TEXT: 1
  the Riven Mage
  The riven mage is a new base class that masters a 
  form of magic similar to spells, but considerably 
  simpler and more primal. Known by various 
  cultures as jinx, marvels, will-work, and invocations, 
  most riven mages from more advanced cultures 
  call their mystic powers “rivenspells,” meaning 
  these powers use the same energies as spells but all 
  the unnecessary trappings haven been removed. 
  Rather than “cast spells,” riven mages talk of 
  “riving energies,” as they see the act of creating a 
  riven spell (“to rive” such an effect) the equivalent 
  of tearing a magic effect loose from the background 
  of reality. While rivenspells are significantly more 
  limited in their breadth and flexibility than spells, 
  at the same time they are freed of many of the 
  limitations of spells. A riven mage never worries 
  herself about having a component pouch, what 
  armor she is wearing, or exactly what noises and 
  movements she must make to call on her magic 
  powers. While other spellcasters often claim riven 
  mages are “primitive,” riven mages see themselves 
  as the purest of magic-users, able to call upon their 
  effects easily, quickly, and even under significantly 
  adverse conditions.
  Riven mages are proud of their powers, and 
  like to show off what they can do. For good-
  aligned riven mages this often means using their 
  powers to aid the downtrodden or defend their 
  homelands. Neutral riven mages are more likely 
  to seek compensation for their talents, acting as 
  mercenaries or occasionally, entertainers. Evil 
  riven mages are always planning to build a power 
  base from which to gain wealth and comfort, but 
  begin such efforts by acting as enforcers for groups 
  who do not normally attract the full-time services 
  of traditional spellcasters (such as gangs, brigand 
  bands, slavers, assassins, and thieves guilds).
  
  2
  While riven mages are well known and 
  understood in their native lands, they are 
  also independent and often wander far from 
  their homes. It’s not unusual to find riven 
  mages thousands of miles from their homes, 
  making it easy to introduce a few wandering 
  riven mages into a campaign (as travelers 
  from a distant land where their powers are 
  commonplace).
  Background: Riven mages tend to come from 
  families with strong connections to rivenspells. 
  Many may see the primal power of rivenspells 
  as part of their birthright (much like sorcerer 
  bloodlines), while others simply follow in the 
  footsteps of ancestors who learned the art of 
  riving magic before them. While riven mages 
  are trained from an early age to master their 
  raw power, they are also encouraged to be self-
  sufficient and follow their own path. Riven 
  mages most times leave their homes when 
  young to apprentice themselves to friends or 
  allies of their families in order to gain real-world 
  experience. As soon as a riven mage feels she 
  knows what her path in life is, she will strike out 
  on her own trusting that she will learn the rest 
  as she undertakes a career or seeks a position 
  that suits her. As a result, riven mages rarely 
  form organizations made entirely of other 
  riven mages. Instead, their independent streaks 
  cause them to seek out existing organizations 
  that have goals similar to their own, and prove 
  their worth to such groups.
  Role: Much like monks, riven mages tend not 
  to have a primary role, but serve as a back-
  up for a number of roles. A riven mage can 
  act as a secondary combatant, a secondary 
  spellcaster, and a secondary skill master. The 
  path a riven mage selects at 1st level strongly 
  influences how well she fills some roles (a 
  riven mage following the path of the warrior 
  is a better secondary 
  combatant), but does 
  not specialize the riven 
  mage so strongly she 
  cannot still assist in 
  other areas.
  Alignment: 
  Riven 
  mages may be of any 
  alignment.
  Hit Die: d8
  Starting Wealth: A 1st 
  level riven mage begins 
  with 4d6 x 10 gp
  Class Skills
  The riven mage’s class 
  skills are Appraise 
  (Int), Bluff (Cha), 
  Craft (Int), Diplomacy 
  (Cha), Fly (Dex), 
  Handle Animal (Cha), 
  Knowledge (arcana)
  (Int), Knowledge 
  (dungeoneering)
  (Int), Knowledge 
  (engineering)(Int), 
  Knowledge (history)
  (Int), Knowledge 
  (local)(Int), 
  Knowledge (nobility)
  (Int), Linguistics (Int), 
  Perception (Wis), 
  Profession (Wis), 
  Sense Motive (Wis), Survival (Wis), and 
  Swim (Str).
  Skill Ranks per Level: 6 + Int modifier.
  Table 1: The Riven Mage
  Level
  Base 
  Attack 
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Flux
  Points
  Special
  1
  +0
  +2
  +2
  +2
  2
  Rivenspells, 
  Riven Path
  2
  +1
  +3
  +3
  +3
  4
  Riven bond
  3
  +2
  +3
  +3
  +3
  8
  Bonus Feat
  4
  +3
  +4
  +4
  +4
  12
  5
  +3
  +4
  +4
  +4
  18
  Riven path 
  advancement
  6
  +4
  +5
  +5
  +5
  24
  Combat 
  rivener
  7
  +5
  +5
  +5
  +5
  30
  Riven bond
  8
  +6/+1
  +6
  +6
  +6
  36
  9
  +6/+1
  +6
  +6
  +6
  44
  Bonus Feat
  10
  +7/+2
  +7
  +7
  +7
  52
  11
  +8/+3
  +7
  +7
  +7
  60
  Riven bond
  12
  +9/+4
  +8
  +8
  +8
  70
  Riven path 
  advancement
  13
  +9/+4
  +8
  +8
  +8
  80
  14
  +10/+5
  +9
  +9
  +9
  90
  15
  +11/+6/+1
  +9
  +9
  +9
  102
  Riven bond
  16
  +12/+7/+2
  +10
  +10
  +10
  114
  17
  +12/+7/+2
  +10
  +10
  +10
  126
  Bonus feat
  18
  +13/+8/+3
  +11
  +11
  +11
  140
  19
  +14/+9/+4
  +11
  +11
  +11
  154
  Riven bond
  20
  +15/+10/+5
  +12
  +12
  +12
  168
  Riven Master
  
  3
  3
  Class FeatuRes
  All of the following are class features of the 
  riven mage.
  Weapon and Armor Proficiency: The riven 
  mage is proficient with all simple weapons, 
  light and medium armor, and all shields 
  (other than tower shields).
  Rivenspells (Su): Rivenspells are simple 
  magic effects that lack the complexity of 
  typical spells, but also don’t require the same 
  level of concentration and focus to perform. 
  Rivenspells are seen as “primitive” by most 
  spellcasters, while riven mages consider 
  them to be a more pure form of magic that 
  does not require the elaborate gestures and 
  components of other spellcaster’s magic 
  abilities. Any character able to utilize 
  rivenspells is referred to as a rivencaster.
  A 1st level riven mage begins play knowing 
  two rivenspells. A riven mage with a high 
  Intelligence scores gains a number of bonus 
  rivenspells known equal to the number of 
  bonus 1st level spells she would receive if she 
  was a wizard. At each level after first, the riven 
  mage gains one additional rivenspell known. 
  A riven mage must meet the prerequisites of 
  each rivenspell selected, and once this choice 
  is made it cannot be changed.
  A riven mage receives a pool of flux 
  points based on her level (see Table1: The 
  Riven Mage, above) which are used to fuel 
  her rivenspells. A riven mage with a high 
  Intelligence score adds her Int bonus to her 
  daily total of flux. A riven mage can regain 
  her flux once per day, by meditating for 15 
  minutes at a time of day determined when the 
  character is created (dawn is most common).
  A riven mage cannot spend more flux to 
  fuel a rivenspell than half her rivencaster 
  level +1. (Round the rivencaster’s level 
  normally for this calculation – 1st and 2nd 
  level rivencasters can spend a maximum of 
  1 flux for each rivenspell, 3rd and 4th level 
  rivencasters a maximum of 2 flux, 5th and 6th 
  a maximum of 3, and so on.)
  A complete list of rivenspells can be found 
  in the Rivenspells section, below.
  Riven Path: As riven mages learn to rive 
  pure magic into rivenspells, they also learn 
  something about the true nature of the world 
  around them. This results in a riven mage taking 
  a riven path, a combination of lore gained and 
  an outlook the riven mage takes when 
  interacting with others. Every riven 
  mage selects one riven path at 1st 
  level. In addition to granting 
  additional class skills 
  and 
  other 
  bonuses as the riven mage gains level, riven 
  paths are sometimes prerequisites for specific 
  rivenspells (see Rivenspells, below).
  Path of the Arcane
  Knowledge (planes) and Spellcraft are class 
  skills for you.
   At 5th level, you gain a +2 bonus to Will 
  saving throws. At 12th level you act as if 
  you had access to all wizard/sorcerer spells 
  of a spell level up to half your riven mage 
  level for purposes of meeting prerequisites 
  when crafting magic items, and using spell 
  trigger magic items.
  
  4
  Path of the Artist
  Disguise and Perform are class skills for 
  you.
   At 5th level, you gain a +2 bonus to 
  Reflex saving throws. At 12th level you act 
  as if you had access to all bard spells of 
  a spell level up to half your riven mage 
  level for purposes of meeting prerequisites 
  when crafting magic items, and using spell 
  trigger magic items.
  Path of the Profane (evil riven mages only)
  Intimidate and Knowledge (religion) are 
  class skills for you.
   At 5th level, you gain a +2 bonus to 
  Fortitude saving throws. At 12th level you 
  act as if you had access to all cleric spells 
  (other than good spells) of a spell level up 
  to half your riven mage level for purposes of 
  meeting prerequisites when crafting magic 
  items, and using spell trigger magic items.
  Path of the Sacred (good riven mages only)
  Heal and Knowledge (religion) are class 
  skills for you.
   At 5th level, you gain a +2 bonus to 
  Fortitude saving throws. At 12th level you 
  act as if you had access to all cleric spells 
  (other than evil spells) of a spell level up to 
  half your riven mage level for purposes of 
  meeting prerequisites when crafting magic 
  items, and using spell trigger magic items.
  Path of the Sneak
  Disable Device and Sneak are class skills 
  for you.
   At 5th level you gain trapfinding as the 
  rogue, and are treated as a rogue when 
  attempting to disable or bypass a trap. At 
  12th level you gain the trap spotter ability, 
  as the rogue talent of the same name.
  Path of the Warrior
  Climb and Ride are class skills for you.
   At 5th level, and again at 12th level, 
  you gain a bonus combat feat. You must 
  meet the feats’ prerequisites, but you 
  may treat your riven mage levels as 
  fighter levels for purposes of these feats’ 
  prerequisites.
  Riven Bond (Su): At 2nd level, and again at 
  7th, 11th, 15th and 19th level, a riven mage’s 
  control of her raw magic powers grows. A 
  riven bond may take one of three forms. 
  First, she may attune to one form of 
  elemental damage (cold, electricity or fire 
  at any level, and acid or sonic at 11th level 
  or higher). The riven mage may cause any 
  damage dealt by her rivenspells to be of 
  her attuned energy type, and may add 
  her Intelligence bonus to the total damage 
  done if she does so. She also gains energy 
  resist against any energy type she attunes 
  to, equal to one-half her class level.
  Second, she may select a single 
  rivenspell she knows and gain 
  a reduction in the cost of flux 
  spent to fuel it. Whenever the 
  riven mage spends flux on this 
  rivenspell, she reduces the total 
  number of flux taken 
  from her flux pool 
  by 50%. She is 
  still limited to an 
  effective number of 
  flux spent equal 
  
  5
  5
  to half her level +1 (see the rivenspell class 
  feature, above), but the actual cost is reduced 
  by half. Thus a 12th level riven mage who takes 
  a riven bond with greater bolt can gain the 
  effect of spending 7 flux (a 7d6 attack with a 
  210 ft. range), but reduce the cost by 50% (a 
  reduction of 3.5 flux, which rounds down to a 
  3-point reduction in flux spent). A riven mage 
  cannot select the same riven bond twice.
  Finally, the riven mage may select 
  an additional riven path she meets the 
  prerequisites for, immediately gaining all 
  the benefits of the path for a riven mage of 
  her level.
  Bonus Feat: At 3rd level, and again at 9th 
  and 17th level, a riven mage gains a bonus 
  feat. The riven mage must meet all the feats’ 
  prerequisites.
  Combat Rivener (Su): At 6th level a riven 
  mage’s mastery of rivenspells is so great 
  she can actually rive two magic effects at 
  the same time. Each round, in addition to 
  creating a rivenspell as a swift action, she 
  may also create a second rivenspell as a 
  standard action. The riven mage must pay 
  the full flux cost for each rivenspell, and it is 
  not possible to use the same rivenspell twice 
  in a round.
  Riven Master (Su): By 20th level a riven 
  mage is almost a force of nature, channeling 
  pure magic energy through her body. Once 
  per round as a free or immediate action if a 
  riven mage fails a saving throw, or would 
  be reduced to 0 or fewer hit points, she 
  may spend flux points to escape her fate. In 
  the case of a failed saving throw, she may 
  spend a number of flux equal to how much 
  she missed the save by, and turn the saving 
  throw into a success. In the case of being 
  reduced to 0 or fewer hit points, she may 
  spend flux points equal to 1/3 the damage 
  dealt by the blow that would knock her out 
  or kill her, to take no damage from the attack 
  or effect. 
  Rivenspells
  Rivenspells are simple magic effects that 
  lack the complexity of typical spells, but also 
  don’t require the same level of concentration 
  and focus to perform. Rivenspells are seen 
  as “primitive” by most spellcasters, while 
  rivencasters consider them to be a more 
  pure form of magic that does not require the 
  elaborate gestures and components of other 
  spellcaster’s magic abilities. Rivenspells 
  are the primary power of riven mages, and 
  are also used by archons and riveners. (See 
  The Genius Guide to the Archon for more 
  information on archons, and The Rivener 
  archetype below for details on the rivenspell-
  focused archetype for archons.)
  All rivenspells are supernatural abilities 
  that require a swift action unless they state 
  otherwise. Using a rivenspell requires a 
  rivencaster to expend a number of flux 
  points from a flux pool. (Archons can instead 
  expend a prepared spell to fuel a rivenspell, 
  see The Genius Guide to the Archon for more 
  information on how archons use rivenspells.) 
  Each rivenspell requires a minimum number 
  of flux equal to its level, and in some cases 
  are more powerful if more flux is used when 
  casting it.
  No rivencaster can ever spend more 
  flux to activate a rivenspell than half her 
  rivencaster level +1. (Round the rivencaster’s 
  level normally for this calculation – 1st and 
  2nd level rivencasters can spend a maximum 
  of 1 flux for each rivenspell, 3rd and 4th level 
  rivencasters a maximum of 2 flux, 5th and 6th 
  a maximum of 3, and so on.)
  Unlike spell effects, the appearance of 
  which vary wildly based on the type of 
  spell cast, the visual elements of rivenspells 
  are determined purely by the aura and 
  attitude of the rivencaster that creates them. 
  When a character first gains rivenspells, 
  the basic appearance of all her rivenspells 
  is determined by the player. Normally all a 
  rivencaster’s rivenspells are a single color, or 
  some other unifying theme. A player might 
  decide all her riven mage’s effects look like 
  bright green energy, or prismatic flames, or 
  howling whirlwinds of eldritch air, but the 
  same aesthetic applies to all of the rivencaster’s 
  rivenspells. When determining if a specific 
  theme is appropriate for rivenspells, the GM 
  should remember that rivenspell effects are 
  always obviously magical and can always be 
  visually traced back to the rivencaster.
  anChoR
  Prerequisite: Rivencaster 1
  Minimum Flux Cost: 1
  The rivencaster may target a single creature 
  she can see that is within 30 feet. The target 
  must make a Will save (DC 10 + flux spent 
  to fuel the rivenspell + the rivencaster’s 
  Intelligence modifier). On a failed save, the 
  creature cannot take any action that moves it 
  
  6
  to a new space (including a 5-foot step, taking 
  any form of movement, or using a spell or 
  ability that relocates it) for one round per point 
  of flux spent. The target can still be moved by 
  the actions of others (such as being selected as 
  a target by a spellcaster using a teleport spell, 
  or being the target of a bull rush).
  aRCane BulwaRk
  Prerequisite: Rivencaster 1, shield rivenspell
  Minimum Flux Cost: 1
  The rivencaster imbues a suit of armor she 
  is wearing with one of the following special 
  abilities: light fortification, slick, or shadow. 
  If the rivencaster is 9th level or higher, she 
  may instead imbue her armor with one of the 
  following abilities: energy resistance, ghost 
  touch, improved slick, improved shadow, 
  invulnerability, moderate fortification, or spell 
  resistance (13). For every 3 additional flux 
  spent, one additional property may be added.
  All special abilities function as the magic 
  armor special ability of the same name. A suit 
  of armor cannot have the same special ability 
  twice, regardless of the source. The armor 
  retains the special ability for one minute per 
  point of flux spent, or it is removed by the 
  rivencaster wearing it.
  aRCane stealth
  Prerequisite: Rivencaster level 7
  Minimum Flux Cost: 1
  The rivencaster becomes difficult to detect 
  through divination magic for one minute 
  per point of flux spent. This functions as 
  a nondetection spell the rivencaster cast on 
  herself, except for the duration. 
  Beguile 
  Prerequisite: Rivencaster 3, 
  path of the artist
  Minimum Flux Cost: 2
  The rivencaster can pour 
  magic energy into an effort to 
  influence a creature. This acts 
  as charm monster, but the duration 
  is one round per point of flux spent to fuel 
  the ability. The target must make a Will save 
  (DC 10 + flux spent to fuel the rivenspell + 
  the rivencaster’s Intelligence modifier) to 
  resist this effect. This is a mind-effecting 
  enchantment magic.
  Blank 
  Prerequisite: Rivencaster 3, path of the sneak
  Minimum Flux Cost: 2
  The rivencaster becomes invisible (as the 
  invisibility spell) for a maximum number of 
  rounds equal to the flux spent to fuel this ability.
  Blast
  Prerequisite: Rivencaster 1
  Minimum Flux Cost: 1
  The rivencaster deals damage in a cone. For 
  each point of flux used to power this effect, it 
  deals 1d4 points of force damage and adds 5 
  feet to the maximum range. Creatures in the 
  area may make a Reflex save (DC 10 + flux 
  spent to fuel the rivenspell + the rivencaster’s 
  Intelligence modifier) for half damage.
  Thus a 5th level rivencaster spending 3 flux 
  gains a single area effect dealing 3d4 in a 15 
  foot cone. This rivenspell acts as a force effect.
  Bolt
  Prerequisite: Rivencaster 1
  Minimum Flux Cost: 1
  The rivencaster may make a ranged attack at 
  a single target. For each point of flux used to 
  power this effect, the ranged attack deals 1d4 
  points of force damage and adds 10 feet to the 
  maximum range. Thus a 5th level rivencaster 
  spending 3 flux gains a single ranged attack 
  dealing 3d4 at a maximum of 30 feet. This 
  rivenspell acts as a force effect.
  
  7
  7
  CounteR
  Prerequisite: Rivencaster level 7.
  Minimum Flux Cost: 4
  As an immediate action, the rivencaster 
  may reroll a single missed saving throw. 
  The rivencaster must use the second saving 
  throw roll, even if it is worse than the original 
  save result. The second saving throw gains a 
  +1 bonus for every point of flux spent above 
  the base 4 required to fuel this power.
  Dash
  Prerequisite: Rivencaster 1
  Minimum Flux Cost: 1
  Until the end of the rivencaster’s next turn, 
  she gains an enhancement bonus to one form 
  of movement (selected by the rivencaster 
  each time the ability is used) equal to 5 ft. per 
  point of flux spent.
  DeFile
  Prerequisites: Rivencaster level 1, path of the 
  profane
  Minimum Flux Cost: 2
  The rivencaster floods an area with unholy 
  energy, strengthening the forces of evil 
  within it. This acts as a desecrate spell, but the 
  +1 profane bonus on all attack rolls, damage 
  rolls, and saving throws is granted to all evil 
  creatures within the area, and the duration is 
  only one minute per flux spent. For every 2 
  additional flux spent to fuel this effect, these 
  bonuses increase by +1.
  DisCeRn
  Prerequisite: Rivencaster level 4
  Minimum Flux Cost: 2
  This rivenspell grants the rivencaster mystic 
  vision. This functions as the see invisibility 
  spell. Additionally, as a free action once 
  per round, the rivencaster may select one 
  creature or object she can see, and gain all the 
  information she would normally gains from 
  three rounds of observation with a detect 
  magic spell. The discern rivenspell lasts for 
  one round per point of flux spent.
  Dispel
  Prerequisite: Rivencaster level 10
  Minimum Flux Cost: 4
  This rivenspell empowers the rivencaster so 
  the next creature she hits with a melee attack 
  or damages with a rivenspell (before the end 
  of her next turn) is the subject of a dispel 
  effect, as from the targeted use of a dispel 
  magic spell using her rivencaster level as the 
  dispel’s caster level.
  FaR sight
  Prerequisite: Rivencaster level 3, path of the 
  arcane
  Minimum Flux Cost: 2
  The rivencaster creates an invisible magical 
  sensor at a specific location that enables her 
  to see almost as if she were there. The location 
  of the sensor must be within the rivencaster’s 
  line of sight, and within 30 feet per flux 
  spent to fuel the effect. The sensor does not 
  move, but the rivencaster can rotate it in all 
  directions to view the area as desired. The 
  rivencaster observes the location as if she is 
  at the sensor’s location, including gaining the 
  benefit of any magic augmentation she may 
  have to visions. The sensor lasts for 1 round 
  per flux spent. This effect acts as a divination 
  (scrying) spell of a spell level equal to the 
  number of flux spent to fuel the effect.
  If the rivencaster spends more flux, 
  the rivenspell gains additional abilities as 
  detailed below.
  3 Flux: The sensor can move at a rate of 30 feet 
  per round, but cannot exceed the rivenspell’s 
  maximum range.
  4 Flux: The rivencaster does not need a line 
  of effect to the sensor’s location, but the 
  locale must be known - a place familiar to the 
  rivencaster, or an obvious one.
  5 Flux: The sensor’s maximum range increases 
  to 100 feet per flux spent.
  6 Flux: The sensor’s maximum range is 1 mile 
  per flux spent, and it can appear in places the 
  rivencaster does not know, but can describe 
  accurately.
  7 Flux: The sensor can appear anywhere the 
  rivencaster can accurately describe within 
  700 miles.
  8 Flux: The sensor can appear anywhere the 
  rivencaster can accurately describe on the 
  same plane.
  9 or more Flux: The sensor can appear 
  anywhere the rivencaster can accurately 
  describe, regardless of plane or distance.
  Flit
  Prerequisite: Rivencaster 1
  Minimum Flux Cost: 1
  As a swift action the rivencaster may fly up to 
  10 feet per point of flux spent.
  
  8
  FoCus
  Prerequisite: Rivencaster 1
  Minimum Flux Cost: 1
  The rivencaster gains a bonus to skill checks 
  made with one skill, selected when this 
  rivenspell is used. The bonus is equal to the 
  number of points of flux used to fuel the 
  rivenspell. If the skill selected is Acrobatics, 
  Appraise, Bluff, Diplomacy, Disable Device, 
  Escape Artist, Heal, Intimidate, Knowledge 
  (any), Linguistics, Sense Motive, Sleight 
  of Hand, Spellcraft, or Use Magic Device 
  the bonus lasts until the beginning of the 
  rivencaster’s next turn. If the skill selected 
  is Climb, Fly, Handle Animal, Perception, 
  Perform, Ride, Stealth, or Swim the bonus 
  lasts for one minute per rivencaster level. If 
  the skill is Craft, Profession, or Survival the 
  bonus applies to any one use of that skill that 
  does not take more than 24 hours.
  gReateR Blast
  Prerequisite: Rivencaster 7, blast rivenspell
  Minimum Flux Cost: 1
  The rivencaster deals damage in an area. For 
  each point of flux used to power this effect, 
  the effect deals 1d6 points of force damage 
  and either adds 5 feet to the maximum range 
  for a cone, or gains a radius of +5 ft. and a 
  range of 20 feet. Creatures in the area may 
  make a Reflex save (DC 10 + flux spent to fuel 
  the rivenspell + the rivencaster’s Intelligence 
  modifier) for half damage.
  Thus a 7th level rivencaster spending 4 flux 
  gains a single area effect dealing 4d6 in either 
  20 foot cone, or in a 20 foot radius with a range 
  of 80 feet. This rivenspell acts as a force effect.
  gReateR Bolt
  Prerequisites: Rivencaster level 7, bolt 
  rivenspell.
  Minimum Flux Cost: 1
  As the bolt rivenspell, except the bolt deals 1d6 
  force damage and has a maximum range of 30 
  feet per point of flux spent. Thus a rivencaster 
  spending 3 flux to power this ability gains a 
  single ranged attack dealing 3d6 force damage 
  with a maximum range of 90 feet.
  gReateR Dash
  Prerequisites: Rivencaster level 3, dash 
  rivenspell
  Minimum Flux Cost: 2
  As the dash rivenspell, but the duration is 1 
  minute per flux spent.
  gReateR iMBue weapon
  Prerequisites: Rivencaster level 5, imbue 
  weapon rivenspell
  Minimum Flux Cost: 3
  As the imbue weapon rivenspell, but the 
  duration is 10 minutes per flux spent. 
  gReateR pRowess
  Prerequisites: Rivencaster level 3, prowess 
  rivenspell
  Minimum Flux Cost: 2
  As the prowess rivenspell, but the duration is 
  1 minute per flux spent.
  gReateR shielD
  Prerequisites: Rivencaster level 5, shield 
  rivenspell
  Minimum Flux Cost: 1
  As the shield rivenspell, but the duration is 
  ten minutes per point of flux spent.
  gReateR vigoR
  Prerequisites: Rivencaster level 10, vigor 
  rivenspell
  Minimum Flux Cost: 1
  As the vigor rivenspell, except the rivencaster 
  gains 4 temporary hit points per level of the spell 
  
  9
  9
  used to power this ability. Temporary hit points 
  from greater vigor and vigor do not stack.
  haste
  Prerequisites: Rivencaster level 3, dash 
  rivenspell
  Minimum Flux Cost: 2
  The rivencaster grants herself a haste effect, 
  which lasts for one round per flux spent. This 
  ability functions as the haste spell except for 
  its duration and the fact that it only affects 
  the rivencaster.
  heal
  Prerequisites: Rivener level 5, path of the sacred
  Minimum Flux Cost: 3
  The rivencaster may heal a target within 30 
  feet of her for 1d6 + her Wisdom modifier. For 
  each additional flux spent, one additional die 
  is rolled for the healing granted (4 flux = 2d6 
  + Wisdom modifier, 5 flux = 3d6 + Wisdom 
  modifier, and so on). 
  illuMinate 
  Prerequisite: Rivencaster level 1
  Minimum Flux Cost: 1
  The rivencaster creates a light that radiates 
  from her, creating normal illumination in a 
  60-ft.-radius for a duration of 10 minutes per 
  flux spent. The rivencaster may dismiss and 
  restore this light at will during this time as swift 
  or move actions. As long as the light is active, 
  the rivencaster may attempt to focus it on one 
  creature within its area as a move action, forcing 
  that creature to make a Fortitude save (DC 10 + 
  flux spent to fuel the rivenspell + the rivencaster’s 
  Intelligence modifier) or be dazzled for 1 round 
  per flux spent to create the illuminate.
  When interacting with darkness spells, 
  illuminate acts as a light spell of a spell level 
  equal to the flux spent.
  iMBue weapon
  Prerequisites: Rivencaster level 5
  Minimum Flux Cost: 3
  The rivencaster imbues her weapon with one 
  of the following special abilities: defending, 
  flaming, frost, shock, ghost touch, keen, or 
  thundering. All special abilities function as 
  the magic weapon special ability of the same 
  name. A weapon cannot have the same special 
  ability twice, regardless of the source. For every 
  additional flux spent, one additional property 
  may be added to the weapon. The weapon 
  retains the special ability for one round per flux 
  spent, or when the rivencaster lets go of it. 
  MajoR MaRvel
  Prerequisites: Rivencaster level 17, marvel 
  and minor marvel rivenspells
  Minimum Flux Cost: 9
  This riven spell allows the rivencaster to rip 
  a section of reality apart, and reassemble it to 
  match her desires. This acts as limited wish, 
  but it cannot duplicate a spell with a focus or 
  material component that costs 1gp or more. 
  Each time during the same day a rivencaster 
  uses major marvel, its minimum flux cost 
  increases by 1.
  MaRvel
  Prerequisites: Rivencaster level 13, minor 
  marvel rivenspell
  Minimum Flux Cost: 7
  This rivenspell allows the rivencaster to rip a 
  section of reality apart, and reassemble it to 
  match her desires. This acts as limited wish, 
  but the limits of its power are considerably 
  lower. A marvel can be used to do one of the 
  following:
  *Duplicate any sorcerer/wizard spell of 4th 
  level or lower.
  *Duplicate any non-sorcerer/wizard spell of 
  3rd level or lower.
  *Produce any other effect whose power level 
  is in line with the above effects, such as a 
  single creature gaining a +7 bonus to one 
  attack roll or taking a -5 penalty on its next 
  saving throw.
  Additionally, it cannot duplicate a spell with 
  a focus or material component that costs 1gp 
  or more. Each time during the same day a 
  rivencaster uses marvel, its minimum flux 
  cost increases by 1. 
  MinoR MaRvel
  Prerequisites: Rivencaster level 9
  Minimum Flux Cost: 5
  This rivenspell allows the rivencaster to rip a 
  section of reality apart, and reassemble it to 
  match her desires. This acts as limited wish, 
  but the limits of its power are considerably 
  lower. A marvel can be used to do one of the 
  following:
  *Duplicate any sorcerer/wizard spell of 2nd 
  level or lower.
  *Duplicate any non-sorcerer/wizard spell of 
  1st level or lower.
  *Produce any other effect whose power level is 
  in line with the above effects, such as a single 
  creature gaining a +5 bonus to one attack roll 
  or taking a -3 penalty on its next saving throw.
  
  10
  Additionally, it cannot duplicate a spell with 
  a focus or material component that costs 1gp 
  or more. Each time during the same day a 
  rivencaster uses minor marvel, its minimum 
  flux cost increases by 1. 
  Might 
  Prerequisite: Rivencaster 3, path of the 
  warrior
  Minimum Flux Cost: 2
  The rivencaster gains bonus damage to all 
  weapons, natural weapon, and unarmed attacks 
  made for a number of rounds equal to the flux 
  spent to fuel this ability. The bonus damage lasts 
  for a number of rounds equal to the flux spent.
  MoRph
  Prerequisite: Rivencaster 1
  Minimum Flux Cost: 1
  The rivencaster can make a change to her 
  physical form to emulate the features and 
  abilities of common creatures. This is a rough 
  form of shapechanging, and each ability she 
  gains costs her some of her native flexibility. 
  The rivencaster may make 1 of the changes 
  listed below per point of flux spent to fuel this 
  ability. The abilities last until she dismisses 
  this power as a move action, she regains her 
  daily flux pool, or she uses morph again.
  The options for morph are:
  *Rivencaster gains low-light vision, but 
  suffers a -4 penalty to saving throws vs gaze 
  attacks and blinding effects.
  *Rivencaster gains darkvision, but all vision 
  is limited to 60 feet.
  *Rivencaster gains scent, but is blind.
  *Rivencaster gains a natural weapon (1d6 
  Small/1d8 Medium), but loses the use of one 
  hand. The natural weapon may be used as 
  a primary weapon if the rivencaster makes 
  no other attacks in the same round, or as a 
  secondary weapon.
  *Rivencaster gains a +3 natural armor bonus, 
  but suffers a -4 penalty to Dexterity.
  *Rivencaster gains the ability to breathe 
  water, but loses the ability to breathe air.
  *Rivencaster gains a 30-foot swim speed, but 
  loses all ground movement.
  *Rivencaster gains a 30-foot fly speed, but 
  loses use of all arms.
  *Rivencaster gains fire resist 5, but gains 
  vulnerability to cold.
  *Rivencaster gains cold resist 5, but gains 
  vulnerability to fire.
  poRtal
  Prerequisite: Rivencaster 7
  Minimum Flux Cost: 4
  The rivencaster may teleport a short distance. 
  This acts as a swift dimension door with a range 
  of 10 feet per flux spent.
  
  11
  11
  pRoxy 
  Prerequisites: Rivencaster level 1
  Minimum Flux Cost: 1
  The rivencaster creates a temporary ally that 
  roughly mimics her own appearance, but 
  is always Medium and obviously a magic 
  effect. The proxy lasts for a number of rounds 
  equal to double the flux spent or until it is 
  reduced to 0 or fewer hit points. A proxy acts 
  as a construct summoned by a spell of a level 
  equal to the number of flux spent, and most 
  of its combat statistics are affected by the 
  number of flux used to create it (see the Blank 
  Proxy, below, and the 1st level Proxy for an 
  example of what a proxy looks like when 
  1 flux is spent on it). A proxy is adjacent to 
  the rivencaster when created, and if it ever 
  exceeds a distance of 40 feet per point of 
  flux spent, it dissipates as if the rivenspell’s 
  duration had ended. A runecaster of 3rd level 
  or higher who spends at least 2 flux may 
  summon two proxies rather than one, treating 
  each as if it had one less flux invested in it. 
  Blank Proxy
  Use this to determine the combat statistics of 
  a proxy.
  N Medium construct (summoned magic 
  effect)
  Senses darkvision 60 ft., low-light vision, 
  Perception -
  DEFENSE
  AC (10, +flux deflection, +flux natural)
  HP (10 per flux)
  Fort (bonus equal to double flux spent), Ref 
  +(bonus equal to flux spent), Will +0; Immune 
  construct traits
  OFFENSE
  Speed 25 ft. +5ft. per flux spent, OR fly 5 ft. +5 
  ft. per Flux spent
  Melee 2 slams, attack bonus equal to triple 
  flux spent, damage is 1d6 + double flux spent 
  Space 5 ft.; Reach 5 ft.
  STATISTICS
  Str (10 + double flux spent), Dex 10, Con —, 
  Int —, Wis —, Cha —
  BAB +(bonus equal to double flux spent), 
  CMB +(bonus equal to triple flux spent); 
  CMD (10 +bonus equal to triple flux spent)
  Feats -
  Skills -
  Proxy 1 (proxy created if 1 flux is spent)
  N Medium construct (summoned magic effect)
  Senses darkvision 60 ft., low-light vision, 
  Perception -
  DEFENSE
  AC 12 (11 flat-footed, 11 touch) (10, +1 
  deflection, +1 natural)
  HP 10
  Fort +2, Ref +1, Will +0; Immune construct traits
  OFFENSE
  Speed 30 ft.
  Melee 2 slams, +3 (1d6+2) 
  Space 5 ft.; Reach 5 ft.
  STATISTICS
  Str 12, Dex 10, Con —, Int —, Wis —, Cha —
  BAB +2, CMB +3; CMD 13
  Feats -
  Skills -
  pRowess
  Prerequisite: Rivencaster 1
  Minimum Flux Cost: 1
  The rivencaster imbues herself with arcane 
  energy to increase her fighting skill. She 
  gains temporary access to a combat feat of 
  her choice she meets all prerequisites for. 
  The feat temporarily gained cannot itself 
  be used to qualify for any prerequisite. The 
  rivencaster has access to the feat gained for 
  one round per flux spent.
  RaM
  Prerequisites: Rivencaster level 1, bolt or 
  blast rivenspell
  Minimum Flux Cost: 1
  The rivencaster targets a single creature she 
  can see that is within 30 feet. The target must 
  make a Fortitude and Reflex save (DC 10 + flux 
  spent to fuel the rivenspell + the rivencaster’s 
  Intelligence modifier). If the target fails the 
  Fortitude save it is moved away from the 
  rivencaster 5 feet per flux spent. If the fails its 
  Reflex save, it is knocked prone.
  shielD
  Prerequisites: Rivencaster level 1
  Minimum Flux Cost: 1
  The rivencaster gains a deflection bonus to 
  AC equal to the flux spent to empower this 
  rivenspell. The bonus is considered a force 
  effect, and lasts for a number of rounds equal 
  to flux spent.
  sMite
  Prerequisites: Rivencaster level 1
  Minimum Flux Cost: 1
  The rivencaster gains an insight bonus to attack 
  and damage on her next attack roll (made before 
  the end of her next turn). The bonus is equal to 
  the flux spent to empower this rivenspell.
  
  12
  suRge
  Prerequisite: Rivencaster 1
  Minimum Flux Cost: 1
  The rivencaster can create a sudden surge of 
  telekinetic force to use against her enemies. 
  The surge can be used to perform any one of the 
  following combat maneuvers: bull rush, dirty 
  trick, disarm, drag, reposition, steal, sunder, 
  or trip. The maneuver may be performed at 
  range, up to 10 feet per point of flux spent. 
  The maneuver’s CMB is equal to the number 
  of flux spent + half the rivencaster’s level + the 
  rivencaster’s Int modifier + any appropriate 
  bonuses from feats.
  While this rivenspell does not inherently 
  provoke an attack of opportunity, using it 
  to perform a maneuver does provoke unless 
  the rivencaster has the associated Improved 
  maneuver feat.
  thRowing weapon
  Prerequisites: Rivencaster level 1
  Minimum Flux Cost: 2
  This rivenspell allows the rivencaster to throw 
  her melee weapon for one attack made before 
  the beginning of her next round. This attack has 
  a maximum range of 15 feet per flux spent, and is 
  treated as a ranged attack with a thrown weapon, 
  except the rivencaster may add her Intelligence 
  bonus on the attack roll (instead of Dexterity) if it 
  is higher than her Dexterity modifier. For every 
  point of flux spent above 2, the attack gains a +1 
  bonus to attack and damage.
  vigoR
  Prerequisites: Rivencaster level 1
  Minimum Flux Cost: 1
  The rivencaster gains 2 temporary hit points 
  per level of the spell used to empower 
  this rivenspell. Multiple uses of the vigor 
  rivenspell do not stack, each use resets the 
  number of temporary hit points based on its 
  level. Any temporary hit points remaining 
  when a rivencaster regains uses of her daily 
  abilities dissipate.
  waRD
  Prerequisites: Rivencaster level 3
  Minimum Flux Cost: 2
  The rivencaster gains temporary immunity 
  to one type of energy specific when the 
  rivenspell is created (acid, cold, electricity, 
  fire, or sonic). When the rivenspell absorbs 
  5 points of energy damage per flux spent to 
  fuel the effect, it is discharged. The resistance 
  otherwise lasts for one minute per flux spent.
  Ward overlaps (does not stack with) other 
  magic effects that protect from energy. If a 
  rivencaster is protected by both ward and 
  another defense (such as resist energy) she 
  must decide which defense to apply each 
  time she takes energy damage.
  RivenCasteR 
  Feats
  The following feats are 
  designed to work with the 
  riven mage.
  extRa Flux
  You have more raw magic 
  power than most rivencasters.
  Prerequisite: Rivencaster 
  level 1
  Benefit: You have a number of additional 
  flux points equal to your rivencaster level.
  extRa Rivenspell
  You can use your raw magic power in more 
  versatile ways than most rivencasters of 
  your power. 
  Prerequisite: Rivencaster level 1
  Benefit: Select one additional rivenspell as 
  a rivenspell known. You must meet all the 
  rivenspell’s prerequisites. Once selected, 
  this choice cannot be changed.
  Special: You may select this 
  feat more than once. Each time, it 
  allows you to take one additional 
  rivenspell known.
  
  13
  13
  Rivenspell speCialization
  You can produce a more powerful version of 
  a specific rivenspell.
  Prerequisite: Rivencaster level 4
  Benefit: Select one rivenspell you know. 
  When you spend at least the minimum flux 
  to fuel this rivenspell, you calculate all the 
  effects of your rivenspell as if you had spent 
  one more flux than the true total.
  aRChon 
  aRChetype: the 
  RiveneR
  Rivenspells were first introduced as a power 
  of the combat caster class known as the 
  archon, in The Genius Guide to the Archon. 
  With the addition of the new rivenspell and 
  flux rules presented in The Genius Guide 
  to the Riven Mage, it’s possible to build an 
  alternate version of the archon that focuses 
  on rivenspells.
  The Rivener: Archons train hard to master 
  both the martial and magical. They spend 
  many of their early years training long and 
  hard, and have to ignore the pastimes in 
  which their fellow youths take part. Along this 
  journey they learn magic and they learn the 
  rivenspell, the ability to take apart a spell and 
  use its innate component magic for a simple 
  effect. While most archon cadets consider 
  rivenspells just a stepping stone toward their 
  ultimate goal of wielding spell and sword 
  simultaneously, some potential archons-in-
  training realize there is more to the art of 
  rivenspells. If they abandon attempting to 
  learn the art of “spells,” and focus on mixing 
  blade and rivenspell, they are considered 
  failures by most archon training schools. 
  Known as “riveners,” these free-thinkers feel 
  the archons are missing the point.
  Background: Learning the path of the archon, 
  the riveners have discovered something 
  more: The Rivenspell. The riveners realize 
  there is more to this than archons appreciate 
  and even the ancient dusk knights may not 
  have even realized. The riveners find their 
  power in the component bits of magic that 
  make up spells. They gather this power and 
  never form it into actual spells, but instead 
  save this raw energy they call flux for use in 
  their rivenspells. 
  Role: 
  Riveners 
  make 
  good 
  primary 
  combatants and often find themselves at 
  the front lines. They aren’t as utilitarian as 
  
  14
  Rivener
  Level
  Flux
  Points
  1
  1
  2
  2
  3
  4
  4
  6
  5
  9
  6
  12
  7
  15
  8
  18
  9
  22
  10
  26
  11
  32
  12
  38
  13
  42
  14
  48
  15
  56
  16
  64
  17
  72
  18
  80
  19
  90
  20
  102
  their archon brothers and sisters, but their 
  combat abilities can be more formidable 
  and they make up for any lack of options 
  from spells with the ease with which they 
  summon rivenspells.
  Alignment: Though riveners can be of any 
  alignment, it seems that mostly chaotic 
  archons are more likely to find their way to 
  the rivener.
  Proficiencies: A rivener is proficient with all 
  simple and martial weapons, light, medium, 
  and heavy armor, and all shields (except 
  tower shields). A rivener does not gain any 
  spellcasting ability, nor any special ability to 
  cast spells in light armor.
  Rivenspells (Su): A 1st level rivener begins 
  play knowing one rivenspell, and has a 
  rivencaster level equal to her class level. 
  A rivener with a high Intelligence scores 
  gains a number of bonus rivenspells known 
  equal to the number of bonus 1st level spells 
  she would receive if she were a wizard. A 
  rivener gains one additional rivenspell at 
  2nd level, and every even level thereafter. A 
  rivener must meet the prerequisites of each 
  rivenspell selected, and once this choice is 
  made it cannot be changed. A rivener may 
  not select a rivenspell for which she cannot 
  spend the minimum required flux to use 
  (see below).
  A rivener receives a pool of flux points 
  based on her level (see Table 1: The Rivener, 
  below) which are used to fuel her rivenspells. 
  A rivener with a high Intelligence score adds 
  her Int bonus to her daily total of flux. A 
  rivener can regain her flux once per day, by 
  meditating for 15 minutes at a time of day 
  determined when the character is created 
  (dawn is most common).
  A rivener cannot spend more flux to fuel 
  a rivenspell than one-third her rivencaster 
  level +1. Round any fractions down for this 
  calculation – 1st and 2nd level riveners can 
  spend a maximum of 1 flux for each rivenspell, 
  3rd, 4th, and 5th level rivencasters a maximum 
  of 2 flux, 6th, 7th, and 8th a maximum of 3, and 
  so on. A complete list of rivenspells can be 
  found in the Rivenspells section, above.
  The rivener’s rivenspells replace the 
  archon’s spellcasting ability, rivenspell ability, 
  favored spell, and arcane armor training.
  Bonus Feat: A rivener gains a bonus feat 
  at 3rd, 9th, and 15th level. This feat must be a 
  combat feat, and the rivener must meet its 
  prerequisites. This replaces the archon’s 
  arcane armor training.
  Riven Bond: At 8th level the rivener gains a 
  riven bond, as the riven mage class feature. 
  This replaces the archon’s soul of the 
  spellblade class feature.
  Arcane Master: At 20th level the rivener gains 
  the major marvel rivenspell even though 
  she does not meet its prerequisites. The 
  rivener may spend a maximum number of 
  flux equal to half her rivencaster level +1 on 
  this rivenspell. This replaces the archon’s 
  dominion of the dusk knight class feature.
  
  15
  15
  we eRR on the siDe oF awesoMe!
  CReDits
  Designers:
  Carl Gilchrist and Owen K.C. Stephens
  Developer:
  Owen K.C. Stephens
  Editor:
  Lj Stephens
  Creative Director:
  Stan!
  Cover Art:
  Storn Cook
  Interior Art:
  Skortched Urf’ Studios, Nevermet Press and Fantasty Clips Inks
  Graphic Design and Typesetting:
  Hyrum Savage and Lj Stephens
  Produced by:
  Super Genius Games
  www.supergeniusgames.com
  Contents Copyright ©2012 Owen K.C. Stephens
  Used with permission
  For more information about Super Genius Games, and our upcoming products, follow us on  
  Facebook: www.facebook.com/SuperGeniusGames, via Twitter: Owen: @Owen_Stephens,  
  Stan!: @Stannex, and/or Super Genius Games: @SuperGeniusRPG,  
  or at our Yahoo Group: http://Games.Groups.Yahoo.com/Group/Super-Genius/
  All logos are the trademark of Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires  
  the Pathefinder 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 the 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.
  DESIGNATION OF PRODUCT IDENTITY
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  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 
  30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 3 Copyright 2000, Wizards of the Coast, Inc.
  Designation of Product Identity: All artwork, photos, logos, and maps are Product Identity. All other material is considered Open 
  Content. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based 
  on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Reference Document. Copyright 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  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 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 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 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 Companion: Cheliax, Empire of Devils. Copyright 2009, Paizo Publishing, LLC; Authors: Jonathan H. Keith, Colin McComb, 
  Steven E. Schend, Leandra Christine Schneider, and Amber E. Scott.
  The Genius Guide to the Archon. Copyright 2010, Super Genius Games, LLC; Author: Owen K.C. Stephens 
  The Genius Guide to the Riven Mage. Copyright 2012, Super Genius Games, LLC; Author: Carl Gilchrist and Owen K.C. Stephens
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Guides/Classes/The Genius Guide to The Riven Mage.pdf