TEXT: Species Archive
  The Kulvix
  By Ryan D. Dyson, Jennifer R. Povey, Jacob 
  Earl Talley, John c. Walborn
  Cobalt Sages 
  Creations Presents:
  
  ii
  
  iii
  Species Archive: The Kulvix
  What is the Cobalt Athenaeum?
  In our company lore, the Cobalt Athenaeum is an extra-dimensional space and entity that absorbs written material from across 
  existence. It has a will of its own and welcomes some while spurning others. Over eons, many have roamed the stacks and pe-
  rused the volumes within the athenaeum. The Cobalt Sages are just but the two current caretakers among many through time.
  The content in this book is designed to have come from the Cobalt Athenaeum, thus the reference to it. From our company lore, 
  this document was put together by Sage Mimir. 
  Sage’s Preface
  When we first came to the Cobalt Athenaeum we were more 
  than just two. Several explorers and arcanographers were 
  with us and all worked to bring us here. It was with the aid 
  of three of our allies that we conducted forays into the worlds 
  documented in the athenaeum. The same magic that brought 
  us here allowed us to travel across time and space to make 
  direct observations and take accurate notes. However... not all 
  expeditions were successful. Our numbers slowly dwindled 
  as threats or hazards unanticipated took our former compa-
  triots. In the end, our last wayfinder sacrificed herself to send 
  us back to the athenaeum. The following document comes 
  from one of our in-person forays.
  About the Kulvix
  In my travels across worlds and times, I have seen life in all 
  its beauty and terrible forms. On one world I found myself 
  enthralled for a time with these beings of crystal. Seemingly 
  altered bismuth animated by the fragmented thoughts of 
  beings long passed. I expected to find simple minds unblem-
  ished with complexity, not these sophisticated entities. All 
  segments of their society and even their very being are focal-
  ized on the interplay of thought and sense of self. The surety 
  of the kulvix outlook has been nothing but a boon to myself 
  since I came to understand it. I hope by compiling my notes 
  and the notes of the other sages that joined me will aid future 
  sages as they scrutinize new worlds.
  Mimir,  Cobalt Athenaeum Sage
  Credits
  Designer Ryan D. Dyson, Jeniffer R. Povey, Jacob Earl Talley, 
  John C. Walborn
  Artists Daniele Ariuolo, Some artwork © 2019 Cobalt 
  Sages Creations, used with permission. All rights reserved. 
  Danielle Ariuolo, Maria Isabel Rauber Neves, Mantas 
  Butkus, Fuandho Bristyan Rosa, Manu Fernandez, 
  TheNoisy, Will No Name (Will González), Levi Lord, Phu 
  Thieu
  Cover  Phu Thieu
  Layouts Jacob Earl Talley
  Logo Design Michael Malkin
  Project Manager Jacob Earl Talley
  Publisher Jacob Earl Talley
  Pathfinder Roleplaying Game rules used under the Open Game License. Learn more about Pathfinder at http://paizo.
  com and peruse their official database of rules at http://www.aonprd.com/
  Declaration of Open Game Content
  All texts pertaining to game mechanics and statistics are declared Open Game Content. All items subject to the defi-
  nition of Product Identity are the property of Cobalt Sages Creations, and cannot be used without written permis-
  sion.
  Product Identity
   The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, 
  Section 1(e), and are not Open Content: all trademarks, registered trademarks, proper names (characters, deities, 
  etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. Elements that have previously been 
  designated as Open Game Content or are in the public domain are not included in this declaration.
  
  iv
  Table of Contents
  Chapter 1: The Kulvix ..................... 1
  History . . . . . . . . . . . . . . . . . . . . . . 1
  Physical Description & Biology . . . 2
  Ecology & Society . . . . . . . . . . . . . . 3
  Writing & Languages . . . . . . . . . . . 6
  Alignment and Religion . . . . . . . . . 6
  Adventures . . . . . . . . . . . . . . . . . . . 6
  Kulvix in your game . . . . . . . . .7
  Kulvix Racial Traits. . . . . . . . . .8
  Feats . . . . . . . . . . . . . . . . . . . . .16
  Animation Reallocation . . . . . . . . . 16
  Astral Construct Deployment  . . . . 16
  Autohypnotic Spell Memorization . 16
  Cognizance Attunement . . . . . . . . . 16
  Cognizance Efficiency  . . . . . . . . . . 16
  Cognizance Reserves . . . . . . . . . . . 17
  Concentrated Harmcrys Masses . . 17
  Drag by the Foot . . . . . . . . . . . . . . . 17
  Harmcrys Bonding . . . . . . . . . . . . . 17
  Improved Drag by the Foot . . . . . . 18
  Infused Harmcrys Matrix  . . . . . . . 18
  Mineral Lacing . . . . . . . . . . . . . . . . 18
  Crystal Strike . . . . . . . . . . . . . . . . . 19
  Crystal Veil . . . . . . . . . . . . . . . . . . . 19
  Explosive Reposition . . . . . . . . . . . 19
  Crystal Style . . . . . . . . . . . . . . . . . . 19
  Toughened Skin . . . . . . . . . . . . . . . 19
  Character Traits . . . . . . . . . . . .20
  Chapter 2: Species Class Options .. 22
  Harmcrys Alchemist  . . . . . . . .22
  Syncretic Pupil . . . . . . . . . . . . .23
  Harmcrys Juggernaut  . . . . . . .23
  Kulvix Exemplar . . . . . . . . . . . .25
  Chapter 3: Psionic/Mundane Items . 33
  Mundane Items. . . . . . . . . . . . .33
  Weapons and Shield . . . . . . . . . . . . 33
  Adventuring Gear  . . . . . . . . . . . . . 33
  Special Substances and Items . . . . 34
  Psionic Items. . . . . . . . . . . . . . .34
  Gemstone Augments . . . . . . . . . . . 34
  Mystic Quartz Deflector  . . . . . . . 35
  Obsidian Ablator . . . . . . . . . . . . . 35
  Opal seer . . . . . . . . . . . . . . . . . . . 36
  Radiant Sunstone  . . . . . . . . . . . . 36
  Rhyolite Diffuser . . . . . . . . . . . . . 36
  Agate Heart . . . . . . . . . . . . . . . . . 37
  Cavansite Modulator . . . . . . . . . . 38
  Jade Infuser . . . . . . . . . . . . . . . . . 38
  Jasper Reinforcer . . . . . . . . . . . . . 38
  Calligrapher’s Stone  . . . . . . . . . . 39
  Malachite Impeder. . . . . . . . . . . . 39
  Moonstone Spar  . . . . . . . . . . . . . 39
  Zoisite Prism . . . . . . . . . . . . . . . . 40
  Universal Items  . . . . . . . . . . . . . . . 40
  Rapid Growth Crystals . . . . . . . . 40
  Superdense Stone . . . . . . . . . . . . 40
  Chapter 4: New Powers ................. 41
  Baleful Decoy . . . . . . . . . . . . . . . . . 41
  Common Idea . . . . . . . . . . . . . . . . . 41
  Crystal Bulwark . . . . . . . . . . . . . . . 41
  Crystal Fist . . . . . . . . . . . . . . . . . . . 42
  Crystal Tunneling . . . . . . . . . . . . . . 42
  Crystalize Blood . . . . . . . . . . . . . . . 43
  Doom Gem . . . . . . . . . . . . . . . . . . . 43
  Ethereal Chain . . . . . . . . . . . . . . . . 43
  Evolutive Protection . . . . . . . . . . . . 44
  Fast Evolution . . . . . . . . . . . . . . . . . 44
  Feet-Catcher . . . . . . . . . . . . . . . . . . 44
  Forgotten Knowledge . . . . . . . . . . . 44
  Harmonize, Lesser . . . . . . . . . . . . . 44
  Harmonize . . . . . . . . . . . . . . . . . . . 45
  Harmonize, Greater . . . . . . . . . . . . 45
  Healing Stasis . . . . . . . . . . . . . . . . . 45
  Helping Column . . . . . . . . . . . . . . . 45
  Illusory Vein . . . . . . . . . . . . . . . . . . 45
  Imbue Momentum . . . . . . . . . . . . . 46
  Imbue Superdensity . . . . . . . . . . . . 46
  Inked Protection . . . . . . . . . . . . . . . 46
  Intentional Amnesia . . . . . . . . . . . . 46
  Maximum Perception . . . . . . . . . . . 47
  Continental Strength . . . . . . . . . . . 47
  Mutual Localization . . . . . . . . . . . . 47
  Ocular Crystallization  . . . . . . . . . . 47
  Ray of Pain . . . . . . . . . . . . . . . . . . . 48
  Relative Absence . . . . . . . . . . . . . . . 48
  Reveal Answer . . . . . . . . . . . . . . . . 48
  Self Control . . . . . . . . . . . . . . . . . . . 48
  Spectral Charge  . . . . . . . . . . . . . . . 48
  Survivor’s Deadly Revenge  . . . . . . 49
  Tactical Connection . . . . . . . . . . . . 49
  Telepathic Senses . . . . . . . . . . . . . . 49
  Unique Message . . . . . . . . . . . . . . . 49
  Underwater Air  . . . . . . . . . . . . . . . 50
  Vocal Crystal . . . . . . . . . . . . . . . . . . 50
  Open Game License ........................ 51
  
  v
  Introduction
  We are excited to admit you to the Species Archive for the kulvix, 
  produced by Cobalt Sages Creations! These pages have several new 
  enhancements to the Pathfinder Roleplaying Game, including:
  The Kulvix, a varied species of psionically charged crystal 
  constructs! Truly a psicrystal in the past, the kulvix have now 
  become towering beings of altered bismuth know as harmcrys. 
  Each of the twelve veins expresses various facets of the kulvix 
  psyche and psionic powers. In their underground home, the kulvix 
  developed a complex culture that has only come into contact with 
  the world at large. 
  The feats and traits within explore the complexities of the kulvix 
  body and society. We find the kulvix treat their bodies as a tool to 
  shape for the task at hand.
  Several class options for the Alchemist, Monk, Unchained Monk, 
  and Aegis make a debut. Kulvix alchemists use infusion modified 
  bombs and formulate methods to blend alchemy and psionics. The 
  monks of the kulvix study themselves and their psicrystal past 
  discovering new endowments from this understanding. The 
  kulvix aegis uses its extraordinary powers to customize their 
  bodies like armor. We also introduce a new exemplar class for the 
  kulvix detailing the paragons of the kulvix, those that embody their 
  psyche more than any other. 
  You will also find new items designed for and utilized by the 
  kulvix. For the combat-oriented, we introduce the kulvix weapons 
  and shields unique to their kind to crush those who want to 
  undermine the kulvix. You can explore a multitude of options with 
  gemstones imbued with psionics to resonate with the weapons, 
  shields, and bodies of the kulvix.
  Finally, there are new powers fashioned by kulvix psions after 
  generations of research. Every kulvix is gifted psionically in some 
  form and their powers express their psyche. 
  
  1
  Chapter 1: The Kulvix
  Intention. If it is to be, it is up to you. It is by your thoughts the 
  world is shaped into gleaming beauty or left to crumble to sand. 
  Focus. The climber does not place its hands wildly. Your thoughts 
  must be like the hands of climbers, deliberate and without uncer-
  tainty. Perspective. Expand your thoughts beyond your form. The 
  rain may seem haphazard to the ant but to the world it is part of 
  the symmetry. Once you have mastered your consciousness then 
  can power flow from you. Then, maybe, I can teach you the psionic 
  arts.  
  Sith, Master of Pebbles.
  Kulvix are crystalline creatures sometimes called “bismuth men.” 
  Isolationist to a fault, they are organized into a complex system 
  of tribe-like druse and castes that the kulvix generally refer to as 
  “veins”. These may rapidly lose an outsider, but the “vein” system 
  is highly practical and works for the kulvix, allowing for a simple 
  legal structure - and a dedication to the clarity of thought.
  History
  The kulvix do not know where they came from: they only have 
  myth and legend. This legend claims the kulvix people evolved 
  from psionically receptive crystal deep within Theia responding to 
  emotions of other sapient beings. The first three kulvix found their 
  way to the surface in a true desert devoid of life. The lifeless desert 
  above offer nothing to the three and they returned underground. 
  The three are called Zun (Courage), Vot (Mindfulness), and Arob 
  (Hard Work). 
  Their actual written history starts with the Kul’Vix — the Great 
  Awakening — from which they took their name. It speaks of twelve 
  beings that were the first of the various types of kulvix. The kulvix 
  lived for some time in the refuge in which they awakened, though 
  exactly how long is difficult to determine because, as beings who 
  did not age and lived underground away from the natural patterns 
  of day and night, the early generations of kulvix thought only 
  in linear terms where one event occurred after another with no 
  concept of how long an event lasted or how much time passed 
  between that event and the next. They learned to “reproduce” 
  by psionically awakening other crystals — and grew in numbers. 
  They lived underground, safe and at peace in a deep homeland 
  further still from the surface than the current place the kulvix call 
  home. During this ambiguous length of time, these twelve beings 
  worked in perfect harmony to develop their language and methods 
  of writing, a complex system of logic and philosophy, and a deep 
  awareness of themselves and their surroundings. They found that 
  the crystalline ruin into which they awakened was only slightly less 
  sentient than they themselves were and that they could use it to 
  communicate and to eventually reproduce.
  It did not last, but again, what actually happened is of some 
  contention. Some say an earthquake destroyed their refuge. Others 
  say that they awakened a monstrous creature, or that they warred 
  amongst themselves. Likely the truth is some combination of 
  the three, but the refuge was assumed destroyed and the kulvix, 
  carrying with them raw crystals of their once refuge, fled closer to 
  the surface.
  There, they slowly rebuilt their civilization They discovered 
  the ability within themselves to convert the elements, turning 
  minerals and metals of any type into the same crystal from which 
  they are made. This ability allowed them to craft powerful tools 
  and convert their new home to a suitable environment in which 
  
  2
  they could settle, leading to a long age of comfort and peace in 
  which the kulvix multiplied again and began forming the tribe-like 
  druse and societal structures in which they live today. The system 
  of druses is designed to flex with personality differences rather 
  than break against them, earthquake-proof as it were. This is also 
  when the twelve (now eleven) veins began to develop based on the 
  personality types.
  A small number of the heroic and adventurous personality type, 
  the Tan’Kitariv or “heroes”, began to explore the surface. They found 
  dry canyons and constructed new dwellings in there, connected to 
  their underground home. They also found other intelligent species 
  — and although the kulvix did not trust them, some contact was 
  inevitable — and that contact grew into trade, although outsiders 
  were never permitted underground. Trade also led to them picking 
  up ideas from outside - and while they are still isolationist, their 
  minds are beginning to expand and grow. With generally peaceful 
  intent, they send slow feelers out into the real world, always careful 
  to avoid conflict with others.
  Eleven, Twelve, and Thirteen Personality Types
  The official histories of the kulvix will always say there 
  were twelve original veins, or personality types, with one lost 
  to time leaving eleven remaining. However, there is another 
  personality type that is not known to the majority of kulvix. 
  The “liar” personality type is a secret one and works diligently 
  to ensure this remains the case. While this is unknown to 
  the kulvix at large, it is important to state as players have the 
  option to be of this personality type.
  Physical Description & Biology
  Kulvix are sometimes called “bismuth men” - and with a good 
  reason for they resemble crystallized bismuth. Kulvix generally 
  resemble bipedal humanoids made out of angular crystal, ranging 
  from four to eight feet in height. Kulvix, due to their elemental 
  nature, are far denser than they appear, though their weight is 
  consistent no matter their height or shape. They tend to be lithe 
  in build and are grey in color with a brighter inner layer of a color 
  that varies by vein (see sidebar). Each kulvix is a member of a vein, 
  which is visible in their inner color layer. The veins have no impact 
  on physiology, only on psychology and occasionally professional 
  aptitude. Their crystalline structure lends toward flat, smooth 
  trigonal or hexagonal crystals in a stair-step pattern. Their heads 
  are purely decorative lacking a face and are not required to for a 
  kulvix to exist. 
  Their brains and sensory facilities are centered in their chests. 
  Each kulvix has six to ten sensory cores, often called “eyes” due 
  to their spherical shape and glassy appearance, that capture 
  movement, light, and vibration, allowing the individual to see. In 
  the kulvix, the senses of smell and touch are controlled primarily 
  by inherent psionic awareness, though touch is also tied to their 
  sense of hearing which is based on an acute sensitivity to vibration 
  in their sensory cores. These cores can be positioned anywhere on 
  the body. They can also be merged or divided to form more or fewer 
  cores with size increasing as they are merged and decreasing as 
  they are split. In any case, no matter where their cores are located, 
  a kulvix can only focus their vision on one perspective at a time. To 
  look behind them, a kulvix must focus on that perspective, much 
  like a human would turn their head. 
  Kulvix do not eat, drink, breathe, or sleep. Their energy comes 
  from the psionic nature of the crystal although they tend to be 
  slower in motion and response than other races, appearing sluggish 
  at times. They also do not age and die the same as other species do. 
  Their memories fade over time, but very slowly - however, this 
  fading happens faster to kulvix who leave their homeland and thus 
  proximity to other crystals - and can eventually lead to senescence 
  and the “death” of the mind, leaving a core which can then be 
  reawakened into a new kulvix. Generally, kulvix outside their 
  homeland survive only for about a hundred years, whilst those who 
  remain live far longer.
  New kulvix are created in a ritual called the Atta’Vix. A suitably 
  sensitive raw crystal or core is taken, and three carefully chosen 
  individuals are sequestered with it in a sacred chamber - for 
  anything from ten to seventy-five years. At the end of the process, 
  the crystal awakens and becomes a brand new kulvix. The vein 
  is determined by the dominant psychology of the individuals who 
  awaken the new kulvix (meaning that if a vein is low in members, 
  then more of their individuals are likely to assist in Atta’Vix until 
  they bring it back up). The elder three kulvix emerge and return 
  to their professions while the newly awakened is taken in by the 
  chieftain to assess its psychology and competencies before being 
  assigned a profession to which it will be apprenticed. Much of the 
  guidance and training a human would receive from their family, 
  the kulvix receives from the senior members of their chosen 
  profession. Sometimes existing kulvix will undergo the Atta’Vix 
  ritual either voluntarily or as punishment for a crime to be reborn 
  a new person. New kulvix awaken with a featureless crystal mass 
  atop their square shoulders and most shape this mass into an 
  ornamental and/or utilitarian helmet of sorts. New kulvix lack 
  anything resembling gender though older kulvix might have 
  formed their bodies to mirror such gendered forms. 
  Kulvix individuals have the ability to modify their appearance 
  over time to suit their needs and purposes. Although they can change 
  shape, they cannot add or subtract mass - rather they expand or 
  contract, changing density. Sensory cores are often moved around 
  as the kulvix reshapes its body. Kulvix are not always consistent 
  from one meeting to the next as they will change their forms 
  based on need or whims. Those who deal with flesh-based beings 
  often mimic facial features of the species they commonly interact 
  with. More than any other body part, they change the shape of 
  their heads and faces to fit the fashion and needs of the moment. 
  Notably, kulvix who work a lot with outsiders may adopt forms and 
  features that would be indicative of gender in other races for the 
  comfort of those around them and accept the related pronouns. 
  
  3
  The absence of reproductive organs makes these features relevant 
  only as self-expression.
  Kulvix Veins
  Kulvix have two distinct external layers of color. The 
  outermost layer is translucent grey, similar in appearance to 
  smoked glass, with a subtle multi-chromatic sheen. The inner 
  layer is vibrant and luminous and can be energized to shine 
  through the surface in lines and angular patterns according 
  to the shape of the body. The exact shade of this inner layer 
  depends on the psychology of the individual and categorizes 
  them into “psyche veins”.  
  There are thirteen psyche veins:
  • Artiste (Tan’Nukarob) - Grey (only, no interior color)
  • Bully (Tan’Kazariv) - Orange
  • Focused (Tan’Marnarta) - Green
  • Friendly (Tan’Nukaryat) - Silver (only, rather than grey)
  • Liar (Tan’Dularnuk) - Variable (see Psychology)
  • Meticulous (Tan’Arobarvon) - Pink
  • Nimble (Tan’Dalarkit) - Yellow
  • Poised (Tan’Dalarvok) - Blue
  • Resolved (Tan’Kuzdalarvok) - Red
  • Sage (Tan’Dalarta) - Black (only, rather than grey)
  • Sneaky (Tan’Kitarvan) - Clear
  • Sympathetic (Tan’Dularvan) - Purple
  • Hero (Tan’Kitariv) - Gold
  Ecology & Society
  The home of the kulvix, Kul’Kuzag (The Great Cavern), is a 
  massive network of caverns located under a vast desert and are 
  home to dozens of individual druses, the first of which migrated 
  here when the smaller cavern in which the species originated was 
  destroyed in some cataclysmic event, the details of which are long 
  since lost to time. When first settled, The Great Cavern (Kul’Kuzag) 
  was approximately 12 miles in diameter, large in its own right but a 
  fraction of its current size, and fully enclosed. Centuries of seismic 
  activity and intentional exploration/expansion by the kulvix have 
  linked the original structure with other natural formations and 
  features, steadily expanding the size of the complex in all three 
  dimensions. A notable event occurred as the kulvix were in the 
  midst of exploring a large, newly revealed chamber far to the east 
  of the cavern’s heart. The roof of this chamber collapsed, revealing 
  a long, thin rift above, the exploration of which eventually lead to 
  the discovery of a network of ancient lava tubes that would lead to 
  the formation of Kaz’Arag.
  The Untamed Settlement (Kaz’Arag) is the second kulvix 
  settlement is situated in a series of sandstone canyons in an arid 
  highland. In a time lost to memory, a handful of splinter druses, 
  mostly of the hero vein, left the caverns in which most kulvix 
  dwell and wandered for some time before settling on this location 
  as their home. While no one knows exactly why this took place 
  and what purpose the Untamed Settlement (Kaz’Arag) originally 
  served, its location just off a primary trade route and elevated 
  position above the surrounding desert has made it a useful outpost 
  and trading/meeting point for the kulvix. the Untamed Settlement 
  (Kaz’Arag) has become both a forward outpost, providing the word 
  of strangers approaching along the main trade route, and a trade 
  
  4
  hub for all kulvix, even those dwelling in the great cavern. The 
  druses populating this area frequently exchange messages with 
  those in The Great Cavern (Kul’Kuzag)  and, when traders arrive, 
  they serve as negotiators and intermediaries bartering for foreign 
  goods which they then pass on to their kin at little or no profit. 
  Additionally, in the unlikely event that the main cavern is threatened 
  by a significant enough enemy that they require support, the many 
  soldiers dwelling in Untamed Settlement(Kaz’Arag) do not hesitate 
  in marching to assist. 
  Kulvix society is based on a complicated interplay of veins and 
  druses that can readily become confusing to others. In any given 
  druse, one psyche vein tends to be dominant and occupy more 
  leadership roles, but geography and the need for given professions 
  and skills within a druse also plays a large role. As a solitary 
  species focused on clarity of thought and unity of being, each 
  kulvix is wholly dedicated to their psychological predisposition 
  with little room for questioning. Kulvix believe it wise to choose 
  their thoughts and not let them flow freely. Kulvix believe thoughts 
  send a powerful vibration in their being and through them, the 
  world. By striving for purity of thought, they seek to strengthen 
  this message to the world around them and change it for the 
  better. This is why druses are organized primarily by psychology 
  so that like-minded individuals can encourage learning, growth, 
  and perfection in each other. Because some psyche veins excel 
  specifically in certain professions, the crossover does exist within 
  druses, but those druse members who fall outside of the dominant 
  psyche are often considered a nuisance within the druse. This 
  does not always hold true, especially when dealing with friendly 
  (Tan’Nukaryat) and sympathetic (Tan’Dalarta) psyches, but it is 
  common. Kulvix feel a strong tie to each other and to the druse 
  with little reason to act in self-interest. 
  Kulvix druses within The Great Cavern (Kul’Kuzag) are ruled 
  independently by a chieftain and a council of elders, the latter of 
  which are comprised of the leaders in each profession. Generally, 
  the leaders are older kulvix with experience, although sometimes 
  younger individuals can achieve something to earn a leadership 
  position. In the smaller druses, most of which exist in the smaller 
  caverns at the fringe of  The Great Cavern (Kul’Kuzag), this simple 
  structure is sufficient. In larger druses, the elders each lead a 
  trade guild with its own internal structure responsible for the 
  management of the given trade. There is little political overlap 
  between druses, though the trade guilds within separate druses do 
  occasionally interact to trade resources and expertise. In all cases, 
  chieftains and elders are reliant almost exclusively on popular 
  approval to maintain their positions. This is rarely an issue due 
  to the methodical and consistent nature of most kulvix, but 
  occasionally a leader must be replaced. When this occurs, a new 
  leader is appointed by consensus and the old leader is dishonored, 
  resulting in their demotion to Gatherer or, most often, they 
  voluntarily submit to Atta’Vix to be reawakened as a fresh new 
  being. 
  The one known kulvix settlement above ground, the Untamed 
  Settlement (Kaz’Arag), is a bit looser and less formal in its 
  leadership structure than the main druses in Kul’Kuzag. The same 
  structure of chieftains and elders exist, where the elders are more 
  commonly comprised of skilled warriors, but kulvix druses in this 
  outpost are more widely mixed across veins that those in The 
  Great Cavern. Druses are formed around specific goals rather than 
  communities of psyches.
  The legal structure of the kulvix is simple and informal. The 
  basic premise of kulvix law can be summed up by saying that the 
  rights of the individual cannot infringe upon the rights of another. 
  Anything that harms another kulvix is generally considered 
  unacceptable with physical harm falling among the worst of 
  offenses. The druse chieftains and elders enforce order and the 
  decision reached by the chieftain of the druse to which the offender 
  belongs is always final. Punishment is usually minor, where shame 
  and loss of honor and societal position are sufficient to discourage 
  most crime, but occasionally a kulvix may be sentenced to undergo 
  Atta’Vix again and reawaken as a new being.  Conflicts between 
  druses are never allowed to become open warfare. Instead, a 
  Sympathetic (Tan’Dalarta) Advisor will do their best to resolve 
  the situation through mediation and negotiation. If that fails, each 
  druse will nominate twelve representatives to challenge the other 
  druse in the Kal’Varik - the ritual of submission. The ritual is a high 
  formalized event with the chosen of both druses using specially 
  crafted “weapons” that can weaken a kulvix’s psyche, resulting in 
  unconsciousness after multiple strikes, but not physically harm 
  them. The ritual continues until members of only one druse 
  remain standing, and that druse is allowed to dictate terms.
  Along with vein and druse, kulvix use their profession to 
  define their place in the world. Each young kulvix is assigned to 
  a profession several years after awakening based off of the druse 
  chieftain’s assessment of their abilities, aptitudes, and desires. 
  Common professions within a druse are gatherers, herders, crafters, 
  harmonizers, and scholars. Gathers and herders are generally seen 
  as less desirable as a kulvix working these jobs will have trouble 
  focusing on their thoughts. Herders cultivate and maintain the 
  herds of insects native to the environment, then harvest chitin and 
  silks to provide to the crafters for use. Harmonizers and scholars are 
  well respected among kulvix. Harmonizers are the idea of thoughts 
  affecting the world made real, they spend a portion of their time 
  using their learned harmonize power to convert natural caverns, 
  caves, and canyons to harmcrys and the rest of their time carving 
  and expanding new areas for habitation. Professions are not set 
  in stone — sometimes the chieftain is wrong in their assessment 
  and a mismatch is discovered early in training. Sometimes the 
  long-lived kulvix choose to change professions out of boredom, a 
  newly discovered interest or more rarely join a more specialized 
  profession. Of the specialized professions, soldiers, managers, 
  trainers, spies, advisors, the mindwalkers, and the adventures are 
  most significant.  Mindwalkers are never given their profession 
  after creation and rarely seek to become a mindwalker. Rather, 
  they are declared a mindwalker when they display the behaviors 
  and accolades of one. Mindwalkers are a near perfect expression 
  of the fundamentals of a psyche. They serve as guides and a gold 
  
  5
  standard to others of their vein. They exist outside of the normal 
  tribal structure and will often live in a locale they believe will help 
  them reach perfect purity of thought or expression of their psyche. 
  Similarly, adventurers exist outside of normal tribal structure as 
  the antithesis to the mindwalkers.  Adventures believe that the 
  pure thought is fleeting and can only be formed for a moment and 
  that instant requires a vast store of experiences to be brought into 
  being. Adventurers spent years trying to create the perfect moment 
  to form that thought. 
  Kulvix industry is not driven by base needs to eat and drink. 
  Rather, the kulvix are able to focus more on building and thought.  
  Their industry is sluggish but efficient. Large scale production 
  is rarely needed for the slower and more cerebral lifestyle of the 
  kulvix. Tools, clothes, and other items produced by kulvix focus 
  on mixing aesthetic design and durability.  While the kulvix often 
  employ ornamental designs in their tools and living environments, 
  they put little value in the creation of art with no practical use 
  (save the artistes). Ornamentation trends toward square, cubic, 
  and angular designs, often with complex levels and recesses that 
  form persistent designs typical to their druse. Druses will often 
  undertake magnificent public works that might take centuries to 
  complete. While professions such as scholar and mindwalker are 
  not directly tied to industry, and therefore report directly to their 
  chieftains and are not usually managed by other professions, they 
  do play an integral role in kulvix industrial development as their 
  efforts fuel new ideas that improve existing processes and methods. 
  Kulvix do not wear clothing for protection, but often wear a utility 
  belt or kilt to carry equipment. This clothing is functional in nature, 
  and rarely worn if not needed for a task. Silks and chitins are used 
  to construct the most common clothes though any material that 
  can be sustainably harvested from the local insect population 
  will be used. When dealing from druse to druse, and in the rare 
  instances the kulvix trade with other races and cultures, they use 
  a pure barter system as kulvix lack an accepted currency. Because 
  the kulvix are disconnected from, and ignorant of, other cultures, 
  they often struggle with the valuation of their goods, a fact that 
  some unscrupulous merchants sometimes exploit.  However, they 
  tend to be at a disadvantage in trade and, quietly, some outsiders 
  (especially humans) make jokes about kulvix and “easy mark”.
  If a kulvix visits foreign soil, it is almost always a member of 
  the hero (Tan’Kitariv) vein. When the hero vein is seeking favor 
  from those it is visiting, it is exceptionally well-mannered. When 
  it is demanding something from them, it is resolute and insistent. 
  Kulvix almost never set out to attack foreigners, so no matter what 
  the intent, they will attempt to accomplish their purposes without 
  conflict. More and more frequently, the kulvix come under attack by 
  brigands, roving bands of wildmen, or wild denizens of the regions 
  they inhabit. Sometimes those who have presented themselves as 
  
  6
  simple visitors betray the trust of the kulvix and attempt to do them 
  harm. In these cases, the kulvix defend themselves with a focus 
  on preserving the lives and safety of their species above all else. 
  They prefer to thwart attacks through the use of tools, traps, and 
  machines and will go out of their way to avoid putting members 
  of their race in danger.  When they do fight, kulvix avoid direct 
  conflict - as a species which seldom dies unless they choose to, they 
  have a particular value on individual life - and will try to deal with 
  the outsiders by using traps, machines, and ranged attacks.
  Writing & Languages
  All kulvix writing is found in the form of translucent grey crystals 
  with spiraling layers of inscription that change as the crystal is 
  turned in the light. These crystals are easily grown in the right 
  conditions and quite durable. The kulvix language 
  is intricate and difficult for other cultures to 
  learn. Rather than letters and words, the kulvix 
  write in compound glyphs, each of which 
  contains a complete thought. These glyphs 
  are etched into translucent grey crystals in 
  a spiral pattern wherein only a few glyphs 
  are visible until the crystal is turned in 
  the light to reveal the next series. In the 
  more sophisticated crystals of this type, 
  the visible glyphs change based on the 
  dominant spectrum of light in the area. 
  In this manner, anywhere from one to 
  twelve hundred pages of writing can 
  be found in a single crystal the size 
  of a bread loaf. The most complex 
  of 
  kulvix 
  literary 
  productions 
  requires the ability to alternate the 
  color of the light shining on the 
  crystal. Some artistes have gone as 
  far as to document a tale perfectly 
  tuned to a custom light display 
  pattern creating a most spectacular 
  performance.  Written works of the 
  kulvix are highly prized outside of 
  kulvix lands both for their beauty 
  and the functional nature of the grey 
  crystals.
  Kulvix 
  have 
  two 
  languages 
  unique to their regions. The sing-
  song sound of Kulvix is actually 
  quite soothing to listen to. Most 
  humanoids can learn to speak and 
  understand Kulvix, though those 
  with less well trained vocal muscles 
  will struggle a bit.  More complex is 
  Kulvix Glint the light-based language 
  used by the kulvix. Kulvix Glint is used 
  to quickly convey simple concepts such as; you, warning, stop, 
  show, move, and the like. Since Kulvix Glint is hue and intensity 
  based, anyone seeking to understand it must be able to see in color. 
  Kulvix are unable to “speak” Kulvix Glint without an external light 
  source, as they change their bodies’ structure to affect the light 
  passing through them.  For most humanoids speaking Kulvix Glint 
  is impossible without the aid of a light source and some way to 
  color the light, such as filters or powders that change the colors 
  of flames. Even with these tools, non-kulvix attempting to speak 
  Kulvix Glint can easily express the wrong message. 
  Alignment and Religion
  Kulvix tend to be true neutral, sometimes leaning more chaotic 
  as they have very little in the way of rules in their society. Truly 
  evil kulvix tend to be dealt with by their own people as the kulvix 
  consider harm to another kulvix to be a significant crime and, 
  in extreme cases, one worthy of a kind of death sentence — the 
  destruction of the personality and the re-awakening of the crystal 
  core as a new person.
  Kulvix are not generally religious people, rather, kulvix religious 
  leanings focuses on Kul’Vokar, but that is seen as an ideal to be 
  reached, not a higher being outside of oneself. Thus, they seek 
  “godhood” through clarity of thought — a striving for perfection 
  that, in their mind, needs no external assistance. One can either 
  achieve it or continue working towards it. They are in constant 
  pursuit of the concept of perfect focus and flawless unity of body 
  and mind. Kulvix religious practice is meditative and spiritual rather 
  than religious. This might be because kulvix do not die as other 
  beings do, but rather fade out with age until only their core is left 
  for awakening — a form of proven reincarnation into a new being 
  that makes it harder to believe in souls. Some kulvix adventurers 
  may adopt the ritual trappings of other religions, but this is always 
  as an experiment to see if they can get closer to Kul’Vokar.
  Adventures
   
  While every adventurer seeks the open road for their own 
  reasons, the kulvix are swayed by a few specific callings. The first 
  is the desire for community. While they will likely grow up in a 
  community of other kulvix when they discover the existence of 
  other species (or lose their presence if they did grow up around 
  them) a kulvix youth may be enticed to seek out other species to 
  befriend and bring into their counsel. However, the lack of solitude 
  and peaceful contemplation while adventuring frequently make a 
  kulvix homesick. Kulvix adventurers will regularly linger at a place 
  that reminds them of home and often carries reminders of their 
  homeland. 
  The second primary motivation is seeking out evidence of the 
  unknown beings that created them. The more they can learn about 
  the beings that brought them into existence, the more likely they 
  will be able to serve the purpose they were created for. Alternately, 
  
  7
  some kulvix adventure for the same core reason, but instead of 
  desiring the bring their purpose to fruition, they desire to further 
  dissuade the discovery of the progenitor, allowing them to retain 
  their individuality that much longer.
  The third strong motivation kulvix feel is the desire to help others. 
  The surest way to bring one’s thoughts to the world is with action. 
  Many of the kulvix people have been seen aiding communities in 
  danger or having suffered a natural disaster. Appreciated for their 
  efforts or not, helping others brings a sense of contentment to a 
  kulvix. This could also contribute to why they seek to travel out and 
  be with other species. 
  Kulvix in your game
  This will need to be a large section detailing how they can be fit 
  into a world. 
  Lorem ipsum dolor sit amet, consectetur adipiscing elit. 
  Duis mattis ipsum lacus, sit amet fermentum sapien interdum 
  semper. Integer mattis metus maximus massa pharetra, at porta 
  tortor auctor. Ut sit amet mattis augue, ac venenatis erat. Etiam 
  elementum nibh eget turpis pulvinar, at interdum augue sodales. 
  Sed neque lorem, vulputate id egestas quis, tincidunt sed nisi. Proin 
  ut mattis leo. In bibendum ullamcorper urna. Donec at pretium est.
  Integer at fermentum nisi. Donec maximus feugiat tortor id 
  viverra. Sed tincidunt, mi et euismod feugiat, magna tellus eleifend 
  metus, a molestie est mauris sit amet sapien. Nam tempor mollis 
  vestibulum. Praesent mattis, sem quis tincidunt ultricies, urna nisi 
  blandit nibh, nec pharetra ligula arcu id lectus. Mauris pretium 
  tempus rutrum. Lorem ipsum dolor sit amet, consectetur adipiscing 
  elit. Sed vestibulum rutrum nisl, et fermentum felis dapibus at.
  Playing a kulvix of the hero vein
  YOU LIKELY...
  See yourself as a great explorer for your people.
  Jump into danger if it means protecting others or you perceive it as the right 
  thing. 
  Reach out to other species comfortably where most of your kind do not.
  Find yourself being the beacon of moderation when others may be drawn 
  to extremes. 
  OTHER RACES PROBABLY...
  Discover that your seemingly innocent adherence to morality become 
  quickly annoying.
  Are often shocked by your lack of comprehension of the market value 
  of things.
  Frequently disbelieve your emotional openness as truthful. 
  Recognize your naivete for what it is and act accordingly. 
  
  8
  Kulvix Racial Traits
  Standard Racial Traits
  Ability Score Racial Traits: Kulvix are hardy and have 
  access to deep memories, but are not as quick in motion nor 
  exceptionally able to relate with other races. They gain +2 
  Constitution, +2 Intelligence, -2 Dexterity, and –2 Charisma.
  Size: Kulvix are Medium creatures and thus receive no 
  bonuses or penalties due to their size.
  Type: Kulvix are humanoids with the lifespark construct and 
  kulvix subtypes.
  Base Speed: Kulvix have a base speed of 30 feet.
  Languages: Kulvix begin play speaking Common, Kulvix, and 
  Kulvix Glint (other races learning this language, must still roll a 
  Linguistics check DC 20 to confirm understanding, otherwise, 
  there is a 50% chance their translation is incorrect). Kulvix with 
  high Intelligence scores can choose to learn Undercommon, 
  Goblin, Dwarven, Ignan, Gnome and Terran.
  Biological Racial Traits
  Mineralized Body: The body of a kulvix provides them a +2 
  armor bonus. This crystalline metal is not natural armor and does 
  not stack with other effects that give an armor bonus (other than 
  natural armor). This crystalline metal occupies the same space 
  on the body as a suit of armor or a robe, and thus a kulvix cannot 
  wear armor or magic robes. Kulvix can be enchanted just as 
  armor can be. The character must be present for the entire time 
  it takes to enchant it. The mineralized body also provides a kulvix 
  with a 5% arcane spell failure chance, similar to the penalty 
  for wearing light armor. Any class ability that allows a kulvix to 
  ignore the arcane spell failure chance for light armor lets it ignore 
  this penalty as well. 
  Additionally, this body counts as both metal and crystal for the 
  purpose of spells, abilities, and powers like crystal light and heat 
  metal.
  Light Fortification: When a critical hit or sneak attack is 
  scored on a kulvix, there is a 25% chance that the critical hit or 
  sneak attack is negated and the damage is instead rolled normally.
  Emit (Ex): Kulvix have access to an ability similar to the 
  crystal light talent. This ability differs from the talent in the 
  following ways:
  To activate the power they only have to have their psionic 
  focus or at least one power point in their reserve
  Unlike normal talents, using this ability again does not end the 
  duration of previous uses
  This is psi-like ability
  The only color this power can display is gold
  If a kulvix is targeted with this ability they are granted +1 luck 
  bonus to their next saving throw. Making a save ends the light 
  effect. This effect does not stack with the bonus from the Lucky 
  racial trait. 
  Naturally Psionic: Kulvix gain the Wild Talent feat as a 
  bonus feat at 1st level. If a kulvix takes levels in a psionic class, it 
  becomes the Psionic Talent feat.
  Personality Type: All kulvix originate from a psicrystal 
  that has somehow been separated from the individual who 
  created it and still have a remnant from that past life. The default 
  personality type for a player is the hero vein. The alternate racial 
  traits section below details the other personality types.
  Social and Trained Racial Traits
  Lucky: Hero kulvix have a +1 racial bonus to all saving 
  throws. 
  Alternate Racial Traits
  The below racial traits replace the Lucky racial trait provided 
  to the Hero, as well as the Emit racial trait respectively. This list 
  is a shortlist meant to easily see the changes. See the list starting 
  on page 9 for the detailed changes to the Emit racial trait. Unlike 
  normal alternate racial traits, these cannot be mixed and matched. 
  Picking a vein results in both the Lucky and Emit racial traits 
  changing per the shortlist below.
  • Artiste: +2 bonus to Craft checks, Modify
  • Bully: +2 bonus to Intimidate checks, Unearthly Terror
  • Focused: +2 bonus to Spellcraft checks, Recall Aloud
  • Friendly: +2 bonus to Diplomacy checks, Empathy, Friendly 
  • Liar: Blend (Ex): As a standard action a liar can change its 
  color to match that of any of the veins it has seen before
  • Meticulous: +2 bonus to - Appraise (Int), Escape Artist (Dex), 
  and Sense Motive (Wis), Missive
  • Nimble: +2 bonus to Acrobatics checks, Circumstance Field
  • Poised: +1 bonus to Reflex saves, Circumstance Shield, Minor 
  • Resolved: +1 bonus to Fortitude saves, Vim
  • Sage: +2 bonus to Concentration checks, Call to Memory, 
  Minor
  • Sneaky: +2 bonus to Stealth checks, Skate, Minor
  • Sympathetic: +2 bonus to Sense Motive checks, Empathy, 
  Sympathetic
  
  9
  Lifespark Construct
  The life spark construct subtype is a subtype from this book and is detailed below. 
  A life spark construct is a group of creatures that are essentially a three-quarter 
  construct. They have additional construct limitations and benefits, but lose out 
  on some of the non-construct traits. They are created through a form of psionic 
  evolution that allows them to be better suited to their genesis environment than 
  a fully living or constructed version.
  • 
  Unlike constructs, a kulvix has a Constitution score.
  • 
  Unlike constructs, a kulvix does not have low-light vision or darkvision.
  • 
  Unlike constructs, a kulvix is not immune to mind-affecting spells, 
  powers, and abilities.
  • 
  Unlike constructs, a kulvix is subject to critical hits, nonlethal damage, 
  stunning, ability damage, ability drain, and death effects or necromancy 
  effects. 
  As life spark constructs, kulvix can be affected by spells that target living 
  creatures as well as by those that target constructs. Damage dealt to a kulvix 
  can be healed by a cure light wounds spell or a repair light damage spell, for 
  example, and a kulvix is vulnerable to disable construct and harm. However, 
  spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only one quarter their 
  normal effect to a kulvix. Abilities and powers sourced from psionics function normally for kulvix.
  Kulvix heal hit points and attribute damage naturally, but at ½ the rate. They can also be repaired with the use of the harmonize 
  power, with effects that repair constructs, and with the Craft skill in combination with certain high-value crystals, metals, and alchemical 
  reagents (made simple with a repair kit). Repairs made with the Craft skill take 8 hours and a kulvix repair kit. The amount of hit point 
  damage repaired per check is the result of the Craft check -20. Repairing a point of attribute damage requires 8 hours and a Craft check, 
  DC 25. Repairing both hit point damage and one point of ability damage can be done during the same 8 hour period, but still requires 
  two different checks. The only appropriate Craft skill is alchemy. A conscious kulvix can repair itself. The Heal skill does not affect kulvix.
  The unusual physical construction of kulvix makes them vulnerable to certain spells and effects that normally don’t affect living 
  creatures. A kulvix takes damage from heat metal and chill metal as if it were wearing metal armor. Likewise, a kulvix is affected by 
  repel metal or stone as if it were wearing metal armor. Similarly, a kulvix can be targeted by effects and powers that target objects if the 
  target is metal or crystal. The bismuth in the body of a kulvix makes them vulnerable to fire based spells and abilities in a unique way. 
  In addition to the effects of the spell or ability, the creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster’s 
  ability modifier) and causes it to become multichromatic, disrupting any vein specific abilities and effects for 5 rounds. A kulvix also 
  takes the same damage and multichromatic suppression from a rust monster’s touch (Reflex DC 17 half). 
  When reduced to zero hit points, a kulvix responds in a different manner than living creatures. When reduced to zero hit points, it 
  is disabled, just like creatures that are living. It can take a single move or standard action each round, but strenuous activity risks no 
  further injury. When the kulvix hit points reach the value of its Constitution score it is rendered inert. It is helpless and unconscious and 
  cannot perform any actions. It does not, however, lose additional hit points unless more damage is dealt to it as if it were stable. 
  Like most constructs, kulvix can’t be raised and resurrected. As a life spark construct, the concept that is the “soul” is housed in a 
  source crystal. However, they can be targeted with a reincarnation spell or power that allows them to be reborn as an infant kulvix of 
  their same personality type with their source crystal as a focus component. Unlike their psicrystal origins, kulvix source crystals cannot 
  function as a psicrystal nor do they have any of the normal benefits a psicrystal has (like self-propulsion).
  A kulvix does not need to sleep, breathe, and cannot eat or drink and thus cannot benefit from the effects of consumable spells and 
  magic items such as heroes’ feast and potions.
  
  10
  Hero Vein
  Tan’Kitariv - The most likely to venture from their 
  homeland, the Tan’Kitariv kulvix are the rule benders and 
  glory seekers of their race. Though most dwell in one of 
  the two home regions of the kulvix, members of the hero 
  vein can occasionally be found traveling or even living with 
  foreign cultures. They are also the most likely to adopt foreign 
  philosophies and religions.
  Artiste Vein 
  Tan’Nukarob: Eternal seekers of beauty and elegance in design, 
  the Artiste are especially focused on aesthetics. Their homes and 
  tools are often beautiful, often containing intricate patterns and 
  design elements that express complex mathematical and logical 
  concepts.
  Modify (Ps): Artistes have access to an ability similar to the 
  ectoplasmic trinket talent. This ability differs from the talent in 
  the following ways: to activate the power they only have to have 
  their psionic focus or at least one power point in their reserve, 
  unlike normal talents, using this ability again does not end the 
  duration of previous uses, this is psi-like ability. The power can be 
  overlaid onto an existing object to allow for assisting of modifying 
  or creating other items and provides a +2 enhancement bonus to 
  Craft checks.
  Bully Vein
  Tan’Kazariv: The bully vein is the only psyche that was not 
  represented in the great awakening. They have developed more 
  recently and, thus, are the least common. While the kulvix would 
  prefer to remain isolated and unmolested by outside forces, they 
  are all too often threatened by creatures and other races. The bullies 
  focus on tactics and warfare, a theme that pervades their every 
  thought. Their tools double as weapons, the designs in their objects 
  and living spaces reflect concepts of battle and bully members of 
  non-combat professions still spend a portion of their day in tactical 
  or combat training. 
  Unearthly Terror (Ps): A Bully has access to an ability 
  similar to the unearthly terror talent. This ability differs from the 
  talent in the following ways: to activate the power they only have 
  to have their psionic focus or at least one power point in their 
  reserve, unlike normal talents, using this ability again does not 
  end the duration of previous uses, this is psi-like ability.
  HERO VEIN
  ARTISTE VEIN
  BULLY VEIN
  
  11
  Focused Vein 
  Tan’Marnarta: These kulvix believe that Kul’Vokar, or perfect 
  focus and unity, exists within the inherent psionic attunement of 
  their race. For that reason, they are obsessed with introspection 
  and exploration of psionics. They believe that physical existence 
  is crude and that truth lies in the mind and spirit and thus seek to 
  accomplish as much as possible using mental power rather than 
  physical effort.
  Recall Aloud (Ps): Focused have access to an ability similar 
  to the create sounds talent. This ability differs from the talent 
  in the following ways: to activate the power they only have to 
  have their psionic focus or at least one power point in their 
  reserve, unlike normal talents, using this ability again does not 
  end the duration of previous uses, this is psi-like ability, and this 
  power can mimic an exact conversation with the use of a DC 15 
  (+5 per round of conversation) Autohypnosis check made after 
  manifesting the power.
  Friendly Vein 
  Tan’Nukaryat: The friendly vein kulvix believe that perfect unity 
  is achieved through negotiation and communication. They are 
  the diplomats, the peacemakers, and the mediators of their race 
  and, for that reason, representatives of this vein are widely spread 
  throughout almost every kulvix druse. Groups of hero vein kulvix 
  often employ small groups of the friendly vein to trade and reason 
  with members of other races.
  Empathy, Friendly (Ps): A Friendly has access to an ability 
  similar to the empathy talent. This ability differs from the talent 
  in the following ways: to activate the power they only have to 
  have their psionic focus or at least one power point in their 
  reserve, unlike normal talents, using this ability again does not 
  end the duration of previous uses, this is psi-like ability, and the 
  power does not give a bonus to Bluff, Intimidate, or Sense Motive 
  but the bonus to Diplomacy is increased to +3.
  Liar Vein 
  Tan’Dularnuk: The liar vein kulvix are chameleons within their 
  own race and druses. These individuals have no inherent psyche and 
  are able to shift from one to the next, including changing their color, 
  at will. They are never satisfied in one psyche or druse, however, 
  and are always planning how they will reshape and change their 
  identity to infiltrate psyche groups and druses they have not yet 
  experienced. They spend much of their time developing skills and 
  abilities that allow them to adopt and maintain multiple identities 
  and are so proficient at anonymity that few kulvix even know the 
  liar vein kulvix exist.
  Blend (Ex): As a standard action, the liar can alter its 
  appearance as though using a disguise self spell to change the 
  color of its body, this does not affect its possessions. This minor 
  physical alterations of features is not an illusory effect. The liar 
  can use this at will and lasts until it chooses to change again or is 
  killed in which case it reverts to its natural form. The liar gains a 
  +10 circumstance bonus on Bluff checks to convince others they 
  are of the vein they are displaying themselves as, and a +4 bonus 
  on its saving throw against any power or spell used to read its 
  mind manifested or cast by another kulvix.
  FOCUSED VEIN
  FRIENDLY VEIN
  
  12
  Meticulous Vein
  Tan’Arobarvon: Attention to detail is the absolute definition 
  of the meticulous kulvix. They are the planners, plotters, and 
  engineers within their race. While the meticulous usually find 
  other psyche veins tedious and sloppy and thus rarely integrate 
  with mixed groups, for the good of their race as a whole, they often 
  contract their skills to other groups and druses in exchange for 
  goods and service they themselves do not create. The meticulous 
  have created a secret network of service and escape tunnels that 
  connect all but the most remote druses, though information on 
  these tunnels is tightly guarded even within their own ranks.
  Missive (Ps): A meticulous has access to an ability similar 
  to the missive talent. This ability differs from the talent in the 
  following ways: to activate the power they only have to have their 
  psionic focus or at least one power point in their reserve, this is 
  psi-like ability, and this power has an additional Augment. For 
  each power point spent on this power, an additional target can 
  receive the message.
  Nimble Vein
  Tan’Dalarkit: Almost the opposite of the meticulous, the nimble 
  kulvix focus on efficiency, always seeking to eliminate duplication 
  of effort and establish reusable practices whether or not those 
  practices provide the ideal result. Willing to trade perfection for 
  expediency, they’re often found in elder and supervisory roles 
  within professions. Highly sought after, the nimble vein kulvix are 
  the most likely to integrate deeply with druses of other veins and 
  can be found scattered throughout kulvix society in all manner of 
  professions. Some nimble vein kulvix even hold two professions, 
  a practice nearly unheard of within the race, but made possible 
  through efficient work habits.
  Circumstance Field (Ps): A nimble has access to an ability 
  similar to the circumstance shield power. This ability differs from 
  the power in the following ways: to activate the power they only 
  have to have their psionic focus or at least one power point in 
  their reserve, this is psi-like ability, and this power functions 
  exactly like circumstance shield, except that it only provides a 
  bonus to initiatives. Additionally, the augment cost increase is for 
  every 4 points, rather than every 5 points.
  Poised Vein
  Tan’Dalarvok: The poised kulvix focus on internal clarity and 
  precision, honing their thoughts and actions to a fine point. For 
  this reason, they excel in almost all professions. Poised kulvix will 
  often spend years mastering a specific part of a profession.  Elder 
  poised spend the majority of their time teaching others how to 
  bring precision and finesse to their every thought and action.
  Circumstance Shield, Minor (Ps): A Poised has access to an 
  ability similar to the circumstance shield power. This ability differs 
  from the power in the following ways: to activate the power they 
  only have to have their psionic focus or at least one power point 
  in their reserve, this is a psi-like ability, and this power functions 
  exactly like circumstance shield, except that it only provides a 
  bonus to reflex saves. The power provides a +1 bonus to reflex 
  saves in lieu of the initiative bonus. When activated for the reflex 
  bonus, instead the kulvix gains an additional bonus to reflex saves 
  equal to the augment value. Thus, activating the second part of 
  the ability without power points spent to augment it, has no effect 
  but to end the power. Additionally, the augment cost increase is 
  for every 4 points, rather than every 5 points. 
  METICULOUS VEIN
  NIMBLE VEIN
  POISED VEIN
  
  13
  Resolved Vein
  Tan’Kuzdalarvok: Steadfast and dedicated to a fault, the resolved 
  kulvix are willing to dedicate any amount of time or effort toward 
  the completion of a task. For this reason, they often reject input 
  from both the meticulous and nimble in favor of performing 
  work in the way they have always performed it. The resolved are 
  dedicated to the continuance of their race and thus are known for 
  dedicating a large number of their populace to Atta’Vix rituals (see 
  Physical Description & Biology)   to awaken as many new kulvix 
  as possible. Some resolved are known to integrate with druses of 
  other veins and undertake monumental tasks as long as they are 
  permitted to approach the work in their own ritualistic way.
  Vim (Ps): A Resolved has access to an ability similar to the 
  vim talent. This ability differs from the talent in the following 
  ways: to activate the power they only have to have their psionic 
  focus or at least one power point in their reserve, this is a psi-like 
  ability, and this power has an Augment. For each 4 power points 
  spent on this power, the temporary hit points provided by this 
  power are increased by 1. Additionally, if 2 or more power points 
  is spent on this power, temporary hit points generated from this 
  power stack with other sources of temporary hit points. However, 
  if this option of augmentation is selected, the kulvix may not use 
  this power again until their temporary hit point pool has been 
  fully depleted. 
  Sage Vein
  Tan’Kitarvan: The sage vein kulvix are dedicated to knowledge, 
  information, and history. They are often found integrated as 
  “Scholars” within all manner of druses. The few kulvix who 
  pursue arcane studies usually come from the sage vein and some 
  sneaky vein kulvix have been known to join bands of Tan’Kitariv 
  Adventurers to document information previously unknown to the 
  kulvix.
  Call to Memory, Minor (Ps): A Sage has access to an ability 
  similar to the call to mind power. This ability differs from the 
  power in the following ways: to activate the power they only have 
  to have their psionic focus or at least one power point in their 
  reserve, this is a psi-like ability, and this power does not grant any 
  bonus to Knowledge checks, but still allows the reroll on a failed 
  Knowledge check. The power still has the stated augment, except 
  the additional power point expenditure is 3 power points per +1 
  competence bonus to Knowledge checks.
  RESOLVED VEIN
  SAGE VEIN
  
  14
  Sneaky Vein
  Tan’Dularvan: Keepers of secrets and lovers of ciphers, the 
  sneaky vein kulvix are obsessed with puzzles and logic problems. 
  They are known for hiding messages in the designs of their 
  living spaces and tools, masking the true purpose of items and 
  information, and working with “Scholar” professions to encrypt 
  information in the least expected places. Members of the sneaky 
  vein also love possessing information unavailable to others, so they 
  often develop skills allowing them to move unseen and unheard, 
  observing others without detection. 
  Skate, Minor (Ps): The Sneaky has access to an ability 
  similar to the skate power. This ability differs from the power in 
  the following ways: to activate the power they only have to have 
  their psionic focus or at least one power point in their reserve, 
  This is a psi-like ability, this power cannot target anyone but the 
  manifester, and the speed increase is reduced to 5. The skating 
  up an incline reduces the manifester’s total speed by 15 (to 20 
  for a standard kulvix under the effects of this power). Skating 
  down an incline increases the manifester’s speed by an additional 
  5 feet. The manifester gains a +1 circumstance bonus to Stealth 
  checks (sound-based). The augment for this power, in lieu of the 
  standard effect, increases the Stealth bonus by +1 but costs 2 
  points per increase.
  Sympathetic Vein
  Tan’Dalarta: Somewhat similar to the friendly vein, the 
  sympathetic vein kulvix are empathically attuned to their 
  surroundings and can thus understand the motivations and 
  inspirations of almost any kulvix psyche. Members of this vein often 
  work with druse chieftains when a conflict requires resolution. 
  The sympathetic have a profession called “Advisors” whose job 
  it is to work with all veins and professions to achieve unity and 
  understanding and thus increase productivity.
  Empathy, Sympathetic (Ps): A Sympathetic has access to an 
  ability similar to the empathy talent. This ability differs from the 
  talent in the following ways: to activate the power they only have 
  to have their psionic focus or at least one power point in their 
  reserve, this is a psi-like ability, unlike normal talents, using this 
  ability again does not end the duration of previous uses, and the 
  power does not give a bonus to Bluff, Diplomacy, or Intimidate, 
  but the bonus to Sense Motive is increased to +3.
  SNEAKY VEIN
  SYMPATHETIC VEIN
  
  15
  Alternate Favored Class Bonuses
  Aegis: +¼ to customization points.
  Arcanist: Reduce arcane spell failure chance for casting 
  arcanist spells for the kulvix’s mineralized body by +1%. This 
  applies to the kulvix even if it has a body feat.
  Barbarian: +¼ Constitution while in a rage.
  Bard: +1 bardic music rounds per day.
  Brawler: Reduce the hardness of any object made from 
  crystal, stone, or metal by 1 whenever the object is struck by the 
  brawler’s unarmed strike (minimum 0).
  Cryptic: Add +1/4 to the damage reduction gained from 
  altered defense.
  Dread: Add +½ to Intimidate checks.
  Fighter: +1/5 to Armor Training effective level. Does not 
  apply to Advanced Armor Training
  Gunslinger: Add +¼ to the gunslinger’s bonus to AC when 
  using the Gunslinger’s Dodge deed.
  Hunter: Increase the natural armor bonus of the hunter’s 
  animal companion by +1/4. If the hunter replaces its animal 
  companion, the new companion gains this natural armor increase.
  Marksman: Add 1 to the number of times per day the 
  marksman can use the Wind Reader class feature.
  Monk: Add +1/3 to the monk’s AC bonus class ability.
  Oracle: Treat the kulvix’ level as +½ higher for the purpose of 
  determining the effects of the oracle’s curse ability.
  Psion: Add +½ to your effective manifester level for the 
  purposes of determining the abilities of your psicrystal.
  Psychic Warrior: Add +1/2 to the psychic warrior’s 
  manifester level when manifesting a path power.
  Rogue: Add a +½ bonus on Stealth checks and Perception 
  checks made in dim light or darkness.
  Soulknife: The soulknife gains +1/6 of a new blade skill.
  Slayer: Increase the studied target bonus on Perception and 
  Survival checks by ¼. When the slayer gains the stalker class 
  feature, the slayer also gains this increase to the studied target 
  bonus on Stealth checks.
  Tactician: Add +1/2 to the maximum number of creatures 
  allowed in the tactician’s collective.
  Vigilante: The Vigilante gains +½ to its Disguise checks.
  Vitalist: Add +1/2 to the maximum number of creatures 
  allowed in the vitalist’s collective.
  Wilder: Add +⅙ to the wilder’s Elude Attack bonus.
  Wizard: Select one item creation feat known by the wizard. 
  Whenever crafting an item using that feat, the amount of progress 
  made in an 8: hour period increases by 200 gp (50 gp if crafting 
  while adventuring). This does not reduce the cost of the item; it 
  just increases the rate at which the item is crafted.
  Table 1: Random Starting Age
  Adulthood
  Intuitive
  Self- 
  Taught
  Trained
  60 years
  +1d10
  +2d8
  +4d6
  Table 2: Aging Effects
  Middle Age
  Old
  Venerable
  Maximum 
  Age
  150 years
  300 years
  600 years
  Unknown
  Table 3: Random Height & Weight
  Base Height
  Base 
  Weight
  Modifier
  Weight 
  Modifier
  6 ft. 6 in.
  180 lbs.
  3d10
  X4 lbs.
  
  16
  Feats
  The following feats are available to a kulvix character who meets 
  the prerequisites.
  Animation Reallocation (Psionic, Racial)
  As your body is damaged, you may reallocate the mental 
  energies required to power your body into powers. 
  Prerequisite: Kulvix, Manifester level 7. 
  Benefit: When you take serious damage, you may expend 
  your psionic focus to gain temporary power points. If an 
  attack would reduce your current hit point total from above 
  half of your maximum hit points to below, you gain tempo-
  rary power points equal to your character level that last until 
  the end of your next turn.  These power points are treated as 
  being in your power point pool. 
  You only gain temporary power points from a single 
  source of damage. If you take damage again from another 
  source prior to using your temporary power points, you gain 
  no additional points unless you would gain more than you 
  would from the prior source of damage. This ability may be 
  used 3 times per day.
  Astral Construct Deployment (Psionic, 
  Racial)
  You are able to extrude your astral construct from your body, 
  sacrificing some of your matter but making the construct 
  stronger. 
  Prerequisite: Kulvix, Advanced Constructs, Boost Con-
  struct.  
  Benefit: As a free action when manifesting an astral 
  construct you may elect to sacrifice 3 hit points to give it the 
  Improved Damage Reduction special ability from the Astral 
  Construct Menu B. 
  Astral constructs manifested as a result of this feat must be 
  manifested adjacent to you.
  This special ability is in addition to the special abilities you 
  are normally able to assign to an astral construct.
  Autohypnotic Spell Memorization 
  (General)
  When transcribing a new spell into your spellbook, to take the 
  time to memorize it.
  Prerequisite: 5 ranks in Autohypnosis, ability to prepare 
  spells from a spellbook. 
  Benefit: When transcribing a spell into your spellbook, 
  you may make an autohypnosis check. You must make as 
  many checks as the spell has levels during the process. The 
  DC for these checks is 20 + the spell level + (2 *) the number 
  of spells you have memorized. If you fail any checks, you fail 
  the attempt and that spell can never be memorized in this 
  way, even if you attempt to transcribe it into the same or 
  another spellbook.
  Cognizance Attunement (Psionic, Racial)
  You have attuned your body to be able to store psionic power 
  separate from your mind. 
  Prerequisite: Kulvix. 
  Benefit: Your body can now be treated as a cognizance 
  crystal. You can store up to 1 power point plus 1 power point 
  per two character levels. 
  Special: If you have the Craft Cognizance Crystal feat, you 
  are able to store up to 2 powers points plus 1 power point per 
  character level in the pool associated with your Cognizance 
  Attunement feat. 
  Cognizance Efficiency (Psionic, Racial)
  When using the power stored in your body, you retain much 
  of it when attempting to be conservative. 
  
  17
  Prerequisite: Kulvix, Cognizance Attunement, Echoing 
  Power. 
  Benefit: When manifesting a power that is wholly fueled 
  with power points sourced from your Cognizance Attune-
  ment feat and using the Echoing Power feat, the increase 
  in power point cost for Echoing Power is reduced by 1 to a 
  minimum of zero. 
  Special: If you have the Echoing Power Metapsionic feat 
  and the Craft Cognizance Crystal feat, the increase in power 
  point cost for Echoing Power is reduced by 2 to a minimum 
  of zero.
  Cognizance Reserves (Metapsionic, 
  Racial)
  You have discovered the secret of manifesting powers but 
  regenerating the points expended.
  Prerequisite: Kulvix, Cognizance Attunement, Echoing 
  Power. 
  Benefit: When using the Echoing Power metamagic 
  feat and sourcing the power points solely from your pool 
  associated with the 
  Cognizance Attunement feat, you regain the points spent on 
  this power one round after you manifest the power, or the 
  duration ends, whichever comes last. The points spent on the 
  power you manifest must all come from your pool sourced 
  from the Cognizance Attunement feat. Using this feat increas-
  es the power point cost of the power by an additional 2 more 
  than Echoing Power (total of 6). The power’s total cost cannot 
  exceed your manifester level. This feat cannot be used with a 
  power whose duration is Instantaneous. 
  Concentrated Harmcrys Masses (Body)
  You have willed your body to grow thicker, dense sections 
  of harmcrys to the point of adding protection at the cost of 
  agility.
  Prerequisite: Kulvix. 
  Benefit: Your armor bonus is increased to +8 and 
  damage reduction 2/adamantine. This damage reduction 
  is suppressed on a round in which you receive fire damage. 
  However, your base land speed is reduced to 20 feet, and 
  you are considered to be wearing heavy armor. You have a 
  +1 maximum Dexterity bonus to AC, a –5 penalty on all skill 
  checks that armor check penalties apply to (Balance, Climb, 
  Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, 
  Swim, and Tumble), and an arcane spell failure chance of 
  35%.
  Normal: Without this feat, your kulvix character has an 
  armor bonus of +2.
  Special: Unlike most feats, this feat must be taken at 1st 
  level, during character creation. Kulvix druids who take this 
  feat cannot cast druid spells or use any of the druid’s super-
  natural or spell-like class features. Kulvix characters with this 
  feat do not gain the benefit of any class feature prohibited to 
  a character wearing heavy armor.
  Drag by the Foot (Combat)
  At the end of a drag, you can trip your opponent.
  Prerequisite: Improved Drag, Improved Trip. 
  Benefit: If you successfully move your opponent at least 
  10 feet as a result of the drag combat maneuver, you may 
  make a free trip attempt against them.
  Harmcrys Bonding (Combat, Racial)
  You may grow your body around an item.
  Prerequisite: Kulvix. 
  Benefit: To gain the benefits of this feat, you must spend 
  24 hours in uninterrupted concentration growing your hand 
  around a weapon, shield, or another similar item that is made 
  of harmcrys, affixing it in place. While the item is bonded, 
  you cannot be disarmed, but you also cannot use that hand 
  
  18
  for other tasks without unbonding. Unbonding is a process 
  that requires 12 hours and must also be uninterrupted. If 
  interrupted while bonding the material weakens and breaks 
  apart, dealing 1 point of damage to you. If interrupted while 
  unbonding, nothing occurs; the process is interrupted and 
  the crystalline matrix of your hand is restored.
  A kulvix can unbind in one full round at the cost of 2 Con-
  stitution damage, and the hand cannot be used for any fine 
  task for 24 hours. This process of unbonding gives the item 
  the broken condition.
  Improved Drag by the Foot (Combat)
  The further you drag an opponent, the easier your trip is.
  Prerequisite: Drag by the Foot. 
  Benefit: You gain a +1 to your trip attempt from the Drag 
  by the Foot feat for every 5 feet you move your opponent via 
  the drag combat maneuver.
  Infused Harmcrys Matrix (Body)
  You have reorganized the harmcrys in your body to have a 
  better lattice matrix, increasing your defensive capabilities at 
  a slight cost to agility.
  Prerequisite: Kulvix. 
  Benefit: Your armor bonus is increased to +5, and you 
  are considered to be wearing light armor. You now have a 
  +5 maximum Dexterity bonus to AC, a -2 penalty on all skill 
  checks that armor check penalties apply to (Balance, Climb, 
  Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, 
  Swim, and Tumble), and an arcane spell failure chance of 
  15%.
  Normal: Without this feat, your kulvix character has an 
  armor bonus of +2.
  Special: Unlike most feats, this feat must be taken at 1st 
  level, during character creation. Kulvix druids who take this 
  feat cannot cast druid spells or use any of the druid’s super-
  natural or spell-like class features. Kulvix characters with this 
  feat do not gain the benefit of any class feature prohibited to 
  a character wearing heavy armor.
  Mineral Lacing (Racial)
  You spend time infusing your crystalline matrix with certain 
  minerals, allowing any bonded weapon to be treated as being 
  made of that material.
  Prerequisite: Kulvix, Weapon Bonding. 
  Benefit: When selecting this feat, choose a material from 
  the following list: adamantine, cold iron, steel, etc. Any bond-
  ed harmcrys weapon you wield or unarmed strike you make 
  is treating as being made of this material for the purposes of 
  overcoming damage reduction.
  Special: You may take this feat multiple times. Each time 
  you must select a different material. 
  Special: The infusion has a side effect, if you have dam-
  age reduction bypassed by a material you have selected, the 
  damage reduction is reduced by 2 to a minimum of 0.
  
  19
  Crystal Strike (Psionic, Combat)
  You know how to project your mind into your enemy, tempo-
  rarily overloading it with information.
  Prerequisite: Wis 15, Kulvix, Improved Unarmed Strike, 
  Solid Crystal Style, Psionic Fist
  Benefit: While using Solid Crystal Style and Psionic Fist, 
  you can shatter the enemy’s defenses. The target of your 
  Psionic Fist must make a Will saving throw or be dazed for 1 
  round. The DC of this save is 10 + 1/2 your character level + 
  your Wis modifier
  Crystal Veil (Combat)
  You can hide behind a veil of confusion, striking when your 
  opponent is least prepared.
  Prerequisite: Wis 15, Kulvix, Improved Unarmed Strike, 
  Solid Crystal Style, Shatter Crystal Strike
  Benefit: While using Crystal Veil Style, you treat dazed 
  creatures as flat-footed.
  Explosive Reposition (Combat)
  With one final burst of strength at the end of a reposition, you 
  send your opponent stumbling a little bit more. 
  Prerequisite: Int 13, Str 13, Combat Expertise, Power 
  Attack, Improved Reposition, base attack bonus +3 or monk 
  level 1st. 
  Benefit: When you successfully reposition an opponent, 
  you have the option to send them moving 10 additional feet. 
  This extra movement does not need to be adjacent to you. 
  This movement doesn’t provoke attacks of opportunity unless 
  you have the Greater Reposition feat.
  Crystal Style (Psionic, 
  Combat, Style)
  You steel your mind, borrowing 
  mental fortitude from 
  your psicrystal heritage.
  Prerequisite: Wis 
  15, Kulvix, Improved 
  Unarmed Strike
  Benefit: While 
  using this style, you 
  gain immunity to 
  mind-affecting effects, 
  powers, and abilities 
  as long as you main-
  tain psionic focus.
  Toughened 
  Skin
  You have a hardier 
  body than you would 
  otherwise have due to 
  multiclassing. 
  Prerequisite: Harm-
  crys Skin class feature. 
  Benefit: Treat your 
  acclimator class level as 3 
  higher for the purposes of 
  determining your increase 
  
  20
  to armor bonus granted by the harmcrys skin class feature. 
  Special: This cannot increase your effective level higher 
  than your hit dice.
  Character Traits
  The following traits are designed originally for kulvix. However, 
  all save the “Race” traits may technically be taken by anyone who 
  would normally be able to take them. 
  Region Traits
  Characters that grew up deep within the bowels of the planet may 
  take the following region traits.
  Deep Delver: You have become deeply intimate with the 
  deep regions. Benefit: You gain a +2 trait bonus to Knowledge 
  (dungeoneering), Knowledge (geography), and Knowledge 
  (nature) checks related to the actual terrain underground (caverns, 
  spelunking, terrain, plants, seasons and cycles, etc). You may make 
  these checks untrained.
  Step Finder: Through knowing the best paths through an 
  underground passage, you can better determine where a creature 
  has gone. Benefit: You gain a +2 trait bonus on Survival checks to 
  follow the tracks of a corporeal terrestrial creature underground. 
  Additionally, you ignore the DC increase for the first 24 hours since 
  the track was made.
  Stone Grazer: Through growing up underground with stone 
  all around you, you have developed the ability to quickly grab 
  the perfect stone for a sling. Benefit: When in an underground 
  environment, ordinary stones function as bullets for the purposes 
  of the damage they deal and attack roll penalties when using a 
  sling. Additionally, when in an underground environment, you may 
  grab up to 5 ordinary stones from your square as a free action that 
  provokes an attack of opportunity. 
  Kulvix Race Traits
  Only kulvix may select one of these traits.
  Crystal Singer: The crystalline structure of your body is so 
  finely honed that music you produce lasts slightly longer as it echoes 
  through you. Benefit: When using the Perform (Percussion) skill to 
  generate a countersong bardic performance with your body as the 
  instrument, the performance lasts one additional round without 
  any action or additional rounds of bardic performance expended on 
  your part, allowing for an additional save the next round.
  Thick Limbed: With thicker appendages, you find yourself far 
  more stable than others. Benefit: You gain a +1 trait bonus to CMD 
  against drag and reposition combat maneuvers.
  Distributed Orbs: Your visual processing orbs are well 
  distributed around your body; you react quicker than others when 
  surprised. Benefit: You maintain up to +2 of your Dexterity bonus 
  to AC on a surprise round if the enemy can be seen.
  Combat Traits
  Harmcrys Wielder: You are exceptionally skilled at using 
  weapons made of harmcrys for special purposes. Benefit: When 
  using a weapon made of harmcrys to initiate a combat maneuver, 
  you gain a +1 trait bonus to your CMB.
  Sword and Miniboard: You are so efficient at using a buckler 
  in combat it provides additional protection. Benefit: When using 
  a buckler, you gain an additional +1 shield bonus to your AC on a 
  round that you make an attack. The bonus only applies against the 
  target of an attack.
  Equipment Traits
  Only kulvix may select one of these traits.
  Gem Finder: You have an innate sense for crystal. Benefit: If 
  you miss the presence of an item made of some type of crystal, you 
  are allowed a second Perception check to notice its presence.
  Pocket Sifter: You know the contents of your Pocket Kilt so 
  intimately, it takes nearly no time to get what you need. Benefit: 
  You may draw an item no larger than a fist from your pocket kilt as 
  an immediate action if you have a free hand.
  Faith Traits
  Only kulvix may select one of these traits.
  Harmony Seeker: Through your focus of becoming in sync 
  with your ideals, you gain clarity others may not have. Benefit: 
  You gain a +2 trait bonus to Will saves versus mind-affecting spells, 
  powers, and abilities.
  Integration Specialist: You’ve perfected syncing with a 
  weapon or shield as you seek to sync with all things. Benefit: 
  When selecting this trait you must select a specific weapon or 
  shield. You gain a +2 trait bonus to your CMD to resist the disarm 
  combat maneuver with this item. If the item is destroyed or lost, 
  you must spend 24 hours collectively training with the replacement 
  item to gain the benefits of this trait. The item must be of the same 
  type (i.e. if you selected a short sword, the selected item to replace 
  it must be a short sword). If you have the weapon bonded as per 
  
  21
  the Harmcrys Bonding feat, you instead gain a +2 trait bonus to 
  your attack roll on the following combat maneuvers made with the 
  integrated and bonded weapon: disarm, drag, reposition.
  Social Traits
  Only kulvix may select one of these traits.
  Known for Truth: You have been known to tell the truth 
  regardless of the circumstance. This grants you additional leverage 
  in an interaction. Benefit: You gain a +2 trait bonus to Diplomacy 
  checks as long as you are known for your truth. If you are ever 
  caught telling a lie, you lose this bonus if word gets out.
  Confusing Negotiator: You value different things than others 
  and making trade negotiations are easier for you when pursuing 
  your unique goals. Benefit: You gain a +1 trait bonus to all checks 
  related to negotiating a trade for something you desire not related 
  to money. In the exchange, no actual coinage can be on the table. 
  Convincing Secrecy: You have a special knack for convincing 
  others to keep a secret. Benefits: On Diplomacy checks and Bluff 
  checks to convince someone to keep a secret, you gain a +2 trait 
  bonus to your roll.
  Psionic Traits
  Only kulvix may select one of these traits.
  Glow Walker: You are finely attuned to manifesting the crystal 
  light power that you are able to while moving. Benefit: When 
  you move at least 10 feet, you are able to manifest the crystal light 
  power as a part of that movement (if you have the power). The only 
  target you are able to select is yourself.
  Expensive Efficiency: While paying more than you need on 
  a power (i.e. augmenting, metapsionic feats, etc) you can focus 
  more on the power. Benefit: When you spend the maximum 
  amount of points possible on a power, you gain a +2 trait bonus 
  on Concentration checks related to that power until the end of the 
  next round.
  Power Developer: You are accomplished in developing new 
  powers, and use them to great effect. Benefit: You gain a +1 trait 
  bonus on your manifester level for powers that you create. 
  Family Traits
  For the purposes of the family traits, druses are considered “fam-
  ilies” in the kulvix culture. Thus, some kulvix of different veins 
  may be of the same “family” if they are in the same druse. Not all 
  druses are reflected in these traits. Only kulvix may select one of 
  these traits.
  Welcome the Outsiders: Your druse is the one that specializes 
  in research of outside species for the purposes of interacting 
  with them when they visit your environs. The druse focuses on 
  explaining many of the differences that may seem alien to those not 
  familiar with your society. Your druse is familiar with the cultural 
  ways of other species and how to appear peaceful, especially in a 
  group. Benefits: When interacting with visitors of other species, 
  you gain a +1 trait bonus to Diplomacy checks for every 5 members 
  of your druse who are in your party who have this trait. This bonus 
  caps at +5 if you have a welcoming party of 25 members of your 
  druse with you.
  Rally for Kal’varik (Unified Decision): When it comes time 
  for kal’varik your druse is exceptionally good at rallying for the 
  competition. Your druse bolsters each other and provides additional 
  information on the rival druse to make sure the participants are 
  fully prepared. Benefits: When competing in kal’varik you have 
  additional confidence about the outcome due to your increased 
  knowledge of the combat participants. You gain a +1 trait bonus to 
  Will saves if you have at least 10 members of your druse with this 
  trait in the crowd observing the kal’varik. If you have 20 members 
  with this trait observing, you gain a +1 trait bonus to Reflex saves 
  as well. If you have 30 members with this trait observing, you gain 
  a +1 trait bonus to Fortitude saves as well. If you have 50 or more 
  members of your druse observing, you gain a +1 trait bonus to 
  manifester level checks you make during kal’varik as well.
  Coordinate Work Parties: Your druse is exceptionally skilled 
  at working together in a working party. While any one of the druse 
  can coordinate the work at any time, each member of the druse 
  with this trait responds nearly in unison and function as a well-
  oiled machine together. Benefits: When working together on a task, 
  members of your druse who have this trait gain a +2 trait bonus 
  to skill checks to complete the task if the current director of the 
  working party has this trait.
  Accepted Subject Matter Expert: Your druse knows the work 
  of fellow members and can pick up where the other has left off 
  with ease on a specific task. Benefits: Members of your druse are 
  specialists in a specific skill, gaining a +2 trait bonus on the skill 
  check required for that task. When selecting this trait a skill check 
  must be selected that is common to your druse. You gain this bonus 
  only when working with a group of three or more of your druse.
  Reparation Integration: The druse has developed a special 
  process for creating powers that integrates a minute amount of 
  healing into each power that can target another member of the 
  druse. Benefits: Powers your druse has created heal one hit point 
  per power level when they target a kulvix. This only occurs when a 
  member of your druse spends an immediate action to instill some 
  psionic energy into the power to generate the repairing effect.
  
  22
  Chapter 2: Species Class Options
  Harmcrys Alchemist 
  (A l c h e m i s t A r c h e t y p e)
  A kulvix who studies alchemy has to find new paths, as they 
  aren’t able to benefit from mutagens or extracts. By diverting focus, 
  kulvix alchemists find new ways to innovate.
  Arcane Study: The harmcrys alchemist gains access to an 
  expanded extract list. At 1st level, and every 2 levels thereafter, the 
  harmcrys alchemist chooses 1 spell from the wizard spell list whose 
  level is no greater than their highest extract known. The harmcrys 
  alchemist adds that spell to their extract list and to their formula 
  book. This replaces mutagen.
  Imbue Bomb (Su): At 2nd level, the harmcrys alchemist learns 
  how to imbue one of their bombs with the effects of an extract. 
  When the bomb is thrown, the extract’s area is centered where the 
  bomb lands, regardless of the original target of the formulae. They 
  imbue the bomb using the bomb’s standard mixture time, and the 
  bomb must be used on the same turn it’s created or the extract is 
  wasted as well as the bomb. When used in this manner, the bomb 
  does not deal damage as it would normally, instead it deals 1 point 
  of damage to all within the range. This modifies bomb.
  Infusion Specialist: At 1st level, the harmcrys alchemist gains the 
  Infusion discovery.
  Chemically Altered: At 14th level, the long exposure to gases 
  from the alchemist’s brews has bonded with the crystalline body of 
  the harmcrys alchemist altering its make. If the primary effect of 
  an ability would make the harmcry alchemist nauseated, they are 
  instead sickened. If the primary effect of an ability would make the 
  harmcrys alchemist sickened, they are instead not affected. 
  New Discoveries:
  Minor Psionic Study: The harmcrys alchemist seeks inspiration 
  beyond the established practices, instead searching for new 
  alchemical recipes inspired by their inborn psionic nature. The 
  harmcrys alchemist may choose two 0th level powers from the 
  psion power list and adds these powers to their extract list. If these 
  powers affect only one creature, they may only use these powers 
  as extracts. Powers used as extracts in this manner are always 
  treated as having the maximum amount of power points allocated 
  to the power based on the alchemist’s caster level. If the power has 
  multiple augments, the harmcrys alchemist makes any allocation 
  decisions at the time of using the extract power. 
  Major Psionic Study: By continuing to experiment, the harmcrys 
  alchemist further broadens their horizons. They pick one 1st level 
  power and adds it to their extract list, and may use them as an 
  extract. The harmcrys alchemist must have Minor Psionic Study 
  before choosing this discovery. Powers used as extracts in this 
  manner are always treated as having the maximum amount of 
  power points allocated to the power based on the alchemist’s caster 
  level. If the power has multiple augments, the harmcrys alchemist 
  makes any allocation decisions at the time of using the extract 
  power. 
  Awaken Harmcrys (Ex): The harmcrys alchemist imbues 
  a fragment of their own body with a portion of their power, 
  granting it the first inklings of sentience. They gain Psicrystal 
  Affinity as a bonus feat without needing to meet its requirements. 
  The personality of a psicrystal gained in their way must match 
  the personality type of the harmcrys alchemist. The harmcrys 
  alchemist’s levels count as levels in a psionic class for the purposes 
  of determining their psicrystal’s statistics and abilities. 
  Contingent Connection (Su): By performing a ritual that takes 
  1,500 gp worth of laboratory supplies and requires 8 hours of 
  meditation while in contact with their psicrystal, the harmcrys 
  alchemist is able to strengthen the connection between themselves 
  and their psicrystal. If the harmcrys alchemist is slain, their soul 
  immediately transfers to their psicrystal (provided that the soul 
  is free and willing to return), which grows to match the size and 
  shape of the original harmcrys alchemist. Their original remains, 
  should they still exist, become inert and cannot thereafter be 
  restored to life.
  The harmcrys alchemist must then wait 24 hours to regain their 
  psicrystal as normal and must perform the ritual to create the 
  contingent connection. A harmcrys alchemist must be at least 16th 
  level and must possess the Awaken Harmcrys and Simulacrum 
  discoveries before selecting this discovery.
  Sidebar Life Spark Constructs and Alchemy
  Every Life Spark construct, regardless of class, is incapable 
  of eating. This means they are incapable of benefiting from 
  alchemical items, including mutagens or extracts. To mitigate 
  this, the harmcrys alchemist gains infusions for free, and 
  expanded uses for their extracts, however, they do not gain 
  the ability to consume alchemical items. See page Page 
  number of life spark description for more details.
  
  23
  Syncretic Pupil 
  (m o n k A n d U n c h A i n e d m o n k A r c h e t y p e)
  The kulvix who pursue asceticism see the path as a study of the 
  self.
  Class Skills: The syncretic pupil adds autohypnosis to their list of 
  class skills.
  Psionic Study: The syncretic pupil gains Wild Talent and Psionic 
  Fist as bonus feats. They also add Psionic feats to their list of bonus 
  feats. This replaces bonus feat gained at 1st level.
  Battle Focus (Ex): When making an attack using flurry of blows, 
  the syncretic pupil may expend their psionic focus to make an extra 
  attack at their highest attack bonus.
  Ectoplasmic Arms (Su): At 2nd level, the incredible focus of the 
  syncretic pupil grants them the power to manifest ectoplasm as 
  part of their attacks, extending the reach of their unarmed strikes 
  by five feet. This ability replaces stunning fist.
  Battle Focus (Su): At 5th level as a swift action, the syncretic 
  pupil may expend 2 ki points to regain psionic focus. This replaces 
  high jump. Unchained monks gain this at 4th level and do not gain 
  their ki power they would normally gain at 4th level.
  Weightless Body (Su): At 6th level, the syncretic pupil relearns 
  the power of flight inherited from their psicrystal past. They gain 
  a 30-foot fly speed with average maneuverability. At 6th level and 
  every other level thereafter, this fly speed increases by 5 feet. This 
  replaces abundant step and slow fall. Unchained monks do not gain 
  their ki power they would normally gain at 6th level.
  Harmcrys Soul (Ex): At 13th level, the syncretic pupil heals hit 
  points equal to their Wisdom modifier plus the effective spell level 
  of the effect when an effect fails to defeat their Spell Resistance. 
  This modifies Diamond Soul. Unchained monks that elect to take 
  the diamond soul ki power instead gain this modified version of it 
  upon reaching 13th level.
  Siderbar: No Psionic/Magic Transparency
  If your campaign does not already includes psionic/magic 
  transparency, use the following mechanic instead of the rules 
  written for Harmcrys Soul.
  Harmcrys Soul (Ex): At 13th level, the syncretic pupil 
  gains Power Resistance equal to their Spell Resistance. This 
  modifies diamond soul.
  Harmcrys Juggernaut 
  (A e g i s A r c h e t y p e)
  While many psionic creatures gain control over crystals, the kulvix 
  have a natural affinity that turns the harmcrys juggernauts into a 
  force to be reckoned with.
  Harmcrys Plating: The harmcrys juggernaut does not form a suit 
  of ectoplasm. Instead, they will into being a thin sheet of harmcrys 
  over their own mineral body as a move action. At first level, their 
  harmcrys plating grants a +1 bonus to their armor bonus. At 5th 
  level and every 5 levels thereafter (10th, 15th, and 20th), the armor 
  bonus increases by 1. A harmcrys juggernaut can modify their 
  form in a fashion similar to the aegis’s customization, but their 
  options are more limited. They can choose customizations from the 
  customization list below, as well as new customizations exclusive to 
  the harmcrys juggernaut.
  The harmcrys juggernaut gains Ranged Attack and Crystalized 
  Weapon customizations as free customizations. At 2nd level, the 
  harmcrys juggernaut gains darkvision as a free customization. 
  At 10th level, the harmcrys juggernaut gains Improved Damage 
  Reduction as a free customization. This ability replaces Astral Suit
  Shatter Suit (Su): At 2nd level, the harmcrys juggernaut can 
  choose to shatter their outer layer of armor in a spray of crystal 
  shards. As a move action, the harmcrys juggernaut may dismiss 
  their harmcrys plating, dealing piercing damage equal to 1d6 plus 
  1d6 for every two levels to everything within 30 feet. Creatures 
  may make a reflex saving throw to reduce the damage by half. The 
  DC of this saving throw is 10 + ½ harmcrys juggernaut’s level + the 
  harmcrys juggernaut’s intelligence modifier. This ability replaces 
  craftsman.
  Harmcrys Juggernaut Customizations
  The new customizations presented below may only be selected 
  by the harmcrys juggernaut archetype. In addition to the new 
  options below, the harmcrys juggernaut can also select any of the 
  customizations from this list.
  Empowered Blast, Hardened Strikes, Harness Power Stone, 
  Harness Shard, Improved Armor, Power Stone Repository, Pull, 
  Push, Retaliate, Spiked Carapace, Stalwart, Augmented Weapon, 
  Energy Blast, Fortification, Hardy, Improved Harness Power Stone, 
  Improved Damage, Increased Size, Power Resistance, Powerful 
  Build, Ram, Improved Retaliate, Unlock Psionics, Diehard, Greater 
  Harness Power Stone, Improved Energy Blast, Reach, Improved 
  Stalwart, and Improved Increased Size.
  1-Point Customizations
   
  Awaken Armor: The juggernaut invests a portion of 
  their psionic power into their armor, granting it limited awareness. 
  The harmcrys juggernaut gains Alertness as a bonus feat.
  
  24
  2-Point Customizations
   
  Brittle Spikes: The harmcrys juggernaut may manifest 
  deliberately brittle crystal spikes when using the spiked carapace 
  customization. When they damage a creature with their armor 
  spikes, they temporarily lose the benefits of spiked carapace to inflict 
  bleed damage equal to their intelligence modifier as the crystals 
  break off and lodge into an enemy. The armor spikes regrow in 5 
  rounds or the harmcrys juggernaut may expend psionic focus to 
  regrow them as a swift action. The harmcrys juggernaut must have 
  the spiked carapace customization to select this customization.
   
  Psychic Spikes: By distilling psychic energy into the 
  harmcrys of their armor, the harmcrys juggernaut infuses their 
  spikes with power. When they deal damage using armor spikes with 
  their brittle spikes customization, the harmcrys juggernaut 
  deals additional psychic damage equal to their intelligence 
  modifier. The harmcrys juggernaut must have the brittle 
  spikes customization to select this customization.
   
  Crystal Seeds: By imbuing extra psychic 
  energy into their crystal projectiles, the harmcrys 
  juggernaut’s 
  remaining 
  fragments 
  can 
  quickly grow to leave a dangerous area on 
  the field. When using the ranged attack 
  customization, a field of spiked crystals 
  grows on the ground around the 
  target. The target’s square and the 
  surrounding squares out to 10 feet 
  are filled with crystal spikes that 
  function as caltrops with a +1 attack 
  bonus. This effect lasts for 1 round. 
  3-Point Customizations
   
  Awaken Armor, Improved: 
  The psionic investment grants increased 
  awareness to the harmcrys juggernaut’s 
  armor, granting them an insight bonus to 
  their reflex saving throws equal to half of 
  their intelligence modifier. The harmcrys 
  juggernaut must have the awaken 
  Armor customization to select this 
  customization.
  Awaken 
  Armor, 
  Greater: 
  By 
  continuing 
  to 
  invest in their armor, the harmcrys juggernaut awakens it fully. 
  The harmcrys juggernaut gains the Psicrystal Affinity feat as a 
  bonus feat, except the psicrystal granted by this feat is attached 
  to their armor. As a standard action, the harmcrys juggernaut 
  may have their psicrystal detach itself from their armor and move 
  about as if it were an independent creature. The psicrystal may 
  reattach itself as a standard action. The psicrystal has all the 
  ability of a regular psicrystal and psicrystal abilities based on the 
  harmcrys juggernaut’s level. The psicrystal acts as the harmcrys 
  juggernaut’s psicrystal whether attached or separated (providing 
  a skill bonus, improved evasion, and so on). When attached to the 
  harmcrys juggernaut’s armor, the psicrystal has fast healing 5. 
  This psicrystal’s personality must match the harmcrys juggernaut’s 
  vein. When the armor is not manifested, or if the harmcrys 
  juggernaut changes their customizations and no longer has the 
  Greater Awaken Armor customization, the psicrystal disappears 
  and the harmcrys juggernaut loses the Psicrystal Affinity feat. The 
  harmcrys juggernaut must have the Improved Awaken Armor 
  customization to select this customization.
  4-Point Customizations
  Spike Storm: In place of an attack, the harmcrys juggernaut can 
  infuse their spikes with psionic energy and cause them to launch 
  out, piercing anyone within a 50 ft. range. All within range may 
  succeed a Reflex saving throw (DC 10 + ½ harmcrys juggernaut’s 
  level + the harmcrys juggernaut’s intelligence modifier) 
  or take damage as if they had been attacked by the brittle 
  spikes customization. Succeeding on their Reflex save 
  reduces the damage by half. Similarly to the brittle spikes 
  customization, the loosed armor spikes regrow in 
  5 rounds or the harmcrys juggernaut may 
  expend psionic focus to regrow them as a 
  swift action. When using this ability, the 
  harmcrys juggernaut can spend power 
  points to add 1d6 of psychic damage to 
  the effect. They cannot spend more 
  points than the customization costs. 
  The harmcrys juggernaut must have 
  the brittle spikes customization and 
  be at least 11th level to select this 
  customization.
  Diamagnetic Shock: The harmcrys 
  juggernaut forms a specialized lattice in the 
  harmcys of their armor. When the harmcrys 
  juggernaut is hit by a power or ability with the 
  electricity descriptor, they may choose to make a 
  Fortitude save in place of the save normally used for the 
  power or ability. If they succeed on their Fortitude save they 
  may release a diamagnetic shock. This creates waves of invisible 
  energy that rolls forth from the juggernaut. All metal objects within 
  40 feet are pushed away from the juggernaut to the limit of the 
  range. Fixed metal or stone objects larger than 3 inches in diameter 
  and loose objects weighing more than 300 pounds are not affected. 
  Anything else, including animated objects and creatures in metal 
  armor, are propelled to the limit of the range. Fixed objects 3 inches 
  in diameter or smaller bend or break and the pieces move with 
  the wave of energy.  Objects such as metal armor, swords, and the 
  like are pushed back, dragging their bearers with them. A creature 
  carrying a metal object that would be propelled can (if able) release 
  it as an immediate action to avoid being propelled.  The harmcrys 
  juggernaut must be at least 11th level to select this customization.
  
  25
  Kulvix Exemplar
  The kulvix is a highly varied people. While no two are likely 
  to look alike, neither will any two likely develop the same skills 
  and abilities. Most kulvix seek to improve their natural abilities 
  after having been trained in their chosen profession, thus normally 
  taking their first class level of exemplar at level two. 
  Adventures
  Kulvix exemplars adventure for the same reasons that a regular 
  kulvix may. However, most are strongly motivated to dig deeper 
  into their history and discover the identity of their creators. Not 
  knowing this troubles a kulvix exemplar deeply and they will go to 
  extreme efforts to obtain any potential information that could lead 
  them toward that ultimate goal.
  Characteristics
  Kulvix exemplars tend to be more suspicious than the kin of 
  their species. Whether this comes from the frequent interaction 
  with strangers and learning that lies and deceit is quite common in 
  the world at large, or from the introspections that show them that 
  the mind can be a treacherous place to travel in solitude, the kulvix 
  exemplars are far from naive. They still have an extremely strong 
  tie toward community, and in that they strive strongly to spend 
  time with other kulvix despite their frequent urge for seclusion. 
  In truth, kulvix exemplars have an ingrained sense of servitude to 
  their fellow kulvix due to their understanding of the larger picture 
  of the place of the kulvix people in the world. They seek to ensure 
  that their people are not taken advantage of when they simply want 
  to be of assistance. 
  Alignment
  Nearly to a “man”, kulvix are neutral. They are uncommonly 
  of a lawful or chaotic alignment, and to the point of only existing 
  in legends come the rarest evil kulvix. The kulvix who travels the 
  exemplar path must be of one neutral alignment to be in touch 
  with their kind well enough to become an exemplar and continue 
  to travel the path. They may make changes as they grow, but they 
  can only gain exemplar levels while they have at least one neutral 
  alignment.
  Religion
  As one would expect, the culture of the kulvix are not influenced 
  by a type of religion. With the direct worship of a divinity 
  alien to them, more often than not religion does not come into 
  consideration for the life of an exemplar. The concept of eschewing 
  religion would not even rise to the kulvix exemplar in most cases 
  as they’ve already made that their norm. The most pious of kulvix 
  exemplars may say a prayer once or twice a year, but most do not 
  take religion into their mind.
  Table 4: The Kulvix Exemplar
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Powers Known
  1st
  +0
  +2
  +2
  +2
  Modification (1st level)
  +1 level of manifesting 
  class
  2nd
  +1
  +3
  +3
  +3
  Self Improvement
  —
  3rd
  +2
  +3
  +3
  +3
  Modification (1st level or 3rd level)
  +1 level of manifesting 
  class
  
  26
  Background
  Kulvix exemplars frequently are identified at awakening. Kulvix 
  exemplars are groomed for the day of their awakening with easy 
  access to elders and masters.  Kulvix exemplars will frequently 
  become leaders of their people and guides for the young. Despite the 
  frequent travel of a kulvix exemplar, the kulvix people will return 
  the leadership role nearly without fail to the returning exemplar. 
  Other Species
  Great value comes from the other species of the world in showing 
  the kulvix exemplar the true way of how others are. This does not 
  mean that their usefulness turns into friendliness. Most kulvix 
  exemplars, while they extremely desire to aid others, are heavily 
  suspicious of other species and their often secretive motivations. 
  Knowing how untrustworthy the other species are compared to 
  their fellow kulvix frequently keeps strong relationships from 
  forming with other species. 
  Other Classes
  Kulvix exemplars do not hold any special care for other classes 
  to a large degree. While they appreciate the presence of several 
  different classes, a pair of exemplars that each takes a different 
  path will complement each other such that they hardly feel the lack 
  of the other classes. If forced to make a claim to preference, most 
  exemplars would lean toward being a monk for their piety and 
  introspection rather than their fighting capabilities.
  Alignment: Any neutral
  Hit Die: d10.
  Requirements
  To qualify to become a kulvix exemplar, a character must be of the 
  kulvix species.
  Class Skills
  The exemplar’s class skills are Autohypnosis (Wis), Craft (Int), 
  Knowledge (all) (Int), Perception (Wis), Profession (Wis), and 
  additional skill depending on their vein selection at character 
  creation.
  Skill Ranks per Level: 4 + Int modifier.
  Class Features
  All of the following are class features of the kulvix exemplar class.
  Weapon and Armor Proficiency
  Kulvix exemplars are proficient with simple weaponry and one 
  martial weapon of their choice, chosen at first level. Exemplars are 
  not proficient with any armor but are proficient light shields.
  Powers Known
   
  At each level indicated, a kulvix exemplar gains additional 
  power points per day and access to new powers as if it had also 
  gained a level in one manifesting class it belongs to. It does not, 
  however, gain any other benefit a character of that class would have 
  gained (bonus feats, metapsionic or item creation feats, and so on). 
  This essentially means that it adds the level of kulvix exemplar to 
  the level of whatever manifesting class the character has, and then 
  determines power points per day, powers known, and manifester 
  level accordingly.
  If a character had more than one manifesting class  before it 
  became a kulvix exemplar, it must decide to which class it adds the 
  new level of kulvix exemplar for the purpose of determining power 
  points per day, powers known, and manifester level.
  If the character did not belong to a manifesting class before 
  taking this exemplar class, it does not gain manifesting levels. If 
  the character gains a manifesting class after second level in this 
  exemplar class, the increase applies to the first manifesting class 
  they take.
  Vein Class Skills: Depending on their vein selection, kulvix 
  exemplars have specific options available to them. They have a 
  selection of skills available to them and different class abilities as 
  detailed below:
  • Artiste: Appraise (Int), Perform (Cha), Ride (Dex), and 
  Sense Motive (Wis)
  • Bully: Bluff (Cha), Climb (Str), Intimidate (Cha), and Swim 
  (Str)
  • Focused: Concentration (Con), Spellcraft (Int), and Use 
  Magic Device (Cha)
  • Friendly: Diplomacy (Cha), Linguistics (Int), and Sense 
  Motive (Wis), 
  • Hero: Climb (Str), Escape Artist (Dex), Linguistics (Int), and 
  Ride (Dex)
  • Liar: Bluff (Cha), Disguise (Cha), and Sense Motive (Wis)
  • Meticulous: Appraise (Int), Escape Artist (Dex), and Sense 
  Motive (Wis)
  • Nimble: Acrobatics (Dex), Escape Artist (Dex), and Sense 
  Motive (Wis)
  • Poised: Disable Device (Dex), Handle Animal (Cha), and 
  Linguistics (Int), 
  • Resolved: Climb (Str), Ride (Dex), and Swim (Str)
  • Sage: Appraise (Int), Spellcraft (Int), and Use Magic Device 
  (Cha)
  • Sneaky: Bluff (Cha), Escape Artist (Dex), and Stealth (Dex)
  • Sympathetic: Bluff (Cha), Diplomacy (Cha), and Sense 
  
  27
  Motive (Wis)
  Modifications: The kulvix exemplar begins its journey to self-
  improvement by developing their bodies in an exceptionally unique 
  way. Listed below are general modifications that all kulvix can take 
  followed by vein specific modifications.
  General Modifications
  Sensitive Orbs: The exemplar’s visual processing orbs process 
  additional waves and the exemplar gains darkvision out to a range 
  of 60 feet.
  Quick Growth: The exemplar grows over damaged sections 
  and pieces at an enhanced rate. Increase the hit points healed from 
  
  28
  psionic sources, natural healing, and Craft checks to heal hit points 
  by 1 for every exemplar class level the character has. 
  Self Amputation: The exemplar has the ability to develop a 
  natural weapon. By forming the growth of its crystalline structure 
  in a specific way, it can break off a section of its hand and arm to 
  have a natural attack similar in most ways to a claw attack. The 
  natural attack is equal to a short sword in damage and critical 
  range/multiplier, however, the damage type it deals is selected 
  when the arm is “snapped off” and cannot be changed until the 
  arm grows back and is snapped off again. This structure is unique 
  in that it grows back much quicker, requiring only one month to 
  regain full use of the hand and arm. Until then, the hand is treated 
  as missing for all purposes of using the appendage except as a 
  weapon. The kulvix still maintains the hand and wrist magic item 
  slot in the event they are wearing paired magic items as long as 
  one arm is not snapped off, it wears one of the paired items, and 
  the other is on their person and not in an extra-dimensional space. 
  Slight Form: The exemplar’s body has been permanently 
  modified to grow smaller than others of its race. The exemplar 
  is treated as one size smaller for any situation that would 
  be advantageous for the exemplar. The benefits of this 
  modification stack with the effects of abilities, powers, and spells 
  that change the subject’s size.  The exemplar must be at least third 
  level to select this modification. An exemplar may not have both the 
  slight form and massive form modifications.
  Massive Form: The exemplar’s body has been permanently 
  modified to grow larger than others of its race. The exemplar is 
  treated as one size larger for any situation that would be advantageous 
  for the exemplar. The benefits of this modification stack with the 
  effects of abilities, powers, and spells that change the subject’s size.  
  The exemplar must be at least third level to select this modification. 
  An exemplar may not have both the massive form and slight form 
  modifications.
  Refracting Network: The exemplar has manipulated the insides 
  of its body to be able to accept light, then focus it into a single beam. 
  The alignment of the network is always nearly perfect until the 
  moment the exemplar activates this ability as a standard action once 
  per day, perfecting the alignment and focussing the light into a beam. 
  Once used, the network is damaged and requires 24 hours before 
  it can be aligned again. This ability only functions if the square the 
  kulvix is in, and the closest adjacent squares, are in enough light to be 
  considered daylight. This ability effects in a line 30 feet long always 
  starting in the exemplar’s square and creates an effect similar to the 
  daylight spell around the line as if the spell were cast in each square 
  of the line. This light dissipates at the end of the kulvix’s round.
  Each creature in the line is dazzled and takes 1d6 points of 
  damage. Any creatures to which sunlight is harmful or unnatural 
  take double damage. Any creature that suffers penalties in bright 
  light suffer these penalties. A successful Reflex save negates the 
  dazzled effect and reduces the damage by half.
  An undead creature caught within the line takes double damage, 
  or standard damage if a Reflex save is successful. In addition, the 
  beam deals triple damage to any undead creature specifically harmed 
  by bright light if it fails its save.
  The damage is increased by 1d6 for every 3HD the exemplar has. 
  The ultraviolet light generated by the beam deals damage to 
  fungi, mold, oozes, and slimes just as if they were undead creatures.
  This modification can be taken again at third level. If so taken, 
  the ability is improved in that it may be used once every 1d4 rounds.
  Shatter Self: Last-ditch efforts are not unique among the 
  fleshed world. By growing the self in a similar manner to those who 
  can snap off their limbs for a weapon, the exemplar can self shatter 
  and remove parts that are being damaged highly, evading part of the 
  attack. If an exemplar would take massive damage from any attack 
  that comes from an object or creature’s natural attacks striking them, 
  a ray attack, or similar tangible source of damage, it may instead take 
  2 points of damage to all physical stats to reduce the damage by half. 
  After using this ability the exemplar is dazed for one round. 
  Before using this ability again the exemplar must be affected by 
  the harmonize power, a power that heals hit points, a spell that heals 
  hit points done to constructs or use the Craft (alchemy) skill to heal 
  hit points or ability points.  The exemplar must be at least third level 
  to select this modification.
  Artiste Modifications
  Microscoping Orbs: The exemplar’s visual processing orbs 
  can determine the current hit points of an item, whether it is 
  magical or not, and any fine details about it with one full-round 
  of study. They can also perform an Appraisal check as a part of 
  studying this item.
  Precise Digits: The exemplar grows additional, extremely 
  articulate digits on each hand, providing a +5 bonus to Craft checks 
  and allowing the exemplar to ignore 10% of ASF.
  Bully Modifications 
  Dangerous Form: The exemplar has reinforced many sections 
  of its body, growing spikes, and plates and coverings where vital 
  areas exist. The exemplar’s mineral body now has armor spikes 
  that the exemplar is proficient with.
  Imposing Form: The exemplar has expanded its form to be 
  daunting both in form and size. While the change may not make 
  it excessively larger, it does make the exemplar more threatening. 
  The exemplar adds its Strength modifier to its Intimidate checks 
  and can make Intimidate as a swift action if it is the first time is 
  attempting to Intimidate a given opponent in a given combat. The 
  exemplar must be at least third level to select this modification.
  Focussed Modifications
  Crystal Receptacles: The exemplar has grown shallow cavities 
  in their form that have a direct optical link to their source crystal. 
  This allows for cognizance crystals and other cognizance sources to 
  function in an enhanced mode. Removing an inserted item requires 
  one full round. Cognizance Crystal- Inserting a cognizance crystal 
  counts as having it on your person for 10 minutes, but costs one 
  
  29
  power point from your pool and is paid as a part of the move action 
  to insert it. Up to 5 cognizance crystals can be inserted into the 
  exemplar. 
  Additionally, if the exemplar has had a cognizance crystal (or 
  similar cognizance effect) on or in their person for at least 36 hours, 
  the source is treated as having 1 additional point while it remains.
  Improved Crystal Receptacles: The receptacles have been 
  modified to accept other crystalline items, freeing the hands of the 
  exemplar, but putting them at certain risks.
  Power Stone: Inserting a power stone provides a free attempt 
  to address it and the exemplar is treated as holding it for the 
  purposes of activating the power stone. Additionally, the surge 
  from brainburn lasts an additional two rounds and the power stone 
  must be flung an additional 50 feet. A power stone counts as two 
  cognizance crystals for the purposes of how many can be inserted 
  into the exemplar. A power stone can be inserted as a full round 
  action.
  Dorje: The dorje is treated as always being held and the 
  exemplar must point their arm as if they were pointing the dorje 
  to use it. The dorje can be used even if the exemplar is holding 
  something in its hand as the receptacle is the holding “hand”. When 
  the exemplar fails a save against a power of the same discipline as 
  their inserted dorje, the dorje loses a charge and the exemplar is 
  dazed for a number of rounds equal to the level of the power the 
  dorje contains. A dorje counts as three cognizance crystals for the 
  purposes of how many can be inserted into the exemplar. Inserting 
  a dorje requires 10 rounds. The exemplar must be at least third 
  level and have the Crystal Receptacles modification to select this 
  modification.
  Friendly Modifications
  Always Amiable: By growing the face section into a myriad 
  of shapes, the exemplar can reflect the color of the individual it 
  is facing back at the owner, providing a racially focussed bonus 
  to Diplomacy checks. The exemplar gains +5 to Diplomacy checks 
  when interacting with another kulvix not of the exemplar’s vein. 
  Additionally, the color shifts are pleasant to most of other races, 
  providing a +2 bonus to Diplomacy checks with any other race 
  (regardless of individual interaction or multiple people).
  Forced Calm: By forming the crystalline structure in what 
  would be the chest cavity into a resonating chamber, the exemplar 
  can create a tone that lulls those within range into a more pleasant 
  mental state. Three times per day, the exemplar can vibrate their 
  resonating chamber, creating an effect that mimics the telempathic 
  projection power with a range of 10 feet +5 feet per character level, 
  affects all creatures in the area, and lasts 1 minute. The DC for this 
  effect is 15 + Charisma modifier.  The exemplar must be at least 
  third level to select this modification.
  Hero Modifications
  Not Even My Final Form: The exemplar is the iconic 
  representation of the race as a whole. It is simply better. The 
  exemplar gains the following benefits that are calculated after a 
  body feat if the exemplar has one:
  • Armor check penalty from its mineralized body is reduced by 
  3 (minimum 0)
  • Arcane Spell Failure from its mineralized body is reduced by 
  15% (minimum 0)
  • Armor bonus to Armor Class is increased by 2
  • Maximum Dexterity bonus to Armor Class is increased by +2
  Final Form: Further development of their body into the 
  perfect form results in a nearly unstoppable exemplar ready for 
  combat at any time and in any place. The exemplar gains the 
  following benefits:
  • 3 energy resistance to all energy types except fire that stacks 
  with other resistances
  • Medium Fortification (50%)
  • Lesser Stalwart (the exemplar must choose either Fortitude 
  or Will when gaining this modification) or Evasion. If 
  another source provides them Evasion they instead gain 
  Improved Evasion. The benefits from Lesser Stalwart apply 
  even when the hero is disabled or otherwise impaired. 
  The exemplar must be at least third level to select this modification, 
  and must have the Not Even My Final Form modification.
  Stalwart and Lesser Stalwart
  If an exemplar ever gains the stalwart feature while they 
  have the lesser stalwart feature, they gain the effects of 
  stalwart as normal. Whichever save was selected for lesser 
  stalwart is now further improved. Similar to how improved 
  uncanny dodge allows the user to suffer only half effects on 
  a failed Reflex save, or no effects on a succeeded Reflex save, 
  the save you selected for lesser stalwart now provides these 
  improved benefits. The second save, the one not selected for 
  lesser stalwart, functions as normal for the stalwart feature. 
  Liar Modifications
  False Form: When changed into a different kulvix vein color, 
  there is no need to roll a disguise check. The exemplar is never 
  confused for another vein other than the vein it chooses to appear 
  as. Additionally, other kulvix must make a DC (15 + Character 
  level + Charisma modifier) Will save to believe it is anything other 
  than the vein it appears as even if shown, proven, or convinced 
  otherwise.
  True False Form: The exemplar can alter its appearance 
  as though using a disguise self spell, this does not affect its 
  possessions. This minor physical alteration of features is not an 
  illusory effect. The exemplar can use this at will as a full-round 
  action and the effect lasts until it to change again or is killed in 
  which case it reverts to its natural form. The exemplar gains a +10 
  
  30
  circumstance bonus to disguise checks while using this ability. 
  Additionally, as long as it is in a form other than its natural 
  form, any attempt to read its mind, know its alignment or otherwise 
  detect its thoughts made by a 3rd level effect or lower produce a 
  misleading result of the exemplar’s choice. While the exemplar is 
  not aware of who generated the effect or what spell, power, spell-
  like, psi-like or supernatural ability they used, it is aware of the 
  data sought and can provide the desired misinformation. The 
  exemplar must be at least third level to select this modification and 
  must have the False Form modification.
  Meticulous Modifications
  Communication Flecks: The exemplar can willingly shed 
  flecks on a willing creature. As a standard action that requires a direct 
  touch, the exemplar leaves small crystalline fleck growths on the target 
  for a number of rounds equal to the exemplar’s class level multiplied 
  by its Intelligence modifier. The flecks can be brushed off as a move 
  action. While the flecks are easy to see, they can be hidden or possibly 
  placed secretly. The flecks allow the exemplar to communicate with 
  the target within a range of 200 feet. The flecks have no effect initially 
  until charged with psionic power. By spending power points on the 
  flecks as a move action, the bearer or the exemplar can generate one of 
  three effects. The cost to activate any of the following effects is 5 power 
  points for each effect and lasts for the duration of the flecks. 
  • 
  See or hear through bearer
  • 
  Communicate to bearer, must be spoken out loud
  • 
  Deliver message to exemplar (automatically open auditory 
  link to exemplar for 1 round)
  This ability can be used once per day per level of exemplar class 
  level the exemplar has. The exemplar can use the ability additional 
  times per day at the cost of 5 hit points per use. 
  Directing Flecks: As a standard action the exemplar can snap 
  its fingers while aimed at a target individual, object, or location 
  within 15 feet to fire flecks at the target. The flecks shine bright 
  pink and embed in nearly any material. The fleck provides several 
  benefits depending on what it is embedded in. This ability can be 
  used once per day per level of exemplar class level the exemplar 
  has. The exemplar can use the ability additional times per day at 
  the cost of 5 hit points per use. 
  • 
  Creature +1 to any attack roll against the target, and is 
  easily shaken off in one round.
  • 
  Object Allows any object marked to treated as being 30 
  feet closer to a kulvix for the purposes of being targeted by 
  powers, spells, effects, and so forth.
  • 
  Location The fleck shines exceptionally bright over the 
  course of 5 rounds, reaching peak brightness (shedding 
  light as the daylight spell but in a pink hue) and lasting 
  for 5 more rounds. The fleck is able to be discerned from 
  up to a mile away as a very distinct pinpoint of light, this 
  pinpoint doesn’t change as the observer gets closer. A fleck 
  in a location dims when removed.
  The exemplar must be at least third level to select this modification.
  Nimble Modifications: 
  Efficient Movement: By forming specific grooves in specific 
  locations on the legs, the perfectly aerodynamic torso shape, and 
  minute movements to mitigate drag, the exemplar increases their 
  speed significantly. The exemplar gains +10 to their base move 
  speed. They also gain a +2 bonus to Reflex saves.
  Preternatural Movement: The exemplar sheds weight, sheds 
  pieces of their body in a perfect form to fit the current situation and 
  their desired path of travel. Once per day as an immediate action 
  the exemplar can take 2 points of Strength or Constitution damage 
  to gain Uncanny Dodge, +10 to its base land speed, +2 bonus to its 
  Reflex saves, and move 10 feet instead of 5 on its 5-foot steps. This 
  ability lasts for five rounds, but the exemplar can keep it active 
  by shedding some of its body (taking damage again to extend the 
  duration by five rounds). The bonuses from this modification stack 
  with those from Efficient Movement modification. If the exemplar 
  has Uncanny Dodge from another source, they instead gain 
  Improved Uncanny Dodge when using this ability. The exemplar 
  must be at least third level to select this modification.
  Poised Modifications: 
  Improvised Reaction: The exemplar has modified its joints 
  to react with nearly instant response time in reaction to an outside 
  circumstance. Used to teaching others, the exemplar can aid others 
  very quickly when another may have to prepare to help. Once per 
  day as an immediate action, the exemplar can use the Aid Another 
  action to help and adjacent ally. This quick reaction is not gentle 
  on the body of the kulvix. This ability can be used an additional 
  number of times per day, but deals 1 point of damage to a physical 
  ability score of the exemplar’s choice for each use after the first.
  Prepared Reaction: The exemplar can move and assist 
  another with amazing speed. The movements are calculated to be 
  able to assist more than one ally during the movement. Once per 
  day for each exemplar level the kulvix has, it can ready an action 
  to move in a straight line. Once the circumstance that triggers the 
  movement occurs, the kulvix moves to the end of the designated 
  line. While traveling, the exemplar is able to use the Aid Another 
  action to help any ally that is adjacent to the line of movement.  The 
  exemplar must be at least third level to select this modification.
  Resolved Modifications: 
  Stubborn Resolution: The exemplar has made the decision 
  that forward progression toward its goal is dutifully required. 
  Any hindrance that would impede them or retard their progress 
  is nearly anathema. Thus the exemplar has modified its body to 
  stand firm. The exemplar gains a +2 bonus to their CMD to resist 
  being moved from their square for every exemplar class level they 
  have. Additionally, they gain the same bonus on saves versus spells, 
  powers, abilities, and effects that would forcibly move them from 
  their square.
  
  31
  Specifically Designed: As the resolved kulvix have their 
  specific manner of conducting things, some take this to an extreme 
  and form their bodies to allow great skill in their method at the 
  cost of other inefficiencies. When selecting this modification, the 
  exemplar selects one physical attribute to increase by 4 points. The 
  other physical attributes are reduced by 2. 
  The exemplar gains additional benefits 
  based on which ability was improved.
  • 
  Strength 
  The 
  exemplar 
  can 
  run 
  headlong 
  into an obstacle confident in circumventing it. Once per 
  day as a free action, the exemplar can gain a +20 bonus 
  to a Strength check that is made as a part of a charge. 
  Alternately, it can choose to initiate a Bull Rush combat 
  maneuver as if it had the Improved Bull Rush feat, the 
  Greater Bull Rush feat, and they do not need to follow their 
  target after hitting them to push them further. It may stop 
  its charge upon hitting the target, the target is still moved 
  back an additional 5 feet for every 5 points the check 
  exceeds their CMD. For the next five rounds, the exemplar 
  cannot take immediate actions and subsequent Bull Rush 
  
  32
  combat maneuvers gain a +3 bonus to the roll. If the 
  exemplar already has the Improved Bull Rush or Greater 
  Bull Rush feats they gain an additional +2 to the check for 
  each feat they have for the initial combat maneuver check 
  and subsequent checks for the following 5 rounds.
  • 
  Dexterity The exemplar can dodge what would have been 
  a successful combat maneuver as an immediate action 
  once per day to automatically cause it to miss. For the next 
  5 rounds, the exemplar cannot take immediate actions and 
  subsequent combat maneuver checks suffer a -3 penalty 
  against the exemplar.
  • 
  Constitution The exemplar can brace itself against a 
  source of damage as an immediate action once per day 
  to reduce the damage received by its character level. For 
  the next 5 rounds, the exemplar cannot take immediate 
  actions and subsequent damage received from the same 
  source is reduced by their character level to a maximum 
  reduction of 5 points.
  The exemplar must be at least third level to select this modification.
  Sage Modifications: 
  Augmented Source Crystal Growth: Few kulvix are as 
  reckless as the sage with their modifications, electing to enhance 
  their ability to recite and gather knowledge by adding a specialized 
  matrix directly onto their source crystal. When making a 
  Knowledge check, the exemplar can treat the Knowledge check as 
  5 points higher, or make a Knowledge check untrained. This ability 
  can be used three times per day freely. Additional uses deal 1 point 
  of damage to the exemplar’s mental ability scores.
  Project Memory: The exemplar knows the value in sharing 
  information and has developed a unique way of doing so. By 
  combining a usage of the crystal light power and proper movements, 
  the exemplar can replay a memory for others to view. This ability 
  functions as the major image spell (but is still a psionic ability) with 
  several differences. This ability has no components and has a range 
  of short. The contents of the displayed scene must be of an actual 
  memory and cannot be altered by the exemplar. The memory is of 
  what the exemplar observed, whether true events or otherwise. 
  This ability can be used three times per day freely. Additional uses 
  deal 1 point of damage to the exemplar’s Constitution score. The 
  exemplar must be at least third level to select this modification.
  Sneaky Modifications: 
  Elusive Clarity: By forming the crystalline structure of its 
  body into finer facets, the exemplar can attempt to become stealthy 
  in situations normally others could not. The exemplar can make a 
  Stealth check when they have soft cover.
  Shifting Clarity: The exemplar’s naturally clear body can shift 
  slightly to refract images from one side to the other with surprising 
  exactness. As a standard action, the exemplar can become invisible, 
  but only to one target at a time by focussing their refraction in a 
  specific direction. This ability lasts one round for each exemplar 
  class level the exemplar has + their Constitution modifier and can 
  shift the target of this ability as a move action. The exemplar can 
  maintain its invisible state while standing still and not consume a 
  round of use with a Constitution check (DC 15+ 1 for every round 
  it has been invisible). Failure immediately ends the invisibility. This 
  ability can be used three times per day freely. Additional uses deal 1 
  point of damage to the exemplar’s Constitution score. This ability is 
  not a magical or psionic effect. The exemplar must be at least third 
  level to select this modification.
  Sympathetic Modifications: 
  Mind Meld: The exemplar develops an exceptionally sensitive 
  channel from their hand leading to their source crystal. As a 
  standard action, the exemplar can develop a linking charge which 
  is held until discharged or 5 rounds pass. If the exemplar touches 
  a target, they relive a memory as if the exemplar was the target. 
  Aside from the obvious uses of knowing what others do, the nature 
  of the memory grants the exemplar and the target a bonus or 
  penalty (chosen by the target depending on the memory the target 
  selects). The bonus or penalty lasts for a number of rounds equal to 
  the exemplar’s class level. The target is allowed a Will save (DC 10+ 
  Int modifier + exemplar class level) to resist the effect, in which 
  the target and the exemplar are dazed for one round. This ability 
  can be used freely once per day per exemplar class level. Additional 
  uses deal 1 point of damage to the exemplar’s mental ability scores.
  • 
  Dangerous Memory +2 to Reflex saves
  • 
  Peaceful Memory -2 to Reflex saves
  • 
  Confusing Memory -2 to Will saves
  • 
  Clear Memory +2 to Will saves
  • 
  Mundane Memory -2 to Fortitude saves
  • 
  Wonderous Memory +2 to Fortitude saves
  Shed Memory: As a full-round action, the exemplar can 
  segregate a portion of knowledge, an emotion, or an insightful 
  memory into a crystalline growth which can be snapped off and 
  given to another kulvix to review for a short time before the 
  memory fades. At the time of selecting the memory, the exemplar 
  selects a mental ability score and takes 1 point of damage to that 
  ability score. For the next 36 hours, the memory can be reviewed 
  to provide the bearer a +2 bonus on skill checks that match the 
  ability score chosen by the exemplar. The crystalline growths have 
  a hardness of 5 and 1 hit point.
  Self Improvement: At second level the kulvix exemplar may 
  select any body feat, exchange one body feat for another, or select 
  any racial feat. This is an exception to the rule that a body feat must 
  be taken at 1st character level. You must still meet any prerequisites 
  for a feat you select and you may still only have one body feat.
  
  33
  Chapter 3: Psionic and Mundane 
  Items
  Kulvix have a predilection for items that contain items. They 
  may not have developed great technological marvel of engineering, 
  but what they do not have in variety or grandeur they definitely 
  make up for in efficiency. Every kulvix mastercraft is exceptionally 
  designed to accomplish its given task.
  New Materials: Objects can be formed of nearly any similar 
  suitable material. The kulvix however, tend to craft an object and 
  change the material it is made of after the fact. The new material 
  detailed below functions differently for mundane items than it 
  does for weapons and armor. 
  Mundane Items
  Weapons and Shield
  Kulvix Drag Hooks: This two-foot long thin rod of metal 
  ending in a sharp hook is normally dual wielded. When used to 
  make a reposition, bull rush, drag or trip combat maneuver on 
  a round in which the wielder attempted an attack roll with each 
  drag hook, the wielder gains a +4 bonus CMB to those combat 
  maneuvers.  
  Kulvix Fleck Shield: This exotic buckler that is made to 
  shed crystal when attacked. When the bearer of a fleck shield 
  is dealt damage from an attack that the AC bonus of the shield 
  applies to, shards fly off to deal 1 point of piercing damage to 
  adjacent creatures. Fleck shields with an enhancement bonus 
  include this bonus as additional damage when the bearer 
  is damaged. If a fleck shield is ever sundered it expels an 
  alchemical substance that grants a crystalline (like a kulvix) 
  bearer 15 temporary hit points. 
  Kulvix Latch Lash: This exotic whip laced with crystal 
  shards deals 1 point of damage on successful trip attempts or 
  repositions. It also allows you to be considered threatening any 
  area they can make an attack with the whip for the purposes of 
  using the reposition combat maneuver but can only move the 
  target toward you from its original position. In all ways other 
  than those identified, a latch lash functions as a whip.
  Adventuring Gear 
  Starsand Suit: This bulbous suit made of the various gut 
  skins of animals is woven with a series of internal pockets 
  designed to hold starsand. It holds roughly two standard 
  containers worth of starsand and can be refilled with the same 
  amount. When activated in normal way starsand is activated, the 
  suit, rather than dealing any type of damage, protects the wearer 
  from elemental damage that activated the starsand. The suit 
  provides energy resistance 10 against the element that activated 
  it for 5 rounds and then energy resistance 2 against the same 
  element for 5 more rounds. The starsand suit cannot be worn 
  with armor and cannot be hidden without magical means. 
  
  34
  Pocket Kilt: A waist-worn garment usually made of woven 
  plant fibers that extend down to the knees and has many small 
  pockets. A pocket kilt carries as much as a backpack but can only 
  hold objects the size of a human fist or smaller.
  Special Substances and Items
  Harmcrys: The crystal formed of a kulvix using its 
  harmonizing power is exceptionally dense and hard. Harmcrys 
  looks like bismuth and shares the weakness to heat, harmcrys 
  is charged with psionic energy in its creation however and lacks 
  the brittle nature of traditional bismuth. It can be used to replace 
  metal, stone, crystal, or any other aspect of an object that has a 
  hard and solid nature. Because harmcrys armor is considered 
  to be made out of metal, druids cannot wear it. Replacing the 
  material in the original parts of an object (or the entire original 
  material of the object) does not innately make it of better quality. 
  The original quality (for example, whether masterwork or not) is 
  not affected by being harmonized into harmcrys. Items primarily 
  made of harmcrys have 40 hit points per inch of thickness and a 
  hardness of 20 but have a weakness to fire. Harmcrys objects do 
  not halve the damage taken from fire damage. Harmcrys items 
  can’t have fire effects on them. Attempting to add a fire effect to 
  a harmcrys item causes the power, spell, enchantment, or ability 
  to fail, wasting any materials or uses if the ability has limited uses 
  per day and deals 2 points of damage to the item.
  Deep Crystal: If an item that is made of deep crystal is 
  subjected to a harmonize power, the use of the power is 
  moderately successful. The resulting item is treated as being 
  both deep crystal and harmcrys. It has 35 hit points per inch 
  of thickness, a hardness of 15, and reduces and fire damage it 
  receives by one-quarter instead of receiving full damage.
  Starsand: This material that permeates the ground around a 
  meteorite is exceptionally rare due to the infrequency of sizeable 
  star metals that don’t burn up on entry, in combination with 
  the extreme weather that blows away most patches of starsand 
  shortly after their creation. An object must be fully immersed in 
  starsand to gain its benefits. A standard container of starsand 
  has enough material to coat 1 two-handed weapon, two medium 
  weapons, three small weapons, or 10 pieces of ammunition. When 
  exposed to a type of energy damage, the material will be charged 
  with that element and deal an additional +1 point of damage of 
  the exposed element for 10 rounds. Being exposed to an energy 
  type requires the weapon covered in starsand to be unsheathed 
  and the energy has passed within ten feet of the wielder. Charging 
  the starsand does not require an action and happens whether 
  the wielder wants it to or not if the conditions are met. After the 
  duration ends, the sand becomes inert and begins to fall off of 
  the object. Starsand can be removed manually with a full-round 
  action that provokes and deals the 1 point of elemental damage to 
  the individual attempting to clean it off if they use their hands. 
  Slow Growth Oil: This oil is applied to the outer surface of a 
  crystalline creature and reduces penalties to Stealth by 2, Arcane 
  Spell Failure chance by 10%, and armor check penalties by 2 for 
  creatures for which have them by virtue of their natural body. 
  However, when applied to kulvix it reduces their natural healing 
  by 4 hit points per day (to a minimum of 2). 
  Kulvix long term use effect: The length of time required to 
  regrow lost body parts or change body configuration is increased 
  by 25%.
  Quick Growth Oil: This oil is applied to the outer surface of a 
  crystalline creature and increases penalties to Stealth by 4, Arcane 
  Spell Failure chance by 20%, and armor check penalties by 4 for 
  creatures for which have them by virtue of their natural body. 
  However, when applied to kulvix it increases their natural healing 
  by 6 hit points per day. 
  Kulvix long term use effects: The length of time required to 
  regrow lost body parts or change body configuration is decreased 
  by 25%. 
  Kulvix Mastercraft Items: Objects created by kulvix are 
  normally made as mastercraft items. They take very special 
  care to work an item to its best quality in the shortest amount 
  of time. They take the same time to craft as a mundane version 
  of the object but cost double to make mastercraft. These objects 
  are always covered in precious minerals and gems. Their value is 
  normally exceptionally high outside of kulvix communities due to 
  the precious materials used in their creation and how much non-
  kulvix value these materials. Objects that are kulvix mastercraft 
  can be made masterwork following the standard rules to do so.
  Psionic Items
  In the following section you will find new psionic items called 
  gemstone augments and universal items. The genstone augments 
  come in three forms; armor, body, and weapon. Each gemstone has 
  three levels of power and provide various effects. 
  Gemstone Augments
  These small attachments come in many shapes, sizes, and with 
  various effects. Gemstone augments are imbued with psionic 
  energy to attach to certain objects and enhance them in some 
  manner. Augments can only be attached to a single type of shield (or 
  any object that provides a bonus to AC), weapon, or in some cases 
  types of creatures. Objects can normally only have one gemstone 
  augment attached to it. Applicable creatures can have one unless 
  they have the ability to gain psionic focus; these creatures can have 
  up to three but only one can be active at a time chosen when they 
  gain their psionic focus (and can be changed any time they gain 
  psionic focus or can be changed as a swift action by expending 
  their psionic focus). Gemstone augments can be swapped as a 
  move action that does not provoke, although retrieving them from 
  
  35
  a stored location still has its own hazards. 
  Gemstone augments are ranked in three tiers: least, lesser, and 
  greater. The tier of the gemstone augment identifies a general 
  power scale and also identifies the minimum enhancement bonus 
  or character level required to gain the benefits of the augment. 
  Least gemstone augments function when attached to objects of 
  masterwork quality or creatures with at least three Hit Dice.
  Lesser gemstone augments function when attached to objects 
  that have an effective magical enhancement bonus of at least +1 or 
  creatures with at least five Hit Dice. 
  Greater gemstone augments function when attached to objects 
  that have an effective magical enhancement bonus of at least +3 
  or characters with at least eight Hit Dice. The enhancement bonus 
  of the object must actually be of the required number. Thus a +1 
  unholy keen dagger would not allow a greater gemstone augment 
  to function as the enhancement bonus is +1. This restriction also 
  applies to the Hit Dice of creatures attempting to use gemstone 
  body augments. 
  Gemstone Armor Augments
  MYSTIC QUARTZ 
  DEFLECTOR
  PRICE
  VARIES
  Least
  2,000 GP
  Lesser
  4,000 GP
  Greater
  24,000 GP
  SLOT —(armor)
  ML 7th
  WEIGHT —
  AURA faint psychokinesis
  A mystic quartz deflector gemstone augment redirects a portion 
  of a beam of energy. Mystic quartz deflectors trigger their effects 
  when the bearer is in the area of a line effect of an ability with 
  a line shape that shares an energy descriptor with their active 
  energy type. If the bearer doesn’t or can’t have an active energy 
  type selected the default energy this effect applies to is fire.
  When the bearer is in the area of a line effect that shares an 
  energy descriptor with their active energy type, the damage 
  is reduced to the bearer and the line effect ends in their square 
  and the effect changes to a cone from the bearer pointing in the 
  direction of the source of the line effect that triggered the mystic 
  quartz deflector. This effect can only occur once every 1d6 rounds.
  • Least Energy damage reduced to bearer by 3, cone range is 
  5 feet
  • Lesser Energy damage reduced to bearer by 5, cone range is 
  10 feet 
  • Greater Energy damage reduced to bearer by 7, cone range 
  is 15 feet
  CONSTRUCTION REQUIREMENTS
  COST VARIES
  Least
  1,000 GP
  Lesser
  2,000 GP
  Greater
  12,000 GP
  Craft Wondrous Item, energy cone. 
  OBSIDIAN ABLATOR
  PRICE
  VARIES
  Least
  1,000 GP
  Lesser
  2,000 GP
  Greater
  12,000 GP
  SLOT —(armor)
  ML 5th
  WEIGHT —
  AURA faint metacreativity
  The edges of this translucent black pentagon are knife sharp, 
  knapped into rough but dangerous blades.
  Sharp crystal growths form around obsidian ablators when 
  they’re attached to armor, granting them armor spikes of 
  appropriate size if the armor does not already have them. These 
  glass blades cut into any who come close, and occasionally grow 
  rapidly to strike back at attackers.
  When the bearer takes damage from a melee attack, they may 
  make a retaliatory attack, an attack of opportunity against their 
  attacker with the obsidian ablator’s armor spikes (ignoring the 
  normal need to be in a grapple to use armor spikes). Doing so 
  does not count against the bearer’s attacks of opportunity per 
  round. They may do this a number of times based on the tier of 
  the obsidian ablator.
  • Least The bearer may make one retaliatory attack every 
  five rounds.
  • Lesser The bearer may make a retaliatory attack every two 
  rounds.
  • Greater The bearer may make a retaliatory attack every 
  round, and their armor spikes are treated as a magic 
  weapon.
  CONSTRUCTION REQUIREMENTS
  COST VARIES
  Least
  500 GP
  Lesser
  1,000 GP
  Greater
  6,000 GP
  Craft Wondrous Item, crystal shard. 
  
  36
  OPAL SEER
  PRICE
  VARIES
  Least
  600 GP
  Lesser
  3,600 GP
  Greater
  10,800 GP
  SLOT —(armor)
  ML 4th
  WEIGHT —
  AURA faint clairsentience
  Countless colors shine in this oval stone, each shimmering 
  with indistinct visions of the future.
  An opal seer shines with countless possibilities, and allows its 
  bearer a glimpse into the paths that could change their future. By 
  drawing on its pool of power a bearer can steer their course true. 
  An opal seer has a point pool based on their tier that refreshes 
  each day. These points may be spent to increase the result of any 
  d20 roll the bearer makes an amount equal to the points spent, 
  and may be used after the d20 is rolled but before learning of 
  success or failure. Each tier of opal seer has a maximum limit on 
  how many points may be spent on a given roll.
  • Least The opal seer’s pool is 4 points, and up to 2 may be 
  spent on a given roll.
  • Lesser The opal seer’s pool is 12 points, and up to 3 may be 
  spent on a given roll.
  • Greater The opal seer’s pool is 24 points, and up to 4 may 
  be spent on a given roll. 
  CONSTRUCTION REQUIREMENTS
  COST VARIES
  Least
  300GP
  Lesser
  1,800 GP
  Greater
  5,400 GP
  Craft Wondrous Item, precognition
  RADIANT SUNSTONE
  PRICE
  VARIES
  Least
  200 GP
  Lesser
  5,600 GP
  Greater
  10,000 GP
  SLOT —(armor)
  ML 1st
  WEIGHT —
  AURA faint psychokinesis
  This orange stone contains gleaming metal flecks that catch 
  the light, causing it to flash and shine.
  A radiant sunstone has an inner light that its bearer can 
  summon at will. As a move action, the bearer can adjust the level 
  of light the radiant sunstone emits, changing both its radius and 
  its light level to any amount up to the maximum for the radiant 
  sunstone’s tier, or cause it to emit no light at all.
  As an immediate action, the wearer can cause the radiant 
  sunstone to flare, drastically increasing its light for an instant. The 
  Perception DC to notice the flare is –10. The bearer can use this 
  ability once every 5 rounds.
  • Least Sheds up to normal light up to a maximum of a 20-ft 
  radius, and increases the light level by one step up to a 
  maximum of normal in double the radius.
  • Lesser Sheds up to normal light up to a maximum of a 
  40-ft radius, and increases the light level by one step up 
  to a maximum of normal in double the radius. The bearer 
  can use the flare to grant themselves a 20% miss chance 
  as if they had concealment for one round (this does not 
  grant other benefits of concealment). This can be done in 
  response to an attack.
  • Greater Sheds up to bright light up to a maximum of a 
  60-ft radius, and increases the light level by one step up 
  to a maximum of bright in double the radius. The bearer 
  can use the flare to grant themselves a 50% miss chance 
  as if they had total concealment for one round (this does 
  not grant other benefits of total concealment). This can be 
  done in response to an attack.
  CONSTRUCTION REQUIREMENTS
  COST VARIES
  Least
  100 GP
  Lesser
  2,800 GP
  Greater
  5,000 GP
  Craft Wondrous Item, crystal light
  RHYOLITE DIFFUSER
  PRICE
  VARIES
  Least
  250 GP
  Lesser
  1,000 GP
  Greater
  2,000 GP
  SLOT —(armor)
  ML 7th
  WEIGHT —
  AURA faint psychometabolism
  A rhyolite diffuser gemstone augment absorbs intense sources 
  of energy and disperses them into a deflective shield. Rhyolite 
  diffusers trigger their effects when the bearer is either targeted 
  with a ray that shares an energy descriptor with their active 
  energy type. If the bearer doesn’t or can’t have an active energy 
  type selected the default energy this effect applies to is fire.
   
  When the bearer is targeted by a ray that shares an 
  energy descriptor with their active energy type, the damage is 
  reduced and a semi-solid shield of energy expands to their left 
  and right adjacent squares (facing can be changed as part of any 
  action or once per round as a free action) granting any in their 
  own and those adjacent squares a bonus to AC against ranged 
  attacks. This effect can only occur once every 1d6 rounds. The 
  bonus to AC against ranged attacks lasts as long as the gemstone 
  is unable to be used after it activates.
  
  37
  • Least Energy damage reduced to bearer by 3, +1 bonus to 
  AC against ranged attacks
  • Lesser Energy damage reduced to bearer by 5, +2 bonus to 
  AC against ranged attacks 
  • Greater Energy damage reduced to bearer by 10, +4 bonus 
  to AC against ranged attacks
  CONSTRUCTION REQUIREMENTS
  COST VARIES
  Least
  125 GP
  Lesser
  500 GP
  Greater
  1,000 GP
  Craft Wondrous Item, energy adaptation
  Gemstone Body Augments
  AGATE HEART
  PRICE
  VARIES
  Least
  400 GP
  Lesser
  1,200 GP
  Greater
  3,200 GP
  SLOT —(armor)
  ML 3rd
  WEIGHT —
  AURA faint psychometabolism
  This egg-shaped stone is made of multicolored bands formed 
  into a single, smooth whole. It has a reassuring weight to it.
  An agate heart lends its resilience to its bearer, allowing to 
  weather the elements. Its effects are constantly active, providing 
  constant protection from environmental effects. The bearer gains 
  a competence bonus on all saves and ability checks to resist 
  natural environmental effects (such as hot or cold environments, 
  weather effects, and others). This does not apply against effects 
  generated by magic or supernatural abilities.
  • Least +2 competence bonus on relevant saves and ability 
  checks.
  • Lesser +3 competence bonus on relevant saves and ability 
  checks, and the bearer does not need to make Fortitude 
  saves against hot or cold environments within -50 to140 
  degrees Fahrenheit (-45 and 60 degrees Celsius).
  • Greater +4 competence bonus on relevant saves and ability 
  checks, reduces weather based penalties to Perception 
  checks and ranged attacks by 4, the bearer does not need 
  to make Fortitude saves against hot or cold environments 
  within -50 to 140 degrees Fahrenheit (-45 and 60 degrees 
  Celsius), and they treat wind effects as one category 
  weaker.
  CONSTRUCTION REQUIREMENTS
  COST VARIES
  Least
  200 GP
  Lesser
  600 GP
  Greater
  1,600 GP
  Craft Wondrous Item, specified energy adaptation
  
  38
  CAVANSITE MODULATOR
  PRICE
  VARIES
  Least
  1,500 GP
  Lesser
  3,000 GP
  Greater
  5,000 GP
  SLOT —(body)
  ML 1st
  WEIGHT —
  AURA faint psychokinesis
  A cavansite modulator gemstone augment allows a crystalline 
  creature to change small aspects of their physical nature. When 
  a creature with a cavansite modulator makes a natural attack 
  or unarmed strike on a target with damage reduction against 
  bludgeoning, piercing, or slashing damage, the gemstone reforms 
  the body of the bearer to deal that damage type. Greater tiers 
  of the gemstone add additional damage types to the type of 
  damage dealt and grants bonus damage against targets that the 
  cavansite modulator reacts to. The bonus damage applies to the 
  creature that triggered this effect regardless of whether the DR is 
  suppressed or not.
  • Least 1 additional damage type
  • Lesser 2 additional damage types, +2 damage 
  • Greater Suppresses applicable DR for 1 round, +3 damage
  CONSTRUCTION REQUIREMENTS
  COST VARIES
  Least
  750 GP
  Lesser
  1,500 GP
  Greater
  2,500 GP
  Craft Wondrous Item, absorb weapon
  JADE INFUSER
  PRICE
  VARIES
  Least
  1,500 GP
  Lesser
  6,000 GP
  Greater
  13,500 GP
  SLOT —(body)
  ML 5th
  WEIGHT —
  AURA faint psychometabolism
  The green hue of this disc is dull at the edges, but vibrant at its 
  center. An engraved spiral emphasizes the change in color.
  A jade infuser is a repository of vital energy that its bearer may 
  draw on to protect and sustain themselves. A jade infuser only 
  functions for a bearer after they have spent 8 hours of sleep or an 
  equivalent period of rest with it. After this period, the jade infuser 
  grants the bearer a pool of temporary hit points based on their hit 
  dice, and replenishes whenever the bearer sleeps or rests.
   
  The bearer of a jade infuser may unequip it and swap it 
  out for other crystals and still access its pool if they equip it again, 
  but it only functions for one bearer at a time; anyone else who 
  equips it does not gain access to its pool of temporary hit points, 
  and if another person spends 8 hours resting with it to gain its 
  benefits, the previous bearer cannot access its benefits any longer.
  • Least Temporary hit points equal to HD
  • Lesser Temporary hit points equal to 2*HD
  • Greater Temporary hit points equal to 3*HD
  CONSTRUCTION REQUIREMENTS
  COST VARIES
  Least
  750 GP
  Lesser
  3,000 GP
  Greater
  6,750 GP
  Craft Wondrous Item, vigor
  JASPER REINFORCER
  PRICE
  VARIES
  Least
  1,000 GP
  Lesser
  4,000 GP
  Greater
  9,000 GP
  SLOT —(body)
  ML 4th
  WEIGHT —
  AURA faint psychometabolism
  Though irregular in shape, this brick-red stone is slick and 
  smooth to the touch and has a comforting warmth.
  A jasper reinforcer strengthens the bearer, toughening their 
  frame and augmenting their movements. The gemstone’s baseline 
  effects are constantly active, passively enhancing the bearer 
  without requiring any action or triggers. A jasper reinforcer 
  multiplies the bearer’s carrying capacity and grants them a 
  competence bonus to all Strength checks and Strength-based skill 
  checks.
  As a free action, the bearer can draw heavily on the gemstone’s 
  power, increasing the jasper reinforcer’s benefits for 1d6 rounds. 
  For this duration, the bearer increases their carrying capacity 
  multiplier by one (from double to triple, or triple to quadruple, 
  and so on) and doubles the competence bonus to Strength checks 
  and Strength-based checks. However, they then lose all benefits 
  from the jasper reinforcer for a number of minutes equal to the 
  rounds of increased power.
  • Least Double carrying capacity, +2 to Strength checks and 
  Strength-based skill checks.
  • Lesser Triple carrying capacity, +3 to Strength checks and 
  Strength-based skill checks.
  • Greater Quadruple carrying capacity, +4 to Strength 
  checks and Strength-based skill checks.
  CONSTRUCTION REQUIREMENTS
  COST VARIES
  Least
  500 GP
  Lesser
  2,000 GP
  Greater
  4,500 GP
  
  39
  Craft Wondrous Item, animal affinity
  Gemstone Weapon Augments
  CALLIGRAPHER’S STONE
  PRICE
  VARIES
  Least
  500 GP
  Lesser
  1,000 GP
  Greater
  3,000 GP
  SLOT —(weapon)
  ML 3rd
  WEIGHT —
  AURA faint clairsentience
  A calligrapher’s stone gemstone augment invokes a time 
  warping effect when the bearer deals damage with the weapon 
  the gemstone is attached to. The target of the attack begins to 
  periodically experience ribbons (similar in shape to the designs 
  on a calligrapher’s stone) of visions of their current location 
  from hundreds of millions of years previous resulting in serious 
  distraction. The effect lasts for 5 rounds. Multiple instances of 
  damage do not stack the effect but does reset the duration. In 
  some cases, the target under the effect must be threatened for the 
  effect to function. If they are no longer threatened, the effect is 
  suppressed but the duration continues to expire.
  • Least -2 penalty to Concentration checks when threatened 
  • Lesser -2 penalty to Concentration checks, penalty 
  increases to -4 when threatened
  • Greater -4 penalty to Concentration checks 
  CONSTRUCTION REQUIREMENTS
  COST VARIES
  Least
  250 GP
  Lesser
  500 GP
  Greater
  1,500 GP
  Craft Wondrous Item, sensitivity to psychic impressions
  MALACHITE IMPEDER
  PRICE
  VARIES
  Least
  800 GP
  Lesser
  1,600 GP
  Greater
  4,800 GP
  SLOT —(armor)
  ML 3rd
  WEIGHT —
  AURA faint metacreativity
  Bubble-like bumps cover this spherical, verdigris-colored 
  stone. Malachite impeders exude crystalline ectoplasm, a 
  substance that clings to anyone struck by the weapon they’re 
  attached to and grows into heavy crystals that burden them. 
  Whenever a target takes damage from a weapon with an attached 
  malachite impeder, their movement speed is reduced by 5 feet for 
  one minute. A DC 15 Heal check as a standard action or at least 1 
  point of magical healing removes this movement speed penalty. 
  Multiple hits on the same creature stack up to a maximum 
  determined by the malachite impeder’s tier, and can never reduce 
  movement speed below 5 feet.
  • Least Movement penalty maximum of 5 feet.
  • Lesser Movement penalty maximum of 10 feet.
  • Greater Movement penalty maximum of 15 feet.
  CONSTRUCTION REQUIREMENTS
  COST VARIES
  Least
  400 GP
  Lesser
  800 GP
  Greater
  2,400 GP
  Craft Wondrous Item, entangling ectoplasm
  MOONSTONE SPAR
  PRICE
  VARIES
  Least
  4,000 GP
  Lesser
  8,000 GP
  Greater
  16,000 GP
  SLOT —(weapon)
  ML 7th
  WEIGHT —
  AURA moderate metacreativity
  This soft blue-gray sphere emits a silvery luminescence and 
  holds a pointed ray of light in its center.
  Moonstone spar gemstones gleam with spikes of crystalline 
  magic that lash out from any weapon they’re set into. Weapons 
  with an attached moonstone spar deal bonus piercing damage. In 
  addition, the wielder of the weapon can make a special attack that 
  causes the moonstone spar’s spikes to erupt and strike multiple 
  enemies. Before making an attack the wielder may declare they 
  are using this ability, and choose a number of secondary targets 
  up to the gemstone’s maximum. Secondary targets must be 
  adjacent to the target they are attacking, but do not need to be 
  in the wielder’s range. Compare the wielder’s attack roll against 
  
  40
  the primary target and against the AC of each secondary target 
  with a -4 penalty. If the attack roll beats or exceeds the AC of a 
  secondary target, the secondary target takes half the damage dealt 
  to the primary target. The wielder may use this ability once every 
  5 rounds.
  • Least 1d6 piercing damage, maximum of one secondary 
  target.
  • Lesser 2d6 piercing damage, maximum of two secondary 
  targets.
  • Greater 3d6 piercing damage, maximum of three 
  secondary targets.
  CONSTRUCTION REQUIREMENTS
  COST VARIES
  Least
  2,000 GP
  Lesser
  4,000 GP
  Greater
  8,000 GP
  Craft Wondrous Item, crystal shard
  ZOISITE PRISM
  PRICE
  VARIES
  Least
  500 GP
  Lesser
  1,000 GP
  Greater
  3,000 GP
  SLOT —(weapon)
  ML 2nd
  WEIGHT —
  AURA faint psychokinesis
  This diamond stone changes colors when light hits it from 
  different angles, each facet showing a different hue.
  A zoisite prism is charged with elemental energies, and 
  conveys that charge into the weapons its attached to. The entire 
  weapon is transformed into a creation of energy, which changes 
  damage dealt by the weapon into energy damage. This change 
  applies to all bonus damage that would normally share the 
  weapon’s damage type (such as from a Strength bonus), but not 
  bonus damage from other sources (such as special abilities or 
  spells that would add other types of energy damage).
  • Least The weapon deals damage of the wielder’s active 
  energy type (defaulting to fire if they do not have one).
  • Lesser The weapon deals the wielder’s choice of cold, 
  electric, fire, or sonic damage, which may be chosen or 
  changed as a swift action.
  • Greater The weapon deals damage considered to be 
  of two energy types simultaneously: the wielder’s 
  active energy type, and another of the wielder’s choice of 
  cold, electric, fire, or sonic damage, which may be chosen 
  or changed as a swift action. Treat the damage as the most 
  effective of these energy types against any given target 
  (such as when determining how it is affected by energy 
  immunity or resistance).
  CONSTRUCTION REQUIREMENTS
  COST VARIES
  Least
  250 GP
  Lesser
  500 GP
  Greater
  1,500 GP
  Craft Wondrous Item, energy ray
  Universal Items
  RAPID GROWTH CRYSTALS
  PRICE
  1,000 GP
  SLOT —
  ML 5th
  WEIGHT 1 lbs.
  AURA faint metacreativity
  This crystal causes a pillar of crystal to spring into being 
  (10-foot-diameter, 40-foot height). This occurs over several 
  seconds as the crystal grows to provide those not helpless enough 
  time to move to an adjacent square. If the crystal is activated in a 
  space that cannot house it (i.e. being activated in a space too small 
  for it) it will make one Strength check to break through or push 
  the hindrance as if it had a Strength score of 30. If it is unable to 
  circumvent the obstacle it will attempt to grow in other available 
  directions until a total of 32 5-foot squares have been filled. If it is 
  unable to grow any further it will cease its growth.
  CONSTRUCTION REQUIREMENTS
  COST 500 GP
  Craft Wondrous Item, shrink
  SUPERDENSE STONE
  PRICE
  1,000 GP
  SLOT —
  ML 5th
  WEIGHT (see text)
  AURA faint psychokinesis
  This small stone is pierced by a small black crystal that reflects 
  no light. When activated as a standard action by expending 
  psionic focus and holding only the crystal jutting from the stone, 
  the stone begins to function as if the power imbue superdensity 
  was manifested on the stone. The effect lasts until the stone 
  and crystal are destroyed or the stone is deactivated in the same 
  manner it was activated.
  CONSTRUCTION REQUIREMENTS
  COST 500 GP
  Craft Wondrous Item, imbue superdensity
  
  41
  Chapter 4: New Powers
  Kulvix were created from psions delving into a new form of 
  personal expression. Accordingly, kulvix have a deep connection 
  with psionics and the use of it. They all naturally have the ability 
  to manifest powers (if they have learned then) and have spent 
  centuries learning more about the energy that brought them 
  into existence. Nearly all kulvix spend some portion of their life 
  exploring the utility of psionics, or perhaps attempting to create 
  new ways to manipulate the mental energy. It is quite common 
  for a kulvix of any vein or profession to create a new power and 
  display it to the people for all to benefit. Below you will find a small 
  portion of the powers that have been created by the kulvix since 
  their awakening.
  Baleful Decoy
  Discipline psychoportation [see text]; Level Psion/wilder 6
  Display Auditive
  Manifesting Time 1 standard action
  Range Medium (100 ft. + 10 ft./level) ; see text
  Target You; see text
  Duration Up to 1 round/level (see text)
  Saving Throw Reflex half or Fortitude half; see text; Power 
  Resistance yes
  Power Points 11
  You teleport yourself to a position within range and in your line 
  of sight. You leave on your position an illusory copy of yourself. The 
  auditive display of baleful decoy is the only clue that could indicate 
  that this power has been used. (Unless someone spots you when 
  you appear in your new location.)
  Your copy can move, speak and think as you would, but has no 
  physical presence and cannot attack, use spells, powers or abilities. 
  As soon as it is attacked, it explodes and deals 9d6 damage of your 
  active energy type (at the moment of casting) to every creature in 
  a 20 ft. radius around it. 
  • 
  Cold An explosion of this energy type deals +1 point of 
  damage per die. The saving throw to reduce damage from a 
  cold doom gem is a Fortitude save instead of a Reflex save.
  • 
  Electricity Manifesting a decoy of this energy type provides 
  a +2 DC bonus to the save DC and a +2 bonus on manifester 
  level checks for the purpose of overcoming power resistance.
  • 
  Fire An explosion of this energy type deals +1 point of 
  damage per die.
  • 
  Sonic An explosion of this energy type deals -1 point of 
  damage per die but ignores an object’s hardness.
  This power’s subtype is the same as the type of energy you 
  manifest.
  Augment You can augment this power in one or more of the 
  following ways:
  • 
  For every additional power point you spend, this power’s 
  damage increases by one die (d6). For each extra two dice 
  of damage, this power’s save DC increases by 1.
  • 
  If you spend 4 additional power points when manifesting 
  this power, you can decide to switch back to your copy’s 
  position as a standard action at any moment before the 
  power ends. Doing so destroys the copy and provokes 
  an explosion at the location you left. This also raises this 
  power’s DC by 2.
  Special A kineticist does not need to select an energy type for 
  this power when he gains psionic focus. He may choose the type of 
  damage at the time the power is manifested.
  Common Idea
  Discipline telepathy; Level Psion/wilder 3, tactician 3
  Display Mental
  Manifesting Time 1 standard action
  Range 30 ft., see text
  Target Target willing creatures in a 30 ft. radius
  Duration 1 hour/level (D)
  Saving Throw Will (harmless); Power Resistance yes (harmless)
  Power Points 5
  You forge a telepathic bond with your target or targets. You 
  can communicate telepathically through the bond even if you do 
  not share a common language. No special power or influence is 
  established as a result of the bond. Once the bond is formed, it 
  works over any distance as long as the targets are on the same 
  plane.
  Augment For every additional 1 power point you spend, you 
  can extend the range in which the targets can initially be selected 
  by 50 ft.
  Crystal Bulwark
  Discipline metacreativity (creation); Level Psion/wilder 1, 
  tactician 1
  Display Auditory and material
  Manifesting Time 1 standard action
  Range 10 ft.
  Effect 1 crystal shield 25 ft. wide
  Duration 1 round/ level
  Power Points 1
  You draw crystal from your form and extrude it into a massive 
  mobile shield wall to your left and right two adjacent squares, 
  including your own. While bearing the bulwark you can only move 
  a maximum of two squares per round. The bulwark provides full 
  cover for you and those behind it. 
  Augment You can augment this power in one or more of the 
  
  42
  following ways:
  • 
  For every additional 4 power points you spend, the bulwark 
  grows a new row 5 feet vertically, and 5 feet to the left and 
  right.
  • 
  By spending at least 5 power points on this power, you gain 
  the ability to dismiss it as an immediate action to create a 
  semi-dome shaped barrier of crystal extending in a cone 
  shape backward as if the line of squares the bulwark is in 
  is the end of the cone. This use of the power results in the 
  dome crumbling to dust at the end of the round in which it 
  was activated in this manner.
  Crystal Fist
  Discipline metacreativity (creation); Level Psion/wilder 1, 
  tactician 1
  Display Auditory and material
  Manifesting Time 1 standard action
  Range 10 ft.
  Effect one 10-foot line of difficult and damaging terrain
  Duration 1 round/ level 
  Saving Throw Reflex half; Power Resistance no
  Power Points 1
  You slam your fist into the ground causing crystals to grow up in 
  a line in front of you creating difficult terrain in the line. Creatures 
  within the line take 1d6 points of piercing damage as the crystals 
  jut forth.
  Augment You can augment this power in one or more of the 
  following ways:
  • 
  For every additional power point you spend, the damage is 
  increased by 1d6. 
  • 
  For every additional 3 power points you spend on this 
  power, the range is increased by 5-feet. 
  • 
  By spending at least 13 power points on this power, the 
  duration of the difficult terrain become permanent. 
  Crystal Tunneling
  Discipline metacreativity (creation); Level Psion/wilder 3, 
  tactician 3
  Display Auditory and material
  Manifesting Time 2 full-round actions, see text
  Range Medium (100 ft. + 10 ft./level), see text
  Effect 1 harmcrys tunnel
  Target See Text
  Duration Instantaneous
  Power Points 3
  You cause the harmcrys in the two squares to begin rapidly 
  growing toward each other in a tubular shape. If there are two 
  5ft squares composed of harmcrys in range, the two deposits of 
  harmcrys begin growing toward each other forming a 5ft diameter 
  tunnel. On the first round, you prime the square you are adjacent to be 
  ready to grow and 
  instantly 
  know 
  the 
  locations of all suitable harmcrys 
  within medium range (100 ft. + 10 ft/level). On a subsequent round, 
  you designate a harmcrys location. Each of these two designation 
  rounds is treated as if the spell only had a one round casting time 
  for the purposes of Concentration checks and similar damage in 
  combat. Damage in rounds in between the two actions do not 
  inhibit the manifesting. Power points are deducted from your 
  power point pool on the first part of the activation. If a location is 
  not designated within 10 rounds the power points are still lost, but 
  the power has no effect. For the tunnel to form it must be solidly 
  supported on all sides by existing stone, dirt, or earthen material. 
  Augment You can augment this power in one or more of the 
  following ways:
  • 
  For every additional 4 power points you spend, creatures 
  increase their speed while traveling through the tunnel by 
  30 feet. Regardless of how many power points are spent, 
  this effect only lasts the first 24 hours the tunnel has been 
  crafted.  
  • 
  By spending at least 13 power points on this power, you can 
  collapse it as a full-round action while touching it.
  
  43
  Crystalize Blood
  Discipline psychometabolism; Level Psion/wilder 5
  Display Material
  Manifesting Time 1 standard action
  Range Close (25 ft. + 5 ft./2 levels)
  Target 1 creature
  Duration Instantaneous (see text)
  Saving Throw Fortitude half (see text); Power Resistance yes
  Power Points 9
  You solidify your target’s blood, causing it damage. This power 
  deals 6d6 damage to your target. If it was bleeding before applying 
  this effect, double the damage dealt. The target starts suffering 
  1d6 points of bleeding damage per turn until it is healed if it was 
  not bleeding before. A successful saving throw against this power 
  reduces the damage dealt by half and prevents the bleeding effect.
  Crystalize blood has no effect on creatures who don’t have blood 
  or a similar substance.
  Augment For every additional 2 power points you spend, this 
  power deals 1d6 additional damage (2d6 on a bleeding target) and 
  raises its save DC by 1.
  Doom Gem
  Discipline metacreativity [see text]; Level Psion/wilder 4
  Display Material
  Manifesting Time 1 standard action
  Range Touch
  Effect A colored crystal, which is set in an object
  Duration Up to 1 hour/level
  Saving Throw Reflex half or Fortitude half; see text; Power 
  Resistance yes
  Power Points 7
  You create a crystal set in an inanimate object. When the gem 
  is touched, it explodes dealing 7d6 points of damage of your active 
  energy type (at the moment of manifesting) to every creature in a 
  radius of 20 ft.
  • 
  Cold A gem of this energy type deals +1 point of damage per 
  die and is white. The saving throw to reduce damage from a 
  cold doom gem is a Fortitude save instead of a Reflex save.
  • 
  Electricity Manifesting a gem of this energy type provides a 
  +2 DC bonus to the save DC and a +2 bonus on manifester 
  level checks for the purpose of overcoming power resistance 
  and is blue.
  • 
  Fire A gem of this energy type deals +1 point of damage per 
  die and is red.
  • 
  Sonic A gem of this energy type deals -1 point of damage per 
  die but ignores the object’s hardness and is green.
  This power’s descriptor is the same as the type of energy you 
  manifest.
  If the gem has not exploded when this power ends, it crumbles 
  to dust but does not explode.
  Augment For every additional power point you spend, this 
  power’s damage increases by one die (d6). For each extra two dice 
  of damage, this power’s save DC increases by 1.
  Special A kineticist does not need to select an energy type for 
  this power when he gains psionic focus. He may choose the type of 
  damage at the time the power is manifested.
  Ethereal Chain
  Discipline metacreativity; Level Psion/wilder 5
  Display Visual
  Manifesting Time 1 standard action
  Range Medium (100 ft. + 10 ft./level)
  Target Two creatures, which must be within 30 ft. from each other
  Duration 1 round/level (D)
  Saving Throw Will negates; Power Resistance yes
  Power Points 9
  You create a spectral link between your targets. This ghostly 
  chain emerges from their chests (or the “center” of their body for 
  strange creatures) is intangible, and is unbreakable. The linked 
  creatures cannot move apart from each other more than their 
  distance at the moment the power was manifested. There is no way 
  to escape from the chain without dispelling the power. Chopping 
  off the part where it is coming out reveals that it goes further in.
  A creature can try to force the other creature it is linked to walk 
  its way by succeeding an opposed Strength check.
  Augment You can augment this power in one or more of the 
  following ways:
  • 
  For every 3 additional power points you spend, you can link 
  a new target to the chain. It must be within 30 ft. from 
  another target and is linked to that one only.
  • 
  If you spend 4 additional power points, the chain’s length 
  becomes fixed and stops the creatures from getting closer 
  to or further from each other. The distance between any 
  two linked creatures stays the same for the duration of 
  the power. If one of the targets attempt to move closer 
  or further, the movement can be fought with an opposed 
  Strength check. If the individual who initiated the move 
  wins the check, they can move up to half their speed. If the 
  individual who does not wish to move wins the Strength 
  check, there is no movement.
  • 
  For every 2 additional power points spent on any of these 
  augments, raise this power’s DC by 1.
  
  44
  Evolutive Protection
  Discipline psychometabolism; Level Psion/wilder 2, psychic 
  warrior 2
  Display Mental and visual
  Manifesting Time 1 standard action
  Range Touch
  Target 1 creature
  Duration 2 rounds/level
  Saving Throw Will negates (harmless); Power Resistance no
  Power Points 
  The target gains a +2 natural armor bonus to AC. Every time it is 
  hit by an attack, this bonus is raised by 1, up to a maximum of +6.
  Augment For every 2 additional power points you spend, raise 
  the maximum bonus to AC by 1.
  Fast Evolution
  Discipline psychometabolism; Level Cryptic 3, psion/wilder 3, 
  vitalist 3
  Display Material, mental and visual
  Manifesting Time 5 minutes
  Range Personal
  Target You
  Duration 10 minutes/level
  Power Points 5
  You can shape your body’s appearance as if it had been modified 
  after a year of reshaping. You gain the benefits of regenerate spell 
  for the purposes of regrowing body parts (no other benefits), and 
  you can change your appearance as if under the effect of disguise 
  self but the changes are real and not illusory. 
  Regrown body parts dissipate when this power expires but any 
  changes made to other parts not regrown remain.
  Augment You can augment this power in one or more of the 
  following ways:
  • 
  For each 2 additional power points you spend, you can 
  reshape your body as if it had evolved for an additional year.
  • 
  If you spend 2 additional power points, you can affect 
  another willing kulvix you touch.
  • 
  If you spend 6 additional power points, this power’s effects 
  are permanent.
  Special Only kulvix characters may learn this power.
  Feet-Catcher
  Discipline metacreativity; Level Psion/wilder 3, psychic warrior 
  3
  Display Material
  Manifesting Time 1 standard action
  Range Medium (100 ft. + 10 ft./level)
  Target 1 creature
  Duration 1 round/level
  Saving Throw Reflex negates; Power Resistance no
  Power Points 5
  You generate an outburst of crystal under your target that comes 
  out of the ground and holds its feet in position. The target can 
  break free by succeeding an Escape Artist or Strength check against 
  the power’s DC. It takes 3d6 slashing damage every time it fails an 
  attempt to break free.
  Augment You can augment this power in one or more of the 
  following ways:
  • 
  For every 2 additional points you spend, raise this power’s 
  DC by 1.
  • 
  For every  4 additional power points you spent that way, 
  this power’s damage increases by one die (d6).
  Forgotten Knowledge
  Discipline telepathy [mind-affecting]; Level Psion/wilder 5
  Display Mental
  Manifesting Time 1 standard action
  Range Close (25 ft. + 5 ft./2 levels)
  Target 1 creature
  Duration 1 minute/level
  Saving Throw Will negates; Power Resistance no
  Power Points 9
  You temporarily suppress some knowledge and memories from 
  your target’s mind, reducing its ability at a given task. If it fails its 
  Will saving throw, your target suffers a -8 penalty to a skill of your 
  choice and it is no longer a class skill (if it was). If this skill requires 
  training to be used, that penalty raises to -12.
  Augment You can augment this power in one or more of the 
  following ways:
  • 
  For each 3 additional power points you spend, you can 
  choose a new skill for this power to affect.
  • 
  For every 2 additional points you spent that way, raise this 
  power’s DC by 1.
  Harmonize, Lesser
  Discipline psychometabolism (healing); Level Psion 1
  Display Material, mental
  Manifesting Time 1 standard action
  Range Touch
  Target 1 crystalline creature of Medium size or smaller or one 
  object of Tiny size or smaller
  Duration Permanent or Instantaneous (see text)
  Power Points 1
  You cause a resonation within objects and certain creatures to 
  cause them to transform in certain ways depending on the target.
  Crystalline Based Creatures These creatures heal 1d8 hit 
  points.
  Object The substance this object is made of turns into harmcrys. 
  This may disrupt the function of the object of its function was 
  
  45
  based on the materials it was comprised of.
  Augment You can augment this power in one or more of the 
  following ways:
  • 
  For every additional power point you spend, you can raise 
  the maximum size of the target by one size category.
  • 
  For every additional 4 power points you spend, raise the 
  healing effect by 1d8 points.
  Harmonize
  Discipline psychometabolism (healing); Level Psion 3
  Target 1 crystalline creature of Large size or smaller, one object of 
  Medium size or smaller, or one 5 foot square of terrain
  Power Points 3
  This power functions as lesser harmonize, except as noted 
  above. The effect for targeting a crystalline creature changes in the 
  following way and you also gain access to the additional following 
  choice for your possible effects of the power:
  Crystalline Based Creatures These creatures heal 2d8 hit 
  points.
  Terrain The outer layer and proceeding five inches of underlayer 
  of a surface is transformed into harmcrys.
  Augment The augment effect for targeting crystalline creatures 
  changes in the following ways:
  • 
  For every additional 2 power points you spend, raise the 
  healing effect by 1d8 points.
  • 
  For every additional 4 power points you spend, increase the 
  range of terrain harmonized into harmcrys by 5 additional 
  feet around the original target square.
  Harmonize, Greater
  Discipline psychometabolism (healing); Level Psion 5
  Target 1 creature of Huge size or smaller, one object of Large size 
  or smaller, or one 5 foot cube of terrain
  Power Points 5
  This power functions as lesser harmonize, except as noted 
  above. The effects of targeting a crystalline creature changes in the 
  following way:
  Crystalline Based Creatures These creatures heal 4d8 hit 
  points.
  Augment The augment effect for targeting crystalline creatures 
  and terrain changes in the following ways:
  • 
  For every additional 1 power point you spend, raise the 
  healing effect by 1d8 points.
  • 
  For every additional 4 power points you spend, increase the 
  area of terrain harmonized into harmcrys by 1 additional 
  cube adjacent to the starting cube.
  Healing Stasis
  Discipline metacreativity (creation); Level Vitalist 5
  Display Material, mental
  Manifesting Time 1 standard action
  Range Touch
  Target 1 creature of Medium size or smaller
  Duration Up to 1 round/2 levels
  Power Points 9
  You create a thin crystal around the target, which heals it for 2d6 
  points per round. The target must remain voluntarily helpless to 
  continue to receive the healing. If the target ceases to be helpless, 
  either by choice or compulsion, or attempts to move in any way, 
  the crystal is shattered and disappears instantly. While within 
  the crystal, the target is immune to being targeted, attacked, and 
  immune to any damage in the area. The crystal can be damaged 
  and has 100 hit points and 10 hardness. If reduced to zero hit points 
  the crystal shatters.
  Augment You can augment this power in one or more of the 
  following ways:
  • 
  For every additional 3 power points you spend, you can 
  raise the maximum size of the target by one size category.
  • 
  For every additional 4 power points you spend, raise the 
  healing effect by 1d6 points per turn.
  Helping Column
  Discipline metacreativity; Level Psion/wilder 2
  Display Material
  Manifesting Time 1 immediate action
  Range Medium (100 ft. + 10 ft./level) ; see text
  Target A falling creature
  Duration Instantaneous
  Saving Throw none; Power Resistance no
  Power Points 3
  You create a large column of crystal that grows up to 60 ft. and 
  collapses immediately when it is touched by the falling creature. As 
  the crystal is destroyed, the creature’s fall is slowed, thus reducing 
  its effective falling height by the column’s height.
  Augment For every additional power point you spend, raise the 
  column’s height by 60 ft.
  Illusory Vein
  Discipline psychometabolism; Level Cryptic 1, psion/wilder 1
  Display Visual
  Manifesting Time 1 standard action
  Range Personal
  Target You
  Duration 1 minute/level
  Power Points 3
  You modify the colors of your body to appear as a member 
  of another vein. You gain a +4 circumstance bonus on Disguise 
  checks to hide your identity and a +8 circumstance bonus on Bluff 
  
  46
  checks against other kulvix to convince them you are the vein you 
  claim to be.
  Special Only kulvix characters may learn this power.
  Imbue Momentum
  Discipline psychoportation; Level Psion/wilder 2, psychic 
  warrior 2
  Display Auditory and Mental
  Manifesting Time 1 standard action
  Range Close (25 ft. + 5 ft./2 levels); see text
  Target One Medium or smaller creature
  Duration 1 round/ level
  Saving Throw Reflex negates, Fortitude half (see text); Power 
  Resistance Yes
  Power Points 2
  You warp the space surrounding an individual, causing them 
  to move faster and gain momentum when traveling in a straight 
  line. The subject’s speed is increased by 15 feet. Subsequent 
  manifestations of this power on the subject does not further 
  increase their speed. This increase is doubled when the subject 
  moves at least 15 feet in a straight line.  
  Additionally, when making a charge in a straight line, any 
  successful attacks at the end of the charge deal an additional 1d8 
  of damage. 
  Augment You can augment this power in one or more of the 
  following ways:
  • 
  For every additional 2 power points you spend, you deal an 
  additional 1d8 of damage to successful attacks at the end of 
  the charge.
  • 
  By spending at least 6 power points on this power, if the 
  first attack at the end of the charge deals damage, the target 
  of the attack must make a Fortitude saving throw or be 
  launched in the direction of your travel path a number of 
  5-foot squares equal to the number of bonus damage dice 
  granted by this power and land prone. 
  Imbue Superdensity
  Discipline psychokinesis; Level Psion/wilder 2, psychic warrior 2
  Display Mental
  Manifesting Time 1 immediate action
  Range Close (25 ft. + 5 ft./2 levels); see text
  Area 30-ft.-radius sphere of altered gravity
  Target 1 5-ft. square
  Duration 1 round/ level
  Saving Throw none; Power Resistance no
  Power Points 2
  You cause an identified spot to begin growing in density causing 
  a gravitational pull toward that spot. Objects and creatures are 
  treated as one quarter their weight while not in motion, one half 
  their weight when moving towards the spot, and double their 
  weight when moving away from it.  
  Additionally, moving away from the spot requires two squares 
  of movement. Moving toward the spot costs half the amount of 
  movement. Light levels are reduced by one in the area. 
  Augment For every 2 additional power points you spend, the 
  area of this power increases by 5-feet.
  Inked Protection
  Discipline  clairsentience; Level Cryptic 1
  Display Material and visual
  Manifesting Time 1 standard action
  Range Personal
  Target You
  Duration 1 minute
  Power Points 1
  Your tattoos mimic the patterns of reality offering glimpses to 
  aid in protection. For the duration of this power, when you use your 
  altered defense class feature, treat your cryptic level as four higher 
  for the purpose of the bonuses or damage reduction you gain from 
  altered defense.  Additionally, when you initially manifest this 
  power you gain 1 temporary round of usage of altered defense. This 
  temporary round fades if not used by the end of this power. When 
  altered defense is used while you have any amount of temporary 
  rounds of usage, the temporary rounds are used first. 
  Augment For every 2 additional power points you spend, the 
  number of temporary rounds of usage you gain increases by 1.
  Intentional Amnesia
  Discipline telepathy [mind-affecting]; Level Psion/wilder 3
  Display Mental
  Manifesting Time 1 standard action
  Range Personal
  Target You
  Duration Permanent (see text)
  Power Points 5
  You forget a piece of information or knowledge permanently. If 
  it is an important part of your knowledge (at the GM’s discretion, 
  but it may be something such as a language, a power or a spell, for 
  example), you remember it after a full resting time.
  Augment You can augment this power in one or more of the 
  following ways:
  • 
  If you spend 4 additional power points, this power can affect 
  a willing target you touch. The target must focus on what it 
  wants to forget while you manifest the power.
  • 
  If you spend 8 additional power points, you can modify the 
  duration of the power to anything lower than 1 day/level. 
  After the power ends, you recover the forgotten information.
  
  47
  Maximum Perception
  Discipline psychometabolism; Level Cryptic 2, psion/wilder 2, 
  psychic warrior 2, tactician 2
  Display Visual
  Manifesting Time 1 standard action
  Range Personal
  Target You
  Duration 10 minutes/level
  Power Points 3
  You open all your sensory cores, which allows you to look in all 
  their directions at once. You gain a +4 Perception bonus.
  Augment You can augment this power in one or more of the 
  following ways:
  • 
  For each 2 additional power points you spend, you can 
  create a new open sensory core anywhere on your body 
  for the duration of this power, which raises the Perception 
  bonus by 1.
  • 
  If you spend 4 additional power points, you gain darkvision 
  120 ft.
  • 
  If you spend 8 additional power points, you gain all-around 
  vision.
  • 
  If you spend 2 additional power points, you can affect 
  another willing touched kulvix instead of yourself.
  Special Only kulvix characters may learn this power.
  Continental Strength
  Discipline psychometabolism; Level Psychic warrior 3, tactician 3
  Display Visual
  Manifesting Time 1 standard action
  Range Personal
  Target You
  Duration 1 round/level
  Power Points 5
  While this power is active, every time you fail a combat maneuver 
  check you may reroll it instantly with a +2 bonus and keep the 
  new result. If this result would not be enough to succeed, an effect 
  occurs depending on the attempted maneuver:
  • 
  Bull Rush You are moved behind your target. If there is no 
  space behind it, you are moved to another random space 
  around it and are stunned for a round.
  • 
  Dirty Trick You immediately provoke an attack of 
  opportunity from all opponents threatening you.
  • 
  Disarm You drop the weapon you were using to attempt 
  the maneuver and provoke an attack of opportunity from 
  all opponents threatening you.
  • 
  Drag You immediately provoke an attack of opportunity 
  from all opponents threatening you.
  • 
  Grapple Your target can instantly try to grapple you. This 
  does not provoke attacks of opportunity.
  • 
  Overrun You are knocked prone in front of your target and 
  have to stand up as a move action.
  • 
  Reposition You immediately provoke an attack of 
  opportunity from all opponents threatening you.
  • 
  Steal You immediately provoke an attack of opportunity 
  from all opponents threatening you.
  • 
  Sunder Deal damage to the weapon you were using to 
  attempt the maneuver. If you were not using any, deal 
  damage to yourself.
  • 
  Trip You are knocked prone and immediately provoke an 
  attack of opportunity from all opponents threatening you.
  Augment For every 2 additional power points you spend, raise 
  the maneuver bonus on the reroll by 1.
  Mutual Localization
  Discipline telepathy; Level Psion/wilder 5
  Display Mental
  Manifesting Time 1 full-round action
  Range Close (25 ft. + 5 ft./2 levels)
  Target Up to two willing creatures
  Duration 1 hour/level (D)
  Saving Throw Will negates (harmless); Power Resistance no
  Power Points 9
  You know where every target is, and each of them knows where 
  you and every other target is. This power has no range limitation 
  once it is manifested, but does not work for creatures on a different 
  plane than the manifester.
  Augment You can augment this power in one or more of the 
  following ways:
  • 
  For every additional power point you spend, you can target 
  an additional creature.
  • 
  If you spend 2 additional power points, you can also affect 
  non-willing creatures. They may succeed a Will check to 
  negate the effect.
  • 
  For every 2 additional power points spent on one of these 
  ways, raise this power’s DC by 1.
  • 
  If you spend 2 additional power points, you may choose any 
  number of your targets to not receive any information.
  Ocular Crystallization
  Discipline psychometabolism; Level Cryptic 2, psion/wilder 2
  Display material
  Manifesting Time 1 standard action
  Range Close (25 ft. + 5 ft./2 levels)
  Target A creature
  Duration 1 minute/level
  Saving Throw Will negates (see text); Power Resistance yes
  Power Points 3
  You alter your target’s eyes’ crystallins, giving it a +5 bonus to 
  visual Perception checks.
  Alternatively, you can use ocular crystallization to blur the 
  target’s vision, in which case it may attempt a saving throw to 
  
  48
  negate the effect. A blurred vision gives the target a -5 penalty to 
  Perception checks and a -2 penalty to attack rolls.
  Augment If you spend 4 additional power points, this effect 
  lasts for an hour and the DC of the Will saving throw to negate it 
  is increased by 2.
  Ray of Pain
  Discipline psychokinesis; Level Psion/wilder 2, psychic warrior 2
  Display Mental
  Manifesting Time 1 immediate action
  Range Personal, Close (25 ft. + 5 ft./2 levels); see text
  Target You, 1 creature; see text
  Duration 1 round
  Saving Throw none; Power Resistance yes
  Power Points 3
  You absorb up to 2d6 points of damage at the moment you 
  would suffer it. For the duration of the power, you can use the 
  stored damage to shoot as ranged touch attack dealing exactly this 
  amount of damage to a target in range as a standard action that 
  provokes attacks of opportunity. If you do not use the ray aspect of 
  ray of pain on your next round, you lose the charge. If the absorbed 
  damage is lower than the possible amount you can store, you store 
  only that amount of damage instead. Resistances, weaknesses and 
  damage reduction do all apply before this effect.
  Augment For every 2 additional power points you spend, 
  this power prevents an additional 1d6 points of damage when 
  manifested. The restriction of the damage the ray deals being equal 
  or less than (whichever is lower) the damage your received still 
  applies.
  Relative Absence
  Discipline clairsentience; Level Cryptic 5, psion/wilder 5, psychic 
  warrior 5
  Display Auditive
  Manifesting Time 1 standard action
  Range Personal
  Target You
  Duration 1 round/level
  Power Points 9
  When you would suffer damage from an area of effect (such as 
  an explosion, a breath attack, some spells or powers, etc), you can 
  ignore these damages if the source of them does not know where 
  you are. This does not protect you against traps and automatic 
  damage sources. The knowledge of your position does not have to 
  be absolutely precise: a precision of 5 ft. is enough to negate this 
  power’s effect.
  Reveal Answer
  Discipline Telepathy; Level Cryptic 3, psion/wilder 3
  Display Mental
  Manifesting Time 1 standard action
  Range 30 ft.
  Target Every creature within 30 ft. of the manifester.
  Duration Instantaneous
  Saving Throw Will, negates; Power Resistance yes
  Power Points 5
  You may ask any question. If any creature in range knows the 
  answer and fails its saving throw, you know the answer to your 
  question. You don’t know who you learned it from. If no one in 
  the range of the power knows the answer or if every creature who 
  knows the answer succeeds on its saving throw, the power fails.
  Reveal answer does not allow you to know whether the 
  discovered answer is true or not. You may perceive several answers 
  to a question if several people have different points of view on it.
  Self Control
  Discipline telepathy; Level Cryptic 0, psion/wilder 0, psychic 
  warrior 0, tactician 0
  Display Mental
  Manifesting Time 1 standard action
  Range Personal
  Target You
  Duration One Autohypnosis check this round
  Power Points 1
  You reach a temporary peak of calmness and are able to focus 
  better. Your Autohypnosis check gains a +2 insight bonus.
  Augment For each 2 additional power points you spend, you 
  can increase your Autohypnosis check by +1.
  Spectral Charge
  Discipline psychometabolism; Level Psychic warrior 3
  Display Visual
  Manifesting Time 1 immediate action
  Range Personal
  Target You
  Duration 1 charge (see text)
  Power Points 5
  Manifest this power as part of a charge action. You become 
  incorporeal. The incorporeality ends upon making an attack at the 
  end of that charge or ending the charge prior to the attack.
  
  49
  Survivor’s Deadly Revenge
  Discipline telepathy [death]; Level Dread 6, psion/wilder 6
  Display Auditory and mental
  Manifesting Time 1 immediate action
  Range Close (25 ft. + 5 ft./2 levels)
  Target 1 living creature ; see text
  Duration Instantaneous
  Saving Throw Will negates; Power Resistance no
  Power Points 11
  You can manifest this power immediately after succeeding a 
  Fortitude check due to massive damage. Your target has to be the 
  cause of that damage and must be a living creature. If the targeted 
  creature fails its Will saving throw, it dies instantly.
  Manifesting survivor’s deadly revenge does not provoke attacks 
  of opportunity.
  Tactical Connection
  Discipline telepathy; Level Psion/wilder 3, tactician 3
  Display Mental
  Manifesting Time 1 standard action
  Range Close (25 ft. + 5 ft./2 levels)
  Target Yourself and up to two allies within range
  Duration 1 round/level
  Saving Throw Will negates (harmless); Power Resistance Yes 
  (harmless)
  Power Points 5
  You connect yourself to the targets’ minds, creating a network 
  to share teamwork feats. You and the targets can use each other’s 
  teamwork feats as if you had all selected them.
  Augment You can augment this power in one or more of the 
  following ways:
  • 
  For every additional 4 power points you spend, you can 
  target an additional ally. 
  • 
  For every additional power point spent on this power, the 
  duration is increased by one round.
  Telepathic Senses
  Discipline telepathy; Level Psion/wilder 5
  Display Mental
  Manifesting Time 1 standard action
  Range Close (25 ft. + 5 ft./2 levels)
  Target A sentient creature
  Duration 1 round/level (D)
  Saving Throw Will negates (harmless); Power Resistance yes
  Power Points 9
  You share one of your senses with your target, and so does it 
  with you. Choose one of your senses (a standard sense like sight, 
  hearing, taste, touch, smell, or any other natural sense you possess. 
  You can also choose pain as it falls within touch.). You and your 
  target share each other’s perception with that sense as long as the 
  power lasts. Each of you feels both points of view and suffers no 
  penalty from it.
  If you choose to share pain, damage dealt to you forces your 
  target to succeed a Concentration check if it wants to cast a spell 
  or manifest a power, just like if the damage was dealt to it, while 
  no actual damage actually occurs. The target can also will this to 
  occur in return.
  Augment You can augment this power in one or more of the 
  following ways:
  • 
  For every 2 additional power points you spend, you can 
  share an additional sense with your target.
  • 
  For every 2 additional power points you spend, you can 
  share your senses with an additional creature. You are the 
  only one to perceive its senses, and it perceives only yours.
  • 
  If you spend 4 additional power points and share your 
  senses with at least two targets, every target perceives what 
  every other target perceives.
  • 
  For every 2 points you spend in any of these ways, raise the 
  DC of the saving throw against this power by 1.
  Unique Message
  Discipline telepathy ; Level Psion/wilder 5
  Display Mental
  Manifesting Time 1 full-round action
  Range Personal
  Target You (see text)
  Duration 1 day/level
  Saving Throw none; Power Resistance no
  Power Points 9
  The next piece of information you share can be held by a single 
  other person at most. This power can affect either a message 
  written down after the manifesting time or a vocal message directly 
  transmitted to someone.
  A written unique message disappears from its support as soon 
  as it is read, and becomes a known unique message. Such a written 
  message can only be read by one person at a time. If more than one 
  person try to read it at the same time, only the first one (at the GM’s 
  discretion) understands what is written.
  A known unique message is forgotten as soon as the creature 
  knowing it shares it with someone or writes it down. It becomes a 
  known or written unique message. Telling this message to several 
  people will have only one of them hearing it, the others perceiving 
  only noise that makes no sense to them.
  At the end of the power’s effect, the messages can be shared and/
  or read without restriction.
  
  50
  Underwater Air
  Discipline psychometabolism; Level Psion/wilder 3, tactician 3
  Display Material and visual
  Manifesting Time 1 standard action
  Range Medium (100 ft. + 10 ft./level)
  Target A willing creature
  Duration 1 minute/level
  Saving Throw none; Power Resistance no
  Power Points 5
  Your target moves in water as if it was air. It can no longer swim 
  or float in water, but can walk on the underwater ground, fight 
  without penalties and fly in and out of water without noticing the 
  transition with actual free air. Underwater air does not allow the 
  target to breathe underwater.
  Augment For each 3 additional power points you spend, you 
  can choose a new target for this power.
  Vocal Crystal
  Discipline metacreativity (creation); Level Psion/wilder 1, 
  tactician 1
  Display Auditory and material
  Manifesting Time 1 full-round action
  Range Touch
  Effect 1 crystal
  Duration 1 day/level
  Power Points 1
  You create a crystal that vibrates slightly by focusing on a 
  message that must be said during the manifesting. The message 
  may contain up to 25 words. When the crystal is destroyed (which 
  is easy enough to do so that no check is required), it delivers your 
  message with the same voice, intonation and vocal strength you 
  used.
  Augment You can augment this power in one or more of the 
  following ways:
  • 
  For every additional 4 power points you spend, you can 
  target an additional ally. 
  • 
  For every additional power point spent on this power the 
  duration is increased by one round.
  
  51
  Open Game License
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  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 
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  format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) 
  “You” or “Your” means the licensee in terms of this agreement.
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  be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc..
  System Reference Document, © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  System Reference Document, © 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, 
  Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  System Reference Document, © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Akashic Mysteries, © 2014, Dreamscarred Press; Author: Michael Sayre.
  Anger of Angels, © 2003, Sean K Reynolds.
  Bastards & Bloodlines: A Guidebook to Half-Breeds, © 2003, Green Ronin Publishing; 
  Author: Owen K.C. Stephens
  Book of Fiends, © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris 
  Pramas, Robert J. Schwalb.
  Monte Cook’s Arcana Unearthed, © 2003, Monte J. Cook.
  Path of the Magi, © 2002, Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason 
  Peck, Jeff Quick, and Sean K Reynolds.
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder RPG Core Rulebook, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Author: Cam Banks, 
  Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, 
  James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, 
  Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. 
  Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ 
  Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Race Guide, © 2012, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, 
  Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, 
  Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors: Wolfgang 
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, 
  Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik 
  Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, 
  James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, 
  Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, 
  Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim 
  Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, 
  Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark 
  Seifter, Russ Taylor, and Steve Townshend
  Pathfinder Roleplaying Game Core Rulebook, © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Core Rulebook, © 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Core Rulebook, © 2011, 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: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim 
  Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K 
  Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat, © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic, © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, 
  John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, 
  Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob 
  McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alexander 
  Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer.
  Pathfinder Player Companion: Champions of Corruption © 2014, Paizo Inc.; Authors: Paris 
  Crenshaw, Jim Groves, Sean McGowen, and Philip Minchin.
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  Ross, David Schwartz, and Kaitlyn Sprague.
  Skreyn’s Register: The Bonds of Magic, © 2002, Sean K Reynolds.
  The Book of Experimental Might, © 2008, Monte J. Cook; All rights reserved.
  The Book of Hallowed Might, © 2002, Monte J. Cook.
  Tome of Horrors, © 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.
  Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
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  Baphomet from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published 
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  Brownie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: 
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  Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  
  52
  Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
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  Greene, based on original material by E. Gary Gygax.
  Genie, Marid from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax.
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  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Philip Masters.
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author: Scott Greene.
  Mihstu from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Roger Musson.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Neville White.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene and Patrick Lawinger.
  Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax
  Unearthed Arcana, © 2004, Wizards of the Coast, Inc.; Authors Andy Collins, Jesse Decker, 
  David Noonan, Rich Redman
  The Iconic Bestiary: Classics of Fantasy, © 2005, Lions Den Press; Author Ari Marmell
  Hyperconscious: Explorations in Psionics, © 2004, Bruce R Cordell. All rights reserved.
  If Thoughts Could Kill, © 2001–2004, Bruce R. Cordell. All rights reserved.
  Mindscapes, © 2003–2004, Bruce R. Cordell. All rights reserved.
  Unearthed Arcana, © 2004, Wizards of the Coast.
  Mutants & Masterminds © 2002, Green Ronin Publishing.
  Swords of Our Fathers, Copyright 2003, The Game Mechanics.
  Modern System Reference Document, © 2002, Wizards of the Coast, Inc.; Authors Bill 
  Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte 
  Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and 
  JD Wiker
  Psionics Unleashed. Copyright 2010, Dreamscarred Press.
  Ultimate Psionics. © 2011, Dreamscarred Press; Authors: Jeremy Smith and Andreas Rönnqvist.
  Psionics Augmented: Seventh Path, © 2015 Dreamscarred Press
  Akashic Mysteries, © 2014 Dreamscarred Press; Author: Michael Sayre
  April Augmented, © 2018 Dreamscarred Press
  Species Archive, Pathfinder Compatible: The Kulvix © 2019, Cobalt Sages Creations; 
  Authors: Ryan D. Dyson, Jeniffer R. Povey, Maria Smolina, Jacob Earl Talley, Amber Underwood
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  53
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Species Archive - The Kulvix PF1E.pdf