Seraph Feats
Table of Contents
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The City of 7 Seraphs
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The following feats are divided into feats from the City of 7 Seraphs book, then feats that are specific to organizations and have membership in that organization as a prerequisite.

General Feats

Absorb Power

Prerequisite: Mirror power class feature.

Benefit: As a standard action you may spend one reflection to make a touch attack against a character capable of triggering your mirror power class feature. The target must make a Will save (DC = 10 + 1/2 echo level + Charisma modifier). On a successful save the echo may act as though the target had just activated that spell or power for purposes of their mirror power ability. If the target fails the save, they instead lose access (as if it was not on their spells or powers known list) to the spell or power for a number rounds equal to the echo’s Charisma modifier. During these rounds the echo may mirror power the ability as though it was just cast or activated each round.

Academy Diversification

Your academy trained you in a broad set of skills.

Prerequisites: Trained in the academies of the city

Benefit: You may select up to two classes, these both become favored classes in addition to your original favored class.

Special: You may take this feat more than once.

Academy Dual-Focus

Your academy trained you blend techniques.

Prerequisites: Academy Diversification.

Benefit: You may select two core, base, or hybrid class features (other than spellcasting, spherecasting, psionic powers, martial maneuvers, or veilweaving) from two different classes you possess. For resolving the effective levels of these two features you may count levels in one class as levels in the other as long as these classes remain within 2 levels of one another. This does not grant you new selections from menu option abilities like revelations or blade skills, rather it augments the effective level for those already taken.

Special: You may take this feat more than once.

Accurate Planewalker [Psionic]

Prerequisites: Ability to manifest planar travel.

Benefit: You can expend your psionic focus while manifesting planar travel in order to to more precisely target your planar transport, allowing you to arrive 5d20 miles away instead of 5d100 miles away.

Akashic Flux [Combat, Akashic]

Your are able to channel the forces of the cosmos to tame the raging elemental energies within

Prerequisites: Two maneuvers known of two different disciplines, essence pool 1

Benefit: Whenever you would spend animus or tempo points, you may take an amount of essence burn equal to the number of points which would be spent to trigger the effect as if you had expended a number of points without actually expending any. In addition, whenever you reassign essence, you may spend animus or tempo points to gain an amount of temporary essence equal to half the number of points spent for 1 minute.

In addition, you gain 1 point of essence.

Akashic Response [Combat, Akashic]

Powered by Akashic Energy, you lash out at your enemies with ease.

Prerequisites: Con 13 or veilweaver level 1

Benefit: For every point of essence invested in this feat, you gain the ability to make one additional attack of opportunity each round. The benefits of this feat stack with feats such as Combat Reflexes.

In addition, you gain 1 point of essence

Another Perspective

You can see the shadows of reality another way.

Prerequisite: Perspective spells ability.

Benefit: Choose a perspective and a school of magic. Treat perspective spells of that school from that perspective as if they were on your list of perspective spells except that they are 1 spell level higher for you.

Special: You can gain this feat more than once. You must choose a different combination of perspective and school each time.

Capacious Psyche

You are adept at harboring the willpower of other beings

Prerequisite: Medium level 1st

Benefit: Influence creeps over you more slowly than it otherwise would. You do not take any penalties on initiative checks until your spirit has at least 4 points of influence over you rather than 3. In addition, your spirit does not take control of your body until it has a total of 7 points of influence over you rather than 5.

Darker Reflection

Prerequisite: Dark reflection class feature.

Benefit: You may select an additional dark reflection.

Deepen Reflection

Prerequisite: Deeper reflection class feature.

Benefit: You may select an additional deeper reflection.

Destiny Addict [Psionic]

Prerequisites: Able to manifest 2nd-level powers or cast 2nd level psychic spells, fate eater blood/brains user

Benefit: When you ingest fate eater blood you retain the temporary power points for 3 hours instead of 1. When you ingest fate eater brains you may retrain four aspects of your character instead of three.

You can easily recognize fate eater flesh and blood, including tainted or false varieties, and gain a +5 competence bonus to Appraise checks made to determine the value of the flesh/blood or realize that a substance is not true fate eater flesh/blood.

You gain a +1 bonus on Fortitude saving throws and a +2 bonus on saving throws against drugs and poison. This feat counts as the Endurance feat for the purpose of qualifying for the Diehard feat.

Destiny Glutton [Psionic]

Prerequisite: Destiny Addict

Benefit: If you consume fate eater blood at least once a week you gain a +2 bonus to your manifester level when using the new power acquired. This bonus lasts until you next consume the blood and change powers, at which point the new power gains the bonus.

Destiny Strike [Psionic]

Prerequisites: Destiny Addict, Improved Critical.

Benefit: Your consistent consumption of fate eater flesh allows you momentary flashes of alternate timelines, and that gives you the ability to borrow from those timelines. As a swift action you may expend your psionic focus upon confirming a critical hit in order to re-roll any natural 1's once each when rolling damage. This decision may be made after the damage is rolled.

Echo Item

Prerequisite: Mirror power (1st level), Use Magic Device 3 Ranks.

Benefit: You may now use mirror power to duplicate powers and spells generated by items of power. The item must have a Source you currently have learned for mirror power and the effect must be within your normal limits for mirror power. You must have an object in hand of similar size or nature (a loop of twine for a ring, a twig or dagger for a wand, etc.) Otherwise, this ability follows mirror power as per normal rules and uses one reflection.

Enlightened Void Captain [Psionic]

Benefit: Once per day per point of your primary attribute bonus, you may expend your psionic focus as a swift action to add a +2 bonus to all drive checks for three rounds. You may expend two uses to increase the bonus to +4.

Essential Recuperation [Combat, Akashic]

You can tap into the powers of akasha to focus your martial abiltiies

Prerequisites: Con 13 or veilweaver level 1, ability to initiate maneuvers.

Benefit: As a swift action, you may take essence burn equal to the highest maneuver recovered to recover maneuvers equal to your initiation modifier, you may do so a number of times per day equal to your veilweaving modifier.

Essential Supply [Akashic]

You have learned how to harness Akashic power for numerous other purposes.

Prerequisites: Veilweaver level 7th.

Benefit: Whenever you would expend points from any of the following pools of points, you may instead take 1 point of essence burn for every point spent to avoid reducing your pool up to a number of times per day equal to your veilweaving level: grit, panache, arcane reservoir, arcane pool, phrenic pool, mental focus, and mongrel reservoir. Other pools may be added at GM discretion.

Extra Discovery

You continue tinkering with your device and your planar theories.

Prerequisite: Aethernaut discovery ability.

Benefit: You gain another aethernaut discovery you qualify for.

Special: You can gain this feat more than once.

Extra Piercing Glimpse

Your study of shadowstuff reveals more of the underlying secrets of reality.

Prerequisite: Piercing glimpse ability.

Benefit: You gain another piercing glimpse you qualify for.

Special: You can gain this feat more than once.

Extra Precision

You are better at finding and exploiting opportunities to influence the outcome of your actions.

Prerequisite: Precision ability.

Benefit: You gain an additional daily use of precision.

Special: You can gain this feat more than once.

Extra Reflection

Prerequisite: Reflection class feature.

Benefit: You gain 2 extra reflections in your pool.

Special: You may select this feat more than once.

Extra Silhouette

Your shadow can maintain more illusions.

Prerequisite: Silhouette ability.

Benefit: You gain another silhouette you qualify for.

Special: You can gain this feat more than once.

Form of Echoes

Prerequisite: Moment of change class featureSoT, reflection class feature.

Benefit: Your effective caster levels from echo stack with your effective caster levels from taskshaper. You may use moments of change to power reflection based powers and reflections to power moment of change based powers. See Rite Publishing’s Secrets of the Taskshaper for more information.

Litany of Mockery [Teamwork]

When your group starts in on a foe, they just don’t quit…

Prerequisites: Intimidate 3 ranks

Benefit: When you and at least one ally openly belittle, chide, insult, mock, or otherwise make fun of a target, you may add a cumulative +1 insight bonus to your Performance (comedy) skill checks for each ally who also has this teamwork feat (maximum +5). If you and your allies continue this abuse unhindered for at least 1 minute, you may force that target to make a Will save (DC 10 + 2 for each participant with this feat; maximum DC 20) or suffer the effects of the confusion spell, as if cast by a spell caster equal to your character level.

Planar Pathfinder [Psionic]

Prerequisite: Psychoportive Pathfinder

Benefit: Your marker also allows you to be followed across planar barriers. Acts as Psychoportive Pathfinder but also includes planar travel in it's list of supported effects.

Planar Sensitivity [Psionic]

Prerequisites: Knowledge (the planes) 5 ranks, Spellcraft 5 ranks,

Benefit: Once per day per point of your manifesting Ability Score modifier, you may expend your psionic focus as a swift action to make one Knowledge (the planes) check, about the plane you are currently on, that gains a +4 insight bonus.

Psychic Manifestation [Psionic]

Prerequisites: Manifester level 3rd, able to cast psychic spells

Benefit: You can expend your psionic focus to replace either the thought or emotion component of a psychic spell.

Reflective Resonance [Psionic]

Prerequisite: Reflection class feature.

Benefit: When you use mirror power a psionic manifestion you create a 30 ft. zone of psionic energy shimmering around you. Your reflections resonate with psionic characters within your zone allowing them a circumstance bonus to their manifester level equal to the number of rounds you have echoed one of their powers. This bonus lasts a maximum number of rounds equal to your Charisma bonus.

For more on Zones, see Transcendent 10—Psionics of Conflict: Zones of Power.

Quick Glimpse

You can change your piercing glimpse on the fly.

Prerequisite: Two piercing glimpses.

Benefit: You can change the piercing glimpse you have active as a move action.

Run Tadpole, Run! [Teamwork]

When pursuing an enemy, your team openly mocks and intimidates them.

Prerequisites: Charisma 13.

Benefit: When you and at least one ally pursue the same enemy, you gain a +1 cumulative insight bonus to Intimidate skill checks against your target for each ally in your group actively pursuing the target (maximum +5).

Special: At least one of your pursuing allies must also possess this feat.

Shattered Resistance [Psionic]

Prerequisite: Reflection class feature.

Benefit: When you mirror power a spell, you create a 30 ft. zone of flickering energy around you. Your reflections resonate with spells sourced from the same power. Casters with the same source that are within your Zone gain a circumstance bonus to DCs of spells equal to the number of rounds you have echoed that Source. For more on Zones, see Transcendent 10—Psionics of Conflict: Zones of Power.

Streetwise of The City

Benefit: You gain a +1 bonus to saving throws against planar environmental effects from any plane that is not your own, including those that enter your plane like the Radia’s storm effects. In Hyraeatan, you may (if you wish) consider Radia storm conditions as on level lower in intensity while in the City. Level 1 intensity Radia effects do not require you to make saving throws.

Stormdrinker

Benefit: You increase the duration of 1 minute Radia Emission effects to 24 hours on you. 10 minute and 1 hour durations are instead doubled. You may only increase the most recent exposure to Radia Emissions in this way.


Aspect Feats

These feats represent a special connection to a powerful celestial, devil, divine being, or similar entity. Individuals who take on Aspect feats dedicate themselves to practices, rites, rituals, and observances that bring them closer to their chosen master.

While some outsiders mistake these individuals as cultists or thralls, nothing could be further from the truth; individuals who select aspect feats do so because they have discovered and nurtured a special connection with these beings, even if the beings themselves often overlook them in return. Additionally, some of these feats also allow an individual to make a small sacrifice to their master to gain additional powers—when they do notice them. Unless otherwise stated in their individual descriptions, aspects last for a number of minutes equal to the individuals Constitution modifier plus an additional minute for each additional aspect feat the character possesses.

Veilweavers using Aspect Feats: A character with an essence pool can opt to take a point of essence burn as opposed to taking hit point damage when triggering an aspect or transnodal feat.

Setting the Node

Setting the node is a term used by planar travelers from the city to describe the investment of a traveler’s personal essence into a distinct planar location of importance (hereafter referred to as a node). Although their planar significance is often invisible to the naked eye, these nodes—which often have distinct appearances or locations that define their physical locale—are easily revealed when presented with their corresponding planar keys. Once revealed, a traveler can make a small investment in the node, gaining a corresponding benefit from the node, as well as its listed boon, the latter which they may activate at any time, anywhere. Investing in every node is different, but always includes a physical, mental, planar, or other challenge that the character must overcome; instead of earning any experience points for overcoming or bypassing this challenge, those points are instead invested into the node, thus setting the node and bestowing the node’s boon on the character. Once a node boon is set, the character need only pay its activation fee to gain its effects. Once activated, you must return to the original location and face another, suitable challenge to set the node again.

Abaddon’s Aspect [Aspect]

Once you died everything got weird.

Prerequisites: Constitution 13+, must have been the successful target of a breath of life, raise dead, or similar spell.

Benefit: Once per day, as a swift action that does not provoke an attack of opportunity, you can take on the Abaddon’s Aspect. While active, you gain acid resistance 5 and +2 bonus on saves against death spells and magical death effects (although you may still die naturally).

Additionally, while Abaddon’s Aspect is active, you appear to be shrouded by a black, wispy cloak the color of old oil. This image is intimidating to good creatures, granting you a +2 bonus to Intimidate skill checks against them.

Abaddon’s Crown [Aspect]

You have embraced the secrets of death and been changed by them.

Prerequisites: Intelligence 14+, Abaddon’s Aspect

Benefit: Once per day, you may choose to immediately dismiss Abaddon’s Aspect to gain the benefits of the death ward spell, which lasts for a number of minutes equal to your character level. Additionally, if you are a spellcaster, you may add the death ward spell to your spell list as a 4th level spell, even if it normally does not normally appear on it.

Aspect of the Final Wind [Aspect]

You are unshackled and unbound.

Prerequisites: Aspect of the First Wind

Benefit: Once per day as a swift action that does not provoke an attack of opportunity, you may choose to immediately dismiss Aspect of the First Wind to gain the benefits of the fly spell, which lasts for a number of minutes equal to your character level. Additionally, if you are a spellcaster, you may add the fly spell to your spell list as a 3rd level spell, even if it normally does not normally appear on it.

Aspect of the First Wind [Aspect]

You have whispered into the wind and it, in turn, whispered back.

Prerequisites: Charisma 15, ability to cast spells with the air descriptor.

Benefit: Once per day, as a swift action that does not provoke an attack of opportunity, you can take on the Aspect of the First Wind. While active, you gain electricity resistance 5 and +2 bonus on saves against spells with the air and sonic descriptors. Additionally, as a swift action, a number of times per day equal to your Charisma modifier, you may sacrifice 1d4 hit points to double this resistance for 1 minute.

Special: You are always met by favorable winds and that makes it very hard to track you by scent. Anyone tracking you by scent suffers a -4 penalty to their Perception skill checks.

Aspect of the Undreamt [Aspect]

We Faceless Kings, gathered once more…

Prerequisites: Charisma 15, ability to cast divination spells.

Benefit: Once per day, as a swift action that does not provoke an attack of opportunity, you can take on the Aspect of the Undreamt. While active, you gain a +2 bonus on saves against spells from the enchantment school. Additionally, as a swift action, a number of times per day equal to your Charisma modifier, you may sacrifice 1d4 hit points to double this resistance for 1 minute. While this aspect is active, you also gain the benefits of the haunted fey aspect spell, although you instead take on an alien-appearance.

Special: Whenever you take on the Aspect of the Undreamt, you suffer a -2 penalty to Diplomacy skill checks.

Aura of the Long Night [Aspect]

Prerequisites: Mantle of the Seven Nightmares feat

Benefit: Once per day as a swift action that does not provoke an attack of opportunity, you may choose to immediately dismiss Aspect of Seven Nightmares to gain the benefits of the darkness spell. When you do, darkness lasts for 10 minutes plus a number of minutes equal to your character level. Additionally, if you are a spellcaster, you may add the darkness spell to your spell list as a 2nd level spell, even if it normally does not normally appear on it.

Geryon’s Grace [Aspect]

Prerequisites: Malebolge’s Mantle

Benefit: Once per day as a swift action that does not provoke an attack of opportunity, you may choose to immediately dismiss Aspect of Malebolge to gain the following benefits of the bull’s strength spell, which lasts for 10 plus a number of minutes equal to your character level. Additionally, if you are a spellcaster, you may add the bull’s strength spell to your spell list as a 2nd level spell, even if it normally does not normally appear on it.

Halo of Luneria Revealed [Aspect]

You have always been drawn to the light of the Orbs of Luneria.

Prerequisites: Halo of Pilfered Moonlight

Benefit: Once per day as a swift action that does not provoke an attack of opportunity, you may choose to immediately dismiss Aspect of Luneria to gain the benefits of the delay poison spell, which lasts for a number of hours equal to your character level. Additionally, if you are a spellcaster, you may add the delay poison spell to your spell list as a 2nd level spell, even if it normally does not normally appear on it.

Halo of Pilfered Moonlight [Aspect]

You have always been drawn to the light of the Orbs of Luneria.

Prerequisites: Charisma 13.

Benefit: Once per day, as a swift action that does not provoke an attack of opportunity, you can take on the Aspect of Luneria. While active, you gain negative energy resistance 5 and +2 bonus on saves against spells and effects with the death descriptor. Additionally, as a swift action, a number of times per day equal to your Charisma modifier, you may sacrifice 1d4 hit points to double this resistance for 1 minute. Additionally, you gain the ability to cast the light spell a number of times per day equal to 3 plus your Charisma modifier.

Malebolge’s Mantle [Aspect]

You’ve walked in the shadows of the deadliest of giants.

Prerequisites: Strength 13

Benefit: Once per day, as a swift action that does not provoke an attack of opportunity, you can take on the Aspect of Malebolge. While active, you gain DR 5/good and +1 profane bonus to all saves. Additionally, as a swift action, a number of times per day equal to your Strength modifier, you may sacrifice 1d4 hit points to double this to DR 10/good for 1 minute. Sacrificing these hit points is automatic and ignores DR. Additionally, you gain the ability to cast the message spell a number of times per day equal to 3 plus your Strength modifier.

Mantle of the Seven Nightmares [Aspect]

By the seven secret sinners, each in their mockery, I become as the monster.

Prerequisites: Intelligence 12.

Benefit: Once per day, as a swift action that does not provoke an attack of opportunity, you can take on the Aspect of Seven Nightmares. While active, you take on a fearsome appearance that naturally intimidates others. While this aspect is effect, you gain a +2 insight bonus to Intimidate and Sense Motive skill checks. Additionally, as a swift action, a number of times per day equal to your Intelligence modifier, you may sacrifice 1d4 hit points to double this resistance for 1 minute. Additionally, you gain the ability to cast the penumbra spell a number of times per day equal to 3 plus your Intelligence modifier.

Master of Nightmares [Aspect]

And in your glory, your shadow becomes true nightmare.

Prerequisites: Mantle of the Seven Nightmares

Benefit: Once per day as a swift action that does not provoke an attack of opportunity, you may choose to immediately dismiss Aspect of Seven Nightmares to gain the benefits of the dark whispers spell, which lasts for a number of hours equal to your character level. Additionally, if you are a spellcaster, you may add the dark whispers spell to your spell list as a 2nd level spell, even if it normally does not normally appear on it.


Transnodal Feats

Entirely unique to the City and her surrounding planes (and individual realms), Transnodal feats represent the bonds planar travelers establish with the lands they’ve passed through. For some, these connections allow the individual to focus on a specific node, where they can invest a little of their life essence to develop a temporary, albeit powerful, connection to the plane or realm for a very short time (see Setting the Node). Once a connection is established, theses planar travelers may freely benefit from these transnodal connections anywhere in the planes, trading their initial investment in the node for a small benefit. Planar travelers also receive access to that node’s boon, which they can activate at any time, anywhere. Player characters who activate these boons lose all access to the benefits of their respective feat until they return to the node and complete an another challenge.

When an individual activates a node boon, they automatically target themselves and any of their allies (at their discretion) within 30 ft. Unless otherwise stated in their individual descriptions, activating a node boon is a standard action that provokes an attack of opportunity. Once activated, each boon lasts for a total of 15 minutes, plus an additional 5 minutes for each additional transnodal feat the character possesses. The character activating the node boon designates, at the time of activation, who she will target and how much time each target will receive from the central allotment for that particular node boon. Unless otherwise stated, node boons may be activated anywhere.

Veilweavers using Transnodal Feats: A character with an essence pool can opt to take a point of essence burn as opposed to taking hit point damage when triggering an aspect or transnodal feat.

Arc of Light [Transnodal]

You have bathed in the gentle glow of Solaria’s rings.

Prerequisites: Wisdom 13, must have spent at least 24 hours on Solaris and overcome a special challenge (as agreed upon between you and your GM).

Benefit: You gain resistance 5 against positive energy and negative energy. You may lower this resistance at will.

Special: Undead creatures who gain this feat glow as if the target of the light spell. They cannot suppress this glow while the resistance is active. Additionally, as a swift action that does not provoke an attack opportunity, a number of times per day equal to your Wisdom modifier, you may sacrifice 1d4 hit points to double this resistance for 1 minute.

Node Boon: Activating this node boon costs 1d6 +1 hit points/per ally within 30 ft. you choose to effect. Once activated, you and your targeted allies gain the benefits of the prayer spell.

Aura of the Eternal Gem [Transnodal]

Your heart reflects all the colors of the eternal. You are elusive, deadly, and hidden deep in someone’s secret dream. From that place of power, you weave powerful illusions.

Prerequisites: Charisma 14, must have spent at least 24 hours inside the Sparkling Forever and overcome a special challenge (as agreed upon between you and your GM).

Benefit: Whenever you cast a spell with the illusion descriptor, increase its DC by 1.

Special: As a swift action that does not provoke an attack opportunity, a number of times per day equal to your Charisma modifier, you may sacrifice 1d4 hit points to double this bonus to +2 (or triple it to +3 in the Sparkling Forever) for 1 minute. If you are located in the Sparkling Forever when you sacrifice these hit points, you also gain the benefits of the spell disguise self for a number of minutes equal to your Charisma modifier.

Node Boon: Activating this node boon costs 1d6 +1 hit points/per ally within 30 ft. you choose to effect. Once activated, you and your allies gain the benefits of the ironskin spell.

Blessing of the Blue Beyond [Transnodal]

You have swam in the clear, pure waters of the Blue Beyond and been changed by the Depthless Deeps.

Prerequisites: Constitution 13, must have spent at least 24 hours in the Depthless Deeps and overcome a special challenge (as agreed upon between you and your GM).

Benefit: You gain cold resistance 5.

Special: As a swift action that does not provoke an attack opportunity, a number of times per day equal to your Constitution modifier, you may sacrifice 1d4 hit points to double this resistance for 1 minute. If you are located in the Depthless Deeps when you sacrifice these hit points, you also gain the benefits of the aboleth’s lung spell.

Node Boon: Activating this node boon costs 1d6 +1 hit points/per ally within 30 ft. you choose to effect. Once activated, you and your allies gain the benefits of the water breathing spell.

Normal: The water breathing spell normally affects a single target for 2 hours per level.

Challenge of Avarice [Transnodal]

You were tested in the Annex of Avarice. You survived.

Prerequisites: Wisdom 13, must have spent at least 24 hours inside the Annex of Avarice and overcome a special challenge (as agreed upon between you and your GM).

Benefit: You gain a +1 insight bonus to Will saves. This bonus triples in the Annex of Avarice, as well as when you’re dealing with shaitains or devils.

Special: As a swift action that does not provoke an attack opportunity, a number of times per day equal to your Wisdom modifier, you may sacrifice 1d4 hit points to double this bonus to +2 (or +6 in the Annex of Avarice) for 1 minute. If you are located in the Annex of Avarice when you sacrifice these hit points, you also gain the benefits of the spell sanctuary.

Node Boon: Activating this node boon costs 1d6 +1 hit points/per ally within 30 ft. you choose to effect. Once activated, you and your allies gain the benefits of the bull’s strength spell.

Challenge of Lore [Transnodal]

You’ve walked the Archive District since leaving the Colleges District…and…it shows.

Prerequisites: Intelligence 12, must have spent at least 24 hours in both the Archive District and College District, as well as overcome a special challenge (as agreed upon between you and your GM).

Benefit: You gain a bonus equal to your Intelligence modifier to Will saves against illusions.

Special: As a swift action that does not provoke an attack opportunity, a number of times per day equal to your Intelligence modifier, you may sacrifice 1d4 hit points to double this bonus for 1 minute. If you are located in either the Archive or College districts (in the City of 7 Seraphs) when you sacrifice these hit points, you also gain the benefits of the commune with birds spell.

Node Boon: Activating this node boon costs 1d6 +1 hit points/per ally within 30 ft. you choose to effect. Once activated, you and your allies gain the benefits of the locate object spell.

Dream City Hustler [Transnodal]

You’ve walked Allialla’s streets and met her tests, each in kind.

Prerequisites: Wisdom 15, must have spent at least 24 hours in Allialla, the City at the End of Dream and overcome a special challenge (as agreed upon between you and your GM).

Benefit: You gain a +1 insight bonus to Bluff skill and initiative checks.

Special: As a swift action that does not provoke an attack opportunity, a number of times per day equal to your Wisdom modifier, you may sacrifice 1d4 hit points to double this bonus for 1 minute. If you are located in Allialla when you sacrifice these hit points, you also gain the benefits of the alter self spell.

Node Boon: Activating this node boon costs 1d6 +1 hit points/per ally within 30 ft. you choose to effect. Once activated, you and your allies gain the benefits of the cat’s grace spell.

Erakin’s Challenge [Transnodal]

You’ve walked the hidden roads of Tartarus and survived.

Prerequisites: Constitution 13, must have spent at least 24 hours in Erakin the Relentless and overcome a special challenge (as agreed upon between you and your GM).

Benefit: You gain a +2 insight bonus to Perception and Survival skill checks.

Special: As a swift action that does not provoke an attack opportunity, a number of times per day equal to your Constitution modifier, you may sacrifice 1d4 hit points to double this bonus for 1 minute. If you are located in Erakin the Relentless when you sacrifice these hit points, you also gain the benefits of the endure elements spell.

Node Boon: Activating this node boon costs 1d6 +1 hit points/per ally within 30 ft. you choose to effect. Once activated, your allies gain the benefits of the false life spell.

Forever’s Green Touch [Transnodal]

You’ve walked the Great Tree and met its challenges.

Prerequisites: Constitution 13, must have spent at least 24 hours on Yggdrasil and overcome a special challenge (as agreed upon between you and your GM).

Benefit: You gain a +2 bonus to Fortitude saves.

Special: As a swift action that does not provoke an attack opportunity, a number of times per day equal to your Constitution modifier, you may sacrifice 1d4 hit points to double this bonus for 1 minute. If you are located on Yggdrassil when you sacrifice these hit points, you also gain the benefits of the pass without trace spell.

Node Boon: Activating this node boon costs 1d6 +1 hit points/per ally within 30 ft. you choose to effect. Once activated, the allies you target within 30 ft. gain the benefits of the delay disease spell.

Gold’s Ocean [Transnodal]

The Golden Ocean and the shores of the Isles of Aglia—their absolute perfection changed you.

Prerequisites: Constitution 12, must have spent at least 24 hours on the Golden Ocean and overcome a special challenge on the Isles of Aglia (as agreed upon between you and your GM).

Benefit: You gain a +2 morale bonus to Survival and Swim skill checks.

Special: As a swift action that does not provoke an attack opportunity, a number of times per day equal to your Constitution modifier, you may sacrifice 1d4 hit points to double this bonus for 1 minute. If you are located on the Golden Ocean when you sacrifice these hit points, you also gain the benefits of the touch of the sea spell.

Node Boon: Activating this node boon costs 1d6 +1 hit points/per ally within 30 ft. you choose to effect. Once activated, your allies gain the benefits of the water breathing spell.

Normal: The water breathing spell normally affects a single target for 2 hours per level.

Love’s Lesson [Transnodal]

You’ve learned to listen, you’ve learned to love.

Prerequisites: Wisdom 13, must have spent at least 24 hours in the Seven Realms of the Heavens and overcome a special challenge (as agreed upon between you and your GM).

Benefit: You gain a +2 morale bonus to Diplomacy and Heal skill checks.

Special: As a swift action that does not provoke an attack opportunity, a number of times per day equal to your Wisdom modifier, you may sacrifice 1d4 hit points to double this bonus for 1 minute. If you are located in the Seven Realms of the Heavens when you sacrifice these hit points, you also gain the benefits of the dream feast spell.

Node Boon: Activating this node boon costs 1d6 +1 hit points/per ally within 30 ft. you choose to effect. Once activated, you and your allies gain the benefits of the blessing of courage and life spell.

Shadow’s Caress [Transnodal]

The shadows run quiet and long in the shadows of the Occlusion.

Prerequisites: Dexterity 13, must have spent at least 24 hours in the City of 7 Seraphs and overcome a special challenge (as agreed upon between you and your GM).

Benefit: You gain a +2 insight bonus to Stealth skill checks.

Special: As a swift action that does not provoke an attack opportunity, a number of times per day equal to your Dexterity modifier, you may sacrifice 1d4 hit points to double this bonus for 1 minute. If you are located in the Lattice or the City of 7 Seraphs when you sacrifice these hit points, you also gain the benefits of the silence spell.

Node Boon: Activating this node boon costs 1d6 +1 hit points/per ally within 30 ft. you choose to effect. Once activated, you and your allies gain the benefits of the fox’s cunning spell.

Storm’s Heart [Transnodal]

You sought out and survived the Plane of Storms.

Prerequisites: Constitution 15, must have spent at least 24 hours in the Plane of Storms and overcome a special challenge (as agreed upon between you and your GM).

Benefit: You gain a +1 bonus on saving throws against spells with the air, cold, electricity, and sonic descriptors. Special: As a swift action that does not provoke an attack opportunity, a number of times per day equal to your Constitution modifier, you may sacrifice 1d4 hit points to double this bonus for 1 minute. If you are located on the Plane of Storms when you sacrifice these hit points, you also gain the benefits of the endure elements spell.

Node Boon: Activating this node boon costs 1d6 +1 hit points/per ally within 30 ft. you choose to effect. Once activated, you and your allies gain the benefits of the barkskin spell.

Test of the True Flame [Transnodal]

The True Flame is at the heart of everything it destroys. You’ve beheld it and claimed this secret as your own.

Prerequisites: Constitution 14, must have spent at least 24 hours in the City of Brass and overcome a special challenge (as agreed upon between you and your GM).

Benefit: You gain fire resistance 5.

Special: As a swift action that does not provoke an attack opportunity, a number of times per day equal to your Constitution modifier, you may sacrifice 1d4 hit points to double this resistance for 1 minute. If you are located in the Ashen Realm when you sacrifice these hit points, you also gain the benefits of the see invisibility spell. Node Boon:Activating this node boon costs 1d6 +1 hit points/per ally within 30 ft. you choose to effect. Once activated, you and your allies gain the benefits of the protection from energy spell.


Ashlord Feats

Cleansing Fury

Prerequisite: Member of the Ashlords, Wis 13+.

Benefit: Once per day, plus one time per 10 Fame you have achieved with the Ashlords, you can maximize the numeric results of a damaging power, spell, veil, or supernatural ability you use. If you choose to also take this damage yourself, the damage dealt ignores energy resistance of creatures impacted by the effect and deals half damage to creatures with immunity.

Focused Purification

Prerequisites: Member of the Ashlords, Con 13+ or Wis 13+, Favored enemy class feature or Creature Focus, Knowledge (Nature) 3 ranks.

Benefit: You may call on the elements to purify the enemies of the city. You may use a swift action to add +1d6 of a chosen energy type to attacks against your favored enemy to all attacks made with manufactured or natural weapons for 1 round. You may activate this feat a number of times equal to once a day plus once a day per four levels. This damage stacks with damage of the same type from another source such as a flaming weapon enchantment or aethernaut rift edge for a Fire aligned plane.

Fury Spell [Metamagic]

Prerequisites: Member of the Ashlords, Cleansing Fury, Favored enemy class feature or Creature Focus.

Benefit: You may transform spells you cast into divine cleansing energy. When resolving a fury spell against a creature that would be subject to your favored enemy or Creature Focus, you may remove energy descriptors from the spell and instead deal untyped divine or primal damage to them. The spell deals half its normal damage against creatures who are not subjects of a favored enemy or Creature Focus. A fury spell takes a spell slot one level higher than normal to prepare or cast.

Power of Purification

Prerequisites: Member of the Ashlords, Favored enemy class feature or Creature Focus, Knowledge (Nature) 3 ranks, Power Attack.

Benefit: Your reckless fury to cleanse enemies of the Ashlords causes your weapon to burst into cleansing flame. When you take a penalty on attack rolls to deal more damage with Power Attack you may instead choose to deal 3 points of fire damage instead of 2 points of extra weapon damage per -1 you take on the attack. This bonus [Wiki Note: Further text cut off. Will add the rest when we see what it is.]


Booksealer Feats

Twin Seal

You have learned to combine the power of your seals into greater seals of synergized power.

Prequisites: Spellseal class ability, tomeseal level 9th or higher.

Benefit: Select one school of magic you can create spellseals of. You may stack two seals of the same bonus type together. You may only have one set of seals stacked in this manner per instance of this feat.

Special: You may select this as a bonus feat with your bonus feat class feature. You may select this feat more than once but no more than twice at 13th level and a third time at 19th level.


Church of Coin Feats

Corroborating Sources (Teamwork)

When you lie, your allies always back up your story.

Prerequisite: At least one participating creature must have membership with the Church of Coin.

Benefit: Whenever you use the Bluff skill to deceive or lie, you gain a cumulative +2 for every ally who also has this feat within 15 feet (maximum +6).

Intimidating Formation (Teamwork)

You and your companions know the strength of numbers in a proper shake-down.

Prerequisite: Intimidate 1 rank; at least one participating creature must have membership with the Church of Coin

Benefit: Whenever you use the Intimidate skill outside of combat you gain a cumulative +2 for every ally who also has this feat within 30 feet (maximum +6).

Peer Pressure (Teamwork)

Your allies help you make an offer than cannot be refused.

Prerequisite: At least one participating creature must have membership with the Church of Coin.

Benefit: Whenever you use a Diplomacy check to make a request of a creatures, you gain a cumulative +2 for every ally who also has this feat within 15 feet (maximum+6). At the GM’s discretion, this may mean that a creature would consider performing acts that would normally go against its values.

Suspicious Eye

You’ve been around merchants and devils long enough to take no one’s word at face value.

Prerequisites: Membership with the Church of Coin.

Benefit: Gain a +2 bonus on Appraise and Sense Motive checks. You may roll twice and take the higher result.

Suspicious Mind

Your time at the Church of Coin has taught you that everyone has an angle.

Prerequisites: Suspicious Eye, membership with the Church of Coin.

Benefit: When rolling against a charm or sleep effect, roll twice and take the better result.


Cocoon Pact Feats

Becoming, Nascent

Following the Covenant’s guidance, you have taken the first beginning step to alter yourself and Become.

Prerequisite: Membership in the Cocoon Pact

Benefit: You gain two character traits of your choice. The traits chosen must possess different species or racial qualifications, one of which you qualify for based on your current species, and the other without such qualifications, so long as the chosen species or racial trait pertains to a species with the same type as your current species. If you are already a half-breed, such as half-elf or half-orc and you select a character trait exclusive to one of your parental species or races, you may select one additional trait from one of them.

Becoming, Minor

Your Becoming continues, and your personal transformative transfiguration has granted you the abilities of a race beyond your own natal classification.

Prerequisite: Membership in the Cocoon Pact, Nascent Becoming, base attack bonus +5 or Fortitude base save +5.

Benefit: You gain the benefits of a single species or racial ability other than attribute bonuses (subject to GM approval) granted at first level to a 0 HD race or species different from your own. For games using the Pathfinder Roleplaying Game Advanced Race Guide racial abilities of above 3 RP should be balanced with a drawback trait.

Special: You may select this feat more than once, with GM approval, selecting a different race or species and a different ability each time.

Becoming, Major

Your Becoming continues, altering your very nature on a permanent basis, both physical and metaphysical.

Prerequisite: Membership in the Cocoon Pact, base attack bonus +7, Minor Becoming.

Benefit: Reaching within yourself, you can temporarily assume a template thematically associated with your own personal evolution. Choose one simple template (subject to GM approval) such as (but not limited to) anarchic, celestial, fiendish, giant, or resolute. This choice is permanent and cannot be changed, though this feat may be selected multiple times, each time selecting a new template. 1/day as a standard action you may take upon this template for 1/hour per point of Charisma bonus, including both the mechanical effects as well as thematic elements in terms of appearance.

Becoming, True

Your explorations have reached their apex, fully infusing you with the essence of something beyond what you were when you began your path. This itself is, of course, only transitory still, as the journey of Change never ends.

Prerequisite: Membership in the Cocoon Pact base attack bonus +9, Minor Becoming, Major Becoming, Nascent Becoming.

Benefit: Choose one template such as half-celestial, half-fiend, or half-dragon (with other templates subject to GM approval and thematic fit to your character’s evolution). You gain the permanent effects of this choice as an acquired template.

Special: You may select this feat more than once, with GM approval, selecting a different template each time.

Innate Variation

Suffused with the metaphysical substance of Change, your body innately seeks to alter itself at a basic level, perched upon the inflection point of Being as it is, granting you certain advantages.

Prerequisite: Membership in the Cocoon Pact, base attack bonus +6

Benefit: Your body’s internal anatomy measurably shifts and moves, bordering upon having no distinct and stable structure moment to moment. As a result, you have a 25% chance to negate additional damage taken on critical hits or precision damage such as sneak attacks. This ability does not stack with similar effects such as the fortification enhancement on armor. Additionally, 1/day as an immediate action you may shift one of your attributes up by 2 points at the expense of lowering another by 2 points. This effect lasts for one action, effectively granting you a +1 bonus on certain actions or saves for that brief duration.

Will Becomes Flesh

The Pact teaches that substance is mutable, ever changing, and that by force of will personal change can proceed. Your understanding of this teaching has allowed you to alter your physiology to withstand by will what would otherwise break your body alone.

Prerequisite: Membership in the Cocoon Pact.

Benefit: By will alone your body can resist what assaults it, be it affliction, poison, disease, or other physical malady. A number of times per day equal to your Charisma bonus, you may utilize a Will save in place of a Fortitude save if the former would provide a higher bonus. This feat counts as Great Fortitude for purposes of other game mechanics.


Descendants of Thunder Feats

Blade Drawn from the Void [Combat]

You are always armed, for you may instantly pull to-hand any weapon bearing the fresh mark of your soul.

Prerequisite: Ki pool or the ability to accept burn, membership in the Descendants of Thunder; see Special, below

Benefit: You may spend one point of ki or accept one point of Burn as a swift action or immediate action to mark any one melee weapon you hold as per arcane mark; this special mark fades after 24 hours. You may then spend one point of ki or accept one point of burn at any time—again as a swift action or immediate action that does not provoke attacks of opportunity—to summon to hand any one melee weapon you currently have marked. Burn that you accept to activate this ability does not count toward your normal limit of burn that you may accept in a given round.

This weapon appears in your hands before vanishing again at the end of one minute. Only one weapon appears per use of this ability, and only you can wield it. If you set this weapon down, throw it as part of a ranged attack or hand it to someone else, the weapon vanishes at the end of the round in which you release it from your grasp. You cannot mark nor summon any weapon too large to be held in two hands.

Unlike a called weapon, this ability has no maximum range; however, any effects that block teleportation prevent the summoning of the marked weapon.

Special: So long as you otherwise meet the prerequisites, this feat may be gained in place of any monk bonus feat, in place of a ninja trick or in place of any utility wild talentOA or dampened versatility bonus feat.

Blinding Blaze of Fighting-Spirit [Combat]

With a swift, bright flash of the immortal soul & a thunderous onrush of your impeccable technique, battle is joined…and already won.

Prerequisite: Elemental AsceticOA archetype; membership in the Descendants of Thunder; see Special, below

Benefit: As a move action, so long as you are still capable of accepting burn, you may cause your internal spiritual energy to flare briefly into the visible spectrum. You also automatically activate this effect whenever you use the gather power class ability.

Whenever you use this ability, all creatures within 30 ft. of you who do not possess concealment from you are dazzled for 1d4 rounds; a Fortitude save (DC 10 + ½ your character level + your Wisdom modifier) negates this effect. This is a sight-dependent effect and does not work on creatures that are already blinded or creatures that do not rely on sight as their primary sense.

Whenever you use this ability or any other ability granted by this feat you suffer a -40 penalty on all Stealth checks until the beginning of your next round. In addition, you illuminate the area around you as if you were carrying a sunrod.

Whenever you deal electricity damage with an unarmed strike against an opponent dazzled by use of this effect, your target must attempt a Fortitude saving throw (DC as above). If the target fails this saving throw, your opponent is blinded for 1 round per level you possess. You may choose to accept one point of burn as a free action whenever you successfully blind an opponent with this effect; if you do so, all creatures directly adjacent to your initial target must also save (as above) or be blinded in the same way.

Whenever you use the full-attack action and make at least one unarmed strike that deals electricity damage, you can make one additional unarmed strike at your highest base attack bonus. This bonus attack must be made against a foe currently blinded by use of this feat.

Special: So long as you otherwise meet the prerequisites, this feat may be gained in place of any utility wild talent.

Esoteric Balance of the Storm [Combat]

They think of you as a wild spirit: free and unfettered, constrained by no law or custom except the burning desire of your own passion. And, of course, you are exactly such a blazing beast. Yet you are so much more, are you not? For your philosophy contains, within its multitudes, its own unwavering strictures and adamant regulations…incomprehensible though they may be to the unenlightened.

Prerequisite: Chaotic alignment; membership in the Descendants of Thunder Parity.

Benefit: As a free action or as an immediate action taken during your opponent’s turn, you may choose to be treated as lawful (instead of as chaotic) until the beginning of your next round for all purposes, if doing so is beneficial to you. Thus, you may choose to become immune to order’s wrath, smite chaos and all similar effects. You may qualify for classes with chaotic or lawful alignment requirements freely.

This ability cannot produce a negative effect on you, and you cannot lose access to any class abilities that depend on your alignment by use of this ability.

Special: So long as you otherwise meet the prerequisites, this feat may be gained in place of any monk bonus feat, in place of a ninja trick or in place of any utility wild talent or dampened versatility bonus feat.

Explosive Onrush Style [Combat]

Your flawless fighting-technique launches your kinetic prowess ever-forward, an avalanche of perfect elemental strikes: rising like the mountain or descending like a stormbolt: to boldly carve your name upon the stage of history.

Prerequisite: Elemental asceticOA archetype; membership in the Descendants of Thunder; character level 5th; see Special, below

Benefit: Whenever you activate your kinetic fist form infusion, you may choose to add +1 to your total burn cost.

Any and all costs added to your kinetic fist form infusion in this way may be obviated, as normal, by the use of gather power, infusion specialization and the Stillness Within the Storm feat. If you choose to increase your Burn cost in this way, you gain one of the two following benefits:

You may instantly move up to 30 feet in any direction (even straight up) immediately before you attack. You gain a +2 bonus on all attack rolls and suffer a -2 penalty to your AC until the start of your next turn. This movement is free (it does not count against your normal movement for the round, although it does count as movement for purposes of the Lightning Stance and Wind Stance feats) and does not provoke attacks of opportunity.

You add +5 ft. (one square) to the reach of all unarmed strikes you perform that deal energy damage until the beginning of your next turn.

Note that if you end your movement mid-air and you do not possess the means to fly, you immediately fall at the end of your turn; if you possess the air cushion utility wild talent, you suffer no damage from this fall (as normal).

At 13th level, if you activate your kinetic fist you automatically gain both of the benefits listed above for only +1 burn. Additionally when you gain the movement listed above, you increase the reach of all of your unarmed strikes by +5 ft. until the beginning of your next turn, and you thereafter perform a single extra strike at any point in your round (much as if you had applied the kinetic fist form infusion to a single standard-action attack action).

Special: So long as you otherwise meet the prerequisites, this feat may be gained in place of any utility wild talent.

Ghost of the Bright Thunderhead [Combat]

With a wordless and perfect balancing of your internal furies, you briefly become as weightless, shining and untouchable as that lightning which crackles at the storm’s heart.

Prerequisite: Phantom-Storm Jutsu† feat, 10th level; membership in the Descendants of Thunder

Benefit: While you are suffering a -40 penalty on all Stealth checks from your Phantom-Storm Jutsu ability, you may spend two additional ki points as a free action to become incorporeal for the duration of that effect, with certain limitations.

You and your equipment become composed entirely of living electricity; while in this form, you take no penalties for squeezing, and can move through spaces as if you were a creature of Fine size. Any nonmagical attack you make deals half damage; magic attacks are unaffected, and you can still use your magic items and other equipment as normal. If the duration of this ability ends while you are in a square that your normal space cannot occupy (such as passing through the bars of a cell or a paper screen), you take 3d6 damage and are shunted to the nearest open space that you can normally occupy. You cannot retreat inside solid objects nor truly fly—though weightless, you must start your turn adjacent to something that is both solid and of Small size or larger (such as the ground or a wall). You may not enter any liquid, but you may walk upon the surface as if it were solid. Anyone attacking you must either take a -4 penalty on their attack roll or resolve the attack against both you and the surface to which you are immediately adjacent. You are not invisible or inaudible while in this form. In addition, while in this form you may still be tracked by scent, although you smell only like ozone.

You may cancel this ability at any time as a free action and return to your fully-corporeal form.

Special: So long as you otherwise meet the prerequisites, this feat may be gained in place of any monk bonus feat or in place of a ninja trick.

Iron-Striking Soul [Combat]

You’ve studied a mix of inspired, esoteric & supernatural fighting styles; by channeling your pure bodily energy into blows, you can achieve levels of power usually reserved for only the most-potent of occult masters.

Prerequisite: Improved Unarmed Strike; see Special, below

Benefit: The abilities of your kinetic fist utility wild talent are calculated as if your class were 4 levels higher, to a maximum effective kineticist level equal to your character level.

These benefits apply only to attacks made with an unarmed strike, not with natural attacks (such as claws or slams).

Special: So long as you otherwise meet the prerequisites, this feat may be gained in place of any monk bonus feat, in place of a ninja trick or in place of any utility wild talent or dampened versatility bonus feat.

Perfect Fluidity of the Iron Self [Combat]

You are unbreakable…but not inflexible, when needs are dire.

Prerequisite: Lawful alignment; membership in the Descendants of Thunder

Benefit: As a free action or as an immediate action taken during your opponent’s turn, you may choose to be treated as chaotic (instead of as lawful) until the beginning of your next round for all purposes, if doing so is beneficial to you. Thus, you may choose to become immune to chaos hammer, smite law and all similar effects. You may qualify for classes with chaotic or lawful alignment requirements freely.

This ability cannot produce a negative effect on you, and you cannot lose access to any class abilities that depend on your alignment by use of this ability.

Special: So long as you otherwise meet the prerequisites, this feat may be gained in place of any monk bonus feat, in place of a ninja trick or in place of any utility wild talent or dampened versatility bonus feat.

Phantom-Storm Jutsu [Combat]

You can harness the power of your soul to make your flesh spark and roil like the elemental storm-head. With practiced study of the inner alchemy which drives the thunder itself, you can become a living lightning bolt.

Prerequisite: ki pool, 4th level; membership in the Descendants of Thunder

Benefit: You may expend one ki point as a standard action to suffer a -40 penalty on all Stealth checks for one minute; in addition, you illuminate the area around you as if you were carrying a sunrod. While this ability is active, you gain a +2 bonus on saving throws against all electricity and sonic attacks and spells with the electricity descriptor or sonic descriptor. In addition, as a swift action you can make your unarmed strikes—or up to two held manufactured metallic weapons—channel sparks for 1 round, dealing 1 additional point of electricity damage with a successful hit. This stacks with other effects that add electricity damage to weapons, such as the shocking weapon special ability.

At 11th level, your bonus on saves against electricity and sonic attacks and spells with the electricity descriptor or sonic descriptor while using this ability increases to +4. In addition, the affected weapons deal +1d6 points of electricity damage instead of +1; if you are grappling, you deal this damage to your grappling opponent on your turn. Your touch sets fire to combustibles and damages objects in your space (as a fireball spell)—it can melt metals with low melting points such as lead, gold, copper, silver, and bronze.

At 17th level, while using this ability, on your turn as a free action you may create an aura of storm that lasts for 1 round. This aura deals 1d6 points of electricity damage to any creature that begins its turn adjacent to you.

Special: So long as you otherwise meet the prerequisites, this feat may be gained in place of any monk bonus feat or in place of a ninja trick. If this feat is selected as part of a brawler’s martial flexibility or similar abilities, it is automatically activated (no expenditure of ki is necessary).

Resounding Echo of Lightning [Combat]

After the scream of the bolt, there is always a stonesplitting crash.

Prerequisite: Character level 7th; membership in the Descendants of Thunder.

Benefit: As a standard action that does not provoke attacks of opportunity, within the round immediately after you have dealt electricity damage with a melee attack, you may cause a burst of energy to deal sonic damage in a 30-foot radius centered on you; you never suffer damage from use of this ability. The amount of damage dealt is equal to 1d6 points of damage plus 1d6 points of damage for every two levels you possess beyond 7th (2d6 at 9th, 3d6 at 11th, and so on, but see below). Creatures in this area receive a Fortitude save to halve the damage; the DC of this save is equal to 10 + 1/2 your level + your Intelligence, Wisdom or Charisma modifier (your choice) and you may use this ability a number of times per day equal to 1 + your chosen ability modifier. You may always choose to expend two points of ki or accept one point of Burn as a free action to use this ability an additional time per day.

You may also choose to expend two daily uses of this ability—no matter how it is paid for—to activate this ability as a swift action rather than as a standard action.

Special: You may gain this feat multiple times. Each time it is selected, your effective level for purposes of dealing damage with this ability increases by +2. So long as you otherwise meet the prerequisites, this feat may be gained in place of any monk bonus feat, in place of a ninja trick or in place of any utility wild talent or dampened versatility bonus feat.

Serpent of Quicksilver, River of Lightning Style [Combat]

Swift and shining power flickers-forth from your soul, guided by the flow your impeccable technique into the very purest artistry of lethal speed and precision.

Prerequisite: Weapon Finesse; Improved Unarmed Strike; Stunning Fist (or an equivalent class ability, see below); membership in the Descendants of Thunder; see Special, below.

Benefit: You may choose to apply your Dexterity modifier to damage rolls with your unarmed strikes in place of your Strength modifier.

You gain the benefits of this ability only so long as you retain daily uses of your Stunning Fist or an equivalent ability: Elemental Fist if you are a monk of the four winds, Perfect Strike if you are a weapon adept, or Punishing Kick if you are a hungry ghost monk, for example.

You may always choose to expend a point of ki as a free action to regain the benefits of this feat until the beginning of your next round.

At the end of any round in which you have successfully used this ability to deal damage to a creature that is immune to precision damage, you forfeit one daily use of your Stunning Fist (or equivalent ability).

Special: So long as you otherwise meet the prerequisites, this feat may be gained in place of any monk bonus feat, in place of a ninja trick or in place of any utility wild talent or dampened versatility bonus feat. If you ever gain an amulet of mighty fists with the agile enhancement, you may retrain this feat.

Signature Weapon of the Storm [Combat]

You practice a most exotic and memorable technique.

Prerequisite: Membership in the Descendants of Thunder

Benefit: Choose any one eastern or exotic weapon (such as the fighting fan, nine-ring broadsword, meteor hammer or chain spear) with which you are proficient. You always treat this weapon as a monk weapon, including for purposes of the Weapon of a Burning Soul feat (see page 315) and the brawler’s flurry class ability. All characters gain a +5 bonus on all Knowledge checks and on all Diplomacy checks to gather information regarding you. This effect stacks (see Special, below).

Special: So long as you otherwise meet the prerequisites, this feat may be gained in place of any monk bonus feat, in place of a ninja trick or in place of any utility wild talent or dampened versatility bonus feat. This feat may be gained multiple times; each time it is selected, the benefits above apply to a new monk weapon.

Soul of the Stormbolt, Flesh of the Thunderstroke [Combat]

You roar, and the echoing storm moves in you.

Prerequisite: Membership in the Descendants of Thunder.

Benefit: Whenever you deal electricity damage with an unarmed strike, you may choose for half of the energy damage to be dealt as sonic damage. This causes a tremendous amount of noise, similar to the sound of a gunshot that may be heard from a great distance away.

Special: So long as you otherwise meet the prerequisites, this feat may be gained in place of any monk bonus feat, in place of a ninja trick or in place of any utility wild talent or dampened versatility bonus feat.

Sonic Wave Resonating Strike [Combat]

A complex, powerful technique perfected by the most masterful of blind martial-adepts, this elegant dual-blow combination maneuver can be utilized fully only by the most expert and skillful of mystic warriors.

Prerequisite: Character level 8th level or higher; membership in the Descendants of Thunder

Benefit: You may spend 2 ki points or accept one point of burn to duplicate a shout effect. The caster level of this effect is your full character level; the saving throw DC for this ability is 10 + ½ your level + your Intelligence, Wisdom or Charisma modifier (your choice). All creatures within the area of effect of this spell-like ability also lose concealment and cover, for purposes of your attacks only, until the end of your next action; in addition, they receive a -40 penalty to Stealth checks (similar to a glitterdust effect, but affecting all senses) made against you until the end of your next action.

If you choose, in the immediately subsequent combat round, to spend 1 point from your ki pool as a swift action to gain a +20 bonus on Acrobatics checks made to jump, you may additionally choose to spend a second point of ki. If you do so, you gain the Power Attack feat for purposes of all unarmed attacks made against a creature suffering any damage or effect from your shout spell-like ability. If you already possess the Power Attack feat, your unarmed attacks instead deal additional power attack damage as if they were two-handed weapons. Note that an unchained monk must possess the high jump ki power to take advantage of this benefit.

If you do not possess a ki pool, you may instead accept one point of burn as a swift action in the immediately subsequent combat round to both gain a +20 bonus on Acrobatics checks made to jump, gain the Power Attack feat for purposes of all unarmed attacks made against a creature suffering any damage or effect from your shout spell-like ability, as above.

Special: So long as you otherwise meet the prerequisites, this feat may be gained in place of any monk bonus feat or in place of a ninja trick.

Sovereign of the Dojo [Combat]

To your students, you offer neither gold nor title, neither station nor land. Only enlightenment: mastery of the self and of the spirit. Those who humbly enter your school to be instructed shall be rewarded greatly, indeed: such students are led not with silken charms nor honeyed words, but instead awoken in an iron clap of stormbolts, born-anew with a shattering of all they once claimed to know.

Prerequisite: Membership in the Descendants of Thunder; character level 3rd

Benefit: This feat acts similarly to Leadership or Vile LeadershipCoC as you desire, with both exceptions and limitations. You attract a single 1st-level cohort (referred to hereafter as your student) with this feat, and you cannot recruit further followers until you have the Leadership or Vile Leadership feat (see Graduation, below). You determine your Leadership score according to the normal rules except that you may use your Intelligence score or your Wisdom score (your choice) in place of your Charisma score for all purposes, including after Graduation (see below).

For example, an esoteric magusOA might choose to use her Intelligence score, an elemental asceticOA might instead rely on her Wisdom score, and a scaled fist monkLoD might default to use of her Charisma score.

Your student is always a member of your own race or an oread, your student is always a fellow member of the Descendants of Thunder, and your student may only possess levels in classes that you also possess. Your student does not need to select the same archetype or archetypes that you possess.

Your student advances normally (but see below) and may freely multiclass as her character level increases, as guided by your demands and deemed appropriate by your GM.

If your student would gain enough experience to bring her to only a single level lower than your own level, your student does not gain this new level until you gain your next level: until then, her new experience total is 1 less than the amount needed to attain the next level and she gains no additional experience until you advance.

If you release your student from service, you may gain a new one by meditating publicly in the Irons District, testing potential candidates who approach you: a task which requires 1d6 days of uninterrupted work. This act can also replace a student who has given her life in your service.

Graduation: When you reach 7th level, this feat automatically upgrades to the Leadership feat or the Vile Leadership feat (meaning that you effectively lose this feat and replace it with Leadership or Vile Leadership) even if you do not otherwise meet the prerequisites. Your student automatically becomes your cohort.

Once you gain additional students, you automatically know if a follower or cohort has violated a tenet or ideology that your teachings espouse, such as behaving contrary to the alignment of your faith or breaking your Code of Conduct. You must be able to see, hear, smell or otherwise perceive your student clearly to gain this insight, but you always gain this knowledge automatically—with no roll or special action required— upon interacting with your follower, no matter when or where such an indiscretion occurred.

Specific information gained is dependent upon your teachings: if you instruct your students in omerta, for example, you automatically know if a follower has informed on your organization immediately upon seeing that follower, although you do not immediately learn what was said or how. Similarly, if you practice a specific religion, you know instantly upon seeing your follower if they have aided an enemy of the church, broken a vow or performed an action which would necessitate an atonement spell. You might likewise learn if a student has used forbidden magic, spoken a lie to a fellow student (if such an act is forbidden), fraternized with a member of a rival dojo or withheld a tithe or broken a dietary restriction.

Special: This ability may be selected as a family trait rather than as a feat; if you choose to gain the ability in this way, you gain the unswerving, obsessive attention of a single NPC opponent solely bent upon both the destruction of you and the destruction of all your students; this creature is most likely an enemy of your sensei or an old rival from your training, but this foe might also take the form of a powerful outsider with an unknowable vendetta or a warrior who seeks to challenge the master of every dojo in single combat. This special NPC always possesses a total CR of 9 or a CR of 3 plus your character level, whichever is higher. This foe directly opposes you at all times and in all ways, but may go to elaborate lengths to first ruin and humiliate you rather than attack you outright.

So long as you otherwise meet the prerequisites, this feat may be gained in place of any monk bonus feat, in place of a ninja trick or in place of any utility wild talent or dampened versatility bonus feat.

Stillness Within the Storm [Combat]

By the art of your impeccable training, you may expend the spiritual balance and self-mastery of your soul to spare your body some measure of the torment inherent to the occult energies you wield.

Benefit: You may always choose to expend any number of points of ki as a free action whenever you accept burn. You obviate a single point of burn for every two points of ki that you expend in this way.

Special: So long as you otherwise meet the prerequisites, this feat may be gained in place of any monk bonus feat, in place of a ninja trick or in place of any utility wild talent or dampened versatility bonus feat.

Student of True Ki [Combat]

The path of your enlightenment is lit by secret flames. With practiced meditation upon both inner and outer harmonious energies, you have unlocked from the universe unique and potent abilities; by your wordless command, the balance of arcane forces twists as you ordain. With each effortless step of contemplation you take, mind and body alike rise toward total understanding, ascending a mountain of most-glorious mysteries.

Prerequisite: Qinggong monk archetype; 4th level character; membership in the Descendants of Thunder; see Special, below.

Benefit: Choose one arcane school. You gain one 0-level cantrip from the sorcerer/wizard spell-list of that school as an at-will spell-like ability and receive a +2 insight bonus on all saves against spells of that school.

In addition, you may expend points of ki to replicate one higher-level spell from your chosen school: or of another school: as a spell-like ability, exactly as per your standard ki powers. In effect you gain an additional ki power, unique to you, chosen when this feat is selected. The exact amount of ki required to activate your ability is listed after the spell.

  • a 1st level spell from your school (1 ki)
  • any 1st-level sorcerer/wizard spell (2 ki)
  • a 2nd level spell from your school (2 ki)

Special: This feat may be taken up to five times: at 4th level, 8th level, 12th level, 16th level and 20th level. Your chosen school, once selected, may not be changed. So long as you otherwise meet the prerequisites, this feat may be gained in place of any monk bonus feat, in place of a ninja trick or in place of any utility wild talent or dampened versatility bonus feat.

If this feat is selected at higher levels, additional spells may be chosen, as noted below:

  • 8th level:
    • any 2nd-level sorcerer/wizard spell (1 ki)
    • any 3rd level sorcerer/wizard spell (2 ki)
    • a 3rd level spell from your school (1 ki)
    • a 4th level spell from your school (2 ki)
    • any spell from any class of 2rd level or lower (3 ki)
  • 12th level:
    • any 4th level sorcerer/wizard spell (2 ki)
    • a 4th level spell from your school (1 ki)
  • 16th level:
    • any 5th level sorcerer/wizard spell (2 ki)
    • a 5th level spell from your school (1 ki)
    • a 6th level spell from your school (3 ki)
    • any spell from any class of 3rd level or lower (2 ki)
  • 20th level:
    • any 6th level sorcerer/wizard spell (3 ki)
    • a 7th level spell from your school (3 ki)

In addition, you may always select a spell from this list of a lower level—in exchange for your normal ability—at any time that you would otherwise gain a ki power from the qinggong monk archetype. For example, upon reaching 18th level as a monk, you might choose to gain any of the options above available to a 16th level character with this feat rather than choosing between timeless body or tongue of the sun and moon.

Designer’s Note: You may select an elemental arcane school rather than a traditional school—characters with this ability often select the metal arcane school. Due to the need for high amounts of ki, characters with this feat benefit greatly from taking vows or the drunken master archetype.

Stratagem of Agonies [Combat]

Your intense study has made of the living body a complex road-map: a circuit of interlocking breath, tissue and bone. To you, the form of a flesh-bound soul is only a dense, wet web-way of pressure points, alchemical gates, harmonious furies and energy-knots, yours to adjust or reconfigure as you see fit.

Prerequisite: ki pool; Heal 8 ranks; membership in the Descendants of Thunder

Benefit: As a standard action, you may spend one ki to grant a touched creature the effects of either calm emotions or delay pain as a spell-like ability (see below). Alternatively, you may spend 2 ki points to invoke within your touched target the most crippling of torment: this effect is identical to either a pain strike or the effects of a phantasmal killer, except that it deals nonlethal damage; a creature who would be killed by this ability is instead rendered unconscious as per sleep, except that it may affect a creature of any number of hit dice.

If you have 14 ranks in the Heal skill, you may spend 1 additional point of ki to use any of these abilities as a single attack during a full-attack action.

Your class level is the caster level for these spell-like abilities, and you use Intelligence, Wisdom or Charisma, your choice, to determine your concentration check bonus. The saving throw is equal to 10 + ½ your level + your appropriate ability-score bonus.

Special: So long as you otherwise meet the prerequisites, this feat may be gained in place of any monk bonus feat or in place of a ninja trick.

Swift Tornado of Blazing Kicks [Combat]

When that otherworldly power is racing through you, there are very few things you cannot catch, dodge…or kick in half.

Prerequisite: Elemental asceticOA archetype, membership in the Descendants of Thunder, see Special, below

Benefit: Any of your attacks with a flurry of blows may be made with fists, elbows, knees, feet and even with head-butts, as you desire. Your flurry of blows may still only be used with unarmed strikes, however, not with natural attacks (such as claws or slams).

Directly after any round in which you have used gather power (either as a move action or as a full round action) you may choose at any time before the beginning of your next round to move 5 feet as an immediate action. Doing so grants you a +2 bonus to AC against a single attack (chosen by you when this ability is activated). This special movement is not a 5-foot step, and it provokes attacks of opportunity as normal.

You may use this ability only when unarmored, not using a shield, and unencumbered.

Normal: An elemental asceticOA must use only his fists to make a flurry.

Special: So long as you otherwise meet the prerequisites, this feat may be gained in place of any utility wild talent.

Symmetry of Harmonious Insight [Combat]

Your teachings, when put into practice, reward both master and student via the resonant mystic connection of your aligned furies; those who drink deeply of your astute instruction are nearly unstoppable.

Prerequisite: Sensei monk archetype; membership in the Descendants of Thunder

Benefit: Whenever a creature benefiting from your advice class ability confirms a critical hit or reduces an opponent to zero or fewer hit points, you gain one point of ki. Confirming a critical hit on a helpless or unaware creature or defeating a creature that possesses fewer Hit Dice than half your level does not restore ki.

In addition, you may spend 2 points of ki as a standard action that does not provoke attacks of opportunity to heal any creature benefiting from your advice class ability. The targeted ally gains a number of hit points equal to your monk level.

Designer’s Note: This feat is of especial use with the qinggong monk archetype, which may be freely taken with the sensei archetype as normal.

Technique of Flowing Weakness [Combat]

You have willingly accepted upon your flesh a most terrible burden, but the harmony of your spirit allows incredible command over this limitation—even wielding it as a weapon.

Prerequisite: Ki pool; membership in the Descendants of Thunder

Benefit: You gain one curse, as per an oracle of your character level, gaining the listed benefits of the curse at the appropriate level during character advancement. In the instance of spells added to a spell-list, you may instead duplicate the effects of that spell as a spell-like ability by spending ki; this requires a number of ki points equal to half the spell-level of the effect, rounded up. Your class level is the caster level for these spell-like abilities, and you use Wisdom or Charisma (your choice) to determine your concentration check bonus. The saving throw is equal to 10 + ½ your level + your chosen ability score bonus.

In addition, you may use oracle’s burden as a spell-like ability (subject to the rules above) by spending one ki point. Once you reach 10th level, you may execute this spell-like ability as a swift action by spending 3 ki points. You may spend one ki point as a swift action to treat your oracle level as 5 levels higher for the purpose of determining the effects of your curse until the beginning of your next turn. Thus, if you were a 6th level character with this feat and the clouded vision curse, you could spend one point of ki to temporarily gain blindsense out to a range of 30 ft.

Special: You may select this feat multiple times. Each time, you gain a new curse; when using oracle’s burden, you must specify which curse you are applying to your target. So long as you otherwise meet the prerequisites, this feat may be gained in place of any monk bonus feat or in place of a ninja trick.

Weapon of a Burning Soul [Combat]

Your training has armed you with the tools of a weapon technique which flow-forth not just like a thundering extension of your body…but instead as a perfect reflection of your inner fighting-spirit.

Prerequisite: Elemental asceticOA archetype, membership in the Descendants of Thunder; see Special, below.

Benefit: Choose any one monk weapon with which you are proficient, such as the nunchaku or the temple sword. All attacks with weapons of this type are considered to be unarmed fist strikes for purposes of the elemental flurry class feature. In addition, you are always considered to be unarmed when wielding this weapon—and to be making unarmed strikes while attacking with this weapon—if doing-so is beneficial to you.

Special: So long as you otherwise meet the prerequisites, this feat may be gained in place of any utility wild talent.

This feat may be gained multiple times; each time it is selected, the benefits above apply to a new monk weapon.


Everlasting Dawn Feats

Reform Dominion

You can alter the nature of your Dominion slightly.

Requirement: Dominion class feature. Knowledge (arcana) 5 ranks, Knowledge (psionics) 5 ranks

Benefit: You can spend one hour in meditation to alter a psi-like or spell-like ability you know. You may replace the selected ability with another from the same school of magic or psionic discipline of the same level or lower until the next time you lose consciousness for more than 1 hour.

Trinity Focus

Your mind energizes the essence receptacles with latent psionic power.

Prerequisite: Spellcraft Ranks 3, psionic character, essence pool.

Benefit: While you are psionically focused, you gain 1 point of temporary essence. You may invest and spend this point normally, but if you use it to fuel an essence burn ability, you lose and may not regain your psionic focus for 1 minute. You may expend both the psionic focus and burn the temporary essence as a swift action to gain a +2 circumstance bonus to a single caster level for 1 round or +2 to a single attack roll.

Trinity Warrior

Your martial skill has begun to blend with your supernatural power.

Prerequisite: Base attack bonus +3, Spellcraft Rank 3, spellcasting, manifesting or other similar ability.

Benefit: Select one non-spherecasting class that grants you spells, spell-like abilities, powers, supernatural abilities or veils. You may choose to substitute your BAB for your caster level, manifester level or another level based resolution for that class. This effective level can stack with other abilities and feats that increase caster level but will never take a character’s caster level above their hit dice.

Spherecasters taking this feat may apply it to a single Sphere for determining effective caster level for that sphere with GM approval.

Special: This feat may be taken more than one time. Each time select a new class or Sphere to apply the benefits to.


Foreseer Feats

Extra Motes

You have access to more motes of time than usual for your level.

Prerequisite: motes of time class feature.

Benefit: Your pool of time motes increases by 2.

Special: You can gain extra motes multiple times. The effects stack.

Foreseen Spell Strike (Metamagic)

Combining limited prescience with your knowledge of planar threats allows you to bypass the resistances and damage reduction of extraplanar creatures.

Prerequisites Knowledge (the planes) 6 ranks, Spell Focus (divination)

Benefit When targeting a creature with the extraplanar subtype your spell ignores any energy resistance or damage reduction the target has. Your spell doesn’t ignore energy resistance, damage reduction, or saving throw bonuses granted by other spells and effects. A Foreseen Spell Strike spell uses up a spell slot 2 levels higher than the spell’s actual level.


Frozen Graves Feats

Corpse Cajoler

Working with the finicky dead for so long has given you a knack for speaking to them.

Prerequisites: Membership with the Frozen Graves, ability to cast 3rd level spells

Benefits: You gain a +4 on the DC for spells that allow you to talk to the dead, such as call spirit, speak with dead, and speak with haunt.

Deadpan Expression

Your time among the dead has given you a constantly-solemn expression, making it difficult for people to get a read on you.

Prerequisites: Membership with the Frozen Graves

Benefits: Add your Wisdom modifier to your Bluff skill checks in addition to your Charisma modifier.

Skilled Reanimator

Working with the professionals at the Frozen Graves has improved your technique, resulting in sturdier creations.

Prerequisites: Caster level 6th

Benefit: All skeletons or zombies that you personally create are affected as though they have the Toughness feat.


Scarlet Sovereignty Feats

Authority of Entry

The Scarlet Sovereignty teaches that society exists with a natural order of the strong over the weak, the predatory above the flock of prey, and the vampiric nobility ranked above all others. Entrenched in their positions of social might by centuries of generational accrual of wealth and influence, the nobility of the Covenant consider themselves natural lords of the city, and as such no longer subject to the traditional vampiric ban on entering a dwelling without position.

Prerequisite: Membership in the Scarlet Sovereignty, Wisdom 13, must be a vampire.

Benefit: You are no longer subject to the requirement of permission from an authorized person in order to enter a home or dwelling.

Children of the Dragon

The Scarlet Sovereignty has long experimented upon themselves, their spawn, and others to expand the scope, variety, and capabilities of vampirism. As a result of this, you have gained the capability to take upon the form of one of the Parity’s so-called dracostrigoi or blood-wyrms.

Prerequisite: Membership in the Scarlet Sovereignty, base attack bonus +9, must be a vampire.

Benefit: As an adjunct to your change shape ability you can also assume the form of one of the organizations’s dracostrigoi. This functions as form of the dragon I, except that you assume the form of a medium sized black dragon with elongated limbs, iridescent black-red scales, and luminous red eyes.

Favor of the Sanguine Noblesse

The Scarlet Sovereignty’s influence stretches far and wide, with even their symbol eliciting reactions of admiration, awe, and fear. Members of the Sovereignty aspiring to personal power, influence, and even vampirism, having rising in standing within the organization are able to leverage that synergy of person and organization to great effect.

Prerequisite: Membership in the Scarlet Sovereignty.

Benefit: By leveraging your social standing within the Scarlet Sovereignty you greatly increase your personal magnetism. A number of times per day equal to your Charisma bonus, you may add half of your character level to any single Charisma based skill check. Additionally, once per day when interacting with a member of the Scarlet Sovereignty you may roll twice on any save or skill check and take the highest result.

My Masters’ Vigour

By constant exposure to the Sovereignty’s vampiric nobility and knowing or unknowing experimentation upon your body, a potent fraction of their undead physiology has imposed itself upon you, granting vigor not from physical hardiness but from personal magnetism.

Prerequisite: Membership in the Scarlet Sovereignty, Charisma 13, must be a non-undead mortal.

Benefit: Although still mortal, a fraction of your undead masters’ vigor infuses and strengthens you. Rather than utilizing your Constitution bonus to calculate hit points and Fortitude saves, you instead utilize your Charisma bonus. If you later become undead you may exchange this feat for another you qualify for.

Unbending Authority

By virtue of centuries of self-experimentation on their own ranks and quasi-religious beliefs, the vampiric nobility of the Scarlet Sovereignty are invested with personal authority and unyielding will beyond the capability of mortals and beyond that of normal vampires. Normal vampires may dominate the minds of simple humanoid mortals, but members of the Sovereignty can bend the minds of creatures beyond this simple limitation.

Prerequisite: Membership in the Scarlet Sovereignty, Wisdom 15, must be a vampire.

Benefit: While standard vampires possess the dominate ability which functions as dominate person, your ability instead functions as dominate monster. The ability is otherwise identical to the baseline.

Undead Grace

Somehow touched or tainted with a fraction of vampiric taint in a manner similar to your masters’ dhampir children, your body possesses a unique association with the powers of life and death. Over time you have managed to cultivate that minute spark of vampirism into a power you can draw upon at will.

Prerequisite: Membership in the Scarlet Sovereignty, must be a non-undead mortal.

Benefit: Drawing upon the ubiquitous taint of your undead masters, you reverse the effects of the forces of life and death upon your physiology. A number of times per day equal to your Charisma bonus, as an immediate action you can swap your association with positive and negative energy, treating yourself as undead for one round with respect to the effects of positive and negative energy effects.


Steamstriders Feats

Down the Learned Road

You have traveled many paths and learned many things about the forces of evil. You will not stop to see them fall.

Prerequisites: Int 13, 5th level knight of three roads paladin.

Benefits: You increase the bonus provided by your study evil class feature by +1. Additionally, choose two entries from the ranger’s favored enemy table. Your study evil class feature provides a further +1 against the selected creature types (or subtypes, for outsiders and humanoids).

Special: This feat may be selected additional times, once at 9 levels, 13 levels, and 17 levels in knight of three roads. The bonus to study evil in general stacks every time this feat it taken, but different entries from the favored enemy table must be selected each time.

Heartbound Item (Heartbound)

You intense memories around a cherished memento carry your passion into its magic.

Prerequisites: Charisma 13, 3rd level paramour.

Benefits: You may select one item to be considered a heartbound item as though you had the artephile archetype. You may commit points from your tides of passion pool as hit points against a sunder attempt as an immediate action. You may select artephile expressions as though they were standard paramour expressions.

Perpetual Motion Magic (Akashic)

You have developed an interwoven power for your brilliant veils.

Prerequisites: Wis 13 or Con 13, able to bind veils to the head and hands chakras, able to shape the Mobius Ribbon and Pneumatic Module veils.

Benefits: When you have shaped both the Mobius Ribbon and Pneumatic Module veils, and have bound both of them (to any appropriate chakra), you gain additional options you can use when you use either veil’s abilities:

  • Repeating Pistons: When you use an ability of the Pneumatic Module veil that allows you to make a bull rush check, you can activate your Mobius Ribbon veil (starting its cooldown, as normal) as a free action that can be taken even when it’s not your turn to make an additional bull rush check on the same target, plus one more for every two points of essence invested in the Mobius Ribbon veil.
  • Multitudinous Cycle: When you use an ability of the Mobius Ribbon veil that modifies an effect on an area, you can use a swift action to expand the area of the effect by 5 feet for every point of essence invested in your Pneumatic Module veil. Using this ability increases the cooldown time of the Mobius Ribbon veil by 2 rounds.

Craft Music Box (Item Creation)

You have innovated on old ground, and learned how to record your mystical music for the use of others.

Prerequisites: Bardic Performance, character level 3rd.

Benefits: You can craft music boxes, following the rules for crafting magical items. When you craft a music box, you select a type of bardic performance you know and choose how many rounds of that performance you would like to record. You then spend 8 hours crafting, performing, and mastering the effects of a small box with negligible weight, about the size of a potion.

When a creature holding the music box in one hand opens it as a standard action, the performance occurs as if you were performing it, centered on the box. It uses your level in the class that provided said bardic performance as it was when you recorded it to determine its effects. Once it starts performing it can't be stopped unless it is broken or the performance ends (when the number of rounds of performance recorded are up), and after it finishes the magic fades and it crumbles.

A music box can be stored in a wrist sheath without fear of harming it, can be placed on the ground or on an object to keep it stationary, and so forth. It can be sundered and has hardness equal to your class level when you recorded it and hit points equal to five times its hardness.

The cost of raw materials to craft a music box is 10 gold x the minimum character level for the performance provided x the number of rounds performed. One can be purchased at a specialty shop for twice its crafting cost. For example, inspire courage +2 requires 5 levels in bard, so the minimum character level for recording that performance would be 5.

Special: Despite the name, music boxes can be crafted with performances that have visual components as well.

Craft Masterful Music Box (Item Creation)

You can craft music boxes with exceptionally well made performances, and when your music is par for the course, your boxes excel in other areas.

Prerequisites: Craft Music Box, bardic performance, character level 7th.

Benefits: You may create music boxes with bardic masterpieces that you know, expending all of the requisite rounds for the relevant effect. If you record a normal bardic performance in a music box, choose one of the following enhancements instead:

  • B Side: When the music box is activated, the person opening it chooses one of two performances recorded in it to use. It can still only be used once and only uses the more expensive performance to determine cost.
  • Encore: The music box can be used twice before it crumbles, needing to be opened as normal both times.
  • Personal: You can choose up to your Charisma bonus (minimum 1) in creatures when you craft the music box. Only they can be affected by it.
  • Sturdy: You count your class level as 5 higher for determining the music box’s hardness and hit points.

Crafting a masterful music box costs 20 gp x the minimum character level for the performance provided x the number of rounds performed. One can be purchased at a specialty shop for twice its crafting cost.


City of 7 Seraphs by Lost Spheres Publishing
Classes
Aegis Aethernaut Echo
Eclipse Nexus Radiant
Shadow Weaver Theurge
Races
Ceptu Judow Mirrorkin Rhyzala Shadow Fey Veryx
Xodai
Luminous Organizations
Ashlords Children of Dreams Everlasting Dawn Foreseers House of Prominence Steamstriders
Neutral Organizations
Cocoon Pact Descendants of Thunder
Umbral Organizations
Blackswords Booksealers Church of Coin Frozen Graves Hands of Burden Scarlet Sovereignty
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