Savage Pathfinder Expansion

This document features ancestories, edges, & powers for use with Savage Pathfinder.

Special Thanks

Below is a list of everyone who offered advice or content and wished to me mentioned.


Al Slea


And Everyone else who gave feedback on the Savage Worlds Discord or Pinnacle Entertainment Forum.


(If you're reading this and going to help in any way and want to be listed here just ask me.)

Table of Contents

To finish at the end.

Ancestries


Aasimar


Elves (Trance Variant)


Goblin


Goliath


Half-Dragon


Kitsune


Kobold


Pixie


Tabaxi


Tiefling


Warforged

Class Edges


Artificer


Inquisitor


Oracle (a few options unfinished)


Psion


Rogue (Variant)


Warlock (one patron unfinished)

Class Option Edges


Arcane Collection


Rituals of Preparation


Twice Cursed


Twin Soul

Meta Edges


Class-less

Prestige Edges


Multidisciplinary Psion


Weapon Artist

Profesional Edges


Master Engineer

Spells


Clone


Create Structure (in progress)


Protection (Varient)

Ancestries

Aasimar

https://www.d20pfsrd.com/races/other-races/featured-races/arg-aasimar


Languages: Common, Celestial, and possibly others of their choice.

Adult 20, old age, ?, max age ?-?

Male height 5'4"-6'6" and weight 120-190 lbs.

Female height 5'2"-6'4" and weight 100-170 lbs.

  • CELESTIAL MAGIC: Aasimars can cast cantrips (see page 171) as if they knew each of the following powers: light, healing, sanctuary, and sound using their Spirit (or arcane skill if they have one). They have 1 Power Point for activating these cantrips, regained as usual (see page 169). Aasimar with an Arcane Background or Mystic Power add their bonus Power Point to their pool but must still learn the spells if they wish to cast them normally.
  • CELESTIAL RESOLVE: Aasimars are insightful, confident, and personable. They start with a d6 in Spirit instead of a d4. This increases maximum Spirit to d12+1.
  • EXALTED RESISTANCE: The celestial heritage of Aasimar makes them resilient to damage. A second Shaken result in combat does not cause a Wound.
  • HEROIC CALLING: Feeling the innate call to help, Aasimars never says no to a person in need. Not every Aasimar is happy about it, but they will always come to the rescue of those who can’t help themselves. They are the first one to run into a burning building, usually agree to hunt monsters for little or no pay, and are generally a pushover for a sob story.
  • LOW LIGHT VISION: Through glowing eyes, the ability to manifest halos or some other radiant ability, Aasimar are able to see in the dark. They ignore penalties for Dim and Dark Illumination.

Elves (Trance variant) (wip)

Lore


Languages: Common, Elven, and possibly others of their choice.

Adult 115, old age, 263, max age 350-750

Male height 5'6"-6'8" and weight 116-158

Average 6'1" , 127 lbs

Female height 5'6"-6'4" and weight 96-126

Average 6'1", 117 lbs

  • AGILE or INTELLIGENCE: Elves are graceful and highly intelligent. They start with either a d6 in Agility or Intelligence instead of a d4. This increases maximum Agility or Intelligenc. to d12+1.
  • ELVEN CULTURE: Elves have distinct cultural practices than may seem to alien other races such as a an attitude of superioritu, lack of understanding for personal property, or some other trait. They have the Quirk (Minor) Hinderance.
  • ELVEN MAGIC: Elves have an inherent connection to arcane energies. Elves get a free reroll when rolling to resist enemy powers.
  • KEEN SENSES: Elves start with a d6 in Notice instead of a d4. This increases their maximum Notice to d12+1.
  • LOW LIGHT VISION: Elven eyes amplify light. Others often claim they can see stars in the elves’ eyes. They ignore penalties for Dim and Dark Illumination.
  • Trance: Elves enter a meditation like trance instead of sleeping. They only need to rest like this for 4 hours and have a -1 to notice rolls during this time.

Goblin

https://www.d20pfsrd.com/races/other-races/featured-races/arg-goblin


Languages: Goblin, Common, and possibly others of their choice.

Adult 12, old age, ?, max age ?-?

Male height 2'10"-3'4" and weight 32-38 lbs.

Female height 2'8"-3'2" and weight 27-33 lbs.

  • AGILE: Goblins are fast. They start with a d6 in Agility instead of a d4. This increases maximum Agility to d12+1.
  • GANKING: Goblins rely on numbers to turn fights to their favor. They have the Formation Fighter Edge. They increase the Gang Up bonus by an additional +1 for themself and their allies. The maximum Gang Up bonus is still +4 no matter how many Formation Fighters stand together.
  • GREED: Goblins have the Greedy (MAJOR) Hindrance.
  • LOW LIGHT VISION: Usually living underground in dark caves or long-forgotten ruins, goblins can see in the dark. They ignore penalties for Dim and Dark Illumination.
  • MOUNTED RAIDERS: Goblins frequently manage to tame or at least capture and ride beasts as mounts. Goblins start with a d4 in Riding.
  • SIZE -1: Averaging roughly three feet tall, goblins reduce their Size and Toughness by 1.
  • STEALTHY: Goblins start with a d6 in Stealth instead of a d4. This increases their maximum Stealth to d12+1.

Goliath/Half-Giant

https://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/races/half-giant/


Languages: Common, Giant, and possibly others of their choice.


Adult 30, old age, ?, max age ?-?

Male height 6'6"-8'4" and weight 224-508

Female height 6'3"-8'1" and weight 184-468

  • Mountain Stature: +1 Size, this increases Toughness by 1 and increases maximum Strength one step.

  • Natural Athlete: Goliaths start with a d6 in Athletics instead of a d4. This increases their maximum Athletics to d12+1.

  • Powerful Build: Goliaths are mighty and large. They start with a d6 in Strength instead of a d4. This increases maximum Strength to d12+1.

  • Stone's Endurance: Goliath have the Hardy racial trait. A second Shaken result in combat does not cause a Wound.

  • CODE OF HONOR (MAJOR): Honor is very important to Goliaths. They keep theur word, doesn’t abuse or kill prisoners, and generally tries to treat others with due respect. They have a prescribed code of conduct in line with the mores of the social order of Giants or some other culture they were raised in.

Half-Dragon

Lore


Languages: Common, Draconic, and possibly others of their choice.


Adult ?, old age, ?, max age ?-?

Male height ?'?"-?'?" and weight ?-?

Average ?'?" , ? lbs

Female height ?'?"-?'?" and weight ?-?

Average ?'?", ? lbs

Draconic Ancestry
Color Element
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold
  • Breath Attack: Half Dragons naturally have a breath attack matching the color of their Draconic ancestry. This feature meets the Dragon Disciple requirement for DRAGON DISCIPLE II
    • Breath Attack: Once per encounter, as a limited action the dragon disciple may make a breath attack in a Cone Template. The attack causes 3d6 damage and may be Evaded. The attack has one of the following effects, based on the type of dragon the character descends from: fire (victims may catch fire, page 154), acid (lingering damage, see page 170), electricity (+2 damage to those in metal armor), or cold (victim is Hindered until the end of * his next turn, see page 170).
  • Claws: The race has claws that cause Str+d6 damage.
  • Draconic Mentality: Select 2 of the following hindrances: Arrogant, Bloodthirsty, Code of Honor, Greedy (Major), Heroic, Overconfident, or Vengeful.
  • Draconic Scales: The species has a thick scaly plating granting 2 points of Armor.
  • Environmental Resistance (Type matching the breath attack): The species receives a +4 bonus to resist a single negative environmental effect, such as heat, cold, lack of air, radiation, etc. Damage from that source is also reduced by 4.
  • LOW LIGHT VISION: Due to their draconic eyes, Half-Dragons can see in the dark. They ignore penalties for Dim and Dark Illumination.
Aquatic Ancestry

If your chosen Draconic Ancestry has the Aquatic trait you may take an addition Draconic Mentality Hindrance to gain Aquatic:

  • Aquatic: The race is native to the water. They cannot drown in oxygenated liquid and moves their full Pace when swimming (see Movement, page 92).

Kitsune

https://www.d20pfsrd.com/races/other-races/uncommon-races/arg-kitsune


Languages: Common, Sylvan, and possibly others of their choice.

Adult 15, old age, ?, max age ?-?

Male height 5'0"-6'2" and weight 110-180 lbs.

Female height 4'7"-5'9" and weight 95-165 lbs.

  • Bite: While in their true or fox form kitsune have fangs that cause Strength+d4 damage. See Natural Weapons, page 136 for more information.
  • LOW LIGHT VISION: Among the bestial traits of the Kitsune is their ability to see in the dark. They ignore penalties for Dim and Dark Illumination.
  • Shapeshifter: A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form loses their bite natural weapon attack, but gains a +4 bonus on Performance checks made to appear human. Changing shape is a limited action and does not require any roll. This ability otherwise functions as Shape Change power, except that the kitsune does not adjust their ability scores and can remain in this form indefinitely without maintaining it. They can also assume the form of a Fox.

FOX

Type: Neutral Animal (Fox)


Agility Smarts Spirit Strength Vigor
d8 d6 (A) d6 d4 d6
  • Skills: Athletics d8, Fighting d6, Notice d10, Stealth d8

  • Pace: 8 Parry: 5 Toughness: 3

  • Special Abilities:
  • Bite: Str+d4
  • Camouflage: In its natural setting (woodlands for Red fox, arctic for Arctic fox, desert for Kit fox, etc.) the animal gains a +2 bonus to stealth.
  • Fleet Footed: Foxes have a Pace of 8 and roll a d10 for running.
  • Darkvision: Giant crabs ignore penalties for Illumination up to 10”.
  • Size –2: The Fox is not as big as most canines.
  • VULPINE CHARM: Kitsune are gregarious and companionable. They start with a d6 in Spirit instead of a d4. This increases maximum Spirit to d12+1.
  • Wild Instincts: While kitsune tend to hide their true identity, they are far more suspicious of others than secretive. Kitsune have the Suspicious (MINOR) Hinderance. This paranoia causes frequent trust issues. Suspicious kitsune might suddenly change in their comfort level regarding others seeing their non-human forms, demand reasurance that their friends and allies can be trusted. Kitsune also have the Quirk (MINOR) Hinderance with a love of playing tricks on those around them.

Kobold

https://www.d20pfsrd.com/races/other-races/featured-races/arg-kobold


Languages: Common, Draconic and possibly others of their choice.

Adult ?, old age, ?, max age ?-?

Male height 2'8"-3'2" and weight 27-33 lbs.

Female height 2'6"-3'0" and weight 22-28 lbs.

  • AGILE: Kobolds are fast and agile. They start with a d6 in Agility instead of a d4. This increases maximum Agility to d12+1.
  • ALERTNESS: Kobolds survive by always looking out for danger. They have the Alertness Edge. They add +2 to Notice rolls to hear, see, or otherwise sense the world around them.
  • BURROWING: Kobolds can burrow into loose earth and move through it at half normal Pace (he cannot run). They cannot normally be attacked while burrowing, and can attempt to surprise opponents who didn’t see them coming by making an opposed Stealth vs. Notice roll. If successful, the burrower adds +2 to his attack and damage rolls that round, or +4 with a raise (they have The Drop, page 132).
  • LOW LIGHT VISION: Kobolds are used to living underground. They ignore penalties for Dim and Dark Illumination.
  • SCALES: Kobolds have a coating of draconic scales that protect them. They gain +2 Armor.
  • SIZE -1: Averaging roughly three feet tall, kobolds reduce their Size and Toughness by 1.
  • STEALTHY: Kobolds start with a d6 in Stealth instead of a d4. This increases their maximum Stealth to d12+1.
  • Weakness (Light): Kobolds subtract 1 from Trait rolls requiring sight in bright light.
Kobold Sapper

Some Kobolds specialize in the construction of traps. You may take the Paranoid (MINOR) Hinderance to gain Trapmaker:

  • Trapmaker: Kobolds start with a d4 in Repair.

Pixie


Languages: Common, Sylvan, and possibly others of their choice.

Adult 50, old age, 650, max age 800-1000

Male height 1'2"-2'4" and weight 10-20 lbs.

Female height 1'0"-2'2" and weight 9-18 lbs.

  • FEY MAGIC: Pixies can cast cantrips (see page 171) as if they knew each of the following powers: light, illusion, invisibility, and sound using their Smarts (or arcane skill if they have one). They have 1 Power Point for activating these cantrips, regained as usual (see page 169). Pixies with an Arcane Background or Mystic Power add their bonus Power Point to their pool but must still learn the spells if they wish to cast them normally.
  • AGILITY: Pixies are flighty, agile, and whimiscal. They start with a d6 in Agility instead of a d4. This increases maximum Agility to d12+1.
  • CURIOUS: Pixies have the Curious (MAJOR) Hinderance. They pry into the lives of others and generally love to explore for the sake of seeing somewhere they haven't been yet.
  • FEY: Ignore penalties for Dim and Dark Illumination; +4 damage from cold iron.
  • FLIGHT: Pixies can fly at Pace 6.
  • INNATE POWERS: Minor invisibility (Self only). -or-
  • INVISIBILITY: Pixies can innately turn invisible 3/day as an action, however gear, personal items, and anything carried is still visible. The invisibility can be maintained by using an additional usage without spending an action. The pixie is transparent except for a vague blur or outline. Any action taken against them that requires sight is made at −4. The same penalty applies to Notice rolls to detect the unseen presence. Reduce the penalty by 2 if the invisible pixie’s position is given away, such as moving in water, hit with mud or another substance that reveals her form, outside in the rain, etc. Reduce the penalty by 4 if the invisible pixie is holding, wearing, or carrying anything.
  • SMALL STEPS: Pixies have a walking pace of 3" and theur running die is a d4. They also subtract 2 from Athletics and rolls to resist Athletics where movement and mobility are integral to the challenge (GM’s call).
  • SMALL STATURE: Pixies grow to just over two feet tall and weigh around 30 lbs, their size is -1, this means they have -1 Toughness (see the Size Table, page 138).

Tabaxi

Lore


Languages: Common and another of their choice, possibly more.


Adult ?, old age, ?, max age ?-?

Male height ?'?"-?'?" and weight ?-?

Average ?'?" , ? lbs

Female height ?'?"-?'?" and weight ?-?

Average ?'?", ? lbs

  • Curious (Major): Curious characters have to check out everything and always want to know what’s behind a potential mystery or secret.
  • Can't Swim (Minor): Those with this Hindrance suffer a −2 penalty to the Athletics skill when swimming, and each inch moved in water costs 3″ of Pace. See Movement (page 123) for more details and Drowning (page 151).
  • Quirk (Minor): Cat tendencies/mannerisms.
  • Pace: 8"
  • Pounce: The character can jump twice as far as listed under Movement, page 92. In addition, they add +4 to damage when leaping as part of a Wild Attack instead of the usual +2 (unless in a closed or confined space where he cannot leap horizontally or vertically—GM’s call).
  • Claws: The race has claws that cause Str+d6 damage.
  • Low Light Vision: The being ignores penalties for Dim or Dark illumination (but not Pitch Darkness).
Alternate Option

Instead of Can't Swim, a Tabaxi might instead have a Minor Phobia of Swiming or a different cat inspired Phobia like Snakes and Snake like objects such as cucumber and zucchini.

  • Phobia (Minor): Whenever a character is in the presence of the phobia (GM’s call, but generally sight), subtract 1 from all Trait rolls for a Minor Hindrance and 2 for a Major.

Tiefling

https://www.d20pfsrd.com/races/other-races/featured-races/arg-tiefling


Languages: Common, either Abyssal or Infernal, and possibly others of their choice.

Adult 60, old age, ?, max age ?-?

Male height 5'0"-6'6" and weight 130-220 lbs.

Female height 4'7"-6'1" and weight 195-186 lbs.

  • FIENDISH MAGIC: Tieflings can cast cantrips (see page 171) as if they knew each of the following powers: darkness, conjure item, elemental manipulation (fire), and sound using their Spirit (or arcane skill if they have one). They have 1 Power Point for activating these cantrips, regained as usual (see page 169). Tieflings with an Arcane Background or Mystic Power add their bonus Power Point to their pool but must still learn the spells if they wish to cast them normally.
  • FIENDISH MIND: Tieflings tend to be cunning, knowledgeable, or devious. They start with a d6 in Smarts instead of a d4. This increases maximum Smarts to d12+1.
  • FIENDISH RESISTANCE: Tieflings are naturally resistant to the elemental types commonly used by various fiends. The species receives a +4 bonus to resist cold, electricity, and fire negative environmental effects and damage of those types is reduced by 4.
  • LOW LIGHT VISION: Tiefling eyes are sometimes pupilless, othertimes human or feline. No matter the form they are gifted with the fiendish ability to see in the dark. They ignore penalties for Dim and Dark Illumination.
  • DARK DESIRES: All tieflings feel the dark pull of their ancestry on their minds, some resist others give in. Every tiefling gains a Minor Hinderance, this should be in line with a sin or other fiendish flaw calling them to be more like the fiend they are descended from. Examples of these Hinderances are: Greddy (MINOR), Habit (MINOR), Jealous (MINOR), Slow (MINOR), Stubborn (MINOR), Vengeful (MINOR), or some kind of Quirk (MINOR).
  • TAINTED BLOOD: Tieflings face a significant amount of prejudice from most other races, who view them as fiend-spawn, seeds of evil, monsters, and lingering curses placed upon the world. Far too often, civilized races shun or marginalize them, while more monstrous ones simply fear and reject them unless forced or cowed into acceptance. They have the Outsider (Minor) Hindrance. Locals are likely to raise prices on the individual, ignore pleas for help, and generally treat them poorly. Tieflings subtract 2 from Persuasion rolls made to influence those who aren’t their own kind.

Warforged

  • CONSTRUCT: Constructs are artificial beings made of a blend of materials: predominantly stone, wood, and some type of metal. They add +2 to recover from being Shaken, ignore one level of Wound modifiers, don’t breathe, and are immune to disease and poison. Wounds must be mended via the Repair skill. Each attempt takes one hour per current Wound level and ignores the “Golden Hour”.
  • INTEGRATED PROTECTION: Warforged are made with built in metal plating giving them +2 Armor.
  • MADE FOR WAR: Warforged were designed, built, and trained as tools of war. Negotiations were not part of their training, and their world knowledge off of the battlefield is limited. They do not have Common Knowledge and Persuasion as core skills.
  • NON-BUOYANT: Due to the sheer mass and weight of Warforged they are unable to swim. They do not float and must walk along the bottem of bodies of water. They also suffer a −2 penalty to the Athletics skill when in water and each inch moved in water costs 3″ of Pace.
  • OUTSIDER: As an unnatural being, non-warforged thend to be uncomfortable when meeting one and often fear or distrust them. Warforged have –2 to Persuasion rolls when interacting with non-warforged and are often treated as brings with less rights.

More Coming Soon!

Feel free to offer your own creations to be added.

Class Edge: Artificer

REQUIREMENTS: Novice, Smarts d6+, Occult d6+


ARCANE BACKGROUND (Repair): Artificers use Repair as their arcane skill. A hero who takes this Edge gains 15 Power Points and two powers from the list below on one's available from their Dicipline. Available Powers: Artificers have access to powers from the list below: Arcane Protection, Banish, Barrier, Beast Friend, Blast, Blind, Bolt, Boost/Lower Trait, Burrow, Burst, Confusion, Conjure Item, Damage Field, Darksight, Deflection, Detect/Conceal Arcana, Disguise, Dispel, Divination, Elemental Manipulation, Empathy, Entangle, Environmental Protection, Farsight, Fly, Havoc, Healing, Illusion, Invisibility, Light/Darkness, Locate, Mind Link, Plane Shift, Protection, Scrying, Slumber, Sound/Silence, Speak Language, Stun, Summon Ally, Teleport, Time Stop, Wall Walker, Warrior’s Gift


Artifice: The focused craft of an Artificer allows them to create Arcane Devices and give them to their allies. See page 172. Unlike other Arcane Backgrounds using the Artificer Power Edge, all Powers used by this class must do so by creating and using Arcane Devices and cannot active their powers normally.

Jury-Rigging

REQUIREMENTS: Seasoned, Artificer


With a minute of quick work the Artificer can change the power on 1 arcane device to another known power available to the Arcane Background (Artificer).

Efficient Crafter

REQUIREMENTS: Veteran, Artificer


When crafting magic items the Artificer makes two rolls after a week of Crafting, one roll may use Repair instead of Occult. Each success makes 1,000gp worth of progress toward its completion, and each raise makes 1,500gp progress.

Arcane Referencing

REQUIREMENTS: Heroic, Artificer


The Artificer can craft magic items even without personally knowing the required power so long as they have found it in some, form such as a written spell, through exploration or purchase, and it is of their Rank or less. Crafting a magic item this way gives a -2 penulty to the rolls made to determine crafting progress.

Class Edge: Inquisitor

REQUIREMENTS: Novice, Notice d6+, Occult d6+, Survival d6+

Grim and determined, the inquisitor roots out enemies of the faith, using trickery and guile when righteousness and purity is not enough. Although inquisitors are dedicated to a deity, they are above many of the normal rules and conventions of the church, They answer to their deity and their own sense of justice alone, and are willing to take extreme measures to meet their goals.


JUDGMENT: As a limited free action, an inquisitor can pronounce judgment upon her foes. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. Once activated, this ability lasts until the combat ends or if switched to an other judgement as a limited action. An inquisitor can only have one judgement active at a time.

The inquisitor must participate in the combat to gain these bonuses. If they are incapacitated/unconscious, panicked, stunned, or otherwise prevented from participating in the combat, the ability does not end. but the bonuses do not resume until she can participate in the combat again.


When the inquisitor uses this ability, they must select one type of judgment to make:

  • Destruction: The inquisitor is filled with divine wrath, gaining a +1 bonus on all weapon damage rolls
  • Healing: The inquisitoris surrounded by a healing light and may make an immeadiate natural healing roll Once this judgment has been used it has no other effect and cannot be used again this encounter.
  • Justice: This judgment spurs the inquisitor to seek justice, granting a +1 bonus on all attack rolls.
  • Focus: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 bonus on arcane skill rolls.
  • Protection: The inquisitor is surrounded by a protective aura, granting a +1 bonus to Parry
  • Parity: The inquisitoris protected from the vile taint of her foes, gaining a +1 bonus defending on all opposed rolls.
  • Resiliency: This judgment makes the inquisitor resistant to harm, granting a +1 bonus to Toughness.
  • Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of armor.
  • Smiting: This judgment bathes the inguisitor's weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. The inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments, If the inquisitor is neutral they do not receive this bonus this encounter

MONSTER LORE: The inquisitor adds +1 on Academics, Battle, Occult, Science, or other Smarts-based “knowledge”-type skills allowed in your game Knowledge checks, when making skill checks to identily the abilities and weaknesses of creatures.


VOW (Major): Like a cleric's deity, an inquisitor’s deity influences them and thier values. Inquisitors have a major vow to serve their deity. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them ifit serves the greater good of the faith.

Unlike a cleric, if an inguisitor violates their deity’s trust (GM's call) the inquisitor has no penalty, but truly sacrilegious acts might rob them of their powers entirely until, they atone in some way.


ARMOR RESTRICTION (Medium): Inquisitors are travelers who need to be agile and able to chase down enemies. They subtract 4 from Agility and Agility-based skill rolls when wearing heavy armor or using a heavy shield.

EXPLOIT WEAKNESS

REQUIREMENTS: Seasoned, Inquisitor


The inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inguisitor gets a raise on an athletics, fighting, or shooting roll, their attack may deal a damage type oftheir choice.

Mystic Powers (INQUISITOR)

REQUIREMENTS: Veteran, Inquisitor


As a limited free action the inquisitor can invoke one ofthe following miracles: Boost Trait (Fighting, Strength, and Vigor only) Locate, Mind Reading, and Smite. Boost Trait and Smite are se only, but the inguisitor gains no benefit from the Limitation (ee page 168) Locate costs 2 additional power points the inquisitor has never seen the target. Mind Reading has the following Modifier:

  • Inquisite (+X): Instead of rolling your opposed roll is 4 plus any X.

The inquisitor has 10 dedicated Power Points that recharge normally (see page 169) They automatically activates the power with success for its regular cost, or with a raise for an additional 2 Power Points, They may use applicable Power Modifiers if desired (at the usual cost) See Chapter 5 for more information on specific spells.

Mystic Powers doesnt grant access to Edges requiring an Arcane Background. If the inquisitor also has an Arcane Background, none ofits Edges and abilities can be used with Mystic Powers (and vice-versa).

CONVICTION

REQUIREMENTS: Heroic, Inquisitor


The Inquisitor starts each session with 1 convietion that is lost atthe end of the session if not used.

Also, an inquisitor can have two different judgments active at the same time.

Class Edge: Oracle

REQUIREMENTS: Novice, Smarts d6+, Spirit d6+


ARCANE BACKGROUND (Oracle): Oracles use Occult as their arcane skill. A hero who takes this Edge gains 15 Power Points and two powers from the list below.

Available Powers: Oracles have access to powers from the list below plus the powers listed for their chosen Mystery when they take the Divine Mystery edge: Boost/Lower Trait, Curse, Darksight, Detect/Conceal Arcana, Dispel, Divination, Drain Power Points, Elemental Manipulation, Empathy, Farsight, Havoc, Healing, Illusion, Light/Darkness, Locate, Mind Link, Mind Reading, Object Reading, Planar Binding, Protection, Relief, Resurrection, Sanctuary, Scrying, Slumber, Smite, Sound/Silence


AUGURY: Thourogh some form of phrophecy, omen reading, or visions an oracle receives a hint about the results of a specific course of action that that they or another creature plans to take within the next hour. The GM chooses from the following possible omens:

  • Weal, for good results
  • Woe, for bad results
  • Weal and woe, for both good and bad results
  • Nothing, for results that aren't especially good or bad

The ability is not infallible and doesn't take into account any possible circumstances that might change the outcome and is only the most likely outcome based on the the current world and intent.

If an oracle uses this ability two or more times a day, there is a cumulative 25 percent chance for each use after the first that they get a random reading. The GM makes this roll in Secret.


ARCANE INTERFERENCE (Any): Oracle need to keep themselves open an intune with the many forms their power may maniphest. They subtract 4 from their Occult rolls and from their Spirit and Spirit-based skill rolls if using light, medium, or heavy armor or shields.


CURSE: Each oracle is cursed, this starts primarily as just a Major Hinderance but eventually an Oracle learns how to take advantage of their Curse. With the Revelation Edge, each Curse gains an added benefit.

  • Accursed: The oracle is prone to despondence and anguish. The oracle is unaffected by support rolls. With Revelation: The oracle's depressive mood strengthens their ability to curse others, rolls to resist their Lower Trait and Curse Powers are made at a -2.
  • Aged: The orcale was given their powers late in life, or perhaps aged and grew wise at an unnatural rate. The oracle gains the Elderly (Major) Hinderance. With Revelation: The oracle ceases aging and can never die of old age or be magically aged. They add 2 to their Vigor rolls while bleeding out.
  • Child: The oracle was given their powers early in life, and their body has remained that of a child, or perhaps they suddenly regressed to a younger age. The oracle gains either the Young (Major) or Young (Minor) Hinderance. With Revelation: All damage rolls against the Oracle have a -2 penalty.
  • Clouded Vision: The oracle cannot see anything beyond a range of 6" (12 yards). With Revelation: The oracle gains Blindsense within their limited area of vision. They ignore invisibility, illusion, and all Illumination penalties.
  • Covetous: The oracle gains the Greedy (Major) Hinderance. With Revelation: The oracle's need to protect their wealth has hightened their alertness. The oracle gains a +2 Skill bonus to Notice rolls.
  • Deaf: The oracle cannot hear. With Revelation: The oracle can cast their spells without making any sound.
  • Deep One: The oracle gains the Slow (Major) Hinderance while not in water. With Revelation: The oracle cannot drown in oxygenated liquid and may move your full Pace when swimming (see Movement, page 92).
  • Demonic: The oracle's heart is cursed with the pull of the Abyss. They subtract 2 from their Persuasion rolls. With Revelation: The oracle learns to feed off the pain of others. When another creature within 2" (4 yards) takes a wound, they may spend a Benny to make a Natural Healing roll.
  • Extravagant: The oracle gains the Habit (Major) Hinderance for wearing expensive clothing and jewelry worth at least 150gp. With Revelation: The oracle's need to flaunt their wealth has improved their glamor. The oracle gains a +2 Skill bonus to Persuasion rolls.
  • Frenetic: The oracle is excited, scattered, and never pausing. They gain the Clumsy (Major) Hinderance. With Revelation: Once per round in combat you may discard your Action Card after drawing it. You take the new result.
  • Ghoul: The oracle gains the Habit (Major) Hinderance for eating the flesh of sentient creatures. With Revelation: The oracle is immune to paralysis and disease.
  • Haunted: Malevolent spirits follow the oracle wherever they go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). The oracle gains the Quirk (Minor) Hinderance and retrieving any stored item from their gear requires an action, unless it would normally take longer. Any item the oracle drops lands 6" (12 yards) away from them in a random direction. With Revelation: The oracle learns the Telekinesis power and the following Modifer for it:
  • Haunted (-4): This power has a Strength of d4, or d6 with a raise.
  • Infested: Insects, spiders, grubs, and other vermin plague the oracle constantly. They crawl in the oracle's hair, fill their clothes, and fly or crawl into their mouth, nose, and ears. The oracle gains the Outsider (Major) Hinderance. With Revelation: The oracle gains immunity to poison and the Mindless special ability. They are immune to puppet, Intimidation, Taunt, and any attempts to manipulate them with any abilities that Tests their Smarts.
  • Lame: The oracle gains the Slow (Major) Hinderance. With Revelation: The oracle cannot become Incapacitated by Fatigue. If they would gain a level of Fatigue while Exhausted, they instead subtract 3 from all Trait rolls.
  • Lycanthropy: The oracle suffers from a minor form of lycanthropy. The exact animal their body and mind are aligned with can vary, but should be an animal that matches The oracle's Mystery thematically. In times of stress or unease, the oracle cannot speak, only growl and snarl like an animal. This does not interfere with spellcasting but does apply to spells that are language dependent. With Revelation: The oracle learns the Beast Friend and Shape Change powers and can speak with Animals.
  • Merciful: The oracle is bound to offer tender aid to those who are most wounded. They gain the Driven (Major) Hinderance to heal the injured and gain the Pacifist (Minor) Hinderance. If a non-enemy character who is adjacent asks you to heal them, or asks you for help and you can tell they have taken damage or drain or suffer from a disease or poison, you must help them on your next tum. If they have a condition or suffer from a poison or disease that you can neutralize or cure with any ability you possess or any spell you can cast, you must do so as your next action. Otherwise, if they have taken any damage, you must cast a spell or use an ability that heals hit points. Also, you cannot perform a coup de grace. With Revelation: When you or another creature you can touch spends a Benny to soak a wound you can use the healing power on them and they may use your roll in place of their soak roll.
  • Plagued: The oracle suffers from minor ailments and sicknesses. They have a permanent level of Fatigue. With Revelation: The oracle gains immunity to disease, but they can still function as a carrier for sickness. The oracle also cannot gain further levels of Fatigue.
  • Powerless Prophecy: The oracle is forewarned of danger but can’t act to prevent it. Enemies always have the Drop agaisnt them, but they are immune to Knock Out blows. With Revelation: When dealing action cards the oracle may spend a Benny to ignore their card. Instead they may act whenever they want in the round, even interrupting another’s action, as though the oracle received a Joker.
  • Pranked: Capricious fey constantly bedevil the oracle, playing pranks on them such as tying your shoelaces together, hiding your gear, making inappropriate noises or smells at formal events, and mimicking their voice to tell embarrassing lies. The oracle gains the Quirk (Minor) Hinderance. Furthermore, whenever they attempt to retrieve a stored item from their gear, roll 1d4. On a 1 the oracle fails to find it with that action. With Revelation: The oracle learns the Confusion power and rolls to resist it are made at a -2.
  • Promethean: The oracle's body is falling apart, forcing them to rely on mechanical augmentations or replacements to keep themselves alive. The oracle gains the Habit (Major) Hinderance for mechanical replacement and maintenance. With Revelation: The oracle gains the Construct Racial trait. Constructs are artificial beings made of inorganic material. They add +2 to recover from being Shaken, ignore one level of Wound modifiers, don’t breathe, and are immune to disease and poison. Wounds must be mended via the Repair skill. Each attempt takes one hour per current Wound level and ignores the “Golden Hour”. Many Constructs have the Dependency Negative Racial Ability (reflecting their need for a power source). Magical healing also can remove wounds.
  • Reclusive: The oracle is reclusive and paranoid to the point that their allies cannot easily help them in times of stress or unease. The oracle gains the Suspicious (Major) Hinderance and resists even positive effects from allies. Their allies must succeed at a touch attack to affect them with powers that have a range of touch, and they roll Spirit to resist all powers from anyone other than themself, even those cast by allies. They also learn the Arcane Resistance Power. With Revelation: The oracle gains a +2 bonus to their casting skill check when targeting themselves.
  • Site-Bound: The oracle bonds with a particular 10-foot square, and gains the Habit (Major) Hinderance to remain within 250" (500 yards) of that site. With Revelation: The oracle can move up to 1 mile from your bonded site and gain a +1 bonus to all trait rolls within their Site-Bound range.
  • Tongues: In times of stress or unease, the oracle speaks in tongues. Pick one of the following languages: Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever they are in combat, the oracle can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. The oracle gains the selected language as a bonus language. With Revelation: The oracle can use the Speak Language power for free.
  • Vampirism: The oracle gains the Habit (Major) Hinderance to drink blood. With Revelation: Whenever the Oracle causes 2 or more wounds with a melee attack they may make a natural healing roll.
  • Unlucky: The oracle starts with 2 less Bennies per session. With Revelation: Whenever the oracle spends a Benny flip a coin. If heads, they get their spent Benny back.
  • Custom: Select any Major Hinderance. With Revelation: The oracle gets one free reroll anytime they fail an occult roll to activate a spell.

Divine Mystery

REQUIREMENTS: Seasoned, Oracle


When an Oracles discovers their divine mystery, it shapes their powers and abilities. Each oracle can draw upon their Mystery to weild new spells, granting additional available powers as well as a mysterious boon which the oracle will need to decipher to unlock it's full potential. Below is a list of available Mysteries.

  • Ancestor: The oracle seeks power from the spirits of their Ancestors. You can summon a weapon from your family’s history worth no more than 75gp as a limited free action. The weapon's damage gains a +1. With Revelation: The summoned weapon gains the Masterwork quality and on raise you add an additional d6.

Available Powers: Banish, Barrier, Conjure Item, Deflection, Intangibility, Speak Language, Summon Ally, Telekinesis, Warrior’s Gift

  • Apocalypse : The oracle heralds the coming end times. When the oracle kills another creature it's closest ally becomes Shaken. With Revelation: When the oracle Shakes a creature, they are also vulnerable while shaken.

Available Powers: Blast, Bolt, Burst, Damage Field, Fear, Mind Wipe, Stun, Time Stop, Zombie

  • Fitness: The oracle seeks to understand the concept of fitness. They gain a +1 bonus to their Parry and Toughness while not wearing armor. With Revelation: The oracle cannot gain levels of Fatigue while not wearing armor.

Available Powers: Burrow, Deflection, Disguise, Environmental Protection, Growth/Shrink, Shape Change, Sloth/Speed, Time Stop, Wall Walker, Warrior’s Gift

  • Intrigue: Text With Revelation: Text

Available Powers: text, text

  • Joy: The oracle seeks to understand the concept of joy. They gain the Common Bond edge. With Revelation: When another character uses the oracle's Bennies they gain a +2 to the roll.

Available Powers: Beast Friend, Confusion, Conjure Item, Disguise, Fly, Puppet, Sloth/Speed, Speak Language, Wish

  • Lore: The ocacle delves into the realm of pure knowledge seeing all. They have a mind that can track time, direction, and detail with uncanny precision. They always know which way is north, how the number of hours left before the next sunrise or sunset, and can accurately recall anything they have seen or heard within the past month. With Revelation: The oracle gains the ability to enter a deep meditation, blocking out visual and auditory stimuli and allowing them to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time they are unconscious. When they come out of their trance, they may make a single Smarts-based skill check with a +8 bonus. They may enter their focused trance a number of times per day equal to their Spirit die.

Available Powers: Beast Friend, Confusion, Conjure Item, Environmental Protection, Fear, Mind Wipe, Speak Language, Stun, Warrior’s Gift

  • Occult: Text With Revelation: Text

Available Powers: text, text

  • Old Gods: Text With Revelation: Text

Available Powers: text, text

  • Plague: Random and devastating, striking down young and old, poor and rich, disease is the providence of the divine. Pestilence courses through the oracle's flesh, and the living wither at their touch. Through suffering and pain, they pierce the veils of mundane reality to reveal the transcendental truth: All creatures must die. They are immune to disease, including magical disease but still can be a carrier for diseases. If the oracle has the Plagued curse the oracle's touch can inflict a level of Fatigue which can be resisted with a Vigor roll. With Revelation: The oracle becomes the bearer of plague and sickness. When the oracle touchs a living creature that creature is infected with a disease of the oracle's choice.

Available Powers: Blind, Burst, Confusion, Damage Field, Fear, Mind Wipe, Puppet, Sloth/Speed, Zombie

  • Shadow: Text With Revelation: Text

Available Powers: text, text

  • Snakes: Text With Revelation: Text

Available Powers: text, text

  • Streets: The oracle seeks answers in the power of civilization. They gain a +2 bonus to Intimidation or Persuasion rolls made to Network and cannot get lost in urban enviroments. With Revelation: The oracle can attune to any city or permanent settlement. By speaking the name of a creature and a settlement out loud, the oracle knows whether that creature is in that location. The oracle can also learn general information about any settlement they are in at will.

Available Powers: Barrier, Beast Friend, Conjure Item, Disguise, Entangle, Environmental Protection, Puppet, Speak Language, Summon Ally, Telekinesis

  • Time: The oracle seeks to understand the power of time itself. They may spend a Benny to rereoll a critical failure but mst take the next result and cannot spend additional bennies on the roll. With Revelation: The oracle becomes a true master of time and stops aging. They cannot be magically or die of old age.

Available Powers: Banish, Burst, Confusion, Conjure Item, Deflection, Mind Wipe, Sloth/Speed, Stun, Time Stop

  • Void: Text With Revelation: Text

Available Powers: text, text

  • Volcano: Text With Revelation: Text

Available Powers: text, text

  • Waves: Text With Revelation: Text

Available Powers: text, text

  • Winter: Oracles of the winter mystery embrace the howling winds, biting cold, and wind-driven snows of the far north. Most oracles of winter find their callings in the frigid realms of the north. The oracle gains a free reroll on Vigor rolls from the Cold Hazard and takes 4 less damage from Cold trapings. Their powers with the cold trapping deal +1 damage. With Revelation: The oracle becomes immune to to the Cold Hazard and Cold damage.

Available Powers: Barrier, Blast, Bolt, Burst, Conjure Item, Damage Field, Environmental Protection, Stun, Time Stop

  • Wine: The oracle seeks to understand the power of alchol. When they or another creature drinks wine or another form of alcohol made by the oracle with the Conjure Item power their Vigor increases one die type (increasing Toughness as well). The drinker can also ignore one level of Wound penalties (which stacks with other abilities that do the same). Their Smarts, Agility, and all linked skills suffer a −1 penalty for the duration, however. The effect lasts for one hour after it begins, at which point the boozer suffers a level of Fatigue for the next four hours. With Revelation: The oracle becomes a master of wine, revelry, and dissipation. They are immune to poison, fatigue, and nonlethal damage. They can consume any drug or narcotic without ill effect or the possibility of addiction.

Available Powers: Banish, Confusion, Conjure Item, Deflection, Disguise, Mind Wipe, Sloth/Speed, Speak Language, Stun

To Do:

https://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/paizo-oracle-mysteries/intrigue-oracle-mystery/

https://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/paizo-oracle-mysteries/occult/

https://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/kobold-press-oracle-mysteries/old-gods/

https://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/paizo-oracle-mysteries/shadow/

https://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/kobold-press-oracle-mysteries/snakes/

https://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/kobold-press-oracle-mysteries/void/

https://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/paizo-oracle-mysteries/volcano-oracle-mystery/

https://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/paizo-oracle-mysteries/waves/

Potential Powers:

Arcane Protection, Banish, Barrier, Beast Friend, Blast, Blind, Bolt, Burrow, Burst, Confusion, Conjure Item, Damage Field, Deflection, Disguise, Entangle, Environmental Protection, Fear, Fly, Growth/Shrink, Intangibility, Invisibility, Mind Wipe, Plane Shift, Puppet, Shape Change, Sloth/Speed, Speak Language, Stun, Summon Ally, Telekinesis, Teleport, Time Stop, Wall Walker, Warrior’s Gift, Wish, Zombie

Revelation

REQUIREMENTS: Veteran, Oracle


The oracle unlocks the secret power within their Divine Mystery and in the process discovers the true gift within their curse. The oracle gains the With Revelation: features of their Mystery and Curse.

Prophetic Mastery

REQUIREMENTS: Heroic, Oracle


The most adept oracles can harness the full power of the divines given to them. An Oracle who takes this Edge gains access to all their powers’ Epic Power Modifiers (see page 175).

Class Edge: Psion

REQUIREMENTS: Novice, Smarts d8+, Spirit d6+


ARCANE BACKGROUND (Psion): Psions use Psionics as their arcane skill. A hero who takes this Edge gains 15 Power Points and two powers from the ones available to their Dicipline.


PSIONIC CASTING: Psions ignore the casting requirements that the character cannot be Bound (see page 130) or silenced. All Psionic powers must have the Psionic Trapping.


ARCANE INTERFERENCE (Any): While Psions do not vocalize or gesticulate to use their powers, they do need to minimize distractions, such as the burden of wearing armour. They subtract 4 from their Smarts and Smarts-based skill rolls if using light, medium, or heavy armor or shields.


PSIONIC DISCIPLINE: The Psion must choose a Psion Discipline.

Psionic Discipline

Psionic powers are divided into Disciplines. Each Psion chooses their discipline from the list below. These grant a unique powers list and a special feature. When choosing powers, a Psion can choose from this list in addition to the list of powers available to all Psions.

Clairsentience:

A psion who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways.


Available Powers: Arcane Protection, Boost/Lower Trait, Curse, Darksight, Deflection, Detect/Conceal Arcana, Dispel, Divination, Drain Power Points, Farsight, Locate, Mind Link, Mind Reading, Object Reading, Protection, Sanctuary, Scrying, Speak Language, Telekinesis, Warrior’s Gift


The Seer's frequent use of their powers to observe more than the normal limits has trained them to extend their limits with their powers. The base duration of the powers gained from this Discipline are doubled.

Metacreativity:

A psion specializing in metacreativity is known as a shaper. This discipline includes powers that draw ectoplasm from the Astral Plane, creating semisolid and solid items such as armor, weapons, or animated constructs to do battle at the shaper’s command.


Available Powers: Barrier, Blind, Burst, Conjure Item, Damage Field, Disguise, Entangle, Illusion, Invisibility, Light/Darkness, Planar Binding, Plane Shift, Protection, Sound/Silence, Summon Ally, Telekinesis, Wish


The Shaper's art calls foremost for creativity and resourcefulness. They start with one extra Benny per session.

Psychokinesis:

Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy. Unlike other psions, when a kineticist selects any power that specifies the character must select from cold, electricity, fire, or sonic damage, he gains the option to choose the type of damage at the time the power is manifested.


Available Powers: Blast, Blind, Bolt, Burrow, Burst, Damage Field, Deflection, Elemental Manipulation, Entangle, Environmental Protection, Fly, Havoc, Light/Darkness, Smite, Stun, Telekinesis, Time Stop


The Kineticist's mastery of the elements gives them reliability with their craft. The Psion gets a free reroll anytime they fail a Psionics roll to activate an Evocation power.

Psychometabolism:

A psion who specializes in psychometabolism is known as an egoist. This discipline consists of powers that alter the psion’s psychobiology, or that of creatures near him. An egoist can both heal and transform himself into a fearsome fighter.


Available Powers: Boost/Lower Trait (Boost Trait Only), Darksight, Deflection, Disguise, Fly, Growth/Shrink, Healing, Invisibility, Protection Relief, Resurrection, Shape Change, Sloth/Speed, Smite, Telekinesis, Wall Walker, Warrior’s Gift


The Egoist's pursuit of perfection in both body and mind has given them the power to fix otherwise permanent damage. Treat all injuries as temporary.

Psychoportation:

A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time.


Available Powers: Banish, Burrow, Burst, Conjure Item, Damage Field, Deflection, Entangle, Havoc, Intangibility, Invisibility, Planar Binding, Plane Shift, Sloth/Speed, Stun, Summon Ally, Telekinesis, Teleport, Time Stop


The Nomad's journey has led them to begin walking a path exclusive to them. Instead of moving their pace or running the Nomad can teleport up to 6".

Telepathy:

A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.


Available Powers: Beast Friend, Blind, Boost/Lower Trait (Lower Trait Only), Confusion, Curse, Drain Power Points, Empathy, Fear, Illusion, Mind Link, Mind Reading, Mind Wipe, Puppet, Slumber, Speak Language, Stun, Telekinesis, Zombie


The Telepath's focus on invading the minds of others teaches them to protect their own minds. They gain a +2 bonus to resist powers that are opposed by Smarts.

Dissimilar Disciplines

REQUIREMENTS: Seasoned, Psion


Powers used with other Arcane Backgrounds are less effective agasint your psionic powers. They ignore Arcane Resistance. Also Detect Arcana and Dispel are made at a -2 against your powers.

Discipline Thesis

REQUIREMENTS: Veteran, Psion


As psions learn to master their chosen discipline they unlock a new way to utilize their specialization. (If a Psion has the Prestige Edge Multidisciplinary Psion, this edge can be taken multiple times for each additional discipline.)

  • Clairsentience: Seers learn to look into the future to see possible outcomes and select favorable paths. If you would crit fail by rolling 1 one on both your trait die and Wild die you may spend a Benny to reroll one of those dice and take the new result.

  • Metacreativity: Shapers learn to transcend the line between their imagination and reality. You learn the Illusion power if you do not already know it. When you use the Illusion power you may spend a Benny to have the illusion become real for the duration.

  • Psychokinesis: Kineticists learn to use their elemental mastery to protect themselves from harm. After using a power with a elemental trapping you can spend a Benny to gain immunity to that element for 5 rounds. You can only have one immunity at a time.

  • Psychometabolism: Egoists learn to control the natural regeneration of their body. As a limited free action you may spend a Benny to make a natural healing roll.

  • Psychoportation: Nomads learn to create shortcuts as they journey through the world. Whenever you teleport you may spend a Benny to place it down as a maker. At any point until the end of the session you can teleport to that marker in place of your movement. Once used a marker is removed.

  • Telepathy: Telepaths learn to protect their consciousness in the most dire of circumstances. If you are about to die you may spend a Benny to shunt your mind into the body of a creature within 6". You do not have any innate control over your host without using your powers. You have 24 hours to find a permanent body, either your own body after all wounds have been healed (ignore the golden hour for these wounds) or a vacant body. A body can be made vacant by killing the individual and then removing any wounds. If you fail to acquire a permanent body in these 24 hours, your mind fades away and you die.

Psionic Mastery

REQUIREMENTS: Heroic, Psion


Only through intense focus and a rareified state of mind can the most talented Psions unlock the full potential of this arcane skill. Those who take this Edge gain access to all their powers’ Epic Power Modifiers (see Powers in Chapter Five).

Class Edge: Rogue (Variant)

Note: The rogue Seasoned Class Edge Trap Sense is now part of the Core Class Edge and Daily Cover is the new rogue Seasoned Class Edge.

Daily Cover

REQUIREMENTS: Seasoned, Rogue At the start of each day, a rogue can choose to gain the benefits of a single Professional or Social Edge. They must meet all of the Edge’s Requirements, and the benefits of the chosen Edge end at the start of the next day.

Class Edge: Warlock

REQUIREMENTS: Novice, Occult d6+, Persuasion d6+


Some practitioners of the arcane wield the art through a special method, one that does not require the wielder to actually know the craft. Instead they are given their power by a powerful Parton who strikes some form of deal in exchange for loyalty, favors, or subservience.


PACT MAGIC: The Warlock has 10 dedicated Power Points that recharge normally (see page 169). Warlocks do not have an arcane skill and instead automatically activate a power with success for its regular cost, or with a raise for an additional 2 Power Points. They may use applicable Power Modifiers if desired (at the usual cost). See Chapter 5 for more information on specific spells. If a roll is needed to check if a power hits or is not resisted, use Spirit in place of the arcane skill. On taking this Edge, the hero gains two starting powers from the list below plus the powers listed for their chosen Patron.


Available Powers: Arcane Protection, Banish, Blast, Bolt, Burst, Conjure Item, Curse, Damage Field, Darksight, Deflection, Detect/Conceal Arcana, Disguise, Dispel, Divination, Drain Power Points, Empathy, Farsight, Fear, Growth/Shrink, Havoc, Planar Binding, Protection, Scrying, Shape Change, Smite, Speak Language, Summon Ally, Wish

Pact Magic grants access to Edges requiring an Arcane Background.

ARCANE INTERFERENCE (Light): Bulky armor interferes with a warlock's ability to move around. They cannot activate their Pact Magic Powers and subtract 4 from their Agility and Agility-based skill rolls if using medium or heavy armor or shields.

Patron Magic

Warlocks gain their magic from powerful patrons who give their servents access to a special selection of powers as well as a unique bonus and Hinderance. (If the character already has the listed Hinderance the GM and player should work together to decide on another fitting Hinderance to add.)


Aberration:

Telepathic speech within 2xSMARTS range.

Available Powers: Confusion, Entangle, Illusion, Mind Link, Mind Reading, Mind Wipe, Plane Shift, Puppet, Telekinesis, Teleport, Time Stop, Wall Walker


Pact Hinderance: The Warlock gains the Delusional (Major) Hinderance.


Bound:

The Warlock and a number of creatures up to the Warlock's Spirit die can enter an extra dementional space within a small container/object of some kind such as a lamp, book, or coffer. The object is gifted to you by your Patron and if lost can be returned to you with an offering of 500gp to your Patron.

The extra dimensional space is a 12-foot-radius cylinder, 12 feet high, empty room. The surfaces are decorated as the Warlock chooses when they receive this object and the interior is a comfortable temperature. While inside, you can hear the area around your object as if you were in its space. Any objects brought inside this space and left inside, remain there until removed.

Available Powers: Boost/Lower Trait (Lower Only), Entangle, Environmental Protection, Fly, Locate, Object Reading, Sanctuary, Sloth/Speed (Sloth Only), Slumber, Sound/Silence (Silence Only), Stun, Time Stop


Pact Hinderance: The Warlock gains the Phobia (Major) Hinderance.


Celestial:

The Warlock gains Flight, pace 6.

Available Powers: Blind, Boost/Lower Trait (Boost Only), Fly, Healing, Intangibility, Light/Darkness (Light Only), Mind Link, Mind Reading, Plane Shift, Relief, Resurrection, Sanctuary


Pact Hinderance: The Warlock gains the Heroic (Major) Hinderance.


Demonic:

The Warlock gains +1 to all damage rolls.

Available Powers: Boost/Lower Trait (Lower Only), Confusion, Illusion, Intangibility, Invisibility, Light/Darkness (Darkness Only), Mind Link, Mind Wipe, Plane Shift, Puppet, Sloth/Speed (Sloth Only), Warrior’s Gift


Pact Hinderance: The Warlock gains the Bloodthirsty (Major) Hinderance.


Draconic:

The Warlock learns Draconic if not already known and gains a free reroll on Persuasion and Intimidation rolls made to interact with Dragons or Dragon-like creatures such as Kobolds.

Available Powers: Beast Friend, Boost/Lower Trait (Boost Only), Burrow, Elemental Manipulation, Environmental Protection, Fly, Light/Darkness, Sloth/Speed (Speed Only), Sound/Silence (Sound Only), Stun, Warrior’s Gift


Pact Hinderance: The Warlock gains the Greedy (Major) Hinderance.


Elemental:

The Warlock gains a +1 to activate powers with Air, Earth, Fire, or Water Trappings.

Available Powers: Boost/Lower Trait, Burrow, Elemental Manipulation, Entangle, Environmental Protection, Fly, Intangibility, Plane Shift, Sound/Silence (Sound Only), Telekinesis, Wall Walker


Pact Hinderance: The Warlock gains the Habit (Major) Hinderance.


Fathomless:

The Warlock can breath under water and gains a Swiming pace of 6".

Available Powers: Beast Friend, Boost/Lower Trait, Entangle, Environmental Protection, Mind Link, Mind Reading, Slumber, Sound/Silence, Stun, Zombie


Pact Hinderance: The Warlock gains the Vengeful (Major) Hinderance.


Fey:

The Warlock gains a free reroll on failed persuasion rolls.

Available Powers: Beast Friend, Confusion, Entangle, Environmental Protection, Illusion, Invisibility, Mind Link, Mind Reading, Mind Wipe, Plane Shift, Puppet, Slumber


Pact Hinderance: The Warlock gains the Curious (Major) Hinderance.


Infernal:

Extra Benny

Available Powers: Boost/Lower Trait (Lower Only), Entangle, Fly, Illusion, Light/Darkness (Darkness Only), Mind Link, Mind Reading, Mind Wipe, Plane Shift, Puppet, Time Stop, Zombie


Pact Hinderance: The Warlock gains the Code of Honor (Major) Hinderance.


Undead:

Free rerolls on failed vigor rolls.

Available Powers: Boost/Lower Trait, Entangle, Light/Darkness (Darkness Only), Puppet,Resurrection, Sanctuary, Sloth/Speed (Sloth Only), Telekinesis, Wall Walker, Warrior’s Gift, Zombie


Pact Hinderance: The Warlock gains the Ugly (Major) Hinderance.

Hex

The warlock's newfound familiarity with arcane bonds such as the one to their Patron has taught them the secrets of Hexs. As a limited free action a warlock can spend 2 power points to Hex a creature within a Range equal to their SMARTSx2. The Hex has a duration of 5 and can be maintained like a power. While Hexed a target suffers a -1 to all Trait rolls of a Selected Attribute (Attribute and linked-skills).

Obligation (Minor):

The specifics of the patronage are Trappings with a clear obligation of some kind to the warlock's chosen patron. They gain the Obligation (Minor) hinderance. Disobeying or neglecting duties may have severe consequences. If the warlock violates their patron's trust (GM's call) the warlock subtracts 2 from casting rolls for a week. More severe acts might rob them of their powers entirely until they atone in some way.


Gift from Beyond

REQUIREMENTS: Seasoned, Warlock


Warlocks can earn extra rewards for their service. Select one of the following gifts:

  • Familiar: The warlock has been given a magical pet. See the sidebar on page 70.
  • Grimour: The warlock has been given a tome containing lost and forbidden knowledge. Using this Grimour allows the warlock to use Occult in place of another Smarts-linked skill. If the grimour is lost or destroyed, the warlock can get a replacement by giving their patron an offering worth at least 500 gp.
  • Relic: The warlock has been given an amulet, ring, staff, wand, or weapon that when worn or held gives the warlock a free reroll when using Smarts or Spirit in place of an arcane skill. If the object is lost or destroyed, the warlock can get a replacement by giving their patron an offering worth at least 500 gp.
  • Weapon: The warlock has been given a special weapon from their patron's collection. The weapon has the masterwork quality and has a strength requirement of one die type less than a mundane version of the weapon. If the weapon is lost or destroyed, the warlock can get a replacement by giving their patron an offering worth at least 500 gp.

Greater Pact Boon

REQUIREMENTS: Veteran, Warlock


Warlocks who have proven they are worthy are granted one of the following depending on their patron.


Aberration: The Warlock gains the following modifier for the Puppet Power

  • Mind Rider (+1): The caster can communicate and sense through the victim while they are under the Carter's control.
  • Permanent (+0): The victim is under your control until Incapacitated by Wounds or they break free. The Power Points used to control them are “invested” and unavailable until they are no longer under your control. The caster may end this power at any time, regardless of sight, distance, or other factors. Their Power Points then begin recharging normally. Permanent puppets continue to follow their last order until free even if the caster is slain!
  • Range (+1): The range of this power becomes 1 mile.

Bound: Once per encounter the Warlock may spend power points to cast any Veteran or lower rank power available in the campaign, including modifiers.


Celestial: They holy might of their patron has blessed the warlock with divine resilience. The Warlock can take an additional wound before being incapacitated and ignores 1 point of wound penalties.


Demonic: The Warlock increases one attribute of their choice a die type, this also increases their maximum, but they also lower one attribute of their choice a die type, to a minimum of a d4-2.


Draconic: The Warlock gains all the ancestry traits (including Hinderances) of the Half-Dragon Ancestry. They keep the traits of their prior Ancestry as their new form is a combination of the two.


Elemental: Text

  • Air:
  • Earth:
  • Fire:
  • Water:

Fathomless: The Warlock can spend a Benny as a limited action to summon a spectral tentacle in a location within a range of 2xSmarts. The tentacle acts on the warlock's action card. It has the following traits:

  • Strength: Equal to the warlock's spirit.
  • Vigor: Equal to the warlock's spirit.
  • Fighting: Equal to the warlock's Occult skill.
  • Parry: 2+(1/2 the warlock's Occult skill).
  • Toughness: 2+(1/2 the warlock's spirit). The tentacle has a reach of 3" and if it Shakes or Hits another creature their pace is reduced by 2" during their next turn. It cannot move or roll to avoid AoE. The tentacle is unaffected by powers that make it roll Smarts or Spirit. The tentacle can take 1 wound before disappearing.

Fey: The Warlock can spend a Benny as a limited free action to make a target of their choice who can see the Warlock gain the Distracted status.


Infernal: When the Warlock spends a Benny reroll dice they roll twice and take the best result, ignoring Critical Failures. However if one of these rolls is a Critical Failure, the GM gains


Undead: The warlock's body has become enured to the state of death. They may spend a Benny to automatically stabilize while Bleeding Out, even after rolling.

Rewarded Loyalty

REQUIREMENTS: Heroic, Warlock


A reward for loyal service and obediance, your patron has granted you the ability to use the magic they've given you to its full potential. Those who take this Edge gain access to all their powers’ Epic Power Modifiers (see Powers in Chapter Five).

Class Option Edges

These Edges offer unique improvements or varients for Class Edges.

Arcane Collection

REQUIREMENTS: Novice, Arcane Background (Wizard)


The wizard begins working on their expanded collection of spells in the form of a tomes, scrolls, tattoos, or any other forms of mobile storage for these powers. With this personal storage of arcane knowledge they can edit their Spellbook, trading one power for another. When you gain this edge your collection already contains all powers in your spellbook.

When a wizard finds any power available to the Arcane Background (Wizard) through exploration or purchase, and it is of their Rank or less, they may add it to this Arcane Collection. To add a Power the wizard must take the time to decipher and copy it, this involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the one who created it. The wizard must practice the spell until they understand the sounds or gestures required, then transcribe it into their arcane collection using their own notation. For each rank of the spell (Novice x1, Seasoned x2, Veteran x3, Heroic x4, Legendary x5), the process takes 3 hours and costs 100gp. The cost represents material components the wizard expends as they experiment with the spell to master it, as well as the fine inks or other materials they need to record it. Once this time and money has been spent, the power has been added to their arcane collection.

The wizard can replace one of the powers in their Spellbook with one from their arcane collection by spending an hour and 20gp per rank of the power being added. Alternatively, the wizard can change the Trapping on a power they already have in their spellbook instead by spending an hour and 20gp per rank of the power being changed.

The wizard can use their arcane collection as a source for learning a third power with the new powers edge.

To make a copy of their arcane collection for their repository of notes and research that the wizard keeps safe somewhere for replacements, they need to spend 1 hour and 20 gp for each rank of the power they want to add. These powers are not added to the wizard's spellbook when making a replacement spellbook and must be kept separate. If the wizard needs to make a new arcane collection, each power must be added individually from their repository by spending 1 hour and 20 gp for each rank of the power they want to add.

Rituals of Preparation

REQUIREMENTS: Novice, Arcane Background (Cleric or Druid), Faith d8


The Divine nature of the powers weilded by Clerics and Druids allows them to commune with the sources they draw from and trade a power for aother through Rituals of Preperation.

The character learns to trade their known powers for new powers. By spending an hour in prayer, meditation, or some other ritual practice the character may trade a known power of their choice for a different power from any powers of their Rank or lower normally available to their Cleric or Druid Arcane Background. Alternatively, a character can change the Trapping on a power they already have instead.

Twice Cursed

REQUIREMENTS: Novice, Oracle


This orcale was given two curses. Select an additional curse and learn 1 new oracle power. The oracle gains the With Revelation: Ability when they gain the Revelation oracle class edge or if they already have it.

Twin Soul

REQUIREMENTS: Novice, Sorcerer, Spirit d8


This Sorcerer has awoken a second Bloodline within them. They gain the features of a second Bloodline of their choice, but must select which one is their primary to determine which Advanced Bloodline feture they get.

Meta Edges

Class-less

REQUIREMENTS: Novice


This edge counts as a core Class/Prestige Edge for the purposes of Character creation or Multiclassing, thus it cannot be taken in the same rank as a core Class/Prestige Edge.


This meta edge gives you another edge of your choice, not including Class/Prestige Edges, that you meet the prerequisites for and 1 skill point.

Prestige Edges

Multidisciplinary Psion I

REQUIREMENTS: Psion, Psionics d10


Gain the benefits of a second Psionic Discipline and access to its powers. Learn one new Pison Power.

Multidisciplinary Psion II

REQUIREMENTS: Psion, Multidisciplinary Psion I


Gain the benefits of a third Psionic Discipline and access to its powers. Learn one new Pison Power.

Multidisciplinary Psion III

REQUIREMENTS: Psion, Multidisciplinary Psion II


Gain the benefits of a fourth Psionic Discipline and access to its powers. Learn one new Pison Power.

Multidisciplinary Psion may be taken once per Rank.

Warlock Patron I (wip)


The Warlock learns the hidden secrets of pact magic and can make pacts with warlocks of their own. The warlock can gift their powers to others. However, these pacts take preparation to create and be broken by disobedient recipients.

Creation: Forming a pact takes 10 minutes per power that can be activated through the contract. The player must list which powers are given in it and then allocate Power Points to the recipient. The recipient gains the warlock Pact Magic feature for the duration of the pact. Power Points invested in a pact are lost to the patron warlock until pact is terminated by the patron warlock (can be done at any time), broken by the recipient, or recovered with Renegotiating, (see below). Allocated power points do not recharge for the patron warlock.

Power Modifiers: A recipient may spend a their gifted Power Points as desired, including enabling any applicable Power Modifiers.

Limitations: The recipient may use Limitations (see page 168) as they desire.

Activation: The recipiant uses their Spirit die in the same way the patron warlock does.

Renegotiating: A patron warlock can reassign up to five unspent Power Points per action between a recipient and their own pool. The patron warlock must be in physical contact with a copy of The contract to do so.

Breaking a Pact: The patron warlock sets any number of terms for the contract as they please. If the recipient fails to meet these terms the contract ends. They loose all gifted powers and power points and patron warlock can begin to recover their used points as normal.

Prestige Class Edge: Weapon Artist I

REQUIREMENTS: Seasoned, Fighting d10+, Battle d6+


Maneuvers: Maneuvers are special limited-actions. They involve using skills other than Fighting to both navigate the battlefield and deal damage to enemies at the same time.

To perform a Maneuver, the player describes the action against a target and works with the GM to determine the most appropriate skill to roll for it. All Maneuvers require the target to be adjecent to you or within the a range of a melee weapon your character is weilding at at point durring the Maneuver depending on the action. Whatever skill is used, performing a Maneuver is a limited-action. Unlike Tests, Maneuvers are resisted like a melee attack, so the “attacker’s” skill roll is opposed by their target's Parry.

If the Maneuver skill roll succeeds, the limited-action has the desired effect as stated prior by the GM and the "attacker" rolls damage as though the Maneuver skill roll was a Melee Attack. A Raise adds +1d6 damage as normal.

If the Maneuver skill roll fails, the target gets a free attack on the character who attempted the Maneuver.

Examples of Maneuvers are creatively using skills; to move to or past a target without giving them a free attack, to push an enemy backwords as you move towards them, to halve falling damage and land on a target transferring the other half to them, etc.

Weapon Artist II

REQUIREMENTS: Veteran, Name I When performing a Maneuver the roll may also be used to preform a Test on the target. This must be selected as part of the description. If the roll is less than the Target's Parry, they automatically succeed agaisnt the test. The results of the test are applied after damage.

Weapon Artist III

REQUIREMENTS: Heroic, Name II Your Maneuvers can now target up to two different targets, adjecent to you or within the a range of a melee weapon your character is weilding at any points durring the Maneuver depending on the action. Resolving this limited-action is done agaisnt the target's in the order they were adjacent or within reach and if the Manuever fails, only the current target gets a free attack.

Profesional Edges

Master Engineer

Requirements: Smarts d8+, Common Knowledge d6+, Repair d6+

The hero designs and manages projects to build infrastructures. That training grants them +1 to Wealth rolls (or 10% discount if not using Wealth) and +2 to Networking rolls to recruit or hire workers and mercenaries.

Spells

CLONE

Available Classes: Cleric (Death and Life Domains), Sorcerer, Warlock, Wizard

Rank: Legendary

Power Points: 10 (see description)

Range: Smarts

Duration: Instant

School: Necromancy

Trappings: A sealed vessel, arcane labritory, a body growing in a liquid filled tube.


Clone grows an inert duplicate of a living creature as a safeguard against death. The Power Points used to create the clone are “invested” and unavailable until it’s destroyed. The caster may terminate the clone at any time, regardless of sight, distance, or other factors. Their Power Points then begin recharging normally. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.

At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's Equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.

MODIFIERS

  • Body Swap (+5): The clone is bound to a creature you designate instead of the original creature the clone is based on. The clone inherits the original's acenestry and the other target's personality, memories, and abilities.

Epic Modifiers

  • Edit (+Special): The clone is custom edited by paying 2 power points per point of racial creation found in the Core SWADE Rulebook. Hinderances can be removed for 2 power points. Racial Negitives and Hinderances can be added at 0 cost but do decrease the cost of this modifier.

CREATE STRUCTURE

Available Classes: Cleric, Druid, Sorcerer, Wizard

Rank: Seasoned

Power Points: 4

Range: Smarts

Duration: 24 hours

School: Conjuration

Trappings: A miniature structure the grows to full size, a blueprint traced into existence, shaping a structure up from the earth itself.


You conjure a structure made of stone, wood, or similar suitably sturdy materials in an unoccupied area. The structure can be round or square in shape. Each level of the structure is up to 3" (6 yards) tall and the area is up to 5" (10 yards) on each side. Access between levels can consist of a simple ladder and hatch or a matching staircase. A level takes one of the following forms, chosen by you when you cast the spell:

  • A bedroom with a bed, chairs, chest, and magical fireplace
  • A study with desks, books, bookshelves, parchments, ink, and ink pens
  • A dining space with a table, chairs, magical fireplace, containers, and cooking utensils
  • A lounge with couches, armchairs, side tables and footstools
  • A washroom with toilets, washtubs, a magical brazier, and sauna benches
  • An observatory with a telescope and maps of the night sky
  • A temple dedicated to whatever god, pantheon, or philosophy you choose
  • An unfurnished, empty room

You make all decisions about the structure’s appearance. The inside is generally enclosed by a floor, walls, and a roof, with one or more doors granting access to the inside and as many windows as you would like. The air can be fragranced with any scent you choose.

The interior of the structure is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the structure dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the structure that were not created by the spell appear safely outside on the ground, and all traces of the structure and its furnishings disappear.

Until the spell ends, you can command the interior to become dimly lit or dark as a free action.

MODIFIERS

  • Bigger/Extra Structures (+4 per structure): For every 4 power points spent you may add a level or additional structure.
  • DURABLE (+0): Any structure’s Duration becomes “permanent” until dispelled. The Power Points are “invested” and unavailable until it’s destroyed, dispelled, or dismissed by the caster. The conjurer may dismiss the structure(s) at any time, regardless of sight, distance, or other factors. Their Power Points then begin recharging normally.
  • Locked (+2) Only you and any creatures you designate once you cast the spell can open or close the doors to the outside. They may still be picked or broken down as normal.

Epic Modifiers

  • Larger Structures (×2): Each structure can be two layers up to 3" (6 yards) tall each and the area is up to 10" (20 yards) on each side. This Modifier can be used multiple times applying the ×2 cost multiplier each time.
  • Rare Materials (×2): The structure is instead made of (stuff like adamantine).

(wip, ignore broken page)

When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.

Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.

Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.

Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can‘t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.

Additional Spell Effect. You can place your choice of one of the following magical effects within the warded area:

A constant gust of Wind in two locations of your choice Spike growth in one location of your choice Wind wall in two locations of your choice To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.

Mighty Fortress

A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.

The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.

A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.

A staff of one hundred invisible servants obeys anycommand given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.

The walls, turrets, and keep are all made of stone that can be damaged. Each 10—foot by 10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion.

After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.

PROTECTION (Variant)

This version of the Power give 2 points of Armor and 4 points of Armor on a Raise.

Modifiers

  • Toughness (+3 per target): The bonus is applied to Toughness instead (and therefore immune to Armor Piercing modifiers).

Epic Modifiers

  • Greater Protection (+5 per target): A success gives 4 points of Armor and 6 points of Armor on a Raise.

References:

Oracle: https://www.d20pfsrd.com/classes/base-classes/oracle/

Psion: https://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/classes/psion/psionic-disciplines/

Warder: https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/classes/warder

Warlock/Witch: https://www.d20pfsrd.com/classes/base-classes/witch/

Full List of Powers:

Arcane Protection, Banish, Barrier, Beast Friend, Blast, Blind, Bolt, Boost/Lower Trait, Burrow, Burst, Confusion, Conjure Item, Curse, Damage Field, Darksight, Deflection, Detect/Conceal Arcana, Disguise, Dispel, Divination, Drain Power Points, Elemental Manipulation, Empathy, Entangle, Environmental Protection, Farsight, Fear, Fly, Growth/Shrink, Havoc, Healing, Illusion, Intangibility, Invisibility, Light/Darkness, Locate, Mind Link, Mind Reading, Mind Wipe, Object Reading, Planar Binding, Plane Shift, Protection, Puppet, Relief, Resurrection, Sanctuary, Scrying, Shape Change, Sloth/Speed, Slumber, Smite, Sound/Silence, Speak Language, Stun, Summon Ally, Telekinesis, Teleport, Time Stop, Wall Walker, Warrior’s Gift, Wish, Zombie