TEXT: 1
  Bloodforge Infusions
  ◆ Esoteric Energies ◆
  
  1
  Credits
  Authors: Forrest Heck, Jade Ripley
  Additional Design: Adam Boucher, Doug Haworth, Jacob 
  Karpel, Katia Oakes, Kevin Ryan, Matthew Ryan Medeiros
  Editing: Forrest Heck
  Artwork: Dorian M. Smith
  Graphic Design: Forrest Heck
  Layout: Forrest Heck
  Publisher: Jeremy Smith
  Special thanks to the legions of fans who helped playtest 
  the material in this book.
  Based on the original roleplaying game rules designed by 
  Gary Gygax and Dave Arneson and inspired by the third 
  edition of the game designed by Monte Cook, Jonathan 
  Tweet, Skip Williams, Richard Baker, and Peter Adkison. 
  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.)
  Open Content: Except for material designated as Product 
  Identity (see above), the game mechanics of this game 
  product are Open Game Content, as defined in the Open 
  Gaming License version 1.0a Section 1(d). No portion of 
  this work other than the material designated as Open Game 
  Content may be reproduced in any form without written 
  permission.
  Compatibility with the Pathfinder Roleplaying Game 
  requires the Pathfinder Roleplaying Game from Paizo 
  Publishing, LLC. See http://paizo.com/pathfinderRPG for 
  more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and 
  does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, 
  and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of 
  Paizo Publishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See http://paizo.
  com/pathfinderRPG/compatibility for more information on 
  the compatibility license.
  Bloodforge Infusions: Esoteric Energies is published by 
  Dreamscarred Press under the Open Game License version 
  1.0a Copyright 2000 Wizards of the Coast, Inc. 
  © 2017 Dreamscarred Press
  Bloodforge Infusions
  Esoteric Energies
  Foreword
  Fantasy races are always a bit weird to use, for me. I find 
  it easiest to empathize with a human, so that tends to be 
  what I choose to roleplay in games, but I still love the 
  varied races and oddball different beings that exist in 
  RPG settings. I always find it interesting to think about 
  what sorts of differences a non-human race might have 
  to make them, well, inhuman. Mindset, senses, outlook 
  on life based on their abilities... 
  The most interesting thing to me about a fantasy race 
  is how well they manage to be made different while still 
  being similar enough to humanity for people to be able 
  to play them. I'm not sure if I achieved that goal with 
  my work here, but I certainly tried! This has been a 
  really fun project, and the fact that we've been able to 
  implement new takes on classic fantasy concepts such as 
  animate suits of armor, people imbued with the energy 
  of life and death, and even an old monster, has been 
  amazing. I hope you enjoy our work as much as we did.
  —Forrest Heck, contributing author
  I've always had a bit of a broad taste when it comes to 
  fantasy races. Maybe it comes from having read Paul 
  Kidd when I started out as a gamer and a reader, and 
  maybe it's just because I've always been a little in love 
  with the ideas of strange intelligences, odd heritage, 
  and families who don't so much have skeletons in their 
  closets as they do clown suits. Either way, I got to explore 
  a lot of that in the first Bloodforge, but it didn't quite 
  scratch the itch the way I wanted it to. Difficulties with 
  the work order and certain logistics made it very much a 
  book about combinations of two particular species, and 
  there's so much more we could do there in exploring how 
  the strange, magical world of the Pathfinder Roleplaying 
  Game can influence and define heritage and nature.
  I won't lie either, the chance to be the first to update 
  one of my favorite classic monsters—the ravid—into 
  the game was too good to pass up. The writing team 
  was so sure it had already been done that we wrote the 
  ethumions thinking it was already present. Getting the 
  chance to clean the old boy up and bring him into the 
  modern era was a pleasure, and I hope you enjoy the 
  direction in which we took him.
  Here's to another book of heritage, legacy, and strange 
  romances. Happy adventures, folks.
  —Jade Ripley, contributing author
  
  2
  Bloodforge Infusions
  Table of Contents
  Half-Blood Subtypes
  The following subtypes, representing a unique body, 
  through heritage or mutation, were originally printed 
  on Bloodforge, and can be gained either through a 
  character's race or through the Mixed Blood trait. 
  Aberrant Subtype: Aberrant creatures are related to 
  aberrations and have unusual qualities or mutations. 
  They count as aberrations in addition to their other 
  types and subtypes for effects and prerequisites relating 
  to type. They do not gain any other qualities of the type 
  unless another source grants it.
  Gearblood Subtype: Gearblood creatures are partially 
  constructed beings, or somehow inherited mechanical 
  traits when they were born. They count as constructs in 
  addition to their other types and subtypes for effects and 
  prerequisites relating to type. They do not gain any other 
  qualities of the type unless another source grants it.
  Drakeblood Subtype: Drakeblood creatures are related 
  to dragons and have draconic qualities or aspects. They 
  count as dragon in addition to their other types and 
  subtypes for effects and prerequisites relating to type. 
  They do not gain any other qualities of the type unless 
  another source grants it.
  Feyblood Subtype: Feyblood creatures are related 
  Chapter 1: New Races
  FOREWORD  
  1
  TABLE OF CONTENTS 
  2
  CHAPTER 1: NEW RACES 
  2
  Half-Blood Subtypes 
  2
  New Races 
  3
  Atstreidi 
  3
  Eiremian 
  6
  Ethumion 
  8
  CHAPTER 2: CHARACTER OPTIONS 
  12
  Mixed Blood (Trait) 
  12
  Heritage Feats 
  13
   
  CHAPTER 3: THE RAVID 
  15
   
  OPEN GAME LICENSE 
  17
   
  Using This Book
  This book is divided into two chapters. The overview of 
  each chapter is given below.
  Chapter 1 (New Races): This chapter details three 
  new races, the atstreidi, eiremian, and ethumion.
  Chapter 2 (Character Options): This chapter includes 
  an expansive new trait, as well as several new feats 
  related to the races in this book.
  Chapter 3 (The Ravid): This chapter brings a classic 
  monster, the ravid, to the Pathfinder Roleplaying Game.
  Books Needed
  To use this book, we recommend that you have the 
  Pathfinder Roleplaying Game Core Rulebook on hand.  In 
  addition, some of the options presented herein, such as 
  racial favored class options reference rules found in 
  Akashic Mysteries, Path of War, Path of War: Expanded, 
  and Ultimate Psionics. 
  to fey and have fey-like qualities. They count as fey in 
  addition to their other types and subtypes for effects and 
  prerequisites relating to type. They do not gain any other 
  qualities of the type unless another source grants it. 
  Beastblood Subtype: Beastblood creatures are related 
  to magical beasts and have bestial qualities as well 
  as magical abilities. They count as magical beasts in 
  addition to their other types and subtypes for effects and 
  prerequisites relating to type. They do not gain any other 
  qualities of the type unless another source grants it. 
  Crossblood Subtype: Crossblood creatures are related 
  to monstrous humanoids and have monstrous aspects to 
  an otherwise normal anatomy. They count as monstrous 
  humanoids in addition to their other types and subtypes 
  for effects and prerequisites relating to type. 
  Slimeblood Subtype: Slimeblood creatures are related 
  to slimes and typically have odd, squishy anatomy 
  or are unnaturally malleable. They count as oozes in 
  addition to their other types and subtypes for effects and 
  prerequisites relating to type. They do not gain any other 
  qualities of the type unless another source grants it. 
  Earthblood Subtype: Earthblood creatures are related 
  to plants and have odd colorations to their otherwise 
  normal anatomy. They count as plants in addition to their 
  other types and subtypes for effects and prerequisites 
  
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  Bloodforge Infusions
  An animate atstreidi always takes the appearance 
  of a full suit of armor of some sort, although the exact 
  details are as varied as one might imagine. Longer-lived 
  atstreidi tend to become more ornate over time. Some 
  assimilate different pieces of armor into themselves 
  to modify their look, and others learn to freely alter 
  the color of their shells as they grow. Their bodies are 
  partially hollow; inside the living armor, the colony 
  grows similarly to a wild atstreidi, forming spirals, 
  spikes, and jagged, geometric patterns, but never enough 
  to inhibit its movement (though there isn’t room for 
  another creature inside). Though they do not appear to 
  have the necessary organs, atstreidi have similar senses 
  to humanoid creatures. Atstreidi eat by dumping food 
  into their armor to absorb its nutrients, and claim that 
  each individual part of their colonies can taste when 
  doing so. Strangely for hiveminded beings, atstreidi do 
  have souls, and respond to raise dead and similar magic 
  in the same way as normal living beings. Some theorize 
  that this is the result of the fungus copying the “template” 
  for a soul, left in its armor, but thus far the truth has not 
  been pinpointed.
  Demeanor
  The most defining concept for a suit of living armor is 
  curiosity. A wild atstreidi colony is unintelligent—it is 
  not until it happens across a suit of armor and inhabits 
  it that it grows a consciousness. From the day it is 
  “born,” an atstreidi is filled with an instinctive wonder 
  at seemingly-simple things like thought, sensation, and 
  emotion. Atstreidi do not see the world in the same way 
  that other living beings do. For them, every interaction, 
  every feeling, every piece of knowledge is a gift. Initially, 
  merely being alive is enough for the living armor, and 
  many young atstreidi find themselves spending weeks 
  or months after being born laying still, taking in their 
  newfound life. Eventually, though, an atstreidi desires 
  more; to move, to live, to feel.
  Interactions with a suit of living armor can be strange 
  for others. Their thoughts are at once familiar and 
  alien; the initial state of an 
  atstreidi’s mind is informed 
  by the last wearer of the 
  armor they grew from, but 
  only 
  partially. 
  Atstreidi 
  tend to learn mannerisms 
  and behaviors from people 
  they interact with, for better 
  or for worse, and decide for 
  themselves 
  relating to type. They do not gain any other qualities of 
  the type unless another source grants it. 
  Graveblood Subtype: Graveblood creatures are related 
  to undead and have bony, pale, or gaunt bodies. They 
  count as undead in addition to their other types and 
  subtypes for effects and prerequisites relating to type. 
  They do not gain any other qualities of the type unless 
  another source grants it, and are still healed by positive 
  energy and harmed by negative energy.
  Atstreidi
  There are many odd beings in the world that seem to 
  defy all explanation regarding their purpose and role 
  within an ecosystem. Things like mimics, gelatinous 
  cubes, ropers, owlbears, flumphs... These creatures tend 
  to either have grown to fill a unique niche or have been 
  created through experimentation by the insane, foolish, 
  or bored. The atstreidi (or “living armor,” as they are 
  known outside of scholarly circles) are somewhere 
  in-between. Theories abound on the atstreidi’s origin; 
  some think that the initial atstreidi fungus was created 
  in a lab accident or the result of magical contamination, 
  while others believe that it evolved to its current form 
  over time. Regardless, the phenomenon of living armor 
  getting up and walking around on its own presents a 
  perplexing existence to scholars and adventurers alike.
  Appearance
  Atstreidi appear as their nickname would imply: as 
  suits of armor, apparently animated by magic or other 
  means. The truth is far stranger; each atstreidi is a 
  colony of microscopic organisms similar to slime molds 
  that naturally produces a hard, steel-like shell around 
  itself, and controls its “body” through a combination 
  of shifting its slimelike body and inherent psionic 
  power. In the wild, atstreidi form complex spirals and 
  geometric arrays as they grow. However, if an atstreidi 
  colony expands onto metal armor (even a small piece), it 
  begins to resonate with the psychic imprints left within 
  that object and reform its shape as it grows further.
  
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  Bloodforge Infusions
  over time how they think is best to act. They do share 
  a core belief though, tied to their heritage and instincts: 
  death is a horror, and life is a gift. Most do not kill easily; 
  as the cessation of action and sensation is their greatest 
  fear, they find it incredibly difficult to inflict. However, 
  when faced with life-or-death situations, or situations 
  where deadly force will result in less deaths than the 
  alternative, an atstreidi’s wrath can be terrifying to 
  behold.
  Backgrounds
  Atstreidi don’t have typical childhoods, nor do they really 
  have homes. There are some that are born as groups, but 
  they share little kinship based on their race. A colony of 
  wild atstreidi that becomes a suit of living armor stops 
  reproducing its spores outside of the armor and has no 
  way to propagate itself or its species, so there is little 
  instinctive reason for the atstreidi to interact with one 
  another. Thus, atstreidi tend to scatter after exhausting 
  the things they can learn from each other shortly after 
  their creation, ever searching for new experiences and 
  sensations to find. The only known way for an atstreidi 
  to reproduce is to die—once its soul has left the its body, 
  the fungal colonies begin growing freely again.
  Adventures
  A suit of living armor adventures because it can. 
  Atstreidi have nowhere they truly belong, and there’s 
  still everywhere to see. They enjoy meeting new people 
  (although initially they have much difficulty with the 
  process), and they love learning new things. They do 
  not dislike violence, but generally loathe death, and 
  aggress against those who kill wantonly whenever they 
  meet them. At times, an atstreidi may be able to blend 
  into a civilization if it has adapted itself well, but these 
  moments tend not to last. Eventually, the atstreidi 
  decides that it needs to see and experience more than 
  where it is.
  Racial Traits
  Atstreidi possess the following racial traits.
  • +2 Strength, +2 Wisdom, –2 Intelligence: Atstreidi 
  are much stronger than their hollow bodies would 
  lead one to conclude, and they are very sensitive to 
  their surroundings. However, their minds do not 
  store information efficiently, and atstreidi often 
  need to study intensely to learn what others pick 
  up easily.
  • Medium: Atstreidi are Medium creatures and have 
  no bonuses or penalties due to their size.
  • Aberration (psionic, slimeblood): Atstreidi are 
  aberrations with the psionic and slimeblood 
  subtypes.
  • Normal Speed: Atstreidi have a base speed of 30 feet.
  • Darkvision (Ex): Atstreidi can see perfectly in the 
  dark up to 60 feet.
  • Aberrant Physiology (Ex): Though they may not 
  look it, atstreidi are still vulnerable to many sorts 
  of attacks that would harm or disable a normal 
  creature. They do, however, have a modicum of 
  resistance to such effects. This ability gives an 
  atstreidi the following traits:
  • Atstreidi are immune to disease and poison.
  • Atstreidi gain all the benefits of 8 hours of 
  sleep in only 2 hours. This allows an atstreidi 
  spellcaster who must rest to prepare spells to 
  do so after only 2 hours, but does not allow an 
  atstreidi to prepare spells more than once per 
  day. 
  • Whenever a critical hit, sneak attack, or called 
  shot is scored on an atstreidi, there is a 25% 
  chance that the critical hit, sneak attack, or 
  called shot’s additional effects are negated and 
  damage is instead rolled normally. This stacks 
  with fortification or similar effects, increasing 
  the negation chance of those effects by 10%.
  • Armor Shell (Ex): An atstreidi’s metallic shell 
  affords it great durability. An atstreidi gains a +4 
  armor bonus to its AC. An atstreidi’s shell is not 
  considered to be worn armor, but atstreidi cannot 
  wear armor except with their assimilate armor 
  ability (see below). Its shell or its assimilated armor 
  can be enchanted as if it were a suit of masterwork 
  armor. The atstreidi must be present for the entire 
  time necessary to enchant its armored shell. An 
  atstreidi’s original shell is not considered to be 
  metal armor for the purposes of druidic vows or 
  similar abilities, although its assimilated armor may 
  be (see below). 
  • Assimilate Armor (Ex): An atstreidi has the ability 
  to move itself from its shell to a new suit of metal 
  armor by spending 24 hours migrating across the 
  two and assimilating it into its form. This is a time of 
  great vulnerability, and the atstreidi is considered 
  helpless for the duration of the process. As such, 
  it nearly always done when under the watch of 
  someone the atstreidi trusts. After the process is 
  complete, the atstreidi is always considered to 
  be wearing the suit of armor it assimilated, and 
  cannot be removed from it unless it is dead. It 
  loses the +4 armor bonus to its AC from its armor 
  shell ability. If the atstreidi had already enchanted 
  its shell, it can choose to keep the magic imbued 
  within it, overriding that of the armor it assimilated 
  (even if the armor is not masterwork). Otherwise, 
  Atstreidi Aegii
  Atstreidi with the form astral suit class feature can form 
  their astral suit over their armor shell, as an exception to 
  their normal inability to wear armor. When they do so, 
  they temporarily lose the benefits of their armor shell 
  and any armor they’ve assimilated, gaining the benefits 
  of their astral suit instead.
  
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  Bloodforge Infusions
  any magic on its original shell is lost (although 
  if it moves from one suit of assimilated armor to 
  another, the old one is undamaged, albeit dirty, 
  and resumes its magical properties). An atstreidi is 
  never fatigued or otherwise hampered from resting 
  in its assimilated armor. An atstreidi’s slam attack 
  and unarmed strikes are considered to be made 
  of the same material as the atstreidi’s assimilated 
  armor (if any).
  • Naturally Psionic: Atstreidi gain Wild Talent as 
  a bonus feat. If they gain levels in a psionic class, 
  this feat is immediately exchanged for the Psionic 
  Talent feat.
  • Psionic Aptitude: When an atstreidi takes a level in 
  a favored class, it can choose to gain an additional 
  power point instead of a hit point or skill point.
  • Psychic Speech (Su): An atstreidi’s voice has two 
  forms: a guttural sloshing sound that can only 
  be considered intelligible speech by the barest 
  of margins, and a surprisingly pleasant mental 
  noise that differs from listener to listener, but 
  unmistakably originates from the atstreidi. An 
  atstreidi gains a +2 racial bonus on Diplomacy 
  checks against creatures that are not immune to 
  mind-affecting effects. Deaf creatures who are not 
  immune to mind-affecting effects can hear the voice 
  of an atstreidi as if they weren’t deaf.
  • Unreadable (Ex): It is incredibly difficult to 
  understand an atstreidi’s body language at times. 
  Atstreidi gain a +2 racial bonus on Bluff checks and 
  take a –2 penalty on Intimidate checks.
  • Slam (Ex): Atstreidi have a natural slam attack. This 
  is a primary attack that deal 1d4 points of damage 
  plus 1-1/2 times the atstreidi’s Strength modifier. 
  • Languages: Atstreidi begin play speaking Common. 
  Atstreidi with high Intelligence scores can choose 
  any languages they want (except secret languages, 
  such as Druidic).
  Alternate Racial Traits
  Atstreidi have access to the following alternate racial 
  traits.
  • Hate Seed (Su): Some die peacefully. Others die 
  with violence in their hearts, rage in their souls, and 
  revenge on their minds. When an atstreidi is born 
  from the cast-off armor of the latter, it is sometimes 
  influenced by the strong emotions imbued in the 
  armor’s psychic imprint at the time of death. Such 
  an atstreidi tends to become malevolent easily, and 
  the sound of their psychic voice is off-putting to 
  listeners. An atstreidi with this racial trait gains a 
  +4 racial bonus on Intimidate checks. It also takes a 
  –2 penalty on Diplomacy checks. Deaf creatures who 
  are not immune to mind-affecting effects can hear 
  the voice of the atstreidi as if they weren’t deaf. This 
  racial trait alters psychic speech’s skill bonuses and 
  replaces unreadable.
  • Instinctive Warrior (Ex): Some atstreidi resonate 
  especially well with the imprint in their initial shell, 
  leaving them with a natural inclination towards 
  weaponry and armed combat. An atstreidi with 
  this racial trait is proficient with a single weapon of 
  their choice. This racial trait replaces slam.
  • Small Stature (Ex): This sort of atstreidi grew out 
  of armor sized for a smaller humanoid. An atstreidi 
  with this racial trait is Small-sized, and gains +2 
  Dexterity, +2 Wisdom, and –2 Intelligence. This 
  racial trait replaces the normal atstreidi’s ability 
  modifiers and size.
  Racial Favored Class Options
  Atstreidi can select from the following alternate favored 
  class options.
  • All: Gain 1/6 of a bonus heritage feat. Any atstreidi 
  character can choose this bonus upon gaining a 
  level in their favored class.
  • Aegis: When the aegis uses their astral repair 
  ability on an object, they permanently increase its 
  hardness by +1. Multiple uses of this ability do not 
  stack; only the greatest increase applies.
  • Alchemist: Add one extract formula from the 
  alchemist's list to the character's formulae book. 
  This formula must be at least one level below the 
  highest formulae level the alchemist can create.
  • Barbarian: Reduce the penalty to the barbarian’s 
  AC while raging by 1/3. When this penalty is reduced 
  to 0, further selections of this favored class bonus 
  instead increase the their AC while raging by +1/3.
  • Bard: Choose one bardic performance; treat the 
  bard as +1/6 level higher when determining the 
  effects of that performance.
  • Druid: Add +1/3 to the druid's natural armor bonus 
  when using wild shape.
  • Guru: Increase the essence capacity of the guru’s 
  gentle touch class feature by 1/6.
  • Inquisitor: Add a +1/2 bonus on Diplomacy checks 
  and Knowledge checks to identify creatures. If the 
  inquisitor possesses the hate seed alternate race 
  trait, they gain this bonus on Intimidate checks 
  instead of Diplomacy checks.
  • Monk: The monk’s unarmed strikes treat hardness 
  as 1 less each time this alternate favored class 
  option is taken (to a minimum of 0).
  • Psychic Warrior: Whenever the psychic warrior 
  deals nonlethal damage with an attack, they deal 
  +1/3 a point of additional nonlethal damage.
  • Soulknife: Gain 1/6 of a blade skill. 
  • Spiritualist: Add 1 skill rank to the spiritualist’s 
  phantom.
  • Stalker: Gain 1/6 of a stalker art.
  • Wilder: Add +1/3 to the wilder’s AC while they are 
  under the effect of their surging euphoria class feature.
  • Wizard: Add one spell from the wizard spell list to 
  the wizard’s spellbook. This spell must be at least one 
  level below the highest spell level the wizard can cast.
  
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  Bloodforge Infusions
  Eiremian
  Sometimes, misfortune happens to a person. For 
  eiremians, it happens to them before they were born. 
  The children of mysterious lineages connected to the 
  negative energy plane, eiremians inherit an inner 
  stillness that is both calming and numbing, and which 
  comes to define their lives. Their quieted passions can 
  leave eiremians feeling like they’re missing out on 
  something wonderful that the rest of the world has, but, 
  well, it could be worse. They could be dhampir.  
  After all, sometimes a little peace and quiet isn’t such 
  a bad thing.
  Appearance
  Eiremians favor their human heritage, though they have 
  a tendency to seem pale and a little unhealthy, as though 
  they don’t quite get enough to sleep or eat. Eiremians 
  have strength without building muscle and are often 
  much stronger than they look, to the surprise of those 
  who find themselves lifted bodily by someone half 
  their size. Eiremions often have very dark or 
  even black eyes, flecked lightly with a starry 
  light, and their shadows are always far 
  darker than the environment should allow, 
  with outlines that remain distinct even to 
  darkvision. 
  An eiremian’s clothing—and space, 
  such as a bedroom—tends to be neat and 
  orderly. Everything has a place that it 
  comes from and is returned to, and they 
  take care of their possessions as part of 
  their daily routines. Mostly this stems from 
  their need to be aware of their own space, in 
  part to reassure themselves that it is there, 
  and in part because caring for it helps 
  cultivate a positive serenity that is 
  warm and reassuring in place of 
  the numb peace they so often 
  experience.
  Demeanor
  More than anything else, calm 
  defines 
  an 
  eiremian. 
  The 
  inner absence and stillness 
  that infuses the race gives 
  eiremians a level-headed 
  perspective; they remain 
  calm in times of crisis, 
  think clearly even when 
  emotional, and are hard to 
  scare, rile, or manipulate. 
  Unfortunately this cuts both 
  ways, as eiremians often 
  have great difficulty feeling 
  strong emotions. They can 
  come across as cold or 
  detached 
  to 
  others 
  because their reactions are very often (seemingly) much 
  smaller than the stimulus that provokes them. Even 
  such intense events as the birth of a child or a loved one 
  in danger are met with a mild practicality that can seem 
  unnerving. 
  Eiremians notice things because they pay attention. 
  They feel the need to be aware of their environment 
  because often things can seem to just vanish around 
  them if they don’t have a firm idea of their place. An 
  eiremian often surprises those close to them with their 
  perspective on the thoughts and feelings of others; indeed, 
  an eiremian often offers help before the beneficiary has 
  realized they need it. For those willing to move past their 
  distant chill, eiremians are attentive and loyal friends. 
  Backgrounds
  No one’s quite sure what causes an eiremian to be 
  born, though some factors—such as strong exposure 
  to negative energy during pregnancy, and one or more 
  resurrections in the life of the mother—do seem to 
  make them more common in specific bloodlines. It 
  isn’t always immediately obvious to the parents of an 
  eiremian that they’ve had a supernaturally-
  touched child, though some realize that 
  the calm and stillness of their infant is 
  not normal. As the eiremian grows 
  older, many parents are at a loss 
  for if, and how, to deal with their 
  seeming distance and most give 
  their child the space they seem 
  to want. In some cases that’s true, 
  and 
  the 
  eiremian 
  appreciates 
  having room to live their own life; in 
  others, the eiremian wants a closeness 
  and affection that they don’t know how to 
  express, and they grow up lonely 
  without really being able to 
  say why. 
  Eiremians 
  can 
  have 
  trouble 
  being 
  sociable 
  and 
  often 
  have 
  few, 
  but very close, friends 
  growing up. Many end 
  up being shuffled into 
  apprenticeships 
  that 
  they don’t quite ask for 
  because they accept the 
  circumstance with a 
  shrug and move on; an 
  eiremian with attentive 
  parents ends up in a 
  field 
  they 
  enjoy, 
  but 
  ending up in a profession 
  they have little interest in 
  happens 
  depressingly 
  often, 
  and 
  is 
  not 
  helped by the fact 
  that more often 
  
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  Bloodforge Infusions
  than not the eiremian simply deals with it. Their natural 
  affinity for negative energy draws eiremians with the 
  luxury to choose their own path towards professions 
  relating to death, destruction, and entropy—they make 
  for talented morticians, demolitions experts, soldiers, 
  and more. Eiremians with an interest in necromancy 
  are more rare than one might think, as entropic animacy 
  often fails to speak to them in the way that stillness does. 
  This tendency to float through their own lives without 
  comment means that a surprisingly large number of 
  eiremians never leave their home towns and settle down 
  to become quiet and productive, if somewhat detached, 
  citizens.
  Adventures
  If one asks an eiremian how they came to be an 
  adventurer, even money says that their reply is, “It just 
  sort of happened.” Eiremians inclined towards violence 
  for whatever reason (usually soldier’s training, though 
  sometimes because they’ve learned applicable skills 
  during magical studies or as part of joining a priesthood) 
  sometimes end up with a problem that they feel qualified, 
  obligated, or even just interested in solving, and when 
  they’re done putting down the threat or solving the 
  mystery they end up swept along with the companions 
  they gained along the way, never really stopping to object 
  or consider if they actually wanted to leave. Mostly, this 
  is good for the eiremian; the opportunity to broaden 
  their horizons and experience new things helps warm 
  the chill distance in their hearts and puts a shy smile on 
  their lips in the times they get to relax, and the intimacy 
  of an adventuring party can give the eiremian that sense 
  of closeness they may have been missing in their lives. 
  It’s surprising to some, considering their magical 
  lineage, but many eiremians become warriors; the death 
  involved in the profession draws them into it, and their 
  surprising physical strength causes many of their foes 
  to underestimate the eiremian. Those eiremians with 
  magical inclinations often become clerics, inquisitors, 
  or alchemists, professions in which their attention 
  to detail and cool distance profit them greatly. Their 
  emotional problems and relatively weak force of will 
  mean that despite their highly magical lineage, eiremian 
  bards, sorcerers, and oracles are relatively rare, as are 
  eiremian psionicists. 
  Racial Traits
  Eiremians possess the following racial traits.
  • +2 Strength, +2 Wisdom, –2 Charisma: Eiremians 
  are stronger than they look and have a strong sense 
  of calm and awareness, but have difficulty expressing 
  their emotions and projecting their will. 
  • Medium: Eiremians are Medium creatures and 
  have no bonuses or penalties due to their size.
  • Outsider (native): Eiremians are outsiders with 
  the native subtype.
  • Normal Speed: Eiremians have a base speed of 30 
  feet.
  • Darkvision (Ex): Eiremians can see perfectly in the 
  dark up to 60 feet.
  • Absence of Self (Su): Eiremians find it easy to 
  be glossed over and ignored when they wish to 
  be—and sometimes when they don’t. They gain a 
  +2 racial bonus on Disguise and Stealth checks and 
  take a –2 penalty on Diplomacy checks. 
  • Empty Serenity (Ex): Eiremians are naturally calm 
  and have difficulty feeling passionate emotions; 
  they gain a +4 racial bonus on saving throws and 
  checks made against emotion effects (such as cause 
  fear and the Intimidate skill), and the Intimidate DC 
  to demoralize them increases by +4.
  • Silent Desolation (Su): Eiremians wield negative 
  energy with particular skill and finesse, using 
  it to un-create their victims rather than simply 
  slay them. Negative energy damage dealt by an 
  eiremian deals half damage to creatures and objects 
  that are normally healed by negative energy, such 
  as undead, rather than healing them. The eiremian 
  may still heal such a creature instead, if she wishes.
  • The Terrible Peace (Su): Eiremians can force their 
  stillness onto others, devouring their intent and 
  leaving them with an awful, dizzying serenity. As an 
  immediate action, an eiremian force an opponent 
  taking an action (other than a free action, such 
  as talking or drawing ammunition) within close 
  range (25 feet + 5 feet per 2 character levels) to 
  halt. That opponent must succeed at a Will save 
  (DC 10 + 1/2 the eiremian’s character level + the 
  eiremian’s Wisdom modifier) or stop their action. 
  The opponent does not move, fails to cast their spell, 
  does not use their item, and so on. The attempted 
  action simply does not happen; any resources that 
  would have been used during the action, such as 
  spell slots, maneuvers, or item charges, are not used, 
  although the action it would have taken is still spent. 
  If this ability is used to stop a full-round action, the 
  target is considered to have spent a standard action, 
  and can continue their turn as normal. They cannot 
  attempt to repeat the action until their next turn, 
  however. After using this ability, an eiremian must 
  wait one minute before doing so again.
  • Void Child (Ex): Eiremians have negative energy 
  resistance equal to their character level + their 
  Wisdom modifier. In addition, eiremians are 
  immune to energy drain. 
  • Languages: Eiremians begin play speaking Common. 
  Eiremians with high Intelligence scores can choose 
  any languages they want (except secret languages, 
  such as Druidic).
  
  8
  Bloodforge Infusions
  Alternate Racial Traits
  Eiremians have access to the following alternate racial 
  traits.
  • Aura of Calm (Su): An eiremian can project her 
  serenity, dampening strong emotions around herself. 
  Up to three times per day, as a standard action, she 
  can calm a number of creatures equal to 1 + 1 per 
  four character levels she possesses that she can see 
  within 60 feet. Each of those creatures must succeed 
  at a Will save (DC 10 + 1/2 the eiremian's character 
  level + the eiremian's Wisdom modifier) or have 
  their attitude towards the eiremian shifted one 
  step towards indifferent (from hostile to unfriendly, 
  for example). Any morale bonuses, fear effects, 
  confusion effects, and emotion effects affecting a 
  creature that fails its save are suppressed for one 
  minute. This effect is not, itself, an emotion effect. 
  This racial trait replaces empty serenity and the 
  terrible peace.
  • Inevitability (Su): Rather than inflicting their 
  terrible serenity on others, some eiremians use 
  it to devour attempts to restrain them. When the 
  eiremian fails a saving throw against an effect that 
  would prevent her from acting normally (such as 
  hold person or geth’s mind control), she can reroll 
  that saving throw. She must keep the result of 
  her reroll, even if it is worse. This ability does not 
  require an action, but once they use it, an eiremian 
  must wait one minute before doing so again. This 
  racial trait replaces the terrible peace.
  • Mostly Human (Ex): A few eiremians have 
  appearances much closer to those of their human 
  ancestors; in fact, they may not even realize their 
  true race. Such eiremians appear to be human, save 
  perhaps minor features like unusual hair, and they 
  count as humanoid (human) as well as outsider 
  (native) for all purposes (such as humanoid-
  affecting spells such as charm person or enlarge 
  person). This ability alters the eiremian’s type and 
  subtype.
  Racial Favored Class Options
  Eiremians can select from the following alternate 
  favored class options.
  • All: Gain 1/6 of a bonus heritage feat. Any eiremian 
  character can choose this bonus upon gaining a 
  level in their favored class.
  • Alchemist: Add +1/2 to the number of bombs per 
  day the alchemist can create.
  • Cleric: Add +1 to the caster level of any channeling 
  feat used to affect undead.
  • Fighter: Add a +1/3 bonus on Will saving throws 
  against mind-affecting effects.
  • Guru: Gain 1/4 of a point of essence that cannot be 
  invested in a receptacle.
  • Harbinger: Add +1/4 of a maneuver known from 
  the harbinger’s dark focus disciplines.
  • Hunter: Attacks against the hunter’s animal 
  companion while it is flat-footed suffer a cumulative 
  2% miss chance.
  • Inquisitor: Add a +1 on concentration checks made 
  to cast inquisitor spells.
  • Kineticist: Gain 1/6 of an Extra Wild Talent feat.
  • Mystic: Add +1/4 point of animus to the mystic’s 
  starting animus pool at the beginning of combat.
  • Occultist: Gain 1/6 of a new focus power.
  • Slayer: Gain 1/6 of a new slayer talent.
  • Soulknife: Gain 1/6 of a new blade skill.
  • Spiritualist: Add 1/4 to the number of rounds that 
  the spiritualist’s incorporeal phantom can be out of 
  sight and line of effect before being sent back to the 
  Ethereal Plane.
  • Vitalist: Add +1/2 to the damage dealt by and health 
  gained from the vitalist’s steal health ability.
  • Warder: Add +1/5 to the number of uses per day of 
  the warder’s extended defense ability.
  Ethumion
  There are many lapses in judgement one can level 
  at wielders of magic and psionic power in total safety. 
  Slipshod ethics? Sins against nature? Needlessly 
  destructive side-effects? These and more are present 
  and accounted for.
  Combined with the human ability to see beauty 
  in anything, interesting results tend to fall out from 
  sorcerous romance. Aasimars and tieflings are common 
  examples; rarer are the ethumions, descendants of 
  humans and ravids. Carrying the overflowing energy of 
  their extraplanar ancestors, now tempered by human 
  stability and creativity, ethumions move through the 
  world dancing to their own beat. 
  Everyone else just needs to keep up.
  Appearance
  Ethumions tend to favor their human ancestry in 
  appearance, though it’s almost impossible to find an 
  ethumion that isn’t hale, hearty, and athletic. Some 
  touches do reveal their magical lineage; white or silver 
  eyes that occasionally spark or flash and similarly-
  colored hair that's bright to the point that it seems to 
  glow are both common traits in ethumions. The most 
  obvious sign of their heritage, however, is the way that 
  objects on their person and in their immediate vicinity 
  tend to move in response to the ethumion’s moods and 
  desires unless they make an active effort to suppress it. 
  Ethumions tend to wear form-fitting or tightly buckled 
  clothing and armor; more than one has ended up in a 
  feedback loop where their annoyance at their clothes 
  constantly moving has only made them move more and 
  caused even more irritation. Those with a flair for the 
  dramatic—and a solid sense of self-control—sometimes 
  go the opposite route, wearing loose or billowing clothes 
  
  9
  Bloodforge Infusions
  that move on their own to accent the ethumion’s actions 
  and words. 
  Demeanor
  Ethumions overflow with verve; their emotions run 
  hot and close to the surface, and their highs are high 
  and their lows low. They tend to be enthusiastic, 
  confident, optimistic, talkative, and eager to help. Their 
  swift healing and native toughness also means that 
  ethumions can come off as suicidally reckless to others, 
  an accusation that is more accurate than it should be 
  in most cases. Ethumions sometimes forget that others 
  aren’t as wild as they are and leave their friends or loved 
  ones in the dust as they go chasing after something that’s 
  caught their interest.
  Ethumions can seem distracted much of the time as 
  well. Their connection to positive energy means that 
  they experience the world in a vastly different way 
  than other races; colors are richer and layered, sounds 
  twist and linger in their ears, smells tickle the memory 
  in odd ways. Living in a world that seems so much 
  different from the one described to them by their peers 
  can be frustrating for ethumions, who take to art 
  to try and express what they see and hear to 
  others with more conventional senses. 
  This, combined with the obedience of 
  their possessions and environment 
  (to say nothing of the way objects 
  in the ethumion’s vicinity express 
  their inner thoughts and feelings) 
  can give them an alien air that is 
  not immediately obvious when 
  a person first meets them. For 
  some people, it’s too much, and 
  friendships can grow chilly—or 
  fall out entirely. 
  Backgrounds
  Like many others with extraplanar 
  heritage, ethumions are generally a 
  surprise to their parents, who are 
  often not quite prepared for the 
  energetic, enthusiastic, and 
  recklessly 
  suicidal 
  child 
  that 
  has 
  entered 
  their 
  life. Keeping up with an 
  ethumion 
  child 
  requires 
  either saint-like patience or 
  similar levels of energy; as 
  a result, most ethumions 
  tend to grow up a little 
  out of control, a little 
  spoiled, and with a 
  faint but persistent 
  tendency 
  to 
  react 
  poorly to being told to 
  calm down. 
  Being confident, energetic, and generally conventionally 
  attractive means that ethumions tend to make friends 
  easily. Keeping them can be another matter; matching 
  an ethumion’s boundless energy can be difficult, and 
  they don’t always stop to consider if others need them to 
  slow down. Once an ethumion sounds out their hobby or 
  interest of choice—often, though not always, something 
  magical in nature—they throw themselves into it with 
  verve and prove to be dedicated, if distractible, students. 
  Regardless of their profession, many, perhaps even most, 
  ethumions take up some kind of art in an attempt to 
  express to others the world the ethumion sees and their 
  peers do not. 
  Adventures
  Ethumions end up adventuring almost by accident 
  at times. They decide to leave home or practice their 
  profession in a new way and end up falling in love with 
  the thrill, danger, and challenge of the adventuring 
  life. Life-or-death combat provides a rush very little 
  else does, and ethumions take to it like a moth to flame, 
  encouraged by their ability to keep going when others 
  would fall from exhaustion or wounds. Others 
  are lead to adventure by their passion for 
  a cause, a religion, or even in an effort 
  to track down their distant ravid 
  ancestor and learn more about 
  their heritage (this rarely ends 
  how either side thinks it will, but 
  such is life). 
  Ethumions often favor magical 
  or psionic classes and make 
  for 
  talented 
  sorcerers 
  and oracles, though 
  their 
  verve 
  and 
  individualism lead 
  to quite a few in 
  other professions. 
  Their energy and 
  enthusiasm 
  often 
  makes 
  ethumions 
  the heart of joy in an 
  adventuring 
  party, 
  and an ethumion can 
  fit very well into a 
  support role. Though 
  
  10
  Bloodforge Infusions
  they take well to travel, the intimacy of an adventuring 
  party can be grating on an ethumion’s compatriots, who 
  have to learn how to tell their companion to moderate 
  themselves without coming across as condemning the 
  ethumion’s joy. It doesn’t always work out, however, and 
  feelings do get hurt. 
  Racial Traits
  Ethumions possess the following racial traits.
  • +2 Constitution, +2 Charisma, –2 Wisdom: As a 
  result of their heritage, ethumions are energetic 
  and strong-willed, to the point that they often 
  drown out the voices of others. However, they tend 
  to be fairly aimless like their ancestors when it 
  comes to long-term goals, and often don’t take much 
  care about their surroundings.
  • Medium: Ethumions are Medium creatures and 
  have no bonuses or penalties due to their size.
  • Outsider (native): Ethumions are outsiders with 
  the native subtype.
  • Normal Speed: Ethumions have a base speed of 30 
  feet.
  • Darkvision (Ex): Ethumions can see perfectly in 
  the dark up to 60 feet. Unlike other creatures, 
  ethumions can discern colors when using their 
  darkvision.
  • Contagious Enthusiasm (Su): An ethumion’s 
  presence causes small objects to stir and shift, their 
  subconscious desires filling their surroundings 
  with a semblance of life. Although this has no 
  mechanical effect on most objects, items worn and 
  held by an ethumion seem to follow their owner’s 
  wishes before they even express them. Ethumions 
  gain Quick Draw as a bonus feat, even if they do not 
  meet the prerequisites. They may use this feat to 
  draw any object they wear or carry, or that is held 
  in a small container on their person (regardless of 
  how it is organized). 
  • Minor Telekinesis (Su): Unlike their ancestors, 
  ethumions have a semblance of control over their 
  outpouring of energy. As a standard action that does 
  not provoke attacks of opportunity, an ethumion 
  can lift an object as if by mage hand, with a caster 
  level equal to her character level. She need not 
  concentrate on this ability after activating it, and 
  can propel the object once per round as a free 
  action. This ability lasts as long as the ethumion 
  wishes, but she can only lift a single object at a 
  time; if she uses this ability again while an object is 
  already affected, that object is dropped.
  • Positivity (Ex): Every hour, an ethumion regains 
  hit points and recovers from fatigue as though they 
  rested for 8 hours. In addition, they recover from 
  ability damage and ability burn at twice the normal 
  rate. Finally, ethumions are well-adapted to positive 
  energy-dominant planes, and never gain temporary 
  hit points above their maximum hit points from 
  such a plane’s traits.
  • Uncontainable (Su): An ethumion's outflow of 
  positive energy is both a blessing and a curse; 
  although they can manipulate objects with a natural 
  ease and grace, their state of mind tends to reflect 
  itself in their surroundings. Ethumions gain a +2 
  racial bonus on Escape Artist and Sleight of Hand 
  checks and take a –2 penalty on Bluff checks.
  • Wellspring of Life (Ex): Whenever an ethumion 
  uses a spell, power, item, or other magical, 
  psionic, or supernatural effect that heals another 
  creature, she heals them 1 additional hit point 
  per odd-numbered character level she possesses 
  (+1 at 1st level, +2 at 3rd level, and so on). This is 
  considered to be part of the effect itself, and only 
  occurs once per effect, if the healing happens over 
  time. In addition, whenever an ethumion deals 
  positive energy damage (including when using 
  positive energy to harm undead creatures), she 
  gains a racial bonus on the damage roll equal to her 
  Constitution modifier.
  • Languages: Ethumions begin play speaking 
  Common. Ethumions with high Intelligence scores 
  can choose any languages they want (except secret 
  languages, such as Druidic).
  Alternate Racial Traits
  Ethumions have access to the following alternate racial 
  traits.
  • Helping Hand (Su): Some ethumions manifest 
  their connection to the positive energy plane more 
  strongly with objects than they do with creatures. 
  Such ethumions gain the ability to manipulate 
  nearby objects much more proficiently than a 
  normal ethumion’s minor telekinesis. They gain 
  a third, invisible “hand” that they can use for 
  anything a normal hand could be used for. This 
  does not give give the companion any extra attacks 
  or actions per round, though it can wield weapons 
  and make attacks as part of the ethumion’s attack 
  routines just like a normal hand (the ethumion 
  merely cannot attack with a third weapon). The 
  “hand” can manipulate or hold items just as well 
  as the ethumion’s normal hands (for example, 
  allowing them to use one hand to wield a weapon, 
  another hand to hold a potion, and the third hand 
  to hold a shield).  This hand cannot be bound or 
  hindered conventionally, although it is still affected 
  by the disarm combat maneuver as if it were a 
  normal hand, and is still unusuable if the ethumion 
  is stunned, paralyzed, or similarly affected by a 
  condition that removes their actions. This racial 
  trait replaces minor telekinesis and wellspring of 
  life.
  • Lifeguard (Su): Some ethumions are naturally more 
  in tune with the lives of others than they are with 
  objects. They can perceive the infinitesimal leaks of 
  life from living beings around them, or notice “holes” 
  
  11
  Bloodforge Infusions
  Table 1–2: Lifespans
  Race
  Middle Age
  Old Age
  Venerable Age
  Maximum Age
  Atstreidi*
  —
  —
  —
  —
  Eiremian
  35 years
  53 years
  70 years
  +2d20 years**
  Ethumion
  150 years
  300 years
  350 years
  +6d% years***
  * Atstreidi receive no physical penalties or mental benefits from age and are functionally immortal with respects to age.
  ** Eiremians tend not to age so much as wither. An old eiremian may appear corpselike, and near their end could be confused with a lich.
  *** Ethumions tend to age far better than most races, appearance-wise. Their bodies do slowly break down internally, however. They tend 
  to simply expire when their time is up, rather than slowly drifting into old age.
  Table 1–3: Height and Weight
  Race
  Base Height
  Base Weight
  Modifier
  Weight Multiplier
  Atstreidi
  4 ft. 10 in.
  80 lbs.
  2d6
  × 3 lbs.
  Eiremian, female
  4 ft. 5 in.
  85 lbs.
  2d10
  × 5 lbs.
  Eiremian, male
  4 ft. 8 in.
  120 lbs.
  2d10
  × 5 lbs.
  Ethumion, female
  5 ft. 0 in.
  90 lbs.
  2d10
  × 5 lbs.
  Ethumion, male
  5 ft. 2 in.
  130 lbs.
  2d10
  × 5 lbs.
  in the world where no positive energy remains. 
  An ethumion with this racial trait can identify the 
  state of beings she can see within the range of her 
  darkvision, as if by a deathwatch spell. This racial 
  trait replaces minor telekinesis and reduces the 
  range of the ethumion’s darkvision to 30 feet.
  • Mostly Human (Ex): A few ethumions have 
  appearances much closer to those of their human 
  ancestors; in fact, they may not even realize their 
  true race. Such ethumions appear to be human, 
  save perhaps minor features like unusual hair, and 
  they count as humanoid (human) as well as outsider 
  (native) for all purposes (such as humanoid-affecting 
  spells such as charm person or enlarge person). This 
  ability alters the ethumion’s type and subtype.
  Racial Favored Class Options
  Ethumions can select from the following alternate 
  favored class options.
  • Alchemist: Add one extract formula from the 
  alchemist's list to the character's formulae book. 
  This formula must be at least one level below the 
  highest formulae level the alchemist can create.
  • Antipaladin: Add +1 foot to the size of all the 
  antipaladin's aura class features. This option has no 
  effect unless the antipaladin has selected it 5 times 
  (or another increment of 5); an aura of 14 feet is 
  effectively the same as a 10-foot aura, for example.
  • Barbarian: Add 1 to the ethumion’s total number of 
  rage rounds per day.
  • Bard: Add 1 to the ethumion’s total number of 
  bardic performance rounds per day.
  • Daevic: Gain 1/5 of a point of essence.
  • Fighter: Gain a +1/2 bonus on Acrobatics, Climb, 
  Jump, and Swim checks.
  • Kineticist: Gain 1/6 of an Extra Wild Talent feat.
  • Occultist: Increase the occultist’s total number of 
  points of mental focus by 1/2 point.
  • Paladin: Add +1 foot to the size of all the paladin's 
  aura class features. This option has no effect unless 
  the paladin has selected it 5 times (or another 
  increment of 5); an aura of 14 feet is effectively the 
  same as a 10-foot aura, for example.
  • Rogue: Gain 1/6 of a new rogue talent.
  • Sorcerer: Add 1/2 of a conjuration (healing) spell 
  known from the cleric spell list.
  • Soulknife: Gain 1/6 of a new blade skill.
  • Warder: Reduce the armor check penalty of worn 
  armor by +1/5.
  • Warlord: Gain a +1/4 circumstance bonus on all d20 
  rolls made during a warlord’s gambit.
  • Wilder: Reduce the chance of psychic enervation 
  when using a wild surge by 1/2%.
  Table 1–1: Starting Ages
  Race
  Adulthood
  Intuitive
  Self-Taught
  Trained
  Atstreidi
  0 years
  +1d2
  +2d6
  +1d8
  Eiremian
  15 years
  +1d4
  +1d6
  +1d8
  Ethumion
  15 years
  +1d4
  +1d6
  +1d8
  
  12
  Bloodforge Infusions
  Race is not the only thing found in one’s heritage. Through 
  strange legacies, deliberate mutation, or forays into 
  blood magic, characters can unlock more capabilities 
  from their ancestry and wield the magic of their race in 
  battle against their foes. This chapter presents new trait 
  and feat options for characters themed around race in 
  all of its forms—as paragons, freaks, or rebels.
  New Trait
  The following trait, originally printed in Bloodforge, 
  allows characters to gain access to the new subtypes 
  presented in this book. 
  Chapter 2: Character Options
  Mixed Blood (Race, any): Either through lineage, 
  accident, or deliberate intent, you have unlocked latent 
  power in your blood. Choose one of the creature types or 
  subtypes listed on Table 2-1: Mixed Blood Options. You gain 
  the benefits listed for your selection. This trait represents 
  a nonstandard heritage, and unlike other race traits, you 
  can take this trait regardless of your race, and can even 
  take it multiple times (allowing you to take a different 
  race trait alongside it), representing a particularly unique 
  power. You do not recalculate your Hit Dice, skill points, 
  or saving throws, even if you gain a subtype that normally 
  calls for it. Unless noted in the benefit, you do not count as 
  the chosen race for prerequisites.
  Table 2–1: Mixed Blood Options
  Heritage
  Benefit
  Aberration
  You gain the aberrant subtype and a +1 trait bonus on saves against mind-affecting effects.
  Air
  You gain the air subtype. You do not gain a fly speed from this subtype, but the maneuverability of any fly speeds you 
  have or gain increase by one step.
  Chaotic
  You gain the chaotic subtype and a +2 trait bonus on saves against effects with the lawful descriptor.
  Cold
  You are treated as having the cold subtype for the purposes of requirements and prerequisites, and you gain cold 
  resistance 10. In addition, you become partially vulnerable to fire—whenever you take fire damage, you take an extra 
  50% damage, up to a maximum of 10 additional points of damage. If you are immune to fire, you still take damage from 
  fire up to 5 points (after which your immunity applies and negates the rest of the damage).
  Construct
  You gain the gearblood subtype. In addition, you gain a +1 bonus on saves against disease and poison effects.
  Dragon
  You gain the drakeblood subtype and a +2 trait bonus on saves against paralysis and sleep effects.
  Dwarf
  You gain the dwarf subtype and a +1 trait bonus to your CMD when resisting a bull rush or trip attempt while standing 
  on the ground. Choose a race that normally possesses the dwarf subtype, such as dwarves or duergar—you can choose 
  favored class options specific to that race (and only that race, even if that race normally can choose other races' favored 
  class options).
  Earth
  You gain the earth subtype and your natural armor bonus to your AC increases by +1.
  Elf
  You gain the elf subtype and a +1 trait bonus on Perception checks. Choose a race that normally possesses the elf 
  subtype, such as elves or drow—you can choose favored class options specific to that race (and only that race, even if 
  that race normally can choose other races' favored class options).
  Evil
  You gain the evil subtype and a +2 trait bonus on saves against effects with the good descriptor.
  Fey
  You gain the feyblood subtype and a +2 trait bonus on saves against compulsion effects.
  Fire
  You are treated as having the fire subtype for the purposes of requirements and prerequisites, and you gain fire 
  resistance 10. In addition, you become partially vulnerable to cold—whenever you take cold damage, you take an extra 
  50% damage, up to a maximum of 10 additional points of damage. If you are immune to cold, you still take damage from 
  cold up to 5 points (after which your immunity applies and negates the rest of the damage).
  Giant
  You gain the giant subtype, granting you low-light vision. If you already had low-light vision or later gain it from another 
  effect, you gain a +1 trait bonus on Perception checks. Despite having the giant subtype, you do not necessarily have 
  racial Hit Dice, and can still substitute your first Hit Die for a class level, like normal creatures of your type.
  
  13
  Bloodforge Infusions
  Heritage Feats
  Heritage
  Benefit
  Gnome
  You gain the gnome subtype and a +1 trait bonus on Craft checks. Choose a race that normally possesses the gnome 
  subtype, such as gnomes or svirfneblin—you can choose favored class options specific to that race (and only that race, 
  even if that race normally can choose other races' favored class options).
  Goblinoid
  You gain the goblinoid subtype and a +1 trait bonus on Stealth checks. Choose a race that normally possesses the 
  goblinoid subtype, such as goblins or hobgoblins—you can choose favored class options specific to that race (and only 
  that race, even if that race normally can choose other races' favored class options).
  Good
  You gain the good subtype and a +2 trait bonus on saves against effects with the evil descriptor.
  Halfling
  You gain the hafling subtype and a +1 trait bonus on Acrobatics checks. Choose a race that normally possesses the 
  halfling subtype, such as halflings or kestrel—you can choose favored class options specific to that race (and only that 
  race, even if that race normally can choose other races' favored class options).
  Human
  You gain the human subtype and a +1 trait bonus on Knowledge (local) checks. Choose a race that normally possesses 
  the human subtype, such as humans or maenads—you can choose favored class options specific to that race (and only 
  that race, even if that race normally can choose other races' favored class options).
  Lawful
  You gain the lawful subtype and a +2 trait bonus on saves against effects with the chaos descriptor.
  Magical Beast
  You gain the beastblood subtype and a +2 trait bonus on Survival checks. Survival is always a class skill for you.
  Monstrous 
  Humanoid
  You gain the crossblood subtype and your natural armor bonus to your AC increases by +1.
  Orc
  You gain the orc subtype and a +1 trait bonus on Intimidate checks. Choose a race that normally possesses the orc 
  subtype, such as orcs or half-orcs—you can choose favored class options specific to that race (and only that race, even 
  if that race normally can choose other races' favored class options).
  Ooze
  You gain the slimeblood subtype, and any time you would take extra damage from a critical hit or sneak attack, you 
  have a 10% chance of negating the extra damage. This stacks with fortification or similar effects, increasing the negation 
  chance of those effects by 10%.
  Outsider
  Your type changes to outsider and you gain the native subtype in addition to any other subtypes you possess.
  Plant
  You gain the earthblood subtype and low-light vision. In addition, you do not need food to survive, provided you spend 
  at least 1 hour a day in sunlight.
  Reptilian
  You gain the reptilian subtype and a +1 bonus on saves against disease and poison effects. Choose a race that normally 
  possesses the reptilian subtype, such as lizardfolk or ophiduans—you can choose favored class options specific to that 
  race (and only that race, even if that race normally can choose other races' favored class options).
  Undead
  You gain the graveblood subtype and negative energy resistance 5.
  Water
  You gain the water subtype, allowing you to breathe underwater. You do not gain a swim speed from this subtype.
  Altered Life (Heritage)
  Your unusual nature affects your vitality, bolstering you 
  in ways different from other mortals. 
  Prerequisites: Aberration, fey, ooze, plant, or undead 
  type.
  Benefit: Choose Wisdom or Charisma. You calculate 
  your bonus hit points per Hit Die based on the chosen 
  ability score instead of your Constitution.
  Feral Fighter (Combat, Heritage)
  You were born with—or developed—claws or fangs that 
  you can use in battle.
  Prerequisites: Aberration, dragon, fey, magical beast, 
  monstrous humanoid, or undead type and/or reptilian 
  subtype.
  Benefit: Choose bite or 2 claws. You gain the natural 
  weapon(s) chosen, as normal for a creature of your size. 
  You may not gain a natural weapon of a type you already 
  The feats presented here, originally printed in Bloodforge, 
  are heritage feats—feats that represent unlocking the 
  latent potential in your mixed blood, or even differences, 
  deliberate mutations, or divine gifts within creatures of 
  pure blood. These capabilities might appear over time, 
  as the result of exposure to magic that awakens the 
  blood (even on accident) or deliberately, as the creature 
  trains their capabilities. Heritage feats usually require a 
  creature to have one or more creature types or subtypes 
  in order to gain their benefits.
  Aerial Wings (Heritage)
  Your wings have strengthened to the point of allowing 
  flight. 
  Prerequisites: Vestigial Wings, 7th level or higher.
  Benefit: Your wings strengthen; you gain a fly 
  speed equal to double your base land speed with good 
  maneuverability.
  
  14
  Bloodforge Infusions
  possess in this fashion. 
  Special: You may select this feat up to two times.
  Greater Sanguine Sorcery (Heritage)
  You have honed the magic of your heritage to its peak.
  Prerequisites: Improved Sanguine Sorcery, 13th level 
  or higher.
  Benefit: Choose confusion, dimension door, or shadow 
  conjuration. You may use the chosen spell as a spell-
  like ability once per day, at a caster level equal to your 
  character level. At 15th level, and every 5 levels thereafter, 
  you gain an additional use per day of the chosen spell.
  Special:  You may select this feat more than once. Each 
  time, you choose a different spell from the above list. 
  Greater Spark of Divinity (Heritage)
  Your divine blood reaches its peak of concentration and 
  power.
  Prerequisites: Improved Spark of Divinity, 13th level 
  or higher.
  Benefit: Choose death ward, divine power, or flame 
  strike. You may use the chosen spell as a spell-like ability 
  once per day, at a caster level equal to your character 
  level. At 15th level, and every 5 levels thereafter, you 
  gain an additional use per day of the chosen spell.
  Special:  You may select this feat more than once. Each 
  time, you choose a different spell from the above list.
  Improved Sanguine Sorcery (Heritage)
  Your blood-born sorcery intensifies, offering greater 
  capabilities.
  Prerequisites: Sanguine Sorcery, 7th level or higher.
  Benefit: Choose dispel magic, haste, or invisibility. 
  You may use the chosen spell as a spell-like ability once 
  per day, at a caster level equal to your character level. 
  At 10th level, and every 5 levels thereafter, you gain an 
  additional use per day of the chosen spell.
  Special:  You may select this feat more than once. Each 
  time, you choose a different spell from the above list.
  Improved Spark of Divinity (Heritage)
  You hone your divine connection further, gaining 
  additional capabilities. 
  Prerequisites: Spark of Divinity, 7th level or higher.
  Benefit: Choose hold person, magic circle against 
  alignment or resist energy. You may use the chosen spell 
  as a spell-like ability once per day, at a caster level equal 
  to your character level. At 10th level, and every 5 levels 
  thereafter, you gain an additional use per day of the 
  chosen spell.
  Special:  You may select this feat more than once. Each 
  time, you choose a different spell from the above list.
  Scrambler’s Gift (Heritage)
  You know how to climb exceptionally well.
  Prerequisites: Climb 4 ranks, and claw natural 
  attack and/or aberration, fey, magical beast, monstrous 
  humanoid, ooze, or undead type and/or earth, giant, or 
  reptilian subtype.
  Benefit: You gain a climb speed equal to 1/2 your 
  land speed. If you already have a climb speed, it instead 
  improves by 10 ft.
  Overflowing Life (Heritage)
  You have developed unusual amounts of life force in 
  your body.
  Prerequisites: Toughness, and aberration, fey, ooze, 
  or plant type.
  Benefit: You gain fast healing 2.
  Sanguine Sorcery (Heritage)
  Your magical heritage has bestowed limited magical 
  power upon you.
  Prerequisites: Aberration or fey type.
  Benefit: Choose charm person, mage armor, or magic 
  missile. You may use the chosen spell as a spell-like ability 
  once per day, at a caster level equal to your character 
  level. At 4th level, and every 4 levels thereafter, you gain 
  an additional use per day of the chosen spell.
  Special:  You may select this feat more than once. Each 
  time, you choose a different spell from the above list.
  Spark of Divinity (Heritage)
  Your ancestral connection to divine energies permits you 
  to cast certain spells.
  Prerequisites: Chaotic, evil, good, or lawful subtype 
  and/or outsider type.
  Benefit: Choose bless, command, or shield of faith. 
  You may use the chosen spell as a spell-like ability once 
  per day, at a caster level equal to your character level. 
  At 4th level, and every 4 levels thereafter, you gain an 
  additional use per day of the chosen spell.
  Special:  You may select this feat more than once. Each 
  time, you choose a different spell from the above list. 
  Vestigial Wings (Heritage)
  You were either born with or developed a pair of weak 
  wings.
  Prerequisites: Dragon, fey, magical beast, monstrous 
  humanoid, or outsider type and/or air subtype.
  Benefit: You have developed small wings; when you 
  fall you can slow your descent by making a DC 15 Fly 
  check to fall safely without taking falling damage, albeit 
  at a rate of 20 feet a round. When falling safely, you can 
  make another DC 15 Fly check to glide, moving 5 feet 
  laterally every round. You may take ranks in the Fly skill. 
  Fly becomes a class skill for you.
  
  15
  Bloodforge Infusions
  Ravid
  This long, serpentine creature is almost entirely obscured 
  by a mass of whirling, bobbing objects and detritus. It 
  twists curiously and gives you a grin.
  RAVID  
  CR 5 
  XP 1,600 (see the Ravid Encounters sidebar)
  N Medium outsider (extraplanar)
  Init +4; Senses darkvision 60ft.; Perception +1
  DEFENSE
  AC 25, touch 20, flat-footed 25 (+5 natural, +10 deflection, 
  obedient shell)
  hp 26 (4d10+4); 40 temporary hit points (obedient shell)
  Immune fire, positive energy damage
  Fort +5, Ref +1, Will +5 (+2 on Fortitude and Reflex and 
  evasion when obedient shell is active)
  Defensive Abilities obedient shell
  OFFENSE
  Speed 20 ft., fly 60 ft. (perfect)
  Melee tail slap +5 (1d6+1 plus positive energy lash), 2 claws 
  +5 (1d4+1 plus positive energy lash), tail touch +5 melee 
  touch (positive energy lash)
  Special Attacks positive energy lash, shrapnel vortex
  Space 5 ft.; Reach 5 ft.
  STATISTICS
  Str 13, Dex 10, Con 13, Int 9, Wis 12, Cha 16
  Base Atk +4; CMB +5; CMD 15
  Feats Improved Initiative, Ability Focus (shrapnel vortex)
  Skills Appraise +7, Fly +13, Knowledge (Planes) +3, Stealth 
  +4, Survival +5 Racial Modifiers +4 Appraise
  Languages Draconic
  SQ animate objects, flight, positive energy affinity
  ECOLOGY
  Environment positive energy plane
  Organization solitary (1 plus at least 1 animated object)
  Treasure standard
  SPECIAL ABILITIES
  Animate Objects (Su): Ravids constantly pulse with a flow 
  of positive energy that passively animates objects around 
  them. In addition to granting them their obedient shell and 
  shrapnel vortex abilities, this causes larger objects to gain 
  something approximating wills of their own. These objects 
  follow the ravid around, protecting it from harm. Unless a 
  ravid has just recently escaped from a battle or spent time 
  flying in a location with no objects to animate, it is always 
  encountered with at least one animated object alongside 
  it. These animated objects never attack the ravid, and are 
  not included in the ravid’s challenge rating. See the Ravid 
  Encounters section on the next page for more details.
  Chapter 3: The Ravid
  Flight (Su): A ravid may cease or resume its flight as a free 
  action. A ravid that loses this ability or has it suppressed 
  (such as by an antimagic field) becomes staggered until 
  they regain it or it ceases to be suppressed.
  Obedient Shell (Su): A ravid travels with an animate shell 
  of whirling, shifting objects ranging from Fine sized to 
  Tiny sized that serves as both armor and weapon. The 
  shell exists within the ravid’s space, and does not increase 
  its size. A ravid’s obedient shell provides it with up to 10 
  temporary hit points per hit die which last indefinitely. 
  The ravid gains 2 temporary hit points per round, which 
  stack with other temporary hit points gained through this 
  ability up to that maximum. The ravid gains the following 
  bonuses while it has 1 or more temporary hit points:
  • A +10 deflection bonus to armor class. 
  • A +2 racial bonus on Fortitude and Reflex saves.
  • The evasion special ability
  • Access to the shrapnel vortex ability
  A ravid’s treasure is generally found within its obedient 
  shell and calves off from the mass as the ravid takes 
  damage. Objects knocked out of a ravid’s obedient shell 
  have half their full normal hit points (and thus possess 
  the broken condition). A ravid may purposefully eject an 
  object from its obedient shell as a move action. The object 
  lands in a space adjacent to the ravid, unharmed.
  Positive Energy Affinity (Ex): Ravids can exist comfortably 
  on the Positive Energy Plane and do not benefit (or suffer) 
  from that plane’s overwhelming infusions of life-giving 
  energies. Whenever a ravid is subjected to a magical 
  healing effect, that effect heals the maximum number of 
  hit points, as if affected by the Maximize Spell feat (even 
  if it isn't a spell).
  Positive Energy Lash (Su): A ravid’s natural attacks, as well 
  as its shrapnel vortex ability and attacks made by its 
  animated objects, are infused with positive energy. This 
  positive energy produces an unpleasant tingle in most 
  creatures, dazzling them for 1 round (no save). Creatures 
  damaged by positive energy (such as undead) instead take 
  an additional 2d10 points of damage from those attacks 
  and abilities. 
  Shrapnel Vortex (Su): As a standard action, a ravid with 
  1 or more temporary hit points may lash out with its 
  obedient shell, dealing 3d6+3 points of bludgeoning and 
  slashing damage in either a 20-foot burst centered on the 
  ravid or a 40-foot cone. A successful Reflex save (DC 17) 
  halves this damage. The bonus damage and save DC are 
  Charisma-based.
  Native to the Positive Energy Plane, ravids are unusual 
  outsiders with a penchant for collecting and animating 
  objects. On their home plane, ravids roam the ‘landscape’, 
  such as it is, looking for objects that survive the Positive 
  
  16
  Bloodforge Infusions
  Energy Plane’s overwhelming, annihilating energies 
  and hoard them. Ravids value these objects both for 
  being a break from the blinding, destructive glory of the 
  Positive Energy Plane, and because their most frequent 
  neighbors—the xenophobic jyoti—seem hellbent on 
  keeping the plane barren and empty. 
  Things change when and if the ravid enters the 
  Prime Material Plane. The sheer amount and variety 
  of landscapes and environments make ravids giddy 
  with excitement, and they hoard almost everything 
  they can get a hold of before eventually realizing that 
  there are more fascinating objects than the ravid can 
  possibly carry. Some continue to be eclectic collectors, 
  keeping their obedient shells stuffed with anything that 
  strikes their fancy, but most specialize; one ravid moves 
  through the plane surrounded by high-quality cookware, 
  while another defends himself with books he reads in 
  his off time. Though ravids are generally solitary, they 
  are not usually hostile; encountered peaceably, they can 
  be gregarious, if exhausting, conversation and trading 
  partners. Things can become tense if the ravid suspects 
  another creature of trying to steal its precious objects, or 
  if the ravid lusts after something another creature has 
  enough to incite violence to 
  get it, but these cases 
  are, fortunately, rare. 
  Ravid Encounters
  As noted in the ravid’s animate objects ability, ravids 
  are almost never encountered without animated objects 
  guarding and fighting alongside them. As such, when 
  designing an encounter including a ravid, the GM 
  should generally add in one to three (or, depending on 
  the encounter, more) animated objects of varying sizes 
  and shapes. These animated objects have their own 
  challenge ratings and experience rewards, so the true 
  level of an encounter with a ravid is generally slightly 
  higher than the ravid’s CR.
  These animated objects are not intelligent and do not 
  follow the ravid's orders. However, they are relatively 
  docile and only fight creatures the ravid is fighting or if 
  they or the ravid is attacked. Otherwise, the animated 
  objects follow the ravid and remain close to it. If the 
  object strays further than 100 feet from the ravid that 
  created it for more than 1 minute, the animated object 
  loses its energy and ceases to be an animated object.
  This ability normally doesn’t function quickly enough 
  to animate objects in the middle of combat, and isn’t 
  actively controlled by the ravid—instead, if animated 
  objects appear while a combat is under way, they should 
  be treated just like normal new combatants are, once 
  they’ve arrived by being given energy by 
  the ravid.
  The game statistics for animated 
  objects can be found in the Pathfinder 
  Roleplaying Game Bestiary.
  
  17
  Bloodforge Infusions
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Bastards & Bloodlines: A Guidebook to Half-Breeds, © 2003, Green Ronin 
  Publishing; Author: Owen K.C. Stephens
  Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  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 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.
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  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 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.
  Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
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  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 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.
  The Book of Experimental Might, © 2008, Monte J. Cook. All rights reserved.
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  Mona, Chris Pramas, Robert J. Schwalb.
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  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, 
  Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from 
  TSR.
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  based on original material by Gary Gygax
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  Decker, David Noonan, Rich Redman
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  Marmell
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  reserved.
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  Bloodforge, © 2017, Dreamscarred Press, LLC; Author: Matthew Ryan Medeiros, 
  Jade Ripley, based on material by Owen K.C. Stephens.
  Bloodforge Infusions: Esoteric Energies, © 2017, Dreamscarred Press, LLC; Authors: 
  Forrest Heck, Jade Ripley, Matthew Ryan Medeiros
  
  18
  Bloodforge Infusions
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