Akashic Tales Hallow Icons

Download as pdf or txt
Download as pdf or txt
You are on page 1of 26
At a glance
Powered by AI
The document discusses archetypes, feats, and items related to vampires and vampire hunters for the Pathfinder RPG system.

The document provides archetypes, feats, and items related to vampires and vampire hunters for the Pathfinder RPG system.

The minimum required books are the Pathfinder Core Rulebook and Akashic Mysteries from Dreamscarred Press. Recommended books include City of Seven Seraphs, Lords of the Night, Lords of the Wild, and Path of War from Dreamscarred Press.

Thomas McDonald (Order #32533845)

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc. See
/pathfinder for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee
compatibility, and does not endorse this product.

Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder
Roleplaying Game Compatibility Logo are trademarks of Paizo Inc., and are used under the Pathfinder Roleplaying
Game Compatibility License. See paizo.com/pathfinder/compatibility/first for more information on the
compatibility license.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
License 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names
(characters, deities, etc.), dialogue, plots, storylines, locations, characters, artworks, and trade dress. (Elements that
have previously been designated as Open Game Content are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game
product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this
work other than the material designated as Open Game Content may be reproduced in any form without written
permission.

James Ray, © 2021

Required Books: The minimum required books to make use of most of the material presented in this document
are the Pathfinder Roleplaying Game Core Rulebook, and Akashic Mysteries from Dreamscarred Press.

Recommended Books: City of Seven Seraphs: Akashic Trinity from Lost Spheres Publishing, and Lords of the
Night, Lords of the Wild, and Path of War from Dreamscarred Press.

Enhanced Content: Some content in this books relies on classes or other elements that are can be difficult to
find. For convenience hyperlinks have been included for this material.

Facebook: https://www.facebook.com/AzothGames/
Twitter: @AzothGames

Webpage: https://azothgamesarchive.wordpress.com/

Thomas McDonald (Order #32533845)


Intorduction 1

Hallow Icons Veil Set 2

Archetypes 9

Crimson Scholar (Vampire Hunter Archetype) 9

New Vampiric Focus 11

Essence Infused (Phantom Archetype) 11

Scion of the Veil (Spiritualist Archetype) 12

Vampire Feats 14

Bonus Content 15

Agent of the Light (Vampire Hunter Archetype) 15

Bane (Vampire Hunter Archetype) 17

Guardian of the Living (Vampire Hunter Archetype) 17

Sphere Vampire Hunter (Vampire Hunter Archetype) 18

Mundane Akashic Items 18

Alternate Atlantean Racial Traits 19

Art Credits 20

Thomas McDonald (Order #32533845)


Before the written word, knowledge was passed on in stories. Myths, folktales, and all the rest are entertaining, yes.
However, in all old tales there is a kernel of wisdom, and with wisdom comes power. Power that can be accessed
through the impression these stories have left in the primal forces of reality. The purpose of the Akashic Tales line is
to take lore, fairy tales, and legends from around the world and extrapolate them into a form that can be wielded by
players and GMs alike. All the while spreading a little knowledge about the origins of these bits of human culture
and imagination.
This particular entry, “Hallow Icons”, draws upon the ghost and monsters that that walk the world and haunt our
dreams when the veil between the mortal world and the hereafter grows thin. Inspiration is borrowed from a
number of different sources and the stories, tropes, and ideas that have grown from them.

Calavera: This word is Spanish for skull. This word is also used to refer to the decorated sugar or clay skulls that are
associated with the Mexican celebration of the Day of the Dead (Día de los Muertos).
Related Material (with associated content):
• “Dracula” by Bram Stoker (Vampire’s Blessing)
• “Frankenstein; or, The Modern Prometheus” by Mary Shelley (Frankenstein’s Head Mirror)
• “Legend of the Gargouille” (Gargoyle Vambraces): French legend associated with St.Romanus of Rouen.
• “Stingy Jack” (Jack’s Lantern): An Irish folk tale.
• The Trial of Peter Stumpp the The Werewolf of Bedburg (Werewolf’s Pelt): 1589 German werewolf trial.
• Classic horror movies form the 1930s - 1950s.
Superscript notations are used throughout this book to indicate materials originating from other sources. The superscript and
the related sources are as follows:
AA2- Pathfinder Player Companion: Adventurer’s Armory 2 LotN- Lords of the Night
AM- Akashic Mysteries LotW- Lords of the Wild
APG- Advanced Player’s Guide PA- Planar Adventures
ATHH- Akashic Tales: Horrible Horsemen PAP80- Pathfinder Adventure Path #80: Empty Graves
ATRoA- Akashic Tales: Relics of Atlantis PFU- Pathfinder Unchained
ATRP- Akashic Tales: Red’s Peril PoW- Path of War
ATSS- Akashic Tales: Spider’s Stories PoWE- Path of War: Expanded
B6- Bestiary 4 OA- Occult Adventures
B6- Bestiary 6 SoM- Spheres of Might
BotD- Book of the Damned TF- The Fisherking
BotN- Blood of the Night USoP- Ultimate Spheres of Power
Co7SAT: City of Seven Seraphs: Akashic Trinity WoVHD- The World of Vampire Hunter D
DPR- Divergent Paths: Rajah

Thomas McDonald (Order #32533845)


can make Diplomacy checks against mindless undead
affected by this effect as if they had an intelligence of 3,
and they understand you so long as you speak Necril,
but you take a -5 penalty on such checks. This effect
lasts for 1 hour per veilweaver level, after which an
Additional Veil affected undead creature’s attitude drops by one step.
Any improvements to an affected undead creature’s
In addition to the new veils below, the veil Witch’s attitude resulting from successful Diplomacy checks or
BroomTF is part of this set. There is also an [enhanced] other similar actions taken after the creature was
descriptor version of this veil available from Studio M–. affected by the ability remain. Once a creature has
passed or failed their save against this ability they
cannot be affected again for 24 hours. This is a mind-
Calavera Mask affecting charm effect that ignores an undead creature’s
normal immunity to such effects.
Descriptors: Necromancy
Chakra Bind (Headband) Binding
Class: Nexus, Radiant, Volur this veil to your Headband chakra
enhances your ability to commune
Slot: Head, Headband with the dead. A number of times
Save: Will; see text per day equal to your veilweaving
modifier, in a process that takes 10
This mask exudes a sugary aroma that minutes you can cause a colorful skull
is soothing to restless spirits and shaped candy to appear in a square
confounds their hostility. you can see within 10 feet + 5 feet
per point of essence invested. If the
Shaping this veil forms a candy appears in a square that
colorfully decorated skull mask contains a dead creature, or is
over your face, granting you a +1 within a haunt’s area, the candy
insight bonus to AC, Diplomacy vanishes and the dead creature or
checks, Sense Motive checks, and haunt is treated as if speak with dead
saves against undead creatures and or speak with hauntACG had been cast
haunts. Additionally, you gain the on it using your veilweaver level as
ability to cast grave wordsOA as an at- the caster level. If at least 4 points of
will spell-like ability. essence are invested in this veil, you
Essence: For each point of essence can choose for the candy to instead
invested in this veil, the insight bonus to provide the effects of speak with soulPA
AC, Diplomacy checks, Sense Motive if it appears in a square that is a soul’s
checks, and saves against undead place of death or that contains a soul’s
creatures and haunts increases by +1. If presence.
at least 3 points of essence are invested in Additionally, the candy produced
this veil you gain the ability to speak Necril. by this veil can be consumed by living creatures
Chakra Bind (Head) Binding this veil to your Head and undead, including incorporeal undead. Undead
Chakra makes your presence especially agreeable and creatures must make a Will save to resist eating this
familiar to the undead. Your name appears on this veil in candy if they enter a square containing it. If an undead
a form that is only visible to undead creatures. Undead creature consumes this candy, you are protected from
creatures must make a Will saving throw when getting harm by them as if you had cast sanctuary except that the
within 10 feet of you or when they read your name on duration is 1 hour. This candy has no special effect on
this veil. Undead creatures that fail this save treat you as living creatures. Unconsumed candies vanish after 1
if you were an acquaintance or a distant relative, and hour.
greet you by name if they are capable of speech. The
attitude of affected undead is improved by one step. You

Thomas McDonald (Order #32533845)


Frankenstein's Head Mirror Gargoyle Vambraces
Descriptors: Necromancy Descriptors: Earth, Divination
Class: Fisherking, Radiant, Vizier Class: Eclipse, Daevic, Guru, Helmsman, Nexus
Slot: Head Slot: Wrists
Save: None Save: Will; see text
“Did I request thee, Maker, from my clay to mould me Man, Stone vambraces carved with horned draconic faces appear
did I solicit thee from darkness to promote me?”—from John on your forearms.
Milton’s Paradise Lost (as quoted in Frankenstein by Mary
Shelly) This veil grants your touch a small measure of a
gargoyle's capacity to combat evil. Enchanted stone
This veil contains the knowledge of Dr. Frankenstein’s coats your hands when you shape this veil, granting you
early essays in the craft of forging life, which grants you the benefits of the feat Improved Unarmed Strike. When
a +2 insight bonus to Heal and Knowledge (engineering) determining your unarmed strike damage you are
checks. treated as being one size category larger if the target of
your attack is evil and one size category smaller if the
Essence: For each point of essence invested in this veil target is good aligned; these size modifiers stack with all
increase the bonus to Heal and Knowledge (engineering) other size changes or virtual size changes. Additionally,
by +1. If you have at least 3 points of essence invested in you are instantly aware if a creature or object you touch
this veil you gain access to skill unlocksPFU for the Heal is evil, as this veil produces a sound like gurgling water
skill as if you possessed the feat Signature SkillPFU. in response to such contact. This veil cannot be shaped
Chakra Bind (Head) Binding this veil to your Head by evil aligned creatures or by creatures that have evil
chakra grants you the ability to create small forgeries of descriptor veils shaped.
life. You gain the ability to craft and modify poppets as if Essence: For each point of essence invested in this veil
by the Craft PoppetAA2 feat, except that you can use Heal your unarmed strikes do an extra 1d3 points of damage.
or Knowledge (engineering) in place of Craft (carpentry) If at least 3 points of essence are invested in this veil,
to do so. This veil takes the place of the wooden tokens when you touch a creature or object you also learn the
that would normally allow control of the poppets strength of its evil aura as described in the spell detect
crafted using it. Poppets made using this veil are evil.
crafted of alchemically preserved flesh and
bone, as opposed to wood and wicker, and Chakra Bind (Wrists) Binding this veil
due to the traces of tortured spirits to your Wrists chakra allows you to ward
attached to its constituent materials, the world around you from evil. You can
these poppets have a flesh golem’s spend 10 minutes conjuring a small
berserk ability. Additionally, such gargoyle statue that exudes a ward in a 10
poppets gain the helpless condition if foot + 5 feet per point of essence invested
you do not have this veil shaped and radius spread that repels evil creatures. This is
bound. an abjuration effect. The statue will resist
attempts to move it from the square it was
conjured in, requiring a DC 25+1 per
point of essence invested Strength
check to move it 5 feet as a standard
action. Unlike most veil effects, this
statue remains summoned even if
this veil is sundered, suppressed or
otherwise unshaped, until you
spend 1 hour returning the statue to
the veil; this action can only be taken while
this veil is shaped.

Thomas McDonald (Order #32533845)


Evil summoned creatures must succeed at a Will saving creature’s CR in the case of targeted attacks that don’t
throw to enter the area of the ward. Evil summoned require an attack roll (such as a magic missile). If you
creatures already within the ward’s area must succeed at succeed you are treated as being incorporeal for that
a Will save or be forced to flee its area using any means attack or effect and resolve it against you as normal for
at its disposal to do so. The statue’s ward is suppressed if an incorporeal creature.
you do not have this veil shaped and bound. If your
gargoyle statue is ever destroyed before it can be Additionally, you also gain a limited ability to pass
recovered into this veil, you take a -2 penalty to AC and through obstacles like an incorporeal creature. By
saving throws against evil creatures until you manifest a taking a point of essence burn, as a part of a move
new statue and sleep for at least 1 hour within its action, you can attempt to pass through a wall or
warded area. You cannot have more than one gargoyle material obstacle as if you were incorporeal. To do so
statue manifested at a time. you must succeed on an Escape Artist check DC 20 +
wall or obstacle’s hardness. It is possible to move
If there are at least 4 points of essence invested in this through multiple objects as part of the same move
veil, creatures within the statue’s warded area gain an action, but each wall or other obstruction requires a
insight bonus to saves and AC against evil creatures and separate check. Any failures immediately stop your
evil descriptor effects, equal to half the essence invested movement. You can use this ability to escape manacles
in this veil (minimum 1). If there are at least 6 points of and other bindings, but can’t move through corporeal
essence invested in this veil, the ward’s effects also apply creatures. When using this ability you must be able to
to all evil creatures, and creatures that have end your movement outside whatever walls or obstacles
unsuppressed evil descriptor veils shaped, in addition to you are moving through or the attempt automatically
evil summoned creatures. fails.

Sacred and Profane Damage (From Path


Ghost's Shroud of War Errata Text)
Descriptors: None Profane damage deals full damage to incorporeal targets
Class: Eclipse, Fisherking, Nexus, Vizier, Volur and deals damage as if the weapon were evil-aligned. As
it is not a weapon damage type, it automatically
Slot: Shoulders bypasses all damage reduction.
Save: None Sacred damage deals full damage to incorporeal targets,
and deals damage as if the weapon were good-aligned.
A mantle of cold vapor dances about your form. As it is not a weapon damage type, it automatically
This veil shifts your form slightly into the ethereal bypasses all damage reduction.
plane, which grants you a +2 insight bonus to Escape
Artist and Stealth checks.
Essence: For each point of essence invested in this veil Jack’s Lantern [enhanced]
increase the bonus to Escape Artist and Stealth by +1. If
there are at least 3 points of essence invested in this veil, Descriptors: Evil, Fire, Necromancy, Enhanced (light
your natural weapons and unarmed strikes are treated hammer)
as though they had the ghost touch weapon special
ability. Class: All

Chakra Bind (Shoulders) Binding this veil to your Slot: Hands, Wrists
Shoulders chakra grants you the ability to become even Saving Throw: Will; see text
more ghostly. When you would be hit by an attack or
other effect, as an immediate action, you may make an “How will you light your way? Here is a coal for you, hot
Escape Artist or Stealth check with a DC equal to the from my own fires. Now quit my gate and make for yourself
attack’s attack roll, saving throw DC for effects that do a lantern, stingy Jack.” – Mephistopheles
not require an attack roll or, or 15 + the attacking

Thomas McDonald (Order #32533845)


When you shape this veil you gain the ability to manifest to transmute its soul into a soul gem. The creature
a jack-o'-lantern with infernal akashic flames glowing targeted must make a Will saving throw or be affected as
within it. This jack-o'-lantern sheds normal light in a 10 though by a create soul gemBotD spell with a caster level
ft. radius around you and acts as a light hammer sized equal to your veilweaver level. If your attempt succeeds
appropriately for you. Treat the base weapon size as one the soul gem created appears inside of the jack-o'-
category smaller if the target of the attack is a devil, or lantern and can be retrieved as a move action. Soul gems
one category larger if they are an undead; these size created in this way resemble glowing coals and shed
modifiers stack with all other size changes or virtual light as a candle, but produce no heat.
size changes. You may choose to use your veilweaver
level in place of your base attack bonus when attacking
with this veil. Throwing the jack-o'-lantern as a ranged
attack does not cause it to dissipate, and it reappears in Jack’s Lantern (weapon-like)
your hand after the attack resolves.
Descriptors: Evil, Fire, Necromancy,
Essence: For each point of essence invested in this veil
the radius of normal light increases by 5 feet and the Class: All
weapon. For every odd-numbered point of essence Slot: Hands, Wrists
invested in this veil, the jack-o'-lantern deals an
additional 1d4 points of profane damagePoW. For every Saving Throw: Will; see text
even-numbered point of essence invested
in this veil the jack-o'-lantern deals an “How will you light your way? Here is a
additional 1d4 points of coal for you, hot from my own fires.
bludgeoning damage. This bonus Now quit my gate and make for
damage is not affected by size yourself a lantern, stingy Jack.” –
increases or multiplied on a Mephistopheles
critical hit. For every three When you shape this veil you
points of essence invested in gain the ability to manifest a
this veil, the jack-o'-lantern’s jack-o'-lantern with infernal
range increment increases by akashic flames glowing
+5 feet. within it. This weapon-like
Chakra Bind (Hands) Binding veil sheds normal light in a 10
this veil to your Hands chakra ft. radius around you and acts as
allows its light to protect you and a light hammer sized appropriately
others against undead creatures. Undead for you. Treat the base weapon size as
treat other creatures in squares illuminated one category smaller if the target of the
by the jack-o'-lantern as if those creatures were under attack is a devil, or one category larger if they are an
the effects of hide from undead. If this effect is ended, as undead; these size modifiers stack with all other size
described in the spell, you can resume it by taking a changes or virtual size changes. You may choose to use
point of essence burn as a full-round action. your veilweaver level in place of your base attack bonus
when attacking with this veil. Throwing the jack-o'-
Chakra Bind (Wrists) Binding this veil to your Wrists lantern as a ranged attack does not cause it to dissipate,
chakra grants you all the benefits of binding it to your and it reappears in your hand after the attack resolves.
Hands chakra, and whenever you confirm a critical hit
with the jack-o'-lantern you place a doom mark on the Essence: For each point of essence invested in this veil
target of your attack that lasts for 24 hours. This mark the radius of normal light increases by 5 feet and the
can only be seen by you and outsiders tied to death and weapon. For every odd-numbered point of essence
entropy, such as psychopomps and daemons. Outsiders invested in this veil, it deals an additional 1d4 points of
who can see a creature with a doom mark upon it profane damagePoW. For every even-numbered point of
always treat such creatures with hostility. As an essence invested in this veil it deals an additional 1d4
immediate action when a creature you’ve placed a doom points of bludgeoning damage. This bonus damage is
mark on dies, while the mark is active, you can attempt not affected by size increases or multiplied on a critical
hit. As long as you have at least 3 points of essence

Thomas McDonald (Order #32533845)


invested in this veil, undead creatures treat other Mummy s Wrappings
creatures in squares illuminated by this veil as if those
creatures were under the effects of hide from undead. If Descriptors: Teleportation
this effect is ended, as described in the spell, you can
resume it by taking a point of essence burn as a full- Class: Fisherking, Lunar, Radiant, Vizier
round action. Slot: Body
Chakra Bind (Hands) Binding this veil to your Hands Save: None
chakra grants your Jack’s Lantern a +1 enhancement
bonus per point of essence invested (maximum +5). As Blessed bandages held in place by gold and lapis scarabs
long as this weapon has at least a +1 enhancement cover you from head to toe, leaving only your face exposed.
bonus, you may also use any invested essence to gain a These wrappings shield your body and soul from corruption.
+1 effective enhancement bonus you can spend towards
any of the following weapon special abilities: brilliant The preservative powers of this veil grants you a +2
energy, cunning, dancing, defiant, disruption, ghost sacred bonus on saving throws against necromancy and
touch, glorious grayflame, lifescorch, limning. transmutation spells and effects.
Additionally, for every three points of essence invested Essence: For each point of essence invested in this veil,
in this veil, the jack-o'-lantern’s range increment the sacred bonus to saving throws against necromancy
increases by +5 feet. and transmutation spells and effects increases by +1.
Chakra Bind (Wrists) Binding this veil to your Wrists Chakra Bind (Body) Binding this veil to the Body
chakra grants you all the benefits of binding it to your chakra grants you a small measure of immortality. You
Hands chakra, and whenever you confirm a critical hit do not age naturally while this veil is shaped and cannot
with Jack’s Lantern you place a doom mark on the target die of old age, but spells and effects that cause aging
of your attack that lasts for 24 hours. This mark can affect you as normal. Additionally, you can spend 1 hour
only be seen by you and outsiders tied to death and to summon a golden sarcophagus suitable for a creature
entropy, such as psychopomps and daemons. Outsiders of your size into a location you can see.
who can see a creature with a doom mark upon it
always treat such creatures with hostility. As an Unlike most veil effects, this sarcophagus remains
immediate action when a creature you’ve placed a doom summoned even if this veil is sundered, suppressed or
mark on dies, while the mark is active, you can attempt otherwise unshaped, until you spend 1 hour returning
to transmute its soul into a soul gem. The creature the sarcophagus to the veil; this action can only be taken
targeted must make a Will saving throw or be affected as while this veil is shaped. Only you and creatures you
though by a create soul gemBotD spell with a caster level designate when manifesting the sarcophagus can open
equal to your veilweaver level. If your attempt succeeds or close it. Opening or closing the sarcophagus requires
the soul gem created appears inside of the jack-o'- a full-round action. You cannot have more than one
lantern and can be retrieved as a move action. Soul gems such sarcophagus manifested at a time.
created in this way resemble glowing coals and shed
light as a candle, but produce no heat. If a willing or helpless creature is placed within the
sarcophagus they are affected as if by the spell temporal
stasis and there is no save for this effect. A creature in
this state can still benefit from natural healing and you
Persistent Veil Items must set a condition for ending the effect (e.g. a specific
Some veils such as Heart of Yggrasil and Mummy's duration, use of a command word, recovery of a certain
Wrappings allow for the summoning of permanent amount of hit points). This effect also ends if a creature
items that have effects that are linked to their parent is removed from the sarcophagus by any means. The
veil. While these veils don't specify what happens to the sarcophagus loses this property if you do not have this
remains of these objects when they are destroyed, it is veil shaped and bound.
recommended any remains of such objects crumble into As long as this veil is shaped, bound, and the
dust that rapidly vanish. sarcophagus is manifested, any effect that would reduce
you below 0 hit points instead causes you to be instantly
transported inside of the sarcophagus which

Thomas McDonald (Order #32533845)


immediately closes. If another creature is occupying the gain fast healing equal to the number of points of
sarcophagus they are immediately shunted into an essence invested in this veil and DR 10/Bludgeoning;
adjacent square. This effect occurs regardless of your this damage reduction increases by 1 for each point of
location or how far away the Sarcophagus is, and essence invested in this veil.
functions even across planes. You can also willingly
retreat to the sarcophagus as a full-round action. If your
sarcophagus is ever destroyed before it can be recovered
into this veil, you take 10 points of Constitution drain; Vampire s Blessing
this drain cannot be cured in any way until you manifest
a new sarcophagus and spend 24 hours within it, at Descriptors: None
which point the drain is cured. You can always set the Class: All
terms of ending the temporal stasis effect on yourself
even if you are unconscious when entering the Slot: Neck
sarcophagus.
Save: None
A pair of bloody pinpricks appear on your neck and you
Swamp Creature's Flesh grow a pair of razor sharp fangs.

Descriptors: None This veil grants you a bite primary natural attack
dealing 1d6 (bludgeoning, piercing, and slashing)
Class: Daevic, Huay damage for medium veilweavers (adjust for other size
categories as normal, 1d4 Small and so on). You may use
Slot: Chest, Hands your veilweaver level in place of your base attack bonus
Save: None to determine your to-hit and other abilities of this veil.
Additionally, you gain temporary hit points equal to 1/2
Moss green scales cover your body and sharp claws sprout the damage dealt with the bite attack granted by this veil
from your fingertips. against living creatures. These temporary hit points last
for one minute per veilweaver level you possess.
Shaping this veil grants you the ability to breathe water
and two claw primary natural attacks dealing 1d4 for Essence: For every odd-numbered point of essence
medium veilweavers (adjust for other size categories as invested in this veil, you gain a +1 insight bonus on Bluff
normal, 1d3 Small and so on) damage. and Diplomacy skill checks. For every even-numbered
point of essence invested in this veil, the bite attack
Essence: For each point of essence gains a +1 enhancement bonus.
invested in this veil you gain a +2 insight
bonus to Swim checks. For every 2 points Chakra Bind (Neck) Binding this veil to your
of essence invested in this veil these Neck chakra allows you to briefly borrow the full
claws deal an additional 1d4 slashing might of a vampire. As a swift action
damage. you can gain the vampire templateLotN .
This transformation lasts for a number of
Chakra Bind (Hands) Binding this veil rounds per day equal to 3 + your
to your Hands chakra allows you to borrow veilweaving modifier. You do not gain
the might of a primordial creature of the the ability to create new vampires.
swamp. You gain a 30 foot swim speed and This is a polymorph effect. You do
a number of times per day equal to your not need to use these rounds
veilweaving modifier you can cast burst of consecutively. Ending this
adrenalineOA as a spell-like ability. transformation is a free action.
Additionally, if you have not gained at
Chakra Bind (Chest) Binding this veil
least a cumulative total of 10 temporary hit
to your Chest chakra grants you all the
points using this veil’s base effect in the last 24
benefits of binding it to your Hands
hours, you are treated as hungry for the purposes of the
chakra, and as long as you are partially
templates’ thirst ability. Any choices made when first
or completely submerged in water you

Thomas McDonald (Order #32533845)


activating this ability (e.g. vampiric powers and vampiric Additionally, for each point of essence invested in this
weaknesses) are permanent, persisting between uses of veil you gain a +1 insight bonus to Handle Animal and
this ability, and also apply if you later gain the vampire wild empathy checks against canines.
template via other means. Similarly, if you have
previously had the vampire template, any choices made Chakra Bind (Belt) Binding this veil to your Belt
at the time it was gained apply when gaining it via this chakra allows you to briefly borrow the full might of a
veil. werewolf. As a swift action you can gain the werewolf
templateLotW .This transformation lasts for a number of
When investing essence into this veil you can choose to rounds per day equal to 3 + your veilweaving modifier.
instead bind it. For each point of essence bound into this You never gain the template’s optional cursed bite
veil the number of rounds per day that you can gain the ability. This is a polymorph effect. You do not need to
vampire template increases by 2. use these rounds consecutively. Ending this
transformation is a free action. When investing essence
If you already have the vampire template, either the one into this veil you can choose to instead bind it. Any
presented in Blood of the Night, or the one presented in choices made when first activating this ability are
Lords of Night, instead of the normal benefits of this permanent, persisting between uses of this ability, and
veil's neck bind you gain a vampire focus from the list also apply if you later gain the werewolf template via
available to the vampire hunter classWoVHD that you meet other means. Similarly, if you have previously had the
the prerequisites for, treating your veilweaver level as werewolf template, any choices made at the time it was
your effective vampire hunter level. gained apply when gaining it via this veil. For each point
of essence bound into this veil the number of rounds per
day that you can gain the werewolf template increases
by 2.
Werewolf's Pelt
If you already have the lycanthrope or werewolf
Descriptors: None template, instead of the normal benefits of this veil's Belt
Class: All bind you gain Feral VitalityLotW or a shifting feat of your
choice as a bonus feat. You must meet the prerequisites
Slot: Belt, Shoulders for the feat you select.
Save: None
“The likeness of a greedy, devouring wolf, strong and
mighty...with most sharp and cruel teeth, a huge body, and
mighty paws.” –Testimony of Peter Stumpp
A silver furred wolf pelt tightly clings to your shoulders
or waist imparting you with a small measure of a
werewolf’s predatory might, which grants you a +2
insight bonus to Perception checks based on scent and
DR 2/ silver or good.
Essence: For each point of essence invested in this veil
the insight bonus to Perception checks based on scent
increases by +1 and the damage reduction increases by
1.
Chakra Bind (Shoulders) Binding this veil to your
Shoulders chakra grants you a small measure of a
werewolf’s shapeshifiting ability, which allowsyou to
take on the form of a wolf as a standard action. This
functions like the spell beast shape I, except you are
limited to taking on the form of a medium sized wolf.
This transformation can be ended as a swift action.

Thomas McDonald (Order #32533845)


scholar must have a good night’s rest and must meditate
for one hour to prepare their veils for the day.
This ability replaces the technique gained at 1st level
Vampire and the spells class feature. Crimson scholars do not
Hunter Archetype gain any spells or spellcasting ability, do not have a
caster level, and cannot use spell trigger and spell
“He dared even to attend the Scholomance, and there was no completion magic items.
branch of knowledge of his time that he did not essay.”
Judge of Mortality: At 1st level, a crimson scholar
—Bram Stoker, Dracula
gains the ability to see the ebb and flow of life, as well as
Despite their vices and pred nature there is one aberrations to this pattern. They constantly have the veil
noble thing that the immortal vampires can be said to Vanth’s EyesCo7SAT shaped. This veil does not count
do in service to the greater good. They preserve the against their normal limits on veils shaped, or their veil
mysteries and knowledge of the past. Via myriad slots. As this veil does not count against the crimson
circumstances, crimson scholars have been taught by the scholar’s veil slots or chakras, they can still shape a
most ancient of vampires in the knowledge of lost eras. different veil into the same slot as it freely. When shaped
Their training has shaped them into living repositories in this way Vanth’s Eyes loses the evil descriptor.
of knowledge, so much so that they can even hold the
This ability replaces detect undead.
sum total of other creatures' knowledge and experience.
Reduced Base Attack Bonus: A crimson scholar has a Table: Crimson Scholar Veils and Essence
medium base attack bonus progression like a rogue.
Level Veils Essence
This ability alters the vampire hunter’s base attack 1st 1 1
bonus. 2nd 1 1
3rd 1 1
4th 1 2
Skills: A crimson scholar gains Linguistics as a class 5th 2 2
skill but loses Ride. 6th 2 3
7th 2 3
Veilweaving: Starting at 1st level, a crimson scholar 8th 2 4
learns to shape the magical power known as akasha into 9th 2 4
10th 3 5
powerful veils, which are drawn from the nexus list. 11th 3 5
They use Intelligence as their veilweaving modifier and 12th 3 6
know and can shape any veil from this list that occupies 13th 3 6
the Hands, Feet, Head, Wrists, Shoulders, and Headband 14th 3 7
15th 4 7
slots. The DC for a saving throw against a veil’s abilities 16th 4 8
is 10 + the number of points of essence invested in the 17th 4 8
veil + the crimson scholar’s Intelligence modifier. They 18th 4 9
19th 4 9
can only shape a certain number of veils per day (see 20th 5 10
Table: Crimson Scholar Veils and Essence). Veils are
constructs of pure magic and are suppressed while in Living Tome (Su): At 1st level, a crimson scholar learns
the area of an antimagic field or similar phenomena. how to store large quantities of information flawlessly
within their mind. By making a successful DC 15
At 1st level, the crimson scholar also gains access to
Linguistics or Perception check as part of the action to
their own personal pool of essence, which can be
read or interact with written or drawn information, the
invested into veils and other receptacles to increase
crimson scholar can memorize 1 page of such
their power. The pool of available essence is listed in the
information, including images and maps. For every 5 by
crimson scholar’s veils and essence table; the crimson
which they exceed this DC they can memorize another
scholar's character level determines the maximum
page of information as part of the same action. If the
quantity of essence they can invest in any single veil. As
crimson scholar memorizes the entirety of a magical
a swift action, they can reallocate their essence
writing (such as a scroll or a page from a spellbook) they
investments into their veils every round. A crimson
do not borrow, duplicate, or retain any of the magic in

Thomas McDonald (Order #32533845)


the writing. However, as a standard action the crimson Intimidation check to extract information from the
scholar can expend an amount of crushed ruby with a traces of that creature’s soul lingering in the consumed
gold piece value equal to the cost of a magical text they blood. The base DC of this check is 20 + creature’s
have memorized (e.g. the cost to write it in spellbook or Charisma modifier. This check is modified as follows:
the purchase cost of a scroll) and touch a number of simple information (-5), unimportant secrets (+5),
blank pages sufficient to hold the text, they can impart valuable secrets (+10 or more based on GM discretion).
the magical text, including its original properties, onto The information gained is limited by the creature’s
the pages. This process removes the memorized magical knowledge at the time the blood was taken and what
text from the crimson scholar’s mind. they believed to be true. The DC also increases by +5
each time this is attempted the crimson scholar attempts
This ability can be invested with essence. For each point this check against a given creature’s blood. After 24
of essence invested in this ability the crimson scholar hours the traces of the creature's soul vanish entirely.
gains a +2 insight bonus on Linguistics checks. This ability can be invested with essence. As long as at
This ability replaces track. least 1 point of essence is invested in this ability, the
crimson scholar can use their Intelligence modifier in
Chakra Binds: At 2nd level, 4th level, and every four place of the Charisma modifier when making checks to
levels thereafter, the crimson scholar gains the ability to extract information from consumed blood. For each
bind veils directly to their chakras, unlocking potent point of essence invested in this ability, past the first,
new abilities. The crimson scholar gains the ability to they gain a +1 insight bonus on Diplomacy or
bind slots in the following order: Hands, Feet, Head, Intimidation checks related to this ability. This ability is
Wrists, Shoulders, Headband. a necromancy effect with the evil and death descriptors.
Liquid Souls (Su): At 2nd level, by drinking at least a At 5th level, the crimson scholar can attempt to
pint of an intelligent creature’s blood, or similar vital consume more than just memories from a creature. If
fluid, a crimson scholar can temporarily absorb its they consume at least 1 pint of blood, or similar fluid,
memories. At any point within 24 hours of imbibing the from a dead intelligent creature or destroyed intelligent
creature’s blood they can attempt a Diplomacy or undead, within 1 minute of that creature’s death or
destruction, that creature must make a Will save as if it
were still alive against a DC of 10 + the number of
points of essence invested in this ability + the crimson
scholar’s Intelligence modifier. If the creature fails this
saving throw, their remains crumble to dust, and their
soul is trapped within the crimson scholar. Such as soul
is only freed to move on if the crimson scholar dies,
willingly releases them, or if they are resurrected via
true resurrection, miracle, wish, or a similar effect. The
crimson scholar can extract information from such a
soul as described above, except that there is no time
limit, and any increases to the DC due to making
multiple attempts disappears when they shape their veils
for the day. The crimson scholar can hold a number of
souls equal to their veilweaver level. If a new soul would
cause them to exceed this limit they must choose a soul
they currently contain to release.
Additionally, once per day if a soul they have consumed
is of a creature that is capable of shaping veils, they can
attempt a check as if extracting information from it to
gain access to their knowledge of veilweaving instead,
which is treated as a valuable secret. If they succeed on
this check, the crimson scholar can unshape one veil
they currently have shaped and shape a veil that creature

Thomas McDonald (Order #32533845)


could shape in its place. They can bind a veil shaped in
this way as a part of this process, so long as they have
the ability to bind veils to the appropriate chakra. If the
veil shaped occupies a slot they do not possess (e.g. Vampiric Theft
interface or ring), the crimson scholar takes 2 points of Prerequisite: Vampire Hunter 6, liquid souls class
essence burn that lasts until the next time they shape feature
their veils for the day. The crimson scholar is always
aware of if a soul that they have consumed was capable Benefit: By taking a point of essence burn, while this
of veilweaving and what veils were available to them. focus is active the vampire hunter gains the benefits of a
feat possessed by a creature whose soul they have
As long as the crimson scholar contains souls consumed consumed via their liquid souls class feature. Essence
via this ability they exude an evil aura like a cleric of an burn gained in this way lasts as long as this vampiric
evil deity. focus is active. The feat selected must be a feat that they
This ability replaces relentless and relentless band. meet prerequisites for, and they can only gain the
benefits of a single feat in this way at a single time.
Scholar: At 3rd level, the crimson scholar must select
Know MasterWoVHD or Vampire ScholarWoVHD as their first
technique feat.
This alters the technique feat selected at 3rd level.
Unrestricted Scholar: Beginning at 7th level, a
crimson scholar learns that their only true limit is their Some phantoms drag akashic echos with them across
knowledge. They can select Skill Focus, or an akashic the veil.
feat they meet the prerequisites for, in place of the
following vampire hunter class features: vampire tracker Share Veil: An essence infused phantom grants its
(7th), quarry (14th), and improved quarry (19th, must master the Shared Veil feat as a bonus feat. An essence
replace if quarry is replaced). infused phantom can be affected by this feat like a
familiar.
This replaces the vampire hunter class ability the
crimson scholar gives up for the akashic feat. This replaces the phantom’s share spells ability.

Improved Essence Capacity: At 15th level the Akashic Attunement: Essence infused phantoms treat
maximum essence capacity of all the crimson scholar’s their master’s spiritualist level as their character and
essence receptacles increases by 1. veilweaver level for the purposes of qualifying for
akashic feats.
Veil Touched Mastery: At 20th level, each day when
the crimson scholar shapes their veils for the day, Bridge (Su): Starting at 3rd level, phantom can emit
instead of they would regain their spells per day, they akashic effects for its master. If the master and the
choose one vampiric focus to be active on themself for phantom are within 5 feet at the time the master
the entire day. activates a veil or constellation effect that requires a
touch attack, or ranged touch attack, the master can
This ability modifies but otherwise functions as master designate the phantom as the “toucher” or ranged
vampire hunter. "toucher". The phantom can then deliver the attack just
as the master would; including moving or making any
necessary attack rolls. The master can bind essence into
this ability. For each point of essence bound into this
ability the maximum distance between them and their
phantom, for the purposes of this ability, increases by
5ft.
This ability replaces deliver touch spells.

Thomas McDonald (Order #32533845)


Emotional Veil: At 1st level, phantoms gain the ability can shape any veil from this list. The DC for a saving
to shape a veil based on its emotional focus as indicated throw against a veil’s abilities is 10 + the number of
below. They shape this veil using the normal points of essence invested in the veil + the scion of the
veilweaving rules, have total veils shaped of 1, a veil’s wisdom modifier. They can only shape a certain
veilweaver level equal to their number of hit die, and use number of veils per day (see Table : Scion of the Veil
their Charisma to determine the DC’s and effects of Veils and Essence). Veils are constructs of pure magic
their veil abilities. and are suppressed while in the area of an antimagic
field or similar phenomena.
▪ Anger: Armbands Of The Irked ElephantAM
At 1st level the scion of the veil also gains access to their
▪ Dedication: Sentinel's HelmAM own personal pool of essence, which can be invested
into veils and other receptacles to increase their power.
▪ Despair: Bracers of OblivionCo7SAT
The pool of available essence is listed in the scion of the
▪ Desperation: Catrina’s SarongCo7SAT veil’s veils and essence table; the scion of the veil’s
character level determines the maximum quantity of
▪ Fear: Pit Fiend’s ShroudCo7SAT essence they can invest in any single veil. As a swift
action, they can reallocate their essence investments
▪ Greed: Waistband of the Wealthy into their veils every round. A scion of the veil must
have a good night’s rest and must meditate for one hour
▪ Hatred: Bloodeater’s BeltCo7SAT to prepare their veils for the day.
▪ Jealousy: Grannie’s BonnetATRP This ability replaces the spiritualist’s knacks and spells
▪ Kindness: Unicorn FeatheringCo7SAT class features. Scions of the veil do not gain any spells or
spellcasting ability, do not have a caster level, and
▪ Lust: Nymph’s VisageCo7SAT cannot use spell trigger and spell completion magic
items.
▪ Pride: White Rider’s SashCo7SAT
Boatman’s Protégé: A scion of the veil can shape all
▪ Remorse: Iron CrownCo7SAT veils from the Boatman’s Ensemble veil set as if these
veils were on their class list. They must still possess the
▪ Suffering: Martyr’s TogaAM appropriate chakra binds to bind these veils.
▪ Whimsy: Trickster’s WebATSS
▪ Zeal: Heaven’s BlessingCo7SAT Table : Scion of the Veil Veils and Essence
This replaces the feat gained at first level. Level Veils Essence
1st 1 1
2nd 1 2
3rd 2 3
4th 2 4
5th 2 5
6th 3 6
7th 3 7
8th 3 8
Scions of the veil are spiritualists that are born with a 9th 4 9
natural connection to the veil between life and death, 10th 4 10
and to the creatures that are its wardens and keepers. 11th 4 11
12th 5 12
This connection is believed to be due to the scion having 13th 5 13
a distant psychopomp ancestor. 14th 5 14
15th 6 15
Veilweaving: A scion of the veil learns to shape the 16th 6 16
magical power known as akasha into powerful veils, 17th 6 17
18th 7 18
which are drawn from the radiant veil list. They use 19th 7 19
Wisdom as their veilweaving modifier and know and 20th 7 20

Thomas McDonald (Order #32533845)


Chakra Binds: At 3rd level and every three levels as a part of the action to activate this effect, or as a free
thereafter, the scion of the veil gains the ability to bind action at any point during its duration. For each point of
veils directly to their chakra, unlocking potent new essence burn taken in this way, they extend the duration
abilities. The scion of the veil gains the ability to bind of this enhanced sight by one minute. These additional
slots in the following order: Hands, Head, Headband, minutes do not count against the normal duration of
Neck, Belt, and Body. this ability, expire first after the first minute of normal
duration is consumed, and are lost if this ability is
Liminal Perceptions: At 5th level, a scion of the veil deactivated. Essence burn taken to activate or extend
gains the ability to peer into the veil between life and the duration of this ability does not begin to recover
death. They constantly have the veil Vanth’s EyesCo7SAT until the scion of the veil ends this ability.
shaped. This veil does not count against their normal
limits on veils shaped, or their veil slots. As this veil does This ability replaces detect undead and see invisibility.
not count against the scion of the veil’s veil slots or
chakras, a scion of the veil can still shape a different veil Improved Essence Capacity: The scion of the veil is
into the same slot as it freely. When shaped in this way particularly talented at investing essence. At 5th, 11th,
Vanth’s Eyes loses the evil descriptor. A scion of the veil and 17th level the maximum essence capacity of all their
can always see doom marks. essence receptacles increases by 1.

At 9th level, while the scion of the veil has Vanth’s Eyes Call Psychopomp (Su): Starting at 6th level, once per
bound they can take a point of essence burn, as a swift day the scion of the veil can use the act of withdrawing
action, to see into the Ethereal Plane out to a distance of their phantom into their mind to signal a shepherd of
30 feet +5 feet per point of essence invested in Vanth’s the dead for aid. As either a swift or an immediate
Eyes. This enhanced sight lasts for a number of minutes action, a scion of the veil can take a point of essence to
per day equal to their veilweaving modifier. They do not call their phantom back into their consciousness. This
need to use these minutes consecutively and they can essence burn does not recover until after they manifest
end this ability as a free action, but each use of this their phantom again. At the start of the next round one
ability consumes a minimum of 1 minute. A scion of the of the following psychopomps, of the scion of the veil’s
veil can burn any number of additional points of essence choice, appears in a square adjacent to them: esobokPAP80,

Thomas McDonald (Order #32533845)


nosoiB4 with the advanced simple template (rebuild Special: If you possess the vampire templateLotN you can
rules), or a vidusB6 with the young simple template select this feat as vampiric power. Additionally,
(rebuild rules) and lacking the transformation ability. dhampirBotN with the Blood Drinker feat are treated as
This is a conjuration (summoning) effect and the scion vampires for the purposes of this feat’s prerequisites.
of the veil can dismiss the summoned psychopomp as a
swift action. The summoned psychopomp has a starting
attitude of helpful towards them. The scion of the veil
cannot manifest their phantom or activate their bonded Drink Soul
manifestation ability while they have a psychopomp You have the ability to a creature’s soul via their blood.
summoned in this way. This ability can be invested with
essence. For each point of essence invested in this Prerequisites: Blood Knowledge, Vampire
ability, the summoned psychopomp increases the range
of its spiritsense ability by 5 feet. For every 2 points of Benefits: If you consume at least 1 pint of blood, or
essence invested in this ability the psychopomp gains a similar fluid, from a dead intelligent creature or
+1 insight bonus to attack and damage rolls, saving destroyed intelligent undead, within 1 minute of that
throws, and skill checks, as well as gaining 5 additional creature’s death or destruction, that creature must make
hit points. a Will save as if it were still alive against a DC of 10 +
1/2 your HD + your Charisma modifier. If the creature
The scion of the veil can use this ability one additional fails this saving throw, their remains crumble to dust,
time per day for every 4 spiritualist levels they possess and their soul is trapped within your blood. Such a soul
beyond 6th. is only freed to move on if you die, willingly releasing
them, or if they are resurrected via true resurrection,
This ability replaces phantom recall. miracle, wish, or a similar effect.
You can extract information from such a soul described
in Blood Knowledge except that there is no time limit,
and any increases to the DC due to making multiple
attempts disappear after 24 hour. You can hold a
number of souls equal to your number of HD. If a new
soul would cause you to exceed this limit you must
Blood Knowledge choose a soul you currently contain to release. This
You have the ability to extract knowledge from the blood you ability is a supernatural necromancy effect with the evil
consume. and death descriptors. As long as you contain souls
consumed using this feat you exude an evil aura like a
Prerequisite: Vampire cleric of an evil deity.
Benefits: By drinking at least a pint of an intelligent
creature’s blood, or similar vital fluid, you can extract its
memories. At any point within 24 hours of imbibing the Pillaged Talents
creature’s blood you can attempt a Diplomacy or
Intimidation check to extract information from the You can use the talents of creatures you have swallowed as your
traces of that creature’s soul in your blood. The base DC own.
of this check is 20 + creature’s Charisma modifier. This
check is modified as follows: simple information (-5), Prerequisites: Blood Knowledge, Drink Soul, Vampire
unimportant secrets (+5), valuable secrets (+10 or more Benefits: At dusk each day, select a soul you consumed
based on GM discretion). The information gained is via Drink Soul. You gain the benefits of one feat
limited by the creature’s knowledge at the time the possessed by that soul. The feat gained must be a feat
blood was taken and what they believed to be true. The that you meet prerequisites for. You can change the
DC also increases by +5 each time you attempt this selected soul in a process that takes 1 minute, and can
check against a given creature’s blood. After 24 yours do so a number of times per day equal to your Charisma
the traces of the creature's soul vanish entirely. This modifier.
ability is supernatural a necromancy effect with the evil
and death descriptors.

Thomas McDonald (Order #32533845)


Maneuvers Readied: An agent of the light can ready all
three of their maneuvers known at 1st level, and as they
advance in level and learn more maneuvers, they are
able to ready more, but must still choose which
maneuvers to ready. An agent of the light must always
ready their maximum number of maneuvers readied.
They ready their maneuvers by meditating or observing
their animal companion for ten minutes. The
maneuvers they choose remain readied until they decide
Unlike their brethren, agents of the light do not draw up
to practice again and change them. The agent of the
scraps of vampiric might to fight darkness with
light does not need to sleep or rest for any long period
darkness. They have become conduits of the sun’s own
of time in order to ready their maneuvers; any time they
cleansing and life bringing light. Agents of the light can
spend ten minutes meditating, they can change their
even use solar energies to counterfeit vampiric powers.
readied maneuvers.
Reduced Base Attack Bonus: An agent of the light has
An agent of the light begins an encounter with all their
a medium base attack bonus progression like a rogue.
readied maneuvers unexpended, regardless of how
This ability alters the vampire hunter’s base attack many times they might have already used them since
bonus. they chose them. When they initiate a maneuver, they
expend it for the current encounter, so each of their
Maneuvers: An agent of the light begins their career readied maneuvers can be used once per encounter
with knowledge of three martial maneuversPoW. The (unless they recover them, as described below).
disciplines available to them are Radiant DawnDPR, Silver
Crane, and Solar Wind. In order for the agent of the light to recover maneuvers,
they must share the sun's blessings with their allies as a
Maneuvers: An agent of the light begins their career full-round action. When they do so, they recover a
with knowledge of three martial maneuversPoW. The number of expended maneuvers equal to their initiation
disciplines available to them are Radiant DawnDPR, Silver modifier (minimum 2) and each ally within 30 feet gains
Crane, and Solar Wind. damage reduction, and a sacred bonus to saving throws,
equal to the agent of the light’s initiation modifier
The agent of the light learns additional maneuvers at
(minimum 1) for one round. Alternately, the agent of the
higher levels, as indicated on Table: Archetype
light may focus inward and recover a single maneuver as
Maneuver ProgressionPoWE. The maximum level of
a standard action.
maneuvers gained through agent of the light levels is
limited by those listed in that table as well, although this Stances Known: An agent of the light begins their
restriction does not apply to maneuvers added to their career with knowledge of one stance from any discipline
maneuvers known through other methods, such as open to agents of the light. At 4th, 7th, 11th, and 13th
prestige classes or the Advanced Study feat. An agent of levels, they can select an additional stance to learn. The
the light must meet a maneuver’s prerequisite to learn it. maximum level of stances gained through agent of the
light levels is limited by those listed in Table:
Upon reaching 4th level, and at every even numbered
Archetype Maneuver Progression. Unlike maneuvers,
initiator level thereafter (6th, 8th, 10th, and so on), the
stances are not expended and the agent of the light does
agent of the light can choose to learn a new maneuver in
not have to ready them. All the stances they know are
place of one they already know. In effect, they lose the
available to them at all times, and they can change the
old maneuver in exchange for the new one. They can
stance they are currently maintaining as a swift action.
choose a new maneuver of any level they like, as long as
A stance is an extraordinary ability unless otherwise
they observe the restriction on the highest-level
stated in the stance or discipline description.
maneuvers they know; the agent of the light need not
replace the old maneuver with a maneuver of the same Unlike with maneuvers, an agent of the light cannot
level. They can swap only a single maneuver at any learn a new stance at higher levels in place of one they
given level. An agent of the light’s initiation modifier is already know.
Wisdom, and each agent of the light level is counted as a
full initiator level. This ability replaces spellcasting.

Thomas McDonald (Order #32533845)


Solar Foci: Though agents of the light mimic many Unfettered Agent: Beginning at 7th level, an agent of
vampiric powers, some are beyond what the sun's might the light learns that vampires and undead are not the
can replicate. The following alternate vampiric focus only dark foes they must face. They can select a combat
abilities count as and use the normal rules for vampiric feat they meet the prerequisites for in place of the
focus abilities, but replace the vampiric focus ability following vampire hunter class features: vampire tracker
listed in their entry: (7th), quarry (14th), and improved quarry (19th, must
replace if quarry is replaced).
▪ Solar Blessing (replaces Vampiric Heart): The
agent of the light gains energy resistance equal This replaces the vampire hunter class ability the agent
to half their level against cold and fire. of the light gives up for the combat feat.
Additionally, the agent of the light cannot be
detected or tracked by scent. At 16th level, once Sun Blessed Mastery: At 20th level, each day at dawn,
per day the agent of the light can use the Day’s instead of when they regain their spells per day, the
Resurgence domain power of the dayAPG agent of the light chooses one vampiric focus to be
subdomain. active on themself for the entire day.

▪ Solar Grace (replaces Vampiric Call): The agent This modifies but otherwise functions as master
of the light can call upon the life giving vampire hunter.
properties of the sun. Once during each
activation of this focus, as an immediate action,
the agent of the light can heal themself or a
willing adjacent creature a number of points
equal to their vampire hunter level. At 8th level,
the agent of the light also gains DR 5/Cold Iron.
At 16th level, the damage reduction becomes 10/
Adamantine.
▪ Solar Sight (replaces Vampiric Sight): The agent
of the light gains low-light vision (if they already
have low-light vision, they instead gain a +3
competence bonus on sight-based Perception
checks in dim light). At 8th level, the agent of the
light has their existing low-light vision enhanced
so that they can see four times as far in
conditions of dim light. At 16th level, the agent
of the light also gains blindsense to a range of 30
feet.
Bless Light (Su): At 4th level, an agent of the light can
consecrate mundane light with the properties of the sun.
The light shed by non-magical light sources in the agent
of the light’s possession (e.g. torches) counts as natural
sunlight as long as they are in contact with the light
source. As a standard action the agent of the light can
touch a non-magical light source and expend 2 minutes
worth of use from one of their vampiric focus abilities,
to make light shed by that light source count as natural
sunlight for the next 12 hours. Creatures harmed by
natural sunlight are always aware of the properties of
light affected by this ability.
This ability replaces stake.

Thomas McDonald (Order #32533845)


Bane’s Mastery: At 20th level, once per day after
resting for at least 8 hours, instead of when they regain
their spells per day, the bane chooses one vampiric
focus to be active on themself for the entire day.
Banes are masters of poison and use this dubious art to
aid them against the undead and the mortals who serve This modifies but otherwise functions as master
such creatures. vampire hunter.

Proficiencies: Banes are proficient with simple


weapons, as well as light armor and bucklers. In
addition, if this is this character’s first level in any class,
they may select a martial tradition of their choice.
This modifies weapon and armor proficiencies.
Most vampire hunters stalk the nights seeking out their
Reduced Base Attack Bonus: A bane has a medium undead quarry, taking the fight to them and defending
base attack bonus progression like a rogue. the living as a result. However, guardians of the living
believe that a mighty defense is the best way to drive
This ability alters the vampire hunter’s base attack back the creatures of the night.
bonus.
Reduced Base Attack Bonus: A guardian of the living
Combat Training (Ex): A bane is considered an Adept has a medium base attack bonus progression like a
practitioner, gaining spheres and talents as appropriate. rogue.
A bane uses Wisdom as their practitioner modifier.
This ability alters the vampire hunter’s base attack
Banes must always choose daring scholar (must select bonus.
the poison alchemy sphere package) or guild training as
their martial tradition. Proficiencies: A guardian of the living is proficient
with simple weapons, as well as light armor and
This ability replaces the spellcasting class feature and bucklers. In addition, if this is the character’s first level
the technique feat gained at 1st level. Banes do not gain in any class, they select a martial tradition of their
any spells or spellcasting ability, do not have a caster choice.
level, and cannot use spell trigger and spell completion
magic items. This alters weapon and armor proficiencies.
Undeath's Bane (Su): At 7th level even undead are not Casting: A guardian of the living may combine spheres
immune to a bane's poisons. Any poison created by a and talents to create magical effects. A guardian of the
bane can affect undead, bypassing their normal living is considered a Low-Caster. (Note: All casters gain
immunities. Magical effects that negate poisons still 2 bonus talents and a casting tradition the first time they
apply. If an undead creature fails its save, the poison acts gain the casting class feature.)
as normal, but may have no effect on the creature,
depending on the effect of the poison (such as dealing This replaces the spellcasting class feature, relentless,
Constitution damage to undead). and the technique feat gained at 1st level.

This ability replaces vampire tracker. Spell Pool: The guardian of the living gains a small
reservoir of energy they can call on to create truly
Expanded Alchemy (Ex): Beginning at 11th level, a wondrous effects, called a spell pool. This pool contains
bane can increase their alchemical repertoire. They can a number of spell points equal to their class level + their
gain an Alchemy sphere talent in place of the following casting ability modifier. This pool replenishes once per
vampire hunter class features: vampire bane (11th), day after roughly 8 hours of rest.
quarry (14th), and improved quarry (19th, must replace
if quarry is replaced). Magic Talents: A guardian of the living gains a magic
talent at 2nd level and every 2 levels thereafter.
This replaces the vampire hunter class ability the bane
gives up.

Thomas McDonald (Order #32533845)


Combat Training (Ex): The guardian of the living is a number of spell points equal to their class level + their
considered a Proficient practitioner, gaining spheres casting ability modifier. This pool replenishes once per
and talents as appropriate. Guardians of the living use day after roughly 8 hours of rest.
Wisdom as their practitioner modifier.
Magic Talents: A sphere vampire hunter gains one
This replaces the technique feats gained at 3rd-15th magic talent at 4th level and every 2 levels thereafter.
levels.
Expanded Arts (Ex): Beginning at 7th level, a sphere
Deathless Bastion (Ex): At 1st level, the guardian of the vampire hunter can grow the might of their magic. They
living gains the Guardian sphere as a bonus sphere, or a can select sphere focus, or metamagic feat that they
talent from that sphere if they possess it already. At 7th qualify for in place of the following vampire hunter class
level, the guardian of the living can expend their martial features: vampire tracker (7th), quarry (14th), and
focus as an immediate action to gain the ferocity improved quarry (19th, must replace if quarry is
universal monster ability for a number of rounds equal replaced).
to their Wisdom modifier (minimum 1). At 10th level,
they gain a bonus guardian sphere talent of their choice. This replaces the vampire hunter class ability the bane
gives up for the selected feat.
This replaces track, vampire tracker and swift tracker.
Sphere Mastery: At 20th level, each day when they
Sphere Mastery: At 20th level, each day when they regain their spell points, instead of when they regain
regain their spell points, instead of when they regain their spells per day, the sphere vampire hunter chooses
their spells per day, the guardian of the living chooses one vampiric focus to be active on themself for the
one vampiric focus to be active on themself for the entire day.
entire day.
This modifies but otherwise functions as master
This modifies but otherwise functions as master vampire hunter.
vampire hunter.

Death of Viziers (Poison)


Price 1000 gp
Reduced Base Attack Bonus: A sphere vampire hunter This toxin was first developed to aid in assassinating a
has a medium base attack bonus progression like a royal adviser that had fallen out of favor with their
rogue. king’s courtiers.
This ability alters the vampire hunter’s base attack Type poison, ingested; Save Fortitude DC 12
bonus.
Onset 10 minutes; Frequency Once per minute for 6
Casting: At 4th level, the sphere vampire hunter may minutes; Cure 2 consecutive saves
combine spheres and talents to create magical effects.
The sphere vampire hunter is considered a Low-Caster. Effect 1 point of essence burn. Essence burn taken in
(Note: All casters gain 2 bonus talents and select a this way lasts for 24 hours.
casting tradition the first time they gain the casting class
feature.)
This replaces the spellcasting class feature.
Spell Pool: The sphere vampire hunter gains a small
reservoir of energy they can call on to create truly
wondrous effects, called a spell pool. This pool contains

Thomas McDonald (Order #32533845)


Essence Reactive Pigment Mandala Orb (Adventuring
(Alchemical Tool) Gear)
Price 50 gp; Weight — Price 50 gp; Weight 1 lb.
This pigment is normally white in color, but when an These small spheres made of clear glass sparkle brightly
object dyed or painted with it is in the possession of a in the light. When held by a creature with an essence
creature with an essence pool it can be invested with pool these orbs display glowing fractal patterns and
essence. For each point of essence invested, the pigment shed light as a candle. A mandala orb can be invested
gains a single color and can display a simple pattern with a single point of essence by its holder. While
consisting of those colors and white in any combination. invested the radius of its light increases by 5 feet. This
For example, 2 points of essence would allow for a basic essence immediately returns to the holder's essence pool
striped pattern or spots. If used to color an object that is if the orb leaves their hand. The light shed by a mandala
already an essence receptacle, treat essence invested in orb is considered to be non-magical in nature.
the receptacle as also being invested in this pigment.
While invested, changing the colors or pattern requires Construction Craft (glassblowing or jewelry) DC 25 (
a move action, and removing all essence from the DC 20 if the crafter has an essence pool)
pigment returns it to its normal white color.
Essence reactive pigment can be used as a dye or made
into paint. A single dose is enough to coat or dye a
square foot of non-living material. Once applied,
essence reactive pigment is permanent, although it can
be washed off with alchemical solvent. Primordial Blood: Some Atlanteans awaken to akashic
Construction Craft (alchemy) DC 25 adaptations that are different from the fellows. This is
the result of a distant commingling between an
Atlantean ancestor and a primeval entity of the swamp.
While completely submerged in liquid, and for 1d6
False Essence (Drug) rounds thereafter, Atlanteans with primordial blood are
considered to have the Swamp Creature's Flesh veil
Price 1500 gp shaped and do not count it against their total veils
This substance induces a mild sense of mental and shaped or their veil slots. When shaped in this way, this
spiritual clarity. It is often sought out by individuals veil lacks a visual manifestation and gains the
who come into possession of akashic objects, but don’t undetectable descriptor. If an Atlantean can bind veils to
have the capacity to use them on their own. the Hands or Chest chakras, they also gain the benefits
of having this veil bound to one of those chakras as long
Type drug, inhaled; Addiction: Major, Fortitude DC 12 as they could normally bind veils to it. Since this veil
does not count against the Atlantean’s veil slots or
Effect For 12 hours the user gains a pool of 3 temporary chakras, they can still shape and bind a different veil
essence. Unlike normal temporary essence, temporary into the same slot as it freely. This racial trait replaces
essence granted by this drug can be recovered if burned. aquatic adaptation.
Each time the user invests an akashic receptacle with
this essence, or burns this essence, they take 1d4 points Strong Primordial Blood: The blood of the swamp
of Charisma damage and an amount of nonlethal flows strongly in some Atlanteans. The Swamp
damage equal to the amount of essence burned. Creature's Flesh veil granted by the primordial blood
Charisma damage taken in this way is counted as ability alternate racial ability is always treated as being shaped.
damage caused by the drug for the purpose of In addition, the swim speed granted by this veil's bind
calculating the DC of saving throws to resist addiction effect increases by 5 feet. This racial trait replaces
to the drug. Neither the Charisma damage nor the natural specialist.
nonlethal damage can be healed until the user takes a
full 8 hours of rest.

Thomas McDonald (Order #32533845)


Identity. (e) "Product Identity" means product and product
line names, logos and identifying marks including trade
dress; artifacts, creatures, characters, stories, storylines, plots,
Front Cover Art: Jack-O'-Lantern by Bany_MM thematic elements, dialogue, incidents, language, artwork,
symbols, designs, depictions, likenesses, formats, poses,
Rear Cover Art: “Bat” by OpenClipart-Vectors concepts, themes and graphic, photographic and other visual
or audio representations; names and descriptions of
Interior Illustrations: characters, spells, enchantments, personalities, teams,
personas, likenesses and special abilities; places, locations,
“Blackmon Gargoyle”, “Blackmon Vampire 02”, “Blackmon environments, creatures, equipment, magical or supernatural
Lycanthrope Werewolf”, and “Blackmon Human Paladin” abilities or effects, logos, symbols, or graphic designs; and any
by Jacob E. Blackmon other trademark or registered trademark clearly identified as
Product identity by the owner of the Product Identity, and
“watercolour splat backgrounds” Some artwork © 2015 which specifically excludes the Open Game Content; (f)
DeanSpencer, used with permission. All rights reserved. "Trademark" means the logos, names, mark, sign, motto,
designs that are used by a Contributor to identify itself or its
Page Background and Covers: by FiguD
products or the associated products contributed to the Open
Public Domain & Pixbay Illustrations: Game License by the Contributor (g) "Use", "Used" or "Using"
means to use, Distribute, copy, edit, format, modify, translate
“Mask” by OpenClipart-Vectors and otherwise create Derivative Material of Open Game
Content. (h) "You" or "Your" means the licensee in terms of
“Pumpkins” by Parker_West this agreement.

“Frankenstein At Work In His Laboratory” artist 2. The License: This License applies to any Open Game
unkown (1922) Content that contains a notice indicating that the Open
Game Content may only be Used under and in terms of this
“Necromancer” by TheMartian License. You must affix such a notice to any Open Game
Content that you Use. No terms may be added to or
“Warrior Hallway” by jcoope12 subtracted from this License except as described by the
License itself. No other terms or conditions may be applied
“Druid” by emilijae to any Open Game Content distributed using this License.
____________________________________________ 3. Offer and Acceptance: By Using the Open Game Content
You indicate Your acceptance of the terms of this License.
OPEN GAME LICENSE Version 1.0a
4. Grant and Consideration: In consideration for agreeing to
The following text is the property of Wizards of the Coast, use this License, the Contributors grant You a perpetual,
Inc. and is Copyright 2000 Wizards of the Coast, Inc worldwide, royalty-free, non-exclusive license with the exact
("Wizards"). All Rights Reserved. terms of this License to Use, the Open Game Content.
1. Definitions: (a) "Contributors" means the copyright and/or 5. Representation of Authority to Contribute: If You are
trademark owners who have contributed Open Game contributing original material as Open Game Content, You
Content; (b) "Derivative Material" means copyrighted represent that Your Contributions are Your original creation
material including derivative works and translations and/or You have sufficient rights to grant the rights conveyed
(including into other computer languages), potation, by this License.
modification, correction, addition, extension, upgrade,
improvement, compilation, abridgment or other form in 6. Notice of License Copyright: You must update the
which an existing work may be recast, transformed or COPYRIGHT NOTICE portion of this License to include the
adapted; (c) "Distribute" means to reproduce, license, rent, exact text of the COPYRIGHT NOTICE of any Open Game
lease, sell, broadcast, publicly display, transmit or otherwise Content You are copying, modifying or distributing, and You
distribute; (d) "Open Game Content" means the game must add the title, the copyright date, and the copyright
mechanic and includes the methods, procedures, processes holder's name to the COPYRIGHT NOTICE of any original
and routines to the extent such content does not embody the Open Game Content you Distribute.
Product Identity and is an enhancement over the prior art
and any additional content clearly identified as Open Game 7. Use of Product Identity: You agree not to Use any Product
Content by the Contributor, and means any work covered by Identity, including as an indication as to compatibility, except
this License, including translations and derivative works as expressly licensed in another, independent Agreement
under copyright law, but specifically excludes Product with the owner of each element of that Product Identity. You

Thomas McDonald (Order #32533845)


agree not to indicate compatibility or co-adaptability with The Book of Experimental Might. © 2008, Monte J. Cook. All
any Trademark or Registered Trademark in conjunction with rights reserved.
a work containing Open Game Content except as expressly
licensed in another, independent Agreement with the owner Tome of Horrors. © 2002, Necromancer Games, Inc.;
of such Trademark or Registered Trademark. The use of any Authors: Scott Greene, with Clark Peterson, Erica Balsley,
Product Identity in Open Game Content does not constitute Kevin Baase, Casey Christofferson, Lance Hawvermale,
a challenge to the ownership of that Product Identity. The Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based
owner of any Product Identity used in Open Game Content on original content from TSR.
shall retain all rights, title and interest in and to that Product
Advanced Player’s Guide. Copyright 2010, Paizo Publishing,
Identity.
LLC; Author: Jason Bulmahn.
8. Identification: If you distribute Open Game Content You
Akashic Mysteries, © 2014 Dreamscarred Press; Author:
must clearly indicate which portions of the work that you are
Michael Sayre
distributing are Open Game Content.
Akashic Tales: Hallow Icons, © 2021 James Ray; Author
9. Updating the License: Wizards or its designated Agents
James Ray
may publish updated versions of this License. You may use
any authorized version of this License to copy, modify and Akashic Tales: Horrible Horsemen, © 2021 James Ray;
distribute any Open Game Content originally distributed Author James Ray
under any version of this License.
Akashic Tales: Red’s Peril, © 2021 James Ray; Author James
10. Copy of this License: You MUST include a copy of this Ray
License with every copy of the Open Game Content You
distribute. Akashic Tales: Relics of Atlantis, © 2021 James Ray; Author
James Ray
11. Use of Contributor Credits: You may not market or
advertise the Open Game Content using the name of any Akashic Tales: Spider’s Stories, © 2021 James Ray; Author
Contributor unless You have written permission from the James Ray
Contributor to do so.
City of Seven Seraphs: Akashic Trinity, © 2018, Lost Spheres
12. Inability to Comply: If it is impossible for You to comply Publishing, Author: Michael Sayre.
with any of the terms of this License with respect to some or
all of the Open Game Content due to statute, judicial order, Divergent Paths: Rajah, © 2017, Dreamscarred Press.
or governmental regulation then You may not Use any Open Authors: Jade Ripley and Ehn Jolly.
Game Material so affected.
Lords of the Night, © 2015, Dreamscarred Press.
13. Termination: This License will terminate automatically if
Lords of the Wild, © 2018, Dreamscarred Press.
You fail to comply with all terms herein and fail to cure such
breach within 30 days of becoming aware of the breach. All Pathfinder Adventure Path #80: Empty Graves © 2014, Paizo
sublicenses shall survive the termination of this License. Publishing, LLC; Authors: Crystal Frasier, with Thurston
Hillman, Will McCardell, Rob McCreary, and Amber E. Scott.
14. Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the Pathfinder Player Companion: Adventurer’s Armory 2 ©
extent necessary to make it enforceable. 2017, Paizo Inc.; Authors: Jenny Jarzabski, Mikko Kallio,
Isabelle Lee, Luis Loza, Joe Pasini, David N. Ross, and Linda
15. COPYRIGHT NOTICE
Zayas-Palmer.
Open Game License v 1.0a Copyright 2000, Wizards of the
Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo
Coast, Inc.
Publishing, LLC; Authors: Dennis Baker, Jesse Benner,
System Reference Document. Copyright 2000, Wizards of the Savannah Broadway, Ross Byers, Adam Daigle, Tim
Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob
Williams, based on material by E. Gary Gygax and Dave McCreary, Jason Nelson, Tom Phillips, Stephen Radney-
Arneson. MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork
Shaw, and Russ Taylor.
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo
Inc.; Author: Jason Bulmahn, based on material by Jonathan Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.;
Tweet, Monte Cook, and Skip Williams. Authors: Robert Brookes, Benjamin Bruck, John Compton,
Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs,

Thomas McDonald (Order #32533845)


Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason
Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F.
Wesley Schneider, David Schwartz, Mark Seifter, Todd
Stewart, Josh Vogt, and Linda Zayas-Palmer.
Pathfinder Roleplaying Game Book of the Damned © 2017,
Paizo Inc.; Authors: John Compton, Adam Daigle, Amanda
Hamon Kunz, James Jacobs, Isabelle Lee, F. Wesley Schneider,
Todd Stewart, and Josh Vogt.
Pathfinder Roleplaying Game Occult Adventures. © 2015,
Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert
Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam
Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon
Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom
Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex
Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve
Townshend.
Pathfinder Roleplaying Game Pathfinder Unchained © 2015,
Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross Beyers,
Logan Bonner, Jason Bulmahn, Robert Emerson, Tim
Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-
MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter,
and Russ Taylor.
Pathfinder Roleplaying Game Planar Adventures © 2018,
Paizo Inc.; Authors: Robert Brookes, John Compton, Paris
Crenshaw, Eleanor Ferron, Thurston Hillman, James Jacobs,
Isabelle Lee, Lyz Liddell, Ron Lundeen, Joe Pasini, Lacy
Pellazar, Jessica Price, Mark Seifter, F. Wesley Schneider,
Todd Stewart, James L. Sutter, and Linda Zayas-Palmer.
Pathfinder Roleplaying Game: The World of Vampire Hunter
D © 2016, Paizo Inc.; Author: F. Wesley Schneider.
Path of War, © 2014, Dreamscarred Press.
Path of War Expanded, ©2016, Dreamscarred Press
Spheres of Might © 2017, Drop Dead Studios LLC; Authors:
Adam Meyers, MichaelSayre, Andrew Stoeckle, N. Jolly
The Fisherking © 2020, d20pfsrd.com Publishing; Author:
James Ray
Ultimate Spheres of Power © 2019, Drop Dead
Studios;Authors: Adam Meyers, Darren Smith, Amber
Underwood, Michael Uhland, Michael Sayre, Andrew
Stoeckle, Andrew J Gibson, Derfael Oliveira, John Little,
Johannes Luber, Steven Loftus, Jeff Collins

Thomas McDonald (Order #32533845)


Thomas McDonald (Order #32533845)

You might also like