TEXT: 1
  Rajah
  ◆ Roil Dancer ◆
  ◆ Rajah ◆
  By Anthony Cappel
  
  1
  Divergent Paths
  Rajah
  Author: Anthony Cappel
  Editing: Forrest Heck
  Interior Design: Forrest Heck
  Interior Layout: Jeremy Smith
  Artwork:  JD Dianderas, Dean Spencer Art
  Publisher: Jeremy Smith
  Special thanks to the legions of fans who helped playtest the material in this book and offered new and innova-
  tive ideas to include. And to Afroakuma, for coming up with the name
  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 Adki-
  son. 
  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 decla-
  ration.)
  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 writ-
  ten permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Pub-
  lishing, 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.
  Divergent Paths: Rajah is published by Dreamscarred Press under the Open Game License version 1.0a Copyright 
  2000 Wizards of the Coast, Inc. 
  © 2017 Dreamscarred Press
  
  2
  Divergent Paths
  INTRODUCTION 
  2
  TABLE OF CONTENTS 
  2
  CHAPTER 1: THE RAJAH 
  3
  CHAPTER 2: VEILS 
  10
  CHAPTER 3: MANEUVERS 
  19
  CHAPTER 4: ADDITIONAL CONTENT 
  28
  OPEN GAME LICENSE 
  33
   
  Using This Book
  This book is divided into three chapters. The overview 
  of each chapter is given below.
  Chapter 1 (The Rajah): This chapter details a brand-
  new class, the rajah.
  Chapter 2 (Veils): This chapter includes new veils and 
  feats for the rajah, including the new title veil slot.
  Chapter 3 (Maneuvers): This chapter provides the Ra-
  diant Dawn martial discipline and all of its maneuvers.
  Chapter 4 (Additional Content): In this section are 
  the new feats, referenced feats, and a new martial tradi-
  tion.
  Books Needed
  The material in this book includes a brand-new class 
  that requires the Pathfinder Roleplaying Game Core Rule-
  book, Path of War, and Akashic Mysteries. All of the con-
  tent required can be found at the d20pfsrd.com website.
  Introduction
  
  3
  Rajah
  The Rajah
  Rajah
  King. Pharaoh. Empress. Ruler. These are the natural 
  aliases of the Rajah. Rising above their peers on both the 
  battlefield and off, the rajah blends their Akashic might 
  with martial prowess to control the tide of battle. No 
  single mortal can win a war, and the rajah knows this 
  better than anyone. With their unique akashic gifts, they 
  bring out the potential of their allies, turning even the 
  most inexperienced soldier into a dervish of steel and 
  death. These few marked by fate are destined to be re-
  membered by history—either as benevolent kings, or 
  conquering tyrants.
  Role: A Rajah’s primary role is that of a support. The 
  Rajah uses titles to empower her allies by both compli-
  menting their abilities and enabling her own. Her vas-
  salage class feature allows for protection of her allies 
  through counters, or striking down those who would ap-
  proach her or her allies.
  Alignment: Any
  Hit Die: d6
  CLASS SKILLS
  The rajah’s class skills are Appraise (Int), Bluff (Cha), 
  Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal 
  (Cha), Heal (Wis), Intimidate (Cha), Knowledge (All) (Int), 
  Linguistics (Int), Perception (Wis), Perform (Cha), Profes-
  sion (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int) 
  and Swim (Str).
  Skill Ranks per level: 6 + Intelligence Modifier.
  Starting Age: Intuitive
  Starting Wealth: 3d6 x 10gp (average 105 gp.) In ad-
  dition, each character begins play with an outfit worth 
  10gp or less.
  CLASS FEATURES
  The following are the rajah’s class features. Some ra-
  jah class features refer to entitled creatures; an entitled 
  creature is one with one or more of the rajah’s titles 
  shaped onto them. Unless otherwise noted, these class 
  features only refer to creatures the rajah herself has en-
  titled, not those entitled by other veilweavers.
  Weapon and Armor Proficiencies: A rajah is profi-
  cient with all simple and martial weapons, with light ar-
  mor, and with shields (except tower shields).
  Maneuvers: A rajah begins her career with knowl-
  edge of five martial maneuvers. The disciplines available 
  to her are Golden Lion, Radiant Dawn, Scarlet Throne, 
  Solar Wind, and one discipline of the initiator’s choice. 
  Once the rajah knows a maneuver, she must ready it 
  before she can use it (see Maneuvers Readied, below). A 
  maneuver usable by rajahs is considered an extraordi-
  nary ability unless otherwise noted in it or its discipline’s 
  description. A rajah’s maneuvers are not affected by 
  spell resistance, and she does not provoke attacks of op-
  portunity when she initiates one. 
  The rajah learns additional maneuvers at higher lev-
  els, as indicated on Table 1-1: Rajah. A rajah must meet a 
  maneuver’s prerequisite to learn it. See the Systems and 
  Use chapter in Path of War for more details on how ma-
  neuvers are used.
  Upon reaching 4th level, and at every even numbered 
  initiator level thereafter (6th, 8th, 10th, and so on), the 
  rajah can choose to learn a new maneuver in place of 
  one she already knows. In effect, she loses the old ma-
  neuver in exchange for the new one. She can choose 
  a new maneuver of any level she likes, as long as she 
  
  4
  Divergent Paths
  Table 1–1: Rajah
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will
  Save
  Special
  Maneuvers
  Akasha
  Known
  Readied
  Stances Veils
  Binds
  Essence
  1st
  +0
  +2
  +0
  +2
  Maneuvers, veilweaving, royal 
  mandate, vassalage, the cross-
  roads
  5
  3
  1
  2
  0
  1
  2nd
  +1
  +3
  +0
  +3
  House of servants
  6
  4
  2
  3
  0
  2
  3rd
  +1
  +3
  +1
  +3
  Heraldry
  7
  4
  2
  3
  0
  3
  4th
  +2
  +4
  +1
  +4
  Empowered titles, Warrior of the 
  court
  7
  4
  2
  3
  1
  4
  5th
  +2
  +4
  +1
  +4
  Heraldry
  8
  5
  3
  3
  1
  5
  6th
  +3
  +5
  +2
  +5
  Indomitable
  8
  5
  3
  4
  1
  6
  7th
  +3
  +5
  +2
  +5
  Heraldry
  9
  5
  3
  4
  1
  7
  8th
  +4
  +6
  +2
  +6
  Warrior of the court
  9
  6
  3
  4
  2
  8
  9th
  +4
  +6
  +3
  +6
  Heraldry
  10
  6
  4
  4
  2
  9
  10th
  +5
  +7
  +3
  +7
  Regality
  10
  6
  4
  5
  2
  10
  11th
  +5
  +7
  +3
  +7
  Heraldry
  11
  7
  5
  5
  2
  11
  12th
  +6/+1
  +8
  +4
  +8
  Divine mandate (+2), Warrior of 
  the court
  11
  7
  5
  5
  3
  12
  13th
  +6/+1
  +8
  +4
  +8
  Heraldry
  12
  7
  5
  5
  3
  13
  14th
  +7/+2
  +9
  +4
  +9
  Symbol of Authority
  12
  8
  5
  6
  3
  14
  15th
  +7/+2
  +9
  +5
  +9
  Heraldry
  13
  8
  6
  6
  3
  15
  16th
  +8/+3
  +10
  +5
  +10
  Warrior of the Court
  13
  8
  6
  6
  4
  16
  17th
  +8/+3
  +10
  +5
  +10
  Heraldry
  14
  9
  6
  6
  4
  17
  18th
  +9/+4
  +11
  +6
  +11
  Divine mandate (+4)
  14
  9
  7
  7
  4
  18
  19th
  +9/+4
  +11
  +6
  +11
  Heraldry
  15
  9
  7
  7
  4
  19
  20th
  +10/+5
  +12
  +6
  +12
  Earthbound Immortal
  16
  10
  7
  7
  5
  20
  observes the restriction on the highest-level maneuvers 
  she knows; the rajah need not replace the old maneuver 
  with a maneuver of the same level. She can swap only a 
  single maneuver at any given level. A rajah’s initiation 
  modifier is Charisma.
  Maneuvers Readied: A rajah can ready three of her 
  five maneuvers known at 1st level, and as she advances 
  in level and learns more maneuvers, she is able to ready 
  more, but must still choose which maneuvers to ready. A 
  rajah must always ready her maximum number of ma-
  neuvers readied. She readies her maneuvers by meditat-
  ing over her akashic might and her duties as a ruler for 
  ten minutes. The maneuvers she chooses remain read-
  ied until she decides to meditate again and change them. 
  The rajah does not need to sleep or rest for any long pe-
  riod of time in order to ready her maneuvers; any time 
  she spends ten minutes in communion with her akashic 
  power, she can change her readied maneuvers.
  A rajah begins an encounter with all her readied ma-
  neuvers unexpended, regardless of how many times she 
  might have already used them since she chose them. 
  When she initiates a maneuver, she expends it for the 
  current encounter, so each of her readied maneuvers 
  can be used once per encounter (unless she recovers 
  them, as described below).
  In order for the rajah to recover maneuvers, she must 
  tap into her akashic power by using her royal mandate 
  class feature. When she does, she recovers a number of 
  expended maneuvers equal to her rajah initiation modi-
  fier (minimum 2). Alternately, the rajah may concentrate 
  on the akasha that flows through her and recover a sin-
  gle maneuver as a standard action.
  Stances Known: A rajah begins her career with 
  knowledge of one stance from any discipline open to ra-
  jahs. At 2nd, 5th, 9th, 11th, 15th, and 18th levels, she can 
  select an additional stance to learn. Unlike maneuvers, 
  stances are not expended and the rajah does not have 
  to ready them. All the stances she knows are available 
  to her at all times, and she can change the stance she is 
  currently maintaining as a swift action. A stance is an ex-
  traordinary ability unless otherwise stated in the stance 
  or discipline description. 
  Unlike with maneuvers, a rajah cannot learn a new 
  stance at higher levels in place of one she already knows.
  Veilweaving: A rajah’s presence on the battlefield is 
  marked not only by her martial skill, but also by her abil-
  ity to shape the magical essence known as akasha into 
  powerful veils and bindings. The rajah knows and can 
  shape any veil from the rajah veil list. The DC for a sav-
  ing throw against a veil’s abilities is 10 + the number of 
  points of essence invested in the veil + the rajah’s initia-
  tion modifier. The rajah can only shape a limited num-
  ber of veils per day, as listed on Table 1-1: Rajah. Veils 
  are constructs of pure magic and, as such are suppressed 
  
  5
  Rajah
  while in the area of an antimagic field or similar effect. 
  Title veils are described in full detail on page 10. (The 
  Rajah veil list is all veils contained in this document.)
  At 1st level, the rajah also gains access to a personal 
  pool of essence, which can be invested into veils to in-
  crease their power. The amount of available essence is 
  listed in the table above; the rajah’s character level deter-
  mines the maximum quantity of essence she can invest 
  in any single veil or other receptacle. As a swift action, 
  the rajah can allocate or reallocate her essence, allowing 
  her to invest it into and reclaim it from her receptacles 
  as she chooses. A rajah who wishes to shape veils must 
  have at least 8 hours of rest or meditation to achieve a 
  clear and focused state, and must meditate for one hour 
  to shape her veils for the day. During this time, she un-
  shapes any previously formed veils and constructs her 
  new selection of veils. At the end of the hour, all effects 
  of unshaped veils end and the veilweaver’s new selec-
  tion of veils takes effect.
  Royal Mandate (Su): With a word, the rajah spurs 
  on her allies, creating an opportunity to recover her 
  strength. As a standard action, a rajah can issue a com-
  mand to one of her allies within close range (25 feet plus 
  5 feet per two rajah levels) that can perceive her. When 
  she does so, she chooses one of the following orders to 
  issue, and the affected ally may obey the command as a 
  free action (even if it isn’t their turn).
  Attack: The affected ally makes a melee or ranged at-
  tack at their highest attack bonus.
  Bolster: The affected ally gains a morale bonus equal 
  to the rajah’s initiation modifier to their AC or on a sav-
  ing throw of the rajah’s choice (Fortitude, Reflex, or Will) 
  for one round. If they are suffering from an ongoing 
  effect that allows for a saving throw, they may instead 
  make a save against that effect with a morale bonus to 
  that save equal to the rajah’s initiation modifier. A suc-
  cessful saving throw ends or reduces this ongoing effect 
  as if they had passed the original saving throw.
  Move: The affected ally moves up to their speed, pro-
  voking attacks of opportunity as normal.
  In addition, when the rajah uses this ability, she may 
  reallocate her essence, and may swap any single read-
  ied maneuver with another maneuver that she knows. A 
  maneuver swapped this way is readied and unexpended.
  Vassalage (Su): When the rajah grants a title to one 
  of her allies, her akashic essence lingers on the entitled. 
  As long as the entitled remain under her watchful eye, 
  none may strike them without fear of retaliation. This 
  akashic essence takes many forms, from an akashic aura 
  to a condensed akashic insignia, but the threat and its 
  origin is unmistakable.
  A rajah can initiate boosts, counters, and strikes 
  through any ally (other than herself) within close range 
  (25 feet plus 5 feet per two rajah levels) that she has 
  shaped a veil with the title descriptor onto. The rajah 
  uses special rules, listed here, when using these maneu-
  vers through this class feature.
  When initiating a maneuver that allows for an attack, 
  the rajah may use that ally’s space and reach as if it were 
  her own for this attack, but uses her own weapons. She 
  cannot make more attacks than she normally could, nor 
  does she gain additional actions while using this abil-
  ity, nor does it allow her to make other sorts of attacks 
  through her allies; it merely allows her to initiate ma-
  neuvers using her allies as a medium.  She still suffers 
  any penalties for attacking a creature she cannot see.
  Attacks made using this ability are treated in all ways 
  as if the rajah had made the attack (for the purposes of 
  attack bonus, weapon used, feats, the effects of boosts or 
  spells, and the like). Ranged attacks made through allies 
  with this ability do not provoke attacks of opportunity.
  The rajah uses that ally’s space and reach as if it were 
  her own during this attack or maneuver, and uses her 
  own weapons. She may also attack creatures she has en-
  titled. She still suffers any penalties for attacking a crea-
  ture she cannot see.
  If the rajah initiates a maneuver through an ally that 
  has additional effects on its initiator (such as allowing 
  movement, teleporting the initiator, or granting bo-
  nuses), the rajah is the one who gains such effects. If a 
  maneuver includes a charge attack, the rajah does not 
  charge, and instead may move up to her speed as part of 
  the maneuver. She is not treated as having charged.
  Otherwise, when initiating a maneuver, a rajah may 
  treat herself in the position of the ally she is using her 
  vassalage class feature through, or in a space adjacent 
  to that ally.
  When a rajah initiates a counter through an ally, the 
  rajah treats herself as if she were that ally for the pur-
  poses of how the counter’s effect resolves (allowing her 
  to stop attacks against that ally, use the counter in place 
  of an ally’s saving throw, and the like). If the counter 
  normally allows the initiator to attack or move, the rajah 
  takes that movement (as noted above), and can either 
  make the attack herself or make it through the ally in 
  question.
  Finally, the rajah gains a bonus on attack rolls made 
  when using her vassalage class feature equal to one-half 
  Essence Capacity
  However large your Essence pool is, you can only 
  invest a certain amount of essence into any one veil, 
  feat, class feature, magic item, or other akashic re-
  ceptacle. Your character level determines this es-
  sence capacity as show below, though some feats, 
  class features, magic items, or other abilities or ef-
  fects may modify your base capacity:
  Character Level
  Essence Capacity
  1st - 5th
  1
  6th - 11th
  2
  12th- 17th
  3
  18th - 20th
  4
  
  6
  Divergent Paths
  her veilweaving level (rounding up). If the rajah already 
  gains a bonus to attack based off their veilweaver level, 
  or substitutes their veilweaver level for their base attack 
  bonus (such as the Hand Cannon or Loyal Paladin’s Spear 
  of Light.), the rajah only takes the highest value. She also 
  gains a bonus on the damage rolls of such attacks equal 
  to the number of title veils she has shaped onto other 
  creatures.
  The Crossroads (Ex): With sword in hand, the rajah 
  cuts a path that follows ways only known to her. At 1st 
  level, she chooses one of the following benefits; once this 
  choice is made, it cannot later be changed.
  Crown of the Sky Sovereign: When making an attack 
  with her vassalage class feature, the rajah can use her 
  initiation modifier instead of her Strength or Dexter-
  ity modifiers on her attack and damage rolls. In addi-
  tion, when making non-vassalage weapon attacks, she 
  can use her initiation modifier instead of her Strength 
  or Dexterity modifier for the attack roll. If she does so, 
  she does not add her Strength modifier (or any ability 
  score substituted for it) to the damage roll, though other 
  abilities that add damage above and beyond the normal 
  modifiers still function normally.
  Crown of the Sun King: Once per round, when the rajah 
  hits a creature with an attack using her vassalage class 
  feature, she can create a 10-foot cone of light and fire 
  through the target. Opponents within the area of the 
  cone must succeed at a Reflex save or take 1d6 points 
  of damage per odd-numbered class level. The DC of this 
  save is equal to 10 + 1/2 the rajah’s class level + her initia-
  tion modifier. This damage comes from an akashic pulse 
  of power, and as such is not reduced by damage reduc-
  tion, hardness, resistances, or immunities. The target of 
  the initial attack does not take this damage, even if they 
  are within the cone. At 8th level and again at 15th level, 
  the range of this cone increases by 5 feet.
  Crown of the Moon Queen: When the rajah readies her 
  maneuvers, she chooses one counter she knows. Once 
  per round, she can expend a readied rajah maneuver 
  of that counter’s level or higher to initiate that counter 
  through her vassalage class feature. Using a counter this 
  way does not require an action.
  In addition, a rajah may use her rajah level in place 
  of her base attack bonus for the purposes of meeting re-
  quirements and prerequisites. 
  House of Servants (Su): A rajah has no need to per-
  sonally attend to mundane matters. At 2nd level, as a free 
  action, the rajah can surround herself with a number of 
  nearly-intangible servants equal to her rajah initiation 
  modifier. These servants function as if they were created 
  by the unseen servant spell, except that they have an ef-
  fective Strength score equal to 4 + the rajah’s initiation 
  modifier and they cannot take the aid another action. A 
  servant who strays farther than close range (25 feet + 5 
  feet per two rajah levels) winks out, but can be recreated 
  as a free action; these servants otherwise last indefinite-
  ly so long as they remain within that range and within 
  the rajah’s line of effect. The rajah can also dismiss her 
  servants as a free action. Unlike normal unseen servants, 
  a rajah’s servants have a unique appearance determined 
  by the rajah, and can talk (although being mindless, they 
  only say what they’re told to say). They remember or-
  ders and their appearances, even if dismissed and re-
  summoned at a later time. The details vary from rajah to 
  rajah, but the servants are always partially transparent 
  and obviously not creatures. These unseen servants can 
  cast prestidigitation an unlimited number of times per 
  day as a spell-like ability, when directed to do so by the 
  rajah. A rajah can also make her servants invisible (or 
  return them to visibility) as a free action. Veils cannot 
  be shaped onto unseen servants. Finally, unseen servants 
  created through this class feature gain any additional 
  movement modes that the rajah may have (such as a 
  Cones
  The crown of the sun king allows a rajah to create cone-shaped areas with her attacks. These cones function 
  as cone-shaped bursts (and thus won’t go around corners), start from any corner of the initial target’s square, 
  and widen as they go, as normal for cones. They must be aimed away from the rajah in the direction of the target 
  (though they may be aimed to the side, if they wish). In the below diagram for 15-foot cones, the first three cone 
  placements are valid, and the fourth is not.
  
  7
  Rajah
  fly speed or swim speed) at the same speed as the rajah. 
  Should the rajah lose or acquire new movement modes, 
  her unseen servants lose or gain these movement modes 
  respectively.
  Heraldry: Not all wars can be won on the battlefield, 
  a lesson that many rajahs fail to learn. At 3rd level and 
  every two levels thereafter, the rajah gains a heraldry 
  from the following list. Unless otherwise noted, a rajah 
  can only select an individual heraldry once. Heraldries 
  that grant the rajah or her unseen servants spell-like 
  abilities use the rajah’s class level as their caster level, 
  and use the rajah’s initiation modifier to determine their 
  saving throw DCs and the bonus the rajah and her ser-
  vants use on concentration checks. Heraldries share 
  their daily uses across all unseen servants, even if they 
  are all dismissed and re-summoned. A list of heraldries 
  can be found on page 8.
  Empowered Titles (Su): At 4th level, a rajah’s mastery 
  over akasha enables her to bind titles for greater effects. 
  The rajah can bind title veils she has shaped onto her al-
  lies to the Belt, Body, Chest, Feet, Hands, Head, Headband, 
  Neck, Shoulders, and Wrists slots, even if she cannot 
  normally bind veils to those slots. The rajah, however, is 
  limited in how many titles she can have bound at once, 
  as noted by Table 1-1: Rajah. This limit only applies to 
  veils gained from the rajah’s Veilweaving class feature; 
  veils gained through feats or through another class fol-
  low their own rules. More information about titles can 
  be found on page 10.
  Warrior of the Court (Ex): A rajah is a warrior of both 
  steel and words. At 4th level, the rajah selects two of her 
  class skills, gaining a +2 bonus to these skills. These cho-
  sen skills become the rajah’s courtly skills.
  At 8th level, twice per day as an immediate action, af-
  ter seeing the result of a check with one of her courtly 
  skills, she may choose to change the result of that die roll 
  to ‘11’.
  At 12th level, the rajah may select another class skill 
  to add to her list of courtly skills, and increase the bonus 
  granted to her courtly skills to +3.
  At 16th level, once per day as an immediate action, af-
  ter seeing the result of a check with one of her courtly 
  skills, she may choose to change the result of that die roll 
  to ‘15’.
  Indomitable (Ex): At 6th level, a rajah’s mind is an 
  iron fortress. Whenever she makes a Will save against 
  a mind-affecting effect, she may roll two d20s and take 
  the higher result (even if she isn’t aware of the effect in 
  question).
  Regality (Su): At 10th level, a rajah rises above the 
  concerns of the mortal body and mind. She becomes im-
  mune to fear effects, and the essence capacity of all of 
  her veils and class feature essence receptacles increases 
  by one (This does not affect akashic items, maneuvers, 
  or other non-listed receptacles). The rajah may invest es-
  sence in this ability as if it were a veil, gaining an insight 
  bonus on saving throws equal to the amount of essence 
  invested into this ability.
  Divine Mandate (Su): At 12th level, a rajah can in-
  voke the latent akasha in other beings, bolstering their 
  natural abilities. By spending one hour blessing an ally 
  other than herself, she can grant them a +2 inherent bo-
  nus to one of their ability scores. Unlike other inherent 
  bonuses, this stacks with any other inherent bonus they 
  may already have, up to a maximum bonus of +5. She 
  may have a maximum number of allies blessed in this 
  way equal to her rajah initiation modifier, and may re-
  scind her blessing as a free action, regardless of the dis-
  tance separating her and the blessed ally. She treats any 
  creature she has blessed as if she had cast the status spell 
  on them. At 18th level, the bonus granted by this ability 
  increases to +4, though it may still only stack with other 
  inherent bonuses up to a maximum of +5. A creature can 
  only benefit from a single divine mandate at any one 
  time; a rajah cannot place a blessing onto an ally who 
  already is benefiting from a divine mandate.
  Symbol of Authority (Su): With a grand gesture, the 
  rajah extends her indomitable will to her allies. Starting 
  at 14th level, a rajah can grant one of her allies the effect 
  of her indomitable class feature for a single Will save 
  against a mind-affecting effect. She can only do so once 
  per round, and activating this ability is a free action that 
  can be taken even if it isn’t her turn. 
  Earthbound Immortal (Su): At 20th level, the essence 
  that flows through the rajah fills her with immortal pow-
  er. She no longer takes penalties to her physical ability 
  scores due to aging, and does not die of old age when 
  she normally would. If she is already taking such penal-
  ties, they are removed at at this time. When she would 
  die or would be destroyed, her soul instead escapes its 
  mortal limits, becoming for a brief moment a near-infi-
  nite source of akasha. During this time, her soul cannot 
  be attacked or targeted by spells or similar effects, and 
  any penalties that she had while she was alive do not 
  carry over. Otherwise, she may continue to move and act 
  normally. After a number of rounds equal to the rajah’s 
  initiation modifier have passed, this effect ends, and she 
  passes on as normal for when she is killed or destroyed. 
  Additionally, during this time, each point of essence in-
  vested in her receptacles grants twice its usual benefit. 
  Every dawn, if she is dead, the rajah may return to to 
  life as if provided a true resurrection spell, so long as her 
  body has a clear, unobstructed view of the morning sun.
  Finally, the rajah’s veils and class features are always 
  considered to have 1 more point of essence invested into 
  them than they have, even if that would put the amount 
  over her normal maximum.
  
  8
  Divergent Paths
  Heraldries
  A rajah can choose from the following heraldries. If 
  a heraldry grants a spell-like ability, its caster level is 
  equal to the rajah’s initiator level. As a reminder, herald-
  ries that grant the rajah or her unseen servants spell-like 
  abilities use the rajah’s class level as their caster level, 
  and use the rajah’s initiation modifier to determine their 
  saving throw DCs and the bonus the rajah and her ser-
  vants use on concentration checks. Heraldries share 
  their daily uses across all unseen servants, even if they 
  are all dismissed and re-summoned. 
  Allure (Su): You gain a +2 circumstance bonus to all 
  Charisma-based skill or ability checks against creatures 
  that would be attracted to you.
  Ambrosia (Sp): Your unseen servants gain the abil-
  ity to cast the create water and enhance water useable 
  at will as a spell-like ability, as well tears to wine three 
  times per day as a spell-like ability.
  A Smile to Remember (Su): With a smile, you can 
  cause many to lower their guard, learning something 
  about them in the process. You may use your initiation 
  modifier when making sense motive checks instead of 
  your wisdom modifier. In addition, once per day, by 
  speaking with an individual, you may implant a memo-
  ry in the individual, causing them to recall speaking or 
  interacting with you within the last twenty four hours, 
  with the details left up to the GM. The individual may 
  make a will save (DC 10 + ½ your rajah level + your ini-
  tiation modifier) to resist, but if they fail, the memory is 
  completely believable and the individual fills in any gaps 
  of logic for the memory.
  Constructed Comforts (Su): As a standard action, 
  your unseen servants may produce a weightless palan-
  quin for four creatures of your size. Moving this palan-
  quin requires at least two creatures of sufficient strength 
  to move it, but has room for at least six to carry the pa-
  lanquin. With a minute of setup, this palanquin can be-
  come a tent to hold the same number of people. At 7th 
  level, this palanquin can become a secure shelter as per 
  the spell after a minute of setup, and at 13th, can become 
  a portal to a mage’s magnificent mansion as per the spell 
  after a minute of setup. It takes a minute to tear down 
  the palanquin back into its mobile form, and while func-
  tioning as a tent, secure shelter, or a mage’s magnificent 
  mansion, the palanquin cannot be moved. The rajah’s 
  unseen servants may only have one palanquin created 
  this way at a time.
  Enthralling Victor (Sp): You gain the ability to cast 
  enthrall at will as a spell-like ability, as well as the ability 
  to cast lock gaze three times per day as a spell-like ability.
  Forest Friend (Sp): You gain the ability to cast animal 
  messenger at will as a spell-like ability, as well as the abil-
  ity to cast calm animals three times per day as a spell-like 
  ability.
  Hidden Lord (Sp): You benefit from a constant non-
  detection effect. Items you wear or carry benefit from a 
  constant magic aura effect, causing them to appear mun-
  dane. The save DC for both of these effects is equal to 15 
  + your rajah level. You may suppress or resume both of 
  these effects as a free action. The rajah must be at least 
  5th level to select this heraldry. 
  House of Jesters (Sp): Your unseen servants gain the 
  ability to entertain yourself and guests. Your unseen ser-
  vants can make Perform checks with a bonus equal to 
  your rajah level plus your initiation modifier. They may 
  always take 10 on these checks, and, in fact, must do so. 
  They can also cast summon instrument at will as a spell-
  like ability. Any individual who spends at least 1 hour 
  being entertained by these unseen servants gains the 
  benefit of one of the effects of the polypurpose panacea 
  spell. If they fall asleep while under the effect of the spell, 
  they are instead affected by restful sleep.
  Impassiveness (Sp): You benefit from a constant 
  sanctuary effect. The DC of this effect is equal to 10 + 1/2 
  your class level + your initiation modifier. If you would 
  break this effect, it is instead suppressed for 1 minute, 
  after which it resumes as if never broken.
  Invite luck (Su): You may bless a building, land, busi-
  ness, or other permanent structure by gracing it with 
  your presence for at least one minute. The building, land, 
  or other permanent structure is unusually bountiful; it 
  produces an additional 50% of its normal yield as tav-
  erns attract more customers, farmland bears extra crops, 
  merchants strike better deals, and so forth. Any given 
  building, piece of land, or permanent structure can only 
  benefit from this bonus once, no matter how many times 
  it’s blessed. You can only maintain a number of these 
  blessings equal to your initiation modifier at any given 
  time.
  Light of Day (Sp): Your unseen servants gain the abil-
  ity to cast dancing lights at will as a spell-like ability. They 
  also gain the discovery torch spell as a spell-like ability 
  usable a total of three times per day between them; they 
  may cast discovery torch on one of their dancing lights, 
  and it always sheds light out to 40 feet.
  Philosopher King (Sp): You gain the ability to cast 
  comprehend languages spell three times per day as a 
  spell-like ability, and detect magic, read magic, erase, and 
  arcane mark at will as spell-like abilities.
  What is the Limit of Invite Luck
  Simply put, a ‘building, land, business, or other 
  permanent structure’ is any congruent piece of ter-
  rain or structure. The effects of this ability are mostly 
  local; thus a farm could be blessed to affect the en-
  tire field and the animals on it, but one couldn’t bless 
  ‘This empire’s farms’ or even ‘This empire’, as both 
  are made up of buildings, lands, structures, and so on 
  that the rajah would have to bless individually. Simi-
  larly, one couldn’t bless ‘The Bank of the Sun’, as the 
  business is made up of many smaller parts, but they 
  could specifically bless a single branch for this effect.
  
  9
  Rajah
  Signature Skill (Ex): You gain the Signature Skill (see 
  Pathfinder Roleplaying Game: Pathfinder Unchained) feat 
  as a bonus feat. You must be at least 5th level before se-
  lecting this heraldry.
  The Emperor’s New Clothes (Sp): Your unseen ser-
  vants can conjure and alter clothing to suit your needs. 
  Conjuring clothes takes a standard action, and these 
  clothes fit perfectly, and are always clean and mended 
  unless you specifically designates otherwise. If your ser-
  vants spends at least one minute altering a set of clothes, 
  the wearer gains a +2 circumstance bonus to two of the 
  following skills: Bluff, Disguise, Diplomacy, or Intimidate. 
  Your unseen servants also gain mending useable at will 
  as a spell-like ability. Your unseen servants may not have 
  more sets of clothing conjured or altered than your ini-
  tiation modifier, and you may dismiss clothing conjured 
  as a free action. As the clothing is obviously spell-like un-
  der close inspection, the clothing nor the materials it is 
  made of is not worth anything when trying to sell it.
  The Treasury (Su): Your unseen servants can conjure 
  your personal treasury as a full-round action. This func-
  tions as an extra-dimensional storage space that appears 
  as a heavy, wooden chest holding up to 50 lbs per class 
  level plus 50 lbs per point of initiation modifier. When 
  dismissed (a full-round action on the part of the unseen 
  servants), any creatures inside the extradimensional 
  storage are ejected (as well as anything they are carry-
  ing or wearing), and the treasury, along with its contents, 
  teleports to a secure location on the astral plane. Should 
  you die, the contents of this treasury safely pour out 
  around you at 50 lbs per round.
  Valued Customer (Su): You gain the ability to attract 
  the attention of a specific outsider (such as a mercane, 
  a witchwyrd, or a devil) who buy and sells goods of all 
  types. Getting the outsider’s attention is done by per-
  forming a simple one minute ritual, and a response is 
  received after 1d6 minutes. The outsider appears with 
  a small selection of goods, always with common adven-
  turing items (such as potions, wands and scrolls) and a 
  25% chance of bearing an item with a market price up to 
  than 1,000 gp per rajah level you possess. The outsider 
  will not appear in inherently dangerous situations, and, 
  if attacked, vanishes immediately. When performing 
  this ritual, you may, instead of summoning the outsider, 
  specify any number of items for them to bring when next 
  summoned. Uncommon items each require 1d6 hours to 
  find, while rare or exotic items can each take anywhere 
  from 1d6 days to 1d6 months to find, depending on how 
  strange the item in question is. You receive a mental no-
  tification when the requested item is in stock.
  Rajah Leaders
  The rajah is naturally inclined to leading troops 
  and citizens alike; making the Leadership feat fit 
  neatly into the rajah’s role both to mechanics and fla-
  vor. However, each table is different when it comes 
  to the Leadership feat due to its polarizing mechan-
  ics, and as such, this heraldry is being printed in a 
  sidebar for tables who wish to use the Leadership 
  feat.
  Leadership (Ex): You gain Leadership as a bonus 
  feat. When calculating your leadership score, you do 
  not suffer any penalties to your leadership score, ex-
  cept for those arising as a result of you causing the 
  death of a cohort. You must be at least 7th level to 
  select this heraldry. 
  The Outsider & Item Rarity
  The Valued Customer heraldry allows the rajah to 
  get in contact with an outsider who supplies her and 
  her party with the ability to buy and sell items. Al-
  though every outsider has their own agenda, assume 
  that as long as the rajah and her party treat the out-
  sider with respect, that these agendas will probably 
  not conflict with rajah’s own -- After all, this ability 
  has been ‘bought’ as a class feature; and the safety 
  of these deals is suggested by the heraldry. If the out-
  sider is repeatedly attacked by the party or otherwise 
  attempted harm, however, all bets are off. 
  Of course, the outsider is always free to suggest 
  courses of action; but ultimately that decision should 
  be left to the party -- After all, they would not want 
  to damage their relations with their increasingly 
  wealthy customers. 
  The heraldry also talks about item rarity. This is 
  largely left up to GM’s discretion -- A party that buys 
  a lot of healing items may see more healing items in 
  stock, while a rajah who has a wizard in the party 
  may find arcane scrolls of spells that they do not 
  have. Uncommon items are items that aren’t typical-
  ly used by the party (such as a ring of the ram), while 
  rare or exotic items are items that aren’t typically 
  used by any (such as a ring that summons rams). As 
  always, this is up to GM discretion, and some items 
  may simply not exist; or not, at least, where the Out-
  sider can find them.
  
  10
  Divergent Paths
  In this section is a new veil for the rajah for the exist-
  ing headband slot, as well as the new title veil designed 
  for rajahs.
  All of the veils follow the same format, presented be-
  low.
  NAME
  Type [descriptors]
  Target: Typically 1 creature or 1 object
  Saving Throw: Typically Fort, Reflex, or Will negates
  Descriptive text.
  Effect
  New Veils
  Presented below is a new veil for the rajah. 
  THE DEMIURGE
  Descriptors: none 
  Class: Rajah
  Slot: Headband
  Saving Throw: none
  A crown of gold, seemingly made with the sun’s light, adorns 
  the Demiurge’s head. All of creation is for them to use as they 
  see fit.
  This veil emulates one of your title veils, granting you the 
  effect of any one title veil that you’re currently shaping onto 
  your allies (even if that title is currently suppressed because 
  the ally is out of range). You do not gain the effects of any in-
  vested essence or binds (see below). You can change which 
  of your titles this veil is emulating as a swift action, or when-
  ever you would reallocate your essence.
  You may bind this veil to the Headband chakra if you have 
  the empowered titles class feature, even if you normally 
  cannot bind Headband veils.
  Essence: The essence invested in this veil is treated as if 
  it were invested into the emulated title for the purposes of 
  determining its effect on you.
  Chakra Bind (Headband): You gain the chakra bind ef-
  fect of the emulated title. If the title has multiple possible 
  chakra binds, you select one of the chakras you could bind a 
  title to. You can take 1 point of essence burn as a move ac-
  tion to unshape a title veil you have shaped, then instantly 
  shape a new title veil onto an ally within close range (25 feet 
  + 5 feet per 2 veilweaver levels).
  Title Veils
  A title is a unique type of akashic veil shaped mostly 
  by rajahs. Unlike other veils, a title is shaped onto one of 
  the veilweaver’s allies (known as the entitled), and can-
  not be shaped onto the veilweaver themselves. Titles do 
  not occupy veil slots (neither shaping nor binding), and 
  there is no limit to the amount of titles a creature can 
  have shaped or bound onto them. Even though the veil-
  weaver shaped it, a title’s effects are considered to origi-
  nate from the entitled. A creature can only receive titles 
  from one veilweaver at once; if they already have a title 
  shaped onto them, different veilweavers cannot shape 
  their own titles onto them. Unlike other veils, a veil-
  weaver can shape as many of a given title as they wish 
  Veils
  Shared Veils and Titles
  Titles can be shared using the Shared Veil feat and 
  other abilities, just like normal veils. When a Title is 
  shared by a veilweaver, they entitle the creature they 
  shared it with, granting them the Title’s benefits as 
  if they had shaped it onto them. This does not inter-
  fere with the Title’s normal function or the creature 
  it is already shaped onto. For example, if a yaksa 
  caller summoner’s eidolon (see Chapter 2 of Akashic 
  Mysteries) gains the ability to shape a Title with the 
  Shape Veil feat, the eidolon would entitle another 
  creature as normal, and the yaksa caller could then 
  use their share veil class feature to gain that Title’s 
  benefits as well. Likewise, a buraq animal compan-
  ion could both entitle a creature and share the effects 
  of a Title with its master.
  What's This About Slots?
  Though Titles do not occupy veil slots, there is still 
  a slot listed in each Title’s description. Rajahs can al-
  ways bind their Titles to gain their chakra effect so 
  long as they have the empowered titles class feature, 
  but any other character who gains access to Titles 
  must be able to bind veils to the Title’s associated slot 
  in order to bind it for the chakra’s effect. As they do 
  not occupy veil slots, title veils are not affected by 
  Akashic catalysts.
  Early Morning Routines
  Preparing Title veils for the day functions exactly 
  like preparing normal veils (which requires a good 
  night’s rest followed by 1 hour of preparation). After 
  this hour is finished, the Title veils are prepared to 
  go, and the veilweaver may collect their allies to enti-
  tle them, only requiring line of sight and a free action 
  to designate them as the entitled for the veil(s). The 
  veilweaver may hold onto these title veils for as long 
  as they wish, or until they shape their veils again. 
  Thus, if the veilweaver is enjoying their stay at an 
  inn, and the party’s bard is in a jail cell for the night, 
  the veilweaver may prepare the title for the bard in 
  the comfort of the inn, then give it to the bard once 
  they collect him from the local law enforcement.
  
  11
  Rajah
  (as long as they pay attention to their maximum number 
  of veils shaped per day), though they may not shape the 
  same title onto a creature multiple times.
  A title’s effect is only applied to the entitled while the 
  veilweaver who created it is within close range (25 feet + 
  5 feet per two veilweaver levels). Outside that range, a ti-
  tle and its effects is suppressed, though it remains on the 
  entitled and regains its effects if they later enter close 
  range. Even if the effects are suppressed, the veilweaver 
  can still interact with the veil, such as by investing es-
  sence in or out of it or unshaping it. While a creature 
  is entitled, the veilweaver can pinpoint the location of 
  that creature, as long as the title is not suppressed. If it 
  is, the veilweaver can only gain vague information about 
  the entitled creature’s location, as long as they are on 
  the same plane. Titles can be identified and sundered 
  as normal for veils, using the CMD of the entitled rather 
  than that of the veilweaver. If the veilweaver falls un-
  conscious, the title effects are suppressed. Destroying 
  or killing the veilweaver removes their titles from allies, 
  while destroying or killing an entitled ally removes the 
  title from them.
  THE BENEVOLENT
  Descriptors: Good, Title
  Class: Rajah
  Slot: Headband
  Saving Throw: none
  A golden halo forms above the Benevolent’s head. Just look-
  ing at it fills one with hope for better days.
  The entitled gains a +2 deflection bonus to their AC, and 
  a +2 sacred bonus on saving throws, against the attacks and 
  abilities of evil creatures. They gain an additional +2 bonus 
  on saving throws against mind-affecting effects, also gain 
  resistance 5 to acid and cold, and damage reduction 0/evil; 
  this damage reduction alone is not enough to reduce dam-
  age, see below. Finally, the entitled gains a halo that glows as 
  per the light spell. The entitled can suppress or resume this 
  glow as a free action.
  Essence: For each point of essence invested in this veil, 
  the entitled increases their resistance to acid and cold by 
  2, and increases both the damage reduction granted by the 
  title and their deflection bonus to AC against evil creatures 
  by +1. For every two points of essence invested into this veil, 
  the entitled increases their bonus on saving throws against 
  evil creatures by +1. 
  Table: Title Veils
  Name
  Description
  The Benevolent
  Gain bonuses when fighting evil.
  The Brawler
  Make free disarms, dirty tricks, or trips and empower them.
  The Dragon
  Rend with two weapons by using a breath weapon.
  The Duelist
  Challenge enemies to duels, become protected against non-dueled targets.
  The Ephemeral
  Gain the ability to teleport; become stealthy while doing so.
  The Fallen
  Inhibit enemies with black feathers.
  The Gravekeeper
  Drain life from enemies you hit.
  The Memory
  Your attacks cause distortions that explode one round later.
  The Mighty
  Bullrush enemies into walls, other enemies for bonus damage.
  The Nightmare
  Curse enemies and cause them to become isolated from their allies.
  The Primordial
  Gain animus and various elemental effects
  The Protector
  Gain shield AC, grant shield AC to adjacent allies.
  The Quick
  5ft step when you draw your weapon and gain some bonuses to dodge, initiative.
  The Resolute
  Gain psionic benefits, expend psionic focus to re-roll some dice rolls.
  The Skirmisher
  Move yourself and enemies when you attack.
  The Sniper
  Improve weapons critical damage and threat range, reroll attacks.
  The Specialist
  Gain phantom ammunition with unique effects.
  The Stormbringer
  Gain bonuses from attacking from a charge or from attacking after a jump.
  The Twin
  Gain a clone that you can swap places with.
  The Venomous
  Your attacks become envenomed; ignore poison immunities.
  The Warlord
  Gain a flag made of akasha, grant bonuses to nearby allies.
  The Watcher
  Curse enemies, and cause them to take penalties when attacking your allies.
  The Wild 
  Gain physical attributes when attacking with unarmed or natural attacks.
  
  12
  Divergent Paths
  Chakra Bind (Headband): The entitled’s DR/evil in-
  creases by 5, and allies within close range (25 feet + 5 feet 
  per 2 veilweaver levels) of them gain this veil’s deflection 
  bonus to AC and sacred bonus on saving throws against evil 
  creatures. The light effect of the entitled’s halo instead glows 
  as a daylight spell. Finally, a weapon of the entitled’s choice 
  also gains the holy weapon special ability. This effect ends 
  after one round if it leaves the entitled’s grip. A new weapon 
  can be chosen for this holy weapon special property as a full 
  round action.
  THE BRAWLER
  Descriptors: Title
  Class: Rajah
  Slot: Hands
  Saving Throw: none
  With each strike, the air ripples out from the Brawler’s fists.
  As a move action, the entitled may store energy within 
  this veil as a ‘charge’, up to a maximum of two charges. 
  Whenever the entitled hits with a weapon attack, the en-
  titled may expend a charge as a free action, even if it isn’t 
  their turn (but only once per attack), to immediately make 
  a disarm, dirty trick, reposition, or trip combat maneuver 
  against the target. This combat maneuver attempt does not 
  provoke an attack of opportunity. If the entitled could al-
  ready use the combat maneuver without provoking attacks 
  of opportunity, the entitled insteads gain a +4 bonus on 
  their CMB check.
  Essence: Each point of essence invested in this veil grants 
  a +1 bonus on CMB checks for disarm, dirty trick, reposi-
  tion, or trip combat maneuvers. Every 2 points of essence 
  invested in this veil increases the number of charges the veil 
  can hold by 1.
  Chakra Bind (Hands): When expending energy gathered 
  by this veil on a disarm, dirty trick, or trip combat maneuver, 
  the entitled gains an additional effect base off the combat 
  maneuver made:
  Disarm: If successful, the entitled may immediately make 
  an attack against that target with the disarmed weapon, us-
  ing their highest base attack bonus. The entitled does not 
  need to have free hands to make an attack with the dis-
  armed weapon.
  Dirty Trick: If successful, the entitled may immediately 
  make another dirty trick against a different target within 
  range.
  Reposition: The target does not have to remain within the 
  entitled’s reach during the reposition.
  Trip: The entitled may trip flying creatures, even though 
  they’re normally immune. If successful, the target loses the 
  ability to fly for a number of rounds equal to your veilweav-
  ing modifier (potentially falling).
  THE DRAGON
  Descriptors: Title
  Class: Rajah
  Slot: Chest
  Saving Throw: Reflex
  Golden akasha settles within the Dragon’s chest. When the 
  Dragon proves themselves worthy, the essence within surges 
  forth as a white hot flame.
  When the entitled hits with an attack from both their 
  primary hand and an off hand or two different naturals 
  (two different claws, a claw and a bite, but not two bites, for 
  example) in the same turn, once per round, they may, as a 
  free action before the end of the turn, breath a 20-foot cone 
  or a 40-foot line of white-hot akasha, dealing 1d6 points of 
  untyped damage to all opponents within the area (Reflex 
  negates).
  In addition, as a standard action, the entitled may make 
  a single attack against a creature with their primary and off-
  hand weapon, taking penalties as normal for two-weapon 
  fighting.
  Unlike for other veils, the save DCs for this veil are equal 
  to 10 + 1/2 your veilweaver level + your veilweaving modi-
  fier. The damage of this veil increases to 2d6 at veilweaver 
  level 5th, and by an additional 1d6 every five veilweaver lev-
  els thereafter.
  Essence: Every point of essence reduces the entitled’s 
  penalty for fighting with two weapons by 1. Every 2 points 
  of essence invested in this veil increases the damage done 
  by this veil by 1d6.
  Chakra Bind (Chest): After hitting a creature with weap-
  ons in both their primary hand and an off hand in the same 
  round, the entitled’s weapons ignite until the end of their 
  next turn; such ignition allows these weapons to ignore an 
  amount of DR equal to 1/2 your veilweaver level (minimum 
  1) + 1 for each point of essence invested in this veil.
  THE DUELIST
  Descriptors: Title
  Class: Rajah
  Slot: Belt
  Saving Throw: none
  A red sash sits snugly across the hips of the Duelist. Every 
  duel won is marked by a golden notch across the sash.
  The entitled gains the ability to mark an enemy as a swift 
  action. This enemy remains marked until they reach 0 or 
  fewer hit points, is knocked unconscious, or one minute 
  after combat ends. The entitled may only mark one enemy 
  this way at a time, and may not mark a creature while they 
  already have a creature marked. While an enemy is marked, 
  the entitled gains a +2 bonus to AC and on saves against all 
  attacks not originating from the marked target, as well as 
  a +2 bonus on attack and damage rolls against the marked 
  target.
  Essence: Each point of essence invested in this veil in-
  creases the bonuses to AC and on attack rolls granted by 
  this veil by 1. Every two points of essence increases the bo-
  
  13
  Rajah
  nuses to saving throws and on damage rolls granted by this 
  veil by 1.
  Chakra Bind (Belt): Once per round, when the entitled 
  hits their marked target, you gain a point of temporary es-
  sence that is immediately invested into this veil, even if it 
  would exceed this veil’s essence limit. This essence lasts for 1 
  minute after combat ends. 
  The entitled also gains the ability to make a counter 
  against his marked target as a free action once per round. 
  The entitled makes an opposed attack roll with a -5 penalty 
  against their foe’s attack roll on an incoming attack roll; if 
  successful, the attack is negated.
  THE EPHEMERAL
  Descriptors: Title
  Class: Rajah
  Slot: Body
  Saving Throw: none
  The Ephemeral’s skin takes on a midnight blue tint. 
  As a move action, the entitled can teleport a distance up 
  to their speed into an unoccupied space they can see. When 
  the entitled teleports, they create a momentary diversion, 
  allowing them to make a Stealth check, if they’re not already 
  using Stealth, at the usual -10 penalty. (As normal, they 
  must get to an unobserved location to take advantage of a 
  diversion in this way.) Finally, unlike other titles, the Ephem-
  eral is not suppressed when it moves out of range of the 
  veilweaver.
  Essence: For each point of essence invested in this veil, 
  the maximum range of the entitled’s teleports increases by 
  5 feet.
  Chakra Bind (Body): As a standard action, the entitled 
  can create a pulse of shadowy smoke centred on his space. 
  This creates a 20-foot-radius spread of black smoke that 
  grants creatures within the area concealment (20%). The 
  border of this spread blocks line of sight; those within can-
  not see out, and those outside cannot see in. The entitled’s 
  vision is unaffected by the smoke, and while within the area, 
  he can freely use Stealth while observed, even if another 
  creature manages to pierce his concealment. The smoke 
  lasts for a number of rounds equal to 2 + the amount of 
  essence invested into this veil.
  THE FALLEN
  Descriptors: Evil, Title
  Class: Rajah
  Slot: Headband
  Saving Throw: none
  Two black horns curl up from either side of the Fallen’s head, 
  the tips tinged with a deep red.
  Once per round as a free action, the entitled may con-
  jure and direct a black feather to unerringly strike a creature 
  within close range (25 feet + 5 feet per 2 veilweaver levels). 
  This action does not provoke an attack of opportunity. Crea-
  tures struck by the black feather find it painful and hard to 
  remove, requiring a move action to pull the feather from 
  their body. A creature may have any number of feathers 
  from this veil embedded in them. 
  While at least one feather from this veil is embedded into 
  a creature, that creature takes a –1 penalty on attack rolls 
  and suffers a 10% spell failure chance, and all weapon dam-
  age dealt to that creature is profane damage. Additional 
  feathers do not increase these penalties.
  Essence: Each point of essence invested in this veil in-
  creases the penalty to attack rolls by 1 and the spell failure 
  chance by 10%, up to a maximum penalty of –5 and failure 
  chance of 50%. Every point of essence past 4 adds a cumula-
  tive –1 penalty to a creature’s AC when they are impaled by 
  a feather.
  Chakra Bind (Headband): As a swift action, the entitled 
  may launch a barrage of feathers, in a 20-foot burst centered 
  on themselves or in a 30-foot cone. These feathers strike un-
  erringly, but only once per enemy caught within the area. Fi-
  nally, a weapon of the entitled’s choice also gains the unholy 
  weapon special ability. This effect ends after one round if it 
  leaves the entitled’s grip. A new weapon can be chosen for 
  this unholy weapon special property as a full round action.
  THE GRAVEKEEPER
  Descriptors: Title
  Class: Rajah
  Slot: Neck
  Saving Throw: none
  Bloody handprints wrap around the Gravekeeper’s neck. 
  This blood is always wet to the touch.
  The entitled can gain a charge as move action that does 
  not provoke attacks of opportunity. Whenever they hit 
  with an attack, they can expend one of these charges as a 
  free action to heal themselves for half of the damage their 
  attack dealt. The entitled may have up to one charge at any 
  given time, and can only use this ability once per attack. If 
  the attack hits multiple creatures, this ability heals the enti-
  tled for half of the highest amount of damage dealt amongst 
  the creatures.
  Essence: For every point of essence invested in this veil, 
  the number of charges this veil can hold increases by one.
  Chakra Bind (Neck): Whenever the entitled reduces an 
  opponent to 0 or fewer hit points, they gain the maximum 
  number of charges that this veil can hold.
  THE MEMORY
  Descriptors: Title
  Class: Rajah
  Slot: Head
  Saving Throw: none
  The actions of the Memory echo through time, replaying 
  again moments later.
  Profane Damage
  The Fallen makes use of the Profane damage type. 
  Profane damage deals full damage to incorporeal 
  targets and deals damage as if the weapon were evil-
  aligned. As it is not a weapon damage type, it auto-
  matically bypasses all damage reduction. 
  
  14
  Divergent Paths
  Once per round, when the entitled makes an attack or 
  produces an effect that would include one or more crea-
  tures (either by creating an area-of-effect and/or targeting 
  them directly), they can create an echo as a free action in 
  the spaces of the area of effect and/or targeted creatures. 
  An echo does not block line of sight or movement, but any 
  intelligent creature can tell that these echos are dangerous. 
  At the start of the entitled’s next turn, the echo implodes, 
  destroying itself and causing a brief distortion of time and 
  space within the area. Enemies caught in this distortion take 
  1d6 points of damage. This damage increases by 1d6 for ev-
  ery 4 veilweaver levels you possess.
  Essence: Each point of essence increases the damage 
  done by the temporal distortions by 1d6.
  Chakra Bind (Head): Enemies who are caught in the dis-
  tortion are also slowed (as per the spell) for 1 round. 
  THE MIGHTY
  Descriptors: Title
  Class: Rajah
  Slot: Shoulders
  Saving Throw: none
  Massive pauldrons, in the shape of mountains, rests upon 
  the Mighty’s shoulders.
  Whenever the entitled successfully bull rushes a creature 
  into a wall or other solid, anchored object, that creature 
  takes damage equal to twice the entitled’s Strength bonus 
  (if any). If the entitled used a different ability modifier than 
  Strength for their combat maneuver check, they may use 
  that ability modifier instead to determine this veil’s damage. 
  Creatures can only take damage from this veil once per turn.
  Essence: Each point of essence increases the damage of 
  this veil by 1d6.
  Chakra Bind (Shoulders): For every 5 feet the entitled 
  pushes a creature back, the entitled may also push that 
  creature 5ft in any direction, except straight backwards (in-
  cluding upwards). Additionally, if the entitled bull rushes a 
  creature into another creature, both creatures take damage 
  as if they had been bull rushed into a solid object, and the 
  entitled may make a free trip attempt against each creature. 
  These trip attempts do not provoke an attack of opportu-
  nity.
  THE NIGHTMARE
  Descriptors: Curse, Title
  Class: Rajah
  Slot: Hands
  Saving Throw: none
  The Nightmare’s hands become thin and clawed, as if be-
  longing to a beast made of shadow. 
  As a free action, the entitled may single out a victim that 
  they have cursed. That target becomes anchored to their 
  current location, and cannot move more than 5 feet from 
  that location without making a bull rush attempt against a 
  CMD of 10 + your veilweaver level + your veilweaving modi-
  fier. This bull rush is made as a part of the move action and 
  does not provoke an attack of opportunity. The target takes 
  a -1 penalty for every 5 feet of distance between it and its 
  anchor point. Failing this check means the target’s move is 
  wasted and it cannot move farther away. If it fails this check 
  by 10 or more, it is pulled 5 feet toward the tether point and 
  is knocked prone. If it beats the check by 10 or more, the 
  effects of this veil ends. Only one creature may be affected 
  by this veil at a time.
  The entitled also gains the ability to make a special me-
  lee attack as a standard action. If this attack hits, the attack 
  deals damage as normal, and the target becomes cursed for 
  1 minute.
  Essence: Each point of essence increases the CMD of this 
  veil’s effect by 2.
  Chakra Bind (Hands): Cursed creatures affected by this 
  veil become invisible to their allies (those with an attitude 
  of friendly or helpful).
  THE PRIMORDIAL
  Descriptors: Acid, Cold, Electricity, Fire, Title
  Class: Rajah
  Slot: Chest
  Saving Throw: none
  The Primordial’s chest is covered in this akashic veil, render-
  ing it invisible. In it’s place lies a swirling panoply of stone, fire, 
  water, and air.
  The entitled gains Tap Animus as a bonus feat. If they al-
  ready possess an animus pool, this feat is exchanged for Ex-
  tra Animus as normal. They also gain access to each of the 
  following abilities, which can be used by spending animus.
  Earth’s Response: When the entitled is hit with an attack, 
  they can spend 3 or more points of animus to activate this 
  ability as an immediate action, causing the earth to erupt 
  around the attacker. The entitled makes a ranged touch at-
  tack against that creature that does not provoke attacks of 
  opportunity. If it hits, that creature is pushed 5 feet in any 
  direction, plus an additional 5 feet for each point of animus 
  spent past the third. Treat this movement as successful bull 
  rush attempt.
  Thunderstrike: When the entitled makes an attack, they 
  can spend at least 3 points of animus to activate this ability 
  as a swift action, denying the target their Dexterity bonus 
  to their AC against the attack and converting the damage 
  of their attack to electricity damage. The entitled also gains 
  a bonus to AC equal to the amount of animus spent against 
  any attacks of opportunity the attack may provoke.
  Warmth of the Sun: The entitled can spend at least one 
  point of animus as a free action, even if they couldn’t act 
  normally (for example, while stunned). When the entitled 
  does so, they may make a saving throw against an ongoing 
  effect on them that offers a saving throw to negate, at the 
  effect’s original DC. They receive a bonus on this save equal 
  to the amount of animus spent. If it succeeds, the effect 
  ends. This does not progress poison, diseases, or similar ef-
  fects on a failed saving throw. This ability may only be used 
  once per round.
  Ice Armor: As a free action, the entitled may spend at 
  least one point of animus, gaining a number of temporary 
  hit points for each point of animus spent equal to 2 plus the 
  
  15
  Rajah
  amount of essence invested in this veil. These temporary hit 
  points last for 1 minute or until used.
  Essence: For each point of essence invested in this veil, 
  whenever the entitled enters combat, they gain 1 point of 
  animus at the start of their first turn.
  Chakra Bind (Chest): When this veil is bound to its 
  chakra, each of its abilities gain an additional effect.
  Earth’s Response: If the ranged touch attack hits, the enti-
  tled may also make a free trip combat maneuver against the 
  target of the counter, with a bonus to the trip attempt equal 
  to the amount of animus spent. This trip attempt does not 
  provoke an attack of opportunity, but otherwise treat this 
  as a normal combat maneuver, even if it is made at range.
  Thunderstrike: The target of the entitled’s attack is treated 
  as flat-footed against the attack, rather than merely denied 
  their Dexterity bonus, preventing the target from perform-
  ing immediate actions or attacks of opportunity in response 
  to the attack. The entitled also gains a +3 bonus to hit if the 
  entitled’s target is wearing metal armor, is wielding a metal 
  weapon, or is made of metal (such as an iron golem).
  Warmth of the Sun: The entitled also gains fast healing 
  equal to 1/2 the amount of essence invested in this veil 
  (minimum 1) for a number of rounds equal to the animus 
  spent.
  Ice Armor: While the entitled has temporary hit points 
  from this ability, the entitled gains a circumstance bonus to 
  AC equal to 1 + the amount of essence invested in this veil.
  THE PROTECTOR
  Descriptors: Title
  Class: Rajah
  Slot: Wrist
  Saving Throw: none
  A shield of akashic energy settles over the Protector’s wrists, 
  tugging at their body to intercept attacks.
  The entitled increases their shield bonus to AC by +1 (if 
  they did not already have a shield bonus, they treat their bo-
  nus as +0 for this effect). In addition, the entitled’s adjacent 
  allies gain a +1 bonus to their AC.
  Essence: For each point of essence invested in this veil, 
  the entitled’s shield bonus to AC and the bonus AC granted 
  to allies adjacent to the entitled increases by a further +1.
  Chakra Bind (Wrists): Attacks against the entitled’s adja-
  cent allies suffer a 5% miss chance per point of shield bonus 
  to AC the entitled possesses, to a maximum of 50%. The 
  entitled does not benefit from this miss chance, and it does 
  not stack with concealment; if an affected creature has con-
  cealment, the higher miss chance applies.
  THE QUICK
  Descriptors: Title
  Class: Rajah
  Slot: Feet
  Saving Throw: none
  Small wings sprout from the Quick’s ankles, making their 
  steps light and swift.
  Once per round when the entitled draws a weapon, they 
  can move up to 5 feet without provoking attacks of oppor-
  tunity as a free action (even if it isn’t their turn). In addition, 
  the entitled gains a +1 bonus on initiative checks and as a 
  dodge bonus to their AC.
  Essence: For each point of essence invested in this veil, 
  the entitled gains a further +1 bonus on initiative checks 
  and to their AC.
  Chakra Bind (Feet): When the entitled rolls an initiative 
  check, they may move up to their speed. They are also con-
  sidered aware of their opponents when determining if they 
  can act in a surprise round.
  THE RESOLUTE
  Descriptors: Title
  Class: Rajah
  Slot: Head
  Saving Throw: none
  A silvery metal covers the Resolute’s cheeks and jaw, wrap-
  ping up behind their head. This metal seems to change colors 
  with the wearer’s mood.
  The entitled gains two power points and the psionic sub-
  type, allowing them to become psionically focused. If they 
  already had the psionic subtype, they instead gain a number 
  of bonus power points equal to your veilweaver level. These 
  power points are ready to use immediately and used before 
  the character’s normal power points (much like temporary 
  hit points). The power points granted by this veil persist 
  between users, and power points spent by one entitled 
  count against those granted to any entitled following. With 
  1 round of concentration following 8 hours of rest, you can 
  replenish the power points this veil grants.
  The entitled can expend their psionic focus to reroll a skill 
  check made as a part of a maneuver, an attack roll, damage 
  roll, or a saving throw after seeing the result of their roll. This 
  does not require an action on the part of the entitled, and 
  can be done at any time.
  Essence: When the entitled uses this veil to reroll a d20, 
  they gain a bonus on their reroll equal to the amount of es-
  sence invested in this veil.
  Chakra Bind (Head): Whenever the entitled reduces an 
  opponent to 0 or fewer hit points, or knocks an opponent 
  unconscious, they may become psionically focused.
  THE SKIRMISHER
  Descriptors: Title
  Class: Rajah
  Slot: Feet
  Saving Throw: none
  The Skirmisher’s feet are surrounded by swirling eddies of 
  wind, spirals of dust and debris trapped within.
  When the entitled hits with an attack, they can move up 
  to 10 feet as a free action without provoking attacks of op-
  portunity, even if it isn’t their turn. In any given round, the 
  entitled cannot move further than their movement speed 
  using this ability.
  Essence: For each point of essence invested in this veil, 
  the entitled gains a +5-foot bonus to each of their move-
  ment speeds.
  
  16
  Divergent Paths
  Chakra Bind (Feet): Whenever the entitled hits a crea-
  ture with a melee attack, they can push that creature up 
  to 5 feet in any direction. The target’s movement does not 
  provoke attacks of opportunity. The target doesn’t fall until 
  the entitled allows them to, or the current turn ends. The 
  entitled may push a locked creature, then use their own 
  movement from this veil to follow their target without re-
  linquishing their lock.
  THE SNIPER
  Descriptors: Title
  Class: Rajah
  Slot: Wrists
  Saving Throw: none
  The Sniper’s arms become covered in ornate, flowing tattoos, 
  and he gains the ability to ricochet attacks at improbable and 
  infuriating angles.
  The entitled may choose to have their ranged attacks 
  originate from any point within their weapon’s first range 
  increment (or the maximum range of the attack, if it has 
  no range increment) that they have line of sight and line 
  of effect to. Distance penalties are measured using the sum 
  of the distance from the entitled to their chosen point and 
  the distance from that point to the target, though the maxi-
  mum range of the attack is measured from either the en-
  titled or her chosen point. This can result in attacks reach-
  ing farther and taking greater penalties than without this 
  veil’s effect. Additionally, once per round, when the entitled 
  misses a ranged attack, he can choose to attempt that at-
  tack against another, different target within range, using the 
  space of the target he missed to determine line of sight and 
  line of effect. 
  Essence: For each point of essence invested in this veil, 
  the entitled lessens the total penalty on their attack rolls 
  by 1 to a minimum of 0. In addition, the entitled may use 
  this veil’s effect on a miss one additional time per round for 
  every two points of essence invested in this veil (including 
  on the same attack multiple times if they wish).
  Chakra Bind (Wrists): The entitled reduces the total 
  penalty for attacking creatures beyond their weapon’s first 
  range increment by 2. In addition, they may increase the 
  threat range of ranged weapons they’re wielding to 19-20, 
  and may increase the critical multiplier of such weapons to 
  x3. This effect does not stack with any other effect that ex-
  pands the threat range of a weapon, such as the Improved 
  Critical feat or a keen weapon. 
  THE SPECIALIST
  Descriptors: Acid, Cold, Electricity, Fire, Title
  Class: Rajah
  Slot: Wrist
  Saving Throw: see text
  Tiny elementals stick to the Specialists’ wrists, conjuring 
  myriads of ammunition when needed.
  Whenever the entitled reloads a projectile weapon, he 
  can choose to create any of the following types of ammu-
  nition out of distilled akasha. This does not require an ac-
  tion, and is done as part of reloading the weapon. Ammuni-
  tion created in this way counts as magic for the purposes 
  of overcoming damage reduction, and can only be used 
  by the entitled. If the entitled would throw a weapon, they 
  may instead throw a phantom copy of that weapon. This 
  phantom copy lasts until the end of the entitled’s turn, but 
  otherwise functions in all ways as the weapon they would 
  have thrown. Daily uses across the weapon, such as that of 
  a dagger of venom’s poison effect, are shared across the origi-
  nal and all other phantom copies.
  Thunderbolt - All damage dealt by this ammunition is 
  electricity damage, and any creature hit, along with all en-
  emies within 10ft of the creature hit, must make a Fortitude 
  save or be deafened for 1 minute.
  Soulfire - All damage dealt by this ammunition is fire 
  damage, and any creature hit must make a Reflex save or 
  catch on fire, taking fire damage equal to your veilweav-
  ing modifier. Each subsequent round, a burning target can 
  attempt a new Reflex save to extinguish the flames; other-
  wise it takes fire damage equal to your veilweaving modifier 
  again. While burning in this way, they are outlined as if by 
  faerie fire. A creature may only be affected by one Soulfire 
  at a time.
  Alkaline - All damage dealt by this ammunition is acid 
  damage, and when it hits a creature, it explodes outwards, 
  dealing acid damage equal to your veilweaving modifier to 
  all enemies adjacent to the target. The target and all ene-
  mies hit by the splash must make a Reflex save or have their 
  AC reduced by 1 for 1 minute. This effect stacks with itself.
  Chilling - All damage dealt by this ammunition is nonle-
  thal cold damage, and the target of the attack must make a 
  Fortitude save or become fatigued until the nonlethal dam-
  age this ammunition deals is healed.
  Normal: This ammunition is treated as the weapon’s nor-
  mal ammunition.
  If the weapon generates its own ammunition (such as a 
  weapon with the endless ammunition weapon special abil-
  ity), the entitled may instead choose to generate one of the 
  above ammunition types. Weapons that are thrown may 
  gain the effect of one of these ammunitions. Weapons that 
  gain properties this way have this effect last until the end of 
  your turn. Ammunition conjured this way is treated as being 
  magic for the purposes of overcoming damage resistance.
  The DC of any saving throw against the effects of these 
  ammunitions, such as the Reflex save to stop burning from 
  soulfire, is equal to 10 + 1/2 your veilweaver level + your 
  veilweaving modifier.
  Essence: Each point of essence invested into this veil in-
  creases the DCs of ammunition granted by this veil by 1. In 
  addition, each ammunition type gains an additional effect:
  Thunderbolt - The entitled gains a +1 bonus on attack 
  rolls when using this ammunition if its opponent is wear-
  ing metal armor, is wielding a metal weapon, or is made of 
  metal for each point of essence invested into this veil.
  Soulfire - Each round in which a creature fails a Reflex 
  save against this ammunition, that creature’s fire resistance 
  is reduced by an amount equal to the essence invested in 
  this veil. This reduction persists for 1 minute after the crea-
  
  17
  Rajah
  ture is no longer burning from this ammunition’s effect, and 
  cannot reduce a creature’s fire resistance below 0.
  Alkaline - The AC reduction on a failed Reflex save is 1 
  greater per point of essence invested in this veil.
  Chilling - The amount of non-lethal damage damage 
  done is increased by 1 per point of essence invested in this 
  veil.
  Normal - It’s just really good ammunition. Masterwork. It 
  looks so pretty as it kills people.
  Chakra Bind (Wrists): As a full-round action, the enti-
  tled can fire a barrage of suppressive fire using one ranged 
  or thrown weapon, creating a number of 5-foot-radius 
  spreads equal to 2 + the amount of essence invested in 
  this veil. These zones last for one round and are treated as 
  difficult terrain. Each zone must be wholly within the en-
  titled’s weapon’s maximum range and adjacent to at least 
  one other zone, and must not overlap with one another. If 
  a creature passes through or starts its turn within one of 
  these spreads, they take damage as if struck by the weapon 
  used (to include any ammunition granted by this veil). A 
  successful Reflex save (DC 10 + 1/2 your veilweaver level + 
  your veilweaving modifier) negates this damage.
  THE STORMBRINGER
  Descriptors: Sonic, Title
  Class: Rajah
  Slot: Feet
  Saving Throw: none
  Every step the Stormbringer takes falls with the sound of 
  distant thunder.
  The entitled becomes immune to falling damage, and may 
  choose to fall instantly to the ground from any height. The 
  entitled also gains a bonus on Acrobatics checks made to 
  jump equal to twice their Hit Dice. 
  In addition, if the entitled attacks their opponent from 
  a higher elevation (including after jumping towards them), 
  they are considered to be charging that opponent for the 
  purposes of feats and abilities that would provide a benefi-
  cial effect. This effect can only happen once per turn. Finally, 
  unlike other titles, the Stormbringer is not suppressed when 
  it moves out of range of the veilweaver.
  Essence: Each point of essence invested in this veil grants 
  the entitled a +2 bonus on all Acrobatics checks and a +2 
  bonus to AC against attacks of opportunity.
  Chakra Bind (Feet): If the entitled jumps or falls at least 
  10 feet, upon landing they create a thunderous burst from 
  their location, causing each creature within 5 feet of them 
  to take 1d6 points of sonic damage per 10 feet jumped or 
  fallen. A successful Reflex save (DC 10 + 1/2 your veilweav-
  er level + your veilweaving modifier) halves this damage. 
  Jumps and falls of a distance greater than 20 feet + 20 feet 
  per point of essence invested in this veil deal damage as falls 
  of that length instead. For every 20 feet the entitled jumps 
  or falls (up to 20 feet plus 20 feet per point of essence in-
  vested), the radius of the burst increases by 5 feet. This effect 
  can only happen once per round.
  THE TWINS
  Descriptors: Title
  Class: Rajah
  Slot: Body
  Saving Throw: none
  The Twin’s shadow takes on a deep blue hue, and its move-
  ments no longer perfectly match their own. When they use the 
  veil’s ability, their shadow shifts and shrinks as a translucent, 
  blue-tinted double of the Twin takes form.
  The entitled gains an ephemeral duplicate of the same 
  size as them that has the same restrictions as the entitled 
  regarding where and how it can move, except that it can 
  freely share its space with creatures. The duplicate cannot 
  attack or be attacked (sunder attempts against the veil are 
  directed at the entitled, as normal). As the duplicates are 
  not creatures, they cannot be affected by spells or similar 
  abilities, but are still subject to the laws of physics (such as 
  gravity) and any effects that may change them (such as a 
  reverse gravity spell).
  Whenever the entitled chooses to move, they can will 
  their duplicate to move an equal or lesser distance as part 
  of that movement. The duplicate can also be moved up to 
  the entitled’s speed or recalled to the entitled’s space as a 
  swift action. The duplicate must remain within close range 
  (25 feet + 5 feet per 2 veilweaver levels) of the entitled, and 
  winks out if ever moved beyond this distance, instantly re-
  appearing within the entitled’s space. If the duplicate needs 
  to make a skill check related to this movement (such as 
  jumping), the duplicate uses the entitled’s skill modifier on 
  the check. If the entitled makes a similar check for their own 
  movement, the duplicate’s check shares the die roll as well.
  Enemies of the entitled treat the duplicates as an enemy 
  with a reach of 5 feet for the purpose of being flanked.
  Essence: The entitled’s duplicate provides superior ha-
  rassment; creatures taking advantage of the duplicate’s 
  placement gain a bonus on damage rolls against creatures 
  they flank with it equal to the amount of essence invested 
  in this veil. At 2 essence, and every 2 essence thereafter, the 
  entitled receives another duplicate.
  Chakra Bind (Body): The entitled and their allies within 
  close range of a duplicate may spend a move action to swap 
  places with a duplicate. This is a teleportation effect. 
  THE VENOMOUS
  Descriptors: Poison, Title
  Class: Rajah
  Slot: Belt
  Saving Throw: See text
  An akashic belt that contains dozens of crystal filled vials 
  sits around the Venomous’ hips.
  The entitled gains the poison use class feature, no longer 
  risking accidentally poisoning themselves. In addition, their 
  weapons are always considered to be coated in a vile akashic 
  poison with the following stats:
  AKASHIC POISON
   Type poison (injury); Save Fortitude DC (10 + 1/2 
  veilweaver level + veilweaving modifier)
  
  18
  Divergent Paths
   Onset -; Frequency 1/round for 6 rounds
   Effect 2 Con damage; Cure 1 save
  As a swift action, the entitled may change any number of 
  the following attributes:
  ●	
  Save Fortitude or Will
  ●	
  Onset instantaneous, 1 round, 1 minute, or 10 
  minutes.
  ●	
  Frequency 1/round for 6 rounds, 1/minute for 6 
  minutes, or 1/10 minutes for 1 hour.
  ●	
  Effect 2 damage to an ability score of your choice 
  or 1 point of essence burn.
  Essence: For each point of essence invested in this veil, 
  the save DCs of poisons the entitled uses, and Steel Serpent 
  maneuvers the entitled initiates, increase by +1. For every 
  2 points of essence invested in this veil, the ability damage 
  or essence burn dealt by the Akashic Poison increases by 1.
  Chakra Bind (Belt): The Akashic Poison granted by this 
  veil ignores poison immunity, and creatures that are ability 
  damaged or poisoned are denied their Dexterity bonus to 
  their AC against the entitled’s attacks.
  THE WATCHER
  Descriptors: Curse, Title
  Class: Rajah
  Slot: Head
  Saving Throw: none
  A simple eyepatch forms over the eye of the Watcher. Those 
  the Watcher has cursed sees the Watcher’s gaze in every shad-
  ow.
  Targets the entitled has cursed take a -2 penalty on attack 
  rolls against targets other than the entitled and have the 
  save DCs of their abilities reduced by 1 if those abilities are 
  not being used against the entitled.
  The entitled also gains the ability to make a special me-
  lee attack as a standard action. If this attack hits, the attack 
  deals damage as normal, and the target is cursed for 1 min-
  ute.
  Essence: Each point of essence invested in this veil in-
  creases the attack penalty by 1. Every two points of essence 
  increases the reduction to save DCs by 1.
  Chakra Bind(Head): Whenever the entitled deals dam-
  age to a cursed target, the entitled gains temporary hit 
  points equal to half of the damage dealt. These temporary 
  hit points last for 1 minute and do not stack with them-
  selves.
  THE WARLORD
  Descriptors: Title
  Class: Rajah
  Slot: Shoulders
  Saving Throw: none
  A heavy weight settles into the Warlord’s shoulders, as a 
  symbol of hope forms overhead.
  An akashic seal forms over the head of the entitled, pro-
  jecting an aura within close range (25 feet + 5 feet per two 
  veilweaver levels). Allies within this aura gain a +1 morale 
  bonus on attack rolls, weapon damage rolls, and saving 
  throws against fear and mind affecting effects.
  Essence: For each point of essence invested in this veil, 
  the bonus on saving throws against fear and mind affect-
  ing effects increases by +1. For every two points of essence 
  invested, the bonus granted on attack and weapon damage 
  rolls increases by +1.
  Chakra Bind (Shoulders): As a free action once per 
  round, the entitled may designate a 5-foot square with an 
  akashic symbol. Allies within or adjacent to this square gain 
  a morale bonus to AC equal to the attack bonus granted 
  by this veil. Allies of the entitled who start their turn in this 
  area also gain temporary hit points equal to your veilweav-
  ing modifier plus the essence invested in this veil. These 
  temporary hit points last for 1 minute or until used. The en-
  titled may only have one akashic symbol laid out at a time.
  THE WILD
  Descriptors: Title
  Class: Rajah
  Slot: Neck
  Saving Throw: none
  A thick mane of fur surrounds the Wild’s neck.
  The first time each turn the entitled hits with an unarmed 
  strike or natural weapon, they gain a +2 bonus to Strength, 
  Dexterity, or Constitution. This bonus stacks with itself up 
  to +6 to a single score, but all bonuses are lost if the entitled 
  does not hit with an unarmed strike or natural weapon for 
  1 round.
  Essence: Each point of essence invested in this veil in-
  creases both the number of rounds the Entitled does not 
  need to hit with an unarmed strike or natural weapon and 
  the maximum bonus to an ability score this veil can provide 
  by 1.
  Chakra Bind (Neck): While the entitled possesses at least 
  6 points of ability increase from this veil, their unarmed 
  strike and natural weapons deal damage as if one size cat-
  egory larger than they actually are.
  
  19
  Rajah
  The rajah gains access to the new Radiant Dawn mar-
  tial discipline. It is presented below.
  Radiant Dawn
  Brought forth by the desire to rule, and shaped on the 
  battlefield through ages of conflict, Radiant Dawn is a 
  discipline that is steeped in blood and akasha. In ages 
  where conflict and war are common, those with this dis-
  cipline watch over the battlefield like the sun in the sky, 
  directing allies to seize victory, while hindering enemy’s 
  powerful abilities to shift the tide of battle into their 
  favor. In ages where conflict has been distant, Radiant 
  Dawn has existed as an akashic meditative exercise 
  amongst rulers and nobility. Regardless of what form it 
  takes, practitioners of the Radiant Dawn strive to be like 
  the sun itself: Above all.
  Knowledge of Radiant Dawn maneuvers grants es-
  sence equal to the number of maneuvers and stances 
  known, to a maximum of the highest level Radiant Dawn 
  or maneuver stance they know.
  Maneuvers from the Radiant Dawn discipline are im-
  bued and enhanced with akashic energies; as such, they 
  are supernatural abilities. Radiant Dawn’s associated 
  skill is Diplomacy, and its associated weapon groups are 
  bows, flails, hammers, polearms, and the Sun’s Gleam 
  ability. 
  Essence: Every creature has a finite amount of essence 
  in their being, referred to as an essence pool. While es-
  sence is not typically expended when maneuvers or 
  other akashic effects are activated, a given creature can 
  only devote a certain amount of essence to any particu-
  lar maneuver. This is done by investing the essence into 
  the chosen receptacle, which could be a Radiant Dawn 
  maneuver, akashic feat, or other ability. Investing es-
  sence or changing where essence is invested is a swift 
  action. 
  Essence invested into a maneuver is temporarily 
  bound when that maneuver is expended, and cannot be 
  recovered or reassigned to another receptacle until that 
  maneuver is recovered.
  Essence Capacity: However large your essence pool 
  is, you can only invest a certain amount of essence into 
  any one Veil, feat, class feature, magic item, or other 
  Akashic receptacle. Your character level determines this 
  Essence capacity as shown below, though some feats, 
  class features, magic items, or other abilities or effects 
  may modify your base capacity: 
  Character level
  Essence Capacity
  1st–5th
  1
  6th–11th
  2
  12th–17th
  3
  18th–20th
  4
  Sun’s Gleam (Su): A Radiant Dawn disciple can choose 
  to fire a ray of light as a ranged touch attack at a target 
  within close range (25 feet + 5 feet per 2 initiator levels) 
  in place of making a ranged weapon attack as part of 
  initiating a strike from a maneuver the initiator could 
  invest essence into. This does not require a free hand. 
  The initiator can choose to use their Strength modifier in 
  place of their Dexterity modifier when firing a ray in this 
  fashion. The ray of light deals force damage equal to 1d6 
  plus the initiator’s initiation modifier on a hit, plus any 
  effects of the strike (such as additional damage or condi-
  tions). The disciple may choose to deal nonlethal damage 
  with this attack at no penalty.
  Access to the Discipline: Akasha is a somewhat sim-
  plistic form of magic, generated by mixing life energy, 
  called essence, with the small amounts of raw magic that 
  suffuse all things and shaping them into rough physical 
  forms. Radiant Dawn disciples follows much the same 
  path as akashic veilweaver; but where veilweavers im-
  bue their life energy with raw magic to give them physi-
  cal form, Radiant Dawn replaces that arcane power with 
  martial forms and prowess. Once the basics are learned, 
  essence can easily be shifted around within the body for 
  each form and attack with ease. As such, any character 
  of any class can access the Radiant Dawn discipline by 
  trading one of their available disciplines for it. If they do, 
  they gain Diplomacy as a class skill.
  Radiant Dawn Maneuvers List
  1st Level
  Bolster: Counter – Ally gains DR for one round.
  Decree of Mercy: Counter – Cause an attack to become 
  nonlethal.
  Dismiss: Strike – An attack that knocks down and knocks 
  back a foe.
  Festival of the Bloodied Goddess: Stance – Allies may 
  offer a bit of their life to end their enemies. 
  Spoils of War: Stance – Heals your allies when they at-
  tack your enemies.
  Staunching Strike: Strike – A strike that draws from an 
  enemy’s akasha to heal another.
  Maneuvers
  
  20
  Divergent Paths
  2nd Level
  Curate’s Strike: Strike – An Akashic Arrow that causes 
  the target to leak essence, healing allies.
  Decree of Torment: Strike – Unbalance an enemy to set 
  them up for failure.
  Disrupt Essence: Strike – A debilitating blow that weak-
  ens an opponent’s offensive abilities.
  Expose Weakness: Boost – A quick blow that exposes an 
  enemy’s weakpoint.
  Witness to Glory: Counter – Grant a bonus to initiative 
  and temporary HP.
  3rd Level
  Armaments of the Empire: Stance – Improve you and 
  your allies weapon with a veil of akasha.
  Decree of Death: Boost – An opponent becomes vulner-
  able to one attack.
  Lifeburst strike: Strike – A strike that causes one’s es-
  sence to flair, healing all within range.
  Sky Asunder: Strike – A strike of Akasha that inhibits 
  flying opponents.
  4th Level
  Decree of Silence: Counter – Force a caster to make a 
  concentration check as if they had taken damage.
  Lifeburst Imbuement: Boost – Your or your allies 
  causes healing in an area.
  Shatter Spell: Strike – A strike with a veil of akasha that 
  disrupts magic in place.
  Sunstroke: Boost – You or an ally strike with an im-
  proved Sun’s Gleam.
  5th Level
  Curse of the Pharaoh: Strike – A cursed blow that in-
  vites death.
  Decree of Purity: Boost – Immediately end an effect af-
  fecting you or an ally.
  Noblesse Oblige: Save an ally from certain death.
  Wake of the Emperor: Stance – Create a safe area for 
  your allies to follow.
  6th Level 
  Battle Against the Sun: Stance – Become like the sun 
  and strike down foes with solar flares.
  Decree of Freedom: Boost – Allow you or an ally to 
  move unhindered for 1 round.
  King’s Castle: Counter – Instantly draw an ally to your 
  side to absorb a hit and retaliate.
  Render onto Gods and I: Strike – Attack the resources 
  of an enemy.
  The Sword of Damocles: Strike – A weak attack that 
  leaves the enemy vulnerable, maximizing the next at-
  tack made against it.
  7th Level
  Decree of Ruin: Boost – You or one ally automatically 
  threatens a critical hit on their next attack.
  Push the Advantage: Counter – An ally gains a standard 
  action and heals after defeating a foe.
  Tyrant’s Command: Strike – A strike that commands an 
  opponent under threat of pain.
  8th Level
  Decree of Vengeance: Counter – You or an ally may ini-
  tiate a strike against a target who has attacked you, 
  healing in the process.
  The Path of the Sun: Stance – Lose ability to invest es-
  sence in maneuvers, but gain scaling essence to ma-
  neuvers as you expend maneuvers.
  Tyrant’s End: Strike– A blow that crushes all defenses.
  9th Level
  Judgement Day: Strike – Render judgement upon all 
  within your presence.
  Radiant Dawn Maneuvers
  Special Note: Maneuvers from this discipline are im-
  bued and enhanced with akashic energies. As such, they 
  are supernatural abilities. Radiant Dawn maneuvers be-
  come essence receptacles as the initiator readies them, 
  allowing them to invest essence much like in a veil or 
  akashic feat. Essence invested into a maneuver is tem-
  porarily bound when that maneuver is expended, and 
  cannot be recovered or reassigned to another receptacle 
  until that maneuver is recovered.
  1st Level
  BOLSTER
  Discipline: Radiant Dawn (Counter)
  Level: 1
  Initiation Action: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One ally
  Duration: Instantaneous
  You fortify an ally with akasha, hardening their skin like 
  the scales of a dragon. You can initiate this counter in re-
  sponse to a melee or ranged attack hitting an ally within 
  close range (25 feet + 5 feet per 2 initiator levels). That ally 
  gains DR/– equal to your initiation modifier for 1 round.
  Essence: For each point of essence invested into this 
  counter, the damage reduction granted increases by 1. 
  DECREE OF MERCY
  Discipline: Radiant Dawn (Counter)
  Level: 1
  Initiation Action: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  
  21
  Rajah
  Duration: 1 round or until discharged
  A simple look and gesture can weaken one’s resolve to kill. 
  You can initiate this counter in response to a creature mak-
  ing any action within close range (25 feet + 5 feet per 2 ini-
  tiator levels). The next time the target uses an effect which 
  deals hit point damage, the damage is nonlethal.
  Essence: Each point of essence invested into this counter 
  causes another instance of damage from your target to deal 
  nonlethal damage.
  DISMISS
  Discipline: Radiant Dawn (Strike)
  Level: 1
  Initiation Action: 1 standard action
  Range: Melee or ranged attack
  Target: One creature
  Duration: Instantaneous
  This attack ‘softly’ removes an enemy from your presence. 
  Make an attack. If it hits, you deal damage as normal, and 
  you can make a trip attempt against the target. If your trip 
  attempt succeeds, the target is also pushed away as if you 
  had successfully bull rushed them, using the same result 
  as your trip attempt. You may not move with the target 
  with this bull rush. Neither the trip attempt nor the target’s 
  movement during the bull rush provoke attacks of opportu-
  nity. When determining your combat maneuver bonus for 
  this strike, you may use your initiator level in place of your 
  base attack bonus, and may choose to use your Dexterity or 
  initiation modifier in place of your Strength modifier.
  Essence: For each point of essence invested into this 
  strike, you gain a cumulative +2 bonus to this maneuver’s 
  trip attempt.
  FESTIVAL OF THE BLOODIED GODDESS
  Discipline: Radiant Dawn (Stance)
  Level: 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  Dancing, fluid movements are the hallmarks of this 
  stance, a trance-like celebration of the horrors of combat. 
  While you maintain this stance, whenever an ally within 
  close range (25 feet + 5 feet per 2 initiator levels) of you suc-
  cessfully hits a creature with an attack, that ally may choose 
  to sacrifice a number of hit points up to twice their Hit Dice 
  (minimum 2) to increase the damage of that attack by an 
  amount equal to ½ the number of hit points spent. An ally 
  may only use this ability once per round, regardless of the 
  number of allies maintaining this stance nearby.
  Essence: Whenever an ally sacrifice hit points via this 
  stance, they also gain a dodge bonus to AC equal to the 
  amount of essence invested into this stance for 1 round.
  SPOILS OF WAR
  Discipline: Radiant Dawn (Stance)
  Level: 1
  Initiation Action: 1 swift action
  Range: Personal (see text)
  Target: You (see text)
  Duration: Stance
  Might makes right. While you maintain this stance, allies 
  within close range (25 feet + 5 feet per 2 initiator levels) heal 
  3 hit points whenever they hit with an attack. At 5th level, 
  this healing increases to your initiation modifier plus 3. At 
  10th level, this healing increases to be equal to twice your 
  initiation modifier plus 3. This effect can only trigger once 
  per round per ally.
  Essence: Each point of essence invested into this stance 
  increases the amount of healing done by this stance by 1. 
  At 5th level, each point of essence instead increases heal-
  ing done by 2. At 10th level, each point of essence instead 
  increases healing done by 3.
  STAUNCHING STRIKE
  Discipline: Radiant Dawn (Strike)
  Level: 1
  Initiation Action: 1 standard action
  Range: Melee or ranged attack
  Target: One creature
  Duration: Instantaneous
  To help your allies and harm your enemies is the most ba-
  sic tenet of the Radiant Dawn discipline. Make an attack. If 
  it hits, it deals weapon damage as normal, and you can heal 
  yourself and allies within close range (25 feet + 5 feet per 
  2 initiator levels) for a total number of hit points equal to 
  your initiation modifier, divided as you choose between you 
  and your allies.
  Essence: Each point of essence invested into this strike 
  increases the total amount of healing done by 3 hit points. 
  This healing is split up between targets normally.
  2nd Level
  CURATE’S STRIKE
  Discipline: Radiant Dawn (Strike)
  Level: 2
  Initiation Action: 1 standard action
  Range: Melee or ranged attack
  Target: One creature
  Duration: Instantaneous
  This strike was created by a kobold leader to fight both 
  controlling magics and vicious wounds. Make an attack. If 
  it hits, it deals weapon damage as normal, and you can heal 
  yourself and allies within close range (25 feet + 5 feet per 
  2 initiator levels) for a total number of hit points equal to 
  twice your initiation modifier, divided as you choose be-
  tween you and your allies. Alternatively, a single ally within 
  close range may make a new saving throw against an ongo-
  ing effect that allows a save with a +2 bonus to that save.
  Essence: Each point of essence invested into this strike 
  increases the total amount of healing done by 4 hit points. 
  This healing is split up between targets normally.
  
  22
  Divergent Paths
  DECREE OF TORMENT
  Discipline: Radiant Dawn (Strike)
  Level: 2
  Initiation Action: 1 standard action
  Range: Melee or ranged attack
  Target: One creature
  Duration: Instantaneous (see text)
  You strike with an akashic brand that imbalances a crea-
  ture. Make an attack. If it hits, it deals weapon damage as 
  normal and the target becomes branded with a number 
  of akashic brands equal to your initiation modifier. These 
  brands last for one minute or until otherwise consumed.
  When a creature attacks another creature that has been 
  branded this way, they may remove one of the brands as a 
  part of the attack to attempt a combat maneuver of their 
  choice against the branded creature. Ranged attackers may 
  not choose to grapple or move with the target if the combat 
  maneuver would normally allow it (such as if using a bull 
  rush), but may otherwise freely select combat maneuvers. 
  When determining their combat maneuver bonus for this 
  strike, creatures may use your initiator level in place of their 
  base attack bonus, and may choose to use your initiation 
  modifier in place of their Strength modifier. Each creature 
  may remove only one brand per round. These combat ma-
  neuvers do not provoke an attack of opportunity.
  Essence: Each point of essence invested into this strike 
  lowers the branded creature’s CMD by 1 for a number of 
  rounds equal to your initiation modifier.
  DISRUPT ESSENCE
  Discipline: Radiant Dawn (Strike)
  Level: 2
  Initiation Action: 1 standard action
  Range: Melee or ranged attack
  Target: One creature
  Duration: Instantaneous
  A powerful blow that disrupts an enemy’s essence. Make 
  an attack. If it hits, the attack deals damage as normal, and 
  the target is sickened for a number of rounds equal to one-
  half your initiation modifier (minimum 1).
  Essence: For each point of essence invested into this 
  strike, the target suffers an additional -1 penalty on all at-
  tack rolls, weapon damage rolls, saving throws, skill checks, 
  and ability checks for the same duration.
  EXPOSE WEAKNESS
  Discipline: Radiant Dawn (Boost)
  Level: 2
  Initiation Action: 1 swift action
  Range: Melee or ranged attack
  Target: One creature
  Duration: 1 round
  You strike with a weak, but swift, attack that hampers an 
  opponent. Make an attack. If it hits, it deals no damage, and 
  the target becomes flat-footed for 1 round.
  Essence: Each point of essence invested into this boost 
  also lower the target’s AC by 2. This lasts for one round.
  WITNESS TO GLORY
  Discipline: Radiant Dawn (Counter)
  Level: 2
  Initiation Action: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One ally
  Duration: Instantaneous
  With a surge of akasha, you spur an ally into battle. You 
  may activate this counter when initiative is rolled, after the 
  results are revealed, even if you are flat-footed. One ally 
  within range gains a bonus on their initiative check equal to 
  your initiation modifier, and also gains a number of tempo-
  rary hit points equal to your initiator level. These temporary 
  hit points last for 1 minute per initiator level or until used.
  Essence: Each point of essence invested into this counter 
  increases the bonus to initiative by 1 and the temporary hit 
  points granted by 2.
  3rd Level
  ARMAMENTS OF THE EMPIRE
  Discipline: Radiant Dawn (Stance)
  Prerequisites: One Radiant Dawn maneuver
  Level: 3
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  A thin layer of akasha flows forth from you and covers 
  your and your allies’ weapons. While you maintain this 
  stance, you empower a number of weapons (including 
  natural weapons) within close range (25 feet + 5 feet per 
  2 initiator levels) up to your initiation modifier. Each em-
  powered weapon gains the benefit of a weapon special abil-
  ity with a market price of “+1 bonus”. This ability must be 
  chosen from the list of weapon special abilities you could 
  normally place on a mind blade (see the enhanced mind 
  blade class feature in Chapter 3 of Ultimate Psionics or in the 
  Reference Materials section at the end of this book). At initi-
  ator 10th and every five levels thereafter, the market price of 
  the weapon special ability you can grant a weapon increases 
  (to “+2 bonus”, then “+3 bonus”, and so on). A weapon can 
  only gain a single ability through this stance, though you 
  need not grant the same ability to each affected weapon. 
  A weapon retains its new ability for as long as it remains 
  within close range. You choose which weapons are empow-
  ered when you enter this stance, and you can change which 
  weapons within range are empowered as a swift action or as 
  part of reallocating essence.
  Essence: For each point of essence invested into this 
  stance, creatures wielding weapons you have empowered 
  gain a cumulative +1 bonus to their CMD.
  DECREE OF DEATH
  Discipline: Radiant Dawn (Boost)
  Level: 3
  Initiation Action: 1 swift action
  Range: Melee or ranged attack
  
  23
  Rajah
  Target: One creature
  Duration: 1 round
  You single out a single target for execution. Make an at-
  tack. If it hits, the attack deals no damage. The next damag-
  ing attack made against the target by the initiator or her 
  allies within 1 round deals 50% additional damage, applied 
  after all other effects (such as damage reduction and energy 
  resistance).
  Essence: The first attack made against the target within 1 
  round deals an additional 2 points of damage for each point 
  of essence invested into this boost. This damage is eligible to 
  be increased by the effect of the boost. 
  LIFEBURST STRIKE
  Discipline: Radiant Dawn (Strike)
  Prerequisites: One Radiant Dawn maneuver
  Level: 3
  Initiation Action: 1 standard action
  Range: Melee or ranged attack
  Target: One creature
  Duration: Instantaneous
  You strike out with a simple blow with an uncanny power 
  to heal and harm. Make an attack. If it hits, it deals weapon 
  damage as normal plus an additional 1d6 points of dam-
  age, and you can heal yourself and allies within close range 
  (25 feet + 5 feet per 2 initiator levels) for a total number 
  of hit points equal to three times your initiation modifier, 
  divided as you choose between you and your allies. Alter-
  natively, you may choose to grant a single ally within close 
  range a saving throw against an ongoing effect on them that 
  offers a saving throw to negate, at the effect’s original DC. If 
  it succeeds, the effect ends. This does not progress poison, 
  diseases, or similar effects on a failed saving throw.
  Essence: Each point of essence invested into this strike 
  increases the total amount of healing done by 5 hit points. 
  This healing is split up between targets normally.
  SKY ASUNDER
  Discipline: Radiant Dawn (Strike)
  Prerequisites: One Radiant Dawn maneuver
  Level: 3
  Initiation Action: 1 standard action
  Range: Melee or ranged attack.
  Target: One creature
  Duration: Instantaneous
  You strike down those who would fly close to the sun. 
  Make an attack, If it hits, it deals weapon damage as nor-
  mal plus an additional 1d6 points damage. The target of this 
  maneuver must also make a Reflex save (DC 14 + initiation 
  modifier) or be struck from the sky, losing their ability to 
  fly. If the target fails their saving throw, they are rendered 
  incapable of flying for a number of rounds equal to your 
  initiation modifier; they loses any and all fly speeds they 
  possesses, are treated as having no ranks in the Fly skill, and 
  cannot hover, leap, or levitate higher than ten feet from the 
  ground. If the victim is flying when they are affected by this 
  maneuver, they plummet straight down to the earth, tak-
  ing falling damage as normal should they collide with the 
  ground.
  Essence: Each point of essence invested into this strike in-
  creases the amount of damage a creature rendered flightless 
  by this maneuver takes from falls by 1d6 points for as long 
  as they are prevented from flying.
  4th Level
  DECREE OF SILENCE
  Discipline: Radiant Dawn (Counter)
  Level: 4
  Initiation Action: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One casting or manifesting creature within range
  Duration: Instantaneous
  Your presence demands silence. Only those who you al-
  low to speak may do so. You may initiate this counter in re-
  sponse to a creature within close range (25 feet + 5 feet per 2 
  initiator levels) manifesting a power, casting a spell, or using 
  a spell-like or psi-like ability. Roll damage as if you’d made a 
  successful attack with a weapon you’re wielding; you don’t 
  deal this damage, but the target of this counter must suc-
  ceed at a concentration check (DC 10 + damage that would 
  be dealt by this attack + the level of the spell being cast or 
  power being manifested) or lose the power, psi-like ability, 
  spell, or spell-like ability as if it had been disrupted.
  Essence: Each point of essence invested into this counter 
  increases the DC of the concentration check by 1.
  LIFEBURST IMBUEMENT
  Discipline: Radiant Dawn (Boost)
  Level: 4
  Initiation Action: 1 swift action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One ally
  Duration: 1 round
  This maneuver imbues another to carry out your will. The 
  target’s next attack that hits also deals an additional 2d6 
  points of damage. When this attack hits, you can also heal 
  yourself and allies within close range (25 feet + 5 feet per 
  2 initiator levels) for a total number of hit points equal to 
  four times your initiation modifier, divided as you choose 
  between you and your allies.
  Essence: Each point of essence invested into this boost 
  increases the total amount of healing done by 6 hit points. 
  This healing is split up between targets normally.
  SHATTER SPELL
  Discipline: Radiant Dawn (Strike)
  Prerequisites: One Radiant Dawn maneuver
  Level: 4
  Initiation Action: 1 standard action
  Range: Melee or ranged attack
  Target: One creature
  Duration: Instantaneous
  A maneuver whose origins did not come from the dis-
  ciples of the Radiant Dawn, but was quickly adopted and 
  adapted to deal with spellcasters on the battlefield. Make 
  
  24
  Divergent Paths
  an attack or touch a willing target. If the attack hits, it deals 
  weapon damage as normal plus an additional 2d6 points of 
  damage (A willing target does not take damage from this 
  strike). Either way, the target is affected by a targeted dispel 
  magic as if you had cast it, using your initiator level as your 
  caster level. This strike can also dispel curses as if using re-
  move curse.
  Essence: Each point of essence invested into this strike 
  increases the result of the caster level check by 2.
  SUNSTROKE
  Discipline: Radiant Dawn (Boost)
  Prerequisites: One Radiant Dawn maneuver
  Level: 4
  Initiation Action: 1 swift action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One ally
  Duration: 1 round or until discharged
  Your akasha shapes an attack into a powerful solar flare. 
  Choose one ally within range. The next melee or ranged at-
  tack made by that ally can be made within long range (400 
  feet + 40 feet per initiator level) of that ally.
  Essence: Each point of essence invested into this boost 
  increases the minimum area of the chosen ally’s attack -- 
  while at least one point of essence is invested, the attack 
  becomes a burst with a radius of 5 feet per point of essence 
  invested. A single attack roll is made for the attack, and 
  compared against all creatures within the burst.
  5th Level
  CURSE OF THE PHARAOH
  Discipline: Radiant Dawn (Strike) [Curse]
  Prerequisites: Two Radiant Dawn maneuvers
  Level: 5
  Initiation Action: 1 standard action
  Range: Melee or ranged attack
  Target: One creature
  Duration: Instantaneous
  This attack brings with it a short lived curse that weakens 
  one’s will to live. Make an attack. If it hits, it deals an ad-
  ditional 3d6 points of damage and the target must make 
  a Will save (DC 15 + initiation modifier) or be cursed for 1 
  round. While cursed in this way, if an attacker hits this target 
  with a melee or ranged weapon attack, they may make an-
  other melee or ranged weapon attack at their highest BAB 
  against this target as a free action. Attackers may only gain 
  one bonus attack from this strike per round.
  Essence: Each point of essence increases the damage of 
  the bonus attack granted by this maneuver by 3.
  DECREE OF PURITY
  Discipline: Radiant Dawn (Boost)
  Level: 5
  Initiation Action: 1 swift action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One ally
  Duration: Instantaneous
  A single word and a wave of the hand purifies those who 
  would stand before you. When you initiate this maneuver, 
  you may choose to grant a single ally within close range (25 
  feet + 5 feet per 2 initiator levels) a saving throw against an 
  ongoing effect on them that offers a saving throw to negate, 
  at the effect’s original DC. They gain a bonus on this sav-
  ing throw equal to your initiation modifier (minimum 0). If 
  it succeeds, the effect ends. This does not progress poison, 
  diseases, or similar effects on a failed saving throw.
  In addition, you may heal yourself and allies within close 
  range for a total number of hit points equal to five times 
  your initiation modifier, divided as you choose between you 
  and your allies.
  Essence: Each point of essence invested into this boost 
  increases the total amount of healing done by 7 hit points. 
  This healing is split up between targets normally.
  NOBLESSE OBLIGE
  Discipline: Radiant Dawn
  Level: 5
  Initiation Action: 1 Free action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One ally (except the initiator)
  Duration: Instantaneous
  When all else fails, your allies turn to you to save them. 
  Whenever an ally within close range would die or be de-
  stroyed, you may initiate this maneuver, even if it is not your 
  turn. That ally’s hit points becomes 1. Then, you may make 
  a melee or ranged attack against an enemy. If it hits, it deals 
  an additional 3d6 points of damage and you also heal the 
  ally subject to this maneuver by an amount equal to the 
  damage dealt by this attack. A creature may only benefit 
  from this maneuver once, and must experience sunrise be-
  fore they can gain its benefit again.
  Essence: The ally is also healed for 7 hit points per point 
  of essence invested into this maneuver after the attack is 
  made.
  WAKE OF THE EMPEROR
  Discipline: Radiant Dawn (Stance)
  Prerequisites: Two Radiant Dawn maneuvers
  Level: 5
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  You travel fearlessly through magic and flames, and where 
  you tread shows your followers the way. While you maintain 
  this stance, whenever you would enter, or begin your turn in, 
  difficult terrain or an area with negative effects (such as cal-
  trops, lava, inhaled poison hanging in the air, acid fog, mists 
  that obscure vision, etc), you suppress those effects within 
  squares you pass through until the end of your next turn. If 
  the effect requires a save (such as prismatic wall), you must 
  make the save in order to suppress the effect.
  Essence: Each point of essence invested into this stance 
  grants you a +1 bonus on all saves made against effects that 
  can be suppressed by the stance
  
  25
  Rajah
  6th Level
  BATTLE AGAINST THE SUN
  Discipline: Radiant Dawn (Stance)
  Prerequisites: Two Radiant Dawn maneuvers
  Level: 6
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  To challenge you is to challenge the sun itself: An exercise 
  in futility. While you maintain this stance, you shed bright 
  light, as if by a daylight spell, out to close range (25 feet + 5 
  feet per 2 levels). Once per round, as a free action that can 
  be taken at any time (including when it is not your turn), 
  you may create a line with a length of 20 feet that originates 
  anywhere within this light. Enemies within the area take 
  damage equal to your initiator level. A successful Reflex 
  save (DC 16 + initiation modifier) halves this damage. Allies 
  caught within the line are instead healed for a number of hit 
  points equal to your initiator level.
  Essence: Each point of essence invested in this stance al-
  lows you to affect one additional target adjacent to the line 
  and increases the DC of the Reflex save by 1.
  DECREE OF FREEDOM
  Discipline: Radiant Dawn (Boost)
  Prerequisites: Two Radiant Dawn maneuvers
  Level: 6
  Initiation Action: 1 swift action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: You or one ally within close range
  Duration: 1 round
  With a gesture and a single word, you cause a target’s es-
  sence to flare, freeing them from their bonds. The target of 
  this boost can move and attack normally for the duration 
  of the boost, even under the influence of magic that usually 
  impedes movement, such as paralysis, solid fog, slow, and 
  web. The maneuver also allows the subject to move and at-
  tack normally while underwater, even with slashing weap-
  ons such as axes and swords or with bludgeoning weapons 
  such as flails, hammers, and maces, provided that the weap-
  on is wielded in the hand rather than thrown.
  Essence: Each essence invested into this boost increases 
  the duration by 1 round.
  KING’S CASTLE
  Discipline: Radiant Dawn (Counter)
  Prerequisites: Two Radiant Dawn maneuvers
  Level: 6
  Initiation Action: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: You and one ally
  Duration: Instantaneous
  Your faithful respond to your call for help. You may initi-
  ate this counter in response to being attacked. One willing 
  ally (other than you) teleports to a space adjacent to you 
  and gains temporary hit points equal to your initiator level, 
  as well as DR/– equal to your initiation modifier, both of 
  which last for 1 round. Resolve the attack against the tele-
  ported ally instead of yourself. After the attack is resolved, 
  the ally teleported may make a single melee or ranged at-
  tack at their highest base attack bonus against the creature 
  that attacked you. This attack does not provoke attacks of 
  opportunity. 
  Essence: Each point of essence invested into this maneu-
  ver increases the temporary hit points granted by this ma-
  neuver by 6, the damage reduction by 1, and the damage 
  made by that ally’s next attack by 1d6.
  RENDER UNTO GODS AND I
  Discipline: Radiant Dawn (Strike)
  Prerequisites: Two Radiant Dawn maneuvers
  Level: 6
  Initiation Action: 1 standard action
  Range: Melee or ranged attack
  Target: One creature
  Duration: Instantaneous
  Those who would rise against you will pay twice over for 
  their transgressions. Make an attack. If it hits, you deal dam-
  age as normal, plus an additional 4d6 points of damage, and 
  the target must make a Will save (DC 16 + initiation modifi-
  er) or have their powers taxed for a number of rounds equal 
  to your initiation modifier (minimum 2). 
  If the taxed creature casts a prepared spell, they also sac-
  rifice another spell of their choice of equal level. If the taxed 
  creature casts a spontaneous spell, they sacrifice an addi-
  tional spell slot of the same level. If that creature initiates a 
  maneuver, they also expend an additional maneuver of the 
  same level. If that creature manifests a power, they lose addi-
  tional power points equal to that power’s cost (these power 
  points are not considered to be spent on the power). If that 
  creature has an essence pool, it suffers essence burn equal 
  to twice the greatest amount of essence invested into any of 
  their receptacles. If the creature cannot sacrifice a prepared 
  spell, spell slot, or maneuver of the appropriate level, they 
  instead lose an appropriate article of the next-lowest level 
  available (except 0-level), or the next-highest level if there 
  are no articles of a lower level.
  In addition, you may heal yourself and allies within close 
  range (25 feet + 5 feet per 2 initiator levels) for a total num-
  ber of hit points equal to six times your initiation modifier, 
  divided as you choose between you and your allies
  Essence: Each point invested increases the DC by 1 and 
  the healing done by 8 points.
  THE SWORD OF DAMOCLES
  Discipline: Radiant Dawn (Strike)
  Prerequisites: Two Radiant Dawn maneuvers
  Level: 6
  Initiation Action: 1 standard action
  Range: Melee or ranged attack
  Target: One creature
  Duration: Instantaneous
  A deceptively weak attack leaves an opponent open for a 
  devastating follow up. Make an attack. If it hits, it deals an 
  
  26
  Divergent Paths
  extra 4d6 points of damage. The next attack made against 
  that target within one round treats all damage variables and 
  numeric effects as if the maximum result was rolled.
  Essence: Each point of essence adds an additional 1d6 
  points of damage to the maximized attack. This damage is 
  similarly maximized..
  7th Level
  DECREE OF RUIN
  Discipline: Radiant Dawn (Boost)
  Level: 7
  Initiation Action: 1 swift action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One ally
  Duration: 1 round or until discharged
  The flow of akasha foretells of a ruinous blow. The next 
  time the target hits with an attack, that attack is considered 
  to be a critical threat.
  Essence: Each essence invested into this maneuver grants 
  the ally a +2 to confirm any critical hit made within 1 round.
  PUSH THE ADVANTAGE
  Discipline: Radiant Dawn (Counter)
  Level: 7
  Initiation Action: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One ally
  Duration: Instantaneous
  With the enemy defeated, you spurn an ally towards fur-
  ther glory. You may initiate this counter when you or an ally 
  defeats an enemy. That ally may immediately take a stan-
  dard action, and you may also heal yourself and allies within 
  close range (25 feet + 5 feet per 2 initiator levels) for a total 
  number of hit points equal to seven times your initiation 
  modifier, divided as you choose between you and your allies.
  Essence: Each point of essence invested into this counter 
  increases the total amount of healing done by 9 hit points, 
  and while essence is invested into this counter, the target 
  gains the option to move up to 5 feet per point of essence 
  invested after this maneuver is initiated, provoking attacks 
  of opportunity as normal. This healing is split up between 
  targets normally.
  TYRANT’S COMMAND
  Discipline: Radiant Dawn (Strike)
  Prerequisites: Three Radiant Dawn maneuvers
  Level: 7
  Initiation Action: 1 standard action
  Range: Melee or ranged attack
  Target: One creature
  Duration: Instantaneous; See text
  An attack against the body and soul that places a deep 
  seated suggestion in the target. To resist it is to go against 
  themselves. Make an attack. If it hits, you deal weapon dam-
  age as normal. The target must then choose ‘Command’ or 
  ‘Damage’. If the target chooses command, they are affected 
  by the command spell (no saving throw) as if they had failed 
  their will save. You may also have the target make an at-
  tack against a target of your choosing instead of issuing this 
  command. If they chose ‘Damage’, they take 10d6 points of 
  damage as they claw and struggle against themselves. The 
  additional damage and command effect are mind-affecting 
  effects.
  Essence: For each point of essence invested in this stance, 
  the target also takes an additional 2d6 points of damage 
  if they chose ‘Command’ or 1d6 points of damage if they 
  chose ‘Damage’.
  8th Level
  DECREE OF VENGEANCE
  Discipline: Radiant Dawn (Counter)
  Prerequisites: Three Radiant Dawn maneuvers
  Level: 8
  Initiation Action: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  You and your allies rise in revenge against your assail-
  ants. You may initiate this counter after an attack is made 
  resolved against you or an ally within close range. You or 
  another ally threatening (or within the first range increment 
  of, if using a ranged weapon) may perform an attack action 
  to make a single attack or initiate a strike with an initiation 
  action of 1 standard action against that attacker. Your ally 
  may use your Sun’s Gleam ability in place of this attack, us-
  ing your abilities in place of their own score modifiers if they 
  so wish.
  You also heal yourself and allies within close range (25 
  feet + 5 feet per 2 initiator levels) for a total number of hit 
  points equal to eight times your initiation modifier, divided 
  as you choose between you and your allies.heal eight times 
  your initiation modifier hit points, divided as you choose 
  amongst any number of allies within close range (25 feet + 5 
  feet per 2 initiator levels).
  Essence: Each point of essence invested into this counter 
  increases the total amount of healing done by 10 hit points, 
  and allows another ally within range to perform an attack 
  action or initiate a standard-action strike a single standard 
  attack against the attacker. This healing is split up between 
  targets normally.
  THE PATH OF THE SUN
  Discipline: Radiant Dawn (Stance)
  Prerequisites: Three Radiant Dawn maneuvers
  Level: 8
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  You mimic the eternal dance of the sun across the sky 
  with this stance. When you assume this stance, any essence 
  you currently have invested in maneuvers becomes unin-
  vested (reducing their totals to 0). Essence bound into an 
  expended maneuver remains invested until that maneuver 
  is recovered. While you maintain this stance, you cannot 
  invest essence into maneuvers. This does not prevent you 
  
  27
  Rajah
  from using Sun’s Gleam. Each of your unexpended maneu-
  vers and stances is treated as though it had essence invested 
  in it equal to the number of maneuvers you’ve expended 
  from this stance’s source, to a maximum of ½ your initiator 
  level. Only maneuvers from the class (not feats) that grant-
  ed this stance are counted towards this.
  Unlike other Radiant Dawn stances, essence may not be 
  invested into this stance.
  TYRANT’S END
  Discipline: Radiant Dawn (Strike)
  Prerequisites: Three Radiant Dawn maneuvers
  Level: 8
  Initiation Action: 1 standard action
  Range: Melee or Ranged attack
  Target: One creature
  Duration: Instantaneous
  This powerful blow brings the end to tyrant’s reigns. Make 
  an attack. If it hits, you deal weapon damage as normal plus 
  an additional 6d6 points of damage, and the target has their 
  spell resistance, power resistance, damage reduction, energy 
  resistance, and immunities suppressed for one round, be-
  coming Vulnerable to all damage for 1 round. A successful 
  Will save (DC 18 + initiation modifier) negates the Vulner-
  ability.
  Essence: Each point of essence invested into this strike 
  reduces the target’s AC by 4 for 1 round.
  9th Level
  JUDGEMENT DAY
  Discipline: Radiant Dawn (Strike)
  Prerequisites: Four Radiant Dawn maneuvers
  Level: 9
  Initiation Action: 1 full-round action
  Range: Close (25 ft. + 5 ft./2 levels) range
  Area: Burst centered on the initiator
  Duration: Instantaneous
  All enemies within the area are consumed by pure akashic 
  flame, taking 50 points of untyped damage. A successful Re-
  flex save (DC 19 + initiation modifier) halves this damage. 
  Allies within range are healed for 50 points of damage. This 
  healing acts like that of a breath of life spell, with the ex-
  ception that it isn’t positive energy-based, and it may revive 
  targets that have died since the last sunrise. Allies slain by 
  death effects can attempt another saving throw against that 
  death effect with a bonus equal to your initiation modifier. 
  If this save is successful, they are revived with hit points 
  equal to amount of healing done by this maneuver.
  A creature may only benefit from the breath of life effect 
  of this maneuver once, and must experience sunrise before 
  they can gain its benefit again, though it still benefits from 
  this maneuver’s healing normally.
  Essence: Each point of essence invested into this maneu-
  ver increases the healing and damage done by 15 points 
  each, the DC by 1, and the results of new saving throws 
  against death effects by 2.
  
  28
  Divergent Paths
  This section contains additional content for the rajah, 
  including a new martial tradition, new feats, and the ref-
  erence material used by the rajah.
  New Martial Tradition
  BANK OF THE SUN
  Alignment: Any non-chaotic.
  Symbol: A golden coin with a sun embossed on one side.
  Disciplines: Radiant Dawn
  Oath: There are two types of individuals within the Bank. 
  The most common amongst them are there to keep the 
  day-to-day operations running smoothly, from tellers to the 
  mercenaries that keep the caravans protected. Occasion-
  ally, one’s greed for coin and wealth, combined with their 
  own unique strengths, rises above their peers, and they be-
  come selected by the inner ‘Elite’ of the bank. Lengthy back-
  ground checks, mundane and magical, are performed, and 
  if the candidate is approved by at least three-quarters of the 
  existing Elite, then that individual is formally invited to join 
  the ranks of the Elite. If they accept, they’re then saddled 
  with an amount of paperwork that takes a solid week to fill 
  out; mostly legally binding contracts that penalizes acting 
  against the Bank or any operations that it has its fingers in. 
  Once everything is filled out, a small party is thrown for the 
  newcomer, and they can expect their token (a golden coin 
  with a sun embossed on one side, and whatever they had 
  requested with Form 5583b on the other), as well as their 
  sign-on bonus, within two to ten business days.
  Allegiance Benefit: An elite of the Bank of the Sun gains 
  a +2 insight bonus on Appraise, Knowledge (local), and 
  Sense Motive checks, as well as an amount of ‘loaned’ gold 
  based on their level, according on the chart below.
  Intentionally attacking the Bank, causing the Bank to lose 
  profits, or otherwise hampering the Bank’s operations, will 
  draw the ire of the elite, who will then take measure ap-
  propriately. The violator and her allies may find themselves 
  shunned by shops (and maybe even some churches) in cit-
  ies where the Bank has a presence, will no longer be able 
  to request services through the Bank, will no longer receive 
  ‘loans’ with each new level, and, in extreme circumstances, 
  will have bounty hunters or other adventurers set upon 
  them.
  The following chart determines how much money an elite 
  member of the bank gains at each level. This isn’t free mon-
  ey—it’s a loan—but so long as the elite remains amicable 
  to the bank, it never has to be paid back. When gaining a 
  level, subtract the difference between their previous level 
  and current level to determine how much they gain.
  Level
  Gold Amount
  Level
  Gold Amount
  1st
  450 gp
  11th
  16,850 gp
  2nd 
  650 gp
  12th
  22,050 gp
  3rd
  1,050 gp
  13th
  28,450 gp
  4th
  1,650 gp
  14th
  37,450 gp
  5th
  2,550 gp
  15th
  48,450 gp
  6th
  3,650 gp
  16th
  63,450 gp
  7th
  5,150 gp
  17th
  82,450 gp
  8th
  7,050 gp
  18th
  106,450 gp
  9th
  9,650 gp
  19th
  137,450 gp
  10th
  12,850 gp
  20th
  176,450 gp
  Description: The Bank of the Sun is a tradition that, sur-
  prisingly, has its roots in pirates, trading and love. The Bank 
  traces it’s history (sometimes proudly) to the pirate warlord 
  Suna. A cunning elven woman who practiced the Radiant 
  Dawn tradition, Suna’s love for adventure was only matched 
  by her love for her human first mate, Al’karash. He didn’t 
  return her feelings, as his heart had only room for gold and 
  jewels. To keep his attention, Suna used her capability with 
  words to draw allies from across the world to her fleet, and 
  her capability with her sword to lead them to overcome im-
  possible odds, earning a notorious reputation on the high 
  seas. When a stray arrow took her left eye, and nearly her life, 
  Suna turned thoughts to her future, the legacy she wanted 
  to leave, and the man that she loved. While recovering from 
  her wound, Suna hatched a plan: She would turn her fleet 
  from pirates into merchants, using her ill-gotten wealth to 
  ensure the ‘legitimacy’ of this new business. There would 
  need to be a place to store all of the goods she planned 
  to trade, to which end she secured a small island and built 
  what the Bank would consider its first headquarters. In the 
  end, Suna proposed to her first mate, with the Bank of the 
  Sun as the ring, and everyone got what they wanted—Suna 
  got the man she loved, and Al’karash got all the wealth he 
  could ever want.
  Its history aside, the Bank of the Sun is a now mostly-le-
  gitimate business that specializes in the trading and storing 
  of goods, services, and money. It’s first and only primary di-
  rective is to make money: Whether that be from giving out 
  loans to farmers, arranging trades between enemy nations, 
  setting up mining operations, to anything else that could 
  conceivably make coin. Rumors of illegal activity exist, but 
  the Bank is quick to respond to and squash those rumors—
  with force, if needed.
  While called a ‘Bank’, their primary source of income is 
  actually trade—storage is something that happens on the 
  Additional Content
  
  29
  Rajah
  side, and is mostly done by the bank itself to hold goods 
  until the ships come in to bring it to its destination. The 
  Bank also makes much use of convoys, and combined with 
  its oversea routes, the Bank hires plenty of mercenaries to 
  help protect the goods during their travels; or in some cases, 
  enact revenge against those who’d pillage their trade routes. 
  These mercenaries, along with the sailors and convoy driv-
  ers, combine with merchants to constitute the majority of 
  the numbers of the bank. The others, known simply as the 
  ‘Elite’, actually drive the direction of the Bank; being the ones 
  responsible for setting up new trade routes, expanding the 
  Bank’s footprint, setting up harvesting operations with the 
  local druids, and so on. Every year the Elite hold a get-to-
  gether, an opulent week-long party at their headquarters to 
  celebrate the money they’ve made in the past year, as well 
  as discuss plans going forward in the next year. The Elite can 
  invite friends along, as long as they’re well behaved, though 
  they’re encouraged to pack warmly: The Bank’s headquar-
  ters exists in a very cold and mountainous snowy region, 
  after all.
  Common Tasks: The Bank of the Sun’s grand plan is sim-
  ply to make more money. Adventuring is always considered 
  a high risk, high reward effort, and as such, members who 
  are adventurers don’t get called upon often to do other 
  work. However, members are expected to complete their 
  fair share of the paperwork, adventuring or not, as well as 
  make actions that fill the coffers of the Bank, and not just 
  line their own pockets. As such, adventurers may receive 
  requests for geological surveys if they are explorers, or prob-
  lems to be solved, magical or mundane, if they are intel-
  lectuals. Those with a talent for people may also be called 
  upon to help negotiate on the Bank’s behalf if they’re con-
  veniently within the area that the Bank is looking to move 
  into. If the Bank requires anything more than that, one can 
  expect to be hired on, and paid handsomely for their direct-
  ed efforts. Finally, they’re also expected to attend the bank’s 
  annual gathering, or at least send a letter explaining why 
  they couldn’t make it, at least two weeks in advance, or be 
  fined thirty gold pieces for their share of the food and wine.
  Available Services: The Bank of the Sun offers many ser-
  vices; as long as you’re willing to pay for them. For the most 
  part, none of these pertain to adventuring, the main excep-
  tion being their ability to bring goods in even the strangest 
  of places. Mundane services can also be acquired, as well as 
  other ‘elite benefits’ for businesses that work with the bank, 
  such as being able to book the largest room in the tavern, 
  priority on boarding ships for travel, or being able to obtain 
  an invitation to a noble’s party (As long as you’re willing to 
  help the bank out while you’re there, of course). They also 
  can store money, goods, and other artifacts, provided that 
  they aren’t too dangerous. 
  New Feats
  Presented below are new feats designed for the rajah 
  class.
  Clashing Essence (Akashic)
  Your essence rushes to the forefront to aid where it is 
  needed.
  Benefit: You may reallocate your essence as an imme-
  diate action in response to being targeted by an attack, 
  making a saving throw, making an attack roll, or an ally 
  under the effect of one of your veils being in any of these 
  situations. You may use this ability after the result of the 
  roll is revealed. 
  You gain 1 point of essence.
  Extra Heraldry
  Prerequisites: Heraldry class feature.
  Benefit: You gain one additional heraldry you meet 
  the prerequisites for.
  Special: You can gain Extra Heraldry multiple times.
  Inaugurate Title (Akashic, Combat)
  As the Rajah learns new veils, she can mold them to 
  her unique abilities.
  Prerequisites: Rajah level 1st.
  Benefit: Choose a veil from any class’s veil list that is 
  shaped into one of the following slots: Belt, Body, Chest, 
  Feet, Hands, Head, Headband, Neck, Shoulders, or Wrists. 
  A veil that can be shaped in multiple slots is not eligible 
  to be taken unless both slots are included in this list. You 
  add this veil to your rajah veil list with the title descrip-
  tor, allowing you to shape it onto allies using the normal 
  veilweaving rules. In order to bind this veil to a chakra, 
  your veilweaver level must be at least equal to the level 
  that the class the veil originally came from gains access 
  to that chakra, using the lowest level if the veil comes 
  from multiple classes. 
  You gain 1 point of essence.
  Special: You can take this feat multiple times. Its ef-
  fects do not stack; each time you take this feat, you 
  choose a new veil to gain as a title.
  Flow of Battle (Akashic, Combat)
  Your power shifts as you prepare to strike.
  Benefit: Whenever you initiate a maneuver as a swift 
  action, or enter a stance, you may reallocate your es-
  sence as part of the action taken to do so. 
  You gain 1 point of essence.
  Special: If you possess the Clashing Essence feat, then 
  you may reallocate your essence as though you had used 
  Clashing Essence whenever you initiate a maneuver as 
  an immediate action.
  Narcissism (Akashic, Combat)
  Be wary of the one who sets a title on their own brow.
  Prerequisites: Con 13 or veilweaver level 1st, Wis 13.
  Benefit: When this feat is selected, choose a veil from 
  any class’s veil list that has the title descriptor. The veil 
  must match one of the following slots: Belt, Body, Chest, 
  
  30
  Divergent Paths
  Feet, Hands, Head, Headband, Neck, Shoulders, or Wrists. 
  A veil that can be shaped into multiple slots is not eligible 
  to be taken unless both slots are included in this list. 
  You can shape that veil using the normal veilweaving 
  rules. If you do not have levels in a veilweaving class, 
  you have total veils shaped of 1 and use your Wisdom 
  to determine the DC’s and effects of your veil abilities. 
  If you gain any levels in a veilweaving class, your pri-
  mary veilweaving attribute is determined by that class. 
  Once chosen, the veil granted by this feat can never be 
  changed. Your veilweaver level for this veil is equal to 
  your character level. Finally, the veil you selected loses 
  its title descriptor.
  Special: You can gain this feat multiple times. Its ef-
  fects do not stack. Each time you take the feat, choose a 
  new veil.
  Self Empowerment (Akashic, Combat)
  Sometimes you must take matters into your own 
  hands.
  Prerequisites: At least 1 veil with the title descriptor 
  known.
  Benefit: Whenever you shape a veil, you may choose 
  to remove the title descriptor from that veil, shaping it 
  as a normal veil. 
  You gain 1 point of essence.
  Striking Mirage (Akashic, Combat)
  You form your essence into the simile of a soldier, 
  which rushes forth to deliver a powerful blow.
  Prerequisites: Vassalage class feature.
  Benefit: As a move action, you may create a soldier of 
  akasha in your space, or in the space of any creature cur-
  rently benefiting from your titles. You may then immedi-
  ately move this soldier up to your movement speed us-
  ing any movement mode you have available to you. This 
  soldier of akasha lasts until the end of your turn. You 
  may initiate maneuvers through this soldier using your 
  Vassalage class feature as though it were a creature you 
  had entitled. As this soldier is an akashic effect, and not 
  a creature, it cannot be attacked, nor can it attack, make 
  attacks of opportunity, make actions, and so on, but oc-
  cupies the same number of spaces as the creature whose 
  space it originated in, as though it were a creature of that 
  creature’s size category.  This soldier is an obvious fake 
  with even a cursory glance; and as such, does not pro-
  voke attacks of opportunities as it moves.
  You gain 1 point of essence.
  Symbol of Mercy (Akashic, Combat)
  This akashic seal is proof that you have the power to 
  slay your foe, and yet chose to spare your blade.
  Benefit: Whenever an opponent within close range 
  (25 feet + 5 feet per 2 character levels) would die or be 
  destroyed, you may intervene as a free action, even if it 
  is not your turn. The opponent is instead reduced to 1 hit 
  point, and an akashic seal is placed somewhere on their 
  body that lasts until next sunrise. While this seal persists, 
  you may prevent the target from taking any action (such 
  as moving, attacking, talking, etc), except the actions that 
  you explicitly allow. 
  Additionally, you may force the creature to enact a sin-
  gle, simple command of two words or less. For example, 
  you may tell a creature to ‘move here’ or ‘start talking’, 
  but you couldn’t tell the creature to “go to the city” (As 
  this would be too many words) or “tell the truth” as it’s 
  both too many words and ‘truth’ is too complex for this 
  ability. 
  Titles from Distant Shores (Akashic, Combat)
  With a bit of training, any veilweaver can shape a veil 
  onto another.
  Prerequisites: Ability to shape at least 1 veil.
  Benefit: Whenever you shape a veil that does not have 
  the Title descriptor, you may apply the Title descriptor to 
  that veil. This veil can be shaped on an ally as if it were 
  a normal Title. You cannot bind this veil to its chakra un-
  less you can both bind veils to the chakra in question and 
  are at least veilweaver level 7th (for the Hands, Head, or 
  Feet chakras), veilweaver level 13th (for the Headband, 
  Shoulders, or Wrist chakras), or veilweaver level 17th 
  (for the Neck or Belt chakras). When shaping a veil in 
  this way, you can never bind it to chakras other than 
  those listed here. 
  You gain 1 point of essence.
  Radiant Dawn Style (Akashic, Combat, Style)
  Your martial abilities are laden with restorative aka-
  sha.
  Prerequisites: 1 or more Radiant Dawn stances, Di-
  plomacy 3 ranks.
  Benefit: Whenever you initiate a maneuver, you or an 
  ally within close range (25 feet + 5 feet/2 character levels) 
  is healed for a number of hit points equal to your char-
  acter level, plus the amount of essence invested in that 
  maneuver. This effect can only trigger once per round.
  You gain 1 point of essence.
  Radiant Sunlight (Akashic, Combat)
  What akasha that cannot heal will become a potent 
  shield.
  Prerequisites: Radiant Dawn Style, Diplomacy 7 
  ranks.
  Benefit: Whenever you restore hit points to an ally, 
  if this healing would raise their hit points to its maxi-
  mum, they are granted temporary hit points equal to any 
  excess healing. These temporary hit points stacks with 
  other temporary hit points granted by you, up to a maxi-
  mum of of half of the ally’s maximum hit points, and last 
  for one minute. 
  You gain 1 point of essence.
  Radiant Daybreak (Akashic, Combat)
  Your akasha hardens the body, mind, and soul.
  Prerequisites: Radiant Dawn Style, Diplomacy 13 
  ranks.
  Benefit: As long as an ally is benefiting from tempo-
  rary hit points granted by you, they gain a +2 bonus on 
  
  31
  Rajah
  saves and to AC. This bonus increases by +1 at 15th level 
  and every 5 levels thereafter.
  You gain 1 point of essence.
  Sunrise (Akashic, Combat)
  You are like the rays of the rising sun, leading the 
  charge into the darkness.
  Prerequisites: Two Radiant Dawn maneuvers known, 
  Two maneuvers from another discipline known, cannot 
  have High Noon or Sunset feat.
  Benefit: You may invest essence into maneuvers that 
  you cannot normally invest maneuvers into. 
  Whenever you initiate a maneuver that has at least 
  one point of essence invested into it, you gain a bonus 
  to AC equal to 1/2 the maneuver level plus the essence 
  invested in that maneuver (Thus, a 4th level maneuver 
  with 2 essence invested in that maneuver grants +4 AC). 
  This AC bonus does not stack with itself, and lasts for 1 
  round.
  You gain 1 point of essence.
  High Noon (Akashic, Combat)
  You are like the sun at high noon, burning away all 
  shadows under your light.
  Prerequisites: Two Radiant Dawn maneuvers known, 
  Two maneuvers from another discipline known, cannot 
  have Sunrise or Sunset feat.
  Benefit: You may invest essence into maneuvers that 
  you cannot normally invest maneuvers into. 
  Whenever you initiate a maneuver that has a least one 
  point of essence invested into it, your next attack made 
  within one round gains a bonus to damage equal to the 
  level of the maneuver plus the essence invested in that 
  maneuver. This bonus damage does not stack with itself.
  You gain 1 point of essence.
  Sunset (Akashic, Combat)
  You are like the setting sun, whose last rays bolsters 
  others against the oncoming darkness.
  Prerequisites: Two Radiant Dawn maneuvers known, 
  Two maneuvers from another discipline known, cannot 
  have High Noon or Sunset feat.
  Benefit: You may invest essence into maneuvers that 
  you cannot normally invest maneuvers into.
  Whenever you initiate a maneuver that has at least 
  one point of essence invested into it, one ally within 
  close range (25 feet + 5 feet per 2 initiator levels) gains a 
  number of temporary hit points equal to your character 
  level plus the essence invested in that maneuver. These 
  temporary hit points stacks with other temporary hit 
  points granted by you, up to a maximum of of half of the 
  ally’s maximum hit points, and last for one minute. This 
  effect can only trigger once per round.
  You gain 1 point of essence.
  Reference Materials
  Some of the new veils reference the Tap Animus and 
  Extra Animus feats from Path of War: Expanded. We've 
  reprinted them here for ease of reference. In addition, 
  the list of weapon special abilities for the soulknife is 
  presented below.
  Tap Animus
  You gain the ability to tap a small wellspring of animus 
  within you.
  Prerequisites: You may not possess the animus class 
  feature.
  Benefit: When you enter combat, you gain an animus 
  pool with one point of animus at the start of your first 
  turn, and add one point of animus to your animus pool 
  at the start of each of your turns thereafter. Your animus 
  pool persists for one minute after the last enemy com-
  batant is defeated or the encounter otherwise ends. At 
  the end of any round in which you initiate a maneuver 
  (a strike, boost, or counter), you add an additional point 
  of animus to you pool. You can use this animus pool to 
  augment maneuvers or power animus-related feats as 
  normal.
  Special: If you ever gain the animus class feature, this 
  feat is immediately exchanged for the Extra Animus feat.
  Extra Animus
  Your reserves of animus are stronger.
  Prerequisites: Must possess an animus pool.
  Benefit: Your initial animus pool at the start of each 
  combat increases by 2 points.
  Special: You can take this feat multiple times. Each ad-
  ditional time you take the feat, your initial animus pool 
  increases by 1 point instead of 2.
  Table: Weapon Special Abilities
  Weapon Special 
  Ability
  Enhancement Bonus 
  Value
  Required Level
  Agile
  +1
  5
  Allying
  +1
  5
  Benevolent
  +1
  5
  Conductive
  +1
  5
  Corrosive
  +1
  5
  Countering
  +1
  5
  Courageous
  +1
  5
  Cruel
  +1
  5
  Cunning
  +1
  5
  Defending
  +1
  5
  Distance
  +1
  5
  Dueling
  +1
  5
  Flaming
  +1
  5
  Frost
  +1
  5
  Furious
  +1
  5
  Ghost touch
  +1
  5
  Guardian
  +1
  5
  Huntsman
  +1
  5
  Keen
  +1
  5
  Lucky
  +1
  5
  
  32
  Divergent Paths
  Menacing
  +1
  5
  Merciful
  +1
  5
  Mighty cleaving
  +1
  5
  Planar
  +1
  5
  Psychokinetic
  +1
  5
  Seaborne
  +1
  5
  Seeking
  +1
  5
  Shock
  +1
  5
  Sundering
  +1
  5
  Thundering
  +1
  5
  Vicious
  +1
  5
  Advancing
  +2
  7
  Anarchic
  +2
  7
  Axiomatic
  +2
  7
  Collision
  +2
  7
  Corrosive burst
  +2
  7
  Cyclonic
  +2
  7
  Defiant
  +2
  7
  Flaming burst
  +2
  7
  Glorious
  +2
  7
  Holy
  +2
  7
  Icy burst
  +2
  7
  Invigorating
  +2
  7
  Linked striking
  +2
  7
  Mindcrusher
  +2
  7
  Phase Locking
  +2
  7
  Psychokinetic burst
  +2
  7
  Shocking burst
  +2
  7
  Suppression
  +2
  7
  Unholy
  +2
  7
  Wounding
  +2
  7
  Wrenching
  +2
  7
  Bodyfeeder
  +3
  9
  Dislocator
  +3
  9
  Mindfeeder
  +3
  9
  Nullifying
  +3
  9
  Repositioning
  +3
  9
  Speed
  +3
  9
  Soulbreaker
  +3
  9
  Brilliant energy
  +4
  12
  Great dislocator
  +4
  12
  Greater energy
  +4
  12
  Coup de grace
  +5
  15
  Vorpal
  +5
  15
  
  33
  Rajah
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  based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
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  Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip 
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  More martial support!
  3 New Base Classes
  New Martial Maneuvers
  New Disciplines
  Now Available at
  dreamscarred.com
  34
  OF
  By Chris Bennett and Jade Ripley
  ◆ Expanded ◆
  More martial support!
  3 New Base Classes
  New Martial Maneuvers
  New Disciplines
  Now Available at dreamscarred.com 
  Full-Color $34.99 
  Black & White $24.99 
  PDF $14.99 
  
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