Accursed Claws
Your claws carry your mother’s hag magic. When you critically hit with a claw Strike, the target takes an additional 1d4 persistent mental damage.
Cunning (◇)
Why race a hare across a meadow, or a salmon up a waterfall? Why face a titan in a test of strength? Wouldn’t it be better to best your foes with a bit of creativity? After all, the stories that echo throughout history are always those where wits and trickery, rather than raw talent or power, win the day. You are trained in Deception. After you Spark Transcendence, you can Create a Diversion or Feint as a free action.
Energized Spark: Sonic
The energy of your spirit manifests as crackling lightning, the chill of winter, or the power of an element. Choose one of the following traits: air (slashing), cold, earth (bludgeoning), electricity, fire, metal (slashing), poison, sonic, vitality, void, water (bludgeoning), or wood (piercing). You can choose for any spirit damage dealt by your exemplar abilities to instead gain the trait and deal the corresponding damage type.
Special: You can select this feat multiple times, choosing a different damage type each time.
Eye-Catching Spot
[emotion]
Usage: imbued on the face
A fetching beauty spot under an eye or a smile as warm as the sun distracts foes and captures hearts alike.
Immanence (mental, visual): Your beauty becomes supernaturally enhanced, distracting foes and imposing a –1 circumstance penalty to melee attack rolls against you.
Transcendence (◆◆) Captivating Charm (emotion, mental, visual): You focus your attention on a creature within 30 feet, overwhelming their senses. They must succeed at a Will save against your class DC or be fascinated by you until the start of your next turn. The condition ends if you use a hostile action against the target, but not if you use a hostile action against their allies.
w/ Breath of Vital Ash
Usage: imbued into a body ikon
Reddish ash stains your ikon, impossible to clean off. Every time you exhale, a tinge of red and a scent of spiced smoke float upon your breath. The imbued ikon gains the following ability.
Transcendence (◆) Mark the Center: You hold a hand to your lips and exhale, releasing enchanted red ash in a 15-foot cone. The ash clings to the vital areas of each enemy in the area for 1 minute. When a creature marked by the ash is hit and dealt damage by a Strike, it takes an additional 4d6 precision or vitality damage, then its mark ends. The damage type is whichever is worse for the creature, as determined by the GM. At 13th level and every 3 levels thereafter, the damage increases by 1d6.
Gaze Sharp as Steel
Usage: imbued in the eyes
Your eyes glint with an almost-tangible sharpness, letting you spot the tiniest dove on the horizon or the swiftest arrow in flight.
Immanence: Your vision sharpens and allows you to sense an enemy’s attack almost as soon as it begins, granting you a +1 status bonus to Perception checks and a +2 status bonus to your AC against ranged attacks.
Transcendence (◆) A Moment Unending (concentrate, prediction): You take in every moment around you, affording you unparallelled accuracy. Your next successful Strike against an enemy before the end of your next turn deals an additional 1d6 precision damage. This damage increases to 2d6 at 10th level, and 3d6 at 18th level.
Hands of the Wildling
Usage: a melee free-hand weapon or a melee unarmed Strike
Tattooed fists, savage claws, or even powerful gauntlets—you swing each with the fury of an animal from the woods.
Immanence: Strikes with your hands of the wildling deal an additional 1 spirit splash damage per weapon damage die. You are immune to this splash damage.
Transcendence (◆◆) Feral Swing
You lash out with both arms, rending all before you. Each creature in a 15-foot cone must succeed at a basic Reflex save against your class DC or take spirit damage equal to your normal Strike damage with your hands of the wildling. You can choose to swing with abandon, which imposes a –2 circumstance bonus to enemies’ saving throws, but causes you to become off-guard until the start of your next turn.
Of Verse Unbroken (◇)
Though you are a warrior, you respect the power of song, oratory, and other arts, knowing it is these forces that make fights worth fighting. You gain the Energized Spark feat for your choice of sonic or vitality. When you critically succeed on a Strike, haunting melodies play around the target, making them stupified 1 unless they succeed on a Will save against your class DC.
When you Spark Transcendence, your divine spark releases a sublime song that harmonizes with your allies. Until the start of your next turn, any of your allies that starts their turn within 30 feet of you can hum to Sustain one of their effects that can be sustained. This is a free action triggered by the ally's turn beginning. Your song then ends, and that ally can't benefit from this ability again for 10 minutes. This is an auditory and mental effect.
Piston Punch (◆◆)
You lash out with a powerful punch, extending your dynamo to a greater length in order to attack two creatures in a row. Make a single bludgeoning or piercing dynamo Strike and compare the attack roll result to the ACs of up to two foes. The first foe must be within your melee reach and the second foe must be adjacent to the first foe in a straight line away from you. Roll damage only once and apply it to each creature you hit. A Piston Punch counts as two attacks for your multiple attack penalty. Reduce the operational time of your sterling dynamo by 1 hour.
Shift Immanence (◆ or ◇)
Frequency: once per round
You shift the focus of your divinity, filling one of your ikons with your divine spark. That ikon softly glows with radiant light, emits subtle chimes as it moves, or is otherwise obviously empowered in a way that matches your growing divinity, granting the ikon the divine trait and granting you that ikon’s immanence effects for as long as your divine spark is empowering it. Your spark is indivisible, so it can empower only one ikon at a time. You can also Shift Immanence to return your spark to the depths of your soul, leaving none of your ikons empowered.
Special: In addition to the above usage, you can also Shift Immanence as a free action triggered when you roll initiative.
Spark Transcendence (◆ or ◆◆)
While your spark dwells within an ikon, you get that ikon's immanence effect continually. However, you can also Spark Trancendence in a mighty deed, channeling your divinity through the ikon - though when you Spark Trancendence, the force of the act temporarily casts your divine spark out of the ikon. Each ikon's transcendence action appears in it's stat block, and the transcendence trait is described in the Key Terms sidebar.
Stasian Smash (◆◆)
You've modified your dynamo with Stasian coils, allowing you to make a powerful attack that crackles with electricity. Make a dynamo Strike. On a success, the Strike deals an additional 1d12 electricity damage to the target, as well as 1d4 electricity damage to up to two other foes within 10 feet as sparks leap across the gaps. If you critically fail your dynamo Strike, you take 1d12 electricity damage. This counts as two attacks when calculating your multiple attack penalty. At 18th level, the additional electricity damage to the target increases to 2d12, and the additional electricity damage to the other foes increases to 2d4. Reduce the operational time of your sterling dynamo by 1 hour.
Life Boost (◆)
[Focus, Healing, Hex, Manipulate, Vitality, Witch]
Range 30 feet; Targets 1 creature
Duration 4 rounds
Force from your patron floods into the target, ensuring they can continue doing your patron's will for just a little longer. The target gains fast healing 2.
Heightened (+1): The fast healing increases by 2.
Reactive Strike (↺)
Trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
Shield Block (↺)
Trigger: While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Spellguard Shield w/ Lesser Reinforcing Rune
This shield bears eldritch glyphs to guard against magic. While you have this steel shield (Hardness [9], HP [68], BT [34]) raised, you gain its circumstance bonus to saving throws against spells that target you (as well as to AC), and you can Shield Block spells that target you if you have that action.
Vow of Mortal Defiance (◆)
[Auditory, Concentrate, Linguistic, Mental]
Prerequisites: You are not sanctified with the holy or unholy trait.
Having seen the wreckage left by gods and their servitors as they play in their great war of good and evil, you've come to the only reasonable conclusion: they must all be cut from their silken thrones. You swear a vow to defeat one creature within 60 feet that has the holy or unholy trait. The first time each round that you deal damage to that creature, you deal an additional 1d6 spirit damage. You can't use Vow of Mortal Defiance again until you or the target is defeated, flees, or the encounter ends.
Special: If you take this feat, you can't become santified with the holy or unholy trait. Retraining out of this feat typically requires a major change of philosophy.