Barbed vest Those injuring you with an unarmed or natural attack must make a DC 15 Ref save or take 1 damage.
Bard Channel Positive Energy 1d6 (1/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 8 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dissolution’s Child (2 rounds, 1/day) (Su) Assume the appearance of a shadow, as invisibilty.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Light and Dark (1/day) (Su) As an imm action, treat positive/negative energy as if undead for 1 min.
Shadow Play You require light to use Shadow Play and Shadow Puppets.
Shadow Puppets (Summon Monster I, DC 13) (Sp) Summon shadowy creatures as summon monster.
Shadow Resistance +2 on saves vs. shadow spells.
Shadow Servant (Sp) Create a shadowy version of unseen servant.
Soul Drinker (1/day) (Su) 1/day, gain temporary HP equal to the HD of a defeated foe for 1 minute.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost.
Boons and Vanities:
Custom Order: You have a special contract with an ammunition crafter, and you are able to order small batches of specialty ammunition as a result. Choose either a +1 or +2 ranged weapon enchantment. You may purchase +1 [enchantment] pieces of ammunition in sets of 10 instead of sets of 50. Once you choose the weapon enchantment, you may only change the enchantment type by spending 4 Prestige Points.
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