Classes/Chosen

Class Details:
Hit Die: d10

Type: Magic

Skill Ranks Per Level: 2 + Int modifier.

Class Features
The following are class features of the chosen.

Weapon and Armor Proficiency
Chosen are proficient with all simple weapons, simple armor, and light and heavy shields.

If this is the character’s first level in a class, he gains proficiency with the favored weapon of his divine patron and with all martial armor; if his divine patron’s favored weapon is a simple weapon, he gains a +1 class bonus on damage rolls with that weapon.

Casting (Su)
A chosen may combine spells and talents to create magical effects, and chooses either Intelligence, Wisdom, or Charisma as his Casting Ability Modifier.

If this is the character’s first level in a casting class he gains a single discipline feat he qualifies for, may choose his casting type (See Casting Types on the Magic page), and may increase the casting time of a spell by 2 steps to ignore the spell failure caused by casting in light armor; if the chosen possesses the armored caster feat he may instead use this ability to ignore the spell failure caused by casting in heavy armor.

Caster’s Concentration
As a spellcaster, a chosen gains ranks in the Concentration skill equal to his class level.

Spell Pool (Su)
A chosen gains access to a magical source of energy known as a spell pool. This pool contains a number of spell points equal to his levels in casting classes + his casting ability modifier (minimum 1). This pool replenishes once per day after a long rest.

Implements (Su)
A chosen may choose a holy symbol or sacred relic as his implement. Additionally, the chosen may use his patron’s favored weapon as an implement.

Magic Talents (Su)
A chosen gains 1 magic talent every even level, each magic talent may be used to learn a new talent or new spell the chosen qualifies for. In addition he gains a bonus spell (but not talent) every 2 BCB he gains from this class.

Origin (Su)
A chosen is granted mysterious powers by a divine patron, though why he was chosen to receive these powers is a question that is sometimes never answered. The patron’s reasons for bestowing these powers are their own, perhaps because they see a great destiny ahead, or perhaps merely because it was amusing to do so. The divine patron grants these powers unconditionally; the chosen does not need to perform rituals or follow a code.

At 1st level, the chosen selects an archetypal origin that alludes to how his powers were bestowed, gaining its Origin Benefit. Save attacks called for by origin abilities are made using 1d20 + ½ SPB + the chosen’s CAM. The Chosen may add his implement’s enhancement bonus to this save attack roll.

For a list of origins, see List - Archetypal Origins

Legend (Su)
Guided by the mysterious hand of his patron, at 1st level the chosen begins to forge his legend, advancing down a legendary path and gaining its associated Path Benefit. Save attacks called for by path abilities are made using 1d20 + ½ SPB + the chosen’s CAM.

For a list of legendary paths, see List - Legendary Paths.

Hero’s Journey (Su)
At 2nd level, and again at 6th, 10th, and 14th level, the chosen advances down the path of legend by one step, as described under his legendary path.

Mythos (Su)
Starting at 3rd level, and every 2 levels thereafter, the chosen gains a mythos from among those that he meets the prerequisites. Some mythos options are available based upon the chosen’s origin or legendary path. Save attacks called for by mythos are made using 1d20 + ½ SPB + the chosen’s CAM. The Chosen may add his implement’s enhancement bonus to this save attack roll.

For a list of available mythos, see Table - Mythos.

Dramatic Twist (Su)
At 4th level, and again at 8th, 12th, and 16th level, the chosen’s story takes a Dramatic Twist and the powers bestowed by his patron grow stronger, as described by his archetypal origin.

Written in the Stars (Su)
At 18th level, the chosen has walked the path of legend and carved a place for his name alongside the heroes and myths of which are retold in tale and song for generations to come. The chosen gains the Constellation power of his legendary path.

Transcendence (Su)
At 20th level, the chosen has mastered the incredible gift bestowed by his patron to transcend the limits of his own mortal body. The chosen gains the Transcendence power of his archetypal origin.

The Dilettante
The chosen caught the eye of a powerful being by displaying a feat of exceptional skill or cunning.

Eclectic (Origin Benefit):

The dilettante selects two skills, he gains ranks in those skills equal to his class level. Additionally, the dilettante gains a bonus (Skill) feat.

Broad Aptitude (First Twist):

The dilettante selects one skill, and an additional skill at every 4 levels after 4th, and adds a secondary ability score modifier (if positive) to his checks with that skill. The bonus is based upon the primary ability score modifier of the skill (if the dilettante replaces the ability score modifier for the skill with another, such as from a perk, use the replacement modifier to determine this).

Strength skills add Constitution, Dexterity skills add Strength, Constitution skills add Dexterity, Intelligence skills add Wisdom, Wisdom skills add Charisma, and Charisma skills add Intelligence.

Confident Execution (Second Twist):

The dilettante may take a 12 (similar to taking a 10) on any skill check that is not an opposed roll, regardless of stress or potential danger. Every 2 levels after 8th, he may increase this result by 1 point (taking a 13 at level 10, a 14 at level 12, and so on).

When not taking a 12 (or any of its increases), the dilettante may add ½ his class level as a bonus on skills in which he is trained.

Rapid Execution (Third Twist):

When performing a skill check, the dilettante reduces the amount of time required by 1 step. This does not change the action required for skills that are made as a part of another action (such as using the Climb skill as a part of movement).

The action reduction uses the following progression: 1d4 hours, 1 hour, 1d4 minutes, 1 minute, 1d4 rounds, 1 round (or full-round action), standard action, move action, reaction, free action.

If the skill activation time does not fall into one of the above categories, use the nearest category with an appropriate multiplier (examples: providing long term care with the Medic skill requires 8 hours, which would be closest to 2d4 hours, and reduced to 2 hours; creating a disguise with the Disguise skill requires 1d3 x 10 minutes, which would be closest to 1d4 x 10 minutes, and reduced to 1 x 10 minutes).

Failsafe (Fourth Twist):

When the dilettante rolls a skill check, he may, before the final result of the roll is revealed, spend a spell point as a reaction to reroll that check and use the second result. He receives a +4 morale bonus on the reroll, and may not reroll the same check more than once.

Additionally, the dilettante may spend a spell point when performing a skill check to reduce the amount of time required by 1 additional step.

Cheat Death (Transcendence):

When the dilettante is killed by hit point damage, he may attempt any skill check as an reaction to cheat death (this activation time cannot be reduced). The DC of this skill check is 10 + the dilettante’s negative hit point total (if the dilettante possesses the Unbreakable (Martial) feat, instead use ½ the dilettante’s negative hit point total). On a success, the dilettante does not die but his hit points remain the same. For each degree of success, the dilettante heals 10 hit points (which cannot bring his current hit points above 0). The dilettante may not take an 18 on this check. If the dilettante takes additional damage while still below his maximum negative hit point total (such as by performing a strenuous action while disabled) he must attempt another check or die.

The Misplaced
The misplaced was transported by his patron to somewhere far from his original home, across continents, planets, or planes. Untethered from his original attachments to the world, from time to time the misplaced finds himself somewhere other than where he ought to be.

Special: None of the features of the misplaced origin function in an area that prevents magical teleportation.

Crossed Paths (Origin Benefit):

As a free action a number of times per day equal to 3 + ½ his class level, when the misplaced opens a closed door (or passes through any other obscured passageway that he does not have line of sight to the other side such as a brush-covered cave entrance or a hanging privacy curtain) he may select an area within 100 feet + 10 feet per class level (he does not need line of sight or line of effect to this area). For a number of rounds equal to his CAM, or until he shuts the door again, the entrance is connected to the nearest similar exit (a door connects to a door, a window to a window, a bush to a bush, and so on).

Wander (First Twist):

The misplaced often finds himself in unexplainable places when he isn’t paying attention to where he is going. When the misplaced takes the Withdraw action, he may choose to “wander,” giving himself the Blinded and Deafened conditions until the end of his movement to treat the movement as if he had not passed through any of the intervening squares (ignoring difficult terrain and not provoking attacks of opportunity for movement). He must make any Acrobatics skill checks as normal to move while Blinded, and may end his movement in places that would normally be impossible to do so (such as 10 feet in the air over a banquet table). If the misplaced ends his movement inside of an obstacle, creature, or other obstruction, he is moved to the nearest legal position and knocked prone.

Serendipity (Second Twist):

The whims of the patron often send the misplaced exactly where he needs to be to make the story the most entertaining. Once per day, when traveling for more than 10 minutes, the misplaced may “get lost,” depositing the misplaced (and a number of traveling companions up to ½ his class level) nearby a person, place, or thing he is searching for (as determined by the GM) within 1 mile per class level.

Additionally, once per day as an reaction, the misplaced may spend 3 spell points to take a “fortunate fall,” dropping prone into an empty space (chosen by the GM) somewhere within 100 feet + 25 feet per level after 8th and gaining the Dazed condition until the start of his next turn. This ability can be used after the result of a roll is revealed and may invalidate that roll.

Deep Pockets (Third Twist):

The misplaced may spend a spell point when opening a container as a move action (such as retrieving an item from a backpack, or opening a chest) to instead access the interior of another container within 30 feet + 5 feet per 2 class levels after 12th. The misplaced must be aware of and able to see the target container, and the target container must be closed. This connection lasts for a number of rounds equal to his CAM, until he shuts the container, or until the other container is opened. If this ability is used to access an attended container (such as another creature’s bag, or a shop’s display case) a Sleight of Hand check is required to prevent the attending creature from noticing the misplaced rummaging through its possessions. This ability cannot be used to access magically locked containers.

Abduct (Fourth Twist):

Once per day as a reaction, plus an additional time per day at 18th and 20th level, the misplaced may make a Will save attack (1d20 + ½ his class level + his CAM) against a creature or object that he can see within 10 feet per class level. On a success, he swaps places with this target, and any actions or effects that were targeting either himself or the target of this ability are now targeting the other. With an additional degree of success, the target is treated as flat-footed against those actions. With two or more degrees of success, the target is denied its dexterity bonus until the start of its next turn. This ability must be used before the results of any rolls (such as attack rolls or saving throws) are revealed.

Impossible Shot (Transcendence):

When casting a spell or making a ranged attack (including as a part of casting a spell) against a target within 200 feet, the misplaced may spend a spell point as a swift action. The attack no longer requires line of sight or line of effect to the target and is treated as if it were made from within the weapon’s first range increment. The misplaced must be aware of the target or otherwise designate a space as the target. If the misplaced cannot see the target, he still suffers the normal miss chance for total concealment on this attack.

The Possessed
The possessed shares an unexplainable connection with an otherworldly entity that inhabits his body or mind. The entity has no physical form of its own, but can communicate mentally with the host and can exercise some control over the host’s senses, thoughts, or actions.

Dark Passenger (Origin Benefit):

The entity has Darkvision 60 and does not share the host’s senses, although it observes from the host’s body. It is not affected by the Blinded or Deafened conditions (or any other condition that impairs the host’s senses) if the host is suffering from these. The entity does not need to sleep (but is not immune to supernatural sleep effects) and is able to keep watch even while the host is asleep or unconscious.

Manifestation (First Twist):

The entity is considered to have the same number of hit dice as the host for the purposes of any class features or effects which depend on hit dice.

The entity selects 1 skill and gains ranks in that skill equal to its hit dice (if the host has invested ranks in this skill he may choose to retrain them when this twist is gained). When the host makes a skill check, he may choose to consult with the entity or let it briefly take control, using the entity’s skill ranks and the host’s CAM in place of the normal ability modifier for that skill.

When the host falls below 0 hit points, the entity takes control of his body and goes berserk, remaining in control until the host dies or his hit points return to 0 or higher. When the entity takes control, the host gains 2 temporary hit points per hit die (this can prevent the host from dying) which last as long as the entity remains in control. The entity is only knocked unconscious by nonlethal damage if that damage exceeds the host’s temporary hit points or the his negative hit point total (whichever is greater).

While in control, the entity uses the most effective means available to it to attack creatures in order of priority: first the creature that initially brought the host to negative hit points, then any creature attacking it, then the nearest enemy, then the nearest ally. The host may attempt a Concentration skill check once per round (DC 10 + the entity’s hit dice) to give the entity the Stunned condition for 1 round. If the host successfully stuns the entity for 3 consecutive rounds he can instead force it to fall unconscious.

The entity uses the host’s statistics (it uses the host’s ability scores, base saving throws, BAB, and BCB, and may use any of the host’s feats, class abilities, and racial abilities), may use the host’s spell points to cast spells, and has access to all of the host’s spells (including prepared spells). The entity is proficient with all types of weapon and armor, can cast spells in both light and heavy armor, and does not need to be holding an implement to cast spells.

The entity possesses the Diehard (Martial) and Unbreakable (Martial) feats as bonus feats even if the host does not have them, and will always choose to act as if disabled rather than falling unconscious.

Grudge (Second Twist):

When the host fails a Will saving throw against a non-instantaneous effect, the entity can take on this effect in place of the host, suppressing that effect for the duration. The entity can only suppress one effect at a time, and must wait until the duration of the effect expires or it is otherwise removed before it can suppress another (example: the host gains the Shaken condition for 4 rounds as a result of a failed Will save, and the entity suppresses the condition, the entity cannot remove any other conditions from the host for the next 4 rounds, even another application of Shaken).

If the host benefits from a spell or ability that can remove the suppressed condition, it may be removed as if the host were affected. When the entity takes control, any effects it is currently suppressing are no longer suppressed (and any effects on the host which would have been eligible for suppression become suppressed instead).

Additionally, the entity gains a Stamina pool with a number of points equal to the host’s CAM. The entity does not have a constitution score, but may use the host’s CAM in place of its constitution modifier when using the Second Wind ability.

Shared Mind (Third Twist):

The entity may concentrate on a single ongoing spell in place of the host. If the entity is suppressing a condition that would prevent concentration it cannot do so, and it must make concentration checks if the host would have been required to (using the host’s concentration modifier) with the exception of ongoing damage.

Additionally, while the entity is in control it may spend an reaction once per round to grant itself a feat. This feat remains until the entity loses control, and it may only do this once per time it assumes control. At 16th level, the entity may grant itself 2 feats at the same time. At 20th level, it may grant itself 3 feats. The entity must meet the prerequisites for these feats (though it may use one feat to meet the prerequisites of another).

Invoke (Fourth Twist):

As a full-round action, the host may forcibly bring out the entity and put it in control. When the entity is brought out in this way, for a number of rounds equal to its hit dice it does not lose control when the host is at positive hit points. Once this ability has been used it cannot be used again for 1 minute per round that the entity was in control.

Additionally, whether or not the entity is brought out through this ability or by the host falling below 0 hit points, the following apply:

When the entity is in control, it may treat its creature type as the host’s original type or as an Elemental(Dark), whichever is more preferable. The temporary hit points gained when the entity takes control increase to 4 per hit die. When the host succeeds at his concentration check to stun the entity, he may choose to either give the entity the Stunned condition for 1d4+2 rounds, cause the entity to immediately fall unconscious, or to return himself to control.

Expel (Transcendence):

Once per day, as an reaction, the entity may split into a separate body in an adjacent space, carrying copies of the host’s equipment. This functions exactly as if the entity had taken control, except that the entity is not berserk and is not forced to attack allies. It acts on the next initiative count after it was created. The separate body has a maximum of -1 hit points, gains temporary hit points when it is created as normal for when the entity takes control, and loses hit points as normal each round that it acts while disabled (temporary hit points do not prevent this loss).

The separate body cannot be healed, but may benefit from other sources of temporary hit points. The effect ends immediately when the separate body would die from hit point loss (using the same threshold as when the entity takes control) and cannot benefit from abilities that prolong this or allow revival such as the Titan’s Vengeance (Martial) or Tenacious Survivor (Martial) feats. The host and the separate body share resources (spell points, ammunition, potions, item charges, etc.) and anything expended by one is unavailable to the other.

The Scion
The scion is descended from a being of great power, but the signs of that ancestry remained hidden inside of him until a catalyst brought them out. The scion possesses a mysterious body that resists injury and defies understanding.

Mysterious Body (Origin Benefit):

The scion gains either the Mixed Race (Race) feat or the Mixed Heritage (Race) feat as a bonus feat, even if he is not 1st level, and selects a (Race) feat as a bonus feat from the race or heritage that was gained.

Additionally, the scion restores all hit points after a long rest.

Focusing Breath (First Twist):

The scion can take a focusing breath as a part of the total defense action, suppressing the Fatigued condition for a number of rounds equal to his Constitution modifier (or reducing the Exhausted condition to Fatigued for that duration) and reducing the duration of any ongoing detrimental effects he suffers from by 1 round, plus an additional round per 4 levels after 4th. If total defense is taken as a full-round action, the scion may additionally suppress a single Tier 1 condition (including the Fatigued condition, if Exhausted was reduced to Fatigued).

Additionally, the scion is cleansed of all diseases after a long rest.

Unnatural Anatomy (Second Twist):

The vulnerable places of the scion’s body are more difficult to target. When a critical hit is confirmed against the scion, or he is hit by an attack dealing bonus precision damage, there is a 20% chance that the bonus damage is ignored and it is treated as a normal hit. This chance increases by 5% for every 2 levels after 8th. This chance is rolled separately from the Fortification armor special ability.

Additionally, the scion removes all ability damage after a long rest.

Unlocked Potential (Third Twist):

The scion’s body undergoes a glorious evolution, gaining one of the following benefits:


 * The scion gains the amphibious special quality and a swim speed equal to double his base speed.
 * The scion gains tremorsense 60, the earth glide special quality, and a burrow speed equal to his base speed.
 * The scion gains a fly speed (good maneuverability) equal to double his base speed (this may be natural or supernatural flight).
 * The scion gains blindsight 30.
 * The scion no longer needs to eat, drink, or breathe, and may comfortably survive in the vacuum of space. The scion may spend a spell point as a full-round action may move at the speed of light in a straight line to any location it can currently see (functioning as the Lightspeed Dash (Martial) feat with unlimited range). Note that, even moving at the speed of light, traveling through the void of space can take significant amounts of time.

Additionally, the scion removes all ability drain after a long rest.

Divine Body (Fourth Twist):

The scion’s divine body transforms, fundamentally changing his very nature. The scion gains all of the following benefits:


 * The scion no longer ages, remaining eternally at his current age category.
 * The scion selects a second creature type. He counts as either this creature type or his original type, whichever is more preferable.
 * The scion may use his casting ability modifier in place of his Constitution score for all purposes if he chooses to do so.

Additionally, the scion removes all negative levels after a long rest.

Immortal Body (Transcendence):

The scion possesses an immortal body that cannot die. If the scion is slain, he rises again after 8 hours at full hit points as if he has just awoken from a restful sleep. This ability does not function if the scion’s body is completely destroyed (such as by the Disintegrate spell). The scion cannot be raised as an undead during this time, as he is not truly dead.

The Visited
The visited was bestowed a gift or a curse by an unexpected visitor, who mysteriously vanished shortly thereafter. Since then, some unknown being has been watching over his trials and hardships, sometimes interfering for weal or woe.

Minor Gifts (Origin Benefit):

The visited often finds small gifts hidden away in strange places by unknown hands. Each day, when the visited rests to regain spell points he finds 3 minor gifts, plus an additional gift at 5th level and every 5 levels thereafter.

Minor gifts are small, disposable or consumable items like cookies, that function as if they were potions (if self targeted) or scrolls (if targeting something other than self). The effect of the gifts must be decided when the visited discovers them. If not used by the end of the day, the gifts lose their magic. Minor gifts may contain one of the following effects (using the visited’s BCB to determine the effect if it emulates a spell, minimum 1):


 * The Cure spell, unmodified by any talents.
 * The Cleanse spell, unmodified by any talents.
 * Supply food and drink for 1 creature for a single day.
 * Grow a small tree over the course of 1 round (the tree is up to 30 feet tall with a 2 foot diameter trunk, and has 10 hit points per class level).
 * The Feather Fall spell, unmodified by any talents.
 * Grant a creature the Invisible condition for 1 round per class level. This effect ends immediately after the target casts a spell or directly interacts with another creature.
 * The Decoy spell, unmodified by any talents and persisting without concentration.

Fickle Fate (First Twist):

Once per round as a reaction before making a d20 roll, the visited can beseech his patron for intervention. Roll an additional d20, determine how far above or below 10 the result is and add that value to the final roll as a luck bonus, or subtract it as a penalty (example: rolling a 14 would result in a +4 bonus, while rolling a 7 would result in a -3 penalty). The visited may attempt this a number of times per day equal to half his class level.

Additionally, if the visited is below 0 hit points and not being directly observed, he automatically stabilizes and ends any ongoing Bleed conditions.

Moderate Gifts (Second Twist):

The visited stumbles upon a small number of moderate gifts each day, seeming to find them serendipitously at just the right time. The visited may search for a moderate gift 2 times each day, plus an additional gift at 12th level and every 4 levels thereafter. Searching for a gift is a full-round action, and the visited must be able to access an out of sight area within his reach (such as an unopened box, under a loose stone, or around a corner). There is a 50% chance to successfully find a moderate gift, failing to find a gift wastes the attempt. Only the visited can activate the moderate gift, and it crumbles to dust if not used within 1 minute of being found.

A moderate gift contains a spell, as if it were created by the Imbue Spell meta talent. The visited is automatically aware what spell is contained in a moderate gift when he discovers it. The visited uses his BCB and SPB to determine the potency of the spells.

Moderate gifts may contain any combination of a spell and talents, even if the visited does not possess those talents. The spell is assembled using 3 slots, plus an additional slot at 13th and 17th levels, and may cost up to 2 spell points, plus an additional spell point at 11th level and every 3 levels thereafter (example: a spell could be assembled using one slot for the Water Affinity universal talent, one slot for the Cure spell, and one slot for the Reach Spell meta talent, totaling 3 slots and costing 2 spell points).

Reverse Fate (Third Twist):

Once per day, if the visited would die as the result of an opposed d20 roll, the visited one may reduce the result of the roll against him by an amount equal to his class level. This may be done after the result of the roll is known, and even after damage has been rolled, and it may retroactively change the result of the roll from a success to a failure.

Grand Gifts (Fourth Twist):

The visited can provide offerings in exchange for a grand gift once each day, performing some small ceremony for his patron’s amusement such as having a tea party alone in the forest. These offerings do not need to be costly, but they are time consuming to prepare, requiring at least 10 minutes.

A grand gift is a permanent item (not a consumable item like a potion or scroll, and not an item with a finite number of charges) with a value no greater than 2,000 gold pieces per class level. The gift must be returned before the visited rests to regain spell points, or it is snatched away mysteriously in a freak occurrence and he may not receive a grand gift on the following day. If the gift is destroyed, it cannot be returned and the remnants are instead snatched away.

Rescue (Transcendence):

The patron is protective of its favorite toy. If the visited is slain, and is not revived within 2 rounds, a blast erupts from his space. On a successful Reflex save attack, this blast deals 20d6 kinetic damage to all creatures, objects, and structures within a 50 foot radius. On a failure, the blast does half damage. Success or failure, the visited’s body mysteriously vanishes and, 24 hours later, he awakens in a convenient but out-of-the-way location in perfect health but with no memory of the events leading up to his death. Once this ability has been used, it does not function again for 1 year.

Armsmaster
The armsmaster is the bearer of an item of great and mysterious power, and as his skill in controlling that power grows so do his abilities.

Item of Power (Path Benefit):

The chosen selects a type of weapon, armor, or implement and gains an uncommon quality masterwork version of this item that is inseparably intertwined with his destiny thereafter. If the item is ever lost, destroyed, stolen, or sold, it unexplainably returns to his side after a long rest (and in the event it was sold, some fateful event robs him of any benefits gained from the sale).

If this is the character’s 1st level in a class, the item gains an additional +1 class bonus (which provides the same bonuses as, but stacks with, enhancement bonuses on the item) to the item as a weapon, armor, or implement (but not to more than one of these if the item fills multiple roles such as a patron’s favored weapon being both a weapon and an implement).

Item of Legend (First Step):

The item gains a +1 enhancement bonus, which increases by an additional +1 at 4th level and every even level thereafter. Any portion of this enhancement bonus may be assigned as a special ability rather than as an enhancement bonus by reducing the item’s bonus by the appropriate value (to a minimum of +1). The enhancement bonus on the item after applying special abilities cannot be higher than +1 per 3 hit dice the armsmaster possesses (to a maximum of +5 at 15 hit dice). If the item fills multiple roles, the bonus must be assigned to each part separately (minimum +0). The chosen may reallocate this bonus (and decide new special abilities to apply) when he rests to regain spell points.

Pair of Power (Second Step):

The armsmaster gains a second item of power. Any class features that apply bonuses to the item of power also apply to the second item, making any decisions (such as allocation the item’s enhancement bonus) separately for each item.

Alternatively, the armsmaster may grant item of power bonuses to another portion of an item that fills multiple roles (such as a double or combination weapon, or a weapon being used as an implement).

Life-Devouring Item (Third Step):

When the item of power tastes blood, it gains a class bonus (which provides the same bonuses as, but stacks with, enhancement bonuses on the item) until the end of the armsmaster’s next turn. This bonus can stack with itself (and the class bonus granted by the armsmaster Path Benefit), but if the item fills multiple roles it must apply any bonus to the role that triggered it.

If the item of power is a weapon, it gains a +1 class bonus when it deals lethal damage to a creature (this does not apply if the damage was dealt as part of a free action).

If the item of power is a piece of armor or a shield, it gains a +1 class bonus when the wearer takes lethal damage.

If the item of power is an implement, it gains a +1 class bonus when the armsmaster succeeds on a save attack against or deals damage to a creature with a spell (if the spell can affect multiple creatures, apply this effect only once per spell).

Item of Myth (Fourth Step):

The armsmaster’s items of power contain memories of mythic figures of the past, and may bestow that knowledge onto the armsmaster. Whenever the armsmaster reallocates the bonuses on his items of power, he may also choose what type of knowledge the item bestows. The armsmaster must be wielding (or wearing, if armor) the item to benefit from this knowledge.

If the item of power is a weapon or shield, it gains a feat slot which may be filled with a (Combat) or (Stance) feat which the armsmaster meets the prerequisites for.

If the item of power is a piece of armor, it gains a feat slot which may be filled with a (Magic), (Martial), or (Skill) feat which the armsmaster meets the prerequisites for.

If the item of power is an implement, it gains a bonus spell slot, which may be filled with a spell or talent which the armsmaster meets the prerequisites for (if a spontaneous caster; if a prepared caster, the spell or talent must be available to the armsmaster’s spell source).

Starforged Item (Constellation):

The item of power, as a weapon, ignores hardness under 20 and may bypass DR/epic regardless of its actual enhancement bonus. As an armor or shield, it grants DR 5/- to the wearer which stacks with other forms of DR (but not with DR granted by other items of power). As an implement, spells the armsmaster cast treat the target’s spell resistance as an additional 20% lower.

Harbinger
The harbinger embodies the wrath of the elements, utilizing them to empower himself and destroy his enemies.

Elemental Embodiment (Path Benefit):

The harbinger gains one affinity universal spell talent as a bonus talent. When casting spells based on that affinity, the harbinger treats his BCB as 1 point higher, plus an additional 1 point at 5th level and every 4 levels thereafter.

If this is the character’s 1st level in a class, he gains a bonus spell talent that modifies a spell relying on his affinity type.

Penetrating Wrath (First Step):

The harbinger gains Resist 1 to his affinity type, and treats any Resist against his affinity type as if it were 1 rank lower. He increases his Resist by 1 rank, treats resist as an additional rank lower, for each journey step after this one. This does not grant weakness to his affinity even if it would reduce a target’s Resist below 0.

Against targets with immunity, he may instead deal a maximum amount of elemental damage equal to 5 points per rank of resist he can reduce. If applying an effect that requires a save attack, he may succeed against an immune target with 5 additional degrees of success, minus 1 degree of success for each journey step after this one.

Draw Power (Second Step):

Once per round when the harbinger takes elemental damage of his affinity type, he may spend a reaction to gain 1 temporary spell point which lasts for a number of rounds equal to his casting ability modifier. He may only have 1 temporary spell point of this type at a time, may only gain it once per effect, and it may only be used to cast spells based on his chosen affinity. The harbinger cannot activate this ability by dealing elemental damage to himself, and the damage does not have to bypass any Resist or immunity that he possesses.

If the harbinger is a prepared caster, this spell point may be spent to spontaneously apply a meta talent within his spell source, which costs no more than one additional spell point, to an already assembled spell. This does not increase the casting time of the spell.

Elemental Mastery (Third Step):

If the harbinger is a spontaneous caster, when the harbinger rests to regain spell points he may change any spells and talents that he possesses which use his affinity as a prerequisite to any other spells or talents which use his affinity as a prerequisite.

If the harbinger is a prepared caster, he may increase the casting time of a spell by 2 steps to spontaneously apply any talent within his spell source to an already assembled spell charge which uses that affinity as a prerequisite, but must be able to spend any additional spell points required in order to do so.

Elemental Blood (Fourth Step):

The harbinger’s body is merely a container for the elemental fury within him. When the harbinger takes lethal damage from a weapon attack, the harbinger may spend a spell point as a reaction he can cause the elements burst from the wound in a 10 foot cone (originating from his space, and the attacker must be included within the angle of the cone even if the range does not reach the attacker’s space). This spray deals elemental damage of his affinity type equal to his class level plus his CAM. At 17th level the range of the cone increases to 15 feet, at 20th level it increases to 20 feet.

Elemental Avatar (Constellation):

A number of times per day equal to his CAM, the harbinger may assume an elemental form. This functions as the Transformation spell, using the Elemental Form talent for his affinity type, but does not cost a spell point to cast or to maintain without concentration. While in this form the harbinger gains immunity to his affinity type without costing a trait, gains weakness to the elements his affinity is weak to, and may retain any extraordinary or supernatural abilities he possesses (as if applying the Retain Ability talent without costing traits). The harbinger may apply any other traits he has access to from his own magic talents. The harbinger gains Regeneration 1 while in this form, which is bypassed by his elemental weaknesses.

Paragon
The paragon is a versatile warrior that trains with steel and spell alike to improve his abilities on the battlefield, utilizing his divine blessings to improve his power, agility, and defense.

Solid Fundamentals (Path Benefit):

At 1st level,  2nd level, and every 4 levels thereafter, the paragon gains a bonus (Combat), (Martial), or (Stance) feat that he qualifies for as a bonus feat. Additionally, the paragon treats his class level as his BAB for the purpose of qualifying for feats.

If this is the character’s 1st level in a class, he gains an additional (Stance) feat as a bonus feat.

Special Training (First Step):

The paragon gains a +1 class bonus to attack rolls, CMB, and CMD. This bonus increases by +1 at 5th level, and every 4 levels thereafter.

The paragon may gain feats that require the Stamina class feature even if he does not possess it. The paragon may spend a spell point in place of a stamina point to activate these feats.

Reinforcing Magic (Second Step):

When the paragon casts a spell that targets only himself or his equipment, he may reduce the casting time of that spell by 1 step to a minimum of a reaction (standard to move, move to a reaction), and when the paragon targets only himself or his equipment with a spell he treats his BCB gained from class levels as equal to his class level.

Ability Surge (Third Step):

When the paragon casts a spell that targets only himself or his equipment, he is filled with a burst of strength and speed. The paragon gains an enhancement bonus to one of his physical ability scores (Strength, Dexterity, or Constitution) equal to his class level and a +30 foot enhancement bonus to his base speed for 1 round, plus 1 round per 5 levels after 10th.

Sustaining Stance (Fourth Step):

When the paragon is in a stance, he may concentrate on a spell affecting only himself or his equipment as a reaction.

Spellweaver Stance (Constellation):

When the paragon enters a stance, he may cast a spell that targets only himself or his equipment as free action.

Scoundrel
The scoundrel has an unnatural aptitude for misdirection and cunning, never hesitating to use whatever opportunity that presents itself, and making use of skill, cunning, and magic to seize the advantage.

Criminal History (Path Benefit):

The scoundrel gains ranks in the Disable Device skill equal to his class level. Additionally, the scoundrel gains a (Skill) feat associated with Disable Device (or the Skill Focus (Skill) feat for Disable Device) as a bonus feat.

If this is the character’s 1st level in a class, he also gains the Maneuver Training (Martial) feat as a bonus feat.

Dirty Fighting Specialist (First Step):

The scoundrel gains the Improved Dirty Trick (Martial) feat as a bonus feat, even if he does not meet the prerequisites. If the scoundrel already possesses this feat, he may instead gain the Mug (Combat) feat or another feat that uses Maneuver Training (Martial) as a prerequisite, as long as he meets the prerequisites for that feat.

The scoundrel receives a +1 class bonus on opposed d20 rolls against targets that are suffering from the Blinded, Entangled, Exhausted, Fatigued, or Sickened conditions, or any other condition that was imposed by his Dirty Trick. This bonus increases by +1 at 5th level and every 4 levels thereafter.

Magic Trick (Second Step):

When the scoundrel casts a spell that targets one or more creatures, he may also take a swift action to attempt a Dirty Trick combat maneuver against a creature that was a target of that spell. Casting a spell in this way does not provoke an attack of opportunity from the creature that is the target of the Dirty Trick.

Trick Attack (Third Step):

The scoundrel gains Sneak Attack (as the Rogue class feature) treating his class level -5 as his Rogue level for determining advancement. He may spend a spell point in place of a stamina point to increase the damage.

The scoundrel may apply this increased damage to his spells, so long as the spell deals damage and requires an attack roll or a reflex save attack roll.

Encore (Fourth Step):

When the scoundrel uses his Magic Trick path power, rather than attempting to apply a condition normally allowed by Dirty Trick, he may instead attempt to apply an Effect magic talent that he possesses which is associated with the affinity of the spell. This does not require an additional spell point, and he may use his Dirty Trick CMB in place of the save attack roll or the special CMB check on the talent (for example, after casting a fire affinity spell the scoundrel could attempt to apply the Lingering Fire talent and force the target to make a Reflex save against his Dirty Trick result or catch on fire).

Contagious Trick (Constellation):

The misfortune that the scoundrel bestows becomes contagious. When the scoundrel applies a condition or penalty with a Dirty Trick maneuver, he may also attempt to apply that condition or penalty to any creatures adjacent to the target using the same roll result.

As a reaction, the scoundrel can make a Dirty Trick attempt against the Reflex save of creature adjacent to a target he has successfully applied a condition or penalty to with Dirty Trick. On a success that creature gains the same condition or penalty, using the remaining duration. Applying a Dirty Trick in this way does not allow the scoundrel to attempt to apply the condition or penalty to adjacent creatures.

Witch
The witch is a shapechanger and a fleshcrafter, relying on a broad base of magic to sculpt bodies into grotesque forms with unnatural abilities.

Shapechanger (Path Benefit):

The witch gains the Transformation spell as a bonus spell, and may select the bonus Form universal talent even if he does not possess the prerequisite affinity talent (if the witch already possesses the Transformation spell, he instead gains a bonus Form talent). When casting Transformation, the witch treats his BCB as 1 point higher, plus an additional 1 point at 5th level and every 4 levels thereafter.

If this is the character’s 1st level in a class, he also gains the Lingering Transformation talent.

Principles of Magic (First Step):

The witch gains an affinity universal talent as a bonus talent. At 5th level, and every 3 levels thereafter, the witch gains an additional affinity universal talent.

Mutable Magic (Second Step):

As a move action, a number of times per day equal to 3 + ½ his class level, the witch can grant himself a bonus spell talent (but not a bonus spell) for a number of minutes equal to his class level. Any ongoing effects created by the talent end when this period expires.

A spontaneous caster may grant himself any talent which he meets the prerequisites for.

A prepared caster may spontaneously access any talent that is inscribed in his spell source which he meets the prerequisites for. A prepared caster may apply these talents to an already assembled spell charge, but must be able to spend any additional spell points that are required in order to do so.

At 11th level, using this ability grants two talents at once with this ability; one of these talents may be used to meet the prerequisites of the other. At 16th level, this ability may be used as a swift action.

Resizer (Third Step):

The witch gains the Size Change alter talent as a bonus talent (if the witch already possesses the Size Change talent he instead gains another Alter talent that he meets the prerequisites for). When altering the size of a creature with Size Change, the witch may opt not to apply the size adjustment to the target’s Strength, Dexterity, or both.

Master Sculptor (Fourth Step):

When applying a meta talent to the Transformation spell, the witch reduces the additional spell point cost by 1 point (minimum 0). At 17th and 20th level, he may reduce this by an additional point. The witch may only apply this reduction to a single meta talent affecting a spell even if multiple meta talents are applied to that spell.

Unbound Form (Constellation):

When the witch is under the effect of the Transformation spell, he may change his form once per round as a reaction, selecting a new form and traits. Every time that the witch changes form (including the initial casting) he heals a number of hit points equal to his BCB. Additionally, the witch may retain all of his extraordinary and supernatural abilities while under the effect of Transformation (as if applying the Retain Ability talent without costing traits).

Table - Mythos
Below is a list of mythos that are available.