TEXT: UUllttiim
  maattee
  A
  Annttiippooddiissm
  m
  D
  Drraaw
  wnn ffrroom
  m L
  Liigghhtt aanndd
  D
  Daarrkknneessss
  B
  Brraaddlleeyy CCrroouucchh
  CCoom
  mm
  miissssiioonneedd bbyy:: SSaasshhaa H
  Haallll,, SSeeaann P
  Paattttii
  II..G
  G..
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Table of Contents
  Antipodist
  1
  Table: The Antipodist
  1
  Sidebar: Drawn from Experience as a
  Roleplaying Tool
  4
  Sidebar: Turning to the Dark Side
  5
  Favored Class Bonuses
  6
  Antipodist Archetypes
  7
  Extremist
  7
  Sidebar: Archetypes, Roleplaying, and
  Turning to the Dark Side
  7
  Table: Duality at War
  7
  Specialist Philosopher
  8
  Antipodist Locus Summary
  10
  Anima
  11
  Beacon
  11
  Coruscation
  12
  Illumination
  12
  Manipulation
  13
  Obscurity
  13
  Refraction
  14
  Twilight
  14
  Umbral Embrace
  15
  Antipodist Locus List
  15
  Anima
  15
  Beacon
  18
  Coruscation
  21
  Illumination
  24
  Manipulation
  26
  Obscurity
  29
  Refraction
  31
  Twilight
  34
  Umbral Embrace
  37
  Edgeblade
  40
  Table: The Edgeblade
  40
  Favored Class Bonuses
  44
  Archetypes
  45
  Dawnblade
  45
  Duskblade
  47
  Edgeblade Waypoint Summary
  49
  Dark
  49
  Light
  50
  Dark or Light
  50
  Twilight
  51
  Edgeblade Greater Waypoint Summary
  51
  Dark
  51
  Light
  51
  Dark or Light
  51
  Twilight
  51
  Edgewalker
  52
  Table: The Edgewalker
  52
  Favored Class Bonuses
  54
  Archetypes
  55
  Motebringer
  55
  Table: The Motebringer
  55
  Sidebar: Changes of Heart While
  Walking the Edge
  56
  Shadowfriend
  60
  The Shadowself
  61
  Table: The Shadowself
  61
  Edgewalker Waypoint Summary
  64
  Dark
  64
  Light
  65
  Dark or Light
  65
  Twilight
  66
  Edgewalker Greater Waypoint Summary
  66
  Dark
  66
  Light
  66
  Twilight
  67
  Antipodism Feats
  67
  Waypoint List
  70
  Table: Ichor of Selective Oblivion
  75
  Greater Waypoint List
  83
  Table: Ichor of Indiscriminate Oblivion
  85
  Table: Night's Fire Escalation
  86
  Table: Radiant Guardian Escalation
  87
  Table: Surging Escalation
  89
  Legal
  91
  Credits
  Author
  Bradley Crouch
  Commissioners
  Sasha Hall (Antipodist expansion)
  Sean Patti (Edgeblade base class)
  Get
  the
  inside
  scoop
  on
  Interjection
  Games
  class
  development straight from the source on my Patreon at
  www.patreon.com/interjectiongames!
  Patreon Benefits
  All
  new
  class
  and
  subsystem
  releases
  are
  only
  $5
  regardless of how big they may get.
  Preview content well before it's ready for sale and interact
  with the author to make the design even more fun!
  Your pledge dollars bring stability to the Interjection
  Games business model, allowing me to spend more time
  making bigger and better books in turn. As this is the
  single largest non­Kickstartered book in the Interjection
  Games library, you can be sure there's truth to the claim!
  An Interjection Games, LLC Production
  i
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Antipodist
  Be it a wizard with heaps of dusty tomes, a sorcerer
  whose great­grandmother happened to be a dragon in
  disguise, a bard with a burning drive to perfect personal
  expression, or a witch granted powers by a strange
  familiar
  serving
  an
  even
  stranger
  patron,
  every
  spellcaster has a shtick. Antipodists are known for their
  adherence to a belief in the duality of nature; however,
  unlike their martial cousins, the edgewalkers, who use
  the concept of the duality of nature as a mantra for
  introspection
  and
  physical
  perfection,
  antipodists
  constantly challenge their assertions, working hard to
  "solve" the duality and finally prove which conformation
  of the universe is perfect. Life and death, light and
  darkness, and, for some, good and evil, are indeed two
  sides of the same coin, but one side may be superior to
  the other.
  Role:
  Drawing
  power
  from
  the
  most
  elemental
  of
  dichotomies, light and darkness, antipodists specialize in
  their
  spellcasting
  through
  philosophies,
  thematically­
  linked groupings of abilities known as loci. Depending on
  the philosophies to which she adheres, an antipodist may
  be a leader of men, an unseen shadow prowling the
  battlefield, a master of manipulation, or a glorious
  champion who wades into battle, punishing those who
  dare try to harm her through her radiant abjurations.
  Alignment: Any. The universe is an amoral construct,
  attracting those of all alignments to the banner of its
  contemplation. Twilight antipodists tend to gravitate
  toward neutral alignment, while radiance and shadow
  antipodists gravitate away from neutral. True to the
  antipodist's name, exceptions do occur quite frequently.
  Hit Die: d6
  Starting Wealth: 2d6 x 10 gp (average 70 gp.) In
  addition, each character begins play with an outfit worth
  10 gp or less.
  1
  Table: The Antipodist
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  The antipodist's class skills are Acrobatics (Dex), Appraise
  (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex),
  Knowledge
  (any)
  (Int),
  Perception
  (Wis),
  Profession
  (Wis), Sense Motive (Wis), Spellcraft (Int), and Stealth
  (Dex).
  Skill Ranks per Level: 2 + Int modifier
  Class Features
  All of the following are class features of the antipodist.
  Weapon and Armor Proficiency: Antipodists are
  proficient with all simple weapons, but not with any kind
  of armor or shield. Use of armor or a shield with which an
  antipodist is not proficient doubles the radiance point and
  shadow point cost of her activated loci, but does not
  otherwise hinder their activation.
  Journey through Light and Shadow (Su): Like her
  martial peers, an antipodist is characterized by her
  willingness
  to
  embrace
  the
  fundamental
  duality
  of
  concepts that most would find to be polar opposites. This
  relativistic way of thinking generally makes antipodists
  very
  understanding
  individuals,
  for
  they
  see
  the
  underlying reasons behind actions and do not judge in the
  rigid fashion of, say, a paladin.
  At 1st level, an antipodist has received sufficient training
  in the ways of relativistic thought to be able to tap into the
  power inherent in the philosophy of the duality of the
  universe. She receives both a radiance pool, containing
  radiance points equal to her antipodist level + her
  Wisdom modifier, and a shadow pool, containing shadow
  points equal to her antipodist level + her Intelligence
  modifier. Both of these pools have a minimum size of 1.
  Both
  the
  radiance
  pool
  and
  the
  shadow
  pool
  are
  replenished each morning after 8 hours of rest or
  meditation; these hours do not need to be consecutive.
  If the antipodist possesses levels in another class that
  grants points to a radiance pool or a shadow pool,
  antipodist levels stack with the levels of that class to
  determine the total number of radiance points or shadow
  points in the combined pool(s), but only one ability score
  modifier is added to the total. The choice of which score
  to use is made when the second class ability is gained, and
  once made, the choice is set. The antipodist can now use
  radiance points or shadow points from this/these pool(s)
  to power the abilities of every class she possesses that
  grants a radiance pool and/or shadow pool.
  Loci:
  An
  antipodist's
  personal
  philosophical
  beliefs
  regarding the duality of light and shadow manifest
  themselves in her selection of loci, literally remembered
  "cusps" or "destinations" along the road of her lifelong
  philosophical journey. Loci come in all shapes and sizes,
  ranging from passive extraordinary abilities to active
  supernatural and spell­like abilities.
  Loci are broken into two subtypes, light and dark, each
  subtype representing one half of the duality that the
  typical antipodist embraces. Some loci are light, some are
  dark, and some few embrace the duality of nature and are
  themselves both light and dark. Within each subtype, loci
  are further broken down into philosophies, which define
  the specific sort of thinking required to stumble across
  that locus in the first place.
  Given the nature of loci, an antipodist is not treated as a
  spellcaster and does not have a formal caster level.
  Instead, an antipodist has a philosopher level that is equal
  to her antipodist level. Her philosopher level determines
  the magnitude of effect of her loci and is used in place of
  her caster level whenever her "caster level" must be used.
  For example, she uses her philosopher level when a
  wizard attempts to dispel a locus. This effectively stops an
  antipodist from qualifying for feats and prestige classes
  whose prerequisites include a caster level.
  Some loci have a cost to activate, while others do not. If a
  locus does not have a cost to activate, it is passive and is
  always in effect. Loci that do have a cost to activate also
  require an action to activate, much like a casting time.
  This is listed in each locus's entry. For the purpose of
  concentration checks and Spellcraft checks made to
  identify loci, treat a spell­like locus as though it were a
  spell with a spell level equal to the locus's locus level + 1/4
  the
  antipodist's
  philosopher
  level,
  rounded
  down.
  Supernatural
  loci
  and
  extraordinary
  loci
  cannot
  be
  identified using the Spellcraft skill. A spell­like locus can
  be counterspelled by any spell whose school matches the
  school listed in that locus's Counterspelling School line
  entry.
  To learn or activate a light locus, an antipodist must have
  a Wisdom score of at least 10 + twice the locus level. To
  learn or activate a dark locus, an antipodist must have an
  Intelligence score of at least 10 + twice the locus level. If a
  locus is both light and dark, she must have both an
  Intelligence score and a Wisdom score of at least 10 +
  twice the locus level. Loci without an activation cost are
  always in effect, but are suppressed if the antipodist's
  Intelligence
  or
  Wisdom
  drops
  below
  the
  relevant
  threshold.
  The Difficulty Class for a saving throw against an
  antipodist's light locus is 10 + 1/2 the antipodist's
  philosopher level + the antipodist's Wisdom modifier,
  while the Difficulty Class for a saving throw against an
  antipodist's dark locus is 10 + 1/2 the antipodist's
  philosopher level + the antipodist's Intelligence modifier.
  If a locus is both light and dark, it uses its own formula for
  the determination of Difficulty Class.
  An antipodist begins play knowing three 1st­level loci of
  her choice. At each new antipodist level, she gains a new
  locus of a locus level she can learn. In addition, within
  each philosophy, an antipodist can never know more loci
  of a certain level than she does of the previous level. For
  example, an antipodist with one 3rd­level locus from the
  coruscation philosophy cannot have more than one 4th­
  level locus from the coruscation philosophy, and must
  have both a 1st­level locus and a 2nd­level locus from that
  philosophy to have qualified in the first place. This is
  referred to as the "pyramid rule".
  2
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Upon reaching 6th level, and at every third antipodist
  level after that (9th, 12th, and so on), an antipodist can
  choose to learn a new locus in place of one she already
  knows. In effect, the antipodist "loses" the old locus in
  exchange for the new one. The new locus's locus level and
  philosophy must be the same as that of the locus being
  exchanged. An antipodist may swap only a single locus at
  any given level, and must choose whether or not to swap
  the locus at the same time that she gains new loci known
  for the level.
  Loci marked with an asterisk (*) require use of the
  antipodist's shadow. As the antipodist only has a single
  shadow of her own, only one of these loci can be in effect
  at a time.
  Philosophical Leanings: While light and dark may be
  two sides of the same coin, these two coin faces have
  entirely different feels, and it is quite common for an
  antipodist to embrace one to the exclusion of the other in
  a manner quite contrary to her namesake. At 1st level, an
  antipodist chooses her allegiance in this matter by
  selecting one of the philosophies listed below. Once made,
  this
  choice
  cannot
  be
  changed,
  barring
  significant
  character growth as determined by the Game Master in
  accordance with Sidebar ­ Turning to the Dark Side.
  Radiance ­
  The antipodist throws her lot in with the
  powers of radiant light. She no longer has a shadow pool.
  Instead, the size of her radiance pool is increased by an
  amount equal to her antipodist level + 2, for a total pool
  size of twice her antipodist level + her Wisdom modifier +
  2. A radiance­aligned antipodist may only select loci with
  the light descriptor, and any loci with the light descriptor
  that require some shadow points to activate, such as many
  twilight loci, convert that cost to radiance points instead.
  For example, if a locus costs 1 radiance point and 2
  shadow points to activate, it costs 3 radiance points
  instead. Finally, a radiance­aligned antipodist chooses a
  single philosophy whose loci all have the light descriptor.
  Loci of the chosen philosophy cost 1 less radiance point to
  activate, minimum 1. When selecting new loci upon
  gaining a new antipodist level, the antipodist may ignore
  the "pyramid rule" (see Section: Loci) when selecting
  loci for her chosen philosophy.
  Shadow ­ The antipodist throws her lot in with the
  powers of gloom and darkness. She no longer has a
  radiance pool. Instead, the size of her shadow pool is
  increased by an amount equal to her antipodist level + 2,
  for a total pool size of twice her antipodist level + her
  Intelligence modifier + 2. A shadow­aligned antipodist
  may only select loci with the dark descriptor, and any loci
  with the dark descriptor that require some radiance
  points to activate, such as many twilight loci, convert that
  cost to shadow points instead. For example, if a locus
  costs 2 radiance points and 1 shadow point to activate, it
  costs 3 shadow points instead. Finally, a shadow­aligned
  antipodist chooses a single philosophy whose loci all have
  the dark descriptor. Loci of the chosen philosophy cost 1
  less shadow point to activate, minimum 1. When selecting
  new loci upon gaining a new antipodist level, the
  antipodist can ignore the "pyramid rule" (see Section:
  Loci) when selecting loci for her chosen philosophy.
  Twilight ­ True to her name, the antipodist treads a
  careful balance between light and shadow. A twilight­
  aligned antipodist begins play with an additional locus
  from the twilight philosophy and can select loci with both
  the light and dark descriptors without restriction. In
  addition, at 5th, 10th, and 15th level, the antipodist selects
  an additional locus as a bonus locus. All of these bonus
  loci must be from the twilight philosophy.
  Road more traveled: At 2nd level, 7th level, and every
  six levels beyond 7th, the antipodist selects a 1st­level
  locus that she knows. This chosen locus becomes "well­
  traveled". The radiance point and shadow point cost of a
  well­traveled locus is set to 0; however, the antipodist
  treats her philosopher level as half its actual value,
  rounded
  down,
  minimum
  1,
  for
  the
  purpose
  of
  determining all level­dependent effects, such as duration,
  range, magnitude of effect, and whether or not effects or
  options that become available starting at a particular level
  are accessible. The sole exception to this rule is that an
  antipodist treats her philosopher level as its full value for
  the purpose of determining the Difficulty Class of any
  saving throws called for by a well­traveled locus.
  Deepening Understanding (Ex): At 3rd level and
  every three levels beyond 3rd, an antipodist becomes
  more adept at shaping the powers of light and darkness,
  gaining
  the
  bonus
  corresponding
  to
  her
  chosen
  philosophical leanings.
  Radiance ­ The size of the antipodist's radiance pool
  increases by +2 points. In addition, the antipodist gets a
  +1 bonus to Fortitude saves.
  Shadow ­ The size of the antipodist's shadow pool
  increases by +2 points. In addition, the antipodist gets a
  +1 bonus to Reflex saves.
  Twilight ­ The antipodist's radiance pool and shadow pool
  both increase in size by +1 point. In addition, the
  antipodist gets a +1 bonus to Will saves.
  3
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Drawn
  from
  Experience
  (Ex):
  Antipodists,
  like
  everyone else, tend to get better at that which they
  practice the most. At 4th level and every four levels
  thereafter, determine the antipodist's primary philosophy,
  that being the philosophy with the most loci known. If two
  or more philosophies are tied for having the most loci
  known, select one of those philosophies. The antipodist
  gains the bonus corresponding to that philosophy, listed
  below.
  Anima ­ Touch attacks made against the antipodist have a
  5% miss chance. This bonus can be taken multiple times.
  Each time, the miss chance increases by 5%.
  Beacon ­ Whenever the antipodist activates a beacon
  locus, she gains fast healing equal to its radiance point
  cost for 1 round. This bonus can be taken multiple times.
  Each time, the duration increases by 1 round.
  Coruscation
  ­
  The
  antipodist's
  damage­dealing
  coruscation loci deal an additional point of damage. This
  bonus can be taken multiple times. Its effects stack.
  Illumination ­ The antipodist gains a +1 circumstance
  bonus to all Knowledge skill checks. This bonus can be
  taken multiple times. Its effects stack.
  Manipulation ­ The antipodist gains a +1 circumstance
  bonus to saving throws made against mind­affecting
  abilities. This bonus can be taken multiple times. Its
  effects stack.
  Obscurity ­ Once per day, the antipodist may make an
  initiative check to act in a surprise round in which she
  normally would not act, albeit at a ­8 penalty to her
  initiative roll. This bonus can be taken multiple times.
  Each time, the penalty to initiative rolls imposed by the
  use of this ability decreases by ­2.
  Refraction
  ­
  The
  antipodist's
  maximum
  hit
  points
  increase by +3. This bonus can be taken multiple times.
  Its effects stack.
  Twilight ­ The antipodist's radiance pool and shadow pool
  both increase in size by +1 point. If the antipodist does
  not have one of the two pools, then the extant pool
  increases in size by +2 pools instead. This bonus can be
  taken multiple times. Its effects stack.
  Umbral
  Embrace
  ­
  The
  antipodist's
  damage­dealing
  umbral embrace loci deal an additional point of damage.
  This bonus can be taken multiple times. Its effects stack.
  Wayfinder (Su): Starting at 11th level, an antipodist's
  vast experience toeing the line between closely­related
  concepts bears unexpected fruit. No matter how complex
  the road or how each philosophy set up along that road
  strives to be a unique snowflake, something very much
  like it has happened before, and experienced antipodists
  can use this familiarity to their advantage. Once per day
  as a move action, an antipodist causes any one locus she
  knows of 3rd level or less to be considered "well­traveled"
  until the end of the round. At 14th level and every three
  levels thereafter, this ability can be used an additional
  time per day.
  The Destination (Ex): Though the journey of the
  antipodist is neverending by necessity, the enlightenment
  gained through its practice does not approach a state of
  omniscience, but rather behaves in an asymptotic fashion.
  This asymptote of understanding is known within the
  antipodist community as "the destination". At 20th level,
  the antipodist has reached this destination, gaining the
  bonus corresponding to her philosophical leanings.
  Radiance ­ The antipodist learns a single 4th­level locus
  with the dark descriptor, but not the light descriptor. This
  locus loses the dark descriptor and gains the light
  descriptor. Correspondingly, the shadow point cost of this
  locus, if any, is now a radiance point cost. This ignores the
  pyramid rule.
  Shadow ­ The antipodist learns a single 4th­level locus
  with the light descriptor, but not the dark descriptor. This
  locus loses the light descriptor and gains the dark
  descriptor. Correspondingly, the radiance point cost of
  this locus, if any, is now a shadow point cost. This ignores
  the pyramid rule.
  Twilight ­ The antipodist gains a pool of 5 twilight points.
  Twilight points may be spent as though they were both
  radiance points and shadow points, but can only be spent
  on loci from the twilight philosophy. Whenever the
  antipodist activates a 4th­level locus that is dark or light,
  but not both, she gains 1 twilight point.
  4
  Sidebar: Drawn from
  Experience as a Roleplaying
  Tool
  Drawn from experience is effectively a record of an
  antipodist's path through the world of light and
  shadow. Whatever bonuses she gains at lower
  levels can never be changed, making it a constant
  reminder of a possible dark past or the final
  sparklings of the radiance that has long since been
  abandoned by the mage­philosopher. If looking for
  a way to marry mechanics and character tropes,
  having a shadow antipodist's first drawn from
  experience bonus be from a light philosophy, or
  vice versa, is a great way to drop the hint that this
  individual can, with sufficient work, be returned to
  her former viewpoints. Of course, should this
  succeed, this class feature then serves as a record of
  that great struggle!
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  5
  Sidebar: Turning to the Dark Side
  The antipodist is precariously perched on a see­saw between light and darkness, and, in many settings with rigid
  construction, good and evil. To have such a decision be locked in utterly at 1st level is to restrict a fairly wonderful
  bit of storytelling, for very few things are more dramatic than a fall from grace or the redemption of a fallen hero.
  Why does an antipodist turn? ­ An antipodist's power comes from both her relationship with the duality of
  light and darkness and her belief that the way she views it is correct. Unlike paladins and clerics, who can have
  their powers revoked, an antipodist's power is eternal; however, her belief shapes how that power can be accessed.
  Those who quit believing in the duality of light and darkness will find one half of said duality closed off to them,
  while the other half is empowered, while those who begin to open up to duality over exclusivity will find their
  former focus weakened and the opposite side of the coin opened up to them.
  How does an antipodist turn? ­ As turning is entirely a roleplaying exercise, whether or not a turn is allowed
  is ultimately up to the game master, not the player, and a particularly strict game master can impose forced turns
  if the antipodist really isn't acting her role, much in the same way a particularly strict game master keeps control
  over the conduct of paladins who play overly loose with their vows. Note that an antipodist's philsophy is entirely
  amoral. Doing good deeds with dark loci or evil deeds with light loci does not trigger a turning. Instead, an
  antipodist is all about logic.
  Roleplaying Tips
  Twilight to radiance or shadow ­ Twilight antipodists are hardwired to see both sides of the coin and tend not
  to pass judgement until they have the entire story. Even then, unless both sides of the story agree, an antipodist is
  just as likely to shrug and accept it. A thief who steals to feed his family would more than likely be defended by a
  twilight antipodist if that thief had to steal because of resource hoarding by leaders of the community. A good way
  to show an imminent turn is to break this mold and play the antipodist as increasingly judgmental and sure about
  the validity of one half of a story over the other.
  Radiance or shadow to twilight ­ Radiance and shadow antipodists tend to be impatient, polarizing figures,
  who see their beliefs as correct and everyone who doesn't agree needs to be converted or get out of the way. A good
  way to show an imminent turn to embracing the duality of the whole is to have the antipodist be more receptive to
  the opinions of others and consider multiple angles to issues before passing judgment.
  Radiance to shadow or shadow to radiance ­ Easily the most schizophrenic of the turns, an antipodist
  moving from one extreme to the other shifts her beliefs in much the same way. A good way to show an imminent
  turn is to show a total belief breakdown, with rigid adherence to totally contradictory systems of beliefs bringing
  about an internal war that leaves one system the victor. Those who have turned in this fashion are easily the most
  irritating antipodists, as they are both intractable in their beliefs and have proof that those who disagree with her
  are idiots, because she used to think that way and it was wrong.
  The mechanics of turning
  When turning, an antipodist retroactively changes her philosophy selection in the philosophical leanings class
  feature, which in turn retroactively changes the benefits of the deepening understanding and the destination class
  features. The drawn from experience class feature is unchanging, no matter how many times an antipodist turns.
  See below for how locus selection changes for each type of turning.
  Radiance or shadow to twilight ­ When turning from radiance or shadow to twilight, the antipodist may
  choose up to half of her loci, rounded down, making sure that she does not violate the "pyramid rule" as she does
  so. Make a note of the locus level of each lost locus. For each lost locus, she chooses a new locus of the same locus
  level as the lost locus. All newly­chosen loci must be from philosophies that were inaccessible before the turn.
  Shadow or twilight to radiance ­ When turning from shadow or twilight to radiance, the antipodist loses all
  loci that do not have the light descriptor. Make a note of the locus level of each lost locus. For each lost locus, she
  chooses a new light locus of the same locus level as the lost locus.
  Radiance or twilight to shadow ­ When turning from radiance or twilight to shadow, the antipodist loses all
  loci that do not have the dark descriptor. Make a note of the locus level of each lost locus. For each lost locus, she
  chooses a new dark locus of the same locus level as the lost locus.
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point
  whenever they gain a level in a Favored Class, some races
  have the option of choosing from a number of other
  bonuses, depending upon their Favored Classes. The
  following options are available to the listed race who have
  antipodists as their Favored Class, and unless otherwise
  stated, the bonus applies each time you select the listed
  Favored Class reward.
  Aasimar – Coruscation loci deal an additional +1/3
  damage to creatures who oppose the antipodist on at least
  one alignment axis. A true neutral antipodist treats lawful
  good, chaotic good, lawful evil, and chaotic evil as
  opposing alignments for the purpose of this favored class
  bonus.
  Drow – Add +1/8 to the number of times the wayfinder
  class feature can be used per day. This can grant early
  access to that class feature.
  Dwarf – Add a +1/2 armor bonus to AC whenever the
  antipodist is under the effects of a locus she activated.
  Elf ­ Loci with a duration of greater than 1 round that use
  the antipodist's shadow last for an additional +1/3 round.
  Gnome – Every seven times this bonus is taken, select a
  locus the antipodist knows. If the antipodist is a shadow
  antipodist or a radiance antipodist, the chosen locus is
  considered to be of the antipodist's favored philosophy in
  addition to its stated philosophy. If the antipodist is a
  twilight antipodist, then the chosen locus is considered to
  be of the twilight philosophy in addition to its stated
  philosophy. Every seven times this bonus is taken, select a
  new locus.
  Half­elf – Add +1/5 to the maximum size of both the
  radiance pool and the shadow pool.
  Halfling – +1/2 to Stealth and Perception checks when in
  dim or bright light.
  Half­orc – Add +1/5 to the maximum size of both the
  radiance pool and the shadow pool.
  Hobgoblin – Treat the antipodist's level as +1/2 higher
  for the purpose of determining the duration of loci
  affecting allies, including herself.
  Human – Add +1/5 to the maximum size of both the
  radiance pool and the shadow pool.
  Kobold – Add +1/2 to locus damage dealt to creatures
  denied their Dexterity bonus to AC (whether or not the
  creature has a Dexterity bonus to AC).
  Orc – Add a +1/2 armor bonus to AC whenever the
  antipodist is under the effects of a locus she activated.
  Puddling – +1/2 to Stealth and Perception checks when in
  dim or bright light.
  Tiefling – Umbral embrace loci deal an additional +1/3
  damage to creatures who oppose the antipodist on at least
  one alignment axis. A true neutral antipodist treats lawful
  good, chaotic good, lawful evil, and chaotic evil as
  opposing alignments for the purpose of this favored class
  bonus.
  6
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Antipodist Archetypes
  When those who walk the edge break away from the core
  doctrine of their peers, it tends to be because they stray
  from the path of duality and embrace light over dark, or
  vice versa. Antipodism, however, is unique in that its
  core practitioners openly embrace the idea of a lopsided
  duality. As a result, when a an antipodist breaks away
  from core doctrine, the rationale for doing so tends to be
  a smidge more dramatic than a single disagreement
  along a dichotomy.
  Extremist (Archetype)
  Extremists are a special case in the realm of the
  antipodal philosopher. While most who diverge from the
  path
  of
  harmony
  espouse
  light
  over
  darkness
  or
  darkness over light, the extremist denies that there is any
  actual harmony between the two halves of the duality at
  all. Light and darkness are meant to combat one another
  and to grow stronger through the other's destruction.
  Their mingling is a sign of weakness or defeat.
  Patron: Sasha Hall
  Extremists have the following class features:
  Duality at War (Su): An extremist revels in both the
  utter black of darkest night and the blinding brilliance of
  the noonday sun. Around her, jealousy abounds, and
  when she wields one of the duality's halves, the other all
  but stamps its feet in order to get its turn.
  An extremist begins play with a duality pool, representing
  the increasing antipathy between light and darkness that
  occurs when the extremist leverages their power. The
  maximum number of duality points in this pool is equal to
  5. Unlike most pools, a duality pool begin empty, not full,
  and must be filled through the actions of the extremist.
  Whenever the extremist activates a non­well­traveled
  locus, if her duality pool is completely empty, she gains 1
  duality point and flags the pool as the descriptor opposite
  that of the locus activated. For example, if she activates a
  light locus, her duality pool now contains 1 point of dark
  duality, and if she activates a dark locus, her duality pool
  now contains 1 point of light duality. Each time she
  Philosophical Leanings: An extremist must select the
  following
  philosophical
  leaning.
  If
  she
  changes
  her
  philosophical leaning in accordance with Sidebar ­
  Turning to the Dark Side, she loses the benefit of the
  duality at war class feature.
  Extremes ­ The extremist toes a line somewhat similar to
  that
  of
  the
  twilight
  antipodist,
  but
  believes
  that
  cooperation between light and darkness is a sign of
  weakness rather than a snapshot of the ultimate goal of
  their order. A extremes­aligned extremist begins play with
  an additional locus from any philosophy other than
  twilight and can never learn loci from the twilight
  philosophy. In addition, at 5th, 10th, and 15th level, the
  extremist selects an additional locus as a bonus locus.
  Each bonus locus granted by this philosophical leaning
  must come from a different philosophy.
  This is treated as the twilight philosophical leaning for the
  purpose of the deepening understanding class feature.
  This ability modifies philosophical leanings.
  7
  activates a locus whose descriptor does not
  match the pool's descriptor, she gains 1
  duality point. When she activates a locus
  whose
  descriptor
  matches
  the
  pool's
  descriptor,
  she
  immediately
  expends
  all
  duality points present in the pool and that
  locus gains the benefits shown in Table:
  Duality
  at
  War,
  below.
  Benefits
  are
  cumulative.
  Table: Duality at War
  Sidebar: Archetypes,
  Roleplaying, and Falling to
  the Dark Side
  Antipodist archetypes represent a break from the
  philosophical
  workflow
  presented
  in
  Sidebar:
  Turning to the Dark Side. For the purpose of
  shifting
  an
  antipodist's
  philosophical
  focus
  in
  accordance
  with
  roleplaying,
  simply
  treat
  any
  archetyped antipodist as a twilight antipodist, but
  also remember to follow the directions presented in
  that
  archetype's
  philosophical
  leanings
  class
  feature.
  Generally,
  these
  instructions
  will
  deactivate one of the archetype's biggest toys to
  reflect
  the
  archetyped
  antipodist
  losing
  the
  viewpoint that made her special to begin with. The
  newly­changed archetyped antipodist will also use
  the
  antipodist's
  version
  of
  the
  drawn
  from
  experience class feature for all subsequent bonuses.
  Extremist (Archetype)
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Drawn from Experience (Ex): At 4th level and every
  four levels thereafter, the extremist gains her choice of
  one of the following bonuses. She cannot take an
  individual bonus more than once.
  Starting at 11th level, all bonuses granted by this class
  feature increase in power.
  Anima ­ Touch attacks made against the extremist have a
  5% miss chance. Starting at 11th level, they have a 10%
  miss chance instead.
  Beacon ­ Whenever the extremist activates a beacon
  locus, she gains fast healing equal to its radiance point
  cost for 1 round. Starting at 11th level, the duration of this
  fast healing effect increases by +1 round.
  Coruscation
  ­
  The
  extremist's
  damage­dealing
  coruscation loci deal an additional point of damage.
  Starting at 11th level, the extremist's damage­dealing
  coruscation loci deal 2 additional points of damage
  instead.
  Illumination ­ The extremist gains a +1 circumstance
  bonus to all Knowledge skill checks. Starting at 11th level,
  this increases to a +2 circumstance bonus.
  Manipulation ­ The extremist gains a +1 circumstance
  bonus to saving throws made against mind­affecting
  abilities. Starting at 11th level, this increases to a +2
  circumstance bonus.
  Obscurity ­ Once per day, the extremist may make an
  initiative check to act in a surprise round in which she
  normally would not act, albeit at a ­8 penalty to her
  initiative roll. Starting at 11th level, she only takes a ­4
  penalty to her initiative roll.
  Refraction ­ The extremist's maximum hit points increase
  by +3. Starting at 11th level, her maximum hit points
  increase by +6 instead.
  Umbral
  Embrace
  ­
  The
  extremist's
  damage­dealing
  umbral embrace loci deal an additional point of damage.
  Starting at 11th level, the extremist's damage­dealing
  umbral embrace loci deal 2 additional points of damage
  instead.
  This ability modifies drawn from experience.
  The Destination: At 20th level, the extremist gains the
  following ability that corresponds to her philosophical
  leanings.
  Extremes (Su): The extremist gains an extremes pool,
  representing her ability to get light and dark to bicker and
  squabble with each other. The size of the extremist's
  extremes pool is equal to 10. When activating a locus
  whose descriptor does not match her duality pool's
  descriptor, she may expend any number of points from
  this pool, adding that many points to her duality pool for
  the purpose of determining the bonus granted to the
  activated locus. The extremes pool replenishes itself
  whenever the extremist replenishes her radiance pool and
  shadow pool.
  Specialist Philosopher (Archetype)
  For some reason or another, a fair number of antipodists
  find a particular philosophy to be in tune with their
  beliefs to an extent that none of the others can match.
  When an antipodist acts upon this compatibility by
  focusing her attention upon this philosophy, she is known
  as a specialist philosopher.
  Specialist philosophers have the following class features:
  Philosophical Leanings: A specialist philosopher must
  select the following philosophical leaning. If she changes
  her philosophical leaning in accordance with Sidebar ­
  Turning to the Dark Side, she loses the benefits of the
  master philosopher class feature, but gains the benefits of
  the wayfinder class feature, if applicable.
  Specialist ­ The specialist philosopher focuses on one
  particular philosophy of locus to the partial exclusion of
  all others. Select any one philosophy. This is now known
  as her favored philosophy. A specialist philosopher begins
  play
  with
  an
  additional
  locus
  from
  her
  favored
  philosophy. In addition, at 5th, 10th, and 15th level, the
  specialist philosopher selects an additional locus from her
  favored philosophy as a bonus locus. When learning new
  loci
  from
  her
  favored
  philosophy,
  the
  specialist
  philosopher ignores the "pyramid rule" (see Section: Loci
  of the antipodist base class).
  If the specialist philosopher's favored philosophy is
  anima, manipulation, obscurity, or umbral embrace, this
  is treated as the shadow philosophical leaning for the
  purpose of the deepening understanding class feature. If
  her
  favored
  philosophy
  is
  beacon,
  coruscation,
  illumination, or refraction, this is treated as the radiance
  philosophical leaning for the purpose of the deepening
  understanding class feature. Finally, if the specialist
  philosopher's
  favored
  philosophy
  is
  twilight,
  this
  is
  treated as the twilight philosophical leaning for the
  purpose of the deepening understanding class feature.
  This ability modifies philosophical leanings.
  8
  Specialist Philosopher (Archetype)
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Drawn from Experience (Ex): At 4th level and every
  four levels thereafter, the specialist philosopher gains the
  bonus corresponding to her favored philosophy.
  Anima ­ Touch attacks made against the specialist
  philosopher have a 5% miss chance. This bonus can be
  taken
  multiple
  times.
  Each
  time,
  the
  miss
  chance
  increases by 5%.
  Beacon ­ Whenever the specialist philosopher activates a
  beacon locus, she gains fast healing equal to its radiance
  point cost for 1 round. This bonus can be taken multiple
  times. Each time, the duration increases by 1 round.
  Coruscation
  ­
  The
  specialist
  philosopher's
  damage­
  dealing coruscation loci deal an additional point of
  damage. This bonus can be taken multiple times. Its
  effects stack.
  Illumination ­ The specialist philosopher gains a +1
  circumstance bonus to all Knowledge skill checks. This
  bonus can be taken multiple times. Its effects stack.
  Manipulation ­ The specialist philosopher gains a +1
  circumstance bonus to saving throws made against mind­
  affecting abilities. This bonus can be taken multiple times.
  Its effects stack.
  Obscurity ­ Once per day, the specialist philosopher may
  make an initiative check to act in a surprise round in
  which she normally would not act, albeit at a ­8 penalty to
  her initiative roll. This bonus can be taken multiple times.
  Each time, the penalty to initiative rolls imposed by the
  use of this ability decreases by ­2.
  Refraction ­ The specialist philosopher's maximum hit
  points increase by +3. This bonus can be taken multiple
  times. Its effects stack.
  Twilight ­ The specialist philosopher's radiance pool and
  shadow pool both increase in size by +1 point. If the
  specialist philosopher does not have one of the two pools,
  then the extant pool increases in size by +2 pools instead.
  This bonus can be taken multiple times. Its effects stack.
  Umbral Embrace ­ The specialist philosopher's damage­
  dealing umbral embrace loci deal an additional point of
  damage. This bonus can be taken multiple times. Its
  effects stack.
  This ability modifies drawn from experience.
  Master Philosopher (Su): At 11th level, the specialist
  philosopher selects a single 2nd­level locus she knows
  from her favored philosophy. This locus becomes well­
  traveled. At 17th level, she selects an additional 2nd­level
  locus
  from
  her
  favored
  philosophy
  to
  become
  well
  traveled.
  This ability replaces wayfinder.
  The
  Destination:
  At
  20th
  level,
  the
  specialist
  philosopher gains the following ability that corresponds to
  her philosophical leanings.
  Specialist
  (Su):
  The
  specialist
  philosopher
  gains
  a
  specialty pool, representing her ability to focus on her
  favored loci with resources totally separate from those she
  uses
  to
  activate
  others.
  The
  size
  of
  the
  specialist
  philosopher's specialty pool is equal to 4 + the number of
  4th­level loci she knows from her favored philosophy.
  When activating a locus from her favored philosophy, the
  specialist
  philosopher
  may
  expend
  any
  amount
  of
  specialty points. A specialty point is treated as a radiance
  point or as a shadow point for the purpose of paying for
  loci from the specialist philosopher's favored philosophy.
  The
  specialty
  pool
  replenishes
  itself
  whenever
  the
  extremist replenishes her radiance pool and/or shadow
  pool.
  9
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Antipodist Locus Summary
  Loci are broken down into nine philosophies: five of
  which are light and five of which are dark. One is both
  light and dark. These philosophies, listed and detailed
  below, are broad sweeps that link the loci under their
  banner.
  Light Philosophies
  Beacon ­ Beacon is a bright light in the darkness, a force
  that raises the spirits of the downtrodden and sends
  creatures of darkness back into the shadows from whence
  they came. True to its namesake, a follower of the beacon
  philosophy is a port in the storm, a rallying cry, and a
  harbinger of radiant doom all in one.
  Coruscation ­ Coruscation looks to the biggest light in
  the sky, the sun, for inspiration. Concerned only with
  creating the biggest blasts of light possible, practitioners
  of the coruscation philosophy are conduits of mighty
  radiance, blinding and burning all in their path.
  Illumination ­ Illumination concerns itself with the
  acquisition of knowledge and clarity of thought. Believing
  itself to be the most pure philosophy, there are very few
  loci that require activation among illumination loci, for if
  clear thought were not something that is possible every
  hour of every day, then it is not worth striving to achieve.
  Practitioners of the illumination philosophy are incredibly
  difficult to trick and always seem to be one step ahead of
  those who rely on less direct approaches to get things
  done.
  Refraction ­ Refraction is diametrically opposed to
  obscurity, for in order to take something and bounce it
  about, a practitioner of the refraction philosophy must get
  right up in the face of its enemy and make her presence
  known. Blunt, yet surprisingly crafty, refractors are adept
  at shielding themselves from harm with cleverly layered
  defenses that actively harm those foolish enough to try to
  break through them.
  Dark Philosophies
  Anima ­ Anima concerns itself with shadows as an
  extension of the waking world. By strengthening ties with
  shadows, it becomes possible to give them life, if only for a
  moment, creating tireless allies or defeating enemies
  through the manipulation of their most intimate partner.
  Manipulation ­ Manipulation is effectively the study of
  putting puppet strings on anything that moves. Adept at
  the instigation of infighting, corruption of the senses, and
  manipulation of emotions, the mightiest practitioners of
  the manipulation philosophy can end a bloody fight
  without raising a single finger in violence.
  Obscurity ­ Obscurity believes that the best way to
  ensure safety is never to be seen at all. Masters of twisting
  shadows to remain unseen and swiftly debilitating foes
  when spotted, practitioners of the obscurity philosophy
  are silent, deadly adversaries.
  Umbral Embrace ­ The umbral embrace is the kiss of
  the sandmen, strange aberrant beings who subsist on the
  latent psychic energy released by the sleep of sapient
  beings. Practitioners of the umbral embrace philosophy
  strike up tenuous alliances with these sandmen, believing
  that their cooperation will lead to truth through the
  investigation of the subconscious mind. In the meantime,
  the ability to manipulate the subconscious mind, induce
  sleep, or call upon cranky sandman allies in times of need
  are all fairly valuable tricks.
  Dual Philosophy
  Twilight ­ The perfect mingling of light and dark,
  twilight cares not about the other philosophies, for they
  seek truth through the investigation of discrete portions of
  the duality of light and dark. Twilight, on the other hand,
  is this duality. As a result, most twilight loci affect loci
  from other philosophies or are themselves incredibly
  flexible at the expense of the focus or raw power seen in
  other philosophies. Be that as it may, any master
  practitioner
  of
  another
  philosophy
  is
  even
  more
  dangerous if she also embraces the duality.
  10
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Loci marked with an asterisk (*) use your shadow.
  Anima Loci
  Level 1
  Opportunistic Shade* ­ Shadow attacks creatures that
  make an attack of opportunity against you
  Peering
  Shadows*
  ­
  Shadow
  stretches
  along
  the
  ground, allowing you to see through its "eyes"
  Phantom Laceratons* ­ Deal bleed damage equal to
  half your philosopher level, and stagger at high level
  Umbral Bodyguard* ­ Gain DR X/­, where X is half
  your philosopher level, against the next creature to charge
  you
  Umbral Lenses ­ Gain the ability to see in magical
  darkness
  Wreathed in Shadow ­ Gain a +1 dodge bonus to AC
  when your shadow is not in use by a locus
  Level 2
  Clinging Shadows ­ Subject is slowed, as the spell, for 1
  round
  Deflecting Darkness* ­ Gain the benefits of the Deflect
  Arrows feat, save that your shadow does the deflecting
  Hazeheave* ­ Perform the reposition combat maneuver
  at range
  Interposing Shadows* ­ Shadow "grapples" a creature
  of your choice, covering its eyes and effectively blinding it
  Spurring Shadows ­ Subject is hasted, as the spell, for 1
  round
  Level 3
  Conscripted Shades ­ Pay 1 additional shadow point to
  activate a shadow­using locus without using your shadow
  Night Terror* ­ Shadow invades subject's mind, killing
  it with fear after a 2­round wait
  Realigning Guidance ­ When shadow is not in use,
  gain a retroactive +1d4 bonus to your first failed attack of
  each round.
  Shadowswat* ­ Shadow attacks a single creature of your
  choice each round and bull rushes the target on a
  successful hit
  Level 4
  Billowing Darkness ­ Gain temporary hit points equal
  to your Intelligence modifier each round while shadow is
  in use by a locus
  Insubstantial Mime* ­ Shadow watches you activate
  loci and can mimic the last locus you activated as a
  standard action; mimicked loci are always dark, even if
  normally light
  Polychromatic Shadow* ­ Grant yourself a single
  illusory copy that functions as the mirror image spell, but
  cannot be subverted by divination magic
  Shadowstorm ­ Creatures in a 20­ft. burst centered on
  you are either aided by their shadows, granting various
  bonuses, or strangled to death by their own shadows
  Beacon Loci
  Level 1
  Despair ­ Subject takes a ­1 penalty to attack rolls and
  weapon damage rolls; at high level, also penalizes saving
  throws, ability checks, skill checks, and AC, and increases
  the penalty to weapon damage rolls
  Enduring Beacons ­ Treat your philosopher level as +1
  higher for the purpose of determining the duration of
  beacon loci; treat as +2 instead if you know a 4th­level
  beacon locus
  Glory ­ Allies within 30 feet gain new saves to end
  ongoing fear effects immediately
  Mood Lighting ­ Allies within 30 feet gain a competence
  bonus to Bluff, Diplomacy, and Intimidate equal to half
  your philosopher level
  Sunkiss ­ Subject's metallic weaponry deals additional
  fire damage
  Vigorous
  Footfalls
  ­
  Allies
  within
  30
  feet
  gain
  increased base land speed
  Level 2
  Hope ­ Subject gains a +1 luck bonus to attack rolls, light­
  descriptor spell damage rolls, and weapon damage rolls;
  at high level, also grants a bonus to saving throws, ability
  checks, skill checks, and AC, and allows the philosopher to
  increase the bonus granted to one of the quantities
  affected
  Inner Glow ­ Subject gains fast healing for 1 minute
  Licking Flames ­ Subject gains cold resistance equal to
  your philosopher level and deals 1d3 points of fire damage
  per four philosopher levels to melee attackers
  Sparking Sparkles ­ Creatures that attack allies within
  30 feet in melee take 1d4 points of damage and are
  dazzled for 1 round
  Sunbless ­ Metallic weapon wielded by allies within 30
  feet deal additional fire damage
  Level 3
  Bolster ­ Allies within 30 feet gain a +2 luck bonus to AC
  and saving throws, as well as temporary hit points equal
  to half your philosopher level
  Luminous Rebirth ­ Subject is healed for 5 points of
  damage per philsopher level after a 2­round wait
  Photocatalytic Detoxification ­ Subject is purged of
  poisons, including those it has weaponized
  Torchbearer ­ Beacon loci that are normally centered on
  you may be centered on another creature
  Level 4
  Break ­ Foes within 30 feet take a ­2 penalty to AC and
  saving throws and are staggered for 1 round
  Flight of the Photon ­ Allies within 30 feet may fly,
  gain a competence bonus to Fly checks, and may combine
  charging and flying
  Inner Glow, Mass ­ As inner glow, but affects multiple
  creatures
  Licking Flames, Mass ­ As licking flames, but affects
  multiple creatures and grants fire resistance in addition to
  cold resistance
  11
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Coruscation Loci
  Level 1
  Burning Brilliance ­ Globes of fiery light each deal 1d4
  fire damage as a swift action or 1d4 + Wisdom modifier
  fire damage as a standard action
  Dazzling Delivery ­ Each round, the subject takes 1
  point of damage and is dazzled
  Eye Strain ­ Burst of light fatigues for a short duration;
  blinded or dazzled creatures are less likely to resist
  Painting Phosphorescence ­ Your coruscation loci
  cause
  subsequent
  coruscation
  loci
  to
  treat
  your
  philosopher level as though it were higher
  Photic Burst ­ 10­ft.­radius burst of light deals 1d4 +
  philosopher level damage; dazzles at high level
  Searing Dawn ­ Blast of light deals 1d6 + 1d6/2 levels
  fire damage to a single target
  Level 2
  Blinding Beam ­ Ray of light deals 1d4 points of
  damage per philosopher level and blinds
  Brilliant Display ­ Burst of multicolored light behaves
  as the color spray spell
  Conservation of Light ­ Coruscation loci that reduce
  their target to 0 or fewer hit points grant a partial
  radiance point refund
  Glimmering Outline ­ Activating coruscation loci coats
  you in glitter for 1 minute, which dazzles creatures that
  attack you and miss in melee
  Guiding Light ­ Subject's deflection bonus to AC and
  miss chance due to concealment are halved
  Level 3
  Atomize ­ Subject takes 12d6 + philosopher level fire
  damage
  Coruscating Overstimulation ­ Coruscation loci deal
  +1d4 damage to blinded or dazzled creatures
  Motestorm ­ Globes of irritating light each daze for 1
  round
  Nova Motes ­ Globes of tempestuous light each deal 1d4
  fire damage as a swift action or 1d4 + Wisdom modifier
  fire damage as a standard action; 10­ft.­radius burst
  Level 4
  Garish Phosphorescence ­ Each round, the subject
  takes 2d6 fire damage and is dazzled
  Laser Principle ­ 1s rolled on coruscation locus damage
  dice are treated as 2s
  The
  Magnifying
  Glass
  Effect
  ­
  All
  damaging
  coruscation loci now light those damaged on fire
  Pillar of Revelation ­ Pillar of burning light blinds and
  deals 1d6 points of fire damage per philosopher level
  Illumination Loci
  Level 1
  Bright Omen ­ Your next locus deals an additional 1d4 +
  1d4/2 levels damage; if the next locus doesn't deal
  damaged, this is wasted
  Illuminating Manuscript ­ Target book grants a bonus
  to skill checks related to its contents (Ex: a book on
  armorsmithing grants a bonus to Craft(armor) checks)
  Penetrating Vision ­ Use Perception in place of Sense
  Motive
  Portentous Sight ­ Stored d20 can be used in place of
  an ability check, attack roll, saving throw, skill check, or
  initiative check
  Saw it Coming ­ Gain a +1 luck bonus to saving throws
  Superhuman Precision ­ Gain a +1 insight bonus to
  attack rolls; increases to +2 if you know a 4th­level
  illumination locus
  Level 2
  Bushy­tailed ­ You gain a +1 insight bonus to AC and
  saving throws for 1 hour after replenishing your pools
  Experimental Prod ­ Learn which energy types to
  which the subject is resistant and/or immune
  Open the Mind ­ Remove mental filtering, confusing the
  subject
  Reveal the Opening ­ Gain a +20 insight bonus to an
  attack roll
  Unflinching Sight ­ Suppress the effects of the blinded
  and dazzled conditions
  Level 3
  Bright­eyed ­ If not dazzled, temporary blindness effects
  are downgraded to temporary dazzle effects
  Lights in the Darkness ­ Gain darkvision 60 ft. or
  increase existing darkvision by +30 ft.
  Pursue Illumination ­ Determine whether or not
  others are deliberately lying
  True Seeing ­ Pierce illusions as the true seeing spell
  Level 4
  Discerning Eye ­ You can now see through fogs, mists,
  areas of darkness, and other such obstructions
  Illuminated Insight ­ Gain a luck bonus to AC equal to
  your Dexterity bonus whenever you would be denied your
  Dexterity bonus to AC
  Sight of the Overstimulated ­ Gain blindsense 30 ft.
  and the Blind Fight feat
  Sudden Insight ­ Critical hits with a locus grant 1
  temporary radiance point
  12
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Manipulation Loci
  Level 1
  Fear Itself ­ Subject becomes shaken
  Overbear ­ Confuse the subject for 1 round
  Puppeteer's Flick ­ A single foe attacks itself
  Puppeteer's Restringing ­ Creatures that attack the
  subject in melee are entangled for 1 round
  Tunnel Vision ­ Visions of an endless hallway make
  running and charging difficult
  Umbral Honey ­ Gain a +2 circumstance bonus to Bluff,
  Diplomacy, and Intimidate; increases to +4 if you know a
  4th­level manipulation locus
  Level 2
  Cumulative Shadows ­ Creatures under the effects of a
  mind­affecting manipulation locus take a ­1 penalty to
  Will saving throws against mind­affecting manipulation
  loci
  Eventide
  ­
  Fatigued,
  exhausted,
  or
  Constitution
  damaged/drained creature is put to sleep
  Lost in the Haze ­ Subject treats all foes as though they
  had concealment
  Manipulate the Mindless ­ May pay an additional +1
  shadow point to affect those immune to mind­affecting
  abilities with mind­affecting loci
  Synaptic Shutdown ­ Subject takes damage whenever
  it does anything that requires a standard action to
  perform
  Level 3
  Acquire Minion ­ Steal control of a summoned creature
  Forced Overswing ­ Subject attacks itself when it fails
  to hit another creature in melee
  Intensify ­ Various minor conditions are upgraded to
  more severe conditions for 1 round
  Peripheral Horrors ­ Foes in a 30­ft.­radius burst are
  both shaken and frightened
  Level 4
  Eternal
  Blackness
  ­
  Subject's
  Intelligence
  and
  Charisma scores are set to 1
  Lost in the Fog ­ Subject treats all foes as though they
  had total concealment
  Massed Manipulation ­ All allies within 30 feet gain
  the benefits of the haste spell, while all foes take the
  penalties of the slow spell
  Puppeteer's Dance ­ All foes within 30 feet attack
  themselves
  Obscurity Loci
  Level 1
  Draining Dark ­ Creatures that end their turn within
  the
  locus'
  area
  take
  cold
  damage
  equal
  to
  your
  philosopher level
  Eyeblight ­ Deal 1d6 damage and blind for 1 round
  Highlights of Gloom ­ Creatures attempting to spot you
  take a ­3 penalty to Perception checks, increasing to ­6 if
  you know a 4th­level obscurity locus
  Imperceptible Action ­ You gain a +2 bonus to
  initiative checks, increasing to +4 if you know a 4th­level
  obscurity locus
  Shadowstep ­ Gain a +5­ft. bonus to base land speed,
  increasing to +10 ft. if you know a 4th­level obscurity
  locus
  Sinister Intent ­ Subject deals additional precision
  damage to creatures it flanks
  Level 2
  Catching Shadows ­ Gain a +4 insight bonus to AC
  against the next attack made against you
  Cloying Darkness ­ Blobs of shadow each entangle for 1
  round
  Imperceptible Anatomy ­ You have a 25% chance to
  ignore
  precision
  damage;
  if
  you
  know
  a
  4th­level
  obscurity locus, light fortification instead
  Robed in Black ­ You have concealment against ranged
  attacks
  Slinking
  Form
  ­
  Ignore
  the
  movement
  penalties
  imposed by difficult terrain when your shadow is not in
  use
  Level 3
  Billowing Form ­ Turn into a cloud of smoke and move
  up to 5 ft. per philosopher level
  Flight and Flight Response ­ The first creature to
  attack you each round becomes blinded and shaken
  Midnight Panic ­ The first creature damaged by a dark
  locus each round becomes shakened
  Rushing Shadows ­ Gain a temporary shadow point if
  first in initiative order in the first round of combat
  Level 4
  Dark Uprising ­ Gain 5 shadow charges, which grant a
  resistance bonus to saving throws and can be spent in
  place of your shadow
  Imperceptible
  Juxtaposition
  ­
  Defy
  death,
  but
  sacrifice your shadow
  Knife in the Back ­ Creatures that flank the subject deal
  an additional 1d6 precision damage
  Shadow Evasion ­ Gain a +2 luck bonus to AC and the
  benefits of evasion, but only when wearing no armor at all
  13
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Refraction Loci
  Level 1
  Armor of the Morningstar ­ Gain a +4 armor bonus to
  AC, increasing by +1 for every four philosopher levels, but
  take a ­10 penalty to Stealth checks
  Bend Radiance ­ Become invisible for a very short time
  Deflect Energy ­ Grant yourself resistance equal to
  twice your philosopher level, max 30, against a single
  energy type
  Radiant Parry ­ Light deflects attacks that would
  otherwise hit you
  Reactive Radiance ­ Gain temporary hit points the first
  time you take damage each round
  Vengeful Radiance ­ Creatures that attack you in melee
  take 1 damage, increasing to 1d4 damage if you know a
  4th­level refraction locus
  Level 2
  Deflect
  Energy,
  Other
  ­
  As
  deflect
  energy,
  but
  targeting any creature in range
  On Wings of Light ­ Gain a 60­ft. fly speed with good
  maneuverability and shed light like a torch
  Parabolic Dish ­ Deflect a single ray and gain a +2
  deflection bonus to AC
  Radiant Aegis ­ Shield yourself with light, gaining a +4
  shield bonus to AC and a +2 resistance bonus to saving
  throws; resistance bonus increases at high level
  Reflective Surface ­ You gain a +1 deflection bonus to
  AC and permanently shed light as a candle
  Level 3
  Bend Radiance, Greater ­ As bend radiance, but
  attacking doesn't end the effect
  The Breaking Dawn ­ If you take damage while flat­
  footed in the first round of combat, you gain 1 temporary
  radiance point
  Deflect Energy, Mass ­ As deflect energy, but multiple
  targets
  Vindictive Spear ­ Deal damage equal to the amount of
  damage taken in the last round, to a maximum of four
  times your philosopher level
  Level 4
  Glimmering Deflectors ­ Creatures that miss you in
  melee automatically hit themselves
  Glowing Wrath ­ You gain a stacking +1 bonus to
  damage rolls against creatures that deal damage to you
  Parabolic Dish, Greater ­ Deflect multiple rays and
  gain a +4 deflection bonus to AC
  Trick of the Light ­ All allies in a 30­ft. radius gain two
  illusory doubles, as mirror image
  Twilight Loci
  Level 1
  Abrupt Shift ­ Whenever you activate a locus, if you
  activated a locus of the opposite type in the previous
  round, you dazzle your target
  Antipodal Focus ­ Whenever you activate a locus, if you
  activated a locus of the opposite type in the same round, it
  gets +1 to its DC
  Dual Blast ­ Subject takes both cold and fire damage
  equal to your philosopher level and lights on fire
  Insult to Injury ­ Subject takes up to 1d4 points of
  damage per philosopher level, but damage is reduced if
  the subject is not laden with conditions
  Polarity Shift ­ Additional point payment allows you to
  switch the energy damage of loci from fire to cold or vice
  versa
  Slow Adjustment ­ Dazzling and shakening effects have
  their duration increased by +1 round
  Level 2
  Antipodal Study ­ The size of your radiance and shadow
  pools increases by +1.
  Double Locus ­ May spend an additional point to select
  a second target for single­target loci of 2nd­level or lower
  Embrace the Duality ­ Spend radiance points to gain
  temporary shadow points or shadow points to gain
  temporary radiance points
  Glare and Gloom ­ Ray deals 1d4 points of cold damage
  and 1d4 points of fire damage per two philosopher levels
  and dazzles and shakens the target
  Glowing Shadows ­ Dazzle in a 10­ft.­radius burst and
  impose a 10% miss chance to all attacks
  Level 3
  Antipodal Priming ­ You may spend 1 radiance point to
  activate a 1st­level dark locus as a swift action, or 1
  shadow point to activate a 1st­level light locus as a swift
  action
  Slow Glow ­ Sources of temporary hit points grant an
  additional +2 temporary hit points
  Twilight Implement ­ Scythe­like blade of antipodal
  energy attacks what you attack
  Ubiquibolt ­ Ray of energy deals 1d4 points of damage
  per philosopher level and is treated as whatever locus
  level (or levels) and philosophy (or philosophies) you
  desire
  Level 4
  Duality's Call ­ 1st­level well­traveled loci may be
  activated as a swift action
  Flashing Darkness ­ You may teleport up to 15 feet
  whenever you activate a 4th­level locus
  Nightbreak ­ 10­ft. burst of energy deals 1d6 points of
  fire damage or cold damage per philosopher level,
  selected based on the energy type to which the subject is
  less resistant
  Slow Equilibrium ­ Blinding and frightening effects
  have their duration increased by +1 round
  14
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Umbral Embrace Loci
  Level 1
  Chill to the Soul ­ Deal 1d3 points of cold damage per
  philosopher
  level;
  saving
  throw
  penalized
  based
  on
  number of temporary negative levels
  Drainer's Vitality ­ 5% chance to ignore negative levels,
  increasing to a 10% chance if you know a 4th­level umbral
  embrace locus
  Draw
  Upon
  Shadows
  ­
  Gain
  1d4
  +
  1/2
  your
  philosopher level temporary hit points
  Ray of Lethargy ­ Subject takes a penalty to both
  Strength and Dexterity
  Sandman's Kiss ­ Deal 1d6 bludgeoning damage and
  fatigue each round; ends immediately upon subject being
  put
  to
  sleep,
  dealing
  additional
  damage
  based
  on
  remaining duration
  Wide Awake ­ You have a +1 circumstance bonus to
  saving throws against sleep effects, increasing to +2 if you
  know a 4th­level umbral embrace locus
  Level 2
  Deny Future ­ Subject takes 1 temporary negative level
  for every five philosopher levels you possess
  Easily Rested ­ You require only 2 hours of sleep per
  night
  Knockout Dust ­ Subject falls asleep
  Slings and Arrows ­ Creatures within 30 feet that gain
  temporary
  negative
  levels
  take
  1
  point
  of
  Strength
  damage, as well as 1 point each of Dexterity and
  Constitution damage if you know a 4th­level umbral
  embrace locus
  Wake­up Call ­ Douse subject's brain with the sensation
  of cold water, dealing 1d4 cold damage per philosopher
  level and an additional 2d4 points of cold damage with no
  save if subject was asleep
  Level 3
  Darkness Rising ­ Grant temporary negative levels in a
  30­ft.­radius burst centered on you
  Drag Down ­ 15­ft. burst deals 3d6 cold damage and
  grants a temporary negative level
  Extinguish ­ Deal 1d6 damage per philosopher level and
  stun subject
  Tangible Gloom ­ Subject is paralyzed
  Level 4
  Bedtime Story ­ Whenever you activate an umbral
  embrace locus of 2nd level or higher, the foe with the
  most HD within 30 feet takes a temporary negative level
  Dream Reaver ­ You grant temporary negative levels to
  creatures you put to sleep
  Dreamland Express ­ Summoned sandman goes on a
  rampage, attacking foes and putting them to sleep
  Tangible Gloom, Mass ­ Subjects are paralyzed
  Antipodist Locus List
  Anima Loci
  Billowing Darkness (Ex; Dark)
  Philosophy: Anima; Locus Level: 4
  Whenever your shadow is being used by a locus, you gain
  temporary hit points equal to your Intelligence modifier at
  the beginning of each of your turns. These temporary hit
  points last for 1 round.
  Clinging Shadows (Su; Dark)
  Philosophy: Anima; Locus Level: 2
  Range: 60 feet
  Target: one creature
  Duration: 1 round
  Cost: 1 Shadow Point
  As a swift action, you cause various shadows to spring to
  action and weigh the subject down. The subject takes the
  penalties of the slow spell for 1 round with a Fortitude
  save to negate.
  Conscripted Shades (Su; Dark)
  Philosophy: Anima; Locus Level: 3
  You may pay 1 additional shadow point whenever you
  activate a 2nd­level or lower anima locus that requires the
  use of your shadow. If you do, the locus no longer requires
  the use of your shadow.
  Deflecting Darkness (Su; Dark)*
  Philosophy: Anima; Locus Level: 2
  Range: personal
  Target: you
  Duration: 1 minute/level (D)
  Cost: 2 Shadow Points
  As a standard action, you send a surge of energy through
  your shadow, willing it to become corporeal and defend
  you for a time. For the duration of this ability, you are
  treated as though you have the Deflect Arrows feat,
  though since your shadow is the entity doing the actual
  deflecting, it is treated as though it always has an empty
  hand. If you already have the Deflect Arrows feat, then
  both you and your shadow can each deflect a single
  projectile per round.
  Hazeheave (Su; Dark)*
  Philosophy: Anima; Locus Level: 2
  Range: 30 feet
  Target: one creature
  Duration: instantaneous
  Cost: 1 Shadow Point
  As a standard action, you channel a substantial amount of
  energy into your shadow, which bolts toward the target
  with both arms outstretched. Your shadow performs the
  reposition combat maneuver, using your philosopher level
  + your Intelligence modifier as its attack modifier and
  CMB. Forced movement through damaging terrain causes
  that terrain to deal damage to the target.
  15
  Antipodist Locus List
  Anima Loci
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Insubstantial Mime (Su; Dark)*
  Philosophy: Anima; Locus Level: 4
  Range: personal
  Target: you
  Duration: 1 minute/level (D) or until discharged; see text
  Cost: 2 Shadow Points
  As a standard action, you infuse your shadow with a hint
  of your personality, making it act like you, beyond the
  standard
  shadow­trait
  of
  mimicking
  all
  of
  your
  movement, of course. Whenever you activate a 3rd­level
  or lower locus, your shadow watches your every move,
  remembering how to do it exactly; however, your shadow
  being
  quite
  bad
  at
  remembering
  things,
  it
  only
  remembers the most recent locus of 3rd­level or lower
  performed. As a standard action, you order your shadow
  to perform the locus it remembers. As this is a dark
  mimicry of a locus, it has the Dark descriptor and loses
  the Light descriptor, if applicable, and the locus uses your
  Intelligence modifier instead of your Wisdom modifier
  wherever applicable. After activating a single locus in this
  manner, your shadow returns to its initial state and this
  ability ends immediately.
  Interposing Shadows (Su; Dark)*
  Philosophy: Anima; Locus Level: 2
  Range: 30 feet
  Target: one creature
  Duration: 1 round/level
  Cost: 2 Shadow Points
  As a standard action, you will your shadow to stretch
  toward the subject and put its hands over the subject's
  eyes.
  Your
  shadow
  performs
  the
  grapple
  combat
  maneuver,
  using
  your
  philosopher
  level
  +
  your
  Intelligence modifier as its CMB, as well as its attack
  modifier. Creatures grappled in this manner are blinded,
  but may otherwise act as though they were not grappled.
  If the subject moves beyond the range of this locus, your
  shadow lets out a petulant groan and returns to your side.
  As a standard action, you may will your shadow to target a
  different creature within range. The shadow does not
  need to perform a grapple check to end a grapple and
  move to a new target; it simply floats away from its
  current target, if any.
  Night Terror (Sp; Dark)*
  [emotion, fear, mind­affecting]
  Philosophy: Anima; Locus Level: 3
  Range: close (25 ft. + 5 ft./2 levels)
  Target: one living creature
  Duration: 2 rounds
  Cost: 3 Shadow Points
  As a standard action, your shadow rises up with a blood­
  curdling scream, rapidly assuming an utterly grotesque
  and horrible shape. It then descends upon the subject and
  enters its body through whatever orifices are available and
  begins to assault the subject's mind with visions of the
  most terrifying nature. When the locus's duration expires,
  the subject first gets a Will save to resist your shadow
  digging in deeper to find what terrifies the subject most. If
  that save fails, your shadow learns what the subject fears
  most and immediately exploits that, forcing the subject to
  succeed on a Fortitude save or die from fear. Even if the
  Fortitude save is successful, the subject takes 3d6 points
  of damage. If this locus is ended in any manner other than
  the natural expiration of its duration, then the locus ends
  without
  attempting
  to
  scare
  the
  subject
  to
  death.
  Regardless of the outcome of the locus, your shadow
  pours back out of the subject's body and returns to your
  feet where it belongs when the locus ends.
  Opportunistic Shade (Su; Dark)*
  Philosophy: Anima; Locus Level: 1
  Range: personal
  Target: you
  Duration: 1 round + 1 round/2 levels (D)
  Cost: 1 Shadow Point
  As a standard action, your shadow peels itself up from the
  surface on which it is cast and takes up a hunched
  defensive position directly above your head. Whenever a
  creature makes an attack of opportunity against you, your
  shadow stretches and lashes out against that creature,
  dealing 1d6 + your Intelligence modifier slashing damage
  on a successful hit. Your shadow's attack bonus is equal to
  your antipodist level + your Intelligence modifier.
  16
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Peering Shadows (Su; Dark)*
  Philosophy: Anima, Locus Level: 1
  Range: 60 feet
  Target: your shadow
  Duration: see text
  Cost: 1 Shadow Point
  As a standard action, you will your shadow to stretch and
  shift grotesquely. Your shadow stretches up to 60 feet in
  any direction from your body. While stretched, you can
  see through the shadow's "eyes" in addition to your own
  vision. Your shadow is very difficult, but not impossible,
  to detect. Take 20 on a Stealth check using your total
  modifier to the skill. A Perception check that meets or
  exceeds your Stealth check notices the shadow. If a source
  of light, such as a thrown torch, or a light­based spell,
  such as searing light, strikes a square containing your
  shadow, the shadow flails about for a moment as if in
  extreme pain and snaps back to its original state, ending
  the ability. If not ended early, the shadow returns to its
  original state at the beginning of your next turn.
  You may use this ability even if you are not currently
  casting a shadow, such as at high noon. When this is
  done, you temporarily produce a shadow; however, the
  awkwardness of a shadow in shadow­free surroundings
  means you only take 10 on your Stealth check rather than
  20.
  Phantom Lacerations (Su; Dark)*
  Philosophy: Anima, Locus Level: 1
  Range: 30 feet
  Target: one creature
  Duration: instantaneous
  Cost: 1 Shadow Point
  As a standard action, you direct your shadow to swipe
  across the subject's body, dealing bleed damage equal to
  half
  your
  philosopher
  level,
  rounded
  down,
  with
  a
  Fortitude save to negate. Starting at 11th level, creatures
  dealt bleed damage by this locus are also staggered for 1
  round.
  Polychromatic Shadow (Su; Dark)*
  Philosophy: Anima, Locus Level: 4
  Range: personal
  Target: you
  Duration: 1 round/level
  Cost: 1 Shadow Point
  As an immediate action, you cause your shadow to
  become a passable copy of your own body, complete with
  color and distinguishing physical features beyond the
  standard silhouette that is a shadow. This effectively
  grants you a single illusory double as the mirror image
  spell. Unlike the mirror image spell, this locus is not an
  illusion, and cannot be pierced by true seeing and other
  such effects.
  Realigning Guidance (Ex; Dark)
  Philosophy: Anima; Locus Level 3
  You find your body subtly realigned by your shadow in the
  heat of combat, granting you a +1d4 circumstance bonus
  to your first failed attack roll each round. If this is bonus
  is enough to retroactively make that attack successful,
  then it is retroactively made so. This ability only functions
  when your shadow is not being used by a locus.
  Shadowstorm (Sp; Dark)
  Philosophy: Anima; Locus Level: 4
  Counterspelling School: evocation
  Range: 20 feet
  Area: 20­foot­burst centered on you
  Duration: see text
  Spell Resistance: yes
  Cost: 5 Shadow Points
  As a standard action, you channel an enormous amount of
  energy, causing the shadows of all creatures within 20
  feet, your own included, to rear up and take action. For
  each subject, select "help" or "hinder". If you select "help",
  the subject's shadow aids every action it makes, granting a
  +2 circumstance bonus to attack rolls, skill checks, ability
  checks, saving throws, and AC. A shadow told to help
  remains active for 1 round for every two philosopher
  levels you possess. If you select "hinder", the subject's
  shadow rises up and throttles it, as the suffocation spell.
  The save DC against this ability is 10 + 1/2 your
  philosopher level + your Intelligence modifier. A shadow
  told to hinder remains active for 4 rounds. Creatures that
  do not cast a shadow, have had their shadow stolen, or are
  currently using a waypoint, locus, or other spell or ability
  that utilizes their shadow, are immune to this ability.
  Additionally, all shadows affected by this locus are
  considered to be in use by a locus or waypoint.
  Shadowswat (Su; Dark)*
  Philosophy: Anima; Locus Level: 3
  Range: personal
  Target: you
  Duration: 1 round/level (D)
  Cost: 2 Shadow Points
  As a standard action, you send a jolt of energy up your
  shadow, which balls up its fists and comes out swinging.
  You can command your shadow to sucker punch a
  creature within 15 feet as a swift action once per round.
  Make an attack roll with an attack bonus of your
  philosopher level + your Intelligence modifier. If it hits,
  the subject takes 1d6 + your Intelligence modifier points
  of bludgeoning damage. On a successful hit, your shadow
  then performs the bull rush combat maneuver, using your
  philosopher level + your Intelligence modifier as its CMB.
  As your shadow does not move with the subject, this use
  of the bull rush combat maneuver cannot move the
  subject more than 5 feet. Forced movement through
  damaging terrain causes that terrain to deal damage to
  the subject.
  17
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Spurring Shadows (Su; Dark)
  Philosophy: Anima; Locus Level: 2
  Range: 60 feet
  Target: one willing creature
  Duration: 1 round
  Cost: 1 Shadow Point
  As a swift action, you cause various shadows to spring
  onto the subject and push it along. The subject gains the
  benefits of the haste spell for 1 round.
  Umbral Bodyguard (Su; Dark)*
  Philosophy: Anima; Locus Level: 1
  Range: personal
  Target: you
  Duration: 1 minute/level (D) or until discharged; see text
  Cost: 1 Shadow Point
  As a standard action, you will your shadow to rise up and
  embrace you in a shadowy bear hug. The next time you
  are charged, your shadow cushions the blow, granting you
  DR X/­, where X is half your philosopher level, rounded
  down, minimum 1, against all attacks made by the
  charging creature this round. After protecting you against
  one charge, your shadow returns to its initial state and
  this ability ends immediately
  Umbral Lenses (Su; Dark)
  Philosophy: Anima; Locus Level: 1
  Range: personal
  Target: you
  Duration: 1 minute/level
  Cost: 1 Shadow Point
  As a standard action, you cover your eyes in a shadowy
  film that allows you to see through magical darkness
  unhindered.
  Wreathed in Shadow (Ex; Dark)
  Philosophy: Anima; Locus Level: 1
  Your shadow wicks around your body, granting you a +1
  dodge bonus to AC whenever your shadow is not being
  used by a locus.
  Beacon Loci
  Bolster (Sp; Light)
  Philosophy: Beacon; Locus Level: 3
  Counterspelling School: abjuration
  Range: 30 feet
  Area: all allies within a 30­ft.­radius burst centered on
  you
  Duration: 1 round
  Spell Resistance: yes (harmless)
  Cost: 2 Radiance Points
  You produce a tremendous burst of shielding light as a
  standard action, granting allies a +2 luck bonus to AC and
  saving throws, as well as temporary hit points equal to
  half your philosopher level, rounded down.
  Break (Sp; Light)
  Philosophy: Beacon; Locus Level: 4
  Counterspelling School: necromancy
  Range: 30 feet
  Area: all foes within a 30­ft.­radius burst centered on you
  Duration: 1 round
  Spell Resistance: yes
  Cost: 3 Radiance Points
  You draw in light and vitality as a standard action, causing
  all foes to become staggered and take a ­2 penalty to AC
  and saving throws. A successful Fortitude save negates the
  staggered condition, but deals 3d6 points of bludgeoning
  damage instead.
  Despair (Sp; Light) [emotion, mind­affecting]
  Philosophy: Beacon; Locus Level: 1
  Counterspelling School: enchantment
  Range: 30 feet
  Area: all foes within a 30­ft.­radius burst centered on you
  Duration: 1 round/level
  Spell Resistance: no
  Cost: 2 Radiance Points
  One man's hope is another man's reason to despair. You
  shift the momentum of combat through the power of such
  emotion as a standard action, causing all foes to take a ­1
  penalty on attack rolls and weapon damage rolls. At 7th
  level, this locus also imposes a ­1 penalty to saves. At 11th
  level, this locus imposes an additional ­1 penalty to
  weapon damage rolls, for a total of ­2. At 15th level, this
  locus also imposes a ­1 penalty to ability checks, skill
  checks, and AC. There is no saving throw.
  18
  Beacon Loci
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Enduring Beacons (Ex; Light)
  Philosophy: Beacon; Locus Level: 1
  You treat your philosopher level as though it were +1
  higher for the purpose of determining the duration of
  beacon loci. If you know a 4th­level beacon locus, you
  treat your philosopher level as though it were +2 higher
  instead.
  Flight of the Photon (Sp; Light)
  Philosophy: Beacon; Locus Level: 4
  Counterspelling School: transmutation
  Area: all allies within a 30­ft.­radius burst centered on
  you
  Duration: 1 round/level
  Spell Resistance: yes (harmless)
  Cost: 2 Radiance Points
  Plumes of wispy light billow out from your person as a
  standard action. All allies gain a fly speed equal to their
  base land speed with perfect maneuverability; however,
  an ally "flying" in this manner must end her movement on
  a surface capable of supporting her weight, else she falls
  out of the sky at the end of her movement. Affected allies
  have a competence bonus to the Fly skill equal to half
  your philosopher level, rounded down. In addition, allies
  may charge while leaping in this manner, effectively
  allowing charges on creatures manning high walls and
  other such locations. A charge must still otherwise be a
  straight line. Despite the strange manner by which flight
  is achieved, size and maneuverability modifiers to the Fly
  skill still apply.
  Glory (Sp; Light) [emotion, mind­affecting]
  Philosophy: Beacon; Locus Level: 1
  Counterspelling School: abjuration
  Range: 30 feet
  Area: all allies within a 30­ft.­radius burst centered on
  you
  Duration: instantaneous
  Spell Resistance: yes (harmless)
  Cost: 1 Radiance Point
  Your body glows gloriously as a standard action, inspiring
  those around you to fight no matter how terrifying the foe
  may be. All allies make an immediate saving throw
  against any ongoing fear effects from which they are
  suffering using the original DC as the save DC. If a saving
  throw is successful, that fear effect ends immediately.
  Hope (Sp; Light) [emotion, mind­affecting]
  Philosophy: Beacon; Locus Level: 2
  Counterspelling School: enchantment
  Range: 30 feet
  Area: all allies within a 30­ft.­radius burst centered on
  you
  Duration: 1 round/level
  Spell Resistance: no
  Cost: 2 Radiance Points
  Hope wells up within you as a standard action, granting
  you and each of your allies a +1 luck bonus on attack rolls,
  weapon damage rolls, and spell damage rolls if the spell
  has the light descriptor. At 7th level, this locus also grants
  a +1 luck bonus to saves. At 11th level, when activating
  this locus, choose one of the quantities to which it grants a
  luck bonus. The luck bonus granted to that one quantity is
  increased to +2. At 15th level, this locus also grants a +1
  luck bonus to ability checks, skill checks, and AC.
  Inner Glow (Sp; Light) [light]
  Philosophy: Beacon; Locus Level: 2
  Counterspelling School: evocation
  Range: close (25 ft. + 5 ft./2 levels)
  Target: one willing creature
  Duration: 1 minute
  Spell Resistance: yes (harmless)
  Cost: 1 Radiance Point
  All creatures, even the blackest of demons or the most
  soulless of undead, have an "inner glow", that is, a source
  of innermost light that, when stimulated, motivates that
  individual to go on despite grievous injury to body, mind,
  or psyche. You stimulate this inner glow as a standard
  action, granting the subject fast healing 1. This fast
  healing increases by +1 for every four philosopher levels
  beyond 3rd, to a maximum of fast healing 5 at 19th level.
  Inner Glow, Mass (Sp; Light) [light]
  Philosophy: Beacon; Locus Level: 4
  Range: 30 feet
  Target: 1 willing creature/3 levels
  Cost: 4 Radiance Points
  This locus functions as inner glow, except as noted above.
  Licking Flames (Su; Light) [fire]
  Philosophy: Beacon; Locus Level: 2
  Range: 30 feet
  Target: one willing creature
  Duration: 1 round/level
  Cost: 1 Radiance Point
  As a standard action, you coat a creature in billowing
  flames. When the subject is struck in melee, these flames
  lash out at the attacker, dealing 1d3 points of fire damage
  for every four philosopher levels you possess. In addition,
  the
  subject
  has
  resistance
  to
  cold
  equal
  to
  your
  philosopher level.
  19
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Licking Flames, Mass (Su; Light) [fire]
  Philosophy: Beacon; Locus Level: 4
  Range: 30 feet
  Target: one willing creature/3 levels
  Duration: 1 round/level
  Cost: 3 Radiance Points
  This locus functions as licking flames, except as noted
  above and that it grants resistance to both cold and fire
  equal to your philosopher level.
  Luminous Rebirth (Sp; Light) [light]
  Philosophy: Beacon; Locus Level: 3
  Counterspelling School: conjuration
  Range: 30 feet
  Target: one willing creature
  Duration: 2 rounds
  Spell Resistance: yes (harmless)
  Cost: 3 Radiance Points
  As a standard action, you fill the subject with a warm,
  gentle radiance that knits together flesh and bone,
  rejuvenating
  the
  body
  while
  leaving
  behind
  faintly­
  luminescent scar tissue wherever a particularly grievous
  wound is located. When this locus's duration expires, the
  subject is cured for 5 points of damage per philosopher
  level you possess. Nonliving creatures, such as constructs
  and undead, are unaffected by this locus.
  Mood Lighting (Sp; Light) [light]
  Philosophy: Beacon; Locus Level: 1
  Counterspelling School: conjuration
  Range: 30 feet
  Area: 30­ft. radius centered on you
  Duration: 1 round/level (D)
  Spell Resistance: no
  Cost: 1 Radiance Point
  As a standard action, you manipulate the local ambiance
  to fit the description of mood lighting, complete with
  fitting background music, granting a competence bonus
  to the Bluff, Diplomacy, and Intimidate skills equal to half
  your philosopher level, minimum 1, to all allies within the
  area of this locus. A creature that is both unable to see
  and hear is unaffected by this locus. The area of effect of
  this locus moves as you do.
  Photocatalytic Detoxification (Sp; Light)
  Philosophy: Beacon; Locus Level: 3
  Counterspelling School: conjuration
  Range: touch
  Target: creature touched
  Duration: instantaneous or 1 round/level; see text
  Spell Resistance: yes (harmless)
  Cost: 2 Radiance Points
  As a standard action, your touch causes the subject's
  internal structure to glow, purging toxins and harmful
  microorganisms by simply annihilating them with radiant
  energy.
  Make
  a
  caster
  level
  check,
  treating
  your
  philosopher level as your caster level, (1d20 + caster level)
  against the DC of each poison or disease affecting the
  subject. Success means the poison is neutralized or the
  disease is removed. A cured creature suffers no additional
  effects from the poison or disease, and any temporary
  effects
  are
  ended,
  but
  the
  locus
  does
  not
  reverse
  instantaneous
  effects,
  such
  as
  hit
  point
  damage,
  temporary ability damage, or effects that don't go away on
  their own.
  In addition, if the subject uses a poison or disease
  offensively, such as a rabid dog that spreads rabies with
  its bite or a monstrous scorpion with a poisonous sting,
  this locus also neutralizes those effects for 1 round per
  philosopher level with a Will save to negate.
  Sparking Sparkles (Sp; Light)
  Philosophy: Beacon; Locus Level: 2
  Counterspelling School: conjuration
  Range: 30 feet
  Area: 30­ft. radius centered on you
  Duration: 1 round/level (D)
  Spell Resistance: no
  Cost: 2 Radiance Points
  As a standard action, you create a plume of sparkles that
  inexplicably gravitate to your allies. Whenever an ally
  within the area of effect of this locus takes physical
  damage in melee, the attacker takes 1d4 points of damage
  and is dazzled for 1 round with no saving throw allowed.
  The duration of the dazzle effect is cumulative, to a
  maximum duration of rounds equal to your Wisdom
  modifier, minimum 1. The area of effect of this locus
  moves as you do.
  Sunbless (Sp; Light) [fire]
  Philosophy: Beacon; Locus Level: 2
  Counterspelling School: transmutation
  Range: 30 feet
  Area: 30­ft. radius centered on you
  Duration: 1 round/level (D)
  Spell Resistance: yes (harmless)
  Cost: 2 Radiance Points
  As a standard action, you create a rippling cascade of light
  that edges weaponry, rapidly heating it to excruciating
  temperatures. All metallic melee weapons wielded by
  allies in the area of effect of this locus deal an additional
  point of fire damage for every three philosopher levels you
  possess. The area of effect of this locus moves as you do
  20
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Sunkiss (Sp; Light) [fire]
  Philosophy: Beacon; Locus Level: 1
  Counterspelling School: transmutation
  Range: close (25 ft. + 5 ft./2 levels)
  Target: one willing creature
  Duration: 1 round/level (D)
  Spell Resistance: yes (harmless)
  Cost: 1 Radiance Point
  As a standard action, you create a cascade of light that
  edges the weaponry of a single creature. All metallic
  melee weapons wielded by the subject deal 1 additional
  point of fire damage + an additional point of fire damage
  for every three philosopher levels you possess.
  Torchbearer (Su; Light)
  Philosophy: Beacon; Locus Level: 3
  Range: 30 feet
  Target: one creature
  Duration: see text
  Cost: 1 Radiance Point
  As a swift action, the next beacon locus that you activate
  this round that's normally an area of effect centered on
  you is centered upon the subject instead. This change in
  locus geometry persists for the entire duration of that
  locus.
  Vigorous Footfalls (Sp; Light)
  Philosophy: Beacon; Locus Level: 1
  Counterspelling School: transmutation
  Range: 30 feet
  Area: 30­ft. radius centered on you
  Duration: 1 round/level (D)
  As a standard action, you fill limbs, both living and
  nonliving, with radiant vigor. All allies in the area of effect
  of this locus have their base land speed increased by +5
  feet, plus an additional +5 feet for every six philosopher
  levels you possess. This adjustment is treated as an
  enhancement bonus. There is no effect on other modes of
  movement, such as burrow, climb, fly, or swim.
  Coruscation Loci
  Atomize (Sp; Light) [death, fire]
  Philosophy: Coruscation; Locus Level: 3
  Counterspelling School: evocation
  Range: medium (10 ft. + 10 ft./level)
  Target: one creature
  Duration: instantaneous
  Spell Resistance: yes
  Cost: 3 Radiance Points
  All creatures have an inner glow that helps them to persist
  even when things look their darkest. When this inner glow
  is stimulated, bravery and great feats of strength tend to
  result.
  When
  this
  inner
  glow
  is
  pushed
  too
  far,
  spontaneous combustion on the molecular level, that is,
  one enormous radical reaction, tends to occur. You
  overstimulate the inner glow of the subject as a standard
  action, ripping a large portion of that creature to its
  constituent particles, then obliterating those in a gout of
  all­consuming flame, dealing 12d6 + your philosopher
  level fire damage with a Fortitude save to negate.
  Blinding Beam (Sp; Light) [light]
  Philosophy: Coruscation; Locus Level: 2
  Counterspelling School: evocation
  Range: close (25 ft. + 5ft./2 levels)
  Target: one creature
  Duration: instantaneous
  Spell Resistance: yes
  Cost: 1 Radiance Point
  As a standard action, a ray of light springs from your
  outstretched hand, dealing 1d4 points of damage per
  antipodist level on a successful ranged touch attack.
  Creatures damaged by this ability are blinded for 1 round
  with a Fortitude save to negate. Creatures without a sense
  of sight are immune to the blindness effect.
  Brilliant Display (Su; Light) [mind­affecting]
  Philosophy: Coruscation; Locus Level: 2
  Cost: 1 Radiance Point
  As a standard action, you produce a cone of bedazzlement,
  as the color spray spell, with a caster level equal to your
  philosopher level. The save DC against this ability is 10 +
  1/2 your philosopher level + your Wisdom modifier.
  21
  Coruscation Loci
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Burning Brilliance (Sp; Light) [fire, light]
  Philosophy: Coruscation; Locus Level: 1
  Counterspelling School: evocation
  Range: 30 feet
  Target: you
  Duration: 1 round/level (D)
  Spell Resistance: yes
  Cost: 1 Radiance Point
  As a standard action, you create a globe of burning light,
  plus an additional globe of burning light for every two
  philosopher
  levels,
  which
  orbit
  around
  your
  head,
  shedding light as though they were candles. You can
  throw one of these globes at a creature within 30 feet as a
  swift action, dealing 1d4 points of fire damage on a
  successful ranged touch attack. You can also choose to
  throw one of these globes as a standard action, dealing
  1d4 + your Wisdom modifier fire damage on a successful
  ranged touch attack.
  Conservation of Light (Ex; Light)
  Philosophy: Coruscation; Locus Level: 2
  Whenever you reduce a creature to 0 or fewer hit points
  with a coruscation locus while in the heat of combat, you
  are refunded 1 radiance point of that locus' cost. You are
  not refunded additional radiance points if a single
  coruscation locus reduces multiple creatures to 0 or fewer
  hit points, nor can you be refunded more radiance points
  than the cost of the qualifying locus.
  Coruscating Overstimulation (Ex; Light)
  Philosophy: Coruscation; Locus Level: 3
  Your coruscation loci deal an additional +1d4 damage to
  creatures with the blindness or dazzled condition.
  Dazzling Delivery (Sp; Light) [light]
  Philosophy: Coruscation; Locus Level: 1
  Counterspelling School: evocation
  Range: close (25 ft. + 5 ft./2 levels)
  Target: one creature
  Duration: 1 round/level
  Spell Resistance: yes
  Cost: 1 Radiance Point
  As a swift action, you direct a flurry of twinkling motes of
  light toward the subject. Each round, the subject must
  make a Fortitude save or take 1 point of damage and be
  dazzled for 1 round. Creatures without a sense of sight are
  immune to this ability.
  Eye Strain (Sp; Light) [light]
  Philosophy: Coruscation; Locus Level: 1
  Range: close (25 ft. + 5 ft./2 levels)
  Target: one creature
  Duration: instantaneous
  Spell Resistance: no
  Cost: 1 Radiance Point
  You direct an irritating burst of light toward the subject as
  a standard action, fatiguing the subject for rounds equal
  to 1 + half your philosopher level, rounded down, with a
  Fortitude save to negate. If the subject is dazzled or
  temporarily blinded, it takes a ­2 penalty to its Fortitude
  saving throw. Creatures without a sense of sight are
  immune to this ability.
  Garish Phosphorescence (Sp; Light) [fire, light]
  Philosophy: Coruscation; Locus Level: 4
  Counterspelling School: evocation
  Range: close (25 ft. + 5 ft./2 levels)
  Target: one creature
  Duration: 1 round/level
  Spell Resistance yes
  Cost: 3 Radiance Points
  As a standard action, you cause the subject's body to glow
  with a brilliant inner phosphorescence for a period of
  time. This includes parts of the body that would be
  significantly inconvenienced by the inclusion of "noisy"
  light. Each round, the subject takes 2d6 points of fire
  damage and is dazzled for 1 round with a Fortitude save
  for half damage.
  Glimmering Outline (Ex; Light)
  Philosophy: Coruscation; Locus Level 2
  You wear the radiance of your trade like a tailor does a
  suit whose payment was reneged. Whenever you activate
  a
  non­well­traveled
  coruscation
  locus,
  you
  become
  covered in a radiant glitter for 1 minute. While coated in
  this glitter, creatures that attack you in melee and miss
  are dazzled for 1d4 rounds.
  Guiding Light (Sp; Light) [light]
  Philosophy: Coruscation; Locus Level: 2
  Counterspelling School: conjuration
  Range: close (25 ft. + 5 ft./2 levels)
  Target: one creature
  Duration: 1 round/level
  Spell Resistance: no
  Cost: 1 Radiance Point
  As a standard action, you surround a creature with bright
  lights that throw its outline into sharp relief. Any miss
  chance granted to it by concealment is reduced by half.
  Additionally, the subject's deflection bonus to AC is
  reduced by half, rounded down.
  22
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Laser Principle (Ex; Light)
  Philosophy: Coruscation; Locus Level: 4
  Those truly adept at the use of light to burn and destroy
  can ensure that their beams are focused to a deadly
  cutting edge. You treat all 1s on coruscation locus damage
  dice as 2s.
  The Magnifying Glass Effect (Ex; Light)
  Philosophy: Coruscation; Locus Level: 4
  Creatures damaged by one of your coruscation loci burst
  into flames for 1 round as per the rules for alchemist's
  fire. This effect does not stack.
  Motestorm (Su; Light) [light]
  Philosophy: Coruscation; Locus Level: 3
  Range: close (25 ft. + 5 ft./2 levels)
  Effect: A sphere of light per three levels
  Duration: 1 round/level (D) or until discharged; see text
  Cost: 3 Radiance Points
  You clasp your hands together and produce a warm
  sphere of coalesced light for every three philosopher
  levels you possess as a standard action. These spheres
  orbit about your person. At any time over the course of
  the locus' duration, you may direct a sphere to explode in
  the face of a single creature within range as a swift action,
  annihilating the sphere. That creature is dazed for 1 round
  with a Fortitude save to negate. Creatures that make their
  saving throw are immune to this locus for 24 hours.
  Creatures that do not have a sense of sight are immune to
  this ability. Once the last sphere explodes, this locus ends
  immediately.
  Nova Motes (Sp; Light) [light]
  Philosophy: Coruscation; Locus Level: 3
  Counterspelling School: evocation
  Range: 30 feet
  Target: you
  Duration: 1 round/level (D)
  Spell Resistance: yes
  Cost: 2 Radiance Point
  As a standard action, you create a globe of tempestuous
  light, plus an additional globe for every two philosopher
  levels. These orbs orbit around your head, shedding light
  as though they were candles. You can throw one of these
  globes at a creature within 30 feet as a swift action,
  dealing 1d4 points of fire damage to the subject and all
  other creatures within 10 feet of the subject on a
  successful ranged touch attack. You can also choose to
  throw one of these globes as a standard action, dealing
  1d4 + your Wisdom modifier fire damage to the subject
  and all other creatures within 10 feet of the subject on a
  successful ranged touch attack. You need only roll to hit
  the primary target.
  Painting Phosphorescence (Sp; Light) [light]
  Philosophy: Coruscation; Locus Level: 1
  Counterspelling School: evocation
  Range: 30 feet
  Target: one creature
  Duration: 1 minute
  Spell Resistance: yes
  Cost: 1 Radiance Point
  As a standard action, you pelt the subject with a cloud of
  warm motes thae amplify subsequent blasts of light.
  Whenever the subject takes damage from a coruscation
  locus, all subsequent coruscation loci deal damage to the
  subject as though your philosopher level were +1 higher.
  This effects lasts for 1 minute and stacks to a maximum of
  the highest locus level you know. (If you know a 3rd­level
  locus, you can treat your philosopher level as though it
  were up to +3 higher using this locus.) If this locus is well­
  traveled, then halve the maximum bonus, rounded down.
  Photic Burst (Sp; Light) [light]
  Philosophy: Coruscation; Locus Level: 1
  Counterspelling School: evocation
  Range: medium (100 ft. + 10 ft./level)
  Area: 10­ft.­radius burst
  Duration: instantaneous
  Spell Resistance: yes
  Cost: 1 Radiance Point
  As a standard action, you produce a burst of light, dealing
  1d4 + your philosopher level points of damage with a
  Fortitude save for half. Starting at 6th level, creatures that
  fail their Fortitude save are dazzled for 1d4 rounds.
  Pillar of Revelation (Sp; Light) [fire, light]
  Philosophy: Coruscation; Locus Level: 4
  Counterspelling School: evocation
  Range: medium (100 ft. + 10 ft./level)
  Area: cylinder (10­ft. radius, 30­ft. high)
  Duration: instantaneous
  Spell Resistance: yes
  Cost: 4 Radiance Points
  As a standard action, a mighty pillar of intense light
  bursts forth from a temporary aperture above the target
  area, dealing 1d6 points of fire damage per philosopher
  level with a Reflex save for half damage. Creatures that
  fail their Reflex save are blinded for 1d4 rounds with a
  Fortitude save to negate. Creatures without a sense of
  sight are immune to the blindness effect.
  Searing Dawn (Sp; Light) [fire, light]
  Philosophy: Coruscation; Locus Level: 1
  Counterspelling School: evocation
  Range: medium (100 ft. + 10 ft./level)
  Target: one creature
  Duration: instantaneous
  Spell Resistance: yes
  Cost: 1 Radiance Point
  As a standard action, a burst of light sears the subject,
  dealing 1d6 points of fire damage, plus an additional 1d6
  points of damage for every two philosopher levels. A
  successful Fortitude save halves the damage.
  23
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Illumination Loci
  Bright­eyed (Ex; Light)
  Philosophy: Illumination; Locus Level: 3
  Whenever you would become temporarily blinded, if you
  are currently not dazzled, you become dazzled for the
  duration of the blindness effect instead.
  Bright Omen (Sp; Light)
  Philosophy: Illuminaion; Locus Level: 1
  Counterspelling School: evocation
  Range: personal
  Target: you
  Duration: 1 round + 1 round/5 levels (D)
  Spell Resistance: no
  Cost: 1 Radiance Point
  As a standard action, you fill your very mind with radiant
  energy, effectively priming yourself for the next locus. The
  next locus you activate deals an additional 1d4 points of
  damage, plus an additional 1d4 points of damage for every
  two philosopher levels you possess. If the next locus you
  activate does not deal damage, this bonus damage effect is
  wasted. This damage is of the same type or types as the
  locus itself.
  Bushy­tailed (Ex; Light)
  Philosophy: Illumination; Locus Level: 2
  Whenever you replenish your radiance pool and/or
  shadow pool following a period of rest, you get a +1
  insight bonus to AC and saving throws for 1 hour.
  Discerning Eye (Ex; Light)
  Philosophy: Illumination; Locus Level: 4
  You can see through both magical and mundane smokes,
  fogs,
  and
  areas
  of
  darkness,
  such
  as
  sandstorms,
  obscuring mist, solid fog, and darkness, as though they
  weren't even there. This includes ignoring concealment
  bonuses granted to creatures making use of such smokes
  and fogs.
  Experimental Prod (Sp; Light)
  Philosophy: Illumination; Locus Level: 2
  Counterspelling School: evocation
  Range: close (25 ft. + 5 ft./2 levels)
  Target: one creature
  Duration: instantaneous
  Spell Resistance: yes
  Cost: 1 Radiance Point
  You pelt the subject with bursts of energy as a swift
  action. You learn the identities of the energy types against
  which
  the
  subject
  is
  resistant,
  such
  as
  acid,
  cold,
  electricity,
  fire,
  and
  sonic,
  and
  even
  more
  exotic
  resistances, such as force and negative energy, but not the
  magnitude of these resistances. In addition, you learn the
  identities of the energy types against which the subject is
  immune. There is no saving throw against this locus.
  Illuminated Insight (Ex; Light)
  Philosophy: Illumination; Locus Level: 4
  Whenever you would be denied your Dexterity bonus to
  AC, you gain a luck bonus to AC equal to your Dexterity
  bonus, to a maximum of your equipment's maximum
  Dexterity bonus.
  Illuminating Manuscript (Sp; Light) [light]
  Philosophy: Illumination; Locus Level: 1
  Counterspelling School: divination
  Range: close (25 ft. + 5 ft./2 levels)
  Target: a book, scroll, or other piece of writing
  Duration: 1 minute/level (D)
  Spell Resistance: yes (harmless)
  Cost: 1 Radiance Point
  As a standard action, you infuse a book, scroll, pamphlet,
  or other piece of written material with the light of
  revelation. For the duration of this locus, any individual
  that holds the subject written matter in one of his hands
  gains a +2 competence bonus to a context­sensitive skill.
  This competence bonus increases by +1 for every three
  philosopher levels, to a maximum of a +8 competence
  bonus at 18th level.
  To determine the skill to which the subject written
  material grants a competence bonus, the subject matter of
  the writing must be taken into account. For example, the
  written work may be a travel guide on breweries and
  taverns throughout a particular dwarven kingdom. As this
  locus grants its bonus in a context­sensitive manner, such
  a manuscript may grant a bonus to Profession (brewer), a
  bonus to Knowledge (local) if you just so happen to be in
  that particular kingdom, or a bonus to Knowledge
  (nature) if the manuscript rambles about the different
  plant additives used in each of the kingdom's most
  distinctive brews. Once the valid skill choices have been
  determined, you choose one of them, and the subject
  written material grants its bonus to that one chosen skill
  for the duration of the locus.
  Lights in the Darkness (Ex; Light)
  Philosophy: Illumination; Locus Level: 3
  Even darkness radiates a spectrum all its own. You have
  darkvision out to a distance of 60 feet. If you already have
  darkvision, then increase the distance of your existing
  darkvision by +30 feet, or to 90 feet total, whichever
  grants the widest radius.
  Open the Mind (Su; Light) [mind­affecting]
  Philosophy: Illumination; Locus Level: 2
  Range: 30 feet
  Target: one creature
  Duration: 1 round + 1 round/5 levels
  Spell Resistance: yes
  Cost: 1 Radiance Point
  As a standard action, you open the subject's mind to
  various truths it had long since suppressed. Each round,
  the subject must make a Will save or be confused for 1
  round.
  24
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Penetrating Vision (Ex; Light)
  Philosophy: Illumination; Locus Level: 1
  Your vision is supernaturally acute; as a result, you can
  use a Perception skill check in place of a Sense Motive
  skill check, but only when you can clearly see and
  scrutinize the target.
  Portentous Sight (Sp; Light)
  Philosophy: Illumination; Locus Level: 1
  Counterspelling School: divination
  Range: personal
  Target: you
  Duration: 1 round/level; see text
  Spell Resistance: yes (harmless)
  Cost: 1 Radiance Point
  Upon activating this locus, a standard action, roll a single
  d20 and record the result. At any point during the
  duration of this locus, you may use that roll for a single
  ability check, attack roll, initiative check, saving throw, or
  skill check, using the recorded result in place of a roll.
  This locus cannot be used to replace a roll that has already
  been made; the recorded result must be used instead of a
  roll. Once you have used this recorded result or the
  duration of the locus ends, the locus's effect ends. You
  can't have more than one instance of portentous sight
  active on you at the same time.
  Pursue Illumination (Sp; Light)
  Philosophy: Illumination; Locus Level: 3
  Counterspelling School: divination
  Range: 30 feet
  Area: 30­ft. burst centered on you
  Duration: 1 round/level
  Spell Resistance: yes
  Cost: 2 Radiance Points
  As a standard action, you produce an area of revealing
  illumination centered on you. Each round as a swift
  action, you may have this illumination focus on a single
  creature in range. You know if the target deliberately and
  knowingly speaks a lie by discerning disturbances in its
  aura caused by lying. The spell does not reveal the truth,
  uncover unintentional inaccuracies, or necessarily reveal
  evasions. The area of effect of this locus moves as you do.
  Each round, you may select a different target.
  Reveal the Opening (Sp; Light)
  Philosophy: Illumination; Locus Level: 2
  Counterspelling School: divination
  Range: personal
  Target: you
  Duration: see text
  Spell Resistance: yes (harmless)
  Cost: 1 Radiance Point
  Light pours out from you as a standard action, clinging to
  all surfaces and highlighting chinks in armor, thin spots
  in a beast's hide, and other such weak spots. Your next
  single attack roll (if it is made before the end of the next
  round) gains a +20 insight bonus.
  Saw it Coming (Sp; Light)
  Philosophy: Illumination; Locus Level: 1
  Counterspelling School: divination
  Range: personal
  Target: you
  Duration: see text
  Spell Resistance: yes (harmless)
  Cost: 1 Radiance Point
  As a swift action, you grant yourself a +1 luck bonus to
  saving throws until the end of your next turn. Starting at
  11th level, this locus may be activated as an immediate
  action.
  Sight of the Overstimulated (Ex; Light)
  Philosophy: Illumination; Locus Level: 4
  If one gazes too long into the sun, one tends to need to
  learn to get around without sight. You gain blindsense out
  to a radius of 30 feet, as well as the Blind Fight feat.
  Sudden Insight (Ex; Light)
  Philosophy: Illumination; Locus Level: 4
  Whenever you critically hit with a locus, you gain 1
  temporary radiance point. This temporary radiance point
  lasts for 1 round.
  Superhuman Precision (Ex; Light)
  Philosophy: Illumination; Locus Level: 1
  Everything you see seems a bit sharper than it did in the
  past. You gain a +1 insight bonus to attack rolls. If you
  know a 4th­level illumination locus, this increases to a +2
  insight bonus to attack rolls.
  True Sight (Sp; Light)
  Philosophy: Illumination; Locus Level: 3
  Counterspelling School: divination
  Range: personal
  Target: you
  Duration: 1 min./2 levels
  Spell Resistance: yes (harmless)
  Cost: 3 Radiance Points
  As a standard action, you fill your eyes with light
  indicative of an unyielding search for truth, as the true
  seeing spell.
  Unflinching Sight (Su; Light)
  Philosophy: Illumination; Locus Level: 2
  Range: personal
  Target: you
  Duration: 1 round + 1 round/4 levels (D)
  Cost: 1 Radiance Point
  As a standard action, you place a film of light over your
  eyes, suppressing the effects of the blinded and dazzled
  conditions for the duration of this locus.
  25
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Manipulation Loci
  Acquire Minion (Sp; Dark)
  Philosophy: Manipulation; Locus Level: 3
  Counterspelling School: abjuration
  Range: close (25 ft. + 5 ft./2 levels)
  Target: one summoned creature
  Duration: 1 min./level or until stolen spell ends (D)
  Spell Resistance: no
  Cost: 3 Shadow Points
  Creatures called from the far corners of the universe to do
  a spellcaster's bidding tend to be bound to that individual
  by strange and powerful magics. It is difficult to sever
  them, and even more difficult to reverse them, but they
  are actually fairly easy to subvert. As a standard action,
  you do just this, assaulting the magical bond between a
  spellcaster and the creature he summoned. Make a caster
  level check, using your philosopher level as your caster
  level, against a DC of 11 + the caster level of the
  summoner of the subject. If successful, you subvert the
  control mechanism of the summoning spell and are now
  treated as the summoner of the creature for all intents
  and purposes, except for abilities that trigger upon the
  initial summoning of a creature, such as the Augment
  Summoning feat. By extension, this means the creature
  now answers to you as though you had summoned it
  yourself. The original summoner is still is in control of the
  actual spell, and, if the spell allows it, can dismiss the
  summoned creature to deny you your new minion.
  Dismissing the spell in this manner deals 1d6 points of
  damage per philosopher level to the original summoner.
  The summoned creature is fully aware of what it is doing
  and may fight back against your control if the spell that
  summoned it allows for the creature to fight back against
  said control.
  Cumulative Shadows (Ex; Dark)
  Philosophy: Manipulation; Locus Level: 2
  Creatures under the effects of a mind­affecting locus from
  the manipulation philosophy take a ­1 penalty to Will
  saves against your loci from the manipulation philosophy.
  Eternal Blackness (Sp; Dark) [mind­affecting]
  Philosophy: Manipulation; Locus Level: 4
  Counterspelling School: transmutation
  Range: 60 feet
  Target: one creature
  Duration: instantaneous
  Spell Resistance: yes
  Cost: 3 Shadow Points
  There are many in the world who preach on the notion of
  equality for all. Were they to discover the simplest way to
  achieve this, namely a return to the seething primordial
  blackness, they would likely find something else to preach
  about. As a standard action, you blast the subject with
  enough shadowy energy to bring about that primordial
  blackness, at least in a localized sense. If the subject fails a
  Will saving throw, its Intelligence and Charisma scores
  each drop to 1. The affected creature is unable to use
  Intelligence­
  or
  Charisma­based
  skills,
  cast
  spells,
  understand language, or communicate coherently. Still, it
  knows who its friends are and can follow them and even
  protect them. The subject remains in this state until a
  heal, limited wish, miracle, or wish spell is used to cancel
  the effect. This locus is considered to be equivalent to the
  feeblemind spell for the purpose of spells and abilities that
  specifically end the effects of that spell.
  Fear Itself (Sp; Dark) [mind­affecting]
  Philosophy: Manipulation; Locus Level: 1
  Counterspelling School: necromancy
  Range: medium (100 ft. + 10 ft./level)
  Target: one creature
  Duration: 1 round + 1 round/2 levels
  Spell Resistance: yes
  Cost: 1 Shadow Point
  You send out a wave of negative emotions as a standard
  action, causing the subject to become shaken with a Will
  save to negate. Starting at 11th level, this locus can be
  used as a swift action.
  Forced Overswing (Sp; Dark) [mind­affecting]
  Philosophy: Manipulation; Locus Level: 3
  Counterspelling School: enchantment
  Range: 30 feet
  Target: one creature
  Duration: 2 rounds
  Spell Resistance: yes
  Cost: 2 Shadow Points
  As a standard action, you taint the vision of the subject
  with shadowy motes, making proper depth perception
  incredibly difficult. Whenever the subject makes a melee
  attack against anything other than itself and misses, it
  immediately makes a melee attack against itself using the
  same attack bonus as the missed attack.
  26
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Intensify (Sp; Dark)
  Philosophy: Manipulation; Locus Level: 3
  Counterspelling School: enchantment
  Range: close (25 ft. + 5 ft./2 levels)
  Target: one creature
  Duration: 1 round
  Spell Resistance: yes
  Cost: 1 Shadow Point
  You intensify various debilitating conditions as a standard
  action. If the subject is dazzled, it is blinded for 1 round
  with a Fortitude save to negate. If it is entangled, it is
  staggered for 1 round with a Reflex save to negate. If it is
  shaken, it is frightened for 1 round with a Will save to
  negate.
  The
  frightening
  effect
  is
  considered
  mind­
  affecting, while the rest of the locus is not.
  Lost in the Fog (Sp; Dark) [dark, mind­affecting]
  Philosophy: Manipulation; Locus Level: 4
  Counterspelling School: enchantment
  Range: medium (100 ft. + 10 ft./level)
  Target: one creature
  Duration: 1 round/level (D)
  Spell Resistance: yes
  Cost: 3 Shadow Points
  As a standard action, you fill the subject's mind with a
  dense, black fog of pure shadow. Each round, the subject
  must make a Will save or treat all creatures it attacks that
  round as though they had total concealment
  (50% miss chance).
  Lost in the Haze (Sp; Dark)
  [dark, mind­affecting]
  Philosophy: Manipulation; Locus Level: 2
  Counterspelling School: enchantment
  Range: close (25 ft. + 5 ft./2 levels)
  Target: one creature
  Duration: 1 round/level (D)
  Spell Resistance: yes
  Cost: 2 Shadow Points
  As a standard action, you fill the subject's mind with a
  strange, cloying haze of shadows. Each round, the subject
  must make a Will save or treat all creatures it attacks that
  round as though they had concealment (20% miss
  chance).
  Manipulate the Mindless (Ex; Dark)
  Philosophy: Manipulation; Locus Level 2
  When activating a manipulation locus, you may increase
  the shadow point cost of the locus by +1 in order to cause
  it to affect creatures that are immune to mind­affecting
  effects as though they were not immune to mind­affecting
  effects; however, creatures that are not immune to mind­
  affecting effects are immune to the locus.
  Massed Manipulation (Sp; Dark)
  Philosophy: Manipulation; Locus Level: 4
  Counterspelling School: transmutation
  Range: 30 feet
  Target: 1 creature/level
  Duration: 1 round/level
  Spell Resistance: yes (harmless to allies)
  Cost: 3 Shadow Points
  You manipulate the flow of light and shadow in a small
  area around you as a standard action. All allies receive the
  benefits of the haste spell, while the penalties of the slow
  spell are imposed upon all foes. A successful Will save
  negates.
  Overbear (Sp; Dark) [mind­affecting]
  Philosophy: Manipulation; Locus Level: 1
  Counterspelling School: enchantment
  Range: close (25 ft. + 5 ft./2 levels)
  Target: one creature
  Duration: 1 round
  Spell Resistance: yes
  Cost: 1 Shadow Point
  As a standard action, you weave together shadowy
  figments and strange, subliminal messages that confuse
  the subject for 1 round with a Will save to negate. If your
  antipodist level is greater than the HD of the subject, the
  subject takes a ­2 penalty to its Will save. If your
  antipodist level is less than the HD of the subject, the
  subject gets a +2 circumstance bonus to its Will save.
  Starting at 11th level, this locus can be used as a swift
  action.
  Peripheral Horrors (Sp; Dark)
  [dark, mind­affecting]
  Philosophy: Manipulation; Locus Level: 3
  Counterspelling School: conjuration
  Range: 30 feet
  Area: all foes in a 30­ft.­radius burst centered on you
  Duration: see text
  Spell Resistance: yes
  Cost: 1 Shadow Point
  Waving your hands frantically as a standard action, you
  weave a number of shadowy apparitions whose forms
  match
  the
  most
  common
  sources
  of
  terror
  among
  humanoids: such as spiders, mothers­in­law, and death.
  All foes are frightened for 1 round and shaken for 1 round
  per antipodist level. On a successful Will save, that foe is
  shaken for 1d4 rounds instead.
  27
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Puppeteer's Dance (Sp; Dark) [mind­affecting]
  Philosophy: Manipulation; Locus Level: 4
  Counterspelling School: enchantment (compulsion)
  Range: 30 feet
  Area: all foes in a 30­ft.­radius burst centered on you
  Duration: instantaneous
  Spell Resistance: yes
  Cost: 3 Shadow Points
  Shadowy filaments spring forth from random points on
  your body and attach themselves to all foes within 30 feet
  as a standard action. For each foe, choose a natural
  weapon it possesses or a manufactured weapon it is
  actively wielding. The subject attacks itself once with the
  weapon with a Will save to negate. If your philsopher level
  is greater than the HD of the subject, the subject takes a
  ­2 penalty to its Will save. If your philosopher level is less
  than the HD of the subject, the subject gets a +2
  circumstance bonus to its Will save.
  Puppeteer's Flick (Sp; Dark) [mind­affecting]
  Philosophy: Manipulation; Locus Level: 1
  Counterspelling School: enchantment (compulsion)
  Range: close (25 ft. + 5 ft./2 levels)
  Target: one creature
  Duration: instantaneous
  Spell Resistance: yes
  Cost: 1 Shadow Point
  A tiny filament of shadowy force digs its way into the
  subject's mind as a standard action. Choose a natural
  weapon the subject possesses or a manufactured weapon
  the subject is actively wielding. The subject attacks itself
  once with the chosen weapon with a Will save to negate. If
  your philosopher level is greater than the HD of the
  subject, the subject takes a ­2 penalty to its Will save. If
  your philosopher level is less than the HD of the subject,
  the subject gets a +2 circumstance bonus to its Will save.
  Starting at 13th level, the subject is considered flat­footed
  against attacks made against itself in this fashion.
  Puppeteer's Restringing (Sp; Dark)
  Philosophy: Manipulation; Locus Level: 1
  Counterspelling School: conjuration
  Range: 30 feet
  Target: one willing creature
  Duration: 1 round/level
  Spell Resistance: yes (harmless)
  Cost: 1 Shadow Point
  As a standard action, you cover the subject with hundreds
  of shadowy filaments. Just like a puppet getting tangled
  up if it bounces around violently, those who mess with the
  subject are liable to need untangling of their own.
  Creatures that attack the subject in melee are entangled
  for 1 round with a Reflex save to negate.
  Synaptic Shutdown (Sp; Dark) [mind­affecting]
  Philosophy: Manipulation; Locus Level: 2
  Counterspelling School: evocation
  Range: 30 feet
  Target: one creature
  Duration: 1 round/level
  Spell Resistance: yes
  Cost: 1 Shadow Point
  As a standard action, you seed the subject's mind with
  little balls of energy. Whenever the subject performs any
  action that requires a standard action to perform, it takes
  1d8 points of damage with a Will save to negate.
  Tunnel Vision (Sp; Dark) [mind­affecting]
  Philosophy: Manipulation; Locus Level: 1
  Counterspelling School: enchantment
  Range: close (25 ft. + 5 ft./2 levels)
  Target: one creature
  Duration: 1 round/level (D)
  Spell Resistance: yes
  Cost: 1 Shadow Point
  As a standard action, you cause shadows to press down
  upon the subject, filling its mind with visions of a misty,
  neverending corridor. The first time the subject moves
  each round, it must make a Will save or be unable to run
  or charge that round. If an attempted run or charge action
  provokes a saving throw against this locus and the saving
  throw is failed, then that charge or run becomes a move
  action instead, but this move requires a full­round action
  to perform.
  Umbral Honey (Ex; Dark)
  Philosophy: Manipulation; Locus Level: 1
  Your tongue drips a dark facsimile of honey, granting you
  a +2 circumstance bonus to the Bluff, Diplomacy, and
  Intimidate skills. If you know a 4th­level manipulation
  locus, this increases to a +4 circumstance bonus to the
  aforementioned skills.
  28
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Obscurity Loci
  Billowing Form (Sp; Dark) [dark]
  Philosophy: Obscurity; Locus Level: 3
  Counterspelling School: transmutation
  Range: personal
  Target: you
  Duration: instantaneous
  Spell Resistance: no
  Cost: 2 Shadow Points
  As a move action, your body turns into a billowing cloud
  of smoke and instantly travels to a distance of up to 5 feet
  per philosopher level, maximum your base land speed,
  rematerializing in the new location as a free action. While
  a billowing cloud of smoke, any obstructions that are not
  airtight, such as hedges, fences, the esophagus and
  nostrils of the tyrannosaurus that swallowed you last
  round, and crumbling stone walls, may be passed through
  without any adverse movement effects.
  Catching Shadows (Sp; Dark) [dark]
  Philosophy: Obscurity; Locus Level: 2
  Counterspelling School: conjuration
  Range: personal
  Target: you
  Duration: see text
  Spell Resistance: no
  Cost: 1 Shadow Point
  As a swift action, you conjure up a cloying mist of fog that
  remains around your shins. This mist supports your body,
  allowing you to shift and dodge in unexpected ways. You
  get a +4 insight bonus to AC against the next attack made
  against you by the end of your next turn.
  Cloying Darkness (Sp; Dark) [dark]
  Philosophy: Obscurity; Locus Level: 2
  Counterspelling School: conjuration
  Range: 30 feet
  Target: you
  Duration: 1 round/2 levels
  Spell Resistance: no
  Cost: 1 Shadow Point
  As a standard action, you create a globe of tarry
  blackness, plus an additional globe of tarry blackness for
  every two philosopher levels, which orbit around your
  head. You can throw one of these globes at a creature
  within 30 feet as a swift action, entangling that creature
  for 1 round on a successful ranged touch attack. You can
  also choose to throw one of these globes as a standard
  action, dealing cold damage equal to your Intelligence
  modifier, in addition to entangling that creature for 1
  round, on a successful ranged touch attack.
  Dark Uprising (Su; Dark) [dark]
  Philosophy: Obscurity; Locus Level: 4
  Range: personal
  Target: you
  Duration: 1 round/level (D)
  Cost: 3 Shadow Points
  You draw an enormous quantity of shadows to yourself,
  granting you the raw material to perform daring, and
  ridiculous, acts of umbral manipulation. You gain five
  shadow charges, granting you a resistance bonus to saving
  throws equal to the number of shadow charges you
  possess, as well as resistance against force equal to four
  times
  the
  number
  of
  shadow
  charges
  you
  possess.
  Whenever you cast a locus that requires use of your
  shadow, you may expend a shadow charge instead.
  Shadow charges are formless, and do not count as your
  shadow for the purpose of passive loci that are only active
  if your shadow is in your possession and not being used
  by a locus.
  Draining Dark (Su; Dark) [dark]
  Philosophy: Obscurity; Locus Level: 1
  Range: 30 feet
  Area: 10­ft.­radius burst
  Duration: 1 round/level
  Cost: 1 Shadow Point
  Black
  specks
  fill
  the
  air,
  draining
  light,
  heat,
  and
  happiness from the immediate area. Creatures that end
  their turn in the locus' area take cold damage equal to
  your philosopher level with a Fortitude save to negate.
  Eyeblight (Sp; Dark)
  Philosophy: Obscurity; Locus Level: 1
  Counterspelling School: necromancy
  Range: close (25 ft. + 5 ft./2 levels)
  Target: one creature
  Duration: 1 round
  Spell Resistance: yes
  Cost: 1 Shadow Point
  You manifest shadows behind the subject's eyes as a
  standard action, dealing 1d6 points of piercing damage
  and blinding it for 1 round with a Fortitude save to negate.
  At 9th level, you can activate this locus as a swift action.
  Flight and Flight Response (Sp; Dark)
  [mind­affecting]
  Philosophy: Obscurity; Locus Level: 3
  Counterspelling School: necromancy
  Range: personal
  Target: you
  Duration: 1 min./level (D)
  Spell Resistance: yes
  Cost: 2 Shadow Points
  You surround yourself with a bubbly haze of shadow and
  negative emotion as a standard action. The first creature
  to attack you in melee each round, whether or not it hits,
  is blinded for 1 round and shaken for 1 round with a
  Fortitude save to negate the blindness effect and a Will
  save to negate the shakened effect.
  29
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Highlights of Gloom (Ex; Dark)
  Philosophy: Obscurity; Locus Level: 1
  Lingering traces of darkness makes you particularly
  difficult to spot. Those making a Perception check to see
  you, whether you are sneaking with the Stealth skill or are
  just taking a stroll fairly far away, take a ­3 penalty to
  their roll. If you know a 4th­level obscurity locus, this
  increases to a ­6 penalty to Perception checks made to see
  you.
  Imperceptible Action (Ex; Dark)
  Philosophy: Obscurity; Locus Level: 1
  Your movements are difficult to notice, making it easier
  for you to get the first move in when a single perceived
  twitch would spur your opponents to action. You get a +2
  bonus on initiative checks. If you know a 4th­level
  obscurity locus, this increases to a +4 bonus on initiative
  checks.
  Imperceptible Anatomy (Ex; Dark)
  Philosophy: Obscurity; Locus Level: 2
  Even up close, your outline is hazy and indistinct. As
  assassins are taught to strike for weak points based on the
  relative anatomy of the victim, this makes you particularly
  difficult to take down with a clever shot to the kidney. You
  have a 25% chance to ignore precision damage, such as a
  rogue's sneak attack. If you know a 4th­level obscurity
  locus, you gain light fortification instead.
  Imperceptible Juxtaposition (Ex; Dark)
  Philosophy: Obscurity; Locus Level: 4
  When you wax passionate in the midst of an argument or
  similar situation, you and your shadow seem to... flicker.
  Once per day, whenever you would be reduced to 0 or
  fewer hit points from a source of damage that required an
  attack roll to hit you, you and your shadow spontaneously
  switch places. Your shadow is obliterated, while you are
  thrown prone and are reduced to 0 hit points from the
  trauma of the juxtaposition. Given your shadow is
  obliterated, you can no longer activate loci that require
  the use of your shadow (unless you can steal or generate
  shadows by other means), and you no longer gain the
  benefit of the following obscurity loci: imperceptible
  action,
  imperceptible
  anatomy,
  robed
  in
  black,
  shadowstep, and slinking form. You generate a new
  shadow the next time your shadow pool replenishes after
  a period of rest, once again granting you the ability to
  activate loci that require the use of your shadow, as well
  as allowing you to benefit from the aforementioned
  obscurity loci.
  Knife in the Back (Sp; Dark)*
  Philosophy: Obscurity; Locus Level: 4
  Counterspelling School: conjuration
  Range: close (25 ft. + 5ft./2 levels)
  Target: one creature
  Duration: 1 round/2 levels
  Spell Resistance: no
  Cost: 2 Shadow Points
  As a standard action, you cause shadows, including your
  own, to rise up and point out the chinks in the subject's
  hide or armor. The first time a particular creature
  successfully hits the subject while flanking it each round,
  that creature deals an additional 1d6 points of damage to
  the subject. This damage is of the same damage type or
  types as the weapon with which the creature made the
  successful attack. If multiple creatures are flanking and
  attacking the subject, each flanking creature deals an
  additional 1d6 points of damage on its first successful hit
  of the round. No saving throws are allowed against this
  locus.
  Midnight Panic (Ex; Dark)
  Philosophy: Obscurity; Locus Level: 3
  The first creature you damage with a single­target dark
  locus each round is shaken for 1 round with a Will save to
  negate.
  Robed in Black (Ex; Dark)
  Philosophy: Obscurity; Locus Level: 2
  Wrapped in a shawl of shadowy energy, you have
  concealment (20% miss chance) against ranged attacks.
  This is treated as the obscuring mist spell for the purpose
  of spells, equipment, and abilities that overcome or
  otherwise ignore the effects of that spell.
  Rushing Shadows (Ex; Dark)
  Philosophy: Obscurity; Locus Level: 3
  If you are at the top of initiative order in the first round of
  combat,
  you
  gain
  1
  temporary
  shadow
  point.
  This
  temporary shadow point lasts for 1 round.
  Shadow Evasion (Ex; Dark)
  Philosophy: Obscurity; Locus Level: 4
  Your reflexes become heightened by your rapport with the
  obscuring nature of shadows, granting you a +2 luck
  bonus to Reflex saving throws. In addition, if you make a
  successful Reflex saving throw against an attack that
  normally deals half damage on a successful save, you
  instead take no damage. Shadow evasion can be used only
  if you are wearing no armor. If you are helpless, you do
  not gain the benefit of shadow evasion.
  Shadow evasion is treated as evasion for the purpose of
  meeting prerequisites.
  30
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Shadowstep (Ex; Dark)
  Philosophy: Obscurity; Locus Level: 1
  You seem to leap or frolic from step to step, as if the wider
  gait of your shadow is pulling upon you. Your base land
  speed is increased by +5 feet. If you know a 4th­level
  obscurity locus, this increase to base land speed increases
  to +10 feet.
  Sinister Intent (Sp; Dark) [mind­affecting]
  Philosophy: Obscurity; Locus Level: 1
  Counterspelling School: enchantment
  Range: close (25 ft. + 5ft./2 levels)
  Target: one willing creature
  Duration: 1 round/level
  Spell Resistance: yes (harmless)
  Cost: 1 Shadow Point
  You grant the subject some knowledge in the way of the
  assassin as a standard action.
  If the subject's target is denied a Dexterity bonus to AC or
  the subject flanks the target, the subject can make sneak
  attacks as a rogue, inflicting an extra 1 point of sneak
  attack damage, plus an additional 1 point of sneak attack
  damage per three philosopher levels you possess on a
  successful attack. This stacks with existing sources of
  sneak attack damage.
  Slinking Form (Ex; Dark)
  Philosophy: Obscurity; Locus Level: 2
  Those who observe your movement are not quite sure
  whether your shadow is pulling you along, you are pulling
  your shadow along, or if the two of you take turns based
  on who can scale the local terrain more efficiently.
  Whatever it is, it works, and works well. You ignore the
  adverse movement effects of difficult terrain whenever
  your shadow is not being used by a locus.
  Refraction Loci
  Armor of the Morningstar (Sp; Light) [light]
  Philosophy: Refraction; Locus Level: 1
  Counterspelling School: conjuration
  Range: personal
  Target: you
  Duration: 1 minute/level
  Spell Resistance: no
  Cost: 1 Radiance Point
  As a standard action, plates of solidified light come into
  being on your body in much the same configuration as a
  suit of armor. You gain a +4 armor bonus to AC. This
  bonus increases by +1 for every four philosopher levels.
  Being fairly large and made of light, this armor sheds light
  as though it were a torch and imposes a ­10 penalty to
  Stealth checks.
  Bend Radiance (Sp; Light) [light]
  Philosophy: Refraction; Locus Level: 1
  Counterspelling School: transmutation
  Range: personal
  Target: you
  Duration: 1 round + 1 round/2 levels (D)
  Spell Resistance: yes (harmless)
  Cost: 1 Radiance Point
  By bending light about yourself, you become invisible as a
  standard action. If you are carrying gear, that vanishes,
  too. Your allies cannot see you, unless your allies can
  normally see invisible things or they can employ magic to
  do so.
  Items dropped or put down by you while invisible become
  visible, while items you pick up disappear immediately.
  Unlike other abilities that produce invisibility effects, any
  source of light you hold also becomes effectively invisible,
  as you are literally bending beams of light to achieve the
  invisibility effect. Any part of an item that you carry that
  extends more than 10 feet from your body becomes
  visible.
  You are not silenced while under the effects of this locus,
  and certain other conditions can render you detectable
  (such as swimming in water or stepping in a puddle). If a
  check is required, a stationary invisible creature has a +40
  bonus on its Stealth checks to avoid visual detection. This
  bonus is reduced to +20 if the creature is moving. The
  locus ends if you attack any creature. For purposes of this
  locus, an attack includes any spell or ability targeting a foe
  or whose area or effect includes a foe. Exactly who is a foe
  depends
  on
  your
  perceptions.
  Actions
  directed
  at
  unattended objects do not end the locus. Causing harm
  indirectly is not an attack. Thus, an invisible being can
  open doors, talk, eat, climb stairs, summon monsters and
  have them attack, cut the ropes holding a rope bridge
  while enemies are on the bridge, remotely trigger traps,
  open a portcullis to release attack dogs, and so forth. If
  the subject attacks directly, however, it immediately
  becomes visible along with all of its gear. Spells such as
  bless that specifically affect allies, but not foes, are not
  attacks for the purpose of this locus, even when they
  include foes in their area.
  31
  Refraction Loci
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Bend Radiance, Greater (Sp; Light) [light]
  Philosophy: Refraction; Locus Level: 3
  Counterspelling School: transmutation
  Range: personal
  Target: you
  Duration: 1 round + 1 round/2 levels (D)
  Spell Resistance: yes (harmless)
  Cost: 3 Radiance Points
  This locus functions as bend radiance, except that it
  doesn't end if you attack.
  The Breaking Dawn (Ex; Light)
  Philosophy: Refraction; Locus Level: 3
  Whenever you take damage while flat­footed in the first
  round of combat, you gain 1 temporary radiance point.
  This temporary radiance point lasts for 1 round.
  Deflect Energy (Sp; Light)
  Philosophy: Refraction; Locus Level: 1
  Counterspelling School: abjuration
  Range: personal
  Target: you
  Duration: 1 min./level (D)
  Spell Resistance: yes (harmless)
  Cost: 1 Radiance Point
  As a standard action, you create a number of precisely­
  contoured plates of light, which surround your body and
  protect you from a specific form of energy. Choose acid,
  cold, electricity, fire, or sonic. You gain resistance equal to
  twice your philosopher level, max 30, against the chosen
  energy type.
  Deflect Energy, Mass (Sp; Light)
  Philosophy: Refraction; Locus Level: 3
  Counterspelling School: abjuration
  Range: 30 feet
  Target: one willing creature/3 levels
  Duration: 1 min./level (D)
  Spell Resistance: yes (harmless)
  Cost: 2 Radiance Points
  This locus functions as deflect energy, other, except as
  noted above.
  Deflect Energy, Other (Sp; Light)
  Philosophy: Refraction; Locus Level: 2
  Counterspelling School: abjuration
  Range: 30 feet
  Target: one willing creature
  Duration: 1 min./level (D)
  Spell Resistance: yes (harmless)
  Cost: 1 Radiance Point
  As a standard action, you create a number of precisely­
  contoured plates of light, which surround the subject's
  body and protect it from a specific form of energy. Choose
  acid, cold, electricity, fire, or sonic. The subject gains
  resistance equal to twice your philosopher level, max 30,
  against the chosen energy type.
  Glimmering Deflectors (Sp; Light) [light]
  Philosophy: Refraction; Locus Level: 4
  Counterspelling School: conjuration
  Range: personal
  Target: you
  Duration: 1 round/level (D)
  Spell Resistance: yes (harmless)
  Cost: 4 Radiance Points
  As a standard action, you call up protective shield of
  refracting light after protective shield of refracting light,
  making striking your person a question of navigating
  hundreds of sharp and irregular edges. Many blows go
  wildly off their target. Some go right back where they
  started. Whenever you are attacked in melee and the
  attacker misses, the attacker deals damage to itself
  instead, including all poisons, special triggers from exotic
  weapons
  like
  alchemy
  blades,
  and
  weapon
  special
  abilities. Do not apply any ability score modifiers to
  damage dealt in this fashion. The confounding web of
  shielded layers produced by this locus is enough to take
  most of the oomph out of even a giant's club.
  Growing Wrath (Ex; Light)
  Philosophy: Refraction; Locus Level: 4
  Though many would stop and think for a moment when
  the thing they're beating starts to glow threateningly,
  some will never learn. Whenever a creature deals damage
  to you, you gain a +1 morale bonus to damage rolls made
  against that creature for 1 round. This bonus stacks to a
  maximum of +5.
  On Wings of Light (Sp; Light) [light]
  Philosophy: Refraction; Locus Level: 2
  Counterspelling School: transmutation
  Range: personal
  Target: you
  Duration: 1 min./2 levels (D); see text
  Spell Resistance: yes (harmless)
  Cost: 2 Radiance Points
  You sprout a pair of shimmering wings made of local
  luminescence as a standard action. Given you require
  light to produce these things, you can only use this ability
  in an area with a light level of dim or greater. The wings
  grant you a fly speed of 60 feet with good maneuverability
  and provide illumination as though they were a torch. If
  you enter an area of magical darkness, the wings vanish
  and the locus ends immediately.
  32
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Parabolic Dish (Sp; Light) [light]
  Philosophy: Refraction; Locus Level: 2
  Counterspelling School: conjuration
  Range: personal
  Target: you
  Duration: 1 round/level (D) or until discharged; see text
  Spell Resistance: no
  Cost: 2 Radiance Points
  As a standard action, you produce a sheet of solidified
  light and punch it to produce a parabolic dish. This
  parabolic
  dish
  orbits
  around
  your
  body,
  constantly
  changing elevation in an attempt to achieve total body
  coverage. The dish grants you a +2 deflection bonus to
  your AC. Additionally, whenever a ray is fired at you,
  make an opposed roll against that ray's attack roll, using
  1d20 + your base attack bonus + your Wisdom modifier +
  your deflection bonus to AC as your roll. If you win the
  opposed roll, the dish catches and reflects the ray back at
  the
  original
  attacker.
  If
  your
  opposed
  roll
  would
  successfully touch the attacker were it an attack roll, it is
  hit by its own ray. After reflecting a single ray, the dish is
  obliterated.
  Parabolic Dish, Greater (Sp; Light) [light]
  Philosophy: Refraction; Locus Level: 4
  Duration: 1 round/2 levels (D) or until discharged;
  see text
  Cost: 3 Radiance Points
  This locus functions as parabolic dish, except that it
  grants a +4 deflection bonus to AC. In addition, each
  time, the dish deflects a ray, the deflection bonus to AC
  granted by this locus decreases by ­1. Once this bonus is
  reduced to 0, the dish is obliterated.
  Radiant Aegis (Sp; Light) [force, light]
  Philosophy: Refraction; Locus Level: 2
  Counterspelling School: evocation
  Range: personal
  Target: you
  Duration: 1 minute/level (D)
  Spell Resistance: no
  Cost: 2 Radiance Points
  You cover yourself with a shielding bubble of light as a
  standard action, granting you a +4 shield bonus to AC, as
  well as a +2 resistance bonus to saving throws. The
  resistance bonus to saving throws increases to +3 at 9th
  level, and to +4 at 17th level.
  Radiant Parry (Su; Light)
  Philosophy: Refraction; Locus Level: 1
  Counterspelling School: evocation
  Range: personal
  Target: you
  Duration: 1 round/level or until discharged; see text
  Cost: 1 Radiance Point
  As a standard action, you create a web of deflecting plates.
  Make an opposed attack roll, using your philosopher level
  rather than your base attack bonus, against the next
  successful melee attack made against you. If you win this
  opposed
  roll,
  the
  attack
  retroactively
  misses.
  After
  attempting to deflect one attack in this manner, the
  locus ends immediately.
  Reactive Radiance (Ex; Light)
  Philosophy: Refraction; Locus Level: 1
  The first time you take damage each round, you gain 1
  temporary hit point, plus an additional temporary hit
  point for every six antipodist levels you possess. These
  temporary hit points last for 1 round.
  Reflective Surface (Ex; Light)
  Philosophy: Refraction; Locus Level: 2
  Conjuring up sheets of light has left a number of
  fragmentary bits of glimmering material embedded in
  your flesh. Your skin (or what passes for skin) continually
  sheds light as though it were a candle. In addition, you
  gain a +1 deflection bonus to AC that stacks with all other
  sources of deflection bonus to AC.
  Trick of the Light (Sp; Light)
  Philosophy: Refraction; Locus Level: 4
  Counterspelling School: illusion
  Range: 30 feet
  Area: all allies in a 30­ft.­burst centered on you
  Duration: 1 round/level or until discharged; see text
  Spell Resistance: yes (harmless)
  Cost: 4 Radiance Points
  You conjure up a cascade of twinkling lights as a standard
  action, granting each affected ally two illusory doubles as
  the mirror image spell.
  Vengeful Radiance (Ex; Light)
  Philosophy: Refraction; Locus Level: 1
  Whenever you are attacked in melee, the attacker takes 1
  point of damage, even if it misses. If you know a 4th­level
  refractive locus, this increases to 1d4 points of damage.
  Vindictive Spear (Sp; Light) [light]
  Philosophy: Refraction; Locus Level: 3
  Counterspelling School: evocation
  Range: medium (100 ft. + 10 ft./level)
  Target: ray of light
  Duration: instantaneous
  Spell Resistance: no
  Cost: 2 Radiance Points
  Channeling your ire for those wrongs recently done unto
  you, you fire a ray of light from your outstretched palm.
  You must make a ranged touch attack. If you hit, you deal
  piercing damage to the subject equal to the amount of hit
  point damage you personally have taken in the last round,
  up to a maximum of 4 piercing damage per philosopher
  level.
  33
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Twilight Loci
  Abrupt Shift (Ex; Dark, Light)
  Philosophy: Twilight; Locus Level: 1
  Nearly all living creatures have been subjected to a bright
  light after staring into inky blackness for a time. Few of
  them have ever found it pleasant. Whenever you activate
  a locus with the dark descriptor, if you used a locus with
  the light descriptor in the last round, you may dazzle a
  creature within 10 feet for 1 round as an immediate action
  with no saving throw allowed. Similarly, whenever you
  activate a locus with the light descriptor, if you used a
  locus with the dark descriptor in the last round, you may
  dazzle a creature within 10 feet for 1 round as an
  immediate action with no saving throw allowed. Creatures
  without a sense of sight are immune to this ability.
  Antipodal Focus (Ex; Dark, Light)
  Philosophy: Twilight; Locus Level: 1
  Whenever you activate a 1st­level light locus, if you have
  activated a dark locus in the same round, the Difficulty
  Class of the light locus is increased by +1. Whenever you
  activate a 1st­level dark locus, if you have activated a light
  locus in the same round, the Difficulty class of the dark
  locus is increased by +1.
  Antipodal Priming (Ex; Dark, Light)
  Philosophy: Twilight; Locus Level: 3
  When opposites collide, they tend to obliterate each other
  and liberate energy. When working with polarized loci,
  this comes in handy. You may pay 1 shadow point in
  addition to the cost of a 1st­level light locus in order to
  activate it as a swift action. Similarly, you may pay 1
  radiance point in addition to the cost of a 1st­level dark
  locus in order to activate it as a swift action.
  Antipodal Study (Ex; Dark, Light)
  Philosophy: Twilight; Locus Level: 2
  The size of both your radiance pool and your shadow pool
  is increased by +1.
  Special: You can select this locus up to three times. Its
  effects stack.
  Double Locus (Su; Dark, Light)
  Philosophy: Twilight; Locus Level: 2
  Skilled
  antipodists
  are
  able
  to
  influence
  light
  and
  darkness in multiple places at once. When activating a 1st
  or 2nd­level dark locus that targets a single creature, you
  may increase the shadow point cost of that locus by +1 in
  order to target two creatures instead. Similarly, when
  activating a 1st or 2nd­level light locus that targets a
  single creature, you may increase the radiance point cost
  of that locus by +1 in order to target two creatures
  instead. Use of this ability increases the activation time of
  a locus to a full­round action that cannot be reduced by
  any means.
  Dual Blast (Su; Dark, Light) [cold, fire]
  Philosophy: Twilight; Locus Level: 1
  Range: 60 feet
  Area: one creature
  Duration: instantaneous
  Cost: 1 Radiance Point OR 1 Shadow Point
  You envelop a creature in antipodal energy as a standard
  action, dealing both cold damage and fire damage equal to
  your philosopher level with a Fortitude save to negate. If
  you chose to expend a radiance point on this locus,
  creatures that fail their saving throw light on fire as per
  the rules for alchemist's fire. If you chose to expend a
  shadow point on this locus, creatures that fail their saving
  throw light on fire as per the rules for alchemist's fire,
  save that the subject takes cold damage instead of fire
  damage. If you know a 4th­level twilight locus, you are
  treated as though you had spent both a radiance point and
  a shadow point on this locus for the purpose of lighting
  the subject on fire.
  Duality's Call (Ex; Dark, Light)
  Philosophy: Twilight; Locus Level: 4
  Light seems brightest when beset by shadow, and the
  darkness seems deepest when the light flees. Once per
  round as a free action, you may make the next 1st­level
  well­traveled locus you activate this round be activated as
  a swift action. This ability may be used three times per
  day on light loci, and three times per day on dark loci.
  Embrace the Duality (Su; Dark, Light)
  Philosophy: Twilight; Locus Level: 2
  Range: personal
  Target: you
  Duration: 1 round/3 levels
  Cost: 2 Radiance Points OR 2 Shadow Points
  As a standard action, you twist the energies to which you
  have access to change their shape to energies to which you
  desire access. If you spent radiance points on this locus,
  you gain 2 temporary shadow points. If you spent shadow
  points on this locus, you gain 2 temporary radiance
  points. Temporary points granted by this locus vanish
  when the duration of the locus expires. The cost of this
  locus cannot be reduced by any means.
  Flashing Darkness (Su; Dark, Light)
  Philosophy: Twilight; Locus Level: 4
  Whenever you activate a 4th­level locus, you may leap
  into the streams of energy released as a swift action,
  teleporting up to 15 feet as the dimension door spell.
  34
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Glare and Gloom (Sp; Dark, Light) [cold, fire]
  Philosophy: Twilight; Locus Level: 2
  Counterspelling School: evocation
  Range: close (25 ft. + 5 ft./2 levels)
  Effect: ray of energy
  Duration: instantaneous
  Spell Resistance: yes
  Cost: 1 Radiance Point, 1 Shadow Point
  A ray of energy fires from each of two outstretched fingers
  and coils into a double helix as a standard action. You
  must make a ranged touch attack. If you hit, you deal 1d4
  cold damage, plus an additional 1d4 cold damage for
  every two philosopher levels beyond 1st, as well as 1d4 fire
  damage for every two philsopher levels. In addition, if hit,
  the subject is dazzled for rounds equal to your Wisdom
  modifier with a DC 10 + 1/2 your philosopher level + your
  Intelligence
  modifier
  Fortitude
  save
  to
  negate
  and
  shakened for rounds equal to your Intelligence modifier
  with a DC 10 + 1/2 your philosopher level + your Wisdom
  modifier Will save to negate. The shakened effect is
  considered mind­affecting, but the rest of the locus is not.
  Glowing Shadows (Su; Dark, Light)
  Philosophy: Twilight; Locus Level: 2
  Range: 30 feet
  Area: 10­ft.­radius burst
  Duration: instantaneous
  Cost: 1 Radiance Point OR 1 Shadow Point
  You produce a burst of sparkles and shadows, dazzling
  those caught within the blast for rounds equal to your
  philosopher level with a Fortitude save to negate. Attacks
  made by creatures dazzled in this fashion have a 10% miss
  chance.
  Insult to Injury (Sp; Dark, Light)
  Philosophy: Twilight; Locus Level: 1
  Range: close (25 ft. + 5 ft./2 levels)
  Effect: ray of twilight energy
  Duration: instantaneous
  Spell Resistance: yes
  Cost: 1 Radiance Point OR 1 Shadow Point
  As a standard action, a ray of twilight energy springs from
  your outstretched hand, dealing 1d4 points of damage per
  philosopher level to the subject on a successful ranged
  touch attack. If the subject is both dazzled or blinded and
  entangled or staggered, the subject takes full damage. If
  the subject has only one of the above conditions, it takes
  half damage. If the subject has none of the above
  conditions, it is immune to this locus.
  Nightbreak (Sp; Dark, Light) [cold, fire]
  Philosophy: Twilight; Locus Level: 4
  Range: medium (100 ft. + 10 ft./level)
  Effect: 10­ft.­radius burst
  Duration: instantaneous
  Spell Resistance: yes
  Cost: 2 Radiance Points, 2 Shadow Points
  As a standard action, a ball of coalesced energy streaks
  toward the target area and explodes, dealing 1d6 points of
  fire damage per philosopher level with a DC 10 + 1/2 your
  antipodist class level + your Wisdom modifier Reflex save
  for half damage to each target. If a particular target has a
  higher fire resistance than it does cold resistance, this
  locus instead deals 1d6 points of cold damage per
  antipodist level with a DC 10 + 1/2 your philosopher level
  + your Intelligence modifier Reflex save for half damage
  to that particular target. Treat immunity to an energy type
  as an arbitrarily high resistance for the purpose of
  determining whether this locus deals fire or cold damage.
  Polarity Shift (Su; Dark, Light)
  Philosophy: Twlight; Locus Level: 1
  The cunning antipodist understands that both fire and
  cold are phenomena against which life readily adapts, but
  usually not both at once. You may pay 1 shadow point in
  addition to the cost of a light locus or 1 radiance point in
  addition to the cost of a dark locus in order to change the
  type of damage dealt by that locus from fire to cold or
  from cold to fire.
  Slow Adjustment (Ex; Dark, Light)
  Philosophy: Twilight; Locus Level: 1
  If you hit something hard enough, it takes longer for it to
  adjust to the blow. Whenever you dazzle a creature, the
  duration of the dazzle effect is increased by +1 round.
  Whenever you shaken a creature, the duration of the
  shaken effect is increased by +1 round.
  Slow Equilibrium (Ex; Dark, Light)
  Philosophy: Twilight; Locus Level: 4
  There is no such thing as a bright enough flash or a
  sufficiently
  terrifying
  vision.
  Whenever
  you
  blind
  a
  creature, the duration of the blind effect is increased by +1
  round. Whenever you frighten a creature, the duration of
  the frighten effect is increased by +1 round.
  35
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Slow Glow (Ex; Dark, Light)
  Philosophy: Twilight; Locus Level: 3
  The right radiance embeds itself in the back of the
  eyeballs and simply refuses to vanish. Whenever you gain
  temporary
  hit
  points,
  you
  gain
  an
  additional
  +2
  temporary hit points. These bonus temporary hit points
  are considered to be of the same source as the spell or
  ability that triggers this locus. (As a result, the +2 bonus
  stacks when multiple sources of temporary hit points are
  in effect on you.)
  Twilight Implement (Sp; Dark, Light) [force]
  Philosophy: Twilight; Locus Level: 3
  Counterspelling School: conjuration
  Range: close (25 ft. + 5 ft./2 levels)
  Effect: floating shadowy weapon
  Duration: 1 round/level (D)
  Cost: 1 Radiance Point, 1 Shadow Point
  As a standard action, you compel shadows to coalesce into
  a scythe­like blade, then keep the shape solid with a
  coating of faint light. This blade attacks the same creature
  as you each round. If you choose not to attack a creature,
  or if you make an attack that affects multiple opponents,
  the blade makes no attack during that round.
  The blade uses your base attack bonus, modified by both
  your Intelligence and Wisdom bonuses, when making this
  attack. Unless you specifically will it to do otherwise, or it
  proves impossible to do so, the blade always maneuvers
  itself so that it can flank your opponent before making the
  attack. The blade deals 1d6 points of slashing damage on a
  successful hit and has the same threat range and critical
  multipliers as a normal scythe. In addition, if the target is
  denied a Dexterity bonus to AC or the blade flanks the
  target, the blade can make sneak attacks as a rogue,
  inflicting an extra 1d6 points of slashing damage per four
  philosopher levels on a successful attack. Like a rogue's
  sneak attack, this additional slashing damage is not
  subject to critical hits.
  A twilight implement cannot be attacked or harmed by
  physical attacks, but dispel magic, disintegrate, a sphere
  of annihilation, or a rod of cancellation affects it. A
  twilight implement's AC against touch attacks is 12 (10 +
  size bonus for Tiny object) plus your Dexterity modifier.
  If an attacked creature has spell resistance, you make a
  caster level check (1d20 + philosopher level) against that
  spell resistance the first time the twilight implement
  strikes it. If the blade is successfully resisted, the locus is
  dispelled. If not, the weapon has its normal full effect on
  that creature for the duration of the locus.
  Ubiquibolt (Sp; Dark, Light)
  Philosophy: Twilight; Locus Level: 3
  Counterspelling School: universal
  Range: close (25 ft. + 5 ft./2 levels)
  Effect: ray of energy
  Duration: instantaneous
  Cost: 2 Radiance Points, 2 Shadow Points
  A ray of monochromatic energy leaps from the palm of
  your hand as a standard action. You must make a ranged
  touch attack. If it hits, it deals 1d4 points of damage per
  philosopher level to the subject. This locus is treated as
  any locus level or levels of your choice and as any
  philosophical school or schools of your choice for the
  purpose of any interactions with this locus. For example,
  you can treat this as a coruscation locus in order to benefit
  from
  the
  conservation
  of
  light
  and
  coruscating
  overstimulating loci, as an umbral embrace locus to
  benefit from the passive benefit granted by the drawn
  from experience class feature, and as a 1st­level locus in
  order to modify it with the double locus locus. All at once.
  Given its constantly­shifting nature, ubiquibolt can never
  be considered "well­traveled".
  36
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Umbral Embrace Loci
  Bedtime Story (Ex; Dark)
  Philosophy: Umbral Embrace; Locus Level 4
  Whenever you activate a 2nd­level or higher umbral
  embrace locus, the foe with the most Hit Dice within 30
  feet gains 1 temporary negative level.
  Chill to the Soul (Sp; Dark) [cold]
  Philosophy: Umbral Embrace; Locus Level: 1
  Counterspelling School: conjuration
  Range: close (25 ft. + 5 ft./2 levels)
  Target: one creature
  Duration: instantaneous
  Spell Resistance: yes
  Cost: 1 Shadow Point
  Shadowy energy clings to the subject as a standard action,
  dealing 1d3 points of cold damage per philosopher level
  with a Will save for half. The subject takes a penalty to its
  Will saving throw equal to the number of negative levels it
  possesses.
  Darkness Rising (Sp; Dark)
  Philosophy: Umbral Embrace; Locus Level: 3
  Counterspelling School: necromancy
  Range: 30 feet
  Area: all foes within a 30­ft.­radius burst centered on you
  Duration: instantaneous
  Spell Resistance: yes
  Cost: 3 Shadow Points
  As a standard action, you send forth a billowing cloud of
  darkness which latches onto your foes, granting each of
  them 1 temporary negative level with a Fortitude save to
  negate. Negative levels stack. You gain 5 temporary hit
  points for each creature that gains a temporary negative
  level in this manner. These temporary hit points last for 1
  hour.
  An undead creature affected by this locus gains 5
  temporary hit points for 1 hour.
  Deny Future (Sp; Dark)
  Philosophy: Umbral Embrace; Locus Level: 2
  Counterspelling School: necromancy
  Range: close (25 ft. + 5ft./2 level)
  Effect: ray of darkness
  Duration: instantaneous
  Spell Resistance: yes
  Cost: 2 Shadow Points
  As a standard action, a ray of sickly darkness emanates
  from your pointed finger. You must make a ranged touch
  attack to hit. If you hit, the subject gains 1 temporary
  negative level for every five antipodist levels you possess.
  Negative levels stack.
  Assuming the subject survives, it regains lost levels after a
  number of minutes equal to your philosopher level, but
  takes 1d4 points of damage for each temporary negative
  level removed in this fashion. There is no saving throw
  against this damage.
  An undead creature affected by this locus gains 5
  temporary hit points for every five antipodist levels you
  possess for 1 hour.
  Drag Down (Su; Dark)
  Philosophy: Umbral Embrace; Locus Level: 3
  Range: 30 feet
  Area: 15­ft.­radius burst
  Duration: instantaneous
  Cost: 2 Shadow Points
  You hurl a glob of shadowy material as a standard action.
  On impact, it erupts, dealing 3d6 points of cold damage
  and granting a temporary negative level to all those
  caught in the blast. A Fortitude save negates.
  Drainer's Vitality (Ex; Dark)
  Philosophy: Umbral Embrace; Locus Level: 1
  Whenever you gain a temporary negative level, you have a
  5% chance to immediately lose that temporary negative
  level. If you know a 4th­level umbral embrace locus, you
  have a 10% chance to immediately lose a temporary
  negative level instead. If you gain multiple temporary
  negative levels from a single source, roll separately for
  each one.
  Draw Upon Shadows (Sp; Dark)
  Philosophy: Umbral Embrace; Locus Level: 1
  Counterspelling School: necromancy
  Range: personal
  Target: you
  Duration: 1 min./level or until discharged; see text
  Spell Resistance: no
  Cost: 1 Shadow Point
  Shadows have a hint of life of their own, which can be
  harvested by those willing to use others as a shield. While
  this locus is in effect, you gain temporary hit points equal
  to 1d4 + 1/2 your philosopher level.
  37
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Dreamland Express (Sp; Dark)
  Philosophy: Umbral Embrace; Locus Level: 4
  Counterspelling School: conjuration
  Range: 30 feet
  Target: One or more living foes in a 30­ft.­radius burst
  centered on you
  Duration: see text
  Spell Resistance: yes
  Cost: 3 Shadow Points
  As a standard action, you open a rift to the land of
  dreams, from which pours an entity made entirely of
  granular, gritty shadow held together to form a vaguely
  humanoid shape. You have called this sandman to send a
  few enemies to dreamland, but he doesn't have the time to
  be subtle about it. Starting with the foe with the lowest
  HD and proceeding in ascending HD order, the sandman
  deals damage equal to your philosopher level and puts
  that individual to sleep for 1 minute per philosopher level,
  until the cumulative HD total of those creatures already
  damaged is greater than or equal to your philosopher
  level. The sandman then vanishes back through its rift,
  which closes behind it. A successful Fortitude save halves
  the
  damage
  and
  negates
  the
  sleep
  effect.
  Sleeping
  creatures are helpless. Slapping or wounding awakens an
  affected creature, but normal noise does not. Awakening a
  creature is a standard action (an application of the aid
  another action). Creatures that are awoken from a sleep
  effect caused by dreamland express awaken quite groggy
  and are staggered for 1 round. Dreamland express does
  not affect unconscious creatures, constructs, undead
  (excepting vampires), or other creatures that cannot or do
  not sleep.
  Easily Rested (Ex; Dark)
  Philosophy: Umbral Embrace; Locus Level: 2
  For you, a little sleep goes a long way. You need only sleep
  2 hours per day to gain the benefit of 8 hours of sleep.
  This allows a spellcaster that requires rest to prepare
  spells to do so after only 2 hours, but does not allow that
  spellcaster to prepare spells more than once per day.
  Similarly, this does not allow you to replenish your
  radiance pool and shadow pool more than once per day.
  Extinguish (Sp; Dark)
  Philosophy: Umbral Embrace; Locus Level: 3
  Counterspelling School: necromancy
  Range: close (25 ft. + 5ft./2 levels)
  Target: one creature
  Duration: instantaneous
  Spell Resistance: yes
  Cost: 3 Shadow Points
  As a standard action, you create a shadowy double of the
  subject
  and
  crush
  it
  against
  the
  subject
  proper,
  annihilating the former in a tremendous burst of energy.
  The subject takes 1d6 points of damage per philosopher
  level and is stunned for 1 round. A successful Fortitude
  save halves the damage and negates the stun effect.
  Knockout Dust (Sp; Dark) [mind­affecting]
  Philosophy: Umbral Embrace; Locus Level: 2
  Counterspelling School: enchantment
  Range: 30 feet
  Target: one creature
  Duration: 1 min./level
  Spell Resistance: yes
  Cost: 1 Shadow Point
  You produce a handful of tenebrous dust and blow it in
  the general direction of the subject as a standard action.
  The subject falls asleep with a Will save to negate.
  Sleeping creatures are helpless. Slapping or wounding
  awakens an affected creature, but normal noise does not.
  Awakening a creature is a standard action (an application
  of the aid another action). Creature whose HD is greater
  than your philosopher level are immune to this locus.
  Ray of Lethargy (Su; Dark)
  Philosophy: Umbral Embrace; Locus Level: 1
  Range: 30 feet
  Effect: ray
  Duration: 1 round/level
  Cost: 1 Shadow Point
  An umbral ray springs from your hand as a standard
  action. You must succeed on a ranged touch attack to
  strike a target. The subject takes a penalty to each of
  Strength
  and
  Dexterity
  equal
  to
  1d3
  +
  1
  per
  five
  philosopher levels you possess. The subject's Strength and
  Dexterity scores cannot drop below 1. A successful
  Fortitude save negates. This penalty does not stack with
  itself.
  Sandman's Kiss (Sp; Dark)
  Philosophy: Umbral Embrace; Locus Level: 1
  Counterspelling School: necromancy
  Range: close (25 ft. + 5 ft./2 levels)
  Target: one creature
  Duration: 1 round + 1 round/2 levels
  Spell Resistance: yes
  Cost: 1 Shadow Point
  Sandmen, being the bringers of dreams at any cost, tend
  not to give up until their quarry has hit the hay. As a
  standard action, you sic a sandman on the subject. Each
  round, the subject takes 1d6 points of bludgeoning
  damage and is fatigued for 1 round with a Fortitude save
  to negate the fatigue effect and halve the damage taken. If
  another effect ever causes the subject to fall asleep, it
  takes 1d8 points of damage for each round of duration
  this
  locus
  has
  remaining,
  then
  the
  locus
  ends
  immediately. This damage does not wake the subject up.
  Slings and Arrows (Ex; Dark)
  Philosophy: Umbral Embrace; Locus Level 2
  Whenever a foe within 30 feet gains a temporary negative
  level, that foe also takes 1 point of Strength damage. If you
  know a 4th­level umbral embrace locus, that foe also takes
  1 point of Dexterity damage and 1 point of Constitution
  damage. Effects that grant multiple temporary negative
  levels only trigger this locus once.
  38
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Tangible Gloom (Sp; Dark)
  Philosophy: Umbral Embrace; Locus Level: 3
  Counterspelling School: transmutation
  Range: close (25 ft. + 5 ft./2 levels)
  Target: one creature
  Duration: 1 round/2 levels (D); see text
  Spell Resistance: yes
  Cost: 2 Shadow Points
  As a standard action, the subject is wrapped in cloying
  shadows
  and
  effectively
  becomes
  paralyzed,
  as
  the
  condition. The subject is aware and breathes normally,
  but cannot take any actions, even speech. Each round on
  its turn, the subject may attempt a new saving throw to
  end the effect. This is a full­round action that does not
  provoke attacks of opportunity. A winged creature that is
  paralyzed cannot flap its wings and falls. A swimmer can't
  swim and may drown.
  Tangible Gloom, Mass (Sp; Dark)
  Philosophy: Umbral Embrace; Locus Level: 4
  Target: 1 creature/2 levels, no two of which can be more
  than 30 ft. apart
  Cost: 4 Shadow Points
  This locus functions as tangible gloom, except as noted
  above.
  Wake­up Call (Sp; Dark) [cold]
  Philosophy: Umbral Embrace; Locus Level: 2
  Counterspelling School: evocation
  Range: close (25 ft. + 5 ft./2 levels)
  Target: one creature
  Duration: instantaneous
  Spell Resistance: yes
  Cost: 1 Shadow Point
  A splash of cold water is a great way to wake somebody
  up. The colder, the better! As a standard action, you do
  this, but inside the subject's skullcase rather than from a
  bucket. The subject takes 1d4 points of cold damage per
  philosopher level with a Will save for half damage. If the
  subject is sleeping, it takes an additional 2d4 points of
  cold damage and is not entitled to a Will save for half
  damage.
  Wide Awake (Ex; Dark)
  Philosophy: Umbral Embrace; Locus Level: 1
  With mastery over deleterious energies and sleep comes
  great insomnia. You have a +1 circumstance bonus to
  saving throws made against sleep effects, fatigue effects,
  and exhaustion effects. If you know a 4th­level umbral
  embrace locus, these circumstance bonuses increase to
  +2.
  39
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Edgeblade
  Those who walk the edge are famous for their open­
  minded nature. To them, truth is subjective and the
  lessons of experience, however important, are filtered
  through the logical deficiencies of man. Just as light and
  darkness are only best defined relative to each other,
  devils only look evil because they seek to build up a new
  order that makes sense to them, but is abhorred by most
  of the mortal masses. The training needed to embrace the
  subjective nature of all things is highly rigorous, as the
  ego must be swept away to allow for clearer thought. Of
  course, those who walk the edge will be the first to say
  that being able to edgewalk in its truest sense is
  impossible due to their own inadequacies, but it doesn't
  stop them from trying.
  The key to starting a journey in this philosophical duality
  is discipline, but the actual nature of this discipline is,
  like most everything, perfectly valid in various forms.
  While the antipodists follow the bookish discipline of the
  philosopher­wizard
  and
  the
  edgewalkers
  follow
  a
  monastic tradition, the edgeblade loses himself in the
  endless dance of the blade. For these martial specialists,
  light and darkness are not two sides of the same coin, but
  rather two edges of the same blade. In the end, both
  serve the same function. All that matters is how it is
  wielded.
  Patron: Sean Patti
  Role: The most straightforward of those who walk the
  edge, edgeblades can be found at the fore of most any
  fight, using a combination of waypoints and martial
  expertise to halt any who decide to end their journey.
  Edgeblades are unique in their use of residuum abilities,
  which are powered by the leavings of their waypoints.
  40
  Table: The Edgeblade
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Alignment: Any
  Hit Die: d10
  Starting Wealth: 4d6 x 10 gp (average 140 gp.) In
  addition, each character begins play with an outfit worth
  10 gp or less.
  The edgeblade's class skills are Acrobatics (Dex), Climb
  (Str), Craft (all), Knowledge (history) (Int), Knowledge
  (local) (Int), Knowledge (planes) (Int), Perception (Wis),
  Profession (Wis), Sense Motive (Wis), Survival (Wis), and
  Swim (Str).
  Skill Ranks Per Level: 2 + Int Modifier
  Class features
  All of the following are class features of the edgeblade.
  Weapon Proficiency: Edgeblades are proficient with
  all simple and martial weapons.
  Armor
  and
  Shield
  Proficiency:
  Edgeblades
  are
  proficient with light armor, medium armor, and shields,
  but not tower shields. An edgeblade wearing armor or
  wielding a shield with which he is not proficient increases
  the shadow point and radiance point cost of all of his
  waypoints by +1. Waypoints with a shadow point or
  radiance point cost of 0 retain this cost and do not
  increase. (For example, a penalized waypoint that costs 2
  shadow points now costs 3 shadow points, NOT 3 shadow
  points and 1 radiance point.)
  Journey
  through
  Light
  and
  Shadow
  (Su): An
  edgeblade is characterized by his willingness to embrace
  things that most would find to be polar opposites as parts
  of a greater whole. Such a philosophy lends itself to the
  peculiar martial training that they endure, wherein their
  egos are dulled by the constant discipline required to train
  both their minds and bodies. The end result of this
  training is colloquially known as monks in armor, and
  though it's dead wrong, a proper edgeblade will show his
  training
  by
  not
  being
  miffed
  about
  the
  inaccuracy
  inherent in human perception.
  At 1st level, an edgeblade has received sufficient training
  to be able to tap into the power inherent in the philosophy
  of the duality of the universe. He receives both a radiance
  pool, containing radiance points equal to his edgeblade
  level + his Wisdom modifier, and a shadow pool,
  containing shadow points equal to his edgeblade level +
  his Intelligence modifier. Both of these pools have a
  minimum size of 1 and are used to pay for the various
  waypoints he learns as he gains experience.
  Both
  the
  radiance
  pool
  and
  the
  shadow
  pool
  are
  replenished each morning after 8 hours of rest or
  meditation; these hours do not need to be consecutive.
  Residuum: All paths to the duality are different, and
  each
  allows
  its
  practitioner
  to
  interact
  with
  the
  fundamental dichotomy of the world in different ways.
  The edgeblade's waste not, want not martial approach
  leads to his mastery over residuum, or the leavings of
  waypoints that other followers of the duality allow to go to
  waste.
  Residuum Pools (Su) ­ At 1st level, the edgeblade receives
  both a light residuum pool, which stores the leavings of
  his light waypoints, and a dark residuum pool, which
  stores the leavings of his dark waypoints. The maximum
  number of residuum points in either of these pools is
  equal to 2 + 1 per six edgeblade levels he possesses.
  Whenever
  the
  edgeblade
  uses
  a
  non­finisher
  light
  waypoint that costs at least 1 radiance point, he gains 1
  light residuum, and whenever he uses a non­finisher dark
  waypoint that costs at least 1 shadow point, he gains 1
  dark residuum. By extension, if a non­finisher waypoint is
  both light and dark, he gains 1 light residuum if he
  expended at least 1 radiance point and 1 dark residuum if
  he expended at least one shadow point. These residuum
  are used to determine the magnitude of effect of his
  residuum powers, as well as to pay for his finisher
  waypoints. Unlike most pools, an edgeblade's residuum
  pools begin empty, not full, and he must fill them as
  detailed above. Residuum pools begin play with a stability
  score of 1. If the edgeblade neither gains nor loses a point
  of residuum for 1 minute, each of his residuum pools that
  contain more points of residuum than his current stability
  score loses points of residuum until they contain an
  amount
  of
  residuum
  equal
  to
  the
  stability
  score.
  Whenever the edgeblade replenishes his radiance pool
  and his shadow pool each day, both of his residuum pools
  are emptied.
  Residuum Abilities ­ At 1st level, the edgeblade learns how
  to make use of the residuum he recycles from his
  waypoints, gaining three residuum abilities, one dark, one
  light, and one twilight, chosen from the lists below. At 2nd
  level, 3rd level, 4th level, 7th level, and every four
  edgeblade
  levels
  thereafter,
  he
  gains
  an
  additional
  residuum ability of his choice. The edgeblade must meet
  all the prerequisites of a residuum ability in order to gain
  it.
  An edgeblade prepares his residuum abilities ahead of
  time. Whenever the edgeblade replenishes his radiance
  pool and his shadow pool, he must select a residuum
  ability that he knows from each of the three available
  subtypes: dark, light, and twilight. He only gains benefit
  from the three residuum abilities that he prepared in this
  fashion, and whenever he selects a new series of residuum
  abilities, he loses the benefit of any previously­selected
  abilities.
  41
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Dark Residuum Abilities
  Deadening Darkness (Ex; Dark)
  The edgeblade has resistance equal to the amount of dark
  residuum he possesses against acid, cold, electric, fire,
  and sonic damage. If he has at least 3 dark residuum, he
  has resistance equal to twice his dark residuum instead.
  Inky Vestments (Ex; Dark)
  The armor check penalty of the edgeblade's armor is
  reduced by an amount equal to the amount of dark
  residuum
  he
  possesses.
  In
  addition,
  the
  maximum
  Dexterity bonus of his armor increases by +1 for every two
  dark residuum he possesses.
  Lurking in Midnight's Vestiges (Ex; Dark)
  The edgeblade has a circumstance bonus to Stealth skill
  checks
  equal
  to
  the
  amount
  of
  dark
  residuum
  he
  possesses. In addition, if he has at least 2 dark residuum,
  he gains a +1 dodge bonus to AC, and if he has at least 4
  dark
  residuum,
  he
  is
  treated
  as
  though
  he
  has
  concealment (20% miss chance). As this is not a magical
  effect, spells like true seeing cannot penetrate it.
  Midnight Edge (Su; Dark)
  Requires: Edgeblade 7
  If the edgeblade has at least 2 dark residuum, melee
  weapons he wields gain the mighty cleaving weapon
  special ability, and he may use that weapon special ability
  as though he had the Cleave feat. Whenever he makes use
  of this weapon special ability, he loses half his dark
  residuum, rounded down. If the edgeblade loses 2 or
  more residuum in this fashion, the attack made with the
  mighty cleaving weapon special ability also gains the
  benefit of both the flaming and frost weapon special
  abilities. If a weapon natively has the mighty cleaving
  weapon special ability, it is unaffected by this residuum
  ability.
  Shadow Runner (Ex; Dark)
  Just before rolling initiative, the edgeblade may choose to
  gain an insight bonus equal to the amount of dark
  residuum he possesses to his initiative roll. If he chooses
  to take this bonus, he loses 1 dark residuum immediately
  after rolling initiative.
  Wreathed in Lingering Shadows (Ex; Dark)
  Requires: Edgeblade 3
  At the beginning of each of his turns, the edgeblade gains
  temporary hit points equal to the amount of dark
  residuum he possesses. These temporary hit points last
  for 1 round. In addition, if he has at least 3 dark
  residuum, he gains DR X/­, where X is 2 less than the
  amount of dark residuum he possesses.
  Light Residuum Abilities
  Bolstering Radiance (Ex; Light)
  When preparing this residuum ability, choose Fortitude,
  Reflex, or Will. The edgeblade has a resistance bonus to
  saving throws of the chosen type equal to the amount of
  light residuum he possesses.
  Glowing Health (Su; Light)
  Requires: Edgeblade 3
  At the beginning of each of his turns, the edgeblade may
  choose to be healed for points of damage equal to the
  amount of light residuum he possesses. If he has at least 4
  light residuum, he is healed for points of damage equal to
  twice the amount of light residuum he possesses instead.
  Immediately after being healed in this fashion, he loses
  half his light residuum, rounded down,
  Incremental Glimmers (Su; Light)
  If the edgeblade has at least 1 light residuum, he sheds
  light as though he were a candle. Further, if the edgeblade
  has
  5
  light
  residuum,
  weapons
  he
  wields
  deal
  an
  additional 1d3 points of untyped damage on a successful
  hit. This damage is multiplied on a critical hit. Finally,
  creatures that attack the edgeblade in melee take 1 point
  of damage for every 2 light residuum he possesses. This
  effect triggers whether or not the attack is successful.
  Moteshock (Su; Light)
  If the edgeblade has at least 1 light residuum, he can
  produce and hurl a ball of light as a standard action, or in
  place of a mainhand attack in a full­attack action. As such,
  if he has more than one mainhand attack, he may hurl
  multiple balls in a single round. These balls of light have a
  range of 30 feet and deal twice times the edgeblade's light
  residuum fire damage on a successful ranged touch
  attack. The edgeblade adds the greatest enhancement
  bonus among weapons or shields he is actively wielding to
  attack and damage rolls made with this ability. If the
  edgeblade has at least 3 light residuum, the balls of light
  deal untyped damage rather than fire damage.
  Orbiting Motes (Ex; Light)
  Creatures that attack the edgeblade in melee and miss
  scatter the motes that orbit close to his body, becoming
  dazzled for rounds equal to the amount of light residuum
  he possesses. There is no saving throw. For each point of
  light residuum he possesses beyond 2, dazzled creatures
  attempting to attack the edgeblade, whether in melee or at
  range, take an additional ­1 penalty to their attack rolls.
  Phosphorescent Aegis (Su; Light)
  Requires: Edgeblade 7
  Shields wielded by the edgeblade have an enhancement
  bonus equal to his light residuum, max +5. Whenever the
  edgeblade takes damage from a physical attack, if his
  current light residuum is greater than half his maximum
  light residuum, he loses 1 light residuum. The edgeblade
  applies this enhancement bonus, but not the rest of
  his shield bonus, to his touch AC.
  42
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Twilight Residuum Abilities
  Dawn to Dusk (Su; Twilight)
  Requires: Edgeblade 3
  Whenever
  the
  edgeblade
  uses
  a
  damaging
  finisher
  waypoint
  that
  does
  not
  require
  light
  residuum,
  he
  expends all of his light residuum and deals additional
  untyped damage equal to twice the amount of light
  residuum
  expended.
  Similarly,
  whenever
  he
  uses
  a
  damaging finisher waypoint that does not require dark
  residuum, he expends all of his dark residuum and deals
  additional untyped damage equal to twice the amount of
  dark residuum expended. This damage is multiplied on a
  critical hit and affects all creatures affected by the
  finisher.
  Essential Oneness (Ex; Twilight)
  As a swift action, the edgeblade may either lose 2 light
  residuum and gain 1 dark residuum or lose 2 dark
  residuum and gain 1 light residuum.
  Girded in the Duality (Ex; Twilight)
  The edgeblade has an armor bonus to AC equal to the
  amount of light residuum he possesses + the amount of
  dark residuum he possesses.
  Harmonic Radiance (Ex; Twilight)
  Requires: Edgeblade 7
  Whenever the edgeblade's light residuum is both greater
  than zero and equal to his dark residuum, he treats his
  residuum totals as though they were +1 higher for the
  purpose of his other residuum abilities.
  Radiant Gloom and Gloomy Radiance (Ex; Twilight)
  Whenever the edgeblade's current light residuum is equal
  to his maximum light residuum, he generates dark
  residuum whenever he would normally generate light
  residuum. Similarly, whenever the edgeblade's current
  dark residuum is equal to his maximum dark residuum,
  he generates light residuum whenever he would normally
  generate dark residuum.
  Waypoint: At 1st level, an edgeblade has reached a
  critical
  point
  in
  his
  training.
  These
  critical
  points,
  moments of revelation along his journey through the
  infinite dualities of life, are known as waypoints. An
  edgeblade begins play with two waypoints. At 2nd level
  and every two levels thereafter, he gains an additional
  waypoint. An edgeblade must meet all the prerequisites of
  a waypoint in order to gain it.
  An edgeblade has a philosopher level that is equal to his
  class level. This philosopher level dictates the power of his
  waypoints. Further, the save DC of any saving throw
  called for by a waypoint is 10 + 1/2 the edgeblade's
  philosopher level + his Intelligence modifier (for dark
  waypoints) or his Wisdom modifier (for light waypoints).
  Waypoints that are both light and dark include the
  specific formulae for any saving throws.
  Waypoints are broken into two subtypes, light and dark,
  each subtype representing one half of the duality that the
  edgeblade studies. Some waypoints are light, some are
  dark, and some few embrace the duality of nature and are
  themselves both light and dark. If an edgeblade has more
  waypoints of one subtype than the other, then his next
  waypoint must contain the subtype of which he has fewer.
  For example, if an edgeblade has three dark waypoints
  and two light waypoints, his next waypoint must be either
  light or both light and dark. He cannot select another
  solely­dark waypoint.
  Waypoints marked with an asterisk (*) require use of the
  edgeblade's shadow. As the edgeblade only has a single
  shadow of his own, only one of these waypoints can be in
  effect at a time.
  Clarity through Conditioning (Ex): As edgeblades
  drown themselves in their training, they become less
  likely to see the world as most men see it. At 3rd level and
  every five levels thereafter, the edgeblade gets a +1 insight
  bonus to Intelligence and Wisdom for the purpose of
  determining the Difficulty Class of his waypoints. This
  bonus stacks and is applied last when calculating the
  edgeblade's ability scores. His Intelligence and Wisdom
  scores cannot be made greater than his highest physical
  ability score (Strength, Dexterity, or Constitution) in this
  manner.
  Lessons of the Road (Ex): Though most edgeblades
  begin their journey through light and shadow embracing
  both the light and the dark in equal measure, the reality of
  the road can influence some to prefer one half of the
  world's
  duality.
  At
  4th
  level
  and
  every
  five
  levels
  thereafter, an edgeblade can choose to add +2 to the
  maximum size of his radiance pool, +2 to the maximum
  size of his shadow pool, or +1 to the maximum size of both
  his radiance pool and his shadow pool.
  Bonus Feat: At 5th level and every four levels thereafter,
  the edgeblade gains a bonus antipode or combat feat. He
  must meet all the prerequisites for this feat.
  Greater Waypoint: Some destinations along the road of
  life are simply more poignant than others. At 5th level,
  10th level, and 15th level, the edgeblade gains a greater
  waypoint for which he meets all the prerequisites. Like
  standard waypoints, greater waypoints are also broken
  into two subtypes, light and dark, and follow the rules for
  waypoint selection and shadow use as though they were
  any other waypoint.
  Walking the Martial Edge (Ex): Starting at 6th level,
  the edgeblade may perform any non­finisher waypoint
  that requires a standard action to perform in place of the
  first attack of a full­attack action or in place of the first
  attack made while charging. Additionally, the edgeblade
  may perform any finisher waypoint that requires a
  standard action to perform in place of all attacks made
  while charging.
  Residuum Overload (Su): At 20th level, the edgeblade
  becomes a true master at recycling the leavings of the
  world's dichotomy. When preparing his residuum abilities
  for the day, he may prepare a 4th residuum ability.
  This
  residuum
  ability
  can
  be
  of
  any
  subtype.
  43
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point
  whenever they gain a level in a Favored Class, some races
  have the option of choosing from a number of other
  bonuses, depending upon their Favored Classes. The
  following options are available to the listed race who have
  edgeblades as their Favored Class, and unless otherwise
  stated, the bonus applies each time you select the listed
  Favored Class reward.
  Aasimar – Your light residuum abilities treat your light
  residuum pool as though it were +1/6 of a point more full,
  to a maximum of your maximum residuum.
  Drow – Add +1/3 to the maximum size of the shadow
  pool.
  Dwarf – Every three times this bonus is taken, the
  edgeblade gains DR 1/­ for 1 round after using a finisher
  waypoint.
  Elf ­ Waypoints with a duration of greater than 1 round
  that use the edgeblade's shadow last for an additional
  +1/3 round.
  Gnome – Every six times this bonus is taken, the
  edgeblade gains the Compatible Philosophies feat as a
  bonus feat. Unlike those gaining this feat by other means,
  the edgeblade can gain Compatible Philosophies multiple
  times in this manner.
  Half­elf – Add +1/5 to the maximum size of the radiance
  pool and gain +1/5 of a waypoint.
  Halfling – +1/2 to Stealth and Perception checks when in
  dim or bright light.
  Half­orc – Add +1/5 to the maximum size of both the
  shadow pool and gain +1/5 of a waypoint.
  Hobgoblin – Treat the edgeblade's level as though it were
  +1/2 higher for the purpose of meeting the prerequisites
  of residuum abilities. In addition, every six times this
  bonus is taken, the edgeblade gains a residuum ability.
  Human – Add +1/5 to the maximum size of both the
  radiance pool and the shadow pool.
  Kobold – Reduce the shadow point and radiance point
  cost of all non­greater waypoints by ­1/6, but only if that
  waypoint deals hit point damage and all of its targets are
  gnomes.
  Orc – Add a +1/4 of a residuum ability.
  Puddling – Every six times this bonus is taken, the
  edgeblade gains the Compatible Philosophies feat as a
  bonus feat. Unlike those gaining this feat by other means,
  the edgeblade can gain Compatible Philosophies multiple
  times in this manner.
  Tiefling – Your dark residuum abilities treat your dark
  residuum pool as though it were +1/6 of a point more full,
  to a maximum of your maximum residuum.
  44
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Edgeblade Archetypes
  The ideal edgeblade is a man made machine by his
  teachings. Humanoids are flighty, panicky creatures
  whose very means of perceiving the world lends itself to
  snap judgments and faulty thinking. The only way to
  defeat these impulses is to suppress them, and, in the
  ideal edgeblade, this suppression is absolute. Of course,
  the great irony of walking the edge is that the ideal is
  impossible.
  The
  ego
  is
  never
  destroyed
  and
  imperfections abound. Those who follow this path to the
  edge know this all too well; straying from the path is not
  only theoretically possible, but expected of an edgeblade.
  To that end, there exist established paths for those who
  stray far from the perceived ideal. After all, those who
  stray from the majority might actually be the ones in the
  right. Such is the way of the world.
  Dawnblade (Archetype)
  Early in their training, before their capacity for making
  such snap judgments has been sufficiently suppressed, a
  number of edgeblades take issue with the very idea of the
  duality of nature. Perhaps they perceive darkness as too
  sinister to trust given the way night breeds uncertainty
  and danger among the uninitiated, or perhaps their
  religion has ascribed too many positive traits to the light
  for a duality to be embraced properly. Whatever the
  reason, a dawnblade follows the light to the exclusion of
  the dark, usually abandoning the suppression of the ego
  in the process.
  Dawnblades have the following class features:
  Radiant
  Journey
  (Su):
  As
  an
  edgeblade,
  the
  dawnblade understands that polar opposites are indeed
  parts of a greater whole, but, unlike the typical edgeblade,
  the dawnblade has some very well­formed opinions as to
  which half of that greater whole is wrong.
  At 1st level, a dawnblade gains a radiance pool containing
  radiance points equal to twice his dawnblade level + his
  Wisdom modifier, minimum 1.
  The radiance pool is replenished each morning after 8
  hours of rest or meditation; these hours do not need to be
  consecutive.
  This ability replaces journey through light and shadow.
  Residuum: Like the edgeblade, the dawnblade follows a
  waste­not, want not approach to the art of walking the
  edge. Unlike his more balanced colleagues, however, the
  dawnblade has no dark leavings to collect and is a
  paragon of stability in a single pool instead.
  Radiant Residuum (Su) ­ At 1st level, the dawnblade
  receives a light residuum pool, which stores the leavings
  of his light waypoints. The maximum number of residuum
  points in this pool is equal to 2 + 1 per six dawnblade
  levels he possesses. Whenever the dawnblade uses a non­
  finisher light waypoint that costs at least 1 radiance point,
  he gains 1 light residuum. These residuum are used to
  determine the magnitude of effect of his residuum
  powers, as well as to pay for his finisher waypoints. Unlike
  most pools, a dawnblade's residuum pool begins empty,
  not full, and he must fill them as detailed above.
  Whenever the dawnblade replenishes his radiance pool
  each day, the amount of residuum in his light residuum
  pool is set to 0.
  Given his effectively infinite stability score, the dawnblade
  cannot qualify for feats and waypoints that modify his
  residuum stability.
  Residuum Abilities ­ At 1st level, the dawnblade learns
  how to make use of the residuum he recycles from his
  waypoints, gaining 2 light residuum abilities. At 3rd level
  and every four dawnblade levels thereafter, he gains an
  additional light residuum ability of his choice. The
  dawnblade must meet all the prerequisites of a residuum
  ability in order to gain it.
  A dawnblade prepares his residuum abilities ahead of
  time. Whenever the dawnblade replenishes his radiance
  pool, he must select two light residuum abilities that he
  knows. He only gains benefit from the two residuum
  abilities that he prepared in this fashion, and whenever he
  selects a new series of residuum abilities, he loses the
  benefit of any previously­selected abilities.
  A dawnblade may select from the residuum abilities listed
  below in addition to the residuum abilities available to
  edgeblades.
  45
  Dawnblade (Archetype)
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Blades of Light (Su; Light)
  As a swift action, the dawnblade expends 2 light residuum
  to conjure a masterwork longsword made of solidified
  light. Despite its size, it is considered a light weapon, and
  the dawnblade is guaranteed to be proficient with this
  weapon, even if he somehow loses proficiency with
  longswords. Furthermore, given its construction, it can
  affect incorporeal creatures as though it were a ghost
  touch weapon. Starting at 6th level, the sword bursts into
  flames whenever the dawnblade gains a point of light
  residuum, dealing 1d6 points of fire damage to the next
  creature struck by it. This damage increases to 2d6 at 13th
  level. A blade of light persists for 1 minute before
  vanishing.
  Daybreak (Su; Light)
  Requires: Dawnblade 7
  A growing radiance emanates from the dawnblade at all
  times. Creatures within 5 feet per point of light residuum
  the dawnblade possesses are dazzled with no saving throw
  allowed. If the dawnblade has at least 4 light residuum,
  dazzled creatures take a ­2 penalty to weapon damage
  rolls made against the dawnblade on account of their
  being unable to select choice areas at which to hack.
  Late Morning (Ex; Light)
  Requires: Dawnblade 7
  The
  residuum
  point
  cost
  of
  any
  finisher
  waypoint
  performed in the second round of combat is reduced by
  ­1, to a minimum of 1. This cost reduction does not allow
  the dawnblade to escalate a finisher beyond the maximum
  capacity of his residuum pool, then have its cost get
  reduced to an amount his maximum pool size can
  withstand, but he can otherwise commit to finishers
  whose unmodified residuum point cost would be higher
  than he can afford.
  Light Begets Light (Ex; Light)
  Requires: Dawnblade 11
  Whenever
  the
  dawnblade
  expends
  3
  or
  more
  light
  residuum on a finisher, he gains 1 temporary radiance
  point that lasts for 1 hour.
  Sun's Zenith (Ex; Light)
  Whenever the dawnblade's current light residuum is
  equal to his maximum light residuum, he treats his light
  residuum total as though it were +1 higher for the
  purpose of determining the magnitude of effect of his
  other
  residuum
  abilities.
  In
  addition,
  whenever
  the
  dawnblade expends light residuum, he gains temporary
  hit points equal to the amount of residuum expended.
  These temporary hit points last for 1 minute.
  This
  ability
  modifies
  residuum
  and
  replaces
  clarity
  through conditioning.
  Waypoint: At 1st level, a dawnblade has reached a
  critical
  point
  in
  his
  training.
  These
  critical
  points,
  moments of revelation along his journey, are known as
  waypoints. Select two waypoints at 1st level, as well as an
  additional waypoint at 2nd level and every two dawnblade
  levels thereafter.
  A dawnblade has a philosopher level that is equal to his
  class level. This philosopher level dictates the power of his
  waypoints. Further, the save DC of any saving throw
  called for by a waypoint is 10 + 1/2 the dawnblade's
  philosopher level + his Intelligence modifier (for dark
  waypoints) or his Wisdom modifier (for light waypoints).
  Waypoints that are both light and dark include the
  specific formulae for any saving throws.
  Waypoints are broken into two subtypes, light and dark,
  each subtype representing one half of the duality of the
  edgeblade's philosophy. As the dawnblade rejects the
  lessons of the dark, he may only ever select to learn
  waypoints with the light descriptor. Any waypoints with
  the light descriptor that require some shadow points to
  activate convert that cost to radiance points instead. For
  example, if a waypoint costs 1 radiance point and 2
  shadow points to activate, it costs 3 radiance points
  instead.
  This ability modifies waypoint.
  Radiant Lessons (Ex): At 4th level and every five levels
  thereafter, the size of the dawnblade's radiance pool
  increases by +1.
  This ability replaces lessons of the road.
  Teachings of the Rising Sun (Ex): Starting at 6th
  level, the dawnblade may perform any non­finisher
  waypoint that requires a standard action to perform in
  place of the first attack made while charging. Additionally,
  the
  residuum
  point
  cost
  of
  any
  finisher
  waypoint
  performed in the first round of combat is reduced by ­1, to
  a minimum of 1. This cost reduction does not allow the
  dawnblade to escalate a finisher beyond the maximum
  capacity of his residuum pool, then have its cost get
  reduced to an amount his maximum pool size can
  withstand, but he can otherwise commit to finishers
  whose unmodified residuum point cost would be higher
  than he can afford. For example, a dawnblade whose
  residuum pool has a maximum size of 3 can only ever
  perform finishers with a base cost of 3 residuum or less,
  but he does not have to be able to afford the base cost of
  that finisher if he can afford its cost after being modified
  by this ability.
  This ability replaces walking the martial edge.
  46
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Duskblade (Archetype)
  Like the dawnblade, the duskblade has thrown his lot in
  with one half of the duality rather than embracing both
  in equal measure. This results in the total atrophy of his
  ability to manipulate the other half, in this case, the light,
  while enhancing his abilities in the direction of the other
  half, in this case, the umbral. Duskblades tend to be rarer
  than dawnblades for the simple reason that dawnblades
  tend to come into being due to an irrational racial
  aversion to the night present in many races. To that end,
  the vast majority of duskblades hail from races that have
  some means of cutting through the night, such as low­
  light vision or darkvision.
  Duskblades have the following class features:
  Umbral Journey (Su): As an edgeblade, the duskblade
  understands that polar opposites are indeed parts of a
  greater whole, but, unlike the typical edgeblade, the
  duskblade has some very well­formed opinions as to
  which half of that greater whole is wrong.
  At 1st level, a duskblade gains a shadow pool containing
  shadow points equal to twice his duskblade level + his
  Intelligence modifier, minimum 1.
  The shadow pool is replenished each morning after 8
  hours of rest or meditation; these hours do not need to be
  consecutive.
  This ability replaces journey through light and shadow.
  Residuum: Like the edgeblade, the duskblade follows a
  waste­not, want not approach to the art of walking the
  edge. Unlike his more balanced colleagues, however, the
  duskblade has no radiant leavings to collect and sows the
  oats of shadow and darkness instead.
  Phases of the Moon (Su) ­ At 1st level, the moon begins to
  exert its influence upon the duskblade's residuum, much
  like it does the tides. When the duskblade prepares his
  residuum abilities for the day, he assigns one ability to the
  "new" phase of the moon and the other to the "full" phase
  of the moon. Each morning whenever he replenishes his
  shadow pool, the duskblade's phase of the moon is set to
  new. During combat, the duskblade has a cumulative 20%
  chance to change to the next phase of the moon at the
  beginning of each of his turns. When the phase of the
  moon changes, the duskblade's chance to change to the
  next phase resets to 0%, he loses 1 point of dark
  residuum, and he gains a +2 insight bonus to the next
  attack roll, saving throw, or skill check made this round.
  The phases of the moon proceed in a cycle: "new" goes to
  "waxing" goes to "full" goes to "waning" goes to "new".
  The duskblade gains abilities based on the current phase
  of the moon.
  Phases of the Moon and Their Function
  New ­ The duskblade gains the benefit of the residuum
  ability assigned to the "new" phase of the moon. In
  addition, he gains an additional point of dark residuum
  whenever he gains residuum if his current dark residuum
  is equal to 0.
  Waxing ­ The duskblade gains the benefit of both of his
  prepared residuum abilities.
  Full ­ The duskblade gains the benefit of the residuum
  ability assigned to the "full" phase of the moon. In
  addition, he treats his current residuum as though it were
  +1 greater for the purpose of determining the magnitude
  of effect of this residuum ability.
  Waning ­ The duskblade gains the benefit of both of his
  prepared residuum abilities.
  47
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Residuum Abilities ­ At 1st level, the duskblade learns
  how to make use of the residuum he recycles from his
  waypoints, gaining 2 dark residuum abilities. At 3rd level
  and every four duskblade levels thereafter, he gains an
  additional dark residuum ability of his choice. The
  duskblade must meet all the prerequisites of a residuum
  ability in order to gain it.
  A duskblade prepares his residuum abilities ahead of
  time. Whenever the duskblade replenishes his shadow
  pool, he must select two dusk residuum abilities that he
  knows. He can only gain benefit from the two residuum
  abilities that he prepared in this fashion, and whenever he
  selects a new series of residuum abilities, he loses the
  benefit of any previously­selected abilities.
  A duskblade may select from the residuum abilities listed
  below in addition to the residuum abilities available to
  edgeblades.
  Artificial Shadow (Su; Dark)
  Whenever
  the
  duskblade
  activates
  a
  waypoint
  that
  requires the use of his shadow, he may expend 2 dark
  residuum. If he does, that waypoint does not require the
  use of his shadow for that particular activation.
  Chill of Midnight (Su; Dark)
  Requires: Duskblade 7
  Weapons the duskblade wields deal additional cold
  damage equal to the amount of dark residuum he
  possesses on a critical hit. In addition, whenever the
  duskblade expends 2 or more dark residuum at once, he
  deals 1d6 points of nonlethal cold damage to a target
  creature within 30 feet. A successful Fortitude save
  negates.
  Fade to Black (Sp; Dark)
  Requires: Duskblade 11
  Whenever a creature deals damage to the duskblade, he
  may expend 1 dark residuum as an immediate action. If
  he does, he becomes invisible, as the invisibility spell, but
  only with respect to the creature that dealt damage to
  him, until the end of his turn or the beginning of his next
  turn, whichever comes first. All other creatures can see
  him normally. Should the duskblade perform any action
  that would cause the invisibility spell to end, he becomes
  visible immediately.
  Reflected Sunlight (Su; Dark)
  Try as a duskblade might, just as the moon goes through
  its phases because of the sun, he cannot truly get away
  from the influence of the light. Upon taking this residuum
  ability, select a single light residuum ability that is
  available to 1st­level edgeblades. The duskblade learns
  this
  residuum
  ability;
  however,
  the
  selected
  light
  residuum ability now scales with dark residuum rather
  than with light residuum and is considered a dark
  residuum ability. Only one residiuum ability learned in
  this manner can be prepared at a time, and the ability
  must be assigned to the duskblade's "full" moon phase
  slot.
  Special: This residuum ability can be taken multiple
  times. Each time, select another qualifying light residuum
  ability and convert it as detailed above.
  Umbral Residuum (Su) ­ At 1st level, the duskblade
  receives a dark residuum pool, which stores the leavings
  of his dark waypoints. The maximum number of residuum
  points in this pool is equal to 2 + 1 per six duskblade levels
  he possesses. Whenever the duskblade uses a non­finisher
  dark waypoint that costs at least 1 shadow point, he gains
  1 dark residuum. These residuum are used to determine
  the magnitude of effect of his residuum powers, as well as
  to pay for his finisher waypoints. Unlike most pools, a
  duskblade's residuum pool begins empty, not full, and he
  must fill them as detailed above. Whenever the duskblade
  replenishes his shadow pool each day, the amount of
  residuum in his dark residuum pool is set to 0.
  Given his effectively infinite stability score, the duskblade
  cannot qualify for feats and waypoints that modify his
  residuum stability.
  This
  ability
  modifies
  residuum
  and
  replaces
  clarity
  through conditioning.
  Waypoint (Su): At 1st level, a duskblade has reached a
  critical
  point
  in
  his
  training.
  These
  critical
  points,
  moments of revelation along his journey, are known as
  waypoints. Select two waypoints at 1st level, as well as an
  additional waypoint at 2nd level and every two duskblade
  levels thereafter.
  A duskblade has a philosopher level that is equal to his
  class level. This philosopher level dictates the power of his
  waypoints. Further, the save DC of any saving throw
  called for by a waypoint is 10 + 1/2 the duskblade's
  philosopher level + his Intelligence modifier (for dark
  waypoints) or his Wisdom modifier (for light waypoints).
  Waypoints that are both light and dark include the
  specific formulae for any saving throws.
  Waypoints are broken into two subtypes, light and dark,
  each subtype representing one half of the duality of the
  edgeblade's philosophy. As the duskblade rejects the
  lessons of the light, he may only ever select to learn
  waypoints with the dark descriptor. Any waypoints with
  the dark descriptor that require some radiance points to
  activate convert that cost to shadow points instead. For
  example, if a waypoint costs 1 radiance point and 2
  shadow points to activate, it costs 3 shadow points
  instead.
  This ability modifies waypoint.
  Umbral Lessons (Ex): At 4th level and every five levels
  thereafter, the size of the duskblade's shadow pool
  increases by +1.
  This ability replaces lessons of the road.
  48
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Edgeblade Waypoint Summary
  Waypoints marked with an asterisk (*) use your shadow.
  Dark
  No Prerequisite
  Black Wind ­ Shaken a single target for a short duration
  Conjured
  from
  Nothing
  ­
  Produce
  a
  temporary
  facsimile of an object worth 2 gp or less
  Gliding Shadow ­ Temporarily ignore difficult terrain,
  and, at high level, ignore the need for Climb checks on all
  but the steepest of inclines
  Shadow Snare* ­ Deploy your shadow as though it were
  a bear trap
  Study the Illusive ­ Your shadow pool increases by size
  by +2 points
  Ward Against the Glow ­ Gain resistance equal to your
  philosopher
  level
  against
  fire,
  spells
  with
  the
  light
  descriptor, and abilities with a light theme or motif
  Special Prerequisite
  Flanking Phantasm* ­ [req. two teamwork feats] Your
  shadow flanks your target, if possible
  Peering Shadows* ­ [req. Stealth 1 rank] See through
  your shadow's "eyes"
  Strand of Darkness ­ [req. philosopher level 2nd,
  Weapon Finesse] Conjure a whip of darkness; at high
  level,
  whip
  deals
  lethal
  damage
  and
  gains
  an
  enhancement bonus
  Tipped with Midnight ­ [req. any two dark waypoints]
  Weapons you wield deal additional negative energy
  damage on a successful hit
  Philosopher Level 2nd
  Final Phantoms ­ Whenever you expend residuum,
  your weapons deal additional cold damage for a number
  of rounds equal to the amount expended
  Gloom's Embrace ­ Subject takes a penalty equal to
  your philosopher level to its next attack roll
  Hide in Darkness ­ Gain concealment for rounds equal
  to half your philosopher level, rounded down
  Shadow's Reach ­ Finisher. Deal 1d6 cold damage/2
  levels + 2d6 damage per residuum spent beyond the first
  to touched creature
  Umbral Arc* ­ Finisher. Your reach increases by 5 ft. per
  residuum expended
  Umbral Eruption ­ Finisher. Finisher. Deal 1d6 cold
  damage/3 levels + 1d6 damage per residuum spent
  beyond the first and entangle creatures in a 10­ft. burst
  Philosopher Level 4th
  A Thousand Grasping Tendrils ­ Ground within 10 ft.
  of you is considered difficult terrain for others
  Draining Dark ­ Finisher. The next successful weapon
  attack made this round returns its damage as temporary
  hit points
  Encroaching
  Miasma
  ­
  A
  10­foot
  cube
  of
  mist
  demoralizes those who begin their turn in it, and can be
  leveraged to deal damage to all occupants
  From the Shadows ­ You produce a 20­ft. burst of
  darkness centered upon yourself that moves as you do and
  allows you to see through it
  Near Mist ­ Near misses made against foes deal cold
  damage
  Philosopher Level 6th
  Clinging Shadows ­ Creature within 60 feet is slowed
  for 1 round
  Crawl of the Bogeyman ­ You gain the benefits of the
  spider climb spell.
  Edge of Eveningtide ­ Finisher. Grant weapon an
  enhancement bonus and/or various dark­themed weapon
  special abilities
  Rock the Cradle ­ Melee attack fatigues target, or puts
  target to sleep if already fatigued
  Philosopher Level 8th
  Me and My Shadow ­ When not in use by a locus or
  waypoint, your shadow fulfills the requirements of a
  selected teamwork feat
  Tenebrous Tango* ­ Attacks have a chance to strike
  your shadow rather than you
  49
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Light
  No Prerequisite
  Armor of the Dawn ­ Gain an armor bonus to AC equal
  to your Wisdom modifier
  Dazzling Presence ­ Creatures that hit you in melee
  take damage and are dazzled
  Needles of Light ­ Produce a number of throwing
  daggers made of pure light
  Pillar of light ­ Produce a 10' cube of light, granting
  those within fast healing 1; additional investment heals
  those
  within
  for
  points
  of
  damage
  equal
  to
  your
  philosopher level
  Reflection ­ Become invisible, as the vanish spell
  Refraction
  ­
  Gain
  a
  +2
  deflection
  bonus
  to
  AC,
  increasing at high level
  Study the Illuminant ­ Your radiance pool increases in
  size by +2 points
  Ward Against the Shadow ­ Gain resistance equal to
  your philosopher level against cold and negative energy
  Special Prerequisite
  Erupting Mote ­ [req. radiant mote waypoint] Mote of
  light dazes a single creature
  Lightbringer ­ [req. radiance pool with a size of 2 or
  greater] You can cast daze, light, and flare at will as spell­
  like abilities, increasing the HD threshold of daze and
  gaining the ability to cast flare, mass as a spell­like ability
  at high level; reduces the size of your radiance pool by ­2
  On Wings of Light ­ [req. Fly 4 ranks] Produce wings,
  which
  grant
  a
  fly
  speed
  of
  60
  ft.
  with
  good
  maneuverability
  Thousand Points of Light ­ [req. philosopher level
  2nd, Dodge] Conjure globes which each deal damage
  equal to your philosopher level when thrown
  Tipped with Noon ­ [req. any two light waypoints]
  Weapons
  you
  wield
  deal
  additional
  damage
  on
  a
  successful hit, and further additional damage on a critical
  hit
  Philosopher Level 2nd
  Final Glimmers ­ Whenever you expend residuum,
  your weapons deal additional fire damage for a number of
  rounds equal to the amount expended
  Noonday Sight ­ Gain a bonus to Perception checks
  equal to half your philosopher level
  Noon's Glare ­ Finisher. Deal 2 + twice the amount of
  residuum spent fire damage immediately to all creatures
  adjacent to you, and again to all creatures that end their
  turn adjacent to you
  Radiant Eruption ­ Finisher. Deal 1d6 fire damage/3
  levels + 1d6 damage per residuum spent beyond the first
  and light creatures on fire in a 10­ft. burst
  Radiant Touch ­ Finisher. Deal 1d6 fire damage/2 levels
  + 2d6 damage per residuum spent beyond the first to
  touched creature
  Philosopher Level 4th
  Brittle Barrier ­ Finisher. Gain DR 3/­ per residuum
  expended, decreasing by ­1 each time it absorbs damage
  Reflecting Plates ­ Near misses made against you deal
  fire damage to the attacker
  Stoke the Coals ­ Take a penalty to initiative checks to
  gain a corresponding bonus to damage rolls in the first
  round of combat
  Philosopher Level 6th
  Edge of Morningtide ­ Finisher. Grant weapon an
  enhancement bonus and/or various light­themed weapon
  special abilities
  Lightfoot ­ You gain the benefits of the haste spell for 1
  round
  Radiant Mote ­ Hurl a mote of light as the searing light
  spell; empowered at high level
  Radiant Rampage ­ Finisher. Overkill damage is dealt
  to a nearby foe rather than wasted
  Philosopher Level 8th
  Blinding Brilliance ­ Deal philosopher level damage
  and blind all creatures within 30 ft. for 1d4 rounds
  Luminous Discharge ­ Cone of light deals 1d8 points of
  damage per two philosopher levels, blinds for 1 round,
  and dazzles for 2d4 rounds
  Dark or Light
  Philosopher Level 2nd
  Guided Blade ­ Finisher. Gain a +2 morale bonus on
  attack rolls and apply either Intelligence or Wisdom to the
  first weapon damage roll made each round
  Incredible
  Residuum
  ­
  Finisher.
  Treat
  chosen
  residuum pool as totally full for rounds equal to the
  amount of residuum in that pool at the time of finisher
  activation
  50
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Twilight
  Special Prerequisite
  Shadowy Illumination ­ [req. one dark waypoint, one
  light waypoint] Radiant mist sheds light, but only for you
  Philosopher Level 2nd
  Lingering Twilight ­ Whenever you use a waypoint, if
  you expended 1 point corresponding to the opposite
  descriptor in the last minute, its duration, if any,
  increases by +1 round.
  Philosopher Level 4th
  Abrupt Shift ­ Whenever you use a waypoint, if you used
  a waypoint of the other descriptor in the previous round,
  you may dazzle a foe in a threatened square
  Philosopher Level 6th
  Embraced Duality ­ Whenever you use a waypoint, if
  you used a waypoint of the other descriptor in the
  previous round, you are healed for 1 point of damage;
  doubles for greater waypoints
  Recycle Residuum ­ Transform 3 residuum into 1
  radiance or shadow pool point
  Residual Surge ­ Gaining residuum also grants 2
  temporary hit points
  Edgeblade Greater Waypoint Summary
  Dark
  Philosopher Level 5th
  Night's Fire ­ Finisher. Summon a darkfire elemental
  whose size is based on the amount of residuum you
  expended
  Shadow Swipe* ­ [req. any two waypoints that use your
  shadow] Steal another shadow for use in waypoints
  Shifting Shadows ­ Treat yourself as one size category
  larger or one size category smaller for a number of effects,
  but only if your shadow is not in use
  Surging Shadows ­ Finisher. Cast a number of cold and
  shadow­themed
  spells
  in
  a
  single
  action;
  duration
  increases as residuum spent increases
  Tag Team* ­ [req. any one teamwork feat] Your shadow
  makes an attack of opportunity whenever you do
  Umbral Swarm* ­ Shadow breaks apart into a swarm of
  vermin which becomes more powerful as you do
  Philosopher Level 10th
  Deepening Darkness ­ [req. any one dark greater
  waypoint] Using dark waypoints in consecutive rounds
  reduces
  their
  cost,
  but
  increases
  the
  cost
  of
  light
  waypoints
  Rage Against the Light* ­ You gain a stacking bonus to
  your deflection bonus to AC and your shadow attacks any
  creature that damages you while occupying a square you
  threaten
  Philosopher Level 15th
  Army of Darkness* ­ [req. any one dark greater
  waypoint] Your shadow splits into an army that obeys
  your command
  Light
  Philosopher Level 5th
  Effulgence ­ [req. any three light waypoints] Sources of
  existing light blind nearby creatures, then daze the
  following round
  Lights in the Darkness ­ Gain darkvision 60 ft., or
  increase existing darkvision range by 30 ft.
  Radiant
  Guardian ­ Finisher. Summon a radiant
  guardian elemental whose size is based on the amount of
  residuum you expended
  Surging Radiance ­ Finisher. Cast a number of fire and
  radiance­themed
  spells
  in
  a
  single
  action;
  duration
  increases as residuum spent increases
  Philosopher Level 10th
  Growing
  Brilliance ­ [req. any one light greater
  waypoint] Using light waypoints in consecutive rounds
  reduces
  their
  cost,
  but
  increases
  the
  cost
  of
  dark
  waypoints
  Shield of Noon ­ [req. any one light greater waypoint]
  Nearby allies gain temporary hit points each round and
  are healed when the effect's duration expires
  Sight of the Overstimulated ­ Gain blindsense 30 ft.
  and the Blind­Fight feat
  Philosopher Level 15th
  Mantle of Invulnerability ­ Finisher. Gain immunity
  to spells of 2nd­level or lower, increasing to 4th­level or
  lower if additional residuum is spent
  Dark or Light
  Philosopher Level 10th
  Scattered Dust ­ Grant nearby allies a residuum ability
  for a short period of time
  Twilight
  Philosopher Level 5th
  Cumulative Exposure ­ Deal damage to creatures in
  squares you threaten whenever you use waypoints in
  consecutive rounds
  Harmony in Motion ­ Recent expenditure of radiance
  and shadow points applies a +1 bonus to your dark and
  light waypoints, respectively
  Residual Shift ­ Prepare a new residuum ability in place
  of an already prepared one
  Study the Edge ­ Your radiance pool and shadow pool
  both increase in size by +2 points.
  Where All Things Intersect ­ Weave light and shadow
  together to produce a bag of holding whose capacity
  increases with your power; both of your pools decrease in
  size by ­1 point
  51
  Edgeblade Greater Waypoint Summary
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Edgewalker
  Just at home stalking the shadows for their prey as they
  are bringing luminescent wrath down upon their foes in
  a display of pyrotechnics, edgewalkers come across as
  walking paradoxes to most observers, most observers
  being defined as those who haven't just been shown, in
  excruciating detail, mind you, that both approaches are
  just as lethal. Edgewalkers believe in the duality of all
  things. Life and death, or light and darkness, for that
  matter, are just two sides to the same coin. How
  otherwise rational creatures, such as paladins, could get
  so riled up about one half of a duality is quite confusing
  to the neophyte edgewalker, though this soon passes
  given their philosophy's capacity to accept things as
  what they are.
  The training of an edgewalker resembles that of a
  martial, ascetic monk, while also resembling that of an
  assassin
  or
  other
  such
  stalker
  of
  the
  shadows.
  Experienced edgewalkers are just as cunning as they are
  wise and revel in the eventual realization that their
  training is a smattering of that of all other professions.
  By
  being
  trained
  in
  such
  a
  manner,
  edgewalkers
  understand
  the
  nature
  of
  their
  adversaries
  as
  extrapolated facets of themselves, granting themselves a
  significant advantage in battle.
  Walking the singular edge of all paths, the edgewalker's
  journey and outlook tends to be a source of amusement
  or confusion for all those he takes on as traveling
  companions, but there is no doubting that his strange
  combination of monk and assassin, light and darkness,
  and wisdom and naiveté are surprisingly effective when
  brought to bear.
  52
  Table: The Edgewalker
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Role: An edgewalker's role in a party is highly dependent
  upon his guiding philosophies. Some are cruel assassins,
  masters of stealth and subterfuge, while others are
  intelligent frontline fighters whose abilities confound
  their foes and trivialize their tactics and positioning. Still
  others are excellent in a support role. As they are capable
  of walking so many paths, the role of a particular
  edgewalker, as his allies will soon learn, is quite difficult
  to define.
  Alignment: Any. Edgewalkers come from all walks of life
  and embrace all moral philosophies, though edgewalkers
  who embrace the duality of their training to the fullest
  tend to gravitate toward neutral alignment.
  Hit Die: d8
  Starting Wealth: 2d6 x 10 gp (average 70 gp.) In
  addition, each character begins play with an outfit worth
  10 gp or less.
  The
  edgewalker's
  class
  skills
  are
  Acrobatics
  (Dex),
  Appraise (Int), Climb (Str), Craft (all) (Int), Disable
  Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal
  (Wis),
  Knowledge
  (dungeoneering)
  (Int),
  Knowledge
  (local) (Int), Knowledge (religion) (Int), Perception (Wis),
  Profession (Wis), Sense Motive (Wis), Sleight of Hand
  (Dex), Stealth (Dex), Swim (Str), and Use Magic Device
  (Cha).
  Skill Ranks per Level: 4 + Int modifier
  Class Features
  All of the following are class features of the edgewalker.
  Weapon Proficiency: Edgewalkers are proficient with
  simple weapons, the short sword, the rapier, the kukri,
  the sap, the shortbow, and the whip.
  Armor
  and
  Shield
  Proficiency: Edgewalkers are
  proficient with light armor and shields, but not tower
  shields. An edgewalker wearing armor or wielding a
  shield with which he is not proficient increases the
  shadow point and radiance point cost of all of his
  waypoints by +1. Waypoints with a shadow point or
  radiance point cost of 0 retain this cost and do not
  increase. (For example, a penalized waypoint that costs 2
  shadow points now costs 3 shadow points, NOT 3 shadow
  points and 1 radiance point.)
  Sneak Attack
  If an edgewalker can catch an opponent when he is unable
  to defend himself effectively from his attack, he can strike
  a vital spot for extra damage.
  The edgewalker's attack deals extra damage anytime her
  target would be denied a Dexterity bonus to AC (whether
  the target actually has a Dexterity bonus or not), or when
  the edgewalker flanks his target. This extra damage is 1d6
  at 1st level, and increases by 1d6 every three edgewalker
  levels thereafter. Should the edgewalker score a critical hit
  with a sneak attack, this extra damage is not multiplied.
  Ranged attacks can count as sneak attacks only if the
  target is within 30 feet.
  With a weapon that deals nonlethal damage (like a sap,
  whip, or an unarmed strike), a edgewalker can make a
  sneak attack that deals nonlethal damage instead of lethal
  damage. He cannot use a weapon that deals lethal damage
  to deal nonlethal damage in a sneak attack, not even with
  the usual –4 penalty.
  The edgewalker must be able to see the target well enough
  to pick out a vital spot and must be able to reach such a
  spot. A edgewalker cannot sneak attack while striking a
  creature with concealment.
  Journey
  through
  Light
  and
  Shadow
  (Su):
  An
  edgewalker is characterized by his willingness to embrace
  things that most would find to be polar opposites as parts
  of a greater whole. Such a philosophy lends itself to the
  peculiar martial training that they endure. Similar in
  many ways to the monastic training of the monk, the
  quick entry and extraction tactics of the assassin, and the
  manipulation of shadows favored by the shadowdancer,
  an edgewalker's training toes the line between all of these
  and none of these at once.
  At 1st level, an edgewalker has received sufficient training
  to be able to tap into the power inherent in the philosophy
  of the duality of the universe. He receives both a radiance
  pool, containing radiance points equal to his edgewalker
  level + his Wisdom modifier, and a shadow pool,
  containing shadow points equal to his edgewalker level +
  his Intelligence modifier. Both of these pools have a
  minimum size of 1.
  Both
  the
  radiance
  pool
  and
  the
  shadow
  pool
  are
  replenished each morning after 8 hours of rest or
  meditation; these hours do not need to be consecutive.
  Waypoint: At 1st level, an edgewalker has reached a
  critical
  point
  in
  his
  training.
  These
  critical
  points,
  moments of revelation along his journey through the
  infinite dualities of life, are known as waypoints. An
  edgewalker begins play with two waypoints. At 2nd level
  and every two levels thereafter, he gains an additional
  waypoint. An edgewalker must meet all the prerequisites
  of a waypoint in order to gain it.
  An edgewalker has a philosopher level that is equal to his
  class level. This philosopher level dictates the power of his
  waypoints. Further, the save DC of any saving throw
  called for by a waypoint is 10 + 1/2 the edgewalker's
  philosopher level + his Intelligence modifier (for dark
  waypoints) or his Wisdom modifier (for light waypoints).
  Waypoints that are both light and dark include the
  specific formulae for any saving throws.
  Waypoints are broken into two subtypes, light and dark,
  each subtype representing one half of the duality. Some
  waypoints are light, some are dark, and some are both
  light and dark. If an edgewalker has more waypoints of
  one subtype than the other, then his next waypoint must
  contain the subtype of which he has fewer.
  Waypoints marked with an asterisk (*) require use of the
  edgewalker's shadow. As the edgewalker only has a single
  shadow of his own, only one of these waypoints can be in
  effect at a time.
  53
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Evasion (Ex): At 2nd level and higher, an edgewalker
  can avoid even magical and unusual attacks with great
  agility. If he makes a successful Reflex saving throw
  against an attack that normally deals half damage on a
  successful save, he instead takes no damage. Evasion can
  be used only if the edgewalker is wearing light armor or
  no armor. A helpless edgewalker does not gain the benefit
  of evasion.
  Uncanny
  Dodge
  (Ex):
  Starting
  at
  3rd
  level,
  an
  edgewalker can react to danger before his senses would
  normally allow him to do so. He cannot be caught flat­
  footed, nor does he lose his Dexterity bonus to AC if the
  attacker is invisible. He still loses his Dexterity bonus to
  AC if immobilized. An edgewalker with this ability can
  still lose his Dexterity bonus to AC if an opponent
  successfully uses the feint action (see Combat) against
  him.
  If an edgewalker already has uncanny dodge from a
  different class, he automatically gains improved uncanny
  dodge (see below) instead.
  Greater Waypoint: Some destinations along the road
  of life are simply more poignant than others. At 5th level
  and every five levels thereafter, the edgewalker gains a
  greater waypoint for which he meets all the prerequisites.
  Like standard waypoints, greater waypoints are also
  broken into two subtypes, light and dark, and follow the
  rules for waypoint selection and shadow use as though
  they were any other waypoint.
  Lessons of the Road (Ex): At 5th level and every six
  levels thereafter, an edgewalker can choose to add +2 to
  the maximum size of his radiance pool, +2 to the
  maximum size of his shadow pool, or +1 to the maximum
  size of both his radiance pool and his shadow pool. These
  bonuses stack.
  Hide in Plain Sight (Ex): At 6th level, an edgewalker
  can use the Stealth skill even while being observed. As
  long as he is within 10 feet of some sort of shadow, an
  edgewalker can hide himself from view in the open
  without having anything to actually hide behind. He
  cannot, however, hide in his own shadow.
  Improved Uncanny Dodge (Ex): A edgewalker of 9th
  level or higher can no longer be flanked. This defense
  denies another edgewalker (or rogue) the ability to sneak
  attack the character by flanking him, unless the attacker
  has at least four more edgewalker (or rogue) levels than
  the target does.
  If a character already has uncanny dodge (see above)
  from another class, the levels from the classes that grant
  uncanny dodge stack to determine the minimum level
  required to flank the character.
  Improved Evasion (Ex): At 11th level, an edgewalker's
  evasion ability improves. He still takes no damage on a
  successful
  Reflex
  saving
  throw
  against
  attacks,
  but
  henceforth he takes only half damage on a failed save. A
  helpless edgewalker does not gain the benefit of improved
  evasion.
  Light is Darkness (Ex): At 20th level, an edgewalker's
  long internal struggle is finally over. Concepts that didn't
  seem like they could possibly fit within his philosophy
  suddenly fall into place. Light is darkness. All is one. He
  may spend radiance points to activate a waypoint that
  requires shadow points or shadow points to activate a
  waypoint that requires radiance points.
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point
  whenever they gain a level in a Favored Class, some races
  have the option of choosing from a number of other
  bonuses, depending upon their Favored Classes. The
  following options are available to the listed race who have
  edgewalkers as their Favored Class, and unless otherwise
  stated, the bonus applies each time you select the listed
  Favored Class reward.
  Aasimar – Add +1/4 to the maximum size of the
  radiance pool.
  Drow – Add resistance 1/2 against spells and abilities
  with the light descriptor or a general light motif.
  Dwarf – Waypoints that deal additional damage to
  undead and oozes deal an additional 1/2 damage.
  Elf ­ Waypoints with a duration of greater than 1 round
  that use the edgewalker's shadow last for +1/3 rounds.
  Gnome – Waypoints that deal additional damage to
  undead and oozes deal an additional 1/2 damage.
  Half­elf – Waypoints with a duration of greater than 1
  round that use the edgewalker's shadow last for +1/3
  rounds.
  Halfling – +1/2 to Stealth and Perception checks when
  in dim or bright light.
  Half­orc – Add +1/6 to the maximum size of both the
  radiance pool and the shadow pool.
  Hobgoblin – Add resistance 1/2 against spells and
  abilities with the light descriptor or a general light motif.
  Human – Add +1/6 to the maximum size of both the
  radiance pool and the shadow pool.
  Kobold – Add resistance 1/2 against spells and abilities
  with the light descriptor or a general light motif.
  Orc – Add resistance 1/2 against spells and abilities with
  the light descriptor or a general light motif.
  Puddling – +1/2 to Stealth and Perception checks when
  in dim or bright light.
  Tiefling – Add +1/4 to the maximum size of the shadow
  pool.
  54
  Favored Class
  Bonuses
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Edgewalker Archetypes
  Those who walk the edge are defined both by how they
  stand on the matter of the philosophical duality and by
  how they leverage the power of this duality. The former
  dictates which halves of the duality the 'walker can
  access, while the latter tends to be determined by the
  path the 'walker took to embrace the edge in the first
  place.
  It
  is
  this
  latter
  category
  that
  makes
  the
  edgewalker quite unique.
  While raw physicality is the domain of the edgeblade and
  raw
  philosophical
  inquiry
  is
  the
  domain
  of
  the
  antipodist, the edgewalker takes a path between the two.
  As such, when an edgewalker breaks away from the pack
  to do something different, the results are always a
  drastic departure from what passes as a core doctrine.
  Motebringer (Archetype)
  Some edgewalkers reject the philosophy of balance
  espoused by the majority of their peers, electing instead
  to focus their attentions on the powers of light and
  radiance. For their part, the rest of the edgewalkers don't
  really seem to mind. After all, how can one toe the path
  between two extremes if those extremes didn't exist?
  Motebringers have the following class features.
  55
  Table: The Motebringer
  Motebringer (Archetype)
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Radiant
  Journey
  (Su):
  As
  an
  edgewalker,
  the
  motebringer understands that polar opposites are indeed
  parts
  of
  a
  greater
  whole,
  but,
  unlike
  the
  typical
  edgewalker, the motebringer has some very well­formed
  opinions as to which half of that greater whole is wrong.
  At
  1st
  level,
  a
  motebringer
  gains
  a
  radiance
  pool
  containing radiance points equal to twice his motebringer
  level + his Wisdom modifier, minimum 1.
  The radiance pool is replenished each morning after 8
  hours of rest or meditation; these hours do not need to be
  consecutive.
  This ability replaces journey through light and shadow.
  Waypoint: At 1st level, a motebringer has reached a
  critical
  point
  in
  his
  training.
  These
  critical
  points,
  moments of revelation along his journey through the
  infinite dualities of life, are known as waypoints. A
  motewalker begins play with one waypoint. At 2nd level
  and every two levels thereafter, he gains an additional
  waypoint. A motebringer must meet all the prerequisites
  of a waypoint in order to gain it.
  A motebringer has a philosopher level that is equal to his
  class level. This philosopher level dictates the power of his
  waypoints. Further, the save DC of any saving throw
  called for by a waypoint is 10 + 1/2 the motebringer's
  philosopher level + his Intelligence modifier (for dark
  waypoints) or his Wisdom modifier (for light waypoints).
  Waypoints that are both light and dark include the
  specific formulae for any saving throws.
  Waypoints are broken into two subtypes, light and dark,
  each subtype representing one half of the duality of the
  edgewalker's philosophy. As the motebringer rejects the
  lessons of the dark, he may only ever select to learn
  waypoints with the light descriptor. Any waypoints with
  the light descriptor that require some shadow points to
  activate convert that cost to radiance points instead. For
  example, if a waypoint costs 1 radiance point and 2
  shadow points to activate, it costs 3 radiance points
  instead.
  This ability modifies waypoint.
  56
  Unlike the antipodist, the edgeblade and edgewalker
  have no base class mechanisms that allow them to
  select light over dark or dark over light. For these
  classes, such a choice is the realm of their archetypes.
  That
  said,
  as
  with
  the
  antipodist,
  given
  the
  anthropomorphizations we have applied to light and
  darkness throughout our species' history, to deny the
  opportunity to have a change of heart in this choice is
  to
  deny
  some
  excellent
  storytelling.
  With
  GM
  approval, which is recommended to come after a fair
  bit of roleplaying, an edgeblade or edgewalker can
  switch
  between
  the
  base
  class
  or
  any
  of
  its
  companion archetypes at will to reflect changes in
  the way he views the nature of the duality.
  When doing so, the following changes:
  When moving from the base class to an archetype or
  from an archetype to the base class, all now­illegal
  waypoints
  are
  lost
  and
  are
  replaced
  by
  new
  waypoints. When moving from the base class to an
  archetype,
  waypoints
  become
  illegal
  because
  of
  blanket descriptor lockout. When moving from an
  archetype to the base class, the "pyramid rule" comes
  into play. When replacing old, illegal waypoints with
  new, legal waypoints, replace them in level order.
  That is, the oldest illegal waypoint must be changed
  first, then the second oldest, and so on. When
  replacing a waypoint in this fashion, the character
  must select a waypoint for which he could have
  qualified when he first gained that waypoint slot. For
  example,
  an
  edgewalker
  replacing
  his
  2nd­level
  waypoint slot cannot place a waypoint that requires
  philosopher level 4th in that slot. He must treat
  himself as he was at 2nd level.
  In addition to the waypoint methodology listed
  above, a character need only translate his class
  abilities from his old choice to his new choice. If
  moving from the base class to an archetype, simply
  modify the abilities as dictated by the archetype. If
  moving from an archetype to the base class, simply
  take the base abilities that the archetype modifies or
  replaces and get rid of the archetype's abilities. If
  moving from an archetype to an archetype, change
  back to the base class first, then apply the archetype.
  Sidebar: Changes of Heart While
  Walking the Edge
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Infusions
  (Su): Infusions are the various ways a
  motebringer knows how to give physical form to light
  itself. At 2nd level, 3rd level, and every two motebringer
  levels thereafter, select one infusion from the list below.
  Infusions
  may
  be
  added
  to
  a
  radiant
  shawl
  (see
  lightweaving, below) to customize the benefits of wearing
  it.
  Buffering Glow
  Mote Point Cost: 3
  Requires: Motebringer 15
  The first time the wearer of the shawl would be reduced to
  below 0 hit points, he gains 20 temporary hit points
  before damage is dealt. These temporary hit points last
  for 1 round.
  Burning Brilliance
  Mote Point Cost: 4
  Requires: Motebringer 19
  Weapons wielded by the wearer of the shawl deal an
  additional 1d6 points of fire damage.
  Cleansing Brilliance
  Mote Point Cost: 4
  Requires: Motebringer 19
  The wearer of the shawl is immune to all poisons.
  Collecting Pockets
  Mote Point Cost: 2
  Requires: Motebringer 7
  A number of pockets have been sewn into the shawl. Like
  all
  pockets,
  bits
  of
  lint
  and
  other
  detritus
  slowly
  accumulate in them. As a standard action, the wearer of
  the shawl may root around in one of these pockets, grab a
  handful of lint, and hurl it. Treat the wad of lint as a
  thrown splash weapon with a range increment of 10 feet.
  Creatures within 5 feet of the point of impact of the lint
  are blinded for 1 round with a DC 10 + 1/2 the wearer's
  motebringer
  level
  +
  the
  wearer's
  Wisdom
  modifier
  Fortitude save to negate.
  Each time lint is thrown in this manner, there is a
  cumulative 20% chance that there is no more lint in the
  pockets for the day.
  Competent Glow
  Mote Point Cost: 1
  Requires: Motebringer 2
  When adding this infusion to a radiant shawl, choose an
  edgewalker class skill. The radiant shawl grants a +3
  competence bonus to the chosen skill.
  Special: This infusion can be added to a shawl up to five
  times. Each time, the required number of levels in the
  motebringer archetype increases by +4. Its effects stack.
  Duplicating Glare
  Mote Point Cost: 4
  Requires: Motebringer 15
  Whenever the wearer of the shawl successfully makes a
  saving throw against a non­magical poison effect, the next
  successful hit he makes with a weapon in the following
  round applies that same poison to the creature struck.
  Echoing Radiance
  Mote Point Cost: 3
  Requires: Motebringer 19
  Whenever the wearer of the shawl uses a greater waypoint
  with the light descriptor, the radiance point cost of any
  non­greater waypoints with the light descriptor is reduced
  by ­1, minimum 1, until the end of his next turn.
  Embracing Light
  Mote Point Cost: 3
  Requires: Motebringer 15
  The wearer of the shawl has resistance 15 against cold and
  fire. This effect is suppressed in areas of magical or
  supernatural darkness.
  Gaudy Shawl
  Mote Point Cost: 2
  Requires: Motebringer 7
  Other creatures within 10 feet of the wearer of the shawl
  are dazzled.
  Heavy Refraction
  Mote Point Cost: X; see text
  Requires: Motebringer 7
  As a standard action, the wearer of the shawl can become
  invisible (as per the invisibility spell). The wearer can
  remain invisible for 2 minutes per day per mote point
  spent upon this infusion. This duration does not need to
  be
  consecutive,
  but
  it
  must
  be
  spent
  in
  1­minute
  increments. Starting at 15th level, each time the wearer
  activates this ability, he can treat it as greater invisibility,
  though each round spent this way counts as 1 minute of
  the shawl's normal invisibility duration.
  Inspiring Glow
  Mote Point Cost: 1
  Requires: Motebringer 2
  When adding this infusion to a radiant shawl, choose
  Intelligence, Wisdom, or Charisma. The radiant shawl
  grants a +1 enhancement bonus to the chosen ability
  score.
  Special: This infusion can be added to a shawl up to six
  times. Each time, you must choose the same ability score
  and the required number of levels in the motebringer
  archetype increases by +3. Its effects stack.
  57
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Invigorating Glow
  Mote Point Cost: 1
  Requires: Motebringer 2
  When adding this infusion to a radiant shawl, choose
  Strength, Dexterity, or Constitution. The radiant shawl
  grants a +1 enhancement bonus to the chosen ability
  score.
  Special: This infusion can be added to a shawl up to six
  times. Each time, you must choose the same ability score
  and the required number of levels in the motebringer
  archetype increases by +3. Its effects stack.
  Mote Trail
  Mote Point Cost: 1
  When the wearer of the shawl moves, he leaves behind a
  trail of sparkling motes in all squares through which he
  moved. These motes last for 1 minute and provide
  illumination as a candle.
  Phosphorescent Weave
  Mote Point Cost: 1
  Requires: Motebringer 3
  Waypoints targeting only the wearer of the shawl have
  their duration increased by +1 round.
  Special: This infusion can be added to a shawl multiple
  times. Each time, the required number of levels in the
  motebringer archetype increases by +5. Its effects stack.
  Persistent Glow
  Mote Point Cost: 1
  Requires: Motebringer 2
  The radiant shawl grants a +1 resistance bonus to saving
  throws.
  Special: This infusion can be added to a shawl up to five
  times. Each time, the required number of levels in the
  motebringer archetype increases by +3. Its effects stack.
  Protecting Glow [force]
  Mote Point Cost: 2
  Requires: Motebringer 7
  The radiant shawl grants a +4 armor bonus to AC and
  provides immunity to the magic missile spell.
  Radiant Shadows
  Mote Point Cost: 3
  Requires: Motebringer 7
  When the motebringer first learns this infusion, he selects
  a single non­greater waypoint that requires the use of his
  shadow whose prerequisites would be met were he
  allowed to learn waypoints with the dark descriptor.
  While wearing the radiant shawl, the motebringer may
  use the selected waypoint as though it both had the light
  descriptor and its shadow point cost were converted to
  radiance points.
  Radiant Shadows, Greater
  Mote Point Cost: 4
  Requires: Motebringer 19
  When the motebringer first learns this infusion, he selects
  a single greater waypoint that requires the use of his
  shadow whose prerequisites would be met were he
  allowed to learn waypoints with the dark descriptor.
  While wearing the radiant shawl, the motebringer may
  use the selected waypoint as though it both had the light
  descriptor and its shadow point cost were converted to
  radiance points.
  Rapid Fluorescence
  Mote Point Cost: 1
  The motebringer may deactivate or reactivate the radiant
  shawl as a swift action.
  Shimmershift
  Mote Point Cost: 1
  Requires: Motebringer 3
  The outline of the wearer of the shawl subtly shifts,
  granting concealment (20% miss chance) against ranged
  attacks.
  Shimmerslice
  Mote Point Cost: 3
  Requires: Motebringer 11
  The wearer of the shawl can spin in a circle as a standard
  action, transforming his shawl into a killing edge for a
  moment. Make a melee touch attack against all other
  creatures within 5 feet, dealing 1d8 + Wisdom modifier
  slashing nedamage on a successful hit. Treat this as a
  natural weapon for the purpose of spells, items, and
  abilities that apply an enhancement bonus or weapon
  special ability to weapons. Sneak attack damage can
  apply. Damage dealt by this. ability is treated as magic for
  the purpose of overcoming damage reduction.
  Shimmerslide
  Mote Point Cost: 2
  Requires: Motebringer 11
  The wearer of the shawl gains a +1 dodge bonus to AC.
  Speed of Light
  Mote Point Cost: 1
  Requires: Motebringer 11
  The wearer of the shawl has a +2 bonus to initiative rolls.
  Striding Light
  Mote Point Cost: 2
  Requires: Motebringer 11
  The base land speed of the wearer of the shawl increases
  by +10 feet.
  58
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  String of Motes
  Mote Point Cost: 1
  Little spheres of light dotting the shawl allow the wearer
  of the radiant shawl to grant himself a temporary
  radiance point once per day as a standard action. This
  temporary radiance point lasts for 1 minute.
  Special: This infusion can be added to a shawl multiple
  times. Each time, it may be used an additional time per
  day.
  Sweeping Cloth
  Mote Point Cost: 2
  Requires: Motebringer 7
  The first creature to hit the wearer in melee each round is
  entangled for 1 round with no saving throw allowed.
  Tangled Light
  Mote Point Cost: 1
  Requires: Motebringer 3
  As a standard action that provokes attacks of opportunity,
  the wearer of the shawl may produce a strand of light that
  extends to a distance of up to 50 feet. Treat this as a silk
  rope that cannot be detached from the shawl. If the strand
  of light is cut from the shawl, it vaporizes immediately.
  Only one strand of light can be produced in this manner
  at any one time.
  Vital Glow
  Mote Point Cost: 1
  Requires: Motebringer 7
  The wearer of the shawl gains 1 temporary hit point at the
  beginning of each of his turns. This temporary hit point
  lasts for 1 round.
  Special: This infusion can be added to a shawl up to four
  times. Each time, the required number of levels in the
  motebringer archetype increases by +4. The temporary
  hit points granted by this infusion stack, but the duration
  of those temporary hit points remains constant.
  Weaponized Weave
  Mote Point Cost: 1
  Requires: Motebringer 2
  The wearer may fire a ray with a 30­foot range as a swift
  action, dealing 1 point of damage on a successful ranged
  touch attack.
  Special: This infusion can be added to a shawl multiple
  times. Each time, the required number of levels in the
  motebringer archetype increases by +3 and the amount of
  damage dealt by the ray increases by +1.
  Winding Light
  Mote Point Cost: 2
  Requires: Motebringer 15
  The first 5 feet of movement performed by the wearer of
  the shawl each round does not provoke attacks of
  opportunity.
  Lightweaving (Su): At 2nd level, motebringers master
  the art of weaving filaments of light together to make
  persistent, physical objects. As it just so happens that flat,
  roughly­rectangular objects are the easiest to make, the
  motebringers have taken to wearing rich drapes, known
  within the profession as radiant shawls, as their calling
  card.
  Each morning, the motebringer may spend 1 hour
  preparing a new radiant shawl or modifying an existing
  one. A motebringer may only ever have one radiant shawl,
  and
  producing
  a
  new
  one
  eliminates
  the
  old
  one
  immediately, allowing the motebringer to reclaim all of
  the mote points spent on it. When modifying an existing
  radiant shawl, the motebringer may choose to add new
  infusions at the cost of mote points, and/or remove
  infusions to refund mote points.
  A motebringer's radiant shawl occupies the shoulders slot,
  just like a normal cape or mantle. When worn, it grants a
  +1 dodge bonus to AC and imposes a ­5 penalty to Stealth
  checks made to avoid being seen. If wearing the shawl, the
  motebringer may deactivate it as a standard action,
  eliminating the light and leaving a transparent grey sheet
  of material. While deactivated, a radiant shawl grants no
  bonuses, but imposes no penalties. If wearing the shawl,
  the motebringer may reactivate it as a standard action. If
  the shawl is removed from the motebringer's shoulders
  for any reason, it deactivates immediately.
  Mote Pool (Su): At 2nd level, a motebringer gains a
  mote pool, representing his capacity to bend and shape
  light. The number of mote points in the motebringer's
  mote pool is equal to half the motebringer's class level,
  rounded down.
  The mote points in a motebringer's mote pool does not
  replenish itself over time. Rather, the motebringer spends
  points from the mote pool when adding an infusion to his
  radiant shawl and only regains those points when he
  removes that infusion.
  Lessons of Radiance (Ex): At 5th level and every six
  levels thereafter, the size of the motebringer's radiance
  pool increases by +2.
  This ability replaces lessons of the road.
  High
  Noon
  (Su):
  At
  6th
  level,
  the
  size
  of
  the
  motebringer's mote pool increases by +2.
  This ability replaces hide in plain sight.
  Shifting Noontide (Su): At 20th level, the motebringer
  may modify the infusion loadout of his radiant shawl as
  the lightweaving class feature once per day as a full­round
  action. Any limited use per day abilities granted by the
  shawl are completely replenished.
  This ability replaces light is darkness.
  59
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Shadowfriend (Archetype)
  The realization, as is the case with the unexpected, comes
  suddenly. A neophyte edgewalker sits with his instructor
  with little but the noonday sun to keep them company.
  Today's subject is highly philosophical in nature, and the
  instructor
  isn't
  the
  most
  charismatic
  man.
  The
  neophyte's attention wanders, and he begins to observe
  the world around him. In the noonday sun, nothing
  leaves a shadow. All is light.
  The neophyte finds this immensely more interesting than
  his instructor. Here is a snapshot in time of light with no
  shadow, an instant that would break the duality outright
  were the opposite, an instant of shadow without light,
  not true. Much to the instructor's chagrin, this leaves
  such an impression upon the neophyte that he makes the
  discovery of this moment his overarching goal. The hunt
  begins.
  Naturally, when we consider shadows, we also think of
  the source of light that allows for their creation, but, to
  have shadows without light, we must deviate from this
  path and get creative. When speaking metaphorically,
  shadows tend to equate to echoes. A man who has fallen
  far from where he once was in life can be considered to
  be a shadow of his former self, while the memory of a
  dead friend is itself a shadow of that friend. Attempting
  to find a path in this theoretical morass, our neophyte
  learns that such language is simply flowery metaphor
  and has no real basis in philosophy; however, there are
  shadows without light, blacker on black, that exist in and
  interact with this world. Drawing from both flowery
  metaphor and the philosophy of the duality, these
  undead shadows are the key.
  Undead that rise through sheer will, such as shadows
  and ghosts, represent the refusal to embrace death's
  finality. To those who walk the edge, they also represent
  a refusal to follow the rules of their native dichotomy,
  suggesting that something must be going on under the
  surface
  to
  bring
  about
  parity.
  The
  answer
  is
  in
  potentiality. If there exists a timeline in which an entity
  or idea is not given its due, it must be balanced out in an
  alternate universe. The fact that a soul lingers as a
  shadow here hints both at tragedy in another world and
  communication between alternate realities.
  Just as some universes live and live and live, some are
  doomed
  to
  die,
  and
  quite
  quickly.
  Any
  miniscule
  divergence in potentiality must be played out in parallel
  to the others, but many diverge for only a moment before
  conforming to an already­extant potentiality. Summary
  destruction
  awaits
  such
  potentialities;
  however,
  in
  eternal adherence to the duality, though the world may
  end, its shadow lives on.
  Through long study, our neophyte has discovered an
  infinite collection of shadows lingering about the edges
  of active potentiality, literally ghosts in the system. And
  as he is part of this process, an infinite number of those
  infinite shadows are copies of himself, lost and lonely,
  willing to do just about anything to see the world again.
  All a shadowfriend needs to do to have the
  staunchest of allies is reach out and grab himself.
  Shadowfriends have the following class features:
  Joined at the Ankle (Su): A shadowfriend begins play
  with his shadowself, a shadowy remnant of what used to
  be himself in an alternate potentiality. Unlike other
  minions,
  like
  a
  familiar
  or
  animal
  companion,
  a
  shadowself need not be bound to the shadowfriend's
  service in the classical sense because their motivations are
  rather equivalent. Full details for the shadowfriend's
  shadowself begin on page 61.
  If the shadowself is dismissed, lost, or destroyed, it can be
  replaced 1 week later through a specialized ritual that
  costs 200 gp per shadowfriend level. The ritual takes 8
  hours to complete.
  This ability replaces sneak attack.
  Umbral
  Journey
  (Su):
  As
  an
  edgewalker,
  the
  shadowfriend understands that polar opposites are indeed
  parts of a greater whole, but has some very well­formed
  opinions as to which half of that greater whole is wrong.
  At
  1st
  level,
  a
  shadowfriend
  gains
  a
  shadow
  pool
  containing shadow points equal to twice his shadowfriend
  level + his Intelligence modifier, minimum 1.
  The shadow pool is replenished each morning after 8
  hours of rest or meditation; these hours do not need to be
  consecutive.
  This ability replaces journey through light and shadow.
  Waypoint: At 1st level, a shadowfriend has reached a
  critical
  point
  in
  his
  training.
  These
  critical
  points,
  moments of revelation along his journey through the
  infinite dualities of life, are known as waypoints. A
  shadowfriend begins play with one waypoint. At 2nd level
  and every two levels thereafter, he gains an additional
  waypoint. A shadowfriend must meet all the prerequisites
  of a waypoint in order to gain it.
  A shadowfriend has a philosopher level that is equal to his
  class level. This philosopher level dictates the power of his
  waypoints. Further, the save DC of any saving throw
  called for by a waypoint is 10 + 1/2 the shadowfriend's
  philosopher level + his Intelligence modifier (for dark
  waypoints) or his Wisdom modifier (for light waypoints).
  Waypoints that are both light and dark include the
  specific formulae for any saving throws.
  Waypoints are broken into two subtypes, light and dark,
  each subtype representing one half of the duality of the
  edgewalker's philosophy. As the shadowfriend rejects the
  lessons of the light, he may only ever select to learn
  waypoints with the dark descriptor. Any waypoints with
  the dark descriptor that require some radiance points to
  activate convert that cost to radiance points instead. For
  example, if a waypoint costs 1 radiance point and 2
  shadow points to activate, it costs 3 radiance points
  instead.
  This ability modifies waypoint.
  60
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Surrounded by Shadow (Ex): Starting at 3rd level, a
  shadowfriend is assumed to have two separate shadows
  for the purpose of waypoints and loci that require the use
  of his shadow to function.
  Lessons of the Dark (Ex): At 5th level and every six
  levels thereafter, the size of the shadowfriend's shadow
  pool increases by +2.
  This ability replaces lessons of the road.
  The Shadowself
  Every choice brings about a split in the universe,
  effectively creating two or more parallel tracks that play
  out the consequences of each option presented at that
  moment; however, just as an incredible variety of
  universes are spawned every second, just as many
  universes are destroyed as they are brought back in line
  with the potentiality of already­extant universes. A
  shadowself is the victim of one of these lost universes. It
  is, in effect, a soul without a shell, without an afterlife,
  and without purpose, forgotten by the mechanisms that
  destroyed the universe around them and considered too
  unimportant to bother cleaning up.
  Those who walk the edge acts as a beacon for those
  leavings present in collapsed potentialities, and when a
  shadowself finds its shadowfriend, a partnership blooms.
  61
  Table: The Shadowself
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  A shadowself's Hit Dice, base attack bonus, and base save
  bonuses are dependent upon its master's shadowfriend
  level, and the progression of these quantities is given on
  Table: The Shadowself. A shadowself is a construct with a
  score of 10 in Wisdom and Charisma, Strength, Dexterity,
  and Intelligence scores equal to its master's base score in
  each ability, and no Constitution score on account of
  being a construct. As the shadowself is a shadow of the
  shadowfriend, the shadowself's size is always the same as
  the shadowfriend's size. If the shadowfriend is Medium,
  the shadowself is Medium, and so on. It has a base land
  speed of 30 feet no matter what its size happens to be, as
  well as a natural slam attack. A shadowself cannot also
  function as a familiar.
  Levels
  of
  different
  classes
  that
  are
  entitled
  to
  shadowselves stack for the purpose of any shadowself
  abilities that depend on the master's level.
  If a shadowself is dismissed, lost or dies, it can be
  replaced 1 week later through a specialized ritual that
  costs 200 gp per shadowfriend level. The ritual takes 8
  hours to complete.
  Master's
  Class
  Level:
  This
  is
  the
  character's
  shadowfriend level.
  HD: This is the total number of 10­sided (d10) Hit Dice
  the shadowself possesses. As a shadowself is a construct,
  it does not gain a Constitution modifier.
  BAB: This is the shadowself's base attack bonus. A
  shadowself's base attack bonus is equal to its Hit Dice.
  Shadowselves do not gain additional attacks using their
  natural weapons for a high base attack bonus.
  Fort Save: This is the shadowself's base Fortitude saving
  throw modifier.
  Ref Save: This is the shadowself's base Reflex saving
  throw modifier.
  Will Save: This is the shadowself's base Will saving
  throw modifier.
  Skills: This lists the shadowself's total skill ranks. A
  shadowself can assign skill ranks to any skill but they
  must possess the appropriate appendages to use some
  skills. A shadowself receives a number of skill ranks equal
  to 2 + its Intelligence modifier per HD. A shadowself
  cannot have more ranks in a skill than it has Hit Dice.
  Shadowself skill ranks are set once chosen, but can be
  reassigned if a shadowself is lost or dismissed and a new
  one is taken by the shadowfriend.
  The shadowself's class skill list is the same as its master's
  class skill list. Levels in classes other than shadowfriend,
  feats and abilities that grant additional class skills,
  equipment that grants additional class skills, and other
  means by which the shadowfriend can gain additional
  class skills also grant those class skills to his shadowself.
  Feats: This is the total number of feats possessed by the
  shadowself. Shadowselves can select any feat that they
  qualify
  for,
  but
  they
  must
  possess
  the
  appropriate
  appendages to use some feats. Shadowself feats are set
  once chosen, but can be reassigned if the shadowself is
  lost or dismissed and a new one is taken by the
  shadowfriend.
  Special: This includes a number of abilities gained by all
  shadowselves as they increase in power. Each of these
  bonuses is described below.
  Me and I (Ex): A shadowself is an echo of its master
  from an alternate universe. As a result, the powers of the
  duality
  get
  fairly
  confused
  around
  a
  shadowfriend/shadowself team. Whenever a waypoint
  would heal the master, he may redirect any or all of that
  healing to his shadowself as a free action. Further,
  waypoints with a range of personal may target either the
  shadowself or the shadowfriend.
  Shadow's Anatomy (Ex): A shadowself can make a
  mockery of many of the laws of physics on account of its
  having no mass. First and foremost, a shadowself is
  strictly two­dimensional and projects itself along a surface
  to move. As a result, it must occupy the same space as its
  master or a space containing a projectable surface (floor,
  wall, ceiling, cloud, the side of a foe, etc.) at all times and
  can creep along walls and ceilings as though it had spider
  climb. Should the surface upon which it is projected ever
  be taken away and there are no suitable surrogate surfaces
  in the space it occupies, the shadowself snaps back to the
  space occupied by its master and cannot take any action
  until the beginning of its master's next turn. While
  occupying the same space as its master, the shadowself
  automatically moves with its master as a free action. If its
  master gains the ability to fly, the shadowself gains the
  ability to fly with perfect maneuverability; similarly, if the
  master teleports while the shadowself occupies the same
  space
  as
  the
  master,
  it
  teleports
  along
  with
  him.
  Otherwise, the shadowself must be targeted as a separate
  creature for the purpose of that particular teleportation
  effect, if possible. If the shadowself occupies the same
  space as its master and has not performed an action
  (other than the automatic movement detailed above) in
  the last minute, its consciousness fades back to the void of
  dead potentialities, leaving behind nothing but a plain
  shadow and a line of communication with its master.
  While in this state, it cannot be affected by anything other
  than waypoints targeting it by means of the me and I
  ability. Leaving this state is a free action.
  Given its mostly­insubstantial nature, a shadowself can
  occupy a space occupied by another creature without
  either of them being treated as though there were another
  creature in the same square, never provokes attacks of
  opportunity on account of its movement, never makes
  attacks of opportunity of its own, and is immune to being
  bull rushed, grappled, repositioned, trampled, tripped,
  and overrun simply because it is flat against a surface at
  all times. By extension, a shadowself's penetrative power
  is based on something other than its mass, of which it has
  none. As a result, all attacks made by the shadowself are
  touch attacks. Finally, a shadowself has absolutely no
  discernable
  anatomy
  and
  is
  immune
  to
  both
  precision damage and critical hits.
  62
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Shadow's Limits (Ex): A shadowself relies on its
  master's presence to stay grounded in this universe. If the
  shadowself is ever more than 30 feet away from its master
  or out of its master's line of sight for more than 1 round,
  the shadowself curls up into a hollow ball of shadowstuff
  and becomes inactive. While curled up into a ball, it is
  helpless. If inactive for 1 hour, the shadowself dissipates
  and is lost. If its master repositions himself such that the
  shadowself is in line of sight and within 30 feet, it uncurls
  and becomes active again at the beginning of the
  shadowfriend's next turn.
  Sneak Attack (Ex): If a shadowself can catch an
  opponent when he is unable to defend himself effectively
  from his attack, it can strike a vital spot for extra damage.
  The shadowself's attack deals extra damage anytime its
  target would be denied a Dexterity bonus to AC (whether
  the target actually has a Dexterity bonus or not), or when
  the shadowself flanks its target. This extra damage begins
  at 1d6, and increases by 1d6 every even Hit Die thereafter.
  Should the shadowself score a critical hit with a sneak
  attack, this extra damage is not multiplied. Ranged
  attacks can count as sneak attacks only if the target is
  within 30 feet.
  With a weapon that deals nonlethal damage (like a sap,
  whip, or an unarmed strike), a shadowself can make a
  sneak attack that deals nonlethal damage instead of lethal
  damage. It cannot use a weapon that deals lethal damage
  to deal nonlethal damage in a sneak attack, not even with
  the usual –4 penalty.
  The shadowself must be able to see the target well enough
  to pick out a vital spot and must be able to reach such a
  spot. A shadowself cannot sneak attack while striking a
  creature with concealment.
  Speak with Master (Ex): A shadowself and the master
  can communicate verbally as if they were using a common
  language.
  Other
  creatures
  do
  not
  understand
  the
  communication without magical help.
  Shadow's Resilience (Ex): If the master is 2nd level or
  higher, the shadowself has DR 1/­ and uses its Intelligence
  modifier to calculate hit points, Fortitude saves, and any
  special ability that relies on Constitution. Every four
  master levels thereafter, this damage reduction increases
  by +1, to a maximum of DR 5/­ at 18th level.
  Shadow's Mimicry (Su): If the master is 4th level or
  higher, a shadowy copy of any weapon or shield wielded
  by the master appears in the hands of the shadowself.
  These shadowy copies are not exact duplicates of the
  equipment wielded by the master, however, and are
  considered masterwork weapons or shields of the type
  wielded by the master instead. The shadowself cannot
  drop or put away any equipment copied in this fashion
  and is proficient with that equipment only if its master is.
  When
  the
  master
  reaches
  8th
  level,
  shadow
  copy
  equipment
  produced
  in
  this
  manner
  has
  a
  +1
  enhancement bonus. Every four master levels thereafter,
  this enhancement bonus increases by +1, to a maximum
  of +4 at 20th level.
  Improved Evasion (Ex): If the master is 5th level or
  higher, when subjected to an attack that normally allows a
  Reflex saving throw for half damage, a shadowself takes
  no damage if it makes a successful saving throw and half
  damage even if the saving throw fails.
  63
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Edgewalker Waypoint Summary
  Waypoints marked with an asterisk (*) use your shadow.
  Dark
  No Prerequisite
  Black Wind ­ Shaken a single target for a short duration
  Conjured from Nothing ­ Produce a temporary facsimile
  of an object worth 2 gp or less
  Eventide
  ­
  Fatigued,
  exhausted,
  or
  Constitution­
  damaged creature is put to sleep
  Gliding Shadow ­ Temporarily ignore difficult terrain,
  and, at high level, ignore the need for Climb checks on all
  but the steepest of inclines
  Ichor of Selective Oblivion ­ Poison coats a weapon,
  dealing ability score damage on the next successful attack
  Shadow Snare* ­ Deploy your shadow as though it were
  a bear trap
  Study the Illusive ­ Your shadow pool increases by size
  by +2 points
  Tenebrous Implements ­ Create shadowy tools usable
  by various Craft skills and the Disable Device skill
  Ward Against the Glow ­ Gain resistance equal to your
  philosopher
  level
  against
  fire,
  spells
  with
  the
  light
  descriptor, and abilities with a light theme or motif
  Special Prerequisite
  Flanking Phantasm* ­ [req. two teamwork feats] Your
  shadow flanks your target, if possible
  Midnight Creeper ­ [req. Spring Attack] You deal an
  additional 1d3 points of sneak attack damage when
  flanking
  Peering Shadows* ­ [req. Stealth 1 rank] See through
  your shadow's "eyes"
  Shadow Dance ­ [req. Dodge] Gain a +2 dodge bonus to
  AC
  Strand of Darkness ­ [req. philosopher level 2nd,
  Weapon Finesse] Conjure a whip of darkness; at high
  level,
  whip
  deals
  lethal
  damage
  and
  gains
  an
  enhancement bonus
  Tipped with Midnight ­ [req. any two dark waypoints]
  Weapons you wield deal additional negative energy
  damage on a successful hit
  Philosopher Level 2nd
  Clothed in Obscurity ­ Gain a bonus to Stealth checks
  equal to half your philosopher level for 1 minute
  Gloom's Embrace ­ Subject takes a penalty equal to
  your philosopher level to its next attack roll
  Hide in Darkness ­ Gain concealment for rounds equal
  to half your philosopher level, rounded down
  Philosopher Level 4th
  A Thousand Grasping Tendrils ­ Ground within 10 ft.
  of you is considered difficult terrain for others
  Cushioned Landing ­ Reduce falling damage by the
  equivalent of 10 feet per shadow point expended
  Encroaching
  Miasma
  ­
  A
  10­foot
  cube
  of
  mist
  demoralizes those who begin their turn in it, and can be
  leveraged to deal damage to all occupants
  From the Shadows ­ You produce a 20­ft. burst of
  darkness centered upon yourself that moves as you do and
  allows you to see through it
  Near Mist ­ Near misses made against foes deal cold
  damage
  Philosopher Level 6th
  Clinging Shadows ­ Creature within 60 feet is slowed
  for 1 round
  Crawl of the Bogeyman ­ You gain the benefits of the
  spider climb spell.
  Philosopher Level 8th
  Extinguish the Spark ­ Rolls of 3­ on sneak attack
  damage each deal 1 point of Constitution damage
  Me and My Shadow ­ When not in use by a locus or
  waypoint, your shadow fulfills the requirements of a
  selected teamwork feat
  Tenebrous Tango* ­ Attacks have a chance to strike
  your shadow rather than you
  64
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Light
  No Prerequisite
  Armor of the Dawn ­ Gain an armor bonus to AC equal
  to your Wisdom modifier
  Dazzling Presence ­ Creatures that hit you in melee
  take damage and are dazzled
  Ichor of the Firefly ­ Radiant poison­like substance
  coats a weapon and deals 1d3 points of damage per
  philosopher level on the next successful attack
  Ignite Poison ­ Creature within 60 feet that is currently
  suffering from a poison effect is cured of all poison effects,
  but takes 1d6 points of fire damage per philosopher level
  Needles of Light ­ Produce a number of throwing
  daggers made of pure light
  Pillar of Light ­ Produce a 10' cube of light, granting
  those within fast healing 1; additional investment heals
  those
  within
  for
  points
  of
  damage
  equal
  to
  your
  philosopher level
  Reflection ­ Become invisible, as the vanish spell
  Refraction
  ­
  Gain
  a
  +2
  deflection
  bonus
  to
  AC,
  increasing at high level
  Study the Illuminant ­ Your radiance pool increases in
  size by +2 points
  Ward Against the Shadow ­ Gain resistance equal to
  your philosopher level against cold and negative energy
  Special Prerequisite
  Erupting Mote ­ [req. radiant mote waypoint] Mote of
  light dazes a single creature
  Lightbringer ­ [req. radiance pool with a size of 2 or
  greater] You can cast daze, light, and flare at will as spell­
  like abilities, increasing the HD threshold of daze and
  gaining the ability to cast flare, mass as a spell­like ability
  at high level; reduces the size of your radiance pool by ­2
  Luminous Legerdemain ­ [req. Disable Device 3
  ranks] Disable Device checks can be made at a range of 5
  feet per two philosopher levels
  On Wings of Light ­ [req. Fly 4 ranks] Produce wings,
  which
  grant
  a
  fly
  speed
  of
  60
  ft.
  with
  good
  maneuverability
  Thousand Points of Light ­ [req. philosopher level
  2nd, Dodge] Conjure globes which each deal damage
  equal to your philosopher level when thrown
  Tipped with Noon ­ [req. any two light waypoints]
  Weapons
  you
  wield
  deal
  additional
  damage
  on
  a
  successful hit, and further additional damage on a critical
  hit
  Philosopher Level 2nd
  Noonday Sight ­ Gain a bonus to Perception checks
  equal to half your philosopher level
  Philosopher Level 4th
  Brilliant Display ­ Produce a cone of bedazzlement, as
  color spray
  Reflecting Plates ­ Near misses made against you deal
  fire damage to the attacker
  Stoke the Coals ­ Take a penalty to initiative checks to
  gain a corresponding bonus to damage rolls in the first
  round of combat
  Philosopher Level 6th
  Lightfoot ­ You gain the benefits of the haste spell for 1
  round
  Radiant Mote ­ Hurl a mote of light as the searing light
  spell; empowered at high level
  Philosopher Level 8th
  Bask in the Glow ­ Rolls of 4+ on sneak attack damage
  dice each heal you for 1d4 points of damage
  Blinding Brilliance ­ Deal philosopher level damage
  and blind all creatures within 30 ft. for 1d4 rounds
  Luminous Discharge ­ Cone of light deals 1d8 points of
  damage per two philosopher levels, blinds for 1 round,
  and dazzles for 2d4 rounds
  Dark or Light
  No Prerequisite
  Poison Use ­ You can no longer accidentally poison
  yourself when applying poison to a weapon; the size of
  one pool decreases by ­1 point
  Special Prerequisite
  Residuum
  ­
  [req.
  philosopher
  level
  8th,
  toxin
  manufacturer waypoint] Poisons you create linger on the
  blade, dealing additional ability score damage for 1d4
  rounds after consumption of the dose; the size of one pool
  decreases by ­2 points
  Toxin Manufacturer ­ [req. poison use class feature or
  waypoint, Craft (alchemy) 5 ranks] Poisons you create
  have a +1 bonus to their DC and you receive a +2 bonus to
  Craft (alchemy) when making poisons; the size of one
  pool decreases by ­1 point
  65
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Twilight
  Special Prerequisite
  Insubstantial Toxin ­ [req. poison use class feature or
  waypoint] Conjure a vial of shadowstuff filled with any
  injury or contact poison worth up to 40gp per philosopher
  level
  Shadowy Illumination ­ [req. one dark waypoint, one
  light waypoint] Radiant mist sheds light, but only for you
  Philosopher Level 2nd
  Lingering Twilight ­ Whenever you use a waypoint, if
  you expended 1 point corresponding to the opposite
  descriptor in the last minute, its duration, if any,
  increases by +1 round.
  Philosopher Level 4th
  Abrupt Shift ­ Whenever you use a waypoint, if you used
  a waypoint of the other descriptor in the previous round,
  you may dazzle a foe in a threatened square
  Philosopher Level 6th
  Embraced Duality ­ Whenever you use a waypoint, if
  you used a waypoint of the other descriptor in the
  previous round, you are healed for 1 point of damage;
  doubles for greater waypoints
  Edgewalker Greater Waypoint Summary
  Dark
  Philosopher Level 5th
  Ichor of Indiscriminate Oblivion ­ Umbral poison
  coats a weapon, dealing damage to all ability scores
  Shadowstep
  ­
  [req.
  Improved
  Feint]
  Vanish
  and
  reappear adjacent to a creature within 60 feet, then
  perform a feint as a free action
  Shadow Swipe* ­ [req. any two waypoints that use your
  shadow] Steal another shadow for use in waypoints
  Shifting Shadows ­ Treat yourself as one size category
  larger or one size category smaller for a number of effects,
  but only if your shadow is not in use
  Tag Team* ­ [req. any one teamwork feat] Your shadow
  makes an attack of opportunity whenever you do
  Umbral Swarm* ­ Shadow breaks apart into a swarm of
  vermin which becomes more powerful as you do
  Philosopher Level 10th
  Deepening Darkness ­ [req. any one dark greater
  waypoint] Using dark waypoints in consecutive rounds
  reduces
  their
  cost,
  but
  increases
  the
  cost
  of
  light
  waypoints
  Rage Against the Light* ­ You gain a stacking bonus to
  your deflection bonus to AC and your shadow attacks any
  creature that damages you while occupying a square you
  threaten
  Philosopher Level 15th
  Army of Darkness* ­ [req. any one dark greater
  waypoint] Your shadow splits into an army that obeys
  your command
  Capstone
  Drag to Oblivion* ­ [req. philosopher level 20th, any
  two dark greater waypoints] Your shadow latches onto a
  creature and drags it to oblivion
  Light
  Philosopher Level 5th
  Effulgence ­ [req. any three light waypoints] Sources of
  existing light blind nearby creatures, then daze the
  following round
  Ichor of the Sun's Heart ­ Radiant poison­like slime
  coats a weapon, dealing 1d4 damage per philosopher level
  to creatures in a 10­ft. radius around the next creature
  struck
  Lights in the Darkness ­ Gain darkvision 60 ft., or
  increase existing darkvision range by 30 ft.
  Philosopher Level 10th
  Growing
  Brilliance ­ [req. any one light greater
  waypoint] Using light waypoints in consecutive rounds
  reduces
  their
  cost,
  but
  increases
  the
  cost
  of
  dark
  waypoints
  Shield of Noon ­ [req. any one light greater waypoint]
  Nearby allies gain temporary hit points each round and
  are healed when the effect's duration expires
  Sight of the Overstimulated ­ Gain blindsense 30 ft.
  and the Blind­Fight feat
  Philosopher Level 15th
  Attenuated Reflection ­ [req. any two light greater
  waypoints] Become invisible as greater invisibility
  Capstone
  A New Tomorrow ­ [req. philosopher level 20th, any
  two
  light
  greater
  waypoints]
  Your
  touch
  can
  raise
  creatures from the dead
  66
  Edgewalker Greater Waypoint Summary
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Twilight
  Philosopher Level 5th
  Cumulative Exposure ­ Deal damage to creatures in
  squares you threaten whenever you use waypoints in
  consecutive rounds
  Harmony in Motion ­ Recent expenditure of radiance
  and shadow points applies a +1 bonus to your dark and
  light waypoints, respectively
  Study the Edge ­ Your radiance pool and shadow pool
  both increase in size by +2 points.
  Where All Things Intersect ­ Weave light and shadow
  together to produce a bag of holding whose capacity
  increases with your power; both of your pools decrease in
  size by ­1 point
  Philosopher Level 10th
  Cry of the Whippoorwill ­ [req. any one greater
  waypoint that is both dark and light] Dying monks or
  spellcasters can replenish your pools
  Greater Insubstantial Toxin ­ [req. insubstantial
  toxin waypoint, toxin manufacturer waypoint, any one of ­
  ichor of indiscriminate oblivion greater waypoint, ichor of
  the sun's heart greater waypoint] Conjure a vial of
  shadowstuff filled with any injury or contact poison worth
  up to 100gp per philosopher level
  Perfect Harmony ­ [req. study the illuminant waypoint,
  study the illusive waypoint, study the edge greater
  waypoint]
  If
  your
  Wisdom
  modifier
  equals
  your
  Intelligence modifier, gain a +2 luck bonus to AC. If your
  Wisdom modifier is one away from your Intelligence
  modifier, gain a +1 luck bonus to AC.
  Sunrise and Sunset ­ [req. any two dark waypoints,
  any two light waypoints] You link yourself with another
  creature, dealing damage to it whenever you are healed,
  but the opposite is also true
  Tipped with Sunset ­ [req. tipped with midnight
  waypoint, tipped with noon waypoint] Successful critical
  hits with your weapons fatigue the creature struck
  Twilight Step ­ [req. Perception 8 ranks, Stealth 8
  ranks] Teleport through the shadows a short distance as
  dimension door
  Philosopher Level 15th
  Ichor of Twilight ­ [req. any dark greater waypoint, any
  light greater waypoint] Twilit poison­like slime causes
  subject to become shadowy, forcing all attacks made by
  and against it to be made at a 50% miss chance
  Capstone
  All is One ­ [req. philosopher level 20th, any seven light
  waypoints, any seven dark waypoints] Damage you deal
  temporarily
  bypasses
  all
  reduction,
  resistance,
  and
  immunity effects
  Antipodism Feats
  Compatible Philosophies (Antipode)
  You have learned that loci are just waypoints with a
  snootier name.
  Prerequisite: Waypoint class feature
  Benefit: You gain a 1st­level locus as a waypoint. This
  locus­turned­waypoint retains its radiance point and
  shadow point costs, if any. Further, if the locus­turned­
  waypoint interacts with other loci, it now interacts with
  other waypoints instead. Treat non­greater waypoints
  with no prerequisites as the equivalent of 1st­level loci for
  the purpose of such loci­turned­waypoint. For example, if
  you select double locus as your locus­turned­waypoint,
  you may expend additional radiance points or shadow
  points to target additional creatures when using any
  waypoint you know that targets a single creature and has
  no prerequisites. You must meet all the prerequisites of
  this locus.
  Confluence of Shadows (Antipode)
  Other walkers of the edge may be held back by the fact
  that they only have one shadow, but you have found
  certain... creative ways around that.
  Prerequisite: Any two dark greater waypoints
  Benefit: You are treated as though you possess an
  additional shadow for the purpose of loci and waypoints
  that make use of your shadow.
  Normal: You have one shadow.
  Deeply Philosophical (Antipode)
  You care a great deal about the search for the truth, and
  this fervor has manifested itself in the form of increased
  mental stamina.
  Prerequisite: Loci class feature
  Benefit: If you are a radiance antipodist, the size of your
  radiance pool increases by +2 points. If you are a shadow
  antipodist, the size of your shadow pool increases by +2
  points. If you are a twilight antipodist, the size of both
  your radiance pool and your shadow pool increases by +1
  point.
  Special: You can gain Deeply Philosophical multiple
  times. Its effects stack.
  67
  Antipodism Feats
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Duality's Embrace (Antipode)
  Those who walk the edge commit one cardinal sin that
  stops them from truly being one with their philosophy.
  Like all humanoids, they categorize and classify, going
  so far as to make themselves believe that each part of the
  duality is rigidly defined. You know better.
  Prerequisite: Loci class feature, philosopher level 4th
  Benefit: If the next locus you learn is dark, but not light,
  it loses the dark descriptor and gains the light descriptor.
  The locus' shadow point cost, if any, is added to its
  radiance point cost. Similarly, if the next locus you learn
  is light, but not dark, it loses the light descriptor and gains
  the dark descriptor. The locus' radiance point cost, if any,
  is added to its shadow point cost. If the next locus you
  learn does not match either of these cases, this feat is
  wasted.
  Special: You can gain Duality's Embrace multiple times.
  Each time, the required philosopher level to take this feat
  increases by +6.
  Extra Residuum (Antipode)
  As an edgeblade, you are an absolute master at recycling
  dual energies, so taking the time to learn how to
  manipulate those recycled leavings in new ways was a
  fairly obvious next step.
  Prerequisite: Residuum class feature
  Benefit: You gain an additional residuum ability. You
  must meet all the prerequisites of this ability.
  Special: You can gain Extra Residuum multiple times.
  Each time, select a new residuum ability.
  Extra Waypoint (Antipode)
  Your journey seems to be a bit more eventful than those
  of your peers.
  Prerequisite: Waypoint class feature Benefit: You gain
  one additional waypoint. You must meet all of the
  prerequisites for this waypoint.
  Special: You can gain
  Extra Waypoint multiple times.
  Further Study (Antipode)
  On second glance, really digging in and doing what it is
  antipodists do isn't at easy as you thought!
  Prerequisite: Compatible Philosophies
  Benefit: You immediately lose a waypoint that you know,
  gaining a 1st­level locus of your choice as a waypoint in its
  place. This locus­turned­waypoint retains its radiance
  point and shadow point costs, if any. Further, if the locus­
  turned­waypoint interacts with other loci, it now interacts
  with
  other
  waypoints
  instead.
  Treat
  non­greater
  waypoints with no prerequisites as the equivalent of 1st­
  level loci for the purpose of such loci­turned­waypoint.
  For example, if you select double locus as your locus­
  turned­waypoint, you may expend additional radiance
  points or shadow points to target additional creatures
  when using any waypoint you know that targets a single
  creature and has no prerequisites. You must meet all the
  prerequisites of this locus, and the subtype(s) of the
  chosen locus must match the subtype(s) of the forgotten
  waypoint.
  Special: If you choose to lose a waypoint with the greater
  subtype, you may select a 2nd­level locus or two 1st­level
  loci to gain in its place. When matching subtypes to the
  lost waypoint, you do not need to match the greater
  subtype.
  Special: You can gain Further Study multiple times.
  Each time, select a new waypoint to lose and a new
  waypoint to gain.
  Greater Stabilized Dust (Antipode)
  You have learned how to keep a sizable amount of
  residuum on hand at all times.
  Prerequisite: Stabilized Dust, maximum residuum pool
  size 5+
  Benefit: The stability score of your residuum pools
  increases by +1. This stacks with the bonus granted by
  Stabilized Dust.
  68
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Harmony of Essence (Antipode)
  You embrace the duality of your philosophy to a
  particularly extreme degree
  Prerequisite: Any one light greater waypoint, any one
  dark greater waypoint
  Benefit: Whenever you use a light waypoint, you treat
  your philosopher level as though it were +2 higher for the
  purpose of the next dark waypoint you use. This bonus
  lasts for 2 rounds.
  Whenever you use a dark waypoint,
  you treat your philosopher level as though it were +2
  higher for the purpose of the next light waypoint you use.
  This bonus lasts for 2 rounds. If you ever have a bonus to
  your philosopher level for the purpose of dark waypoints
  and a bonus to your philosopher level for the purpose of
  light waypoints, both bonuses end immediately.
  Luminous Truth (Antipode)
  Tapping into the light side of your philosophy grants you
  the ability to see things as they really are for a short time.
  Prerequisite: Any two light greater waypoints
  Benefit: Whenever you use a light waypoint, you gain the
  benefits of the true seeing spell for 1 round. This is a
  supernatural effect.
  Philosophical Specialty (Antipode)
  You have become a specialist in the use of a particular
  waypoint or locus.
  Prerequisite:
  Loci
  class
  feature
  or
  waypoint
  class
  feature, philosopher level 1st
  Benefit: Select a locus or waypoint that you know. Add
  +1 to the Difficulty Class for all saving throws against the
  selected locus or waypoint. In addition, if the sum of the
  radiance point and shadow point costs of that locus or
  waypoint is 3 or greater, then its point cost is reduced by
  ­1. In the case of a locus or waypoint that has both a
  radiance point and a shadow point cost, you choose which
  of the two costs to decrease, to a minimum of 1.
  Special: You can gain Philosophical Specialty multiple
  times. Each time, the required philosopher level to take
  this feat increases by +4 and you select another locus or
  waypoint that you know.
  Philosophical Wanderer (Antipode)
  If concepts could talk, you would be well known to them.
  Prerequisite: Well­rounded Study
  Benefit: Select a 1st­level locus you know that is not
  considered "well­traveled". It becomes "well­traveled".
  Special: You can gain Philosophical Wanderer multiple
  times. Each time, select a new 1st­level locus that is not
  considered "well­traveled". You cannot take this feat more
  times than you have taken the Well­rounded Study
  feat.
  Remedial Meditations (Antipode)
  Your research in the ways of the antipodist bore fruit,
  but also left your journey through waypoints stunted.
  Many shrug this off, but you relented and redoubled
  your efforts.
  Prerequisite: Further Study, philosopher level 12th
  Benefit: Select a waypoint you do not have that you
  chose to lose when taking the Further Study feat. You gain
  this waypoint.
  Stabilized Dust (Antipode)
  You have learned how to keep a small amount of
  residuum intact indefinitely.
  Prerequisite:
  Residuum
  class
  feature,
  maximum
  residuum pool size 3+
  Benefit: The stability score of your residuum pools
  increases by +1.
  Well­rounded Study (Antipode)
  Your search for truth among the mysteries of light and
  dark has led you to look into the tenets of additional
  philosophies.
  Prerequisite: Loci class feature
  Benefit: You gain one additional 1st­level locus for which
  you meet all the prerequisites.
  Special: You can gain Well­rounded Study multiple
  times. Each time, select a new 1st­level locus.
  69
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Waypoint List
  A Thousand Grasping Tendrils (Su; Dark)*
  Range: 10 feet
  Area: 10­ft. radius centered on you
  Duration: 1 round/2 levels
  Cost: 1 Shadow Point
  Requires: Philosopher level 4th
  Compatible Classes: Edgeblade, Edgewalker
  As a swift action, your shadow melts into the surrounding
  area, sending up finger­like protrusions. All unimpeding
  terrain within within 10 feet of you is now considered
  difficult terrain. Your shadow makes no attempt to hinder
  you personally, however, allowing you to move freely.
  Abrupt Shift (Ex; Dark, Light)
  Requires: Philosopher level 4th
  Compatible Classes: Edgeblade, Edgewalker
  Nearly all living creatures have been subjected to a bright
  light after staring into inky blackness for a time. Few of
  them have ever found it pleasant. Whenever you use a
  waypoint with the dark descriptor, if you used a waypoint
  with the light descriptor in the last round, you may dazzle
  a creature in a square you threaten for 1 round as an
  immediate action with no saving throw allowed. Similarly,
  whenever you use a waypoint with the light descriptor, if
  you used a waypoint with the dark descriptor in the last
  round, you may dazzle a creature in a square you threaten
  for 1 round as an immediate action with no saving throw
  allowed. Creatures without a sense of sight are immune to
  this ability.
  Armor of the Dawn (Su; Light)
  Range: personal
  Target: you
  Duration: 1 minute
  Cost: 1 Radiance Point
  Compatible Classes: Edgeblade, Edgewalker
  Shimmering plates of light resembling segmentata armor
  appear on your body as a standard action. You gain an
  armor bonus to AC equal to your Wisdom modifier;
  however, this armor sheds light as though it were a torch
  and imposes a ­10 penalty to Stealth checks.
  Bask in the Glow (Su; Light)
  Range: personal
  Target: you
  Duration: instntaneous
  Cost: 1 Radiance Point
  Requires: Philosopher level 8th
  Compatible Classes: Edgewalker
  Everything has an inner glow, and a little careful...
  twisting can let that glow out. Whenever you successfully
  hit with an attack that deals sneak attack damage, you
  may coax the victim's glow into being seen as an
  immediate action. For each '4', '5', or '6' rolled for sneak
  attack damage, you are healed for 1d4 points of damage.
  This waypoint cannot be used at the same time as rogue
  talents that modify sneak attacks.
  Black Wind (Su; Dark) [mind­affecting]
  Range: 30 feet
  Area: 30­ft. cone
  Duration: instantaneous
  Cost: 1 Shadow Point
  Compatible Classes: Edgeblade, Edgewalker
  The black wind blows. As a standard action, you breathe a
  30­foot cone of unsettling fumes that causes those caught
  in it to become shakened for 1 round with a Will save to
  negate. At philosopher level 5th and every 5 philosopher
  levels thereafter, the duration of the shakened condition
  increases by +1 round, to a maximum of 5 rounds at 20th
  level.
  Blinding Radiance (Su; Light)
  Range: 30 feet
  Area: 30­ft.­radius burst centered on you
  Duration: instantaneous
  Cost: 2 Radiance Points
  Requires: Philosopher level 8th
  Compatible Classes: Edgeblade, Edgewalker
  As a standard action, you will your body to glow with a
  harsh inner radiance. Creatures within 30 feet take
  damage equal to your edgewalker level and are blinded for
  1d4 rounds with a DC 10 + 1/2 your edgewalker level +
  your Wisdom modifier Fortitude save to negate the blind
  effect. Creaures without a sense of sight are immune.
  Brilliant Display (Sp; Light)
  Range: as spell
  Area: as spell
  Duration: as spell
  Cost: 1 Radiance Point
  Requires: Philosopher level 4th
  Compatible Classes: Edgewalker
  As a standard action, you produce a cone of bedazzlement,
  as the color spray spell, with a caster level equal to your
  edgewalker level. The save DC against this ability is 10 +
  1/2 your philosopher level + your Wisdom modifier.
  Brittle Barrier (Su; Finisher, Light)
  Range: personal
  Target: you
  Duration: 1 round/level
  Cost: 2 Light Residuum
  Requires: Philosopher level 4th
  Compatible Classes: Edgeblade
  As a swift action, you cover your body in plates of
  hardened light, granting yourself DR 3/­. Whenever this
  barrier prevents damage, the amount of DR granted by
  this waypoint decreases by ­1. If the damage reduction
  granted by this waypoint is ever equal to 0/­, it ends
  immediately.
  Escalation: When activating this finisher, you may expend
  any amount of additional light residuum. For each point
  of light residuum expended in this manner, the damage
  reduction granted by this waypoint increases by +3.
  70
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Clinging Shadows (Su; Dark)
  Range: 60 feet
  Target: one creature
  Duration: 1 round
  Cost: 1 Shadow Point
  Requires: Philosopher level 6th
  Compatible Classes: Edgeblade, Edgewalker
  As a swift action, you cause shadows to spring into action
  and weigh your target down. A single creature within 60
  feet takes the penalties of the slow spell with a Fortitude
  save to negate.
  Clothed in Obscurity (Su; Dark)
  Range: personal
  Target: you
  Duration: 1 minute
  Cost: 1 Shadow Point
  Requires: Philosopher level 2nd
  Compatible Classes: Edgeblade, Edgewalker
  As a standard action, you wrap yourself in shadows as one
  would a blanket on a cold night. You gain an insight
  bonus to Stealth checks equal to half your philosopher
  level, rounded down.
  Conjured from Nothing (Su; Dark)
  Range: personal
  Target: you
  Duration: 1 minute/level
  Cost: 1 Shadow Point
  Compatible Classes: Edgeblade, Edgewalker
  As a standard action, you can pull a shadowy facsimile of
  a mundane object worth 2 gp or less out of thin air. This
  object looks like it is made of pure shadow, which it is, but
  has all the physical and chemical properties of that which
  it is mimicking, be it rope, water, lantern oil, or dagger.
  An object made in this fashion persists for minutes equal
  to your philosopher level, but vanishes immediately if it is
  affected by a spell with the light descriptor or if it is
  otherwise exposed to a source of bright light.
  Crawl of the Bogeyman (Su; Dark)
  Range: personal
  Target: you
  Duration: 1 minute/level
  Cost: 2 Shadow Points
  Requires: Philosopher level 6th
  Compatible Classes: Edgeblade, Edgewalker
  As a standard action, your body becomes somewhat
  umbral and gains the clinging properties of shadows,
  granting you the benefits of the spider climb spell.
  Cushioned Landing (Ex; Dark)
  Requires: Edgewalker 4
  Whenever you would take falling damage, you may spend
  1 shadow point as a free action to treat the fall as though it
  were 10 feet shorter than it actually was. This may be
  performed multiple times. You cannot prevent more than
  half of the damage from a single fall in this fashion.
  Dazzling Presence (Su; Light)
  Range: personal
  Target: you
  Duration: Wis modifier rounds
  Cost: 1 Radiance Point
  Compatible Classes: Edgeblade, Edgewalker
  A warm light suffuses your flesh as a standard action.
  Creatures that successfully deal damage to you in melee
  take 1 point of damage and are dazzled for 1 round with no
  saving throw allowed. At philosopher level 6th and every
  six philosopher levels thereafter, the damage dealt by this
  ability increases by +1 and the duration of the dazzled
  effect increases by +1 round, to a maximum of 4 damage
  and 4 rounds at 18th level. Vampires, oozes, creatures
  with the dazzled condition, and other creatures with a
  severe sensitivity to light take double damage from this
  ability.
  At philosopher level 11th, this ability can be activated as a
  swift action. Doing so increases its cost to 2 radiance
  points.
  Draining Dark (Su; Dark, Finisher)
  Range: personal
  Target: you
  Duration: see text
  Cost: 2 Dark Residuum
  Requires: Philosopher level 2nd
  Compatible Classes: Edgeblade
  As a swift action, you channel the deep cold inherent in
  those areas untouched by the sun. The first successful
  weapon attack you make this round returns its damage to
  you as temporary hit points. These temporary hit points
  last for 1 round per philosopher level.
  71
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Edge of Eveningtide (Su; Dark, Finisher)
  Range: personal; 15 ft. starting at philosopher level 12th
  Target: a wielded weapon
  Duration: see text
  Cost: 1 Dark Residuum
  Requires: Philosopher level 6th
  Compatible Classes: Edgeblade
  As a swift action, you begin to channel your collected dark
  residuum into a single weapon you are actively wielding,
  granting that weapon an enhancement bonus equal to
  your maximum dark residuum. This enhancement bonus
  stack with existing enhancement bonuses and may be
  used to increase the item’s enhancement bonus up to +5
  or to add any of the following weapon properties: agile,
  culling,
  cunning,
  frost,
  frost
  burst,
  keen,
  mighty
  cleaving, rusting, seeking, speed, vicious, or wounding. If
  the weapon is not magical, at least a +1 enhancement
  bonus must be added before adding special abilities.
  Duplicate
  special
  abilities
  do
  not
  stack.
  While
  this
  waypoint is in effect, you can neither perform the edge of
  morningtide waypoint, nor other dark waypoints with the
  finisher subtype, and you lose 1 dark residuum at the
  beginning of each of your turns. When your dark
  residuum is equal to 0, this waypoint ends immediately.
  Starting at 12th level, for the duration of this waypoint, all
  weapons wielded by allies within 15 feet gain a single
  weapon special ability with a +1 enhancement modifier
  chosen from the above list. You select the weapon special
  ability to grant, but need not choose that weapon special
  ability for your own weapon. All allies are granted the
  same weapon special ability.
  Edge of Morningtide (Su; Light, Finisher)
  Range: personal, 15 ft. starting at philosopher level 12th
  Target: a wielded weapon
  Duration: see text
  Cost: 1 Light Residuum
  Requires: Philosopher level 6th
  Compatible Classes: Edgeblade
  As a swift action, you begin to channel your collected light
  residuum into a single weapon you are actively wielding,
  granting that weapon an enhancement bonus equal to
  your maximum light residuum. This enhancement bonus
  stacks with existing enhancement bonuses and may be
  used to increase the item’s enhancement bonus up to +5
  or to add any of the following weapon properties: brilliant
  energy, compassionate, conserving, dancing, defending,
  dazzling, disruption, flaming, flaming burst, ghost touch,
  lifesurge, or spell storing. If the weapon is not magical, at
  least a +1 enhancement bonus must be added before
  adding special abilities. Duplicate special abilities do not
  stack. While this waypoint is in effect, you can neither
  perform the edge of eveningtide waypoint, nor other light
  waypoints with the finisher subtype, and you lose 1 light
  residuum at the beginning of each of your turns. When
  your light residuum is equal to 0, this waypoint ends
  immediately.
  Starting at 12th level, for the duration of this waypoint, all
  weapons wielded by allies within 15 feet gain a single
  weapon special ability with a +1 enhancement modifier
  chosen from the above list. You select the weapon special
  ability to grant, but need not choose that weapon special
  ability for your own weapon. All allies are granted the
  same weapon special ability.
  Embraced Duality (Ex; Dark, Light)
  Requires: Philosopher level 6th
  Compatible Classes: Edgeblade, Edgewalker
  The dawn symbolizes a new beginning, while dusk
  symbolizes rest. By aligning your actions with these two
  concepts, you find yourself invigorated simply by being.
  Whenever you use a waypoint with the light descriptor, if
  you used a waypoint with the dark descriptor in the last
  round, you are healed for 1 point of damage. Similarly,
  whenever you use a waypoint with the dark descriptor, if
  you used a waypoint with the light descriptor in the last
  round, you are healed for 1 point of damage. If a
  qualifying waypoint is also a greater waypoint, then you
  are healed for 2 points of damage instead.
  72
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Encroaching Miasma (Dark)
  Range: 60 feet
  Area: a 10' cube
  Duration: Int modifier rounds
  Cost: 1 Shadow Point
  Requires: Philosopher level 4th
  Compatible Classes: Edgeblade, Edgewalker
  As a standard action, you fill a 10­foot cube within 60 feet
  with a deep and oppressive gloom. Creatures that begin
  their turn within the cube are demoralized for 1 round
  with a Will save to negate. As a standard action, you may
  spend 1 shadow point to cause all creatures within the
  cube to take damage equal to your philosopher level with
  a Fortitude save to negate. Demoralized creatures take an
  additional ­2 penalty to this Fortitude save.
  Erupting Mote (Light)
  Range: 30 feet
  Effect: orbiting sphere of light
  Duration: Wis modifier rounds
  Cost: 2 Radiance Points
  Requires: Radiant mote waypoint
  Compatible Classes: Edgeblade, Edgewalker
  You clasp your hands together and produce a warm
  sphere of coalesced light as a standard action. At any time
  over the course of its duration, you may direct the sphere
  to explode in the face of a single creature within 30 feet as
  a swift action. That creature is dazed for 1 round with a
  Fortitude save to negate. Creatures that do not have a
  sense of sight are immune to this ability.
  Eventide (Dark)
  Range: 30 feet
  Target: one fatigued, exhausted, or Con damaged/drained
  creature
  Duration: instantaneous
  Cost: 1 Shadow Point
  Compatible Classes: Edgewalker
  Sundown is when the tired should rest. As a standard
  action, you cause a creature within 30 feet that is
  currently
  fatigued,
  exhausted,
  or
  suffering
  from
  Constitution damage or drain to fall asleep. A Fortitude
  save negates. Once affected by this ability, a creature
  cannot be affected again for 24 hours or until it gains the
  fatigued condition, gains the exhausted condition, or
  takes
  further
  Constitution
  damage
  or
  drain.
  Extinguish the Spark (Dark)
  Range: personal
  Target: you
  Duration: instntaneous
  Cost: 1 Shadow Point
  Requires: Philosopher level 8th
  Compatible Classes: Edgewalker
  The shadows always long to throw themselves over the
  light, to blot it out, heedless of the fact that, in doing so,
  they doom themselves. Whenever you successfully hit
  with an attack that deals sneak attack damage, you may
  invest a small measure of that longing into your strike as
  an immediate action. For each '1', '2', or '3' rolled for
  sneak attack damage, you also deal 1 point of Constitution
  damage. This waypoint cannot be used at the same time
  as rogue talents that modify sneak attacks.
  Final Glimmers (Ex; Light)
  Requires: Philosopher level 2nd
  Compatible Classes: Edgeblade
  Whenever you expend light residuum, weapons you wield
  deal an additional point of fire damage for rounds equal to
  the number of points of residuum expended. The duration
  of this ability stacks, to a maximum of rounds equal to
  your maximum light residuum.
  Final Phantoms (Ex; Dark)
  Requires: Philosopher level 2nd
  Compatible Classes: Edgeblade
  Whenever the you expend dark residuum, weapons you
  wield deal an additional point of cold damage for rounds
  equal to the number of points of residuum expended. The
  duration of this ability stacks, to a maximum of rounds
  equal to your maximum dark residuum.
  73
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Flanking Phantasm (Su; Dark)*
  Range: see text
  Target: you
  Duration: Int modifier rounds
  Cost: 2 Shadow Points
  Requires: Any two teamwork feats
  Compatible Classes: Edgeblade, Edgewalker
  You bark at your shadow, a standard action, and get it to
  help you in combat. If you are in melee combat with a
  creature and the space that would enable flanking were it
  filled is empty, your can order your shadow to occupy that
  square as a free action, thus granting you flanking. Your
  shadow is utterly insubstantial and other creatures may
  occupy the square it occupies with no ill effects; however,
  the square must be unoccupied (except for your shadow)
  in order for you to gain flanking from your shadow. You
  can only flank one creature in this manner at a time. Each
  round, you may have your shadow flank a different
  creature as a free action. If you fail a saving throw against
  a spell or ability with the light descriptor or a general light
  motif, your shadow lets out a hideous wail, returns to its
  proper
  place
  at
  your
  feet,
  and
  the
  ability
  ends
  immediately. Spells and abilities with the light descriptor
  or a general light motif that do not allow a saving throw
  allow a Fortitude save to negate ending this ability. The
  full effect of the spell still affects you if you make this
  save. You just let to keep your shadow.
  From the Shadows (Su; Dark)
  Range: 20 feet
  Area: 20­ft. radius centered on you
  Duration: 1 round + 1 round/2 levels
  Cost: 1 Shadow Point
  Requires: Philosopher level 4th
  Compatible Classes: Edgeblade, Edgewalker
  As a standard action, you begin to emanate a plume of
  shadows, as the darkness spell. You may see through this
  plume of shadows unhindered. The area of effect of this
  waypoint moves as you do.
  Gliding Shadow (Su; Dark)
  Range: personal
  Target: you
  Duration: Int modifier rounds
  Cost: 1 Shadow Point
  Compatible Classes: Edgeblade, Edgewalker
  As a swift action, you can make your body move as
  effortlessly as a shadow. You ignore the movement speed
  penalty for difficult terrain. At 11th level, you can also
  effortlessly scale acute inclines, that is, walls, cliff faces,
  and other inclines that are less than 90 degrees. Buildings
  in good repair, such as the exterior wall of a house and
  castle walls, are assumed to be exactly 90 degrees if not
  explicitly stated otherwise and, therefore, cannot be
  scaled in this manner.
  Gloom's Embrace (Su; Dark) [mind­affecting]
  Range: touch
  Target: one creature
  Duration: 1 round or until discharged; see text
  Cost: 1 Shadow Point
  Requires: Philosopher level 2nd
  Compatible Classes: Edgeblade, Edgewalker
  As a move action, you manipulate the senses of a creature,
  causing its perception to become hazy. That creature takes
  a penalty equal to your philosopher level to its next attack
  roll. A Will save negates.
  Note: Bear in mind that this ability has a range of touch
  (aka squares you threaten), but is not a touch ability.
  Guided Blade (Su; Finisher)
  Range: personal
  Target: you
  Duration: 1 round + 1 round/8 levels
  Cost: 1 Light Residuum OR 1 Dark Residuum
  Requires: Philosopher level 2nd
  Compatible Classes: Edgeblade
  As a swift action, you momentarily submerge your ego in
  the crashing waves of your philosophy, gaining a +2
  morale bonus to attack rolls. In addition, if you expend
  light residuum on this finisher, you add your Wisdom
  modifier to your first weapon damage roll made each
  round, while if you expended dark residuum, you add
  your Intelligence modifier in the same manner instead.
  If you choose to spend from you dark residuum pool, this
  is a dark waypoint. Similarly, if you choose to spend from
  your light residuum pool, this is a light waypoint.
  Hide in Darkness (Su; Dark)
  Range: personal
  Target: you
  Duration: 1 round/2 levels
  Cost: 1 Shadow Point
  Requires: Philosopher level 2nd
  Compatible Classes: Edgeblade, Edgewalker
  As a move action, you wreathe yourself in shadows,
  granting yourself concealment (20% miss chance).
  74
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Ichor of the Firefly (Su; Light)
  Range: personal
  Target: a wielded weapon
  Duration: Wis modifier minutes or until consumed;
  see text
  Cost: 2 Radiance Points
  Compatible Classes: Edgewalker
  As a standard action, you cause a single weapon you are
  currently
  wielding
  to
  become
  coated
  in
  a
  slightly
  luminescent slime. Though this slime is not a poison, it
  denatures any poisons already in place on your weapons.
  If another poison is added after the ichor is conjured, then
  it immediately denatures that poison, too. A denatured
  poison is rendered useless at the chemical level and
  cannot be used or reclaimed later. The luminescence of
  the ichor of the firefly is fairly short­lived. If not used
  within minutes equal to your Wisdom modifier, it fades
  and becomes denatured slime. Once the ichor itself is
  denatured, it can no longer denature poisons.
  When a creature is struck by and takes damage from a
  weapon coated in this slime, its body is invaded by
  virulent
  light,
  taking
  1d3
  points
  of
  damage
  per
  philosopher level. Oozes, vampires, and other creatures
  with a severe sensitivity to light take 1d6 points of damage
  per philosopher level instead. Additionally, the creature's
  body begins to glow violently on a failed Fortitude save. A
  creature glows for rounds equal to half your philosopher
  level, rounded down. While glowing, its form is so radiant
  that its outline is clearly visible even if it would otherwise
  be invisible. Undead creatures must instead make a Will
  save against the glowing effect.
  Ichor of the firefly is only good for one attack. Once a
  weapon coated with the stuff triggers its effects, the slime
  is consumed. Incorporeal creatures, which have no body,
  are
  completely
  immune
  to
  the
  slime.
  Striking
  an
  incorporeal creature can neither trigger nor consume the
  slime.
  Ichor of Selective Oblivion (Su; Dark)
  Range: personal
  Target: a wielded weapon
  Duration: Int modifier minutes or until consumed;
  see text
  Cost: 2 Shadow Points
  Compatible Classes: Edgewalker
  As a standard action, you cause a single weapon you are
  currently wielding to become coated in a slime that draws
  light out of the air around it. This slime counts as a poison
  and denatures any other poisons already in place on your
  weapon. If another poison is added after the ichor is
  conjured, then it immediately denatures that poison, too.
  A denatured poison is rendered useless at the chemical
  level and cannot be used or reclaimed later. Since this
  slime is conjured out of nowhere and not physically
  applied, you do not risk poisoning yourself when using
  this ability. The shadowiness of the ichor of selective
  oblivion is fairly short­lived. If not used within minutes
  equal to your Intelligence modifier, it fades and becomes
  denatured slime. Once the ichor itself is denatured, it can
  no longer denature poisons.
  When a creature is struck by and takes damage from a
  weapon coated in this slime, its body is wracked by a host
  of malevolent toxins, taking damage to an ability score of
  your choice with a Fortitude save to negate. The ability
  damage
  dealt
  by
  this
  poison
  increases
  with
  your
  philosopher level. See Table: Ichor of Selective Oblivion
  for the damage progression.
  Ichor of selective oblivion is only good for one attack.
  Once a weapon coated with the stuff triggers its effects,
  the slime is consumed. Incorporeal creatures, which have
  no body, are completely immune to the slime. Striking an
  incorporeal creature can neither trigger nor consume the
  slime.
  Ignite Poison (Su; Light)
  Range: 60 feet
  Target: one poisoned creature
  Duration: instantaneous
  Cost: 1 Radiance Point
  Compatible Classes: Edgewalker
  As a standard action, your impose your will upon a poison
  and force it to ignite. A single creature within 60 feet that
  is currently afflicted by a poison bursts into flame from
  the
  inside,
  taking
  1d6
  points
  of
  fire
  damage
  per
  philosopher level with a Fortitude save for half damage.
  The heat of this flame denatures poisons, thus ending all
  poison effects currently affecting the creature whose save
  DC is less than or equal to the amount of fire damage
  taken by the subject.
  75
  Table: Ichor of Selective
  Oblivion
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Incredible Residuum (Su; Finisher)
  Range: personal
  Target: you
  Duration: 1 round per residuum spent
  Cost: All Light Residuum OR All Dark Residuum
  Requires: Philosopher level 2nd
  Compatible Classes: Edgeblade
  As a swift action, you extract energy from your choice of
  either your dark residuum pool or your light residuum
  pool. For the duration of this waypoint, you can neither
  use finisher waypoints that draw from the chosen pool,
  nor can that pool gain residuum points; however, for the
  duration of this waypoint, your residuum abilities treat
  that pool as though it were completely full, and any
  residuum
  points
  spent
  on
  residuum
  abilities
  is
  immediately replenished.
  Insubstantial Toxin (Su; Dark, Light)
  Range: personal
  Effect: conjured vial of toxin
  Duration: 1 minute
  Cost: 1 Radiance Point, 1 Shadow Point
  Requires: Poison use class feature or waypoint
  Compatible Classes: Edgewalker
  What has no odor, no taste, and no heft, but can kill a
  man just as easily as would a blade? As a standard action,
  you pull an empty vial made of pure shadowstuff out of
  nowhere. It rapidly fills with a shimmering liquid,
  something the poetically­inclined may call the blood of
  the sun itself, then is corked with more shadowstuff. Treat
  this vial of strange liquid as a vial of any injury or contact
  poison you wish whose base value is less than or equal to
  40 gp per philosopher level. (That is to say, a 10th level
  edgewalker can conjure a vial of poison worth 400 gp or
  less.) Shopkeepers cannot make heads or tails of what the
  strange liquid is and will not purchase it. Once conjured,
  the liquid can be used by anyone, but vanishes into
  nothingness after 1 minute. Creatures that are already
  poisoned when the duration of the conjuration expires
  remain poisoned.
  Poisons conjured in this fashion are granted the benefits
  of the toxin manufacturer waypoint, even though the
  poison was not technically made with the Craft (alchemy)
  skill.
  Lightbringer (Sp; Light)
  Range: as spell
  Target: as spell
  Duration: as spell
  Cost: none
  Requires: Radiance Pool 2 points
  Compatible Classes: Edgeblade, Edgewalker
  You can cast the daze, light, and flare spells at will as
  spell­like abilities with a caster level equal to your
  philosopher level. At 10th level, your at­will daze can
  affect creatures whose HD is up to half your philosopher
  level. Additionally, starting at 10th level, you can cast the
  flare, mass spell at will.
  The maximum size of your Radiance Pool is reduced by ­2
  points.
  Lightfoot (Su; Light)
  Range: personal
  Target: you
  Duration: 1 round
  Cost: 1 Radiance Point
  Requires: Philosopher level 6th
  Compatible Classes: Edgeblade, Edgewalker
  As a swift action, you infuse your body with light for a
  short time. You gain the benefits of the haste spell.
  Lingering Twilight (Ex; Dark, Light)
  Requires: Philosopher level 2nd
  Compatible Classes: Edgeblade, Edgewalker
  Twice each day, there are a few moments when light and
  darkness mingle, their age­old battle for dominance
  forgotten, if only for a moment. At such times, everything
  seems more real, as if the world is offering a glimpse at
  two separate beings sharing the same space. Whenever
  you use a waypoint with the light descriptor, if you have
  spent 1 or more shadow points in the last minute, the
  duration of the waypoint is increased by +1 round.
  Similarly, whenever you use a waypoint with the dark
  descriptor, if you have spent 1 or more radiance points in
  the last minute, the duration of the waypoint is increased
  by +1 round.
  Luminous Discharge (Su; Light)
  Range: 20 feet
  Area: 20­ft. cone
  Duration: instantaneous
  Cost: 2 Radiance Points
  Requires: Philosopher level 8th
  Compatible Classes: Edgeblade, Edgewalker
  As a standard action, you emit a blinding burst of light
  from your eyes, open mouth, outstretched hands, or other
  circumstantially­relevant body part. Creatures caught in
  the cone take 1d8 points of damage per two philosopher
  levels, are blinded for 1 round, and are dazzled for 2d4
  rounds. A successful Fortitude save halves the damage
  and negates the blindness effect.
  Luminous Legerdemain (Su; Light)
  Range: 5 ft./2 philosopher levels
  Effect: luminous replica of your hands
  Duration: 1 round/level
  Cost: 1 Radiance Point
  Requires: Disable Device 3 ranks
  Compatible Classes: Edgewalker
  As a swift action, you can create an exact replica of your
  hands made out of pure light. These hands mimic the
  motions that your own hands make and function as the
  mage hand spell, save that you can use them to make
  Disable Device checks.
  76
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Me and My Shadow (Ex; Dark)
  Requires: Philosopher level 8th
  Compatible Classes: Edgeblade, Edgewalker
  Select a teamwork feat whose prerequisites you meet. You
  gain the benefit of this teamwork feat whenever your
  shadow is not being used by a waypoint. Further,
  teamwork feats that are triggered by having allies with the
  same feat nearby treat your shadow as though it were an
  ally with that feat. Teamwork feats that actually require
  that your shadow do something, such as attack or charge,
  cannot be triggered by your shadow.
  The maximum size of your Shadow Pool is reduced by ­1
  point.
  Midnight Creeper (Ex; Dark)
  Requires: Spring Attack
  Compatible Classes: Edgewalker
  You deal an additional 1d3 sneak attack damage to
  creatures you are flanking.
  Near Mist (Su; Dark)
  Range: personal
  Target: you
  Duration: 1 round + 1 round/2 levels
  Cost: 1 Shadow Point
  Requires: Philosopher level 4th
  Compatible Classes: Edgeblade, Edgewalker
  As a swift action, you generate a wispy haze that clings to
  your
  body
  and
  equipment.
  Whenever
  you
  attack
  a
  creature with a manufactured weapon and miss, if a +2
  bonus to that attack roll would have resulted in a hit, then
  the frigid mist that clings to your body got close enough to
  the missed creature to harm it, dealing cold damage equal
  to the base damage die of the weapon that missed that
  creature in the first place.
  Needles of Light (Light)
  Range: personal
  Effect: conjured throwing daggers
  Duration: Wis mod hours
  Cost: 1 Radiance Point
  Compatible Classes: Edgeblade, Edgewalker
  You conjure a number of shining needles equal to half
  your philosopher level, rounded down, minimum 1, as a
  standard action. Each needle sheds light as though it were
  a candle, but can be thrown as though it were a throwing
  dagger. Unlike standard throwing daggers, a needle of
  light deals damage on a successful ranged touch attack,
  deals untyped damage, and disappears after an attack
  made with it resolves. Poisons and ichor waypoints can be
  applied to needles of light.
  Noonday Sight (Su; Light)
  Range: personal
  Target: you
  Duration: 1 minute
  Cost: 1 Radiance Point
  Requires: Philosopher level 2nd
  Compatible Classes: Edgeblade, Edgewalker
  As a standard action, you fill your eyes with a gentle
  radiance
  that
  pierces
  shadows
  and
  enhances
  your
  perception. You gain an insight bonus to Perception
  checks equal to half your philosopher level, rounded
  down.
  Noon's Glare (Su; Finisher, Light)
  Range: 5 feet
  Area: 5­ft. burst centered on you
  Duration: 1 round + 1 round/3 levels
  Cost: 2 Light Residuum
  Requires: Philosopher level 2nd
  Compatible Classes: Edgeblade
  As a standard action, you begin to emit a harsh, burning
  glare, dealing 4 fire damage to all creatures within 5 feet.
  A
  successful
  Fortitude
  save
  negates
  this
  damage.
  Creatures that end their turn within 5 feet of you take 4
  fire damage with no saving throw allowed.
  Escalation:
  When
  activating
  this
  finisher,
  you
  may
  expend any amount of additional light residuum. For each
  additional point of residuum expended, this waypoint
  deals an additional 2 points of fire damage when first
  activated, as well as 2 additional points of fire damage to
  creatures that end their turn within 5 feet of you.
  On Wings of Light (Su; Light)
  Range: personal
  Target: you
  Duration: 1 minute + 1 minute/2 levels
  Cost: 2 Radiance Points
  Requires: Fly 4 ranks
  Compatible Classes: Edgeblade, Edgewalker
  You sprout a pair of shimmering wings made of local
  luminescence as a standard action. Given you require
  light to produce these things, you can only use this ability
  in an area with a light level of dim or greater. The wings
  grant you a fly speed of 5 ft. per philosopher level, max 60
  ft., with good maneuverability and provide illumination as
  though they were a torch. If you enter an area of magical
  darkness,
  the
  wings
  vanish
  and
  the
  ability
  ends
  immediately.
  77
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Peering Shadows (Su; Dark)*
  Range: 60 feet
  Target: you
  Duration: see text
  Cost: 1 Shadow Point
  Requires: Stealth 1 rank
  Compatible Classes: Edgeblade, Edgewalker
  As a standard action, you will your shadow to stretch and
  shift grotesquely. Your shadow stretches up to 60 feet in
  any direction from your body. While stretched, you can
  see through the shadow's "eyes" in addition to your own
  vision. Your shadow is very difficult, but not impossible,
  to detect. Take 20 on a Stealth check using your total
  modifier to the skill. A Perception check that meets or
  exceeds your Stealth check notices the shadow. If a source
  of light, such as a thrown torch, or a spell or spell­like
  with the light descriptor or a light motif, such as searing
  light, strikes a square containing your shadow, the
  shadow flails about for a moment as if in extreme pain
  and snaps back to its original state, ending the ability. If
  not ended early, the shadow returns to its original state at
  the beginning of your next turn.
  You may use this ability even if you are not currently
  casting a shadow, such as at high noon. When this is
  done, you temporarily produce a shadow; however, the
  awkwardness of a shadow in shadow­free surroundings
  means you only take 10 on your Stealth check rather than
  20.
  Pillar of Light (Su; Light)
  Range: 60 feet
  Area: 10­ft. cube
  Duration: Wis modifier rounds
  Cost: 2 Radiance Points
  Compatible Classes: Edgeblade, Edgewalker
  As a standard action, you fill a 10­foot cube within 60 feet
  with warm and subtle illumination. Creatures within this
  cube have fast healing 1. As a standard action, you may
  spend 1 radiance point to cause all creatures within the
  cube to heal an amount of damage equal to your
  philosopher level. This radiance invigorates all things,
  healing the living, the undead, and the nonliving alike.
  Starting at philosopher level 9th, this ability grants fast
  healing 2 rather than fast healing 1.
  Poison Use (Ex; Dark or Light)
  Compatible Classes: Edgewalker
  You are trained in the use of poison and cannot
  accidentally poison yourself when applying poison to a
  blade.
  When selecting this ability, choose your radiance pool or
  your shadow pool. The maximum size of that pool is
  reduced by ­1 point. If radiance was chosen, then this
  ability has the light descriptor. If shadow was chosen,
  then this ability has the Dark descriptor.
  Radiant Eruption (Su; Finisher, Light)
  Range: 60 feet
  Area: 10­ft. burst
  Duration: instantaneous
  Cost: 2 Light Residuum
  Requires: Philosopher level 2nd
  Compatible Classes: Edgeblade
  As a standard action, you hurl a glob of activated
  residuum, which explodes in an overwhelming flash of
  searing light. Those caught in the blast take 1d6 points of
  fire damage per three philosopher levels, minimum 1d6,
  and light on fire for 1d4 rounds as per the rules for
  alchemist's fire. A successful Reflex save halves the
  damage and reduces the duration of the burn effect to 1
  round.
  Escalation:
  When
  activating
  this
  finisher,
  you
  may
  expend up to two additional light residuum. For each
  point of light residuum expended in this manner, this
  finisher deals an additional 1d6 fire damage. This damage
  is halved on a successful Reflex saving throw. In addition,
  if two or more additional light residuum are expended,
  creatures that fail their Reflex save are blinded for 1
  round.
  Radiant Mote (Sp; Light)
  Range: as spell
  Target: as spell
  Duration: as spell
  Cost: 1 Radiance Point
  Requires: Philosopher level 6th
  Compatible Classes: Edgeblade, Edgewalker
  As a standard action, you huringl motes of light, cast the
  searing light spell as a spell­like ability using your
  philosopher
  level
  as
  your
  caster
  level.
  Starting
  at
  philosopher level 13th, motes of light you hurl are as the
  empowered searing light spell.
  Radiant Rampage (Su; Finisher, Light)
  Range: personal
  Target: you
  Duration: 1 round + 1 round/5 levels
  Cost: 3 Light Residuum
  Requires: Philosopher level 6th
  Compatible Classes: Edgeblade
  As a swift action, your very mind becomes a sharp, cutting
  edge. For the duration this finisher, whenever you kill or
  destroy a creature with weapon damage, a jet of white­hot
  light shoots from the slain creature, dealing an amount of
  fire damage to the nearest foe within 10 feet equal to the
  excess damage dealt to the killed or destroyed creature. If
  two or more creatures qualify for being the nearest, a
  target is chosen randomly. For example, if you deal 17
  points of damage (after damage reduction, of course) to a
  flesh golem that has 4 hit points remaining, you really
  only needed to deal 4 damage to destroy that golem,
  making 13 the excess. A jet of light shoots from the slain
  golem's
  body,
  dealing
  13
  fire
  damage
  to
  a
  nearby
  unfortunate who decided that backing up a flesh golem
  was a good tactical decision.
  78
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Radiant Touch (Su; Finisher, Light)
  Range: touch
  Target: creature touched
  Duration: instantaneous
  Cost: 1 Light Residuum
  Requires: Philosopher level 2nd
  Compatible Classes: Edgeblade
  As a standard action, you focus the energy of your light
  residuum into a single touch, dealing 1d6 points of fire
  damage per two philosopher levels on a successful melee
  touch attack.
  Escalation:
  When
  activating
  this
  finisher,
  you
  may
  expend any amount of additional light residuum. For each
  point of light residuum expended in this manner, this
  finisher deals an additional 2d6 fire damage.
  Recycle Residuum (Su; Dark, Light)
  Range: personal
  Target: you
  Duration: instantaneous
  Cost: 3 Dark Residuum OR 3 Light Residuum
  Requires: Philosopher level 6th
  Compatible Classes: Edgeblade
  As a full­round action, you repurpose your residuum,
  gaining 1 shadow point if you expended dark residuum on
  this waypoint or 1 radiant point if you expended light
  residuum on this waypoint.
  Reflecting Plates (Su; Light)
  Range: personal
  Target: you
  Duration: 1 round + 1 round/2 levels
  Cost: 1 Shadow Point
  Requires: Philosopher level 4th
  Compatible Classes: Edgeblade, Edgewalker
  As a swift action, you produce a number of plates of solid
  light designed to reflect failed attacks back at their source.
  Whenever a creature attacks you in melee and misses, if a
  +2 bonus to that attack roll would have resulted in a hit,
  then that creature's attack rebounds upon itself, dealing
  fire damage equal to the base damage die of the weapon
  used in that attack to the creature that made the attack.
  Reflection (Su; Light)
  Range: personal
  Target: you
  Duration 1 round/level, max 5 rounds
  Cost: 1 Radiance Point
  Compatible Classes: Edgeblade, Edgewalker
  As a standard action, you bend light around yourself and
  vanish, as the spell.
  Refraction (Su; Light)
  Range: personal
  Target: you
  Duration: Wis modifier rounds
  Cost: 1 Radiance Point
  Compatible Classes: Edgeblade, Edgewalker
  You surround yourself with a shell of light as a standard
  action, gaining a +2 deflection bonus to AC against ranged
  attacks. At philosopher level 6th and every six philosopher
  levels
  thereafter,
  this
  bonus
  increases
  by
  +1,
  to
  a
  maximum of +5 at philosopher level 18th.
  Residual Surge (Ex; Dark, Light)
  Requires: Philosopher level 6th
  Compatible Classes: Edgeblade
  Whenever you gain a point of residuum, you gain 2
  temporary hit points that last for 1 round.
  Residuum (Ex; Dark or Light)
  Requires: Philosopher level 8th,
  toxin manufacturer waypoint
  Compatible Classes: Edgewalker
  Poisons that you personally produce with the Craft
  (alchemy) skill are useful for longer in combat. Once the
  primary dose of poison is delivered, if that poison deals
  ability score damage or drain to a single ability score, then
  a residuum is left behind on the blade for 1d4 rounds. All
  successful hits made by a weapon with residuum deal an
  additional 1 point of damage to the ability score the
  primary poison targeted. A successful Fortitude save with
  a DC equal to the primary dose's DC ­ 2 negates.
  When selecting this ability, choose your radiance pool or
  your shadow pool. The maximum size of that pool is
  reduced by ­2 points. If radiance was chosen, then this
  ability has the light descriptor. If shadow was chosen,
  then this ability has the dark descriptor.
  Rock the Cradle (Su; Dark)
  Range: personal
  Target: you
  Duration: see text
  Cost: 1 Shadow Point
  Requires: Philosopher level 6th
  Compatible Classes: Edgeblade
  As a swift action, you momentarily attune yourself to the
  sandmen, a race of quasi­real beings that feed off of the
  emotions
  released
  in
  the
  uninhibited
  mindscape
  of
  dreams. The first successful weapon attack you make this
  round fatigues the creature struck for 1 minute with a
  Fortitude save to negate. If that creature was already
  fatigued, it immediately loses the fatigued condition, then
  falls asleep for 1 minute with a Fortitude save to negate. If
  a creature makes a successful Fortitude saving throw
  against either of these effects, it is immune to this
  waypoint for 24 hours.
  79
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Shadow Dance (Su; Dark)
  Range: personal
  Target: you
  Duration: Int modifier rounds
  Cost: 2 Shadow Points
  Requires: Dodge
  Compatible Classes: Edgewalker
  You dance with the shadows as a standard action,
  granting you a +2 dodge bonus to AC. Starting at 11th
  level, this ability may be used as a swift action.
  Shadow Snare (Dark)*
  Range: 60 feet
  Target: an unoccupied space in range
  Duration: 1 round/level
  Cost: 1 Shadow Point
  Compatible Classes: Edgewalker
  As a standard action, you will your shadow to stretch to
  an empty space within 60 feet of you. There, it waits,
  hands outstretched, its fingers long and needlelike. This
  ability lasts for rounds equal to your philosopher level.
  Whenever a creature steps into the square occupied by
  your shadow, you can will your shadow to lash out as an
  immediate action. Make a melee attack with an attack
  modifier of your base attack bonus plus your Intelligence
  modifier. If the attack is successful, the creature takes
  damage equal to your Intelligence modifier and is held
  immobile by shadowy fingers that clamp down like a bear
  trap. The creature can escape with a DC 10 + 1/2 your
  philosopher level + your Intelligence modifier Disable
  Device check, Escape Artist check, or Strength check. You
  can will your shadow to let a creature go as a free action.
  If a creature breaks free (or if you let go voluntarily), you
  can reset your shadow as a standard action.
  Your shadow is very difficult, but not impossible, to
  detect. Take 20 on a Stealth check using your total
  modifier for the skill. A Perception check that meets or
  exceeds your Stealth check notices the shadow. If a source
  of light, such as a thrown torch, or a spell or spell­like
  with the light descriptor or a light motif, such as searing
  light, strikes a square containing your shadow, the
  shadow flails about for a moment as if in extreme pain
  and snaps back to its original state, ending the ability. You
  may use this ability even if you are not currently casting a
  shadow, such as at high noon. When this is done, you
  temporarily
  produce
  a
  shadow;
  however,
  the
  awkwardness of a shadow in shadow­free surroundings
  means you only take 10 on your Stealth check rather than
  20.
  Shadow's Reach (Su; Dark, Finisher)
  Range: touch
  Target: creature touched
  Duration: instantaneous
  Cost: 1 Dark Residuum
  Requires: Philosopher level 2nd
  Compatible Classes: Edgeblade
  As a standard action, you focus the energy of your dark
  residuum into a single touch, dealing 1d6 points of cold
  damage per two philosopher levels on a successful melee
  touch attack.
  Escalation:
  When
  activating
  this
  finisher,
  you
  may
  expend any amount of additional dark residuum. For each
  point of dark residuum expended in this manner, this
  finisher deals an additional 2d6 cold damage.
  Shadowy Illumination (Su; Dark, Light)
  Range: 30 feet
  Area: 30­ft. radius centered on you
  Duration: 1 minute
  Cost: 1 Radiance Point OR 1 Shadow Point
  Requires: Any one dark waypoint, any one light waypoint
  Compatible Classes: Edgeblade, Edgewalker
  You fill the area around you with shadowy illumination as
  a standard action. Eerie, purplish light that throws golden
  shadows lights a 30­foot­radius centered on you. This
  light provides bright illumination, but only for you. All
  other creatures treat this source of light as though it does
  not exist.
  Shifting Shadows (Ex; Dark, Greater)
  Compatible Classes: Edgeblade, Edgewalker
  Whenever your shadow is not in use by a waypoint or
  locus, it shifts sizes at an incredibly rapid pace, making
  you difficult to size up in combat. You are treated as
  though you were one size category larger for the purpose
  of combat maneuvers and weapon base damage die size,
  as well as one size category smaller for the purpose of
  armor class, attack rolls, and Escape Artist skill checks.
  Stoke the Coals (Ex; Light)
  Requires: Philosopher level 4th
  Compatible Classes: Edgeblade, Edgewalker
  Whenever you roll for initiative, you may choose to take a
  penalty of up to ­2 to that initiative roll. You must choose
  whether or not to take this penalty before rolling. If you
  take the penalty, all physical attacks and damaging
  waypoints you perform in the first round of combat deal
  additional fire damage equal in magnitude to the penalty
  taken to initiative. For example, if you take a ­2 penalty to
  your initiative roll, you deal 2 additional fire damage. At
  philosopher level 8th and every four philosopher levels
  thereafter, the maximum penalty you can take in this
  manner increases by +1, to a maximum of a ­5 penalty to
  initiative at 20th level.
  80
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Strand of Darkness (Su; Dark)
  Range: personal
  Effect: conjured shadow whip
  Duration: Int modifier rounds
  Cost: 2 Shadow Points
  Requires: Weapon Finesse, philosopher level 2nd
  Compatible Classes: Edgeblade, Edgewalker
  As a swift action, you pull a long strand of shadowy
  material out of a balled first. Treat this strand as a whip;
  however,
  you
  are
  considered
  proficient
  with
  this
  particular whip even if you are not normally proficient
  with the weapon type. Starting at philosopher level 5th,
  damage
  dealt
  by
  this
  whip
  is
  lethal.
  Starting
  at
  philosopher level 7th, the whip is considered a +1 weapon.
  At philosopher level 13th and every six philosopher levels
  thereafter, the enhancement bonus increases by +1, to a
  maximum of +3 at philosopher level 19th.
  Study the Illuminant (Ex; Light)
  Compatible Classes: Edgeblade, Edgewalker
  The size of your radiance pool is increased by +2.
  Special: You can select this waypoint multiple times. Its
  effects stack.
  Study the Illusive (Ex; Dark)
  Compatible Classes: Edgeblade, Edgewalker
  The size of your shadow pool is increased by +2.
  Special: You can select this waypoint multiple times. Its
  effects stack.
  Tenebrous Implements (Su; Dark)
  Range: personal
  Effect: conjured tools and implements
  Duration: 1 minute/level
  Cost: 1 Shadow Point
  Compatible Classes: Edgewalker
  As a standard action, you will shadows to become solid
  around your hands. When they are otherwise empty, your
  hands find themselves filled with shadowy apparitions
  that resemble multiple tools of the trade at once:
  lockpicks, a crowbar, a whetstone, a glass­cutting tool,
  and so on. These shifting, shadowy tools simultaneously
  count as thieves' tools and artisan's tools. Starting at
  philosopher level 5th, they are treated at masterwork.
  Every three philosopher levels thereafter, the competence
  bonus granted by these tools increases by +1, to a
  maximum of +7 at philosopher level 20th.
  Tenebrous Tango (Su; Dark)*
  Range: personal
  Target: you
  Duration: 1 round/2 levels
  Cost: 2 Shadow Points
  Requires: Philosopher level 8th
  Compatible Classes: Edgeblade, Edgewalker
  As a standard action, you will your shadow to rise up
  alongside you as your own body becomes insubstantial,
  much like a shadow itself. Whenever you are attacked or
  are the target of a spell that requires an attack roll, there
  is a possibility that the attack targets your shadow instead.
  If the attack is a hit, roll randomly to see whether the
  selected target is you or your shadow. If your shadow is
  hit, the attack passes right through it. Area spells affect
  you normally. Spells and effects that do not require an
  attack roll affect you normally. Spells that require a touch
  attack are harmlessly discharged if they strike your
  shadow. If you fail a saving throw against a spell or ability
  with the light descriptor or a light motif, your shadow lets
  out a hideous wail, returns to its proper place at your feet,
  and the ability ends immediately. Spells and abilities with
  the light descriptor that do not allow a saving throw allow
  a Fortitude save to negate ending this ability. The full
  effect of the spell still affects you if you make this save.
  An attacker must be able to see your shadow to be fooled.
  If you are invisible or the attacker is blind, then this
  ability has no effect (although the normal miss chances
  still apply).
  Thousand Points of Light (Su; Light)
  Range: 30 feet
  Effect: globes of orbiting light
  Duration: Wis modifier rounds or until discharged;
  see text
  Cost: 2 Radiance Points
  Requires: Dodge, philosopher level 2nd
  As a standard action, you conjure a small globe of light,
  plus an additional globe of light for every two philosopher
  levels. These globes orbit about your head, each imposing
  a
  cumulative
  ­2
  penalty
  to
  the
  Stealth
  skill,
  but
  illuminating the surrounding area as would a torch. You
  can hurl a globe at a creature within 30 feet as a move
  action, dealing damage equal to your philosopher level on
  a successful ranged touch attack. This consumes the orb.
  Once all orbs have been consumed, this ability ends
  immediately.
  81
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Tipped with Midnight (Su; Dark)
  Range: personal
  Target: you
  Duration: Int modifier rounds
  Cost: 2 Shadow Points
  Requires: Any two dark waypoints
  Compatible Classes: Edgeblade, Edgewalker
  As a move action, you cause shadows to wrap about your
  body, particularly about the hands. Weapons you wield
  deal an additional 1d4 points of negative energy damage
  on a successful hit. Starting at philosopher level 11th,
  weapons you wield deal an additional 1d6 points of
  negative energy damage on a critical hit. If the weapon's
  critical multiplier is x3, add an extra 2d6 points of
  negative energy damage instead, and if the multiplier is
  x4 or greater, add an extra 3d6 points of negative energy
  damage.
  Tipped with Noon (Su; Light)
  Range: personal
  Target: you
  Duration: Wis modifier rounds
  Cost: 2 Radiance Points
  Requires: Any two light waypoints
  Compatible Classes: Edgeblade, Edgewalker
  As a move action, you cause brilliant pinpoints of light to
  shine from the tips of your weapons. Weapons you wield
  deal an additional 1d3 points of damage on a successful
  hit. At 11th level, weapons you wield deal an additional
  1d4 points of damage on a critical hit. If the weapon's
  critical multiplier is x3, add an extra 2d4 points of
  damage instead, and if the multiplier is x4, add an extra
  3d4 points of damage. Oozes, vampires, and other
  creatures with a severe sensitivity to light take double
  damage from this ability.
  Toxin Manufacturer (Ex; Dark or Light)
  Requires: Poison use class feature or poison use waypoint,
  Craft (alchemy) 5 ranks
  Compatible Classes: Edgewalker
  Your focused training in the manufacture of poisons has
  made you capable of producing them at a purity and
  efficiency that makes rival assassins green with envy,
  shortly before collapsing to the ground. Poisons that you
  personally produce with the Craft (alchemy) skill get a +1
  bonus to the Difficulty Class of any saving throws they call
  for. Further, you get a +2 bonus to the Craft (alchemy)
  skill when producing poisons or antitoxin.
  When selecting this ability, choose your Radiance Pool or
  your Shadow Pool. The maximum size of that pool is
  reduced by ­1 point. If Radiance was chosen, then this
  ability has the Light descriptor. If Shadow was chosen,
  then this ability has the Dark descriptor.
  Umbral Arc (Su; Dark, Finisher)*
  Range: personal
  Target: you
  Duration: 1 round + 1 round/3 levels
  Cost: 1 Dark Residuum
  Requires: Philosopher level 2nd
  Compatible Classes: Edgeblade
  As a swift action, you weaponize your shadow, increasing
  your reach by +5 feet.
  Escalation: When activating this finisher, you may
  expend any amount of additional dark residuum. For each
  point of dark residuum expended in this manner, this
  waypoint increases your reach by an additional +5 feet.
  Umbral Eruption (Su; Dark, Finisher)
  Range: 60 feet
  Area: 10­ft. burst
  Duration: instantaneous
  Cost: 2 Dark Residuum
  Requires: Philosopher level 2nd
  Compatible Classes: Edgeblade
  As a standard action, you hurl a glob of activated
  residuum, which explodes and gets what can only be
  described as opaque ectoplasm all over everything. Those
  coated in the goo take 1d6 points of cold damage per three
  philosopher levels, minimum 1d6, and are entangled for
  1d4 rounds with a Reflex save to halve the damage and
  reduce the duration of the entangled effect by 1 round.
  Escalation:
  When
  activating
  this
  finisher,
  you
  may
  expend up to two additional dark residuum. For each
  point of dark residuum expended in this manner, this
  finisher deals an additional 1d6 cold damage. This
  damage is halved on a successful Reflex saving throw. In
  addition, if two additional dark residuum are expended,
  creatures that fail their Reflex save are shaken for 1 round.
  Ward Against the Glow (Su; Dark)
  Range: personal
  Target: you
  Duration: Int modifier rounds
  Cost: 1 Shadow Point
  Compatible Classes: Edgeblade, Edgewalker
  Shadows prefer to creep and slink about in the cold, their
  victims numbed and unresponsive, making it easy to get
  the drop on them. As a standard action, you gain
  resistance equal to your philosopher level against fire,
  spells with the light descriptor, and abilities with a general
  light motif.
  Ward Against the Shadow (Light)
  Range: personal
  Target: you
  Duration: Wis modifier rounds
  Cost: 1 Radiance Point
  Compatible Classes: Edgeblade, Edgewalker
  The light prefers to pierce the darkness and to warm the
  chilled heart. As a standard action, you gain resistance
  equal to your philosopher level against cold and negative
  energy.
  82
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Greater Waypoint List
  A New Tomorrow (Sp; Light, Greater)
  Range: touch
  Target: creature touched
  Duration: instantaneous
  Cost: 6 Radiance Points
  Requires: Philosopher level 20th,
  any two light greater waypoints
  Compatible Classes: Edgewalker
  Death is not the end. It is merely an opportunity for a new
  beginning. As a standard action, you can raise a creature
  that has been dead for less than 1 day from the dead as the
  raise dead spell. No material components are necessary.
  All is One (Su; Dark, Light, Greater)
  Range: personal
  Target: you
  Duration: 1 round/4 levels
  Cost: 4 Radiance Points, 4 Shadow Points
  Requires: Philosopher level 20th,
  any seven dark waypoints, any seven light waypoints
  Compatible Classes: Edgewalker
  Light is darkness. Life is death. Existence is oblivion. All
  is one. As a standard action, you attune yourself to the
  singular
  nature
  of
  the
  universe.
  Damage
  you
  deal,
  whether it be physical damage, ability score damage, or
  energy
  damage,
  automatically
  bypasses
  all
  damage
  reduction, resistance, and immunity effects. This extends
  to immunity to poisons, diseases, sneak attacks, critical
  hits, and any other effects that deal damage of any sort
  that you can bring to bear. If you attack an undead
  creature with a damaging effect that normally requires a
  Fortitude save, it must make a Will save instead.
  Army of Darkness (Su; Dark, Greater)*
  Range: 30 feet
  Target:
  one
  summoned
  shadow,
  plus
  an
  additional
  summoned shadow per four philosopher levels
  Duration: Int modifier rounds
  Cost: 4 Shadow Points
  Requires: philosopher level 15th,
  any one dark greater waypoint
  As a full­round action, you will your shadow to stretch
  grotesquely, dividing into a number of shadows, as the
  creature, equal to 1 + 1 per four philosopher levels you
  possess. Each shadow comes into being in an unoccupied
  square in range and act immediately, on your turn. All
  shadows made in this way come into being with a number
  of temporary hit points equal to twice your Intelligence
  modifier and have a +2 insight bonus to attack rolls if
  within 30 feet of you. The shadows obey you without
  question, just like summoned creatures.
  Attenuated Reflection (Su; Light, Greater)
  Range: personal
  Target: you
  Duration: 1 round/level
  Cost: 4 Radiance Points
  Requires: any two greater light waypoints
  Compatible Classes: Edgewalker
  As a standard action, you bend light around yourself and
  turn invisible as the greater invisibility spell.
  Cry of the Whippoorwill
  (Ex; Dark, Light, Greater)
  Requires: Any one greater waypoint that is both
  dark and light
  Compatible Classes: Edgeblade, Edgewalker
  You let out an unearthly wailing sound in time with the
  last breaths of your victims. Whenever a monk or
  spellcaster that you have damaged in the last minute dies
  within 60 feet of you, that creature must make one final
  DC 10 + 1/2 your philosopher level + your Intelligence
  modifier or your Wisdom modifier (you pick) Will save as
  its spirit flees to its eternal resting place. On a failed Will
  save, you succeed in stealing a small fraction of its soul for
  your own use, gaining 1 radiance point if you chose
  Wisdom or 1 shadow point if you chose Intelligence. A
  dying monk or spellcaster must have Hit Dice greater than
  or equal to half your character level to trigger this ability.
  Cumulative Exposure (Ex; Dark, Light, Greater)
  Compatible Classes: Edgeblade, Edgewalker
  A philosopher of the edge is a conduit for ideas given
  form, and his waypoints are manifestations of the purest
  of these ideas. Strictly speaking, prolonged exposure to
  such ideas is particularly hazardous to one's health ­ not
  to the edgewalker, of course, but to those around him.
  Whenever you use a waypoint, if you used a waypoint in
  the last round, you deal 1d3 points of damage to all
  creatures in squares you threaten. If the qualifying
  waypoint is a greater waypoint, you deal 1d6 points of
  damage instead.
  Deepening Darkness (Ex; Dark, Greater)
  Requires: Any one dark greater waypoint
  Compatible Classes: Edgeblade, Edgewalker
  Each shadow makes the next darker. Whenever you use a
  waypoint with the dark descriptor, if you used a waypoint
  with the dark descriptor in the last round, its shadow
  point cost is reduced by ­1, minimum 1. Similarly,
  whenever you use a waypoint with the light descriptor, if
  you used a waypoint with the dark descriptor in the last
  round, its radiance point cost is increased by +1.
  83
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Drag to Oblivion (Su; Dark, Greater)*
  Range: 30 feet
  Target: one creature
  Duration: instantaneous
  Cost: 5 Shadow Points
  Requires: Philosopher level 20th,
  any two dark greater waypoints
  Compatible Classes: Edgewalker
  As a standard action, you will your shadow to stretch
  toward a creature within 30 feet and grab ahold of its
  ankles. Make a melee touch attack. If successful, your
  shadow grabs the creature and drags it down with it into
  the void between potentialities, erasing it from existence
  with a Fortitude save to negate. Only the wish and
  miracle spells can return a creature that has been
  destroyed in this manner.
  Effulgence (Su; Light, Greater)
  Range: 60 feet
  Target: Wis modifier sources of light
  Duration: see text
  Cost: 3 Radiance Points
  Requires: Any three light waypoints
  Compatible Classes: Edgeblade, Edgewalker
  As a standard action, you cause sources of light to grow to
  blinding intensity, then die suddenly. This ability affects a
  number of mundane sources of light, or objects glowing as
  a result of the light spell.
  Immediately upon using this ability, the sources affected
  shed bright light to a radius of 60 feet. At the beginning of
  your next turn, the sources of light erupt in bright
  sparkles, blinding all creatures within 30 feet for 1d4
  rounds with a Fortitude save to negate. At the beginning
  of your following turn, the sources of light explode in
  effulgence, dazing all creatures within 20 feet for 1 round
  with a. Creatures that do not have a sense of sight are
  immune to the blinding and dazing effects. Creatures that
  are standing within the radii of multiple sources of light
  do not have to make multiple saving throws against the
  daze effect, but take a ­1 penalty to saving throws against
  this ability for each light source affecting them beyond the
  first. After blinding creatures, all sources of light are
  extinguished. This effectively dispels any light spells used
  as a source.
  Greater Insubstantial Toxin
  (Su; Dark, Light, Greater)
  Range: personal
  Effect: conjured vial of poison
  Duration: 1 minute
  Cost: 2 Radiance Points, 2 Shadow Points
  Requires: Insubstantial toxin waypoint,
  toxin manufacturer waypoint, any one of:
  ichor of indiscriminate oblivion greater waypoint,
  ichor of the sun's heart greater waypoint
  Compatible Classes: Edgewalker
  As a standard action, you pull an empty vial made of pure
  shadowstuff out of nowhere. It rapidly fills with a
  shimmering liquid, something the poetically­inclined may
  call the blood of the sun itself, then is corked with more
  shadowstuff. Treat this vial of strange liquid as a vial of
  any poison you wish whose base value is less than or equal
  to 100 gp per philosopher level. (That is to say, a 10th
  level edgewalker can conjure a vial of poison worth 1,000
  gp or less.) Shopkeepers cannot make heads or tails of
  what the strange liquid is and will not purchase it. Once
  conjured, the liquid can be used by anyone, but vanishes
  into nothingness after 1 minute. Creatures that are
  already poisoned when the duration of the conjuration
  expires remain poisoned.
  Poisons conjured in this fashion are granted the benefits
  of the toxin manufacturer waypoint, even though the
  poison was not technically made with the Craft (alchemy)
  skill.
  Growing Brilliance (Ex; Light, Greater)
  Requires: Any one light greater waypoint
  Compatible Classes: Edgeblade, Edgewalker
  Each light adds to the glory of the whole. Whenever you
  use a waypoint with the light descriptor, if you used a
  waypoint with the light descriptor in the last round, its
  radiance
  point
  cost
  is
  reduced
  by
  ­1,
  minimum
  1.
  Similarly, whenever you use a waypoint with the dark
  descriptor, if you used a waypoint with the light descriptor
  in the last round, its shadow point cost is increased by +1.
  Harmony in Motion (Ex; Dark, Light, Greater)
  Compatible Classes: Edgeblade, Edgewalker
  Shadows seem their darkest when the sun is at its
  brightest, and the sun is never more welcome than when
  breaking the regime of the shade. Whenever you use a
  waypoint with the light descriptor, if you have spent 2 or
  more shadow points in the last minute, you get a +1
  insight bonus to the Difficulty Class of that waypoint.
  Similarly, whenever you use a waypoint with the dark
  descriptor, if you have spent 2 or more radiance points in
  the last minute, you get a +1 insight bonus to the
  Difficulty Class of that waypoint. Waypoints with both the
  dark and light descriptors cannot receive this bonus.
  84
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Ichor of the Sun's Heart (Su; Light, Greater)
  Range: personal
  Target: a wielded weapon
  Duration: Wis modifier minutes or until consumed;
  see text
  Cost: 3 Shadow Points
  Compatible Classes: Edgewalker
  As a standard action, you cause a single weapon you are
  currently
  wielding
  to
  become
  coated
  in
  a
  brightly
  luminescent slime. Though this slime is not a poison, it
  denatures any poisons already in place on your weapon. If
  another poison is added after the ichor is conjured, then it
  immediately denatures that poison, too. A denatured
  poison is rendered useless at the chemical level and
  cannot be used or reclaimed later. The luminescence of
  the ichor of the sun's heart is very short­lived. If not used
  within rounds equal to your Wisdom modifier, it fades
  and becomes denatured slime. Once the ichor itself is
  denatured, it can no longer denature poisons.
  When a creature is struck by and takes damage from a
  weapon coated in this slime, its body explodes with
  virulent
  light,
  dealing
  1d4
  points
  of
  damage
  per
  philosopher level to all creatures in a 10­foot radius with a
  Reflex save for half. You are immune to this damage. As
  the explosion of light begins from inside the primary
  target, the primary target is not allowed a Reflex save for
  half damage. Oozes, vampires, and other creatures with a
  severe sensitivity to light take 1d8 points of damage per
  philosopher level instead.
  Ichor of the sun's heart is only good for one attack. Once a
  weapon coated with the stuff triggers its effects, the slime
  is consumed. Incorporeal creatures, which have no body,
  are
  completely
  immune
  to
  the
  slime.
  Striking
  an
  incorporeal creature can neither trigger nor consume the
  slime.
  Ichor of Indiscriminate Oblivion
  (Su; Dark, Greater)
  Range: personal
  Target: a wielded weapon
  Duration: Int modifier minutes or until consumed;
  see text
  Cost: 3 Shadow Points
  Compatible Classes: Edgewalker
  As a standard action, you cause a single weapon you are
  currently wielding to become coated in a slime that draws
  light out of the air around it. This slime counts as a poison
  and denatures any other poisons already in place on your
  weapon. If another poison is added after the ichor is
  conjured, then it immediately denatures that poison, too.
  A denatured poison is rendered useless at the chemical
  level and cannot be used or reclaimed later. Since this
  slime is conjured out of nowhere and not physically
  applied, you do not risk poisoning yourself when using
  this
  ability.
  The
  shadowiness
  of
  the
  ichor
  of
  indiscriminate oblivion is fairly short­lived. If not used
  within minutes equal to your Intelligence modifier, it
  fades and becomes denatured slime. Once the ichor itself
  is denatured, it can no longer denature poisons.
  When a creature is struck by and takes damage from a
  weapon coated in this slime, its body is wracked by a host
  of malevolent toxins, taking damage to each of its ability
  score with a Fortitude save to negate. The ability damage
  dealt by this poison increases with your philosopher level.
  See Table: Ichor of Indiscriminate Oblivion for the
  damage progression.
  Ichor of indiscriminate oblivion is only good for one
  attack. Once a weapon coated with the stuff triggers its
  effects, the slime is consumed. Incorporeal creatures,
  which have no body, are completely immune to the slime.
  Striking an incorporeal creature can neither trigger nor
  consume the slime.
  Lights in the Darkness (Ex; Light, Greater)
  Compatible Classes: Edgeblade, Edgewalker
  Even darkness radiates a spectrum all its own. You have
  darkvision out to a distance of 60 feet. If you already have
  darkvision, then increase the distance of your existing
  darkvision by +30 feet, or to 90 feet total, whichever
  grants the widest radius.
  85
  Table: Ichor of
  Indiscriminate Oblivion
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Mantle of Invulnerability
  (Su; Finisher, Greater, Light)
  Range: personal
  Target: you
  Duration: 3 rounds
  Cost: 3 Light Residuum
  Requires: Philosopher level 15th
  Compatible Classes: Edgeblade
  As a standard action, you surround yourself with sheets of
  light layered much like an onion. For the duration of this
  waypoint, you are immune to all spells of 2nd­level or
  lower that are subject to spell resistance.
  Escalation:
  When
  activating
  this
  finisher,
  you
  may
  expend any amount of additional light residuum. For each
  point of light residuum expended in this manner, the
  mantle increases the level of spells against which it
  provides immunity by +1. For example, expending an
  additional 2 points of light residuum results in the mantle
  granting immunity to all spells of 4th­level or lower that
  are subject to spell resistance.
  Momentary Blink
  (Su; Dark, Finisher, Greater, Light)
  Range: 5 feet/level
  Target: you
  Duration: instantaneous
  Cost: 2 Light Residuum, 2 Dark Residuum
  Requires: Philosopher level 10th
  Compatible Classes: Edgeblade
  As a swift action, your body collapses into a duality of
  light and darkness, then flings itself a short distance as
  the dimension door spell.
  Night's Fire (Su; Dark, Greater, Finisher)
  Range: 30 feet
  Effect: one summoned creature
  Duration: 1 round/level
  Cost: 2 Dark Residuum
  Requires: Philosopher level 5th
  Compatible Classes: Edgeblade
  As a full­round action, you summon forth a mass of cold
  flames which slowly coalesces into a vaguely­humanoid
  form, a darkfire elemental. Treat this mass of cold flames
  as a small fire elemental, save that it deals cold damage
  instead of fire damage and has the abilities listed below in
  place of the burn ability. It appears where you designate
  and acts immediately, on your turn. It attacks your
  opponents
  to
  the
  best
  of
  its
  ability.
  If
  you
  can
  communicate with the elemental, you can direct it not to
  attack, to attack particular enemies, or to perform other
  actions.
  Bequeath the Haze (Ex): Creatures a darkfire elemental
  hits in melee treat all other creatures as though they had
  concealment for 1 round.
  Conduit of Shadows (Su): A Large or larger darkfire
  elemental produces residuum simply by being. Each
  round, if its summoner is within 30 feet, the summoner
  gains 1 temporary dark residuum. This residuum lasts for
  as long as the elemental remains summoned.
  Drown in Shadows (Ex): Whenever a Huge or larger
  darkfire elemental deals cold damage to a creature, that
  creature is fatigued for 1 minute with a DC 19 Fortitude
  save to negate. The save DC is Constitution­based.
  Obscuring Flames (Ex): A darkfire elemental constantly
  produces shadowy smoke, granting it concealment at all
  times.
  Escalation:
  When
  activating
  this
  finisher,
  you
  may
  expend any amount of additional dark residuum. The type
  of elemental summoned varies depending on how much
  additional dark residuum is expended.
  Perfect Harmony (Ex; Dark, Light, Greater)
  Requires: Study the illuminant waypoint,
  study the illusive waypoint,
  study the edge greater waypoint
  Compatible Classes: Edgeblade, Edgewalker
  Balance is life. If your Wisdom modifier is the same as
  your Intelligence modifier, you get a +2 luck bonus to AC.
  If your Wisdom modifier is one greater than or one less
  than your Intelligence modifier, you get a +1 luck bonus to
  AC.
  86
  Table: Night's Fire
  Escalation
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Radiant Guardian (Su; Finisher, Greater, Light)
  Range: 30 feet
  Effect: one summoned creature
  Duration: 1 round/level
  Cost: 2 Light Residuum
  Requires: Philosopher level 5th
  Compatible Classes: Edgeblade
  As a full­round action, you summon forth an enormous
  number of interlocking sheets of solid light, which build
  up into a crude, polygonal mimicry of a humanoid, a
  radiant guardian. Treat this creature as a small earth
  elemental, save that it has the abilities listed below in
  place of the earth glide and earth mastery abilities. It
  appears where you designate and acts immediately, on
  your turn. It attacks your opponents to the best of its
  ability. If you can communicate with the elemental, you
  can direct it not to attack, to attack particular enemies, or
  to perform other actions.
  Bringer of the Glow (Su): A Huge or larger radiant
  guardian suppresses all areas of magical darkness that it
  wholly or partially occupies as though that area of magical
  darkness were in an antimagic field.
  Conduit of Noon (Su): A Large or larger radiant guardian
  produces residuum simply by being. Each round, the
  radiant guardian gains 1 temporary light residuum. If its
  summoner is within 30 feet, it may perform any light
  waypoint its summoner knows, albeit at a philosopher
  level equal to its Hit Dice or half the summoner's
  philosopher level, whichever is lower.
  Made of Light (Ex): A radiant guardian can't help but
  shed excessive amounts of light. Creatures that attack it,
  whether in melee, at range, or with a single­target spell,
  are dazzled for 1d4 rounds with no saving throw allowed.
  This condition is applied before the actual attack roll is
  made.
  Searing Fists (Ex): A radiant guardian deals an additional
  1d4 points of fire damage on a successful slam attack.
  Escalation:
  When
  activating
  this
  finisher,
  you
  may
  expend any amount of additional light residuum. The type
  of elemental summoned varies depending on how much
  additional light residuum is expended.
  Rage Against the Light (Su; Dark, Greater)*
  Range: personal
  Target: you
  Duration: Int modifier rounds
  Cost: 3 Shadow Points
  Requires: Philosopher level 10th
  Compatible Classes: Edgeblade, Edgewalker
  You will your shadow to become solid and vengeful.
  Whenever you take damage from a creature in a square
  you threaten, your shadow lashes out, dealing 1d6 + your
  Intelligence
  modifier
  damage
  to
  the
  creature
  that
  damaged you. This is a force effect. In addition, for the
  duration of this ability, you have a +1 deflection bonus to
  AC that stacks with other sources of deflection bonus to
  AC. Starting at philosopher level 17th, this deflection
  bonus increases to +2.
  Your
  shadow
  becomes
  undefined
  in
  areas
  of
  no
  illumination. To that end, you must be in an area of dim
  illumination or brighter in order to be able to make a
  retributive attack in this fashion or to receive your
  deflection bonus to AC.
  Residual Shift (Su; Dark, Finisher, Greater, Light)
  Range: personal
  Target: you
  Duration: instantaneous
  Cost: see text
  Requires: Any two dark residuum abilities,
  any two light residuum abilities
  Compatible Classes: Edgeblade
  Whenever your light residuum pool is full, you may
  expend light residuum equal to half your maximum,
  rounded up, to lose the benefit of one of your prepared
  light residuum abilities as a full­round action, then
  prepare another light residuum ability you know in its
  place. You gain the benefit of the newly­prepared ability.
  Similarly, whenever your dark residuum pool is full, you
  may expend dark residuum equal to half your maximum,
  rounded up, to lose the benefit of one of your prepared
  dark residuum abilities as a full­round action, then
  prepare another dark residuum ability you know in its
  place. You gain the benefit of the newly­prepared ability.
  87
  Table: Radiant Guardian
  Escalation
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Scattered Dust (Su; Finisher, Greater)
  Range: 30 feet
  Area: all allies in a 30­foot burst centered on you
  Duration: 1 round/2 levels
  Cost: All Light Residuum OR All Dark Residuum
  Requires: Philosopher level 10th
  Compatible Classes: Edgeblade
  As a swift action, you scatter your choice of dark residuum
  or light residuum, granting its power to nearby allies.
  Those affected gain a temporary residuum pool of the
  chosen type containing residuum points equal to the
  amount of residuum you spent. In addition, those affected
  gain the benefits of your choice of one of your prepared
  residuum abilities whose descriptor corresponds to the
  type of residuum scattered. Unlike a typical residuum
  pool, the granted temporary residuum pool cannot be
  used to pay for finisher waypoints, nor does it interact
  with any residuum abilities other than those specifically
  granted by this waypoint. Similarly, the residuum ability
  granted
  by
  this
  waypoint
  only
  interacts
  with
  its
  corresponding temporary residuum pool and not with any
  residuum pool the recipient may have natively.
  If you grant a creature both a temporary light residuum
  pool and a temporary dark residuum pool through
  multiple uses of this finisher, then the recipient also gains
  your choice of one of your prepared twilight residuum
  abilities. When the recipient loses either of the temporary
  residuum pools, it also loses this twilight residuum
  ability.
  If you choose to spend from your dark residuum pool, this
  is a dark waypoint. Similarly, if you choose to spend from
  your light residuum pool, this is a light waypoint.
  Shadowstep (Su; Dark, Greater)
  Range: 60 feet
  Target: you
  Duration: instantaneous
  Cost: 3 Shadow Points
  Requires: Improved Feint
  Compatible Classes: Edgewalker
  As a move action, you vanish from sight and teleport
  adjacent to a creature within 60 feet. When you reappear,
  you
  may
  attempt
  a
  feint
  against
  the
  now­adjacent
  creature as a free action.
  Shadow Swipe (Su; Dark, Greater)*
  Range: 60 feet
  Target: one sapient creature
  Duration: instantaneous
  Cost: 1 Shadow Point
  Requires: Any two waypoints that use your shadow
  Compatible Classes: Edgeblade, Edgewalker
  As a standard action, you will your shadow to creep along
  toward another sapient (Int 3+) creature with a shadow
  within 60 feet. Your shadow lunges, grabbing the other
  creature's shadow by the throat and yanking violently.
  Make a combat maneuver check, ignoring both your size
  modifier to CMB and the target's size modifier to CMD, if
  applicable. If this check is successful, your shadow
  successfully wrenches the other creature's shadow clean
  away from its physical form and returns to you with its
  prize, cackling maniacally.
  This captive shadow can be used to fuel waypoints that
  require the use of a shadow. In other words, you can use
  your shadow with one waypoint and the captive shadow
  with
  another,
  effectively
  allowing
  you
  to
  use
  two
  waypoints that require a shadow at once.
  When using a captive shadow, the shadow point cost of
  the waypoint is reduced by ­1, to a minimum of 1. A
  captive shadow is held captive for 1 hour or until it is used
  as the requisite shadow for a single waypoint, at which
  point your shadow recognizes its service to you and
  rewards it with its freedom.
  Allies cannot be the target of shadow swipe, as shadows,
  unlike physical creatures, always have a strong sense of
  camaraderie.
  To
  that
  end,
  your
  shadow
  is
  simply
  unwilling to inflict pain upon its friends.
  Shield of Noon (Light, Greater)
  Range: 30 feet
  Area: 30­ft. radius centered on you
  Duration: Wis modifier rounds
  Cost: 3 Radiance Points
  Requires: Any one light greater waypoint
  Compatible Classes: Edgeblade, Edgewalker
  As a standard action, you cause the space around you to
  slowly fill with a palpable radiance. Cceatures that begin
  their turn within 30 feet of you gain temporary hit points
  equal to 2 + 1/3 your philosopher level. These temporary
  hit points last for 1 round. When this effect ends,
  creatures within 30 feet of you are healed for 1d3 points of
  damage per two philosopher levels.
  88
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Shifting Shadows (Ex; Dark, Greater)
  Compatible Classes: Edgeblade, Edgewalker
  Whenever your shadow is not in use by a waypoint or
  locus, it shifts sizes at an incredibly rapid pace, making
  you difficult to size up in combat. You are treated as
  though you were one size category larger for the purpose
  of combat maneuvers and weapon base damage die size,
  as well as one size category smaller for the purpose of
  armor class, attack rolls, and Escape Artist skill checks.
  Sight of the Overstimulated (Ex; Light, Greater)
  Requires: any one light greater waypoint
  Compatible Classes: Edgeblade, Edgewalker
  If one gazes too long into the sun, one tends to need to
  learn to get around without sight. You gain blindsense out
  to a distance of 30 feet, as well as the Blind­Fight feat.
  Study the Edge (Ex; Dark, Light, Greater)
  Compatible Classes: Edgeblade, Edgewalker
  The size of both your radiance pool and your shadow pool
  increases by +2.
  Special: You can select this waypoint multiple times. Its
  effects stack.
  Sunrise and Sunset (Dark, Light, Greater)
  Range: 60 feet
  Target: one creature
  Duration: Int modifier + Wis modifier rounds
  or until discharged; see text
  Cost: 2 Radiance Points, 1 Shadow Point
  Requires: any two dark waypoints,
  any two light waypoints
  Compatible Classes: Edgeblade, Edgewalker
  As a standard action, you link your life force with a
  creature within 60 feet. Like two opposing celestial
  bodies, as you rise, it sets, and vice versa. Whenever you
  receive magical or supernatural healing, if the linked
  creature is within 60 feet, it takes damage equal to the
  amount you just healed, to a maximum of twice your
  philosopher level. A DC 10 + 1/2 your philosopher level +
  your Intelligence modifier or your Wisdom modifier (you
  pick) Will save halves the damage and ends this ability
  immediately. Even if the linked creature is too far away to
  take damage, it is entitled to a Will save to end the effect
  early whenever you receive magical or supernatural
  healing. Similarly, whenever the linked creature receives
  magical or supernatural healing, if it is within 60 feet, you
  take damage equal to the amount it just healed, to a
  maximum of twice your philosopher level. A DC 10 + 1/2
  your philosopher level + your Intelligence modifier or
  your Wisdom modifier (you pick) Will save halves the
  damage and ends this ability immediately. Even if the
  linked creature is too far away for you to take damage,
  you are entitled to a Will save to end the effect early
  whenever it receives magical or supernatural healing.
  Surging Radiance (Sp; Finisher, Greater, Light)
  Range: personal
  Target: you
  Duration: 2 rounds
  Cost: 2 Light Residuum
  Requires: Philosopher level 5th
  Compatible Classes: Edgeblade
  As a standard action, you draw upon your light residuum
  to produce a number of short­lived radiant effects. Select
  any number of spells from the table below, so long as the
  sum of their listed cost is less than or equal to your
  maximum light residuum. You gain the benefit of all of
  the selected spells, using your philosopher level as you
  caster level.
  Escalation:
  When
  activating
  this
  finisher,
  you
  may
  expend any amount of additional light residuum. For each
  point of light residuum expended in this manner, the
  duration of this finisher increases by +2 rounds.
  Surging Shadows (Sp; Dark, Finisher, Greater)
  Range: personal
  Target: you
  Duration: 2 rounds
  Cost: 2 Dark Residuum
  Requires: Philosopher level 5th
  Compatible Classes: Edgeblade
  As a standard action, you draw upon your dark residuum
  to produce a number of short­lived umbral effects. Select
  any number of spells from the table below, so long as the
  sum of their listed cost is less than or equal to your
  maximum dark residuum. You gain the benefit of all of
  the selected spells, using your philosopher level as you
  caster level.
  Escalation:
  When
  activating
  this
  finisher,
  you
  may
  expend any amount of additional dark residuum. For each
  point of dark residuum expended in this manner, the
  duration of this finisher increases by +2 rounds.
  *The edgeblade gains a charge of the spell as though his
  body became a wand with a caster level equal to his
  philosopher level. He may use this charge like any other
  wand, save that no check is needed to use it and that
  nobody else may use his body as a wand.
  89
  Table: Surging
  Escalation
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  Tag Team (Su; Dark, Greater)*
  Range: personal
  Target: you
  Duration: 1 round/level
  Cost: 3 Shadow Points
  Requires: Any one teamwork feat
  Compatible Classes: Edgeblade, Edgewalker
  As a standard action, you command your shadow to aid
  you for rounds equal to your philosopher level. Whenever
  you make an attack of opportunity, your shadow also
  makes an attack of opportunity. Your shadow has the
  same attack modifier as you do, including the benefits
  granted by or penalties imposed by various spells and
  abilities affecting you. Your shadow deals damage equal to
  the base damage die of the weapon you made your attack
  of opportunity with + your Intelligence modifier. Spells,
  abilities, and class features that modify damage do not
  modify your shadow's damage. Your shadow's attacks are
  considered ghost touch.
  Tipped with Sunset (Su; Dark, Light, Greater)
  Range: personal
  Target: a wielded weapon
  Duration: Int modifier + Wis modifier rounds
  Cost: 2 Radiance Points, 2 Shadow Points
  Requires: Tipped with midnight waypoint,
  tipped with noon waypoint
  Compatible Classes: Edgeblade, Edgewalker
  As a move action, you cause the last feeble rays of sunset
  to shine from the tips of your weapons. Weapons you
  wield fatigue the target for 1 minute on a successful
  critical hit with a DC 10 + 1/2 your philosopher level +
  your Intelligence modifier or your Wisdom modifier
  (whichever is greater) Fortitude save to negate.
  Twilight Step (Dark, Light, Greater)
  Range: 5 feet/level
  Target: you
  Duration: instantaneous
  Cost: 1 Radiance Point, 1 Shadow Point
  Requires: Perception 8 ranks, Stealth 8 ranks
  Compatible Classes: Edgewalker
  As
  light
  and
  darkness
  really
  are
  simply
  the
  polar
  expressions of the same central concept, you can move
  from one to the other at will. As a move action, you can
  slip magically between spaces, as if using the spell
  dimension door. Your destination must have a different
  light level from that of your starting point. For example,
  you can step from an area with dim illumination to an
  area with bright illumination, but you cannot step from
  an area with bright illumination to another area with
  bright illumination.
  Unlike the dimension door spell, if the destination is an
  invalid choice for any reason, (light levels are the same,
  destination is occupied by a solid body, magical warding,
  etc.) you not take damage and get shunted to a valid
  location, but rather stay exactly where you are and the
  ability fails.
  Umbral Swarm (Dark, Greater)*
  Range: 30 feet
  Effect: swarm of umbral creatures
  Duration: Int modifier rounds
  Cost: 2 Shadow Points
  Compatible Classes: Edgeblade, Edgewalker
  As a standard action, you command your shadow to burst
  apart into a vicious swarm of bloodthirsty vermin, which
  comes into being occupying a space adjacent to you. Your
  shadow takes the form of a swarm of bats, rats, or spiders
  (your choice). Unlike a typical swarm of the chosen type,
  your umbral swarm is incorporeal and has vulnerability to
  light. You can command this swarm to move as a swift
  action, though it must have a move action available to
  comply and the destination must be a legal square for it to
  occupy. At philosopher level 6th and every 3 philosopher
  levels thereafter, the swarm gains 2 additional hit dice, a
  +1 bonus to all saves, and a +2 bonus to all damage rolls,
  including
  swarm
  damage.
  In
  addition,
  starting
  at
  philosopher level 10th, if you are within 30 feet, your
  swarm channels half of all damage dealt each round back
  to you as temporary hit points. These temporary hit points
  last for 1 minute. Starting at philosopher level 15th,
  whenever your umbral swarm deals damage, if the
  damaged creature is suffering from Constitution damage,
  you
  convert
  1
  point
  of
  Constitution
  damage
  to
  Constitution drain with no saving throw allowed.
  If the swarm is destroyed while this ability is active, your
  shadow reforms after 1d4 rounds; you cannot utilize
  abilities which require your shadow while this ability is
  active or while it is reforming. At any time, you may will
  your shadow to return to its original form as a free action,
  ending this ability early.
  Where All Things Intersect
  (Su; Dark, Light, Greater)
  Compatible Classes: Edgeblade, Edgewalker
  Focusing light and dark into a single, cohesive whole, you
  manage to create a weightless pouch made of twilight
  itself. This twilight pouch has no weight, a hardness of 30,
  and 5 hit points. In most other respects, it behaves like a
  bag of holding with a contents volume limit of 3 cubic ft.
  per philosopher level and a contents limit of 25 lbs. per
  philosopher level. A twilight pouch follows the same rules
  for item retrieval as does a bag of holding, and elicits the
  same response when turned inside out. Like a bag of
  holding, magic items within a twilight bag grant no
  benefit to the wearer of the twilight bag. If destroyed, all
  contents of the pouch spill out onto the floor around you,
  and, if necessary, on top of you. Placing a twilight pouch
  into a portable hole destroys the pouch and deposits all of
  its contents into the portable hole. If the pouch is lost or
  destroyed, you can create another one at no cost to you
  over a period of 7 days.
  When selecting this ability, the maximum size of your
  radiance pool is reduced by ­1 and the maximm size of
  your shadow pool is reduced by ­1.
  90
  
  Ultimate Antipodism ‐ Drawn from Light and Darkness
  Interjection Games
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is
  Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights
  Reserved.
  1. Definitions: (a)"Contributors" means the copyright and/or trademark
  owners
  who
  have
  contributed
  Open
  Game
  Content;
  (b)"Derivative
  Material" means copyrighted material including derivative works and
  translations
  (including
  into
  other
  computer
  languages),
  potation,
  modification, correction, addition, extension, upgrade, improvement,
  compilation, abridgment or other form in which an existing work may be
  recast, transformed or adapted; (c) "Distribute" means to reproduce,
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise
  distribute; (d)"Open Game Content" means the game mechanic and
  includes the methods, procedures, processes and routines to the extent
  such content does not embody the Product Identity and is an enhancement
  over the prior art and any additional content clearly identified as Open
  Game Content by the Contributor, and means any work covered by this
  License, including translations and derivative works under copyright law,
  but specifically excludes Product Identity. (e) "Product Identity" means
  product and product line names, logos and identifying marks including
  trade dress; artifacts; creatures characters; stories, storylines, plots,
  thematic
  elements,
  dialogue,
  incidents,
  language,
  artwork,
  symbols,
  designs, depictions, likenesses, formats, poses, concepts, themes and
  graphic, photographic and other visual or audio representations; names
  and descriptions of characters, spells, enchantments, personalities, teams,
  personas, likenesses and special abilities; places, locations, environments,
  creatures, equipment, magical or supernatural abilities or effects, logos,
  symbols, or graphic designs; and any other trademark or registered
  trademark clearly identified as Product identity by the owner of the
  Product Identity, and which specifically excludes the Open Game Content;
  (f) "Trademark" means the logos, names, mark, sign, motto, designs that
  are used by a Contributor to identify itself or its products or the associated
  products contributed to the Open Game License by the Contributor (g)
  "Use", "Used" or "Using" means to use, Distribute, copy, edit, format,
  modify, translate and otherwise create Derivative Material of Open Game
  Content. (h) "You" or "Your" means the licensee in terms of this
  agreement.
  2. The License: This License applies to any Open Game Content that
  contains a notice indicating that the Open Game Content may only be
  Used under and in terms of this License. You must affix such a notice to
  any Open Game Content that you Use. No terms may be added to or
  subtracted from this License except as described by the License itself. No
  other terms or conditions may be applied 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.
  4. Grant and Consideration: In consideration for agreeing to use this
  License, the Contributors grant You a perpetual, worldwide, royalty­free,
  non­exclusive license with the exact terms of this License to Use, the Open
  Game Content.
  5.Representation of Authority to Contribute: If You are contributing
  original material as Open Game Content, You represent that Your
  Contributions are Your original creation and/or You have sufficient rights
  to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE
  portion of this License to include the exact text of the COPYRIGHT
  NOTICE of any Open Game Content You are copying, modifying or
  distributing, and You must add the title, the copyright date, and the
  copyright holder's name to the COPYRIGHT NOTICE of any original Open
  Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity,
  including as an indication as to compatibility, except as expressly licensed
  in another, independent Agreement with the owner of each element of that
  Product Identity. You agree not to indicate compatibility or co­adaptability
  with any Trademark or Registered Trademark in conjunction with a work
  containing Open Game Content except as expressly licensed in another,
  independent Agreement with the owner of such Trademark or Registered
  Trademark. The use of any Product Identity in Open Game Content does
  not constitute a challenge to the ownership of that Product Identity. The
  owner of any Product Identity used in Open Game Content shall retain all
  rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly
  indicate which portions of the work that you are distributing are Open
  Game Content.
  9. Updating the License: Wizards or its designated Agents may publish
  updated versions of this License. You may use any authorized version of
  this License to copy, modify and distribute any Open Game Content
  originally distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with
  every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open
  Game Content using the name of any Contributor unless You have written
  permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the
  terms of this License with respect to some or all of the Open Game Content
  due to statute, judicial order, or governmental regulation then You may
  not Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to
  comply with all terms herein and fail to cure such breach within 30 days of
  becoming
  aware
  of
  the
  breach.
  All
  sublicenses
  shall
  survive
  the
  termination of this License.
  14
  Reformation:
  If
  any
  provision
  of
  this
  License
  is
  held
  to
  be
  unenforceable, such provision shall be reformed only to the extent
  necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.;
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material
  by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC;
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte
  Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All
  rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors:
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger,
  and Bill Webb; Based on original content from TSR.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC;
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte
  Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing,
  LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob
  McCreary, Jason Nelson, Stephen Radney­MacFarland, Sean K Reynolds,
  Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Campaign Setting: Pathfinder Society Field Guide. © 2011,
  Paizo Publishing, LLC. Authors: Erik Mona, Mark Moreland, Russ Taylor,
  and Larry Wilhelm.
  Pathfinder Roleplaying Game: Ultimate Equipment (OGL) © 2012, Paizo
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck,
  Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz,
  Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael
  Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens,
  Russ Taylor, and numerous RPG Superstar contributors
  Pathfinder Player Companion: Melee Tactics Toolbox © 2015, Paizo Inc.;
  Authors: Paris Crenshaw, Ron Lundeen, and David Schwartz.
  Pathfinder Player Companion: Ranged Tactics Toolbox © 2014, Paizo Inc.;
  Authors: David N. Ross, David Schwartz, and Kaitlyn Sprague.
  Pathfinder Player Companion: Magical Marketplace © 2013, Paizo
  Publishing, LLC; Authors: John Ling, Ron Lundeen, Patrick Renie, David
  Schwartz, and Jerome Virnich.
  Ultimate Antipodism ­ Drawn from Light and Darkness, Copyright 2015,
  Interjection Games, LLC; Author: Bradley Crouch.
  [End of License]
  Notice of Open Game Content: This product contains Open Game Content
  as defined in the Open Game License, above. Open Game Content may
  only be used under and in terms of the Open Game License.
  Designation of Open Game Content: The statistical information and
  general descriptions of creatures, abilities, traps, and other related facets
  of those elements within this document are Open Game Content as
  described in the Open Game License and may be used as Open Game
  Content.
  Product Identity is not available for Use or reuse without the express
  written consent of Bradley Arthur Crouch of Interjection Games.
  Designation of Product Identity: Product Identity in this product includes
  the following terms; Interjection Games, the Interjection Games logo.
  This document is copyright Bradley Arthur Crouch of Interjection Games,
  2015. It is intended for personal use and may not be redistributed or
  reproduced without express written consent of Bradley Arthur Crouch of
  Interjection Games.
  91
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Interjection Games/Ultimate Antipodism - Drawn From Light and Darkness.pdf