TEXT: Classes of the Soul 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams. 
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  The classes presented in here each tap into the magic energy flowing through their 
  soul and coursing through their veins rather than the arcane magic that is commonly 
  studied and practiced throughout the world. Soul Magic is powerful, yet comes at a 
  hefty cost: a user of Soul Magic is constantly tearing their spirit apart in order to use 
  their powers and thus needs to take extreme care when he is using his spells and 
  abilities due to the limited energy a soul carries within it. 
  There are three classes that specialize in these abilities, though any spellcaster can 
  learn the art of Soul Magic. The classes are as follows. 
  Seishin Senshi (Spirit Warrior): A user of harsh techniques that punish both his body 
  and soul to perform, however through rigorous training these techniques can be used 
  more than once with not as much ill effect. 
  Seishin Suringā (Spirit Slinger): A practitioner of ranged combat with a firearm made 
  entirely of the soul’s reservoir. The bullets fired by the Seishin Suringā are deadly, 
  and can be charged for devastating power. 
  Seishin Mahoutsukai (Spirit Caster): A caster of spells drawn specifically from their 
  soul itself. Though casting their magic does not tear their soul to shreds, their 
  enhancements they can attach to their spells do. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Contents 
  Seishin Senshi....................................................................................... 5 
  Soul Powers ..................................................................................... 9 
  Seishin Suringā ................................................................................... 12 
  Trained Blasts ................................................................................. 14 
  Seishin Mahoutsukai ............................................................................. 16 
  Feats ............................................................................................... 21 
  Expanded Inner Pool ....................................................................... 21 
  Extra Soul Power ........................................................................... 21 
  Amateur Seishin Senshi .................................................................... 21 
  Expanded Spirit Pool ....................................................................... 21 
  Extra Spirit Discovery ...................................................................... 22 
  Amateur Seishin Suringā ................................................................... 22 
  Expanded Spirit Reservoir ................................................................. 22 
  Extra Spell Altercation ..................................................................... 22 
  Amateur Seishin Mahoutsukai ............................................................. 22 
  Spirit Magic with Other Spellcasters .......................................................... 23 
  Sorcerer Bloodlines .............................................................................. 24 
  Nue Bloodline ............................................................................... 24 
  Satori Bloodline ............................................................................. 25 
   
   
   
   
   
   
   
   
  
  Seishin Senshi 
  Born in the eastern lands, the Seishin Senshi perform complex maneuvers and attacks 
  by using their Inner Pool, tearing themselves and enemies asunder spiritually in order 
  to dominate the battlefield. The practice of becoming a Seishin Senshi is very 
  controversial and not many understand the draw to the suicidal arts. 
  Alignment: Any non-neutral (Lawful Good/Evil or Chaotic Good/Evil) 
  Hit Die: d10 
  Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins 
  play with an outfit worth 10 gp or less. 
  Class skills 
  The Seishin Senshi’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy 
  (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Religion) (Int), Perception (Wis), 
  Profession (Wis), Sense Motive (Wis), Stealth (Dex), Swim (Str), and Use Magic Device 
  (Cha). 
  Skill Ranks per Level: 4 + Int modifier. 
  Level Base Attack Bonus Fort 
  Save 
  Ref 
  Save 
  Will 
  Save Special 
  1st 
  +1 
  +2 
  +0 
  +2 Inner Pool, Ignited Will, Soul Overflow 
  2nd 
  +2 
  +3 
  +0 
  +3 Soul Power 
  3rd 
  +3 
  +3 
  +1 
  +3 Intake Spirits 
  4th 
  +4 
  +4 
  +1 
  +4 Soul Power 
  5th 
  +5 
  +4 
  +1 
  +4 Holding Us Back! 
  6th 
  +6/+1 
  +5 
  +2 
  +5 Soul Power 
  7th 
  +7/+2 
  +5 
  +2 
  +5 Imitation Orisons 
  8th 
  +8/+3 
  +6 
  +2 
  +6 Soul Power 
  9th 
  +9/+4 
  +6 
  +3 
  +6 Weakling Punt 
  10th 
  +10/+5 
  +7 
  +3 
  +7 Soul Power 
  11th 
  +11/+6/+1 
  +7 
  +3 
  +7 Improved Intake Spirits 
  12th 
  +12/+7/+2 
  +8 
  +4 
  +8 Soul Power 
  13th 
  +13/+8/+3 
  +8 
  +4 
  +8 Deliver Memo 
  14th 
  +14/+9/+4 
  +9 
  +4 
  +9 Soul Power 
  15th 
  +15/+10/+5 
  +9 
  +5 
  +9 Fortress of Souls 
  16th 
  +16/+11/+6/+1 
  +10 
  +5 
  +10 Soul Power 
  17th 
  +17/+12/+7/+2 
  +10 
  +5 
  +10 Anchored Spirit 
  18th 
  +18/+13/+8/+3 
  +11 
  +6 
  +11 Soul Power 
  19th 
  +19/+14/+9/+4 
  +11 
  +6 
  +11 Together we Strike 
  20th 
  +20/+15/+10/+5 
  +12 
  +6 
  +12 Incarnated Soul, Soul Power 
  
   
  Class Features 
  The following are the class features of the Seishin Senshi. 
  Weapon and Armor Proficiency 
  A Seishin Senshi is proficient with all simple and martial weapons, and all types of 
  armor and shields (except for Tower Shields). 
   
  Inner Pool 
   
  At 1st level, the Seishin Senshi gains a pool of their inner spirit that they can use to 
  enhance their capabilities in combat. This pool has a number of points in it equal to 3 
  + his class level + his wisdom modifier (minimum of 5). Spending points from this pool 
  is a swift action unless otherwise stated. 
  He can use this pool to do the following actions below (these abilities cost 1 point 
  from his Inner Pool): 
  Energy Blade: Gain +1d4 of a single energy type to weapon attacks for a number of 
  rounds equal to his Seishin Senshi level. This does not stack with weapon special 
  abilities that deal the same type of elemental damage as the one chosen. This 
  elemental damage increases to 1d6 at 5th level. 
  Spirited Heels: Gain a +10 morale bonus to his move speeds (this affects other move 
  speeds than just land speed). 
  Insightful Dodge: Gain +1 dodge bonus to AC, and gain an additional +1 per additional 
  points spent on this (to a maximum of +5 Dodge AC). 
  Critically Acclaimed: Gain a +2 to any one Charisma based skill for a number of rounds 
  equal to half your Seishin Senshi level. 
   
  Ignited Will 
  Gain Iron Will as a bonus feat at 1st level. 
   
  Soul Overflow 
  Due to their training specializing them in accessing all points of their inner spirit, the 
  Seishin Senshi can damage his Constitution in order to buff himself. Dealing 1 Con 
  damage to themselves allows them to use their abilities. Bringing themselves to 0 Con 
  this way does not kill them, however they fall unconscious for 8 hours, and must 
  recover all of their Constitution damage suffered this way before using Soul Overflow 
  again. If they are hit with an ability which would deal Constitution damage or drain 
  that isn’t Soul Overflow and it brings them to 0, they still die as per the normal rules. 
  
  Soul Power 
  At 2nd level and every even level thereafter the Seishin Senshi gains abilities that 
  allow him to use his soul in different ways. He selects one of the abilities listed below 
  and can use his inner pool for these abilities. Abilities with saving throws use (DC 10 + 
  1/2 Seishin Senshi level + Wisdom modifier). See the Soul Powers on page 7. 
   
  Intake Spirits 
  At 3rd level, the Seishin Senshi can absorb the life of willing allies in order to fuel his 
  own energy. Their life spent can be used to regain HP or Inner Pool, but not both. If 
  HP is recovered beyond its maximum, the rest are gained as temporary HP. Allies 
  without a life force or soul cannot be selected for this. Ghosts, haunts, and creatures 
  that are nothing but souls take additional (50% more) damage. 
   
  Holding Us Back! 
  At 5th level, if any of his allies are at half or below half hit points, and they are 
  within 15 ft. of the Seishin, they gain a +2 insight bonus to AC, and +5 insight bonus to 
  their movement speed(s). 
   
  Imitation Orisons 
  At 7th level, the Seishin Senshi gains access four 0th level divine spells, and can cast 
  them indefinitely. These divine spells are cast at a -3 Caster Level. 
   
  Weakling Punt 
  At 9th level once per round the Seishin Senshi can punt a creature half his level or 
  lower, and at least one size category smaller. If a successful melee attack is made 
  against the weakling, this creature is a ranged attack that deals 2d8 bludgeoning 
  damage (for small creatures) + the Seishin Senshi's wisdom modifier. This ranged 
  attack has a range of 30 ft. If the damage would kill the weakling, their body is 
  instead mutilated as its guts (and the other half of its body) are instead the ranged 
  attack, and sicken the enemy if they fail a Fortitude save (DC 10 + 1/2 Seishin Senshi 
  level + Wisdom modifier). Medium creatures deal 3d8, Tiny deals 1d8, Diminutive 
  deals 1d6, Fine deals 1d4, Large deals 4d8, Huge deals 5d8, and Gargantuan deals 6d8 
   
  Improved Intake Spirits 
  At 11th level the Seishin Senshi can divide the life of their allies into their pool and 
  HP as they please. In addition to this, they can absorb allies' pools such as Ki Pools or 
  Arcane Pools. 
   
   
  
  Deliver Memo 
  At 13th level, if an adjacent ally is at half or below half HP, the Seishin Senshi can 
  expend 7 points from his inner pool to give the ally a free full retreat action, and in 
  turn the Seishin Senshi instead 5 ft. steps to their place. This is a full round action. 
   
  Fortress of Souls 
  At 15th level, all enemies within 5 ft. of the Seishin Senshi takes 1d8 points of force 
  damage. They receive no save for this, however they can only be damaged by this 
  once per 2 rounds. 
   
  Anchored Spirit 
  At 17th level, unless the Seishin Senshi is willing, he cannot be teleported or 
  otherwise forcibly pushed by magical means from where he is. If an enemy has more 
  Hit Dice than him, they receive a Caster Level check (DC 10 + Seishin Senshi level) to 
  move them. If the enemy knows the Seishin Senshi, they gain a +4 bonus to the caster 
  level check. Bonuses to overcome spell resistance apply to this check. 
   
  Together we Strike 
  At 19th level if the Seishin Senshi wishes to charge but an ally impedes their 
  movement, they can continue their charge, bringing their ally towards the enemy. 
  The ally can't be impeded either, and on the charge the ally is considered in the 
  Seishin Senshi's square until the end of the charge in which the ally is adjacent to the 
  enemy in one space next to the Seishin Senshi that's within reach of the enemy. Both 
  the ally and the Seishin Senshi gain an attack from the charge, and if they both hit 
  they combine their damages together for the purposes of DR and massive damage. 
   
  Incarnated Soul 
  At 20th level the Seishin Senshi's true colors fly for all to see. They gain a ghostly blue 
  aura that surrounds only them. This allows them to become Incorporeal as a swift 
  action for 5 + Wisdom modifier rounds. In addition to this, their weapon is treated as 
  both corporeal and incorporeal against enemies, and deals an addition +4d8 damage 
  against a single creature subtype of their choice. 
   
   
   
   
   
  
  Soul Powers 
  Act of Faith: Heals 1d10 + inner pool spent damage for one ally (Minimum 1). 
  Racial Slayer: Spend 4 points of the inner pool to gain an additional +2 to attack and 
  damage against a selected creature and a subtype if any. 
  Harsh Interrogation: Spend 3 points from the inner pool to use discern lies on a 
  creature being questioned. If the creature lies, the Seishin Senshi's harsh glare and 
  attitude deals 1 point of nonlethal damage per Seishin Senshi level to the target and 
  causes them to become shaken. A successful will saving throw negates the damage or 
  the shaken condition, with the choice being up to the target. 
  Inner Radiance: Spend 1 point from the inner pool to shed light like a torch for 1 
  round per Seishin Senshi level. 
  Dragon Fang: Make a single ranged attack to one enemy within short range (25 ft. + 5 
  ft. per level). If this attack hits, deal weapon damage to the enemy, however this 
  damage is counted as force damage for the purposes of hardness and DR. Must be 8th 
  level to select this ability. One attack costs 3 points from the inner pool. 
  Demon Fang: Make one ranged attack as a single attack or multiple ranged attacks as 
  a full round attack with medium range (100 ft. + 10 ft. per level). Must be 12th level 
  to select this ability. Each attack costs 5 points from the inner pool. 
  Chosen One: Gain a +1 competence bonus to any skill check when dealing with holy or 
  divine worshippers. The Seishin Senshi can expend 1 point from his Inner Pool to gain 
  an additional +2. 
  Battlefield Sweep: If an attack roll is made with a reach weapon, the Seishin Senshi 
  can expend 4 points from his inner pool to double the reach and make a second 
  attack against an enemy within the new threatened range. This cannot be used to 
  provoke attacks of opportunity. The Seishin Senshi must be at least 6th level to 
  select this. 
  Soulbound Fate: The Seishin Senshi also treats his Inner Pool as temporary hit points 
  when taking damage. 
  False Magic: By spending a number of points equal to the spell's level, the Seishin 
  Senshi can cast a spell from the Warpriest's spell list, treating his Seishin Senshi level 
  as his caster level for spells and abilities. He cannot use this ability with overflow or 
  if it would cause overflow. This spell must be of a level he could cast as a Warpriest 
  of his own level. 
  Channel Will: If the Seishin Senshi has both hands on an ally within reach of him, he 
  can grant that ally a bonus to one Will Save within 1 round/level equal to his own 
  Will Save. This bonus fades after one use. This costs 2 inner pool points. 
  
  Megaton Fist: By focusing energy into their fist for one round, they can punch the 
  ground and cause all enemies in a 10 ft. radius centered on him to make a Reflex 
  Save or fall prone. He must be at least 4th level to select this ability. This costs 4 
  inner pool points. 
  False Channel: By expending a number of inner pool points equal to the dice rolled 
  (maximum of 10), the Seishin Senshi can channel positive energy (or negative energy 
  if he's evil or neutral) like a Cleric of his level. He must have False Magic selected 
  before gaining this ability. The Seishin Senshi can underchannel if he chooses to 
  expend fewer points from his inner pool than he could spend normally. He must be 
  6th level to select this ability. 
  Justice for All But One: Spending 8 points from their inner pool, the Seishin Senshi 
  can select an enemy as a swift action. Against that enemy, they gain a competence 
  bonus equal to their wisdom modifier to attack rolls, skill checks, and saving throws 
  against that specific enemy. The Seishin Senshi must be 10th level to select this 
  ability. 
  Pure Encore: Taking in music from a Bardic Performance that had previously aiding 
  them or still is, the Seishin Senshi can expel the music in a deadly 30 ft. cone of sonic 
  damage. This deals a number of d6 of sonic damage equal to the rounds the Bardic 
  Performance has been active. This expends a number of points from their inner pool 
  equal to the d6 of damage, however it can be underchanneled. The Seishin Senshi 
  must be 12th level to select this ability, and have Deadly Encore. 
  Deadly Encore: If an enemy Bard attempts to use a different Bardic Performance than 
  the one currently being used, the Seishin Senshi can expend at least 6 points from his 
  inner pool, causing the Bard to roll a will save or continue with his current 
  performance. The saving throw gains a bonus to the DC equal to half the inner pool 
  spent (minimum of 3, maximum of 6). The Seishin Senshi must be at least 8th level 
  to take this ability. 
  Subtlety: Gain a bonus to Bluff, Stealth, and Sleight of Hand equal to inner pool 
  spent (maximum of +10 bonus). 
  Relief: Expend points from the inner pool after 8 hours of rest to remove additional 
  points of ability damage. This does not work on ability drain. 
  Greater Relief: Use Relief to get rid of negative levels before they become 
  permanent, using an amount of points equal to negative levels accumulated. Must be 
  6th level to select this ability. 
  Stand for my Entire Country: Gain a +2 resistance bonus to saving throws while on 
  the Seishin Senshi's home country, or ally country. This can be enhanced by 
  expending 8 points to grant an additional +2 resistance bonus to saving throws. 
  
  Dizzying Damnation: All enemies adjacent to the Seishin Senshi must succeed at a 
  Fortitude Save or take 5d6 points of negative energy damage. This costs 5 inner pool 
  points, and the Seishin Senshi must be evil or neutral to use this. 
  Fan Blade: Create a 10 ft. cone that requires those inside of it to roll a Reflex Save 
  or be pushed back 5 ft. This costs 2 inner pool points. 
  Improved Fan Blade: Create a 15 ft. cone that pushes people back 5 ft., a 10 ft. cone 
  that pushes people back 10 ft., or a single 5 ft. square that pushes people back 15 ft. 
  The Seishin Senshi must be 6th level to select this and it costs 5 inner pool points. 
  Against any Country: The bonus from Stand for my Entire Country can apply while 
  inside an enemy country. The Seishin Senshi must be 6th level to choose this. 
  Grand Faith: The Seishin Senshi can use Act of Faith in a 30 foot radius centered on 
  them. The Seishin Senshi must have Act of Faith. 
  Spirit Boxing: The Seishin Senshi gains the Improved Unarmed Strike feat as a bonus 
  feat. By spending a number of points from their Inner Pool allowing them to deal 
  damage as a monk of their level. The points spent vary depending on the damage 
  dice used by the monk (1 point for 1d6, 2 points for 1d8, 3 points for 1d10, 4 points 
  for 2d6, 5 points for 2d8, and 6 points for 2d10). When the points are spent, the 
  damage dice last for a number of minutes equal to the points spent. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Seishin Suringā 
  While many gunslingers choose the conventional and hard to care for early firearms, 
  the Seishin Suringā uses his inner spirit to channel blasts of pure soul energy at their 
  enemies.  
  Alignment: Any 
  Hit Die: d8 
  Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins 
  play with an outfit worth 10 gp or less. 
  Class skills 
  The Spirit Suringā’s class skills are Acrobatics (Dex), Bluff (Cha), Escape Artist (Dex), 
  Disguise (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Planes) (Int), 
  Knowledge (Religion) (Int), Perform (Cha), Profession (Wis), Spellcraft (Int), Use Magic 
  Device (Cha). 
  Skill Ranks per Level: 4 + Int modifier. 
  Level Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save Special 
  Spirit Gun 
  Damage 
  1st 
  +0 
  +0 
  +2 
  +2 Spirit Gun, Spirit Pool, Beam Compression 
  1d6 
  2nd 
  +1 
  +0 
  +3 
  +3 Trained Blasts 
  1d6 
  3rd 
  +2 
  +1 
  +3 
  +3 Speak with Spirits 1/day 
  1d6 
  4th 
  +3 
  +1 
  +4 
  +4 Trained Blasts, Spirit Away 
  1d8 
  5th 
  +3 
  +1 
  +4 
  +4 Speak with Spirits 2/day 
  1d8 
  6th 
  +4 
  +2 
  +5 
  +5 Trained Blasts 
  1d8 
  7th 
  +5 
  +2 
  +5 
  +5 Speak with Spirits 3/day 
  1d8 
  8th 
  +6/+1 
  +2 
  +6 
  +6 Trained Blasts 
  1d10 
  9th 
  +6/+1 
  +3 
  +6 
  +6 Exertion Performances, Speak with Spirits 
  4/day 
  1d10 
  10th 
  +7/+2 
  +3 
  +7 
  +7 Trained Blasts 
  1d10 
  11th 
  +8/+3 
  +3 
  +7 
  +7 Speak with Spirits 5/day 
  1d10 
  12th 
  +9/+4 
  +4 
  +8 
  +8 Trained Blasts 
  2d6 
  13th 
  +9/+4 
  +4 
  +8 
  +8 Speak with Spirits 6/day 
  2d6 
  14th 
  +10/+5 
  +4 
  +9 
  +9 Trained Blasts 
  2d6 
  15th 
  +11/+6/+1 
  +5 
  +9 
  +9 Exertion Performances, Speak with Spirits 
  7/day 
  2d6 
  16th 
  +12/+7/+2 
  +5 
  +10 +10 Trained Blasts 
  2d8 
  17th 
  +12/+7/+2 
  +5 
  +10 +10 Gritty End 1/day, Speak with Spirits 8/day 
  2d8 
  18th 
  +13/+8/+3 
  +6 
  +11 +11 Trained Blasts 
  2d8 
  19th 
  +14/+9/+4 
  +6 
  +11 +11 Speak with Spirits 9/day 
  2d8 
  20th +15/+10/+5 
  +6 
  +12 +12 Trained Blasts, Gritty End 2/day 
  2d10 
  
  Class Features 
  The following are the class features of the Seishin Suringā. 
  Weapon and Armor Proficiency 
  A Seishin Suringā is proficient with all simple weapons, the rapier, scimitar, 
  shortsword, and sword cane. They are only proficient with light armor, light shields, 
  and bucklers. 
   
  Spirit Gun 
   
  The Spirit Gun is a blast of energy directly focused and compressed using their soul. 
  At 1st level it deals force damage as listed in the table above and it increases in die 
  steps depending on their level. Damage dealt with the Spirit Gun deals half the 
  damage to the Seishin Suringā's SP pool due to the ripping of the fabrics of their soul 
  in order to fire these blasts. A Spirit Gun is a ranged touch attack. Despite being of 
  the force energy type, DR/- and DR/Alignment still reduces a Spirit Gun’s damage. 
  The Spirit Gun has a range of 20 ft. for touch attacks and a maximum range of 40 ft. 
   
  Spirit Pool 
   
  At 1st level, the Seishin Suringā gains a pool of energy that allows them to enhance 
  their Spirit Gun beyond its normal capabilities. This pool of energy is equal to 5 + the 
  Seishin Suringā's HP. This will be denoted as SP from here on. 
   
  Beam Compression 
  At 1st level, the Seishin Suringā is capable of turning his Spirit Gun into more than 
  just a ranged touch attack. Expending 1 point of SP, he can change his attack into a 
  30 ft. cone, 60 ft. line, or two 15 ft. bursts. The Reflex Save from these are (10 + 1/2 
  Seishin Suringā level + Charisma modifier). 
   
  Trained Blasts 
  At 2nd level and every even levels thereafter, a Seishin Suringā gains a new way to 
  alter and fire his Spirit Gun. See page 12. 
   
  Speak with Spirits 
  At 3rd level, the Seishin Suringā is able to communicate with a recently deceased 
  corpse’s spirit. He may ask 3 questions from the spirit before it vanishes. At every odd 
  level the Seishin Suringā gets an additional use of this ability per day. 
   
  Spirit Away 
  At 4th level, the Seishin Suringā adds his Charisma modifier to damage with his Spirit 
  Gun. 
  
  Gritty End 
  At 17th level, you may fire a single attack with the Spirit Gun once per day. With a 
  successful hit, the target takes the normal damage of the Spirit Gun as if it were a 
  crit, and they must roll a Fortitude save or be knocked back 30 ft and be paralyzed 
  for 1d6 rounds. The Fortitude save is (DC 10 + 1/2 Seishin Suringā level + Charisma 
  modifier). This can be done twice per day at 20th level. 
   
   
  Trained Blasts 
  Passing Shot: When using Beam Compression to turn their blast into a 60 ft. line, 
  they can spend 1 additional point of SP to not harm a single ally. They can expend 
  more points per ally in the blast. 
  Targeted Blast: The Seishin Suringā can ignore the penalties imposed by taking a 
  called shot for 6 SP. This can be used a number of times per day equal to their 
  Charisma modifier. They must be 10th level in order to select this ability. 
  Marked Target: As a move action they can mark a single target for 3 SP, and deal an 
  additional number of d6 equal to their Charisma modifier for a number of rounds 
  equal to 1/2 their level. Only one target may be selected at a time. They must be 
  4th level to select this ability. 
  Split Blasts: Spending a number of SP equal to the amount of blasts they split, they 
  deal half damage to each opponent they can however they must make a separate 
  touch attack to the next enemy and the enemy must be within 5 ft. of the original 
  target. The damage dice are halved to a minimum of dealing 1 damage, and the 
  damage cannot be reduced beyond 1. 
  Charging Blast: The Seishin Suringā can sit in a single place and charge his blast as a 
  full round action for up to 5 rounds, costing 1 SP per round. Each round grants a +2 
  to attack and damage (to a maximum of +10 attack and damage). The Seishin Suringā 
  is then exhausted for a number of rounds equal to the rounds charging -1 (minimum 
  of 0 rounds of exhaustion). They must be 4th level to select this ability. 
  Dual Spirit Gun: Once taken, the Seishin Suringā can use his spirit gun in one hand as 
  normal, or use it with two-weapon fighting taking up both hand slots. He must have 
  Two-Weapon Fighting as a feat and be at least 6th level. 
  Star Shot: Spend 2 points of SP to deal fire damage with the spirit gun instead of 
  force damage. 
  Lunar Shot: Spend 2 points of SP to deal cold damage with the spirit gun instead of 
  force damage. 
  Earth Shot: Spend 2 points of SP to deal acid damage with the spirit gun instead of 
  force damage. 
  
  Cloud Shot: Spend 2 points of SP to deal electricity damage with the spirit gun 
  instead of force damage. 
  Sentinel Shot: Spend 2 SP to bypass 1 point of DR/-. This can be spent to bypass up to 
  DR 5/-. The Seishin Suringā must be at least 8th level to select this ability. 
  Aligned Blast: Spend 8 SP to bypass DR associated with the Spirit Suringā’s alignment. 
  (Example: A Lawful Good Seishin Suringā bypasses Chaos and/or Evil DR.) In addition 
  to this they deal an extra 2d6 points of damage to an enemy which their DR bypasses. 
  If they are True Neutral, they choose two alignments to bypass. If they are Neutral 
  Good, Lawful Neutral, or any “Neutral” alignment with one of the Law or Chaos 
  spectrums they deal 2d8 instead of 2d6. The Seishin Suringā must be 14th level to 
  select this ability. 
  Barreling Blast: If they deal upwards of 30 points of damage to one enemy, they can 
  spend 6 SP as their blast makes a CMB check vs the enemies’ CMD to bulrush them a 
  number of squares back equal to their Charisma modifier. This can be coupled with 
  Bull rush feats. 
  Searing Puncture: Star Shots deal an additional 2d4 points of fire damage to an 
  enemy and they must make a fortitude save to resist becoming fatigued. If they fail 
  by 5 or more, the enemy is instead exhausted. The Seishin Suringā must be at least 
  6th level to select this ability. This costs an additional 2 SP to use. 
  Freezing Patch: Lunar Shots deal an additional 2d4 points of cold damage to an 
  enemy and they must make a reflex save to resist becoming grappled by their armor. 
  If they fail by 5 or more, the enemy is instead entangled. The Seishin Suringā must 
  be at least 6th level to select this ability. This costs an additional 2 SP to use. 
  Dripping Acid: Earth Shots stick to the enemy dealing an additional 1d4 points of acid 
  damage per round for 2 rounds. In addition to this, those who fail their fortitude 
  save are sickened. If they fail by 5 or more, the enemy is instead nauseated. The 
  Seishin Suringā must be at least 6th level to select this ability. This costs an 
  additional 2 SP to use. 
  Arcing Electricity: Cloud Shots spark off from the original target dealing 2d4 to the 
  target and half damage to all adjacent enemies. On a failed fortitude save, the 
  original target is shaken. If they fail by 5 or more all adjacent enemies are shaken 
  while the original target is staggered. 
  Spiritual Explosion: The Seishin Suringā can spend a full round action to gather 
  energy and fire it as a single shot to an enemy within 30 ft. They must succeed at a 
  ranged touch attack, and if they succeed they deal 10d10 points of force damage to 
  the enemy. Unlike their Spirit Gun, it bypasses all DR, and lowers the SR (which 
  applies) against this effect by 10. They must be 20th level to select this ability, and 
  it costs 25 SP. 
  
  Seishin Mahoutsukai 
  Casters of extraordinary talent, the Seishin Mahoutsukai blends and changes their 
  spells using their spiritual energy. 
  Alignment: Any 
  Hit Die: d6 
  Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play 
  with an outfit worth 10 gp or less. 
  Class skills 
  The Spirit Suringā’s class skills are Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge 
  (Arcana and Planes) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha). 
  Skill Ranks per Level: 2 + Int modifier. 
  Class Features 
  The following are the class features of the Seishin Mahoutsukai. 
  Weapon and Armor Proficiency 
  A Seishin Mahoutsukai is proficient with all simple weapons. They are not proficient 
  with any armor or shields. Armor interferes with a Seishin Mahoutsukai’s movements, 
  which can cause his spells with somatic and components to fail. 
  Spells 
  A Seishin Mahoutsukai casts arcane spells drawn from the sorcerer/wizard spell list. A 
  wizard must choose and prepare his spells ahead of time. 
  To learn, prepare, or cast a spell, the Seishin Mahoutsukai must have 
  an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for 
  a saving throw against a Seishin Mahoutsukai’s spell is 10 + the spell level + the 
  Seishin Mahoutsukai's Intelligence modifier. 
  Seishin Mahoutsukai cast spells and has a spellbook similar to a Wizard. See the 
  Wizard for more details on how many spells starting out in a spellbook, and how spells 
  are gained at each level. 
  Cantrips 
  Seishin Mahoutsukai can prepare a number of cantrips, or 0-level spells, each day, as 
  noted on “Spells per Day” below. These spells are cast like any other spell, but they 
  are not expended when cast and may be used again. A Seishin Mahoutsukai can 
  prepare a cantrip from an opposition school, but it uses up two of his available slots 
  (see below). 
  
  Level 
  BAB 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save Special 
  Spells per Day 
  0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Cantrips, Spirit Reservoir, Base 
  Enhancements, Spell Altercation 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  +1 
  +0 
  +0 
  +3 
   
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Spell Altercation 
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4th 
  +2 
  +1 
  +1 
  +4 
   
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5th 
  +2 
  +1 
  +1 
  +4 
   
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  6th 
  +3 
  +2 
  +2 
  +5 
  Spell Altercation, 2 Point 
  Altercations 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  7th 
  +3 
  +2 
  +2 
  +5 
   
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  8th 
  +4 
  +2 
  +2 
  +6 
   
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  9th 
  +4 
  +3 
  +3 
  +6 
  Spell Altercation 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  10th 
  +5 
  +3 
  +3 
  +7 
   
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  11th 
  +5 
  +3 
  +3 
  +7 
   
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  12th 
  +6/+1 
  +4 
  +4 
  +8 
  Spell Altercation, 3 Point 
  Altercations 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  13th 
  +6/+1 
  +4 
  +4 
  +8 
   
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  14th 
  +7/+2 
  +4 
  +4 
  +9 
   
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  15th 
  +7/+2 
  +5 
  +5 
  +9 
  Spell Altercation 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  16th 
  +8/+3 
  +5 
  +5 
  +10  
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  17th 
  +8/+3 
  +5 
  +5 
  +10  
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  18th 
  +9/+4 
  +6 
  +6 
  +11 Spell Altercation, 4 Point 
  Altercations 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  19th 
  +9/+4 
  +6 
  +6 
  +11  
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  20th 
  +10/+5 
  +6 
  +6 
  +12  
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  
  Spirit Reservoir (Su) 
  At 1st level, the Seishin Mahoutsukai learns to tap into their own spiritual reservoir in 
  order to enhance their spells, and to bend the fabrics of their abilities. This pool of 
  energy is equal to their class level + their Intelligence modifier. Enhancing spells with 
  the Spirit Reservoir is a swift action. If it isn't specifically stated, the duration on 
  these enhancements is 1 minute per level. 
  If their Spirit Reservoir is empty, they can choose to use their Constitution score 
  instead. 
  Base Enhancements 
  In order to utilize their Spirit Reservoir, the Seishin Mahoutsukai has mutations they 
  can use to alter their spells to their own will. 
  Mercy: When using a damage based spell, the damage dealt is nonlethal and cannot 
  bring the target below 0 HP. This costs 1 point. 
  Elemental Shift: Spells with elemental descriptors can be altered using this ability. By 
  spending 1 point, the Seishin Mahoutsukai can add one of the following elements to an 
  elemental spell: Electricity, Cold, Fire, and Acid. If a creature is immune to the 
  original spell's damage type, it takes half damage instead on a failed save (if any). 
  Lasting Effect: If a personal spell has a duration, the Seishin Mahoutsukai can extend 
  it. For each round it goes over the maximum, they can choose to expend 1 point from 
  their Spirit Reservoir to keep the spell going. 
  Spell Altercation (Su) 
  At levels 1 and 3, and every 3 levels thereafter, the Seishin Mahoutsukai gains a Spell 
  Altercation, allowing them to morph their spells in even more ways than before. Spell 
  Altercations are a swift action to use. 
  1 Point Altercations 
  Flowing Rhythm: When used upon a spell that deals damage over a duration, on every 
  even turn add a +1 to damage for the spell, and every odd turn (excluding the turn it 
  was cast on) add a -1 to damage. 
  Sturdy Hands, Big Stuff: When casting shrinking based spells and this ability is used, 
  the person(s) it is cast upon do not reduce the damage dice from their weapons. They 
  do not take penalties for wielding oversized weaponry. 
  Accurate Disguise: When using any spells that alter appearance, this ability can be 
  used to grant a +5 bonus on the Disguise check made to fool others. 
  Sinful Spell: When casting a spell with the evil descriptor, this ability adds a +1 bonus 
  to the save DC. 
   
  
  2 Point Altercations 
  Arcing Line: When casting a spell that shoots in a line, the Seishin Mahoutsukai can 
  have the line bend at a 90 degree angle at any point in the line. 
  Cast in Tandem: When casting a spell with a saving throw and the original target 
  succeeds on their save the Seishin Mahoutsukai can cast the spell again as an 
  immediate action. This still expends a spell per day when used. This cannot be used 
  again after the initial immediate action. 
  Devouring Darkness: If the Darkness spell is used and makes its radius drop to 
  supernatural darkness, those within the radius (caster and allies alike) take 1d6 points 
  of damage +1d6 per caster level (Max 10d6). 
  Feral Companion: When used after an animal companion or familiar has been 
  summoned either by the Seishin Mahoutsukai or an ally, the animal 
  companion/familiar is given the bloodrage ability as per the badger if they do not 
  already have it. If they do, double the effects of the bloodrage. 
  Eventual Submission: When spent, the DC for every mind affecting spell is increased 
  by +1 for every time a mind affecting spell that is cast fails. 
  Center Point: When casting a radius spell and the radius is chosen to be centered on 
  the caster it does not deal damage to the caster. Allies are not included however. 
  Defensive Enhancements: When casting a spell that grants bonuses to AC and has a 
  static number attached to it, the Seishin Mahoutsukai can instead use his Intelligence 
  modifier for the spell’s bonus to AC. 
  Increased Duration: If a spell is cast with a duration of “rounds” and this altercation is 
  used, its duration becomes “minutes”. 
  Resistance Breaker: If this is used when casting a spell, and the enemy has a 
  resistance against the element on the spell, it reduces the enemies’ resistance by an 
  amount equal to the Seishin Mahoutsukai’s intelligence bonus. 
  Weapon Melter: When casting a fire spell and it damages an item, armor, or weapon, 
  the damage isn’t halved due to it being energy damage. 
  Language Independence: If a spell with a language requirement is cast and this 
  altercation is used, the language requirement can be ignored. 
   
   
   
   
  
  3 Point Altercations 
  Infernal Toughness: If this is used on a spell which grants bonus hit points, the Seishin 
  Mahoutsukai adds ½ his level and intelligence modifier to the bonus hit points 
  granted. 
  Differential Bonus: If a spell grants a bonus (enchantment bonus, insight bonus, etc.) 
  the Seishin Mahoutsukai can change the bonus type to miscellaneous. 
  Another Spell: When this is used on a spell, the spell’s likeness is changed and it acts 
  like another spell of the Seishin Mahoutsukai’s choice. The spell does not need to be 
  in his spellbook, but it needs to be one he can cast from his spell list. 
  Staying Force: A damaging spell used on an enemy requires them to make a Fortitude 
  save (separate of any saving throws the spell may have). On a failure, the enemies’ 
  base speed is reduced to 15 feet (regardless of their speed type, or amount). This 
  lasts for 1 round + 1 round per level. 
  4 Point Altercations 
  Spirit Monster: A monster summoned via summoning spells gain an Inner Pool equal to 
  ½ their hit dice, and can use the base Inner Pool abilities. 
  Spell Resistance Breaker: When cast, the enemies’ spell resistance is lowered by 5 
  points. 
  Intense Spell: If a spell has a maximum damage dice they can achieve (example 15d6) 
  and this is used, the restriction is removed. 
  Trained Spell: Spells with DCs gain x1.5 the caster’s intelligence modifier to the DC. 
   
   
   
   
   
   
   
   
   
   
   
  
  Feats 
  The following feats are available for the classes above, and any other character which 
  can take them. 
  Expanded Inner Pool 
  Your inner pool has more energy to tap into. 
  Prerequisite(s): Inner Pool class feature 
  Benefit: Gain +2 to the Inner Pool. This can be taken multiple times, its effects 
  stacking. 
  Extra Soul Power 
  You gain an additional soul power. 
  Prerequisite(s): - 
  Benefit: Gain an additional Soul Power. This can be taken multiple times. 
  Amateur Seishin Senshi 
  You gain the ability to use your soul to your advantage to a minor degree. 
  Prerequisite(s): No levels in Seishin Senshi. 
  Benefit: Gain an Inner Pool equal to your Wisdom modifier. In addition to this, select 
  one of the base Inner Pool abilities, and this can be used with the minor Inner Pool. If 
  this character gains class levels in the Seishin Senshi, this is swapped out for 
  Expanded Inner Pool. 
  Expanded Spirit Pool 
  Your Spirit Pool has more energy to tap into. 
  Prerequisite(s): - 
  Benefit: Gain +2 to the Spirit Pool. This can be taken multiple times, its effects stack. 
   
   
  
  Extra Spirit Discovery 
  Your gain an additional Spirit Discovery. 
  Prerequisite(s): - 
  Benefit: Gain an additional Spirit Discovery. This can be taken multiple times. 
  Amateur Seishin Suringā 
  You can fire a spirit gun that does not increase in power. 
  Prerequisite(s): No levels in Seishin Suringā. 
  Benefit: Gain a Spirit Gun that deals 1d4 points of damage, and a Spirit Pool equal to 
  1 + ½ character’s HP. This can be swapped out for Expanded Spirit Pool if the 
  character gains levels in Seishin Suringā. 
  Expanded Spirit Reservoir 
  Your Spirit Reservoir has more energy to tap into. 
  Prerequisite(s): - 
  Benefit: Gain +2 to the Spirit Reservoir. This can be taken multiple times, its effects 
  stack. 
  Extra Spell Altercation 
  Your gain an additional Spell Altercation. 
  Prerequisite(s): - 
  Benefit: Gain an additional Spell Altercation. This can be taken multiple times. 
  Amateur Seishin Mahoutsukai 
  You can use a single Base Enhancement of your choice. 
  Prerequisite(s): No levels in Seishin Mahoutsukai, levels in a spellcasting class. 
  Benefit: Gain a Spirit Reservoir equal to the character’s intelligence modifier. In 
  addition to this, choose one Base Enhancement, and this can be used by the 
  character. If the character gains any levels in Seishin Mahoutsukai, swap this out for 
  the Expanded Spirit Reservoir feat. 
  
  Spirit Magic with Other Spellcasters 
  Other spellcasters are able to learn how to utilize spirit magic, and can tear their 
  souls apart in order to enhance their magic. Spellcasters who can use spirit magic 
  other than the new classes listed above have the following rules attached to them. 
  Said spellcaster uses their hit points to negate spell level increase and time increase 
  when using metamagic feats. To determine how many hit points are subtracted, 
  multiply the spell’s level by the level increase. (Example: casting a 3rd level spell with 
  maximize deals 9 damage to the spellcaster. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Sorcerer Bloodlines 
  The following Sorcerer bloodlines, while not necessarily spiritual, have ties to 
  spirituality and the races have some ties to spiritual energies deep within. 
  Nue Bloodline 
  Descended from the blood of the mysterious Nue from the east, these humanoids exhibit strange tendencies 
  to reside in the darkness. 
  Class Skill: Stealth 
  Bonus Spells: Shadow Weapon (3rd), Darkness (5th), Twilight Knife (7th), Shadowy Haven (9th), Shadow 
  Evocation (11th), Shadow Walk (13th), Shadow Conjuration, Greater (15th), Orb of the 
  Voids (17th), Shades (19th). 
  Bonus Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Mobility, Piercing Spell, Spell 
  Focus (illusion), Skill Focus (Stealth). 
  Bloodline Arcana: When using a spell such as Darkness or Darkness-like spells, you are able to see perfectly 
  through it for 3 rounds. This can be used once per day. 
  Bloodline Powers:  
  Viper’s Head (Ex): Starting at 1st level, you can summon a viper tail that strikes out as a secondary 
  natural attack. This viper tail deals 1d4 points of damage (if you’re medium), along with the damage the 
  viper bite deals it can also deal 1d3 points of Strength damage to the target on a failed fortitude save. 
  This viper tail can be summoned a number of rounds once per day equal to 3 + your Charisma modifier. 
  Superior Stealth (Ex): At 3rd level, you gain a +5 insight bonus to Stealth when in dim light or darkness. 
  However you take a -5 penalty on Stealth in normal or bright lighting conditions. 
  Nue’s Vision (Ex): At 9th level, you gain Darkvision 60 FT. However if you already have Darkvision 60 FT, 
  it increases to Darkvision 90 FT, Darkvision 90 FT increases to 120 FT, and 120 FT increases to See in 
  Darkness. 
  Drain Touch (Su): At 15th level, you can as a standard action roll a melee touch attack. Doing so deals 
  1d4+1 points of temporary negative levels to the enemy hit. A successful fortitude save negates this. 
  Ultimate Black (Ex): At 20th level, you gain Cold and Electricity Resistance 10, immunity to Energy Drain 
  and Paralysis. Additionally, your Viper’s Head has infinite uses and deals 1d6 instead of 1d4 points of 
  damage. 
  
  Satori Bloodline 
  A race once forgotten, the blood of your ancestors points to the cave dwelling mind readers of yore. The rare 
  few Satori who are of this bloodline embrace their abstract heritage. 
  Class Skill: Knowledge (Planes) 
  Bonus Spells: Comprehend Languages (3rd), Detect Thoughts (5th), Seek Thoughts (7th), Scrying (9th), Prying 
  Eyes (11th), True Seeing (13th), Arcane Sight, Greater (15th), Prediction of Failure (17th), Foresight (19th). 
  Bonus Feats: Improved Initiative, Alertness, Diviner’s Delving, Combat Casting, Spell Penetration, Selective 
  Spell, Spell Focus (divination), Skill Focus (Knowledge [Planes]). 
  Bloodline Arcana: Once per day, a re-roll can be forced upon an enemy who has failed their Will Saving throw 
  against a divination spell. They must roll twice and take the lower result. 
  Bloodline Powers:  
  Minor Third Eye (Su): Starting at 1st level, the sorcerer gains the use of Detect Thoughts a number of 
  times per day equal to 3 + Charisma modifier. When using this ability, one of the sorcerer’s corneas 
  reveal a blue cross. It takes a DC 20 perception check to notice this ability being used, and a spellcraft 
  to notice the spell. This eye cannot be covered when using the ability as they must have line of sight. 
  Outer Knowledge (Ex): At 3rd level, the sorcerer gains ½ of his level as a bonus on his Knowledge 
  (Planes) checks. Additionally, he can make Knowledge Planes checks on enemies who are not Outsiders 
  so long as they are on another plane other than their plane of origin. 
  Intervention (Su): At 9th level, the sorcerer can expend 2 uses of his Minor Third Eye to grant an insight 
  bonus equal to half his caster level onto one allies’ saving throw as an immediate action. This can be 
  done after the die is rolled, but must be done before the result is revealed by the GM. 
  Training of the Mind (Su): At 15th level, the sorcerer gains Spell Resistance 11 + Caster Level against 
  spells of the Divination school. Additionally he gains a +4 on Will Saves against Divination spells. 
  Barricaded Mind (Ex): At 20th level, the sorcerer becomes fully in-tune with his Satori ancestors. He can 
  use the Minor Third Eye ability as many times as he wants (though still must expend uses when using 
  Intervention using the same 3 + Charisma modifier formula). Additionally, he becomes immune to mind 
  affecting effects, charm, and compulsion effects and can no longer be scryed upon. 
   
   
   
   
  
  Credits:  
  Writer: Jeremy Harris 
  Artist: Dutch Dennis
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  does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to that 
  Product Identity. 
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
  are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any 
  authorized version of this License to copy, modify and distribute 
  any Open Game Content originally distributed under any version of 
  this License. 
  10. Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so 
  affected. 
  13. Termination: This License will terminate automatically if You 
  fail to comply with all terms herein and fail to cure such breach 
  within 30 days of 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 1.0 Copyright 2000, Wizards of the Coast, 
  Inc. 
  System Reference Document. Copyright 2000, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo 
  Publishing, LLC; Author: Paizo Publishing, LLC. 
  Classes of the Soul Copyright 2015, Black Flame Studios; Author: 
  Jeremy Harris. 
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
  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. 
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin 
  Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, 
  Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. 
  Stephens, Todd Stewart, and Russ Taylor. 
  Pathfinder Roleplaying Game Advanced Player's Guide. © 2010, 
  Paizo Publishing, LLC; Author: Jason Bulmahn 
  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. 
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, 
  LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James 
  Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, 
  F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  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. 
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights 
  reserved. 
  Anger of Angels. © 2003, Sean K Reynolds. 
  Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron 
  Loeb, Erik Mona, Chris Pramas, Robert J. Schwalb. 
  Adherer from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Authors Scott Greene and Clark 
  Peterson, based on original material by Guy Shearer. 
  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. 
  Animal Lord from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games,Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  Ascomid from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  Atomie from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax. 
  Axe Beak from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  Brownie from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original 
  material by E. Gary Gygax. 
  Baphomet from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author: Scott Greene, based on original material by Gary 
  Gygax. 
  Carbuncle from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Authors Scott Greene, based on original 
  material by Albie Fiore. 
  Caryatid Column from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Jean Wells. 
  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 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. 
  Demodand, Shaggy from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  Demodand, Slimy from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  
  Demodand, Tarry from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  Dire Corby from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Jeff Wyndham. 
  Disenchanter from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Roger Musson. 
  Dragon, Faerie from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Brian Jaeger and Gary Gygax. 
  Flail Snail from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Simon Tilbrook. 
  Flumph from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Ian 
  McDowell and Douglas Naismith. 
  Froghemoth from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax. 
  Foo Creature from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  Genie, Marid from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author: Scott Greene, based on original material by Gary 
  Gygax. 
  Grippli from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Gary Gygax. Nereid 
  from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax. 
  Huecuva from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Underworld Oracle. 
  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. 
  Jackalwere from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  Kamadan from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Nick Louth. 
  Kech from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax. 
  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 on original material by E. 
  Gary Gygax. 
  Nabasu Demon from the Tome of Horrors, © 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. 
  Rot Grub from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene and Clark Peterson, 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. 
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Neville White. 
  Wolf-In-Sheep's-Clothing from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax. 
  Wood Golem from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Authors Scott Greene and Patrick Lawinger. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Black Flame Studios/Classes of the Soul.pdf