-
  sonas with three tropes instead of two, and may choose persona 
  quirks from all three lists.
  Master of Roles: At 20th level, the troubadour has become 
  a master of all of his roles. Whenever he prepares a persona, 
  he can choose to prepare 2 personas at once. He may assume 
  either of them or his base persona as a free action usable once 
  per round. If he changes a prepared persona through the quick 
  change class feature, he may choose either of his prepared per-
  sonas to switch with the new persona.
  Tropes
  Cunning Servant
  The cunning servant is the only sane creature in a sea of 
  fools. While the protagonists are getting themselves into all 
  sorts of trouble, the cunning servant is the one who always sees 
  through their self-inflicted problems and finds the route to the 
  best resolution. While the plot rarely involves the cunning ser-
  vant directly, the resolution only comes about because of the 
  cunning servant’s well-timed aid.
  Trope Benefit: The cunning servant gains an inspiration 
  pool equal to his Intelligence modifier + 1/2 his troubadour level 
  (minimum: 1). If he gains an inspiration pool from any other 
  source, these levels stack when determining the size of his in-
  spiration pool.
  The cunning servant can spend a point from his inspiration 
  pool as a free action to add +1d4 to any skill check or ability 
  check. He must choose to spend this point of inspiration after 
  the check is rolled, but before the results are revealed. The cun-
  ning servant can only use inspiration once per roll.
  He can add this bonus to an attack roll or saving throw, but 
  doing so costs 2 points of inspiration rather than 1. Using this 
  ability to augment a saving throw is an immediate action rather 
  than a free action. If you have multiple personas that possess 
  the cunning servant trope, they share the same inspiration pool.
  Persona Quirks
  Applied Engineering (Ex): You gain the applied engineering 
  investigator talent, meaning you can leverage your knowl-
  edge of engineering to solve tasks that normally require brute 
  strength or keen eyes. You can expend one use of inspiration 
  as a full-round action to study an object or area and attempt a 
  Knowledge (engineering) check. On your next turn, you can use 
  the result of that Knowledge (engineering) check in place of a 
  Strength check to break the object or in place of a Perception 
  check to locate hidden doors or compartments in that area.
  Device Talent (Ex): You gain the device talent investigator tal-
  ent, meaning you can use the Use Magic Device skill even if not 
  trained in that skill. If you are trained in Use Magic Device, you 
  can use the inspiration ability with that skill without expending 
  uses of inspiration.
  Effortless Aid (Ex): You gain the effortless aid investigator tal-
  ent, meaning you can use an aid another action as a move ac-
  tion instead of as a standard action. You can expend one use of 
  inspiration to instead perform an aid another action as a swift 
  action.
  Expanded Inspiration (Ex): You gain the expanded inspiration 
  investigator talent, meaning you can use your inspiration ability 
  when attempting Diplomacy, Heal, Perception, Profession, and 
  Sense Motive checks without expending uses of inspiration, 
  provided you’re trained in the skill.
  Greater Aid (Ex): Whenever you use the aid another action, 
  you grant the target a +4 bonus rather than a +2 bonus. This 
  does not stack with other, similar effects.
  Greater Insight (Ex): Increase the size of your inspiration die 
  from d4 to d6.
  Group Aid (Ex): When you use the aid another action, you 
  may spend a point of inspiration to provide the same benefit 
  to an additional ally per 5 troubadour levels you possesses. You 
  must possess at least 5 troubadour levels to select this quirk.
  Inspired Intelligence (Ex): You gain the inspired intelligence 
  investigator talent, letting you add your inspiration die to all 
  Knowledge, Linguistics, or Spellcraft checks without expend-
  ing a use of inspiration, even those you are not trained in.
  Inspired Intimidator (Ex): You gain the inspired intimidator 
  investigator talent. This means that when you succeed at an 
  Intimidate check to demoralize an opponent, you can expend 
  one use of inspiration to automatically increase the result of 
  the check by 5 for the purpose of determining the duration of 
  the demoralize effect. You can choose to spend multiple uses 
  to inspiration in this manner to further increase the duration 
  
  25
  of the demoralize effect. You must be trained in Intimidate to 
  take this talent. The underworld inspiration investigator talent 
  has no effect on this talent
  Unconventional Inspiration (Ex): You gain the unconventional 
  inspiration investigator talent, meaning you may pick any one 
  skill and add your inspiration die to checks attempted with that 
  skill without expending a use of inspiration.
  Underworld Inspiration (Ex): You gain the underworld inspira-
  tion investigator talent, meaning you can use your inspiration 
  on Bluff, Disable Device, Disguise, Intimidate, or Sleight of 
  Hand checks without expending uses of inspiration, provided 
  you’re trained in the skill.
  Word of Aid (Ex): You can use the aid another action on allies 
  up to 30 ft. away that can both see and hear you.
  Fool
  The fool is usually either very low class or very high class; 
  someone with exaggerated mannerisms that can elicit a laugh 
  at any given moment. While audiences love the fool, they, like 
  the other characters, will often underestimate him, which 
  makes it all the more powerful of a twist when the fool ends up 
  saving the day.
  Trope Benefit: Whenever you fail an attack roll, CMB 
  check, skill check, saving throw, or ability check with a natural 
  dice roll of 4 or less, you perform a ‘fumble’. A fumble can only 
  be achieved when performing an action you want to succeed 
  that carries real risk; most checks made in combat can produce 
  a fumble, but you cannot perform simple skill checks in hopes 
  of producing a fumble before attempting a more important 
  check. The GM is the final arbiter of which checks are capable 
  of producing a fumble.
  Whenever you fumble, you may choose a single attack roll, 
  CMB check, skill check, saving throw, or ability check made 
  the next round. You may roll that roll or check twice and take 
  whichever result you wish. 
  Persona Quirks
  Charming Fool (Ex): Whenever you make a Charisma-based 
  skill check and roll a fumble, you may immediately reroll that 
  skill check. You must take this second roll, no matter what it is.
  Deadly Bumbling (Ex): Whenever you make a fumble on an 
  attack roll, your wild flailing manages to damage the target any-
  way. The target suffers damage equal to your weapon damage.
  Goof’s Curse (Su): Whenever you roll a fumble, you still man-
  age to set events in motion that impedes your enemies. Choose 
  a target within 10 ft of you. That target must pass a Reflex Save 
  (DC 10 + 1/2 your troubadour level + your Charisma mod) or 
  become blinded, dazzled, deafened, entangled, shaken, or sick-
  ened (your choice) for 1 round. The target may remove this con-
  dition as a standard action.
  Greater Fumble (Ex): You may trigger a fumble on a roll of 6 
  or lower instead of only 4 or lower. The roll must still fail to be 
  counted as a fumble.
  Greater Karma (Su): When using your fool trope benefit to 
  roll twice, you gain an extra +2 luck bonus to the rolls.
  Hopeless Bumbler (Ex): Whenever you fumble, you appear so 
  hopeless that until the beginning of your next turn, any target 
  that wishes to attack you must pass a Will save (DC 10 + 1/2 
  your troubadour level + your Charisma mod) or be unable to 
  do so.
  Lingering Karma (Su): When you roll a fumble, you may 
  choose a roll made within two rounds to roll twice, rather than 
  one.
  Oblivious (Ex): Your persona has a mind that can become 
  completely void at a moment’s notice. Whenever you make a 
  Will saving throw, you may roll twice and take whichever result 
  you desire. If you make a Will saving throw against an effect 
  that has a lesser result on a successful save, it instead has no 
  effect on a successful save.
  Slapstick (Ex): Your failings can be quite theatrical; you don’t 
  just fail, you often trip, flail, and generally make a complete 
  spectacle of yourself, which distracts those around you as they 
  laugh or leap to get out of your way. All enemies who are within 
  5 ft. of you when you fumble suffers a -2 penalty to attack rolls, 
  CMB checks, saving throws, skill checks, and ability checks for 
  1 round. This is an mind-altering effect. 
  Hero
  The hero is the driving force of a story; They’re the one who 
  makes the decisions, and often the story is told from their per-
  spective. No matter how large the odds may loom, it is the he-
  ro’s job to find a way to surmount them.
  Trope Benefit: The hero gains a base attack bonus equal to 
  the troubadour’s class level instead of using that listed on Ta-
  ble: Troubadour. He adds this value to any other base attack 
  bonus gained from other classes or racial Hit Dice as normal. 
  The hero may treat his troubadour levels as fighter levels when 
  meeting the prerequisites for feats.
  Persona Quirks
  Greater Paragon (Ex): Your paragon aura grants your allies a 
  morale bonus to all saving throws, not just to saves vs fear. You 
  must possess the paragon persona quirk to gain this quirk.
  Heroic Surge (Ex): Once per day as an immediate action, you 
  may grant yourself a number of temporary hit points equal to 
  your troubadour level. These temporary hit points last for 1 
  minute. This ability may be used in response to being dropped 
  below 0 hp, and can save you from dying. You may take this 
  quirk multiple times. Each additional time it is gained, you may 
  use heroic surge an additional time that day. These uses do not 
  stack.
  Martial Prowess: Gain a combat feat or martial talent for 
  which you meet the prerequisites. You may take this quirk mul-
  tiple times. Each time it is taken, gain a new combat feat or 
  martial talent.
  Paragon (Ex): Your example empowers those around you. You 
  grant yourself and all allies within 10 ft. a +1 morale bonus to 
  saves vs fear effects and to the DC required to affect you with 
  the Intimidate skill. This bonus increases by 1 at 5th level and 
  every 4 levels thereafter.
  Resolute (Ex): You gain a +2 bonus to your Fortitude saves, +1 
  at 5th level and every 4 levels thereafter.
  Lover
  Be they the damsel in distress or the best friend in hard 
  times, the lover is the one the audience falls in love with. The 
  lover possesses a beauty of body, mind, and spirit that lifts the 
  hearts of the other characters in troubled times, and when a 
  lover feels sad, it makes the audience weep. Some of the great-
  
  26
  est stories ever told have been about winning the heart of, or 
  returning to the side of, a lover.
  Trope Benefit: The lover serves as an inspiration to his al-
  lies, building them up to greater heights than were otherwise 
  possible. The lover gains the bardic performance class feature; 
  as a standard action, the lover may empower allies. Once be-
  gun, empowering may be maintained each round as a free ac-
  tion. The lover may maintain this effect for a total number of 
  rounds per day equal to 2 + his Charisma modifier, +1 per trou-
  badour level.
  The lover treats his troubadour levels as bard levels when 
  determining the power of his bardic performances. However, 
  when a bardic performance gained through the lover persona 
  calls for a Perform check, the lover may substitute a check with 
  a bonus equal to his troubadour level + his Charisma modifier; 
  the lover may use the acting required to be the persona in place 
  of the Perform skill. If the troubadour possesses multiple lover 
  personas, they share the same pool of rounds when determin-
  ing how long they may use bardic performance in a given day. 
  If the lover possesses bard levels, these levels 
  s t a c k 
  when determining the power of the bar-
  d i c 
  performances he possesses.
  The lover begins with the inspire cour-
  age bardic performance.
  Persona Quirks
  Distracting: You gain the Countersong 
  and Distraction bardic performances.
  Diva (Ex): Your persona demands re-
  spect and gains it. Your persona gains 
  a +1 morale bonus to Diplomacy and 
  Intimidate, +1 at 5th level and every 4 
  levels thereafter.
  Eternal Feminine (Ex): Your perso-
  na serves as an inspiration to others, 
  helping them pull through difficult 
  situations they otherwise would 
  not be able to survive. Once per 
  day as an immediate action, you 
  can grant a number of temporary hit 
  points equal to your troubadour level 
  to an ally within 30 ft. who can both 
  see and hear you. You may gain this 
  persona quirk multiple times. Each 
  time it is gained, increase the num-
  ber of times you may use this abili-
  ty per day by 1.
  Fascination: You gain the Fasci-
  nate bardic performance. At 6th 
  level, you gain the suggestion 
  bardic performance. At 18th 
  level, you gain the mass sugges-
  tion bardic performance.
  Ingenue: You can appear 
  so weak and innocent when 
  you wish to that people 
  find it difficult to believe 
  you capable of any 
  wrongdoing. You gain 
  a +5 competence bonus on Bluff skill checks to convince others 
  of your innocence, +1 at 5th level and every 4 levels thereafter. 
  This bonus does not apply to other uses of the Bluff skill, such 
  as feinting in combat, creating a diversion to hide, or commu-
  nicating secret messages via innuendo, nor does it apply to any 
  use of the skill to convince anyone of anything other than your 
  complete innocence and blamelessness.
  Inspire: You gain the Inspire Competence bardic perfor-
  mance.
  Inspire Greatness: You gain the Inspire Greatness bardic per-
  formance. You must be at least level 9 to select this persona 
  quirk.
  Inspire Heroics: You gain the Inspire Heroics bardic perfor-
  mance. You must be at least level 15 to select this persona quirk.
  Soothing Performance: You gain the Soothing Performance 
  bardic performance. You must be at least level 13 to select this 
  persona quirk.
  The Heart: You can inspire your team without words simply 
  through your force of personality. You may activate your bardic 
  performance as a move action, and targets needn’t be able to 
  hear you to receive its effects (although they must still be able 
  to see you).
  Yandere: Your persona possesses a deranged mind that al-
  lows it to kill with impunity without sacrificing its loving heart. 
  When you end a bardic performance, you gain a bonus to your 
  next attack roll and it’s damage roll equal to 1/2 your trouba-
  dour level.
  Mentor
  The mentor is the possessor of wisdom who guides 
  the other characters through the story. Commonly priests 
  or old wizards, mentors are the ones most likely to possess 
  secret knowledge or magic, which they employ to help the 
  story resolve itself in the best way possible.
  Trope Benefit: The mentor gains a caster level equal to the 
  troubadour’s class level instead of using that listed on Table: 
  Troubadour. He adds this value to any other caster levels 
  gained from other classes or racial Hit Dice as normal. 
  Persona Quirks
  Channel Energy: Your wisdom touches on the divine. You 
  may channel energy as a cleric of your level -2 a number of 
  times per day equal to your Charisma modifier (minimum: 1).
  Good mentors channel positive energy, while Evil men-
  tors channel negative energy. Neutral mentors must 
  choose whether to channel positive or negative energy, 
  and once this choice is made it cannot be changed.
  Divine Nature: Gain a cleric domain of your choice, 
  treating your troubadour levels as cleric levels for this 
  purpose. You do not gain the higher level domain 
  power. If you already possess this domain through 
  another class, these levels stack when determin-
  ing the power of this domain.
  Greater Channeling: Your ability to channel 
  energy improves. You may now channel en-
  ergy as a cleric of your level, and may do 
  so a number of times per day equal 
  to 1+ your Charisma modifier. You 
  
  27
  must possess the channel energy persona quirk to select this 
  quirk.
  Greater Divine Nature: Choose a domain granted through the 
  Divine Nature persona quirk. You may gain the higher level 
  power of this domain, provided you have enough levels to un-
  lock it.
  Magic Training: You gain a bonus magic talent. You may gain 
  this persona quirk multiple times. Each time it is selected, gain 
  an additional bonus magic talent.
  Skillful Channeling: Gain one feat that possesses channel en-
  ergy as a prerequisite. You must meet all of the prerequisites for 
  that feat. You must possess the channel energy persona quirk to 
  select this quirk.
  Scoundrel
  Sometimes known by the name ‘bad boy’ or ‘femme fatal’, a 
  scoundrel can be hero, villain, or both. Scoundrels bring an un-
  predictable element for the story, for no matter what role they 
  may play initially, the audience is never entirely sure if or when 
  the scoundrel will metaphorically (or physically) stab someone 
  in the back. 
  Trope Benefit: The scoundrel gains sneak attack, as the 
  rogue class feature. At 1st level, this is +1d4, but increases to 
  +1d6 at 3rd level. At 6th level and every 3 levels thereafter, the 
  scoundrel deals an additional +1d6 sneak attack damage.
  Persona Quirks
  Black Widow (Su): When making a sneak attack against a 
  flat-footed target that has an attitude of friendly or helpful to 
  you, your sneak attack dice deal maximum damage.
  Ninja Trick: Gain a ninja trick, treating your troubadour 
  levels as ninja levels when meeting its prerequisites and deter-
  mining its effects. This does not allow you to gain master nin-
  ja tricks, unless that feature is available through another class. 
  You may take this persona quirk multiple times. Each time it is 
  gained, select an additional ninja trick.
  Rogue Talent: Gain a rogue talent, treating your troubadour 
  levels as rogue levels when meeting its prerequisites and de-
  termining its effects. This does not allow you to gain advanced 
  rogue talents, unless that feature is available through another 
  class. You may take this persona quirk multiple times. Each 
  time it is gained, select an additional rogue talent.
  Uncanny Ability (Su): You may spend spell points as if they 
  were ki points when powering rogue talents and ninja tricks.As 
  a swift action, you may spend a spell point to grant yourself a 
  +20 bonus to speed for 1 round, to grant yourself a +4 bonus to 
  stealth for 1 round, or a +20 bonus on a single Acrobatics check 
  made to jump. 
  Villain
  While the hero may drive the story, the villain is the one who 
  creates it. A simple antagonist may throw the world off-balance 
  in order to create a plot, but a villain is something altogether 
  different, inspiring fear in the audience and all who oppose him.
  Trope Benefit: The villain is a master at eliciting fear and 
  hatred from the audience. All enemies within 10 ft. of the vil-
  lain suffer a -1 penalty to saving throws vs fear, as well as to the 
  DC necessary to affect them in any way with the Intimidate 
  skill. This penalty increases by 1 at 5th level and every 4 levels 
  thereafter. 
  Persona Quirks
  Aura of Compulsion (Su): Your aura of fear wears down the 
  target’s mind. Targets within your aura of fear suffer a penalty 
  to all Will saves, not just those related to fear effects.
  Big Bad (Su): Your aura of fear is supernaturally powerful. 
  Targets who are normally immune to fear are not immune when 
  they are within your aura of fear.
  Bloodlust (Ex): When you reduce a target to 0 hp, you gain a 
  number of temporary hit points equal to your troubadour level. 
  These hit points last for 1 round.
  Complete Monster (Ex): You gain the skill unlocks for the In-
  timidate skill, in accordance with your ranks in that skill.
  Cruelty (Ex): Whenever you reduce a target to 0 hp, you may 
  make an Intimidate check to demoralize a target within 30 ft. 
  that can see and hear you.
  Fear Eater (Ex): You deal additional damage equal to your 
  troubadour level to any target suffering from a fear effect.
  Mad Scientist (Ex): You may add your Intelligence modifier as 
  a bonus to your Intimidate skill.
  The Brute (Ex): You gain the Intimidating Prowess feat.
  The Don (Ex): Your aura of authority is apparent for all to see. 
  Your trope benefit extends 20 ft. rather than 10 ft.
  Villainous Monologue (Ex): You gain the Dazzling Display feat 
  as a bonus feat, and use it through audible components rather 
  than a visual display with a weapon. 
  
  28
  Armiger Archetypes
  Antiquarian
  Less adept at combat, these armigers affix relics, mystic foci, 
  and other items of magical potency to their weaponry, using the 
  power of such items to unlock and focus their latent casting 
  ability.
  Base Attack Bonus: An antiquarian gains base attack bo-
  nus equal to a hedgewitch of her class level.
  This modifies base attack bonus.
  Hit Dice: An antiquarian uses d8 for her Hit Die.
  Class Skills: The antiquarian adds Knowledge (arcana, 
  Int), Spellcraft (Int), and Use Magic Device (Cha) to her list 
  of class skills but removes Climb (Str), Intimidate (Cha), and 
  Survival (Wis).
  Spell Pool: An antiquarian gains a small reservoir of energy 
  she can call on to create truly wondrous effects, called a spell 
  pool. This pool contains a number of spell points equal to her 
  class level + her practitioner modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Mystic Bond: When customizing a weapon, the antiquari-
  an may choose to have the weapon grant magic talents, replac-
  ing granted martial talents at a 1 for 1 exchange. When such 
  a talent is granted, the antiquarian is considered a Mid-Cast-
  er, counts her class levels as casting class levels, and uses her 
  practitioner modifier as her casting ability modifier. These 
  caster levels stacks normally with caster levels gained from oth-
  er sources. When not wielding such a weapon, she does not 
  gain any caster levels from her antiquarian levels. She does not 
  count as possessing the casting class feature for the purpose of 
  the 2 bonus talents gained from the casting class feature.
  This modifies customize weapon.
  Spell Assault: The antiquarian may activate her rapid as-
  sault ability whenever a creature takes damage from or fails a 
  save against a sphere ability with a casting time of a standard 
  action or greater. This is in addition to the standard activation 
  triggers.
  This modifies rapid assault.
  Mystic Enhancement: At 5th level, in addition to its nor-
  mal effects, the antiquarian’s bonus from enhanced customiza-
  tion applies to the caster level of any spheres from which tal-
  ents are granted by her active weapon.
  This modifies enhanced customization.
  Mage’s Assault: When using Lightning Assault, the anti-
  quarian may cast a sphere effect with no longer than a stan-
  dard action casting time in place of either (but not both) of the 
  granted attack actions.
  This modifies lightning assault.
  The following prowesses are available exclusively to anti-
  quarians:
  Focused Assault: (Requires Rapid Assault) The antiquari-
  an may forgo additional attacks from rapid assault to instead 
  increase the potency of her next sphere effect. She gains a +2 
  bonus on caster level for each additional attack her rapid as-
  sault would have granted her on the next sphere effect she casts 
  before the end of her next turn.
  Spellbreaker: (Requires 5th level) The antiquarian may add 
  the Counterspell feat, or any feat with it as a prerequisite, to a 
  customized weapon in place of a talent. The antiquarian counts 
  her class levels as casting class levels when making counterspell 
  checks while such a weapon is her active weapon. The antiquar-
  ian must meet the prerequisites for feats granted in this way, 
  treating her class levels as casting class levels for this purpose.
  Bladewalker
  Bonded to their weapons by magic and experience, blade-
  walkers can travel the paths their weapons carve as easily as 
  walking down the street.
  Warp Specialist: At 2nd level, the bladewalker gains the 
  Warp sphere with the Personal Warp drawback (including the 
  bonus talent normally granted for taking a drawback). The 
  bladewalker does not gain additional talents for gaining class 
  levels but treats her class levels as Mid-Caster levels when using 
  the Warp sphere and may use either Intelligence, Wisdom, or 
  Charisma as her casting ability modifier (chosen at the time she 
  gains this class feature). These caster levels stack normally with 
  those gained from other sources. The bladewalker may take 
  the Extra Magic Talent feat, but only to gain additional talents 
  from the Warp sphere unless she has the casting class feature 
  from another source.
  In addition, the bladewalker gains a pool of spell points 
  equal to 1 + her casting ability modifier. If the bladewalker’s 
  armiger levels grant her a spell pool from another source (such 
  as the reliquarian archetype’s spell pool class feature), she gains 
  only the larger of the two pools; she does not add them togeth-
  er. This pool replenishes once per day after 8 hours of rest.
  Archetypes
  Archetypes
  
  29
  This replaces the prowess normally gained at 2nd level, the 
  bladewalker gains her first prowess at 5th level.
  Blade’s Path (Su): From 4th level on, whenever the blade-
  walker successfully damages an enemy or object with an attack 
  made with one of her customized weapons, she may spend 1 
  spell point as an immediate action to instantly teleport to an 
  unoccupied square adjacent to the target of that attack. When 
  using this ability the bladewalker may also instantly recover a 
  thrown weapon used in the attack as long as she has a hand 
  free; ammunition that is destroyed or consumed by a successful 
  attack cannot be recovered in this manner.
  This replaces the prowess normally gained at 4th level.
  Path of Blades (Su): Upon reaching 20th level the blade-
  walker no longer needs to spend a spell point or use an im-
  mediate action to use the teleportation ability granted by her 
  blade’s path ability; whenever the bladewalker damages an op-
  ponent with one of her customized weapons, she may instantly 
  teleport to an unoccupied square adjacent to the target of that 
  attack and retrieve any thrown weapon used in the attack as a 
  free action that can be taken even when it’s not her turn.
  In addition, whenever the bladewalker successfully damag-
  es the same opponent with attacks made from two different 
  locations while using her blade’s path ability, that opponent is 
  flat-footed against all attacks until the start of the bladewalker’s 
  next turn.
  This replaces the unlimited assault class feature.
  Armorist Archetypes
  Martial Armorist 
  Proficiencies: Martial armorists are proficient with simple 
  weapons, as well as light armor and bucklers. In addition, if 
  this is this character’s first level in any class, they may select a 
  Martial Tradition of their choice.
  This modifies proficiencies.
  Blended Training (Ex): Whenever a martial armorist 
  would gain a magic talent from her class levels (not the 2 bo-
  nus talents gained when first gaining the casting class feature), 
  she may instead choose to gain a combat talent. A martial ar-
  morist uses her casting ability modifier as her practitioner 
  modifier.
  This modifies magic talents. This archetype may be 
  combined with other archetypes that replace magic tal-
  ents; you cannot gain a combat talent in place of a magic 
  talent the other archetype loses.
  Commander Archetypes
  Dreadlord 
  Class Skills: The dreadlord adds Knowledge (arcana) 
  (Int), Knowledge (religion) (Int), Spellcraft (Int), and Use 
  Magic Device (Cha) to his list of class skills but removes 
  Climb (Str), Knowledge (engineering) (Int), Survival (Wis), and 
  Swim (Str).
  Reanimator’s Training (Ex): Whenever the dreadlord 
  would gain a martial talent from his class levels (not including 
  those gained from a tradition), he may instead choose to gain a 
  magic talent from the Death sphere. This talent must affect the 
  reanimate ability. He may make this choice each time he would 
  gain a new combat talent. The dreadlord qualifies to take the 
  Extra Magic Talent feat for talents from the Death sphere that 
  affect the reanimate ability.
  Dread Minions (Su): At 1st level, the dreadlord may cre-
  ate an undead servant known as a dread minion from a suitable 
  corpse with a 1 minute ritual. This functions as the reanimate 
  ability of the Death sphere, granting any bonuses from talents 
  that modify reanimate that the dreadlord possesses. The dread-
  lord’s effective caster level for this ability is equal to his class 
  level. These caster levels do not stack with caster levels gained 
  from other sources. The dreadlord may have multiple dread 
  minions created at one time, up to the limits of the reanimate 
  ability. This ability does not cost any spell points. A dread min-
  ion persists until it is destroyed or the dreadlord dismisses it as 
  a free action. The dreadlord loses martial focus when using this 
  
  30
  ability and reduces the number of martial focuses he is able to 
  maintain by 1 (minimum 0) for its duration.
  The dreadlord’s dread minions can benefit from any morale 
  bonuses, teamwork feats, or mind-affecting effects the dread-
  lord’s shouts, tactics, and class features would bestow.
  The dreadlord may spend 1 minute to restore a dread minion 
  within his reach to its maximum hit points.
  This replaces lingering commands and all instances of bat-
  tlefield training.
  Call In A Dark Specialist: The dreadlord’s network of 
  contacts is a bit … different from that of a normal commander. 
  The following options replace those granted by the call in a 
  specialist logistics specialty:
  • 
  Cultist—The dreadlord gains the services of an ex-
  pert whose class level is equal to the commander’s class 
  level -3. This specialist will create a shrine that focuses 
  negative energy, granting any undead created within its 
  area (20-ft. radius) the benefits of the Empowered Rean-
  imate talent. If the caster already possesses that talent, 
  the undead instead gain +2 hit points per Hit Die and in-
  crease their turn resistance by +2. This shrine takes 1d6 
  hours to prepare, may not be moved once created, and 
  lasts for up to 5 days or until it has been used to reani-
  mate a number of Hit Dice of undead equal to five times 
  the dreadlord’s class level. This shrine does not count as 
  a permanent fixture for the purposes of the desecrate 
  spell and the bonuses it grants do not stack with those 
  from that spell.
  • 
  Grave Robber—The dreadlord gains the services of a 
  commoner whose class level is equal to the dreadlord’s 
  class level -3. This specialist will seek out corpses of 
  creatures with total Hit Dice not exceeding five times 
  the dreadlord’s level. No corpse may have Hit Dice ex-
  ceeding the dreadlord’s level. All creatures must exist 
  within a 20-mile radius. This requires 1 day for animal, 
  humanoid, or vermin corpses or 1d6 days for creatures 
  of other creature types.
  • 
  Necromancer—The dreadlord gains the services of 
  an incanter specialized in the Death sphere whose class 
  level is equal to the dreadlord’s class level -3. This necro-
  mancer will lend the dreadlord the use of a number of 1 
  Hit Die humanoid skeletons or zombies equal to twice 
  the dreadlord’s class level for up to 5 days. Alternately, 
  if using the advanced talents option, the necromancer 
  may cast the Summon Spirit advanced talent of the 
  Death sphere up to 5 times. These undead follow the 
  dreadlord’s commands and are affected by his Warleader 
  sphere abilities, enhanced tactics, and group focus as if 
  they were his dread minions, though they do not count 
  against the Hit Dice limits of his dread minion ability. 
  Should these skeletons or zombies be destroyed or oth-
  erwise not returned, this option is not available for 1 
  month.
  • 
  Vampire—The dreadlord gains the services of a vam-
  pire with aristocrat NPC class levels whose CR is equal 
  to the dreadlord’s class level -3. This vampire will use its 
  dominate ability up to 5 times, ordering the dominated 
  creatures to follow the dreadlord’s commands for the 
  duration of the effect.
  Eliciter Archetypes
  Empathic Duelist
  Proficiencies: Empathic duelists are proficient with sim-
  ple weapons, as well as light armor and bucklers. In addition, if 
  this is this character’s first level in any class, they may select a 
  martial tradition of their choice.
  This modifies proficiencies.
  Blended Training (Ex): Whenever the empathic duelist 
  would gain a magic talent from his class levels (not the 2 bonus 
  talents gained when first gaining the casting class feature), he 
  may instead gain a combat talent. An empathic duelist uses his 
  casting ability modifier as his practitioner modifier.
  This modifies magic talents.
  Empathic Link (Sp): At 1st level, as a swift action, the 
  empathic duelist may attempt to create an empathic link with 
  a creature within his charm range for a number of rounds equal 
  to his casting ability modifier. The target creature is allowed a 
  Will save to negate this effect with a DC of 10 + 1/2 class level 
  + casting ability modifier + persuasive bonus. If successful, the 
  empathic duelist can read the passive signs from the target’s 
  mind and gains a +1 insight bonus to attack and damage rolls 
  against that target as well as to AC and saves against attacks 
  and spells, spell-like abilities, sphere effects, and supernatural 
  abilities originating from that target. This bonus increases by +1 
  at 5th level and every 4 levels thereafter. This link is suppressed, 
  but not ended, if the target creature moves outside of charm 
  range. The empathic duelist may use this ability a number of 
  times per day equal to 3 plus 1/2 his class level.
  At 4th level, the empathic duellist may use an emotion abil-
  ity that requires a touch attack on a creature under the effects 
  of his empathic link that is within charm range without making 
  an attack roll. Additionally, the empathic duellist may spend a 
  move action to pinpoint the square of all creatures under the 
  effects of his empathic link within his charm range.
  At 7th level, the empathic duellist may expend two uses of 
  empathic link as a move action to target a number of creatures 
  equal to 1 + half his class level with his empathic link. This does 
  not provoke an attack of opportunity. Additionally, the em-
  pathic duellist is never considered flat-footed against attacks 
  originating from a creature under the effects of his empathic 
  link.
  At 10th level, the empathic duellist can sense all creatures 
  under the effects of his empathic link as with the blindsight 
  ability.
  At 13th level, the empathic duelist’s insights into the actions 
  of his foes allow his to easily avoid their attacks. The empathic 
  duellist gains a 20% miss chance against all attacks originat-
  ing from a creature under the effects of his empathic link. This 
  miss chance increases to 50% at 19th level.
  At 16th level, the empathic link is no longer suppressed so 
  long as the target creature and the empathic duelist are on the 
  same plane. The empathic duellist always knows the direction 
  and distance to all creatures under the effects of his empathic 
  link and may spend a full-round action to receive their sensory 
  input for 1 round.
  At 19th level, the empathic link functions even across pla-
  nar boundaries and knows what plane the target is currently 
  
  31
  on, though must be on the same plane to sense direction and 
  distance.
  This replaces hypnotism.
  Hedgewitch Archetypes
  Martial Hedgewitch
  Traditions: Choosing the martial hedgewitch archetype 
  replaces one of the character’s traditions.
  Class Skills: The martial hedgewitch gains Acrobatics, 
  Climb, and Swim as class skills.
  Proficiencies: Martial hedgewitches are proficient with 
  simple weapons, as well as light armor and bucklers. In addi-
  tion, if this is this character’s first level in any class, they may 
  select a martial tradition of their choice.
  This modifies proficiencies.
  Combat Training: A martial hedgewitch may combine 
  combat spheres and talents to create powerful martial tech-
  niques. Martial hedgewitches gain a combat talent at 1st level 
  and every 2 levels thereafter and use their casting ability modi-
  fier as their practitioner modifier.
  Secrets: A martial hedgewitch may take the Extra Combat 
  Talent feat or any feat which requires possessing combat tal-
  ents in place of a secret. She must meet all the prerequisites for 
  these feats as normal.
  This modifies secrets.
  Mageknight Archetypes
  Martial Mageknight
  Proficiencies: Martial mageknights are proficient with 
  simple weapons, as well as light armor and bucklers. In addi-
  tion, if this is this character’s first level in any class, they may 
  select a martial tradition of their choice.
  This modifies proficiencies.
  Blended Training (Ex): Whenever a martial mageknight 
  would gain a magic talent from her class levels (not the 2 bonus 
  talents gained when first gaining the casting class feature), she 
  may instead choose to gain a combat talent. A martial 
  mageknight uses her casting ability modifier as her 
  practitioner modifier.
  This modifies magic talents. This archetype may 
  be combined with other archetypes 
  that replace magic talents; you 
  cannot gain a combat talent in 
  place of a magic talent the other 
  archetype loses.
  Magus Archetypes
  Mystic (Magus Archetype)
  Blending magic and martial might, mystics 
  train to hone their minds and bodies into a single, 
  perfect, weapon.
  Proficiencies: The mystic qualifies to take a martial tra-
  dition if they so chose. Compatible archetypes which trade 
  the magus proficiencies only qualify for a martial tradition if 
  their new proficiencies would still qualify to be traded under 
  the martial tradition rules. 
  Casting: The mystic may com-
  bine spheres and talents to create 
  magical effects. The mystic is con-
  sidered a Mid-Caster and uses Intel-
  ligence as his casting ability modifier. (Note: 
  All casters gain 2 bonus talents and may select a 
  casting tradition the first time they gain the cast-
  ing class feature.)
  This replaces the cantrips and spells class features.
  Spell Pool: The mystic gains a small reservoir of 
  energy he can call on to create truly wondrous ef-
  fects, called a spell pool. This pool contains a 
  number of spell points equal to his class level 
  + his Intelligence modifier (minimum 1). This 
  pool replenishes once per day after roughly 8 
  hours of rest.
  Blade Magic Talents: A mystic gains 1 
  magic talent at 1st level. At each level there-
  
  32
  after the mystic may choose to gain either a magic talent or 
  a combat talent. Mystics who gain combat talents use Intelli-
  gence as their practitioner modifier.
  Internal Casting: From 1st level on, a mystic may activate 
  any magic sphere ability which normally requires a standard ac-
  tion to cast as a move action, though he may only target himself 
  with sphere effects cast in this manner. The mystic may use this 
  ability once per day for each class level he possesses. A mystic 
  of at least 8th level gains a +2 bonus to his MSB until the start 
  of his next turn whenever he uses this ability. At 14th level, the 
  bonus to MSB when using this ability increases to +4.
  This replaces the spell combat, improved spell combat, and 
  greater spell combat class features.
  Advanced Spellstrike (Su): At 2nd level, whenever a mys-
  tic uses a standard action to activate any magic sphere ability 
  that requires a touch attack, he can deliver the spell through 
  any weapon he is wielding (including ranged weapons). Instead 
  of making a touch attack to deliver the effect, a mystic can 
  make one free attack with his weapon (at his highest base at-
  tack bonus) as part of activating this ability; this attack is treat-
  ed as an attack action. If successful, this attack deals its normal 
  damage as well as the effects of the magic sphere ability. This 
  attack uses the weapon’s critical range (20, 19–20, or 18–20 and 
  modified by the keen weapon special ability or similar effects), 
  but the sphere effect only deals ×2 damage on a successful criti-
  cal hit, while the weapon damage uses its own critical modifier. 
  This modifies but otherwise counts as the spellstrike class 
  feature.
  Mystic’s Potency: Starting at 4th level, the mystic may use 
  a swift action and spend one point from his arcane pool to gain 
  1 temporary spell point. This spell point is used first when ac-
  tivating any effect that requires him to spend spell points and 
  expires if it is not used before the end of the mystic’s next turn. 
  If the mystic is at least 11th level, each use of this ability instead 
  grants 2 temporary spell points.
  This replaces spell recall and improved spell recall.
  Bonus Feats: A mystic can select the Extra Magic Talent 
  feat as a bonus feat in addition to the feats normally available.
  This modifies the magus’s bonus feats.
  Expanded Techniques (Su): At 7th level, whenever the 
  mystic rests to regain spell points, he may choose one base 
  combat or magic sphere, or one combat or magic talent, he 
  does not possess and add it to the spheres and talents he has 
  access to that day. The mystic loses this bonus talent the next 
  time he rests to regain spell points, and may choose another tal-
  ent to take in its place (including taking the same talent again).
  This replaces knowledge pool.
  Defensive Training: At 7th level, the mystic gains a +1 
  dodge bonus to his AC and CMD. At 13th level, this bonus in-
  creases to +3. These bonuses to AC apply even against touch 
  attacks or when the mystic is flat-footed. He loses these bo-
  nuses when he is immobilized or helpless, or when he carries a 
  medium or heavy load.
  This replaces the medium armor and heavy armor class fea-
  tures, but may be exchanged when taking a second archetype 
  that alters or replaces those class features as long as it trades 
  both.
  Masterful Techniques (Su): At 19th level, whenever the 
  mystic uses his Expanded Techniques class feature, he may 
  choose two talents or base spheres to gain instead of one.
  This replaces greater spell access.
  True Mystic (Su): At 20th level, the mystic becomes a 
  master of spells and combat. Whenever he uses his advanced 
  spellstrike ability, he does not need to make a concentration 
  check to cast the spell defensively. Whenever the mystic uses 
  advanced spellstrike ability, he can choose to either increase the 
  DC to resist the spell by +2, grant himself a +2 circumstance bo-
  nus on any checks made to overcome spell resistance, or grant 
  himself a +2 circumstance bonus on all attack rolls made against 
  the target during his turn, including the attack roll made as part 
  of his advanced spellstrike.
  This replaces true magus.
  Scholar Archetypes
  Caller (Scholar Archetype)
  While not everyone possesses the spark required to devel-
  op magical talent, anyone of a sufficiently studious bent may 
  decipher the metaphysical laws and esoteric principles that de-
  fine the planes and their denizens. With proper understanding, 
  such learned individuals may apply that knowledge to call upon 
  the aid of creatures from other planes.
  Caution: This archetype relies on advanced talents from 
  the Conjuration sphere and as such may not be appropriate for 
  games where those talents are otherwise disallowed.
  Bargainer (Ex): The caller may use her Intelligence mod-
  ifier in place of her Charisma modifier when determining the 
  DCs for Charisma checks made by outsiders and for making 
  opposed Charisma checks against outsiders when using the 
  Summoning advanced talent.
  This replaces careful packer.
  Calling (Sp): At 1st level, the caller may use the Summon-
  ing advanced talent of the Conjuration sphere as a spell-like 
  ability with a 1 hour casting time. The caller uses her class level 
  as her caster level for this ability.
  This replaces medical training.
  Diagram (Sp): At 1st level, the caller may use the Diagram 
  advanced talent of the Conjuration sphere as a spell-like ability 
  with its normal casting time.
  This replaces the one of the talents gained from problem 
  solver.
  Master Bargainer (Ex): At 5th level, the caller receives a 
  25% discount whenever bargaining for the services of a creature 
  called with the Summoning advanced talent.
  This replaces the advanced medical training.
  Master Bargainer (Ex): At 9th level, the caller reduces 
  the time required to use her Calling ability to 10 minutes.
  This replaces the expert medical training.
  Sentinel Archetypes
  Dimensional Defender
  Able to intercept an attack and punish those that would 
  harm their allies in the blink of an eye, dimensional defenders 
  do not let trivial matters such as space and distance hinder their 
  duty.
  
  33
  Dimensional Step: At 1st level, the dimensional defender 
  gains the Warp sphere with the Personal Warp drawback (includ-
  ing the bonus talent normally granted for taking a drawback). 
  The dimensional defender does not gain additional talents for 
  gaining class levels but treats her class levels as Mid-Caster lev-
  els when using the Warp sphere and uses Wisdom as her casting 
  ability modifier. These caster levels stack normally with those 
  gained from other sources. The dimensional defender may take 
  the Extra Magic Talent feat, but only to gain additional talents 
  from the Warp sphere unless she has the Casting class feature 
  from another source.
  This replaces guardian’s challenge.
  Spell Pool: A dimensional defender gains a small reservoir 
  of energy she can call on to create truly wondrous effects, called 
  a spell pool. This pool contains a number of spell points equal 
  to her level + her casting ability modifier (minimum 1). This 
  pool replenishes once per day after roughly 8 hours of rest. Any 
  abilities that cost points from the sentinel’s reserve instead cost 
  spell points.
  This replaces sentinel’s reserve.
  Emergency Step: At 2nd level, the dimensional defend-
  er gains Emergency Teleport as a bonus talent. If she already 
  possesses that talent, she gains another Warp talent as a bonus 
  talent.
  This replaces guard wall.
  Shuffle: At 2nd level, when a creature under the effects of 
  the dimensional defender’s challenge targets an allied creature 
  within the dimensional defender’s teleport range with an attack 
  roll, the dimensional defender may spend a spell point as an 
  immediate action to swap places with that ally, becoming the 
  target of the effect.
  This replaces dedicated defense.
  Warping Imposition: At 4th level, whenever a creature 
  under the effects of the dimensional defender’s challenge 
  makes an attack that does not include the dimensional defend-
  er as a target, the dimensional defender may spend a spell point 
  as an immediate action to teleport up to her teleport range to a 
  square that puts that creature in her threatened area and make 
  an attack of opportunity against it.
  This replaces sentinel’s imposition.
  Shifter Archetypes
  Martial Shifter
  Proficiencies: Martial shifters are proficient with simple 
  weapons, as well as light armor and bucklers. In addition, if 
  this is this character’s first level in any class, they may select a 
  martial tradition of their choice. 
  This modifies proficiencies and replaces the bestial trait 
  gained at 2nd level.
  Delayed Speed: A martial shifter gains the quick transfor-
  mation ability at 2nd level instead of 1st level.
  This modifies quick transformation.
  Blended Training (Ex): Whenever a martial shifter would 
  gain a magic talent from her class levels (not the 2 bonus talents 
  gained when first gaining the casting class feature), she may in-
  stead choose to gain a combat talent. A martial shifter uses her 
  casting ability modifier as her practitioner modifier.
  This modifies magic talents.
  Summoner Archetypes
  Mirrored Soul
  Sometimes in their eternal journey, souls become fragment-
  ed in their passage from one realm of existence to the next. 
  Even more rarely, these fragmented shards find each other at a 
  later leg in their journey. Such beings sometimes arise as mir-
  rored souls, two beings who were once one, now too different 
  to completely rejoin into a single entity. Only a lifetime spent 
  realigning their bodies and minds can make whole what was 
  rent asunder, and so these mirrored souls strive tirelessly to 
  master themselves, so that one day their tattered fragments 
  may rejoin into a unified whole. Such a joining must surely lead 
  to a being of unrivaled strength and skill, fueled by a level of 
  self-knowledge few beings could ever comprehend.
  Proficiencies: The mirrored soul is proficient with all sim-
  ple weapons, light armor, and bucklers. In addition, if this is 
  this character’s first level in any class, they may select a martial 
  tradition of their choice.
  This modifies proficiencies.
  Casting: The mirrored soul may combine spheres and tal-
  ents to create magical effects. The mirrored soul is considered 
  a Mid-Caster and uses Charisma as his casting ability modifier. 
  (Note: All casters gain 2 bonus talents and may select a casting 
  tradition the first time they gain the casting class feature.)
  This replaces the spells class feature.
  Spell Pool: The mirrored soul gains a small reservoir of en-
  ergy he can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal 
  to his level + his Charisma modifier (minimum 1). This pool re-
  plenishes once per day after roughly 8 hours of rest.
  Blended Training (Ex): A mirrored soul gains a combat or 
  magic talent every time he gains a caster level. A mirrored soul 
  uses his casting ability modifier as his practitioner modifier.
  Soul Eidolon: A mirrored soul may summon a lost aspect 
  of himself to aid in combat. This soul eidolon functions as a 
  Conjuration sphere companion with a caster level equal to the 
  mirrored soul’s class level. Unlike most effects, this caster level 
  does not stack with those gained from other sources. A soul 
  eidolon may be summoned with a 10 minute ritual that does 
  not cost any spell points and remains for up to 24 hrs. without 
  concentration, though may be banished, dismissed, or slain as 
  usual for a Conjuration sphere companion.
  A soul eidolon always takes a form resembling its summon-
  er, so humanoid summoners have soul eidolons with the biped 
  body type. This resemblance extends to superficial features, so 
  anyone familiar with either the soul eidolon or the mirrored 
  soul can readily identify the other. The soul eidolon starts as 
  the same size as the mirrored soul if the mirrored soul is Small 
  or Medium, otherwise it starts as whichever of those two sizes 
  is closest. A soul eidolon does not gain any natural attack from 
  its base form, does not gain feats or skill ranks from its Hit 
  Dice, does not gain a bonus (form) talent at level 1, and must be 
  intelligent and capable of acting on its own.
  The mirrored soul’s soul eidolon shares his knowledge of 
  magic and martial techniques. The soul eidolon possesses all 
  the combat and magic talents possessed by the mirrored soul, 
  as well as skill ranks not exceeding the soul eidolon’s Hit Dice, 
  and a number of feats the mirrored soul possesses, not exceed-
  
  34
  ing half the soul eidolon’s Hit Dice (minimum 1). These shared 
  feats may be changed at the time the soul eidolon is summoned. 
  The soul eidolon uses the mirrored soul’s caster level and spell 
  points when casting sphere effects. This caster level cannot ex-
  ceed the soul eidolon’s Hit Dice, though it can be increased by 
  feats, staves, and other abilities as normal.
  A soul eidolon cannot cast a magic sphere ability during any 
  turn the mirrored soul casts a magic sphere ability. Likewise, 
  the mirrored soul cannot cast a magic sphere ability during any 
  turn the soul eidolon casts a magic sphere ability.
  A soul eidolon cannot make an attack action or a full attack 
  during any turn the mirrored soul make an attack action or a 
  full attack. Likewise, the mirrored soul cannot make an attack 
  action or a full attack during any turn the soul eidolon makes an 
  attack action or a full attack.
  The soul eidolon counts as an eidolon for class features that 
  reference an eidolon.
  Shared Life (Su): Starting at 1st level, while the soul ei-
  dolon is summoned, all damage taken by the soul eidolon and 
  the mirrored soul is split equally between them. This damage 
  is transferred after the effects of damage reduction, energy re-
  sistance, vulnerability, and similar effects. This damage is em-
  pathic in nature and cannot be further reduced or transferred.
  This replaces life link.
  Mirrored Focus (Su): Starting at 2nd level, the mirrored 
  soul counts as possessing martial focus as long as his soul ei-
  dolon possesses martial focus and may spend his soul eidolon’s 
  martial focus when activating his own abilities. The soul eido-
  lon likewise may benefit from and expend the mirrored soul’s 
  martial focus.
  This replaces bond senses.
  Summon Mastery (Su): The mirrored soul gains a bonus 
  (form) talent drawn from the Conjuration sphere at 3rd level 
  and every odd level thereafter. This (form) talent must be ap-
  plied to his soul eidolon.
  This replaces summon monster I, II, III, IV, V, VI, VII, 
  VIII, IX, and gate.
  Conjoined Combatant (Ex): At 4th level, whenever the 
  mirrored soul is within his soul eidolon’s threatened area, he 
  receives a +2 insight bonus to his attack rolls and a +1 dodge 
  bonus to his Armor Class. At 12th level, the insight bonus to 
  attack rolls increases to +4 and the dodge bonus to Armor class 
  increases to +2.
  This replaces shield ally and greater shield ally.
  Aspect (Su): At 10th level, whenever the mirrored soul 
  rests to regain spell points, he may choose to divert one (form) 
  talent possessed by his soul eidolon, instead gaining its benefits 
  himself. Any attribute bonuses are instead gained as enhance-
  ment bonuses.
  This modifies aspect.
  Greater Aspect (Su): At 18th level, whenever the mirrored 
  soul rests to regain spell points, he may choose to divert up to 
  two (form) talents to himself instead of only one.
  This modifies greater aspect.
  Perfect Union (Ex): At 16th level the mirrored soul and 
  her eidolon have nearly completed the process of merging their 
  souls back together, and their synergy on the battlefield is un-
  matched. Whenever the mirrored soul and her soul eidolon are 
  flanking the same opponent, they may add the mirrored soul’s 
  Charisma bonus to their attack rolls against the flanked oppo-
  nent instead of the normal +2. Feats and abilities that increase 
  the bonus normally granted for flanking increase this new bo-
  nus by the same amount. In addition, whenever the mirrored 
  soul or her soul eidolon reduces an opponent the other success-
  fully attacked in the same round to 0 or fewer hit points, they 
  regain martial focus.
  This replaces merge forms.
  Reunion (Su): At 20th level, as a standard action the mir-
  rored soul and her soul eidolon may merge, granting the mir-
  rored soul the benefit of all the (form) talents the eidolon pos-
  sesses. The soul eidolon counts as not being summoned for the 
  duration of the merger and cannot take actions nor be targeted 
  or affected by any effect. The mirrored soul may end this effect 
  as a free action. While merged, once per round the mirrored 
  soul may make an attack action and cast a sphere ability at the 
  same time, using the longer action time of the two abilities.
  Symbiat Archetypes
  Vector (Symbiat Archetype)
  Proficiencies: Vectors are proficient with simple weapons, 
  as well as light armor. In addition, if this is this character’s first 
  level in any class, they may select a martial tradition of their 
  choice.
  This modifies weapon and armor proficiencies.
  Blended Training (Ex): Whenever a vector would gain 
  a magic talent from his class levels (not the 2 bonus talents 
  gained when first gaining the casting class feature), he may in-
  stead choose to gain a combat talent. A vector uses his casting 
  ability modifier as his practitioner modifier.
  This modifies magic talents.
  Maneuver Specialist: At 1st level, the vector gains the 
  Telekinesis sphere and either Telekinetic Maneuver or Steal as 
  bonus talents. If any are already possessed, he instead gains an-
  other talent from the Telekinesis sphere its place.
  This replaces mental powers.
  Mental Maneuvers: The vector is a master of mixing men-
  tal power with the advanced martial techniques of a more ded-
  icated physical practitioner. At 1st level, the vector gains their 
  choice of Brute, Scoundrel, or Wrestling as a bonus sphere. If he 
  already possesses Brute, Scoundrel, or Wrestling, he can choose 
  to gain either one of those sphere that he does not possess or 
  a talent from one of those spheres. The vector treats his base 
  attack bonus as being equal to his class level for determining 
  the effects of Brute, Scoundrel, and Wrestling sphere talents. 
  This stacks with other sources of base attack bonus normally.
  This replaces battlefield sense.
  Kinetic Overload: A vector can flood his body with kinetic 
  energy to achieve feats of telekinetic power others can’t imag-
  ine. A vector may enter kinetic overload as a move action and 
  remain in it for a total number of rounds per day equal to 4 + 
  his casting ability modifier. Every level gained beyond 1st grants 
  him an additional 2 rounds he may remain in kinetic overload. 
  Once in kinetic overload, the vector may remain in it as a free 
  action each round. Kinetic overload cannot be disrupted, but 
  it ends immediately if the vector is killed, stunned, knocked 
  unconscious, or otherwise prevented from taking a mental free 
  
  35
  action to maintain it each round. At 7th level, a vector can start 
  kinetic overload as a swift action instead of a move action. At 
  13th level, a vector can start kinetic overload as a free action.
  While in kinetic overload, the vector emits a display. The 
  nature of this display various between individuals; some glow, 
  shedding light as a torch, others emit a constant hum, while 
  some cause nearby objects to vibrate. Regardless, the display is 
  obvious to creatures within 30 ft. of the vector.
  The extreme energies of kinetic overload allow the vector to 
  empower his telekinetic maneuvers. While in kinetic overload, 
  the vector ignores the -5 penalty to CMB when using Telekinet-
  ic Maneuver and Steal and treats maneuvers performed using 
  those talents as if he had performed them normally for the pur-
  poses of the Brute, Scoundrel, and Wrestling spheres. Should 
  these sphere abilities grant additional maneuver attempts, the 
  vector may perform them using Telekinetic Maneuver or Steal 
  as appropriate. He may also use the shove ability of the Brute 
  sphere, the marked target ability of the Scoundrel sphere, and 
  the grab ability of the Wrestling sphere on any creature with-
  in telekinesis range. Any attack made with such ability may 
  use the vector’s casting ability modifier in place of 
  his Strength modifier and his caster level in 
  place of his base attack bonus.
  When a Brute, Scoundrel, or Wrestling talent 
  would grant the vector an attack against a target 
  within his telekinesis range as the result of 
  performing a maneuver, he may choose 
  to make a ranged attack roll to pum-
  mel his target in place of the attack, 
  dealing 1d6 + his casting ability modifier 
  bludgeoning damage. This damage in-
  creases by 1d6 at 3rd level and every two 
  levels thereafter and counts as magic. 
  The vector may use his casting abili-
  ty modifier in place of his Dexterity 
  modifier when determining his at-
  tack bonus on this attack. This attack 
  does not provoke an attack of opportunity 
  for casting nor for being a ranged attack.
  If the vector possesses Divided Mind, 
  he may spend a spell point as normal to 
  apply it to uses of the shove ability of the 
  Brute sphere, the marked target ability 
  of the Scoundrel sphere, and the grab 
  ability of the Wrestling sphere. He may 
  spend a spell point as normal to ap-
  ply it to additional maneuvers granted 
  by the abilities of the Brute, Scoundrel, 
  and Wrestling spheres. If the additional 
  spell point is not spent, only one crea-
  ture may be targeted with the addi-
  tional granted maneuvers.
  As the vector progresses, he gains 
  additional abilities while in kinetic 
  overload.
  Focused Push: At 1st level, while in kinetic overload the 
  vector gains a +1 insight bonus on caster level when using Tele-
  kinetic Maneuver and Steal and on CMD. This bonus increases 
  by +1 for every 4 class levels possessed to a maximum of +6 at 
  20th level.
  Unconscious Deflection: At 3rd level, while in kinetic 
  overload the vector gains a +1 deflection bonus to AC. This in-
  creases by +1 at 6th level and every 3 levels thereafter to a max-
  imum of +6 at 18th level.
  Force Trample: At 7th level, the vector may add overrun 
  to the list of maneuvers he may perform with Telekinetic Ma-
  neuver, hurling himself a distance of up to close range as part of 
  the casting. He may use this ability even if he does not possess 
  Telekinetic Maneuver. This ability may not be combined with 
  Divided Mind.
  Overpowering Force: At 9th level, the vector may expend 
  martial focus as part of using Telekinetic Maneuver (or Steal, if 
  possessed) to have that use of the talent ignore any spell resis-
  tance the targets may posses.
   Focusing Overload: At 11th level, the vector may spend 
  two rounds of kinetic overload when using Telekinetic Ma-
  neuver or Steal to force all targets to roll their Will save 
  twice and take the worse result.
  Kinetic Burst: At 16th level, while in kinetic 
  overload, the vector may expend martial focus as a full-
  round action to perform a bullrush maneuver with 
  his Telekinetic Maneuvers talent against 
  all hostile creatures within close range.
  This replaces psionics and all abil-
  ities granted by psionics. Favored 
  class bonuses, feats, and abilities that 
  would add rounds to psionics or oth-
  erwise affect the duration of psionics 
  (such as the Extra Psionics or Lin-
  gering Psionics feats) instead modify 
  Kinetic Overload. Kinetic overload 
  counts as possessing psionics 
  for the purpose of meet-
  ing the prerequisites of 
  such feats.
  Kinetic Evasion: The 
  vector’s evasion and improved 
  evasion abilities function only 
  while kinetic overload is active, but 
  may be used in any armor.
  This modifies evasion and improved eva-
  sion.
  Earthshaker: At 20th level, the vector 
  may use his kinetic overload ability and abili-
  ties that require expending rounds of kinetic 
  overload at will. If he possesses feats or other 
  abilities that would grant additional rounds 
  or otherwise increase the duration of kinetic 
  overload, he may immediately retrain them at 
  no cost.
  This replaces greater psionics.
  
  36
  Armiger Prowesses
  Champion: The armiger gains a Champion feat of her 
  choice as a bonus feat. She must meet the prerequisites of the 
  feat. This prowess can be gained multiple times.
  Spell Dabbler: Choose one of the following feats: Ad-
  vanced Magical Training, Basic Magical Training, or Extra Mag-
  ic Talent. The armiger gains the chosen feat as a bonus feat. 
  The armiger must meet all the prerequisites of the chosen feat.
  This prowess may be taken up to three times.
  Armorist Arsenal Tricks
  Combat Talent: You gain a bonus combat talent. This arse-
  nal trick may be taken more than once, granting an additional 
  talent each time.
  Champion: The armorist gains a Champion feat of her 
  choice as a bonus feat. She must meet the prerequisites of the 
  feat. This arsenal trick can be gained multiple times.
  Hedgewitch Secrets
  Amateur Tinker: You gain the tinker tradition benefit. 
  You count as possessing the tinker tradition when qualifying 
  for secrets. You cannot select this secret if you already possess 
  the tinker tradition.
  Combat Talent: You gain a bonus combat talent. This se-
  cret may be taken more than once, granting an additional talent 
  each time.
  Champion: The hedgewitch gains a Champion feat of her 
  choice as a bonus feat. She must meet the prerequisites of the 
  feat. This secret can be gained multiple times.
  Hedgewitch Traditions
  Tinker
  Class Skills: Disable Device (Dex), Knowledge (dun-
  geoneering) (Int), Knowledge (engineering) (Int)
  You experiment with complex devices.
  Tradition Benefit
  Trapfinding—you add 1/2 your level on Perception checks 
  to locate traps and on all Disable Device checks (minimum +1). 
  You can use Disable Device to disarm magic traps. This counts 
  as possessing the rogue class feature.
  Tradition Power
  You gain the gadgets class feature as the technician. You use 
  your casting ability modifier in place of Intelligence for this 
  ability. Your hedgewitch levels count as and stack with your 
  technician levels for determining your effective technician level 
  for gadgets.
  Tradition Secrets
  A hedgewitch with the tinker tradition adds the following 
  secrets to those she may select:
  Extra Gadgets: You may use your gadgets 2 more times 
  per day. You may select this secret multiple times. The effects 
  stack.
  Insightful: You gain a single technical insight of your 
  choice, using your hedgewitch levels as technician levels when 
  determining its effects.Your hedgewitch levels count as and 
  stack with your technician levels for determining your effective 
  technician level for this ability.
  Trap Spotter: Whenever you come within 10 ft. of a trap, 
  you receive an immediate Perception skill check to notice the 
  trap. This check should be made in secret by the GM.
  Tradition Grand Secrets
  Invention: You may construct a single invention as the 
  technician class feature, using your hedgewitch levels as tech-
  nician levels when determining its effects and the number of 
  improvements it gains.Your hedgewitch levels count as and 
  stack with your technician levels for determining your effective 
  technician level for this invention.
  Mageknight Mystic Combats
  Combat Talent: You gain a bonus combat talent. This mys-
  tic combat may be taken more than once, granting an addition-
  al talent each time.
  Champion: The mageknight gains a Champion feat of her 
  choice as a bonus feat. She must meet the prerequisites of the 
  feat. This mystic combat can be gained multiple times.
  Shifter Bestial Traits
  Combat Talent: You gain a bonus combat talent. This bes-
  tial trait may be taken more than once, granting an additional 
  talent each time.
  Champion: The shifter gains a Champion feat of her 
  choice as a bonus feat. She must meet the prerequisites of the 
  feat. This trait can be gained multiple times.
  Class Options
  Class Options
  
  37
  Scholar Knacks
  Arcane Studies: The scholar furthers her magical studies. 
  Each time the scholar takes this knack, she gains three bonus 
  magic talents; these bonus talents may spent on any talent she 
  qualifies for, or to gain one or more new base magic spheres. 
  The scholar may take this knack up to a total of three times. 
  The scholar must have the amateur arcanist knack to select this 
  knack.
  Amateur Arcanist: The scholar gains the Basic Magical 
  Training and Advanced Magical Training feats, using her Intelli-
  gence modifier as her casting ability modifier.
  Crafting Genius: The scholar gains one of the following 
  crafting feats: Brew Potion, Craft Rod, Craft Staff, Craft Wand, 
  Craft Wondrous Item, or Forge Ring. The scholar uses her class 
  level as her caster level but must otherwise meet the prerequi-
  sites of the chosen feat (so a 4th level scholar could take Brew 
  Potion or Craft Wondrous Item with this knack, but not take 
  Craft Rod until she was at least 9th level).
  In addition, the scholar gains a bonus equal 
  to 1/2 her class level on all skill checks made as 
  part of the crafting process, and can bypass the 
  normal restrictions for spell prerequisites on 
  potions, spell trigger, and spell completion 
  items by adding 3 + the level of the prerequisite 
  spell (or 3 + 1/2 the caster level of the ability to be 
  added if using a magic sphere 
  effect) to the crafting DC. 
  The scholar always treats her 
  class levels as caster levels when 
  determining the effects of items 
  she crafts herself.
  This knack may be taken multi-
  ple times, granting an additional feat 
  from the above list each time but 
  providing no further benefits.
  The scholar must have the am-
  ateur arcanist knack to take this 
  knack.
  Ritual Crafter: The scholar gains 
  the Craft Rituals feat even if she does not 
  qualify for it and may use her class level in 
  place of her caster level when researching 
  rituals. The scholar may research rituals 
  even if she does not possess the required 
  spheres. This stacks normally with cast-
  er levels gained from other sources.The 
  scholar must have the ritual student knack 
  to select this knack.
  Ritual Student: The scholar gains the Rit-
  ual Caster feat even if she does not qualify for it and 
  may use her class level in place of her caster level 
  when performing rituals. This stacks normally 
  with caster levels gained from other sources. In 
  settings where rituals are tied to specific tradi-
  tions, the scholar chooses a number of traditions 
  equal to her practitioner modifier and counts as 
  possessing those traditions for the purposes of 
  performing rituals.
  Companion     
  Options
  Upon gaining an animal companion or a companion from 
  the Conjuration sphere, you may select archetypes to apply to 
  it. Once selected, the archetype cannot be removed. Each com-
  panion or animal companion may have different archetypes, 
  and may have more than one archetype as long as the arche-
  types do not replace or modify the same features or abilities.
  Animal Companion Archetypes
  Martial Beast: A martial beast may combine combat 
  spheres and talents to create powerful martial techniques. 
  Martial beasts use the Proficient talent progression. Martial 
  beasts use Wisdom as their practitioner modifier. A martial 
  beast does not gain the evasion, devotion, multiattack, and 
  improved evasion special abilities. A martial beast adds Extra 
  Combat Talent to the list of feats it may take even with animal 
  intelligence (Intelligence 2 or lower).
  Conjuration Companion Archetypes
  Martial Companion: A martial companion may com-
  bine combat spheres and talents to create powerful martial 
  techniques. Martial companions use the Proficient talent 
  progression. When first sum-
  moned, they may choose ei-
  ther Charisma, Intelligence 
  or Wisdom as their prac-
  titioner modifier. A martial 
  companion does not gain the 
  eva-
  sion, devotion, multiattack, 
  a n d 
  improved evasion special 
  abilities. A martial compan-
  ion may choose to give up 
  the natural attacks granted 
  by its base form to gain the 
  Battle Creature (form) tal-
  ent as a bonus talent.
  
  38
  Feats
  Bloodmonger (Champion)
  Prerequisites: Casting class feature, Duelist sphere.
  If you possess the blood of a target, that target suffers a -1 
  penalty to any saving throw made against your spell or magic 
  sphere effects. If you are wielding a weapon that has inflict-
  ed bleed damage on a target within the past 1 minute, you are 
  considered to possess their blood. You may also make a melee 
  touch attack against a target suffering from bleed damage as 
  part of using a magic sphere effect to touch and use their blood. 
  You may also store blood from either circumstance in a vial or 
  container to use later, but must be holding the container to use 
  the blood contained within it.
  Dispelling Attack (Champion)
  Prerequisites: Counterspell feat, ability to gain martial fo-
  cus.
  When you damage a creature while using an attack action, 
  you may expend martial focus as a swift action to use Counter-
  spell targeting that creature or its attended items. Additionally, 
  you gain a +1 bonus to your MSB for the purposes of counter-
  spelling, to a maximum MSB equal to your Hit Dice.
  Extra Improvisation
  Prerequisites: Improvisation class feature.
  You gain 2 additional uses of improvisation per day.
  Special: This feat may be taken more than once; the benefits 
  stack.
  Extra Empathy
  Prerequisite: Empathic link class feature.
  You gain 2 additional uses of empathic link per day.
  Special: This feat may be taken more than once; the benefits 
  stack.
  Life Taker (Champion)
  Prerequisites: Casting class feature.
  If you reduce a creature to 0 hp or less with a weapon attack 
  or natural attack, you gain a +2 bonus to your caster level for 1 
  round. The creature must have a CR equal to at least half your 
  caster level.
  Mystic Focus (Champion)
  Prerequisite: Casting, ability to gain martial focus.
  Whenever you use a magical sphere effect as a standard ac-
  tion, you may spend 1 spell point as a swift action to regain 
  martial focus.
  Planar Commander (Champion)
  Prerequisites: Conjuration sphere, Warleader sphere.
  Whenever you summon a companion as a standard action, 
  you may activate a tactic as part of the same standard action, 
  so long as the conjured companion is included in that tactic’s 
  affected creatures.
  Shielded Casting (Ex) (Champion)
  Prerequisites: Casting, proficiency with shields.
  You may add your shield’s AC bonus to concentration checks 
  made to cast defensively. 
  Special: This feat counts as Combat Casting for the pur-
  pose of meeting prerequisites.
  Shielding Ward (Champion)
  Prerequisites: Shield sphere, ability to cast a spell or mag-
  ic sphere effect that grants a shield bonus to AC.
  You may concentrate your wards, shaping and hardening 
  them, employing them in place of a physical shield. While you 
  receive the benefits from a magical effect that grants you a 
  shield bonus to AC, you count as possessing a light shield for 
  the purposes of Shield sphere abilities and for making shield 
  bash attacks with an enhancement bonus to attack and damage 
  rolls equal to the granted shield bonus to ac. If the effect has a 
  caster level of at least 10, you may instead count it as a heavy 
  shield. You must have at least one empty hand to use this feat. 
  Using such an empty hand to cast a spell, make an unarmed 
  strike, hold an item, perform a combat maneuver (other than 
  with the shield granted by this feat), or similar activity removes 
  this ability until the start of your next turn. For the purposes 
  of shield sphere abilities that allow damage to be directed to 
  your shield, treat the ‘shield’ granted by this ability as having 
  hardness equal to 5 + its caster level and hit points equal to 10 + 
  twice its caster level. Should the ‘shield’ take enough damage to 
  gain the broken condition, the effect granting the shield bonus 
  is suppressed for 1d4 rounds. If it is destroyed, the effect grant-
  ing the shield bonus is instead suppressed for 1 hour, though it 
  may be cast again to regain its benefits.
  Player Options
  Player Options
  
  39
  Speak with Animal Allies (Champion)
  Prerequisites: Beastmastery sphere, Nature sphere, Speak 
  With Animals.
  As a constant supernatural effect, you may communicate 
  with your animal allies as if under the effect of the Speak With 
  Animal talent. This ability functions even with animal allies of 
  the vermin and magic beast types. Additionally, at character 
  level 5, you reduce the spell point cost of the Speak With Ani-
  mals talent by 1.
  Spell Attack (Champion)
  Prerequisites: Casting class feature, either Energy Blade 
  from the Destruction sphere or Cryptic Strike from the Death 
  sphere.
  When using Energy Blade or Cryptic Strike as a standard ac-
  tion, the attack is treated as a special attack action. This attack 
  may benefit from Vital Strike, as well as combat spheres that 
  augment attack actions (but not other special attack actions).
  Spell Trap (Champion)
  Prerequisites: Trap sphere, casting.
  When placing a trap, you may imbue the trap with a sphere 
  effect. Placing the trap takes the longer of your trap placement 
  time and the effect’s casting time.
  If placed as a dart, the effect targets (for a targeted effect) or 
  is centered on the nearest corner of the space of (for an area ef-
  fect) the first creature the dart strikes. You may choose to forgo 
  dart damage to resolve the attack against touch AC.
  If placed as a snare, the creature triggering the trap is the 
  target of a targeted effect, while the corner of a square the trap 
  occupies chosen by you when the trap is set is the point of ori-
  gin for an area effect.
  Regardless of method, cones, lines, and other shapes resolve 
  themselves in a direction chosen when the trap is set. Any 
  spell points required for the effect are spent when the trap is 
  placed and cannot be recovered. Effects that target multiple 
  creatures only target the struck (for a dart) or triggering (for a 
  snare) creature. All choices regarding the sphere effect must be 
  made when the trap is set and cannot be changed. You may not 
  choose to concentrate on an effect placed in a trap.
  Unarmored Mastery
  Prerequisites: Unarmored Training, +8 base attack bonus 
  or 8 ranks in Acrobatics.
  Your mastery of unarmored combat is so great that even 
  changes to your body do not impede you. You no longer lose 
  the benefits of Unarmored Training when under any polymorph 
  effect.
  
  40
  Favored Class Bonuses
  Other Races
  Aasimar
  Prodigy: The prodigy may select an additional +1/6th skills 
  to be able to use with their steady skill class feature whenever 
  they prepare that class feature.
  Sage: +1/3 to the sage’s CMD.
  Troubadour: Reduce Arcane spell failure chance by +1%.
  Goblin
  Prodigy: The prodigy may use the steady skill class feature 
  to take 15 on a skill an additional +1/3 times per day.
  Sage: Add a +1 bonus on Acrobatics checks made to jump.
  Troubadour: Add a +1/2 bonus to all Profession checks.
  Hobgoblin
  Prodigy: Add a +1/4 bonus on combat maneuver checks 
  made to grapple or trip.
  Sage: Add a +1/4 bonus on combat maneuver checks made 
  to grapple or trip.
  Troubadour: Reduce the penalty for not being proficient 
  with one weapon by 1. When the nonproficiency penalty for 
  a weapon becomes 0 because of this ability, the troubadour is 
  treated as having the appropriate Martial or Exotic Weapon 
  Proficiency feat for that weapon.
  Orc
  Prodigy: Add +1/2 point of fire damage to sphere effects 
  that deal fire damage.
  Sage: Add +1/2 to the attack roll bonus when the sage is at 
  or below 0 hit points.
  Troubadour: Add a +1/2 bonus to Intimidate checks to in-
  fluence targets that are a smaller size category than the trou-
  badour.
  Tiefling
  Prodigy: Add a +1 bonus on caster level checks made to 
  overcome the spell resistance of outsiders.
  Sage: Add a +1/2 bonus on the sage’s saving throws to resist 
  death attacks.
  Troubadour: Add a +1/2 bonus on Bluff checks to lie and a 
  +1/2 bonus on Diplomacy checks to gather information.
  Races that count as multiple other races, such as half elves 
  counting as both elves and humans and half orcs counting as 
  humans and orcs, enables them to choose favored class bonuses 
  from either race.
  Core Races
  Dwarf
  Prodigy: Add +1/6th of a combat talent.
  Sage: Add +1/5th of a Skill Focus feat.
  Troubadour: Add a +1/6th bonus to all saving throws when 
  in the troubadour’s base persona.
  Elf
  Prodigy: Add +1/6th of a magic talent.
  Sage: Add +1 to the sage’s base speed. In combat this option 
  has no effect unless the sage has selected it five times (or anoth-
  er increment of five).
  Troubadour: Add a +1/2 bonus to all Knowledge checks.
  Gnome
  Prodigy: Whenever the prodigy uses the steady skill class 
  feature to take 15 on a skill check, he gains an extra +1/4 to the 
  skill check.
  Sage: Add +1 to the sage’s Acrobatics check bonus gained by 
  spending a ki pool point. A monk must be at least 5th level to 
  select this benefit.
  Troubadour: Increase the DC required to defeat the trou-
  badour’s flexible truth class feature by +1/2.
  Halfling
  Prodigy: Choose one skill. Add that skill to the list of prod-
  igy class skills.
  Sage: Add +1/4 point to the sage‘s ki pool. 
  Troubadour: Add +1/2 on Bluff checks to pass secret mes-
  sages, +1/2 on Diplomacy checks to gather information, and +1/2 
  on Disguise checks to appear as an elven, half-elven, or human 
  child. 
  Human
  Prodigy: Add +1/4th of a spell point to the prodigy’s spell 
  pool.
  Sage: Whenever the sage uses the meditation class feature, 
  the number of meditation dice he gains and his maximum pos-
  sible number of meditation dice increase by +1/6th of a die.
  Troubadour: One of the troubadour’s personas gains +1/6th 
  of an extra persona quirk. If that persona is dismissed, choose a 
  different persona to gain this extra persona quirk. An individual 
  persona cannot possess more than one bonus persona quirk.
  
  41
  Unified Traditions
  izing produce a one-dimensional character that is often 
  boring to play, but it can also produce characters with 
  large weaknesses that are unable to contribute to the 
  game outside of their single specialty.
  2. 
  Over-specializing in either offensive or defensive tal-
  ents. This is similar to issue 1; over-specializing in any 
  one direction produces unbalanced characters with glar-
  ing weaknesses that make them difficult to play and of-
  ten leaves them unable to contribute.
  As always, the above guidelines may be broken with GM 
  permission. Unified traditions are a tool for enhancing the 
  game, and are subservient to that goal.
  Unified Traditions
  Arcane Archer
  Arcane archers learn to channel powerful destruction magic 
  into their weapons, firing off devastating shots. These arcane 
  archers find it difficult to cast at all without a weapon in their 
  hands, even going so far as to inscribe runes onto their weapons 
  and ammunition to prepare devastating attacks. Arcane archers 
  usually specialize in either battlefield maneuvering or stealth 
  tactics, but either way dispatch their enemies quickly with 
  powerful magic-infused arrows. Arcane Archers gain +1 spell 
  points, +1 per 3 levels in casting classes.
  Martial Training:  Equipment: Archery Bash, Huntsman 
  Training.
  Variable: Arcane archers gain either the 
  Athletics sphere ((run) package) or the 
  Scout sphere as a bonus sphere.
  Bonus Feats:  
  Spell Attack
  Magic Training: 
  Destruction sphere, Energy Blade.
  Drawbacks:  
  Arcane archers inscribe their weapons 
  with small magical glyphs to prepare them 
  for use in battle. Arcane archers possess 
  the Prepared Caster drawback, and must 
  not only choose which sphere their spell 
  points are assigned to, but also a weapon 
  they are proficient with to contain those 
  spell points; they must be wielding this 
  chosen weapon in order to access the at-
  tached spell points. An arcane archer can 
  prepare multiple weapons in this fashion, 
  but each chosen weapon must have at 
  least one spell point attached to it. In ad-
  dition, an arcane archer possesses the Fo-
  cus Casting drawback, treating any weap-
  on that contains at least one of their spell 
  points as their focus.
  Boons:  
  None
  Bloody Rider
  The bloody rider is a fearsome warrior who uses their own 
  life-force to summon and ride a powerful magic beast. Striking 
  out with fearsome edged and spiked weapons that leave bloody 
  Casting traditions are a great way to customize a caster’s his-
  tory, style, and build. Martial traditions fulfill a similar role for 
  martial characters. However, choosing one of each, particularly 
  finding ones that combine well and aid in creating a unified 
  character concept, can be a daunting task. To help with this 
  process, we present to you a series of unified traditions, pre-
  sented below.
  Unified traditions are not a new concept, but are rather a se-
  ries of pre-determined martial/casting tradition hybrids, which 
  may be used completely as-is, or may be customized to suit a 
  player’s needs. As unified traditions are player seeds, they not 
  only include a martial tradition and casting tradition, but also 
  include the caster’s two bonus magic talents. A character who 
  gains a unified tradition can not gain a martial tradition, can 
  only choose a new casting tradition when gaining their first lev-
  el in a new casting class as described in Spheres of Power, and 
  does not gain two bonus magic talents (since these are included 
  in the unified tradition).
  Some unified traditions include variant versions, where a 
  multitude of talents are traded out to create a slightly different 
  concept, not unlike how an archetype is a variant on a class. 
  When selecting a variant for a unified tradition, the tradition’s 
  usual talents are replaced by those detailed under the variant.
  Sections marked “variable” allow the character to select be-
  tween different talents. 
  Creating or Modifying  
  Unified Traditions
  Just as with martial traditions, unified traditions are not sim-
  ply collections of talents, but are designed to enable charac-
  ter concepts. The unified traditions listed below cover a great 
  many concepts, but there are many more possibilities than are 
  presented. If a game master (or a player with game master per-
  mission) wishes to create a unique unified tradition or modify a 
  unified tradition to better suit their needs, they should use the 
  following guidelines.
  1. 
  Each unified tradition should include at least one 
  Equipment talent, typically a discipline talent, Armor 
  Training, Unarmored Training, or Shield Training. These 
  determine the weapons, armor, and other equipment a 
  character has available to them (if any). 
  2. 
  Each unified tradition should include no more than a 
  single non-talent feat, if any.
  3. 
  Each unified tradition should include at least one appro-
  priate base magic sphere and one appropriate base com-
  bat sphere, or the option to choose between 2 appropri-
  ate sets of base spheres. The exact appropriateness of 
  any given sphere depends on the concept.
  In addition, there are a few things that, unless the game 
  master rules otherwise, should be avoided when creating a new 
  unified tradition-
  1. 
  Over-specializing in a single sphere other than Equip-
  ment. A unified tradition determines a character’s start-
  ing tools and characteristics; not only does over-special-
  
  42
  wounds, bloody riders are far from subtle and always leave a 
  significant impression on those who witness them in action. A 
  bloody rider gains +1 spell point, +1 for every 6 levels gained in 
  a casting class.
  Bonus Combat Talents: Equipment: Orc Heritage
  Beastmastery 
  (ride 
  package), 
  Armored Mount.
  Berzerker sphere
  Duelist sphere, Long Cuts.
  Bonus Magic Talents:  Conjuration sphere 
  Variable: Bloody riders gain either 
  Altered Size or Lingering Companion 
  from the Conjuration sphere as a 
  bonus talent. Medium or larger crea-
  tures must take Altered Size (Large).
  Drawbacks:  
  Bloody Riders have the Bloody Slash-
  er and Offensive Rider martial draw-
  backs, as well as the Draining Casting 
  magic drawback.
  Boons:  
  None
  Crusader
  A crusader is a champion of a divine cause, sacrificing every-
  thing, including their own lives, to see it done. Among the righ-
  teous, crusaders are the greatest of the great, serving as living 
  embodiments of all that is just. Among the wicked, crusaders 
  are the dark hand of a dark god, reveling in death and destruc-
  tion for its own sake. Crusaders are part of the divine petitioner 
  casting tradition, and gain a bonus spell point at every odd level 
  they gain in a casting class.
  Bonus Combat Talents: Equipment: Knightly Training, Ar-
  mor Training
  Duelist Sphere
  Beastmastery sphere (ride) package
  Bonus Magic Talents:  Protection sphere, Healing Aegis, 
  Guardian
  Drawbacks:  
  Verbal Casting, Focus Casting, Pre-
  pared Caster, Aligned Combatant 
  (Destruction), Aligned Protection 
  (Protection).
  Boons:  
  None
  Variant: Guardian
  Guardians do not charge into battle, instead preferring to 
  stand as an unbreakable wall between their enemies and their 
  allies.
  Bonus Combat Talents: Equipment: Knight-
  ly Training, Armor Training, Shield 
  Training
  Shield sphere
  Bonus Magic Talents:  Protection 
  sphere 
  Healing Aegis, Guardian
  Death Knight
  Death knights command undead forces, of-
  ten leading them from the front lines. While a 
  death knight’s allies might be undead, a death 
  knight still knows how to make the most of 
  them, protecting his charges until they can tear 
  down his enemies. 
  Martial Training:  Equipment: Armor Training, 
  Knightly Training.
   
  Feats: Spell Attack
   
  Variable: Death knights gain either the 
  Guardian sphere or Shield Training from 
  the Equipment sphere.
  Magic Training: Death sphere, Cryptic Strike.
  Drawbacks:  Death knights are fueled by necromancy, 
  commanding tortured souls through their 
  voice which manifest around him as sickly 
  green light and shrieking sounds. Death 
  knights possess the Magical Signs and 
  Verbal Casting drawbacks.
  Boons:  
  The closer a death knight is to death him-
  self, the easier his necromancy is to in-
  voke. Death knights possess the Deathful 
  Magic boon.
  
  43
  Packmother
  A packmother is a druid who learned the ways of magic 
  through an adopted animal family. From this family, the caster 
  learns the intricacies of nature. From the caster, the animals 
  gain power beyond their own. Packmothers are considered part 
  of the druidic tradition, and as such learn Druidic as a bonus 
  language and gain +1 spell point, +1 per three levels gained in a 
  casting class.
  Bonus Combat Talents: Beastmastery sphere (handle ani-
  mal) package, Animal Companion
   Scout sphere
  Variable:  
  Packmothers gain either Staff Mas-
  tery or Huntsman Training from the 
  Equipment sphere.
  Bonus Magic Talents:  Alteration sphere, plus one Alteration 
  talent that grants a form that best 
  matches the packmother’s animal 
  companion.
  Drawbacks:  
  Verbal Casting, Prepared Caster, Ani-
  mal Shaman (Mind).
  Boons:  
  None
  Reaper
  Reapers are powerful and terrible tribal warriors who spill 
  the blood of their enemies, then use that blood for magic ritu-
  als. Reapers use their own physical strength to fuel their magic, 
  empowering themselves and disempowering their enemies with 
  equal proficiency. While reapers can cut down scores of lesser 
  creatures with ease, they excel at taking down enormous foes 
  that few other fighters would dare to approach.
  Bonus Talents: 
  Equipment: Tribal Training
  Berserker sphere
  Duelist sphere
  Bonus Feats:  
  Bloodmonger
  Bonus Magic Talents:  Enhancement sphere, Cripple
  Drawbacks: 
   Reapers fuel their magic through their 
  own life force and emotions, using howls 
  of rage the way a wizard might use arcane 
  chants. Reapers possess the Draining 
  Casting and Verbal Casting drawbacks.
  Boons:  
  Reapers are empowered by their blood 
  and physical fortitude; the stronger their 
  bodies are, the more powerful their magic 
  becomes. Reapers gain the Fortified Mag-
  ic boon.
  Rover
  A rover is a traveler for travel’s sake, often collecting songs 
  and stories along the way which they perform for money as they 
  move from town to town. While some locals mistrust all trav-
  elers as potential thieves, a rover is a welcome addition to any 
  adventuring party where the rover’s quick wits and command-
  ing presence oftens spurs their allies on to even greater heights. 
  A rover gains +1 spell point, +1 per six levels gained in a casting 
  class.
  Bonus Combat Talents: Equipment: Dancer Training
  Gladiator sphere
  Warleader sphere  
  Bonus Feats:  
   
  Mystic Focus
  Bonus Magic Talents: Rovers may select any 2 bonus magic 
  talents they desire.
  Drawbacks: 
  Rovers wield ritualistic performance 
  the way a wizard wields arcane for-
  mulae, invoking magic through mu-
  sic and dance in place of symbols and 
  chants. Rovers possess the Verbal 
  Casting and Somatic Casting draw-
  backs, as well as the Skilled Casting 
  drawback, usable with any Perform 
  skill.
  Boons:  
  While a rover’s full-body magic re-
  quires significant training, it has the 
  benefit of allowing the rover to mul-
  titask, as the same dance steps used 
  to invoke magic can also be used to 
  dodge or attack. Rovers gain Easy Fo-
  cus.
  Spellsword
  Spellswords blend magic and martial skill together, wielding 
  both in a single fighting style not unlike how other warriors 
  might blend sword and shield. Spellswords usually fight with a 
  weapon in one hand, but keep the other hand free to fulfill so-
  matic requirements for their spells, letting them stay versatile 
  and ready in any situation. Spellswords are considered part of 
  the traditional magic tradition, but through careful study learn 
  to wield this magic in light armor without trouble, as well as 
  how to empower their attacks for single, deadly strikes. How-
  ever, such training decreases the time they can dedicate to sim-
  ply increasing their power. Spellswords do not gain any bonus 
  spell points.
  Bonus Talents: 
  Equipment: Duelist Training, Balanced De-
  fense
  Variable: Spellswords gain either Duelist’s 
  Grip or Finesse Fighting from the 
  Equipment sphere.
  Bonus Feats:  
  Spell Attack
  Bonus Magic Talents: Destruction sphere, Energy Blade
  Drawbacks:  
  Verbal Casting, Somatic Casting, Material 
  Casting, Prepared Caster
  Boons:  
  Metamagic Expert, Overcharge
  Street Mage
  For a street mage, convincing someone you have power is 
  just as important as actually having power. Con artists and 
  thieves, street mages are casters who use tricks both magical 
  and mundane to stay one step ahead of the law and whatever 
  other forces might want them dead. Street mages study tra-
  ditional magic and are considered part of that tradition, but 
  their knowledge is half-trained at best and filled with shortcuts. 
  However, what tricks they do know are often rigorously prac-
  ticed until they can be performed as easily as breathing. Street 
  mages gain no bonus spell points.
  Bonus Talents:  
  Equipment: Rogue Weapon Training
  Fencing Sphere
  Scoundrel Sphere
  
  44
  Variable: Street mages gain either the 
  Alchemy sphere ((poison) package) or the 
  Scout sphere.
  Bonus Magic Talents: Illusion sphere, Invisibility
  Drawbacks:  
  Verbal Casting, Somatic Casting
  Boons:  
  Easy Focus
  Strider
  A strider guards the settlements at the edge of the frontier, 
  learning as much from civilized company as from animals and 
  nature. Striders are masters of stealth and hunting, using fancy 
  shooting and animal allies to bring down their targets. Striders 
  are part of the druidic casting tradition, and as such gain +1 
  spell point, +1 per three levels gained in a casting class.
  Bonus Combat Talents: Equipment: Huntsman Training
  Scout sphere
  Beastmastery sphere ((handle animal) 
  package
  Variable: Striders gain either the 
  Sniper sphere or the Barrage sphere.
  Bonus Magic Talents:  Nature sphere (plantlife package), 
  Barkskin
  Drawbacks: 
  Verbal Casting, Prepared Caster, Ani-
  mal Shaman (Mind).
  Boons:  
  None.
  Variant: Stalker
  Stalkers forgo animal companions and fancy shooting to in-
  stead take their targets down through clever traps and magic.
  Bonus Combat Talents: Equipment: Huntsman Training
  Scout sphere
  Trap sphere
  Bonus Feats: Spell Trap
  Bonus Magic Talents:  Nature sphere (plantlife package), 
  Grow Plants
  Boons:  
  None.
  Traveling Sage
  While many sages prefer stuffy libraries, others travel the 
  world, wishing to see its many wonders in person. While many 
  of these sages are accomplished wizards or alchemists, they also 
  often carry swords or reinforced staves so they are never caught 
  unprepared, whatever life may throw at them. Traveling sages 
  are considered part of the traditional magic casting tradition, 
  and gain an additional spell point every level they gain in a cast-
  ing class.
  Bonus Talents:  
  Equipment: Unarmored Training
  Alchemy sphere (formulae) package
  Scout sphere
   
  Variable: Traveling sages gain either Staff 
  Mastery or a single (discipline) talent of 
  their choice from the Equipment sphere.
  Bonus Magic Talents: Traveling sages may select any 2 bonus 
  magic talents they desire.
  Drawbacks:  
  Verbal Casting, Somatic Casting (2), Ma-
  terial Casting, Prepared Caster
  Boons:  
  None
  Ulfhednar
  Ulfhednar, or “wolf warriors” are wild berserkers who seek 
  out brutal and intense combat, abandoning reason in favor of 
  adopting a wild and uncontrollable combat style. The ulfhed-
  nar channel their great ferocity into furs and totems that allow 
  them to take on the forms and powers of mighty animals. An 
  ulfhednar gains +1 spell point, +1 for every 6 levels gained in a 
  casting class.
  Bonus Combat Talents: Berserker sphere, Bloody Counter
  Brute sphere
   
  Variant:  Ulfhednars 
  gain 
  either 
  Huntsman Training or Unarmed 
  Training from the Equipment sphere.
  Bonus Magic Talents:  Alteration sphere, Animalistic Trans-
  formation, Bestial Spirit.
  Drawbacks:  
  Ulfhednar gain the Focus Casting 
  general drawback and choose either 
  a cloak made out of animal skin or a 
  totem (use the cost and other statis-
  tics of a wooden holy symbol) as their 
  focus. In addition, ulfhednar have the 
  Lycanthropic drawback.
  Boons:  
  None
  Wild Sidhe
  Wild sidhe are isolated alchemists and nature priests, often 
  found guarding leylines from unsuspecting travelers. As op-
  posed to druids who gain their magic from reverence for na-
  ture, wild sidhe gain their magic from their participating in fey 
  revelry, tapping into the power they protect and its connections 
  to the hidden world. Because of the close connection between 
  leylines and fey woods, wild sidhe gain aklo, sylvan, or treant as 
  a bonus language, not unlike how druids begin knowing dru-
  idic. Wild sidhe are considered part of the fey magic casting 
  tradition.
  Bonus Combat Talents: Equipment: Tribal Training
  Alchemy sphere
  Barroom sphere
   
  Variable:  One additional talent from 
  the Alchemy, Barroom, or Equipment 
  spheres.
  Bonus Magic Talents:  Nature sphere (any package) and their 
  choice of either the Illusion or Mind 
  spheres.
  Drawbacks:  
  Somatic Casting (2), Wild Magic, 
  *Emotional Casting.
  Boons:  
  Easy Focus, Overcharge
  *The Player’s Guide to Skybourne, pg. 33: Emotional Cast-
  ing: Your magic requires heightened emotional states of mind 
  to use. When subject to a non-harmless magical effect that in-
  vokes an emotion (such as fear effects, spells with the (emotion) 
  descriptor, or charms such as Fear or Hostility) you are unable 
  to use magic.
  
  45
  NPCs
  NPCs
  Prodigy
  Senia Dorngale
  Senia was born fifth in a large family, and while all of her 
  brothers and sisters were born human, Senia was born with the 
  shining hair and face of a Aasimar. While her mother claimed 
  the child was indeed her husbands, he could not look upon the 
  inhuman child without disgust, eventually turning her an her 
  mother out of the house.
  Raised in a convent after her mother abandoned her, Senia 
  took to all forms of instruction with ease, learning skill after 
  skill with an unquenchable thirst for knowledge. When the 
  time came to take her own vows and joins the sisters, Senia 
  instead choose the live of an adventurer, seeming her fortune, 
  as well as an answer to where her Aasimar blood came from and 
  why she was chosen to carry it.
  Senia Dorngale  
   
   
   
          CR 5
  XP 1,600
  Female Aasimar prodigy 5
  LG Medium Outsider (native)
  Init +3; Senses darkvision 60 ft, Perception +14
  Defense
  AC 18, touch 18, flat-footed 18 (+1 deflection, +3 Dex, +4 
  unarmored)
  hp 31 (5d8+5)
  Fort +3, Ref +6, Will +9
  Resistance acid 5, cold 5, electricity 5
  Offense
  Speed 30 ft.
  Melee +2 spear +8 (1d8+1/x3) plus Energy Blade or destructive 
  blast +6 touch (2d6)
  Ranged +2 spear +8 (1d8+1/x3) plus Energy Blade or destructive 
  blast +6 touch (2d6)
  Special Attacks bleeding strike (1 bleed), scout (+9)
  Spell-Like Ability (CL 5th)
   
  1/day - daylight
  Magic
  Caster Level 3; MSB +5, MSD 16, Concentration +9
  Tradition Traveling Sage (Drawbacks: Energy Focus (Destruc-
  tion), Verbal Casting, Somatic Casting (2), Material Casting, 
  Prepared Caster); CAM Wis
  
  46
  Spell Points 14
  Destruction Sphere – DC 15, Range Close (30 ft.), Talents 
  Energy Blade, Fire Blast, Sculpt Blast
    destructive blast 2d6 or 3d6 w/ 1 sp (fire blast)
  Warp Sphere – DC 15, Range touch, Talents none
    warp (1 sp, 30 ft.)
  TacTics
  Senia prefers the keep a distance from her targets, scouting 
  them out first before using her blooded strike and fire-based 
  destructive blasts to wear her opponents down over time while 
  keeping her distance with warp. When in danger, she will run 
  and use her salve and panacea to keep herself going strong. Se-
  nia usually uses her steady skill on Use Magic Device, so she 
  may make free use of her wands to keep her enemies at bay.
  sTaTisTics
  Str 8, Dex 16, Con 12, Int 12, Wis 18, Cha 13
  Base Atk +3; CMB +5; CMD 16
  Feats Extra Combat Talent, Extra Magic Talent, Spell Attack
  Martial Tradition Traveling Sage, PAM Wis, DC 15
  Talents Alchemy (formulae package, Salve, Panacea), 
  Equipment (Finesse Fighting, Spear Dancer, Staff Mastery, 
  Unarmored Training), Duelist (Ooze Ichor), Scout 
  Skills Acrobatics +9, Climb +6, Knowledge (arcane) +5, 
  Knowledge (planes) +5, Knowledge (geography) +5, Knowledge 
  (religion) +5, Perception +14, Sense Motive +12, Stealth +9, Use 
  Magic Device +10, Racial Bonus +2 Diplomacy, +2 Perception
  Languages Common, Celestial
  SQ improved adaptation (5/day), steady skill (4/day), 
  Combat Gear wand of vanish, wand of shield, wand of cure light 
  wounds, wand of grease; Other Gear cloak of resistance +1, ring of 
  protection +1, +2 spear, explorer’s outfit, 500 gp
  Derwyrdd Briarsoul
  Derwyrdd Briarsoul was raised amongst followers of the 7th 
  Sphere, and more specifically the cultists of Verdigris Vitalae. 
  Like many of the cultists, Briarsoul was initiated by participat-
  ing in an incantation known as ‘Awaken the Beast’. While most 
  commonly used to bestow a form of animal lycanthropy, the 
  cult preferred to sacrifice creatures with ties to plantlife. Bri-
  arsoul’s sacrifice was a dryad, which bestowed upon the sidhier 
  an even more pure fey alternate form, but cursed him making it 
  difficult to approach or be approached by animals. 
  Being a small cult, the verdigris vitalae would lend them-
  selves out as healers to secretly gather new members as well 
  as gather information on spreading the influence of the Forest 
  and its worshippers, which is what eventually brought Briarsoul 
  to Andrus. While secretly on a mission to find out the weak-
  nesses of the metropolis, the sidhier has found companionship 
  and goals that quite frankly are far more pressing than expand-
  ing the Forest.
  Derwyrdd Briarsoul   
   
   
          CR 8
  XP 4,800
  Male sidhier prodigy 8
  CG Medium humanoid (fey, shapechanger)
  Init +4; Senses low-light vision, Perception +15
  Aura warded against nature (DC 20)
  Defense
  AC 19, touch 14, flat-footed 15 (+4 Dex, +3 natural, +2 shield)
  hp 95 (8d8+56+8 FCB)
  Fort +5, Ref +13, Will +10
  DR 4/cold iron;
  Defensive Abilities entropic hope, lucky, reflect spell, wood-
  land stride
  Offense
  Speed 30 ft
  Melee +1 starknife ‘Verdant Star’ +14/+9 (1d4+7/x3), w/ energy 
  blade (+3d4 or +6d4 w/ 1 sp; plus entangle)
  Ranged destructive blast +10 ranged touch (3d4 or 6d4 w/ 1 sp; 
  plus entangle);
  Special Attacks energy blade, hard drinker, planar balancer, 
  scout (+10)
  Magic
  Caster Level 6 (8 w/ Nature); MSB +8, MSD 19, Concen-
  tration +15
  Tradition Wild Sidhe (Boons: Easy Focus, Overcharge, Draw-
  backs: Blast Focus [plantlife] (Destruction), Emotional Cast-
  ing, Somatic Casting (2), Wild Magic); CAM Cha
  Spell Points 15
  
  47
  Destruction Sphere – DC 20, Range Close (40 ft.), Tal-
  ents Bramble Blast, Energy Blade
    destructive blast 3d4 or 6d4 w/ 1 sp (bramble blast, energy 
  blade)
  Nature Sphere – DC 21, Duration concentration +2 rounds 
  or 8 rounds w/ 1 sp, Packages Plantlife, Range Close (45 ft.), 
  Talents Grow Plants, Lingering Nature
    entangle 10 ft. radius (plantlife, concentration)
    grow plants 10 ft. radius (plantlife, 1 sp, instantaneous)
    growth 4 plants (plantlife, 1 sp, instantaneous)
    pummel Large branch +13 (1d8+4), 10 ft. reach (plantlife, 
  concentration)
  TacTics
  Derwyrdd Briarsoul is under the constant effect of Fey Trans-
  formation, unless otherwise dispelled. Briarsoul’s equipment 
  (except his verdant star, monk’s outfit, handy haversack, and 
  its contents) are purposefully melded into his body while in 
  Fey Transformation so to help prevent others from stealing 
  his equipment. During Combat, he will usually open with his 
  destructive blasts, using his greenstep nature imbuement and 
  magic to devastate his enemies from a distance.
  Base Statistics
  When Derwyrdd Briarsoul’s shapeshift from the Transforma-
  tion feat is disrupted or suppressed, his statistics are: AC 16, 
  touch 14, flat-footed 12; DR none; Special Defenses loses 
  woodland stride
  sTaTisTics
  Str 8, Dex 18, Con 10, Int 14, Wis 12, Cha 25
  Base Atk +6/+1; CMB +5; CMD 19; Psych DC 22
  Martial Tradition Wild Sidhe, PAM Cha, DC 20
  Talents Alchemy (formulae package, Salve, Panacea), Athletics 
  (run package, mobile Striker), Baroom, Equipment (Tribal 
  Training, Throwing Mastery, Balanced Defense), Scout (Great 
  Senses)
  Feats Altered Life, Divine Fighting Technique (Way of the 
  Shooting Star), Extra Combat Talent (2), Transformation; 
  Associated Feats Disposable Weapon, Run, Spring Attack; 
  Traits Feral Speech, Grove Neophyte, Martial Training 
  (Starknife); Trait Drawback Warded Against Nature
  Skills Escape Artist +15, Handle Animal +15, Knowledge 
  (geography) +13, Knowledge (nature) +13, Sense Motive +12, 
  Spellcraft +13, Survival +9; Associated Skills Acrobatics +17, 
  Craft (alchemy) +14, Perception +15, Stealth +12; Racial 
  Bonus +2 Acrobatics
  Languages Common, Druidic, Elven, Sylvan, Treant
  SQ altered life, entropic hope, fey stepper, planar balancer, 
  transformation
  Combat Gear panacea (2), salve (4); Other Gear 
  verdant star, handy haversack, cloak of resis-
  tance +2, headband of alluring charisma +4, 
  alchemy crafting kit, backpack, bed-
  roll, belt pouch, flint and steel, 
  formula book, ink, inkpen, iron 
  pot, mess kit, monk’s outfit, 
  portable alchemist lab, soap, 
  torches (10), trail rations (5 
  days), waterskin
  Sage
  Chirambo
  Chirambo never had patience for other cuazaj. Where otheres 
  lemented the fall of their people and spent their days reliving 
  past glories, Chirambo set about at an early age to explore the 
  world and learn of its secrets, placing the here and now above 
  the past or the future. In his youth he met a wise man and 
  followed after him, learning from him the secrets of chi gong 
  and meditation. After spending a lifetime trying to spread such 
  teachings among his people and failing, Chirambo has set off 
  once again to find enlightenment on the road, hoping to learn 
  more about the world and to see what there is to see.
  Chirambo 
   
   
   
   
           CR 5
  XP 1,600
  Old Male Cuazaj Sage 5
  TN Small Humanoid (human)
  Init +3; Perception +11
  
  48
  Defense
  AC 21, touch 19, flat-footed 19 (+2 deflection, +2 Dex, +2 natural 
  armor, +4 sage, +1 size)
  hp 26 (5d8)
  Fort +7, Ref +8, Will +10; +2 vs disease, mind-affecting, poison, 
  exhaustion, and fatigue
  Resistance acid 5, electricity 5
  Weaknesses vulnerability to cold and sonic
  Offense
  Speed 45 ft
  Melee chi gong +5 touch (3d6)
  Ranged chi gong +5 touch (3d6) or up to 4 chi gong +2 (3d6, 
  requires focus)
  Special Attacks quazaj assault (5 rounds)
  Alternate Racial Trait quazaj assault
  Magic
  Caster Level 5; MSB +5, MSD 16, Concentration +8
  Casting Tradition None, CAM Wis, DC 16
  Destruction Sphere – DC 16, Range Close (30 ft.), Talents 
  (no base sphere), Energy Wall, Guided Strike, Rebuff
  Divination Sphere – DC 16, Duration divine 
  (concentration), sense (5 hours), Range medi-
  um (150 ft.), Talents Viewing
    Divine (Divine, Divine Life)
    Sense (Read Magic)
  TacTics
  Chirambo prefers to keep his distsance 
  from his opponents, raining ranged chi 
  gong onto his enemies with the Barrage 
  sphere and his Destruction talents. 
  With his fast movement he can usually 
  keep away from enemies, and he isn’t 
  above running if he doesn’t think 
  he can win, returning when circum-
  stances are more opportune for him.
  sTaTisTics
  Str 6, Dex 14, Con 10, Int 12, Wis 
  18, Cha 12
  Base Atk +2; CMB +1; CMD 14
  Feats Extra Combat Talent, Extra 
  Magic Talent (2), Skill Focus (Athletics)
  Martial Tradition Free Runner, PAM 
  Wis, DC 15
  Talents Athletics (Run/Leap packag-
  es, Expanded Training, Wall Stunt, 
  Mobile Striker, Swift Movement), 
  Barrage (Hammering Shots, Mobile 
  Focus, Spinning Shot), Equipment 
  (Finesse Fighting)
  Skills Acrobatics +14, Diplomacy +9, 
  Escape Artist +10, Perception +12, Sense 
  Motive +12
  Languages Auran, Common, Elvish
  SQ breezeflight, esoteric training (ki blaster, 
  2 rounds), esotery (meteor shower, restorative 
  blast), ki pool (6), meditation (2d6), wings
  Combat Gear potion of invisibility (2); Other 
  Gear cloak of resistance +1, ring of protection +2, 
  monk’s outfit, 900 gp
  Kuro
  Kuro was orphaned at a young age and taken in by a monas-
  tery of monks. As he grew up he showed great promise in their 
  way and was taken on as a pupil under the Grandmaster and 
  his grandson, Yuri. Both showed great potential however Yuri 
  craved power whereas Kuro desired serenity. When Kuro was 
  chosen to inherit the Path to Nirvana (the large scroll he wears 
  on his back), Yuri revolted along with those who believed he 
  should be the chosen. Though the battle was bloodied, Kuro 
  managed to escape with the help of the Grandmaster. The 
  Grandmaster tasked him to find Shangri La to hide the scroll 
  there away from Yuri. Yuri and his followers hunt Kuro at every 
  turn to get their hands on the scroll.
  Kuro 
   
   
   
   
   
           CR 8
  XP 4,800
  Male Human Sage 8
  NG Medium Humanoid (human)
  Init +7; Perception +18
  Defense
  AC 33, touch 29, flat-footed 26 (+4 armor, +2 deflection, +7 Dex, 
  +10 sage)
  hp 46 (8d6+16)
  Fort +10, Ref +15, Will +15
  Offense
  Speed 45 ft
  Melee chi gong +11 touch (4d6) or chi gong +9 touch (4d6), 
  chi gong +9 touch (4d6)
  Ranged none
  Special Attacks Sweep +12, Infuser (DC 22)
  Magic
  Caster Level 8, MSB +8, MSD 19, Concentration 
  +16
  Casting Tradition None, CAM Wis, DC 22
  Enhancement – DC 22, Range close (45 ft.), 
  Talents (no base sphere), Animate Object, Steal 
  Senses
  Life Sphere – DC 22, Range touch, Talents 
  Break Enchantment, Restore Movement, Restore 
  Senses
   
  cure (3d8+8)
    invigorate (+8, 1 hour)
    restore (1d4 ability damage, fatigued, sickened, 
  shaken, staggered, dazzled, movement, senses, 
  +1 sp: remove magic)
  TacTics
  Kuro does not relish fighting, and prefers to 
  remain highly mobile with Mobile Striker 
  and his other Athletics talents, so he can 
  keep himself safe and escape as necessary. 
  When a fight can not be avoided, he buffs him-
  self up with his enhancer powers, giving himself 
  a +6 bonus to Dexterity, a +6 to Wisdom, 3 regen-
  eration, and +4 armor, all of which are reflected in his 
  statistics.  When fighting, Kuno dual wields chi gong 
  strike, using his infuser power (and his sweep, if cornered) 
  to trip up his opponents before landing devastating blows. He 
  can also animate objects to help him fight.
  Base Statistics
  
  49
  If for some reason these bonuses are lost, he uses the following 
  bonuses: AC 20, touch 20, flat-footed 17 (+3 Dex, +7 sage), Init 
  +3, Fort +8, Ref +10, Will +11, Melee chi gong +7 touch (4d6) 
  or chi gong +5 touch (4d6), chi gong +5 touch (4d6), Special 
  Attacks Sweep +9, Infuser (DC 18), Str 11, Dex 18, Con 14, 
  Int 10, Wis 20, Cha 10, CMB +8; CMD 26, Skills Acrobatics 
  +20, Climb +11, Escape Artist +18, Knowledge (planes) +11, 
  Perception +16, Sense Motive +16, Stealth +15
  sTaTisTics
  Str 11, Dex 24, Con 14, Int 10, Wis 26, Cha 10
  Base Atk +4; CMB +8; CMD 33
  Feats Counterspell, Dispelling Attack, 3 feats, Skill Focus 
  (Escape Artist, Acrobatics)
  Martial Tradition Free Runner, PAM Wis, DC 22
  Talents Athletics (run/leap/climb packages, Expanded train-
  ing, Mobile Striker, Moving Target, Swift Movement, Wall 
  Stunt, Whirlwind Flip), Dual Wielding, Equipment (Finesse 
  Fighting), Open Hand
  Skills Acrobatics +23, Climb +11, Escape Artist +21, Knowledge 
  (planes) +11, Perception +19, Sense Motive +19, Stealth +18
  Languages Common
  SQ chi gong (4d6), esotery (mental escalation, hardened skin 
  (+4), healing factor (regeneration 3), maneuver master), esoteric 
  training (enhancer (+6), infuser (DC 20)), ki pool (13 points), 
  meditation (4d6)
  Combat Gear potion of invisibility (5), potion of water walk, 
  potion of gaseous form; Other Gear ring of protection +2, cloak 
  of resistance +2, headband of inspired wisdom +2, belt of incredible dex-
  terity +2, robe of blending, 1,600 gp
  Troubadour
  Owen le Rouge
  Owen was born heir to the Le Rouge fortune and business em-
  pire and was raised and trained accordingly, spending his youth 
  at a bardic boarding school, learning magic and diplomacy in 
  preparation for taking over the family business.b f    
  It was an open secret that the Le Rouge fortune was built as 
  much on criminal activity as legitimate business, but not even 
  Owen knew how dark his father’s underworld contacts really 
  were. Owen’s father trafficked with diabolists as well as crimi-
  nals, and when a demon made him an offer in exchange for the 
  lives of his family, he accepted the deal.
  The assassins came for Owen while he was away at school, al-
  most killing him, and in the end Owen only escaped death by 
  faking his death in front of the assassins. With his family dead 
  and his father guilty, Owen began to live under a new, assumed 
  identity, using his training to live convincingly. Now he seeks 
  to build himself a new life as Lord Denarei, a deposed noble 
  from an obscure distant country, building allies to ‘take his 
  throne back’. With the help of his many identities (the 
  servant Jode and the bard ‘The Great Babalo’), Owen 
  seeks to build up Lord Denarei’s reputation until he has 
  the power and influence to see his father’s empire de-
  stroyed, and relishes the day he can reveal his true self 
  and see the look on his father’s face when he sees who it 
  was that destroyed him.
  Owen Le Rouge 
   
   
   
           CR 5
  XP 1,600
  Male Human Troubadour 5
  TN Medium Humanoid (human)
  Init +3; Perception +5
  Defense
  AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
  hp 26 (5d8)
  Fort +2, Ref +8, Will +5 (+2 to all saves in base or Lord Denarei 
  personas)
  Offense
  Speed 30 ft
  
  50
  Melee rapier +6 (1d6) or rapier +4 (1d6), dagger +4 (1d4)
  Ranged dagger +6 (1d4) or dagger +4 (1d4), dagger +4 (1d4)
  Special Attacks Fencing (+1d6, +2d6 skewer)
  Magic
  Caster Level 3; MSB +5, MSD 16, Concentration +9
  Casting Tradition Rover, CAM Cha, DC 14
  Spell Points 9
  Illusion Sphere – DC 14, Range close (30 ft.), Talents In-
  visibility
    trick (3 min.)
    illusion (1 sp, Large, concentration)
  Life Sphere – DC 14, Range touch, Talents none
    cure (1d8+3)
    invigorate (+3, 1 hour)
    restore (1d4 ability damage, fatigued, sickened, shaken, 
  staggered, dazzled)
  TacTics
  When facing opponents on his own, Owen prefers to make 
  himself invisible, then strike from the shadows with his dual 
  wielding and the Skewer talent to deal significant damage. If 
  facing multiple opponents, he will turn invisible every round af-
  ter attacking, using his Mystic Focus feat to refresh his martial 
  focus at the same time.
  When facing enemies in a group (usually disguised as Lord 
  Denarei), he will empower his allies with tactics and shouts, 
  trusting in Defensive Whirl to keep himself alive and his tactics 
  to help him flank and dispose of the enemy.
  The statistics given here are Owen’s base form. When using 
  one of his personalities, he makes the following adjustments:
  Lord Denarei (Hero)
  Quirks Paragon (+2), Greater Paragon, Martial Prowess 
  (Defensive Whirl (Dual Wielding))
  Melee rapier +8 (1d6) or rapier +6 (1d6), dagger +6 (1d4)
  Ranged dagger +8 (1d4) or dagger +6 (1d4), dagger +6 (1d4)
  Special Attacks Fencing (+2d6, +3d6 skewer)
  Jode (Cunning Servant)
  Quirks Greater Aid, Greater Inspiration, Underworld 
  Inspiration
  SQ Inspiration pool (3/day)
  The Great Babalo (Mentor)
  Quirks Channel Energy (2d6 positive, 4/day), Magic Training 
  (Restore Health, Restore Senses)
  Caster Level 4th
  Talents Illusion (Invisibility), Life (Restore Health, Restore 
  Senses)
  sTaTisTics
  Str 10, Dex 16, Con 10, Int 13, Wis 10, Cha 18
  Base Atk +3; CMB +3; CMD 16
  Feats Mystic Focus, Extra Combat Talent x4
  Martial Tradition Rover, PAM Cha, DC 14
  Talents Equipment (Dancer Training, Finesse Fighting), Dual 
  Wielding (paired proficiency), Fencing (Ankle Strike, Skewer, 
  Wide Open), Gladiator, Warleader
  Skills Acrobatics +11, Bluff +12 (+18 to prot. personas), Climb 
  +4, Diplomacy +12, Disable Device +11, Disguise +12s), Escape 
  Artist +11, Intimidate +12, Knowledge (arcana) +5, Knowledge 
  (local) +5, Linguistics +5, Perception +5, Perform (Singing) +12, 
  Sense Motive +8, Stealth +11, Swim +4
  Languages Common, Sylvan, Draconic
  SQ Actor Training (Seducer, Renown), flexible truth (DC 17), 
  master of disguise (+6), performer’s synergy (+2), Personas (3), 
  quick change (2/day)
  Combat Gear potion of jump (2), potion of cat’s grace (2), 
  quick runner’s shirt; Other Gear +1 chain shirt, cloak of resistance 
  +1, mwk daggers (10), +1 rapier, entertainer’s outfit, artisan’s 
  outfit, noble’s outfit, jewelry (100 gp), signet ring, mwk thieves 
  tools, disguise kit, 579 gp
  Jitabha
  Royal by birth but exiled when her tiefling traits manifested, 
  Jitabha is an abject hedonist who has dedicated herself to not 
  just reclaiming her former position, but exceeding it and taking 
  over the world.
  Jitabha  
   
   
   
   
           CR 8
  XP 4,800
  Female Tiefling (Rakshasa) Troubadour 8
  TN Medium Outsider (native)
  Init +0; Perception -1
  Defense
  AC 19, touch 11, flat-footed 19 (+7 armor, +1 deflection, +1 nat-
  ural armor)
  hp 55 (8d8+16)
  Fort +5, Ref +7, Will +6
  Offense
  Speed 30 ft
  Melee +2 greatsword +12 (2d6+8)
  Special Attacks  brutal strike (+12 damage)
  Magic
  Caster Level 4; MSB +8, MSD 19, Concentration +11
  Casting Tradition None, CAM Cha, DC 14
  Spell Points 11
  Alteration Sphere – DC 14, Duration 4 minutes, Range 
  touch, Talents Animalistic Transformation, Greater Transfor-
  mation, Size Change
    shapeshift (2 traits)
  TacTics
  Jitabha prefers to get upclose and personal with her enemies, 
  transforming herself to become as powerful as possible and 
  smashing her enemies wth brutal strikes.
  While Jitabha can and does use disguises and intrigue to help 
  her get what she wants, she is not too particular about her per-
  sonas, instead prefering to focus on whatever destroys her en-
  emies quicker.
  Personas
  Fool/Hero Persona
  Quirks Martial Prowess, Hopeless Bumbler, Goof’s Curse
  Melee +2 greatsword +14 (2d6+8)
  Special Attacks Goof’s Curse (DC 17), Hopeless Bumbler 
  (DC 17)
  Feats Vital Strike
  
  51
  Cunning/Mentor Persona
  Quirks 
  Magic 
  Training, 
  Underworld 
  Inspiration, 
  Unconventional Inspiration (Bluff)
  Caster Level 6
  Talents Alteration (Animalistic Transformation, Fiendish 
  Transformation, Greater Transformation, Size Change)
  SQ Inspiration 5/day
  Lover/Villain Persona
  Quirks Ingenue, Complete Monster, Villainous Monologue
  Skills Bluff +14 (+20 to appear innocence)
  SQ Intimidate skill unlocks
  sTaTisTics
  Str 18, Dex 10, Con 14, Int 12, Wis 8, Cha 16
  Base Atk +6/+1; CMB +10; CMD 20
  Feats Arcane Empowerment, Extra Magic Talent, Furious 
  Focus, Power Attack
  Martial Tradition Heavy Armsman (sub. Knightly Training), 
  PAM Cha, DC 16
  Talents Berserker (Beat Down, Bell Ringer, Decapitate, 
  Heavy Swing), Equipment (Armor Training, Knightly Training, 
  Guardian (patrol package)
  Skills Bluff +14/+18, Diplomacy +14, Disguise +14, Intimidate 
  +14, Knowledge (nobility) +12, Knowledge (local) +12, Linguistics 
  +12. Perform (act) +14, Sense Motive +10, Stealth +11
  Languages Abyssal, Common, Draconic, Dwarven, Elvish, 
  Giant, Gnomish, Goblin, Infernal, Orc, Sylvan
  SQ Actor Training (Greater Lies, Rapid Change, Skillful Faker, 
  Versatile Performance (Act)), Flexible Truth, Quick Change (2/
  day), Master of Disguise +7
  Combat Gear potion of invisibility; Other Gear +1 wild 
  breastplate, +2 greatsword, +1 cloak of resistance, +1 amulet of natural 
  armor, +1 ring of protection, 3,000 gp
  
  52
  Compatibility with the Pathfinder® Roleplaying Game requires the Path-
  finder® Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/
  pathfinderRPG for more information on the Pathfinder® Roleplaying Game. 
  Paizo, Publishing, LLC does not guarantee compatibility, and does not endorse 
  the product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Inc.; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Spheres of Power © 2014 Drop Dead Studios LLC, Author Adam Meyers
  Spheres of Might © 2017 Drop Dead Studios LLC, Authors Adam Meyers, 
  Ehn Jolly, Michael Sayre, Andrew Stoeckle
  Player’s Guide to Skybourne© 2016 Drop Dead Studios LLC, Author Adam 
  Meyers, Mike Myler, David Silver
  Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, John Ben-
  nett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. 
  Emerson, Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitch-
  cock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Rad-
  ney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David 
  Schwartz, Mark Seifter, Linda Zayas-Palmer.
  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 Ultimate Magic. © 2011, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCrea-
  ry, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCrea-
  ry, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. 
  Stephens, and Russ Taylor.
  Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn.
  Pathfinder Player Companion: Champions of Corruption © 2014, Paizo 
  Inc.; Authors: Paris Crenshaw, Jim Groves, Sean McGowen, and Philip Minchin.
  Pathfinder Player Companion: Divine Anthology © 2016, Paizo Inc.; Au-
  thors: Alexander Augunas, Russ Brown, John Compton, Alex Riggs, and David 
  Ross.
  Pathfinder Player Companion: Heroes of the Wild © 2015, Paizo Inc.; Au-
  thors: Tyler Beck, Pedro Coelho, Justin Juan, Mikko Kallio, Jason Keeley, Nick 
  Salestrom, and William Thrasher.
  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, Ste-
  phen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, 
  and Russ Taylor.
  Pathfinder Roleplaying Game: Ultimate Equipment (OGL) © 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, Russ Taylor, and numerous RPG 
  Superstar contributors.
  Bloodforge, © 2014, Dreamscarred Press, LLC; Author: Matthew Ryan Me-
  deiros, Jade Ripley, based on material by Owen K.C. Stephens.
  Ultimate Charisma. © 2015, Everyman Gaming, LLC; Author; Alexander 
  Augunas.
  Spheres of Power: Expanded Options © 2015, Authors: Adam Meyers, J 
  Gray, James Mars, Michael Sayre & Douglas Schaub
  The Battlemage’s Handbook © 2016, Drop Dead Studios; Author: Andrew 
  J. Gibson
  The Destroyer’s Handbook © 2016, Drop Dead Studios; Author: Andrew 
  Stoeckle
  The Diviner’s Handbook © 2016, Drop Dead Studios; Author: Derfael Ol-
  iveira
  The Enhancer’s Handbook © 2016, Drop Dead Studios; Author: Marcus 
  Dirr
  The Geomancer’s Handbook © 2015, Drop Dead Studios; Author: Derfael 
  Oliveira
  The Illuminator’s Handbook © 2016, Drop Dead Studios; Author: Amber 
  Underwood
  The Shapeshifter’s Handbook © 2016, Drop Dead Studios; Author: Andrew 
  Stoeckle
  The Telekinetic’s Handbook © 2015, Drop Dead Studios; Author: Amber 
  Underwood
  Worlds of Power © 2015, Drop Dead Studios; Authors: Wm Jay Carter III, 
  Richard Cramer, and Alexander Corrin
  Fantastical Creatures & How to Survive Them: A Student’s Guide for Ad-
  venture & Study © 2016, Drop Dead Studios; Author: Adam Meyers, Andrew 
  Stoeckle, Derfael Oliveira, Michael Uhland, Douglas Schaub, John Little, Case 
  Hayes
  
  Spheres of Power changed the way casters worked. Spheres of Might did the same for 
  martial combatants. In Champions of the Spheres, both of the ‘Spheres’ systems are mar-
  ried together into a unified whole to provide players with a plethora of options to 
  craft a multitude of characters to fit whatever concept they want to roll! 
  Within Champions of the Spheres you’ll find:
  •
  3 New Classes: The Prodigy, who can do just about anything he puts his mind
  to, the Sage, who mixes ki powers and magic prowess to great accomplishment,
  and the Troubadour, who can change his face, and his powers, to whatever the
  situation requires.
  •
  Player Options: New archetypes, new feats, and other class options to better
  mix the Spheres of Might and Spheres of Power systems.
  •
  Unified Traditions: Unified Traditions mix casting traditions and martial tra-
  ditions into a single whole, reducing character creation time and better gener-
  ating a complete character concept for players both new and old.
  Come take a look and unlock the secrets of the Champions of the Spheres!
  Champions of the Spheres
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Drop Dead Studios/Champions of the Spheres.pdf