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 a deity of crafting possessing unparalleled skill, who’s creations are still held to be unmatched 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 a mortal 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 realise 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, and allows 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 only, or enhancement of already existing items.
Each technique using AP describes the specific action, cost, range and duration for that technique.


The action of using AP is known as investment.
Once an Inheritor invests a number of AP, that 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.

As a standard action that provokes attacks of opportunity the Inheritor may touch an Auracite effect and regain the AP invested into that effect, ending the effect immediately.

If an Auracite effect is destroyed by other means than the above, such as by sundering, duration expiring or dispelling, the Auracite used in the effect, including any AP invested in reinforcing the effect, collapses to the ground in the squares the effect occupied and remains, inert, for a number of rounds equal to the Inheritor's Forging modifier, after which the Auracite degrades and disappears.

As long as the Auracite remains, the Inheritor may, while either adjacent to or in the same square as the Auracite, spend a full-round action that provokes attacks of opportunity gathering the Auracite and regaining the AP used for the object.
If the Auracite is spread over several squares, such as if the effect was Large size or greater, each square contains a portion of the total Auracite and the Inheritor may move between the relevant squares as part of the full-round action to gather the Auracite, as long as she has enough movement speed.
This movement provokes attacks of opportunity as normal.

For instance, if a Large effect with 4 AP invested was destroyed, each of the four squares the effect occupied would have 1 AP to be collected.

If the effect instead had 5 AP invested, three of the squares would have 1 AP and one square would have
2 AP. The DM chooses which of the square contains what number of AP.
If the Auracite is not gathered before it disappears, the AP is wasted 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 invested, but the Inheritor fails to form the effect and the Auracite invested into the effect falls to the ground in the Inheritor's square. If the used AP can only be recovered through rest, the Auracite immediately degrades and disappears, otherwise it begins degrading as normal.

The Difficulty Class for a saving throw against a 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 feat.
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, leaving behind the AP invested into the item as above.

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.

  3. 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.
    Objects made from Auracite, as well as the Auracite itself, are 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.

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

  5. 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).

  1. 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.

  2. 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 sustain as many Auracite effects as her Forging modifier at the same time.
    Sustaining does not take an action from the Inheritor, and the Inheritor does not need to make concentration checks to continue sustaining an Auracite effect, even when suffering damage, but if the Inheritor becomes frightened, panicked, paralyzed, stunned, unconscious or killed any techniques she is sustaining immedeately ends and the Auracite used falls to the ground and begins degrading as normal.
    An Inheritor can dismiss a sustained Auracite effect whenever she wants, this does not require an action, the Inheritor merely stops sustaining the effect.

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

The Inheritor can choose to regain the AP invested into a reinforcement without also destroying the effect.
The action is the same as though she would regain AP invested into the effect, but the Inheritor must choose to regain only the AP invested into the reinforcement, ending the reinforcement and any bonuses from the reinforcement but not destroying the effect itself.
If the reinforcement increases the hit points of the effect, and removing the reinforcement would leave the effect at 0 or less hit points, the effect is destroyed.

If the Inheritor instead wants to regain the AP invested into both the reinforcement and the effect, she may do so but the action of regaining the AP becomes a full-round action that provokes attacks of opportunity.

How much a given effect can be reinforced depends on the Inheritor's Forging level.
At Forging level 1 the maximum AP a single effect can be reinforced with is 1.
This limit increases by 1 for every odd Forging level, up to a maximum of 10 at Forging level 19.

Auracite base class:

Characters belonging to any class can awaken and pursue the ability to create Auracite through taking feats. But true mastery requires committed study, which comes from a dedicated Auracite class.

Studied Inheritor

For some, merely inheriting Auracite is not enough. They want to study it, explore it, master it. They dedicate their lives towards understanding it and deepening their skill with it.

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 Studied Inheritor's are unrivaled in matters of Auracite, diving deeper into their inheritance than other Inheritors, not only learning new ways to use their inheritance, but also strengthening their Auracite as a result.

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

Some create and wield weapons, while others still form their constructs and leave the fighting to them.

Regardless of path or chosen techniques, all Studied 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 Studied 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

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

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

Weapon and Armor Proficiency

Studied Inheritors are proficient with all simple weapons and light armor.

Auracite Technique

The Studied Inheritor learns new ways to utilize her inheritance.


At 1st level and every odd level thereafter, the Studied Inheritor gains a new Auracite technique. She must meet the prerequisites of the chosen Auracite technique, if any.

Upon reaching 5th level and every four levels thereafter (9th, 13th, and so on), the Studied Inheritor may choose to learn a new Auracite technique in place of an Auracite technique she has already learned.
In effect, the Studied Inheritor 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.

Awaken Auracite

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


At 1st level, the Studied Inheritor gains the Awaken Auracite [Auracite feat] as a bonus feat.

Auracite Feat

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


At 2nd level and every even level thereafter, the Studied Inheritor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as [Auracite Feats], and she must meet the prerequisites of the chosen feat, if any.

Upon reaching 6th level and every four levels thereafter (10th, 14th, and so on), the Studied Inheritor may choose to learn a new bonus [Auracite feat] in place of a bonus [Auracite feat] she has already learned.
In effect, the Studied Inheritor loses the previously known 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.

Auracite Path

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


The Studied Inheritor chooses one Auracite Path to follow, granting her new abilities at 3rd level and every four levels thereafter (7th, 11th, and so on).

Skilled Crafter

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


At 5th level, the Studied Inheritor gains a +3 to all Craft checks. This increases to +6 at 13th level.
This stacks with feats such as Skill Focus.

A Growing Shard

The Studied 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 Studied 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 Studied Inheritor's prowess truly shines when crafting with Auracite.


At 17th level, the Studied 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 Studied 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 Studied 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 Studied 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 Studied 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 Studied Inheritor may regain a number of AP equal to her forging modifier without having to rest.

Auracite Paths:

Trickster Path:

Studied Inheritors following the Trickster path focus more on stealth and skill than might or magic.

Tricky Forging

The Studied Inheritor has learned how to create Auracite without the telltale cues normally associated with its use.

At 3rd level, twice per day, the Studied Inheritor may use an Auracite technique without somatic components and without an audio or visual cue.

At 11th, 15th, and 19th level she may use this ability an additional time per day, up to a maximum of five times per day at 19th level.

Additionally once per day, the Studied Inheritor may take ten on a single Craft check, even while distracted or in danger.
This increases to twice per day at 7th level, three times per day at 11th level, four times per day at 15th level and finally five times per day at 19th level.

Skilled Forging

Many Inheritors learn how to create tools from Auracite to help them in their tasks, but the Studied Inheritor takes this one step further.

At 7th level, the Studied Inheritor learns to reinforce herself in such a way that, should she need it, she can ensure excellence. This reinforcement is subject to normal rules for reinforcing Auracite effects.

As a full-round action that provokes attacks of opportunity, the Studied Inheritor reinforces her body.

As long as the reinforcement remains, she may activate the effect as an immediate action, gaining an insight bonus equal to 5 + AP invested on any single skill check. She must choose to use this bonus before making the check she wants to modify.
Once used, the invested Auracite falls to the ground and begins degrading as normal.

This reinforcement has a duration equal to 10 minutes per Forging level.

Scholar Path:

Studied Inheritors following the Scholar path focus more on how magic, and especially magical items, interacts with Auracite

Auracite Casting

The Studied Inheritor has studied the interaction between magic and Auracite enough that she learns how to cast a small selection of spells using just Auracite.

At 3rd level, the Studied Inheritor may use 1 AP to cast Detect Magic as a spell-like ability.

At 11th level, the Studied Inheritor may use 2 AP to cast Identify, as a spell-like ability.

AP used to cast spells can only be regained through rest. For the purposes of these spells, the Studied Inheritor counts as a wizard of her level.

Advanced Auracite Casting

The Studied Inheritor's skill with Auracite Casting has reached a point where she learns to cast a wider selection of spells.

At 7th level, the Studied Inheritor may choose to learn one of the following spells:

The Studied Inheritor may use 1 AP to cast the chosen spell as a spell-like ability.

At 15th level, the Studied Inheritor may choose to learn one of the following spells:

The Studied Inheritor may use 2 AP to cast the chosen spell as a spell-like ability.

At 19th level, the Studied Inheritor may choose to learn one of the following spells:

The Studied Inheritor may use 4 AP to cast the chosen spell as a spell-like ability.


Once made, the choice of these spells cannot be undone.

AP used to cast spells can only be regained through rest. For the purposes of these spells, the Studied Inheritor counts as a wizard of her level.

Warrior Path:

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

Battle Forged

The Studied Inheritor's training with her armor and her Auracite allows her to use her techniques without being impeded by her armor, while strengthening her body.

At 3rd level, the Studied Inheritor gains proficiency with medium armor and learns to use her Auracite techniques while wearing medium armor without incurring the normal chance of failure due to armor.

Additionally, the Studied Inheritor gains 2 Hit points for every [Auracite] feat she has. Every time she takes a new [Auracite] feat she gains 2 HP.

At 11th level, the Studied Inheritor gains proficiency with heavy armor and learns to use her Auracite techniques while wearing heavy armor without incurring the normal chance of failure due to armor.

Auracite Strike

Sometimes, a sword strike is not enough. The Studied Inheritor learns how to turn a mere strike with a weapon into a truly devastating attack.

At 7th level, the Studied Inheritor learns to reinforce her weapon with volatile Auracite, greatly increasing its destructive potential. This reinforcement is subject to normal rules for reinforcing Auracite effects.

As a swift action, the Studied Inheritor invests a number of AP into her weapon.

She gains a bonus to attack rolls with the weapon equal to the AP invested into the weapon through this ability.

Additionally the next time she deals damage to a target with the weapon, the imbued Auracite erupts out of the weapon, dealing 1d6 points of additional damage per AP invested into the weapon through this ability to the target and ending the effect, including the bonus to attack rolls.
This additional damage is not multiplied on a crit and is of the same type as the weapon used.

Once this damage is done, the Auracite used falls into the squares the target occupies and begins decaying as normal.

At 15th level, the damage dealt by this ability increases to 2d6 per AP invested.

At 19th level, the damage dealt by this ability increases to 3d6 per AP invested.

Auracite prestige classes:

Some Inheritors seek not only to explore their inheritance thoroughly but also want to explore entirely new paths and 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.

  • Feats: Awakened Auracite, at least one other Auracite feat

  • 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 Auracite Shroud
2nd +1 +1 +1 +1 Auracite Feat, Controlled Shroud +1 level of existing spellcasting class
3rd +2 +2 +1 +2 A Growing Shard, Efficient Shroud +1 level of existing spellcasting class
4th +3 +2 +1 +2 Auracite Feat, Overcharged Shroud +1 level of existing spellcasting class
5th +3 +3 +2 +3 Twin Shroud
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

At indicated levels, a Shrouded Inheritor gains new spells per day as if she had also gained a level in any one spellcasting 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, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased caster level.
If a character had more than one spellcasting class before becoming a Shrouded Inheritor, she must decide to which class she adds the new level for purposes of determining spells per day.

Auracite 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 Auracite Shroud technique.

Auracite Feat

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


At indicated levels, the Shrouded Inheritor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as [Auracite Feats], and she must meet the prerequisites of the chosen feat.

Controlled Shroud

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

At 2nd 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 3rd 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 Shrouded Inheritor possesses A Growing Shard from a different source, such as the Studied Inheritor class, the increase in DC for dispelling stacks.

Efficient Shroud

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

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

Overcharged Shroud

The Shrouded Inheritor realizes that power in exchange for longevity can be an acceptable exchange in certain situations.

At 4th level, the Shrouded Inheritor gains the Overcharged Shroud technique.

Twin Shroud

The Shrouded Inheritor has come to the realization that she isn't the only one who should benefit from her shroud.

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

Auracite Feats:

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

Awaken Auracite [Auracite]

You awaken your auracite shard, taking the first step down the path of the Inheritor.

Benefit(s): When you take this feat, you gain Forging level 1.
Whenever your character level increases, your Forging level increases by the same amount.

When you take this feat, you gain 2 AP.
Whenever your Forging level increases, you gain an additional 2 AP per Forging level increase.

When you first take this feat, choose either Intelligence, Wisdom, or Charisma. The chosen ability score becomes your Forging ability score, and your Forging modifier. Whenever an Auracite source refers to your forging modifier, use the ability score modifier from your chosen ability score. Once made, this choice cannot be unmade.

Additionally when you take this feat you gain the following Auracite technique: Shape Auracite.

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: Awaken Auracite, 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 invest AP equal to the level of the spell into the item to be crafted. This AP cannot be regained except through rest.


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.

Additionally, 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.

Auracite Armory [Auracite]

Dedicated practice allows the Inheritor to combine the techniques needed to enhance her armanents.

Prerequisites: At least two from the following techniques: Auracite Armor, Auracite Blade, Auracite Shield.
Benefit: When you take this feat, you learn the Auracite Armory technique.

Craft (Auracite) [Auracite]

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

Prerequisite: Awaken Auracite
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.

Additionally, 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.

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.

Additionally, 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.

Enhanced Shroud [Auracite]

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 2
Benefit: When you take this feat you gain one of the following techniques: Improved Armor Enhancements, Improved Blade Enhancements or Improved Shield Enhancements.
If you already possess all of these, you may instead choose a different technique you qualify for.

You learn to apply magic properties you know 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.

Other than the above, the same restrictions apply for applying magic properties to the Shroud as for Armor, Blade and Shield items.

Exotic Shaping [Auracite]

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

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

Additionally, 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.

Expert Shaping [Auracite]

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

Prerequisites: Awaken Auracite, Improved Shaping, Forging level 9
Benefit(s): When you take this feat 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.

Additionally, 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.

Extra Auracite [Auracite]

Your shard grows, giving you more to work with.

Prerequisites: Awaken Auracite
Benefit(s): When you take this feat you gain 2 AP.

Additionally, 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.

Favoured Shroud [Auracite]

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

Prerequisites: Awaken Auracite, Auracite Shroud, Forging level 6.
Benefit: When you take this feat choose a configuration you may apply to your Auracite Shroud.
Reduce the AP cost of reinforcing the chosen configuration by 2. This cannot reduce the cost below 0.
This feat may be chosen multiple times, each time choosing a different configuration.

Additionally, 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.

Improved Shaping [Auracite]

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

Prerequisites: Awaken Auracite, Forging level 4 Benefit(s): When you take this feat 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.

Additionally, 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.

Inheritor's Focus [Auracite]

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

Prerequisites: Awaken Auracite, Forging level 5
Benefit(s): When you take this feat 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.

Additionally, 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.

Precise Shattering [Auracite]

You learn to be more precise when destroying something.

Prerequisite: Awaken Auracite, Shattering Strike
Benefit: When you attempt a Sunder combat maneuver you may first, as a swift action, roll a Craft check relevant to the item you are sundering, for example Craft weaponsmithing for a sword.
The DC is equal to the Craft DC of the item + any enchantment bonuses the item may have.
A +1 longsword for instance, would have a DC of 16(15+1).

If you are successful on your Craft check you know how to sunder the item in such a way that you can repair it, even without magic.

If you destroy an item you have identified as above you may choose to allow the item to be repaired as if it was Broken rather than destroyed, but you must make the choice before the item is destroyed. The item is still destroyed, you just know how to break it so as to be able to repair it.

If you loose sight of the item you must identify it again, and you may only have one item identified at a time.

Additionally, 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.

Quickened Configuration [Auracite]

You learn to change your shroud's configuration quicker than normal.

Prerequesite: Awaken Auracite, Auracite Shroud
Benefit: When you take this feat you gain the ability to change your shroud's configuration faster than normal. You may change your shroud's configuration as a
full-round action or a standard action.
If you change your shroud's configuration as anything other than a full-round action, you do not gain the deflection bonus to AC, cannot move as part of the action and are not prevented from making attacks of opportunity.

Additionally, 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 may be chosen multiple times, if taken a second time you may change your shroud's configurations as a move action, if taken a third time you may change your shroud's configurations as a swift action, if taken a forth time you may change your shroud's configuration as a immediate action.

Quickened Reinforcement [Auracite]

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

Prerequisite: Awaken Auracite, Forging level 4
Benetif: When you take this feat the action needed to regain AP from a reinforced Auracite effect becomes a move action and the action to regain invested AP from both an Auracite effect and its reinforcement becomes a standard action that does not provoke attacks of opportunity.

Additionally, 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 may be chosen one additional time at Forging level 8. If taken a second time, the benefit from this feat becomes a swift action rather than a move action and a move action rather than a standard 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 feat. 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

Augmented Body

Base Technique


  • Prerequisite: Forging level 7
  • 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.
This reinforcement is subject to normal rules for reinforcing Auracite effects.
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 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 20+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: By doubling the AP cost of this technique, you can use this technique on a touched creature, rather than yourself. The target makes the associated save rather than you.
The additional AP needed to reinforce this effect is not affected by the normal limit on reinforcing effects, if your limit on reinforcing an effect is 6 AP, you can still use more than 6 AP to use this reinforcement effect on someone else.

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 investing 1 AP you can upgrade light form armor to be treated as masterwork Chain shirt.
By investing 2 AP you can upgrade medium form armor to be treated as masterwork breastplate.
By investing 3 AP you can upgrade heavy form armor to be treated as masterwork full plate.

Auracite Blade

Base Technique, Sustained


  • 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 a move action.

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.

Alternatively, rather than create a new weapon, you may instead grant a held weapon an Auracite coating, adding a 1d6 bonus to damage dealt with that weapon and allowing that weapon to be reinforced as below. This coating protects the weapon, taking damage before the weapon, and lasts for 1 round per Forging level.

Reinforcement: As a move action, you may invest 1 AP into an Auracite weapon or Auracite coating to grant the 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

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 shaping the attack.


Reinforcement:
For every 1 additional AP used this attack’s damage increases by 1d6 to a maximum of 6d6.
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


  • 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, leaving behind the Auracite used to form it.


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 normal 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:
For every 1 additional AP used 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

Technique Expansion


  • Prerequisite: Auracite Bolt, Forging level 7
  • Effect: Exploding Auracite projectile
  • Saving Throw: Reflex half
  • AP Cost: 1 AP

When you gain this technique you learn to turn your Auracite Bolt into an area attack by turning the Auracite used dangerously unstable, causing it to detonate upon contact with a solid surface.


You may invest 1 additional AP when using Auracite Bolt to make it into an Auracite Grenade.


If the attack is a success the target takes the full damage with no saving throw and all other creatures and objects within a 20-foot burst take half damage and can attempt a Reflex save to reduce that damage by half again.


If the attack is not successful the grenade has no effect.

Auracite Platform

Base Technique


  • Prerequisite: Forging level 5
  • Forging Time: 1 Standard Action
  • Range: 10 feet
  • 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 free 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 allow 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.

Reinforcement: Alternative to the normal platform, you may, as an immediate action, invest 5 AP to form a platform that allow you to emulate the Feather Fall spell, with a duration of 1 round/lvl.

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 gain a +2 shield bonus to AC as long as you have a hand free.

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 invested into the reinforcement.
You cannot reduce the Armor Check penalty or Arcane Spell Failure chance beneath 0.

Auracite 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: 1 AP per configuration

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 invest at least 1 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 to activate, applying it to your shroud. For every additional AP invested into the shroud, you activate another configuration to apply to your shroud.

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 investment.

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 configuration of the shroud determines what the shroud may be used for.
There are four types of configuration: offensive, defensive, movement 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 provide 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 melee attacks using your shroud.


• A shroud with the Attack configuration allows you to make an attack action using your shroud.


Your attack bonus using the shroud is your Base Attack Bonus plus your Forging modifier and the attack deals 1d8 plus your Forging modifier (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 may make full attacks using an Attack shroud.

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 +1 enhancement 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, you are not limited to one hand, the weight limit is up to 5 lbs per 2 Forging levels, and magical objects may be targeted.

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.

Auracite Tasker

Technique Expansion


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 tasker 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

When you gain this technique you learn to surround your foes in restrictive Auracite rather than deal damage with your Auracite Bolt.


When using Auracite Bolt you may choose not to deal damage but rather ensnare a Medium or smaller target in sticky Auracite.
This changes the attack action to a ranged touch attack and the target may attempt a Reflex save.
On a successful save, the target is entangled for 1 round.

On a unsuccessful save, the target is entangled and glued to the floor, unable to move for 1 round per AP used to fuel the attack. 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, which counts as a object made from Auracite for its hardness and hit points.

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

Construct Model

Technique Expansion


  • Prerequisite: Auracite Construct, Forging level 9
  • Forging Time: 10 min
  • Effect: Auracite construct model
  • Duration: 1 hour/Int 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 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 2
  • Forging Time: 1 Standard Action
  • AP Cost: Special, see text

When you gain this technique, you gain increased control over your shroud, adding the following reinforcement options for your Auracite Shroud:


For every 2 AP invested into the reinforcement, the Armor, Shield and Attack configurations gain a +1 enhancement bonus, the stealth bonus from the Camouflage configuration increase by 1 and the weight limit of the Hands configuration increase by 1 lbs per 2 Forging levels (Example: 2 AP reinforced into Hands gives a weight limit of 6 lbs/2 lvls, 4 AP gives 7 lbs/2 lvls).


Each configuration must be reinforced separately.

Enhancement bonuses increase the hardness and hit points of the Shroud as normal, but multiple sources of enhancement bonuses (such as from the Armor and Attack configurations) do not stack with each other for the purpose of hardness and hit points.

There is a limit to how much power you can grant an individual configuration. At Forging level 3, the maximum enhancement bonus you can grant a configuration is +1, this increases by +1 every odd level after 3rd, to a maximum of +9 at Forging level 19.

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 physical capabilities.


• A shroud with the body reinforcement configuration provides you with one of the following options, chosen when the shroud gains the configuration:

  • You gain a +2 enhancement bonus to either Strength, Dexterity or Constitution, chosen when the shroud gains the configuration.

  • As a standard action you may invest 1 AP to increase your carrying capacity, as if you cast Ant Haul on yourself, except the duration is 2 min/level or until the shroud gains another configuration, whichever is sooner.

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 allow you to, as a standard action, make a single attack roll against each creature or object in a 10 ft. + 5 ft./2 levels line, starting with the closest target.


Your attack bonus using the shroud is your Base Attack Bonus plus your Forging modifier and the attack deals 1d8 plus your Forging modifier (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.

Movement:

Movement configuration that allows the shroud to augment your movement capabilities.


• A shroud with the movement configuration provides you with one of the following options, chosen when the shroud gains the configuration:

  • You gain a +2 competence bonus on Acrobatics checks.
  • You gain a +2 competence bonus on Climb checks.
  • You gain a Swim speed equal to half your speed, and all the benefits of having a swim speed. You do not gain the ability to breath water from this configuration.
  • You gain an enhancement bonus of +10 feet to your base speed.

Wings:

Movement configuration that allows the shroud to slow your fall.


• A shroud with the wings configuration allows you to, as a swift action, make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, you may make an additional 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 3

When you gain this technique you learn to be more efficient with your shroud, adding the following reinforcement options for your Auracite Shroud:

For every 2 AP invested into the reinforcement,
the Impale configuration gains a +1 enhancement bonus, the enhancement bonus provided by the Body Reinforcement configuration increase by 1,
the damage reduction provided by the Dampening configuration increase by 1 and becomes /magic and you add the following reinforcement option to the Wings configuration:
Invest 1 AP to gain a fly speed of 15 feet, with clumsy maneuverability. For every additional AP invested into the reinforcement, the fly speed increase by 5 feet and maneuverability increases by one step.

Additionally, you add the following to the list of configurations you may add to your shroud, some of which are improved versions of previous configurations but count as separate configurations:

Blocking:

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

• A shroud with the blocking configuration allow you to ready an action to use your shroud when a physical attack targeted against you or an adjacent ally would hit.

You may use your blocking shroud after the DM announces the attack to be a hit, but before any results of that attack is announced.
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 shroud is destroyed by the damage, the remaining damage is transferred to the original target 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 allow you to make a ranged touch attack to strike a target.

The shroud has a range of 10 ft. + 5 ft./2 levels.

If the attack is successful the target can attempt a Reflex save.
On a successful save the target is entangled for 1 round and suffers no other effects.

If the target fails their saving throw the target is instead grappled by the shroud and takes 1d6 points of bludgeoning damage. Each round you may choose to attempt a grapple combat maneuver check to maintain the grapple.
As normal when grappling the shroud gains a +5 bonus on grapple combat maneuver checks against opponents it is already grappling.

The shroud’s CMB is equal to 6 + your Forging level and its CMD is equal to 16 + your Forging level.

You remain tethered to the target through the shroud, and may shrink or extend the shroud up to the shroud’s maximum range.

The tether between you and the target can be damaged or sundered anywhere along its length. Breaking the tether releases the grappled target and destroys the shroud.
You are not considered to have the grappled condition while grappling a target using your shroud.

You can perform the move or damage action on a successfully grappled target, moving it up to half your speed or dealing an additional 1d6 points of bludgeoning damage to it on a successful grapple combat maneuver check, but you may not pin your target.

Improved Movement:

Movement configuration that allows the shroud to further augment your movement capabilities.

• A shroud with the improved movement configuration provide you with one of the following options, chosen when the shroud gains the configuration:

  • You gain a climb speed equal to half your normal speed and all the benefits of having a natural climb speed.
  • You gain 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.
    This configuration does not give you the ability to breathe underground.
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, except the duration is the same as the duration of the spell or until the shroud gains another configuration, whichever is sooner.

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, except the duration is the same as the duration of the spell or until the shroud gains another configuration, whichever is sooner.

Expanded Improvement

Technique Expansion


  • Prerequisite: Improving Touch

When you gain this technique you learn to improve more kinds 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.

Eye see you

Base Technique, 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: Augmented Body

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 1-4. Grant yourself a bonus to Fortitude saves equal to half AP invested.
  • Reflex: AP cost 1-4. Grant yourself a bonus to Reflex saves equal to half AP invested.

Improved Construction

Technique Improvement


  • Prerequisite: Auracite Construct

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.

Improved Armor Enhancements

Technique Improvement


  • Prerequisite: Skilled Armor Forging, Forging level 5

When you gain this technique your skill with enhancing your armor has increased enough that you can grant your armor magic properties, adding the following reinforcement options for your Skilled Armor Forging technique:

In addition to granting your armor an enhancement bonus, you may now (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.

However, you do not automatically gain knowledge of the armor special abilities you can apply to your armor. You must first absorb the desired armor special ability from a magic armor in a 1 hour long ritual, draining the magic from the magic item. This can be done while resting.

At the end of the ritual, you absorb and learn the armor special abilities of the item, making the item a non-magical masterwork armor, and you learn to apply said abilities to your Auracite Armor. You cannot affect an artefact or sentient item with this ritual.

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
Energy Resistance +3 9
Ghost Touch +3 9
Fortification, Moderate +3 9
Energy Resistance, Moderate +4 11
Fortification, Heavy +5 13
Energy Resistance, Greater +5 13

Improved Blade Enhancements

Technique Improvement


  • Prerequisite: Skilled Blade Forging, Forging level 5

When you gain this technique your skill with enhancing your weapons has increased enough that you can grant your weapon magic properties, adding the following reinforcement options for your Skilled Blade Forging technique:

In addition to granting your weapon an enhancement bonus, you may now (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.

However, you do not automatically gain knowledge of the weapon special abilities you can apply to your blades. You must first absorb the desired weapon special ability from a magic weapon in a 1 hour long ritual, draining the magic from the magic item. This can be done while resting.

At the end of the ritual, you absorb and learn the weapon special abilities of the item, making the item a non-magical masterwork weapon, and you learn to apply said abilities to your Auracite Blade. You cannot affect an artefact or sentient item with this ritual.

The following table 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 (works 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
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
Name Enhancement Bonus Value Required level
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 11
Greater Energy (ranged only) +4 11
Coup de Grace +5 15

Improved Shield

Technique Improvement, Technique Reinforcement


  • Prerequisite: Auracite Shield.

When you gain this technique you learn to improve the effectiveness of your shield.

Increase the shield bonus granted by your Auracite Shield by 1 and add the following reinforcement option to your Auracite Shield:

You may invest 2 AP into reinforcing your shield to keep your shields’ shield bonus to your AC when performing a shield bash. This reinforcement counts as the Improved Shield Bash feat.

Improved Shield Enhancements

Technique Improvement


  • Prerequisite: Skilled Shield Forging, Forging level 5

When you gain this technique your skill with enhancing your shield has increased enough that you can grant your shield magic properties, adding the following reinforcement options for your Skilled Shield Forging technique:

In addition to granting your shield an enhancement bonus, you may now (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.

However, you do not automatically gain knowledge of the shield special abilities you can apply to your shield. You must first absorb the desired shield special ability from a magic shield in a 1 hour long ritual, draining the magic from the magic item. This can be done while resting.

At the end of the ritual, you absorb and learn the shield special abilities of the item, making the item a non-magical masterwork shield, and you learn to apply said abilities to your Auracite Shield. You cannot affect an artefact or sentient item with this ritual.

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
Energy Resistance +3 9
Ghost Touch +3 9
Fortification, Moderate +3 9
Energy Resistance, Improved +4 11
Fortification, Heavy +5 15
Energy Resistance, Greater +5 15

Improving Touch

Base Technique


  • Prerequisite: Forging level 7
  • Forging Time: 1 Standard Action
  • Range: Touch
  • Target: Touched object
  • Effect: Improvement to object
  • Duration: 1 round/lvl
  • AP Cost: Special

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 can reinforce an improvement to double the numerical benefit of the improvement. Reinforcing an improvement costs the same as applying the improvement to the item.

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 simply by using more Auracite.

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

At Forging level 10 you may increase the AP cost of Shape Auracite to 10 to increase the size to Gargantuan and increase the hit points of the object by 15.

At Forging level 15 you may increase the AP cost of Shape Auracite to 15 to increase the size to Colossal and increase the hit points of the object by 20.

It's a Trap!

Base Technique


  • Prerequisite: Forging level 3
  • Forging Time: 1 Standard Action
  • Range: Touch
  • Target: One touched object
  • Effect: Trap placed on object
  • Duration: 1 hour/lvl or until discharged (D)
  • AP Cost: 1 AP

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

You place a trap on a touched surface. The trap takes one round to arm and has a proximity trigger that triggers when any creature, including you, is within 5 feet of the trap after it is armed.
Once triggered the trap dissipates.

The Perception and Disable Device DC for this trap is 20.

Upon being triggered the trap launches spikes at the triggering creature, using your Base Attack Bonus and Forging modifier to determine the trap's attack bonus and deals 1d8 piercing and slashing damage.


Reinforcement: You can reinforce the trap to make it more difficult to find, disable and to increase its damage. For every AP used to reinforce the trap increase the damage dealt by 1d8 and increase the Perception and Disable Device DC by one.

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.

Negating Blade

Technique Expansion


  • Prerequisite: Auracite Blade, Forging level 9
  • Forging Time: 1 Immediate Action
  • Effect: Dispelled spell
  • AP Cost: Special

When you gain this technique you learn to protect yourself from harmful magic using your weapons.


When targeted by a spell, spell-like ability, power or psi-like ability being cast that would affect you, you may, as an immediate action, roll a Spellcraft check to identify the spell.


If you succeed in identifying the spell, you may, as part of the same immediate action, invest AP equal to twice the level of the effect into an attempt to negate the effect.
This counts as a Dispel Magic attempt.
If the dispel attempt succeeds, you negate the effect for yourself.


Effects that are not subject to spell resistance or power resistance cannot be negated by this technique.
Effects that target an area or multiple targets are only negated for you, other targets are still affected as normal.

Opportunity Shatter

Technique Expansion


  • Prerequisite: Shattering Strike, Combat Reflexes
  • Forging Time: 1 Full-Round Action
  • Effect: Shattering Strike on Opportunity Attack

When you gain this technique you learn how to make an opening in someone’s guard even more dangerous.


As a full-round action, you may prepare yourself to use a Shattering Strike on anyone who opens themselves to an attack, investing the AP for the Strike during this preparation.
Until the start of your next round you may use the prepared Shattering Strike against anyone who provokes an attack of opportunity from you.

Overcharged Blade

Technique Expansion


  • Prerequisite: Auracite Blade, Improved Blade Enhancements, Forging level 11
  • Forging Time: 1 Swift Action
  • Range: Touch
  • Target: Touched Auracite weapon
  • Effect: Overcharged Auracite weapon
  • Duration: 1 round

When you gain this technique you learn to overload your weapons with the energy contained in your Auracite.

By overcharging an Auracite Blade, you double its enhancement bonus. This can increase the enhancement bonus above +5.

However, at the end of the round the overcharged weapon is destroyed and all AP invested into the weapon is destroyed and can only be regained through rest.
You cannot regain AP from an overcharged Auracite weapon.

Overcharged Construction

Technique Expansion


  • Prerequisite: Auracite Construct, Forging level 11
  • Forging Time: 1 Standard Action
  • Range: Touch
  • Target: Touched construct
  • Effect: Overcharged construct
  • Duration: 1 round
  • AP Cost: Up to half Forging level

When you gain this technique you learn to make your constructs in such a way that they last significantly longer, increasing their duration to 1 min/level.

In addition, you learn to dramatically increase the power of your constructs at the expense of drastically reducing their lifetime.

You may infuse a touched Auracite Construct with more Auracite, overcharging it.

An overcharged construct gains a bonus to all rolls equal to the number of AP invested into overcharging it.

However, at the end of the round the overcharged construct is destroyed and all AP invested into the construct is destroyed and can only be regained through rest.
You cannot regain AP from a overcharged Auracite Construct.

Overcharged Shroud

Technique Expansion, Technique Reinforcement


  • Prerequisite: Shrouded Inheritor level 4
  • Forging Time: 1 Swift Action
  • Range: Touch
  • Target: Touched shroud
  • Effect: Overcharged shroud
  • Duration: 1 round

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

Add the following reinforcement options for your shroud:
For every 2 AP invested into the reinforcement, the damage reduction provided by the Defending configuration increase by 1 and becomes /Inheritor’s alignment, the Grab configuration gains a +1 to its grapple checks and damage dealt and the DC to save against the Kinetic Feedback configuration increase by 1.

In addition you learn to overcharge your shroud’s current configuration.


An overcharged configuration gains a new effect depending on the configuration, but at the end of the round the shroud is destroyed and all AP invested into the shroud is destroyed and can only be regained through rest.
You cannot regain AP from an overcharged Auracite Shroud.


The following are the effects the configurations gain when overcharged:

  • 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.

  • Camouflage: Gain Invisibility as per the Invisibility spell.

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

  • Body Reinforcement: Enhancement bonus may be applied to Strength, Dexterity and Constitution with the same use of the configuration.

  • Defending: The damage reduction provided becomes /-.

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

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

  • Wings: You may carry a number of Medium sized creatures up to your Forging modifier while gliding.

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

  • Grab: You may target and grapple as many targets as you have attacks per round.

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

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

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

Parasitic Auracite

Base Technique


  • Prerequisite: Forging level 5
  • Forging Time: 1 Standard Action
  • Range: Close (25 ft.+5 ft./2 levels)
  • Target: One Auracite effect
  • Effect: Parasitic Auracite
  • Duration: 3 rounds (D)
  • AP Cost: 3 AP

When gaining this technique, you learn to create parasitic Auracite, Auracite that devours other Auracite to grow larger.

This technique functions like the Targeted Dispel option of the Dispel Magic spell, except it can only target Auracite effects.

If you are successful with your dispel check, the target auracite effect is destroyed and any auracite invested in it falls to the ground and your parasitic auracite begins devouring it. Your parasitic Auracite devours one third of the total auracite invested in the destroyed effect the first round, one third the second round and the final third the third round.

Once your parasitic auracite has finished devouring the Auracite, it returns to you and you regain AP equal to half the devoured Auracite. This cannot raise your AP over your daily maximum.

Pinnacle of Blades

Technique Expansion


  • Prerequisite: Auracite Blade, Forging level 15
  • Forging Time: 1 Swift Action
  • Range: Touch
  • Target: Touched Auracite weapon
  • Effect: Armor penetrating Auracite weapon
  • Duration: 1 round
  • AP Cost: 4 AP

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 level 5
  • Forging Time: 1 Standard Action
  • Range: Touch
  • Target: Touched Auracite object
  • Effect: Reshaped effect
  • Duration: Duration of object continues but is not extended
  • AP Cost: 1 AP

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

You may reshape an object created from 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, restoring up to half the object's hit points with one use of this technique.

Using this technique allows you to restore damage done to an Auracite object or reshape the 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 invested into reinforcing 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

Shattering Strike

Technique Reinforcement


  • Prerequisite: Auracite Blade, Forging level 7
  • Forging Time: 1 Swift Action
  • Effect: Sunder bonus
  • Duration: 1 attack

When you gain this technique you learn to reinforce your weapon, allowing you to strike both your opponent and their items. Add the following to the reinforcement options of the Auracite Blade:

When making a Sunder combat maneuver attempt, you may use this technique to reinforce your weapon, gaining a bonus to your CMB equal to the AP used to reinforce your weapon.

If the Sunder attempt is successful you deal damage to the item as normal and you deal non-lethal damage equal to the damage done to the item to the wielder of the item.

After the Sunder attempt, the Auracite used to reinforce the weapon with this technique falls to the ground and begins to degrade as normal, ending the bonus to CMB.

Skilled Armor Forging

Technique Reinforcement


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

When you gain this technique your skill with forming armor allow you to form armor with greater ease and with more power. You may now form your light Auracite Armor as a swift action, medium armor as a move action and heavy armor as a standard action.
This counts as the Quick Draw feat for prerequisites and requirements.

Additionally add the following to the Reinforcement options for your Auracite Armor:

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

For every 2 AP invested into reinforcing the armor, you grant the armor a +1 enhancement bonus.
This enhancement bonus cannot be used to grant the armor special abilities, such as Fortification, and does not stack with similar abilities.

There is a limit to how much power you can grant your armor. At Forging level 3, the maximum enhancement bonus you can grant your armor is +1, this increases by +1 every odd level after 3rd, to a maximum of +9 at Forging level 19.

Skilled Armory

Technique Reinforcement


  • Prerequisite: Auracite Armory feat, Forging level 3
  • Effect: Enhanced Auracite armament

When you gain this technique your skill with forming armaments allow you to increase their power.
Add the following to the Reinforcement options for your Auracite Armor, Auracite Blade and Auracite Shield:

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

For every 2 AP invested into reinforcing the armament, you grant the armament a +1 enhancement bonus.
This enhancement bonus cannot be used to grant the armament special abilities, such as Fortification or Keen, and does not stack with similar abilities.

There is a limit to how much power you can grant an individual armament. At Forging level 3, the maximum enhancement bonus you can grant an armament is +1, this increases by +1 every odd level after 3rd, to a maximum of +9 at Forging level 19.

Armament refers to armor you create with Auracite Armor, weapons you create with Auracite Blade and shields you create with Auracite Shield.
This technique can be used for all of the above, but each require their own action and AP expenditure.

This technique counts as Skilled Armor Forging, Skilled Blade Forging and Skilled Shield Forging for prerequesites.

Skilled Blade Forging

Technique Reinforcement


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

When you gain this technique your skill with forming weaponry allow you to form weapons with greater ease and with more power. You may now form your Auracite Blade as a swift action.
This counts as the Quick Draw feat for prerequisites and requirements.

Additionally add the following to the Reinforcement options for your Auracite Blade :

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

For every 2 AP invested into reinforcing the weapon, you grant the weapon a +1 enhancement bonus.
This enhancement bonus cannot be used to grant the weapon special abilities, such as Keen, and does not stack with similar abilities.

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

Skilled Shield Forging

Technique Reinforcement


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

When you gain this technique your skill with forming shields allow you to form shields with greater ease and with more power. You may now form your Auracite shield as a swift action.
This counts as the Quick Draw feat for prerequisites and requirements.

Additionally add the following to the Reinforcement options for your Auracite Shield:

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

For every 2 AP invested into reinforcing the shield, you grant the shield a +1 enhancement bonus.
This enhancement bonus cannot be used to grant the shield special abilities, such as Arrow Catching, and does not stack with similar abilities.

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

There is a limit to how much power you can grant your shield. At Forging level 3, the maximum enhancement bonus you can grant your shield is +1, this increases by +1 every odd level after 3rd, to a maximum of +9 at Forging level 19.

Spell Sunder

Technique Expansion


  • Prerequisite: Shattering Strike, Forging level 15
  • AP Cost: Special

When you gain this technique you learn to strike not just physical objects, but also magic.

You must first identify an ongoing spell effect using Spellcraft.
If successful you may attempt to use Shattering Strike to sunder the effect.
This increases the AP cost of Shattering Strike to twice the targeted effect's level and you do not receive a bonus to your CMB from the AP used.

For any effect other than one on a creature you must make your combat maneuver check against a CMD of 15 plus the effect’s caster level.

To sunder an effect on a creature you must succeed at a normal sunder combat maneuver against the creature’s CMD +5, ignoring any miss chance caused by a spell or spell-like ability.

If your combat maneuver check is successful you suppress the effect for 1 round, or 2 rounds if you exceed the CMD by 5 to 9.
If you exceeds the CMD by 10 or more the effect is dispelled.

Spot Weakpoints

Technique Expansion


  • Prerequisite: Precise Shattering, Forging level 11

When you gain this technique you learn to sense where to strike an object for maximum effect.

When making a Shattering Strike against an object you have identified as per Precise Shattering you may ignore half the object’s total hardness, rounded down.
Total hardness includes any magical enhancements possessed by the item.

You may use this technique one time per day at Forging level 12, twice at level 15 and three times at level 18.

If you are using an adamantine weapon when using Shattering Strike on an identified item, you instead increase the bonus gained from Shattering Strike to 3 per AP invested into the reinforcement.

Additionally, when making a Shattering Strike against an object you have identified as per Precise Shattering you may choose to deal lethal damage to the wielder rather than non-lethal.

Twin Construct

Technique Expansion


  • Prerequisite: Auracite Construct, Forging level 15
  • Effect: Duplicate construct
  • Duration: Same as original construct
  • AP Cost: 2 AP

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 invest 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 5
  • Range: Touch
  • Target: Willing touched creature
  • Effect: Duplicate shroud
  • Duration: 1 round/lvl

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.
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 a 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 can only be recovered through rest.
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

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 magical 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 Studied Inheritor prestige class advances the character's previous spellcasting class.
But one need not be a spellcaster to become an Studied Inheritor, psionic manifesters can also qualify.

If the character is a manifester rather than a spellcaster, the advancement gained from Studied Inheritor counts for power points per day, access to new powers and manifester level.

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.

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