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TheYell
2016-02-01, 03:23 PM
SOULBOND – a Psionic Class

There are places on the settled worlds of great oppression and injustice. Whether by mutation of natural selection or a gift of the gods, rare sparks of terrible talent arise in the lowest strata of these societies.

Soulbonds are most often escaped slaves. In the underground encampments they have found outside the established civilization, they have begun to train each other in the art of streetfighting and seeking out the recollected lives of predecessors. At present, the most common recoverable lives are those of sorcerors, though the reasons for that are unclear.

While exploring the limits of their consciousness and the psycho-somatic connection, the soulbond has learned to cultivate ki power, and will develop techniques for harnessing this ability. Trusting to their own prowess, and to enable them to move freely in repressive societies, soulbonds do not undertake any training with weapons, armor, or shields.

A soulbond does not emerge from the safety of these camps for the sake of adventure. Whether out of selfish revenge or the purest devotion to liberty and justice, the soulbond looks to remake the world a better place, and is a profound enemy of those satisfied with the way things are.

Role: Despite her fierce courage the soulbond is best able to wield her powers while standing outside the battle. The unpredictable nature of their main talent, with their wide choice of powers, make each soulbond a unique individual.

Alignment: Any chaotic

Hit Die: d6

Starting Wealth: 1d6 x 10 gp (average 35 gp)

CLASS SKILLS

Acrobatics (Dex), Auto-hypnosis (Wis), Craft (Int), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Survival (Wis), and Spellcraft (Int).

Skill Ranks at Each Level : 2 + Int Modifier

CLASS FEATURES

Weapon and Armor Proficiency: The soulbond is proficient with unarmed strikes. The soulbond is not proficient with any type of armor or shields. Armor does not, however, intefere with the manifestation of powers.

Unarmed Strike (Ex): At 1st Level, a soulbond gains Improved Unarmed Strike as a bonus feat. A soulbond's attacks may be with fist, elbows, knees, and feet. This means that a soulbound may may unarmed strikes with his hands full. There is no such thing as an off-hand attack for a soulbond striking unarmed. A soulbond may apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a soulbond's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll.
A soulbond's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A soulbond's unarmed strike does not deal more damage than usual for his size.
Maneuver Training (Ex): At 1st level, a soulbond uses his soulbond level in place of his base attack bonus when calculating his Combat Maneuver Bonus.

Power Points/Day: A soulbond's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table below. In addition, he receives bonus power points per day if he has a high Intelligence score. His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: A soulbond begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.
Choose the powers known from the psion power list. A soulbond can manifest any power that has a power point cost equal to or lower than his manifester level.
The number of times a soulbond can manifest powers in a day is limited only by his daily power points.
A soulbond simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he can only recharge them once per 24 hours, usually by getting the sleep his race requires.

The Difficulty Class for saving throws against soulbond powers is 10 + the power's level + the soulbond's Intelligence modifier.

Maximum Power Level Known: A soulbond begins play with the ability to learn 1st-level powers. As he attains higher levels, a soulbond may gain the ability to master more complex powers.
To learn or manifest a power, a soulbond must have an Intelligence score of at least 10+ the power's level.

Bonus Feats: A soulbond gains a bonus feat at 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat.
These bonus feats are in addition to the feats that a character of any class gains every other level. A soulbond is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.

Talents: Each soulbond gains three 0-level talents of their choice, as well as detect psionics. These talents do not count against the soulbond's powers known.

Discipline Abilities: At 3rd, 6th, 9th, 12th, 15th, 18th , and 20th levels the soulbond gains the Communer discipline skills detailed below.

Ki Pool (Su): At 4th level, a soulbond gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a soulbond's ki pool is equal to ½ his soulbond level plus his Wisdom modifier. The soulbond can spend 1 point of ki to increase his base speed by 20 feet for 1 round. He can spend point of ki to give himself +4 dodge bonus to AC for 1 round.
The Ki pool is replenished each 24 hours after 8 hours of sleep or meditation.

Ki Power (Su): Beginning at 4th level, and every four levels after that, the soulbond may choose a ki power from the following list. Each ki power has a minimum power level, and the soulbond may not choose a ki power that exceeds his soulbond level.

4th Level Ki Powers
Acrobatic Master (ninja trick) (1 ki point)
augury (qinggong monk power) (1 ki point)
barkskin (qinggong monk power) (1 ki point)
Combat Trick (ninja trick) (1 ki point)
Deflect Arrows (ninja trick) (2 ki points)
Deny Death (qinggong monk power) (1 ki point)
Fast Stealth (ninja trick) (1 ki point)
Feather Fall (ninja trick) (2 ki points)
Hidden Weapons (ninja trick) (1 ki point)
High Jumper (ninja trick) (1 ki point)
hydraulic push (qinggong monk power) (2 ki points)
ki arrow (qinggong monk power) (1 ki point)
Ki Block (ninja trick) (2 ki point)
Ledge Walker (rogue talent) (1 ki point)
message (qinggong monk power) (1 ki point)
Quick Disable (rogue talent) (1 ki point)
Resiliency (rogue talent) (1 ki point)
Rogue Crawl (rogue talent) (1 ki point)
scorching ray (qinggong monk power) (2 ki points)
Shadow Clone (ninja trick) (1 ki point)
Stand Up (rogue talent) (0 ki points)
Sudden Disguise (ninja trick) (1 ki point)
Throw Anything ( (qinggong monk power) (1 ki point)
Trap Spotter (rogue talent) (1 ki point)
true strike (qinggong monk power) (1 ki point)
Undetected Sabotage (ninja trick) (1 ki point)
Vanishing Trick (ninja trick) (1 ki point)
Wall Climber (ninja trick) (1 ki point)

8th Level Ki Powers
cloak of winds (qinggong monk power) (2 ki points)
dragon's breath (qinggong monk power) (2 ki points)
gaseous form ( (qinggong monk power) (1 ki point)
Gliding Steps (qinggong monk power) (1 ki point)
Heroic Recovery (qinggong monk power) (1 ki point)
hydraulic torrent (qinggong monk power) (2 ki points)
neutralize poison (qinggong monk power) (3 ki points)
poison (qinggong monk power) (2 ki points)
remove disease (qinggong monk power) (2 ki points)
restoration (self only) (qinggong monk power) (2 ki point)
share memory (qinggong monk power) (0 ki points)
Sidestep (qinggong monk power) (1 ki point)
silk to steel (qinggong monk power) (1 ki point)
Snatch Arrows (qinggong monk power) (1 ki point)
Spider Step (qinggong monk power) (1 ki point)
wholeness of body (monk ability level 7) (2 ki points)

12th Level Ki Powers
abundant step (monk ability) (2 ki points)
battlemind link (qinggong monk power) (4 ki points)
diamond body (monk ability) (2 ki points)
discordant blast (qinggong monk power) (2 ki points)
Elemental Fists (qinggong monk power) (2 ki points)
Improved Blind Fight (qinggong monk power) (1 ki point)
Improvised Weapon Mastery (qinggong monk power) (2 ki points)
ki leech (qinggong monk power) (0 ki points)
Ki Throw (qinggong monk power) (2 ki points)
Lunge (qinggong monk power) (1 ki point)
Punishing Kick (qinggong monk power) (2 ki points)
shadow step (qinggong monk power) (1 ki point)
shadow walk (qinggong monk power) (3 ki points)
spit venom (qinggong monk power) (2 ki points)
Wind Stance (qinggong monk power) (2 ki points)

16th Level Ki Powers
blood crow strike (qinggong monk power) (2 ki points)
Cloud Step (qinggong monk power) (3 ki points)
cold ice strike (qinggong monk power) (3 ki points)
diamond soul (monk ability) (2 ki points)
Greater Blind Fight (qinggong monk power) (2 ki points)
Improved Ki Throw (qinggong monk power) (2 ki points)
ki shout (qinggong monk power) (3 ki points)
Lightning Stance (qinggong monk power) (3 ki points)
sonic thrust (qinggong monk power) (2 ki points)
strangling hair (qinggong monk power) (3 ki points)

20th Level Ki Powers
empty body (monk ability) (3 ki points)
timeless body (monk ability) (1 ki point)
tongue of sun and moon (monk ability) (1 ki point)


Cyclone in Place (Ex): The lowborn know how to fight desperately. While fighting defensively, at 1st level the soulbond has a +1 dodge bonus to AC; at 4th level +2 dodge bonus to AC, at 7th level +3 dodge bonus AC, at 10th level +4 dodge bonus to AC, 13th level +5 dodge bonus to AC, at 16th level a +6 dodge bonus to AC, and at 19th level a +7 dodge bonus to AC. At 4th level a soulbond may shift to and from fighting defensively as a swift action, and at 16th level as a free action.



awesome table that did not load. It's basically psion stats.



COMMUNER DISCIPLINE SKILLS*
*may be understood as a subset of Psychometabolism

Recollect Past Life: Beginning at 3rd Level, the soulbond can recover the lives of those gone beyond. Over the course of a day's meditation, for 9 power points the soulbond locates and attunes himself to the past life of an ancestral persona. The soulbond may attune a number of ancestral personas equal to his Wisdom modifier. If the soulbond loses Wisdom levels he may forget a persona until he can recover the lost level of Wisdom; then he must spend a day to attune himself with the persona.

Ancestral Persona

Presently, the only personas recoverable short of divine intervention are sorcerers.

The persona has a Id rating of 1d20 (or 1d12+4 for a “safer” system). The persona remembers a number of spells equal to its Id rating, chosen by the GM, and the Id rating is its caster level for the purpose of calculating sorcerer spell slots (without ability score bonuses). The persona has a number of skills equal to its Id rating, chosen by the GM. The persona has a purpose, chosen by the GM, and an alignment chosen by the GM. The persona has a bloodline and may know the spells appropriate to that bloodline, but lacks all bloodline special powers.

Personas do not provide feats.

Personas represent a completed life, incompletely remembered. They do not gain XP, advance in level, or change in any way from when first attuned.

Duet Communion: Begining at 3rd level, as a full-round action, the soulbond communes with one persona he has attuned. The soulbond may commune with the recovered persona of his choice. The soulbond uses 9 power points to commune with the persona. The soulbond makes a Will saving throw (DC – Persona's Id rating) as with an Intelligent Artifact.
If successful in this throw, the soulbond is in successful communion with the persona for a number of hours equal to one-half his soulbond level, or at least one hour.
If unsuccessful in this throw, the soulbond is dominated for a day by the persona in the manner of an Intelligent Artifact.

The soulbond may spend 9 power points to extend the duet communion for another number of hours equal to one-half his soulbond level, or at least one hour. If dominated, the dominating persona may choose to spend this cost for him.

While in Duet Communion, the soulbond suffers a -3 penalty to all Perception rolls.

The soulbond may dismiss a persona as a free action without cost. A dismissed persona cannot be called to communion for the rest of the day.

At 3rd level the soulbond learns the following powers:

Recollected Spell:
Discipline: Communer; Soulbinder 3
Display: Auditory.
Manifesting Time : Standard Action
Range: None.
Target: Self
Duration: Immediate
Saving Throw: None
Power Points: See text.
Use memory to cast the magic of an ancestral persona using soulbond level minus one as caster level, for a number of power points equal to the spell level. Operates as if with Eschew Materials Feat.
A soulbond may cast a spell as often per day as he has power points to do so. If the spell has a strength based upon caster level, such as Fireball, it is based on the caster level of the soulbond. Armor interferes with the somatic component of spells as normal.

Recollected Skill:
Discipline: Communer; Soulbinder 3
Display: Olfactory.
Manifesting Time : Standard Action
Range: None.
Target: Self
Duration: Immediate
Saving Throw: None
Power Points: See text.
Use memory to access the skills of an ancestral persona. Spend one power point to gain a +1 bonus. You may purchase a bonus equal to the soulbond's level. If multiple personas have the same skill there is no stacking benefit.

The soulbond learns one of these powers as his 3rd-level power and learns the other power as a bonus power.

Example: Dozem, a 9th-level soulbond, can recollect Fyrd, a 12th-level sorcerer, and Jannan, a 5th-level sorcerer. Both Fyrd and Jannan knew Fireball, which Dozem can recollect and cast as if an 8th-level sorcerer, as often a day as he has the power points to maintain communion and manifest Recollected Spell. Fyrd also knew Form of the Dragon I, a 6th-level spell. Dozem remembers being Fyrd changing into a dragon, but not yet well enough to duplicate the effect.

Thalamic Pause: Beginning at 6th level, the soulbond can use autohypnosis more effectively. At 6th-level he gains a +5 bonus to all autohypnosis rolls, +10 at 12th-level, and +15 at 18th-level. He may ignore all penalties from extreme temperatures, and the penalties from the shaken, panicked, fatigued, exhausted, or sickened condition, for a number of rounds equal to his soulbond level. He may immediately reroll failed saving throws against compulsion, enchantment, and domination. If dominated he may roll a saving throw every hour. A dominated soulbond who recovers from domination dismisses the dominating persona.

Trio Communion: Beginning at 9th level, the soulbond may commune with more than one persona. As a standard action, a soulbond in duet communion uses 27 power points to commune with an additional persona of his choice. The persona in the duet communion adds their Id rating to the roll against domination. A soulbond who successfully begins communing with a second persona at the same time is in trio communion.
Regardless of when the trio communion began, it expires at the same time as the duet communion. A soulbond may spend 27 power points to extend extend the duet communion for another number of hours equal to one-half his soulbond level.

If the soulbond fails the intial roll against domination, the dominating persona dismisses the other persona. Dominating personas do not seek to establish or maintain trio communion.

A soulbond in trio communion may cast the spells of either persona at once or use the skills of either persona at once. The soulbond may not cast two spells in one round or use two different skill rolls at the same time.

Example: Dozem communes with Jannan successfully as a full-round action for 9 power points, then seeks to commune with Fyrd too. Dozem spends 27 power points to add Fyrd to the communion. Jannan adds his Id score to the roll to commune with Fyrd, a more powerful sorcerer of disagreeable alignment. Dozem can now cast spells of either Jannan or Fyrd if his soulbond level and power points permit him to do so, but only one spell at a time.
When the trio communion is about to expire, Dozem decides to dismiss Jannan, and spends 9 power points to continue the duet communion with Fyrd.

Craft Magic Devices: Beginning at 12th level, a soulbond may use his memories to create permanent magic scrolls and wands.

The soulbond chooses from one of the following powers as his 12th-level power:

Recollected Transcription :
Discipline: Communer; Soulbinder 12
Display: Visual
Manifesting Time : Full-Round Action
Range: None.
Target: Self
Duration: Immediate
Saving Throw: None
Power Points: See text.
Create scroll using the remembered spell of ancestral persona. The soulbond must be in communion with the persona while scribing the scroll. The soulbond pays the double the power points to cast the spell in order to create the scroll. This spell requires the Scribe Scroll feat.

A soulbond must be in communion with a persona in order to remember how to Read Magic.

Recollected Empowerment:
Discipline: Communer; Soulbinder 12
Display: Olfactory.
Manifesting Time : Standard Action
Range: None.
Target: Self
Duration: Immediate
Saving Throw: None
Power Points: See text.
Create a magic wand or staff from recollected spells of ancestral personas. The soulbond must be in communion with the persona while creating the item. The soulbond pays four times the power points to cast the spell in order to create the item. This spell requires the Craft Staff or Craft Wand feat.

Recollected Endowment:
Discipline: Communer; Soulbinder 12
Display: Olfactory.
Manifesting Time : Standard Action
Range: None.
Target: Self
Duration: Immediate
Saving Throw: None
Power Points: See text.
Create a rod or a ring from recollected spells of ancestral personas. The soulbond must be in communion with a persona while creating the item. The soulbond pays ten times the power points to cast the spell in order to create the item. Rods and rings may hold a number of spells equal to the soulbond's Intelligence modifier. This spell requires the soulbond to know the Craft Rod or Forge Ring feat.

A soulbond acquires one of these powers as his 12th-level power at this time. He may choose the other two normally when reaching another level.

Example: Dozem, now 12th-level, attunes and communes with Hammah, a 19th-level sorcerer who used to craft magic armor and rings. Dozem can spend power points to give himself a bonus on crafting magic rings because Hammah knew the skill, but must himself obtain the Forge Ring feat to do so. Dozem cannot craft magic armor even if he took the Craft Magic Weapons and Armor feat, as he is unable to commune with a persona for days on end. It must be stressed that Dozem does not know magic himself, he merely shares a consciousness with people who did. Dozem is content to make rings, which he gives away to further a slave revolt he is planning.

Quartet Communion: Beginning at 15th level, a soulbond may commune with three personas at once. As a standard action, a soulbond in trio communion uses 81 power points to commune with an additional persona of his choice. The personas in the trio communion adds their Id rating to the roll against domination. A soulbond who successfully begins communing with a third persona at the same time is in quartet communion.
Regardless of when the quartet communion began, it expires at the same time as the duet communion. A soulbond may spend 81 power points to extend extend the duet communion for another number of hours equal to one-half his soulbond level, or at least one hour, without rolling against domination.

If the soulbond fails the intial roll against domination, the dominating persona dismisses the other personas. Dominating personas do not seek to establish or maintain quartet communion.

A soulbond in quartet communion may cast the spells of either personas at once or use the skills of either personas at once. The soulbond may not cast more than one spell in one round or use more than one different skill roll at the same time.

A soulbond in quartet communion suffers a -27 penalty to all Perception rolls.

Example: Dozem spends 9 power points to commune with Jannan, then spends 27 power points to commune with Fyrd, then spends 81 power points to commune with Hammah. He now can cast any spell known by the three of them if his soulbond level and power points permit it, but only one spell at a time. Dozem feels dangerously absent-minded while in communion with all three, and quickly dismisses Hammah after using a few of her spells.

Craft Ka Totem: Beginning at 18th level, the soulbond may create tattoos on herself to improve her communion with her ancestral personas.

The soulbond gains the following bonus power:

Attune Ka Totem:
Discipline: Communer; Soulbinder 18
Display: Auditory
Manifesting Time : One day
Range: None.
Target: Self
Duration: Permanent
Saving Throw: None
Power Points: 150
Using the Inscribe Magical Tattoo feat the soulbond creates a Ka Totem on one arm slot. The tattoo is infused with the ancestral persona described in the tattoo. From then on the soulbond may enter into Duet Communion with that persona without having to roll against domination and suffering no penalty to perception.
For the same cost on a second day, the soulbond can create a Ka Totem on the other arm and enter into Trio Communion with a second ancestral persona without rolling against domination and suffering penalty to Perception.
A soulbond with two Ka Totems who enters into a Quartet Communion pays 117 power points (9+27+81) and suffers a -3 penalty to Perception rolls.
If the arm is lost or the tattoo destroyed, the soulbond remains attuned to those personas.
A soulbond without arms may substitute legs as the location of the tattoos.

Example: Dozem thinks it a good idea to have Hammah and Fyrd available more readily. He has tattoos appropriate to each inscribed on his arms like bracers, and then attunes the tattoos into Ka Totems. Dozem can now pay the full amount of power points to commune with Hammah and Fyrd without risking domination or suffering the penalty to his perception. He can commune with Jannan too, at a slight cost to his perception and the usual cost for a quartet communion.

Martyrdom: At 20th level the soulbond heeds the counsel of his ancestral personas. His life is a complete unit, a journey with a beginning and an end. At 20th level a soulbond cannot be restored after death or be the target of a resurrection spell or similar effects that would return his soul to this life. He gains immunity to compulsions, charms, enchantments, curses, and geas/quests; laying on of hands, cure serious wounds, restoration, and any transfer of positive or healing energy greater than 2d6.

Example: The slave uprising succeeded. A column of soldiers rode out to crush it. Dozem rode out single-handed to meet it. There was a battle. The regiment returned to the capital. Dozem has not returned to us. Yet.

TheYell
2016-02-01, 03:25 PM
Milanite Anointed – A Soulbond Archetype

The oppression of androids in Numeria has reached such a scale that soulbonds have begun to appear. Numerian soulbonds have begun to be raised by a cult of Milani, with unique changes wrought by the goddess.

Role: The Anointed of Milani is an infiltrator and recruiter towards a day of liberty. Despite her fierce courage the Anointed is best able to wield her powers while standing outside the battle. The unpredictable nature of their main talent, with their wide choice of powers, make each Anointed a unique individual.

Alignment: Chaotic good

Race: Android

Hit Die: d6

CLASS SKILLS

Acrobatics (Dex), Auto-hypnosis (Wis), Craft (Int), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Survival (Wis), and Spellcraft (Int).

Skill Ranks at Each Level : 2 + Int Modifier

CLASS FEATURES

Weapon and Armor Proficiency: The Anointed is proficient with unarmed strikes. The Anointed is not proficient with any type of armor or shields. Armor does not, however, intefere with the manifestation of powers.

Unarmed Strike (Ex): At 1st Level, an Anointed gains Improved Unarmed Strike as a bonus feat. A Anointed's attacks may be with fist, elbows, knees, and feet. This means that a soulbound may may unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Anointed striking unarmed. An Anointed may apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually an Anointed's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll.
An Anointed's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
An Anointed's unarmed strike does not deal more damage than usual for his size.

Maneuver Training (Ex): At 1st level, an Anointed uses his Anointed level in place of his base attack bonus when calculating his Combat Maneuver Bonus.

Power Points/Day: An Anointed's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table below. In addition, he receives bonus power points per day if he has a high Intelligence score. His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: An Anointed begins play knowing three vitalist powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.
Choose the powers known from the vitalist power list. A Anointed can manifest any power that has a power point cost equal to or lower than his manifester level.
The number of times a Anointed can manifest powers in a day is limited only by his daily power points.
An Anointed simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he can only recharge them once per 24 hours, usually by getting the sleep his race requires.

The Difficulty Class for saving throws against Anointed powers is 10 + the power's level + the Anointed's Intelligence modifier.

Maximum Power Level Known: An Anointed begins play with the ability to learn 1st-level powers. As he attains higher levels, an Anointed may gain the ability to master more complex powers.
To learn or manifest a power, an Anointed must have an Intelligence score of at least 10+ the power's level.

Bonus Feats: An Anointed gains a bonus feat at 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat.
These bonus feats are in addition to the feats that a character of any class gains every other level. An Anointed is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.

Talents: Each Anointed gains three 0-level talents of their choice, as well as detect psionics. These talents do not count against the Anointed's powers known.

Discipline Abilities: At 3rd, 6th, 9th, 12th, 15th, 18th , and 20th levels the Anointed gains the Communer discipline skills detailed below.

Conspiracy: The Anointed identifies a number of persons equal to his Charisma modifier, being within one step within his alignment, as being members of his cell. The Anointed may target members of his cell with effects with a +10 bonus to concentration. Cell members of an Anointed may adopt a number of persons equal to their charisma modifier, within one step of their alignment, as members of their own cell and apply the same bonus to target them with effects. This ability replaces Ki Pool.

Laying on of Hands: To circulate freely among all levels of a slave-owning society, the Anointed takes on the role of healer. Beginning at 4th level the Anointed can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to ½ her Anointed level plus her Wisdom modifier. With one use of this ability, a Anointed can heal 1d6 of damage for every four Anointed levels she possesses. Using this ability is a standard action, unless the Anointed targets herself, in which case it is a swift action. Despite the name of this ability, an Anointed only needs one free hand to use this ability. At 8th level and every four levels thereafter, the Anointed gains another daily use of laying on hands. This ability replaces ki powers.

Ancestral Presbyter: Through divine power, the personas of clerics of Milani are recoverable by Anointeds of Milani as an alternative to ancestral sorcerer personas. An ancestral presbyter provides access to all the spells of one domain of Milani, chosen by the GM. The Anointed's caster level for these spells remains his Anointed level minus one. The Id rating of an ancestral presbyter is chosen in the same way as the Id rating of an ancestral sorcerer. The number of skills known by an ancestral presbyter is determined by his Id rating, with the skills chosen by the GM. Ancestral presbyters do not provide feats. The Anointed communes with the presbyters in the same manner as with sorcerers.

Masking Aura: Where needful, the followers of Milani must worship the Everbloom in secrecy. With the full blessing of Milani's sister goddess, Iomedae, the followers of Milani may take on the pretense of following the Inheritor when challenged. To reinforce this holy subterfuge, as a swift action, the Anointed may mask his aura as lawful good for a number of hours equal to his Anointed level.

Bonus Language: As a bonus language gain Android Birdsong, a secret language of chirps and whistles. It may be taught to cell members over two weeks.