TEXT: Classes
  of the
  Lost Spheres
  Zodiac
  Lost Spheres Publishing
  
  Classes
  of the
  Lost Spheres
  Zodiac
  Lost Spheres Publishing, © 2018
  
  2
  Classes of the Lost Spheres: Zodiac
  Designer: Michael Sayre
  Project Creator/Developer: Christen N. Sowards
  Editor: James Durchenwald
  Cover & Interior Art: Bryan Syme
  Graphic Design: Liz Courts
  Playtesters: Aaryn Gulledge, Donald J. Decker, James Durchenwald, Matt Groen, Michael Lefavor, Vanessa Moon
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://
  paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product.
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  DECLARATION OF OPEN CONTENT: All game mechanics, proper names of classes, prestige classes, archetypes, feats, 
  skills, spells, magic items, monsters, rituals, artifacts AND OR the names of abilities presented within this book are Open Game 
  Content as described in Section 1(d) of the License.
  DECLARATION OF PERMISSIONS: The “Oathbound: Seven” is a trademarked title owned by Epidemic Press, “Aethera 
  and Aethera RPG” are trademarked titles owned by Encounter Table Publishing. “Akashic Mysteries” is a trademarked title owned 
  by Dreamscarred Press. All titles used by permission. 
  Compatibility with Ultimate Psionics requires Ultimate Psionics: Core Psionics System from Dreamscarred Press. See http://
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  Psionics Unleashed is copyright 2010 Dreamscarred Press and is referenced with permission.
  Lost Spheres Publishing, ©2018, www.lostspherespublishing.com
  
  3
  Introduction
  Long before humanity crawled forth from their primitive 
  caves and began building cities, before the waxing 
  and waning of the dwarven and elven kingdoms, the 
  World Tree grew and flourished, spreading its branches 
  across existence. Parasitic entities and old, dark beings 
  that even the gods feared soon saw the tree reaching 
  ever closer to their dark beyond, and began to slither 
  across its branches, happily devouring the mortal 
  worlds they discovered. To protect the many worlds 
  and races within Yggdrasil’s branches, gods, daeva, and 
  primordial beings of earth and fire joined their powers 
  together and wove protective runes with a life and will 
  all their own, endowing them with an eternal purpose 
  to shine above the mortal worlds, helping protect them 
  from the hungry entities waiting beyond the edges of 
  existence. The mortals would come to know these runes 
  intimately, seeing them shining in the skies above their 
  world in familiar and comforting shapes known as 
  constellations.
  Zodiacs are drawn from the ranks of astronomers, 
  astrologists, sailors, and others who study the night skies 
  to find their way or make their living, following the 
  guiding light of the constellations. Occasionally such 
  individuals experience a phenomenon known as celestial 
  transcendence, a process whereby study and exposure 
  to the constellations transforms a mortal being into a 
  channel for the power and will of the constellations. 
  Even more rarely, the constellations themselves will 
  choose such a being in response to intrusions by the 
  Great Old Ones, who seek ever to devour the light and 
  life of the worlds sheltered within the branches of the 
  World Tree. Once a being has undergone the process 
  of celestial transcendence, they begin to learn how to 
  manifest celestial spirits into physical forms, sustaining 
  them with their own lifeforce. Those who learn to 
  control and direct the powers of these celestial spirits are 
  known as zodiacs
  Zodiac
  Starting Wealth: 4d6x10 gp (average 140 gp).
  Role: The zodiac’s role in combat is generally 
  determined by their orbit, and their choice of 
  constellations. Zodiacs who choose the solar orbit are 
  often powerful warriors in their own right, girding 
  themselves in weapon and armor constellations to fight 
  in the thick of battle. Zodiacs who choose the lunar 
  orbit have stronger magical abilities but are weaker 
  combatants, preferring to use their veil abilities to 
  support a powerful champion constellation.
  Alignment: A zodiac can be of any alignment, but 
  often find their attitudes strongly influenced by the 
  constellations they choose to manifest regularly.
  Hit die: d8.
  Class Skills: The zodiac’s class skills are Bluff (Cha), 
  Climb (Str), Craft (Int), Intimidate (Cha), Knowledge 
  (arcana) (Int), Knowledge (geography), Knowledge 
  (history), Knowledge (planes) (Int), Knowledge (religion) 
  (Int), Perception (Wis), Sense Motive (Wis), Spellcraft 
  (Int), Swim (Str) , and Use Magic Device (Cha).
  Skill Ranks Per Level: 4 + Int modifier.
  Proficiencies: Zodiacs are proficient with simple 
  weapons, and with light armor, medium armor, and 
  shields (except tower shields).
  Abilities
  Constellations (Su): All zodiacs learn to call on 
  the constellations for power starting at 1st level. 
  Constellations may manifest as a weapon, piece of armor, 
  or other equipment, or as powerful champions ready to 
  fight at the zodiac’s side; the ways a given constellation 
  can manifest are listed in the constellation’s entry. 
  Constellations manifested as equipment are tangible 
  items that occupy a slot just like a piece of magical 
  equipment (so a constellation that manifests as a pair 
  of boots cannot be worn with another pair of magical 
  boots). Regardless of which manifestation option 
  the zodiac chooses, a given constellation cannot be 
  manifested more than once (for example, a zodiac who 
  manifested the armor option of the Crab constellation 
  could not also manifest the Crab’s champion option). 
  Champion constellations can always understand the 
  zodiac’s commands and do their best to carry out any 
  orders they are given. In the event the zodiac is conscious 
  but unable to give a command, the champion will use 
  its best judgement to take whatever actions seem most 
  
  4
  beneficial to the zodiac. The zodiac always summons the 
  same version of a champion after they have manifested 
  them for the first time; any feats, skill points, or other 
  variable options are fixed and cannot be changed once 
  selected, though most champions can still gain levels or 
  improve as animal companions based on the zodiac’s 
  class level (treating the zodiac’s class levels as druid levels 
  when determining animal companion advancement) 
  and receive all appropriate benefits for doing so.
  Manifesting a constellation is a standard action that 
  requires the zodiac to devote a portion of their life 
  force to sustaining the constellation. When a zodiac 
  manifests a constellation, they take an amount of 
  essence burn equal to the constellation’s essence cost 
  (described in the constellation’s entry). This essence 
  burn cannot be healed or recovered in any way as long 
  as the constellation is manifested, though it begins to 
  recover normally once the constellation is dismissed (a 
  free action). Constellations are automatically dismissed 
  if the zodiac loses consciousness for any reason, or if 
  the constellation’s hit points are reduced to zero, but 
  otherwise remain indefinitely. A constellation that 
  is reduced to zero or fewer hit points is automatically 
  dismissed; if the constellation is manifested again 
  before 24 hours have passed, it appears with only 1 hit 
  point, though it can be healed or repaired normally. 
  Constellations that are dismissed normally recover all 
  of their hit points, any ability damage or drain, and 
  are cured of all negative conditions as long as at least 
  1 hour passes between each manifestation; otherwise 
  they appear with whatever injuries and conditions they 
  had when they were dismissed. Constellations from 
  Table 1: Zodiac
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Reflex 
  Save
  Will 
  Save
  Special
  Essence
  1
  +0
  +2
  +0
  +2
  Constellations, orbit
  1
  2
  +1
  +3
  +0
  +3
  Orbit progression
  2
  3
  +2
  +3
  +1
  +3
  Improved essence capacity +1
  3
  4
  +3
  +4
  +1
  +4
  Orbit progression
  4
  5
  +3
  +4
  +1
  +4
  Celestial lord
  5
  6
  +4
  +5
  +2
  +5
  Orbit progression
  6
  7
  +5
  +5
  +2
  +5
  Stargazing (1d6)
  7
  8
  +6/+1
  +6
  +2
  +6
  Orbit progression
  8
  9
  +6/+1
  +6
  +3
  +6
  Improved essence capacity +2
  9
  10
  +7/+2
  +7
  +3
  +7
  Orbit progression
  10
  11
  +8/+3
  +7
  +3
  +7
  Celestial ruler
  11
  12
  +9/+4
  +8
  +4
  +8
  Orbit progression
  12
  13
  +9/+4
  +8
  +4
  +8
  Stargazing (1d8)
  13
  14
  +10/+5
  +9
  +4
  +9
  Orbit progression
  14
  15
  +11/+6/+1
  +9
  +5
  +9
  Improved essence capacity +3
  15
  16
  +12/+7/+2
  +10
  +5
  +10
  Orbit progression
  16
  17
  +12/+7/+2
  +10
  +5
  +10
  Celestial emperor
  17
  18
  +13/+8/+3
  +11
  +6
  +11
  Orbit progression
  18
  19
  +14/+9/+4
  +11
  +6
  +11
  Stargazing (1d10)
  19
  20
  +15/+10/+5
  +12
  +6
  +12
  Astrological mastery, orbit progression 
  20
  
  5
  opposing elements (as 
  described 
  in 
  the 
  constellations section) 
  impose additional costs 
  when manifesting them.
  Once a constellation has been 
  manifested, it also acts as an essence 
  receptacle and can be invested with 
  essence just like a veil. The benefits for 
  investing essence in a constellation 
  are described in its entry, and the 
  normal limitations for essence 
  capacity apply.
  Orbit: When a zodiac gains 
  his first level in the zodiac class, 
  he must choose an orbit. Orbits 
  determine various benefits the 
  zodiac receives and what the best ways for him to utilize 
  his constellations are. Presented below are the solar and 
  lunar orbits.
  Lunar: As the moon allows the light of the sun to 
  reach into the darkness of night, so do zodiacs of the 
  lunar orbit spread the light of the constellations. Lunar 
  zodiacs specialize in supporting powerful champion 
  constellations with veils designed to heal and enhance 
  their champions while protecting the zodiac from 
  harm. Lunar zodiacs reduce the essence cost to manifest 
  champions by 1 (minimum 1), and gain an additional 
  point of essence at 1st level, 2nd level, and every even 
  level thereafter. At 4th level, and again at 6th level, the 
  zodiac gains Access Low Chakra Slot as a bonus feat. 
  At 10th level, and again at 12th level, he gains Access 
  Middle Chakra Slot as a 
  bonus feat. At 14th level, and 
  again at 16th level, the zodiac gains Access Higher 
  Chakra Slot as a bonus feat. The zodiac does not need to 
  meet the prerequisites for feats gained from this ability. 
  In addition, the lunar zodiac gains the following class 
  feature:
  Veilweaving: A lunar zodiac learns to shape the 
  magical power known as akasha into powerful veils, 
  which are drawn from the lunar veil list.  They know 
  and can shape any veil from this list. The DC for a 
  saving throw against a veil’s abilities is 10 + the number 
  of points of essence invested in the veil + the zodiac’s 
  Charisma modifier. The lunar zodiac can shape 2 veils 
  per day, plus one additional veil at 4th level and every 
  4 levels thereafter (8th, 12th, 16th, and 20th). Veils are 
  “My allies are as 
  infinite as the stars in 
  the sky; how can you 
  hope to defeat me?”
  —Jao Benzhing, 
  zodiac.
  
  6
  constructs of pure magic and are suppressed while in 
  the area of an antimagic field or similar phenomena. 
  The zodiac’s character level, as noted in the Akasha and 
  Magic Interactions section, determines the maximum 
  quantity of essence they can invest in any single veil. 
  As a swift action, they can reallocate their essence 
  investments into their veils every round. A zodiac must 
  have a good night’s rest and must meditate for one hour 
  to prepare his veils for the day.
  Solar: Zodiacs who follow the solar orbit are said to be 
  like the sun; bright, brilliant, and self-reliant, charting 
  the paths that others follow. A solar zodiac gains 
  proficiency with heavy armors and all martial weapons. 
  When wielding the weapon form of a constellation, 
  the zodiac uses his class level in place of his base attack 
  bonus when determining his bonus to hit, the effects 
  of feats that rely on base attack bonus (such as Power 
  Attack), and any other benefits or effects related to 
  his base attack bonus.  In addition, the zodiac gains a 
  bonus feat at 2nd level and every even level thereafter, 
  chosen from feats listed as either akashic, combat, or 
  teamwork feats, or the Shape Veil feat; the zodiac must 
  meet the prerequisites for these feats, but he treats his 
  zodiac level as his base attack bonus (in addition to base 
  attack bonuses gained from other classes and racial Hit 
  Dice) for the purpose of qualifying for these feats. Solar 
  zodiacs who take the Shape Veil feat use Charisma as 
  their veilweaving modifier. 
  Improved Essence Capacity: At 3rd level and every 
  six levels thereafter, the zodiac’s skill at investing essence 
  improves and the total essence capacity of all his essence 
  receptacles increases by 1
  Celestial Lord (Su): Starting at 5th level, the zodiac 
  becomes more adept at influencing and commanding 
  the constellations and reduces the essence penalty for 
  manifesting constellations with opposing elements from 
  3 to 2. In addition, for each additional constellation 
  the zodiac manifests with a matching element, he and 
  his champions deal 2 additional points of elemental 
  damage with their weapon attacks and any veil abilities 
  they possess that deal hit point damage (so a zodiac 
  who had manifested both the Archer and the Lion 
  would deal 2 additional points of fire damage with 
  his attacks, as would the Lion and Archer champion 
  forms); fire element constellations add fire damage, air 
  element constellations add electricity damage, water 
  constellations add cold damage, and earth constellations 
  add acid damage.
  Stargazing (Su): At 7th level the zodiac’s study of 
  the heavenly bodies gives him prophetic insights into 
  upcoming events. A number of times per day equal to 
  half his class level (rounded down), the zodiac may use 
  an immediate action to add 1d6 to an ability check, 
  attack roll, saving throw, or skill check. The zodiac must 
  use this ability after he has rolled the initial check but 
  before he learns its consequences (for example, a zodiac’s 
  player making a saving throw could wait to see the 
  result of his d20, but must declare his use of this ability 
  before the GM reveals whether the result is sufficient to 
  succeed). At 13th level, the zodiac may roll a d8 instead 
  of a d6 when using this ability. At 19th level, he may 
  instead roll a d10.
  Celestial Ruler: From 11th level on, the zodiac’s 
  ability to command the constellations and mitigate 
  their petty squabbles increases even further, reducing 
  the essence penalty for manifesting constellations with 
  opposing elements from 2 to 1. In addition, the zodiac 
  may now count constellations from complimentary 
  elements (fire and air, or earth and water) as though 
  they were both the same element and their original 
  element when determining the benefits of his celestial 
  lord class feature; for example, a zodiac with both the 
  Lion (fire) and Twins (air) constellations manifested 
  would deal an additional 2 points of fire damage and an 
  additional 2 points of electricity damage with his and 
  his champions’ weapon attacks and veil abilities.
  Celestial Emperor: At 17th level the zodiac’s 
  command of the constellations is unquestioned, and he 
  need no longer pay an essence penalty for manifesting 
  constellations with opposing elements. In addition, if the 
  zodiac has a weapon or armor constellation manifested, 
  he gains immunity to damage of the associated energy 
  type (air - electricity, earth - acid, fire - fire, water - 
  cold). If the zodiac has a champion manifested, his 
  champion gains immunity to the energy type associated 
  with their element. For example, a zodiac wearing the 
  Crab’s armor and wielding the Archer’s bow would have 
  immunity to cold and fire damage; if a zodiac with this 
  class feature manifested the Lion as a champion to fight 
  for him, the Lion would have immunity to fire.
  Astrological 
  Mastery: 
  At 
  20th 
  level, 
  the 
  zodiac’s mastery of the astrological powers unlocks a new 
  ability, determined by his orbit.
  Lunar: Upon reaching 20th level, the lunar zodiac 
  gains the ability to bind veils to his Body slot. In 
  addition, the zodiac’s mastery of both his own essence 
  
  7
  and the astrological energies of his constellations allows 
  him to instantly mitigate wounds dealt to him or his 
  constellations by sharing the damage. Whenever the 
  zodiac takes hit point damage, he may choose to have 
  half the damage dealt (rounded down) apply to any 
  champion constellation he has manifested instead of 
  himself (so a zodiac who took 47 points of damage 
  could instead to choose to have 23 points of the damage 
  apply to one of his champions and only take 24 points 
  of damage himself). Whenever one of the zodiac’s 
  champion constellations takes hit point damage, he 
  may choose to have half the damage dealt (rounded 
  down) apply to either himself or another of his currently 
  manifested champions.
  Solar: Solar zodiacs who reach 20th level are nearly 
  unstoppable on the battlefield, overflowing with life 
  energy and power. The zodiac becomes immune to 
  death effects and ability drain, and recovers ability 
  damage twice as fast. In addition, any weapon, armor, 
  or equipment constellations the zodiac has manifested 
  cannot be disarmed or sundered.
  L unar Veil L ist
  Hands: Gauntlets of the VoidC7S, Immaculate Touch, 
  Shooting Stars, Unicorn FeatheringC7S
  Feet: Boatman’s FerryC7S, Horselord’s Greaves, Stellar 
  Stompers, VoidwalkersC7S
  Head: Avatar of LightC7S, Diadem of Pure Reflection, 
  Mask of Elemental Adaptation
  Wrists: Gauntlets of the VoidC7S, Star Metal Bracers, 
  Thurston’s Bladewards, Vambraces of Holy ScriptureC7S
  Shoulders: Angelic WingsC7S, Cardinal’s Cape, 
  Cloak of DarknessC7S, Merchant’s Mantle, Nothingness 
  ShroudC7S, Perihelion Pauldrons
  Headband: Aurora Lenses, Criniere of WardingC7S, 
  Diadem of Pure Reflection, Halo of Holy LightC7S
  Neck: Collar of Skilled Instruction, Criniere of 
  WardingC7S, Five Rivers AmuletC7S, Garden Warden’s 
  GorgetC7S
  Belt: Guardian Sash, Horselord’s Greaves, Suli’s 
  SashC7S, 
  Unicorn’s 
  BardingC7S, 
  VoidwalkersC7S, 
  Waistband of the Wealthy
  Chest: Ceradon’s EternityC7S, Cuirass of Confidence, 
  Heart of YggdrasilC7S, Vestments of the Maharaja
  Body: Cardinal’s Cape, Ceradon’s EternityC7S, Heart 
  of YggdrasilC7S, Heaven’s BlessingC7S, Martyr’s Toga, 
  Unicorn’s BardingC7S
  *Veils marked with “C7S” can be found in the City of
  7 Seraphs campaign setting.
  
  8
  Akasha
  Akasha is the power of creation itself, the very essence 
  of magic. Akasha resonates with arcane, divine, and 
  psionic energy, often acting as a natural amplifier for 
  those power sources, though it is potent in its own 
  right. Sages and scholars have debated whether akasha 
  is the result of those power sources mixing and meshing 
  with the life energy of mortal beings, or if perhaps it is 
  the undiluted source from which those diverse powers 
  sprang. What is known is that all creatures have some  
  facility to access this power or be accessed by it.
  Veils are the most common tools by which akashic 
  magic is utilized, created when a creature channels 
  akashic energy through natural conduits in the body, 
  known as chakra. This energy is then molded by the 
  willpower of the creature from which it sprang into 
  a semi-tangible construct capable of converting the 
  wielder’s life energy, known as essence, into a near 
  infinite variety of effects.
  Every creature has a finite amount of essence in their 
  being, referred to as an essence pool. While essence 
  is not typically expended when veils or other akashic 
  effects are activated, a given creature can only devote 
  a certain amount of their essence to any particular 
  function. This is done by investing the essence into the 
  chosen receptacle, which could be a veil, akashic feat, 
  or other ability. Investing essence or changing where 
  essence is invested is typically a swift action.
  Veils are limited only by the wearer’s focus and 
  imagination. When a character first gains access to a 
  veilweaving class, he has the potential to manifest and 
  utilize any veil available to that class, though their facility 
  with that veil may vary depending on the size of their 
  essence pool and whether or not they have unlocked the 
  associated chakra, enabling them to bind a veil or effect.
  Binding is a process veilweavers and other wielders of 
  akashic magic learn through experience and growth. 
  When they’ve utilized a particular chakra long enough 
  that it has become imbued with a surplus of akashic 
  power, akashic characters learn how to build even 
  more complex and powerful constructs by utilizing the 
  reinforced channels of energy in their bodies. This is the 
  process known as binding, and it is possibly one of the 
  most potent abilities any veilweaver can learn.
  Chakras and Veils
  Every veil is associated with a chakra, even if it is 
  not bound to it. Chakras are points on the body that 
  conduct magical energy. Veils do not interfere with 
  magic items that occupy the same slot. The veil appears 
  as a translucent eldritch construct surrounding that part 
  of the body. You cannot shape two veils that occupy the 
  same chakra. Each chakra corresponds directly to the 
  matching equipment slot. Some veils can occupy one of 
  two or more different equipment slots; you choose when 
  you manifest your veil which of these slots you want it to 
  occupy. Even if the veil can occupy more than one slot, 
  you cannot have more than one instance of a given veil 
  shaped at the same time. The available slots are: Hands, 
  Feet, Head, Wrists, Shoulders, Headband, Neck, Belt, 
  Chest, Body. Some classes may gain access to specific 
  and unique veils and chakra slots not normally available
  Veils can be bound to a slot to increase their power 
  once a character has reached a certain level of experience 
  in manipulating akasha. By binding a veil to that slot 
  the veilweaver gains the most potent abilities from the 
  veil by flooding it with even more of their inherent 
  akashic energy. Once a character has gained the ability 
  to bind veils to a particular slot, they can automatically 
  bind a veil there as part of the process of shaping their 
  veils for the day.
  Akasha and 
  Magic Interactions
  While veilweaving is quite different from standard 
  spellcasting, the basic rule for the interactions of veils 
  and magic is very straightforward: veils interact with 
  spells and vice versa in the same way that spells normally 
  interact with other spells or spell-like abilities.
  Spell resistance is effective against most veils that 
  directly target a creature or emulate an enchantment 
  effect, but unless otherwise specified does not apply 
  against area of effect abilities or auras. Veils that grant or 
  enhance natural attacks or weapons, such as the Horns 
  of the Minotaur, are never subject to spell resistance. A 
  veilweaver’s veil effects always overcome their own spell 
  resistance.
  Veils are mostly physical constructs of akasha, and as 
  such can be targeted by effects like a sunder attack; a 
  veil that takes more than twice the veilweaver’s level in 
  damage in a single attack is suppressed and does not 
  
  9
  function for 1d4 rounds. Veils have a Hardness score 
  equal to the veilweaver’s level and gain a bonus to saves 
  vs. targeted effects equal to the amount of essence 
  currently invested. Veils can also be targeted by dispel 
  magic, mage’s disjunction, or similar spell effects, and are 
  treated as a magic item when determining the effects. 
  A veil successfully affected by a mage’s disjunction is 
  suppressed for the duration of the spell and any essence 
  invested in a suppressed veil becomes unavailable until 
  the effect ends. Veils are nearly invisible  until invested 
  with at least one point of essence; a veilweaver gains a 
  +5 circumstance bonus to Disguise checks to hide the
  fact that they have an uninvested veil shaped, though
  detect magic , true seeing, or similar effects automatically
  reveal their presence. As soon as a point of essence is
  invested in a veil they flare into tangibility and are easily
  noticeable, imposing a -5 penalty on Disguise checks to
  hide their presence or function.
  Binding Essence: Some feats and veils will require 
  you to bind, rather than invest, essence into them. 
  When essence is bound into a receptacle, it cannot be 
  recovered or reassigned to another receptacle until 24 
  hours have passed, or until the next time the user shapes 
  their veils for the day, whichever comes first. If the 
  receptacle is sundered or disjoined, the user immediately 
  takes essence burn equal to the total essence invested in 
  the veil. Once the burn has recovered, they can reinvest 
  the essence normally.
  Bonuses from shaped veils: Note that the general 
  rules for stacking still apply; two bonuses of the same 
  type do not stack, even if they come from two different 
  veils or a veil and a spell or spell-like effect.
  Companions: Some veils grant the veilweaver the 
  ability to conjure, create, or summon companion 
  creatures, such as angels, treants, and zombies. Whenever 
  a creature is granted or created by a veil ability, it is able 
  to understand the veilweaver’s commands and always 
  follows their instructions to the best of its ability. 
  Creatures granted by veils or other akashic abilities 
  (such as constellation champions) cannot be banished 
  or dismissed since they are tied to the veilweaver’s life 
  force, but any effect that sunders, dispels, or otherwise 
  unshapes a veil immediately dismisses the companion 
  creature unless specifically noted otherwise.
  Descriptors: Veils use many of the same descriptors 
  as spells. Whenever a veil contains a descriptor, it carries 
  all the same connotations as the spell descriptor of the 
  same name. Since veils do not have schools, subschools, 
  domains, or disciplines, these descriptors are the primary 
  way to categorize and identify a veil and its effects.
  Essence Burn: Some spells and abilities cause essence 
  burn. Essence that has been burned cannot be used 
  again for any other purpose until the veilweaver has 
  had a chance to rest in a calm environment. Essence 
  burn naturally recovers at a rate of 1 point of essence 
  per minute.
  Essence Capacity: However large their essence pool 
  is, a character can only invest a certain amount of essence 
  into any one veil, feat, class feature, magic item, or other 
  akashic receptacle. The character’s total character level 
  determines this essence capacity as shown below, though 
  some feats, class features, magic items, or other abilities 
  or effects may modify their total capacity:
  Character 
  Level
  Essence 
  Capacity
  1st – 5th
  1
  6th- 11th
  2
  12th-17th
  3
  18th-20th
  4
  Identifying veils and effects: Information about 
  a veil’s properties or effects can  be determined using 
  the Knowledge (arcana) skill according to the following 
  table:
  Identify a magical manifestation as 
  akasha or veilweaving
  DC 10
  Identify a specific veil or akashic 
  effect’s basic properties
  DC 15
  Identify a specific veil or akashic 
  effect’s bind effects
  DC 20
  In areas where akashic magic is uncommon or 
  otherwise unheard of, increase the DC of these checks 
  by 5.
  Veilweavers can also disguise the presence or function 
  of their veils using the Disguise skill, disguising their 
  veils as extravagant clothing or even natural extensions 
  of their own body. A creature cannot attempt to identify 
  a disguised veil without first succeeding on a Perception 
  check to notice that it is a veil.
  Ongoing effects and unconsciousness:  Veils do not 
  require conscious action to maintain, but if a veilweaver 
  is rendered unconscious while they have active veils 
  
  10
  shaped a number of things may occur. Any  active aura 
  powers granted by shaped veils are suppressed until 
  the veilweaver regains consciousness, at which point 
  the veilweaver must spend a move  action to reactivate 
  them. Any effects that occur automatically over time, 
  such as the temporary hit point generation of the Stone 
  Giant’s Girdle, continue to accrue as normal.  Veils that 
  are sundered while the veilweaver is unconcious are not 
  just suppressed, but destroyed completely and cannot be 
  used again until the veilweaver reshapes their veils. The 
  veilweaver may willingly suppress the active effects of 
  any veil they have shaped as a free action and resume 
  them as a move action; the veilweaver may resume the 
  effects of multiple veils as part of the same move action.
  Per Day Abilities: Some veils grant spell-like abilities 
  that can be used a limited number of times per day. 
  These veils use the same saving throw DC as your other 
  veil abilities. These uses are only refreshed when you 
  reshape your veils for the day; abilities like the vizier’s 
  veilshifting do not allow you to reshape the veil and 
  replace it with a new instance of itself for additional uses.
  Temporary essence: Some abilities may grant the 
  veilweaver temporary essence.  Temporary essence 
  points are always burned first, and cannot be recovered 
  through normal rest, though they generally act and can 
  be used in all other ways just like normal essence.
  Temporary hit points and additional Hit Dice: 
  Temporary hit points and additional HD granted by 
  veils or other akashic effects start at full when essence 
  is first invested and regenerate at a rate of 1 hit point 
  per minute, but cannot be restored by removing and 
  re-adding essence to the veil. Essence invested in a veil 
  or other akashic receptacle that grants up to a certain 
  amount of temporary hit points or bonus Hit Dice after 
  the first time you invest essence for the day instead 
  starts at 1 hit point and regenerates up to its normal 
  maximum amount.
  Weapon-like Veils: Weapon-like veils are veils that 
  can be wielded and used as a weapon, such as the Loyal 
  Paladin’s Spear of Light or the Sword of Justice. These 
  veils use the same damage dice and critical statistics as 
  any weapon they are described as acting as. Veilweavers 
  are always proficient with any weapon-like veil they 
  shape. Veils that grant selectable weapon enhancements, 
  such as the Reaper’s Scythe, may choose which weapon 
  enhancements to use each time essence is invested. If 
  a weapon-like veil is disarmed or otherwise removed 
  or released from your grasp, it immediately dissipates 
  and can be reformed as a free action on your next turn; 
  this supersedes the limitations on previously published 
  weapon-like veils, such as Loyal Paladin’s Spear of Light, 
  which states that it requires a swift action to recover. 
  
  11
  Constellations
  The following constellations are available to zodiacs 
  and characters with the Amateur Astrologist or Noble 
  Astrologist feats. Each constellation is associated 
  with a primal element: Air, Earth, Fire, or Water. Air 
  compliments Fire and opposes Earth, Earth compliments 
  Water and opposes Air, Fire compliments Air and 
  opposes Water, and Water compliments Earth and 
  opposes Fire. Whenever a character attempts to manifest 
  a constellation while they already have a constellation 
  of the opposing element manifested, they must pay an 
  essence penalty, increasing the amount of essence burn 
  taken when manifesting the new constellation by 3. If 
  the character cannot pay this increased cost, they cannot 
  manifest the new constellation.
  The Archer
  Generous but impatient, the Archer 
  favors those with a keen eye and a 
  fiery disposition.
  Element: Fire
  Manifestations: Champion, Weapon
  Champion (Essence cost 5): You gain the ability 
  to manifest the Archer constellation in the form of 
  an elven ranger with the archery combat style whose 
  class level is equal to your zodiac level -3 (minimum 
  1). The Archer never gains an animal companion and 
  must choose the hunter’s bond option to form a bond 
  with its companions instead. In addition to armor and 
  equipment appropriate to an NPC of its class level, the 
  Archer always appears with a magical bow or crossbow 
  with an enhancement bonus equal to half your zodiac 
  level (minimum 1). All equipment the archer appears 
  with disappears as soon as the archer is dismissed for 
  any reason. Any enhancement bonuses in excess of +5 
  must be spent on weapon special abilities.
  Essence: For each point of essence invested in the 
  champion form of the Archer, its movement speed 
  increases by 5 feet and it gains a +1 insight bonus to 
  CMD against disarm and trip attempts.
  Weapon (Essence cost 1): You gain the ability 
  to manifest the Archer as a masterwork composite 
  longbow, masterwork heavy crossbow, or masterwork 
  light crossbow. If you choose a composite longbow, 
  it always has a strength rating equal to its wielder’s 
  Strength bonus. If you choose a heavy or light crossbow, 
  the wielder gains the Rapid Reload feat for that weapon 
  as long as they are wielding it. For every two zodiac levels 
  you possess, this weapon gains a +1 enhancement bonus. 
  As long as the weapon has at least a +1 enhancement 
  bonus, these bonuses can be used to add magical weapon 
  properties to it, consuming an amount of bonus equal 
  to the property’s base price modifier. These bonuses and 
  properties are decided when the weapon is manifested 
  and cannot be changed until the next time the zodiac 
  manifests the weapon. In addition you gain a quiver 
  containing 10 masterwork arrows or bolts; this quiver 
  automatically replenishes itself at the end of each round.
  Essence: As long as you have at least 1 point of essence 
  invested in the weapon form of the Archer, its wielder 
  may perform the disarm, sunder, and trip combat 
  maneuvers in place of any ranged attack made with this 
  weapon. In addition, for each point of essence invested 
  in the Archer, its wielder gains a +1 insight bonus on all 
  CMB checks made to perform a disarm, sunder, or trip 
  combat maneuver.
  The Bull
  Stubborn and reliable, the Bull will 
  dash aside those who waver in their 
  convictions.
  Element: Earth
  Manifestations: Champion, Equipment
  Champion (Essence cost 4): You gain the ability to 
  manifest the Bull constellation in the form of a war bull 
  animal companion with a starting Intelligence score 
  of 6.
  Essence: For each point of essence invested in the 
  champion form of the Bull, it gains a +2 insight bonus 
  to CMB and CMD when performing or resisting a bull 
  rush or overrun combat maneuver.
  Equipment (Essence cost 2): You gain the ability 
  to manifest the Bull as a set of heavy pauldrons that 
  occupy the wearer’s shoulders slot. The wearer of these 
  pauldrons increases the attack bonus from charging by 
  +1, reduces the penalty to AC for performing a charge 
  by 1, and never provokes an attack of opportunity due 
  to movement made as part of a charge or for performing 
  a bull rush or overrun combat maneuver.
  Essence: For each point of essence invested in the 
  equipment form of the Bull, the wearer gains a +1 insight 
  bonus to CMB and CMD when performing or resisting 
  a bull rush or overrun combat maneuver.
  
  12
  The Crab
  Tenacious and suspicious, 
  those who earn the 
  Crab’s trust will find 
  an enduring guardian.
  Element: Water
  Manifestations: Armor, Champion
  Armor (Essence cost 2): You gain 
  the ability to manifest the Crab as a suit 
  of masterwork armor that instantly forms 
  around you or a touched willing creature. You 
  may choose at the time of manifesting what type of 
  armor the Crab appears as, though you must choose a 
  type of armor with which the wearer is proficient. For 
  every two zodiac levels you possess, this armor gains a 
  +1 enhancement bonus. As long as the armor has at least 
  a +1 enhancement bonus, these bonuses can be used to 
  add magical armor properties to the armor, consuming 
  an amount of bonus equal to the property’s base price 
  modifier. These bonuses and properties are decided 
  when the armor is manifested and cannot be changed 
  until the next time the zodiac manifests the armor.
  Essence: Investing at least one point of essence in the 
  Crab’s armor causes it to sprout chitinous prongs that 
  act as masterwork armor spikes. For each additional 
  point of essence invested, these armor spikes gain a +1 
  enhancement bonus; as long as the armor spikes have at 
  least a +1 enhancement bonus, these bonuses can be used 
  to add magical weapon properties to the armor spikes, 
  consuming an amount of bonus equal to the property’s 
  base price modifier.
  Champion (Essence cost 4): You gain the ability to 
  manifest the Crab constellation in the form of a giant 
  crab animal companion with a starting Intelligence 
  score of 6.
  Essence: Investing at least one point of essence in the 
  champion form of the Crab grants all its natural attacks 
  a +1 enhancement bonus. Each additional point of 
  essence invested increases this enhancement bonus by 
  an additional +1. These bonuses can be used to add 
  magical weapon properties to the crab’s natural attacks, 
  consuming an amount of bonus equal to the property’s 
  base price modifier.
  
  13
  The Druid
  Loyal, practical, and shy, the Druid 
  nurtures and protects those who 
  seek her counsel.
  Element: Air
  Manifestations: Champion, Equipment, Weapon
  Champion (Essence cost 5): You gain the ability 
  to manifest the Druid constellation in the form of 
  a halfling druid whose class level is equal to your 
  zodiac level -3 (minimum 1). The Druid never gains 
  an animal companion and must choose the Air 
  domain option of their nature’s bond.
  Essence: For each point of essence invested in the 
  champion form of the Druid, it gains a +1 insight 
  bonus to concentration checks. For every 3 points of 
  essence invested, the Druid and all allies adjacent to 
  it gain a +1 dodge bonus to AC.
  Equipment (Essence cost 2): You gain the ability 
  to manifest the Druid as a magical wooden mask 
  that allows the wearer to use wild empathy as a 
  druid whose class level is equal of your zodiac level. In 
  addition, the wearer of the mask is under a constant 
  speak with animals effect.
  Essence: For each point of essence invested in the 
  equipment form of the Druid, the wearer of the mask 
  gains a +1 insight bonus on Handle Animal and wild 
  empathy checks.
  Weapon (Essence cost 1): You gain the ability to 
  manifest the Druid as a masterwork club or greatclub. 
  For every two zodiac levels you possess, this weapon 
  gains a +1 enhancement bonus. As long as the weapon 
  has at least a +1 enhancement bonus, these bonuses 
  can be used to add magical weapon properties to it, 
  consuming an amount of bonus equal to the property’s 
  base price modifier. These bonuses and properties are 
  decided when the weapon is manifested and cannot be 
  changed until the next time the zodiac manifests the 
  weapon.
  Essence: As long as you have at least 1 point of 
  essence invested in the weapon form of the Druid, 
  whenever its wielder confirms a critical hit or rolls the 
  maximum possible damage on the base weapon 
  damage die on an attack with it (such as rolling a 
  6 on a 1d6), the target of the attack must succeed on 
  a Reflex saving throw (DC 10 + zodiac’s Charisma 
  modifier + 1 per point of essence invested) or take 1d6 
  points of piercing damage per point of essence invested 
  and become entangled for one round as thorny vines 
  spring out from the point of impact to wrap around 
  them.
  The Fish
  Artistic and wise, the Fish lends its 
  strength to any who can pique its 
  curiosity.
  Element: Water
  Manifestations: Champion, Equipment
  Champion (Essence cost 4): You gain the ability to 
  manifest the Fish constellation in the form of either 
  a dolphin or shark animal companion with a starting 
  Intelligence score of 6; once chosen this choice cannot 
  be changed.
  Essence: For each point of essence invested in the 
  champion form of the Fish, its swim speed increases 
  by 5 feet. For every 2 points of essence invested, it gains 
  either a +1 inherent bonus to its Strength score (if the 
  chosen form is that of a shark), or a +1 inherent bonus 
  Champions
  Constellation 
  champions 
  represent 
  a 
  versatile companion option similar in nature 
  to the Leadership feat. There are a lot of 
  considerations  that the Zodiac player and 
  their GM will need to look at when playing this 
  class. We recommend that in campaigns were 
  PCs can make their own cohort that they be 
  allowed to do the same for their champions. 
  Some GMs will prefer to level the champion 
  creature themselves. Have the discussion 
  when creating the Zodiac character how 
  this will work for a given campaign. Above 
  all else—prepare the champions before a 
  session begins. Spontaneous generation of 
  a companion after a session starts will be 
  time consuming and distracting particularly 
  at higher levels. GMs should not allow an 
  unprepared champion to be summoned.
  
  14
  to its Dexterity score (if the chosen form is that of a 
  dolphin).
  Equipment (Essence cost 2): You gain the ability to 
  manifest the Fish as a pair of leather boots that sprout 
  delicate fins when submerged in water. The wearer of 
  these boots gains a 20 foot swim speed and the ability 
  to breathe underwater.
  Essence: For each point of essence invested in the 
  equipment form of the FIsh, the swim speed granted to 
  the wearer increases by 5 feet.
  The L ion
  Passionate and fierce, the L ion’s 
  arrogance will not allow it to 
  aid any who fail to show it proper 
  respect.
  Element: Fire
  Manifestations: Armor, Champion, Weapon
  Armor (Essence cost 1): You gain the ability to 
  manifest the Lion as a suit of masterwork hide armor 
  that instantly forms around you or a touched willing 
  creature. For every two zodiac levels you possess, this 
  armor gains a +1 enhancement bonus. As long as the 
  armor has at least a +1 enhancement bonus, these 
  bonuses can be used to add magical armor properties 
  to the armor, consuming an amount of bonus equal to 
  the property’s base price modifier. These bonuses and 
  properties are decided when the armor is manifested 
  and cannot be changed until the next time the zodiac 
  manifests the armor.
  Essence: For each point of essence invested in the Lion’s 
  armor manifestation, the wearer’s base move speed 
  increases by 5 feet. If at least 4 points of essence are 
  invested, the wearer gains the pounce universal monster 
  ability.
  Champion (Essence cost 4): You gain the ability to 
  manifest the Lion constellation in the form of a big cat 
  animal companion with a starting Intelligence score 
  of 6.
  Essence: For each point of essence invested in the 
  champion form of the Lion, all of its natural attacks deal 
  an additional 1d6 fire damage. This stacks with similar 
  damage from other sources, such as the flaming special 
  weapon property.
  Weapon (Essence cost 2): You gain the ability to 
  manifest the Lion as a pair of masterwork cestus. While 
  these cestus are formed, anyone wielding both of them 
  is treated as having the Two-Weapon Fighting feat, 
  even if they would not normally meet its prerequisites. 
  For every two zodiac levels you possess, each of these 
  weapons gains a +1 enhancement bonus. As long as 
  the cestus have at least a +1 enhancement bonus, these 
  bonuses can be used to add magical weapon properties 
  to them, consuming an amount of bonus equal to 
  the property’s base price modifier. These bonuses and 
  properties are decided when the weapon is manifested 
  and cannot be changed until the next time the zodiac 
  manifests the weapon.
  Essence: For each point of essence invested in the 
  weapon manifestation of the Lion, the wielder gains a 
  +1 insight bonus on all CMB and CMD checks made to 
  perform or resist a grapple. If you have at least 4 points 
  of essence invested, the wielder of the cestus gains the 
  Two-Weapon Rend feat, even if they would not normally 
  qualify for it.
  The Ram
  Confident and enthusiastic, the 
  Ram will not stand idly by and may 
  abandon those who sit idle for too 
  long.
  Element: Fire
  Manifestations: Champion, Equipment
  Champion (Essence cost 4): You gain the ability to 
  manifest the Ram constellation in the form of a ram 
  animal companion with a starting Intelligence score 
  of 6.
  Essence: For each point of essence invested in the
  champion form of the Ram, it gains a +1 insight bonus 
  on attack rolls and a +2 insight bonus on damage rolls 
  for all attacks made as part of a charge.
  Equipment (Essence cost 2): You gain the ability to 
  manifest the Ram as an adamantine helmet set 
  with a pair of gleaming black horns. The wearer of 
  this helmet gains a gore primary natural attack 
  dealing 1d6 bludgeoning damage for a Medium 
  creature (1d4 Small, 1d8 Large). For every two 
  zodiac levels you possess, the gore natural attack 
  granted by the helmet gains a +1 enhancement bonus. 
  As long as the gore has at least a +1 enhancement 
  bonus, these bonuses can be used to add magical 
  weapon properties to it, consuming an amount of 
  bonus equal to the property’s base price modifier. These 
  
  15
  bonuses and properties are decided when the weapon 
  is manifested and cannot be changed until the next 
  time the zodiac manifests the weapon.
  Essence: For each point of essence invested in the 
  equipment form of the Ram, the wearer gains a +2 
  insight bonus to all damage rolls on attacks made as 
  part of a charge.
  The Sea Goat
  Disciplined to a fault, many find 
  the Sea Goat hard to tolerate for 
  long stretches.
  Element: Earth
  Manifestations: Champion, Equipment
  Champion (Essence cost 6): You gain the ability to 
  manifest the Sea Goat constellation in the form of a 
  capricorn with a starting Intelligence score of 6. When 
  you reach zodiac level 4 and every level thereafter, 
  the capricorn improves as though it was an animal 
  companion, treating your effective druid level as your 
  zodiac level -3.
  Essence: For each point of essence invested in the 
  champion form of the Sea Horse, it gains a 5 foot 
  enhancement bonus to its land speed and swim speed, 
  and increases the DC of its aura of fear by 1.
  Equipment (Essence cost 3): You gain the ability 
  to manifest the Sea Goat as a shimmering shirt made 
  of scales woven together with goat’s hair. The wearer 
  of this shirt gains a capricorn’s aura of fear with a save 
  DC equal to 10 + your zodiac level + your Charisma 
  modifier. This aura may be suppressed or resumed as a 
  free action taken on the wearer’s turn.
  Essence: For each point of essence invested in the 
  equipment form of the Sea Goat, the wearer gains a +1 
  insight bonus on Intimidate checks and increases the 
  DC of the aura of fear by 1.
  The Scales
  Those who seek balance and 
  harmony in all things are most 
  likely to earn the favor of the 
  Scales.
  Element: Air
  Manifestations: Equipment, Weapon
  Equipment (Essence cost 2): You gain the ability to 
  manifest the Scales constellation as a set of beautiful 
  mithral scales that can be wielded as a magical rod 
  designed to channel the forces of balance. Whenever 
  a creature carrying this rod is damaged by an attack, 
  they may spend an immediate action to charge the rod 
  with an amount of healing equal to the damage taken 
  (maximum 5 x the zodiac’s class level). This healing 
  may be delivered to any creature, including the creature 
  carrying the rod, by touching the creature to be healed 
  and activating the rod as a move action. This is a positive 
  energy effect and harms undead. The Scales cannot 
  carry more than one use of healing at a time.
  Whenever a creature carrying the Scales receives 
  healing from any source, they may spend an immediate 
  action to charge the rod with an amount of damage 
  equal to the healing received (maximum 5 x the zodiac’s 
  class level). This damage can be dealt to any creature by 
  making a melee touch attack with the rod as a standard 
  action. This is a negative energy effect and instead heals 
  undead for an amount equal to the damage that would 
  have been dealt. The Scales cannot carry more than one 
  such damage use at a time.
  Essence: For each point of essence invested in the 
  equipment form of the Scales, the damage dealt or 
  healed by either of its abilities increases by 2.
  Weapon (Essence cost 2): You gain the ability to 
  manifest the Scales as a masterwork dire flail. This dire 
  flail is perfectly weighted and balanced, reducing the 
  penalties for two-weapon fighting with it as a double 
  weapon by half, and allowing it to be treated as a martial 
  weapon instead of an exotic weapon. For every two 
  zodiac levels you possess, each end of this weapon gains 
  a +1 enhancement bonus. As long as the weapon has 
  at least a +1 enhancement bonus, these bonuses can be 
  used to add magical weapon properties to it, consuming 
  an amount of bonus equal to the property’s base price 
  modifier. These bonuses and properties are decided 
  when the weapon is manifested and cannot be changed 
  until the next time the zodiac manifests the weapon.
  Essence: As long as there is at least 1 point of essence 
  invested in the weapon form of the Scales, its wielder 
  never provokes an attack of opportunity for attempting 
  a disarm or trip combat maneuver. For each point of 
  essence invested in the weapon form of the Scales, the 
  wearer gains a +1 insight bonus to CMB and CMD 
  when performing or resisting a disarm or trip combat 
  maneuver.
  
  16
  The Scorpion
  Brave, but prone to jealousy, the 
  Scorpion prefers small groups who 
  can appreciate its power.
  Element: Earth
  Manifestations: Champion, Equipment, Weapon
  Champion (Essence cost 4): You gain the ability 
  to manifest the Scorpion constellation in the form of 
  a giant scorpion animal companion with a starting 
  Intelligence score of 6.
  Essence: For each point of essence invested in the 
  champion form of the Scorpion, the DC to resist the 
  poison from its sting and the Strength damage dealt by 
  its poison increases by 1.
  Equipment (Essence cost 1): You gain the ability 
  to manifest the Scorpion as a pair of magical leather 
  bracers. These bracers are worn in the wrist slot and the 
  wearer can command them to apply a dose of scorpion 
  poison (DC 15, frequency 1 round for 6 rounds, effect 
  1 Str damage, cure 1 save) to one of their weapons or 
  natural attacks as a swift action.
  Essence: For each point of essence invested in the 
  equipment form of the Scorpion, the saving throw DC 
  to resist its poison and the amount of Strength damage 
  dealt by the granted poison increase by 1.
  Weapon (Essence cost 2): You gain the ability to 
  manifest the Scorpion as a masterwork scorpion whip. 
  This whip moves intuitively with the wielder, allowing 
  them to be treated as proficient with both the whip and 
  scorpion whip while wielding it and granting them the 
  Whip Mastery feat, even if they would not normally 
  qualify for it.
  For every two zodiac levels you possess, this weapon 
  gains a +1 enhancement bonus. As long as the weapon 
  has at least a +1 enhancement bonus, these bonuses 
  can be used to add magical weapon properties to it, 
  consuming an amount of bonus equal to the property’s 
  base price modifier. These bonuses and properties are 
  decided when the weapon is manifested and cannot be 
  changed until the next time the zodiac manifests the 
  weapon.
  Essence: For each point of essence invested in the 
  weapon form of the Scorpion, the wielder gains a +1 
  insight bonus to CMB and CMD when performing or 
  resisting a disarm or trip combat maneuver.
  The Twin
  Curious and ever-changing, the 
  Twin seeks those who follow the 
  horizon.
  Element: Air
  Manifestations: Champion, Equipment
  Champion (Essence cost 7): You gain the ability 
  to manifest the Twin constellation in the form of a 
  doppelganger. When you reach zodiac level 6th and 
  each level thereafter, this doppelganger gains one level 
  in the rogue class.
  Essence: For each point of essence invested in the 
  champion form of the Twin, it gains a +1 insight bonus 
  on Bluff and Disguise checks.
  Equipment (Essence cost 3): You gain the ability to 
  manifest the Twin as a shimmering robe that allows the 
  wearer to cast mirror image as an at-will spell-like ability 
  with a caster level equal to your zodiac level.
  Essence: For each point of essence invested in the 
  equipment form of the Twin, the wearer gains a +1 
  insight bonus on Reflex saving throws and Bluff checks 
  made to feint as long as they are under the effects of the 
  mirror image spell.
  The Water Bearer
  Independent and temperamental, 
  the Water Bearer will not long aid 
  those who fail to appreciate her or 
  who seek to control her.
  Element: Water
  Manifestations: Champion, Equipment
  Champion (Essence cost 12): You gain the ability 
  to manifest the Water Bearer constellation in the form 
  of a marid. Unlike a standard marid, the Water Bearer 
  cannot grant wishes. When you reach zodiac level 13th 
  and each level thereafter, this marid gains one level in 
  the bard class.
  Essence: For each point of essence invested in the 
  champion form of the Water Bearer, she gains a +1 
  insight bonus on attack rolls and damage rolls, and 
  increases the saving throw DCs of all of her spells and 
  spell-like abilities by 1.
  Equipment (Essence cost 3): You gain the ability to 
  manifest the Water Bearer as a beautiful porcelain gourd 
  that hangs from the wearer’s waist by a hempen cord, 
  
  17
  occupying the belt slot. The wearer of this belt gains the 
  ability to cast create water as an at-will spell-like ability 
  with a caster level equal to your zodiac level. In addition, 
  the wearer may fire a blast of water as a ranged touch 
  attack that deals an amount of cold damage equal to 
  1d6 + your Charisma modifier. On a successful attack 
  (including attacks where the attack roll was successful 
  but the target’s cold resistance or immunity negates the 
  damage), the wearer may attempt a bull rush against 
  the target; the CMB for this bull rush is equal to your 
  zodiac level plus your Charisma modifier. This bull rush 
  does not provoke an attack of opportunity. This effect 
  also extinguishes any normal fires on a creature, object, 
  or in a single 5-foot square which it is targeted against. 
  Magical fires are unaffected.
  Essence: For each point of essence invested in the 
  equipment form of the Water Bearer, the wearer gains 
  a +1 insight bonus on Fortitude saving throws, and on 
  CMB checks to perform a bull rush.
  Veils
  Apparel of the  
  Merchant Prince
  COLLAR OF SKILLED INSTRUCTION
  Descriptors: None
  Class: Daevic, Guru, Lunar, Vizier
  Slot: Neck
  Saving Throw: None
  When you’re right, make sure 
  everyone within earshot knows it.
  Wearing this veil allows you to use the aid another 
  action to assist an ally within 10 feet on a skill or ability 
  check. The ally must be able to hear and understand 
  your instructions, and you take all rolls and actions as 
  normal for the chosen aid another action.
  Essence
  For each point of essence invested in this ability 
  you can assist one additional ally and the range 
  increases by 5 feet. If all allies are not engaged 
  in the same task, using this ability is a full-round 
  action rather than a standard action.
  Chakra Bind (Neck)
  Binding this veil to your Neck chakra fills you 
  with an even greater ability to coordinate your 
  allies and share your will. When you bind this 
  veil choose one teamwork feat you meet the 
  prerequisites for. As a standard action, you can 
  grant this feat to yourself and all allies within 30 
  feet who can see and hear you. Allies retain the 
  use of this bonus feat for 3 rounds plus 1 round 
  for every two veilweaver levels you possess. 
  Allies do not need to meet the prerequisites of 
  this bonus feat.
  HORSELORD’S GREAVES
  Descriptors: None
  Class: Daevic, Lunar, Vizier
  Slot: Feet, Belt
  Saving Throw: None
  “You can’t put the cart before the 
  horse if you don’t have a horse to 
  begin with.”—Bert Shaw, drover and 
  dispenser of uncertain wisdom. 
  
  18
  You gain a +2 insight bonus to Handle Animal and 
  Ride checks.
  Essence
  For each point of essence invested in this ability 
  increase the bonus to Handle Animal and Ride 
  checks by +2.
  Chakra Bind (Feet)
  Binding this veil to your Feet chakra allows you to 
  cast the mount spell as an at-will spell-like ability 
  with a caster level equal to your veilweaver 
  level. You can only have one instance of this 
  ability active at any one time, and casting mount 
  using this ability while a previous casting is still 
  active instantly dismisses the first summoned 
  mount. Any creature you are mounted on gains 
  a +1 insight bonus to AC and saving throws, and 
  5 temporary hit points per point of essence 
  invested in this veil.
  Chakra Bind (Belt)
  Binding this veil to your Belt chakra allows you 
  to cast the phantom steed spell as an at-will 
  spell-like ability with a caster level equal to your 
  veilweaver level. You can only have one instance 
  of this ability active at any one time, and using 
  this ability while a previous casting is still active 
  instantly dismisses the first steed. Any creature 
  you are mounted on gains a +1 insight bonus 
  to AC and saving throws, and 5 temporary hit 
  points per point of essence invested in this veil.
  THURSTON’S BLADEWARDS
  Descriptors: None
  Class: Daevic, Lunar, Vizier
  Slot: Wrists
  Saving Throw: None
  A blade that can’t cut your flesh 
  will struggle to reach your purse 
  strings. 
  Foggy gray bracers surround your forearms when you 
  manifest this veil, granting you DR 2/bludgeoning.
  Essence
  For each point of essence invested in this veil, 
  increase the granted DR by 1.
  Chakra Bind (Wrists)
  Binding this veil to your Wrists chakra further 
  increases their defensive potency, granting you 
  a shield bonus to AC equal to 2 + the number of 
  essence points invested.
  MERCHANT’S MANTLE
  Descriptors: None
  Class: Daevic, Lunar, Vizier
  Slot: Shoulders
  Saving Throw: See text
  The tassles of this magical mantle 
  flick and twitch, keeping grasping 
  hands away from your valuables.
  Wearing this possessive veil  grants you a +2 insight 
  bonus to CMD against grapple, reposition, and steal 
  combat maneuvers. 
  Essence
  For each point of essence invested in this ability, the 
  bonus to CMD increases by +1.
  Chakra Bind (Shoulders)
  Binding this veil to your Shoulders chakra greatly 
  amplifies its ability to protect you from violent muggings. 
  Whenever you start your turn grappled by an opponent, 
  you may spend a move action to end the grapple and 
  immediately move up to 10 feet unless the opponent 
  succeeds on a Fortitude saving throw. Whenever an 
  opponent succeeds on a steal combat maneuver against 
  you, you may spend an immediate action to return 
  the item back to your possession unless the opponent 
  succeeds on a Reflex saving throw.
  VESTMENTS OF THE MAHARAJA
  Descriptors: Compulsion, mind-affecting
  Class: Lunar, Vizier
  Slot: Chest
  Saving Throw: See text
  Your inner ambition and pride are 
  given tangible form as your torso 
  is draped in eldritch energy that 
  gleams with the flickering light of 
  precious metals and gemstones.
  While using this magnificent veil your inherent 
  majesty is undeniable to any who gaze upon you. You 
  gain a +2 insight bonus to Diplomacy and Intimidate 
  checks.
  Essence
  For each point of essence you invest in this veil, 
  the bonus to Diplomacy and Intimidate checks 
  increases by +2.
  Chakra Bind (Chest)
  Binding this veil to your Chest chakra creates a 
  direct conduit for you to exert your inner majesty 
  
  19
  upon those around you. A number of times per 
  day equal to your primary veilweaving modifier, 
  you can exert powerful influence over others; 
  you can command the obedience and fealty of 
  creatures within 120 feet when you activate this 
  ability (a standard action). Creatures totaling 
  100 Hit Dice can be ruled, but creatures with 
  Intelligence scores of 12 or higher are each 
  entitled to a Will save to negate the effect. 
  Ruled creatures obey you as if you are their 
  absolute sovereign. Still, if you give a command 
  that is contrary to the nature of the creatures 
  commanded, the magic is broken and cannot 
  affect that creature again for 24 hours. This 
  ability stays in effect for 1 hour per veilweaver 
  level. Creatures with hit die greater than your 
  own are not affected by this ability.
  WAISTBAND OF THE WEALTHY
  Descriptors: Conjuration
  Class: Daevic, Eclipse, Lunar, Radiant, Vizier
  Slot: Belt
  Saving Throw: None
  This veil appears as a gleaming 
  golden band about the wearer’s 
  waist that seems to reflect and 
  refract light as though studded 
  with innumerable precious gems.
  Wearing this ostentatious veil gives you the skills to 
  sell ice to a linnorm or part a dwarf from his beard, 
  while keenly assessing the value of bargained goods. You 
  gain a +2 insight bonus to Appraise and Bluff checks.
  Essence
  For each point of essence invested in this veil, the 
  bonus to Appraise and Bluff checks increases 
  by +2.
  Chakra Bind (Belt)
  Binding this veil to your Belt chakra provides you 
  with all of the storage space required to store 
  your vast wealth and acquisitions. This veil now 
  doubles as a Bag of Holding (Type 1). For each 
  point of essence invested in this veil increase 
  its storage capacity by one step (Type 2, Type 3, 
  max Type 4). If this veil is dismissed or unbound 
  for any reason, or if you choose to reshape 
  this veil, all items currently stored within it are 
  instantly ejected into adjacent squares.
  Priestly Raiments
  CARDINAL’S CAPE
  Descriptors: Healing
  Class: Lunar, Radiant
  Slot: Body, Shoulders
  Saving Throw: None
  A shimmering mantle of vibrant 
  energy settles upon the veilweaver’s 
  shoulders and trails down their 
  back.
  Wearing this protective veil shrouds you in healing 
  energy, granting you a +2 insight bonus on saving throws 
  against effects that cause ability damage, ability drain or 
  energy drain, and against all death effects. Whenever 
  you succeed on a saving throw against such an effect, its 
  energy is converted into restorative power, healing you 
  for 5 hit points. 
  Essence
  For each point of essence invested in this ability, 
  the amount of healing granted when succeeding 
  on a saving throw increases by 3.
  Chakra Bind (Body)
  Binding this veil to your Body slot grants you 
  immunity to ability damage, ability drain, 
  energy drain, and death effects. Whenever your 
  immunity prevents such an effect from affecting 
  you, you gain fast healing 10 for a number of 
  rounds equal to your veilweaving modifier.
  Chakra Bind (Shoulders)
  Binding this veil to your Shoulders chakra 
  increases the bonus to saving throws granted by 
  this veil by +1 per point of essence invested, and 
  increases the additional healing granted when 
  succeeding on a saving throw to 5 per point of 
  essence.
  DIADEM OF PURE REFLECTION
  Descriptors: Good
  Class: Guru, Lunar, Nexus, Radiant
  Slot: Head, Headband
  Saving Throw: None
  This gleaming circlet of purified 
  akasha fortifies your thoughts 
  and grants clarity of vision.
  Wearing this holy veil grants you a +1 sacred bonus 
  on all saving throws against effects that would cause 
  
  20
  the blinded, dazed, deafened, silenced, stunned, or 
  paralyzed conditions.
  Essence
  The bonus granted by this veil increases by +1 per 
  point of essence invested.
  Chakra Bind (Head)
   Whenever you succeed on a saving throw against 
  a spell or effect that would cause them to suffer 
  the dazed, deafened, or silenced condition, it 
  rebounds on the originator forcing them to make 
  a save at the original DC or suffer the full effects 
  of the original attack themselves as though they 
  were the original target of the ability.
  Chakra Bind (Headband)
   In addition to the benefits provided by the Head 
  bind, whenever you succeed on a saving throw 
  against a spell or effect that would cause you 
  to suffer the blinded, stunned, or paralyzed 
  conditions, that effect can be redirected to 
  a new target, forcing them to make a save at 
  the original DC or suffer the full effects of the 
  original attack themselves as though they were 
  the original target of the ability.
  GUARDIAN SASH
  Descriptors: None
  Class: Guru, Lunar, Radiant
  Slot: Belt
  Saving Throw: None
  A flash of energy bursts from this 
  akashic sash just as the wearer 
  would take a fatal wound.
  Wearing this protective veil girds you against fatal 
  blows. Whenever an enemy would score a critical hit 
  against you, the veil undulates and interposes itself, 
  granting you a +2 insight bonus to AC against all critical 
  hit confirmation rolls.
  Essence
  For each point of essence invested in this ability, 
  the bonus to AC vs. critical threat confirmations 
  increases by +2.
  Chakra Bind (Belt)
  Once per round, whenever an enemy’s weapon 
  attack would reduce you to zero or fewer hit 
  points, this veil lashes out, attempting to knock 
  the attack away. Make an attack roll with this 
  veil, adding your veilweaving modifier and the 
  total amount of essence invested to your base 
  attack bonus. If this roll meets or exceeds the 
  threatening attack roll, the attack is negated.
  IMMACULATE TOUCH
  Descriptors: Good, healing
  Class: Daevic, Guru, Lunar, Nexus, Radiant
  Slot: Hands
  Saving Throw: See text
  A shimmering golden glow 
  encompasses your hands as your 
  kind nature manifests itself as pure 
  positive energy.
  You gain the ability to cure minor wounds as a standard 
  action, restoring 1 hit point with a touch. Alternatively, 
  this positive energy can be used to damage undead 
  creatures by making a melee touch attack (Will save for 
  half) with damage equal to the normal amount healed. 
  This ability can only be used on any specific creature 
  a number of times per day equal to 1+ your primary 
  veilweaving modifier.
  Essence
  Each point of essence invested in this ability 
  increases the damage healed or dealt by 1d6.
  Chakra Bind (Hands)
  The reinforced connection between you and your 
  veil allows you to invest it with even more of your 
  nurturing spirit. At the time this veil is prepared, 
  choose one mercy that a paladin of your level 
  would have access to; you may apply the effects 
  of that mercy whenever you use Immaculate 
  Touch to restore an ally’s hit points.
  MARTYR’S TOGA
  Descriptors: Good, healing
  Class: Guru, Lunar, Nexus, Radiant
  Slot: Body
  Saving Throw: None
  Vibrant glimmers of essence sparkle 
  within the folds of this alabaster 
  body-wrap.
  Wearing this benevolent veil allows you to draw 
  wounds from an ally and take them upon yourself. As a 
  standard action, you may heal up to 5 points of damage 
  an ally has taken by touching them and taking that 
  much damage yourself.
  
  21
  Essence
  For each point of essence invested in this ability, 
  the amount of damage that can be healed and 
  taken is increased by 5.
  Chakra Bind (Body)
  You gain fast healing equal to the number of points 
  of essence invested in this veil.
  SCARLET PRAYER BAND 
  Descriptors: Healing
  Class: Daevic, Lunar, Nexus, Vizier
  Slot: Wrists
  Saving Throw: Will
  The scarlet band around your wrist 
  appears to be woven from finest silk 
  and pulses with protective healing 
  energy.
  Shaping this veil grants you a +2 insight bonus on all 
  saving throws against disease, poison, and effects that 
  deal negative energy damage. As a move action, you 
  may touch an adjacent creature to share this bonus to 
  saving throws with them for a number of rounds equal 
  to 1 + your veilweaving modifier.
  Essence
  For each point of essence invested in this veil, the 
  bonus to saving throws increases by +1.
  Chakra Bind (Wrists)
  Binding this veil to your Wrists chakra allows you to 
  channel energy as a good aligned cleric of your 
  class level 3 + your veilweaving modifier times 
  per day. If you already have the ability to channel 
  energy as a good-aligned cleric, you instead 
  increase your total uses of channel energy by 3.
  Starry Elements
  AURORA LENSES
  Descriptors: See text
  Class: Lunar, Radiant, Vizier
  Slot: Headband
  Saving Throw: None
  Rainbow patterns dance and 
  sing across your vision before 
  clarifying into a vision of the 
  world tinged with the light of 
  your chosen energy.
  When shaping this veil, choose one energy type from 
  the following list: acid, cold, fire, electricity, sonic. The 
  veil gains that descriptor. Shaping this veil grants you 
  a +2 insight bonus to Spellcraft checks and allows you 
  to attempt to counter a spell, spell-like ability, psionic 
  power, or similar effect of the chosen energy type 
  as an immediate action by taking 2 points of essence 
  burn. You must have line of sight to the spellcaster and 
  succeed at a dispel check  (1d20 + your veilweaver level), 
  comparing that to the spell to be countered (DC = 11 
  + the spell’s caster level, veilweaver level, or manifester 
  level, as appropriate). 
  Essence
  For each point of essence invested in this veil, the 
  insight bonus to Spellcraft checks increases by 
  +1. For every 3 points of essence invested, you 
  gain a +1 bonus to dispel checks made with this 
  veil.
  Chakra Bind (Headband)
  Binding this veil to your Headband chakra reduces 
  the cost to attempt to counter an energy spell or 
  effect to 1 essence burn, and allows you to select 
  an additional energy type for every 3 points of 
  essence invested.
  MASK OF ELEMENTAL ADAPTATION
  Descriptors: See text
  Class: Guru, Lunar, Nexus, Radiant
  Slot: Head
  Saving Throw: Will (see text)
  A mask forged of the veilweaver’s 
  chosen element shrouds their 
  features from view and marks their 
  mastery of that power.
  When shaping this veil, choose one energy type from 
  the following list: acid, cold, fire, electricity, sonic. The 
  veil gains that descriptor. Whenever you would take 
  damage from an effect which deals damage of one of the 
  types other than the chosen element, the first 5 points 
  of damage is converted to your chosen energy type 
  (for example, if you selected “cold” when shaping this 
  veil and were then subjected to a fireball spell, the first 
  five points of damage assessed after rolling your saving 
  throw would be treated as cold damage instead of fire).
  Essence
  The amount of damage converted by this veil 
  increases by 5 points per point of essence 
  invested.
  
  22
  Chakra Bind (Head)
  Any creature with the elemental subtype must 
  succeed on a Will saving throw to make a melee 
  attack against you. If the creature’s subtype also 
  matches the element chosen at the time this 
  veil was shaped (acid for creatures of the earth 
  subtype and electricity for creatures of the air 
  subtype), the attacker takes a penalty to their 
  saving throw equal to the amount of essence 
  currently invested. If the attacker fails the save, 
  they cannot complete their attack and the action 
  is wasted. Once an attacker has successfully 
  saved against this veil’s effects, they no longer 
  need to make any further saving throws against 
  it for the next 24 hours.
  PERIHELION PAULDRONS
  Descriptors: Light, see text
  Class: Daevic, Lunar, Nexus, Vizier
  Slot: Shoulders
  Saving Throw: Reflex
  Star metal pauldrons gleaming with 
  solar energy protect you from 
  harm and punish those who draw 
  too close to your light.
  When shaping this veil, choose one energy type from 
  the following list: acid, cold, fire, electricity, sonic. The 
  veil gains that descriptor. Wearing this veil grants you 
  a +2 shield bonus to AC. Whenever an enemy deals 
  damage to you with a melee attack, you may activate 
  these pauldrons as an immediate action, dealing 1d6 
  energy damage of the type chosen when you shaped this 
  veil to the attacker (Reflex halves). 
  Essence
  For each point of essence invested in this ability, 
  the energy damage dealt to attackers increases 
  by 1d6. For every 2 points of essence invested, 
  the shield bonus to AC increases by +1.
  Chakra Bind (Shoulders)
  Binding this veil to your Shoulders chakra causes 
  the detonations created when you activate its 
  primary ability to release a burst of brilliant light, 
  blinding the affected creature on a failed save. 
  Whenever this ability is activated, any darkness 
  effect whose spell level is less than or equal to 
  half your veilweaver level is instantly dispelled.
  SHOOTING STARS
  Descriptors: See text
  Class: Lunar, Vizier
  Slot: Hands
  Saving Throw: None
  Shards of heavenly rock ensconced 
  in the elemental powers of the 
  constellations cut through air 
  and flesh alike.
  When shaping this veil, choose one energy type from 
  the following list: acid, cold, fire, electricity, sonic. The 
  veil gains that descriptor. As a standard action, you may 
  fire a shard of magical rock at a target within 60 feet as a 
  ranged touch attack that deals 1d4 piercing damage and 
  an additional 1d6 damage of the chosen element type.
  Essence
  For each point of essence invested in this veil, it 
  deals an additional 1d6 damage of the chosen 
  element type.
  Chakra Bind (Hands)
  Binding this veil to your Hands chakra allows 
  you to use its ability whenever you could make 
  an attack, including as part of a full attack. In 
  addition, whenever you confirm a critical hit with 
  an attack made with this veil, you may choose 
  to immediately change the chosen energy type 
  after dealing the attack’s damage. 
  STAR METAL BRACERS 
  Descriptors: See text
  Class: Daevic, Lunar, Vizier
  Slot: Wrists
  Saving Throw: None
  Gleaming bracers forged from an 
  unearthly allow hiss and shine 
  with the power of the elements.
  When shaping this veil, choose one energy type from 
  the following list: acid, cold, fire, electricity, sonic. The 
  veil gains that descriptor. You gain resistance 5 to the 
  chosen energy type, or increase your existing resistance 
  to that energy type by 3.
  Essence
  For each point of essence invested in this veil, 
  the granted energy resistance increases by 3. 
  For every 2 points of essence invested, you gain 
  resistance to an additional energy type from the 
  available list.
  
  23
  Chakra Bind (Wrists)
  Binding this veil to your Wrists chakra allows you 
  to absorb and convert energy into essence. 
  Whenever the energy resistance granted by this 
  veil reduces or prevents damage from a magical 
  or extraordinary effect (such as a fireball spell 
  or a dragon’s breath weapon), you gain 1 point of 
  temporary essence that lasts for 1 minute. You 
  cannot have more temporary essence gained 
  from this ability than an amount equal to 1 + the 
  number of points of essence invested. Shifting 
  essence out of this ability immediately lowers 
  this limit and may cause you to lose temporary 
  essence in excess of your current limit.
  STELLAR STOMPERS 
  Descriptors: See text
  Class: Daevic, Lunar, Vizier
  Slot: Feet
  Saving Throw: Reflex
  These black leather boots are 
  studded with crystals that shine 
  with the energy of the stars.
  When shaping this veil, choose one energy type from 
  the following list: acid, cold, fire, electricity, sonic. The 
  veil gains that descriptor. As a standard action, you can 
  unleash a burst of energy from your feet that deals 1d6 
  damage of that type to all other creatures in a 5 foot 
  radius burst (Reflex  halves).
  Essence
  For each point of essence invested in this veil, 
  the energy damage it deals increases by an 
  additional 1d6 and the radius of the effect 
  increases by an additional 5 feet.
  Chakra Bind (Feet)
  Binding this veil to your Feet chakra allows you 
  to activate it as a move action instead of a 
  standard. If you have at least 5 points of essence 
  invested, you may choose to activate it as a swift 
  action instead. In addition, you gain the ability to 
  propel yourself on streams of energy projected 
  from your feet, granting you a fly speed of 5 feet 
  (clumsy). This fly speed increases by 5 feet for 
  each point of essence invested in this veil, and 
  your maneuverability increases by 1 step for 
  every 2 points of essence invested.
  
  24
  Archetypes
  Albedo 
  (Fighter Archetype)
  L ight and energy reflect brilliantly 
  from an armored figure who 
  stands in the midst of an elemental 
  storm. Fire, ice, and cascading 
  electricity bounce off of the 
  mirrored surfaces of her shining 
  shoulder guards, striking back at 
  their originators.
  Weapon and Armor Proficiency: The albedo does 
  not gain proficiency with shields or tower shields.
  Trained in Light (Ex): The albedo gains 4 skill points 
  + a number of skill points equal to her Intelligence 
  modifier at each level, instead of the normal 2 skill 
  points + Intelligence modifier at each level. Furthermore, 
  Knowledge 
  (arcana), 
  Knowledge 
  (geography), 
  Knowledge (planes), Perception, and Spellcraft are all 
  class skills for her. 
  Bonus Feats: Whenever the albedo gains a bonus feat, 
  she may choose any akashic feat in addition to combat 
  feats.
  Shining Guardian: At 1st level, the albedo gains 
  the ability to shape the Perihelion Pauldrons veil with 
  a veilweaver level equal to her class level, increases her 
  total veils shaped by 1, and gains a pool of essence equal 
  to 1/3 her class level (minimum 1). Shaping this veil 
  requires 1 hour of quiet contemplation. At 8th level, and 
  again at 14th level, the maximum essence capacity of of 
  her Perihelion Pauldrons increases by 1. At 8th level, she 
  gains the ability to bind veils to her Shoulders slot.
  This replaces the bonus feats gained at 1st and 8th 
  level.
  Reflective Armor (Su): From 7th level on, as long 
  as the albedo has her Perihelion Pauldrons shaped, she 
  may reflect rays targeted at her back at their source as 
  an immediate action. The originator of the ray uses the 
  same attack roll and saving throw DC of the original 
  effect when determining whether and how they are 
  affected by a reflected ray.
  This replaces the instance of armor training 2 normally 
  gained at 7th level. The albedo gains armor training 2 
  at 11th level instead of armor training 3, and armor 
  training 3 at 15th level instead of armor training 4. 
  Perfect Reflection (Su): Upon reaching 19th level, 
  the albedo gains immunity to one of the following types 
  of damage: acid, cold, fire, electricity, or sonic. She may 
  change the type of energy to which she has immunity 
  between any of the available options as a full-round 
  action.
  This replaces armor mastery.
  Celestial Knight 
  (Cavalier Archetype)
  Powerful and charismatic, celestial 
  knights belong to an ancient 
  order who learn the secrets of 
  mastering the stars themselves and 
  riding them into battle.
  Weapon and Armor Proficiency: The celestial 
  knight is not proficient with heavy armor. He is always 
  proficient with the weapon and armor forms of any 
  constellation he can manifest.
  Chosen By the Stars (Ex): From 1st level on the 
  celestial knight adds Knowledge (arcana) and Knowledge 
  (planes) to his list of class skills, and gains wild empathy 
  as a druid of his class level. 
  In addition, as long as the cavalier is adjacent to or 
  mounted on a champion constellation, both he and the 
  champion gain a +1 insight bonus on attack rolls, Reflex 
  saving throws, and on Diplomacy and Handle Animal 
  checks. The cavalier may invest essence into this ability 
  to increase this bonus by an additional +1 per point of 
  essence invested. At 3rd level, 8th level, and again at 
  15th level, the maximum essence capacity of this ability 
  increases by an additional +1.
  This replaces the order class feature and the order 
  ability normally gained at 15th level.
  Stellar Steed (Su) : At 1st level, the celestial knight 
  gains the ability to manifest a single constellation’s 
  champion form without paying its essence cost. This 
  champion must have an essence cost of 4 or less, and 
  be one he is capable of riding and is serviceable as 
  a mount (typically a quadruped), such as the Bull or 
  Lion. Cavaliers who live in or near primarily aquatic 
  environments may also choose the Fish or other aquatic 
  champions as appropriate. The cavalier’s champion is 
  treated as a mount for the purposes of all abilities and 
  
  25
  effects that specify the cavalier’s mount, and treats the 
  cavalier’s levels as zodiac levels when determining its 
  abilities.
  At 8th level, the cavalier may choose to replace his 
  champion with one of essence cost 6 or less, though they 
  must still meet all other qualifications.
  This replaces the mount class feature.
  Essence Pool: At 2nd level every three levels thereafter, 
  the cavalier gains 1 point of essence.
  This replaces the expert trainer class feature and the 
  order abilities normally gained at 2nd and 8th level.
  Stellar Armaments: At 6th level and every 6 levels 
  thereafter, the celestial knight chooses one constellation 
  other than the one he selected for his champion. He 
  gains the ability to manifest the weapon, armor, or 
  equipment option of that constellation without paying 
  its essence cost. The cavalier must choose a different 
  constellation each time he gains this ability.
  This replaces the bonus feats class feature.
  
  26
  Prism Mage 
  (Wizard Archetype)
  “I see the green of your jealousy, 
  the red of your hatred, and the 
  eternal, icy blue of the fate that 
  awaits you. The end of your story 
  is painted clearly before my eyes.” 
  —Jonathan Ish-Yashee, a prism 
  mage, seconds before trapping his 
  enemy in an unmelting pillar of 
  everlasting ice.
  Prism: At 1st level, the prism mage gains the ability 
  to shape the Aurora Lenses veil with a veilweaver level 
  equal to his class level, increases his total veils shaped by 
  1, and gains a pool of essence equal to 1/2 his class level 
  (minimum 1). Shaping this veil requires 1 hour of quiet 
  contemplation. At 3rd level and every 7 levels thereafter, 
  the maximum essence capacity of of his Aurora Lenses 
  increases by 1. At 8th level, the prism mage gains the 
  ability to bind veils to his Headband slot.
  This replaces the arcane school class feature.
  Pallette Swap (Su) : From 5th level on, whenever 
  the prism mage casts a spell with the acid, cold, fire, 
  electricity, or sonic descriptors which deals damage of 
  that type, he may choose to change the type of damage 
  dealt and the corresponding spell descriptor to that of 
  any energy type he currently has chosen for his Aurora 
  Lenses. For example, a prism mage casting a fireball spell 
  who chose the cold descriptor when shaping his Aurora 
  lenses could choose to have his fireball deal cold damage 
  instead, changing the spell’s descriptor from fire to cold 
  accordingly. This is a free action taken as part of casting 
  the spell. The Spellcraft DC to identify spells modified 
  in this manner increases by 2.
  This replaces the bonus feat normally gained at 5th 
  level.
  Energy Cycling (Su): Starting at 10th level, whenever 
  the prism mage successfully counters a spell or effect 
  using the counterspelling ability of his Aurora Lenses, 
  he may choose to change the chosen energy or energies 
  of his Aurora Lenses. For example, a prism mage with 
  3 points of essence invested in his bound Aurora Lenses 
  who chose cold and fire when shaping them could choose 
  to change his chosen energies to electricity and sonic, or 
  cold and sonic, after successfully counterspelling a spell 
  with the cold or fire descriptors.
  This replaces the bonus feat normally gained at 10th 
  level.
  Energy Reclamation (Su): From 15th level on, 
  whenever the prism mage attempts to counter a spell 
  using his Aurora Lenses and fails, he instantly recovers 
  1 point of essence burn.
  This replaces the bonus feat normally gained at 15th 
  level.
  Amplification Lens (Su): Upon reaching 20th 
  level, any spell the prism mage casts with a descriptor 
  matching one of the energy types chosen for his 
  Aurora Lenses is automatically has all variable numeric 
  effects maximized as though it was modified with the 
  Maximize Spell metamagic feat. Whenever the prism 
  mage would take damage from a spell or effect dealing 
  the same type of energy damage as one of his chosen 
  energy types with his Aurora Lenses, he automatically 
  takes the minimal possible damage from the effect 
  (for example, a wizard who would take damage from a 
  delayed blast fireball dealing 20d6 damage would only 
  take 20 points of damage from the effect, regardless of 
  the spell’s actual damage roll).
  This replaces the bonus feat normally gained at 20th 
  level.
  
  27
  Feats
  Included below are new feats for zodiacs, veilweavers, 
  and other characters who practice akashic magic or 
  use an essence pool. Included in this section are feats 
  marked with the akashic descriptor. Akashic feats can 
  often be invested with essence for greater effect, grant 
  additional essence, and can be taken by anyone, though 
  they will usually provide greater benefits to characters 
  with an essence pool. Some akashic feats may not be 
  appropriate as essence receptacles, but provide other 
  benefits dependent on a character’s essence pool or other 
  akashic options.
  Access Higher Chakra 
  Slot
  You gain the ability to bind veils to a Higher Chakra, 
  increasing their power and versatility.
  Prerequisites: Con 17, character level 17th.
  Benefit: When this feat is selected, choose one of the 
  following equipment slots: Neck or Belt. You can now 
  bind a veil to that slot. This does not allow you to bind 
  more than one veil to that slot, even if you’ve gained the 
  ability to bind there from another source.
  In addition, you gain a minor benefit from this new 
  bind, depending on the slot chosen:
   
  Õ Neck: +1 insight bonus on Bluff and Diplomacy 
  checks.
   
  Õ Belt: +1 insight bonus on Fortitude saves.
  Special: You can gain this feat multiple times. Its 
  effects do not stack. Each time you take the feat, it 
  applies to a new slot.
  Access Low Chakra 
  Slot
  You gain the ability to bind veils to a Low Chakra, 
  increasing their power and versatility.
  Prerequisites: Con 13, character level 7th.
  Benefit: When this feat is selected, choose one of the 
  following slots: Hands, Head, or Feet. You can now 
  bind a veil to that slot. This does not allow you to bind 
  more than one veil to that slot, even if you’ve gained the 
  ability to bind there from another source.
  In addition, you gain a minor benefit from this new 
  bind, depending on the slot chosen:
   
  Õ Head: +1 insight bonus on Will saves.
   
  Õ Feet: +1 insight bonus on Acrobatics and Stealth 
  checks.
   
  Õ Hands: +1 insight bonus on Climb and Swim 
  checks.
  Special: You can gain this feat multiple times. Its 
  effects do not stack. Each time you take the feat, it 
  applies to a new slot.
  Access Middle Chakra 
  Slot
  You open up one of your body’s centers of power, allowing 
  you to bind a veil or a magic item to that chakra.
  Prerequisites: Con 15, character level 13th.
  Benefit: When this feat is selected, choose one of 
  the following equipment slots: Headband, Shoulders, 
  or Wrists. You can now bind a veil to that slot. This 
  does not allow you to bind more than one veil to that 
  slot, even if you’ve gained the ability to bind there from 
  another source.
  In addition, you gain a minor benefit from this new 
  bind, depending on the slot chosen:
   
  Õ Wrists: +2 insight bonus to CMB checks made 
  to disarm or as part of a grapple.
   
  Õ Headband: +1 insight bonus on Perception and 
  Sense Motive checks
   
  Õ Shoulders: +1 insight bonus on Reflex saves.
  Special: You can gain this feat multiple times. Its 
  effects do not stack. Each time you take the feat, it 
  applies to a new middle chakra.
  Amateur Astrologist 
  [Akashic]
  You have begun to unlock the secrets of the stars.
  Prerequisites: Essence pool of 2 or higher, Knowledge 
  (arcana) 5 ranks, cannot have the constellations class 
  feature.
  Benefit: Choose a single constellation. You gain the 
  ability to manifest the weapon, armor, or equipment 
  options of that constellation as a zodiac of your class 
  level, though you cannot manifest its champion form. 
  You must still pay any essence costs to manifest the 
  constellation as normal.
  You gain 1 point of essence.
  Special: You may take this feat multiple times, 
  choosing a different constellation each time. If you gain 
  the constellations class feature after taking this feat, you 
  
  28
  must immediately retrain this feat, exchanging it for any 
  other feat you qualify for.
  Extra Essence 
  [Akashic]
  You are better able to harness your personal store of 
  akashic energy.
  Prerequisite: Con 13, veilweaver level 1, or ability to 
  manifest a constellation.
  Benefit: You gain 1 point of essence. If you are capable 
  of shaping at least 1 veil or manifesting a constellation, 
  you instead gain 2 points of essence.
  Expanded Veilweaving
  You can shape more veils at once.
  Prerequisite: Shape Veil and no levels in a veilweaving 
  class, or veilweaver level 11.
  Benefit: Increase your maximum veils shaped by 1.
  Special: Characters who take this feat that do not 
  have levels in a veilweaving class may take it multiple 
  times, but no more than once per 5 Hit Dice they 
  possess. If a character who has taken this feat multiple 
  times later gains levels in a veilweaving class, they must 
  immediately retrain all instances of this feat other than 
  the first to another feat they qualify for.
  King’s Castle [Akashic, 
  Combat, Teamwork]
  A perfect castle repels all attacks.
  Prerequisites: Base attack bonus +3.
  Benefit: When an opponent makes a melee attack 
  against an ally with this feat who is no farther away from 
  you than half your land speed, as an immediate action 
  you can move up to half your speed directly towards the 
  ally. This movement provokes attacks of opportunity. As 
  long as you end this movement adjacent to the targeted 
  ally, you may take the attack in their place. The attack 
  is resolved as though you were the original target of the 
  attack, comparing the attack roll to your defenses and 
  dealing damage as appropriate. You may invest essence 
  into this feat, increasing your land speed by 5 feet per 
  point of essence invested.
  You gain 1 point of essence.
  Noble Astrologist 
  [Akashic]
  The stars step down from the heavens to fight at your 
  command.
  Prerequisites: Amateur Astrologist, essence pool of 3 
  or higher, Knowledge (arcana) 8 ranks, cannot have the 
  constellations class feature.
  Benefit: You gain the ability to manifest the 
  champion option of the constellation you chose with the 
  Amateur Astrologist feat. If you have taken the Amateur 
  Astrologist feat more than once, choose one of your 
  constellations to gain the champion from.
  You gain 1 point of essence.
  Special: You may take this feat multiple times, 
  choosing a different constellation each time. If you gain 
  the constellations class feature after taking this feat, you 
  must immediately retrain this feat, exchanging it for any 
  other feat you qualify for.
  Pawn’s Sacrifice 
  [Akashic, Combat]
  No war was ever won without casualties.
  Prerequisites: Sense Motive 5 ranks, ability to 
  manifest a veil companion or champion constellation.
  Benefit: Whenever you have a veil companion 
  or champion constellation you manifested yourself 
  adjacent to you and become the target of an attack, you 
  may attempt a Sense Motive check with a DC equal 
  to the attack roll to anticipate the attack’s trajectory 
  and redirect the attack to the champion or companion 
  instead, comparing the attack roll to its AC normally as 
  though it had been the original target of the attack (even 
  if the attack would not normally have been able to reach 
  the champion). You may invest essence into this feat, 
  gaining a +1 insight bonus on Sense Motive checks per 
  point of essence invested.
  You gain 1 point of essence.
  
  29
  Queen’s Knight 
  [Akashic]
  No mortal’s loyalty can match the constancy of the stars.
  Prerequisites: Knowledge (arcana) 5 ranks, ability to 
  manifest a veil companion or champion constellation.
  Benefit: As long as you and a veil companion or 
  champion constellation you have manifested are within 
  60 feet of each other and able to see or hear each other, 
  you both gain a +2 morale bonus on Will saving throws, 
  and your veil companions and champions cannot 
  be compelled to attack or harm you by any means. 
  Charm and compulsion effects still work as normal, but 
  any attempt to command one of your companions or 
  champions to attack you or take any other action that 
  would cause you direct harm automatically fails and 
  grants them a new saving throw (if applicable) against the 
  effect. You may invest essence into this feat, increasing 
  the granted morale bonus to Will saving throws by +1 
  per point of essence invested.
  You gain 1 point of essence.
  Shape Veil
  You gain the ability to shape a single veil.
  Prerequisite: Con 13 or veilweaver level 1, Wis 13 or 
  veilweaving modifier 13.
  Benefit: When this feat is selected, choose a veil 
  from any class’s veil list. The veil must match one of the 
  following slots: Belt, Body, Chest, Feet, Hands, Head, 
  Headband, Neck, Shoulders, or Wrists. A veil that can 
  be shaped in multiple slots is not eligible to be taken 
  unless both slots are included in this list.
  You can shape that veil using the normal veilweaving 
  rules. If you do not have levels in a veilweaving class, 
  you have total veils shaped of 1 and use your Wisdom to 
  determine the DC’s and effects of your veil abilities. If 
  you gain any levels in a veilweaving class, your primary 
  veilweaving attribute is determined by that class. Once 
  chosen, the veil granted by this feat can never be 
  changed. Your veilweaver level for this veil is equal to 
  your character level.
  Special: You can gain this feat multiple times. Its 
  effects do not stack. Each time you take the feat, choose 
  a new veil.
  Stellar Strike 
  [Akashic, Combat]
  Your strikes are charged with the destructive power of 
  the stars themselves.
  Prerequisites: Base attack bonus +1, ability to 
  manifest a constellation’s weapon form.
  Benefit: Whenever you are wielding the weapon 
  form of a constellation, you may spend a swift action 
  to release some of the constellation’s latent power, 
  dealing an additional 2 points of energy damage of the 
  constellation’s element type with all attacks made with 
  it for 1 round. You may invest essence into this feat, 
  increasing the additional energy damage by 2 per point 
  of essence invested.
  You gain 1 point of essence.
  
  30
  Traits
  The following traits are appropriate for zodiacs and 
  other akashic characters.
  Ardent Armaments 
  (Equipment)
  Your weapons and armor appreciate the care you take 
  with them and are loathe to abandon you.
  Benefits: You gain a +1 trait bonus to your CMD 
  against disarm and sunder attempts while wielding a 
  weapon-like veil or a constellation’s weapon form.
  Combat Compatriot 
  (Combat)
  You are skilled at fighting as part of a group.
  Benefits: Whenever you and an ally are adjacent to 
  the same opponent, you gain a +1 trait bonus on all 
  damage rolls made against that opponent.
  Flexible Forms 
  (Magic)
  You have learned the secrets of manipulating akashic 
  weaponry, and can reforge such weapons into new and 
  unique shapes.
  Benefits: Choose one weapon-like veil or constellation 
  weapon form that grants a specific weapon (such as 
  the cestus granted by the Lion’s weapon form). When 
  shaping or manifesting that weapon, you may instead 
  manifest it as one other weapon of the same type (light, 
  one-handed, two-handed, or ranged) with which you 
  are proficient, chosen when you first gain this trait. If 
  the veil or constellation normally allows you to shape or 
  manifest a pair of weapons, you may choose for one or 
  both weapons to take the alternate form granted by this 
  trait each time you shape or manifest them.
  Pact Maker (Social)
  Your time spent dealing with the manifest forms of 
  the constellations or other extra-planar powers has 
  sharpened your negotiation skills and broadened your 
  understanding of existence.
  Benefits: You gain a +1 trait bonus to Diplomacy and 
  Knowledge (planes) checks. In addition, Diplomacy and 
  Knowledge (planes) are always class skills for you.
  Races of 
  the Stars
  Aasimar
  Touched by the heavens, many aasimar are born feeling 
  the call of the stars, their heavenly blood serving as a 
  natural conduit for the power of the constellations. 
  Aasimar typically manage to forge a connection with a 
  constellation at a much younger age than their mortal 
  peers, granting them greater flexibility in how they 
  wield the constellation’s power.
  Favored Class Bonus: Any champion the aasimar 
  manifests gains a +1/4 bonus to a single saving throw of 
  the aasimar’s choice, chosen at the time the champion 
  is manifested.
  Elf
  There is perhaps no race more in tune with the stars 
  than the elves. Many elven ceremonies take place under 
  starlight, and the long-lived elves feel a natural affinity 
  for the constant and reliable light of the constellations. 
  This deeply ingrained relationship between the elves 
  and the stars, along with the long elven lifespan which 
  grants the elves far more time to study and associate 
  with the constellations, gives elven zodiacs an unusually 
  strong connection to their constellations.
  Favored Class Bonus: Champion constellations you 
  manifest gain +1 hit point. Weapon, equipment, and 
  armor constellations you manifest gain +1 hardness.
  Dwarf
  While some dwarves live their entire lives without so 
  much as seeing a star, hidden from the skies in their 
  cavern homes, some dwarves still hear the call. Hearty 
  mountain dwarves whose rocky tors reach towards the 
  heavens, dwarven merchants whose sturdy ships are 
  guided by the ever-constant constellations, and intrepid 
  dwarven scouts who find their way at night by the 
  reliable movements of the stars through the heavens can 
  all hear the voice of the constellations.
  Favored Class Bonus: Gain a +1/2 bonus to to CMD 
  against bull rush and trip attempts while wearing a 
  constellation’s armor form, and a +1/2 bonus to CMD 
  against disarm and sunder attempts while wielding a 
  constellation’s weapon form. 
  
  31
  Gnome 
  While most gnomes are more attuned to the earth than 
  the stars in the sky, some still hear the celestial whispers 
  of the constellations. Once a gnome has experienced 
  celestial transcendence, they quickly discover that their 
  natural charisma and heartiness make them natural 
  zodiacs, favoring the lunar orbit due to their small size 
  and slow speed.
  Favored Class Bonus: Increase any hit point healing 
  granted to your champion constellations by your veil 
  effects or other akashic abilities by 1 point.
  Halfling
  Amiable and ever curious, halflings make natural 
  zodiacs who typically regard their constellations as close 
  friends. Legend says that the first halfling zodiac was a 
  bard with a voice so pure his love songs coaxed the Water 
  Bearer from her place in the heavens. Entranced by the 
  charming troubadour, she accompanied him on all his 
  adventures until the day of his death. From that day 
  on, all halflings have held a special place in the Water 
  Bearer’s heart, and it’s said she protects their homes and 
  villages from drought and fire.
  Favored Class Bonus: Reduce the essence cost to 
  manifest the champion form of the Water Bearer by 
  1/4 points of essence (this reduction only applies when 
  you can reduce the cost by a full point of essence; for 
  example an 8th level halfling zodiac who took this 
  bonus at every level would only pay an essence cost of 
  10 to manifest the Water Bearer, but a 7th level zodiac 
  would only reduce the cost by 1 point).
  Human
  While elves may be the most likely of any race to 
  become a zodiac, humans count the greatest number of 
  zodiacs amongst their population due to the rapid rate at 
  which they reproduce compared to other races and their 
  constant drive to explore and expand the boundaries of 
  their kingdoms.
  Favored Class Bonus: Gain +1/5 point of essence.
  Ifrit
  Ifrits who hear the call of the constellations often see the 
  stars as kindred spirits, bright and aloof. The fire that 
  burns in the heart of ever ifrit speaks especially strongly 
  to constellations of fire like the Archer, Lion, and Ram.
  Favored Class Bonus: Add 1 point of fire damage 
  to all attacks you make with the weapon form of a fire 
  element constellation, and to the natural attacks and 
  weapons of any fire element champion you manifest.
  Orc
  The orcish gods are jealous and cruel, and the orcs 
  themselves tend to live short, brutal lives with little 
  room for introspection and stargazing. As such, the 
  orcish zodiacs are exceedingly rare, though half-orcs, 
  orc scouts, and even the occasional orcish watchman or 
  dungeon guard still hear the calls of the stars from time 
  to time.
  Favored Class Bonus: Deal 1 additional point of 
  damage with all attacks made with the weapon form of 
  any constellation you have manifested. 
  Oread
  While their strong connection to the plane of earth 
  makes most oreads more likely to focus on the earth 
  beneath their feet than the skies above their heads, 
  oread zodiacs are not entirely unheard of. Steadfast and 
  reliable, oreads are most likely to associate with earth 
  signs.
  Favored Class Bonus: Add 1 point of acid damage to 
  all attacks you make with the weapon form of an earth 
  element constellation, and to the natural attacks and 
  weapons of any earth element champion you manifest.
  Sylph
  Beings of the air and sky, sylphs often regard the 
  constellations as friendly neighbors. This oddly 
  informal relationship can lead to sylph zodiacs regarding 
  manifesting a constellation in much the same way a 
  townsperson might regard borrowing a cup of sugar or 
  garden tool. While the staid and and grounded earth 
  signs have little patience for the sylphs flighty nature, 
  they get along famously with air signs.
  Favored Class Bonus: Add 1 point of electricity 
  damage to all attacks you make with the weapon form of 
  an air element constellation, and to the natural attacks 
  and weapons of any air element champion you manifest.
  Undine
  Born of the seas and oceans, the undine have a special 
  affinity for the constellations, watching them swim 
  through the heavens the way the undine themselves 
  swim through the waters of the world.
  
  32
  Favored Class Bonus: Add 1 point of cold damage to 
  all attacks you make with the weapon form of a water 
  element constellation, and to the natural attacks and 
  weapons of any water element champion you manifest.
  Animal 
  Companions
  Bull, War
  Source: Orcs
  Starting Statistics
  Size Medium; Speed 40 ft.; AC +4 natural armor; 
  Attack gore (1d8); Ability Scores Str 15, Dex 14, Con 
  13, Int 2, Wis 11, Cha 4; SQ low-light vision.
  4th-L evel Advancement
  Size Large; AC +3 natural armor; Attack gore (2d6); 
  Ability Scores Str +8, Dex –2, Con +4; Special 
  Attacks trample.
  Cat, Big
  Starting Statistics
  Size Medium; Speed 40 ft.; AC +1 natural armor; 
  Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, 
  Dex 17, Con 13, Int 2, Wis 15, Cha10; Special Attacks 
  rake (1d4); Special Qualities low-light vision, scent.
  7th-L evel Advancement
  Size Large; AC +2 natural armor; Attack bite (1d8), 2 
  claws (1d6); Ability Scores Str +8, Dex –2, Con +4; 
  Special Attacks grab, pounce, rake(1d6).
  Crab, Giant
  Starting Statistics
  Size Small; Speed 30 ft., swim 20 ft.; AC +5 natural 
  armor; Attack 2 claws (1d3 plus grab); Ability Scores 
  Str 13, Dex 14, Con 13, Int —, Wis11, Cha 4; Special 
  Attacks constrict (1d3); Special Qualities aquatic, 
  darkvision, water dependency (survive out of water for 1 
  hour per point of Con, after which it begins to suffocate 
  as if it were drowning); CMD trip +12.
  4th-L evel Advancement
  Size Medium; Attack 2 claws (1d4 plus grab); Ability 
  Scores Str +2, Dex –2, Con +2; Special Attacks 
  constrict (1d4).
  Dolphin
  Starting Statistics
  Size Medium; Speed swim 80 ft.; AC +1 natural armor; 
  Attack slam (1d4); Ability Scores Str 12, Dex 15, Con 
  13, Int 2, Wis 12, Cha 6; Special Qualities low-light 
  vision, hold breath.
  4th-L evel Advancement
  Ability Scores Str +2, Dex +2, Con +2; Special 
  Qualities blindsight 120 ft.
  Ram
  Starting Statistics
  Size Small; Speed 40 ft.; AC +1 natural; Attack gore 
  (1d3); Ability Scores Str 10, Dex 17, Con 11, Int 2, 
  Wis 14, Cha 7; Special Qualities low-light vision, 
  scent.
  4th-L evel Advancement
  Size Medium; Attack gore (1d4); Ability Scores Str 
  +4, Dex –2, Con +2; Special Attacks powerful charge 
  (1d8); Bonus Feat Improved Bull Rush.
  Scorpion, Giant
  Starting Statistics
  Size Medium; Speed 40 ft.; AC +1 natural armor; 
  Attack 2 claws (1d4 plus grab) and sting (1d4 plus 
  poison); Ability Scores Str 11, Dex 12, Con 12, Int 
  —, Wis 10, Cha 2; Special Attacks poison ( frequency 
  1 round (6), effect 1 Str damage, cure 1 save, Con-based 
  DC); Special Qualities darkvision, tremorsense 30 ft; 
  CMD trip +12.
  7th-L evel Advancement
  Size Large; AC +3 natural armor; Attack 2 claws (1d6 
  plus grab) and sting (1d6 plus poison); Ability Scores 
  Str +8, Dex –2, Con +4; Special Attacks poison ( 
  frequency 1 round [6], effect 1d2 Str damage, cure 1 
  save, Con-based DC); Special Qualities tremorsense 
  60 ft.
  
  33
  Shark
  Starting Statistics
  Size Small; Speed swim 60 ft.; AC +4 natural armor; 
  Attack bite (1d4); Ability Scores Str 13, Dex 15, Con 
  15, Int 1, Wis 12, Cha 2; Special Qualities low-light 
  vision, scent.
  4th-L evel Advancement
  Size Medium; Attack bite (1d6); Ability Scores Str +4, 
  Dex –2, Con +2; Special Qualities blindsense 30 ft.
  Monsters
  CAPRICORN 
  (CR 2)
  N Large magical beast (aquatic)
  Init –1; Senses darkvision 60 ft., low-light vision, 
  scent; Perception +6
  Aura fear aura (10 ft., DC 14)
  Defense
  AC 12, touch 8, flat-footed 12 (–1 Dex, +4 natural, –1 
  size)
  hp 15 (2d10+4)
  Fort +5, Ref +2, Will +1
  Offense
  Speed 30 ft., swim 30 ft.
  Melee gore +4 (1d6+3), tail slap –1 (1d4+1)
  Space 10 ft.; Reach 5 ft.
  Statistics
  Str 16, Dex 9, Con 15, Int 2, Wis 12, Cha 11
  Base Atk +2; CMB +6; CMD 15
  Feats Endurance
  Skills Perception +6, Swim +11; Racial Modifiers +8 
  Swim
  SQ amphibious
  Special Abilities
  Aura of Fear (Su)
  Creatures within a capricorn’s aura of fear must succeed 
  on a Will saving throw or become panicked. If cornered, 
  a panicked creature begins cowering. If the Will save 
  succeeds, the creature is shaken for 1 round and cannot 
  be affected by the capricorn’s aura of fear again for 24 
  hours. The capricorn can suppress or resume this effect 
  as a free action. The save DC is Constitution-based.
  
  34
  DOPPELGANGER 
  (CR 3)
  This grayish humanoid creature seems almost 
  unfinished, with a narrow head, gaunt limbs, and 
  a sinister, noseless face.
  N Medium monstrous humanoid (shapechanger)
  Init +1; Senses darkvision 60 ft.; Perception +9
  Defense
  AC 16, touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 
  natural)
  hp 26 (4d10+4)
  Fort +4, Ref +5, Will +6
  Immune charm, sleep
  Offense
  Speed 30 ft.
  Melee 2 claws +8 (1d8+4)
  Spell-Like Abilities (CL 18th)
  At will—detect thoughts (DC 13)
  Statistics
  Str 18, Dex 13, Con 12, Int 13, Wis 14, Cha 13
  Base Atk +4; CMB +8; CMD 20
  Feats Dodge, Great Fortitude
  Skills Bluff +9 (+13 while using change shape 
  ability), Diplomacy +4, Disguise +9 (+29 while 
  using change shape ability), Perception +9, 
  Sense Motive +6, Stealth +5; Racial Modifiers +4 
  Bluff, +4 Disguise
  Languages Common
  SQ change shape (alter self), perfect copy, mimicry
  Special Abilities
  Mimicry (Ex)
  A doppelganger is proficient in all weapons, armor, and 
  shields. In addition, a doppelganger can use any spell 
  trigger or spell completion item as if the spells were on 
  its spell list. Its caster level is equal to its racial Hit Dice.
  Perfect Copy (Su)
  When a doppelganger uses change shape, it can assume 
  the appearance of specific individuals.
  MARID 
  (CR 9)
  This being resembles a powerful giant with hairless 
  blue-green skin, deep blue eyes, flamboyant 
  eyebrows, and pearlescent teeth.
  CN Large outsider (extraplanar, water)
  Init +8; Senses darkvision 60 ft.; Perception +17
  Defense
  AC 23, touch 14, flat-footed 18 (+4 Dex, +1 dodge, +9 
  natural, –1 size)
  hp 114 (12d10+48)
  Fort +10, Ref +12, Will +10
  Offense
  Speed 20 ft., swim 60 ft.
  Melee 2 slams +17 (2d6+6) or mwk trident +18/+13/+8 
  (2d6+9)
  Space 10 ft.; Reach 10 ft.
  Special Attacks vortex (1/10 minutes, 10–50 ft. tall, 
  1d8+4 damage, DC 22), water mastery, water’s 
  fury
  Spell-Like Abilities (CL 12th)
  Constant—detect evil, detect good, detect magic, 
  water walk
  At will—create water, invisibility, plane shift 
  (willing targets to elemental planes, Astral 
  Plane, or Material Plane only), purify food and 
  drink (liquids only), quench
  5/day—control water, gaseous form, obscuring 
  mist, water breathing
  3/day—see invisibility
  1/day—persistent image (DC 18)
  1/year—grant 1 wish
  Statistics
  Str 23, Dex 19, Con 18, Int 14, Wis 15, Cha 16
  Base Atk +12; CMB +19; CMD 34
  Feats Combat Casting, Combat Reflexes, Dodge, 
  Great Fortitude, Improved InitiativeB, Improved 
  Natural Attack, Power Attack
  Skills Craft (any one) +17, Diplomacy +18, Knowledge 
  (planes) +17, Perception +17, Sense Motive +17, 
  Spellcraft +17, Stealth +15, Swim+29
  Languages Aquan, Auran, Common, Ignan, 
  Terran; telepathy 100 ft.
  SQ change shape (water elemental, humanoid or 
  giant, alter self, elemental body III, or giant form I)
  Special Abilities
  Water Mastery (Ex)
  A marid gains a +1 bonus on attack and damage 
  rolls if both it and its opponent are touching 
  
  35
  water. If the opponent or the marid is touching 
  the ground, the marid takes a –4 penalty on 
  attack and damage rolls.
  Water’s Fury (Su)
  As a standard action, a marid can release a jet of water in 
  a 60-foot line that deals 1d6 points of damage and blinds 
  the target struck for 1d6 rounds. A DC 20 Reflex save 
  reduces the damage by half and negates the blinding 
  effect. The save DC is Constitution-based.
  Vortex (Su)
  A marid can transform into a vortex of swirling, 
  churning water once every 10 minutes. This ability 
  functions identically to the whirlwind ability, save that 
  it can only be used while the marid is underwater; a 
  marid cannot leave a body of water while in vortex form.
  OPEN GAME LICENSE VERSION 
  1.0A
  The following text is the property of 
  Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc (“Wizards”). 
  All Rights Reserved.
  1. Definitions: (a) “Contributors” means 
  the copyright and/or trademark owners who 
  have contributed Open Game Content; (b) 
  “Derivative Material” means copyrighted 
  material including derivative works and 
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  may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, 
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  transmit or otherwise distribute; (d) “Open 
  Game Content” means the game mechanic 
  and includes the methods, procedures, 
  processes and routines to the extent such 
  content does not embody the Product 
  Identity and is an enhancement over the 
  prior art and any additional content clearly 
  identified as Open Game Content by the 
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  by the Contributor (g) “Use”, “Used” or 
  “Using” means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise 
  create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to 
  any Open Game Content that contains 
  a notice indicating that the Open Game 
  Content may only be Used under and 
  in terms of this License. You must affix 
  such a notice to any Open Game Content 
  that you Use. No terms may be added to 
  or subtracted from this License except as 
  described by the License itself. No other 
  terms or conditions may be applied to any 
  Open Game Content distributed using this 
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  3. Offer and Acceptance: By Using the 
  Open Game Content You indicate Your 
  acceptance of the terms of this License.
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  Grant 
  and 
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  In 
  consideration for agreeing to use this 
  License, the Contributors grant You a 
  perpetual, worldwide, royalty-free, non-
  exclusive license with the exact terms of this 
  License to Use, the Open Game Content.
  5. Representation of Authority to 
  Contribute: If You are contributing original 
  material as Open Game Content, You 
  represent that Your Contributions are Your 
  original creation and/ or You have sufficient 
  rights to grant the rights conveyed by this 
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  6. Notice of License Copyright: You 
  must update the COPYRIGHT NOTICE 
  portion of this License to include the 
  exact text of the COPYRIGHT NOTICE 
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  with 
  any 
  Trademark 
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  Content does not constitute a challenge to 
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  36
  owner of any Product Identity used in Open 
  Game Content shall retain all rights, title 
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  Content originally distributed under any 
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  distribute.
  11. Use of Contributor Credits: You may 
  not market or advertise the Open Game 
  Content using the name of any Contributor 
  unless You have written permission from 
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  12. Inability to Comply: If it is impossible 
  for You to comply with any of the terms of 
  this License with respect to some or all of 
  the Open Game Content due to statute, 
  judicial order, or governmental regulation 
  then You may not Use any Open Game 
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  13. Termination: This License will 
  terminate automatically if You fail to comply 
  with all terms herein and fail to cure such 
  breach within 30 days of becoming aware of 
  the breach. All sublicenses shall survive the 
  termination of this License.
  14. Reformation: If any provision of this 
  License is held to be unenforceable, such 
  provision shall be reformed only to the 
  extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a, © 2000, 
  Wizards of the Coast, Inc.
  System Reference Document, © 2000, 
  Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, Skip 
  Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Advanced Player’s Guide, © 2010, Paizo 
  Publishing, LLC; Author: Jason Bulmahn.
  Akashic Mysteries, © 2014, Dreamscarred 
  Press; Author: Michael Sayre.
  Pathf inder RPG Bestiary, © 2009, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathf inder RPG Core Rulebook, © 
  2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams.
  Pathf inder RPG GameMastery Guide, © 
  2010, Paizo Publishing, LLC; Author: Cam 
  Banks, Wolfgang Buar, Jason Bulmahn, 
  Jim Butler, Eric Cagle, Graeme Davis, 
  Adam Daigle, Joshua J. Frost, James Jacobs, 
  Kenneth Hite, Steven Kenson, Robin Laws, 
  Tito Leati, Rob McCreary, Hal Maclean, 
  Colin McComb, Jason Nelson, David 
  Noonan, Richard Pett, Rich Redman, 
  Sean K reynolds, F. Wesley Schneider, 
  Amber Scorr, Doug Seacat, Mike Selinker, 
  Lisa Stevens, James L. Sutter, Russ Taylor, 
  Penny Williams, Skip Williams, Teeuwynn 
  Woodruff.
  Pathfinder Roleplaying Game Core 
  Rulebook, © 2011, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material 
  by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathf inder Roleplaying Game Ultimate 
  Combat, © 2011, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, 
  Benjamin Bruck, Jason Bulmahn, Brian 
  J. Cortijo, Jim Groves, Tim Hitchcock, 
  Richard A. Hunt, Colin McComb, Jason 
  Nelson, Tom Phillips, Patrick Renie, Sean 
  K Reynolds, and Russ Taylor.
  Pathf inder Roleplaying Game Ultimate 
  Magic, © 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, 
  Colin McComb, Rob McCreary, Jason 
  Nelson, Stephen Radney-MacFarland, Sean 
  K Reynolds, Owen K.C. Stephens, and 
  Russ Taylor.
  The Book of Experimental Might, © 
  2008, Monte J. Cook; All rights reserved.
  Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, 
  Casey Christofferson, Lance Hawvermale, 
  Travis Hawvermale, Patrick Lawinger, and 
  Bill Webb; Based on original content from 
  TSR.
  Pathfinder 
  Roleplaying 
  Game 
  Bestiary, © 2009, Paizo Publishing, LLC; 
  Author Jason Bulmahn, based on material 
  by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Bestiary 
  2, © 2010, Paizo Publishing, LLC; Authors 
  Wolfgang Baur, Jason Bulmahn, Adam 
  Daigle, Graeme Davis, Crystal Frasier, 
  Joshua J. Frost, Tim Hitchcock, Brandon 
  Hodge, James Jacobs, Steve Kenson, Hal 
  MacLean, Martin Mason, Rob McCreary, 
  Erik Mona, Jason Nelson, Patrick Renie, 
  Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ 
  Taylor, and Greg A. Vaughan, based on 
  material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  The Book of Fiends, © 2003, Green 
  Ronin Publishing; Authors Aaron Loeb, 
  Erik Mona, Chris Pramas, Robert J. 
  Schwalb.
  Amphisbaena from the Tome of 
  Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of 
  Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of 
  Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Aurumvorax 
  from 
  the 
  Tome 
  of 
  Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Authors Scott Peterson and Clark 
  
  37
  Peterson, based on original material by 
  Gary Gygax.
  Beetle, Slicer from the Tome of 
  Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Blindheim from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by Roger Musson.
  Brownie from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Bunyip from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by Dermot Jackson.
  Crypt Thing from the Tome of 
  Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based 
  on original material by Roger Musson.
  Daemon, Ceustodaemon (Guardian 
  Daemon) from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by Ian McDowall.
  Daemon, Derghodaemon from the 
  Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary 
  Gygax.
  Daemon, Hydrodaemon from the 
  Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary 
  Gygax.
  Daemon, Piscodaemon from the Tome 
  of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Dark Creeper from the Tome of 
  Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based 
  on original material by Rik Shepard.
  Dark Stalker from the Tome of 
  Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based 
  on original material by Simon Muth.
  Death Worm from the Tome of 
  Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene and 
  Erica Balsley.
  Decapus from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by Jean Wells.
  Demon, Nabasu from the Tome of 
  Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Dragon Horse from the Tome of 
  Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Dust Digger from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Forlarren from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by Ian Livingstone.
  Giant, Wood from the Tome of 
  Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on 
  original material by Wizards of the Coast.
  Gloomwing from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Grippli from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Gryph from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by Peter Brown.
  Hangman Tree from the Tome of 
  Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Hippocampus from the Tome of 
  Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene and 
  Erica Balsley, based on original material by 
  Gary Gygax.
  Jubilex from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Kelpie from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by Lawrence Schick.
  Korred from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Leprechaun from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Magma ooze from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene.
  Mihstu from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Mongrelman 
  from 
  the 
  Tome 
  of 
  Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Necrophidius from the Tome of 
  Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based 
  on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Pech from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Phycomid from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Poltergeist from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  
  38
  Inc.; Author Scott Greene, based on original 
  material by Lewis Pulsipher.
  Quickling from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Quickwood from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Sandman from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by Roger Musson.
  Scarecrow from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by Roger Musson.
  Skulk from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by Simon Muth.
  Slime Mold from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Slithering Tracker from the Tome of 
  Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by David Cook.
  Spriggan from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene and Erica Balsley, 
  based on original material by Roger Moore 
  and Gary Gygax.
  Tenebrous Worm from the Tome of 
  Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by Mike Roberts.
  Tick, Giant & Dragon from the Tome 
  of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Troll, Ice from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by Russell Cole.
  Troll, Rock from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene.
  Zombie, Juju from the Tome of 
  Horrors, Revised, © 2002, Necromancer
  The Book of Fiends © 2003, Green 
  Ronin Publishing; Authors: Aaron Loeb, 
  Erik Mona, Chris Pramas, and Robert J. 
  Schwalb. 
  Axe Beak from the Tome of Horrors 
  Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog 
  God Games; Author: Scott Greene, based 
  on original material by Gary Gygax. 
  Cave Fisher from the Tome of Horrors 
  Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog 
  God Games; Author: Scott Greene, based 
  on original material by Lawrence Schick. 
  Dark Creeper from the Tome of 
  Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by 
  Frog God Games; Author: Scott Greene, 
  based on original material by Rik Shepard. 
  Death Worm from the Tome of Horrors 
  Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog 
  God Games; Author: Scott Greene and 
  Erica Balsley. 
  Mongrelman from the Tome of Horrors 
  Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog 
  God Games; Author: Scott Greene, based 
  on original material by Gary Gygax. 
  Ooze, Magma from the Tome of 
  Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by 
  Frog God Games; Author: Scott Greene. 
  Troll, Rock from the Tome of Horrors 
  Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog 
  God Games; Author: Scott Greene. 
  Pathfinder 
  Campaign 
  Setting: 
  Belkzen, Hold of the Orc Hordes © 2015, 
  Paizo Inc.; Authors: Tyler Beck, Jason 
  Garrett, Alex Greenshields, and David 
  Schwartz.
  Anger of Angels. © 2003, Sean K 
  Reynolds.
  Book of Fiends. © 2003, Green Ronin 
  Publishing; Authors: Aaron Loeb, Erik 
  Mona, Chris Pramas, Robert J. Schwalb.
  The Book of Hallowed Might. © 2002, 
  Monte J. Cook.
  Monte Cook’s Arcana Unearthed. © 
  2003, Monte J. Cook.
  Path of the Magi. © 2002 Citizen 
  Games/Troll Lord Games; Authors: Mike 
  McArtor, W. Jason Peck, Jeff Quick,
  and Sean K Reynolds.
  Skreyn’s Register: The Bonds of Magic. 
  © 2002, Sean K Reynolds.
  Angel, Monadic Deva from the Tome of 
  Horrors, Revised. © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based 
  on original material by E. Gary Gygax.
  Angel, Movanic Deva from the Tome of 
  Horrors, Revised. © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based 
  on original material by E. Gary Gygax.
  Brownie from the Tome of Horrors, 
  Revised. © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based onoriginal 
  material by E. Gary Gygax.
  Daemon, Ceustodaemon (Guardian 
  Daemon) from the Tome of Horrors, 
  Revised. © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on 
  original material by E. Gary Gygax.
  Daemon, Derghodaemon from the 
  Tome of Horrors, Revised. © 2002, 
  Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. 
  Gary Gygax.
  Daemon, Hydrodaemon from the 
  Tome of Horrors, Revised. © 2002, 
  Necromancer Games, Inc.; Author: Scott 
  
  39
  Greene, based on original material by E. 
  Gary Gygax.
  Daemon, Piscodaemon from the Tome 
  of Horrors, Revised. © 2002, Necromancer 
  Games, Inc.; Author: Scott
  Greene, based on original material by E. 
  Gary Gygax.
  Froghemoth from the Tome of Horrors. 
  © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based onoriginal material by 
  E. Gary Gygax.
  Ice Golem from the Tome of Horrors. © 
  2002, Necromancer Games, Inc.; Author: 
  Scott Greene.
  Iron Cobra from the Tome of Horrors. 
  © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original 
  material by Philip Masters.
  Marid from the Tome of Horrors III. © 
  2005, Necromancer Games, Inc.; Author: 
  Scott Greene.
  Mihstu from the Tome of Horrors, 
  Revised. © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based onoriginal 
  material by E. Gary Gygax.
  Nabasu Demon from the Tome of 
  Horrors. © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based onoriginal 
  material by E. Gary Gygax.
  Necrophidius from the Tome of 
  Horrors, Revised. © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based 
  on original material by Simon Tillbrook.
  Sandman from the Tome of Horrors, 
  Revised. © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on 
  original material by Roger Musson.
  Scarecrow from the Tome of Horrors, 
  Revised. © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on 
  original material by Roger Musson.
  Shadow Demon from the Tome of 
  Horrors. © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on 
  original material by Neville White.
  Wood Golem from the Tome of 
  Horrors. © 2002, Necromancer Games, 
  Inc.; Authors: Scott Greene and Patrick 
  Lawinger.
  Pathfinder 
  Roleplaying 
  Game 
  Ultimate 
  Magic. 
  © 
  2011, 
  Paizo 
  Publishing, LLC; Authors: Jason Bulmahn, 
  Tim Hitchcock, Colin McComb, Rob 
  McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. 
  Stephens, and Russ Taylor.
  Advanced Player’s Guide. Copyright 
  2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn.
  City of Seven Seraphs: Nexus Playtest, 
  © 2017, Lost Spheres Publishing; Author: 
  Michael Sayre.
  City of Seven Seraphs: Akashic Trinity, 
  © 2018, Lost Spheres Publishing; Author: 
  Michael Sayre.
  Classes of the Lost Spheres: Zodiac, © 
  2018, Lost Spheres Publishing; Author: 
  Michael Sayre. Christen N. Sowards
  
  40
  
  My Allies are 
  the Stars!
  Enter the Zodiac… an akashic summoner wielding the memories of the stars themselves. 
  Match your playstyle to the Orbit that best suits you. Play as an aggressive stellar warrior 
  with the Solar Zodiac, maximizing the power of your starborn weapons and charging 
  beside your champion allies. Or take the reins of the mysterious Lunar Zodiac, arming 
  your champions and supporting them with an array of akashic veils.
  Expanding on the principles of akashic power introduced in Dreamscarred Press’ 
  Akashic Mysteries and expanded in the City of 7 Seraphs: Akashic Trinity, the Zodiac is a 
  powerful new way to interface with the essence and veilweaving system. Neither Akashic 
  Mysteries or City of 7 Seraphs: Akashic Trinity is required to use the Classes of the Lost 
  Spheres: Zodiac supplement.
  Lost Spheres Publishing
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Lost Spheres/Classes of the Lost Spheres - Zodiac.pdf