TEXT: 1
  
  2
  This work is dedicated to the memory of Steve Russell who encouraged us to be pursue our wildest imaginings.
  All hail the Autumn King!
  Designer: Christen N. Sowards
  Editor: James Durchenwald
  Cover Art and Background: Zefanya Maega
  Interior Art: Dimas Wijil Pamungkas, Dio Mahesa, Jocelyn Sorvida, Zefanya Maega
  Graphic Design: Christen N. Sowards, James Durchenwald
  Graphic Elements: Evan Monterio
  Playtesters: Aaron Gulledge, Donald J. Decker, James Durchenwald, Matt Groen, Michael Lefavor, Orion Peterson, Shawn Rhoades, 
  Vanessa Moon
  Special Thanks to Owen K.C. Stephens and Steve Russell for their contributions to 3pp Gaming. All references to Rite Publishing or  Rogue 
  Genius products are by permission only.
  Compatibility with Ultimate Psionics requires Ultimate Psionics: Core Psionics System from Dreamscarred Press. See http://
  dreamscarredpress.com for more information on Ultimate Psionics. Dreamscarred Press does not guarantee compatibility, and does not 
  endorse this product.
  Psionics Unleashed is copyright 2010 Dreamscarred Press and is referenced with permission.
   Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/
  pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does 
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  3
  Introduction ..................................................................................................4
  Sources in Pathfinder ..........................................................................................4
  Source Origins .....................................................................................................5
  Liminal Conformations & Mental Source Origins ............................................5
  Lore: Aether and Ether ..................................................................................7
  Application: Energetic Classifications ..................................................................7
  Liminal Agents – Mental Power Sources in Pathfinder ........................................7
  Liminal Planar Source Origins: .............................................................................7
  Ethereal – Psychic Magic .....................................................................................7
  Astral – Psionic Power .........................................................................................8
  Shadow – Antipodism/Shadow Magic .................................................................8
  Archetypes & Alternate Class Features ..........................................................9
  Archetypes ....................................................................................................9
  Darkside Defender (Fighter Archetype) ...............................................................9
  Grinning Shadow (Rogue Archetype) ................................................................10
  Mirrormind (Psion Archetype)...........................................................................11
  Mnemonic Guardian (Aegis Archetype) ............................................................11
  Momentus (Psychic warrrior Archetype) ...........................................................12
  Phobius (Mesmerist Archetype) ........................................................................12
  Phrenic Surger (Psion Archetype) ......................................................................13
  Shadowed Keeper (Occultist Archetype) ...........................................................13
  Alternate Class Features ..............................................................................14
  New Cryptic Insights: .........................................................................................14
  New Kineticist Utility Wild Talents:....................................................................14
  New Wilder Surge Type: ....................................................................................15
  New Legend: The Mystic ..............................................................................15
  Feats ...........................................................................................................16
  Akashic Infusion (Liminal, Akashic) ....................................................................16
  Astral Flare (Liminal, Psionic) .............................................................................16
  Bearer of Burdens..............................................................................................16
  Cross-Source Infusion (Liminal) .........................................................................16
  Conflux of Energy (Liminal)................................................................................17
  Crux of Power (Liminal) .....................................................................................17
  Draw Residuum (Liminal, Occult, Psionic) .........................................................17
  Dual Influence (Host, Liminal) ...........................................................................17
  Echo Strike (Liminal) ..........................................................................................18
  Emotive Resonance (Liminal) ............................................................................18
  Empowering Shade (Liminal, Metamagic. Psionic) ............................................18
  Ether Bloom (Liminal, Psionic) ...........................................................................18
  Etheric Sheath (Liminal) ....................................................................................18
  Evolve Imprint (Liminal) .....................................................................................19
  Expansive Amplification (Liminal) ......................................................................19
  Extra Soul Step (Liminal, Occult)........................................................................19
  Extra Trinity State (Liminal) ...............................................................................19
  Focal Infusion (Liminal, Occult) .........................................................................19
  Great Need (Liminal) .........................................................................................19
  Harvest Residuum (Liminal, Occult, Psionic) .....................................................20
  Infuse Emotion (Liminal) ...................................................................................20
  Karmic Balancer (Liminal) ..................................................................................20
  Karmic Pool (Liminal) .........................................................................................21
  Lasting Manifestation (Liminal) .........................................................................21
  Liminal Imprint (Liminal) ...................................................................................21
  Liminal Self (Liminal) ...................................................................................21
  Meritorious Memento .......................................................................................22
  One Mind (Liminal, Psionic) ...............................................................................22
  Passenger’s Vision (Host, Liminal) .....................................................................22
  Persistent Self (Liminal) .....................................................................................22
  Phrenic Blade (Liminal, Psionic) .........................................................................22
  Potent Sleeper (Liminal) ....................................................................................23
  Psychometric Advantage (Liminal) ....................................................................23
  Residual Recharge (Liminal, Occult) ..................................................................23
  Residual Recovery (Liminal) ...............................................................................23
  Rising Insight (Liminal, Occult) ..........................................................................23
  Shadeborn Synergy (Liminal, Psionic) ................................................................23
  Spectral Generator (Liminal, Psionic) ................................................................24
  Tidal ki ...............................................................................................................24
  Twined Tethers (Occult) .....................................................................................24
  Unconscious Awakening (Liminal) .....................................................................24
  Vital Magic (Liminal) ..........................................................................................25
  Flaws ...........................................................................................................25
  Shadow Self (Flaw) ............................................................................................25
  Tidal Power (Flaw) .............................................................................................25
  astral antiquarian ........................................................................................27
  Requirements ....................................................................................................27
  Class Skills ..........................................................................................................27
  Class Features ....................................................................................................27
  Athanatism Implements ....................................................................................30
  Clairsentience Implements ................................................................................31
  Metacreative Implements .................................................................................32
  Psychokinetic Implements .................................................................................34
  Psychometabolism Implements ........................................................................35
  Psychoportation Implements ............................................................................36
  Telepathy Implements .......................................................................................38
  Blackblade Breaker ......................................................................................40
  Requirements ....................................................................................................40
  Class Skills ..........................................................................................................41
  Class Features ....................................................................................................41
  Dreamsealer ................................................................................................42
  Requirements ....................................................................................................42
  Class Skills ..........................................................................................................42
  Class Features ....................................................................................................42
  Eye of the Storm ..........................................................................................45
  Requirements ....................................................................................................45
  Class Skills ..........................................................................................................45
  Class Features ....................................................................................................45
  Gyreblade ....................................................................................................47
  Requirements ....................................................................................................47
  Class Skills ..........................................................................................................47
  Class Features ....................................................................................................47
  Shadowed  Packmaster ................................................................................50
  Requirements ....................................................................................................50
  Class Skills ..........................................................................................................50
  Class Features ....................................................................................................50
  Souldancer ..................................................................................................52
  Requirements ....................................................................................................52
  Class Skills ..........................................................................................................53
  Class Features ....................................................................................................53
  Tribemind ....................................................................................................55
  Requirements ....................................................................................................55
  Class Skills ..........................................................................................................56
  Class Features ....................................................................................................56
  Trinity Mage ................................................................................................57
  Requirements ....................................................................................................57
  Class Skills ..........................................................................................................57
  Class Features ....................................................................................................57
  Running Liminal Power Campaigns ...................................................................61
  Introducing liminal power to pre-existing game................................................61
  Liminal Campaign Factions ..........................................................................62
  Etheric Exploration League ................................................................................62
  The Children of Goldenmount  ..........................................................................62
  Parities of Hyraeatan  ..................................................................................62
  Orphans of the Shattered Sun ...........................................................................63
  Silver Tomb ........................................................................................................63
  New Psionic Powers: .........................................................................................65
  Astral Infusion ...................................................................................................65
  Manifest Liminal Self .........................................................................................65
  Appendix I: ASTRAL CONSTRUCTS .....................................................................66
  Appendix I: Metamorphosis ........................................................................68
  Table of Contents
  
  4
  Introduction
   
  Welcome to the Book of Beyond: Liminal Pow-
  er. In the Pathfinder Roleplaying Game, we are ben-
  efited by the vast expanse of third party content and 
  the additional option of reverse compatibility with the 
  world’s oldest fantasy role-playing game. While new 
  system innovations like the Pathfinder Roleplaying 
  Game Occult Adventures rule-set are often meant to 
  improve and replace older elements, the advent of 
  other parallel systems might result in gaming groups 
  or GMs that want to embrace both options within the 
  same campaign.
   
  The focus of this book then is to explore the 
  nature of planar lore that can justify both psychic 
  magic and psionic powers in the same campaign. On 
  the way we visit the Shadow plane and add support 
  for some of those classes that Source that plane as 
  well.
   
  To begin the dialogue we need to address the 
  concept of Source in the Pathfinder Roleplaying game.
  Sources in Pathfinder
  Some rules expansions reference magic systems that 
  draw on specific Sources of power. GMs have the final 
  say on what power Source an effect comes from in 
  their campaign. For purposes of this product, six major 
  types of Sources of power are referenced:
  Arcane - The power of the universe drawn through the 
  innate gifts of Sorcerers and studied in the tomes of 
  Wizards. Bards, bloodragers, magi, and other innate 
  magic users are generally in this category. These 
  casters are students of the nature of reality, learning 
  the hidden rules or living examples of exceptions to 
  them. Often affiliated with the Elemental Planes. 
  Divine - The power of the Gods, drawn through 
  creation and returned to their mortal vessels. By 
  default clerics, oracles and druids use this power 
  source. Some GMs may wish to attribute the spell-like 
  abilities of outsiders that come from spiritual realms or 
  have aligned subtypes to this source. Often affiliated 
  with the Outer Planes.
  Entropic - The power of system failures in the universe, 
  loopholes in Creation’s laws and channeling broken 
  entities of great power. Binders, chaos mages, and other 
  users of fragmentary, shattered or flawed energies 
  likely derive their powers from this Source. Most often 
  affiliated with shard or demiplanes, sometimes with 
  the Astral
  Primal - The raw power of the cosmos and the natural 
  energies of the world. Some GMs may wish to re-
  assign Druids this power source. Other examples of the 
  Material Source would include characters that rely on 
  extremes of skill such as fighters, rogues, and martial 
  initiators. Most often Prime Material in nature. 
  
  5
  Mental - The power of the mind unlocked through 
  self-awareness or rigorous study. Psions, psychics, 
  wilders and similar classes fit this power source. Some 
  campaigns may wish to assign ki using classes like 
  monk or stalker to this Source.
  Temporal - The power of the flow of time. Exploited 
  by time thieves, time reavers and time wardens alike 
  to alter the course of reality. For more information on 
  temporal magic and mechanics refer to the Genius 
  Guide to the Time Warden or Genius Guide to the Time 
  Thief, and the motes of time mechanic by Owen K. C. 
  Stephens and Rogue Genius Games.
  Source Origins
  While not always necessary, further defining a planar 
  origin for a Source can help differentiate it from 
  similar abilities. The same source type with different 
  planar origins still can count as different sources for 
  the mechanics of this book. For instance an occultist/
  soulknife can still become a gyreblade even though 
  both Sources are mental because each class could still 
  be sourcing a different planar Source Origin.
  Examples of Source Origins include:
  • (Astral Psionic)
  • (Ethereal Psychic)
  • (Elemental Arcane)
  • (Shadow Arcane)
  • (Outer Divine)
  • (Positive Divine)
  • (Material Primal)
  • (Astral Temporal)
   
  The examples are just the barest minimum 
  of possible combinations. Determining these Source 
  Origins help define interaction between different types 
  of characters and enrich the options for storytelling in 
  your games.
   
  As with Source type a GM has the final say on 
  whether an ability has a specific planar origin and the 
  implications for their game. Generally speaking Source 
  Origin notations should include both Plane and Source 
  Super-Type (see sidebar).
  Liminal Conformations & Mental 
  Source Origins
  When considering the Mental Source, most psions 
  and psychics would simply tell you that their pow-
  er is their own. While true it is by will alone most 
  such power users accomplish their deviations from 
  mundanity, the nature of their abilities generally still 
  adheres to the fundamentals of energetics (wherein 
  no power may created or destroyed whole-cloth), ex-
  presses a liminal transposition and can most often be 
  classified in the following liminal conformations:
  • Astral Generatives – This is the most common 
  group of psionic entities. Such beings have 
  achieved heightened consciousness enough to 
  express advanced astral energy. This energy in 
  normal effervescence coalesces along the tangent 
  edge of the material and astral worlds. This results 
  in the standard para-reality of the Astral. The 
  Astral Generative instead introduces their thought 
  energy directly into the material world allowing 
  alteration of reality, expression of constructed 
  ectoplasmic forms, and telekinetic manipulation 
  of matter and energy.
  • Astral Collectives – A secondary group of psychic 
  and psionic beings, this category has for various 
  reasons a capacity to draw on rare As-
  tral backflows where bleeding thought 
  Rules Element:
   
  Source Super-Types - While it 
  may seem complicated the Pathfinder 
  Roleplaying Game already makes use of 
  Source super-types for magic. Arcane, 
  Divine and now Psychic magic already 
  add super-descriptors to magic that 
  characters cast. These descriptors are 
  class-based and not listed in spells. By 
  acknowledging and expanding them we 
  can see there are exciting potentials for 
  interaction. A GM should feel free to use 
  and alter super-types in their campaigns 
  to support those stories and characters. 
  
  6
  energy riptides into the material. It is postulated 
  that some species develop Astral Collectives in re-
  sponse to high Astral permeation. Such individuals 
  become communal aspects of Will and fortify the 
  Collective Unconscious.
  It is worth noting that most Astral Liminals maintain a 
  state of “focus” that they seem to be able to achieve 
  through intense meditation though often this state is 
  disrupted by powerful expenditures of Will.
  • Etheric Conduits – This psychic conformation 
  rivals and mirrors the commonality of Astral Gen-
  eratives. As opposed to being a thought-energy 
  generator, the Etheric Conduit rather achieves an 
  open state allowing the natural bloom of Ethereal 
  Flow and its energies within them. Harnessing the 
  primal potentials is then the quintessential act of 
  Will. Greater willpower can congeal, organize and 
  store more of these proto-energies for later use.
  • Etheric Sympaths – A slightly rarer category of 
  conformation, the Sympathetic rely on emotion 
  connections with proto-materials and energies 
  and spiritual entities that have become mired 
  in Etheric backflow. These beings use Will as a 
  beacon to amplify emotive resonance and call the 
  desired energetic or material effects. Their man-
  ifestations and castings are often wild, primal or 
  drawn forth spiritual entities.
  Mentalists with Etheric Liminal conformations often 
  have to concentrate residual energies which may fuel 
  phrenic pulses of extreme resonance or settle into the 
  more rhythmic expression called ki.
  Other Liminal mentalists are also thought to exist but 
  as specifics are unknown, the may exist in indetermi-
  nate numbers. Examples could include:
  • Shadow Reactives – Mentalists that express a 
  Shadow Plane derived liminal conformation are 
  most likely to manifest expressions that mirror 
  existing manifestations or actions in the Material 
  Plane. As such their powers seem most often to 
  be derivative or forms of mimicry. Some echoes 
  and shapeshifters display clear affiliation with this 
  conformation. Shadow Generatives exist as a the-
  oretic possibility but have yet to be observed with 
  any regularity.
  • Phagic Entrophs – Probably not true Mental 
  Source users, the existence of Entropics with a 
  specific affinity for Mental Source consumption is 
  too frequently observed to be denied. A periphery 
  of this Phagic predation grants many such entities 
  abilities common to Mental Source users and they 
  are frequently mistaken for such. The possibility of 
  the organization of such beings is something the 
  Multiverse should fear.
  
  7
  Lore: Aether and Ether
  Ahnula regarded the plinth and triple checked her 
  translations. The symbol was there, so much like her 
  own people’s ancient symbol for the dream river they 
  called Ether. But the crumbling column of rock threw 
  itself in the face of her people’s teachings. A sea of 
  memory, as silver as thought itself was described and 
  named: Aether…
  -Ahnula Fareye, the Book of Beyond
  In a world that can allow so many sources of mystical 
  energy, the restriction of just psychic or only psionic 
  energies is not going to satisfy every explorer into 
  the nature of magic. It is possible to explore psychic 
  and psionic phenomena as a simple matter of ener-
  getic biases. In this view the balancing nature of both 
  mentalists can be viewed in the context of cosmo-
  logical powers. The Astral and Ethereal planes have 
  long been affiliated with these supernatures and their 
  expressions. The answers we need may lie in their 
  relative natures.
  The Astral plane is often described as the Plane of 
  Thought. It contains conduits and phenomena that 
  lead to the Outer Worlds and realms of the Gods. For 
  our purposes, the Astral can be seen as thought-influ-
  enced.
  The Ethereal plane is often characterized as a primal 
  soup of post-elemental, proto-reality. It contains pock-
  ets of demiplanar matter and dream worlds. Chaos 
  with pure streams of basic power and intentional po-
  tentiation. For our purpose, the Ethereal can be seen 
  as thought-influencing.
  The energy connection to a mentalist and its power 
  is likely to have been shaped by bias for one of these 
  connective planes. The energy of the being when As-
  tral-active we can think of as Aether and when Ethe-
  real-active can be thought of as Ether.
  Application: Energetic Classifications
  When viewing psionic and psychic influences in your 
  meta-verse, it is quite simple to view the characteris-
  tics and derive some clear initial classifications. Par-
  cels of discrete energy shaped to the exact needs of 
  the mentalist are clearly thought-influenced and likely 
  place the majority of psionic characters as Aether-en-
  ergetics with Astral Planar biases. Astral constructs 
  and a greater ease using telepathic energies seem to 
  further support this hypothetical bias.
  Conversely, the parceled nature of spontaneous cast-
  ing spells that are bubbling masses of defined “pro-
  to-power” or the streams of near endless elemental 
  power available to the kinetics of the psychic system 
  seem to mirror thought-influencing Ethereal planar 
  patterns. Add to this the raw phrenic amplifications 
  of dedicated psychics and the dream-like investure of 
  occult relics and even the emotive hypnotism of the 
  mesmerist. While the broad stroke of psionic/Aether/
  Astral and psychic/Ether/Ethereal might explain the 
  vast majority of mental powers available to charac-
  ters, the possibility of Aether-fueled kineticists or 
  Ether-channeled wilders might also be worth further 
  exploration in your game.
  Liminal Agents – Mental Power 
  Sources in Pathfinder
  While the mysteries of the occult are diverse and not 
  easily attributed to any one source the mechanical 
  realities of the psychic magic classes suggests fasci-
  nating cosmological implications. The churn of planar 
  energies between the transitive planes becomes a 
  highly likely source of power.
  The concept presents itself that the mentalist charac-
  ter has awakened a liminal point within themselves. 
  Becoming both a being of Prime Material flesh and 
  transitive potentials these characters experience a 
  state of hyper-reality allowing them to command 
  fantastic powers and spells. Some of these characters 
  can even reach back through the material world to 
  experience a retrograde liminal flow (a second power 
  undercurrent) mirroring another planar state. Let’s 
  take a look:
  Liminal Planar Source Origins:
  Ethereal – Psychic Magic
  
  8
  Described as a “ghostly realm” in which a traveler 
  “experiences the real world as if the world were… in-
  substantial.” And that “strange creatures dwell in the 
  Ethereal Plane, as well as ghosts and dreams, many 
  of which can sometimes extend their influence into 
  the real world in mysterious and terrifying ways.” The 
  Ethereal is also strongly linked to the Inner Spheres 
  likely providing kineticists their direct elemental con-
  duits. Demiplanes of raw emotion and dream inter-
  sect infuse the ether.
  Classes: Occult classes (psychic, spiritualist, medium, 
  occultist, mesmerist and kineticist)
  Attributes: Emotive, Haze, Ghosts, Dreams, Proto-Re-
  ality, Cosmic Fire and ki.
  Potential Retrograde Users: Wilders (emotion based 
  surges), dreads (nightmare projection)
  Astral – Psionic Power
  Mentalists touching the Astral Plane have described it 
  as “dotted tiny motes of physical reality” with subjec-
  tive gravities and many find themselves utilizing the 
  Astral as an instantaneous mode of teleportation. Is it 
  any surprise with micro-reality motes and the instan-
  taneous movement that a psionic entity with an Astral 
  origin would be able to assemble quicksilver effects 
  with mote by mote precision?
  Classes: Psionic (psion, wilder, psychic warrior, aegis, 
  soulknife, dread, cryptic)
  Attributes: Clarity, Focuses, Spiritual Transition, 
  Thought-Forms, Timeless, and Travel
  Potential Retrograde Users: Psychic (some phrenic 
  surges), echo (psionic source)
  Shadow – Antipodism/Shadow Magic
  Described as a grim, colorless ‘duplicate’ and a 
  “warped and mocking ‘reflection’ infused with neg-
  ative energy.” The duality and distortions of the 
  Shadow Plane allow spells like shadow walk and the 
  quasi-real effects like shadow evocation or shades. 
  Powers that play light versus shadow or that spin like 
  burning phosphor on the balance of Light and Dark.
  Classes: Antipodist, edgewalker, edgeblade, night-
  blade, echo, shadow assassin, shadow warrior, and 
  other shadow magic classes.
  Attributes: Darkness, Duality, Warping Magic, Warp-
  ing Space, Mimicry, Shadow and Liminal Power.
  Potential Retrograde Users: Cryptics (disrupt pattern), 
  dreads (fear and nightmare effects), mesmers and 
  psychics.
  Transitive Plane Expressions
  The transitive-planar model of liminal empowerment 
  for mentalists, psychics and spiritualists creates a 
  multitude of storyline possibilities and implications 
  for your campaigns.
  Each mentalist group has signature expressions of its 
  affiliate transitive planes. One of the most common is 
  the ability to express creatures and pseudo-life sum-
  moned from or by one’s transitive source:
  Astral Constructs (Psionic Expression) – Following the 
  astral empowerment psionic characters experience, 
  this power allows for precise and modular construc-
  tion of the desired pseudo-creature via the astral 
  construct power.
  Summoned Monster (Etheric Expression) – With the 
  parceled demiplanar nature of the Ethereal it is un-
  surprising that four of the six new occult classes have 
  the summon monster spell. With demiplanar, ethereal 
  and inner planar creatures close at hand to their tran-
  sitive source this affinity only makes sense.
  Shadow Conjuration (Shadow Expression) – Shadow 
  matter’s quasi-real nature allows for intense maliabil-
  ity at the cost of shedding some (if not a majority) of 
  its reality as per the shadow conjuration and shadow 
  evocation spells. This allows shadow manipulators 
  supreme versatility in expression and need to force 
  the belief in or reduce resistance to their associated 
  powers.
  
  9
  Archetypes & Alternate Class Features
  Archetypes
  Darkside Defender (Fighter Arche-
  type)
  Sometimes the inner child can’t face the violence of 
  the outside world. The power of their unconscious 
  mind fragments their liminal self to protect its in-
  nocence from the world beyond leaving behind a 
  remorseless killer that rises when harm threatens 
  the softer self. Particularly strong-willed Liminal Self 
  personas are often more in control of the body than 
  the darkside defender only allowing it periodic out-
  bursts of violence.
  Retreat of Remorse (Ex): The darkside defender gains 
  Liminal Self as a bonus feat at 1st level. The Limin-
  al Self alternate character may not have a level in a 
  class granting a full BAB. When the darkside defender 
  drops a foe below 0 HP, the Liminal Self and darkside 
  defender must make opposed Will saves. If the Lim-
  inal Self manifests, the mind swap effect as a free 
  action occurs as usual but does not end at the normal 
  duration. The Liminal Self remains in control until the 
  alternate character takes damage or a condition is 
  inflicted on them at which point the darkside defend-
  er regains control of their body as a free action. This 
  ability replaces the bonus feat gained at 1st level.
  Deadly Darkness (Su): At 2nd level the darkside de-
  fender can select one weapon. A masterwork version 
  of this weapon made of quasi-real darkness may 
  appear in their hands when the darkside defender 
  is awakened from the Liminal Self‘s control of their 
  body. This weapon counts as magical at 6th level. This 
  ability replaces the bonus feats gained at 2nd and 
  16th levels.
  Dark Rage (Su): At 2nd level the darkside defender 
  gains a +2 morale bonus to Strength and Constitution 
  for a number of rounds equal to the ability modifier 
  selected for Liminal Self when initially manifesting 
  from under the Liminal Self‘s control of their body. 
  This ability counts as rage and a rage power for the 
  purpose of taking the Extra Rage Power feat. Fighter 
  bonus feats may be used to take Extra Rage Power. At 
  12th level this morale bonus increases to +4, and +6 
  at 20th level. You cannot trigger dark rage voluntarily, 
  only after a transition from a Liminal Self. This ability 
  replaces the bravery class feature and the bonus feats 
  available at 6th and 12th level. It modifies the bonus 
  feats available at 4th, 8th, 10th, 14th and 18th levels.
  Darkside Defenses (Su): At 3rd level, when manifest-
  ing the darkside defender in the body, the character 
  can also materialize a shadowy coating of darkness 
  that acts as light armor of the character’s choice. This 
  armor is quasi-real and cannot be removed if the 
  darkside defender chooses to manifest it. At 7th level, 
  this ability can instead manifest shadows counting as 
  medium armor. At 11th level this armor is effective 
  against incorporeal touch attacks. At 15th level, this 
  ability can instead count as heavy armor. This ability 
  replaces armor training and armor mastery.
  
  10
  Grinning Shadow (Rogue Archetype)
  Some say there is a killer lurking in all of us. In the 
  case of the grinning shadow that is more true than 
  not. When the opportunity to strike is presented the 
  grinning killer wakes from its place within the lesser 
  mind and hunts.
  Cringing Killer (Ex): The grinning shadow gains Liminal 
  Self as a bonus feat at 1st level. The Liminal Self alter-
  nate character may not have a level in a class granting 
  sneak attack. When the grinning shadow drops a foe 
  below 0 HP, the Liminal Self and grinning shadow 
  must make opposed Will saves. If the Liminal Self 
  manifests, the mind swap effect as a free action oc-
  curs as usual but does not end at the normal duration. 
  The Liminal Self remains in control until the alternate 
  character threatens an opponent that is flanked or 
  denied its Dexterity to AC at which point the grinning 
  shadow regains control of their body as a free action. 
  This ability replaces the trapfinding class feature.
  Deadly Darkness (Su): At 2nd level the grinning shad-
  ow can select one weapon. A masterwork version of 
  this weapon made of quasi-real darkness may appear 
  in their hands when the grinning shadow is awakened 
  from the Liminal Self‘s control of their body. This 
  weapon counts as magical at 6th level. This ability re-
  places the rogue talents gained at 2nd and 6th levels.
  Dark Fury (Su): At 3nd level the grinning shadow 
  gains a +2 morale bonus to Strength and Dexterity 
  for a number of rounds equal to the ability modifier 
  selected for Liminal Self when initially manifesting 
  from under the Liminal Self‘s control of their body. 
  This ability counts as rage and a rage power for the 
  purpose of taking the Extra Rage Power feat. Rogue 
  talents may be used to take the Extra Rage Power 
  feat. At 12th level this morale bonus increases to +4, 
  and +6 at 20th level. You cannot trigger dark fury 
  voluntarily, only after a transition from a Liminal Self. 
  This ability replaces the trap sense class feature and 
  the rogue talent available at 12th level. It modifies the 
  rogue talents available at 4th, 8th, 10th, 14th, 16th 
  and 18th levels.
  Mirrormind (Psion Archetype)
  Mirror Power (Su): A mirrormind psion has the ability 
  to reach into liminal space and create reflections 
  of spells and powers they see enacted. Select one 
  Source Super-Type (Arcane, Divine, Entropic, Men-
  tal (both Psionic and Psychic), Primal or Temporal). 
  The mirrormind may expend their psionic focus to 
  imprint a spell or power of the selected Source they 
  witness in use. For one round per point of Intelligence 
  the mirrormind may manifest this power or spell by 
  paying twice its level in power points. The level of 
  the power or effect is the same as the level it was 
  witnessed at. Spells that have material components 
  of more than 1 gp per mirrormind level still require 
  those components or they fail when manifest.
  This ability replaces discipline and discipline talents.
  Another Reflection (Su): At 7th level a mirrormind 
  may select a second Source for their mirror power 
  ability. Spells or powers of that Source Super-Type 
  may now be duplicated.
  
  11
  Fragment of Memory (Su): Starting at 10th level, the 
  mirrormind can retain one imprint indefinitely. When 
  manifesting powers they can choose their own pow-
  er known, a currently retained mirror power or this 
  permanently retained mirror power.
  Third Facet (Su): At 14th level a mirrormind gains a 
  third Source Super-Type they can use mirror power 
  with.
  Hall of Echoes (Su): At 20th level the Mirrormind may 
  retain a spell or power of each level with their Frag-
  ment of Memory power. The spells or powers do not 
  need to be from the same Source.
  Mnemonic Guardian (Aegis Archetype)
  Invest Familial Armor (Su): A mnemonic guardian 
  doesn’t create astral suits as a normal aegis does, 
  rather they infuse astral energy into relics belonging 
  to great heroes of their lineages. They may select oth-
  er appropriate armor as they are encountered but are 
  assumed to begin play with one relic of their choice. 
  Upon selecting the active armor (or cloth regalia) of 
  their choosing it gains the free customizations of the 
  appropriate armor type. Astral repair may be used to 
  repair any familial armor in the character’s posses-
  sion. This ability alters astral suit and astral repair.
  Customization Options (Su): The mnemonic gains 
  access to the following customizations. They are not 
  available to other aegis class characters:
  1-Point Customizations
  Ancestral Focus - You gain a mental focus pool similar 
  to that of an occultist. If has 1 point plus your Intelli-
  gence modifier in points. If you already have a mental 
  focus pool you do not gain a second pool, rather add 
  your 1 point to your occultist (or other class’) mental 
  focus pool to determine a total pool size. You may 
  take this customization as often as you wish and gain 
  1 mental focus each time you do so.
  Manifest Ancestral Legacy - The mnemonic guardian 
  can manifest the 1st level spell of an ancestral legacy 
  at a manifester level of 1. This spell costs 1 power 
  point to activate and otherwise follows the rules for 
  psychic magic. The mnemonic guardian must have the 
  Harness Ancestral Legacy customization to select this 
  customization.
  2-point Customizations
  Harness Ancestral Legacy - Choose one occultist 
  implement school. Your familial armor now has access 
  to the resonant and base focus powers of that imple-
  ment school. 
  Manifest Ancestral Legacy, Improved - The mnemonic 
  guardian can manifest the 2nd level spell of an ances-
  tral legacy at a manifester level of +3. This spell costs 
  3 power points to activate and otherwise follows the 
  rules for psychic magic. The mnemonic guardian must 
  have the Manifest Ancestral Legacy customization and 
  be 7th level to select this customization.
  3-Point Customizations
  Manifest Ancestral Legacy, Greater - The mnemonic 
  guardian can manifest the 3rd level spell of an ances-
  tral legacy at a manifester level of +5. This spell costs 
  5 power points to activate and otherwise follows the 
  rules for psychic magic. The mnemonic guardian must 
  have the Manifest Ancestral Legacy, Improved cus-
  tomization and be 11th level to select this 
  customization.
  Class Mechanics:
   
  Psions and Psychic Warriors - 
  Awesome conversions have been done 
  by Rogue Genius Games for both the 
  Psion and Psychic Warrior to the psy-
  chic magic system used in the Pathfind-
  er Roleplaying Game Occult Adventures 
  rulebook. While all of these newer ver-
  sions of those classes are still compati-
  ble with the prestige classes and feats 
  presented in this book, the archetypes 
  here refer to the psionic versions of 
  those classes from Ultimate Psionics by 
  Dreamscarred Press.
  
  12
  4-Point Customizations
  Manifest Ancestral Legacy, Superior - The mnemonic 
  guardian can manifest the 3rd level spell of an ances-
  tral legacy at a manifester level of +7. This spell costs 
  7 power points to activate and otherwise follows the 
  rules for psychic magic. The mnemonic guardian must 
  have the Manifest Ancestral Legacy, Greater and be 
  16th level customization to select this customization.
  Momentus (Psychic warrior Archetype)
  Rising Kinetics (Su): A momentus builds energy with 
  each successful melee attack. As long as they main-
  tain their psionic focus, after the first successful attack 
  of the encounter the momentus gains 1d6 of bonus 
  damage from their active energy type. This damage 
  bypasses power and spell resistance. With each suc-
  cessful hit after the first the momentus gains 1 tem-
  porary power point that can only be used to manifest 
  or augment powers with their active energy’s de-
  scriptor. These power points dissipate at a rate of one 
  point per round after you fail to make a successful 
  melee attack. You also gain access to the basic kinesis 
  of a kineticist with your active energy for a number of 
  rounds equal to your momentus level after triggering 
  rising kinetics. This ability replaces Warrior’s Path.
  Kinetic Release (Sp): At 3rd level, the momentus can 
  unleash accumulated power points from rising ki-
  netics as a kinetic blast similar to the kineticist class 
  ability but matching their active energy type. For 
  each power point they expend the blast resolves as a 
  kineticist of an increasing manifester level up to the 
  limits of the psychic warrior’s total manifester level. 
  Psychic warrior bonus feats can now be used to select 
  wild talents with the extra wild talent feat. Wild tal-
  ents selected in this manner only need to be equal to 
  the maximum power level known for the momentus 
  instead of the feat’s regular limits. If you select a wild 
  talent requiring a particular element, you only have 
  access to it while your active energy matches that 
  element. This ability replaces expanded path.
  Kinetic Skill (Su): You may apply path skill bonuses 
  to whatever skills a kineticist of your active element 
  would have access to. Each time your reassign your 
  active energy, you change these bonuses to the new 
  skills appropriate to your active energy. This ability 
  alters path skill.
  Undercurrent (Su): At 9th level, the momentus can 
  select a second energy to consider active. When gain-
  ing bonus damage you may alter the type gained as a 
  free action. At 11th level you may gain a bonus wild 
  talent of a level up to your highest power known. This 
  ability replaces secondary path.
  Infusions (Su): At 15th and 17th level you may choose 
  an infusion of a level equal to or lower than your high-
  est power known. If you choose a composite blast in-
  fusion you must have both energy types active to use 
  it. These infusions cost burn as normal. This ability 
  replaces pathweaving.
  Phobius (Mesmerist Archetype)
  Hand of Nightmare (Su): A phobius develops a touch 
  similar to a dread’s devastating touch. To use this abil-
  ity, the phobius must make a melee touch attack that 
  deals 1d6 points of damage plus 1 per class level. This 
  ability replaces painful stare. 
  Hypnotic Terror (Su): As a swift action, the phobius 
  may apply the effects of a mesmerist’s hypnotic stare 
  to targets of their hand of nightmare class ability. Bold 
  stare effects must also be delivered through this abili-
  ty. The phobius cannot deliver these effects any other 
  way. This ability alters hypnotic stare and bold stare. 
  Sense Fear (Su): The phobius instinctively reacts and 
  intergrates the knowledge of things a subject fears 
  gaining an insight bonus to Intimidate equal to half 
  their class level (minimum +1). This ability replaces 
  consumate liar.
  Phobius Horrors (Su): The phobius may select terrors 
  from the dread terror lists instead of mesmerist tricks. 
  Unlike dreads, a phobius may have any one terror ac-
  tive instead of a mesmerist trick. If the phobius has a 
  number of tricks and terrors active greater than their 
  limit they cannot trigger more terrors. This ability 
  alters mesmerist trick and manifold tricks.
  
  13
  Aura of Terror (Su): At 3rd level the phobius radiates a 
  palpably daunting aura that causes all enemies within 
  10 feet to take a –4 penalty on saving throws against 
  fear effects. Creatures that are normally immune to 
  fear lose that immunity while within 10 feet of a pho-
  bius with this ability. This ability functions only while 
  the phobius remains conscious, not if they are uncon-
  scious or dead. This ability replaces touch treatment 
  (minor).
  Flowing Terror (Su): At 6th level the phobius can de-
  liver terrors through their hand of nightmare ability. 
  This ability replaces touch treatment (moderate).
  Terror’s Witness (Su): At 10th level, the phobius is im-
  mune to fear effects. This ability functions even if the 
  phobius is unconscious. At 14th level any ally under 
  the effect of a trick gains this immunity. This ability re-
  places touch treatment (greater) and touch treatment 
  (break enchantment).
  Phrenic Surger (Psion Archetype)
  Phrenic Surge (Su): A phrenic surger can attempt to 
  channel wild surges of psychic energy in an attempt 
  infuse emotionally directed ethereal energy into their 
  astral origin psionic abilities. The psion gains access to 
  a 
  phrenic pool similar to the psychic class ability. 
  They gain phrenic pool points equal to 
  1/2 their psion level + their Intelligence 
  modifier. They also gain access to a phrenic amplifica-
  tion of their choice. Psionic powers count as spells of 
  a level equal to their current augmented power point 
  cost:
   
  Power Point Cost 
  Spell Level Equivalent
   
  1 
   
   
  1st
   
  3 
   
   
  2nd
   
  5 
   
   
  3rd
   
  7 
   
   
  4th
   
  9 
   
   
  5th
   
  11 
   
   
  6th
   
  13 
   
   
  7th
   
  15 
   
   
  8th
   
  17 
   
   
  9th
  Additionally, the phrenic surger gains one new phren-
  ic amplification at 5th and every 5 levels thereafter. 
  This ability replaces the bonus feats gained at 1st, 5th, 
  10th, 15th and 20th levels.
  Shadowed Keeper (Occultist Archetype)
  Shade’s Focus (Su): A shadowed keeper has a number 
  of points of mental focus equal to half his occultist 
  level + his Intelligence modifier; these points refresh 
  each day. You can divide or invest this focus as per 
  usual.
  Additionally, the shadowed keeper gains temporary 
  focus from the necrotic energies of dying creatures 
  near him when they begin to pass. For each creature 
  that drops below 0 hit points near the shadowed 
  keeper, they gain 1 point of temporary mental focus 
  as a free action. A creature can only generate this ne-
  crotic energy burst once per day and creatures healed 
  or raised do not regain enough excess spiritual energy 
  to do so. Creatures must be near the shadowed keep-
  er within 5’ per shadowed keeper level.
  The occultist refreshes his mental focus once each day 
  after receiving at least 8 hours of sleep. After refresh-
  ing his mental focus, the occultist must spend 1 hour 
  preparing his implements and investing them with 
  this power.
  Temporary focus gain from dying creatures can be 
  Rules Element:
   
  Temporary Focus - Temporary 
  Focus regardless of source may be in-
  vested as a swift action. During the dura-
  tion of the investment all resonant pow-
  ers become active at the total amount 
  of invested focus. Temporary focus may 
  be spent as usual during the duration of 
  the focus but after that duration ends, 
  all resonant power effects drop down to 
  their original invested focus amounts (if 
  any) unlike regular focus. For more infor-
  mation about focus see Pathfinder Role-
  playing Game Occult Adventures.
  
  14
  stored inside the shadowed keeper’s body. They can-
  not otherwise maintain generic focus. Mental focus 
  that is not used before the next time the occultist 
  refreshes his focus is lost.
  As a swift action, the shadowed keeper can invest an 
  implement with temporary focus they have gained 
  from dying creatures. Invested temporary focus costs 
  the same as normal mental focus to use (and to main-
  tain, if applicable) unlike generic focus. Invested tem-
  porary focus lasts 1 round per shadowed keeper level. 
  The shadowed keeper may not maintain any generic 
  focus other than his temporary focus. If temporary 
  focus is invested in an implement that had no normal 
  invested focus, the resonant power becomes active 
  for the duration of the invested temporary focus.
  This ability alters, replaces and counts as mental 
  focus.
  Shadow Shielding (Su): At 4th level the shadowed 
  keeper gains a +1 insight bonus to saves versus necro-
  mancy, athanatism, and death effects for each imple-
  ment currently invested with temporary focus. 
  This ability replaces shift focus.
  Enduring Shade (Su): At 12th level, the temporary 
  focused gained from Shade’s Focus lasts 1 minute 
  per shadowed keeper level as opposed to 1 round 
  per level. This duration increases to 1 hour per level 
  at 16th level. This ability replaces Binding Circles and 
  Fast Circles.
  Alternate Class Features
  New Cryptic Insights:
  Entropic Redistribution (Su): Using liminal princi-
  ples of reflected and reciprocal energy, the cryptic 
  may designate a second creature type when gaining 
  psionic focus. Whenever damage is dealt with disrupt 
  pattern to the original type, the cryptic can as an im-
  mediate action heal a creature of the second type for 
  the same amount of damage. Both creatures must be 
  in range of the cryptic’s disrupt pattern ability. Cryp-
  tics with the discerning pattern insight or the Extra 
  Disruption Type feat may apply those abilities to the 
  healing creature type instead of the disrupted crea-
  ture type. A cryptic may use entropic redistribution 
  a number of times per day equal to their intelligence 
  modifier.
  Structural Resonance (Su): The cryptic may select 
  objects when gaining their psionic focus instead a of a 
  selected creature type. If they do so they may damage 
  objects while ignoring the targets hardness. If they do 
  this the damage dice of their disrupt pattern abilities 
  drops from 1d6 to 1d4. Each round you use the ability 
  consecutively subtracts 1 point from the damage total 
  dealt.
  New Kineticist Utility Wild Talent:
  Oppositional Rift 
  Element any opposed two elements; Type utility (Sp); 
  Level 6; Burn 1; see text
  Saving Throw none; Spell Resistance yes
  Using liminal principles of opposing forces the kinet-
  icist tears a rent in the planar membrane. This func-
  tions as a plane shift spell but only to planes that are 
  adjacent to the plane the kineticist is currently on. 
  Consult your GM about potential adjacency.
  It is worth noting that most planes are considered ad-
  jacent to one or more liminal planes (astral, ethereal 
  or shadow) and as such two uses of this power can be 
  sufficient for a kineticist to reach nearly anywhere.
  New Wilder Surge Type:
  Nostalgic Surge
  Wild Surge and Psychic Enervation: This wilder forms 
  a specific bond with a single object of personal signif-
  icance. The object’s etheric nature can be synergized 
  with by the astral energies of the wilder. When surg-
  ing the nostalgic wilder can invest power points equal 
  to her manifester level with the benefits of her surge 
  modifier. For one round per wilder level the character 
  gains the resonant power bonus of a single occultist 
  implement. An the nostalgic wilder overcome by psy-
  chic enervation is dazed until the end of her next turn 
  and loses all invested power points remaining in her 
  
  15
  implement.
  Surge Bond: This object functions as an occultist’s 
  implement. Select one spell from the occultist list for 
  each spell level known by an occultist of the same 
  level as the nostalgic wilder. They may manifest these 
  spells as though psion/wilder powers of the same lev-
  el while the implement is invested with power points. 
  You may take the Extra Focus power feats to gain 
  focus powers for your implement. Invested power 
  points may be used to activate these focus powers.
  Improved Surge Bond: You gain Extra Focus power 
  feats at 5th, 9th, 13th and 17th levels.
  New Legend: The Mystic
  Kyoudai games introduced a their version of the 
  thaumaturge class, which draws upon legends of the 
  communal spiritscape of a location. This legend is 
  presented for use with that class.
  This legend embodies the power of a gifted psychic or 
  medium.
  Requirements: None
  Base Attack: None
  Good Saves: Will
  Weapon Proficiencies: None
  Armor Proficiencies: None
  Feats: Psychic Sensitivity
  Spirit Points: 2+1 per level after 1st
  Special: You may use occult skill unlocks an addition-
  al time per point of Charisma modifier during their 
  usage period (daily, weekly, etc).
  When you first gain this legend, select a number of 
  1st level mesmerist, occultist, or psychic spells equal 
  to your Charisma modifier + 1. You may cast each of 
  these spells as a spell-like ability, once per day. If the 
  spell has an emotion component, you must provide 
  it when using these spell-like abilities. You may select 
  the same spell multiple times, gaining multiple uses of 
  it. When you select your aspects for the day, you may 
  change these spell-like abilities. At 7th, 13th, and 19th 
  level you may select an equal number of spells from 
  up to the 2nd, 3rd, and 4th level spell lists of these 
  classes, respectively.
  Additionally, any active aspects or folk magic traits 
  that grant spell-like abilities grant additional uses of 
  those abilities equal to your Charisma modifier while 
  this legend is active.
  
  16
  Feats
  Akashic Infusion (Liminal, Akashic)
  You understand a technique to invest fragments of 
  other energies into veils you have shaped with akashic 
  mysteries.
  Prerequisite: Essence pool, residuum pool.
  Benefit: You may invest residuum from a non-Spiritual 
  source in soul veils as part of a swift action to redis-
  tribute essence. If you do so, treat the residuum as 
  temporary essence that dissipates after 1 minute per 
  point of your highest veilweaving statistic.
  Astral Flare (Liminal, Psionic)
  You can use bursts of astral energy provided by your 
  psionic power to energize ethereal vessels.
  Prerequisites: Mental Focus pool, psionic subtype.
  Benefit: You may utilize your astral energies by ex-
  pending your psionic focus as a free action to empow-
  er your occultist implements. When you do so your 
  implement becomes resonant as though it had two 
  more points of mental focus invested in it for 1 round.
  Additionally, as a standard action you may burn this 
  invested energy as though you spent focus points to 
  activate a focus power with a cost of 2 points or less. 
  If you do so, the focus power resolves at an occultist 
  effective level of second level. When spending. Select-
  ing focus powers or investing focus in an implement 
  your occultist level stacks with all manifester levels 
  you possess up to the limit of your character level.
  Bearer of Burdens
  You have accepted a calling as an agent of primal 
  balance.
  Benefit: When you make a caster level check to enact 
  a spell with the [burden] descriptor your caster level 
  is increased by a +2 circumstance bonus. At 10th level 
  this bonus increases to +4. This does not raise your 
  caster level for any other purpose.
  Cross-Source Infusion (Liminal)
  You have learned to mix and match residuum from 
  different sources.
  Prerequisite: Residuum pool.
  Benefit: You may expend Residuum from a single 
  Source to enhance a spell or power from a second 
  Source. When you cast, manifest or use a power 
  from a source different from a current pool of Resid-
  uum you have generated, you may expend points of 
  Residuum to grant the spell +2 to damage rolls per 
  point spent. Alternatively, you can spend 2 points to 
  increase the DC by +1 and caster or manifester by one 
  (also augmenting a power as though a power point 
  was spent).
  
  17
  Conflux of Energy (Liminal)
  Your psionic focus allows your active psionic energy 
  attunement to enhance your energy attacks from 
  other Source Origins.
  Prerequisite: Psionic focus, any non-psionic Source 
  Origin.
  Benefit: When psionically focused you may add 1 
  point of damage to spells and powers from non-psion-
  ic Source Origins that match descriptors with your ac-
  tive energy for psionic powers. Additionally, you may 
  expend your psionic focus to increase the save DC for 
  non-psionic Source Origin spells and powers by +2.
  Crux of Power (Liminal)
  Your mastery of multiple Sources of power has un-
  locked synergies between them hidden from most.
  Prerequisite: Three Source using classes with an ef-
  fect (power, spell, spirit) of at least 1st level.
  Benefit: You may combine levels in each of up to 
  three Source-using classes with different Source Ori-
  gins to determine your total effective level in each of 
  them. This combination only counts for resolution of 
  effect (caster level, manifester level, binder level etc.) 
  and does not grant you any new access to powers, 
  spells or other abilities.
  Draw Residuum (Liminal, Occult, 
  Psionic)
  You gather remnants of unused power when others 
  use power around you.
  Prerequisite: A Source origin in a liminal plane for 
  casting, manifesting or supernatural ability.
  Benefit: You gain a Residuum pool for a single source 
  you have access to. This pool has a limit of 2 + 1 per 
  six character levels. When an ally activates a spell, 
  power or supernatural ability from that source you 
  get 1 point of Residuum of that type. You also gain 
  a base Residuum power with which you can expend 
  Residuum points as a free action to gain a +1 to saving 
  throws to resist powers, spells or supernatural abili-
  ties. Residuum points are lost when spells or power 
  points are regained.
  Special: You may select this feat more than once each 
  time assigning it to a different Source’s origin. Some 
  GMs may wish power users of all kinds to be able to 
  gain Residuum. See other Lost Spheres products for 
  more info on potential Sources.
  Dual Influence (Host, Liminal)
  You have discovered a second claim on your essence 
  from an older source than the first you encountered, 
  and have managed to reconcile the spirits though 
  some resentment lingers.
  Prerequisite: Influence class feature, 5th level medi-
  um
  
  18
  Benefit: Select a second influence for your medium. 
  You may expend half your remaining trance rounds to 
  perform an hour long ritual to shift your original influ-
  ence to dormancy and awaken the second influence, 
  gaining access to it while in trance. Your spirit boons 
  remain the same, and upon reset you regain your full 
  trance rounds as normal.
  Note: This feat is for the medium class from Purple 
  Duck Games, not the one presented in Pathfinder 
  Roleplaying Game Occult Adventures.
  Echo Strike (Liminal)
  You have mastered the technique of infusing your 
  weapon with shadow energy and causing quasi-real 
  echoes to follow it in combat. 
  Prerequisite: Residuum pool, BAB +1 or higher.
  Benefit: You may discharge a point of residuum from 
  your pool as a swift action to make a quasi-real echo 
  attack with a weapon you have already attacked with 
  this turn. This attack uses your highest attack bonus 
  and uses the statistics of the same weapon that made 
  the original attack. Spells, maneuvers or powers af-
  fecting the weapon are not duplicated. If the attack is 
  successful, the target creature may make a Will save 
  to resist the quasi-reality of the strike against a DC 
  of 10 + 1/2 your character level or HD + Constitution 
  modifier. If successful, the creature only takes 20% of 
  the normal weapon damage. This feat is a supernatu-
  ral ability.
  Emotive Resonance (Liminal)
  When moved by the power of emotion your etheric 
  energies rise as well.
  Benefit: Your effective psychic caster levels and/or 
  effective kineticist level receive a circumstance bonus 
  equal to the highest morale bonus you are currently 
  under the effect of. You may use kineticist class abil-
  ities and cast psychic spells while under the effect of 
  rage or similar class features and effects. Your effec-
  tive caster level or kineticist level cannot be elevated 
  above your character level by this feat.
  Empowering Shade (Liminal, Metam-
  agic. Psionic)
  You may empower your magic and powers with ener-
  gies from the Plane of Shadow.
  Prerequisites: Able to cast spells with illusion (shad-
  ow) or possess a shadow pool of at least 1 point; 
  and cast 1st level psychic conjuration spells, manifest 
  metacreativity powers or any spell or power with an 
  energy descriptor.
  Benefit: You can sacrifice a illusion (shadow) spell 
  slot (or spend a shadow pool point) to enhance your 
  psychic conjuration spells, metacreativity powers or 
  any spell or power with an energy descriptor to make 
  a special Will save versus the effect to be augmented. 
  If successful you infuse shadow quasi-reality into the 
  spell or power.
  For each level of shadow magic the sacrificed spell 
  slot was you may either increase the effects damage 
  or duration 10% (minimum +1 round duration). Alter-
  natively, for each shadow pool point spent, the effect 
  is augmented as though 2 spell levels were sacrificed. 
  You may only spend 1 shadow pool point this way per 
  four character levels you possess.
  Ether Bloom (Liminal, Psionic)
  Your quasi-real effects and astral energies can be em-
  boldened by ethereal magic.
  Prerequisites: Able to cast 1st level psychic spells, 
  able to cast spells with illusion (shadow) or manifest 
  metacreativity (creation) powers from a non-Psychic 
  Source.
  Benefit: You can sacrifice a psychic magic spell slot 
  to enhance your illusion (shadow) or metacreativity 
  (creation) powers. For each level of psychic magic 
  the sacrificed spell slot was you may either increase 
  DCs to resist your illusion (shadow) spells from a 
  non-Psionic Source Origin by 1 or augment a metacre-
  ativity (creation) power you manifest as though you 
  had spent 2 power points.
  
  19
  Etheric Sheath (Liminal)
  Your emotions unconsciously gather etheric energy 
  around your lifeforce gaining a protective sheath of 
  spiritual energy.
  Benefit: When called to make a save versus a su-
  pernatural ability, power or spell that effects your 
  lifeforce (such as negative energy, death effects or 
  possession) you may discharge this feat to gain an 
  additional roll against the effect once per day as an 
  immediate action. You may choose to use this after 
  you know the success or failure of your first roll. Alter-
  natively, you may use the etheric energy to power any 
  emotion based class feature (like rage) for a round, 
  to gain the ardent condition, or to cast a spell with an 
  emotion component even when under the effects of 
  an emotion or fear effect. These uses are part of the 
  normal activation of the ability or casting of the spell. 
  For every two (Liminal) feats you possess beyond this 
  one you gain an additional daily use of the Etheric 
  Sheath feat. 
  Evolve Imprint (Liminal)
  You have learned to improve the imprints of a crea-
  ture you has already learned to summon by fusing 
  multiple imprints of that kind of creature.
  Prerequisite: Liminal Imprint, 5th level caster.
  Benefit: When in combat you may expend a casting of 
  a summon monster spell to attempt to gain an addi-
  tional imprint of a creature of the same kind you have 
  already used Liminal Imprint on. These new imprints 
  do not replace summon monster options. When 
  you have imprinted as many of a type of creature as 
  your imprint currently has hit dice you may initiate a 
  special ritual taking 1 hour to fuse all imprints of the 
  existing creature to replace it with an evolved version. 
  The evolved version gains 1 HD and the advanced 
  template. You may only have one evolved creature of 
  a type summoned at any given time.
  Expansive Amplification (Liminal)
  Your phrenic amplification can affect spells, powers 
  and supernatural abilities you activate.
  Prerequisite: Phrenic amplification, cast 1st lev-
  el spells, powers or supernatural abilities from a 
  non-psychic Source Origin.
  Benefit: When using spells, powers or supernatural 
  abilities with a descriptor that matches a phrenic am-
  plification you possess you may apply phrenic amplifi-
  cations to them.
  Extra Soul Step (Liminal, Occult)
  You have mastered another migration technique of 
  the soul.
  Prerequisite: Soul step class feature.
  Benefit: You may unlock another soul step ability for 
  your souldancer. You must qualify for the soul step as 
  normal.
  Extra Trinity State (Liminal)
  You may enter trinity state an additional time per day.
  Prerequisite: Trinity state class feature.
  Benefit: You may increase your trinity pool by one 
  point allowing you to use your trinity state class fea-
  ture an additional time per day.
  Special: You may select this feat a second time at 15th 
  level.
  Focal Infusion (Liminal, Occult)
  Your implements can house the remnants of other 
  power sources for short periods of time.
  Prerequisite: Mental focus pool, residuum pool.
  Benefit: You may invest residuum from a non-Psychic 
  source in an implement as a swift action. For one 
  
  20
  minute per point of Intelligence modifier, your imple-
  ment’s resonant power functions with the invested 
  residuum. This temporary focus cannot be spent to 
  activate focus powers.
   
  Great Need (Liminal)
  You have learned to call upon your liminal selves in 
  times of need without losing control.
  Prerequisite: Needs of the many class feature.
  Benefit: You may use your needs of the many class 
  feature an additional time per day.
  Special: You may select this feat a second time at 15th 
  level.
  Harvest Residuum (Liminal, Occult, 
  Psionic)
  You gather remnants of unused power when trigger-
  ing your abilities.
  Prerequisite: A Source origin in a liminal plane for 
  casting, manifesting or supernatural ability.
  Benefit: You gain a Residuum pool for a single source 
  you have access to. This pool has a limit of 2 + 1 per 
  six character levels. When you utilize a spell, power 
  or supernatural ability from that source you get 1 
  point of Residuum of that type. You also gain a base 
  Residuum power with which you can expend Residu-
  um points as a free action to gain a +1 circumstance 
  bonus to Concentration checks or +1 to attack rolls 
  to deliver spells or powers. Residuum points are lost 
  when spells or power points are regained.
  Special: You may select this feat more than once each 
  time assigning it to a different Source’s origin. Some 
  GMs may wish power users of all kinds to be able to 
  gain Residuum. See other Lost Spheres products for 
  more info on potential Sources.
  Infuse Emotion (Liminal)
  Your emotional casting techniques have blurred to 
  powers with other Source Origins suffusing them with 
  overwhelming emotion. 
  Prerequisites: Able to cast 1st level Psychic Source 
  Origin spells, able to use non-Psychic Source Origin 
  powers or spells.
  Benefit: You may as a swift action empower the next 
  non-Psychic spell you cast with an emotion compo-
  nent by sacrificing a psychic spell slot of 1st or greater 
  level. If you do the spell requires an additional Will 
  save. If failed, the overwhelming emotional energy 
  penalizes Will saves by the targets of the spell by a -1 
  for each level of the sacrificed spell. This penalty ap-
  plies to any other Will saves called for by the spell and 
  lasts an additional round per psychic spell level.
  Karmic Balancer (Liminal)
  You have learned to carefully evoke the nature of bal-
  ance and do not suffer the full length of the lifeforce 
  lost given to embolden your allies. 
  Prerequisites: Able to cast 1st level psychic spells, 
  able to cast spells with spells with the [boon] descrip-
  tor.
  Benefit: You do not suffer conditions inflicted by 
  (boon) spells after the spell ends.
  Normal: Conditions inflicted by (boon) spells persist 
  twice the duration of the spells.
  Karmic Pool (Liminal)
  You are rewarded by fate for combating imbalance at 
  your own cost.
  Prerequisites: Able to cast 1st level psychic spells with 
  spells with the [boon] descriptor.
  Benefit: At the beginning of each turn you gain a pool 
  of points equal to the amount of conditions you have 
  self-inflicted with [boon] descriptor spells. You may 
  expend these points to adjust d20 rolls you make as 
  luck bonuses. You may not adjust a single roll by more 
  than 1 + 1 point per 3 character levels or hit dice you 
  have.
  
  21
  Lasting Manifestation (Liminal)
  You have begun to make peace with your inner selves 
  and can cede control of your body completely to them 
  for longer periods of time.
  Prerequisite: Persistent Self
  Benefit: When triggering a Liminal Self feat you 
  possess you may choose to let the Liminal Self con-
  trol you utterly. Until you gain a negative condition 
  your Liminal Self remains in control. If you gain a new 
  negative condition, your Liminal Self may surrender 
  the body to you or your may make an opposed Will 
  save to force them to surrender it. If it does surrender 
  the body, you suffer discharge as normal. Otherwise 
  the Liminal Self remains until the body enters sleep or 
  trance as appropriate to the race. This feat does not 
  prevent flaws or class features that force Liminal Self 
  changes from functioning.
  Liminal Imprint (Liminal)
  You have learned to invert the power of your summon 
  monster spells to copy living creatures you encounter 
  into your liminal space.
  Prerequisite: The ability to cast a summon monster 
  spell from a Source with a liminal origin.
  Benefit: When in combat you may expend a casting 
  of a summon monster spell of a level appropriate 
  to summon a creature of the CR of the target (See 
  Below). Targets of this effect may make a Will save 
  against the imprint. A failed save means that that 
  creature has been imprinted in the your liminal tan-
  gency. Select one monster from that spell’s summon 
  list and replace it with the imprinted creature. Im-
  printed creatures may now be summoned by the ap-
  propriate level spells as normal. Imprinted creatures 
  are NOT exact duplicates and while receiving a +2 to 
  Disguise checks to visually pass as the original crea-
  ture, most casual interactions can tell the difference 
  immediately. Any given creature may only be success-
  fully imprinted by the same caster once. The GM may 
  rule that multiple casters can or cannot benefit from 
  imprinting the same creature. 
  The typical CR of a creature that a spell of a given lev-
  el can summon is as follows: 1st level—CR 1/3 to 1/2; 
  2nd level—CR 1; 3rd level—CR 2; 4th level—CR 3 to 4; 
  5th level—CR 5 to 6; 6th level—CR 7 to 8; 7th level—
  CR 9 to 10; 8th level—CR 11 to 12; 9th level—CR 13 
  to 14. Remember to account for the CR adjustment of 
  any templates applied.
  Liminal Self (Liminal)
  You have a splinter ego that resides in the dream-
  worlds of your own mind that can surface for mo-
  ments and touch the real world.
  Prerequisite: Any one Mental attribute 13+, past or 
  current exposure to a Liminal Plane, Liminal Source, 
  Psychic or Psionic phenomena.
  Benefit: Create a character as per the cohort rules 
  (minimum level 1) outlined in the Leadership feat. 
  This character exists within your mind and spirit, 
  inside a dreamscape (or similar quasi-plane) created 
  
  22
  by your unconscious mind. As a full round action, 
  you may relinquish control of your body to this char-
  acter. Choose one mental ability score. For rounds 
  equal to your chosen mental ability score modifier 
  the alternate character is in control of your form as 
  per the mind swap spell for one round of the selected 
  attribute modifier. Your own mind is set adrift in the 
  dreamscape (or similar Liminal Planar Source con-
  struct) and unaware of the physical world. The GM 
  may rule that dream travel spells can access the Lim-
  inal Self. At 5th level and every five levels after, you 
  may call forth your Liminal Self an additional time per 
  day up to the limit of your selected ability modifier.
  The process of calling forth your splinter self is enor-
  mously draining and when it ends you discharge all 
  spell slots, power points and daily use abilities for 
  your core persona and are inflicted by the fatigued 
  condition until you rest. If you already had the fa-
  tigued condition you become exhausted instead. If 
  you are exhausted you instead become unconscious.
  Special: You may gain Liminal Self more than one 
  time. Each time you must create a new alternate co-
  hort character and tie the feat to a new mental ability 
  score. If the alternate character is psionic, this feat 
  gains the psionic subtype.
  Meritorious Memento
  You have found a relic of such spiritual significance 
  to a particular legend of spirit that you may call that 
  spirit as if in a favored location.
  Prerequisite: Knowledge (History) 3+ Ranks, spirit 
  class feature
  Benefit: Select one legend of spirit. You have located 
  a historical relic with psychic resonance significant 
  enough to call that spirit to you without being in its 
  favored location.
  Special: If your relic is destroyed you can replace 
  it with a similar object found at a new appropriate 
  location within 1 week. The GM has final say on what 
  items qualify for this feat in their campaigns.
  One Mind (Liminal, Psionic)
  All of your mental sourced powers draw off the same 
  well of energy.
  Prerequisite: Psionic subtype, psychic magic casting.
  Benefit: Your Will is one when channeling the power 
  of the Mental Source. Your psychic magic caster levels 
  stack with your manifester levels when determining 
  the strength of your effective caster or manifester 
  level. You may expend your Psionic Focus to cast 
  thought component spells without increasing Concen-
  tration DCs. You may expend your psychic focus to use 
  metapsionic feats.
  Normal: The DC for any Concentration check for a 
  spell with a thought component increases by 10. A 
  psychic spellcaster casting a spell with a thought com-
  ponent can take a move action before beginning to 
  cast the spell to center herself; she can then use the 
  normal DC instead of the increased DC.
  Passenger’s Vision (Host, Liminal)
  Your passenger can allow your vision to transcend 
  mortal limits.
  Prerequisite: Grace and passenger class features.
  Benefit: Select any one occult skill unlock you have 
  already used during its normal usage period. You may 
  accept a point of grace to use an additional use of this 
  within its normal usage limits. You may accept grace 
  in this manner to a maximum of your Charisma modi-
  fier times per usage period.
  Persistent Self (Liminal)
  Your inner self can be active longer than mere mo-
  ments.
  Prerequisite: 5th Level, Liminal Self.
  Benefit: Liminal Self feat triggers can now last for 1 
  minute per level per use as opposed to 1 round per 
  level.
  
  23
  Phrenic Blade (Liminal, Psionic)
  Your phrenic amplification can be used to enhance 
  the psychic damage of your weapon attacks.
  Prerequisite: Phrenic amplification, either Psionic Fist, 
  Psionic Weapon, or psychic strike class feature.
  Benefit: As a free action once a round you may ex-
  pend a phrenic pool point to enhance a psionic bonus 
  to damage by +1d8. This damage increases by +1d8 
  for every 3 psychic caster levels beyond 1st.
  Potent Sleeper (Liminal)
  Your inner self is nearly as strong as your core perso-
  na.
  Prerequisite: 5th Level, Liminal Self.
  Benefit: Your alternate character(s) from the Liminal 
  Self feat may now be within 1 level of your level. 
  Normal: Your cohorts level may never be higher than 
  2 lower than your own.
  Psychometric Advantage (Liminal)
  Your understanding of an individual gained by viewing 
  the past of a prior possession of theirs has given you 
  insights into how to fight them.
  Prerequisite: Occult skill unlocks, the object reading 
  spell, object reading power, or recovered information 
  class feature.
  Benefit: When fighting a foe you have read a former 
  possession of you may as a free action once a round 
  add a +1 circumstance bonus to attack, AC, a single 
  saving throw bonus, a skill check or the DC of a power 
  or spell you cast against them. At 5th level and every 
  5 levels after that, you gain an additional +1 bonus to 
  spent on a different effect.
  Special: This feat gains the psionic descriptor if you 
  used a psionic power to qualify for it.
  Residual Recharge (Liminal, Occult)
  You infuse your vestigial spirit with raw residuum to 
  speed its recovery.
  Prerequisite: Bind spirit class feature, non-Entropic 
  Source Residuum pool.
  Benefit: Select one residuum pool you possess. It 
  cannot be a pool that gains points from the powers of 
  a bound spirit. You may spend points from this pool 
  as a swift action to reduce the cool down of a granted 
  ability by one round per residuum spent.
  Residual Recovery (Liminal)
  Your fighting style reintegrates motes of lingering en-
  ergy to renew your most devastating techniques.
  Prerequisite: Residuum pool, capable of initiating 
  martial maneuvers.
  Benefit: You may discharge any number of accumulat-
  ed residuum points from your pool as a swift action to 
  recover an expended martial maneuver. The amount 
  of residuum expended must equal the level of the 
  expended maneuver.
  Rising Insight (Liminal, Occult)
  Your spirit’s guidance is stronger for your allegiance to 
  it.
  Prerequisite: Any two: bind spirit class feature, draw 
  upon legend class feature, spirit class feature or spirit 
  companion class feature
  Benefit: Select one legend or spirit and one bonus 
  provided by that spirit. This bonus increases by +1. At 
  10th level this bonus instead increases by +2.
  Shadeborn Synergy (Liminal, Psionic)
  You draw on the Shadow Plane to empower other 
  Source Origins when in areas of darkness.
  Prerequisite: Shadow planar Source Origin, non-Shad-
  
  24
  ow planar Source Origin.
  Benefit: Your non-Shadow Source Origins gain a +1 
  circumstance bonus to caster level in areas of dim 
  lighting or darker. In areas of total darkness this bonus 
  increases to a +2.
  Sleepwalker’s Soul (Liminal)
  Your liminal self can take over when you fall in battle 
  or sleep.
  Prerequisite: Persistent Self and Unconscious Awak-
  ening feats.
  Benefit: When your liminal self takes over while you 
  sleep, its presence lasts the entire duration of your 
  normal rest period. You awaken fatigued. If you do 
  not rest before a second sleep period of activity, you 
  become exhausted. Any further manifestations of 
  your liminal self result in you both becoming uncon-
  scious.
  Spectral Generator (Liminal, Psionic)
  You prepare an ethereal vessel to gather astral ener-
  gies instead.
  Prerequisite: Mental Focus class feature, power point 
  pool.
  Benefit: Your understanding of ghosts and both Astral 
  and Etheric energy imprints has allowed you create a 
  special type of implement known as a spectral gen-
  erator. This item must have occult significance to a 
  deceased psionic creature. It can be funerary garb, 
  a magic item created by the psion, or remains of its 
  physical form. You may invest mental focus in this 
  Implement. It has no School and only grants a single 
  Resonant Power:
   
  Spectral Generation (Su): Ghostly energy 
  patterns gather astral power as though the psionic 
  creature affiliated with the implement were still alive. 
  If you invest at least 1 mental focus in the Spectral 
  Generator at the beginning of each round you gain 
  1 temporary psionic power point. For each 4 men-
  tal focus you invest in this implement you generate 
  1 additional temporary power point. These power 
  points may only be only used to augment powers. 
  Powers augmented in this manner can exceed your 
  actual manifest limits. These power points may not be 
  used in conjunction with the Overchannel feat or Wild 
  Surge class feature. This process is disorienting and 
  manifesting a power with these power points requires 
  a Will save equal to the power’s own save DC (even 
  if it does not normally have one) or you are dazed for 
  1 round after using the Spectral Generator. Unused 
  power points dissipate at the end of each round.
  Special: You may take Spectral Generator in place of 
  an implement school with GM approval.
  Tidal ki
  When you shift the balance life force in another 
  creature, you can absorb excess life force from the 
  exchange.
  Prerequisites: Ability to cast psychic magic, ki pool
  Benefit: When you inflict a condition on a creature 
  other than yourself with a spell you gain a temporary 
  ki pool point for a number of rounds equal to your 
  primary spellcasting modifier. Regardless of how many 
  targets are effected, no more than a single ki point 
  can be generated by a single spell.
  Special: You may never gain more temporary ki from 
  this feat than your primary psychic spellcasting attri-
  bute. If you have more than one psychic magic casting 
  attribute, one must be selected for purposes of this 
  feat when it is selected.
  Twined Tethers (Occult)
  Your own soul has found room within to host both the 
  legendary and the lost.
  Prerequisite: Any two: bind spirit class feature, draw 
  upon legend class feature, or spirit class feature
  Benefit: For purposes of the bind spirit class feature, 
  draw upon legend class feature, or spirit class feature 
  
  25
  your levels in each class stack when calculating the 
  strength of a given spirit or legend’s feature. This does 
  not grant any other progression benefit (BAB substitu-
  tion, new spirit or legend access) beyond the deter-
  mining the strength of currently those spirits or leg-
  end currently available. For each legend or spirit you 
  have bound you gain a +1 to other binding checks.
  Special: The GM may rule that other spirit and com-
  panion abilities benefit from this feat.
  Unconscious Awakening (Liminal)
  Your liminal self can take over when you fall in battle 
  or sleep.
  Prerequisite: Liminal Self.
  Benefit: When you have the unconscious condition, 
  you may choose to roll opposed Will saves with your 
  Liminal Self. If it succeeds, it awakens for its normal 
  duration while you are unconscious. If the core per-
  sona’s body is below 0 hit points, it gains temporary 
  hit points equal to half its normal hit points for the 
  duration of its duration in control of the core perso-
  na’s body.
  Vital Magic (Liminal)
  Your magic surges with residual energies when you 
  use it to alter the balance of your life force.
  Benefit: When you gain a condition from a spell you 
  cast your caster level is increased by a +1 circum-
  stance for a number of rounds equal to your primary 
  spellcasting modifier. At 10th level this bonus increas-
  es to +2.
  Special: If your caster level is already increased for 
  any effect above your current hit dice by more than 
  half your HD total, this feat instead becomes a penalty 
  as it desperately tries to re-balance energies that are 
  dangerously out of balance with the universe.
  Flaws
  Some products have introduced the concept of flaws, 
  hindrances to a character’s abilities that grant a bonus 
  feat. Generally speaking a character should have no 
  more than two flaws. The speicfic flaws in this book 
  require the bonus feat to be selected to have the 
  (liminal) subtype. Flaws can be powerful but also may 
  present significant danger to yourself or other players. 
  Ask your GM if they are allowed in their campaign 
  before selecting one. 
  Shadow Self (Flaw)
  Effect: You have no control over when your Liminal 
  Self feat activates. At the beginning of each round, the 
  GM may call for you to make an opposed Will save 
  with your Liminal Self alternate character. If you lose, 
  the mental transition begins and your Liminal Self 
  manifests for the duration of the feat as per normal.
  Benefit: You gain an additional (Liminal) feat.
  Special: If you possess more than one Liminal Self, 
  you must choose which is impacted by this flaw. With 
  your GMs permission you select this Flaw a second 
  time subject to the Flaw limitations of your campaign.
  Tidal Power (Flaw)
  Effect: You cannot draw on the same source origin in 
  for one full round after having drawn on it before. You 
  may use powers, spells and abilities from other origins 
  freely in rounds where you don’t have access to the 
  prior round’s Source Origin.
  Benefit: You gain an additional (Liminal) feat.
  
  26
  When dealing with liminal power we address the 
  concept of beings that are specifically between two 
  states, energies or Planes of existence. As such multi-
  class characters are the most likely to actively use lim-
  inal powers in effective and meaningful ways. These 
  power users often learn to combine their Source 
  Origins in ways completely divergent from their base 
  classes. The most common liminal traditions are rep-
  resented by the following prestige classes:
  • Astral Antiquarian – A gifted channeler of the 
  awakened potential of artifacts, these characters 
  focus on unlocking a world of psionic and psychic 
  implements. They master techniques of astral in-
  fusion to surge their implements temporarily with 
  the energies of the Astral Plane.
  • Blackblade Breaker – Mastering the entropic ele-
  ments of negative planar infusion, these warriors 
  learn to shatter shadow versions of themselves, 
  providing their own tactical advantages  from 
  flanking to misdirection.
  • Dreamsealer – A studied master of the energies of 
  body, spirit and mind, the dreamsealer uses heal-
  ing as an opportunity to enhance the life it finds. 
  Providing wounded allies with seals that unlock 
  new powers and transform their physical being, 
  their powers is amazing as it is fleeting.
  • Eye of the Storm – Wilders and mages have flirted 
  with the power of Chaos for ages, but the Eye of 
  the Storm welcomes it into their being. Gaining 
  increasingly unstable energies they can’t hope to 
  control forever, these mad savants combine twin 
  Source Origins and  live for the unbridled power of 
  their lucid moments.
  • Gyreblade – Soulknives and other mystic warriors 
  have found ways to awake the weapons of the 
  mind, elemental planes and etheric power. The 
  gyreblade seeks to fuse two of these weapons into 
  one singular form combining the lore of mind and 
  magic into a weapon of endless potential.
  • Shadowed Packmaster – Mentalists and mages 
  call to the silver sea of the Astral for summoned 
  constructs of crystallized thought or planes like 
  the Ethereal for dream echoes of what is. The 
  Shadowed Packmaster learns to utilize the power 
  of two planes at once, drawing Shadow versions 
  of his own summons as  he calls them to form a 
  pack of servitors.
  • Souldancer – Some mentalists learn the strange 
  art of possessing another creature’s body. The 
  souldancer perfects it learning to migrate from 
  host to host, shifting her friends to less wounded 
  bodies, caging possessing creatures or even to call 
  back the lost to life.
  • Tribemind – Rare are those whose mind frag-
  ments to for other selves, rarer still are those who 
  learn to control this phenomena. The tribemind 
  learns to command their inner multitudes and call 
  upon them in moments of need.
  • Trinity Mage – Exploiting one of the Great Laws, 
  the trinity mage masters the art of drawing on 
  three distinct power Source Origins learning to 
  enter the trance-like Trinity State their oscillating 
  power builds to rival the most focused of superna-
  tures.
  
  27
  Table 3-1: Astral Antiquarian
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Class Feature
  Spellcasting or Advancement
  1st
  +0
  +0
  +0
  +1
  Focus, Implements +1, Astral 
  Infusion
  +1 level to lower Source’s spells/powers
  2nd
  +1
  +1
  +1
  +1
  Implement Power
  +1 level to both Sources’ spells/powers
  3rd
  +2
  +1
  +1
  +2
  Implements +2
  +1 level to both Sources’ spells/powers
  4th
  +3
  +1
  +1
  +2
  Implement Power
  +1 level to both Sources’ spells/powers
  5th
  +3
  +2
  +2
  +3
  Implements +3
  +1 level to both Sources’ spells/powers
  6th
  +4
  +2
  +2
  +3
  Implement Power
  +1 level to lower Source’s spells/powers
  7th
  +5
  +2
  +2
  +4
  Implements +4
  +1 level to both Sources’ spells/powers
  8th
  +6
  +3
  +3
  +4
  Implement Power
  +1 level to both Sources’ spells/powers
  9th
  +6
  +3
  +3
  +5
  Implements +5
  +1 level to both Sources’ spells/powers
  10th
  +7
  +3
  +3
  +5
  Implement Power
  +1 level to both Sources’ spells/powers
  astral antiquarian
  Combining astral sight and psychometric etheric 
  resonance, the astral antiquarian is able to read psychic 
  implements in new ways and can infuse implements 
  with brief flares of astral energy.
   
  With the power of psionic implements the 
  astral antiquarian masters a technique known as astral 
  infusion, an ability to flood items with psionic power to 
  temporarily charge their mental focus reserve.
   
  Hit Die: d8
  Requirements
  To qualify to become an astral antiquarian, a character 
  must fulfill all of the following criteria. 
   
  Feats: Psychic Sensitivity (or a class granting 
  occult skill unlocks).
   
  Skills: Knowledge (Arcana) 5 ranks.
   
  Spells and Powers: Able to cast object reading 
  and able manifest object reading (or possess the 
  Recovered Information class feature).
  Class Skills
  The astral antiquarian’s class skills (and the key ability 
  for each skill) are Autohypnosis (Wis), Craft (Int), 
  Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), 
  Fly (Dex), Knowledge (all skills, taken individually) (Int), 
  Linguistics (Int), Perception (Wis), Profession (Wis), 
  Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft 
  (Int), and Use Magic Device (Cha).
  Skill Ranks at Each Level: 2 + Int modifier.
  Class Features
  The following are class features of the astral antiquarian 
  prestige class.
   
  Spellcasting/Manifesting: At each level except 
  1st and 5th, you gain new spells or power points per 
  day and an increase in caster or manifester level (and 
  spells or powers known, if applicable) as if you had 
  also gained a level in Source using classes to which you 
  belonged before adding the prestige class level. You 
  do not, however, gain any other benefit a character of 
  those classes would have gained. Implements may add 
  new spells or powers to your list as well.
   
  At 1st and 5th level, you gain new spells or power 
  points per day and an increase in caster or manifester 
  level (and spells or powers known, if applicable) as if 
  you had also gained a level in your spellcasting class 
  with the lowest effective level. For example, a 4th-level 
  psion/3rd level psychic who gained one level of astral 
  
  28
  antiquarian would gain increased spellcasting ability 
  as if they had gained a level of psychic (since that 
  class’s caster or manifester level is lower than his psion 
  manifester level). If all your Source-using classes have 
  equal effective levels, you can apply this benefit to 
  any of your existing Source-using classes. You do not, 
  however, gain any other benefit a character of those 
  classes would have gained.
  Implements (Su)
  At 1st level, an astral antiquarian learns to use a single 
  implement discipline or school. At 3nd level and 
  every 2 astral antiquarian levels thereafter, the astral 
  antiquarian learns to use one additional implement 
  discipline or school, to a maximum of five implement 
  discipline or schools at 9th level. Each implement 
  discipline or school adds one power or spell per level 
  of that psionic discipline or school of magic to the 
  astral antiquarian’s spell list. An astral antiquarian can 
  select an implement discipline or school more than 
  once in order to learn additional powers or spells from 
  the associated discipline or school.
  Each implement discipline or school is represented by 
  a small list of objects. Every day, the astral antiquarian 
  selects one item from that discipline or school’s list 
  to be his implement for the day for each implement 
  discipline or school they know. The astral antiquarian 
  needs only one such item to cast spells or manifest 
  powers of the corresponding discipline or school, 
  unless they selected that implement discipline or 
  school multiple times, in which case they need one 
  item for each set of spells gained from that discipline 
  or school. Implements don’t need to be magic items, 
  and non-magical implements don’t take up a magic 
  item slot even if they’re worn. Implements that are 
  not magic items are often of some historical value or 
  of personal significance to the astral antiquarian, such 
  as the miter of a childhood priest, the etched walking 
  stick of a philosopher, the meditation mat of a teacher, 
  or the third eye of a legendary psion.
  Whenever an astral antiquarian casts a spell, they must 
  have the corresponding implement in their possession 
  and present the implement to the target or toward the 
  area of effect.
  This act is part of casting the spell and doesn’t 
  require any additional action. If the occultist lacks the 
  corresponding implement, they can attempt to cast 
  the spell, but must succeed at a concentration check 
  (DC = 20 + the power or spell’s level) to do so. Spells 
  cast by an astral antiquarian without the appropriate 
  implement are always treated as if they were cast at 
  the minimum caster or manifester level for the spell in 
  question (caster or manifester level 1st for a 1st-level 
  spell, caster or manifester level 4th for a 2nd-level 
  spell, and so on).
  Each implement discipline or school also grants a 
  base focus power. This power is added to the list of 
  focus powers possessed by the astral antiquarian (see 
  Mental Focus below). In addition, each implement 
  
  29
  discipline or school grants access to a number of other 
  focus powers that the astral antiquarian can select 
  from using his mental focus class feature.
  See the occultist class (Pathfinder Roleplaying Game 
  Occult Adventures) for implement schools for a 
  complete list of implements associated with each 
  magical school and their focus powers. You may also 
  find a list of implement schools here.
  Focus (Su): The astral antiquarian gains access to the 
  mental focus ability of an occultist of same level. If 
  the astral antiquarian already has a mental focus pool, 
  the classes stack for determining overall implement 
  powers and investiture limitations.
  An astral antiquarian has a number of points of 
  mental focus equal to his astral antiquarian level + 
  his Intelligence modifier; these points refresh each 
  day. They can divide this mental focus between his 
  implements in any way they desire. If an implement is 
  lost or destroyed, the focus invested in it is lost as well, 
  though the astral antiquarian still refreshes those points 
  of focus normally. If the astral antiquarian already has 
  levels in a class that grants focus, they should instead 
  add their astral antiquarian level to that classes level to 
  determine a new total focus amount. While an astral 
  antiquarian may replace a focus attribute for a pre-
  existing class with intelligence, they cannot add two 
  attributes or the same attribute more than once to 
  their focus pool. Focus from any class can be invested 
  in implements of any class. Astral antiquarians should 
  replace occultist level with highest effective caster 
  level for any implements they possess from any class.
  Once mental focus is invested inside an implement, the 
  implement gains the resonant power of its implement 
  school, and the astral antiquarian can expend the 
  mental focus stored in the implement to activate the 
  associated focus powers they know. If a resonant 
  power grants a bonus that varies based on the amount 
  of mental focus invested in the implement, the bonus 
  is determined when the focus is invested, and is not 
  reduced or altered by expending the mental focus 
  invested in the item. Once all of the mental focus in an 
  implement is expended, it loses its resonant power until 
  mental focus is once again invested in the implement.
  The implement grants its resonant power to whoever 
  possesses it; the astral antiquarian can lend the 
  implement to an ally to assist that ally, but if they do 
  so, they have difficulty casting that implement’s spells 
  or powers (see Implements) and can’t expend that 
  implement’s focus on focus powers until they retrieve 
  the implement or refreshes their focus.
  The astral antiquarian refreshes his mental focus once 
  each day after receiving at least 8 hours of sleep. After 
  refreshing his mental focus, the astral antiquarian must 
  spend 1 hour preparing his implements and investing 
  them with this power. Mental focus that is not used 
  before the next time the astral antiquarian refreshes 
  his focus is lost.
  The astral antiquarian can choose to save generic 
  mental focus inside their body instead of investing all 
  of it, but expending this focus comes at a higher cost.
  Any focus power the astral antiquarian activates with 
  generic focus costs twice as much mental focus to use 
  (and to maintain, if applicable). The astral antiquarian 
  can expend his generic focus through an appropriate 
  implement on any focus power they know, but an 
  implement they didn’t invest any focus in at the start 
  of the day grants no resonant power. 
  Rules Element:
   
  Psionic Implements - After the 
  creation of the Book of Beyond, it was 
  announced that Dreamscarred Press 
  also was developing psionic discipline 
  implements. While these implements 
  were not designed for astral antiquari-
  an they could be used with it or either 
  of the occultist archetypes presented in 
  this book with GM approval. GMs con-
  sidering allowing any new implement 
  should consider the temporary boost of 
  the astral flare class feature when decid-
  ing which content to approve.
  
  30
  Athanatism Implements
  Implements that draw power from athanatism can 
  affect the undead in unusual ways and draw on the 
  powers of death.
  Implement(s): Incense burner, deathmask, fossil, 
  funerary wrappings, rattle, urn.
  Resonant Power(s): Each time the astral antiquarian 
  invests mental focus into an athanatism implement, 
  the implement grants the following resonant power. 
  The implement’s bearer gains the benefits of this 
  power until the astral antiquarian refreshes his focus.
   
  Athanatic Bane (Su): The implement grants 
  its possessor greater ability to harm the undead. 
  Whoever possesses the implement can spend a swift 
  action to have their next damaging attack, power or 
  spell deal and additional 1d6 of damage to undead 
  for every 3 points of mental focus invested in the item 
  (to a maximum number of +6d6). Any character who 
  bears the implement can add it as an additional focus 
  component for a spell or power they cast or manifest 
  to damage undead. A character may wield the 
  implement in their off hand instead to add this bonus 
  damage to melee attacks with their primary weapon. 
  The implement may be physically attached by a length 
  of silver to a two-handed weapon to grant it’s bonus 
  damage.
  Undead creatures take a –1 penalty on saving throws 
  against spells cast by the bearer of this implement 
  for every 4 points of mental focus invested in this 
  implement.
  Base Focus Power: All astral antiquarians who learn to 
  use athanatism implements gain the following focus 
  power.
   
  Sway Remains (Ps): As a standard action, you 
  can expend 1 point of mental focus to cause an undead 
  creature to become vulnerable to mind-affecting 
  attacks.
  The target must be within 30 feet of you, and it can 
  attempt a Will saving throw to negate the effect. If the 
  target fails the save and has a number of Hit Dice less 
  than or equal to yours, it vulnerable to mental powers, 
  spells and abilities for 1d4 rounds. If the target fails the 
  saving throw and has a number of Hit Dice greater than 
  yours, it is instead shaken for 1d4 rounds.
  Focus Powers: In addition to gaining the base focus 
  power, astral antiquarians who learn to use athanatism 
  implements can select from the following focus powers 
  when choosing the powers gained from their focus 
  powers class feature.
   
  Bonded Ectoplasm (Su): As a standard action, 
  you can expend 1 point of mental focus to surround 
  yourself manifest the bonded emotional powers of a 
  spirit as though you were a spiritualist’s phantom. You 
  gain a +4 armor bonus to AC and you gain the emotional 
  focus powers of a phantom equal to the points of 
  mental focus you have invested in this implement. 
  These abilities persist for 1 minute per level of your 
  highest caster or manifester level.
   
  Corpse Union (Ps): As a standard action, you 
  can expend 1 point of mental focus to move your life 
  force into a dead body. While your mind is so displaced 
  your body is considered helpless and unconscious. 
  Your mind is untargetable while in this state. For each 
  round your mind is inside the corpse you can view 1 
  minute of memories backward from the time of death. 
  You may reside in the corpse for up to 1 round per 
  level of your highest caster or manifester level. If your 
  highest caster or manifester level is at least 10th level, 
  you instead gain 1 hour of memories per round inside 
  the corpse.
   
  Ectoplasmic Servitor (Su): As a full-round 
  action, you can expend 1 point of mental focus to 
  create a ectoplasmic servitor from bones, brains, or 
  other organs. The creature vaguely resembles the 
  original creature or creatures from which the remains 
  were taken. Treat this as an astral construct, using 
  your choice of caster or manifester level as your 
  effective manifester level to determine its powers and 
  abilities. Abilities should be similar in conformation to 
  the remains chosen. You can have no more than one 
  ectoplasmic servitor active at any given time.
  
  31
  The ectoplasmic servitor remains animated for 1 
  minute per astral antiquarian level you possess.
   
  Shield of Numbness (Ps): As a standard 
  action, you can expend 1 point of mental focus to 
  numb yourself to pain for 1 minute per the caster or 
  manifester level of your choice. While this power is 
  active, you are immune to pain and emotion effects 
  and reduce all mental ability damage you would take 
  by two. In addition, whenever you are subjected to 
  a morale effect, you may choose whether or not it 
  affects you. If you choose to not be affected, you are 
  immune to that instance of the particular effect. When 
  this power ends, any such effects resume, provided 
  that their duration has not expired in the meantime. 
  However, any ability damage reduced by the use of this 
  power remains reduced. At 7th level you also gain DR 
  2/-. At 13th level you take 1 less from sources of ability 
  damage. At 19th level this power lasts for 1 hour per 
  level.
   
  Secrets of the Dead (Ps): As a standard action, 
  you can expend 1 point of mental focus to hear the 
  voices of the dead, you are granted insight into their 
  secrets. For 1 minute per a caster or manifester level 
  of your choice you may make Knowledge skill checks 
  untrained. When you activate this power, choose one 
  Knowledge skill. You gain a +4 insight bonus on skills 
  checks made using that skill. At 10th level you gain 
  access to a bonus feat while this ability is active, you 
  must still qualify for this feat.
   
  Soul Trap (Ps): As a standard action, you can 
  expend 1 point of mental focus to capture the essence 
  of an incorporeal creature within close range. The 
  creature receives a Will saving throw to negate the 
  effect. If it fails it is drawn into your implement and 
  may be used to strengthen your spells and powers. As 
  a free action, once per HD the incorporeal creature 
  possesses, you may increase the DC of a spell or power 
  you cast or manifest by +1. This power ends once you 
  have gained the above bonus a number of times equal 
  to the HD of the incorporeal creature. You may only 
  have one incorporeal creature trapped within your 
  implement at any given time. When this power ends, 
  the incorporeal creature is returned from whence it 
  came.
  Clairsentience Implements
  Implements of the clairsentience school grant powers 
  related to foresight and remote viewing.
  Implement(s): Dowsing stick, dried leaves, monocle, 
  runestones, gems, spyglass.
  Resonant Power(s): Each time the astral antiquarian 
  invests mental focus into a clairsentience implement, 
  the implement grants the following resonant power. 
  The implement’s bearer gains the benefits of this 
  power until the astral antiquarian refreshes his focus.
   
  Edge of the Future (Su): The implement allows 
  its bearer to notice that which has yet to be to avoid 
  unwanted futures. Each round the implement grants a 
  pool of +1 insight bonuses per 3 points of mental focus 
  stored in it. These bonuses may be used to modify any 
  d20 roll per round as a free action. Unused bonuses 
  are lost at the end of each round. .
  Base Focus Power: All astral antiquarians who learn to 
  use clairsentience implements gain the following focus 
  power.
   
  Aura Glance (Ps) As a swift action, you can 
  expend 1 point of mental focus to use either the 
  Prognostication or Read Aura occult skill unlocks. This 
  usage does not count against daily limits for either 
  unlock.
  Focus Powers: In addition to gaining the base 
  focus power, astral antiquarians who learn to use 
  clairsentience implements can select from the following 
  focus powers when choosing the powers gained from 
  their focus powers class feature.
   
  Fortress of the Future (Ps): Your AC gains a +1 
  insight bonus as long as there is at least one point of 
  mental focus invested in this implement. For every 5 
  mental focus invested in this implement the bonus 
  increases by +1. As an immediate action you may 
  expend a point of mental focus to add this bonus 
  to your saving throws for 1 round. The saving throw 
  bonus is still considered an insight bonus.
  
  32
   
  Linguistic Processor (Ps): As long as you have 
  at least 2 points of mental focus in this implement 
  you may touch a creature as a standard action. If 
  your touch attack is successful, you may choose one 
  language they have that you do not know. You gain 
  the ability to speak, read and write that language. For 
  each addiotional 2 points you have invested in the 
  implement you main use this ability an additional time. 
  The borrowed knowledge of each language lasts until 
  the next time you reassign mental focus.
   
  Postcognitive Sensitivity (Ps): As a standard 
  action, you can expend 1 point of mental focus to cast 
  your mind backward through time in a location where 
  your physical body is present. For each additional point 
  if mental focus invested in this implement you can view 
  back 100 years. Events are revealed in order of most 
  recent to oldest. Each 10 minutes you concentrate you 
  may view one significant event. You gain no special 
  knowledge of individuals present at the events but 
  instead observe the even as though it was a ghost-like 
  dream.
   
  Spin Fate (Ps): As an immediate action you may 
  cause a target to re-roll a single d20 roll by expending 
  a point of mental focus. For each additional 2 mental 
  focus you have invested in this implement you may 
  adjust the die roll by a luck bonus or penalty of -1 
  to a maximum of +5 or -5. You must have a caster or 
  manifester level of 9th level to select this focus power.
   
  Time’s Wielder (Su): When you touch an object 
  you may expend 1 point of mental focus to attune 
  yourself to an item. You gain access to one feat related 
  to the use of that item. This feat can be proficiency 
  feat, combat feat or other general feat the GM agrees 
  a previous wielder had access to. If a combat feat is 
  chosen it is only applicable to the attune item. For 
  every 5 focus invested in this implement beyond the 
  point expended the astral antiquarian gains an adds an 
  feat a prior wielder had access to. These feats last until 
  mental focus is reassigned the following day.
   
  Walker’s Eye (Ps): You can expend 1 point of 
  mental focus as a standard action to create an invisible 
  sensor attached to a creature watches a 5-foot-radius 
  around it. You may receive visual and audio information 
  as though you were present but cannot perceive 
  beyond the radius. The sensor can be deceived by 
  invisibility and similar magic. You can expend additional 
  points of mental focus when creating the eye to 
  increase the size of the radius by 5 feet per additional 
  point spent (to 10 feet radius, 15 radius square, and so 
  on). The walker’s eye sees as your eyes see, including 
  any additional senses you possess (such as darkvision 
  or see invisibility). The walker’s eye lasts for 1 minute 
  per astral antiquarian level you possess. You must be at 
  least 5th level to select this focus power.
  Metacreative Implements
  Implements used in metacreative allow the astral 
  antiquarian to perform magic that transports or calls 
  creatures.
  Implement(s): Bottle, clay, knitting needles, puppets, 
  sculpting chisel, writing implement.
  Resonant Power(s): Each time the astral antiquarian 
  invests mental focus into a metacreative implement, 
  the implement grants the following resonant power. 
  The implement’s bearer gains the benefits of this 
  power until the astral antiquarian refreshes his focus.
   
  Astral Sheath (Su): The implement may 
  surround the bearer in a suit of psychically extruded 
  manner similar to the astral suit of a aegis class 
  character. The suit fuses with armor or clothing worn 
  to grant an increase to existing armor bonuses to AC 
  of +1. Additionally for every 5 points invested in the 
  implement, the armor gains one customization point. 
  If your game does not use psionics rules you may with 
  your GMs permission select eidolon evolutions with 
  these points instead.
  Base Focus Power: All astral antiquarians who learn to 
  use metacreative implements gain the following focus 
  power.
   
  Exomind (Ps): As a standard action, you can 
  expend 1 point of mental focus to create an exomind. 
  Your exomind is a ectoplasmic construct imbued with 
  a psychic imprint of yourself similar to the power 
  schism for 1 round per level of your highest caster or 
  
  33
  manifester level. The exomind operates with a caster or 
  manifester level equal to six less than the lowest caster 
  or manifester level you have available to you. You may 
  invest the exomind with 1 spell slot worth of spells or 
  2 power points per point invested in this implement. 
  It can cast or manifest these spells at its caster or 
  manifester level without need for verbal or somatic 
  components. The exomind is vulnerable to attacks, it 
  has hit points equal to your Intelligence modifier plus 
  2 for every mental focus invested in this implement. Its 
  AC and touch AC are equal to 10 plus your Intelligence 
  modifier. It uses your saving throws, BAB and makes all 
  attacks as though your Intelligence was the governing 
  ability score.
  Focus Powers: In addition to gaining the base 
  focus power, astral antiquarians who learn to use 
  metacreative implements can select from the following 
  focus powers when choosing the powers gained from 
  their focus powers class feature.
   
  Dreamblade (Ps): You can expend 1 point of 
  mental focus to conjure a weapon of power. This 
  weapon can take the form and statistics of any weapon 
  you are proficient with. The weapon is considered 
  magical and has a +1 enhancement bonus to hit and 
  damage. For every 5 levels of your highest caster or 
  manifester level, your weapon gains another +1 to its 
  enhancement bonus to a maximum of +5 at 20th level.
   
  Crystal Swarm (Su): As a standard action, you 
  can expend 1 point of mental focus to summon a cloud 
  of flying crystals in a 5’ square within medium range. 
  The cloud lasts for 1 round per level of your highest 
  caster or manifester level and inflicts 1d8 + your 
  Intelligence modifier slashing damage to any creature 
  entering the square. This damage increases by 1d8 
  per 4 points invested in this power. The crystals can 
  be moved 30’ as a move action. As a standard action, 
  you may attack creatures adjacent to the cloud with 
  an attack modifier equal to your highest caster or 
  manifester level + your Intelligence modifier. 
   
  Potent Sustenance (Ps): As a standard action, 
  you can expend 1 point of mental focus to materialize 
  edible ectoplasm for up to one creature per point 
  invested in this implement. The ectoplasm sustains a 
  creature for one day. This psychic material permeates 
  the forms of those who eat it giving them 5 temporary 
  hit points plus 5 hit points per 5 levels of your highest 
  caster or manifester level. You may spend additional 
  mental focus to cast or manifest an effect equal to the 
  number of mental focus expended. The effect must be 
  personal or touch and have a harmless saving throw, if 
  any. If you do so, anyone eating the edible ectoplasm 
  gains the benefit of the power or spell cast.
   
  Psychic Caltrops (Ps): As a standard action, you 
  can expend 1 point of mental focus to create semi-
  stable caltrops of crystallized pain. The caltrops created 
  are sufficient to create a 5 foot square every 2 levels 
  of your highest caster or manifester level. The caltrops 
  require a DC of 15 + 1 per 2 invested focus to remove 
  and release a psychic shock of 1 nonlethal damage per 
  invested focus to a creature the first time a creature 
  steps on them. These manifested caltrops last 10 
  minutes per level of your highest caster or manifester 
  level.
   
  Seed Survival (Ps): As a standard action, you 
  can expend 1 point of mental focus to create a crystal 
  containing the energies of your mind that lasts for 1 
  minute per level of your highest caster or manifester 
  level. If you are slain during the powers duration 
  your mind transfers into the crystal animating in a 
  manner similar to a psi-crystal and the power becomes 
  instantaneous. You remaining powers and abilities are 
  transferred into your new form. The crystal can be left 
  alone to create a new body. This process is difficult and 
  results in a reincarnate after 1 day. If the reincarnation 
  process is interrupted you die as normal.
   
  Astral Platform (Ps): By expending 1 point of 
  mental focus you can create a flat platform of astral 
  matter that is still governed by the gravity anomalies 
  of that plane. The platform can support weight 
  equal to 100 pounds per level of your highest caster 
  or manifester level. The platform flies with perfect 
  maneuverability and a speed of 5’ per point of mental 
  focus you have invested in this implement. You may 
  move the platform as a move action, if you are not 
  on the platform it vanishes if it moves out of medium 
  range.
  
  34
  Psychokinetic Implements
  Implements focused on psychokinetic grant the ability 
  to create and direct energy to protect and to destroy.
  Implement(s): Dorje, hammer, dragon tooth, staff.
  Resonant Power(s): Each time the astral antiquarian 
  invests mental focus into an psychokinetic implement, 
  the implement grants the following resonant power. 
  The implement’s bearer gains the benefits of this 
  power until the astral antiquarian refreshes his focus.
   
  Burning Potency (Su): The implement channels 
  and enhances the effects of damaging spells and 
  powers. A spellcaster who bears the implement can 
  add the implement as an additional focus component 
  for any of his elemental powers or spells that match his 
  or her active energy. If they do so, the spell or power 
  gains a bonus of +1 to its DC. This bonus increases 
  by +1 for every three mental focus invested in this 
  implement. Your bonus cannot exceed 1 + 1 per 3 
  levels of your highest caster or manifester level. If you 
  did not have psionic or psychic focus before gaining 
  this implement discipline, you gain one and the ability 
  to select an active energy type.
  Base Focus Power: All astral antiquarians who learn to 
  use psychokinetic implements gain the following focus 
  power.
  Seething Nexus (Ps): As a full round action, you can 
  direct a beam of your active energy type dealing 1d6 + 
  your intelligence modifier of damage to a target within 
  30’. You may expend 1 point of mental focus to instead 
  use this ability as a standard action. For every 4 points 
  of mental focus invested in this implement you deal an 
  additional 1d6 damage with this ability.
  Focus Powers: In addition to gaining the base 
  focus power, astral antiquarians who learn to use 
  psychokinetic implements can select from the following 
  focus powers when choosing the powers gained from 
  their focus powers class feature.
   
  Coruscating Beam (Ps): As a standard action 
  that provokes attacks of opportunity, you can expend 
  1 point of mental focus to release a beam of energy 
  from your seething nexus. This blast has a range of 60 
  feet. Targets must make a Fortitude save when taking 
  damage from this beam. If they fail their save, they 
  are blinded for 1 round per level of your highest caster 
  or manifester level. If they succeed they are instead 
  dazzled. If you possess a caster or manifester level 9 or 
  higher, the blindness instead lasts 1 minute per level. 
  If your possess a caster or manifester level of 15 or 
  higher, the blindness may be permanent if you wish.
   
  Disrupting Beam (Ps): As a readied standard 
  action, you can expend 1 point of mental focus to 
  release a burst of disruptive energy. When you activate 
  this power, you must ready an action to counter an 
  effect with the same energy type as your active energy 
  type. This ability functions as dispel magic for purposes 
  of countering spells and powers with the same energy 
  type. If you possess a caster or manifester level of at 
  least 15 you may expend a second point of mental 
  focus to activate this ability as an immediate action 
  instead.
   
  Streaming Torrent (Ps): As a standard action, 
  you can expend 1 point of mental focus to explode forth 
  a powerful beam from you as a ranged touch attack to 
  deal your seething nexus damage to the target. This 
  beam widens to become a 5’ wide line between you 
  and the target at a range up to 60 feet from you. All 
  creatures in the line may make a reflex save versus the 
  line to take half damage. The line remains in place until 
  the beginning of your next turn. If the target moves, 
  the line follows his movements. Creatures passing 
  through or moved over by the line take damage as 
  above, but may make a reflex save to negate instead of 
  taking half damage. You may spend an additional point 
  of mental focus each round to maintain this effect and 
  inflict seething nexus damage again. If at any time 
  during the effect the target moves beyond 60 feet, the 
  power immediately ends. You must possess a caster or 
  manifester level of 9 or greater to select this ability.
   
  Quell Source (Ps): As a standard action, you 
  can create a suppression field expending 2 points of 
  mental focus. Select one school of magic, psionic 
  discipline or antipodal philosophy. For 1 minute per 
  level of your highest caster or manifester level effects 
  
  35
  within 10 feet of you from these schools are negated 
  or suppressed (if possessing a duration). Otherwise 
  this power functions in a manner similar to anti-magic 
  field or null psionics field.
   
  Living Nexus (Su): You may expend a point of 
  mental focus to release a portion of your seething nexus 
  imprinted with your will. This living nexus functions as 
  a medium fire elemental. It has one hit dice plus an 
  additional hit die per 3 points invested in this focus. 
  In addition to this cost, you may sacrifice spell slots or 
  power points. For each spell level or 2 power points 
  sacrificed the living nexus gains an additional hit die. 
  The living nexus’s BAB is +1 per hit die and it may make 
  touch attacks using your choice of mental ability score 
  modifier, it uses your saving throws and possesses no 
  feats or skills. Each touch attack deals damage equal to 
  your seething nexus power.
   
  Nexus Absorption (Ps): By expending 1 point of 
  mental focus as a standard action, you can prepare your 
  seething nexus to absorb incoming energy attacks. You 
  may absorb up to 5 points per point of mental focus 
  invested in this implement. Within 1 round per level 
  you may add this damage to the next seething nexus 
  damage attack you make (including uses of coruscating 
  beam or streaming torrent). You must be at least 9th 
  level to select this focus power.
  Psychometabolism Implements
  Psychometabolism implements can alter the properties 
  of both objects and creatures.
  Implement(s): Hide, horn, gastrolith, necklace (made 
  of claws or teeth), petrified egg.
  Resonant Power(s): Each time the astral antiquarian 
  invests mental focus into a psychometabolism 
  implement, the implement grants the following 
  resonant power. The implement’s bearer gains the 
  benefits of this power until the astral antiquarian 
  refreshes his focus.
   
  Evolved Physiology (Su): The implement 
  mutates the bearers body providing 1 evolution point 
  per 2 points invested in the implement as though the 
  astral antiquarian was an humanoid form eidolon 
  belonging to a summoner of a level equal to the astral 
  antiquarian’s highest caster or manifester level.
  Base Focus Power: All astral antiquarians who learn to 
  use psychometabolism implements gain the following 
  focus power.
   
  Bestial Affinity (Su): The implement enhances 
  its bearer’s body. When you invest mental focus in the 
  implement, select a physical ability score. As a standard 
  action, you can expend 1 point of mental focus to have 
  the implement grant a +4 temporary enhancement 
  bonus to that physical ability score plus an additional 
  2 for every 6 caster or manifester levels of the highest 
  caster or manifester level the astral antiquarian levels 
  possesses. Additionally at a caster or manifester level 
  of 7th, the character can gain any one creature ability 
  as per beast shape II.
  Focus Powers: In addition to gaining the base 
  focus power, astral antiquarians who learn to use 
  psychometabolism implements can select from the 
  following focus powers when choosing the powers 
  gained from their focus powers class feature.
   
  Corrosive Halo (Ps): You can expend 1 mental 
  focus as a standard action to surround yourself in 
  acidic mist for 1 round per level of your highest caster 
  Rules Element:
   
  Caster and Manifester Levels - 
  Many mechanics in liminal power refer 
  to caster levels and manifester levels at 
  the same time and try to represent them 
  completely. As the alternate rule-set for 
  psionics utilizes terms  from the core 
  Pathfinder Roleplaying Game it some-
  times runs into instances where only 
  caster level is referenced. If a game utiliz-
  es this book GMs are highly encouraged 
  to make allowance for manifester level 
  to be used interchangeably with caster 
  level in most cases.
  
  36
  or manifester level. The acid deals 1d6 damage to all 
  creatures adjacent to or in your square at the end of 
  their turn. For every 3 caster or manifester levels of 
  your highest caster or manifester level the acid damage 
  increases by 1d6. A successful Reflex save halves this 
  damage. 
   
  Fanged Awakening (Su): As a standard action, 
  you can expend 1 point of mental focus and touch a 
  natural weapon to grant it an enhancement bonus. 
  The bonus is equal to 1 + 1 for every 6 levels of your 
  highest caster or manifester level (to a maximum of 
  +4 at 18th level). Enhancement bonuses gained by 
  this ability stack with those of the natural weapon, 
  to a maximum of +5. You can also imbue the natural 
  weapon with any one weapon special ability with an 
  equivalent enhancement bonus less than or equal 
  to your maximum bonus by reducing the granted 
  enhancement bonus by the appropriate amount. The 
  natural attack must have an enhancement bonus of at 
  least +1 (from the item itself or from fanged awakening) 
  to gain a natural weapon special ability. In either case, 
  these bonuses last for 1 minute.
   
  Rekindle Life (Ps): As a standard action, you 
  can expend 1 point of mental focus to return a willing 
  creature to life with your touch. The creature must 
  have died within the last round. You may expend an 
  additional point of mental focus to reach back another 
  round. Each round beyond the first brings the fallen 
  ally back with one negative level. If you have a caster or 
  manifester level of 15th or higher, this ability does not 
  inflict negative levels for additional rounds the target 
  was dead. The astral antiquarian must have a caster or 
  manifester level of 11 to select this power.
   
  Mender’s Touch (Ps): As a standard action, you 
  can expend 1 point of mental focus to heal a target 
  1d12 + your highest caster or manifester level. For 
  every 3 points of mental focus remaining invested in 
  this focus, you heal the target another 1d12.
   
  Shifted Physicality (Ps): As a standard action, 
  you can expend 1 point of mental focus to reallocate 
  points from either of two physical ability to another 
  (Strength, Dexterity, or Constitution). The reduced 
  attributes take up to a combined 1 ability damage per 
  caster or manifester level and the increased ability 
  score is raised by the same total for 1 round per level of 
  your highest caster or manifester level. This increases’ 
  duration increased to 1 minute per caster or manifester 
  level if you have a 15th level caster or manifester level. 
  The astral antiquarian must have a caster or manifester 
  level of 9th level to select this ability.
   
  Superior Shifting (Ps): As a standard action, you 
  can expend 1 point of mental focus to grant yourself the 
  effects of either polymorph or greater metamorphosis. 
  This effect lasts for 1 round per astral antiquarian level 
  you possess. At 13th caster or manifester level this 
  power instead lasts 1 minute per level. You must have 
  a caster or manifester level of at least 9th level to select 
  this focus power.
  Psychoportation Implements
  Implements used in psychoportation allow the astral 
  antiquarian or another bearer to bend space and shift 
  time.
  Implement(s): Hourglass, lodestone, map, mirror, 
  origami, walking stick.
  Resonant Power(s): Each time the astral antiquarian 
  invests mental focus into a psychoportation implement, 
  the implement grants the following resonant power. 
  The implement’s bearer gains the benefits of this 
  power until the astral antiquarian refreshes his focus 
  for the day.
   
  Temporal Delay (Su): The implement distorts 
  the bearer’s energies to decay at slower rates, causing 
  his powers and spells to maintain their strength 
  for a longer period of time. The bearer can add the 
  implement as an additional focus component to any 
  power or spell they cast that has a duration measured 
  in rounds per level. If they do so, they add 1 to his 
  caster or manifester level for every 3 points of mental 
  focus stored in the implement (to a maximum bonus 
  equal to your astral antiquarian level). This increase 
  applies only when determining the duration of the 
  spell. Apply this increase after other effects that adjust 
  a spell’s duration, such as Extend Spell.
  
  37
  Base Focus Power: All astral antiquarians who learn 
  to use psychoportation implements gain the following 
  focus power.
   
  Accelerated Movements (Ps): As long as you 
  have at least one point of mental focus invested in this 
  implement, whoever wields it gains a 5’ increase to 
  their movement speed. This increases by 5’ for each 4 
  points you invest. If you have at least 4 points invested 
  in this implement you gain a +1 haste bonus to Reflex 
  saves. This bonus increases by +1 for every 4 points 
  beyond 4 you have invested. At 6th level the bearer 
  gains a +1 dodge bonus to AC if at least 6 points are 
  invested in this implement. This AC bonus increases for 
  every six beyond six points your have invested. At 15th 
  caster or manifester level, if you have at least 10 points 
  invested the bearer may take an additional attack at 
  your highest attack bonus each round, this attack does 
  not stack with haste or other similar effects.
  Focus Powers: In addition to gaining the base 
  focus power, astral antiquarians who learn to use 
  psychoportation implements can select from the 
  following focus powers when choosing the powers 
  gained from their focus powers class feature.
   
  Dimensional Disarm (Su): As a standard action, 
  you can expend 1 point of mental focus to teleport 
  a foes weapon or an attended item away from them 
  in a random direction, much like a scattered thrown 
  weapon (http://www.d20pfsrd.com/gamemastering/
  combat#TOC-Throw-Splash-Weapon). The item lands 
  in the square or falls as appropriate. For every 2 points 
  of mental focus remaining in the implement the scatter 
  teleports another 5’ from the target. At 7th level, You 
  can expend 1 additional point of mental focus when 
  teleporting an item, if you do the item instead appears 
  in your open hand. When you take an item in this way 
  you must have a hand free. A successful Will save 
  prevents the teleport and instead gives the dazzled 
  condition to the target.
   
  Etheric Sidestep (Ps): As an immediate action, 
  you can expend 1 point of mental focus to teleport five 
  feat. This can cause creatures to miss you or move you 
  out of an area of effect. For every 4 astral antiquarian 
  levels you possess beyond 3rd, you may teleport an 
  additional 5’ with this power. If your highest caster or 
  manifester level is at least 7th level you benefit from 
  a blur effect after teleporting from ethereal haze that 
  clings to you for 1 round per point of mental focus 
  remaining in the implement. You must have a caster or 
  manifest level of at least 8th level to select this focus 
  power.
   
  Mind Dodge (Ps): You can expend 1 point of 
  mental focus to partially shift away your mind as an 
  immediate action. This defense acts as a counterspell 
  to any [mind-affecting] power, spell or supernatural 
  ability targeting you. You gain a bonus to the dispel 
  check equal to +1 or every 2 points remaining in this 
  implement. If you are at least 15th caster or manifester 
  level you may select a new target for the effect within 
  close range.
   
  Parallel Movement (Ps): As a standard action, 
  you can expend 1 point of mental focus to summon 
  forth an alternate universe phantom of yourself. This 
  ability causes the astral antiquarian to mark another 
  square within close range with a phantom token. Each 
  turn the astral antiquarian may move this phantom 
  during their move action as though it was the character 
  themselves. As a swift action the astral antiquarian 
  may switch locations with the phantom. The phantom 
  is difficult to distinguish from the astral antiquarian 
  and may be attacked. It has an AC of 10 + the current 
  mental focus in this implement and 10 + the astral 
  antiquarian’s highest caster or manifester level.
   
  Scatterstrike (Su): As a standard action, you can 
  expend 1 point of mental focus to make a touch attack 
  against a foe. This touch attack scatters the substance of 
  the target’s body which deals 1d8 + your highest caster 
  or manifester level in untyped damage. This damage 
  increases by 1d8 per 2 caster or manifester levels of 
  your highest caster or manifester level class. If you 
  have a caster or manifester level of at least 5th level 
  you may also teleport the target 5’ per point of mental 
  focus. A successful Will save negates the teleportation 
  and halves this damage.
   
  Stasis Field (Ps): You can create a temporary 
  temporal lock around the target creature. As a standard 
  action, you can expend 1 point of mental focus to make a 
  
  38
  ranged touch attack against a foe. If you succeed, they 
  must make a save or be effected as though in a temporal 
  stasis 
  spell 
  (http://paizo.com/pathfinderRPG/prd/
  coreRulebook/spells/temporalStasis.html) for 1 round 
  per mental focus remaining in the implement. You 
  must have a caster or manifester level of at least 12th 
  level to select this focus power.
  Telepathy Implements
  Telepathy implements allow the astral antiquarian to 
  befuddle the mind and charm his foes.
  Implement(s): Coronet, diadem, finger trap, pendulum, 
  pinwheel, scarf, wind instrument.
  Resonant Power(s): Each time the astral antiquarian 
  invests mental focus into an telepathy implement, the 
  implement grants the following resonant power. The 
  implement’s bearer gains the benefits of this power 
  until the astral antiquarian refreshes his focus.
   
  Telepathic Collective (Su): You may spend 
  a standard action linking your mind with another 
  creature in a manner similar to the mind link psionic 
  power but lasting until you refresh mental focus. For 
  every point of mental focus invested in this power you 
  may link with an additional creature. For every 5 points 
  you have invested in this power select one teamwork 
  feat a member of your collective has. All members of 
  the collective count as having that feat. By spending 
  1 mental focus, all collective members instead gain 
  access to the teamwork feat for 1 minute per level of 
  your highest caster or manifester level.
  Base Focus Power: All astral antiquarians who learn 
  to use telepathy implements gain the following focus 
  power.
   
  Phantasmal Pain (Su): As a part of casting a spell 
  or using a power that deals damage, you can expend 
  1 point of mental focus include your implement as an 
  additional component. If a creature targeted by the 
  effect saves for half or reduced damage, they must 
  make an additional Will save. If they fail they take 
  nonlethal damage equal to the damage they reduced.
  Focus Powers: In addition to gaining the base focus 
  power, astral antiquarians who learn to use telepathy 
  implements can select from the following focus powers 
  when choosing the powers gained from their focus 
  powers class feature.
   
  Altered Perceptions (Ps): As a standard action, 
  you can expend 1 point of mental focus to create an 
  immersive hallucinatory reality that the creature 
  experiences instead of its real surroundings. The target 
  must be within 30 feet of you, and it can attempt a 
  Will saving throw to negate the effect. If it fails the 
  save, it cannot perceive its surroundings and instead 
  experiences what you command it to perceive. Each 
  round the creature receives a new Will save to end 
  the hallucination effect. For every 5 mental focus in 
  this implement you can target one additional creature 
  with the hallucinatory reality. A successful save for one 
  creature does not end the effect for other creatures 
  currently hallucinating.
   
  Commanding Voice (Ps): As a standard action, 
  you can expend 1 point of mental focus to telepathically 
  reinforce your voice causing it up to one creature plus 
  an additional creature per 5 mental focus invested 
  in this implement to respond to a single word you 
  speak. The creature can attempt a Will save to negate 
  this effect. If it fails the saving throw, the creature 
  reacts in a manner similar to a command spell. If 
  your highest caster or manifester level is 15 you can 
  Rules Element:
   
  Implements - Astral antiquarians 
  make extensive use of the implement 
  mechanic introduced by the occultist 
  class in the Pathfinder Roleplaying Game  
  Occult Adventures. It is possible to play 
  the astral antiquarian without that rule-
  book but a player will likely benefit from 
  having both most of the mechanics 
  available to it are on websites like http://
  www.d20pfsrd.com/occult-adventures/
  occult-classes/occultist or http://paizo.
  com/pathfinderRPG/prd/occultAdven-
  tures/classes/occultist.html for free.
  
  39
  instead empower a phrase enacting a suggestion effect 
  instead. This effect otherwise lasts 1 round per astral 
  antiquarian level you possess. This is a mind-affecting 
  charm effect.
   
  Imprinted Knack (Ps): As a standard action, you 
  can imprint living creature’s mind upon your own with 
  a touch by expending 1 point of mental focus. Select 
  one feat that that creature has access to and that 
  you qualify for, you gain access to it for 1 minute per 
  occultist level. For every 5 additional mental focus you 
  have invested in this implement, you gain access to an 
  additional feat that creature possesses. If your highest 
  level caster or manifester level is at least 15th level, 
  you instead gain access to these feats for 1 hour per 
  level.
   
  Legion of Phantasms (Ps): As a standard action, 
  you can expend 1 point of mental focus to project a 
  phantasmal opponent into the mind of one living 
  creature within 30 feet. The creature can attempt a Will 
  Saving Throw to negate the effect. If it fails the save, 
  the creature is considered flanked by any creature that 
  threatens it for 1 round per level of your highest caster 
  or manifester level. Each round on your turn, including 
  the first, the target must make an additional Will save 
  or take 1d6 + 1 point of damage per point invested in 
  this implement from imagined damage. A successful 
  will save negates this damage.
   
  Mindsight (Ps): By expending 1 point of mental 
  focus as a standard action, you can sense the thoughts 
  of those around you. As soon as a creature is within 
  60’ of you, you are aware it is nearby. If you spend an 
  additional standard action the round after you activate 
  this power you can sense the squares each individual 
  thinking creature is occupying. If you have a caster or 
  manifester level of at least 13th level you instead can 
  pinpoint thinking creatures well enough to attack them 
  without risk of miss chances or concealment.
   
  Psychic Scream (Ps): As a standard action, you 
  can expend 1 point of mental focus to issue a piercing 
  scream of psychic power. Creatures within a 30’ cone 
  must make a Will save or be stunned for 1 round. The 
  duration of the stunning effect increases by 1 round for 
  every 3 mental focus invested in this implement.
  Astral Infusion (Su): An astral antiquarian can infuse 
  psionic power into the psychic receptacles of the 
  implements you use. By expending psionic power 
  points equal to your highest manifester or caster or 
  manifester level you can activate an implement at a 
  level equal to the power points expended. For that use 
  of power, the implement acts as if it had its maximum 
  invested mental focus for that level. No actual focus is 
  expended when this focus power is used.
  Focus Powers (Su): At 1st level, an astral antiquarian 
  learns the base focus power from their implement 
  discipline or school (see Implements above) and can 
  select one more focus power from the list of those 
  available to him through those discipline or schools.
  Whenever the astral antiquarian learns a new 
  implement discipline or school, they gain the base 
  power of that discipline or school. In addition, at 2nd 
  level and every 2 levels thereafter, they learn a new 
  focus power selected from the options granted by 
  all of the implement discipline or schools they know. 
  The astral antiquarian can use focus powers only by 
  expending mental focus (see Mental Focus).
  Unless otherwise noted, the DC for any saving 
  throw against a focus power equals 10 + 1/2 the 
  astral antiquarian’s highest caster level + the astral 
  antiquarian’s 
  Intelligence 
  modifier. 
  The 
  astral 
  antiquarian can’t select a focus power more than once. 
  Some focus powers require him to reach a specific 
  astral antiquarian level before they can choose them.
  
  40
  Table 3-2: Blackblade Breaker
  Base 
  Attack 
  Bonus
  Fort Save
  Ref Save
  Will Save
  Class Feature
  1st
  +1
  +1
  +0
  +1
  Gifts of the Dark, Reap Residuum, Shadow Shard
  2nd
  +2
  +1
  +1
  +1
  Shard Jaunt,Increased Pool +1
  3rd
  +3
  +2
  +1
  +2
  Extra Shard (2), Fearsome Flank
  4th
  +4
  +2
  +1
  +2
  Sneak Attack +1d6
  5th
  +5
  +3
  +2
  +3
  Extra Shard (3). Reclaim Shard
  6th
  +6
  +3
  +2
  +3
  Bonus Feat, Increased Pool +2
  7th
  +7
  +4
  +2
  +4
  Extra Shard (4)
  8th
  +8
  +4
  +3
  +4
  Sneak Attack +1d6
  9th
  +9
  +5
  +3
  +5
  Extra Shard (5)
  10th
  +10
  +5
  +3
  +5
  Shadowbane, Increased Pool +3
  Blackblade Breaker
  Students of the shadows sometimes swear they could 
  touch the darkness. Some dream to step inside the 
  protection and enter somewhere else.  Others realizes 
  it isn’t they who enter the darkness, but the darkness 
  that enters them.
   
  These beings draw darkness deep within the 
  flaws of their own beings and learn to shear away 
  shards of shadow and will. Quasi-real dopplegangers 
  to assist them in battle and aid them in distraction.
   
  Particularly active in the Plane of Shadows and 
  among the Blackblades parity there, these broken 
  knights and shattered assassins learn to leave deadly 
  echoes of themselves behind.
   
  Hit Die: d10
  Requirements
  To qualify to become an blackblade breaker, a character 
  must fulfill all of the following criteria. 
   
  Feats: Echo Strike.
   
  Skills: Knowledge (Arcana) 5 ranks.
   
  Special: Access to a Residuum pool.
  
  41
  Class Skills
  The blackblade breaker’s class skills (and the key 
  ability for each skill) are Acrobatics (Dex), Appraise (Int), 
  Bluff (Cha), Craft (Int), Intimidate (Cha), Knowledge 
  (Planes) (Int), Perception (Wis), Sense Motive (Wis),  
  Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and 
  Use Magic Device (Cha).
  Skill Ranks at Each Level: 4 + Int modifier.
  Class Features
  The following are class features of the blackblade 
  breaker prestige class.
   
  Gifts of the Dark (Su): A blackblade breaker 
  may add their blackblade breaker levels to the caster 
  level, manifester level, or other effect level of any 
  ability with a [darkness] descriptor or any antipodal 
  class ability such as those of the antipodist, edgeblade 
  or edgewalker. This ability does not grant new spells, 
  powers or class abilities but increases the effectiveness 
  of any existing abilities. 
   
  Reap Residuum (Su): You can harvest the 
  dying energies of a fallen foe. At 1st level whenever 
  you or a Shadow Shard (see below) drop a living foe 
  under 0 hit points with a melee attack, you gain one 
  point of Residuum in one of your Residuum pools. 
  This Residuum cannot take you above your maximum 
  residuum pool size for that pool.
   
  Shadow Shard (Su): At 1st level you may spend 
  a residuum as a free action to shatter off a shard from 
  your own bi-planar essence in your current square or 
  one adjacent to it. This quasi-real image of yourself 
  resembles the images created by a mirror image 
  spell but cannot leave the square you create it in. The 
  shadow shard threatens opponents and can be used to 
  establish flanks and may make attacks of opportunity 
  using attacks from your allotment each round. You 
  may also attack from a shadow shards location when 
  activating the Echo Strike feat. The shadow shard exists 
  for up to 1 minute. Shadow Shards benefit from and 
  count as distinct creatures for teamwork feats you 
  possess.
   
  Shadow Jaunt (Su): As an immediate action 
  you may expend one point of Residuum, if you do you 
  can exchange places with a Shadow Shard within close 
  range in a manner similar to a dimension door spell. 
  You do not need to have line of sight or effect to your 
  Shadow Shard as long as it is within range.
   
  Your former position is now marked with the 
  Shadow Shard and may make Echo Strike attacks.
   
  Increased Pool (Su): At 2nd level the blackblade 
  breaker may select one residuum pool they currently 
  possess, and increase its size by +1 capacity. This 
  capacity increases again at 6th and 10th levels. 
   
  Extra Shard (Su): At 3rd level you can make an 
  additional shadow shard in another location. If you 
  use your Echo Strike feat to make a Swift Action attack 
  through your Shadow Shards, you may instead have 
  all existing Shadow Shards make an attack against any 
  single creature they threaten.
   
  Fearsome Flank (Ex): The blackblade breaker’s 
  Shadow Shard’s flanking bonuses also apply to Will 
  saves to resist damage from uses of the Echo Strike 
  feat. 
   
  Sneak Attack (Ex): The blackblade breaker’s 
  attack deals extra damage anytime their target would 
  be denied a Dexterity bonus to AC (whether the target 
  actually has a Dexterity bonus or not), or when the 
  blackblade breaker flanks her target. This extra damage 
  is 1d6 at 4th level, and increases by 1d6 at 8th level. 
  Should the blackblade breaker score a critical hit with 
  a sneak attack, this extra damage is not multiplied. 
  Ranged attacks can count as sneak attacks only if the 
  target is within 30 feet.
   
  Shadow Shards gain the benefit of Sneak Attack 
  for creatures that they flank when making attacks with 
  your Echo Strike. Sneak attack damage is reduced by 
  successful Will saves against Echo Strike as usual.
   
  Bonus Feat: At 6th level you may select a 
  combat, liminal or teamwork feat you qualify for to 
  gain as a bonus feat. You must still meet prerequisites 
  for this feat as normal.
   
  Shadowbane (Su): At 10th level, as a full-attack 
  action, you may cause all active Shadow Shards to take 
  your full-attack with you in a matter similar to Echo 
  Strike. Attacks by shattered shards allow a single Will 
  save to resist
  
  42
  Table 3-3: Dreamsealer
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Class Feature
  Spellcasting or Advancement
  1st
  +0
  +1
  +0
  +1
  Dreamseal Healing
  +1 level to lower Source’s spells/powers
  2nd
  +1
  +1
  +1
  +1
  Dreamborn Magic +1
  +1 level to both Sources’ spells/powers
  3rd
  +2
  +2
  +1
  +2
  Seal Sight
  +1 level to both Sources’ spells/powers
  4th
  +3
  +2
  +1
  +2
  Seal of Recall (1/day)
  +1 level to both Sources’ spells/powers
  5th
  +3
  +3
  +2
  +3
  Greater Dreamseal, Deep Seal
  +1 level to both Sources’ spells/powers
  6th
  +4
  +3
  +2
  +3
  Dreamborn Magic +2
  +1 level to lower Source’s spells/powers
  7th
  +5
  +4
  +2
  +4
  Seal Shift
  +1 level to both Sources’ spells/powers
  8th
  +6
  +4
  +3
  +4
  Seal of the Summoned
  +1 level to both Sources’ spells/powers
  9th
  +6
  +5
  +3
  +5
  Seal of Recall (2/day)
  +1 level to both Sources’ spells/powers
  10th
  +7
  +5
  +3
  +5
  High Dreamseal, Dreamborn 
  Magic +2
  +1 level to both Sources’ spells/powers
  Dreamsealer
  Conjuration.  The heart of healing. The fuel of the 
  Summoner. The primal energies of the worlds of the 
  Inner Spheres sometimes confuse or blur these things.
   
  The dreamsealer attempts to erase the line 
  entirely. Infusing wounded allies with morphic streams 
  of dreamstuff she alters their very natures and causes 
  them to undergo transformations of form and spirit 
  with seals she anchors to them and to herself.
   
  Dreamsealed allies take on attributes similar to 
  those of an eidolon or shapechanged creature. These 
  changes while fortifying are not entirely without risks 
  as that the fantastic forms seek to become dominant 
  realities and may cause those baring them to fight far 
  beyond the wisdom of caution.
   
  Hit Die: d8
  Requirements
  To qualify to become an dreamsealer, a character must 
  fulfill all of the following criteria. 
   
  Feats: Spell Focus (Conjuration).
   
  Skills: Knowledge (Arcana) 5 ranks, Knowledge 
  (Planes) 5 ranks.
   
  Special: Access to two magical Source Origins, 
  one of which must be a Liminal Plane and with at least 
  2nd level powers or spells in one of them.
  Class Skills
  The dreamsealer’s class skills (and the key ability for 
  each skill) are Autohypnosis (Wis), Craft (Int), Heal 
  (Wis), Knowledge (all skills, taken individually) (Int), 
  Perception (Wis), Profession (Wis), Sense Motive (Wis), 
  Spellcraft (Int), and Use Magic Device (Cha).
  Skill Ranks at Each Level: 2 + Int modifier.
  Class Features
  The following are class features of the dreamsealer 
  prestige class.
   
  Spellcasting/Manifesting: At each level except 
  1st and 5th, you gain new spells per day and an increase 
  in caster or manifester level (and spells or powers 
  known, if applicable) as if you had also gained a level 
  in both source using classes to which you belonged 
  before adding the prestige class level. You do not, 
  however, gain any other benefit a character of those 
  classes would have gained. 
   
  At 1st and 5th level, you gain new spells per 
  day and an increase in caster or manifester level (and 
  spells or powers known, if applicable) as if you had also 
  gained a level in your spellcasting class with the lowest 
  effective level. For example, a 4th-level psychic/3rd 
  level vitalist who gained one level of dreamsealer would 
  
  43
  gain increased manifesting ability and powers known 
  as if they had gained a level of vitalist (since that class’s 
  caster level is lower than his psychic caster level). If all 
  your Source-using classes have equal effective levels, 
  you can apply this benefit to any of your existing 
  Source-using classes. You do not, however, gain any 
  other benefit a character of those classes would have 
  gained.
   
  Dreamseal Healing (Su): You can instead of 
  healing a creature’s wounds use your mental energy to 
  fuse it with proto-matter from the Realm of Dreams, 
  Astral Quintessence or Quasi-Matter from the Plane 
  of Shadow. If you cast a conjuration (healing) spell or 
  manifest psychometabolic power that heals hit points, 
  you can expend power points or spell slots equal in 
  level from your other Source Origin at the same time 
  as a free action to create a dreamseal in the wounded 
  creature.
   
  Creatures healed by dreamseal healing gain 
  temporary hit points equal to the damage that would 
  have been healed instead of healing the actual hit 
  point lost. They do not gain more temporary hit points 
  then their difference between their wounded total 
  and normal total. If a dreamseal would take a creature 
  over its total regular hit points, the dreamseal only has 
  hit points equal to the amount of wounds the target 
  had. Temporary hit points are lost first as the creature 
  is damaged. Additionally thee targets of dreamseal 
  healing gain other abilities determined by the amount 
  of hit points “healed.”
   
  If a psychic spell was used to augment a psionic 
  healing power or conjuration (healing) spell from a 
  separate Source, then the creature gains 1 evolution 
  point per 5 points healed up to the as many evolution 
  points as your Dreamsealer level.
   
  If psionic power points were used to augment a 
  healing spell or Life sphere effect, and the spell healed 
  less than 30 points of damage, then the target also 
  gains the effects of a lesser metamorphosis power of 
  the dreamsealer’s choosing. If the power healed more 
  than 30 points of damage then the creature benefits 
  from a metamorphosis power effect instead. These 
  powers last until the dreamseal is destroyed (see 
  below) instead of their normal duration.
   
  Dreamsealed creatures cannot be healed 
  while the seal is active. They can gain new dreamseals 
  up to their total possible hit points. If the temporary 
  hit points are lost then so are the linked evolutions 
  or metamorphoses. Metamorphosis powers from 
  different dreamseals can provide different effects but 
  bonuses of the same type overlap.
   
  When this effect is complete both the healed 
  target and the dreamsealer bare the glowing Seal of 
  Dreams that links them. A dream sealer may have 
  no more than their Charisma modifier + 1/2 their 
  dreamsealer level creatures or total seals dreamsealed 
  at any one time. A dreamsealer can remove a dreamseal 
  as a standard action. A dreamsealer can sacrifice their 
  highest level spell or spell slot or pay power points 
  equal to their manifest level make an opposed Will 
  save to remove another dreamsealers seal at close 
  range. Otherwise dreamseals may be dispelled as 
  spells or powers of the original healing effect’s level. 
  If a dreamsealed creature has higher hit dice than the 
  caster level or manifester level of the dreamsealer, use 
  that number to calculate dispelling DCs.
   
  Dreamseals are destroyed when the total 
  temporary hit points of the dreamseal are depleted. 
  All abilities granted by the dreamseal from evolutions 
  of metamorphosis powers are lost. If statistic increases 
  provided by the dreamseal include Constitution, the 
  lose of hit points can cause a creature to become 
  disabled or dying. Dreamseals can be disjoined or 
  
  44
  suppressed by any effect that targets either Source 
  Origin involved in their creation. They should be 
  considered passive supernatural abilities possessed by 
  both the dreamsealer and the target for any additional 
  rulings. 
   
  Dreamborn Magic (Ex): The dreamsealer’s 
  power over conjuration spells and metacreative 
  powers continues to grow. At 2nd level they gain a +1 
  bonus to effective caster level. Additionally, the may 
  select one school of magic, sphere of power, or psionic 
  discipline to receive this bonus.
   
  At 5th level the bonus increases to a +2 and may 
  apply to a second bonus school, sphere or discipline to 
  apply it to.
   
  At 10th level the bonus increases to a +3 
  and may apply to a second bonus school, sphere or 
  discipline.
   
  Seal Sight (Su): Starting at 3rd level, a 
  dreamsealer can, as a standard action, share the senses 
  of dreamsealed allies.  They can use this ability a number 
  of rounds per day equal to his dreamsealer level. There 
  is no range to this effect, but the dreamsealer and her 
  allies must be on the same plane. The dreamsealer can 
  end this effect as a free action.
   
  Seal Shift (Su): At 4th level, once  a day as a 
  standard action, a dreamsealer can call a sealed ally to 
  her side. This functions as dimension door, using the 
  dreamsealer’s highest caster level. When used, the ally 
  appears adjacent to the dreamsealer (or as close as 
  possible if all adjacent spaces are occupied).
   
  Greater Dreamseal (Su): At 5th level you can 
  grant targets up to 15 temporary hit points above 
  their full hit point total with dreamseals. This limit 
  must be reached by excess healing from spells or 
  powers to actual wounds and cannot be used on fully 
  healed creatures. Additionally if the healing granted 
  by a single dreamseal was 45 points or greater the 
  creature can gain 2 extra evolution points  (up to 
  a limit of 2 + dreamsealer level) or be effected by 
  major metamorphosis as appropriate to the spell and 
  sacrificed augments. 
   
  Deep Seal (Su): At 5th level, the dreamsealer 
  has the option to make dreamseals that are deeper 
  than usual. This allows dreamsealed creatures to take 
  regular hit point damage before damage to a dreamseal 
  is taken. Deep seals cannot be dispelled except by other 
  dreamsealers, though they can still be suppressed or 
  disjoined. The dreamsealed creature can choose each 
  time they take damage to apply it to regular hit points 
  or a dreamseals total. This can be dangerous as that a 
  creature can take damage enough that where they to 
  lose the dreamseal suddenly (in an area of anti-magic 
  or the like) they could suddenly drop into negatives hit 
  points or die outright.
   
  Seal of Transposition (Su): At 8th level, a 
  dreamsealer can use his seal shift ability to instead 
  swap locations with a sealed ally. The ally must occupy 
  the square that was occupied by the dreamsealer if 
  able, or as close as possible if it is not able.
   
  Seal of the Summoned (Su): The dreamsealer 
  can now apply the effects of feats that impact a 
  summoned creature when she dreamseals an ally, 
  such as the augment summoning feat. Feat effects can 
  only be applied when the first dreamseal is cast on a 
  creature healed. This cannot summon extra versions of 
  the target ally. 
   
  High Dreamseal (Su): At 10th level you can grant 
  targets up to 30 temporary hit points above their full hit 
  point total with dreamseals. This limit must be reached 
  by excess healing from spells or powers to actual 
  wounds and cannot be used on fully healed creatures. 
  Additionally if the healing granted by a single dreamseal 
  was 60 points or greater the creature can gain 4 extra 
  evolution points (up to a limit of 4 + dreamsealer level) 
  or be effected by true metamorphosis as appropriate 
  to the spell and sacrificed augments.
  Rules Element:
   
  Dreamseals - Dreamseals can be 
  difficult for some players to understand, 
  we suggest thinking of them a “packets” 
  of evolutions linked to a pool of tem-
  porary hit points. While dreamsealed 
  a creature can only benefit from tem-
  porary hit points from dreamseals all 
  though dreamsealed hitpoints can stack 
  with each other. Remember that dream-
  seals also prevent a creature from being 
  healed for the same amount of HP so 
  too many can be dangerous, especially if 
  they are deep seals.
  
  45
  Table 3-4: Eye of the Storm
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Class Feature
  Spellcasting or Advancement
  1st
  +0
  +0
  +0
  +1
  Destabilized Power (1d4-2)
  +1 level to both Sources’ spells/powers
  2nd
  +1
  +1
  +1
  +1
  Wild Surge +1 or Talented
  +1 level to both Sources’ spells/powers
  3rd
  +1
  +1
  +1
  +2
  Heart of Chaos (1d10)
  +1 level to both Sources’ spells/powers
  4th
  +2
  +1
  +1
  +2
  Destabilized Power (1d6-3)
  +1 level to both Sources’ spells/powers
  5th
  +2
  +2
  +2
  +3
  Eyes of the Storm (1d10)
  +1 level to both Sources’ spells/powers
  6th
  +3
  +2
  +2
  +3
  Wild Surge +2 or Talented +1
  +1 level to both Sources’ spells/powers
  7th
  +3
  +2
  +2
  +4
  Heart of Chaos (1d8)
  +1 level to both Sources’ spells/powers
  8th
  +4
  +3
  +3
  +4
  Destabilized Power (1d8-4)
  +1 level to both Sources’ spells/powers
  9th
  +4
  +3
  +3
  +5
  Wild Surge +3 or Talented +2
  +1 level to both Sources’ spells/powers
  10th
  +5
  +3
  +3
  +5
  Eyes of the Storm (1d8)
  +1 level to both Sources’ spells/powers
  Eye of the Storm
  Many wilders and chaos-afflicted mages spend much 
  of their time trying to master the primal ravages and 
  swells of their power. Ever seeking to control that 
  which is nearly impossible to harness.
   
  The Eye of the Storm instead seeks to embrace 
  the mad rush and unstable energies. Taking twin 
  sources and forcing them to destabilize each other 
  ever further until at the heart of the chaos, they find 
  themselves one with it.
   
  In the center of this madness the Eye of the 
  Storm finds their powers swelling to new heights 
  neither Source Origin could reach alone or draining 
  away in fits of incompatibility. The eye struggles to 
  perfect the art of walking on the edge of chaos.
   
  Hit Die: d6
  Requirements
  To qualify to become an eye of the storm, a character 
  must fulfill all of the following criteria. 
   
  Feats: Overchannel (or Wild Surge  class 
  feature)
   
  Skills: Knowledge (Arcana) 5 ranks.
   
  Special: Wild Surge class feature (if no 
  Overchannel). Spells and powers from two Sources.
  Class Skills
  The eye of the storm’s class skills (and the key 
  ability for each skill) are Autohypnosis (Wis), Craft 
  (Int), Knowledge (all skills, taken individually) (Int), 
  Perception (Wis), Spellcraft (Int), and Use Magic Device 
  (Cha).
  Skill Ranks at Each Level: 2 + Int modifier.
  Class Features
  The following are class features of the eye of the storm 
  prestige class.
   
  Spells per Day/Powers Known When a new Eye 
  of the Storm level is attained, the character gains new 
  spells per day as if they had also attained a level in any 
  one arcane spellcasting class they belonged to before 
  they added the prestige class. They gains additional 
  power points per day and access to new powers as if 
  they had also gained a level in any one manifesting class 
  they belonged to previously. They does not, however, 
  gain any other benefit a character of either class would 
  have gained (bonus metamagic, metapsionic, or item 
  creation feats, psi-crystal special abilities, and so on). 
  This essentially means that they adds the level of Eye 
  of the Storm to the level of whatever other arcane 
  spellcasting class and manifesting class the character 
  
  46
  has, then determines spells per day, caster level, power 
  points per day, powers known, and manifester level 
  accordingly. 
   
  If a character had more than one arcane 
  spellcasting class or more than one manifesting class 
  before they became an Eye of the Storm, they must 
  decide to which class they add each level of Eye of 
  the Storm for purpose of determining spells per day, 
  caster level, power points per day, powers known, and 
  manifester level. 
   
  Destabilized Power (Su): Beginning at 1st level, 
  the Eye of the Storm can evoke a perfect storm of both 
  Source Origins powers that allows the chaotic energies 
  of his being to warp reality with ease.  As a free action 
  once a round as part of casting a spell or manifesting 
  a power the Eye of the Storm can declare one binder, 
  caster or manifester level to apply to all powers, spell 
  and supernatural abilities they activate that round. 
  After doing so, they roll 1d4-2 and add the result to 
  the chosen effect level. This calculation changes to 
  1d6-3 at 4th level and 1d8-4 at 8th.  These results are 
  considered last and are capable or raising or lowering 
  power levels above or below actual or effective caster 
  or manifester level.   
   
  Wild Surge or Talented  (Ex):  At 3rd level and 
  every 3 levels after, the Eye of the Storm’s Wild Surge 
  ability (if any) increases by one level with an attendant 
  chance of psychic enervation or the Eye of the Storm 
  may take Talented as a bonus feat.  If selecting the 
  feature after the first time, the Eye of the Storm 
  may elect to raise the level of powers effected by his 
  talented feat by one.
   
  Heart of Chaos (Su): Beginning at 3rd level, 
  when in danger of dying (real combat, falling, etc.) the 
  Eye of the Storm can swell the energies of both sources 
  they control simultaneously while using destabilized 
  power. When evoking this ability the Eye of the Storm 
  can use a single standard action to cast a spell and 
  manifest a power or spell from a separate source. 
  Both power and/or spells must require no more than 
  a single standard action to activate outside of this 
  ability.  The level of the lowest spell is subtracted from 
  your destabilized power roll. After this ability is used, 
  a variable amount of time must pass as the chaotic 
  energies of his or her being are ready to attempt such a 
  blatant power usage again. Roll 1d10 to see how many 
  rounds the Eye of the Storm must wait before activating 
  this ability again. If the maximum result is rolled on 
  both dice, the characters magic has “gone wild” and 
  attempts to cast spells and use powers generate the 
  GM’s choice of primal magic events or wild magic as 
  a wand of wonder triggers until the recharge window 
  is passed.  The character may wild surge as normal or 
  overchannel if the character has either ability. At 7th 
  level the random recharge for this ability is reduced to 
  1d8 rounds.  
   
  Eyes of the Storm (Su): At 5th level, when in 
  danger of dying (real combat, falling, etc.) the Eye 
  of the Storm can empower a single effect with both 
  sources while using destabilized power. When evoking 
  this ability the Eye of the Storm can cast a spell or 
  manifest a power adding (or subtracting) the results 
  of their destabilized power die to the DC of the effect 
  they choose to activate. Roll 1d10 to see how many 
  rounds the Eye of the Storm must wait before activating 
  this ability again. If the maximum result is rolled on 
  both dice, the characters magic has “gone wild” and 
  attempts to cast spells and use powers generate the 
  GM’s choice of primal magic events or wild magic as 
  a wand of wonder triggers until the recharge window 
  is passed.  The character may wild surge as normal or 
  overchannel if the character has either ability. At 7th 
  level the random recharge for this ability is reduced to 
  1d8 rounds.  
  Rules Element:
   
  Wild Magic - Pathfinder has in-
  troduced offiicial rules for primal mag-
  ic events which we recommend for 
  attempted spell casting after heart of 
  chaos or eyes of the storm have gone 
  wild. If these rules are not available GMs 
  are encouraged to use the wand of won-
  der tables in the Core Rulebook or make 
  tables of their own. Players playing an 
  eye of the storm class character should 
  be respectful of game time and take 
  steps to streamline die rolls for class 
  abilities when possible.
  
  47
  Table 3-4: Gyreblade
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Class Feature
  Spellcasting or Advancement
  1st
  +1
  +1
  +0
  +1
  Fused Weaponry
  2nd
  +2
  +1
  +1
  +1
  Bonus Feat, Enhanced Blade (+1)
  +1 level to both Sources’ spells/powers
  3rd
  +3
  +1
  +1
  +2
  Riptide Skill
  +1 level to both Sources’ spells/powers
  4th
  +4
  +2
  +1
  +2
  Flow Skill
  +1 level to both Sources’ spells/powers
  5th
  +5
  +3
  +2
  +3
  Bonus Feat, Enhanced Blade (+2)
  +1 level to both Sources’ spells/powers
  6th
  +6
  +3
  +2
  +3
  Riptide Skill
  7th
  +7
  +4
  +2
  +4
  Flow Skill
  +1 level to both Sources’ spells/powers
  8th
  +8
  +4
  +3
  +4
  Bonus Feat, Enhanced Blade (+3)
  +1 level to both Sources’ spells/powers
  9th
  +9
  +5
  +3
  +5
  Riptide Skill
  +1 level to both Sources’ spells/powers
  10th
  +10
  +5
  +3
  +5
  Flow Skill
  +1 level to both Sources’ spells/powers
  Gyreblade
  Warriors dedicated to the pursuit of the perfect 
  weapon, the gyreblade learns to combine the tidal 
  energies of two distinct sources to create a single 
  weapon with the powers of both.
   
  Dedicating herself first to a primary Source 
  which they know as their flowing or Flow source. Then 
  studying a counterpoint Source they unlock a underflow 
  or Riptide Source. The ebb and flow of these energies 
  forms the principle gyre upon which the warrior fuses 
  each weapon in to a tidally-infused whole.
   
  Hit Die: d10
  Requirements
  To qualify to become an gyreblade, a character must 
  fulfill all of the following criteria. 
   
  BAB: +4.
   
  Skills: Knowledge (Arcana) 5 ranks.
   
  Special: Access to two of the following class 
  features or abilities: arcane pool, blood pool, bound 
  equipment, dire weapon, fabled item, form mind 
  blade, kinetic blade infusion, legacy weapon focus 
  power, occult weapon, psychic pool, seed discovery, 
  shadow equipment,  shadowblade shadow style, 
  summon equipment. The GM may allow more.
  Class Skills
  The gyreblade’s class skills (and the key ability for each 
  skill) are Acrobatics (Dex), Autohypnosis (Wis), Climb 
  (Str), Craft (Int), Intimidate (Cha), Knowledge (Arcana, 
  History, Engineering, and Martial) (Int), Perception 
  (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft 
  (Int), Survival (Wis), Swim (Str), and Use Magic Device 
  (Cha).
  Skill Ranks at Each Level: 4 + Int modifier.
  Class Features
  The following are class features of the gyreblade 
  prestige class.
   
  Fused Weaponry (Su): The primary strength 
  of the Gyreblade is the ability to fuse one of their 
  manifested or summoned weapons with another. 
  Choose two Sources and a class that draws from each. 
  You must designate one source as a Flow (or primary) 
  source and one as Riptide (or secondary source). The 
  gyreblade can manifest these weapons as a single 
  weapon. This means a soulknife’s mind blade can also 
  serve as their transmutation occult implement or the 
  vessel of a kinetic blade infusion. Actions necessary 
  to summon the combine weapon may be the most 
  advantageous of either weapon.
  
  48
   
  The fused weapon only maintains one base 
  weapon damage but the choice of which can be 
  changed once per round as a free action. The type 
  of attack required is determined by the base weapon 
  damage selected. If a soulknife/kineticist used this 
  feature to channel a kinetic blade infusion, they would 
  be able to choose base weapon damage for the mind 
  blade’s current shape or elemental damage from their 
  kinetic blast. They would be able use psychic strike 
  through either and apply blade skills to both. For 
  purpose of selecting new abilities all gyreblade levels 
  stack with both of these classes for use of the weapon 
  only.
   
  For example, a 4 soulknife/1 occultist/5 
  gyreblade would  count as a 6th level occultist when 
  using legacy weapon on their mind blade but not for 
  selecting other focus powers.
   
  Bonus Feat (Ex): The gyreblade may select a 
  bonus feat of their choice that is either a combat feat 
  or directly interacts with a Source and its contribution 
  to the fuse blade.
   
  Spellcasting/Advancement: At each level 
  except 1st and 6th, you gain new spells per day and 
  an increase in caster or manifester level (and spells or 
  powers known, if applicable) as if you had also gained 
  a level in the Source using classes matching those 
  you selected for the fused blade ability to which you 
  belonged before adding the prestige class level. You 
  do not, however, gain any other benefit a character of 
  those classes would have gained. 
   
  If instead a class offered aspects, infusions, 
  knacks, loci, psionic powers or waypoints you may 
  advance these as one of the leveling options.
   
  Enhanced Blade (Su): The gyreblade’s fused 
  blade gains a +1 enhancement bonus at 2nd, 5th and 
  8th level. Gyreblades who possess the ability to trade 
  enhancement bonuses for weapon qualities can use 
  enhanced blade bonuses to gain these abilities subject 
  to the normal maximums available to either source’s 
  ability. No enhancement bonus can ever be above +6.
   
  Flow and Riptide Skills (Ex or Su): The gyreblade 
  gains new techniques and skills regarding their fused 
  weapon as they advance. At 3rd, 6th, and 9th level you 
  may select a skill matching the Source you selected 
  as your Riptide. At 4th, 6th, and 10th levels you may 
  advance your Flow Source for the fused weapon.
   
  You may select from the following:
   
  Awaken Psychic Strike (Su): Your weapon can be 
  charged with 1d8 of psychic damage as move 
  action. This extra damage is expended as a 
  free action and does not effect targets who 
  are immune to [mind-affecting] descriptors. 
  This ability stacks with other sources of 
  psychic strike damage. See the soulknife 
  psychic strike ability for more information.
   
  Empowering Oscillation (Su): Each time 
  the gyreblade uses a free action to shift base 
  weapon state (and damage) they gain an 
  additional +1d6 damage to attacks made for 
  this combat. These bonuses continue until 
  they reach a maximum of +1d6/2 levels the 
  gyreblade has attained in this class, at which 
  point the bonus damage resets to zero.
   
  Extra Arsenal Trick (Ex or Su): You 
  may select another arsenal trick from the 
  armorist arsenal trick lists counting your 
  combined armorist and gyreblade levels for 
  qualification purposes. 
   
  Extra Blade Skill (Ex or Su): You may select 
  another blade skill from the soulknife blade 
  skill lists counting your combined soulknife 
  
  49
  and gyreblade levels for qualification purposes. 
   
  Extra Blood Talent (Ex or Su): You may select 
  another blood talent from the vital blade blood talent 
  lists counting your combined vital blade and gyreblade 
  levels for qualification purposes. 
   
  Extra Dark Revelation (Ex or Su): You may 
  select another dark revelation from the shadow blade 
  skill lists counting your combined shadow blade and 
  gyreblade levels for qualification purposes. 
   
  Extra Seed Discovery (Ex or Su): You may select 
  another seed discovery from the verdant blade seed 
  discover lists counting your combined verdant blade 
  and gyreblade levels for qualification purposes. 
   
  Extra Shadow Style (Ex): You may select another 
  shadow skill from the shadow assassain or shadow 
  warrior shadow style lists counting your combined 
  shadow assassin or shadow warrior and gyreblade 
  levels for qualification purposes.
   
  Fused Arcana (Ex): You may use powers and 
  spells and powers from any class you have may be 
  used transparently between class abilities you possess. 
  Magi can use spell combat to manifest psionic powers 
  or psychic warriors can use spells with martial power.
   
  Imprinted Technique (Su): Select one martial 
  maneuver you currently qualify for. This maneuver is 
  considered an extra maneuver known for your highest 
  initiator class level and may be recovered as 
  per maneuvers of that type. It is always 
  readied at the beginning of each 
  encounter and does not count against total readied 
  maneuver. It can only be activated in actions involving 
  your fused weapon. If you do not have an initiator level 
  you may gain the Martial Training I feat instead.
   
  Kinetic Surge (Su): You may expend your psionic 
  focus or psychic focus to add 2 to the effective level of 
  your kinetic blast per +1 of your Enhanced Blade bonus 
  (maximum of +6 levels when at 9th level gyreblade) 
  when using kinetic blade infusions for one round. This 
  increase cannot exceed your total character level.
   
  Residual Blade (Su): Your fused weapon may 
  retain its kinetic blade infusion base dice until the 
  beginning of your following round allowing you to 
  make attacks of opportunity and threaten with it and 
  to inflict kinetic blast damage on those who provoke 
  attacks instead of the other weapon’s base damage 
  dice.
   
  Power Gyre (Su): Select one class from each 
  source chose in your fused blade class feature. You may 
  take a full-round action to cast or use a single power or 
  supernatural ability and still take a single attack at your 
  highest attack bonus with a -2 penalty. You may resolve 
  your attack and power use action in any order.
   
  Powerful Emanations (Su): Auras created by 
  or emanating from your fused blade increase their 
  granted bonuses by +1. You may select this skill more 
  than once.
   
  Powerful Enchantment (Su): If you possess 
  the fabled item savant knack, you gain access to the 
  enchantment advanced knack if you do not have it. 
  Your savant levels stack with your gyreblade levels 
  when determining the effects of this ability.
   
  Volatile Combination (Su): The gyreblade may 
  purposely join their fused weapon improperly causing 
  it to overload and explode. Creatures within 5’ per 
  level of the gyreblade must make a successful Reflex 
  save vs. a DC of 10+1/2 the gyreblade’s character 
  level+their choice of Constitution or Strength modifier. 
  Creatures failing this save take both Flow and Riptide 
  base weapon state damages. A successful save reduces 
  this to half damage. 
  Rules Element:
   
  Fused Weapons - Many charac-
  ters due to class, race or feat have the 
  ability to summon, create or enhance 
  weapons on their own, but very few 
  have the ability to join these effects on 
  the same weapon. The gyreblade was 
  designed to be as comprehensive as 
  possible but may not account for every 
  possible weapon creation. GMs may 
  wish to add other weapon related class 
  or race features to the qualifying list for 
  this class and to apply flow and riptide 
  skills to other weapon-related options.
  
  50
  Table 3-5: Shadowed Packmaster
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Class Feature
  Spellcasting or Advancement
  1st
  +0
  +0
  +0
  +1
  Undersummon, Shadowfire
  +1 level to lower Source’s spells/powers
  2nd
  +1
  +1
  +1
  +1
  Improved Reality +10%
  +1 level to both Sources’ spells/powers
  3rd
  +1
  +1
  +1
  +2
  Underaugment A
  +1 level to both Sources’ spells/powers
  4th
  +2
  +1
  +1
  +2
  Improved Reality +20%
  +1 level to both Sources’ spells/powers
  5th
  +2
  +2
  +2
  +3
  Packmaster +1 creature
  +1 level to both Sources’ spells/powers
  6th
  +3
  +2
  +2
  +3
  Improved Reality +30%
  +1 level to lower Source’s spells/powers
  7th
  +3
  +2
  +2
  +4
  Underaugment B
  +1 level to both Sources’ spells/powers
  8th
  +4
  +3
  +3
  +4
  Improved Reality +40%
  +1 level to both Sources’ spells/powers
  9th
  +4
  +3
  +3
  +5
  Packmaster +2 creatures
  +1 level to both Sources’ spells/powers
  10th
  +5
  +3
  +3
  +5
  Improved Reality +50%
  +1 level to both Sources’ spells/powers
  Shadowed  Packmaster
  Exploiting the duality of liminal states, the Shadowed 
  Packmaster evokes not one, but two otherworldly 
  origins for her summoning spells. Relying on a primary 
  template spell or power, she allows quasi-real realms 
  like Shadow and Dream to fill in the shapes of the 
  creatures she calls from else where.
   
  As she gains in skill, the Shadowed Packmaster 
  gains the ability to summon more and more realized 
  secondary creatures. Eventually, her shadow monsters 
  rival their counterparts for effectiveness and reality.
   
  Shadowed packmasters make up a portion of 
  the guard of Hyraeatan’s blackblades. Shadow hounds 
  and echoed creatures are common in the city’s streets.
   
  Hit Die: d6
  Requirements
  To qualify to become an shadowed packmaster, a 
  character must fulfill all of the following criteria. 
   
  Feats: Augment Summoning.
   
  Skills: Knowledge (Arcana) 5 ranks.
   
  Special: Access to spells or powers of 1st level 
  of more in two classes that have such abilities. Ability 
  to cast summon monster or manifest astral construct.
  Class Skills
  The shadowed packmaster’s class skills (and the key 
  ability for each skill) are Autohypnosis (Wis), Craft (Int), 
  Handle Animal (Cha), Knowledge (all skills, taken 
  individually) (Int), Perception (Wis), Spellcraft (Int), and 
  Use Magic Device (Cha).
  Skill Ranks at Each Level: 2 + Int modifier.
  Class Features
  The following are class features of the shadowed 
  packmaster prestige class.
   
  Spellcasting/Manifesting: At each level except 
  1st and 5th, you gain new spells per day and an increase 
  in caster or manifester level (and spells or powers 
  known, if applicable) as if you had also gained a level 
  in Source using classes to which you belonged before 
  adding the prestige class level. You do not, however, 
  gain any other benefit a character of those classes 
  would have gained. 
   
  At 1st and 5th level, you gain new spells per 
  day and an increase in caster or manifester level (and 
  spells or powers known, if applicable) as if you had also 
  gained a level in your spellcasting class with the lowest 
  effective level. For example, a 4th-level wizard/3rd level 
  cleric who gained one level of shadowed packmaster 
  
  51
  would gain increased spellcasting ability as if they had 
  gained a level of cleric (since that class’s caster level is 
  lower than his wizard caster level). If all your Source-
  using classes have equal effective levels, you can 
  apply this benefit to any of your existing Source-using 
  classes. You do not, however, gain any other benefit a 
  character of those classes would have gained.
   
  Undersummon (Su): At 1st level, when casting 
  a summon monster spell or manifesting an astral 
  construct power you may sacrifice a spell from a 
  different Source Origin than the original spell or power 
  of no less that one level lower than then original. If 
  you do you may summon an additional quasi-real copy 
  of the creature summoned or created. Any creature 
  that interacts with the undersummoned creature 
  can make a Will save to recognize its quasi-real 
  nature. The Will save is against a spell or power 
  of the original spell or power level. If the Will save 
  is failed, all interactions with the undersummoned 
  creature are as per the original creature full statistics.
   
  An undersummoned creature has one-fifth the 
  hit points of a normal creature of its kind (regardless 
  of whether it’s recognized as undersummoned). It 
  deals normal damage and has all normal abilities 
  and weaknesses. Against a creature that recognizes 
  it as a undersummoned creature, however, the 
  undersummoned creature’s damage is one-fifth (20%) 
  normal, and all special abilities that do not deal lethal 
  damage are only 20% likely to work. (Roll for each use 
  and each affected character separately.) Furthermore, 
  the undersummoned creature’s AC bonuses are 
  just one-fifth as large. A creature that succeeds 
  on its save sees the undersummoned creature as 
  indistinct translucent or dreamlike versions of the 
  other summoned or manifested creatures. Objects 
  automatically succeed on their Will saves against 
  undersummoned creatures.
   
  A caster maintaining a psionic focus or psychic 
  focus can sustain an undersummon for as long as they 
  retain focus even after the original summon effect has 
  ended.
   
  Shadowfire (Ex): An undersummoned creature 
  may express opposite elemental types and active 
  energies from those of the original creature, if you so 
  choose. Fire elementals would instead deal cold damage 
  and be the cold subtype. In addition, any elemental 
  damage deal by spell-like, psi-like or supernatural 
  abilities may be altered to their opposites.
   
  Improved Reality (Ex): At 2nd level, your 
  undersummoned creatures deal +10% more damage 
  when recognized as quasi-real and have +10% more hit 
  points. At every even level after 2nd, these bonuses 
  increase by another +10% to a maximum of +50% 
  at 10th level. These bonuses stack with feats and 
  abilities from other sources but can never take an 
  undersummoned creature’s reality to above 100%.
   
  Underaugment: Menu A (Su): At 3rd level, 
  you may add an augment to creatures you summon 
  with the undersummon ability. This augment may be 
  selected from the Menu A from the Astral Construct 
  entry of the Ultimate Psionics book. (See 
  Appendix)
   
  Packmaster: At 5th level you may summon a second 
  quasi-real creature when using your undersummon 
  ability. This creature is identical to the other 
  undersummoned creature. Each must be resisted 
  and recognized as quasi-real independently, though 
  spells that target areas can be used against both 
  simultaneously.
   
  Underaugment: Menu B (Su): At 7th level, you 
  may now add a more power augment to creatures 
  you summon with the undersummon ability. This 
  augment may be selected from the Menu B from the 
  Astral Construct entry of the Ultimate Psionics book, 
  alternately, you may select 2 options from Menu A. 
  (See Appendix)
  Rules Element:
   
  Astral Constructs - The Shad-
  owed Packmaster references the astral 
  construct power lists from the bestiary 
  of the Dreamscarred Press psionics sys-
  tem in Ultimate Psionics. Not all games 
  will have these lists so they have been 
  included in the backmatter of this book 
  for sake of reference. You can also find 
  complete rules for creating astral con-
  structs here. Futher information includ-
  ing feats, prestige classes and expanded 
  content are available in the Ultimate 
  Psionics book.
  
  52
  Table 3-6: Souldancer
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Class Feature
  Spellcasting or Advancement
  1st
  +0
  +0
  +0
  +1
  Migration Pool, Heart of the Soul
  2nd
  +1
  +1
  +1
  +1
  Soul Step
  +1 caster or manifester level
  3rd
  +2
  +1
  +1
  +2
  Bonus Host Feat
  +1 caster or manifester level
  4th
  +3
  +1
  +1
  +2
  Soul Step
  +1 caster or manifester level
  5th
  +3
  +2
  +2
  +3
  Fused Migration
  +1 caster or manifester level
  6th
  +4
  +2
  +2
  +3
  Soul Step
  7th
  +5
  +2
  +2
  +4
  Bonus Host Feat
  +1 caster or manifester level
  8th
  +6
  +3
  +3
  +4
  Soul Step
  +1 caster or manifester level
  9th
  +6
  +3
  +3
  +5
  Astral Travel
  +1 caster or manifester level
  10th
  +7
  +3
  +3
  +5
  Final Step
  +1 caster or manifester level
  Souldancer
  Some spirits are born with the gift to move for 
  moments from within the shell of their physical forms. 
  Drifting to mingle senses with animals or loved ones. 
  These moments are fleeting often dismissed as dreams 
  or flights of fancy. Others hone these psychic gifts.
   
  Those whose strength lies deepest in migration, 
  the journey of spirit through bodies and states of 
  life and death can master their gifts to become 
  souldancers. Masters of migration who can flit from 
  host to host with near effortless grace. Demons and 
  devils among other outsiders master these abilities as 
  well, becomeing manipulators of spirit and soul even 
  more dangerous to the mortal world.
   
  In time a souldancer’s understanding is such 
  that they can move the souls of allies as easily as their 
  own or control hosts bodies with intimate familiarity.
   
  Hit Die: d8
  Requirements
  To qualify to become a souldancer, a character must 
  fulfill all of the following criteria. 
   
  Feats: Iron Will
   
  Special: Access to the lesser mind switch power 
  or the riding possession or possession spell.
  
  53
  Class Skills
  The souldancer’s class skills (and the key ability for each 
  skill) are Autohypnosis (Wis), Bluff (Cha), Knowledge 
  (Arcana, Planes and Religion) (Int), Sense Motive (Wis) 
  and Spellcraft (Int). Additionally, each level after 2nd, 
  the Souldancer may select a skill a previous host had 
  to gain as a class skill.
  Skill Ranks at Each Level: 2 + Int modifier.
  Class Features
  The following are class features of the souldancer 
  prestige class.
   
  Migration Pool (Su): A souldancer gains a pool 
  of power they can utilize to move spiritual energies 
  between one vessel to another. The pool has 1 point 
  per level of souldancer. If you possess a phrenic pool 
  you may add points in your migration pool to your 
  phrenic pool and freely use them for either. If you 
  possess a psionic power pool you can spend power 
  points equal to your character level to gain a migration 
  pool point as a free action. At 1sts level the souldancer 
  can expend a point from their migration pool to use 
  possession as a spell-like ability. All spell-like abilities 
  powered by migration pool points are considered to be 
  cast at full character level regardless of other caster or 
  manifester levels the souldancer may have access to.
   
  Heart of the Soul (Su): When possessing 
  or attempting a possession the conflux of spiritual 
  energies empowers you. Your caster and manifester 
  levels become equal to your character level for 
  telepathy and anathanatism powers or necromancy 
  and enchantment spells.
   
  Soul Step (Su): A souldancer’s skill with 
  migration increases as they gain in levels. Each new 
  migration power know is called a soul step, a reference 
  to the spirit master’s journey. Each soul step that 
  requires a saving throw determines its DC as 10 + 1/2 
  the souldancer’s total hit dice plus one mental ability 
  score modifier of their choice. At every even level they 
  may select one of the following:
   
  Deathspeaker (Su): By expending a migration 
  point the souldancer can speak with dead creatures in 
  a manner similar to the speak with dead spell. Unlike 
  normal uses of the spell the souldancer may activate 
  this ability as many times as they wish on a corpse.
   
  Drive Out (Su): You may use a migration pool 
  point to contest another creatures possession of a host 
  body. You may make an opposed Will save with the 
  current possessor. If you succeed the original possessor 
  is driven out. If you are at least a 5th level souldancer 
  you may use an immediate action to expend a second 
  migration pool point to attempt a possession of the 
  host if desired.
   
  Enslave Supernature (Su): You may grant the 
  possessor access to supernatural powers and spell-like 
  abilities of the creatures possessed by your abilities. 
  You must have the extraordinary control soul step to 
  choose this one. 
   
  Extraordinary Control (Su): You gain control of 
  a hosts feats and extraordinary abilities and may use 
  them as if you were the host. Statistics are still derived 
  from the hosts body and ability scores. You must have 
  the obedient hands soul step to choose this one.
   
  Ghost Prison (Su): You may spend a migration 
  point within 1 round of a creature dying to imprison 
  its spirit in a receptacle of your choosing. The item 
  should be suited to the creature it imprisons (GMs say 
  on whether or not an item is appropriate). For up to 
  1/day per souldancer level, the creature’s life force is 
  trapped. During this time you can possess the talisman 
  as if it was the creature’s original body. You may use 
  any soul step class features on the receptacle freely. 
  This possession still allows you to move and control 
  your own body while contacting the receptacle.
   
  Grant Reincarnation (Su): You may spend a 
  migration point when touching the remains of a fallen 
  ally to generate an effect similar to the reincarnate 
  spell but requiring only a standard action and no 
  components. If you are 6th level you may also spend 
  2 migration points to use this ability on yourself as an 
  immediate action in response to dying.
   
  Inner Jailer (Su): You may expend a migration 
  point to contain a spirit as though it was using riding 
  possession on you. You control all aspects of the 
  possession and deny sensory information as you see 
  fit. You may listen to the creature and use social skills 
  on it as normal if you so choose.
   
  Lessons of the Spirit (Su): Your Heart of the Soul 
  ability now allows you to count your entire character 
  level for purposes of your phantom class feature if you 
  possess it.
   
  Liminal Fusion (Su): You may undertake a 
  
  54
  special ritual in which takes one hour and you must 
  spend migration points equal to the HD of a spirit 
  within your talisman or your own body. That creature 
  receives one special Will saving throw. If the creature 
  fails it is instantaneously transformed into a Liminal 
  Self of the souldancer. Unlike normal alternate selves 
  of the liminal self feat this can allow for liminal selves 
  of greater HD than the souldancer. If you gain a liminal 
  self with more HD than your character level you also 
  gain the Shadow Self flaw.  See the Liminal Self feat 
  for more information. The souldancer must have the 
  ghost prison or inner jailer soul steps to take this one.
   
  Manifest Ally (Su): You may spend 2 points to 
  cause an ally who is disabled to manifest as a phantom 
  of a spiritualist of the character’s total level. The ally 
  controls the phantom’s form and abilities should 
  generally follow their nature. Once you selected this 
  ability it is recommended that you prepare or help 
  prepare a phantom for each of your party members 
  so that should they fall in combat you can use this 
  ability without slowing down the game. For more 
  information on the spiritualist class and phantoms see 
  the Pathfinder Roleplaying Game Occult Adventures 
  rulebook or visit this website.
   
  Migrate Ally (Su): You may use your migration 
  pool to send an ally’s essence into a target creature 
  instead of your own. You may use any of your migration 
  abilities in conjunction with this ability.
   
  Obedient Hands (Su): A possessor in control 
  of a hosts body can force the host to make a second  
  Will save upon being possessed. If they fail the 
  second save the possessing creature can make skill 
  checks with the hosts skills or their own.
   
  Prolonged Residence (Su): You may double the  
  duration of all mind switch powers and possession 
  spells you possess. This ability stacks with the extend 
  spell or extend power feats.
   
  Spirit Eye (Su): By enacting a partial astral 
  projection the souldancer can send for bits of spirit to 
  sense things at a distance. By spending 1 migration point 
  the souldancer can cast clairvoyance/clairaudience as 
  a spell-like ability.
   
  Spiritual Army (Su): By expending a migration 
  point a souldancer and casting the appropriate spell 
  they may summon any creature or creatures  they may 
  summon with a summon monster or summon nature’s 
  ally spell but they may apply the ghost template to 
  the any creature called. Despite having access to the 
  abilities of the ghost template, the alignment of these 
  summoned spirits matches that of the souldancer. You 
  must have the deathspeaker soul step before selecting 
  this one.
   
  Voice of the Beyond (Su): By spending a 
  migration point, the souldancer can call the spirit of 
  a dead creature in a manner similar to the commune 
  spell but contacting the dead instead of a powerful 
  outsider. You must have the deathspeaker soul step 
  before selecting this one.
   
  Bonus Host Feat (Ex): At 3rd and 7th levels the 
  souldancer gains a bonus feat. This feat must be one the 
  souldancer qualifies for and have been possessed by a 
  prior or current host. These feats may be reselected 
  each time the souldancer takes possession of a new 
  host.
   
  Fused Migration (Su): At 5th level the 
  souldancer can use migration points to effect a greater 
  possession if she so chooses. You may use other 
  relevant soul step abilities as normal.
   
  Astral Travel (Su): At 9th level the soul dancer 
  can cast astral projection as a spell-like ability once per 
  day. The souldancer can only bring others with them if 
  they possess the migrate ally soul step ability.
   
  Final Step (Su): At 10th level the souldancer can 
  use 2 migration points to use mind swap, major 
  as a spell-like ability. You may use other 
  relevant soul step abilities as normal.
  Rules Element:
   
  Possession 
  - 
  Most 
  of 
  the 
  souldancer’s class features refer to the 
  mechanic of possession. Originally this 
  mechanic was represented by the mag-
  ic jar spell. The Pathfinder Roleplaying 
  Game Occult Adventures book expand-
  ed and clarified these rules and this 
  prestige class was designed with them 
  in mind. If you do not have that book 
  then consider magic jar a possible ref-
  erence for mechanics or go to: http://
  www.d20pfsrd.com/occult-adventures/
  occult-rules/magical-possession
  
  55
  Table 3-7: Tribemind
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Class Feature
  Spellcasting or Advancement
  1st
  +0
  +0
  +0
  +1
  Liminal Self (3), Needs of the Many (1/day)
  2nd
  +1
  +1
  +1
  +1
  Lessons of the Few
  (See Lessons of the Few)
  3rd
  +2
  +1
  +1
  +2
  Liminal Self (4), Needs of the Many (2/day)
  4th
  +3
  +1
  +1
  +2
  Lessons of the Few, Equality +1
  (See Lessons of the Few)
  5th
  +3
  +2
  +2
  +3
  Liminal Self (5), Dominance
  6th
  +4
  +2
  +2
  +3
  Lessons of the Few, Needs of the Many (3/day)
  (See Lessons of the Few)
  7th
  +5
  +2
  +2
  +4
  Liminal Self (6), Equality +2
  8th
  +6
  +3
  +3
  +4
  Lessons of the Few,  Needs of the Many (4/day)
  (See Lessons of the Few)
  9th
  +6
  +3
  +3
  +5
  Liminal Self (7), 
  10th
  +7
  +3
  +3
  +5
  Act as One, Lessons of the Few, Needs of the Many 
  (5/day)
  (See Lessons of the Few)
  Tribemind
  Occasionally, a person undergoes trauma terrible 
  enough to shatter them, a piece of them retreats deep 
  within in response to the shock. Sometimes this is their 
  innocent inner child, while others it is there darker half.
   
  Still rarer are those who continue to splinter. 
  Some keep developing new splinter selves in response 
  to stresses and even specialized to specific challenges. 
  Others are afflicted by the remnants of massive psychic 
  death events or a strong line of ancestral memories 
  struggling to be free.
   
  Those who learn to control their condition and 
  make peace with their inner legions come to be known 
  as tribeminds. The tribemind gains access to fragments 
  of the skills of those they contain and the ability to 
  compel the inner selves to action for brief controlled 
  moments. As the acceptance of the liminal selves 
  grows so too does their power eventually causing the 
  tribemind to standout as a leader among equals. 
   
  Hit Die: d8
  Requirements
  To qualify to become a tribemind, a character must 
  fulfill all of the following criteria. 
   
  Feats: Two Liminal Self feats.
   
  Skills: Autohypnosis 5 ranks.
   
  Special: Base Will save of +3 or greater or the 
  Iron Will feat.
  
  56
  Class Skills
  The tribemind’s class skills (and the key ability for each 
  skill) are Autohypnosis (Wis), and any skills gained 
  by the use of the Lessons of the Few class feature. 
  Additionally, the tribemind gains one additional class 
  skill whenever they gain a new Liminal Self.
  Skill Ranks at Each Level: 2 + Int modifier.
  Class Features
  The following are class features of the tribemind 
  prestige class.
   
  Liminal Self (Su): A tribemind gains a third 
  Liminal Self upon taking the 1st level of this class. 
  Additionally, the tribemind may exceed the normal 
  limits of the Liminal Self feat. They must still declare 
  which mental attribute governs each selection of the 
  feat and are subject to the limits of the feats or abilities 
  they possess if they change a persona normally (see 
  Dominance below). They are not required to select 
  different Mental Attributes per Liminal Self feat gained.
   
  Needs of the Many (Su): A tribemind, as a free 
  action may force a Liminal Self to perform an action 
  through their shared body. For one round the Liminal 
  Self is considered manifest and in control of the body  
  but must adhere to the wishes of the tribemind. The 
  tribemind can compel any Liminal Self in this manner. 
  Additional uses of this ability are gained at 3rd level 
  and every odd level after that to a maximum of 5 at 9th 
  level. This manifestation of the Liminal Self does not 
  cause the tribemind to suffer the discharge of abilities 
  or other penalties as per normal for the Liminal Self 
  feat. This manifestation does not count as a normal 
  trigger of the Liminal Self feat.
   
  Lessons of the Few (Su): A tribemind picks up 
  abilities of their inner personas and sometimes they 
  stick. Select a character class possessed by a Liminal 
  Self you possess, at the listed level of tribemind you 
  gain all of the abilities other than BAB and Saving Throw 
  bonuses you would have gained by gaining one level 
  of that class, including spellcasting. If you had a level 
  in this class yourself, you may advance that classes 
  features as though you had advanced that level other 
  than saves and BAB. Instead you gain the BAB and save 
  bonuses as indicated on Table 3-7. You gain another 
  selection of Lessons of the Few level at 4th and every 
  even level to a maximum of 5 at 10th level. Levels may 
  be taken from multiple liminal selves. Levels taken in 
  the same class stack with each other or prior levels in 
  that class.
   
  Equality (Su): At 4th level the tribemind’s 
  liminal selves become able to be within 1 level of the 
  tribeminds own level, instead of only 2. At 7th level 
  the liminal selves are the same level as the tribemind. 
  If you have the Potent Sleeper feat and reach 7th level 
  in this class, you may exchange it for another feat your 
  character would qualify for. Equality can never result 
  in a Liminal Self with higher HD or levels than the 
  tribemind has.
   
  Dominance (Su): At 5th level whenever a 
  Liminal Self takes control through normal use of the 
  feat, the tribemind can make an opposed Will save 
  with the Liminal Self.
   
  If the tribemind succeeds, the Liminal Self 
  behaves as though under a dominate monster effect 
  controlled by the tribemind. This control lasts until the 
  tribemind sleeps, relinquishes control, reasserts or 
  calls on another Liminal Self. If another Liminal Self is 
  called up, the prior self suffers the discharge of power 
  as normal.
   
  If the Liminal Self succeeds at the opposed 
  Will check, it gains control of the body until it sleeps 
  or chooses to relinquish control. This may result in 
  complications if an uncooperative Liminal Self rises up 
  at a bad time.
   
  Damage is not healed by this ability, if the 
  tribemind calls up a Liminal Self with a lower hit point 
  total than current damage or the domination effect 
  is ended while a Liminal Self had more damage than 
  the tribemind’s hit points, the character immediately 
  gains the disabled condition and must be stabilized if 
  dying. If the damage is enough to kill the character in 
  question, the tribemind can make a DC 25 Will save to 
  change back to the self that was surviving the damage. 
  The dominance ability does allow the Liminal Self to 
  exceed its normal duration limits to those stated above. 
   
  Act as One (Su): At 10th level 1/day for 5 rounds 
  a day, each Liminal Self of the tribemind gains the ability 
  to act once using either a move or standard action 
  to complete an action that would normally require 
  a standard action. Alternatively at the tribemind’s 
  discretion a Liminal Self may take a full-round action as 
  normal for Needs of the Many. 
  
  57
  Table 3-8: Trinity Mage
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Class Feature
  Spellcasting or Advancement
  1st
  +0
  +0
  +0
  +1
  Sequence, Trinity State
  +1 level to lowest Source’s/+1 to 2nd lowest’s
  2nd
  +1
  +1
  +1
  +1
  Bonus Feat
  +1 level to lowest Source’s/+1 to highest
  3rd
  +1
  +1
  +1
  +2
  Sequence
  +1 level to lowest Source’s/+1 to 2nd lowest’s
  4th
  +2
  +1
  +1
  +2
  Universal Force 1/day
  +1 level to lowest Source’s/+1 to highest
  5th
  +2
  +2
  +2
  +3
  Sequence
  +1 level to lowest Source’s/+1 to 2nd lowest’s
  6th
  +3
  +2
  +2
  +3
  Bonus Feat
  +1 level to lowest Source’s/+1 to highest
  7th
  +3
  +2
  +2
  +4
  Sequence
  +1 level to lowest Source’s/+1 to 2nd lowest’s
  8th
  +4
  +3
  +3
  +4
  Universal Force 2/day
  +1 level to lowest Source’s/+1 to highest
  9th
  +4
  +3
  +3
  +5
  Sequence
  +1 level to lowest Source’s/+1 to 2nd lowest’s
  10th
  +5
  +3
  +3
  +5
  Tri-Trinity 1/day
  +1 level to lowest Source’s/+1 to highest
  Trinity Mage
  Some assert that three is the oldest magic number. 
  Rules are dedicated toward respecting its potency 
  and mystery. There are three dominant spellcasting 
  traditions - Arcane, Divine, and Psychic. There are 
  three major Transitive Planes - Astral, Ethereal and 
  Shadow. These groupings of three are rarely lost on the 
  practitioners of magic but also rarely as understood as 
  they are by the trinity mage. 
   
  Studying the principles of planar energy 
  exchange and energetics, the trinity mage masters not 
  the application of a single Source or Planar Origin but 
  rather the synergy of three.
   
  Using powerful sequences the trinity mage 
  yields effects that similarly skilled mages could not 
  dream to achieve with a single mystical force.
   
  Hit Die: d6
  Requirements
  To qualify to become an trinity mage, a character must 
  fulfill all of the following criteria. 
   
  Feats: Any feat that increases a caster level.
   
  Skills: Knowledge (Arcana) 5 ranks and Spellcraft 
  5 ranks.
   
  Special: Access to spells, effects or powers of 1st 
  level of more in three classes that have such abilities. 
  Alternatively one of these classes may have access to 
  one or more spheres of power. Each class must be from 
  a different source.
  Class Skills
  The Trinity Mage’s class skills (and the key ability for each 
  skill) are Autohypnosis (Wis), Craft (Int), Knowledge 
  (all skills, taken individually) (Int), Perception (Wis), 
  Spellcraft (Int), and Use Magic Device (Cha).
  Skill Ranks at Each Level: 2 + Int modifier.
  Class Features
  The following are class features of the trinity mage 
  prestige class.
   
  Power Use or Spellcasting/Manifesting: At 
  each odd level you gain new spells per day and an 
  increase in binder, caster, or manifester level (and 
  spells, spheres or powers known, if applicable) as 
  if you had also gained a level in two of your Source 
  using classes to which you belonged before adding the 
  prestige class level. You must choose your lowest and 
  2nd lowest caster levels. If there two classes are even 
  you may choose either. No class can be leveled more 
  
  58
  than once by a single level of this prestige class. 
   
  At even levels, you gain new spells per day 
  and an increase in caster or manifester level (and 
  spells or powers known, if applicable) as if you had 
  also gained a level in your power using class with the 
  lowest and highest effective level. For example, a 4th-
  level wizard/2nd level wilder/1st level shifter who 
  gained one level of trinity mage would gain increased 
  spherecasting ability as if he had gained a level of 
  shifter (since that class’s caster level is lower than his 
  wizard or wilder caster level). And a level of wilder 
  since it was his 2nd lowest. If any of  your Source-using 
  classes have equal effective levels for lowest or highest 
  level, you can apply this benefit to any of your existing 
  Source-using classes. You do not, however, gain any 
  other benefit a character of those classes would have 
  gained.
   
  Trinity State (Su): At 1st level, you gain a pool 
  of points referred to as trinity points equal to 3 plus 
  your trinity mage level. You can expend a point of 
  trinity pool as a free action to enter your trinity state. 
  During your trinity state you may use Sequences, 
  powerful rotations through each of your Sources taking 
  advantage of the lingering powers of each. Your trinity 
  state lasts as many rounds as your highest casting 
  modifier. If you are rendered unconscious or paralyzed, 
  or interrupted casting your trinity state ends.
   
  Sequence (Su): At each odd level the trinity 
  mage gains the ability to focus their triple source 
  origins   in sequences of synergistic power between 
  three powers, spells, spell-like or supernatural abilities. 
  Each of the three abilities used in a sequence must 
  come from a different Source Origin. If a trinity mage is 
  prevented from completing a sequence, further spells 
  do not gain the sequence benefits. They may attempt 
  a new sequence if they are still in trinity state. If your 
  trinity state ends mid-sequence, the remaining spells 
  or effect gain no sequence benefit. You may select 
  from one of the following sequences at each odd level:
   
  Sequence of Admixture (Su): As you move 
  through the abilities of this sequence, you alter the 
  elemental affinity of each effect in the sequence. The 
  first effect in the sequence is augmented so that each 
  die of elemental damage is increased +1 damage of 
  a different elemental type. The second effect in the 
  sequence may be altered to be a new elemental type. If 
  you do so, it also deals an additional 50% of the original 
  type of damage. If you do not alter it, it is increased by 
  another 50% elemental damage of a different type. 
   
  Sequence of Boundaries (Su): As you initiate 
  this sequence you must commit to fold energies from 
  each source into your magic to allow it to pass between 
  the planar boundaries. The first spell or power in this 
  sequence has its DC increased by +1 and its damage 
  increased by +1 per die to any creature that is not fully 
  on the same plane of existence as the trinity mage. The 
  second spell instead crosses fully over into another 
  plane and is 100% effective against incorporeal or 
  otherwise planarly displaced creatures while only 
  having 50% effect in the trinity mage’s plane. The final 
  spell is resolved in both planes at full effect.
   
  Sequence of Devastation (Su): As you initiate 
  this sequence you must commit to a series of powers 
  and spells that flow through your trinity of sources. 
  The first ability, power or spell cast gains +1 damage 
  
  59
  to each die of damage the effect deals. The 2nd effect 
  gains a 50% increase to the damage the spell deals, 
  and the final spell resolves at maximum damage. These 
  benefits are the last applied to caster level calculations 
  and can exceed character level norms.
   
  Sequence of Echoes (Su): As you initiate this 
  sequence you lock into a series of powers and spells 
  that resonates between your trinity of sources. The 
  first ability, power or spell cast must be able to target 
  more than one target, it may target an additional target 
  within range. If this effect divides its damage between 
  targets you gain an extra die of the appropriate damage 
  type. The next spell of your second source must be an 
  effect that targets a single creature, it may target a 
  second creature in the range of the original effect at 
  the full effect of the spell or power. The final effect may 
  at the trinity mage’s desire be fully duplicated having 
  different targets or ranges. If a creature is effected 
  by the original and duplicated effect they must take 
  damage and save from each, if relevant.
   
  Sequence of Efficiency (Su): As you initiate 
  this sequence you synergize a series of powers and 
  spells that flow through your trinity of sources. The 
  first ability, power or spell cast requires one spell 
  level less to resolve (one spell slot lower to cast) or 
  psionic power costs 2 less power points to augment. 
  The second  power or spell is reduced by 2 levels or 4 
  power points to a minimum of 1 power point or spell 
  slot. Additionally, the second power or spell must be 
  of a lower level than the first. The final spell or power 
  is cast or manifest for free. The final spell or power 
  must be lower level than the second power. All spells 
  or powers must be known to the trinity mage.
   
  Sequence of Evolution (Su): As you initiate 
  this sequence you expose your physical  form to the 
  energies of your trinity of sources. The first ability, 
  power or spell cast that has an target of personal adds 
  a +2 enhancement bonus to the ability score of your 
  choice. The second effect grants a pool of 2 evolution 
  points as though you were a humanoid base form 
  eidolon belonging to a summoner of your highest 
  caster or manifester level. The final spell if it has the 
  [polymorph] descriptor may simultaneously effect the 
  caster while under the effect of an another spell or 
  effect with the [polymorph] descriptor. All spells in a 
  sequence must have a casting time of 1 round or less.
   
  Sequence of Endurance (Su): As you initiate 
  this sequence you enforce each effect with the 
  building power of your trinity of sources. The effects 
  this sequence (ability, power or spell cast) gain +2 to 
  their effective levels for attempts to dispel or suppress 
  them. The second spell persists for 1d4 rounds after 
  being dispelled. The final spell must be successfully 
  dispelled twice before its effect ends.
   
  Sequence of Fusion (Su): As you initiate this 
  sequence you synchronize the effects of your trinity of 
  sources interweaving them. The first ability, power or 
  spell cast gains increase to duration of a character 2 
  levels higher than your current power use limits. The 
  second is extended as per the extend spell feat. If you 
  complete the sequence, both the second and final 
  spells become linked to the initial spell’s duration. Each 
  of these spells must have a duration of 1 round per level 
  or greater. The resulting fusion is considered to have 
  all Source descriptors and is  one effect at the highest 
  caster level you possess for purposes of dispelling.  A 
  trinity mage may only have one fused spell in existence 
  at a time.
   
  Sequence of Mercy (Su): As you initiate this 
  sequence you flood your sequence with increasing 
  amounts of positive energy. Your first sequence effect 
  deals 50% of its damage as nonlethal damage. The 
  second effect deals 100% of its damage as nonlethal 
  damage. The third effect can deal all of its damage as 
  healing if you so desire. Each of these effects must be 
  an effect that deals damage.
   
  Sequence of Momentum (Su): As you initiate 
  this sequence you accelerate your movements and 
  energies as they flow through your trinity of sources. 
  The first ability, power or spell cast raises your initiative 
  by +2 for the current encounter. The next spell of your 
  2nd grants you a +4 to concentration checks to avoid 
  attacks of opportunity, and the final spell resolves 
  as a move action (if normally a standard action) or a 
  standard (if normally more than a standard action) 
  cast that does not provokes of opportunity (even if it 
  requires a ranged touch attack). These benefits are the 
  last applied to caster level calculations and can exceed 
  character level. All spells in a sequence must have a 
  casting time of 1 round or less.
   
  Sequence of Persistence (Su): As you initiate 
  this sequence you lend the liminal permeation of each 
  source you touch to the next making them harder to 
  resist. Your first spell or power has a +2 to its DC. The 
  
  60
  second moves to a second eligible target if a creature 
  resists its DC. The final spell requires its targets to roll 
  again if they succeed against the spells first DC. These 
  bonuses are the last applied to a spell or power’s DC.
   
  Sequence of Power (Su): As you initiate this 
  sequence you must commit to a series of powers and 
  spells that increasingly rise  your trinity of sources. The 
  first ability, power or spell cast gains +1 to caster level. 
  The next spell of your 2nd gains a +2 to caster level and 
  +1 to DCs for against it, and the final spell gets a +3 to 
  caster level and a +2 to DCs for saves against it. These 
  benefits are the last applied to caster level calculations 
  and can exceed character level. All spells or powers 
  must have a casting time of 1 round or less.
   
  Sequence of Radiance (Su): As you initiate this 
  sequence you slowly open yourself to the raw energies 
  that flow through your trinity of sources. The first ability, 
  power or spell cast that has an energy descriptor has 
  its caster level raised by 2. The next effect deals half of 
  its damage as untyped instead of elemental, and the 
  final spell resolves entirely as though untyped.  These 
  benefits are the last applied to caster level calculations 
  and can exceed character level. All spells in a sequence 
  must have a casting time of 1 round or less.
   
  Sequence of Synergy (Su): As you initiate this 
  sequence you an aura of synergistic energies from 
  your trinity of sources. The first spell you cast in this 
  sequence grants a +1 to caster or manifester level for 
  any adjacent ally that casts a spell or manifests a power 
  that shares a school, discipline or descriptor with it 
  during the sequence. The second power or spell in the 
  sequence must have a target of personal. This effect can 
  instead be cast on any ally within close range instead of 
  the trinity mage. The third power or spell instead takes 
  effect on both the caster and an ally within close range 
  as though the spell had been cast twice. These benefits 
  are the last applied to caster level calculations and can 
  exceed character level. All spells in a sequence must 
  have a casting time of 1 round or less.
   
  Sequence of Transmission (Su): Activating 
  this power causes you to oscillate wildly in-between 
  the realities of your liminal Sources. Your first spell in 
  your sequence also allows you an additional 5’ move 
  that turn as a free action taken immediately after 
  casting the first spell. Your second Source’s spell in this 
  sequence must have a range of close. As part of casting 
  this spell or using the power you can use a free action 
  to move to a square adjacent to the target or in the 
  area of effect. The third spell in the sequence may have 
  a range of medium or long. As part of casting this spell 
  or using the power you can use a free action to move to 
  a square adjacent to the target or in the area of effect. 
  The movement of 2nd and 3rd powers or spells can be 
  taken before or after the spell resolves.
   
  Bonus Feat (Ex): At 3rd level, you gain a bonus 
  feat that is either a Metamagic feat, Occult, Spell 
  Focus, Sphere-based or Psionic as related to one of 
  their three Source Origins. Other feats related to your 
  sources might be allowed with GM approval.
   
  Universal Force (Su): When a trinity mage 
  reaches the final moment of each sequence there 
  is a burst of universal energy weaker but similar in 
  nature to a wish or miracle spell. At 4th level,  once 
  a day upon completing a sequence, the trinity mage 
  can as a standard action tap this flare to shape a spell 
  or power effect of their choosing. The spell or power 
  must be equal to or lower than the lowest spell of 
  the completed sequence. Sphere effects should be 
  considered half the spherecaster’s caster level in spell 
  levels. At 8th level, you gain another use of this ability.
   
  Tri-Trinity (Su): At 10th level, once a day the 
  trinity mage may spend three uses of the trinity state 
  to enter a tri-trinity trance. The trinity mage casts 
  three spells, one from each of their sources and ap-
  plies any three sequences to the spells, in the same 
  order as each would normally be cast.  
  Rules Element:
   
  Sequences - Some GMs (or play-
  ers) might have questions as to the bal-
  ance of the sequence mechanic. The 
  prohibitions of three classes or Source 
  Origins combinations with the action 
  economy commitment of the sequence 
  can make them surprisingly hard to 
  abuse. GMs who do have concerns 
  should expect trinity mages to perform 
  better than peers in long workday sce-
  narios and worse in shorter battles. For 
  info on workday balance visit: http://
  wp.me/p3b3nl-qn
  
  61
  Running Liminal Power Campaigns
  Liminal power, first and foremost is a clarification of 
  Source mechanics in a way that allows for a greater 
  breadth of game abilities to exist in a single game uni-
  verse. While is possible to run with a more simplified 
  “anything goes” mantra in game, cohesive and consis-
  tent metaphysics can drastically increase the verisimil-
  itude of your game worlds.
   
  Introducing liminal power ideas into a new 
  game is relatively easy. Depending on the planar 
  knowledge of the world at large, the ideas of Source 
  Origins or the Liminal Planes may be matters of public 
  understanding or lore that is relatively irrelevant to 
  the power users.
   
  If a GM uses Liminal Power and Source Origin 
  it is a good idea to get clear on where any spellcaster, 
  power user or other supernaturally empowered char-
  acter gets their powers from. Most classes come with 
  default assumptions about these mechanics. Wizards, 
  sorcerers, and bards are all arcane casters. This is 
  listed in the spellcasting entry. Similarly divine casters 
  like clerics, oracles and even paladins are indicated in 
  their class features.
   
  Some classes, particularly those introduced in 
  third party supplements do not always make Source 
  Origin clear. Generally if a class draws spells or me-
  chanics from a “parent” class then it follows the same 
  rules as that class unless specifically called out as 
  otherwise.
   
  Determining sources for supernatural classes 
  without spellcasting can be more complex. Umbras 
  for instance tend to draw their powers from an in-
  vasive fusion of elemental energies into their forms. 
  As power flows through the elemental planes into 
  them it would be easy to attribute an arcane Source 
  to them, rendering them a Elemental Arcane Source 
  Origin. Such a character would have little to gain from 
  many of the liminal mechanics in this book. If how-
  ever it was determined that the umbra elemental 
  energies were from Astral micro-portals in their body 
  or Shadow planar elemental shards then it the Source 
  Origins (Astral Elemental) or (Shadow Elemental) 
  would be eligible for many of mechanics presented in 
  these rules.
   
  Remember that Liminal Planes are NOT re-
  quired to utilize some mechanics. Liminal Selves could 
  be developed in response to extreme psychic trauma 
  or enough information about the Shadow Plane may 
  exist in a world to allow characters to take the shad-
  owed packmaster prestige class without ever leaving 
  the Prime Material.
  Introducing liminal power to 
  pre-existing game
  The nature the Transitive Planes allows nearly any 
  game of any ongoing length to integrate the concepts 
  in this book at any time. Because a primary usage of 
  the Astral, Ethereal and Shadow planes is to allow 
  transportation their contact with an existing campaign 
  merely needs to be one of discovery. What there are 
  several ways to approach this. Here are a few sugges-
  tions:
  • Strange Visitation: It could be that the existing 
  campaign is visited by someone with knowledge 
  of liminal power and planar Source mechanics 
  that introduces this knowledge to your campaign 
  world. This person could be a teacher, a trader or 
  
  62
  even a foe trying to build a power base with this 
  new knowledge.
  • Invading Force: A hostile invasion by liminal 
  power users could result in their magic items or 
  spell books falling into the hands of people in your 
  campaign setting. Prisoners might be interrogated 
  for the knowledge of summoning under shadow 
  creatures or fusing psionic and psychic power into 
  a single astral vessel.
  • Ancient Lore: It could be that this knowledge 
  existed once in your campaign setting, but has 
  since been lost and is now rediscovered. Through 
  adventurers efforts or simple archaeological digs 
  devices, artifacts and other forms of sequestered 
  knowledge could be brought forth for study.
  • Rival Orders: It is possible to see these traditions 
  as culturally or inherently oppositional. Each 
  group could be trying to assert itself as the true 
  masters of liminal energy trying to control or 
  dominate the others in subterfuge, competition or 
  open warfare. The rivalry has forced their practic-
  es out in the open and into the eyes of the player 
  characters.
  • Communal Study: Perhaps a group of liminal 
  users has come together to purse the mastery of 
  all transitive empowered skills to achieve ultimate 
  power over reality itself. Either through medita-
  tions of experimentation.
  Liminal Campaign Factions
  Many planar organizations exist that may or may not 
  interact with player characters in your games or have 
  at one point or another influenced a world’s history. 
  These organizations range from curious to insidious 
  and may present new challenges to characters.
  Etheric Exploration League
  Keepers of the Library Beyond Limits, the Etheric 
  Exploration League’s membership are known for their 
  enthusiastic delving of the unknown wonders of the 
  multiverse, if not a strong sense of self-preservation. 
  Their beliefs of knowledge’s absolute sovereignty lead 
  them to categorize and catalogue all discoveries with 
  no subject taboo. Sadly a number of their members 
  fail to be sufficient to the task of managing forbidden 
  lore and have at times risen to become dangerous 
  threats to themselves and others.
   
  During more peaceful times they often hire 
  the services of brave adventurers to accompany 
  them on tasks believed to be hazardous or otherwise 
  requiring the aid of a strong arm. Many a party of 
  heroes has been surprised at the lengths of aggres-
  sion the League will undertake to get particularly rare 
  knowledges or items.
   
  For donations or reciprocal work tutors in 
  nearly every tradition can be discovered among these 
  challengers of the unknown. Such students often 
  find themselves approached for membership in the 
  League should they prove both skilled and passionate 
  enough to impress their mentors.
  The Children of Goldenmount 
  The Children of the Goldenmount long set aside the 
  needs of the material world. Gathering the resources 
  necessary to separate themselves from the troubling 
  affairs of the Prime Material world of their origin, the 
  Children conducted a ritual to translate their moun-
  tain monastery and its environs into a demiplane.
   
  Over time the Goldmount has grown to host a 
  vast number of ascetics and mystics that studied the 
  energies of the Transitive Planes and have unlocked 
  many mysteries of the mind including various forms 
  of psychic magic and psionic power. They in turn have 
  decided it is now time to share these wisdoms with 
  the so-called Darkened Lands.
   
  Often a single master of the Goldenmount will 
  travel to a Prime Material world and found a small 
  retreat or other place of learning. They teach until 
  someone discovers their nature at which point the 
  student is invited to study in earnest at the Mount.
  Parities of Hyraeatan 
  The City in Shadow is a complex nexus of dualities. 
  Ever locked between the tides of Light and Dark, the 
  struggle is embodied in the actions of the Parities. 
  Fourteen orders of rival mysteries, the Parities repre-
  sent themselves as keepers of the balance of Shadow. 
  Each Parity has vast stores of knowledge kept in their 
  respective Towers and none dare say what secrets 
  have passed under the eyes of the Seven Seraphs.
  
  63
   
  Each Parity espouses a specific primacy and  
  world view from the consumptive decadence of the 
  vampiric Sanguine Sovereignty to the stringent lives of 
  duty found among the Hands of Onus. Though divid-
  ed between a balance of seven Light and seven Dark 
  parities, the morality of the orders has long been left 
  at the side of the road of History. From the Icegrave 
  Enclave and its massive Tomb Glacier to the House of 
  Heights and their ageless eternals, the Parities each  
  enact dangerous plots and save countless lives.
   
  The Parities greatest gift to the multiverse is 
  the creation of a shared watch-force known as the 
  Wardens of the Lattice. Each Parity offers up mem-
  bers patrol the ancient web of inter-planar roads and 
  portal nexuses that dot the warping landscapes of the 
  Plane of Shadow.
  Orphans of the Shattered Sun
  In the earliest days of the kingdoms of man there was 
  a trinity of worlds blessed with a wealth of learn-
  ing and magical development. The humans of these 
  worlds shared their knowledge with other races and 
  in turn were enriched by the secrets of ley-lines from 
  the elves, stone magic of the dwarves, blood magic of 
  orcs and so it went.
   
  They learned but were ever hungry for new 
  forms of power, new sources of energy. A cabal of 
  their mightiest struck upon a plan to ignite a second 
  star within the spheres of their origin. The cost was 
  steep, as one of the three worlds would need to be 
  sacrificed to create the second sun, but the cabal 
  knew their power would grow beyond measure.
   
  Due to the efforts of heroes bent on stopping 
  them or perhaps a series of errors in their mystical 
  preparations, the cabal failed to completely ignite 
  their new star but still the sister world was torn asun-
  der . And as punishment they were branded exiles 
  and cast from their homes.
   
  Now the Orphans of the Shattered Sun travel 
  in secret looking for new systems and worlds ready to 
  recreate their grand experiment. Often times training 
  new mages in their traditions without ever revealing 
  their sinister origins or the ultimate goals of their or-
  der. Each cell of the Orphans answers to a single mas-
  ter of the old ways, who in turn meet clandestinely on 
  the skeletons of worlds they have failed to ignite.
  Silver Tomb
  Long have the Undying Queens of the Astral Knights 
  vexed the worlds of men. Each reigning from their 
  fortress cities in the timeless void of the Astral Realm. 
  What few know is that when these matrons are at 
  last defeated by outsiders or betrayed from their own 
  ranks their crowns are taken to a secret tomb deep in 
  the Shining Sea.
   
  There lies the Silver Tomb. Row upon row of 
  diadems and circlets, the headresses of a hundred 
  monarchs and more. The crowns each serve as phy-
  lactery to the psychic ghosts of the departed Queen 
  that wore them. Some say that the young of the race 
  are called to the Silver Tomb from time to time to be 
  tested for the crown.
   
  Those that survive are imbued with the hungry 
  lore and avarice of the Undying Queens and sent forth 
  form their own Astral fastness and raise new Knights 
  for their dark purposes.
  
  64
  New Psionic Powers:
  Astral Infusion
  Discipline: Metacreativity (Creation) 
  Level: cryptic 1, psion/wilder 1
  Display: Visual
  Manifesting Time: Immediate Action
  Range: Touch or Self
  Effect: One Illusion (Shadow) or Conjuration (Sum-
  moning)
  Duration: 1 round/level
  Saving Throw: none; Spell Resistance no
  Power Points: cryptic 1, psion/wilder 1
   
  You flood yourself or an ally’s spell effect with 
  a bloom of astral energy to enhance its reality. The 
  effect must be an illusion (shadow) or conjuration 
  (summoning) spell. Shadow subtype spells gain a 10% 
  increase to their attacks and effects on a successful 
  Will save for the duration. Summoned creatures from 
  a conjuration (summoning) spell gain 1 option from 
  the Astral Construct Menu A abilities for the duration 
  of the power.
  Augment: You can augment this power in one or both 
  of the following ways.
  • For every 2 additional power points you spend, 
  the effect of the targeted illusion (shadow) spell 
  increases by another 10%.
  • If you spend 6 additional power points, you can in-
  stead grant 1 option from Menu B from the Astral 
  Construct Menu or 2 Menu A abilities to creatures 
  from conjuration (summoning) spells. If you in-
  stead augment the power twice this way you may 
  add an option from Menu C in exchange for both 
  Menu B choices.
  Manifest Liminal Self
  Discipline: Metacreativity (Creation) Level: psion/
  wilder 2
  Display: Visual
  Manifesting Time: Standard Action
  Range: Close (25′ + 5’/level)
  Effect: One summoned ectoplasmic form.
  Duration: 1 round/level
  Saving Throw: none; Spell Resistance no
  Power Points: psion/wilder 3
  Description: You may select one alternate character 
  of 1st level you have a Liminal Self feat for. You shape 
  astral energy and ectoplasm into a copy of the Lim-
  inal Self‘s physicality as it exists in the quasi-plane or 
  dreamscape it comes from. This manifestation does 
  not consume your daily uses of the feat or deplete 
  your resources when it ends. You can not have more 
  manifestations of this power active than you have 
  Liminal Self feats. If you cannot pay the augment cost 
  for the current level of liminal self, you may use a 
  lower level version of the liminal self with the GM’s 
  permission, otherwise this power fails if you do not 
  augment it to the level required to meet a Liminal 
  Self’s current HD or character level.
  Augment: For every additional power point you spend 
  you can manifest a Liminal Self with a level of one 
  greater.
  
  65
  Appendix I: ASTRAL CONSTRUCTS
  Some powers and abilities reference the astral con-
  struct menus. While these lists are presented for ease 
  and convenience full astral construct rules are avail-
  able in the psionics rules subsystems from Dreams-
  carred Press.
  When manifesting the astral construct power, the
  manifester assembles the desired creature from 
  a menu of choices, as specified in the construct’s 
  statistics block. A manifester can always substitute 
  two choices from a lesser menu for one of its given 
  abilities. Multiple selections of the same menu choice 
  do not stack unless the ability specifically notes that 
  stacking is allowed.
  Some menu choices grant an astral construct the 
  ability to manifest specific powers as psi-like abilities. 
  Unless using the ability is a free action, an astral con-
  struct manifesting such a power does so as a standard 
  action that provokes attacks of opportunity. All such 
  powers have a manifester level equal to the astral 
  construct’s Hit Dice or the creator’s manifester level, 
  whichever is lower.
  An astral construct does not need to meet the prereq-
  uisites for a feat granted by a menu choice.
  Astral Construct Menu A
  A manifester creating a 1st-level, 2nd-level, or 3rd-leel
  astral construct can choose one special ability from 
  this menu.
  Buff (Ex): The astral construct gains an extra 5 hit 
  points.
  Celerity (Ex): The astral construct’s land speed is i 
  creased by 10 feet.
  Cleave (Ex): The astral construct gains the Cleave feat 
  Deflection (Ex): The astral construct gains a +1 deflec-
  tion bonus to Armor Class.
  Fly (Ex): The astral construct has physical wings and a 
  fly speed of 20 feet (average).
  Improved Bull Rush (Ex): The astral construct gains 
  the Improved Bull Rush feat.
  Improved Slam Attack (Ex): The astral construct gains 
  the Improved Natural Attack feat.
  Mobility (Ex): The astral construct gains the Mobility 
  feat.
  Power Attack (Ex): The astral construct gains the Pow-
  er Attack feat.
  Resistance (Ex): Choose one of the following energy 
  types: fire, cold, acid, electricity, or sonic. The astral
  construct gains resistance 5 against that energy type.
  Swim (Ex): The astral construct is streamlined and 
  shark-like, and gains a swim speed of 30 feet.
  Trip (Ex): If the astral construct hits with a slam attack,
  it can attempt to trip the opponent as a free action 
  without provoking attacks of opportunity. If the 
  attempt fails, the opponent cannot react to trip the 
  astral construct.
  Astral Construct Menu B
  A manifester creating a 4th-level, 5th-level, or 6th-lev-
  el astral construct can choose one special ability from 
  this menu. Alternatively, the construct can have two 
  special abilities from Menu A.
  Compact Form: The astral construct is summoned in a
  smaller form, coming one size category smaller than 
  normal. Its Strength is reduced by 2, its Dexterity is 
  increased by 2, and its modifiers based on size are 
  adjusted appropriately.
  Energy Touch (Ex): The astral construct deals an extra
  1d4 points of damage of your active energy type (fire, 
  cold, sonic, or electricity) when you manifest the 
  construct.
  Extra Attack: If the astral construct is Medium or 
  smaller, it gains two slam attacks instead of one when 
  it makes a full attack. Its bonus on damage rolls for 
  each attack is equal to its Strength modifier, not its 
  Strength modifier x 1-1/2. If the astral construct is 
  Large or larger, it gains three slams instead of two 
  when it makes a full attack. Its attacks are otherwise 
  unchanged.
  Fast Healing (Ex): The astral construct heals 2 hit 
  points each round. It is still immediately destroyed 
  when it reaches 0 hit points.
  Heavy Deflection (Ex): The astral construct gains a +4
  deflection bonus to Armor Class.
  Improved Buff (Ex): The astral construct gains an 
  extra 15 hit points.
  Improved Critical (Ex): The astral construct gains the 
  Improved Critical feat with its slam attacks.
  
  66
  Improved Damage Reduction (Ex): The astral con-
  struct’s surface forms a hard carapace and provides 
  an additional 3 points of damage reduction (or dam-
  age reduction 3/magic if it does not already have 
  damage reduction).
  Improved Fly (Ex): The astral construct has physical
  wings and a fly speed of 40 feet (average).
  Improved Grab (Ex): To use this ability, the construct
  must hit with its slam attack. A construct can use this 
  ability only on a target that is at least one size smaller 
  than itself.
  Improved Swim: The astral construct is streamlined 
  and shark-like, and gains a swim speed of 60 feet.
  Muscle (Ex): The astral construct gains a +4 bonus to 
  its Strength score.
  Poison Touch (Ex): If the astral construct hits with a
  melee attack, the target is affected by astral poison.
   
  Poison (Su): astral poison – injury; save Fort 
  DC 10 + 1/2 astral construct’s HD + astral construct’s 
  Cha modifier; frequency 1/minute for 2 minutes; 
  effect 1 Con damage; cure 1 save.
  Pounce (Ex): If the astral construct charges a foe, it 
  can make a full attack.
  Smite (Su): Once per day the astral construct can 
  choose one target to focus on, dealing additional 
  damage. The astral construct deals extra damage 
  equal to its Hit Dice to this target until the target is 
  dead, the astral construct’s duration is destroyed, 
  expired, or dismissed, or the manifester who
  summoned it rests to regain daily power points.
  Trample (Ex): As a standard action during its turn each
  round, a Large or larger astral construct can literally 
  run over an opponent at least one size smaller than it-
  self. It merely has to move over the opponent to deal 
  bludgeoning damage equal to 1d8 + its Str modifier. 
  The target can attempt a Reflex save (DC 10 + 1/2 as-
  tral construct’s Hit Dice + astral construct’s Str modifi-
  er) to negate the damage, or it can instead choose to 
  make an attack of opportunity at a –4 penalty.
  Astral Construct Menu C
  A manifester creating a 7th-level, 8th-level, or 9th-level 
  astral construct can choose one special ability from this 
  menu. Alternatively, the astral construct can have two 
  special abilities from Menu B. (One or both of the Menu B 
  choices can be swapped for two choices from Menu A.)
  Blindsight (Ex): The astral construct has blindsight out
  to 60 feet.
  Concussion (Sp): The astral construct can manifest
  concussion blast (manifester level 7th) as a free action 
  once per round.
  Constrict (Ex): The astral construct has the improved
  grab ability with its slam attack. In addition, on a 
  successful grapple check, the astral construct deals 
  damage equal to its slam damage.
  Dimension Slide (Sp): The astral construct can man-
  ifest dimension slide (manifester level equal to Hit 
  Dice) as a move action once per round.
  Energy Bolt (Sp): The astral construct can manifest 
  energy bolt (manifester level 8th) as a standard action 
  once per round. The creator’s active energy type de-
  termines the type of energy used. Kineticists are not 
  restricted to an active energy type when choosing this 
  menu option.
  Extra Buff (Ex): The astral construct gains an extra 30 
  hit points.
  Extreme Damage Reduction (Ex): The astral con-
  struct’s surface forms hard, armor-like plates and 
  provides an additional 6 points of damage reduction.
  Extreme Deflection (Ex): The astral construct gains a 
  +8 deflection bonus to Armor Class.
  Natural Invisibility (Su): The astral construct is con-
  stantly invisible, even when attacking. This ability is 
  inherent and not subject to the invisibility purge spell.
  Power Resistance (Ex): The astral construct gains 
  power resistance equal to 10 + its Hit Dice.
  Rend (Ex): The astral construct makes claw attacks
  instead of slam attacks (it deals the same amount of 
  damage as it would with its slam damage, but does 
  slashing damage instead of bludgeoning damage). An 
  astral construct that hits the same opponent with two 
  claw attacks in the same round rends its foe, which 
  deals extra damage equal to 2d6+ 1-1/2 times its Str 
  modifier.
  Spring Attack (Ex): The astral construct gains the 
  Spring Attack feat.
  Whirlwind Attack (Ex): The astral construct gains the 
  Whirlwind Attack feat.
  
  67
  Appendix I: Metamorphosis
  Some powers and abilities reference the metamor-
  phosis psionic powers. While these lists are presented 
  for ease and convenience full psionic power rules 
  are available in the psionics rules subsystems from 
  Dreamscarred Press. 
  Metamorphosis
  Discipline: Psychometabolism
  Level: Egoist 3
  Display: Material
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min/level
  Power Points: Egoist 5
   
  DESCRIPTION
  As minor metamorphosis, except you instead gain one 
  option from enhancement menu B or one option from 
  abilities menu B. Choices that give similar benefits to 
  those from enhancement menu B or abilities menu 
  B do not stack. For example, you cannot pick to gain 
  two natural attacks from abilities menu B and also 
  to gain a natural attack from abilities menu A to get 
  three attacks.
  Enhancement Menu B
  • +4 enhancement bonus to Strength
  • +4 enhancement bonus to Dexterity
  • +4 enhancement bonus to Constitution
  • Increase your size by two size categories (+4 size 
  bonus to Strength, -4 size penalty to Dexterity, 
  appropriate size modifiers to AC, CMB, attack rolls, 
  etc). This effect does not stack with other effects 
  that increase your size.
  • Decrease your size by two size categories (+4 size 
  bonus to Dexterity, -4 size penalty to Strength, 
  appropriate size modifiers to AC, CMB, attack rolls, 
  etc). This effect does not stack with other effects 
  that decrease your size.
  • Pick 3 choices from Enhancement Menu A. You 
  may not choose the same option twice.
  • Increase your base land speed by 20 feet.
  Abilities Menu B
  • You gain two natural slam/bite/claw attacks that 
  deal 1d8 damage if Medium (1d10 if Large).
  • You gain Fast Healing 2.
  • You gain a +3 natural armor bonus.
  • You gain 20 temporary hit points.
  • You gain the Improved Critical feat with any natu-
  ral attacks you have.
  • You gain damage reduction 5/magic.
  • You gain a fly speed of 20 feet (poor).
  • You gain a poison attack. When you hit with a 
  natural melee attack, the target must make a For-
  titude save (DC10 + ½ your manifester level + your 
  key ability modifier) or take 1 point of Constitution 
  damage.
  • You can spit poison as a ranged touch attack (30 
  feet) as a standard action. If it hits, it deals 3d6 
  acid damage and the target must make a Fortitude 
  save (DC10 + ½ your manifester level + your key 
  ability score modifier) or take 1 point of Constitu-
  tion damage.
  • You gain a swim speed of 40 feet.
  • You gain a climb speed of 40 feet.
  • You gain a burrow speed of 30 feet.
  • You gain 3 choices from Abilities Menu A from 
  minor metamorphosis. You may not choose the 
  same option twice.
  Augment You can augment this power in the follow-
  ing ways.
  • For every 4 power points you spend, you gain one 
  choice from Enhancement Menu B and one choice 
  from Abilities Menu B. You may not choose the 
  same option twice.
  • For every 2 power points you spend, you gain one 
  choice from Enhancement Menu A and one choice 
  from Abilities Menu A from minor metamorpho-
  sis. You may not choose the same option twice.
  Metamorphosis, Major
  Discipline: Psychometabolism
  Level: Egoist 6
  Display: Material
  Manifesting Time: 1 standard action
  Range: Personal
  
  68
  Target: You
  Duration: 1 min/level
  Power Points: Egoist 11
  DESCRIPTION
  As minor metamorphosis, except you instead gain 
  one option from Enhancement Menu C or one option 
  from Abilities Menu C. Choices that give similar ben-
  efits to those from Enhancement Menu C or Abilities 
  Menu C do not stack. For example, you cannot pick to 
  gain three natural attacks from Abilities Menu C and 
  also to gain a natural attack from Abilities Menu A to 
  get four attacks.
  Enhancement Menu C
  • +6 enhancement bonus to Strength
  • +6 enhancement bonus to Dexterity
  • +6 enhancement bonus to Constitution
  • Pick 2 choices from Enhancement Menu B from 
  metamorphosis. You may not choose the same 
  option twice.
  • Increase your base land speed by 30 feet.
  Abilities Menu C
  • You gain the Rend ability. If you hit the same 
  opponent with two natural attacks in one round, 
  you deal additional damage equal to 2d6 + your 
  Strength modifier.
  • You gain three natural slam/bite/claw attacks that 
  deal 2d6 damage if Medium (2d8 if Large).
  • Your natural attacks extrude poison and acid. 
  When you hit with a natural melee attack, it deals 
  +2d6 acid damage and the target must make a 
  Fortitude save (DC10+ ½ your manifester level + 
  your key ability modifier) or take 1 point of Consti-
  tution damage.
  • You gain Fast Healing 5.
  • You gain +6 natural armor bonus.
  • You gain 40 temporary hit points.
  • You gain a fly speed of 40 feet (good).
  • You gain a swim speed of 60 feet.
  • You gain a climb speed of 60 feet.
  • You gain a burrow speed of 60 feet.
  • You gain 2 choices from Abilities Menu B from 
  metamorphosis. You may not choose the same 
  option twice.
  Augment You can augment this power in the follow-
  ing ways.
  • For every 6 power points you spend, you gain one 
  choice from Enhancement Menu C and one choice 
  from Abilities Menu C. You may not choose the 
  same option twice.
  • For every 2 power points you spend, you gain one 
  choice from Enhancement Menu A and one choice 
  from Abilities Menu A from minor metamorpho-
  sis. You may not choose the same option twice.
  • For every 4 power points you spend, you gain one 
  choice from Enhancement Menu B and one choice 
  from Abilities Menu B from metamorphosis. You 
  may not choose the same option twice.
  Metamorphosis, Minor
  Discipline: Psychometabolism
  Level: Cryptic 1, egoist 1, psion/wilder 2 
  Display: Material
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min/level
  Power Points: Cryptic 1, egoist 1, psion/wilder 3
  DESCRIPTION
  You channel your psionic power, snapping bones and 
  twisting flesh, transforming yourself into a new shape 
  or form. You can take the form of any creature of the 
  same size as yourself, but this is a purely cosmetic 
  change, your abilities, powers or stats do not change 
  beyond the options selected below. This grants you a 
  +10 bonus on Disguise skill checks.
  If you choose to imitate an existing person, you gain 
  an additional +2 circumstance bonus to Disguise 
  checks to convince people that you are that person. If 
  you choose to take on an intimidating, horrifying, or 
  otherwise imposing form, you gain a +2 circumstance 
  bonus to Intimidate checks.
  In addition, you get one choice from either the En-
  hancement Menu A or Abilities Menu A.
  
  69
  Enhancement Menu A
  • +2 enhancement bonus to Strength
  • +2 enhancement bonus to Dexterity
  • +2 enhancement bonus to Constitution
  • Increase your size by one size category (+2 size 
  bonus to Strength, -2 size penalty to Dexterity, 
  appropriate size modifiers to AC, CMB, attack rolls, 
  etc). This effect does not stack with other effects 
  that increase your size.
  • Decrease your size by one size category (+2 size 
  bonus to Dexterity, -2 size penalty to Strength, 
  appropriate size modifiers to AC, CMB, attack rolls, 
  etc). This effect does not stack with other effects 
  that decrease your size.
  • Increase your base land speed by 10 feet.
  Abilities Menu A
  • You gain 5 temporary hit points.
  • You gain the Cleave feat.
  • You gain the Improved Trip feat.
  • You gain a +1 natural armor bonus.
  • You gain a natural slam/claw/bite (pick one) attack 
  that deals 1d8 damage if Medium (1d10 if Large).
  • You gain Resistance 5 against one of these energy 
  types: Cold, Acid, Fire, Electricity.
  • You gain a swim speed of 20 feet.
  • You gain a climb speed of 20 feet.
  • You gain a burrow speed of 15 feet.
  Augment For every 2 power points you spend, you 
  gain one choice from Enhancement Menu A and one 
  choice from Abilities Menu A. You may not choose the 
  same option twice.
  Metamorphosis, True
  Discipline: Psychometabolism
  Level: Egoist 9
  Display: Material
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min/level
  Power Points: Egoist 17
  DESCRIPTION
  As minor metamorphosis, except you gain two menu 
  choices from the Enhancement Menu C and two 
  menu choices from Abilities Menu C from major 
  metamorphosis. As a swift action, you can change 
  your menu choices while the duration of this power is 
  in effect.
  While under the effects of this power, you can choose 
  to become one of the following types, with the asso-
  ciated benefits: aberration, dragon, fey, humanoid, 
  magical beast or monstrous humanoid. As a swift 
  action, you can change what type you are while the 
  duration of this power is in effect.
  Augment You can augment this power in the follow-
  ing ways.
  • For every 6 power points you spend, you gain one 
  choice from Enhancement Menu C and one choice 
  from Abilities Menu C. You may not choose the 
  same option twice.
  • For every 2 power points you spend, you gain one 
  choice from Enhancement Menu A and one choice 
  from Abilities Menu A from minor metamorpho-
  sis. You may not choose the same option twice.
  • For every 4 power points you spend, you gain one 
  choice from Enhancement Menu B and one choice 
  from Abilities Menu B from metamorphosis. You 
  may not choose the same option twice.
  
  70
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. 
  Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Inc; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  10 Luckbringer Feats Copyright Steven D. Russell; Authors: Steven D. Russell
  101 Renegade Class Feats Copyright 2011 Steven D. Russell; Author Steven D. Russell
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  Advanced Arcana Volume I Copyright 2010 Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshya 
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  Joshua Zaback
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  Joshua Zaback
  Advanced Bestiary © 2004, Green Ronin Publishing, LLC; Author: Matt
  Sernett.
  Advanced Gamemaster’s Guide, Copyright 2005, Green Ronin Publishing, LLC; Author Owen K.C. Stephens.
  Advanced Player’s Guide, Player’s Guide to Monks and Paladins, Relics & Rituals:
  Excalibur, Relics & Rituals: Olympus, and Strange Lands: Lost Tribes of the Scarred Lands all ©2004 White 
  Wolf Inc.
  Advanced Player’s Guide. Copyright 2010, Paizo Inc; Author: Jason Bulmahn.
  Advanced Player’s Manual, © 2005, Green Ronin Publishing: Author Skip Williams.
  Aerial Adventure Guide:SkyCaptain’s Handbook, by Michael Mearls, Copyright 2004 Goodman Games
  Aerial Servant from the Tome of Horrors Complete © 2011, Necromancer
  Games, Inc.; Published and distributed by Frog God Games; Authors: Clark Greene
  and Clark Peterson, based on original material by Gary Gygax.
  Airships, Copyright 2003, Bastion Press, Inc.
  Amphisbaena from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
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  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
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  Anger of Angels. © 2003, Sean K Reynolds.
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  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
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  Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Assassin’s Handbook, © 2002, Green Ronin Publishing, LLC; Authors David “Zeb” Cook and Wolfgang Baur.
  Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Avatar’s Handbook, © 2003, Green Ronin Publishing, LLC; Author Jesse Decker.
  Axe Beak from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Baobhan Sith from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene.
  Baphomet from the Tome of Horrors Complete © 2011, Necromancer
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene,
  based on original material by Gary Gygax.
  Basidirond from the Tome of Horrors © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Authors: Scott Greene 
  and Clark Peterson, based on original material
  
  71
  by Gary Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Bevy of Blades, © 2016, Amora Game; Authors: Brian Moran
  Black Market: The Definitive D20 Guide to Cyberpunk Gear Copyright 2005, Adamant Entertainment.: 
  Authors Elissa Carey & Malcolm Sheppard
  Blindheim from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.
  The Book of Beginnings Copyright 2010 Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback, Justin Holloway
  Book of Distinctions And Drawbacks Revised Copyright 2003 Scott Thomas Lynch
  Book of Distinctions And Drawbacks Modern Copyright 2003 Scott Thomas Lynch
  The Book of Experimental Might © 2008, Monte J. Cook. All rights reserved.
  Book of Fiends, © 2003, Green Ronin Publishing, LLC; Authors Aaron Loeb, Erik Mona, Chris Pramas, and 
  Robert J. Schwalb.
  The Book of Hallowed Might © 2002, Monte J. Cook.
  The Book of Roguish Luck Copyright 2005 Wolfgang Baur. All rights reserved.
  Book of the Righteous, © 2002, Aaron Loeb.
  Brownie from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Bunyip from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Dermot Jackson.
  Carbuncle from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Authors Scott Greene, based on original material by Albie Fiore.
  Caryatid Column from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Jean Wells.
  The Cavalier’s Handbook, Copyright 2004, Green Ronin Publishing; Author Robert J. Schwalb
  Cave Fisher from the Tome of Horrors © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Lawrence Schick.
  Character Drawbacks, Copyright 2007, Adamant Entertainment. Author: Walt Ciechanowski.
  Character Guide: The Gentleman Thief Copyright 2012 Necromancers of the Northwest, LLC; Authors Joshua 
  Zaback, Alex Riggs, David Mesick
  Character Guide: The Wise Sage Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback
  Classes of Legend: The Cavalier Copyright 2005, Lion’s Den Press; Author Ari Marmell
  Classes of the Lost Spheres – Echo. © 2013, Lost Spheres Publishing. Author: Christen N. Sowards
  Classic Monsters Revisited. Copyright 2008, Paizo Inc; Authors: Wolfgang Baur, Jason Bulmahn, Joshua J. 
  Frost, James Jacobs, Nicolas Logue, Mike McArtor, James L. Sutter, Greg A. Vaughan, Jeremy Walker.
  Cloud Warriors, Copyright 2003, Fast ForwardEntertainment
  The Complete Book of Eldritch Might Copyright 2004 Monte J. Cook. All rights reserved.
  Convergent Paths: Fey Archetypes. Copyright 2013, Steven D. Russell; Author: Mark Seifter.
  Cry Havoc, ©2003 Skip Williams. All rights reserved.
  Crypt Thing from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.
  Crystal Ooze from the Tome of Horrors © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  d20 Freeport Companion, © 2007, Green Ronin Publishing, LLC; Author Robert J. Schwalb.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of
  Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based
  on original material by Ian McDowall.
  Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Dark Creeper from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Simon Muth.
  Death in Freeport Revised, © 2000-2004, Green Ronin Publishing, LLC; Author Chris Pramas.
  Death Dog from the Tome of Horrors Complete © 2011, Necromancer Games,
  Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on
  original material by Underworld Oracle.
  Death Worm from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Jean Wells.
  The Deluxe Guide to Fiend Summoning and Faustian Bargains Copyright 2013 Necromancers of the North-
  west, LLC; Authors Alex Riggs, Joshua Zaback
  Demon, Nabasu from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
   
  Demodand, Shaggy from the Tome of Horrors, Revised © 2002,
  Necromancer Games, Inc.; Author Scott Greene, based on original material by
  Gary Gygax.
  Demodand, Slimy from the Tome of Horrors, Revised © 2002,
  Necromancer Games, Inc.; Author Scott Greene, based on original material by
  Gary Gygax.
  Demodand, Tarry from the Tome of Horrors, Revised © 2002,
  Necromancer Games, Inc.; Author Scott Greene, based on original material by
  Gary Gygax.
  The Diamond Throne Copyright 2003 Monte J. Cook. All rights reserved.
  Dire Corby from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Jeff Wyndham.
  Disenchanter from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Roger Musson.
  Dracolisk from the Tome of Horrors © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Dragon, Faerie from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Brian Jaeger and
  Gary Gygax.
  Dragon Horse from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  DragonCyclopedia: Martial Arts Feats Copyright 2011 Glen R. Taylor.
  Dust Digger from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  The Ebon Vault: Adamant Armors Copyright 2011 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback, Justin Holloway
  The Ebon Vault: Fantastic Footgear Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback
  The Ebon Vault: Orbs of Power Copyright 2011 Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback, Justin Holloway
  The Ebon Vault: Power of the Ring Copyright 2012 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback
  The Ebon Vault: Secrets of the Staff Copyright 2011 Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback, Justin Holloway
  The Ebon Vault: Swords of Legend Copyright 2011 Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback, Justin Holloway
  The Ebon Vault: Unstoppable Hammers Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex 
  Riggs, Joshua Zaback
  Encyclopaedia Divine: Shamans copyright 2002, Mongoose Publishing.
  Executioner’s Hood from the Tome of Horrors Complete © 2011,
  Necromancer Games, Inc.; published and distributed by Frog God Games; Author:
  Scott Greene, based on original material by Gary Gygax.
  Fading Suns: d20, © 2001, Holistic Design, Inc.
  Falthar’s Curios, © 2000, Green Ronin Publishing, LLC; Author Chris Pramas.
  Fang & Fury: A Guidebook to Vampires. © 2003, Green Ronin Publishing; Author: Jim Bishop.
  Fantasy Firearms Copyright 2007, Mark Cathro & Skortched Urf Studios; Author Eric Karnes.
  Fatal Flaws, Copyright 2005, Basic Action Games
  Flail Snail from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Simon Tilbrook.
  Flumph from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Ian McDowell and Douglas
  Naismith.
  Flumph from the Tome of Horrors Complete © 2011, Necromancer Games,
  Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on
  original material by Ian McDowell and Douglas Naismith.
  Focus on Freeport #7: The Jade Serpent of Yig, © 2001, Green Ronin Publishing, LLC; Author William Simoni.
  
  72
  Foo Creature from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Ian Livingstone.
  Freeport: The City of Adventure, © 2002, Green Ronin Publishing, LLC; Authors Matt Forbeck and Chris 
  Pramas.
  Freeport Companion: Pathfinder Roleplaying Game Edition, © 2008, Green Ronin Publishing, LLC; Authors 
  Robert J. Schwalb, Adam Daigle, Brandon Hodge, John E. Ling, Jr., Greg A. Vaughan
  The Freeport Trilogy, © 2005, Green Ronin Publishing, LLC; Authors Chris Pramas, William Simoni, and 
  Robert J. Toth.
  Froghemoth from the Tome of Horrors © 2002, Necromancer Games, Inc.;
  Author Scoit Greene, based on original material by Gary Gygax.
  Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene,
  based on original material by Gary Gygax.
  The Genius Guide To: Feats of Psionic Might. Copyright 2011, Super Genius Games. Author: Owen K.C. 
  Stephens
  The Genius Guide to the Archon. Copyright 2010, Super Genius Games, LLC; Author: Owen K.C. Stephens
  The Genius Guide To: Chaos Magic. Copyright 2013, Super Genius Games. Author: Owen K.C. Stephens
  The Genius Guide to: The Dragonrider. Copyright 2009, Super Genius Games. Author: Owen K.C. Stephens.
  The Genius Guide to: The Godling. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens.
  The Genius Guide to the Riven Mage. Copyright 2012, Super Genius Games, LLC; Author: Carl Gilchrist and 
  Owen K.C. Stephens
  The Genius Guide to: The Time Thief Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens
  The Genius Guide to: The Vanguard. Copyright 2010, Super Genius Games. Authors: Marc Radle, Owen K.C. 
  Stephens.
  The Genius Guide to: The War Master Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens
  The Genius Guide to: The Witch Hunter Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens
  Genius Options: Masters of Time. Copyright 2012, Super Genius Games, LLC; Author: Owen K.C. Stephens
  Giant, Wood from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Wizards of the
  Coast.
  Giant Slug from the Tome of Horrors © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Gloomwing from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  GM’s Gallery: Useful and Interesting NPCs Copyright 2011 Necromancers of the Northwest, LLC; Authors 
  Joshua Zaback, Justin Holloway
  The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 2008-2009 Purple Duck Creations; Authors: 
  Mark Gedak, Alex Schroeder, Joel Arellano, George Fields, Yair Rezek, Mike Whalen, Shane O’Connor, Mike 
  Rickard, John Whamond, Bill Browne, Eric Williamson, Slatz Grubnik, Charles R. Wenzler Jr, John Fraser.
  The Great City Player’s Guide © by Øone Roleplaying Games
  Grippli from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors Complete © 2011, Necromancer Games,
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based
  on original material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Peter Brown.
  Hammer & Helm. Copyright 2002, Green Ronin Publishing; Author Jesse Decker
  Hangman Tree from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Heroes of Fantasy copyright 2005, Mongoose Publishing Ltd.
  Hippocampus from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene and Erica Balsley, based on original material by
  Gary Gygax.
  Hot Pursuit, Copyright 2005, Corey Reid, published by Adamant Entertainment, Inc.
  Household Knight Copyright 2006, Alea Publishing Group.
  Huecuva from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Underworld Oracle.
  Hyperconscious: Explorations in Psionics Copyright 2004 Bruce R Cordell. All rights reserved.
  Ice Golem from the Tome of Horrors © 2002, Necromancer Games, Inc.;
  Author Scott Greene.
  The Iconic Bestiary: Classics of Fantasy Copyright 2005, Lions Den Press; Author Ari Marmell
  Into the Armory: The Complete Guide to Weapons, Armor, and Equipment Copyright 2010, Necromancers of 
  the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Philip Masters.
  Iron Lords of Jupiter, Copyright 2003 Paizo Publishing, Author: Lizard — Used With Permission.
  If Thoughts Could Kill Copyright 2001–2004 Bruce R. Cordell. All rights reserved.
  Immortals Handbook, Copyright 2003, Craig Cochrane.
  Initiative Cards v2.0 Copyright 2003, Th e Game Mechanics, Inc.; Author JD Wiker.
  Insidious Intentions: The Book of Villainy Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex 
  Riggs, Joshua Zaback
  Jackalwere from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Jubilex from the Tome of Horrors Complete © 2011, Necromancer Games,
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on
  original material by Gary Gygax.
  Kamadan from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Nick Louth.
  Kech from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Lawrence Schick.
  Kobold Quarterly Issue 7 © 2008, Open Design LLC, http://www.koboldquarterly.
  com; Authors John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John
  Flemming, Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and
  Stan!
  Korred from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Leadership Handbook © 2015, Everyman Gaming, LLC; Author AlexanderAugunas.
  Legendary Classes: Eternal Mage © 2016, Purple Duck Games; Author N. Jolly.
  Leprechaun from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Magma ooze from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene.
  Legions of Hell, © 2001, Green Ronin Publishing, LLC; Author Chris Pramas.
  Liber Influxus Communis, © 2014, Amora Game; Authors: Greg LaRose, Alex Augunas, Bradley Crouch, 
  Daron Woodson, Eric Morton, Michael Sayre, Mike Myler, Morgan,
  Boehringer, Scott Gladstein,Wayne Capena, Will McCardell, Wojciech Gruchala.
  Liber Vampyr Copyright 2010-2013, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback, and Justin Holloway.
  Lurker Above from the Tome of Horrors Complete © 2011, Necromancer
  Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene,
  based on original material by Gary Gygax.
  Madness in Freeport Revised, © 2001-2004, Green Ronin Publishing, LLC; Author William Simoni.
  Madness in Freeport Revised, Copyright 2001–2004, Green Ronin Publishing, LLC; Author William Simoni.
  A Magical Medieval Society: Western Europe Copyright 2003, Expeditious Retreat Press; authors Suzi Yee 
  and Joseph Browning.
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.;
  Author Scott Greene.
  MARS: A Roleplaying Game of Planetary Romance, Copyright 2006, Adamant Entertainment. Authors: Lizard, 
  Gareth-Michael Skarka, Ian Sturrock
  Microsized Adventures © 2015, Everyman Gaming, LLC.; Authors: Alexander Augunas.
  Mihstu from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Mindscapes Copyright 2003–2004 Bruce R. Cordell. All rights reserved.
  Mutants & Masterminds Copyright 2002, Green Ronin Publishing.
  Mite from the Tome of Horrors Complete © 2011, Necromancer Games,
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based
  on original material by Ian Livingstone and Mark Barnes.\
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author
  Scott Greene, based on original material by Ian Livingstone and Mark Barnes.
   
  Modern Player’s Companion, Copyright 2003, The Game Mechanics, Inc.; Author: Stan!
  Grim Tales, Copyright 2004, Benjamin R. Durbin, published by Bad Axe Games, LLC.
  Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, 
  Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, 
  Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker
  Mongrelman from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Monster Encyclopedia I. © 2004, Mongoose Publishing Ltd.
  Monster’s Handbook Copyright 2002, Fantasy Flight Publishing, Inc. Monte Cookʼs Arcana Unearthed, Copy-
  
  73
  right 2003, Monte J. Cook. All rights reserved.
  Monster Modifier, Copyright 2008, Adamant Entertainment. Author: Gareth-Michael Skarka
  Monte Cook’s Arcana Evolved Copyright 2005–2007 Monte J.Cook. All rights reserved.sell
  Monte Cook’s Arcana Unearthed DM’s Screen and Player’s Guide Copyright 2003 Monte J. Cook. All rights 
  reserved.
  Monte Cook’s Arcana Unearthed Copyright 2003 Monte J. Cook. All rights reserved.
  Moon Dog from the Tome of Horrors Complete © 2011, Necromancer
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene,
  based on original material by Gary Gygax.
  Muckdweller from the Tome of Horrors Complete © 2011, Necromancer
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene,
  based on original material by Gary Gygax.
  Mutants & Masterminds, © 2002, Green Ronin Publishing, LLC; Author Steve Kenson.
  Mythic Paths of the Lost Spheres. © 2014, Lost Spheres Publishing. Author: Christen N. Sowards
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
   
  A Necromancer’s Almanac: 2012 Copyright 2012 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback
  A Necromancer’s Almanac: 2013 Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback, Marie Barnes, Joel Migas
  A Necromancer’s Grimoire: The Art of Traps Copyright 2011 Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback, Justin Holloway, Rosa Gibbons
  A Necromancer’s Grimoire: The Book of Faith Copyright 2011 Necromancers of the Northwest, LLC; Authors 
  Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: The Book of Martial Action Copyright 2012 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs, Joshua Zaback, Joel Migas
  A Necromancer’s Grimoire: The Book of Purifying Flames Copyright 2010 Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: Bounty of the Ranger Copyright 2013 Necromancers of the Northwest, LLC; 
  Authors Joshua Zaback, Alex Riggs
  A Necromancer’s Grimoire: Bows of War Copyright 2012 Necromancers of the Northwest, LLC; Authors Alex 
  Riggs, Joshua Zaback
  A Necromancer’s Grimoire: Faces of the Rakshasa Copyright 2011 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs, Joshua Zaback, Justin Holloway, Rosa Gibbons
  A Necromancer’s Grimoire: The Fabricant Copyright 2011 Necromancers of the Northwest, LLC; Authors: 
  Justin Holloway, Alex Riggs, Joshua Zaback
  A Necromancer’s Grimoire: Marchen der Daemonwulf Copyright 2011 Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: Marchen der Daemonwulf II Copyright 2011 Necromancers of the Northwest, 
  LLC; Authors Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: Masters of the Gun Copyright 2012 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs
  A Necromancer’s Grimoire: Mysteries of the Oracle Copyright 2012 Necromancers of the Northwest, LLC; 
  Authors Joshua Zaback, Justin Holloway, Alex Riggs
  A Necromancer’s Grimoire: Paths of the Druid Copyright 2011 Necromancers of the Northwest, LLC; Authors 
  Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: The Secret of Herbs Copyright 2012 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs, Joshua Zaback
  A Necromancer’s Grimoire: Secrets of the Witch Copyright 2011 Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: Sorcerous Lineages Copyright 2013 Necromancers of the Northwest, LLC; 
  Authors Joel Migas, Marie Barnes, Alex Riggs
  A Necromancer’s Grimoire: Spirit Warriors Copyright 2011 Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: Spirit Warriors II Copyright 2012 Necromancers of the Northwest, LLC; Authors: 
  Justin Holloway, Alex Riggs, Joshua Zaback
  A Necromancer’s Grimoire: Steeds and Stallions Copyright 2011 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: The Wonders of Alchemy Copyright 2012 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs, Joshua Zaback
  Necromancers of the Northwest Presents: The Blackshire Mercenary Company Copyright 2011 Necroman-
  cers of the Norhtwest, LLC; Authors Alex Riggs, Joshua Zaback, Justin Holloway
  Necromancers of the Northwest Presents: Knights of the Crucible Copyright 2012 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs
  Necrophidius from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Nereid from the Tome of Horrors Complete
  © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  The Noble’s Handbook, © 2003, Green Ronin Publishing, LLC; Author Rodney Thompson.
  Swords of Our Fathers, © 2003, The Game Mechanics.
  OGL Horror, Copyright 2003, Mongoose Publishing, Inc.
  One Million Magic Items, Copyright 2007, Adamant Entertainment. Author: Gareth-Michael Skarka
  Otherworldly Invocations Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex Riggs, David 
  Mesick, Joshua Zaback and Bill Webb; Based on original content from TSR.
  Pacts & Pawns. Copyright 2014, d20pfsrd.com Publishing; Author: Michael Massey.
  Pact Magic Unbound Vol. 1. Copyright 2012, Radiance House
  Pact Magic Unbound: Grimoire of Lost Souls © 2015 Radiance House; Authors: Alexander Augunas, Dairo 
  Nardi.
  Path of the Magi © 2002 Citizen Games/Troll Lord Games; Authors: Mike
  McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds.
  Pathfinder Adventure Path #32: Rivers Run Red. Copyright 2010, Paizo Publishing LLC. Author: Rob McCreary
  Pathfinder Adventure Path #33: The Varnhold Vanishing. © 2010, Paizo Publishing, LLC; Author: Greg A. 
  Vaughan.
  Pathfinder Adventure Path #36: Sound of a Thousand Screams. © 2010, Paizo Publishing, LLC; Author: 
  Richard Pett.
  Pathfinder Adventure Path #38: Racing to Ruin. © 2010, Paizo Publishing, LLC; Author: Tim Hitchcock.
  Pathfinder Adventure Path #44: Trial of the Beast. Copyright 2011, Paizo Publishing, LLC, Author: Richard Pett
  Pathfinder Adventure Path #63: The Asylum Stone © 2012, Paizo Publishing, LLC; Author: James L. Sutter.
  Pathfinder Campaign Setting: Inner Sea Bestiary © 2012, Paizo Publishing, LLC; Authors: Jim Groves, James 
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  74
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  based on original material by Gary Gygax.
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  Skarka
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  Clark Peterson, based on original material by Gary Gygax.
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  Author: Will McCardell and Benjamin Rombeaut
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  Inc.; Author Scott Greene, based on original material by Neville White.
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  Skarka.
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  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised © 2002,
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  Gary Gygax.
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  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised © 2002, Necromancer
  
  75
  Games, Inc.; Author: Scott Greene, based on original material by Mike Roberts.
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  Gary Gygax.
  Tome of Horrors © 2002, Necromancer Games, Inc.; Authors: Scott Greene,
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance
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  original content from TSR.
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  Greene.
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  with Casey Christofferson, Erica Balsley, Kevin Baase, Lance Hawvermale, Travis
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  N. Sowards
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  Zaback, Justin Holloway
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  Dahl, Adam Daigle, Blake Davis, Jess Door, Jeffrey Erwin, J. Russell Estes, Charles Evans, Dawn Fischer, Chris-
  toph Gimmler, Robert Gresham, Jesper Haglund,
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  Witch’s Handbook, Copyright 2002, Green Ronin Publishing; Author Steve Kenson
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  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.
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  Chris Aylott.
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  Baker.
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  Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R.
  Cordell, John Tynes, Andy Collins, and JD Wiker.
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  Kurt Brown, Mark Chance, Brian Ferrenz, Lizard, David Lyons, Brian Patterson, Scott
  Stoecker, Wil Upchurch.
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  Skreyn’s Register: The Bonds of Magic, Vol. 1: Cabal and Skreyn’s Register: The Bonds
  of Magic,Vol. 2: The Faithful Copyright 2002 Sean K Reynolds. All rights reserved.
  The Book of Eldritch Might, Book of Eldritch Might II: Songs and Souls of Power, and
  Book of Eldritch Might III: The Nexus Copyright 2001, 2002 Monte J. Cook. All rights
  reserved.
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  and Matthew J. Hanson.
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  J. Hanson.
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  Throwing Dice Games.
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  Plexus -Open Spells Collection Copyright 2002 Mark Alexander Clover.
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  Thunderhead Games, Inc., and Mystic Eye Games, LLC.
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  Games, LLC.
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  spells from the Player’s Handbook that were renamed in the System Reference
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  com.
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  Bill Collins, Jim Collura, Chad Coulter, Patrick Goulah, Skeeter Green, Jeff
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  Book of Beyond: Spells of Boon and Burden ©2016 Lost Spheres Publishing, Author: Christen N. Sowards
  Book of Beyond: Liminal Power ©2016 Lost Spheres Publishing, Author: Christen N. Sowards
  
  76
  The Astral Plane. The Ethereal Plane. The Shadow Plane.
  Three places between worlds.
  Psionic Powers. Psychic Magic. Shadow Loci.
  Each a discipline of a liminal master - a being between worlds.
  Step through the Border and find your place among them.
  Book of Beyond: Liminal Power provides mechanical support for occult and third party systems like psionics. New Ar-
  chetypes. Dozens of feats. And new prestige classes for those daring to blend liminal Source Origins with other classes 
  and each other. These prestige classes include:
  • 
  Astral Antiquarian – A gifted channeler of the awakened potential of artifacts, these characters focus on unlocking 
  a world of psionic and psychic implements. They master techniques of astral infusion to surge their implements 
  temporarily with the energies of the Astral Plane.
  • 
  Blackblade Breaker – Mastering the entropic elements of negative planar infusion, these warriors learn to shatter 
  shadow versions of themselves, providing their own tactical advantages  from flanking to misdirection.
  • 
  Dreamsealer – A studied master of the energies of body, spirit and mind, the dreamsealer uses healing as an 
  opportunity to enhance the life it finds. Providing wounded allies with seals that unlock new powers and transform 
  their physical being, their powers are amazing as they are fleeting.
  • 
  Eye of the Storm – Wilders and mages have flirted with the power of Chaos for ages, but the Eye of the Storm 
  welcomes it into their being. Gaining increasingly unstable energies they can’t hope to control forever, these mad 
  savants combine twin Source Origins and  live for the unbridled power of their lucid moments.
  • 
  Gyreblade – Soulknives and other mystic warriors have found ways to awake the weapons of the mind, elemental 
  planes and etheric power. The gyreblade seeks to fuse two of these weapons into one singular form combining the 
  lore of mind and magic into a weapon of endless potential.
  • 
  Shadowed Packmaster – Mentalists and mages call to the silver sea of the Astral for summoned constructs of 
  crystallized thought or planes like the Ethereal for dream echoes of what is. The Shadowed Packmaster learns to 
  utilize the power of two planes at once, drawing Shadow versions of his own summons as  he calls them to form a 
  pack of servitors.
  • 
  Souldancer – Some mentalists learn the strange art of possessing another creature’s body. The souldancer perfects 
  it learning to migrate from host to host, shifting her friends to less wounded bodies, caging possessing creatures or 
  even to call back the lost to life.
  • 
  Tribemind – Rare are those whose mind fragments to for other selves, rarer still are those who learn to control this 
  phenomena. The tribemind learns to command their inner multitudes and call upon them in moments of need.
  • 
  Trinity Mage – Exploiting one of the Great Laws, the trinity mage masters the art of drawing on three distinct 
  power Source Origins learning to enter the trance-like Trinity State their oscillating power builds to rival the most 
  focused of supernatures.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Lost Spheres/Book of Beyond - Liminal Power 1.0.pdf