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  The Reaper
  Interjection Games
  TABLE OF CONTENTS
  The Reaper
  1
  Table: The Reaper
  1
  Soulsown
  3
  Table: Soulsown Spellcasting Subtypes
  4
  Table: Summon Weapon
  4
  Table: The Soulsown
  4
  Table: Reaper Base Attack Bonus by Binding
  Status
  5
  Sidebar: Reading Soulsown Talents
  6
  Sidebar: Reapers and Pets
  6
  Favored Class Bonuses
  7
  Soulsown Talent Summary
  8
  Soulsown Talent List
  14
  Table: Heal and Harm
  19
  Table: Magic in the Blood
  20
  Soulsown Totem Talents
  28
  Sidebar: Totems
  28
  Legal
  31
  CREDITS
  Author
  Bradley Crouch
  Commissioner
  Joshua Ikenberry
  CLASS STATS
  Difficulty to Play (1­5): 3
  Difficulty to Build (1­5): 4
  Role: Archetype­merging necromancer
  Playstyle: A reaper customizes soulsown, to which she
  later binds to gain access to the abilities she built into
  them. Given this skillset, a reaper can be or do just about
  anything, and since magic can mix with the martial, she
  outright
  eclipses
  martial
  specialists
  from
  inferior
  professions.
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  An Interjection Games, LLC Production
  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
  Inc. does not guarantee compatibility, and does not
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  i
  
  The Reaper
  Interjection Games
  THE REAPER
  When a mortal being dies, its soul tends to move on to
  the next phase of existence. Whether this happens to be
  an afterlife, an eternity of haunting, or a few centuries in
  a soul gem is up to specific circumstance. What few
  know, however, is that the soul is not truly sempiternal.
  If death comes in a moment of grief or by the hands of a
  being of sufficient power, the soul itself will rend and
  tear, scattering identity to the four winds.
  Discarded scraps of souls have been piling up in heaps
  since the dawn of time, and, long before magic was
  codified in the way we understand it today, some of the
  first true necromancers just so happened to notice that
  they were up to their knees in these catatonic bits and
  pieces of what used to be people like them. Calling
  themselves reapers, these necromancers found ways to
  coax scraps of soul back together, to give lost souls a new
  lease on life, and to grant these aggregate beings a
  means
  of
  interacting
  with
  the
  world
  once
  more.
  Necromancy, and the rest of magic, has since moved on
  from what is now considered a product of the formative,
  dark age of magic, but certain circles still remember its
  power, and with every advance the rest of the world
  makes, the reaper gains a new tool.
  1
  TABLE: THE REAPER
  
  The Reaper
  Interjection Games
  Role: Moreso than any other adventuring profession, a
  reaper can basically do anything. The soulsown that she
  cultivates
  determines
  what
  it
  is
  she
  can
  do,
  from
  spellcasting to being a frontline fighter.
  Alignment: Any. Reaping is an ancient branch of the
  school of necromancy, and those who seek out the dusty
  tomes that detail the process may be motivated by
  anything from the desire to help those who literally
  cannot help themselves to the wish to cobble together the
  perfect slave.
  Hit Die: d6
  Starting Wealth: 2d6 x 10 gp (average 70 gp.) In
  addition, each character begins play with an outfit worth
  10 gp or less.
  The reaper's class skills are Bluff (Cha), Craft (Int),
  Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge
  (history) (Int), Perception (Wis), Profession (Wis), Sense
  Motive (Cha), and Spellcraft (Wis).
  Skill Ranks per Level: 2 + Int modifier
  CLASS FEATURES
  All of the following are class features of the reaper.
  Weapon
  Proficiency:
  Reapers
  are
  proficient
  with
  simple weapons.
  Armor and Shield Proficiency: Reapers are proficient
  with light armor and shields, but not tower shields. A
  reaper suffers from arcane spell failure chance as normal
  for her arcane spells, but also suffers from arcane spell
  failure chance on spells sourced from a primal­seeded
  soulsown if she's wearing metal armor.
  Essence Pool (Su): At 1st level, a reaper gains an
  essence pool, a measure of her ability to use the powers
  learned by her soulsown. The number of points in the
  reaper's essence pool is equal to three times her reaper
  level.
  At 9th level, choose Intelligence, Wisdom, or Charisma.
  The size of the reaper's essence pool is now increased by
  the reaper's ability modifier in the chosen ability score (if
  positive). At 13th level, choose one of the two ability
  scores that were not chosen at 9th level. The size of the
  reaper's essence pool is now also increased by the reaper's
  ability modifier in the chosen ability score (if positive).
  The essence pool is replenished each morning after 8
  hours of rest or meditation; these hours do not have to be
  consecutive.
  Reaping (Su): At 1st level, a reaper learns how to grow
  various bits of wayward souls together into a single entity,
  which she then binds to her own form in order to draw
  from the power that these beings had in life. This process,
  the namesake of her profession, is known as reaping, and
  the end creations are known as the soulsown.
  Seeds
  All soulsown are built around a particularly rugged bit of
  soul, one which can hold up under the stress of being the
  core of a cobbled mess of varying beings. These cores are
  known as seeds, and a reaper begins play with two of
  them. At 6th level and every six levels thereafter, a reaper
  gains an additional seed, for a total of five seeds at 18th
  level. Seeds form the basis of the powers that a soulsown
  can grant its reaper.
  Full details for a soulsown's progression as its reaper
  increases in level begin on page 3.
  Seed Subtypes
  While largely a blank slate, the most fundamental aspects
  of seeds are set in stone, for even when shredded and
  without a sense of self, a soul remembers something of the
  power it wielded in its former existence. As a result, seeds
  have subtypes, which reflect one of the four primary sorts
  of power in the world: arcane, divine, martial, and primal.
  Upon acquiring a seed, a reaper chooses that seed's
  subtype. The chosen subtype influences the abilities that
  the soulsown built around that seed gains as its creating
  reaper increases in level. This decision cannot be changed.
  Arcane ­ Seeds of the arcane subtype were once part of
  the soul of a wizard, sorcerer, magus, or other arcane
  practitioner. As a result, soulsown grown around such a
  seed reflect such a pedigree, granting spellcasting as their
  core feature with various ancillary abilities based on both
  instinctive and booklearned magic.
  Pool System: Presto points, which add effects to spells
  Wide Reach: Sorcerer bloodline talents
  Divine ­ Seeds of the divine subtype came from one
  whose religion defined their very being. While spellcasting
  does feature quite heavily in those favored by a divine
  mandate, soulsown grown around the divine seed also
  draw from the very domains of the gods, and touch upon
  the mysteries of the universe.
  Pool System: Fortune points, which manipulate d20
  rolls
  Wide Reach: Cleric domains
  Martial ­ Most seeds are based upon magic. This makes
  sense, as magic leaves an indelible mark upon a soul no
  matter how shattered that soul may end up being in the
  distant future. Those with no such imprint upon them, be
  it warrior or thief, find themselves grouped into the
  martial subtype. Soulsown based upon this seed enhance
  their reaper's physical prowess to awesome levels, which
  is absolutely necessary given what magic tends to be able
  to do.
  Pool System 1: Technique points, allowing for simple
  maneuvers
  Pool System 2: Raging, as a barbarian
  Wide Reach: Bonus feats
  2
  
  The Reaper
  Interjection Games
  Primal ­ A deep connection with nature is the hallmark
  of
  the
  primal
  subtype,
  counting
  druids,
  barbarians,
  rangers, and others among their number. Again, while the
  natural world does confer spellcasting to those who seek
  to understand its mysteries, regression to an animalistic
  state and empathizing with the natural world does seem
  to go hand in hand with this seed.
  Pool System 1: Totem points, which expand totem
  options
  Pool System 2: Raging, as a barbarian
  Wide
  Reach: Totems, deployable objects that cast
  channeled spells
  Binding Seeds (Threshing)
  In order to receive benefit from her soulsown, a reaper
  must first bind with one of them in a process known as
  threshing. Threshing is performed while communing
  with the soulsown, and the visible pattern of roots
  crawling just under the surface of the reaper's skin is its
  physical manifestation. When a reaper threshes, she
  chooses one of her soulsown, gaining the benefits of its
  seed and its known talents for the threshing's duration.
  A reaper must get 8 hours of sleep and commune with her
  soulsown for 1 hour in order to change her threshed
  soulsown. A reaper does not need to commune with her
  soulsown each day to refresh her daily uses of her
  soulsown's abilities (see Section: Soulsown). Rather, in
  order to refresh her daily uses of her soulsown's abilities,
  she need only get 8 hours of sleep each night. In essence,
  a reaper needs not commune at all if she is happy with her
  current soulsown.
  Germination (Su): Starting at 3rd level, a reaper gains
  the ability to form temporary, secondary bonds with her
  soulsown using a process known as germination.
  Initiating germination is a swift action. To germinate, the
  reaper chooses a soulsown other than the one with which
  she is threshed, if any. Germination lasts for 1 minute,
  and while it lasts, she gains the benefits of that soulsown's
  seed core ability, as well as the benefits of any talents it
  possesses that specifically function while germinating. A
  reaper cannot initiate germination if she is already
  germinating with another soulsown. This ability may be
  used once per day, plus an additional time per day at 7th
  level and every 4 levels thereafter.
  Starting at 5th level, a reaper gains 1d4 temporary essence
  points
  whenever
  she
  initiates
  germination.
  These
  temporary essence points persist for the duration of the
  germination. This increases to 2d4 temporary essence
  points at 11th level and 3d4 temporary essence points at
  17th level.
  Threshing and germination are collectively referred to as
  "binding", and are only referred to individually when
  necessary.
  By
  extension,
  a
  reaper
  who
  is
  currently
  threshed or germinated is referred to as "bound".
  Speak with Dead (Sp): At 5th level, all of the reaper's
  soulsown with the arcane, divine, or primal seeds learn
  the speak with dead spell as a 2nd­level spell. This spell
  does not count toward the number of 2nd­level
  spells known for the purpose of the Pyramid Rule.
  SOULSOWN
  In essence, the soul is the blueprint of both mind and
  body, and when the soul breaks, all sense of self is utterly
  discarded. While unable to find all of the scraps that
  originally made up a soul, many reapers see it to be their
  duty to take what compatible bits they can find and
  slowly work them together until a stable aggregate soul,
  or soulsown, is formed. While the afterlife is closed to
  most of these aggregate beings for the simple reason that
  different scraps of the soulsown are meant to go to
  different afterlives, the soulsown's ability to think and do
  once more is usually grounds for gratitude bordering on
  the slavish. And for those reapers who make soulsown
  for their own benefit, this is exactly the reaction that they
  want.
  Seed
  As stated earlier (see the reaping class feature in Section:
  Reaper), all soulsown are brought into being through the
  cultivation of a "seed". When a soulsown is first created,
  its reaper selects its seed subtype, which dictates both the
  soulsown's core abilities, as well as the talents it can learn.
  Once a seed subtype is selected, it cannot be changed.
  Seed Subtypes
  Arcane/Divine/Primal
  (Sp)
  ­ Soulsown with the
  arcane, divine, or primal seeds are empowered with the
  magic associated with their focus. Each subtype draws
  from another class' spell list, as shown on Table:
  Soulsown
  Spellcasting
  Subtypes,
  below.
  When
  creating a spellcasting soulsown, its reaper chooses one of
  the two ability scores listed for that subtype. The chosen
  ability score becomes the soulsown's spellcasting ability
  score.
  An
  arcane,
  divine,
  or
  primal
  soulsown
  begins
  play
  knowing a single spell drawn from the appropriate spell
  list, plus an additional spell for each reaper level its
  creator possesses. At each new reaper level, the soulsown
  learns an additional spell. A soulsown begins play with the
  ability to learn 1st­level spells, increasing to 2nd­level
  spells when its master attains reaper level 4th, 3rd­level
  spells when its master attains reaper level 7th, and so on
  to a maximum of 6th­level spells at reaper level 16th.
  The Difficulty Class (DC) for a saving throw against a
  soulsown's spell is 10 + 1/2 its reaper's class level + the
  reaper's spellcasting ability modifier, as defined by the
  soulsown. A soulsown cannot cast spells, for it cannot
  touch the mortal realm. Instead, while bound to a
  soulsown that knows spells, a reaper gains the ability to
  cast the spells that soulsown knows. To cast a spell in this
  manner, she must expend essence points equal to the
  desired spell's spell level. Her caster level is equal to her
  reaper level and her spellcasting ability score is the one
  chosen upon soulsown creation.
  The Pyramid Rule: In order to learn a spell of a particular
  level, a soulsown must know more spells of each lower
  spell level. For example, if a soulsown knows one 3rd­level
  spell and wishes to learn a second 3rd­level spell, it must
  possess
  at
  least
  two
  2nd­level
  spells
  and
  two 1st­level spells.
  3
  Soulsown
  
  The Reaper
  Interjection Games
  4
  TABLE: THE SOULSOWN
  TABLE: SOULSOWN SPELLCASTING SUBTYPES
  TABLE: SUMMON WEAPON
  
  The Reaper
  Interjection Games
  Martial (Su) ­ Soulsown with the martial seed are
  exemplars of the physical form. A martial soulsown
  begins play knowing a single fighter bonus feat (also
  known as a combat feat), using its creator's ability scores
  and reaper level as its ability scores and fighter level for
  the purpose of meeting the feat's prerequisites. At 3rd
  level and every four levels thereafter, a martial soulsown
  learns another fighter bonus feat. While bound to its
  creating reaper, the soulsown grants its master the
  benefits
  of
  all
  fighter
  bonus
  feats
  that
  it
  knows;
  proficiency with martial weapons; a +4 circumstance
  bonus to Constitution, but only for the purpose of
  calculating
  hit
  points;
  and
  sets
  the
  reaper
  class'
  contribution to base attack bonus to be equal to reaper
  level rather than equal to half reaper level (base attack
  bonus as fighter).
  While bound to two soulsown, if one is martial and one is
  not martial, the circumstance bonus to Constitution
  detailed above is reduced to +2, and the reaper class'
  contribution to base attack bonus is set to be equal to
  three­quarters reaper level rather than equal to half
  reaper level (base attack bonus as cleric). See Table:
  Reaper Base Attack Bonus by Binding Status.
  In lieu of learning a fighter bonus feat as part of its seed, a
  martial soulsown may instead choose to gain the following
  ability.
  Summon Weapon (Su) ­ As a standard action, a reaper
  bound to a soulsown with this ability may expend 2
  essence points to draw any simple or martial weapon (but
  not ammunition for said weapon) out of thin air. This
  weapon persists for 1 minute or for the duration of the
  binding, whichever comes first, and the weapon's quality
  is determined by the number of times the soulsown has
  taken this ability.
  Special: Summon weapon can be taken up to six times,
  and progresses as shown on Table: Summon Weapon.
  5
  TABLE: REAPER BASE ATTACK BONUS BY
  BINDING STATUS
  
  The Reaper
  Interjection Games
  Talents: Upon creation, a soulsown gains a talent, plus
  an additional talent for every two reaper levels its creator
  possesses. When its master attains reaper level 2nd and
  every two reaper levels thereafter, a soulsown gains an
  additional talent, for a total of 11 talents at reaper level
  20th. A soulsown must meet the prerequisites of a talent
  and have its subtype listed in that talent's compatible
  seeds listing to take that talent. While threshed to its
  creating reaper, a soulsown grants its reaper the benefits
  of all talents it knows. Some unique talents also function
  in some capacity while germinating.
  The Difficulty Class (DC) for a saving throw against a
  soulsown's talent is 10 + 1/2 its reaper's class level + the
  reaper's spellcasting ability modifier, as defined by the
  soulsown. If a soulsown has no spellcasting ability
  modifier, use the reaper's Charisma modifier instead.
  6
  In essence, a soulsown is a bundle of talents and other
  abilities that the reaper chassis uses to make an
  altaholic sit down and finally play one character for
  once. While threshed to a soulsown, the reaper gains
  access to all of that soulsown's abilities. Given this
  dynamic, the proper way to codify soulsown talents
  would be to preface all of them with something along
  the lines of, "While bound to this soulsown, you..." and
  then continue with the text. For the sake of making
  these talents a bit easier to parse, I've removed that bit
  of language, and remind you that your soulsown
  (rather than you) know these talents whenever this
  simplifying assumption begins to break down. This is
  generally the case for talents that mess with skills,
  feats, and other such mechanical bits. You didn't build
  that. Your soulsown did.
  Prerequisites form a special case that needs to be
  considered here. As your soulsown is the thing picking
  the talents, it has to meet the prerequisites of a talent,
  not you. As such, any talent prerequisites need to be
  met by that soulsown, not by another one in your
  collection, and certainly not by some psychotic gestalt
  thing you built that somehow found a way to give a
  player character soulsown talents somehow. The one
  exception here is that a soulsown can use your reaper
  level to meet talent prerequisites; everything else must
  come from the soulsown itself. Further, a fair number
  of talents allow a soulsown to grab feats that are
  normally for actual characters. Here, things get a little
  odd. The soulsown must meet the prerequisites of the
  talent, yes, but then the talent lets you go out and grab
  something else that also has prerequisites. The rules
  for how this second round of prerequisites works is
  listed within the text of the talent itself. Generally, you
  can consider the end result to be an amalgamation of
  sorts, using abilities from both you and your soulsown
  in an attempt to meet those prerequisites. Further
  details as to how that works is present in each talent
  that uses this mechanic.
  SIDEBAR: READING SOULSOWN TALENTS
  The reaper base class has an absolutely immense
  footprint. Both cleric domains and sorcerer bloodlines
  are open to reapers, which, being the sort of content
  that just about everyone and their grandmother will
  print to fill in a page somewhere, means that a base
  class with that sort of reach can grab hold of a lesser
  version of just about any class definition under the
  sun, and that's with just two talent chains! This
  sidebar
  is
  an
  effort
  to
  grab
  one
  of
  the
  most
  problematic areas and nail it down so the class works
  and sits at a happy tier 3 despite its wide reach.
  A reaper's soulsown can qualify for familiars, animal
  companions, cohorts, and other "pets" or "minions"
  through
  fourteen
  different
  talents,
  which
  do
  everything from drop a companion in the player's lap
  to poach said companion from a bloodline somewhere.
  Given the effectively infinite reach of a soulsown's
  talents, as discussed above, this definition of "pet" or
  "minion" is intentionally left open just in case an
  ability out there comes up with a new way to hand out
  underlings. For all abilities that grant access to long­
  term
  creature
  assistance
  other
  than
  animal
  companions, cohorts, and familiars, check with your
  game master to see if he considers that creature to be
  a "pet" or "minion". If it is, it's subject to the rules in
  the next paragraphs.
  A soulsown's animal companions, cohorts, or familiars
  are reflections of companions that aggregation of souls
  had in life. When a soulsown gains one of the
  aforementioned
  companions,
  you
  choose
  that
  companion as normal, but your choice of companion
  can never be changed. In effect, clauses within the
  rules for each style of "pet" or "minion" that allows the
  master to change his mind about his minions do not
  function for a soulsown, for how can a soulsown pick
  out a new familiar if the familiar he has is a pale
  imitation of the only boon companion in mortal days
  that a sliver of a soul can remember?
  Since a soulsown's pets are bound to the soulsown and
  not its reaper, a soulsown's pets suddenly materialize
  around the reaper whenever she initiates threshing
  with that soulsown, and those pets vanish without a
  trace as soon as that bond ends. If the reaper herself
  has a pet of the same type, then a soulsown's pet of
  that type does not materialize. For example, if the
  reaper has a familiar, then no soulsown familiars will
  ever come into being while bonding. If a soulsown's
  pet is slain, it merely disintegrates for the time being,
  and pops right back into existence again as if nothing
  had happened the next time the reaper initiates
  threshing with that soulsown. Memories turn out to be
  very hard to eradicate. Memories also have a tendency
  to fade. As a result, a reaper has an effective class level
  equal to her reaper level ­ 3 (minimum 1) for the
  purpose of determining the power of all pets gained
  through soulsown talents.
  SIDEBAR: REAPERS AND PETS
  
  The Reaper
  Interjection Games
  FAVORED CLASS BONUSES
  Instead of receiving an additional skill rank or hit point
  whenever they gain a level in a Favored Class, some races
  have the option of choosing from a number of other
  bonuses, depending upon their Favored Classes. The
  following options are available to the listed race who have
  reapers as their Favored Class, and unless otherwise
  stated, the bonus applies each time you select the listed
  Favored Class reward.
  Aasimar – Every 3 times this bonus is selected, the reaper
  gains 1 temporary hit point whenever she casts a cure
  spell (a spell with "cure" in its name). These temporary hit
  points persist for 1 round.
  Drow – Every 10 times this bonus is selected, choose a
  soulsown talent known by at least one of your soulsown.
  This talent must be usable a limited number of times per
  day, and the number of daily uses must be at least two.
  That talent may be used an additional time per day.
  Dwarf – Every 6 times this bonus is selected, choose a
  soulsown. The reaper may initiate germination with the
  chosen soulsown once per day without expending a daily
  use of germination. She does not gain temporary essence
  points when germinating in this fashion.
  Elf ­ Add +1/2 to the size of the essence pool.
  Gnome – Every 8 times this bonus is selected, choose a
  soulsown, then choose a feat with no prerequisites. While
  threshed with the chosen soulsown, the reaper gains the
  benefits of the chosen feat. Choose a different soulsown
  each time you gain this ability.
  Half­elf – Every 10 times this bonus is selected, choose a
  soulsown talent known by at least one of your soulsown.
  This talent must be usable a limited number of times per
  day, and the number of daily uses must be at least two.
  That talent may be used an additional time per day.
  Halfling – Add +1 to skill checks made to earn a living
  during downtime.
  Half­orc – Every time this bonus is selected, the reaper
  gains 1 temporary hit point whenever she initiates
  germination. These temporary hit points persist for the
  duration of the germination.
  Hobgoblin – Treat the reaper's class level as though it
  were +1 higher for the purpose of the duration of the
  summon weapon seed ability.
  Human – Add +1/2 to the size of the essence pool.
  Kitsune ­ The reaper gains a trickery pool containing
  points equal to one­third the number of times this bonus
  has been taken, rounded down. Points from the trickery
  pool may be used in place of fortune, presto, technique,
  and totem points. The trickery pool is replenished
  whenever the reaper replenishes her essence pool.
  Kobold – Add +1/4 to the Difficulty Class of all spells if
  the victim is a gnome.
  Orc – Every time this bonus is selected, the reaper gains 1
  temporary hit point whenever she initiates germination.
  These temporary hit points persist for the duration of the
  germination.
  Puddling – Every 8 times this bonus is selected, choose a
  soulsown, then choose a feat with no prerequisites. While
  threshed with the chosen soulsown, the reaper gains the
  benefits of the chosen feat. Choose a different soulsown
  each time you gain this ability.
  Tiefling – Every 3 times this bonus is selected, the reaper
  gains 1 temporary hit point whenever she casts an inflict
  spell (a spell with "inflict" in its name). These temporary
  hit points persist for 1 round.
  Vanara ­ Every 8 times this bonus is selected, choose a
  soulsown, then choose a feat with no prerequisites. While
  threshed with the chosen soulsown, the reaper gains the
  benefits of the chosen feat. Choose a different soulsown
  each time you gain this ability.
  Vishkanya ­ Every 6 times this bonus is selected, choose a
  soulsown. The reaper may initiate germination with the
  chosen soulsown once per day without expending a daily
  use of germination. She does not gain temporary essence
  points when germinating in this fashion.
  7
  
  The Reaper
  Interjection Games
  SOULSOWN TALENT SUMMARY
  ARCANE
  No prerequisite
  Cantrips ­ Learn three 0th­level spells.
  Eternal Bond ­ When binding, choose an object you
  own. It acts similar to a wizard's bonded object, imposing
  penalties when separated from it, but powering limited
  free spellcasting daily.
  Magic Memory ­ Gain a feat for which you meet the
  prerequisites under special circumstances.
  Phantom Alchemy ­ Produce a cache of alchemical
  goods once daily.
  Skilled Past ­ Effectively gain ranks in one of a subset of
  skills equal to 3/4 reaper level, rounded down. Treat that
  skill as a class skill.
  Level 2
  Arcane
  Reserve
  ­
  Grant
  yourself
  1d4
  or
  more
  temporary essence points this round.
  Lifetime of Teaching ­ Grant yourself 1 temporary
  fortune, presto, technique, or totem point twice daily.
  Spectral Armor ­ Grant yourself a +4 or higher armor
  bonus to AC.
  Spell Study ­ The soulsown taking this learns an
  additional spell.
  Level 4
  Better Living through Chemistry ­ Passively create
  temporary potions of cure light wounds each morning.
  Essence Mastery ­ Increase the size of the essence pool
  by +3 or more.
  Metamagic Remembrance ­ Gain a metamagic feat for
  which
  you
  meet
  the
  prerequisites
  under
  special
  circumstances, as well as the ability to apply it to reaper
  spells for additional essence points.
  Phantom High Explosives ­ Alchemical goods from
  the phantom alchemy talent deal additional damage. In
  addition, the size of the alchemical cache increases.
  Prestidigitization ­ Gain a presto pool, from which you
  can spend points to empower arcane spells with the
  proper descriptors.
  Whispers of an Arcane Heritage ­ Gain a 1st­level
  sorcerer bloodline power.
  Level 6
  Contingent Chest ­ Send one or more objects to
  extradimensional space, then reclaim them later.
  Familiar Faces ­ Gain a familiar.
  Friends in the Afterlife ­ When germinating with a
  chosen soulsown while threshed to the one with this
  talent, you can germinate without expending a daily
  germination.
  Phantom Danger Zone ­ Spend presto (arcane) or
  technique (martial) points to increase the splash radius
  and damage of a mundane alchemical splash weapon. In
  addition, the size of the alchemical cache increases.
  Whispered Knowledge ­ When germinating with a
  soulsown with this talent, gain enduring knowledge of one
  of that soulsown's spells.
  Level 8
  Murmurs of an Arcane Heritage ­ Gain a 3rd­level
  sorcerer bloodline power.
  Scholastic Prestidigitization ­ Choose two schools of
  magic, and gain the ability to spend presto points to add
  effects to spells of the chosen schools.
  Level 10
  Garbled Magic ­ Spend 2 essence points to mimic a rod
  of wonder.
  Greater Living Through Chemistry ­ Better living
  through chemistry now creates potions of cure moderate
  wounds, and produces +2 potions.
  Limited Immortality ­ Suppress the negative effects of
  aging.
  Level 12
  Echoes of an Arcane Heritage ­ Gain a 9th­level
  sorcerer bloodline power.
  Level 14
  Deep Magic ­ Learn a 7th­level spell.
  Level 16
  Resurgent
  Heritage
  ­
  Gain
  a
  15th­level
  sorcerer
  bloodline power.
  Superior Living Through Chemistry ­ Better living
  through chemistry now creates potions of cure serious
  wounds, and produces +2 potions.
  Level 18
  Deeper Magic ­ Learn an 8th­level spell.
  Level 20
  Deep
  Threshing
  ­
  You
  are
  incorporeal,
  and
  can
  suppress this at will.
  Omniknowledge ­ Gain an omniknowledge slot, which
  can be used to learn any 1st through 6th­level spell
  temporarily.
  Overbearing Memory ­ When germinating with a
  soulsown with this talent, gain the benefits of three other
  talents that normally require you to be threshed, but lose
  your threshed soulsown's level 20 talent.
  Philosopher's Stone ­ Your soulsown develops an
  insubstantial philosopher's stone that dumps gold into the
  real world each week.
  Presto Changeo! ­ You can use all features of scholastic
  prestidigitization, and your presto pool increases in size
  by +5 points.
  Resplendent Heritage ­ Gain a 20th­level sorcerer
  bloodline power.
  Well of Essence ­ Your essence pool increases in size by
  +10 points.
  8
  
  The Reaper
  Interjection Games
  Other
  Arcane
  Additives
  ­
  Req.
  better
  living
  through
  chemistry.
  Potions
  created
  by
  better
  living
  through
  chemistry grant a +1 caster level bonus.
  Eccentric Past ­ Req. skilled past. Effectively gain ranks
  in any skill equal to 3/4 reaper level, rounded down.
  Elementary Echoes ­ Req. a spell that can summon
  elementals. Speed up the summoning of one type of
  elementals.
  Enhanced Companion ­ Req. an animal companion or
  familiar from a talent (14 ways to do this!). Animal
  companion or familiar's strength is based on an effective
  level equal to your reaper level.
  Garbling Magic ­ Req. garbled magic. Attempt to
  counter a spell, transforming it into an activation of a rod
  of wonder if successful.
  House Call ­ Req. better living through chemistry. When
  germinating with a soulsown with this talent, gain a
  temporary better living through chemistry potion.
  Magic in the Blood ­ Req. whispers of an arcane
  heritage. Learn bloodline bonus spells, and cast them
  once daily for free.
  Multimorph ­ Req. knowledge of a polymorph spell. You
  can change the form granted by a polymorph spell you
  cast upon yourself.
  Shock and Awe ­ Req. prestidigitization. You can spend
  a presto point to give a spell +1 caster level. In addition,
  the presto pool increases in size by +1 point.
  Skilled Soul ­ Req. skilled past. When germinating, you
  may spend 2 essence points to gain the benefits of all
  skilled past talents possessed by that soulsown.
  Soulsown Refuge ­ Req. knowledge of the magic jar
  spell. Use your soulsown as the receptable for the magic
  jar spell.
  DIVINE
  No prerequisite
  Cantrips ­ Learn three 0th­level spells.
  Detect
  Opposition
  ­
  As
  detect
  good,
  but
  detect
  opposing alignments.
  Eternal Bond ­ When binding, choose an object you
  own. It acts similar to a wizard's bonded object, imposing
  penalties when separated from it, but powering limited
  free spellcasting daily.
  Heal and Harm ­ Learn the "cure" and "inflict" spells
  while threshed.
  Lingering Fortune ­ Gain a fortune pool, and spend
  points from it to roll ability checks, skill checks, saving
  throws, and attack rolls twice. This can be given to allies
  at high level.
  Magic Memory ­ Gain a feat for which you meet the
  prerequisites under special circumstances.
  Skilled Past ­ Effectively gain ranks in one of a subset of
  skills equal to 3/4 reaper level, rounded down. Treat that
  skill as a class skill.
  Level 2
  Lifetime of Teaching ­ Grant yourself 1 temporary
  fortune, presto, technique, or totem point twice daily.
  Spell Study ­ The soulsown taking this learns an
  additional spell.
  Level 4
  Better Living through Chemistry ­ Passively create
  temporary potions of cure light wounds each morning.
  Essence Mastery ­ Increase the size of the essence pool
  by +3 or more.
  Gloriana ­ Gain a domain's first power.
  Lay on Hands ­ Gain the ability to cure wounds and
  damage undead with but a touch.
  Lingering Misfortune ­ Spend fortune points to force
  creatures to roll twice and take the worse result when
  attacking you or attempting to resist your abilities.
  Metamagic Remembrance ­ Gain a metamagic feat for
  which
  you
  meet
  the
  prerequisites
  under
  special
  circumstances, as well as the ability to apply it to reaper
  spells for additional essence points.
  Touch of Corruption ­ Gain the ability to cause wounds
  and heal undead with but a touch.
  Level 6
  Friends in the Afterlife ­ When germinating with a
  chosen soulsown while threshed to the one with this
  talent, you can germinate without expending a daily
  germination.
  Tempo Echoes ­ Learn the domain spells of the domain
  associated with your gloriana talent, increasing in level as
  more domain­acquiring talents are learned. Each known
  spell can be cast for free once daily.
  Whispered Knowledge ­ When germinating with a
  soulsown with this talent, gain enduring knowledge of one
  of that soulsown's spells.
  Level 8
  Lifetime of Healing ­ Cure spells heal an additional
  +1d8 damage, or +2d8 at high level.
  Polytheism ­ Gain a domain's first power.
  Level 10
  Dual Touch ­ Use lay on hands and touch of corruption
  interchangably, and gain two additional daily uses of
  either.
  Garbled Magic ­ Spend 2 essence points to mimic a rod
  of wonder.
  Greater Living Through Chemistry ­ Better living
  through chemistry now creates potions of cure moderate
  wounds, and produces +2 potions.
  Limited Immortality ­ Suppress the negative effects of
  aging.
  Level 12
  Advanced Gloriana ­ Gain a domain's second power.
  Level 14
  Deep Magic ­ Learn a 7th­level spell.
  9
  
  The Reaper
  Interjection Games
  Level 16
  Advanced Polytheism ­ Gain a domain's second power.
  Superior Living Through Chemistry ­ Better living
  through chemistry now creates potions of cure serious
  wounds, and produces +2 potions.
  Level 18
  Deeper Magic ­ Learn an 8th­level spell.
  Level 20
  Cheat Death ­ Your first failed saving throw that would
  result in your death each day is retroactively considered
  to be a natural "20".
  Deep
  Threshing
  ­
  You
  are
  incorporeal,
  and
  can
  suppress this at will.
  Fortune's Favored ­ Lingering fortune may be used
  twice per round, and the size of your fortune pool
  increases by +5 points.
  Omniknowledge ­ Gain an omniknowledge slot, which
  can be used to learn any 1st through 6th­level spell
  temporarily.
  Overbearing Memory ­ When germinating with a
  soulsown with this talent, gain the benefits of three other
  talents that normally require you to be threshed, but lose
  your threshed soulsown's level 20 talent.
  Well of Essence ­ Your essence pool increases in size by
  +10 points.
  Other
  Cantillation ­ Req. lingering fortune. Grant a one­use
  insight bonus that a nearby ally can claim.
  Corrupting Hands ­ Req. touch of corruption. Gain an
  antipaladin cruelty, the ability to apply cruelties to touch
  of corruption, and an additional daily use of touch of
  corruption.
  Divine Additives ­ Req. better living through chemistry.
  Potions created by better living through chemistry grant a
  +1 luck bonus to attack rolls, saving throws, ability checks,
  and skill checks.
  Eccentric Past ­ Req. skilled past. Effectively gain ranks
  in any skill equal to 3/4 reaper level, rounded down.
  Elementary Echoes ­ Req. a spell that can summon
  elementals. Speed up the summoning of one type of
  elementals.
  Enhanced Companion ­ Req. an animal companion or
  familiar from a talent (14 ways to do this!). Animal
  companion or familiar's strength is based on an effective
  level equal to your reaper level.
  House Call ­ Req. better living through chemistry. When
  germinating with a soulsown with this talent, gain a
  temporary better living through chemistry potion.
  Lingering Hands ­ Req. lay on hands OR touch of
  corruption. Healing from lay on hands or touch of
  corruption grants temporary hit points in the case of
  "overhealing".
  Merciful hands ­ Req. lay on hands. Gain a paladin
  mercy, the ability to apply mercies to lay on hands, and an
  additional daily use of lay on hands.
  Metamagical medic ­ Req. metamagic remembrance.
  Your "cure" spells can have metamagic applied to them
  significantly more cheaply.
  Skilled Soul ­ Req. skilled past. When germinating, you
  may spend 2 essence points to gain the benefits of all
  skilled past talents possessed by that soulsown.
  The Waiting Room ­ Req. knowledge of the speak with
  dead spell. Create a copy of a soul as you slay its vessel,
  stash it away, and gain the ability to interrogate it with
  speak with dead without the need to carry around the
  body.
  10
  
  The Reaper
  Interjection Games
  MARTIAL
  No prerequisite
  Hale and Hearty ­ Your maximum hit points increase
  by an amount equal to your reaper level.
  Muscle Memory ­ Gain a feat for which you meet the
  prerequisites under special circumstances.
  Phantom Alchemy ­ Produce a cache of alchemical
  goods once daily.
  Skilled Past ­ Effectively gain ranks in one of a subset of
  skills equal to 3/4 reaper level, rounded down. Treat that
  skill as a class skill.
  Techniques ­ Gain a techniques pool, and the ability to
  spend technique points to perform combat maneuvers as
  a swift action.
  Level 2
  Barreling Through ­ Attack at the end of a bull rush.
  Lifetime of Teaching ­ Grant yourself 1 temporary
  fortune, presto, technique, or totem point twice daily.
  Spectral Aegis ­ Grant yourself a +4 shield bonus to AC
  as an immediate action.
  Spectral Armor ­ Grant yourself a +4 or higher armor
  bonus to AC.
  Level 4
  Better Living through Chemistry ­ Passively create
  temporary potions of cure light wounds each morning.
  Essence Mastery ­ Increase the size of the essence pool
  by +3 or more.
  Phantom High Explosives ­ Alchemical goods from
  the phantom alchemy talent deal additional damage. In
  addition, the size of the alchemical cache increases.
  Level 6
  Friends in the Afterlife ­ When germinating with a
  chosen soulsown while threshed to the one with this
  talent, you can germinate without expending a daily
  germination.
  Phantom Danger Zone ­ Spend presto (arcane) or
  technique (martial) points to increase the splash radius
  and damage of a mundane alchemical splash weapon. In
  addition, the size of the alchemical cache increases.
  That Killed Me Once! ­ Choose an energy type.
  Whenever that energy type would kill you, you may
  reduce damage by spending technique points.
  Trapfinder's Echoes ­ Effectively gain ranks in Disable
  Device equal to 3/4 reaper level, rounded down. Treat
  that skill as a class skill, and gain the ability to disarm
  magical traps. You may spend 2 essence points upon
  germination to gain most of these benefits.
  Level 8
  Physical Aptitude ­ Gain a +1 or higher inherent bonus
  to a physical ability score.
  Rage Memory ­ Gain a barbarian rage power.
  Level 10
  Greater Living Through Chemistry ­ Better living
  through chemistry now creates potions of cure moderate
  wounds, and produces +2 potions.
  Harvesting Strike ­ Summoned weapon can return
  base damage as temporary hit points.
  Limited Immortality ­ Suppress the negative effects of
  aging.
  Level 12
  Secondary Aptitude ­ Gain a +1 inherent bonus to a
  physical ability score other than the one chosen for
  physical aptitude.
  Summoning Focus ­ Gain the summon weapon seed
  ability.
  Level 14
  Enhanced Rage ­ Eternal rage now grants an additional
  +2 morale bonus to Strength and Constitution, and an
  additional +1 morale bonus to Will saves.
  Level 16
  Superior Living Through Chemistry ­ Better living
  through chemistry now creates potions of cure serious
  wounds, and produces +2 potions.
  Level 20
  Cheat Death ­ Your first failed saving throw that would
  result in your death each day is retroactively considered to
  be a natural "20".
  Deep
  Threshing
  ­
  You
  are
  incorporeal,
  and
  can
  suppress this at will.
  Martial Clarity ­ You always have full reaper level base
  attack
  bonus
  contribution,
  no
  matter
  who
  your
  germination target is. You also gain 5 temporary hit
  points each round.
  Overbearing Memory ­ When germinating with a
  soulsown with this talent, gain the benefits of three other
  talents that normally require you to be threshed, but lose
  your threshed soulsown's level 20 talent.
  Shield of Souls ­ When germinating with a soulsown
  with this talent, you gain 20d6 temporary hit points. This
  is converted to healing at the end of the germination.
  Usable once per day.
  Supreme Rage ­ Your eternal rage talent now grants a
  +7 morale bonus to Strength and Constitution, a +4
  morale bonus to Will saves, and you are now immune to
  fatigue and exhaustion.
  Well of Essence ­ Your essence pool increases in size by
  +10 points.
  11
  
  The Reaper
  Interjection Games
  Other
  Call Arrows ­ Req. summon weapon seed ability. Gain
  the ability to spend 1 essence point to summon 10 units of
  ammunition for a summoned weapon.
  Closed Fist ­ Req. muscle memory (improved unarmed
  strike), techniques. Spend 2 essence points to gain
  unarmed damage as a monk this round.
  Eccentric Past ­ Req. skilled past. Effectively gain ranks
  in any skill equal to 3/4 reaper level, rounded down.
  Enhanced Blade ­ Req. summon weapon seed ability
  3x. The summon weapon seed ability can impart +1
  enhancement modifier special abilities to equipment it
  creates.
  Enhanced Companion ­ Req. an animal companion or
  familiar from a talent (14 ways to do this!). Animal
  companion or familiar's strength is based on an effective
  level equal to your reaper level.
  Eternal Rage ­ Req. hale and hearty. Gain the ability to
  rage,
  gaining
  a
  +4
  morale
  bonus
  to
  Strength
  and
  Constitution, a +2 morale bonus to Will saves, a ­2
  penalty to AC, and the inability to do much of anything
  that requires actual thought.
  Extended Summoning ­ Req. summon weapon seed
  ability. Equipment summoned with summon weapon
  persists for a greater duration.
  Greater Enhanced Blade ­ Req. summon weapon seed
  ability 5x. The summon weapon seed ability can impart
  "burst" special abilities to weapons it creates.
  House Call ­ Req. better living through chemistry. When
  germinating with a soulsown with this talent, gain a
  temporary better living through chemistry potion.
  Martial
  Additives
  ­
  Req.
  better
  living
  through
  chemistry.
  Potions
  created
  by
  better
  living
  through
  chemistry grant temporary hit points.
  Rapid
  Summoning ­ Req. summon weapon seed
  ability. Summon weapon as a swift action three times per
  day.
  Second Wind ­ Req. techniques. Gain the ability to
  spend technique points for healing. The technique pool
  gains +2 points.
  Shuffle ­ Req. techniques. Spend 1 technique point to
  move 10 feet as a swift action.
  Skilled Soul ­ Req. skilled past. When germinating, you
  may spend 2 essence points to gain the benefits of all
  skilled past talents possessed by that soulsown.
  Skirmishing Soul ­ Req. techniques. Standard­action
  attacks and Cleave, Great Cleave, and Whirlwind Attack
  attacks deal additional damage.
  Summon Armor ­ Req. summon weapon seed ability.
  Summon weapon can also summon armor.
  Technique Focus ­ Req. techniques. The full list of
  combat maneuvers shown in the techniques talent may
  now be used, and your technique pool increases in size by
  +2 points.
  Third Wind ­ Req. second wind. You can spend more
  technique points on second wind daily, can use it as a
  swift action once daily, and gain +3 technique points.
  PRIMAL
  No prerequisite
  Cantrips ­ Learn three 0th­level spells.
  Darkvision ­ Gain darkvision 60 ft.
  Hale and Hearty ­ Your maximum hit points increase
  by an amount equal to your reaper level.
  Heal and Harm ­ Learn the "cure" and "inflict" spells
  while threshed.
  Hound's Nose ­ Gain scent, as the monster ability.
  Magic Memory ­ Gain a feat for which you meet the
  prerequisites under special circumstances.
  Skilled Past ­ Effectively gain ranks in one of a subset of
  skills equal to 3/4 reaper level, rounded down. Treat that
  skill as a class skill.
  Level 2
  Lifetime of Teaching ­ Grant yourself 1 temporary
  fortune, presto, technique, or totem point twice daily.
  Spell Study ­ The soulsown taking this learns an
  additional spell.
  Level 4
  Essence Mastery ­ Increase the size of the essence pool
  by +3 or more.
  Metamagic Remembrance ­ Gain a metamagic feat for
  which
  you
  meet
  the
  prerequisites
  under
  special
  circumstances, as well as the ability to apply it to reaper
  spells for additional essence points.
  Level 6
  Eternal Companionship ­ Gain an animal companion.
  Feral Speech ­ Gain the ability to speak with animals as
  the speak with animals spell.
  Friends in the Afterlife ­ When germinating with a
  chosen soulsown while threshed to the one with this
  talent, you can germinate without expending a daily
  germination.
  Nature's Tricks ­ Throw a ball of lint that transforms
  into an animal as a gray bag of tricks.
  Primal Rage ­ Gain the ability to cast spells while
  raging.
  Totemic Mastery ­ Each totem you know is deployed
  for free (except for the channeled spell cost) the first time
  you do so daily.
  Whispered Knowledge ­ When germinating with a
  soulsown with this talent, gain enduring knowledge of one
  of that soulsown's spells.
  Level 8
  Rage Memory ­ Gain a barbarian rage power.
  Totemic
  Rapidity
  ­
  Deploying
  totems
  no
  longer
  increases the casting time of the channeled spell. This can
  be quickened once daily.
  12
  
  The Reaper
  Interjection Games
  Level 10
  Garbled Magic ­ Spend 2 essence points to mimic a rod
  of wonder.
  Limited Immortality ­ Suppress the negative effects of
  aging.
  Magic Rage ­ Gain +1 DC and +1 CL to druid spells while
  raging.
  Nature's Herd ­ Throw a ball of lint that transforms
  into an animal as a rust bag of tricks.
  Level 12
  Form of the Soulsown ­ Turn both invisible and
  incorporeal for a time, but lose the ability to take any
  actions other than movement.
  Level 14
  Deep Magic ­ Learn a 7th­level spell.
  Enhanced Rage ­ Eternal rage now grants an additional
  +2 morale bonus to Strength and Constitution, and an
  additional +1 morale bonus to Will saves.
  Nature's
  Stampede
  ­
  Throw
  a
  ball
  of
  lint
  that
  transforms into an animal as a tan bag of tricks.
  Level 18
  Deeper Magic ­ Learn an 8th­level spell.
  Level 20
  Deep
  Threshing
  ­
  You
  are
  incorporeal,
  and
  can
  suppress this at will.
  Omniknowledge ­ Gain an omniknowledge slot, which
  can be used to learn any 1st through 6th­level spell
  temporarily.
  Overbearing Memory ­ When germinating with a
  soulsown with this talent, gain the benefits of three other
  talents that normally require you to be threshed, but lose
  your threshed soulsown's level 20 talent.
  Supreme Rage ­ Your eternal rage talent now grants a
  +7 morale bonus to Strength and Constitution, a +4
  morale bonus to Will saves, and you are now immune to
  fatigue and exhaustion.
  Twin Fetishes ­ Gain the ability to have two concurrent
  deployed totems, and increase the size of the totem pool
  by +5 points.
  Well of Essence ­ Your essence pool increases in size by
  +10 points.
  Other
  Adaptable
  Auras ­ Req. aura totem. Expand the
  compatible spell list for aura totems, albeit with an
  additional cost.
  Aura Totem ­ Req. know a compatible spell. Deploy a
  totem that radiates a harmless, area­of­effect spell that
  affects allies in range.
  Benefactor Totem ­ Req. know a compatible spell, aura
  totem. Deploy a totem that grants a beneficial spell to one
  ally at a time.
  Devastation Totem ­ Req. know a compatible spell,
  aura totem. Deploy a totem that hurls fire or lightning
  once per round.
  Eccentric Past ­ Req. skilled past. Effectively gain ranks
  in any skill equal to 3/4 reaper level, rounded down.
  Elementary Echoes ­ Req. a spell that can summon
  elementals. Speed up the summoning of one type of
  elementals.
  Enhanced Companion ­ Req. an animal companion or
  familiar from a talent (14 ways to do this!). Animal
  companion or familiar's strength is based on an effective
  level equal to your reaper level.
  Eternal Rage ­ Req. hale and hearty. Gain the ability to
  rage,
  gaining
  a
  +4
  morale
  bonus
  to
  Strength
  and
  Constitution, a +2 morale bonus to Will saves, a ­2
  penalty to AC, and the inability to do much of anything
  that requires actual thought.
  Multimorph ­ Req. knowledge of a polymorph spell. You
  can change the form granted by a polymorph spell you
  cast upon yourself.
  Nature's Bolstering ­ Req. nature's tricks. Gain the
  benefits of Augment Summoning when using nature's
  tricks, nature's herd, and nature's stampede, and roll
  twice
  and
  take
  the
  desired
  result
  when
  randomly
  determining animals summoned.
  Nature's Wrath ­ Req. nature's bolstering, nature's
  stampede. Rather than roll twice and take the desired
  result with nature's bolstering, summon both results
  rolled.
  Sentry Totem ­ Req. know a compatible spell, aura
  totem. Deploy a long­lived totem that fires a spell at the
  first non­friendly creature to get in range.
  Skilled Soul ­ Req. skilled past. When germinating, you
  may spend 2 essence points to gain the benefits of all
  skilled past talents possessed by that soulsown.
  Totemic Essence ­ Req. totemic pool. Gain the ability to
  expend totem points on 1st­level spells that are channeled
  into totems.
  Totemic Pool ­ Req. aura totem. Gain a totem pool,
  which can be used to deploy totems and power other
  totem talents. For each other "totemic" talent you know,
  gain additional totem points.
  Totemic Reclamation ­ Req. benefactor totem OR
  sentry totem. Gain the ability to dismiss totems for a
  refund, under specific circumstances.
  Totemic
  Retribution
  ­
  Req.
  aura
  totem.
  Totems
  destroyed by hit point damage lash out at their destroyers,
  dealing damage.
  Totemic Shift ­ Req. aura totem. Move a totem as a swift
  action.
  Totemic Sight ­ Req. sentry totem. Gain the ability to
  see through a deployed sentry totem.
  13
  According to the work of HP Lovecraft,
  whipoorwills = avian necromancers.
  
  The Reaper
  Interjection Games
  SOULSOWN TALENT LIST
  Advanced Gloriana
  Compatible Seeds: Divine
  Prerequisite: Gloriana, reaper level 12th
  You gain the second domain ability (that is to say, the
  ability first granted sometime after 1st level, usually
  between 6th and 8th) of the cleric domain you chose with
  the gloriana talent. Your effective cleric level is equal to
  your reaper level.
  Advanced Polytheism
  Compatible Seeds: Divine
  Prerequisite: Polytheism, reaper level 16th
  You gain the second domain ability (that is to say, the
  ability first granted sometime after 1st level, usually
  between 6th and 8th) of the cleric domain you chose with
  the polytheism talent. Your effective cleric level is equal to
  your reaper level.
  Arcane Additives (Su)
  Compatible Seeds: Arcane
  Prerequisite: Better living through chemistry
  When consumed, a potion created by the better living
  through chemistry talent grants a +1 bonus to caster level
  to the next spell the consumer casts within the next
  minute. In order to gain benefit from this talent, the
  spell's spell level must be less than or equal to the spell
  level of the potion.
  Arcane Reserve (Su)
  Compatible Seeds: Arcane
  Prerequisite: Reaper level 2nd
  Once per day as a swift action, you may grant yourself 1d4
  temporary essence points which last until the beginning
  of your next turn. This ability may be used twice per day
  at 7th level and three times per day at 13th level.
  Starting at 5th level, the first time you germinate with a
  soulsown with this talent daily, you may reroll the dice
  that determine how many temporary essence points you
  get for germinating. You must take the second result, even
  if it's worse.
  Barreling Through (Ex)
  Compatible Seeds: Martial
  Prerequisite: Techniques
  Whenever you bull rush a creature while charging, you
  may expend 1 technique point. If you do, you may make a
  single attack against that creature at the end of your
  movement as a swift action.
  Better Living through Chemistry (Su)
  Compatible Seeds: Arcane, Divine, Martial
  Prerequisite: Reaper level 4th
  Whenever you replenish your essence pool, you create 2
  potions of cure light wounds with a caster level equal to
  your reaper level. These potions cannot be sold, and
  persist until the next time you replenish your essence
  pool.
  Call Arrows (Su)
  Compatible Seeds: Martial
  Prerequisite: Summon weapon seed ability
  If a ranged weapon you created with the summon weapon
  seed ability is currently in existence, you may expend 1
  essence point or 1 technique point to summon 10 units of
  ammunition for it as a swift action. This ammunition has
  the
  same
  enhancement
  modifier
  as
  the
  summoned
  weapon, if any, and any remaining ammunition vanishes
  when the weapon vanishes.
  Cantillation (Sp)
  Compatible Seeds: Divine
  Prerequisite: Lingering fortune
  Whenever you cast a divine spell, you may expend 1
  fortune point as a swift action. If you do, choose AC,
  attack, Fortitude saves, Reflex saves, or Will saves. For
  rounds equal to half your reaper level, rounded down, you
  radiate a 30­ft. radius aura that moves when you do . An
  ally within this aura may end your cantillation as an
  immediate action to gain a +4 insight bonus to his next
  roll of the chosen type made this round. You cannot use
  this talent while you already have an ongoing cantillation.
  Cantrips
  Compatible Seeds: Arcane, Divine, Primal
  The soulsown gaining this talent learns three 0th­level
  spells. As 0th­level spells have a spell level of 0, their
  essence point cost is also 0, and since they are known
  spells, the soulsown's reaper gains access to them while
  bonded to the soulsown in any fashion.
  Cheat Death (Su)
  Compatible Seeds: Divine, Martial
  Prerequisite: Reaper level 20th
  The first time a failed saving throw would result in your
  death each day, you are retroactively considered to have
  rolled a natural "20" for that saving throw instead.
  Closed Fist (Ex)
  Compatible Seeds: Martial
  Prerequisite: Muscle memory (improved unarmed strike),
  techniques
  Your unarmed damage is as a monk equal to half your
  reaper level, rounded up. You may expend 2 technique
  points as a swift action to make your unarmed damage as
  a monk equal to your reaper level until the end of your
  turn.
  14
  
  The Reaper
  Interjection Games
  Contingent Chest (Su)
  Compatible Seeds: Arcane
  Prerequisite: Reaper level 6th
  You may expend 3 essence points as a standard action to
  cause a single object you own with a weight of up to 10
  pounds to vanish into thin air. The next time you initiate
  germination with the soulsown with this talent, the object
  you selected to have vanish reappears in your choice of in
  your hands, at your feet, or in an unoccupied, adjacent
  square. You cannot cause new objects to vanish if you are
  waiting to collect outstanding vanished items.
  Starting at 11th level, you may choose up to two items
  with a combined weight of up to 20 pounds to vanish in
  this manner, increasing to up to three items with a
  combined weight of up to 30 pounds at 17th level.
  Corrupting Hands (Su)
  Compatible Seeds: Divine
  Prerequisite: Touch of corruption
  Choose an antipaladin cruelty to which you would have
  access had you an antipaladin level equal to your reaper
  level. You learn the chosen cruelty, and may apply exactly
  one known cruelty to a use of your touch of corruption
  talent at no additional cost. In addition, you may use the
  touch of corruption talent an additional time per day.
  Special: You can gain corrupting hands multiple times.
  Each time, select a new cruelty. The additional uses of
  touch of corruption stack.
  Darkvision (Ex)
  Compatible Seeds: Primal
  You gain darkvision 60 ft. If you already have darkvision
  from another source, then the radius of that darkvision
  effect increases by +30 feet instead.
  Deep Magic
  Compatible Seeds: Arcane, Divine, Primal
  Prerequisite: Reaper level 14th
  Your soulsown learns a single 7th­level spell from the
  appropriate spell list (wizard for arcane, cleric for divine,
  or druid for primal). This spell does not need to follow the
  Pyramid Rule.
  Deep Threshing (Su)
  Compatible Seeds: Arcane, Divine, Martial, Primal
  Prerequisite: Reaper level 20th
  You are incorporeal. You may suppress and resume this
  effect as a standard action.
  Deeper Magic
  Compatible Seeds: Arcane, Divine, Primal
  Prerequisite: Deep magic, reaper level 18th
  Your soulsown learns a single 8th­level spell from the
  appropriate spell list (wizard for arcane, cleric for divine,
  or druid for primal). This spell does not need to follow the
  Pyramid Rule.
  Detect Opposition (Sp)
  Compatible Seeds: Divine
  At will, you can use detect good, as the spell, save that you
  detect alignments that are opposed to yours on at least
  one alignment axis rather than simply detecting Good.
  For example, if you are Lawful Evil, you can detect both
  Chaotic and Good, while if you are Neutral Good, you can
  detect only Evil. If you are True Neutral, you treat Lawful
  Good, Chaotic Good, Lawful Evil, and Chaotic Evil as
  opposed
  alignments
  and
  only
  detect
  these
  exact
  combinations rather than opposition on a single axis. You
  can, as a move action, concentrate on a single item or
  individual within 60 feet and determine if it opposes your
  alignment, learning the strength of its aura as if having
  studied it for 3 rounds. While focusing on one individual
  or object, you do not detect the alignment of any other
  object or individual within range.
  Divine Additives (Su)
  Compatible Seeds: Divine
  Prerequisite: Better living through chemistry
  When consumed, a potion created by the better living
  through chemistry talent grants a +1 luck bonus to attack
  rolls, skill checks, saving throws, and ability checks for 1
  minute.
  Dual Touch (Su)
  Compatible Seeds: Divine
  Prerequisite: Lay on hands OR touch of corruption, reaper
  level 10th
  A soulsown with this talent may learn both the lay on
  hands and touch of corruption talents. Additionally, you
  may expend daily uses of the lay on hands talent and the
  touch of corruption talent interchangeably. Finally, you
  may use the lay on hands or touch of corruption talents an
  additional two times per day.
  Eccentric Past (Ex)
  Compatible Seeds: Arcane, Divine, Martial, Primal
  Prerequisite: Skilled past
  The secret to a well­rounded life is a well­rounded skill
  set. Choose a skill. You are considered to have ranks in the
  chosen skill equal to three­quarters your reaper level,
  rounded down, minimum 1, unless you already have more
  ranks than this.
  Echoes of an Arcane Heritage
  Compatible Seeds: Arcane
  Prerequisite: Murmurs of an arcane heritage, reaper level
  12th
  You gain the benefits of the 9th­level bloodline power
  associated with the bloodline you chose with the whispers
  of an arcane heritage talent. For the purpose of this
  ability, your effective sorcerer level is equal to your reaper
  level.
  15
  
  The Reaper
  Interjection Games
  Elementary Echoes (Sp)
  Compatible Seeds: Arcane, Divine, Primal
  Prerequisite: Know at least one spell that can summon
  elementals
  When taking this talent, choose air, earth, fire, or water.
  Twice per day, whenever you summon elementals of the
  chosen element with a spell that normally has a casting
  time of 1 round, you may reduce the casting time of that
  spell to a full­round action. Starting at 8th level, you may
  expend two daily uses of this talent to reduce the casting
  time of such a spell to a standard action. At 8th and 16th
  level, this talent gains an additional daily use, to a
  maximum of four at 16th level.
  Enhanced Blade (Sp) [Enhancement]
  Compatible Seeds: Martial
  Prerequisite: Summon weapon seed ability ­ taken at least
  3 times
  Whenever you create a piece of equipment with the
  summon weapon seed ability, you may choose a special
  ability with an enhancement modifier of +1. That piece of
  equipment
  gains
  the
  chosen
  special
  ability
  for
  the
  duration of its existence.
  Note: Note the vague language. That means if you have
  the summon armor talent, you can give special abilities to
  your summoned armor, too! The same is true for call
  arrows.
  Special: You can only apply a single enhancement talent
  to a piece of equipment created with the summon weapon
  seed ability.
  Enhanced Companion (Su)
  Compatible Seeds: Arcane, Divine, Martial, Primal
  Prerequisite: Advanced gloriana (animal companion or
  familiar
  ability)
  OR
  advanced
  polytheism
  (animal
  companion or familiar ability) OR eternal companionship
  OR familiar faces OR magic memory (eldritch heritage
  [animal
  companion
  or
  familiar
  ability])
  OR
  magic
  memory (greater eldritch heritage [animal companion or
  familiar ability]) OR magic memory (improved eldritch
  heritage [animal companion or familiar ability]) OR
  murmurs of an arcane heritage (animal companion or
  familiar ability) OR muscle memory (eldritch heritage
  [animal
  companion
  or
  familiar
  ability])
  OR
  muscle
  memory (greater eldritch heritage [animal companion or
  familiar ability]) OR muscle memory (improved eldritch
  heritage [animal companion or familiar ability]) OR
  resurgent heritage (animal companion or familiar ability)
  OR resplendent heritage (animal companion or familiar
  ability) OR whispers of an arcane heritage (animal
  companion or familiar ability)
  Choose any one prerequisite talent that you possess that
  gives you an animal companion or familiar. Your effective
  class level for the purpose of determining the strength of
  the animal companion or familiar granted by that talent is
  equal to your reaper level.
  Normal: Your effective class level for the purpose of
  determining the strength of an animal companion or
  familiar granted by a soulsown talent is equal to your
  reaper level ­3.
  Special: You can gain enhanced companion multiple
  times. Each time, select a new prerequisite talent that you
  possess that gives you an animal companion or familiar.
  Enhanced Rage (Ex)
  Compatible Seeds: Martial, Primal
  Prerequisite: Eternal rage, reaper level 14th
  The morale bonus to your Strength and Constitution
  granted by flying into a rage with the eternal rage talent
  increases by +2, to a total of +6, and the morale bonus to
  Will saves increases by +1, to a total of +3.
  Essence Mastery (Ex)
  Compatible Seeds: Arcane, Divine, Martial, Primal
  Prerequisite: Reaper level 4th
  The size of your essence pool increases by +3 points, plus
  an additional point for every four reaper levels you
  possess beyond 4th, to a maximum of 7 points at 20th
  level.
  16
  
  The Reaper
  Interjection Games
  Eternal Bond (Su)
  Compatible Seeds: Arcane, Divine
  When you become threshed to a soulsown with this talent,
  choose a non­magical item you possess. For the duration
  of your threshing, whenever you cast a spell without the
  chosen item on your person, you must succeed on a DC
  20 + the spell's spell level concentration check or lose the
  spell; however, while in possession of the item, you may
  cast any one spell the soulsown knows without expending
  essence points to do so once per day.
  Starting at 8th level, once per day while the chosen item is
  in your possession, you may cast any 1st­level spell the
  soulsown knows without expending essence points to do
  so. This increases to twice per day at 16th level.
  Eternal Companionship (Ex)
  Compatible Seeds: Primal
  Prerequisite: Reaper level 6th
  You gain the service of an animal companion. Your
  effective druid level for this animal companion is equal to
  your reaper level – 3. (See Sidebar: Reapers and Pets
  for details on how soulsown interact with pets of all
  stripes.)
  Eternal Rage (Ex)
  Compatible Seeds: Martial, Primal
  Prerequisite: Hale and hearty
  You gain the ability to call upon inner reserves of strength
  and ferocity, granting you additional combat prowess.
  Starting at 1st level, you can rage for three rounds per day.
  At each level after 1st, you can rage for 1 additional round.
  Whenever you would expend a round of your daily rage
  duration, you may expend an essence point instead. You
  can enter rage as a free action. The total number of
  rounds of rage per day is renewed whenever your essence
  pool replenishes itself.
  While in rage, you gain a +4 morale bonus to your
  Strength and Constitution, as well as a +2 morale bonus
  on Will saves. In addition, you take a –2 penalty to Armor
  Class. The increase to Constitution grants you 2 hit points
  per Hit Die, but these disappear when the rage ends and
  are not lost first like temporary hit points. While in rage,
  you cannot use any Charisma­, Dexterity­, or Intelligence­
  based skills (except Acrobatics, Fly, Intimidate, and Ride)
  or any ability that requires patience or concentration.
  You can end your rage as a free action and are fatigued
  after rage for a number of rounds equal to 2 times the
  number of rounds spent in the rage. You cannot enter a
  new rage while fatigued or exhausted but can otherwise
  enter rage multiple times during a single encounter or
  combat. If you fall unconscious, your rage immediately
  ends, placing you in peril of death.
  Extended Summoning (Su)
  Compatible Seeds: Martial
  Prerequisite: Summon weapon seed ability
  Equipment created with the summon weapon seed ability
  persists for 1 minute per reaper level, but only if it
  remains in your possession. Equipment that leaves your
  possession immediately reverts to a 1 minute duration,
  and disappears immediately if that first minute has
  already elapsed.
  Note: Note the vague language. That means this talent
  also functions with summon armor and call arrows.
  Familiar Faces (Ex)
  Compatible Seeds: Arcane
  Prerequisite: Reaper level 6th
  You gain the service of a familiar. Your effective wizard
  level for this familiar is equal to your reaper level ­ 3. (See
  Sidebar:
  Reapers
  and
  Pets
  for
  details
  on
  how
  soulsown interact with pets of all stripes.)
  Feral Speech (Sp)
  Compatible Seeds: Primal
  Prerequisite: Reaper level 6th
  You gain the ability to speak with and understand the
  response of any animal as if using speak with animals,
  though each time you speak to animals, you must decide
  to communicate with either amphibians, birds, fish,
  mammals,
  or
  reptiles,
  and
  can
  only
  speak
  to
  and
  understand animals of that type. You can make yourself
  understood as far as your voice carries. This talent does
  not predispose any animal addressed toward you in any
  way.
  Form of the Soulsown (Sp)
  Compatible Seeds: Primal
  Prerequisite: Reaper level 12th
  Twice per day as a standard action, you commune with
  your soulsown in an effort to both understand and
  embody their particular means of existence. You become
  both incorporeal and invisible for rounds equal to your
  reaper level, though you may take no action other than
  move while in this state. You may end this state
  prematurely as a standard action.
  Fortune's Favored (Su)
  Compatible Seeds: Divine
  Prerequisite: Lingering fortune, reaper level 20th
  You may use the lingering fortune talent twice per round.
  In addition, the size of your fortune pool increases by +5
  points.
  17
  
  The Reaper
  Interjection Games
  Friends in the Afterlife (Ex)
  Compatible Seeds: Arcane, Divine, Martial, Primal
  Prerequisite: Reaper level 6th
  When taking this talent, select another soulsown you
  possess. The soulsown taking this talent considers the
  selected soulsown to be its friend. Once per day, you may
  initiate
  germination
  with
  the
  befriended
  soulsown
  without expending one of your daily germinations. You do
  not
  gain
  temporary
  essence
  points
  when
  initiating
  germination with this talent.
  Garbled Magic (Sp)
  Compatible Seeds: Arcane, Divine, Primal
  Prerequisite: Reaper level 10th
  You may expend 2 essence points as a standard action to
  launch a volley of chaotic magic. Treat this volley of
  chaotic magic as equivalent to activating a rod of wonder,
  save that the caster level of the effect is equal to your
  reaper level and the DC of any saving throw called for by
  this talent is equal to 10 + 1/2 your reaper level + the key
  casting ability modifier for the soulsown with this talent.
  Garbling Magic (Sp)
  Compatible Seeds: Arcane
  Prerequisite: Garbled magic
  Twice per day, you may attempt to counter any spell as an
  immediate action as though you had readied an action to
  cast greater dispel magic with the intent to counterspell.
  This costs 3 essence points. If you successfully counter the
  spell, that spell does not totally dissipate. Instead, the
  magic becomes chaotic and equivalent to that spell's
  caster activating a rod of wonder. The caster level of the
  effect is equal to that of the "countered" spell's caster, and
  the DC of any saving throw called for by that burst of
  chaotic magic is equal to 10 + 1/2 the caster's caster level
  + the key casting ability modifier for that creature.
  Gloriana
  Compatible Seeds: Divine
  Prerequisite: Reaper level 4th
  Choose a cleric domain. You gain the 1st­level domain
  ability of that domain with an effective cleric level equal to
  your reaper level.
  Greater Living through Chemistry (Su)
  Compatible Seeds: Arcane, Divine, Martial
  Prerequisite: Better living through chemistry, reaper level
  10th
  Your better living through chemistry talent now creates
  potions of cure moderate wounds instead of potions of
  cure light wounds. In addition, the talent produces +2
  potions.
  Greater Enhanced Blade (Sp) [Enhancement]
  Compatible Seeds: Martial
  Prerequisite: Enchanced blade, summon weapon seed
  ability ­ taken at least 5 times
  Whenever you create a weapon with the summon weapon
  seed ability, you may grant that weapon one of the
  following weapon special abilities for the duration of its
  existence: corrosive burst, flaming burst, frost burst, or
  shocking burst.
  Special: You can only apply a single enhancement talent
  to a piece of equipment created with the summon weapon
  seed ability.
  Hale and Hearty (Ex)
  Compatible Seeds: Martial, Primal
  Your maximum hit points increase by an amount equal to
  your reaper level.
  Harvesting Strike (Su) [Enhancement]
  Compatible Seeds: Martial
  Prerequisite: Summon weapon seed ability, reaper level
  10th
  Whenever you create a weapon with the summon weapon
  seed ability, you may impregnate the blade with a
  measure of cold hunger, granting it a hunger charge.
  Whenever you hit with the summoned weapon, you may
  expend the hunger charge, gaining temporary hit points
  equal to the number rolled for that weapon's base damage
  die. If you expend your hunger charge on a critical hit, you
  gain temporary hit points equal to the highest roll made
  for the weapon's base damage die on that attack. These
  temporary hit points persist for 1 round.
  If you expend your hunger charge on an attack that kills
  or destroys a creature, you regain your hunger charge.
  Special: You can only apply a single enhancement talent
  to a piece of equipment created with the summon weapon
  seed ability.
  18
  
  The Reaper
  Interjection Games
  Heal and Harm (Sp)
  Compatible Seeds: Divine, Primal
  While threshed to a soulsown with this talent, that
  soulsown learns the spells listed in the table below. As
  knowledge of these spells is transient, they do not follow
  the Pyramid Rule.
  Hound's Nose (Ex)
  Compatible Seeds: Primal
  You gain the scent universal monster ability.
  House Call (Su)
  Compatible Seeds: Arcane, Divine, Martial
  Prerequisite: Better living through chemistry
  Whenever you initiate germination with a soulsown with
  this talent, you gain a potion as created by the better
  living through chemistry talent. This potion is modified
  by all talents the germinating soulsown knows that
  modify better living through chemistry, even though
  you're not threshed. This potion persists for the duration
  of the germination.
  For example, if germinating with a soulsown that knows
  this talent, divine additives, and greater living through
  chemistry, you get a potion of cure moderate wounds that
  grants a +1 luck bonus to attack rolls, skill checks, saving
  throws, and ability checks for 1 minute when consumed.
  In addition, your better living through chemistry talent
  produces +1 potion.
  Lay on Hands (Su)
  Compatible Seeds: Divine
  Prerequisite: Reaper level 4th
  You gain the ability to heal wounds (your own or those of
  others) by touch. You may use this ability once per day,
  plus an additional time per day starting at 8th level. With
  one use of this ability, you can heal 1d6 hit points of
  damage for every two reaper levels you possess. Using this
  ability is a standard action, unless you target yourself, in
  which case it is a swift action. Despite the name of this
  ability, you only need one free hand to use this ability.
  Alternatively, you can use this healing power to deal
  damage to undead creatures, dealing 1d6 points of
  damage for every two reaper levels you possess. Using lay
  on hands in this way requires a successful melee touch
  attack and doesn't provoke an attack of opportunity.
  Undead do not receive a saving throw against this
  damage.
  A soulsown with this talent cannot learn the touch of
  corruption talent.
  Lifetime of Healing (Su)
  Compatible Seeds: Divine
  Prerequisite: Reaper level 8th
  One of the best parts of binding with aggregations of souls
  is all the life experiences. By taking bits and pieces from
  here and there, you can make the greatest surgeon,
  tactician, barista, and so on who ever lived, albeit
  somewhat fractured, somewhat insane, and unable to
  interact with the material world properly. Your cure spells
  (spells with "cure" in the name) heal an additional +1d8
  points of damage. Starting at 13th level, your cure spells of
  3rd level or higher heal an additional +2d8 points of
  damage instead.
  Lifetime of Teaching (Su)
  Compatible Seeds: Arcane, Divine, Martial, Primal
  Prerequisite: Reaper level 2nd
  Twice per day, you may grant yourself a temporary
  fortune, presto, technique, or totem point as a swift
  action. This temporary point lasts until the end of your
  next turn. Starting at 11th level, this ability may be used
  an additional time per day.
  Limited Immortality (Ex)
  Compatible Seeds: Arcane, Divine, Martial, Primal
  Prerequisite: Reaper level 10th
  You discover a cure for aging; if only the knowledge
  actually rested with you and not with one of your
  soulsown! If you are taking penalties for advanced age,
  they are suppressed.
  19
  TABLE: HEAL AND HARM
  
  The Reaper
  Interjection Games
  Lingering Fortune (Su)
  Compatible Seeds: Divine
  You gain a pool of fortune points, a measure of your
  ability to twist fate in your favor. The number of points in
  your fortune pool is equal to 1 plus one­quarter your
  reaper level (rounded down), to a maximum of six points
  at 20th level. Once per round, you may expend 1 fortune
  point to reroll any ability check, attack roll, saving throw,
  or skill check, taking the better result. You must decide to
  use this ability before the first roll is made.
  Starting at 8th level, you may designate a willing creature
  within 30 feet as a fortunate recipient as a standard
  action. This effect is permanent, but ends when you are
  no longer within 30 feet of your recipient. The recipient
  may expend fortune points from your pool to grant
  himself rerolls as detailed above.
  The
  fortune
  pool
  replenishes
  itself
  whenever
  you
  replenish your essence pool.
  Lingering Hands (Su)
  Compatible Seeds: Divine
  Prerequisite: Lay on hands OR touch of corruption
  Whenever your lay on hands talent heals a target up to its
  maximum hit points, any excess points persist for 1
  minute as temporary hit points, up to a maximum
  number of temporary hit points equal to your reaper level.
  Similarly, whenever your touch of corruption heals an
  undead creature up to its maximum hit points, the same
  thing happens. In addition, you may use the lay on hands
  or touch of corruption talents an additional time per day.
  Lingering Misfortune (Su)
  Compatible Seeds: Divine
  Prerequisite: Lingering fortune, reaper 4th level
  The size of your fortune pool increases by +1 point. In
  addition, you may expend 1 fortune point as an immediate
  action to force a creature within 30 feet to roll twice and
  take the worse result on its next attack roll made against
  you or saving throw made against one of your spells or
  abilities before the beginning of your next turn. Once
  affected by this talent, a creature cannot be affected again
  for 24 hours.
  Magic in the Blood (Sp)
  Compatible Seeds: Arcane
  Prerequisite: Whispers of an arcane heritage
  You learn the 1st­level bloodline bonus spell associated
  with the bloodline you chose with the whispers of an
  arcane heritage talent. Spells learned through this talent
  do not count toward your known spells for the purpose of
  the Pyramid Rule, and you may cast each spell learned
  through this talent once per day without expending
  essence points to do so. This talent grants knowledge of
  additional bloodline bonus spells for each of the talents
  you possess in the table below.
  Magic Memory (Ex)
  Compatible Seeds: Arcane, Divine, Primal
  Choose a feat for which you would meet the prerequisites
  if you had a caster level equal to your reaper level and the
  ability to cast the spells the soulsown gaining this talent
  knows.
  (Since
  you
  are
  considering
  meeting
  these
  prerequisites from the point of view of your character
  while bound to the soulsown gaining this talent, you also
  use your ability scores, feats known, skill ranks, and feats
  granted by the soulsown gaining this talent to see if you
  meet said prerequisites.) For the purpose of this talent,
  you are considered to be an arcane caster if the soulsown
  gaining this talent has the arcane seed, or a divine caster if
  the soulsown has the divine or primal seeds. You gain the
  chosen feat as a bonus feat.
  Special: You can gain this talent multiple times. Each
  time, choose another qualifying feat.
  Magic Rage (Ex)
  Compatible Seeds: Primal
  Prerequisite: Primal rage, reaper level 10th
  While raging with the eternal rage talent, spells you cast
  from the druid spell list have a +1 bonus to the Difficulty
  Class of any saving throws they call for. Additionally, you
  also treat your caster level as +1 higher when casting
  spells from the druid spell list while raging with the
  eternal rage talent.
  20
  TABLE: MAGIC IN THE BLOOD
  
  The Reaper
  Interjection Games
  Martial Additives (Su)
  Compatible Seeds: Martial
  Prerequisite: Better living through chemistry
  When consumed, a potion created by the better living
  through chemistry talent grants temporary hit points
  equal to the amount it healed. These temporary hit points
  persist for 1 round.
  Martial Clarity (Su)
  Compatible Seeds: Martial
  Prerequisite: Reaper level 20th
  Your base attack bonus contribution from your reaper
  level remains equal to your reaper level even when you
  are germinating with a non­martial soulsown. In addition,
  you gain 5 temporary hit points at the beginning of each
  of your turns. These temporary hit points persist for 1
  round.
  Merciful Hands (Su)
  Compatible Seeds: Divine
  Prerequisite: Lay on hands
  Choose a paladin mercy to which you would have access
  had you a paladin level equal to your reaper level. You
  learn the chosen mercy, and may apply exactly one known
  mercy to a use of your lay on hands talent at no additional
  cost. In addition, you may use the lay on hands talent an
  additional time per day.
  Special: You can gain merciful hands multiple times.
  Each time, select a new mercy. The additional uses of lay
  on hands stack.
  Metamagic Remembrance (Sp)
  Compatible Seeds: Arcane, Divine, Primal
  Prerequisite: Reaper level 4th
  Choose a metamagic feat for which you would meet the
  prerequisites if you had a caster level equal to your reaper
  level and the ability to cast the spells the soulsown gaining
  this talent knows. (Since you are considering meeting
  these prerequisites from the point of view of your
  character while bound to the soulsown gaining this talent,
  you also use your ability scores, feats known, skill ranks,
  and feats granted by the soulsown gaining this talent to
  see if you meet said prerequisites.) When casting a spell
  using your essence pool, you may expend additional
  essence points equal to the chosen metamagic feat's level
  increase to apply the effects of that metamagic feat to the
  spell. The number of essence points spent on a spell and
  all metamagic affecting it cannot exceed half your reaper
  level, rounded down.
  Special: You can gain this talent multiple times. Each
  time, choose another qualifying metamagic feat.
  Metamagical Medic (Sp)
  Compatible Seeds: Divine
  Prerequisite: Metamagic remembrance
  Whenever you apply the effects of exactly one metamagic
  feat to a cure spell (a spell with "cure" in its name)
  through the use of the metamagic remembrance talent,
  you treat the level increase of that metamagic feat as
  though it were ­2 lower, minimum +1 unless natively +0.
  Multimorph (Sp)
  Compatible Seeds: Arcane, Primal
  Prerequisite: Know at least one spell of the polymorph
  subschool
  While affected by a spell of the polymorph subschool that
  you cast upon yourself, you may assume another form
  allowed by that spell as a standard action. This change
  persists for the remainder of the spell's duration, or until
  you use this talent to change it again. You may use this
  talent twice per day, plus an additional time per day for
  every six reaper levels you possess.
  Murmurs of an Arcane Heritage
  Compatible Seeds: Arcane
  Prerequisite: Whispers of an arcane heritage, reaper level
  8th
  You gain the benefits of the 3rd­level bloodline power
  associated with the bloodline you chose with the whispers
  of an arcane heritage talent. For the purpose of this
  ability, your effective sorcerer level is equal to your reaper
  level.
  Muscle Memory (Ex)
  Compatible Seeds: Martial
  The first time you take this talent, choose fighter or monk.
  Choose a feat for which you would meet the prerequisites
  if you had a fighter or monk level (the one you chose
  above)
  equal
  to
  your
  reaper
  level.
  (Since
  you
  are
  considering meeting these prerequisites from the point of
  view of your character while bound to the soulsown
  gaining this talent, you also use your ability scores, feats
  known, skill ranks, and feats granted by the soulsown
  gaining this talent to see if you meet said prerequisites.)
  You gain the chosen feat as a bonus feat.
  Special: You can gain this talent multiple times. Each
  time, choose another qualifying feat.
  Nature's Bolstering (Sp)
  Compatible Seeds: Primal
  Prerequisite: Nature's tricks
  You
  are
  treated
  as
  though
  you
  had
  the
  Augment
  Summoning feat for the purpose of animals produced by
  the nature's herd, nature's stampede, and nature's tricks
  talents. In addition, you roll twice and choose which result
  to take when rolling to see what sort of animal the
  aforementioned talents summon.
  21
  
  The Reaper
  Interjection Games
  Nature's Herd (Sp)
  Compatible Seeds: Primal
  Prerequisite: Nature's tricks, reaper level 10th
  Once per day, you may pull a piece of lint our of your ear,
  nose, or other, similar orifice, then throw it, a standard
  action. Treat the action of producing a throwing said ball
  of lint as equivalent to throwing the fuzzy ball found in a
  rust bag of tricks. See the nature's tricks talent for how
  this talent compares and contrasts with an actual bag of
  tricks. This is a conjuration (summoning) effect. Starting
  at 16th level, you may use this ability an additional time
  per day.
  Additionally, rather than expend a daily use of this talent
  to activate it, you may instead expend two daily uses of
  the nature's tricks talent.
  Nature's Stampede (Sp)
  Compatible Seeds: Primal
  Prerequisite: Nature's herd, reaper level 14th
  Once per day, you may pull a piece of lint our of your ear,
  nose, or other, similar orifice, then throw it, a standard
  action. Treat the action of producing a throwing said ball
  of lint as equivalent to throwing the fuzzy ball found in a
  tan bag of tricks. See the nature's tricks talent for how
  this talent compares and contrasts with an actual bag of
  tricks. This is a conjuration (summoning) effect. Starting
  at 20th level, you may use this ability an additional time
  per day.
  Additionally, rather than expend a daily use of this talent
  to activate it, you may instead expend two daily uses of
  the nature's herd talent.
  Nature's Tricks (Sp)
  Compatible Seeds: Primal
  Prerequisite: Reaper level 6th
  Once per day, you may pull a piece of lint out of your ear,
  nose, or other, similar orifice, then throw it, a standard
  action. Treat the action of producing and throwing said
  ball of lint as equivalent to throwing the fuzzy ball found
  in a gray bag of tricks. Like the fuzzy ball of a bag of
  tricks, your piece of lint produces a random animal as
  shown on Table: Bag of Tricks (see your favorite source
  for core content). Animals created in this manner serve
  you for 10 minutes before vanishing and must be
  commanded as the Handle Animal skill. You may only
  have one animal from this ability in existence at a time.
  This is a conjuration (summoning) effect. At 12th and
  18th levels, you may use this ability an additional time per
  day, to a maximum of three times per day at 18th level.
  Nature's Wrath (Sp)
  Compatible Seeds: Primal
  Prerequisite: Nature's bolstering, nature's stampede
  The nature's bolstering talent no longer allows you to roll
  twice and choose one when rolling to see what sort of
  animal the nature's herd, nature's stampede, and nature's
  tricks talents summon. Instead, you summon both rolled
  results, where one summoned creature appears where the
  ball of lint lands, and the second appears adjacent to the
  first, if possible. If there is no space for two animals,
  randomly select one not to be summoned.
  If you have the Superior Summoning feat, then you
  summon an additional copy of one of the two animals you
  summon in this manner, chosen randomly.
  Omniknowledge (Sp)
  Compatible Seeds: Arcane, Divine, Primal
  Prerequisite: Reaper level 20th
  You gain an omniknowledge slot. As a free action, you can
  fill an empty omniknowledge slot with any 1st through
  6th­level spell that is on the spell list of the soulsown with
  this talent. The soulsown knows whatever spell is in the
  omniknowledge slot, and, by extension, this means you
  can cast that spell. The omniknowledge slot empties itself
  whenever you replenish your essence pool for the day,
  thus allowing you to put a new spell into the slot.
  Overbearing Memory (Su)
  Compatible Seeds: Arcane, Divine, Martial, Primal
  Prerequisite: Reaper level 20th
  Whenever you initiate germination with a soulsown with
  this talent, choose three other talents that it knows. You
  gain the benefits of all of the chosen talents as though you
  were threshed with that soulsown, but do not gain the
  benefits
  of
  the
  20th­level
  talent
  of
  your
  threshed
  soulsown, if any, for the duration of the germination.
  22
  
  The Reaper
  Interjection Games
  Phantom Alchemy (Su)
  Compatible Seeds: Arcane, Martial
  Once per day, you can create a cache of alchemical goods
  that appears in your arms as a standard action. Both
  hands must be empty to use this ability, as the cache
  tends to be fairly substantial. Your cache of alchemical
  goods consists of the following:
  • a flask of acid, plus an additional flask of acid for every
  two reaper levels you possess;
  • a flask of alchemist's fire, plus an additional flask of
  alchemist's fire for every three reaper levels you possess;
  • 10 tindertwigs;
  • 2 sunrods;
  • a smokestick for every four reaper levels you possess;
  • and a tanglefoot bag if your reaper level is 8th or higher.
  Alchemical goods produced in this manner are partially
  insubstantial and cannot be sold. They persist until you
  replenish your essence pool.
  Whenever you initiate germination with a soulsown with
  this talent, you may create a single copy of any alchemical
  good you normally gain when creating your alchemical
  cache as a free action. (For example, since you cannot get
  tanglefoot bags until 8th level, you cannot create a
  tanglefoot bag in this manner until 8th level.) This
  alchemical good appears in an empty hand, and persists
  for the duration of the germination.
  Phantom Danger Zone (Su)
  Compatible Seeds: Arcane, Martial
  Prerequisite: Phantom alchemy, prestidigitization OR
  techniques, reaper level 6th
  Whenever you throw a flask of acid or a flask of
  alchemist's fire created by the phantom alchemy talent,
  you may expend 1 presto point or 1 technique point. If you
  do, the splash radius of that flask increases by +5 feet, you
  apply your choice of your Intelligence modifier or your
  Charisma modifier to all damage dealt by the flask, and
  the damage dealt by that flask ignores energy resistance
  (but not energy immunity). In addition, the cache of
  alchemical goods created by the phantom alchemy talent
  produces an additional 2 flasks of acid, an additional 2
  flasks of alchemist's fire, and an additional tanglefoot bag.
  Phantom High Explosives (Su)
  Compatible Seeds: Arcane, Martial
  Prerequisite: Phantom alchemy, reaper level 4th
  Acid and alchemist's fire produced by the phantom
  alchemy talent deal an additional 1d6 points of damage on
  a direct hit, as well as an additional point of splash
  damage. In addition, the cache of alchemical goods
  created by the phantom alchemy talent produces an
  additional 2 flasks of acid and an additional 2 flasks of
  alchemist's fire.
  Special: You gain phantom high explosives multiple
  times. Its effects stack, but the required reaper level
  increases by +6 each time you take it.
  Philosopher's Stone (Su)
  Compatible Seeds: Arcane
  Prerequisite: Reaper level 20th
  The grand irony of it all is that you had to glom dozens of
  dead sages and wizards together before somebody figured
  out how to make this thing. Once weekly, a sum of 250
  pieces of gold materializes somewhere on your person, the
  result of the various souls comprising the soulsown with
  this
  talent
  tinkering
  with
  a
  spiritual
  variant
  of
  a
  philosopher's stone.
  Physical Aptitude (Ex)
  Compatible Seeds: Martial
  Prerequisite: Hale and hearty, reaper level 8th
  Choose Strength, Dexterity, or Constitution. You gain a +1
  inherent bonus to the chosen ability score, increasing to a
  +2 inherent bonus at 16th level.
  Polytheism
  Compatible Seeds: Divine
  Prerequisite: Gloriana, reaper level 8th
  Choose a cleric domain other than the one you chose with
  the gloriana talent. You gain the 1st­level domain ability of
  that domain with an effective cleric level equal to your
  reaper level.
  Presto Changeo! (Sp)
  Compatible Seeds: Arcane
  Prerequisite: Scholastic prestidigitization, reaper level
  20th
  The size of your presto pool increases by +5 points.
  Additionally, you are treated as though you chose all of
  the
  schools
  of
  magic
  listed
  in
  the
  scholastic
  prestidigitization talent.
  Primal Rage (Su)
  Compatible Seeds: Primal
  Prerequisite: Eternal rage, reaper level 6th
  You can now cast spells from the druid spell list while in a
  rage sourced from the eternal rage talent. In addition, you
  may rage for an additional +3 rounds per day.
  23
  
  The Reaper
  Interjection Games
  Prestidigitization (Sp)
  Compatible Seeds: Arcane
  Prerequisite: Reaper level 4th
  You gain a pool of presto points, a measure of your ability
  to add pizzazz to your magic. The number of points in
  your presto pool is equal to 2, plus one­third your reaper
  level, for a maximum of 8 at 18th level.
  Whenever you cast a spell known by the soulsown with
  this talent, you may expend a presto point. If you do, you
  add one of the following effects to that spell without
  increasing its cost or casting time. These effects require
  that the spell have a particular descriptor.
  Deafen ­ (Requires sonic descriptor) Creatures affected by
  the spell are dazzled and deafened for 1 round. This effect
  is negated if the creature successfully saves against the
  spell.
  Freeze ­ (Requires cold descriptor) Creatures affected by
  the spell are entangled for 1 round. This effect is negated
  if the creature successfully saves against the spell.
  Jitters
  ­
  (Requires
  electricity
  descriptor)
  Creatures
  affected by the spell can only make a single attack of
  opportunity this round, and take a ­4 penalty to attack
  rolls made as part of an attack of opportunity if normally
  able to make only one attack of opportunity in a round.
  This effect is negated if the creature successfully saves
  against the spell.
  Scour ­ (Requires acid descriptor) Creatures affected by
  the spell are sickened for 1 round. This effect is negated if
  the creature successfully saves against the spell.
  Torch ­ (Requires fire descriptor) Creatures affected by
  the spell light on fire for 1 round as the rules for
  alchemist's fire. This effect is negated if the creature
  successfully saves against the spell.
  The presto pool replenishes itself whenever you replenish
  your essence pool, and if you gain multiple talents that
  expend presto points, you may only use of one of them per
  spell cast.
  Rapid Summoning (Su)
  Compatible Seeds: Martial
  Prerequisite: Summon weapon seed ability
  Three times per day, you may use the summon weapon
  seed ability as a swift action.
  Rage Memory
  Compatible Seeds: Martial, Primal
  Prerequisite: Eternal rage, reaper level 8th
  Choose a barbarian rage power whose prerequisites would
  be met if you had a barbarian level equal to your reaper
  level ­4. You gain the chosen barbarian rage power, but
  only for the purpose of raging with the eternal rage talent.
  Special: You can gain rage memory multiple times. Each
  time, the required reaper level increases by +4 and you
  choose a new rage power.
  Resplendent Heritage
  Compatible Seeds: Arcane
  Prerequisite: Resurgent heritage, reaper level 20th
  You gain the benefits of the 20th­level bloodline power
  associated with the bloodline you chose with the whispers
  of an arcane heritage talent. For the purpose of this
  ability, your effective sorcerer level is equal to your reaper
  level.
  Resurgent Heritage
  Compatible Seeds: Arcane
  Prerequisite: Echoes of an arcane heritage, reaper level
  16th
  You gain the benefits of the 15th­level bloodline power
  associated with the bloodline you chose with the whispers
  of an arcane heritage talent. For the purpose of this
  ability, your effective sorcerer level is equal to your reaper
  level.
  Scholastic Prestidigitization (Sp)
  Compatible Seeds: Arcane
  Prerequisite: Prestidigitization, reaper level 8th
  The size of your presto pool increases by +2 points. In
  addition, choose two schools of magic from the list below.
  Whenever you cast a 3rd­level or higher spell from one of
  your two chosen schools of magic, you may expend 2
  presto points to add the listed effect to that spell. This
  does not increase the cost or casting time of that spell.
  Effects added with scholastic prestidigitization target you
  regardless of the targeting of the spell upon which the
  effect is added.
  Abjuration ­ You gain a +4 shield bonus to AC for 1 round.
  Conjuration ­ You teleport 10 feet as the dimension door
  spell.
  Divination ­ You gain a +4 insight bonus to your next d20
  roll made before the beginning of your next turn.
  Enchantment ­ The next creature to attack you in melee
  before the beginning of your next turn is dazed for 1 round
  with a Will save to negate. This effect triggers before the
  attack resolves, and is a mind­affecting ability.
  Evocation ­ The next spell you cast before the end of your
  next turn gains your choice of one of the following
  descriptors: acid, cold, electricity, fire, or sonic. In
  addition, you may use the prestidigitization talent on that
  spell without paying its presto point cost.
  Illusion ­ You become invisible, as the invisibility spell,
  for 1 round. If you perform any action that would end the
  invisibility spell, then this effect ends immediately.
  Transmutation ­ You gain hardness 5 for 1 round.
  Necromancy ­ You gain 1d10 + your Charisma modifier
  temporary hit points. These temporary hit points last until
  the beginning of your next turn.
  24
  
  The Reaper
  Interjection Games
  Second Wind (Ex)
  Compatible Seeds: Martial
  Prerequisite: Techniques
  The size of your technique pool increases by +2 points. In
  addition, as a standard action, you may expend any
  number of technique points to restore health equal to
  three times the number of technique points expended.
  The number of technique points you expend on this talent
  daily must not exceed your reaper level.
  Secondary Aptitude (Su)
  Compatible Seeds: Martial
  Prerequisite: Physical aptitude, reaper level 12th
  Choose one of the two physical ability scores (Strength,
  Dexterity, Constitution) you did not choose with the
  physical aptitude talent. You gain a +1 inherent bonus to
  the chosen ability score.
  Shield of Souls (Su)
  Compatible Seeds: Martial
  Prerequisite: Reaper level 20th
  The first time you initiate germination with a soulsown
  with this talent daily, you gain 20d6 temporary hit points.
  These temporary hit points persist for the duration of the
  germination, and any temporary hit points that remain
  when their duration expires are converted to healing.
  Shock and Awe (Sp)
  Compatible Seeds: Arcane
  Prerequisite: Prestidigitization
  The size of your presto pool increases by +1 point. In
  addition, whenever you cast a spell, you may expend 1
  presto point to increase its caster level by +1.
  Shuffle (Ex)
  Compatible Seeds: Martial
  Prerequisite: Techniques
  You may expend 1 technique point as a swift action to
  move 10 feet. The first 5 feet of this movement does not
  provoke attacks of opportunity. Starting at 13th level,
  none of this movement provokes attacks of opportunity.
  Skilled Past (Ex)
  Compatible Seeds: Arcane, Divine, Martial, Primal
  Choose one of the skills corresponding to the seed of the
  soulsown gaining this talent. You are considered to have
  ranks in the chosen skill equal to three­quarters your
  reaper level, rounded down, minimum 1, unless you
  already have more ranks than this. Additionally, you treat
  the chosen skill as a class skill.
  Arcane Skills ­ Bluff, Knowledge (arcana), Use Magic
  Device
  Divine Skills ­ Diplomacy, Heal, Knowledge (religion)
  Martial Skills ­ Acrobatics, Intimidate, Ride, Stealth
  Primal
  Skills
  ­
  Fly,
  Knowledge
  (nature),
  Survival
  Special: You can gain skilled past multiple times. Each
  time, choose another skill.
  Skilled Soul (Su)
  Compatible Seeds: Arcane, Divine, Martial, Primal
  Prerequisite: Skilled past
  Whenever you germinate with a soulsown with this talent,
  you may expend 2 essence points. If you do, you gain the
  benefits of all instances of the skilled past talent possessed
  by that soulsown for the duration of your germination.
  Skirmishing Soul (Ex)
  Compatible Seeds: Martial
  Prerequisite: Techniques
  You may expend 1 technique point as part of an attack
  made as a standard action, or 2 technique points as part
  of a use of the Cleave, Great Cleave, or Whirlwind Attack
  feats. Your attack, or all sequential feat­modified attacks
  in the case of attacks made with the aforementioned feats,
  deals additional damage equal to your reaper level. This
  damage is not multiplied on a critical hit, and its type
  matches that of the weapon used.
  Soulsown Refuge (Sp)
  Compatible Seeds: Arcane
  Prerequisite: Know the magic jar spell
  Once per day whenever you cast the magic jar spell, you
  may take refuge within the fabric of your soulsown,
  treating
  it
  as
  the
  spell's
  required
  receptacle.
  Your
  soulsown has no physical form and cannot be destroyed,
  but, as a soulsown becomes incapable of interacting with
  the physical world if it is not bound to its reaper, your
  receptacle is considered to be destroyed if your physical
  body is slain.
  Spectral Aegis (Su)
  Compatible Seeds: Martial
  Prerequisite: Reaper level 2nd
  You may expend 1 essence point as an immediate action
  to give yourself a +4 shield bonus to AC until the
  beginning of your next turn.
  Spectral Armor (Sp)
  Compatible Seeds: Arcane, Martial
  Prerequisite: Reaper level 2nd
  You may expend 1 essence point as a standard action to
  grant yourself a +4 armor bonus to AC for 8 hours. This
  armor bonus to AC increases by +1 for every four reaper
  levels you possess, to a maximum of a +9 armor bonus to
  AC at 20th level.
  Spell Study (Ex)
  Compatible Seeds: Arcane, Divine, Primal
  Prerequisite: Reaper level 2nd
  The soulsown gaining this talent learns an additional
  spell.
  25
  
  The Reaper
  Interjection Games
  Summon Armor (Su)
  Compatible Seeds: Martial
  Prerequisite: Summon weapon seed ability
  You may now summon a temporary suit of armor with the
  summon weapon seed ability. The armor comes fitted
  properly to your body, is of a quality equivalent to that of
  weapons created by summon weapon, and lasts for 1
  minute or until your bond ends. You must be proficient
  with any armor you wish to summon, and you cannot
  summon armor while already wearing armor.
  Summoning Focus (Su)
  Compatible Seeds: Martial
  Prerequisite: Summon weapon seed ability, reaper level
  12th
  The soulsown gains the summon weapon seed ability.
  Special: This talent cannot be taken if the soulsown has
  already gained the summon weapon seed ability six times.
  Superior Living through Chemistry (Su)
  Compatible Seeds: Arcane, Divine, Martial
  Prerequisite: Better living through chemistry, reaper level
  16th
  Your better living through chemistry talent now creates
  potions of cure serious wounds instead of potions of cure
  moderate wounds. In addition, the talent produces +2
  potions.
  Supreme Rage (Ex)
  Compatible Seeds: Martial, Primal
  Prerequisite: Enhanced rage, reaper level 20th
  The morale bonus to your Strength and Constitution
  granted by flying into a rage with the eternal rage talent
  increases by an additional +1, to a total of +7, and the
  morale bonus to Will saves increases by an additional +1,
  to a total of +4. In addition, you are immune to fatigue
  and exhaustion.
  Techniques (Ex)
  Compatible Seeds: Martial
  You gain a pool of technique points, a measure of your
  ability to perform impressive combat maneuvers. The
  number of points in your technique pool is equal to 3 +
  one­third your reaper level, rounded down. When you
  gain this talent, choose two of the following combat
  maneuvers: disarm, grapple, sunder, or trip. You may
  expend 1 technique point to perform one of the chosen
  combat maneuvers as a swift action.
  The technique pool replenishes itself whenever you
  replenish your essence pool; however, you may also
  expend points from your essence pool as though they
  were technique points.
  Temple Echoes (Sp)
  Compatible Seeds: Divine
  Prerequisite: Gloriana, reaper level 6th
  You learn the 1st­level domain spell associated with the
  domain you chose with the gloriana talent. Spells learned
  through this talent do not count toward your known spells
  for the purpose of the Pyramid Rule, and you may cast
  each spell learned through this talent once per day
  without expending essence points to do so. For each talent
  known in the list below, you learn the spell of the next­
  higher spell level. For example, if you know one talent in
  the list below, you also know the chosen domain's 2nd­
  level
  spell,
  while
  knowing
  three
  talent
  grants
  you
  knowledge of the 2nd through 4th­level spells from that
  domain. These talents are: advanced gloriana, advanced
  polytheism, gloriana, and polytheism.
  Technique Focus (Ex)
  Compatible Seeds: Martial
  Prerequisite: Techniques
  The size of your technique pool increases by +2 points. In
  addition, you may now perform any of the four combat
  maneuvers listed in the techniques talent as a swift action
  rather than just the two you selected when you first
  gained said talent.
  That Killed Me Once! (Ex)
  Compatible Seeds: Martial
  Prerequisite: Techniques, reaper level 6th
  Choose acid, bludgeoning, cold, electricity, fire, force,
  piercing, slashing, or sonic. Whenever a source of damage
  of the chosen type would kill you, you may expend 2
  technique points as an immediate action. If you do, that
  attack deals half damage, or its damage is reduced by an
  amount equal to your reaper level, whichever is least
  advantageous.
  Third Wind (Ex)
  Compatible Seeds: Martial
  Prerequisite: Second wind
  The size of your technique pool increases by +3 points. In
  addition, you treat your reaper level as though it were +5
  higher for the purpose of the maximum number of
  technique points you can expend on the second wind
  talent daily. Finally, you may use the second wind
  technique as a swift action once per day. The number of
  technique
  points
  you
  expend
  on
  the
  second
  wind
  technique when used as a swift action cannot exceed your
  Constitution modifier (minimum 1).
  26
  
  The Reaper
  Interjection Games
  Trapfinder's Echoes (Ex)
  Compatible Seeds: Martial
  Prerequisite:
  Muscle
  memory
  (skill
  focus
  [disable
  device]), skilled past, reaper level 6th
  You are considered to have ranks in the Disable Device
  skill equal to three­quarters your reaper level, rounded
  down (minimum 1), unless you already have more ranks
  than this. You also treat Disable Device as a class skill. In
  addition, you can use Disable Device to disarm magical
  traps. Whenever you initiate germination with a soulsown
  with this talent, you may expend 2 essence points. If you
  do, you gain the skill ranks granted by this talent, and
  treat the Disable Device skill as a class skill, but do not
  gain the ability to disable magical traps, for the duration
  of your germination.
  Touch of Corruption (Su)
  Compatible Seeds: Divine
  Prerequisite: Reaper level 4th
  You surround your hand with a fiendish flame, causing
  terrible wounds to open on those you touch. You may use
  this ability once per day, plus an additional time per day
  starting at 8th level. With one use of this ability, you can
  cause 1d6 points of damage for every two reaper levels
  you possess. Using this ability is a standard action that
  doesn't provoke attacks of opportunity, unless you target
  yourself, in which case it is a swift action.
  Alternatively, you can use this power to heal undead
  creatures, restoring 1d6 hit points for every two reaper
  levels you possess.
  A soulsown with this talent cannot learn the lay on hands
  talent.
  The Waiting Room (Su)
  Compatible Seeds: Divine
  Prerequisite: Know the speak with dead spell
  Whenever a living creature within 60 feet dies, you may
  send a facsimile of its soul to spend time with your
  soulsown,
  a
  sort
  of
  "waiting
  room"
  for
  the
  dearly
  departed, as it were. Your waiting room has a capacity of
  one soul, so you must allow your stored soul to go free if
  you wish to send another soul to the waiting room. Unless
  released in this manner, a soul remains in your custody
  until the next time you replenish your essence pool. You
  may cast the speak with dead spell on souls in your
  waiting room without the need to target that creature's
  corpse.
  This talent stores a copy of a creature's soul, and not the
  soul itself, so it doesn't interfere with magic that interacts
  with souls, such as trap the soul or raise dead.
  Well of Essence (Ex)
  Compatible Seeds: Arcane, Divine, Martial, Primal
  Prerequisite: Reaper level 20th
  The size of your essence pool increases by +10 points.
  Whispers of an Arcane Heritage
  Compatible Seeds: Arcane
  Prerequisite: Reaper level 4th
  Choose a sorcerer bloodline. You gain the benefits of that
  bloodline's 1st­level bloodline power. For the purpose of
  this ability, your effective sorcerer level is equal to your
  reaper level.
  Whispered Knowledge (Su)
  Compatible Seeds: Arcane, Divine, Primal
  Prerequisite: Reaper level 6th
  Whenever you initiate germination with a soulsown with
  this talent, choose a spell known by that soulsown. Until
  you germinate again or replenish your essence pool, you
  may cast the chosen spell as though you were threshed to
  that soulsown.
  27
  
  The Reaper
  Interjection Games
  SOULSOWN TOTEM TALENTS
  Adaptable Auras (Sp)
  Compatible Seeds: Primal
  Prerequisite: Aura totem
  By expending additional essence points equal to half the
  spell's level, rounded up, you may channel a spell that
  targets a single creature into an aura totem, so long as it
  meets all other compatibility criteria of aura totems. The
  radius of the resulting effect is 5 feet, plus an additional 5
  feet for every eight reaper levels you possess.
  Aura Totem (Sp)
  Compatible Seeds: Primal
  Prerequisite: Know at least one spell that is compatible
  with this talent
  Essence Cost: 1
  You gain the ability to create and deploy aura totems, a
  peaceful variant of totem that is compatible with any spell
  that fits the following criteria:
  • The spell is harmless.
  • The spell has a duration greater than instantaneous.
  • The spell affects an area OR affects one subject per level
  For the duration of its existence, an aura totem radiates
  the effect of its channeled spell as though it were the
  caster. The area of effect is centered upon the totem. In
  the case of spells that affect one subject per level, the
  radius of the effect is 5 feet, plus an additional 5 feet for
  every five subjects the spell can target.
  If the channeled spell grants temporary hit points or has a
  limited pool of power, and if that limited effect is all the
  spell does, such as false life or protection from energy,
  then the totem is destroyed when the spell's benefit runs
  out.
  28
  Totems, immobile deployables into which a reaper can
  channel spells, are a mechanic of the primal seed, and
  comprise
  an
  attempt
  to
  give
  the
  seed
  unique
  functionality given its lack of access to bloodlines,
  domains, and piles of feats, which make the other
  seeds functionally infinite in their possible scope.
  There are several different kinds of totems, and each
  interacts with magic in a different way. Some simply
  radiate the aura of a beneficial spell cast into it, while
  others sit back and dump lightning bolts onto the field
  of battle. The following rules are common to all reaper
  totems (soulsown talents with "totem" in their name).
  Whenever you cast a spell on the druid spell list that is
  compatible with one of the totem talents you know,
  you may increase the casting time of that spell to a
  full­round action, unless the casting time is already
  longer, and expend additional essence points equal to
  that totem talent's essence cost. If you do, you create a
  totem in an unoccupied 5­foot square within reach
  rather than the spell's normal effect. If multiple totem
  talents are compatible with the spell you cast, choose a
  talent to determine which type of totem you are
  making. You cannot combine the functionality of
  multiple totem talents. Unless otherwise specified in
  that totem's entry, a totem persists for 1 minute per
  reaper level, for the duration of the spell cast into it,
  until destroyed, or until dismissed as a standard
  action, whichever comes first. A totem has hardness
  equal to your casting ability modifier (as determined
  by the soulsown with the totem talent you're using),
  hit points equal to 5 + three times your reaper level,
  darkvision 60 ft., and has save modifiers equal to that
  of a magic item with a caster level equal to your reaper
  level. Totems do not roll Perception checks; rather,
  they passively spot any creature within the radius of
  their darkvision, using a Perception check of 13 + your
  reaper
  level.
  Totems
  do
  not
  communicate
  this
  information with you, and some totem variants can't
  really do anything with such knowledge. A totem is
  destroyed when reduced to 0 hit points.
  Spells cast into a totem use your caster level and
  casting ability modifier for the purpose of determining
  their magnitude of effect and Difficulty Class. Only a
  single spell may be channeled into a particular totem
  at any one time, and spells cannot be channeled into a
  totem that has already been deployed. If a spell
  channeled into a totem requires concentration, then
  the totem concentrates on the spell for you. You may
  have up to one totem deployed at any one time.
  SIDEBAR: TOTEMS
  
  The Reaper
  Interjection Games
  Benefactor Totem (Sp)
  Compatible Seeds: Primal
  Prerequisite: Aura totem, know at least one spell that is
  compatible with this talent
  Essence Cost: 2
  You gain the ability to create and deploy benefactor
  totems, which pass on the spell you channel into them.
  Benefactor totems are compatible with any spell that fits
  the following criteria:
  • The spell is harmless.
  • The spell has a duration greater than instantaneous.
  • The spell affects a single creature.
  • The spell has a range of touch.
  Upon
  deploying
  a
  benefactor
  totem,
  designate
  any
  number of creatures as "friendly", and if one or more
  these designated friendlies are adjacent to the totem when
  you deploy it, you may choose one of those friendlies to
  become the "recipient" of the spell. While within 60 feet
  of the benefactor totem, the recipient gains the benefits of
  the spell you channeled into it. You may end a recipient's
  connection to the totem as a standard action, though this
  connection ends naturally if the recipient moves more
  than 60 feet away from the totem. If a benefactor totem
  has no recipient, any friendly may become the recipient
  by touching the totem, a standard action.
  If the spell channeled into a benefactor totem grants
  healing, this healing is only granted to the first recipient.
  If the channeled spell grants temporary hit points or has a
  limited pool of power, such as greater heroism or
  protection from energy, then the totem records the
  number of temporary hit points or the amount of limited
  power remaining when it ceases to grant benefit to a
  recipient, then grants this lessened pool to the next
  recipient. If the channeled spell's only function is dictated
  by such a pool system, then the totem is destroyed when
  that pool runs out.
  Devastation Totem (Sp)
  Compatible Seeds: Primal
  Prerequisite: Aura totem, know at least one spell that is
  compatible with this talent
  Essence Cost: 0 (produce flame), 2 (call lightning/call
  lightning storm)
  You gain the ability to create and deploy devastation
  totems, a particularly specialized variant of totem that is
  only compatible with the following spells: produce flame,
  call lightning, and call lightning storm. Immediately
  upon being created, and each round during your turn, a
  devastation totem attacks with the spell you channeled
  into it, hurling a glob of flame or dropping a bolt of
  lightning
  that
  targets
  an
  enemy
  within
  60
  feet.
  A
  devastation totem cannot make melee attacks, meaning it
  can only make use of the ranged portion of the produce
  flame spell. A devastation totem's ranged attack modifier
  is equal to your reaper level.
  Sentry Totem (Sp)
  Compatible Seeds: Primal
  Prerequisite: Aura totem, know at least one spell that is
  compatible with this talent
  Essence Cost: 1
  You gain the ability to create and deploy sentry totems, a
  particularly paranoid variant of totem that is compatible
  with any spell that fits the following criteria:
  • The spell is not harmless.
  • The spell has a duration of instantaneous.
  • The spell affects a single creature.
  • The spell has a range of Close or greater.
  Upon deploying a sentry totem, designate any number of
  creatures as "friendly". Any Tiny or larger creature not
  designated as "friendly" that approaches to within Close
  (25 feet + 5 feet/2 reaper levels) range of the sentry totem
  triggers it and becomes subject to the spell you channeled
  into that totem. For the purpose of ranged touch attacks, a
  sentry totem has an attack modifier equal to one­half your
  reaper level, rounded down, plus your spellcasting ability
  modifier, as determined by the soulsown with this talent.
  Creatures that are subject to the nondetection spell, or
  other, similar means of avoiding divinatory detection, do
  not trigger a sentry totem.
  Unlike other totems, a sentry totem persists for 8 hours,
  until it discharges its spell, until destroyed, or until
  dismissed.
  Totemic Essence (Su)
  Compatible Seeds: Primal
  Prerequisite: Totemic pool
  Up to five times per day when channeling a 1st­level spell
  into a totem, you may expend totem points on that spell
  as though they were essence points.
  Totemic Mastery (Su)
  Compatible Seeds: Primal
  Prerequisite: Aura totem, reaper level 6th
  You do not pay a totem talent's (soulsown talents with
  "totem" in their name) essence point cost the first time
  you use that talent each day.
  Totemic Pool (Su)
  Compatible Seeds: Primal
  Prerequisite: Aura totem
  You gain a pool of totem points, a measure of your ability
  to extend the reach of your consciousness through
  spiritual means. The number of points in your totem pool
  is equal to 3, plus one­quarter your reaper level, rounded
  down. You may expend totem points as though they were
  essence points when paying for totem talents (soulsown
  talents with "totem" in their name). For each other
  soulsown talent you possess with "totemic" in its name,
  the size of your totem pool increases by +2 points.
  The totem pool is replenished whenever your essence pool
  replenishes itself.
  29
  
  The Reaper
  Interjection Games
  Totemic Rapidity (Sp)
  Compatible Seeds: Primal
  Prerequisite:
  Aura
  totem,
  benefactor
  totem
  OR
  devastation totem OR sentry totem, reaper level 8th
  Channeling a spell into a totem, then deploying the totem,
  no longer increases the casting time of that spell. In
  addition, once per day, you may apply the metamagic
  remembrance (quicken spell) talent to a spell you are
  channeling
  into
  a
  totem
  without
  paying
  additional
  essence points to apply that metamagic. You must know
  the aforementioned talent in order to use it.
  Totemic Reclamation (Su)
  Compatible Seeds: Primal
  Prerequisite: Benefactor totem OR sentry totem
  Whenever you dismiss a benefactor totem or a sentry
  totem, the points you expended to deploy that totem,
  including the points spent on its channeled spell, are
  refunded to you. You can only get a refund on benefactor
  totems if that totem never had a recipient, and you can
  only get a refund on sentry totems if you never saw
  through it with the totemic sight talent.
  Totemic Retribution (Su)
  Compatible Seeds: Primal
  Prerequisite: Aura totem
  Whenever a creature destroys one of your totems by
  dealing sufficient hit point damage to it, that creature
  takes 1d6 points of damage per reaper level you possess,
  to a maximum of 2d6 points of damage per spell level of
  the
  channeled
  spell
  that
  totem
  held.
  A
  successful
  Fortitude save negates.
  Totemic Shift (Su)
  Compatible Seeds: Primal
  Prerequisite: Aura totem
  You may move your deployed totem to an unoccupied
  square that is within 30 feet of both you and the totem as
  a swift action. The first time you use this talent on a
  particular totem, there is no essence point cost; however,
  you must expend 1 essence point or 1 totem point for all
  subsequent activations.
  Totemic Sight (Sp)
  Compatible Seeds: Primal
  Prerequisite: Sentry totem
  If you have a deployed sentry totem within 120 feet, you
  may choose to see through it as a standard action. While
  seeing
  through
  your
  sentry
  totem,
  your
  body
  goes
  catatonic, and you are not aware of anything around your
  person, or of damage to your body, though you do gain
  darkvision 60 feet from the position of your sentry totem.
  While seeing through your sentry totem, the totem loses
  the ability to discharge spells automatically, as well as its
  ability to passively detect creatures, and you gain the
  ability to aim and fire the spell as a swift action. If the
  sentry totem is destroyed while you are seeing through it,
  you are stunned for 1 round, ignoring immunity to stun. If
  your body is slain while seeing through your totem, your
  consciousness disperses immediately. At any time, you
  may cease looking through your totem and return to
  normal bodily function as a standard action.
  Twin Fetishes (Su)
  Compatible Seeds: Primal
  Prerequisite: Aura totem, totemic pool, reaper level 20th
  You may deploy up to two totems at any one time. In
  addition, the size of your totem pool increases by +5
  points.
  30
  
  The Reaper
  Interjection Games
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.;
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material
  by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC;
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte
  Cook, and Skip Williams.
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  rights reserved.
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  The Reaper; or How I Learned to Stop Worrying and Just Play Everything:
  A Modular, All­in­One Build­Your­Own­Binder Chassis for Suffering
  Altaholics, Copyright 2016, Interjection Games, LLC; Author: Bradley
  Crouch.
  [End of License]
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  31
  
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