Inheritors of Auracite - a subsystem inspired by Akashic Mysteries and the Aegis class

by ThatRiver

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Inheritors of Auracite

Introduction

In ages past there was an artisan possessing unparalleled skill, who’s creations are still held to be nigh unparalleled masterworks.
Though long since dead and largely forgotten save the moniker as the Great Forger their legacy survives through their masterpiece: the Auracite Core.


The legend states that the Great Forger grew tired of running out of material for their various projects and decided to make an artefact allowing them to produce the materials as they needed them. But as with most things they did they went over and beyond their initial design.


The Great Forger created a sphere that ate raw magical energy to generate a highly malleable material the wielder could shape, change and control, even without any tools.


Naming the material Auracite and the artefact the Auracite Core, the Great Forger was pleased and continued on with their work, now with effectively a never ending supply of material available.
However, on their death the Auracite Core shattered and its pieces were scattered into the world.

Ever since, occasionally someone would be born with a shard of the Auracite Core lodged in their soul, inheriting with it the ability to create and use Auracite for themselves.


While the presence of a shard of the Auracite Core in ones’ soul does impart certain changes to a person, such as an increased aptitude for creative pursuits, most of those possessing one of these shards never realize this, living their entire lives ignorant to their potential.


Awakening a shard of the Auracite Core requires sufficient fuel. This fuel can be any kind of magical energy: arcane, divine, psionic energy, or something similar. Most mortals simply do not produce enough to fuel the shard, leaving it dormant their entire lives.

But some mortals do have enough fuel to awaken the shard, and with it the ability to produce Auracite for themselves.
Whether this comes from a magical ancestor, or from careful study and training, or even from a bargain with a magical entity matters not. All that is needed to awaken the shard is sufficient fuel.


Those who awaken the power of the Auracite Core are known as Inheritors.

Auracite Forging:

All Inheritors have a power known as Auracite Forging, which is the power to create and wield Auracite, allowing the use of Auracite Techniques.
How much Auracite an Inheritor can create in a day is represented in a resource known as Aura Points (AP).
This AP can be used by the Inheritor to produce certain effects, most often either crafting items out of Auracite, or enhancement of already existing items.
Each technique using AP describes the specific action, cost, range and duration for that technique.


When used, Auracite is either invested or burned.
Invested AP remains invested for the duration of the effect, and is not available for the Inheritor to use until she regains it, either through rest or by absorbing it from the effect.
Burned AP is only regained by rest.
Unless stated otherwise, Auracite techniques invest the AP used, rather than burning it.

As a standard action that provokes attacks of opportunity the Inheritor may touch an active Auracite effect and regain the AP invested into that effect, ending the effect immediately.
Only invested AP can be regained by absorption.
If an effect has both invested and burned AP, only the invested portion can be absorbed.
AP cannot be regained from an ended or instantaneous effect.

When an Auracite effect ends, regardless of why it ended, all AP invested or burned into the effect immediately degrades and disappears, and can only be regained through rest.

Following 8 hours of rest, the Inheritor must spend 1 hour preparing herself to create her Auracite, at the conclusion of which she regains all her AP.
She may not have more AP at any one time than her maximum.

The preparation an Inheritor does to create Auracite can differ between individual Inheritors but cannot include any strenuous activity. Activities such as meditation, study and practice of martial forms are all valid, but activities such as sparring and crafting are not. Any activity that would interrupt rest interrupts this preparation.


If the Inheritor is a magic using character that needs to spend time preparing her magic, she may increase that time spent by 30 minutes to include her Auracite preparations with those preparations.

All Auracite techniques have somatic components that involve the Inheritor shaping the Auracite used for the technique.
In addition to the somatic components, the Inheritor’s Auracite techniques are always accompanied by an obvious tell-tale audio or visual cue chosen by the Inheritor, indicating that something supernatural is taking place.

Armor and shields interfere with the precise sculpting needed to form an Inheritor’s Auracite techniques.
An Inheritor wearing medium armor, heavy armor or a shield incurs a chance of her techniques failing equal to the arcane spell failure chance of the equipment worn.

If an Inheritor's attempt to use an Auracite technique fails, such as from wearing armor or loosing concentration, the technique is still used, the AP still used, but the Inheritor fails to form the effect and the Auracite is wasted.

The Difficulty Class for a saving throw against an Inheritor’s Auracite techniques is 10 + half Inheritor's Forging level + Inheritor's Forging modifier.

The power of Auracite Techniques depend on the Inheritor's Forging level, see the Awaken Auracite class feature.
The level of her techniques is equal to half her Forging level (maximum 9).

Auracite techniques and effects are not subject to spell resistance.

Auracite itself is a strange material which the Inheritor has a great deal of control over.
The Inheritor may change the following properties of her Auracite:

  • The texture and appearance of the Auracite – coarse, smooth, colour, opacity etc.

  • The physical properties of the Auracite – flexibility, elasticity, density, hardness (up to the limit), etc.


Unless actively changed by the Inheritor, Auracite resembles a lightly glowing metal with similar properties to iron, but this is up to the Inheritor.
Some Inheritors have a different ‘default’ state their Auracite resembles, such as stone, clay or wood.

Objects made from Auracite, unless stated otherwise, may have a hardness up to 10 and hit points up to 15.
Auracite items can be broken, and Auracite items reduced to 0 hp are destroyed.

However, as malleable as Auracite is, there are some properties that even the most skilled Inheritor cannot change:

  1. Auracite is visibly magical and cannot be disguised as other materials.

  2. Using an Auracite technique requires concentration, just as casting a spell does, and unless stated otherwise is subject to the same rules for concentration as spellcasting, except the Inheritor counts her Forging level as her caster level and her Forging modifier as her spell casting modifier.
    An Inheritor does benefit from bonuses to concentration, such as the Combat Casting feat, when using Auracite techniques.

  3. Auracite may not be used as material components for spells, only for Auracite techniques.

  1. Auracite is subject to dispelling effects such as Dispel Magic and Dismiss Ectoplasm even though Auracite is not actually made from ectoplasm, as the spells essentially ’unravels’ the Auracite itself.
    If the Inheritor is in direct physical contact with Auracite that is the target of a dispelling attempt, increase the DC of the dispell attempt by 5.
    Auracite is destroyed in areas where magical effects do not normally function (such as within an anti-magic field).
    Under Detect Magic and similar effects, the Inheritor's Auracite effects register as spell effects of the Conjuration (creation) school with a spell level equal to the technique's level.
    Auracite techniques can be counterspelled.

  2. Auracite is very light. Objects made from Auracite weigh half as much as they normally would.
    In the case of weapons this lighter weight does not change a weapon’s damage, size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed).

  3. To make Auracite the Inheritor has to be able to clearly picture it in her mind, and the DM might require a check, such as Craft or Knowledge, to determine if the Inheritor is able to make the Auracite to her specifications.
    The DM is the final arbiter on whether an Auracite effect is complicated enough to warrant a check.

  4. Auracite is temporary and disappears after a certain amount of time, unless actively sustained by the Inheritor.
    If a technique is not sustained, its duration is marked in its Auracite technique description.

    Sustained Auracite is actively being maintained by the Inheritor and thus remains as long as the Inheritor keeps it sustained.

    The Inheritor can, at forging level 1, sustain 1 Auracite effect. For every four forging levels after (5th, 9th and so on) the Inheritor can sustain an additional Auracite effect, for a total of 5 Auracite effects sustained at the same time at 17th level.

    Sustaining does not take an action from the Inheritor, the Inheritor does not need to make concentration checks to continue sustaining an Auracite effect, even when suffering damage and the Inheritor can sustain an effect as long as she wants. However sustaining interferes with resting,
    an Inheritor cannot rest while sustaining any Auracite effects.

    If the Inheritor is sustaining her maximum amount of effects, and she tries to sustain a new effect, one of her previously sustained effects end, Inheritor's choice.
    An Inheritor can dismiss a sustained Auracite effect whenever she wants, this does not require an action, the Inheritor merely stops sustaining the effect.

    A sustained effect that is no longer sustained immediately ends.

Auracite Technique and Effect:

Auracite technique and Auracite effect refer to different, but connected aspects of the Inheritor's arsenal. Auracite technique refers specifically to the technique the Inheritor uses to do something with her Auracite, while Auracite effect refers to what is produced by the Auracite technique.
The AP invested as part of using the technique is invested into the effect, not into the technique.
For instance, the Auracite technique Shape Auracite allows the Inheritor to create objects from her Auracite.
The Auracite effect for the Shape Auracite technique is the object created.
Effectively, the Inheritor is the crafter, the technique is the tool and the blueprint, the AP is the material and the effect is the crafted item.

Most Auracite effects can be improved by reinforcing the Auracite used for the effect, allowing for increased benefit or even entirely new benefits from the effect.

Unless stated otherwise, the range of the reinforcement is the same as the range of the Auracite effect itself.
An effect can be reinforced either as part of its Forging action, or as a separate action on an already existing effect. Only active effects can be reinforced and instantaneous effects can only be reinforced as part of its Forging action.

The action needed to reinforce an existing Auracite effect is the same action as forging the effect itself but does not, unless stated otherwise, provoke attacks of opportunity.
The bonus granted from reinforcing an effect is described in each individual Auracite technique under the Reinforcment section.

Unless stated otherwise, any AP used to reinforce an Auracite effect is burned.

Auracite base class:

Inheritor

Whether through unlikely happenstance upon birth, the intervention of fate and destiny, or the machinations of others, some rare few individuals find themselves not only possessing a shard of the Auracite Core, but also with magical potential great enough to awaken it.

These people are known as Inheritors.

What the Inheritor does with their newfound powers is up to them.
Some want to study it, explore it, master it.
They dedicate their lives towards understanding it and deepening their skill with it.
Others merely see it as a useful tool, and could care less where it came from.

Whether they see it as a tool to give them an edge over their adversaries, or as a fascinating mystery to be carefully unraveled, studied and understood, or as a powerful weapon to be mastered through rigorous training or even as something different altogether,
all Inheritor's are tied inexorably to Auracite, and as they dive ever deeper into their inheritance they not only learn new ways to use their inheritance, but also strengthening their Auracite as a result.

Role: The role of an Inheritor is largely determined by what techniques she takes and her choice of path.

Some create and wield weapons, some form constructs to fight for them while others take different routes.

Regardless of path or chosen techniques, all Inheritor make for skilled crafters.

Alignment: Any

Hit Die: d8

Starting Wealth: 4d6 × 10 gp (average 140gp.)
In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills for the Inheritor

Appraise (Int), Craft (Int), Diplomacy (Cha),
Disable Device (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Use Magic Device (Cha).

Skill Ranks per level

4 + Int modifier

Table: Inheritor
Level BAB Fort Ref Will Special
1st +0 +2 +0 +2 Awaken Auracite, Path Feature
2nd +1 +3 +0 +3 Auracite Technique
3rd +2 +3 +1 +3 Path Feature
4th +3 +4 +1 +4 Inheritor Talent
5th +3 +4 +1 +4 Path Feature
6th +4 +5 +2 +5 Auracite Technique, Skilled Crafter (+3)
7th +5 +5 +2 +5 Path Feature
8th +6/+1 +6 +2 +6 Inheritor Talent
9th +6/+1 +6 +3 +6 A Growing Shard, Path Feature
10th +7/+2 +7 +3 +7 Auracite Technique
11th +8/+3 +7 +3 +7 Path Feature
12th +9/+4 +8 +4 +8 Inheritor Talent
13th +9/+4 +8 +4 +8 Path Feature
14th +10/+5 +9 +4 +9 Auracite Technique, Skilled Crafter (+6)
15th +11/+6/+1 +9 +5 +9 Path Feature
16th +12/+7/+2 +10 +5 +10 Inheritor Talent
17th +12/+7/+2 +10 +5 +10 Path Feature
18th +13/+8/+3 +11 +6 +11 Auracite Technique, Prodigious Inheritor
19th +14/+9/+4 +11 +6 +11 Path Feature
20th +15/+10/+5 +12 +6 +12 A Grown Core, Inheritor Talent
Class Features

All of the following are class features of the Inheritor class

Weapon and Armor Proficiency

Inheritors are proficient with all simple weapons and light armor.

Awaken Auracite

The Inheritor awakens her inheritance and begins her exploration of her new power.


At 1st level, the Inheritor gains Forging level 1.
For every Inheritor level she gains, her Forging level increases by the same amount.

The Inheritor gains a pool of energy she uses to forge her Auracite from, called an Aura reservoir.
This pool contains a number of Aura Points (AP) equal to 2x Forging Level plus Forging modifier (minimum 1).
This pool replenishes once per day after 8 hours of rest.

When she gains this feature, the Inheritor chooses either Intelligence, Wisdom, or Charisma.
The chosen ability score becomes her Forging ability score, and her Forging modifier.
Whenever an Auracite source refers to her forging modifier, use the ability score modifier from her chosen ability score.
Once made, this choice cannot be changed.

When this feature is gained, choose either Arcane, Divine or Psionic.
This determines the fuel source that gives power to the Auracite Shard, and determines what the Inheritor's Auracite registers as and is affected by.
For the purposes of the rules under Auracite Forging, Arcane or Divine is assumed to have been chosen, for psionic differences see Magic/Psionic Transparency on page 35.

Additionally the Inheritor gains the following Auracite technique: Shape Auracite.

Inheritor Path

The Inheritor decides what to focus her study of her inheritance towards, choosing what path to walk in her journey.


The Inheritor chooses one Inheritor Path to follow, granting her a technique exclusive to her path at 1st level and new features at 3rd level and every odd levels thereafter (5th, 7th, and so on).

Auracite Technique

The Inheritor learns new ways to utilize her inheritance.


At 2nd level, the Inheritor gains a new Auracite technique. She must meet the prerequisites of the chosen Auracite technique, if any.
She gains an additional technique at 6th level,
10th level, 14th level and 18th level.

Upon reaching 6th level and every four levels thereafter (10th, 14th, and so on), the Inheritor may choose to learn a new Auracite technique in place of an Auracite technique she has already learned.
In effect, she loses the previously known technique in exchange for the new one.
The old technique cannot be one that was used as a prerequisite for another technique, prestige class or other ability.

Inheritor Talent

The Inheritor deepens her skill with her Auracite, learning new ways to use her inheritance.


At 4th level, the Inheritor gains an Inheritor talent.
She must meet the prerequisites of the chosen talent, if any.
She gains an additional talent at 8th level, 12th level, 16th level and 20th level.

Upon reaching 8th level and every four levels thereafter (12th, 16th, and so on), the Inheritor may choose to learn a new talent in place of a talent she has already learned.
In effect, she loses the previously known talent in exchange for the new one.
The old talent cannot be one that was used as a prerequisite for another talent, feat, prestige class or other ability.

Skilled Crafter

To truly utilize her Inheritance, the Inheritor needs to practice and hone her skills, for a poorly made tool is of little use to her.


At 6th level, the Inheritor gains a +3 to all Craft checks. This increases to +6 at 14th level.
This stacks with feats such as Skill Focus.

A Growing Shard

The Inheritor's increased focus on her inheritance leads to a stronger connection with her Auracite Shard, causing it to grow larger, allowing the Inheritor to produce stronger Auracite.


At 9th level, the Inheritor's more potent Auracite becomes more difficult to disrupt.
Increase the DC for dispelling (such as with Dispel Magic or similar effects) the Inheritor's Auracite effects by +2.

If the Inheritor possesses A Growing Shard from a different source, such as the Shrouded Inheritor prestige class, the increase in DC for dispelling stacks.

Prodigious Inheritor

Crafting with regular materials is all well and good, but the Inheritor's prowess truly shines when crafting with Auracite.


At 18th level, the Inheritor gains a +6 to all Craft checks involving Auracite.
This stacks with Skilled Crafter and feats such as Skill Focus.

A Grown Core

The Inheritor's shard has grown to the extent it is now closer to a miniature Auracite Core, rather than just a shard, allowing her to create stronger Auracite.

At 20th level, the Inheritor's connection to her Auracite has grown to the point where she may sustain her Auracite, even where magic normally does not work.
When in a place where magical effects do not function, such as an anti-magic zone, the Inheritor may attempt a DC 20 forging level check.
On a successful check, her Auracite is not destroyed by the anti-magic zone, but any magical properties are suppressed.
On an unsuccessful check the Auracite is destroyed as normal.

Even on a successful check the Inheritor may not form new objects while within the anti-magic zone, only maintain those she has already made.

Additionally, the Inheritor's larger shard allows her to produce more Auracite when she needs it.
Three times per day, as a full-round action that provokes attacks of opportunity, the Inheritor may regain a number of AP equal to her forging modifier without having to rest.

Inheritor Paths:

Constructor Path:

Inheritors following the Constructor path focus on creating constructs to handle the fights for her.

Path Feature: Auracite Construct

The Constructor learns to form constructs to do her bidding.

At 1st level, the Constructor Inheritor gains the Auracite Construct technique

Path Feature: Advanced Constructs

The Constructor has learned how to create constructs that can do more than just fight.

At 3rd level, the Constructor Inheritor gains the Advanced Constructs feat.

If she already possess this feat, she may instead choose an auracite feat of her choice. She must meet any prerequisites of the chosen feat.

Path Feature: Improved Construction

The Constructor's continued practice with forming her construct allows her to create better constructs.

At 5th level, the Constructor Inheritor gains the Improved Construction technique.

Path Feature: Construct Model

The Constructor learns to prepare her constructs in advance.

At 7th level, the Constructor Inheritor gains the Construct Model technique.

Path Feature: Boost Construct

The Constructor's skill allows for stronger constructs

At 9th level, the Constructor Inheritor gains the Boost Construct feat.
If she already possess this feat, she may instead choose an auracite feat of her choice. She must meet any prerequisites of the chosen feat.

Path Feature: Rapid Deployment

The Constructor learns to reduce the time required to create her constructs

At 11th level, the Constructor Inheritor may make her constructs with the full amount of menu options as a standard action.

Path Feature: Explosive Construction

Constructs are useful, exploding constructs can be even more so.

At 13th level, the Constructor Inheritor gains the Explosive Construction technique.

Path Feature: Distant Deployment

The Constructor's skill reaches the point where her constructs need not remain as close to her.

At 15th level, the range of the Auracite Construct technique increases to Medium (100 ft. + 10 ft./1 levels).

Path Feature: Improved Longevity

The Constructor learns to increase the lifespan of her constructs

At 17th level, the duration of the Auracite Construct technique increases to 1 min/level (D)

Path Feature: Twin Construct

The Constructor's skill allows her to make multiple constructs at once.

At 19th level, the Constructor Inheritor gains the Twin Construct technique.

Scholar Path:

Inheritors following the Scholar path focus on studying how magic and Auracite interacts, their similarities and their differences.

Path Feature: Auracite Casting, 0-level

The Scholar's studies into the interactions between Auracite and magic allows her to cast a number of spells using Auracite.

At 1st level, the Scholar Inheritor chooses a number of 0 level spells (cantrips) from the Wizard spell list equal to half her forging modifier.
She learns the chosen spells as spell-like abilities and may cast them by burning 1 AP per spell.

When casting spells using Auracite, the following rules apply:

  • Forging Time: Same as spell
  • Range: Same as spell
  • Effect Same as spell
  • Duration: Same as spell
  • Saving Throw Same as spell
  • AP Cost special, see text

For the purposes of these spells, the Inheritor counts as a wizard of her level, and use her forging score rather than her Intelligence score if they are different.

Path Feature: Auracite Casting, 1st level

The Scholar's studies unveil additional spells she may cast

At 3rd level, the Scholar Inheritor chooses a number of 1st level spells from the Wizard spell list equal to half her forging modifier.
She learns the chosen spells as spell-like abilities and may cast them by burning 3 AP per spell.

Path Feature: Item Creation

The Scholar learns the secrets of creating magic items

At 5th level, the Scholar Inheritor gains a bonus item creation feat. She must meet the prerequisites of the chosen feat.
She counts her Inheritor level as her caster level for this feature.

She gains an additional item creation feat at 9th level, 13th level and 17th level.

Path Feature: Auracite Casting, 2nd level

Through dedicated study, the Scholar learns more powerful spells

At 7th level, the Scholar Inheritor chooses a number of 2nd level spells from the Wizard spell list equal to half her forging modifier.
She learns the chosen spells as spell-like abilities and may cast them by burning 6 AP per spell.

Path Feature: Auracite Casting, 3rd level

The Scholar's studies grant her access to more powerful spells

At 11th level, the Scholar Inheritor chooses a number of 3rd level spells from the Wizard spell list equal to half her forging modifier.
She learns the chosen spells as spell-like abilities and may cast them by burning 9 AP per spell.

Path Feature: Auracite Casting, 4th level

Dedicated study and practice elevate the Scholar's spellcasting to a new level

At 15th level, the Scholar Inheritor chooses a number of 4th level spells from the Wizard spell list equal to half her forging modifier.
She learns the chosen spells as spell-like abilities and may cast them by burning 12 AP per spell.

Path Feature: Auracite Casting, 5th level

Through much study and practice, the Scholar learns to cast more powerful spells

At 19th level, the Scholar Inheritor chooses a number of 5th level spells from the Wizard spell list equal to half her forging modifier.
She learns the chosen spells as spell-like abilities and may cast them by burning 15 AP per spell.

Warrior Path:

Inheritors following the Warrior path focus on martial power and discipline.

Path Feature: Auracite Blade

A Warrior focuses her training on forging powerful weapons.

At 1st level, the Warrior Inheritor gains the Auracite Blade technique.

Path Feature: Enhanced Blade

A weapon is nice, a magical weapon is even better.

At 3rd level, the Warrior Inheritor gains the Enhanced Blade technique.

Path Feature: Rapid Weaponry

Being too slow on the draw could be deadly

At 5th level, the Warrior Inheritor learns to form her Auracite Blade as a swift action.
This counts as the Quick Draw feat for prerequisites and requirements.

Path Feature: Empowered Weapon

Sometimes normal just is not enough to get the job done.

At 7th level, the Warrior Inheritor gains the Empowered Weapon technique.

Path Feature: bonus Feat

A Warrior's training goes beyond just her inheritance

At 9th level, the Warrior Inheritor gains a bonus combat feat or auracite feat.
She must meet the prerequisites of the chosen feat.

She gains an additional bonus feat at 13th level and 17th level.

Upon reaching 13th level and 17th level, the Warrior Inheritor can choose to learn one a bonus feat in place of a bonus feat she has already learned.
In effect, she loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class or other ability.

Path Feature: Augmented Body

The Warrior learns to reinforce herself, granting herself an edge to her fighting capabilities

At 11th level, the Warrior Inheritor gains the Augmented Body technique.

Path Feature: Fortify Body

The Warrior's skill with augmenting herself has increased enough for her to learn additional ways to reinforce herself

At 15th level, the Warrior Inheritor gains the Fortify Body technique.

Path Feature: Pinnacle of Blades

Nothing stops the blade of the Warrior, not even armor.

At 20th level, the Warrior Inheritor gains the Pinnacle of Blades technique.

Auracite prestige classes:

Some Inheritors seek not only to explore their inheritance thoroughly but also want to walk different paths and find other ways of using their inheritance.
These Inheritors may decide to take up one or more of the following prestige classes.

Shrouded Inheritor

Some Inheritors are not satisified with merely using their Auracite, they want it to be an extension of themselves.
They want to wield it with the same subconscious ease that they wield their arms or legs.
Through their efforts to deepen their connection to, and control over, their Auracite these Inheritors create a new technique unique to them that they call the Auracite Shroud.

Hit Die: d8

Requirements:
To quality to become a Shrouded Inheritor, a character must fulfill all the following criteria.

  • Forging Level: 5

  • Skills: Craft (any) 5 ranks

Class Skills for the Shrouded Inheritor

Appraise (Int), Craft (Int), Diplomacy (Cha),
Disable Device (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Use Magic Device (Cha).

Skill Ranks per level

4 + Int modifier

Shrouded Inheritor
Level BAB Fort Ref Will Special Advancement
1st +0 +1 +0 +1 Shroud +1 level of existing class
2nd +1 +1 +1 +1 Inheritor Talent +1 level of existing class
3rd +2 +2 +1 +2 Controlled Shroud +1 level of existing class
4th +3 +2 +1 +2 A Growing Shard, Quickened Configuration +1 level of existing class
5th +3 +3 +2 +3 Efficient Shroud +1 level of existing class
6th +4 +3 +2 +3 Quickened Configuration +1 level of existing class
7th +5 +4 +2 +4 Amplified Shroud +1 level of existing class
8th +6/+1 +4 +3 +4 Inheritor Talent +1 level of existing class
9th +6/+1 +5 +3 +5 Quickened Configuration +1 level of existing class
10th +7/+2 +5 +3 +5 Twin Shroud +1 level of existing class
Class Features

All of the following are class features of the Shrouded Inheritor prestige class

Weapon and Armor Proficiency

The Shrouded Inheritor gains proficiency with her Auracite Shroud, but not with any other weapon or armor.

Advancement

When a new Shrouded Inheritor level is gained, the character increases her Forging level as if she had also gained a level in any one Auracite base class she belonged to before she added the prestige class.
She does not, however, gain other benefits a character of that class would have gained.

Shroud

The Shrouded Inheritor's desire to wield her Auracite more freely leads her to develop a new technique taking advantage of the flexible nature of Auracite, allowing her to wreathe herself in her Auracite and use it in ways she could not before.

At 1st level, the Shrouded Inheritor gains the Shroud technique.

Inheritor Talent

The Shrouded Inheritor is still an Inheritor, and her continued study advances her prowess with her inheritance.

At 2nd and 8th level, the Shrouded Inheritor gains an Inheritor Talent.

Upon reaching 6th and 10th level, the Shrouded Inheritor may choose to learn a new talent in place of a talent she has already learned.
In effect, she loses the previously known talent in exchange for the new one.
The old talent cannot be one that was used as a prerequisite for another talent, feat, prestige class or other ability.

Controlled Shroud

The Shrouded Inheritor's control over her shroud continues to grow, granting her both increased prowess and finesse.

At 3rd level, the Shrouded Inheritor gains the Controlled Shroud technique.

A Growing Shard

The Shrouded Inheritor's increased focus on her inheritance leads to a stronger connection with her Auracite Shard, causing it to grow larger, allowing the Shrouded Inheritor to produce stronger Auracite.


At 4th level, the Shrouded Inheritor's more potent Auracite becomes more difficult to disrupt.
Increase the DC for dispelling (such as with Dispel Magic or similar effects) the Inheritor's Auracite effects by +2.

If the Shrouded Inheritor possesses A Growing Shard from a different source, such as the Inheritor class, the increase in DC for dispelling stacks.

Quickened Configuration

The Shrouded Inheritor learns to change her shroud's configuration quicker than before

At 4th level, the Shrouded Inheritor gains the ability to change her shroud's configurations as a
full-round action or a standard action.
If she changes her shroud's configurations as anything other than a full-round action, she does not gain the deflection bonus to AC, cannot move as part of the action and are not prevented from making attacks of opportunity.

At 6th level, the Shrouded Inheritor may change her shroud's configurations as a move action

At 9th level, the Shrouded Inheritor may change her shroud's configurations as a swift action.

Efficient Shroud

The Shrouded Inheritor's skill with her shroud grows even more, surpassing previous limits.

At 5th level, the Shrouded Inheritor gains the Efficient Shroud technique.

Amplified Shroud

The Shrouded Inheritor realizes that pumping more power into the shroud makes it stronger.

At 7th level, the Shrouded Inheritor gains the Amplified Shroud technique.

Twin Shroud

The Shrouded Inheritor has figured out how to share her shroud.

At 10th level, the Shrouded Inheritor gains the Twin Shroud technique.

Auracite Feats:

Unless stated otherwise, an Auracite Feat cannot be gained multiple times.

Auracite Crafting [Auracite]

The study of Auracite is similar enough to manipulating magic that the Inheritor learns to imitate the process magic users use to impart magic properties on items.

Prerequisite: Forging level 5, Craft (any) 5 ranks
Benefit: When you take this feat you learn how to create magic items even without access to the prerequisite spells.
You must make a successful Craft check (DC 5 + caster level of the item to be crafted) to emulate each spell normally required to create the item.
Additionally, in order to emulate a spell, you need to burn AP equal to the level of the spell while crafting the item.


This ability does not stack with the Master Craftsman feat or similar effects.
For the purpose of emulating prerequisites, your effective Caster level equals your Forging level.

The Shaper may also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, as per the normal DCs for the skill.
However, she cannot emulate skill or feat requirements, including item creation feat prerequisites.

Craft (Auracite) [Auracite]

Your prowess with Auracite allows you even to form items you would ordinarily not be capable of creating, as long as it is made from Auracite.

Prerequisite: Forging level 1
Benefit: When you take this feat you gain ranks in the Craft (Auracite) skill equal to your character level.
Every time you gain a level, you gain a rank in this skill. If you already possess ranks in the skill, you only gain enough ranks in the skill to bring your total ranks equal to your character level.

The Craft (Auracite) skill can be used to substitute for any other craft skill but the object created must be made completely from Auracite and the DC to create the item increases by 5.
This DC increase is in addition to any DC modifiers from Shape Auracite.

For example: an Inheritor wants to make a Chain Shirt using Shape Auracite, but does not have the Craft (Armor) skill.
She could, rather than attempt the crafting untrained, instead use Craft (Auracite) but doing so increases the DC from 14 to 19, before any DC modifiers from Shape Auracite.

Durable Auracite [Auracite]

Dedicated practice and effort allows the Inheritor to forge tougher Auracite than before


Prerequisite: Forging level 5
Benefit: When you take this feat, you increase the hardness of any object you create from Auracite by 2 and the hit points of any object you create from Auracite by 5.

Special: This feat can be taken multiple times, it's effects stack.

Extra Auracite [Auracite]

Your shard grows, giving you more to work with.

Prerequisites: Forging level 1
Benefit(s): When you take this feat you gain 2 AP.

Special: This feat can be taken multiple times, it's effects stack.

Extra Talent [Auracite]

Through extra study, you learn something new

Prerequisites: Inheritor level 1
Benefit(s): When you take this feat you gain an Inheritor Talent, chosen at the time you gain this feat.
You must meet any requirements of the chosen talent.

Special: This feat can be taken multiple times.

Extra Technique [Auracite]

You learn a new way to use your inheritance.

Prerequisites: Forging level 1
Benefit(s): When you take this feat you gain an Auracite technique, chosen at the time you gain this feat.
You must meet any requirements of the chosen Auracite technique.

Special: This feat can be taken multiple times.

Second Path [Auracite]

You learn from a path you do not walk yourself.

Prerequisites: Forging level 3
Benefit(s): When you take this feat you gain the 1st level feature of an Inheritor Path other than your own.

Second Path, Expanded [Auracite]

You learn from a path you do not walk yourself.

Prerequisites: Second Path, Forging level 5
Benefit(s): When you take this feat you gain the 3rd level feature of the path chosen for the Second Path feat.

Inheritor Talents:

Unless stated otherwise, an Inheritor Talent cannot be gained multiple times.

Auracite Training

Time and practice allows you to grow stronger.

Benefit(s): When you take this talent, you gain a bonus [Auracite] feat.
You must meet any requirements of the chosen feat.

Special: This talent can be taken multiple times.

Battle Forged

Dedicated training allows the Inheritor greater familiarity and ease with armor.

Benefit: When you take this talent, you gain proficiency with medium armor and you learn to use your Auracite techniques while wearing medium armor without incurring the normal chance of failure due to armor.

Special: This talent can be taken a second time.
If taken a second time, you gain proficiency with heavy armor and learn to use your Auracite techniques while wearing heavy armor without incurring the normal chance of failure due to armor.

Enhanced Shroud

Though more flexible than normal objects, the Auracite Shroud is still an object, and you learn how to grant it magic properties when in the right configurations

Prerequisites: Shrouded Inheritor level 4
Benefit: When you take this talent you gain the ability to apply special abilities to your shroud configurations.

For a list of available special abilities, see the Enhanced Armor, Enhanced Blade and Enhanced Shield techniques.
You learn to apply special properties from the techniques above to your Shroud.
Armor properties can be applied to the Armor configuration, Blade properties can be applied to the Attack, Impale and Grab configurations and Shield properties can be applied to the Shield configuration.

Applying special abilities using this talent follows the same rules as applying special abilities using the above techniques, such as required enhancement bonus and required level.

You need not possess the above techniques to use this talent.

Optional Rule: See page 35 for an optional rule regarding acquiring special abilities

Exotic Shaping

Through careful study, the Inheritor has learned to replicate even the most unusual of weapons

Prerequisites: Auracite Blade, Exotic Weapon Proficiency
Benefit: When you take this talent you learn to create any exotic weapons you are proficient with using your Auracite Blade technique.

Expert Shaping

Your skill in the shaping of Auracite has increased to the point that your speed in shaping greatly increases.

Prerequisites: Improved Shaping, Forging level 8
Benefit(s): When you take this talent the range of your Shape Auracite technique increases to Medium (100 ft. + 10 ft./1 levels).
Additionally your control has increased to the point that the normal forging time of your Shape Auracite technique becomes 1 standard action and the quick forging time becomes 1 swift action.

Favoured Shroud

You have a favoured configuration you find yourself relying on. Your experience with that configuration allows you greater efficiency with said configuration.

Prerequisites: Shrouded Inheritor level 4
Benefit: When you take this talent choose a configuration you may apply to your Auracite Shroud.
For the chosen configuration, your shroud counts as being reinforced with 1 more AP than it actually is.
This can increase the bonus above the level limit, but does not affect the shroud itself (hp+hardness does not increase).
Special: This talent may be chosen multiple times, each time choosing a different configuration.

Improved Shaping

Your skill in the shaping of Auracite has reached a point where you can surpass previous limitations.

Prerequisites: Forging level 4
Benefit(s): When you take this talent the duration of your Shape Auracite technique increases to 1 hour per Forging level.
Additionally your increased control allows you to shape Auracite quicker, reducing the normal forging time of your Shape Auracite technique to 1 minute.

Inherited Aptitude

Your inheritance guides your hand, even in combat.

Benefit(s): When you take this talent choose one of the following: Auracite Blade, Auracite Bolt, Auracite Grenade, Attack configuration, Impale configuration or Grab configuration.

For the chosen option, you add your Forging modifier to your attack and damage rolls instead of Strength or Dexterity.

Special: This talent can be taken multiple times, each time choosing a different option.

Inheritor's Focus

You have learned how to grant your Auracite the special properties of a material.

Prerequisites: Forging level 8
Benefit(s): When you take this talent you gain the ability to create an Inheritor's Focus. This focus is created from a piece of a material of a similar size to a holy symbol, typically around 3 inches in diameter, takes 1 hour to craft with a Craft (any) DC of 20. You may use this focus as a focus component for your Auracite techniques.

Holding an Inheritor's Focus does not prevent the Inheritor from making somatic components.

While using an Inheritor's Focus you may, as part of the action needed to create an Auracite effect, invest 5 AP in the effect in order to grant the effect the special properties of the material of the Inheritor's Focus.
This does not change the effect's HP, hardness or weight.
Thus an Inheritor's Focus crafted from umbrite would impart the Auracite effect with umbrite's ability to absorb light, but not umbrite's HP, hardness or weight.

The special property granted by an Inheritor's Focus is temporary. Once the effect ends, the special property ends as well and must be reapplied.
The Inheritor's Focus is not consumed when used.

Note on Adamantine: when using this ability to grant Auracite the property of Adamantine, a weapon made from this Auracite only ignores hardness less than its own.
So an Auracite blade with the property of Adamantine but hardness of 10 only ignores hardness of 9 or less.

Rapid Armor

You learn to forge your armor more quickly

Prerequisite: Forging level 5, Auracite Armor
Benefit: When you take this talent your skill with forming armor allows you to form your light Auracite Armor as a swift action, medium armor as a move action and heavy armor as a standard action.

Rapid Shield

You learn to forge your shield more quickly

Prerequisite: Forging level 5, Auracite Shield
Benefit: When you take this talent your skill with forming shields allows you to form your Auracite shield as a swift action.

Shrouded Focus

You learn to apply your focused training to more than just one configuration.

Prerequisites: Shrouded Inheritor level 2,
Weapon Focus (any offensive configuration),
Improved Critical (any offensive configuration) or Weapon Specialization (any offensive configuration)
Benefit: When you take this talent choose one of the above feats.
You count as having the chosen feat for any active offensive configuration that are legal choices for that feat.
This includes for the purpose of meeting prerequisites.

Special: This talent may be chosen multiple times, each time choosing a different feat to apply.

Tricky Forging

You learn to be more subtle with your inheritance.

Prerequisite: Forging level 4
Benefit: When you take this talent you gain the ability to use an Auracite technique without somatic components and without an audio or visual cue by burning 1 additional AP.

Quickened Absorption

Due to continous practice, you learn to move Auracite between effects at a faster rate than normal.

Prerequisite: Forging level 4
Benetif: When you take this talent the action needed to regain invested AP from an Auracite effect becomes a move action.

Special: This talent may be chosen one additional time at Forging level 8. If taken a second time, the action needed to regain invested AP from an Auracite effect becomes a swift action.

Auracite Techniques

The following section describes the individual Auracite techniques available to Inheritors.
Unless stated otherwise, an Auracite technique can only be gained once.

The description of each technique is presented in the following format:

Name

This is the name of the technique. Generally the effect of the technique shares the name of the technique

Descriptor
Descriptors are ways to group or categorize Auracite techniques. The descriptors have no game effect by themselves, they serve only to mark what kind of technique it is.

The different descriptors are:

  • Base Technique: Indicates a base technique.
  • Technique Expansion: Indicates a technique that adds new options to a different, usually base, technique.
    Techniques with this descriptor cannot be used on their own, they must be used with the technique they expand upon
  • Technique Improvement: Indicates a technique that improves upon a different, usually base, technique.
    Techniques with this descriptor cannot be used on their own, they must be used with the technique they improve upon
  • Technique Reinforcement: Indicates a technique that adds new reinforcement options to a different technique.
    Techniques with this descriptor cannot be used on their own, they only add options to other techniques
  • Sustained: Indicates a technique which is actively sustained by the Inheritor.

  • Prerequisite: Indicates what prerequisites, if any, the technique has.
    Note: all techniques have at least one prerequisite:
    the Awaken Auracite class feature. To save space, Awaken Auracite will not be marked in the prerequisite part of the techniques.
  • Forging Time: Indicates how long it takes to use the technique
  • Range: Indicates the range of the technique
  • Target: Indicates the target of the technique
  • Effect: Indicates what the effect produced by the technique is
  • Duration: Indicates the duration of the effect produced by the technique
  • Saving Throw: Indicates the saving throw, if any, for resisting the effect produced by the technique
  • AP Cost: This indicates the AP cost of the technique
  • Descriptive Text: This details what the effect of the technique is
  • Reinforcement: Part of the descriptive text that details what benefit reinforcing the effect grants. Unless stated otherwise, a reinforcement lasts for the duration of the reinforced effect.

Technique Descriptions

Amplified Shroud

Technique Expansion, Technique Reinforcement


  • Prerequisite: Shrouded Inheritor level 7
  • Forging Time: 1 Swift Action
  • Range: Touch
  • Target: Chosen configuration
  • Effect: Amplified configuration
  • Duration: 1 round/2 levels
  • AP Cost: 1 AP burned

When you gain this technique your connection and skill with your shroud improves allowing you to surpass some of the limitations of your shroud.

As a swift action, you may amplify one of your shroud’s current configurations by burning 1 AP.


An amplified configuration gains a new effect depending on the configuration.


The following are the effects the configurations gain when amplified:

  • Armor and Shield: AC bonus counts against Touch attacks and incorporeal creatures.

  • Attack: Attack counts as a melee Touch attack and deals full damage to incorporeal creatures.

  • Blocking: The shroud may block targeted magical attacks, but not area of effect attacks.

  • Body Reinforcement: You calculate the new carrying capacity from Ant Haul using your Forging ability score rather than Strength

  • Camouflage: Gain Invisibility as per the Invisibility spell.

  • Defending: The damage reduction provided becomes /-.

  • Grab: The configuration gains the constrict ability.

  • Hands: Weight limit is determined by your Carrying Capacity, but using your Forging ability score rather than your Strength.

  • Impale: Damage dealt increases to 3d8 + your Forging modifier.

  • Kinetic Feedback: The configuration now also applies against natural and unarmed attacks.

  • Movement: Acrobatics: You gain the ability to stand up as a swift action without provoking an attack of opportunity.

  • Movement: Burrow: You may burrow through man-made materials such as concrete, but leave behind a tunnel.

  • Movement: Climb: You gain the ability to climb upside down on horizontal surfaces

  • Movement: Speed: You may move through threatened squares without provoking attacks of opportunity.

  • Movement: Swim: You gain the ability to breathe water freely.

  • Thorns: Increase damage dealt to 3d6 for melee weapons, and 6d6 for grapples.

  • Wings: You gain two wing buffet attacks. These attacks are secondary attacks. The wing buffets deal 1d4 points of damage(for a Medium creature).

Augmented Body

Base Technique


  • Prerequisite: Warrior path level 11
  • Forging Time: 1 Standard Action
  • Range: Personal
  • Target: Forger
  • Effect: Body Augmentation
  • Duration: 1 round/level (D)
  • Saving Throw: Fortitude, see text
  • AP Cost: Special, see text

When you gain this technique you learn to augment your body using Auracite.


You reinforce your body to gain a temporary bonus.
The various bonuses you may apply and their associated cost are:

  • Healthy: AP cost: 1 -- 5. Grant yourself temporary hit points equal to your Constitution modifier times AP used.
  • Strengthen: AP cost: 1 -- 5. Grant yourself an enhancement bonus to a single physical ability score equal to AP used.
  • Resilient: AP cost: 1 -- 5. Grant yourself an enhancement bonus to your natural armor equal to AP used.
  • Skilled: AP cost: 1 -- 5. Grant yourself a circumstance bonus equal to AP used to any three skills that use physical ability scores, such as Climb or Swim.
  • Celerity: AP cost: 5. Grant yourself the benefits of the Haste spell.
  • Protected: AP cost: 1 -- 5. Grant yourself a spell resistance equal to 10 + AP used + your Forging modifier.

Using this technique is risky. When applying a bonus to yourself you must make a Fortitude save DC 15+AP used or take 2d6 points of non-lethal damage per AP used and negating the bonus, as your body cannot cope with the changes imparted by the Auracite. If you are immune to taking non-lethal damage, you instead take lethal damage.

Reinforcement: You may burn 1 AP to use this technique on a touched creature instead of yourself.
The target makes the associated save and takes the damage if they fail the save.

Auracite Armor

Base Technique, Sustained


  • Forging Time: Special, see text
  • Range: 0 ft.
  • Effect: Auracite Armor
  • AP Cost: Special, see text

When you gain this technique you learn to form armor from your Auracite.
You may create a suit of armor in either light, medium or heavy form. Creating light armor is a move action and costs 1 AP, medium armor is a standard action and costs 2 AP and heavy armor is a full-round action and costs 3 AP.

Light form is treated in all ways (except visually) as masterwork Leather Armor.
Medium form is treated in all ways (except visually) as masterwork Chainmail.
Heavy form is treated in all ways (except visually) as masterwork Splint mail.

You may create your armor directly on your body.
The Auracite armor is created on top of other garments or armor worn. You loose access to and any benefits from other worn armor while you are wearing Auracite armor.

You are always considered proficient in your Auracite Armor.

The hardness of Auracite Armor is the same as other Auracite objects, but the hit points of the armor is equal to armor bonus x 5.
The armor's hardness and hit points are modified by enhancement bonuses as normal.

Reinforcement: Reinforcing your Auracite Armor allows you to improve its form.
Reinforcing Auracite Armor is the same action as creating the armor.

By burning 1 AP you can upgrade your armor.
Light form armor becomes treated as masterwork Chain shirt.
Medium form armor becomes treated as masterwork breastplate.
Heavy form armor becomes treated as masterwork full plate.

Auracite Blade

Base Technique, Sustained


  • Prerequesites: Warrior path level 1
  • Forging Time: 1 Move Action
  • Range: 0 ft.
  • Effect: Auracite weapon
  • AP Cost: 1 AP

When you gain this technique you learn to form weapons from your Auracite. As a move action, you may create either a two-handed simple or martial weapon or up to two light or one-handed simple or martial weapons in your hands.

You are always considered proficient with your Auracite weapons.

A light Auracite weapon deals 1d6 points of damage,
a one-handed Auracite weapon deals 1d8 points of damage, and a two-handed Auracite weapon deals 2d6 points of damage, regardless of shape.
All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons.

Regardless of shape, an Auracite blade has a critical range of 19-20/x2.

Regardless of the weapon form, the Auracite Blade does not have a set damage type. When making your weapon you choose if it deals bludgeoning, piercing, or slashing damage.
You may change the damage type of an existing Auracite blade as the same action as making the weapon.

If forming a non-thrown ranged weapon using this technique you may invest 1 additional AP as you form the weapon to allow the weapon to produce any ammunition it needs. The ammunition is formed as the weapon is readied to fire(string being pulled etc).

An Auracite blade is considered a magic weapon for the purpose of overcoming damage reduction and is considered a masterwork weapon.

You can use feats such as Power Attack or Combat Expertise in conjunction with the Auracite blade just as if it was a normal weapon. You can also choose your Auracite blade for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical.
Powers or spells that upgrade weapons can be used on an Auracite blade.
You can use feats such as Weapon Finesse that work with light weapons with your Auracite blade, but you will only benefit from it with an Auracite weapon in a light weapon form.


You choose the appearance of your Auracite weapon, although its shape must reflect the selections you have chosen: a bludgeoning Auracite blade would be blunt, slashing would have an edge, etc.


An Auracite blade disappears if not wielded by you for more than 1 round.

Reinforcement: As a move action, you may burn
1 AP to grant an Auracite weapon a weapon property, such as trip, chosen when reinforcing the weapon.
This might require a Craft check, at DM discretion.

Auracite Bolt

Base Technique


  • Forging Time: 1 Standard Action
  • Range: Close (25 ft. + 5 ft./2 levels)
  • Effect Auracite projectile
  • Duration: Instantaneous
  • Saving Throw None
  • AP Cost 1 AP burned

When you gain this technique you learn to shape and propel a razorsharp shard of Auracite at your target.


You must succeed on a ranged attack with the projectile to deal damage to your target.
The projectile deals 1d6 bludgeoning, piercing or slashing damage to the target, chosen when making the attack.

At forging level 4, forging level 7 and forging level 10, the damage dealt increases by 1d6, to a maximum of 4d6 at forging level 10.
You may choose to split this additional damage into separate projectiles that you may have strike a single or several creatures. A single projectile can strike only one creature.

Auracite Construct

Base Technique


  • Prerequisite: Constructor path level 1
  • Forging Time: Special, see text
  • Range: Close (25 ft. + 5 ft./2 levels)
  • Effect: One created Auracite Construct
  • Duration: 1 round/level (D)
  • AP Cost: 1, see text

When you gain this technique, you learn to create one 1st-level auracite construct of animated auracite that attacks your enemies.


You choose where it appears within your range and it acts immediately on your turn.
It attacks your opponents to the best of its ability.


As a free action, you can mentally direct a construct not to attack, to attack particular enemies, or to perform other actions.

The auracite construct acts normally on the last round of its duration and dissipates at the end of its turn.


You may create an auracite construct as a standard action, or a full-round action.
If you use a standard action you form the construct with one less menu option than normal.
If you use a full-round action you form the construct with the full amount of menu options.


Auracite constructs are not summoned, they are created on the plane you inhabit. Thus, they are not subject to effects that hedge out or otherwise affect outsiders, they are constructs, not outsiders.

Generally you do not have to roll Craft to make an auracite construct unless you want to give the construct a specific shape and the DM deems it sufficiently difficult to require a check.

Other than as stated before an auracite construct counts as an astral construct, such as for feats like Boost Construct and Advanced Constructs.

Reinforcement:
When creating an auracite construct, you may burn AP to increase its power. For every 1 AP you burn the level of the auracite construct increases by one.
The level of an auracite construct cannot be increased above half your Forging level.

Auracite Grenade

Base Technique


  • Prerequisite: Forging level 6
  • Forging Time: 1 Standard Action
  • Range: Close (25 ft. + 5 ft./2 levels)
  • Area: 10-ft.-radius spread
  • Effect Exploding Auracite projectile
  • Duration: Instantaneous
  • Saving Throw Reflex half
  • AP Cost 2 AP burned

When you gain this technique you learn to launch a dangerously unstable Auracite projectile that detonates upon contact with a solid surface.


The explosion deals 2d6 bludgeoning, piercing or slashing damage to all creatures in the area of effect, chosen when using the technique.

At forging level 9, forging level 12 and forging level 15, the damage dealt increases by 1d6, to a maximum of 5d6 at forging level 15.

Auracite Platform

Base Technique


  • Prerequisite: Forging level 4
  • Forging Time: 1 Standard Action
  • Range: Close (25 ft. + 5 ft./2 levels)
  • Effect: Auracite platform
  • Duration: 1 min/level (D)
  • AP Cost: 2 AP

When you gain this technique you learn to create a platform that allows you to traverse places you would normally not be able to.

You may move the platform using a move action mental command at a speed of 30 feet. The platform must remain within your range or it is destroyed.


The platform may not support more than one creature at a time.
The platform may not be larger than your space, 5 feet for a Medium character, 10 feet for Large etc, but does not have to be in the shape of one continuous platform.

As part of the forging action you choose either the Body Equilibrium power or the Spider Climb spell.
The platform allows you to emulate the chosen power or spell effect using the platform, for example by sticking to the platform and sticking the platform to a wall in order to climb the wall.

Alternatively you may, as an immediate action, invest 5 AP to form a platform that allows you to emulate the Feather Fall spell, with a duration of 1 round/level.

Reinforcement: When creating a platform, you may burn AP to create additional platforms.
For every 1 AP burned you create another platform.
The additional platforms are copies of the original platform.
Moving multiple platforms is a standard action.
The platforms can be moved independently.

Auracite Shield

Base Technique, Sustained


  • Forging Time: 1 Move Action
  • Range: 0 ft.
  • Effect: Auracite Shield
  • AP Cost: 1 AP

When you gain this technique you learn to, as a move action, create a shield from your Auracite.

You can use your Auracite Shield as if it was in all ways (except visually) a masterwork heavy steel shield, including making shield bashes.


You are always considered proficient with your Auracite Shield.

Reinforcement: You can reinforce your Auracite Shield, allowing you to wield it easier.
Reinforcing the shield reduces the Armor Check penalty and Arcane Spell Failure chance of the shield by 1 per AP burned for the reinforcement.
You cannot reduce the Armor Check penalty or Arcane Spell Failure chance beneath 0.

Auracite Tasker

Technique Expansion


  • Prerequisite: Constructor path level 3
  • AP Cost: 1 AP

When you gain this technique you learn additional ways to use a Utility Auracite Construct.

You can create a specialized utility Auracite Construct called an Auracite Tasker that, in addition to the normal abilities offered by a utility Auracite Construct, can be reshaped to grant additional capability depending on its level.

Reshaping an Auracite Tasker requires 1 AP invested into the construct, and a successful Craft check with a DC of 10 + twice the constructs level.
Reshaping an Auracite Construct into an Auracite Tasker is the same action as creating the original construct.

You may create a construct directly as an Auracite Tasker. Doing so adds the AP cost of creating the tasker to the cost of creating the construct.

A 2nd or higher level Auracite Tasker can be shaped into a quadruped.
This results in an increase in its speed to 50 feet, +4 CMD against Trip and the tasker can be ridden if the character riding weighs less than the tasker’s carrying capacity.
Additionally, in this form it is easier to strap bags or crates to the tasker or use it to pull a cart.
However, it loses the ability to manipulate objects since it has no arms or hands.

Taskers of 3rd level or higher that has been shaped into a quadruped can also have a single set of arms added so as to manipulate objects as normal.

A 3rd or higher level Auracite Tasker can be shaped with an extra set of arms.
These extra arms allow the tasker to perform certain tasks quicker (such as stacking wood). The speed increase is up to the DM.

A 4th or higher level Auracite Tasker can be reshaped so it resembles a two-wheeled object such as a cart.
This cart can be pushed or pulled at a speed of up to 70 feet. Note the cart cannot move by itself, it has to be pushed or pulled by something else.

Up to two Medium-size creatures/characters can be carried on a Medium wheeled Auracite Tasker if their weight is less than its' carrying capacity.
A Large wheeled Auracite Tasker resembles a four-wheeled cart and can carry four Medium sized creatures/characters if their weight is less than its' carrying capacity.

Taskers of 5th level or higher that have been shaped into a cart can also have a single set of arms added so as to manipulate objects as normal.
An Auracite Tasker cannot have wheels and also be a quadruped.

A 5th or higher level Auracite Tasker can be imbued with a small amount of knowledge granting it the ability to perform tasks as though it has a specific profession or craft skill.


The skill granted is equal to that of the Shaper meaning the Shaper cannot grant a skill she does not herself have.


An Auracite Tasker can only be imbued with a single skill at a time.
For example, a Shaper with the Craft (blacksmithing) skill can create an Auracite Tasker and imbue it with blacksmithing.

Additionally Taskers of 6th or higher level that have been empowered with a profession or craft can have an extra set of arms added so as to perform certain tasks quicker (such as using hammer and anvil). The speed increase is up to the DM.
Taskers that have been empowered with a profession or craft cannot have wheels or be quadrupeds.

Binding Bolt

Technique Expansion


  • Prerequisite: Auracite Bolt or Auracite Grenade

When you gain this technique you learn to surround the targets of your Bolt or Grenade in restrictive Auracite.


When using Auracite Bolt or Auracite Grenade you may choose to also ensnare Medium or smaller targets in sticky Auracite.
This reduces the damage die of the Bolt or Grenade from d6s to d4s and any targets struck or that failed their Reflex saving throw may attempt a Reflex save.
On a successful save, the target is entangled and glued to the floor, unable to move for 1 round.

On a unsuccessful save, the target is entangled and glued to the floor, unable to move for 1 round per damage die of the attack (so 3d4 would equal 3 rounds). A flying creature is not stuck to the floor, but must make a Reflex save or be unable to fly(assuming it uses its wings to fly) and fall to the ground.

A creature stuck with your Binding Bolt can attempt to break free by making a Strength or Escape Artist check or by destroying the Binding Bolt.

Reinforcement: You can reinforce your Binding Bolt, making it stronger and larger. For every 1 AP burned in reinforcing this technique, increase the size of the creature you may target by 1.

Construct Model

Technique Expansion


  • Prerequisite: Constructor path level 9
  • Forging Time: 10 min
  • Effect: Auracite construct model
  • Duration: 1 hour/Forging mod

When you gain this technique you learn to prepare your constructs ahead of when you need them.

By increasing the forging time of the Auracite Construct technique to 10 minutes you halve the total AP cost of creating the construct, calculated after deciding the level of the construct, and instead of creating an Auracite Construct you create a small, handheld model of the construct.


All decisions about the construct such as shape, level and menu options are made when creating the model.

If the duration of the model expires before being used the construct is lost.

As long as you have the model you may, as a move action, deploy the model, which then takes the full form of the construct and begins acting normally from that point on. The duration of the construct counts from the time it is deployed.

Controlled Shroud

Technique Expansion, Technique Reinforcement


  • Prerequisite: Shrouded Inheritor level 3
  • Effect: Reinforced Shroud
  • AP Cost: Special, see text

When you gain this technique, you learn to reinforce your shroud, toughening the shroud as well as increasing the potency of any active configurations.

There is a limit to how much you can reinforce your Shroud.
At Forging level 8, the maximum amount of AP you can use to reinforce your shroud is 3, this increases by 1 every even level after 8th, to a maximum of 9 at Forging level 20.

For every 1 AP burned for the reinforcement, increase the hardness of the shroud by 2 and the hit points of the shroud by 4, and increase the potency of the Shroud's active configurations as follows:

  • The AC bonus of the Armor and Shield configurations are increased by 1

  • The Attack and Impale configurations gain a +1 enhancement bonus (maximum +5)

  • The Body Reinforcement configuration determine the bonus from Ant Haul as if the Strength score was 1 higher

  • The bonus from the Camouflage and Movement: Acrobatics configurations are increased by 2

  • The weight limit of the Hands configuration increase by 1 lbs/2 Forging levels (Example: a Shroud reinforced with 2 AP gives the Hands configuration a weight limit of 7 lbs/2 levels, 3 AP gives 8 lbs/2 levels)

For every 2 AP burned for the reinforcement, increase the potency of the Shroud's active configurations as follows:

  • The damage reduction provided by the Dampening configuration increase by 1 and becomes /magic.

  • The movement speed granted by the Movement: Burrow, Movement: Climb, Movement: Speed and Movement: Swim configurations are increased by 5 feet.

When you gain this technique, your Hands configuration gains the following description:
You can perform fine manipulations using this configuration, including attempting Sleight of Hand and Disable Device checks.

Additionally, when you gain this technique you add the following to the list of configurations you may add to your shroud:

Body Reinforcement

Utility configuration that allows the shroud to augment your carrying capacity.


• A shroud with the body reinforcement configuration functions as the Ant Haul spell with you as the target of the spell.
The duration is the same as the duration of the spell or until the configuration is changed, whichever comes first.

To activate this configuration, you must burn 1 AP.
This is in addition to any normal cost of activating configurations.

When the duration expires, the configuration remains active, but has no effect. The configuration can be exchanged with a different configuration as normal, or 1 AP can be burned to regain the effect.

Dampening

Defensive configuration that allows the shroud to protect you by dampening physical damage.


• A shroud with the dampening configuration provides you with a damage reduction of 5/bludgeoning.

Impale

Offensive configuration that allows you to strike multiple targets using your shroud.


• A shroud with the Impale configuration counts as a two-handed melee weapon that allows you to, as a standard action, make a single melee attack roll against each creature or object in a 10 ft. + 5 ft./2 levels line, starting with the closest target.

The attack deals 1d8 (for a Medium character, adjust for size as needed) points of piercing damage.


Calculate the damage against each target struck, starting from the closest.
For every target after the first, reduce the damage dealt by 2.
If the attack strikes a target but fails to deal damage to that target the attack fails to penetrate and does not continue.

You can use feats such as Power Attack or Combat Expertise in conjunction with the Impale configuration just as if it was a normal weapon.
You can also choose your Impale configuration for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical.
Powers or spells that upgrade weapons can be used on an Impale configuration.

Movement: Acrobatics

Mobility configuration that allows the shroud to augment your agility.

A shroud with the movement: acrobatics configuration provides you with a +2 competence bonus on Acrobatics checks.

Movement: Burrow

Mobility configuration that allows the inheritor to burrow into the ground

A shroud with the movement: burrow configurations provides you with the ability to burrow at a speed of 15 feet (or 10 feet if you are wearing medium or heavy armor, or if you are carrying a medium or heavy load) through sand, loose soil, or gravel, or at a speed of 5 feet through stone.
You may not charge or run while burrowing.
Loose material collapses behind you 1 round after you leave the area.

Movement: Climb

Mobility configuration that allows the shroud to augment your ability to climb.

A shroud with the movement: climb configuration provides you with a climb speed equal to 15 feet (or 10 feet if you are wearing medium or heavy armor, or if you are carrying a medium or heavy load) and all the benefits of having a natural climb speed.

Movement: Speed

Mobility configuration that allows the shroud to augment your speed

A shroud with the movement: speed configuration provides you with an enhancement bonus of +10 feet to your base speed.

Movement: Swim

Mobility configuration that allows the shroud to augment your ability to swim.

A shroud with the movement: swim configuration provides you with a Swim speed of 15 feet (or 10 feet if you are wearing medium or heavy armor, or if you are carrying a medium or heavy load), and all the benefits of having a swim speed.
You do not gain the ability to breathe water from this configuration.

Wings

Mobility configuration that allows the shroud to slow your fall.


• A shroud with the wings configuration allows you to, as an immediate action, make a DC 15 Reflex save to slow your fall to 60 feet per round and take no damage when landing, as if using the feather fall spell, except the duration is the same as the duration of the shroud or until the configuration is changed, whichever comes first.
When falling safely, you may make a DC 15 Fly check to glide, moving 5 feet forward for every 10 feet you fall.

Efficient Shroud

Technique Expansion, Technique Reinforcement


  • Prerequisite: Shrouded Inheritor level 5

When you gain this technique you learn to be more efficient with your shroud, adding new configurations for your shroud

When you gain this technique, change the Wings configuration to:
You gain a fly speed of 15 feet, with clumsy maneuverability.

For every 1 AP burned for the shroud's reinforcement, increase the potency of the Shroud's active configurations as follows:

  • The Blocking configuration regains 1 hit point every round

  • The Grab configuration gains a +1 to attack, grapple checks and damage dealt using this configuration (maximum +5)

For every 2 AP burned for the reinforcement, increase the potency of the Shroud's active configurations as follows:

  • The Kinetic Feedback and Thorns configurations deal 1 additional damage to those affected

  • The fly speed granted by the Wings configuration is increased by 5 feet and the maneuverability is increased by one step to a maximum of perfect.

Additionally, you add the following to the list of configurations you may add to your shroud:

Blocking

Defensive configuration that allows you to use the shroud to block incoming attacks.

• A shroud with the blocking configuration allows you to use your shroud to intercept a physical attack against you or an adjacent ally.

As an immediate action you may use your blocking shroud. The blocking shroud takes the attack rather than the target, subject to normal rules for damaging objects.

The blocking shroud intercepts all attacks from the triggering source against the defended target for that round.

If the blocking configuration is destroyed by the intercepted damage, any remaining damage is dealt to the original target as normal and any further attacks are resolved as normal.

Grab

Offensive configuration that allows you to use your shroud to grab your enemy.

• A shroud with the grab configuration counts as a two-handed melee weapon that allows you to, as a standard action, make a single melee attack against a target, with a reach of 10 ft.

The attack deals 1d6 points of bludgeoning damage with the Grab ability.

In addition to normal ways of escaping grapple, the shroud itself can be attacked to break its hold.
Dealing enough damage releases the grappled target and destroys the Grab configuration, reducing the number of active configurations.

Kinetic Feedback

Defensive configuration that allows the shroud to damage weapons that strike you.

• A shroud with the kinetic feedback configuration functions as the Kinetic Reverberation spell with you as the target of the spell.
The duration is the same as the duration of the spell or until the configuration is changed, whichever comes first.

To activate this configuration, you must burn 4 AP.
This is in addition to any normal cost of activating configurations.

When the duration expires, the configuration remains active, but has no effect. The configuration can be exchanged with a different configuration as normal, or 4 AP can be burned to regain the effect.

Thorns

Defensive configuration that allows the shroud to damage those that strike you.

• A shroud with the thorns configuration functions as the Thorn Body spell.
The duration is the same as the duration of the spell or until the configuration is changed, whichever comes first.

To activate this configuration, you must burn 10 AP.
This is in addition to any normal cost of activating configurations.

When the duration expires, the configuration remains active, but has no effect. The configuration can be exchanged with a different configuration as normal, or 10 AP can be burned to regain the effect.

Empowered Weapon

Base Technique, Sustained


  • Prerequisite: Warrior path level 7
  • Forging Time: 1 Move Action
  • Range: 0 ft.
  • Effect: Empowered Auracite Blade
  • Duration: 1 round/level
  • AP Cost: Special, see text

Sometimes, the needs to push herself and her weapon beyond their normal limits.
The Warrior Inheritor learns to empower her Auracite Blade, increasing its efficiency.

As a move action, the Warrior Inheritor invests a number of AP into her weapon.

The Warrior gains a bonus to attack rolls with the weapon equal to the AP invested into the weapon through this ability and a bonus to damage rolls equal to twice the AP invested into the weapon through this ability.

This additional damage is of the same type as the weapon used.

You cannot invest more AP than half your Forging level into a single weapon using this technique.

Enhanced Armor

Technique Reinforcement


  • Prerequisite: Auracite Armor, Forging level 3
  • Effect: Enhanced Auracite armor

You gain the ability to reinforce your Auracite armor with increased power.

Add the following to the Reinforcement options for your Auracite Armor:

For every 1 AP burned to reinforce the armor, you grant the armor a +1 enhancement bonus that you may spend on an actual enhancement bonus or on a armor special ability.

There is a limit to how much total enhancement bonus you can grant your armor and to the maximum amount of enhancement bonus your armor can have, based upon your forging level.
At Forging level 3, the total enhancement bonus you can grant your armor is +1, this increases by +1 every odd level after 3rd, to a total of +9 at Forging level 19.
At Forging level 3. the maximum enhancement bonus your armor can have is +1, this increases by +1 every three levels after 3rd, to a maximum of +5 at 15th level.

You may (and must, if your armor's total enhancement is higher than your maximum bonus) apply any special ability from the following table instead of an enhancement bonus, as long as you meet the level requirements.

You can choose any combination of armor special abilities and/or enhancement bonus that does not exceed the total available to you, but you must assign at least a +1 enhancement bonus before assigning any special abilities.

The following table denote the armor special abilities that can be applied to an Auracite Armor, the enhancement bonus required and the required level needed to learn the armor special ability.

Armor Special Ability
Name Enhancement Bonus Value Required level
Fortification, Light +1 5
Spell resistance (13) +2 7
Energy Resistance +3 9
Ghost Touch +3 9
Fortification, Moderate +3 9
Spell resistance (15) +3 9
Energy Resistance, improved +4 12
Spell resistance (17) +4 12
Fortification, Heavy +5 15
Energy Resistance, Greater +5 15
Spell resistance (19) +5 15

Optional Rule: See page 35 for an optional rule regarding acquiring armor special abilities

Enhanced Blade

Technique Reinforcement


  • Prerequisite: Auracite Blade, Forging level 3
  • Effect: Enhanced Auracite weapon

You gain the ability to reinforce your Auracite weapons with increased power.

Add the following to the Reinforcement options for your Auracite Blade:

For every 1 AP burned to reinforce the weapon, you grant the weapon a +1 enhancement bonus that you may spend on an actual enhancement bonus or on a weapon special ability.

There is a limit to how much total enhancement bonus you can grant your weapon and to the maximum amount of enhancement bonus your weapon can have, based upon your forging level.
At Forging level 3, the total enhancement bonus you can grant your weapon is +1, this increases by +1 every odd level after 3rd, to a total of +9 at Forging level 19.

At Forging level 3. the maximum enhancement bonus your weapon can have is +1, this increases by +1 every three levels after 3rd, to a maximum of +5 at 15th level.

You may (and must, if your weapon's total enhancement is higher than your maximum bonus) apply any special ability from the following table instead of an enhancement bonus, as long as you meet the level requirements.

You can choose any combination of weapon special abilities and/or enhancement bonus that does not exceed the total available to you, but you must assign at least a +1 enhancement bonus before assigning any special abilities.

The following tables denote the weapon special abilities that can be applied to an Auracite Blade, the enhancement bonus required and the required level needed to learn the weapon special ability.

Weapon Special Ability
Name Enhancement Bonus Value Required level
Agile +1 5
Allying +1 5
Auracite Destroyer +1 5
Conductive +1 5
Corrosive +1 5
Cunning +1 5
Defending +1 5
Distance +1 5
Dueling +1 5
Flaming +1 5
Frost +1 5
Furious +1 5
Ghost Touch +1 5
Guardian +1 5
Huntsman +1 5
Keen (regardless of damage type) +1 5
Lucky +1 5
Menacing +1 5
Merciful +1 5
Mighty Cleaving +1 5
Psychokinetic +1 5
Seeking (ranged only) +1 5
Shock +1 5
Name Enhancement Bonus Value Required level
Sundering +1 5
Vicious +1 5
Teleporting (thrown only) +1 5
Anarchic +2 7
Axiomatic +2 7
Collision +2 7
Corrosive Burst +2 7
Flaming Burst +2 7
Holy +2 7
Icy Burst +2 7
Inheritor Crusher +2 7
Linked Striking +2 7
Parrying +2 7
Psychokinetic Burst +2 7
Shocking Burst +2 7
Suppression +2 7
Unholy +2 7
Wounding +2 7
Wrenching (ranged only) +2 7
Auracite Disruptive +3 9
Bane +3 9
Bodyfeeder +3 9
Dislocator +3 9
Rebounding (ranged only) +3 9
Soulbreaker +3 9
Great Dislocator +4 12
Greater Energy (ranged only) +4 12
Coup de Grace +5 15

Optional Rule: See page 35 for an optional rule regarding acquiring weapon special abilities

Enhanced Shield

Technique Reinforcement


  • Prerequisite: Auracite Shield, Forging level 3
  • Effect: Enhanced Auracite shield

You gain the ability to reinforce your Auracite shield with increased power.

Add the following to the Reinforcement options for your Auracite Shield:

For every 1 AP burned to reinforce the shield, you grant the shield a +1 enhancement bonus that you may spend on an actual enhancement bonus or on a shield special ability.

This enhancement bonus only applies to the shield's AC, not attack or damage bonus.

There is a limit to how much total enhancement bonus you can grant your shield and to the maximum amount of enhancement bonus your shield can have, based upon your forging level.

At Forging level 3, the total enhancement bonus you can grant your shield is +1, this increases by +1 every odd level after 3rd, to a total of +9 at Forging level 19.
At Forging level 3. the maximum enhancement bonus your shield can have is +1, this increases by +1 every three levels after 3rd, to a maximum of +5 at 15th level.

You may (and must, if your shield's total enhancement is higher than your maximum bonus) apply any special ability from the following table instead of an enhancement bonus, as long as you meet the level requirements.

You can choose any combination of shield special abilities and/or enhancement bonus that does not exceed the total available to you, but you must assign at least a +1 enhancement bonus before assigning any special abilities.

The following table denote the shield special abilities that can be applied to an Auracite Shield, the enhancement bonus required and the required level needed to learn the shield special ability.

Shield Special Ability
Name Enhancement Bonus Value Required level
Arrow Catching +1 5
Bashing +1 5
Blinding +1 5
Fortification, Light +1 5
Arrow Deflection +2 7
Spell resistance (13) +2 7
Energy resistance +3 9
Ghost Touch +3 9
Fortification, Moderate +3 9
Spell resistance (15) +3 9
Energy resistance, Improved +4 12
Spell resistance (17) +4 12
Fortification, Heavy +5 15
Energy Resistance, Greater +5 15
Reflecting* +5 15
Spell resistance (19) +5 15

*Note: Reflecting can only be used once per day


Optional Rule: See page 35 for an optional rule regarding acquiring shield special abilities

Expanded Improvement

Technique Expansion


  • Prerequisite: Improving Touch

When you gain this technique you learn to improve additional types of items.
Add the following to your list of Improving Touch options:

Chains:

Improvements that may be applied to Chains, Manacles or similar.
• Strength: increase the DC of the Strength check to break the object by AP invested.

Locks:

Improvements that may be applied to Locks.
• Tricky: increase the DC of the Disable Device check needed to open the lock by AP invested.

Tools:

Improvements that may be applied to Clothes, Outfits, Kits, Musical Instruments or Tools.
• Resplendent: increase the numerical base value of the items' bonus (whether circumstance bonuses, saves, resistances or skill checks) by half AP invested.

Explosive Construction

Technique Expansion


  • Prerequisite: Constructor path level 13
  • Effect: Explosive construct

When you gain this technique, you learn to turn your constructs dangerously unstable.

When creating a Auracite Construct, you may choose to create it as an explosive construct.
Any AP used to create an explosive construct is burned rather than invested.

When the construct is destroyed or it's duration expires, the construct explodes dealing 1d6 points of piercing and slashing damage in a 10-ft.-radius spread (Reflex half).
For every 1 additional AP used to create the construct, increase the damage by 1d6 and for every 2 additional AP used increase the radius by 5 ft.

Eye see you

Technique Expansion, Sustained


  • Prerequisite: Any other Base Auracite technique
  • Forging Time: 1 Swift Action, 1 Standard Action
  • Target: Auracite Object
  • Effect: Sensory link with object
  • AP Cost: 1 AP

When you gain this technique you learn to shift some of your senses into your creations.

When creating something using Auracite, you may spend a swift action and invest 1 additional AP into your creation to form a link between yourself and the object you make.

As a standard action, you can shift some of your perception to the linked object allowing you to sense through it as though it were your own eyes and ears, even if it does not have eyes or ears.
You choose if you want to shift sight, hearing or both to the object. While you have shifted your perception to a linked object you yourself are Blinded if you chose sight, Deafened if you chose hearing, or both if you chose both.
You make any skill checks involving the shifted senses, such as Perception, from the object, rather than yourself.

You may maintain this technique as long as you want, but it requires a swift action to shift your perception back to yourself. If the creation is destroyed, such as by damage or duration expiring, while your perception is shifted to it, you become stunned for 1 round.

Fortify body

Technique Expansion


  • Prerequisite: Warrior path level 15

When you gain this technique you learn to further use Auracite to augment your body.

Add the following options to your Augmented Body technique:

  • Fortitude: AP cost 2-4. Grant yourself a bonus to Fortitude saves equal to half AP used.
  • Reflex: AP cost 2-4. Grant yourself a bonus to Reflex saves equal to half AP used.

Improved Construction

Technique Improvement


  • Prerequisite: Constructor path level 5

When you gain this technique you gain improved control over your constructs.


When you create an auracite construct, the construct gains an additional menu option of the highest menu available.


This additional menu option stacks with the Boost Construct feat, but not the Shaper Psion’s Summoner’s Call ability.

Improving Touch

Base Technique


  • Forging Time: 1 Standard Action
  • Range: Touch
  • Target: Touched object
  • Effect: Improvement to object
  • Duration: 1 round/level
  • AP Cost: Special, see text

When you gain this technique you learn to utilize your Auracite to impart short term improvements to items.

The improvements you may apply depends on the type of item you are improving, and are listed in the following tables, which also denote what the AP cost for the individual improvements is.

An item may benefit from multiple improvements, but multiple uses of the same improvements do not stack. Any improvements applied to an item count as a separate spell effect and may be dispelled as normal.

Reinforcement: You may double the numerical benefit of an improvement by burning the AP used.

Armor Improvements
Name Effect AP Cost
Durable Increase hardness by 1 and hp by 5. 2
Lightweight Reduce the weight of the armor by 25 %. 2
Impact Ignores the first 10 feet of fall damage. 2
Riders Grants a +2 to Ride checks. 2
Stealthy Grants a +2 to Stealth checks. 2
Swimmer Grants a +2 bonus to Swim checks. 2
Arcanist Reduce the Arcane Spell Failure chance by 5 %. 4
Blocking Grants a +2 to CMD against the Overrun maneuver. 4
Lithe Reduces armor check penalty by 1. 4
Mitigating Grants DR 1/-. This stacks with existing damage reduction. 4
Pushing Grants a +2 to the Bullrush maneuver. 4
Slippery Grants a +2 to CMD against the Grapple maneuver. 4
Stable Grants a +2 to CMD against the Trip maneuver. 4
Unmoving Grants a +2 to CMD against the Bullrush maneuver. 4
Unstoppable Grants a +2 to the Overrun maneuver. 4
Speedy The speed penalty of the armor is reduced by 5 feet. 6
Dexterous Increase the max Dex bonus of the armor by 1. 6
Runner The armor does not impede speed while running. 8
Shield Improvements
Name Effect AP Cost
Durable Increase hardness by 1 and hp by 5. 4
Lightweight Reduce the weight of the shield by 25 %. 2
Agile Reduce armor check penalty by 1. 4
Arcanist Reduce the Arcane Spell Failure chance by 5 %. 4
Dexterous Increase max Dex bonus of the shield by 1. 6
Mastercraft Grants a +1 bonus to shield bash with the shield. 6
Tool Improvements
Name Effect AP Cost
Durable Increase hardness by 1 and hp by 5. 2
Lightweight Reduce the weight of the item by 25 %. 2
Concealable Grants a +2 bonus to Sleight of Hand checks to hide the item. 2
Funtionable Grants a +2 circumstance bonus to its intended use, or +1 if it already grants a circumstance bonus. 4
Hurtful Damage this item is designed to do is increased by 1. 6
Plentiful The number of charges of the item is increased by 50 %. 6
Potent One of the item's DC's are increased by 5. 6
Weapon Improvements
Name Effect AP Cost
Durable Increase hardness by 1 and hp by 5. 2
Lightweight Reduce the weight of the weapon by 25 %. 2
Counterweight Grants a +2 bonus to CMD against the Trip maneuver. 2
Gripped Grants a +2 bonus to CMD against the Disarm maneuver. 2
Sturdy Grants a +2 bonus to CMD against the Sunder maneuver. 2
Subduing Reduces the penalty of dealing nonlethal damage with a lethal weapon by 2. 2
Buster Grants a +2 bonus to the Sunder maneuver. 4
Concealable Grants a +2 bonus to Sleight of Hand checks to hide the weapon. 4
Hooked Grants a +2 bonus to the Trip maneuver. 4
Breaking Hardness is counted as 1 lower for attacks with this weapon. 6
Flying Throwing range increased by 10 feet. 6
Mastercraft Grants a +1 to attack with the weapon. 6
Sure Grants a +2 bonus on attack rolls made to confirm critical hits. 6
Biting The weapon ignores 1 point of DR/-, DR/bludgeoning, piercing or slashing. 8
Deadly Increase the threat range of the weapon by 1. 10
Cruel Increase the Crit multiplier of the weapon by 1. 10

Increased Size

Technique Improvement


  • Prerequisite: Shape Auracite, Forging level 5

When you gain this technique you learn to create larger objects by using all of the energy contained in the Auracite.

At Forging level 5, when increasing maximum size of Shape Auracite to Large, you may instead burn the AP used to increase the maximum size to Huge and increase the hit points of the object by 10 instead of 5.

At Forging level 10, when increasing maximum size of Shape Auracite to Huge, you may instead burn the AP used to increase the maximum size to Gargantuan and increase the hit points of the object by 15 instead of 10.

At Forging level 15, when increasing maximum size of Shape Auracite to Gargantuan, you may instead burn the AP used to increase the maximum size to Colossal and increase the hit points of the object by 20 instead of 15.

It's a Trap!

Technique Expansion


  • Prerequisite: Auracite Bolt or Auracite Grenade
  • Forging Time: 1 Standard Action
  • Effect: Auracite Trap
  • Duration: 1 hour/level or until discharged (D)

When you gain this technique you learn to create traps using your Auracite Bolt or Auracite Grenade.

You may place an Auracite Bolt or Auracite Grenade onto an adjacent, unoccupied 5-foot square.
Any creature who steps onto that square triggers the trap, resolving the attack as normal for the chosen technique.

This is a magical trap with a Perception and Disable Device DC equal to 10 + half Forging level + Forging Modifier.

Life to Auracite

Base Technique


  • Forging Time: 1 Full-Round Action
  • Target: Forger
  • Effect: AP gained

When you gain this technique you learn to create more Auracite at the expense of your own lifeforce.

You may take 8 lethal damage in order to generate 1 AP.

For every 8 additional damage you take you generate 1 additional AP.
You cannot create more AP than your Forging level per use of this technique.

Damage gained from this technique cannot be healed except by completing 8 hours of rest, which heals all damage inflicted by this technique.
You may not use this technique to raise your AP over your daily maximum.

Pinnacle of Blades

Technique Expansion


  • Prerequisite: Warrior path level 19
  • Forging Time: 1 Swift Action
  • Range: Touch
  • Target: Touched Auracite weapon
  • Effect: Armor penetrating Auracite weapon
  • Duration: 1 round
  • AP Cost: 4 AP burned

When you gain this technique not even the best of defences can stop your weapons.

When you use this technique, you may allow your Auracite Blades to ignore any armor and shield bonuses to AC (including any enhancement bonuses to that armor) for 1 round.

Reshape Auracite

Base Technique


  • Prerequisite: Shape Auracite
  • Forging Time: 1 Standard Action
  • Range: Touch
  • Target: Touched Auracite object
  • Effect: Reshaped effect
  • Duration: Duration of object continues but is not extended

When you gain this technique you learn to reshape the Auracite of your objects into a new form

You may reshape an object created using Shape Auracite, changing the object into a different object with the same size. A Medium object can be changed into another Medium object, but not a Large or Small object and so on.

You may need to roll Craft to determine if you can create the new form, determined by the DM.

In addition this technique allows you to repair damage done to an Auracite object, even those not created using Shape Auracite, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points.

Using this technique allows you to restore damage done to an Auracite object or reshape an object, but not both with one use.

Shape Auracite

Base Technique


  • Prerequisite: Forging level 1
  • Forging Time: Normal: 10 minutes, Quick: 1 Standard Action, see text
  • Range: Close (25 ft. + 5 ft./2 levels)
  • Effect: Unattended, non-magical object
  • Duration: 10 min/level
  • AP Cost: 1 AP, see text

When you gain this technique you learn to sculpt the Auracite used into a non-magical, unattended object of your choosing.

You must succeed on an appropriate Craft skill check to make an object using the table below to adjust the DC, starting with Size, then Item Complexity.

Provided you make the Craft skill check, at Forging level 1 you may make an object of Medium size or smaller.

At Forging level 5 you may increase the AP cost to 3 to increase the size to Large and increase the hit points of the object by 5.

At Forging level 10 you may increase the AP cost to 5 to increase the size to Huge and increase the hit points of the object by 10.

At Forging level 15 you may increase the AP cost to 9 to increase the size to Gargantuan and increase the hit points of the object by 15.

At Forging level 20 you may increase the AP cost to 17 to increase the size to Colossal and increase the hit points of the object by 20.

When using this technique, you may use the normal forging time or the quick forging time.
The normal forging time works as above while the quick forging time works as above except as follows: shaping at this speed does not allow you the time needed to make detailed work, meaning you can only make a simple object and may not choose from the item complexity table.
You may, for instance, create a cage, but may not create a cage with a door.


Reinforcement: You can reinforce the effect to make the object stronger. For every AP burned to reinforce the Auracite object, increase its hardness by 1 and its hit points by 5.

Item Size Sample Object Base DC
Diminiutive 1 cu. ft or less Pen* -5
Tiny 1.1-2.0 cu.ft. Candelabra 0
Small 2.1 – 4.0 cu. ft. Chair* 5
Medium 4.1 – 8.0 cu. ft. Cage 10
Large 8.1 – 12.0 cu. ft. Statue 15
Huge 12.1 – 16.0 cu. ft. Wagon 20
Gargantuan 16.1 – 24.0 cu. ft. Catapult 25
Colossal 24.1 – 30.0 cu. ft. Ship 30

*Item intended for a Medium Creature

Item Complexity DC Modifier
Fine Details +2
Extraordinary Details +10
Functioning Tool +2
Functioning armor/weapon +5
Multiple parts +5
Masterwork version +10
Moving parts +10

Shroud

Base Technique, Sustained


  • Prerequisite: Shrouded Inheritor level 1
  • Forging Time: 1 Full-Round Action
  • Range: Varies by configuration
  • Target: Varies by configuration
  • Effect: Varies by configuration
  • Saving Throw: Varies by configuration
  • AP Cost: 2-8 AP burned

When you gain this technique, you learn to forge a deeper connection to your Auracite, allowing you to wield it more akin to a limb than just as a material.

As a full-round action that provokes attacks of opportunity, you may burn at least 2 AP to create a shroud of Auracite around yourself that you may use in various ways, depending on what configurations it has.
The exact appearance of the shroud is up to you, but should reflect its current configurations in some way.

The shroud occupies your space, moves with you, and you may not completely move the shroud away from you without also dismissing the shroud.

Upon creating the shroud you choose a configuration type to activate, and apply a corresponding configuration to your shroud.
For every 2 additional AP, up to a total maximum of 8, burned to power the shroud you activate another configuration type and apply a corresponding configuration to your shroud.

The Shroud can support up to four configuration types at the same time, each of which can have one configuration applied at a time.

You may, as a standard action that provokes attacks of opportunity, burn 2 AP to activate an additional configuration type and apply a corresponding configuration for the Shroud, provided the Shroud does not already support the maximum amount of configuration types active.

You may, as a full-round action that provokes attacks of opportunity, change the configurations of the shroud, deactivating the current configurations and activating new ones. You choose how many of the active configurations to change. Changing one or changing all configurations requires the same action.

Changing the configurations of a shroud does not require additional AP use.

The shroud retains the active configurations until the configurations are changed or the shroud is dismissed, unless stated otherwise.

While creating your shroud or changing its configurations you may move up to half your speed and you gain a +2 deflection bonus to AC until the beginning of your next turn, but you cannot make attacks of opportunity until your next turn.

The shroud itself counts as an object, but it itself cannot be targeted for sundering. It is composed of up to four configurations, all of which can be destroyed, such as through sundering. If all of the active configurations of a shroud are destroyed, the shroud itself is also destroyed and must be made anew.
Each active configuration has the same hardness and hit points as normal Auracite objects. Any damage an active configuration takes carries over to any configuration that replaces it.
For example, an Inheritor has three configurations active, one of which has been reduced to half hit points. If the Inheritor burns 2 AP to activate a forth configuration, that configuration is undamaged, but if she instead replaces the damaged configuration with a new one, the new configuration retains the damage from the previous configuration.

The shroud itself cannot be targeted by effects like Reshape Auracite or Mending, but an active configuration can.

If an active configuration type is damaged, it stays damaged until repaired, the Inheritor creates the shroud anew, or the Inheritor burns 1 AP to completely repair the damaged configuration as the same action it takes to activate additional configuration types.

Destroying an active configuration type reduces the number of active configurations, but the Inheritor may burn AP to activate a new configuration type as normal.

The configuration type of the shroud determines what the shroud may be used for.
There are four types of configurations:
offensive, defensive, mobility and utility.
Your shroud can have one configuration of each type active at the same time, but not two of the same type at the same time.
Each configuration provides an ability for the shroud.
If the ability requires an action to use, the action is detailed in the descriptions of the individual configurations.
If no action is specified, the ability granted by the configuration is active as long as the configuration is active.

The configurations you may apply to your shroud are:

Armor

Defensive configuration that allows your shroud to protect you.


• A shroud with the armor configuration provides you with a +2 deflection bonus to AC.


The armor shroud entails no armor check penalty, arcane spell failure chance or speed reduction.

Attack

Offensive configuration that allows you to make attacks using your shroud.


• A shroud with the Attack configuration counts as a two-handed melee weapon that deals 1d8 (for a Medium character, adjust for size as needed) points of bludgeoning, piercing or slashing damage, chosen when activating the configuration.
You may change the chosen damage type as a swift action.


You can use feats such as Power Attack or Combat Expertise in conjunction with the Attack configuration just as if it was a normal weapon.
You can also choose your Attack configuration for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical.
Powers or spells that upgrade weapons can be used on an Attack configuration.
You cannot use feats such as Weapon Finesse that work with light weapons with your Attack configuration.

Camouflage

Utility configuration that allows you to change the colour of your shroud to better blend in with your surroundings.


• A shroud with the camouflage configuration provides you with a +2 competence bonus to stealth for as long as the shroud retains the Camouflage configuration.

Hands

Utility configuration that allows you to, as a standard action, use your shroud as additional hands.


• This configuration functions similar to the Mage Hand spell, except the range is 10 ft. + 5 ft./2 levels, the weight limit is up to 5 lbs per 2 Forging levels, and magical objects may be targeted.

If concentration is broken, the configuration has no effect but remains active, and you can resume concentration as a standard action.

Shield

Defensive configuration that allows the shroud to protect you.


• A shroud with the shield configuration provides you with a +1 shield bonus to AC.


The shield shroud entails no armor check penalty, arcane spell failure chance or speed reduction, but may not be used for shield bashing.

Twin Construct

Technique Expansion


  • Prerequisite: Constructor path level 19
  • Effect: Duplicate construct
  • Duration: Same as original construct
  • AP Cost: 2-6 AP burned

When you gain this technique your superior skill allows you to create hordes of constructs in the same time it used to take you to create one.

When creating an Auracite Construct you may burn 2 AP in addition to the AP used to create the construct to create an additional construct.
This additional construct is an exact duplicate of the first construct.

For every 2 additional AP used you create an additional copy. You may create up to three additional constructs per use of this technique.

Twin Shroud

Technique Expansion


  • Prerequisite: Shrouded Inheritor level 10
  • Range: Touch
  • Target: Willing touched creature
  • Effect: Duplicate shroud
  • Duration: 1 round/level

When you gain this technique your connection to and skill with your shroud has reached a point where you may now create a separate shroud for your allies.

You may form a duplicate shroud on a touched willing target.
The duplicate shroud is identical to your own, except as follows:
You may not change the configurations of the duplicate shroud after creating it, the target has control over the duplicate shroud rather than you and the duration of the duplicate shroud is 1 round per Forging level.

You must provide the AP for the duplicate shroud as normal.

Equipment

While Auracite itself is temporary, Inheritors have developed a variety of magic items to work with and augment their Auracite, while those who oppose Auracite developed ways to more effectively combat it.

Weapon Special Ability:

Auracite Bane

Price +1 bonus; Aura strong conjuration or metacreativity; CL/ML 8th

Description
An Auracite Bane weapon is crafted to oppose Inheritors. When used against an Inheritor, its effective enhancement bonus is 2 higher than its actual enhancement bonus. It deals an extra 2d6 points of damage against Inheritor targets.
It bestows one negative level on any Inheritor attempting to wield it. This negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded.
This negative level never results in actual level loss, but it cannot be overcome in any way while the weapon is wielded.
Auracite Bane bows, crossbows, and slings bestow this ability upon their ammunition.

Construction Requirements
Craft Magic Arms and Armor, Spell/Power Summon Monster I or Astral Construct

Auracite Destroyer

Price +1 bonus; Aura strong abjuration or metacreativity; CL/ML 10th

Description
This kind of weapon is devastating to objects composed of Auracite. Against Auracite objects, an auracite destoyer weapon ignores damage reduction and hardness, and treats all successful hits as critical hits.

Construction Requirements
Craft Magic Arms and Armor, Spell/Power Dispel Magic or Dismiss Ectoplasm

Auracite Disruptive

Price +3 bonus; Aura strong abjuration or psychokinesis; CL/ML 13th

Description
An auracite disruptive weapon is devastating to anyone with an awakened Auracite shard.

Used by those who hunt Inheritors, any weapon with this ability used against an opponent with auracite points, upon a successful attack, temporarily disrupts the opponent’s ability to use anything requiring auracite points.
This includes denying the use of Auracite feats and techniques.

The inheritor may attempt a Will saving throw (DC 16+enhancement bonus of the weapon) to ignore the effect.
Once affected, the disruption lasts for one round.
The affected inheritor's items and existing auracite effects are unaffected.

Construction Requirements
Craft Magic Arms and Armor, Spell/Power Antimagic Field or Null Psionics Field

Generator

Price 16 000 gp; Aura moderate divination or clairsentience; CL/ML 8th

Description
This kind of weapon generates 5 Auracite points once per day that the wearer can use while activating an Auracite technique she knows. These auracite points must all be used on the same technique.
The inheritor cannot absorb the AP that was generated by this special ability.
An inheritor cannot pay a technique’s cost with auracite points from more than one external source.

Construction Requirements
Craft Magic Arms and Armor, Spell/Power knowledge of any 3rd-level spell or power

Inheritor Crusher

Price +2 bonus; Aura strong necromancy or psychometabolism; CL/ML 12th

Description
An Inheritor struck by an Inheritor Crusher weapon loses a number of auracite points equal to half the amount of hit point damage the weapon deals (only the base damage of the weapon contributes to the auracite point loss; additional damage from high Strength or other sources does not cause additional auracite point loss). These auracite points are burned.
An inheritor that is out of auracite points must succeed on a DC 17 Will save or take 1d2 points of Wisdom damage.

Construction Requirements
Craft Magic Arms and Armor, Spell/Power Enervation or Psychic Drain

Wondrous Items

Auracite Grip

Aura faint abjuration or psychokinesis;
CL/ML 3rd (+1), 6th (+2), 9th (+3); Slot shield;
Price 5,600 gp (+1), 22,400 gp (+2), 50,400 gp (+3);
Weight 2 lbs.

Description
An auracite grip looks like a translucent glass or crystal handle with nothing attached.
When an inheritor creates an auracite shield with the auracite grip incorporated into the shield, the enhancement bonus and the maximum enhancement bonus of the shield is increased by the enhancement bonus of the auracite grip, although any enhancement bonus above +5 is lost.

This does not otherwise alter the action needed to create the auracite shield, the inheritor must simply be wielding the auracite grip and choose to create the auracite shield with the grip incorporated.

Auracite grips have 45 hit points and a hardness of 15.

Auracite grips may only be made with a +1, +2, or +3 enhancement bonus.

Alternatively the auracite grip can be incorporated into the shield configuration of an auracite shroud.
The shroud only benefits from the auracite grip as long as the shroud retains the shield configuration.

A single grip can only be incorporated into one shield or shroud at a time.

Construction Requirements
Craft Wondrous Item, ability to create auracite shield; Cost 2,800 gp (+1), 11,200 gp (+2), 25,200 gp (+3).

Auracite Hilt

Aura faint abjuration or psychokinesis;
CL/ML 3rd (+1), 6th (+2), 9th (+3); Slot weapon;
Price 11,200 gp (+1), 44,800 gp (+2), 100,800 gp (+3);
Weight 2 lbs.

Description
An auracite hilt looks like a translucent glass or crystal sword hilt with no blade and comes in light, one-handed, and two-handed varieties. When an inheritor creates an auracite blade of the same type as the auracite hilt with the auracite hilt incorporated into the weapon, the enhancement bonus and the maximum enhancement bonus of the auracite blade is increased by the enhancement bonus of the auracite hilt, although any enhancement bonus above +5 is lost.

This does not otherwise alter the action needed to create the auracite blade, the inheritor must simply be wielding the auracite hilt and choose to create the auracite blade with the hilt incorporated.

Auracite hilts have 45 hit points and a hardness of 15.

If an inheritor forms two auracite blades, only one is altered by the auracite hilt unless she is wielding two auracite hilts.

Throwing a auracite blade while wielding an auracite hilt does not require the auracite hilt be thrown.

Auracite hilts may only be made with a +1, +2, or +3 enhancement bonus.

Alternatively the auracite hilt can be incorporated into the attack configuration of an auracite shroud. The shroud only benefits from the auracite hilt as long as the shroud retains the attack configuration.

A single hilt can only be incorporated into one blade or shroud at a time.

Construction Requirements
Craft Wondrous Item, ability to create auracite blade; Cost 5,600 gp (+1), 22,400 gp (+2), 50,400 gp (+3).

Auracite Spaulders

Aura faint abjuration or psychokinesis;
CL/ML 3rd (+1), 6th (+2), 9th (+3); Slot armor;
Price 5,600 gp (+1), 22,400 gp (+2), 50,400 gp (+3);
Weight 2 lbs.

Description
Auracite spaulders look like armor plates made from translucent glass or crystal and are worn on the upper arms and shoulders, although they take up the armor magic item slot. When an inheritor creates an auracite armor with the auracite spaulders incorporated into the armor, the enhancement bonus and the maximum enhancement bonus of the auracite armor is increased by the enhancement bonus of the auracite spaulders, although any enhancement bonus above +5 is lost.

This does not otherwise alter the action needed to create the auracite armor, the inheritor must simply be wearing the auracite spaulders and choose to create the auracite armor with the spaulders incorporated.

Auracite spaulders have 45 hit points and a hardness of 15.

Auracite spaulders may only be made with a +1, +2, or +3 enhancement bonus.

Alternatively the auracite spaulders can be incorporated into the armor configuration of an auracite shroud. The shroud only benefits from the auracite spaulders as long as the shroud retains the armor configuration.

A pair of spaulders can only be incorporated into one armor or shroud at a time.

Construction Requirements
Craft Wondrous Item, ability to create auracite armor; Cost 2,800 gp (+1), 11,200 gp (+2), 25,200 gp (+3).

Heirloom Storage

Heirloom Storage is the name Inheritors gave to a type of magic item created to store raw Auracite, which may later be used for Auracite techniques.

Physical Description: A heirloom storage consists of a small clay jar with gold engravings and a silver stopper. The gold engravings give of a faint glow.
A typical heirloom storage weighs approximately 1 pound, has AC 7, 10 hit points, a hardness of 8, and a break DC of 16.

Activation: The user must merely hold or have a storage on her person for a period of at least 10 minutes (which is long enough to attune oneself to the storage). Thereafter, the owner can use auracite points stored in the jar to activate techniques she knows.

The maximum number of points a heirloom storage can store is denoted in the table below. It can store only as many auracite points as its original maximum, set at the time of its creation. When a heirloom storage’s auracite points are used up, the glow of the engraving dims.

However, the user can recharge it by paying auracite points on a 1-for-1 basis. While doing this depletes the user’s own auracite point reserve for the day, those auracite points remain available in the heirloom storage until used.

A user cannot replenish her personal auracite points from those stored in a heirloom storage, either directly or by absorbing the auracite out of a auracite effect, nor can she draw auracite points from more than one external source to activate a technique.

Aura faint to strong abjuration or psychokinesis; CL/ML equal to maximum auracite point storage; Craft Wondrous Item; Weight 1 lb.

Table: Heirloom Storage
Minor Medium Major Maximum AP Storage Market Price
01-90 01-40 1 1,000 gp
91-100 41-74 2 4,000 gp
75-89 01-39 3 9,000 gp
90-98 40-59 4 16,000 gp
99-100 60-69 5 25,000 gp
70-79 6 36,000 gp
80-89 7 49,000 gp
90-95 8 64,000 gp
96-100 9 81,000 gp

Miscellaneous Rules

Optional Rules

Special Ability Acquisition

By default, the techniques Enhanced Armor, Enhanced Blade and Enhanced Shield, as well as the talent Enhanced Shroud, grant the character access to a number of special abilities they can apply to their items. This optional rule changes that in an effort to make magical items more interesting for characters using these techniques/talent

With this optional rule, an inheritor does not automatically gain knowledge of the special abilities she can apply using the above techniques/talent.
She must first absorb the desired special ability from a magical item with the desired special ability in a 1 hour long ritual, draining the magic from the magic item. This ritual can be done while resting but not while sleeping.

At the end of the ritual, the inheritor absorb and learn any special abilities of the item, even those she cannot herself apply yet due to level restrictions, making the item a non-magical masterwork item. She cannot affect an artefact or sentient item with this ritual.

Using this rule, the only special abilities the inheritor may apply to her items are those she has learned through this ritual.

Magic/Psionic Transparency

An Inheritor's Auracite Shard requires fuel to produce Auracite. If the Inheritor's fuel source is psionic in nature rather than arcane or divine in nature, this brings some changes to the Auracite itself: the Auracite effects register as effects of the Metacreativity discipline with a power level equal to the technique's level, rather than Conjuration (creation) spell effects, and is destroyed in anti-psionic fields rather than anti-magic fields.

If the magic/psionic transparency of the game allows Dispel Magic to dispel psionic effects and Dispel Psionics dispel magic effects, then both can dispel Auracite. If Dispel Magic cannot dispel psionic effects, then Dispel Psionics cannot be used to dispel magic fueled Auracite, and Dispel Magic cannot be used to dispel psionic fueled Auracite.

The magic items introduced in the Equipment section can be crafted by both magic and psionic characters, as long as the character meets the prerequisites.

Other than as stated above the rules are the same regardless of Auracite beign fueled by magic or psionics.

Psionic Scholar

The Scholar Inheritor learns a number of spells that she can cast using Auracite, but these are wizard spells. The following are optional versions of the Scholar's path features for psionic Scholar Inheritors.

Inheritors following the Scholar path focus on studying how psionics and Auracite interacts, their similarities and their differences.

Path Feature: Auracite Manifesting, 0-level

The Scholar's studies into the interactions between Auracite and psionics allows her to manifest a number of powers using Auracite.

At 1st level, the Scholar Inheritor chooses a number of 0-level powers from the Psion Power list equal to half her forging modifier.
She learns the chosen powers as psi-like abilities and may manifest them by burning 1 AP per power.

When manifesting powers using Auracite, the following rules apply:

  • Forging Time: Same as power
  • Range: Same as power
  • Effect Same as power
  • Duration: Same as power
  • Saving Throw Same as power
  • AP Cost special, see text

For the purposes of these powers, the Inheritor counts as a Psion of her level, and use her forging score rather than her Intelligence score if they are different.

Path Feature: Auracite Manifesting, 1st level

The Scholar's studies unveil additional powers she may manifest

At 3rd level, the Scholar Inheritor chooses a number of 1st level powers from the Psion Power list equal to half her forging modifier.
She learns the chosen powers as psi-like abilities and may manifest them by burning 3 AP per power.

Path Feature: Item Creation

The Scholar learns the secrets of creating magic items

At 5th level, the Scholar Inheritor gains a bonus item creation feat. She must meet the prerequisites of the chosen feat.
She counts her Inheritor level as her manifester level for this feature.

She gains an additional item creation feat at 9th level, 13th level and 17th level.

Path Feature: Auracite Manifesting, 2nd level

Through dedicated study, the Scholar learns more powerful powers

At 7th level, the Scholar Inheritor chooses a number of 2nd level powers from the Psion Power list equal to half her forging modifier.
She learns the chosen powers as psi-like abilities and may manifest them by burning 6 AP per power.

Path Feature: Auracite Manifesting, 3rd level

The Scholar's studies grant her access to more powerful powers

At 11th level, the Scholar Inheritor chooses a number of 3rd level powers from the Psion Power list equal to half her forging modifier.
She learns the chosen powers as psi-like abilities and may manifest them by burning 9 AP per power.

Path Feature: Auracite Manifesting, 4th level

Dedicated study and practice elevate the Scholar's manifesting to a new level

At 15th level, the Scholar Inheritor chooses a number of 4th level powers from the Psion Power list equal to half her forging modifier.
She learns the chosen powers as psi-like abilities and may manifest them by burning 12 AP per power.

Path Feature: Auracite Manifesting, 5th level

Through much study and practice, the Scholar learns to cast more powerful powers

At 19th level, the Scholar Inheritor chooses a number of 5th level powers from the Psion Power list equal to half her forging modifier.
She learns the chosen powers as psi-like abilities and may manifest them by burning 15 AP per power.

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