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Blood and Sigils V1.1

The document outlines the Hemalurgist class, a blood magic practitioner who utilizes a hemolith crystal to enhance their magical abilities by sacrificing their own blood. It details class features, spellcasting mechanics, and the progression of abilities as the character levels up. The narrative also introduces Beatrice, a character who embraces blood magic to gain control over her struggles, showcasing the potential benefits of this practice.

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otakulrd86
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100% found this document useful (1 vote)
676 views53 pages

Blood and Sigils V1.1

The document outlines the Hemalurgist class, a blood magic practitioner who utilizes a hemolith crystal to enhance their magical abilities by sacrificing their own blood. It details class features, spellcasting mechanics, and the progression of abilities as the character levels up. The narrative also introduces Beatrice, a character who embraces blood magic to gain control over her struggles, showcasing the potential benefits of this practice.

Uploaded by

otakulrd86
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 53

CREDITS

Vasco Rodrigues Duarte Table of Contents


Game Developer / Designer and TTRPGs Enjoyer.

Taras (Torororos) Hemalurgist Class 3-9


Great artist who made the art for the classes’ iconics
as well as the cover. Hemalurgist Feats 10-16
Hemalurgist Multiclass 16-17
Foundry Link Hemalurgist Spells 18-21
https://raw.githubusercontent.com/VascoRodrigues
Duarte/bloodandsigils/master/module.json Inscriber Class 22-28
Inscriber Feats 29-48
Special Thanks To Inscriber Multiclass 49
My players and friends for helping me playtest the
classes and for the feedback they gave! Inscriber Equipments 50
Made With
Update Notes 51

The Homebrewery
Homebrewery.Naturalcrit.com

22
Blood magic has always been a fascinating
subject amongst morbid scholars. The idea of
harnessing one’s own blood as a way to empower
the arcana is tempting for those seeking greater
power. Some wizards and arcanists found a craft
which allowed them to do so, called
haemotheurgy, by increasing the amount of blood
they have in them, amplifying their magic with it,
but at the cost of becoming bloated, granting
them the title of bloatmages.

Cheliaxian spellcasters got interested in the


potent power it provided but wished not to suffer
such constraints to their bodies. With the help of
devils, they eventually uncovered a ritual that
could create a hemolith - a crystal made out of the
blood of the ritualist. The hemolith grants its
owner magic without the need to study the arcana
or to have a natural affinity for it at the cost of
feeding the hemolith their blood, making it a great
discovery as in a greater scale, it could provide
Cheliax new ways to enforce their law. Thus were
born the hemalurgists, as those who dwell in
blood magic thanks to their hemolith, able to drain
the life of those around, and use and improve their
magic prowess out of it by sacrificing some of
their blood.

Beatrice was one of the first ones who decided to


turn to such arts, not by trying to seek strength,
but due to necessity instead. Plagued by a lifetime
of struggle with her own body and blood, she saw
in blood magic a means to assert control over her
existence. As she did the ritual and gained her
hemolith, she decided to dwell more on her new
found powers, to master its untapped potential,
and to demonstrate the benefits of such a gift and
how it can help those who are not as fortunate as
others.

33
Hemalurgist
With the help of a crystal implemented on your body, called a hemolith, you
have unraveled the secrets of blood magic, all while enhancing your own
natural occult talents. By sacrificing your own blood and absorbing your foes’
essences, you are able to perform a crimson spectacle which no one can
replicate.

KEY ABILITY HIT POINTS Initial Proficiencies


CONSTITUTION 8 PLUS YOUR CONSTITUTION MODIFIER At 1st level, you gain the listed
At 1st level, your class You increase your maximum number of HP by this proficiency ranks in the following
gives you an ability boost to statistics. You are untrained in
number at 1st level and every level thereafter.
Constitution. anything not listed unless you gain
a better proficiency rank in some
other way.

During Combat Encounters… Perception


You make your foes bleed with your attacks and spells, allowing you to fill your hemolith Trained in Perception
with their blood and enter a frenzy. Managing your frenzy to use strong crimson spells or
abilities is an important factor in finishing off your enemies. Finally, you need to pay Saving Throws
attention to your health, as it depletes after casting spells or using abilities. Expert in Fortitude
During Social Encounters… Trained in Reflex
Expert in Will
Your natural connection to the occult as well as the blood crystal attached to your flesh
makes people kind of eerie about you, especially if they know more about blood magic, Skills
making you somewhat intimidating and weird to others.
Trained in Occultism
While Exploring… Trained in a number of additional
skills equal to 3 plus your
You stay on your guard, going in front with other warriors amongst your group, trying to Intelligence modifier
detect any menace nearby, and scouting for your team. With your connection with your
hemolith, you may even detect creatures as their own blood betrays them, revealing their Attacks
position to you.
Trained in simple weapons
In Downtime… Trained in unarmed attacks

You might help folks with laboral or medical work with your knowledge and strong body
of yours, or you could also try to deepen your connection with your hemolith, learning
Defenses
new ways to utilize your blood and of those around in more creative ways. Trained in light armor
Trained in unarmored defense
You Might…
Relish in the heat of battle, entrancing yourself in the guts and glory of it.
Class DC
Study the occult to understand what your hemolith is truly capable of. Trained in occult spell attack rolls
Convince other people that blood magic on itself is not naturally evil and that it could Trained in occult spell DCs
be used for great things such as medicine.

Others Probably…
Believe you can do anything with blood.
Might rely on your blood senses to track and find your foes.
Think that you are related in any way to vampires or other blood-sucking creatures.

44
TABLE 1-1: activity, and you can supply material, somatic, and
HEMALURGIST ADVANCEMENT verbal components when casting spells. Due to your
unique nature, you substitute any material
Your components with your own blood. When you cast a
Level Class Features spell granted by the hemalurgist class that needs a
1 Ancestry and background, initial material component, you take an additional amount
proficiencies, blood spellcasting, spell of damage equal to half your level on top of the
repertoire, hemomancy, frenzy, crimson damage said in the Hemomancy feature.
spells
2 Hemalurgist feat, skill feat At 1st level, you can cast one 1st-level spell. You
3 2nd-level spells, general feat, skill increase, must know spells to cast them, and you learn them
unlimited signature spells via the spell repertoire class feature. The number of
4 Hemalurgist feat, skill feat spells you can cast each day is called your spell
5 3rd-level spells, ability boosts, ancestry slots.
feat, lightning reflexes, skill increase,
weapon expertise As you increase in level as a hemalurgist, your
number of spell slots and the highest level of spells
6 Hemalurgist feat, skill feat
you can cast from spell slots increase. However,
7 4th-level spells, general feat, skill increase, even if the hemolith is able to unlock the magic in
weapon specialization
your blood, you are normally not adept at magic by
8 Hemalurgist feat, skill feat nature. This makes you begin to lose lower-level
9 5th-level spells, ancestry feat, skill increase, spell slots once you reach 5th level. The maximum
expert spellcaster, juggernaut number of spell slots you get from the hemalurgist
10 Ability boosts, hemalurgist feat, skill feat class is four, starting when you reach 4th level.
11 6th-level spells, general feat, skill increase,
light armor expertise, alertness Some of your spells require you to attempt a spell
12 Hemalurgist feat, skill feat attack roll to see how effective they are, or have your
enemies roll against your spell DC (typically by
13 7th-level spells, ancestry feat, skill increase,
weapon mastery attempting a saving throw). Your spell attack rolls
and spell DCs use your Constitution modifier.
14 Hemalurgist feat, skill feat
15 8th-level spells, ability boosts, general feat, Heightening Spells
skill increase, resolve, greater weapon
specialization When you gain spell slots of 2nd level and higher,
you can fill those slots with stronger versions of
16 Hemalurgist feat, skill feat
lower-level spells. This increases the spell’s level,
17 9th-level spells, ancestry feat, skill increase, heightening it to match the spell slot. Many spells
master spellcaster
have specific improvements when they are
18 Hemalurgist feat, skill feat heightened to certain levels.
19 General feat, skill increase, quick drain,
light armor mastery Cantrips
20 Ability boosts, hemalurgist feat, skill feat A cantrip is a special type of spell that doesn’t use

Class Features
spell slots. You can cast a cantrip at will, any
number of times per day. A cantrip is always
automatically heightened to half your level rounded
You gain these features as a Hemalurgist. Abilities
gained at higher levels list the levels at which you up—this is usually equal to the highest level of spell
you can cast as a hemalurgist. For example, as a 1st-
gain them next to the features’ names.
level hemalurgist, your cantrips are 1st-level spells,
Ancestry and Background 1st and as a 5th-level hemalurgist, your cantrips are 3rd-
level spells.
In addition to the abilities provided by your class at
1st level, you have the benefits of your selected
ancestry and background.

Blood Spellcasting 1st


Using the hemolith implemented in your body, you
can call forth occult powers with your own blood.
You can cast occult spells using the Cast a Spell

55
TABLE 1-2: which you don’t change your spell slots, you can
HEMALURGIST SPELLS BY LEVEL swap out multiple spells, as described below.

Your Swapping Spells In Your Repertoire


Level Cantrip 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
As you gain new spells in your repertoire, you might
1 5 1 - - - - - - - - want to replace some of the spells you previously
2 5 2 - - - - - - - - learned. Each time you gain a level and learn new
3 5 2 1 - - - - - - - spells, you can swap out one of your old spells for a
4 5 2 2 - - - - - - - different spell of the same level. If it’s a level at
5 5 - 2 2 - - - - - - which you lose a set of lower-level slots, you can
replace the two in either order. You can also instead
6 5 - 2 2 - - - - - -
swap a cantrip. You can also swap out spells by
7 5 - - 2 2 - - - - - retraining during downtime.
8 5 - - 2 2 - - - - -
9 5 - - - 2 2 - - - - At 6th level and every even level thereafter, you can
10 5 - - - 2 2 - - - - swap out any number of your spells for different
11 5 - - - - 2 2 - - - spells of a level you can cast. When you do, you must
keep at least one spell you can cast with your lowest
12 5 - - - - 2 2 - - -
level of spell slots so you don’t end up with slots you
13 5 - - - - - 2 2 - - can’t use. For instance, at 6th level you would need
14 5 - - - - - 2 2 - - to keep at least one 2nd-level spell, but all your other
15 5 - - - - - - 2 2 - spells could be 3rd level.
16 5 - - - - - - 2 2 -
17 5 - - - - - - - 2 2 Hemomancy 1st
18 5 - - - - - - - 2 2 While blood magic is mostly utilized in rituals or
19 5 - - - - - - - 2 2 other incantations, it’s not much used in spell
20 5 - - - - - - - 2 2 weaving. However, there is a device that makes it
possible to use, even for a person without any
Spell Repertoire 1st connections to the arcane itself: a hemolith. A
hemolith is a crystal made out of your blood infused
The collection of spells you can cast is called your with occult magic, and after creating one and
spell repertoire. At 1st level, you learn two 1st-level implement it somewhere in your body, it remains
spells of your choice and five cantrips of your choice. stuck in your flesh.
You choose these from the common spells from the The hemolith not only grants the person the
occult tradition, or from other spells from that ability to channel certain powers locked to others,
tradition to which you have access. You can cast any but also enables them to cast spells by feeding their
spell in your spell repertoire by using a spell slot of own blood to the hemolith. When you cast a spell
an appropriate spell level. Your spell slots and the granted by the hemalurgist class, you lose an
spells in your spell repertoire are separate. If a feat amount of Hit Points equal to your level.
or other ability adds a spell to your spell repertoire, Additionally, since casting spells are less related
it doesn’t give you another spell slot, and vice versa. to using your mind, will, or knowledge, and more
about fueling your hemolith with your blood, your
You add to this spell repertoire as you increase in
spells are not disrupted with the stupified condition.
level. Each time you get a spell slot, you add a spell
However, the drained condition does, where any
of the same level to your spell repertoire. At 2nd
time you attempt to Cast a Spell granted by the
level, you select another 1st-level spell. At 3rd level,
hemalurgist class while drained, the spell is
you add the first 2nd-level spell to your repertoire. At
disrupted unless you succeed at a flat check with a
4th level you gain your second and your spell
DC equal to 5 + your drained value. If disrupted, you
repertoire reaches its maximum size of five spells.
still lose the amount of Hit Points to try to cast it.
As you become a hemalurgist, you will need to
At 5th level, in addition to adding two 3rd-level
choose your hemolith’s type after the first ritual, as
spells to your repertoire, you lose your lowest level
there are different variants depending on the blood
of spell slots. Any time you lose a level of spell slots,
of the ritualist. The hemolith needs to be visible
you lose two spells in your repertoire as well. These
can come from spells you already know or out of the somewhere in your skin (forehead, right arm, etc.)
since not only does it make you cast spells, but
number of new spells you’re learning. On levels in

66
Also, while in a Frenzy, some of your Hemalurgist
feats, spells, or actions can be augmented. If you do
KEY TERMS
so, the Frenzy ends at the end of spell or ability,
You’ll see the following key terms in many
unless stated otherwise.
hemalurgist abilities.
Drain: This action is specific to the hemalurgist,
allowing them to absorb a creature’s blood or
Crimson Spells 1st
essence, restoring their health and making them You gain a crimson spell specific to your hemolith,
enter a Frenzy. and you can cast additional crimson spells by
Frenzy: While affected by this effect, selecting certain feats. Crimson spells are
hemalurgists are faster and stronger, making them hemalurgist-specific spells created for combat and
go toe to toe against other martials. They can also are a type of focus spell. It costs 1 Focus Point to
enhance certain focus spells or abilities while in cast a focus spell, and you start with a focus pool of
this state at the price of stopping the Frenzy. 1 Focus Point. You refill your focus pool during your
daily preparations, and you can regain 1 Focus
Point by spending 10 minutes using the Refocus
activity to replenish your hemolith with your blood.
because the drained blood of your victims are feed
directly to it. If somebody rips your hemolith off of Focus spells are automatically heightened to half
you or destroys it, you are unable to use any of the your level rounded up. Focus spells don’t require
hemalurgist feats and spells. If that happens, you spell slots, nor can you cast them using spell slots.
need to do the ritual again to form a new hemolith, Taking feats can give you more focus spells and
which is a downtime activity requiring 1 week of increase the size of your focus pool, though your
preparation and work, mostly doing rituals. You focus pool can never hold more than 3 points.
can’t change your hemolith’s type after the first time,
as you become incompatible with other types after Focus spells also count as spells for hemomancy,
the first ritual. After you choose your hemolith, you making you take damage when you cast one.
gain the crimson spell associated with it. No matter
the hemolith chose, all hemalurgists gain the Drain Skill Feats 2nd
action.
At 2nd level and every 2 levels thereafter, you gain a
skill feat. You must be trained or better in the
DRAIN corresponding skill to select a skill feat.
CONCENTRATE
Range 15 feet Hemalurgist Feats 2nd
Target 1 creature with persistant bleed damage.
At 2nd level and every even-numbered level, you
By draining the blood of the creatures around you, you gain a hemalurgist class feat.
rejuvenate and empower yourself. You quickly attract
some of the blood of your target to you, feeding it to your
hemolith. The creature must do a Basic Fortitude save
General Feats
against your spell DC and take 1d4 damage. You restore an At 3rd level and every 4 levels thereafter, you gain a
amount of Hit Points equal to the damage dealt. Then, the general feat.
creature stops bleeding or other persistent damages used
for the Drain. If the creature took damage from this action, Skill Increases 3rd
you enter a Frenzy for 1 minute. You can’t Drain the same
At 3rd level and every 2 levels thereafter, you gain a
creature until the end of your next turn.
skill increase. You can use this increase to either
Level (+3) Increase the damage by 1d4. become trained in one skill you’re untrained in, or
become an expert in one skill in which you’re
Frenzy 1st already trained.

You are overflowed with energy now that your At 7th level, you can use skill increases to become a
hemolith is replenished. During a Frenzy, after master in a skill in which you’re already an expert,
doing the Stride action, you can move an additional and at 15th level, you can use skill increases to
10 feet towards a creature with a persistent bleed or become legendary in a skill in which you’re already a
one that got drained by the Drain action this turn, master.
and you have a +1 status bonus to attack rolls and
damage rolls.

77
Unlimited Signature Spells 3rd Light Armor Expertise 11st
All of your spells are signature spells. That means You’ve learned to defend yourself better against
that if you know a spell, you can heighten it freely by incoming attacks. Your proficiency ranks for light
casting it from a higher-level spell slot, up to the armor, and unarmored defense increases to expert.
maximum level of spell you can cast. You can
similarly cast any of its lower-level versions without Alertness 11st
learning them separately.
You remain alert to threats around you. Your
Ability Boosts 5th proficiency rank for Perception increases to expert.

At 5th level and every 5 levels thereafter, you boost Weapon Mastery 13st
four different ability scores. You can use these ability
boosts to increase your ability scores above 18. You fully understand your weapons. Your
Boosting an ability score increases it by 1 if the proficiency ranks for simple weapons, and unarmed
ability score is already 18 or above, or by 2 if it starts attacks increase to master.
out below 18.
Resolve 15st
Ancestry Feats 5th You’ve steeled your mind with resolve. Your
In addition to the ancestry feat you started with, you proficiency rank for Will saves increases to master.
gain an ancestry feat at 5th level and every 4 levels When you roll a success on a Will save, you get a
thereafter. critical success instead.

Lighting Reflexes 5th Greater Weapon Specialization 15st


Your reflexes are lightning fast. Your proficiency Your damage from weapon specialization increases
rank for Reflex saves increases to expert. to 4 with weapons and unarmed attacks in which
you’re an expert, 6 if you’re a master, and 8 if you’re
Weapon Expertise 5th legendary.

You’ve dedicated yourself to learning the intricacies Master Spellcaster 17st


of your weapons. Your proficiency ranks for simple
weapons and weapons related to your hemolith You fortify your spells with masterful prowess. Your
increase to expert. proficiency ranks for occult spell attack rolls and
spell DCs increase to master.
Weapon Specialization 7th Light Armor Mastery 19st
You can inflict greater injuries with your favored
weapons. You deal 2 additional damage with Your skill with light and medium armor improves,
weapons and unarmed attacks in which you’re an increasing your ability to avoid blows. Your
expert. This damage increases to 3 if you’re a proficiency ranks for light, as well as for unarmed
master, and 4 if you’re legendary. defense, increase to master.

Expert Spellcaster 9th Quick Draining 19st


Your connection with your hemolith deepens, Once per turn, you can Drain as a free action instead
enhancing your magical prowess, and making it of using an action.
harder to resist. Your proficiency ranks for occult
spell attack rolls and spell DCs increase to expert.

Juggernaut 9th
Your body is accustomed to physical hardship and
resistant to a wide range of ailments. Your
proficiency rank for Fortitude saves increases to
master. When you roll a success on a Fortitude save,
you get a critical success instead.

88
Hemoliths Gory Horizon
Carmine Gem Your hemolith has a wide rectangle shape, with a
little bright red dot in the center of it. This hemolith
Your hemolith is quite particular, having some means the hemalurgist has a natural talent with
bluish shimmers randomly appear inside your ranged weapons. The crystal will help its owner to
square shaped crystal. This exhibits a greater perceive sensitive weak points from afar.
affinity that the hemolith has with magic, being able
to mix blood and magic together better than any You become trained in martial ranged weapons or
other. martial weapons with the thrown trait. When you
gain weapon expertise, you also gain expert
When you deal damage with a spell or cantrip, you proficiency in ranged martial weapons or martial
can make any creature damaged by it also takes 1 weapons with the thrown trait. When you gain
persistent bleed damage, up to a maximum of 2 weapon mastery, you also gain master proficiency in
creatures per spell/cantrip. ranged martial weapons or martial weapons with
the thrown trait.
After casting a cantrip or spell, you can Drain one of
the targeted creatures as your next action, even if When you deal damage to a creature within 30 feet
they are more than 15 feet away. with a ranged Strike or weapon with the thrown
trait, the target also takes 1 persistent bleed
Crimson Spell: Blood Orb damage.
Advanced Crimson Spell: Pulling the Strings
Greater Crimson Spell: Gruesome Display You can Drain a creature within 30 feet instead of
15 feet.
Concussive Blood Moon Crimson Spell: Drilling Shot
Your hemolith has a round shape and is largest of Advanced Crimson Spell: Ruby Spikes
the other hemoliths. This crystal showcases the Greater Crimson Spell: The World Looks Red
natural strength of the hemalurgist. By hitting or
pressing the right spots, you make any creature Wild Carnage
cough up their blood continuously.
This type of hemolith is one of the smallest ones,
You become trained in martial melee weapons from with a distinguishable edged shape. While not the
the hammer, brawling, shield, and club weapon fanciest and most spectacular of them, it
group, as well as medium armor. When you gain demonstrates that the hemalurgist is quite frenetic,
light armor or weapon expertise, you also gain cutting their foes a thousand times to acquire their
expert proficiency in medium armor or martial blood.
melee weapons from the weapon groups mentioned
above respectively. When you gain light armor or You become trained in martial melee weapons with
weapon mastery, you also gain master proficiency in the agile or finesse trait, and medium armor. When
medium armor or martial melee weapons from the you gain light armor or weapon expertise, you also
weapon groups mentioned above respectively. gain expert proficiency in medium armor or martial
weapons with one of the two traits above
When you deal damage with a weapon from the respectively. When you gain light armor mastery,
hammer, brawling, shield, and club weapon group, you also gain master proficiency in medium armor
or unarmed attack, the target also takes 1 persistent or martial weapons with one of the two traits above
bleed damage. respectively.

If you Drain a creature and it fails its saving throw, When you deal damage with an agile or finesse
you can attempt to either Shove, Trip, Disarm, or weapon, or unarmed attack, the target also takes 1
Grab the creature you are draining. persistent bleed damage.

Crimson Spell: Shattering Impulse If you Drain a creature and it fails its saving throw,
Advanced Crimson Spell: Coagulated Barrier you can Strike the creature you are draining with an
Greater Crimson Spell: Moon Fall agile, finesse weapon, or unarmed attack.

Crimson Spell: Nerving Cuts


Advanced Crimson Spell: Blood Rush
Greater Crimson Spell: Crimson Knives

99
Hemalurgist Feats REMASTER AND LEGACY
Both classes were written to be playable in both
At every level that you gain a hemalurgist feat, you
can select one of the following feats. You must the legacy and remaster versions of Pathfinder 2e,
satisfy any prerequisites before selecting the feat. and so, a few feats were made taking into account
how Pathfinder 2e worked before the remaster
1ST LEVEL came out. Those feats are kept in case some
players still play the legacy version. For those who
BLOOD PULSE 2 FEAT 1 are playing these classes in the remaster, you can
CONCENTRATE HEMALURGIST ignore the following feats: Crimson Focus,
You charge your hemolith to cause a small explosion of Crimson Wellspring. Also, some class features
blood around you, pushing creatures around you and might not have the same name in legacy and
maybe making them bleed from the impact. Take an remaster, such as Alertness now being called
amount of damage equal to half your level. Every creature Perception Expertise, but they don’t change how
in a 10-foot emanation must roll a Fortitude save against they work, making them not hard to adapt to the
your spell DC. remaster.
Success The creature is unaffected.
Failure The creature moves 10 feet away from you. Frenzy Take an amount of damage equal to your level. You
Critical Failure As failure, but it also takes 1 bleed damage. instead gain a +3 circumstance AC and you can use the
Shield Block reaction with it. The barrier has Hardness 3.
Frenzy Take an amount of damage equal to your level.
Increase the emanation to a 15-foot emanation and Level (+2) The shield increases its Hardness by 3.
creatures that fail their saving throw take an amount of
damage equal to 1d6 bludgeoning damage. They take half
on a success and double on a critical failure. SCARLET LINK FEAT 1
HEMALURGIST
Level (+2) The damage for the frenzy effect increases by
You sometimes find your allies ruining your plans as you
1d6.
are trying to use your blood magic to your maximum
potential without any inconveniences in battle. Fortunately,
FRENZY STIMULATOR 1 FEAT 1 there is a blood ritual created to prevent it from happening.
Once every 24 hours, you can perform a 10 minutes ritual
HEMALURGIST
connecting your blood with the blood of another creature,
Not everything bleeds, so sometimes you gotta sacrifice
preventing them from getting harmed by your hemomancy.
some of your blood to overflow your hemolith. By taking an
Choose which creature will be affected by this ritual. At the
amount of damage equal to your level, you enter a Frenzy.
end of it, they become immune to your feats and spells
unless you want those to affect them.
FRESH TRACKS FEAT 1
HEMALURGIST VEIN SHEATH FEAT 1
You can easily detect anything with blood around you. You
gain an imprecise sense (smell) in 30 feet to every HEMALURGIST
You learned how to imbue your weapons into your body,
creature with blood or a similar substance. Additionally,
and you are able to manifest them at will. During your daily
you gain a +1 circumstance Survival checks to track
preparation, you can choose up to 2 weapons to a
creatures, and +1 circumstance Perception to Seek
maximum of 4 bulk in weight in total, and absorb them into
creatures that that possess blood or a similar substance.
your veins. Doing so allows you to call upon them from
your veins, as they appear as a bloody replica of them,
HEMASHIELD 1 FEAT 1 having the same runes, abilities, and effects as their
original, dissipating the moment you release them. You
HEMALURGIST
can sheath and draw them as a free action, but you take an
By feeding your hemolith a bit more of your blood, you can
amount of damage equal to half your level each time you
make it manifest a reddish barrier around you. Take an
do so.
amount of damage equal to half your level. You gain a +2
If those weapons have the reload trait, you can use
circumstance bonus to AC until the start of your next turn.
some of your blood as ammunition, reloading them as a
free action. If the weapon takes more than 3 actions to
reload, then it takes 2 actions for your blood to recreate
the ammunition. You take an amount of damage equal to
your level for each ammunition created this way. You can

10
10
only use this feat again with other weapons 24 hours after SPLASH OF RED 5 FEAT 2
doing it, removing one or two weapons from your veins and
CONCENTRATE HEMALURGIST
adding other ones if you want. Trigger You took slashing or piercing damage.
As you are wounded, you take the opportunity to hurl some
2ND LEVEL of your blood at the face of your enemies. Target a
creature within 10 feet. The creature must attempt a Reflex
BLOOD TRANSFER FEAT 2 save against your spell DC.
HEMALURGIST Success The creature is unaffected.
Prerequisites Crimson Spells Failure The creature becomes Dazzled for 1 round. It can
use an Interact action to remove the blood from its face,
You can transfer your own blood or those of others to heal
ending the conditions afflicted by this feat.
creatures. You learn the Blood Transfer crimson spell.
Critical Failure Same as failure but it becomes Blinded.
Increase the number of Focus Points in your focus pool by
1.
4TH LEVEL
CANTRIP EXPANSION FEAT 2
DRAIN ELEMENTS FEAT 4
HEMALURGIST
HEMALURGIST
Your connection with your hemolith deepens. Add two
Your hemolith adapts to other elements than blood, now
additional occult cantrips to your repertoire.
capable of absorbing those elements to energize you. You
can now Drain and enter a Frenzy by draining any type of
SANGUINE INFORMATION 4 FEAT 2 persistent damage. You do not heal from Drain if it doesn’t
drain out of persistent bleed damage.
FLOURISH HEMALURGIST
Trigger You damaged a creature with the Drain action.
By collecting the blood of other creatures in your hemolith, DRUMMING STRIKES FEAT 4
you can try to dissect some of their secrets. You Recall HEMALURGIST
Knowledge about the damaged creature as part of your Prerequisites Concussive Blood Moon
Drain.
While your hemolith is at its fullest, all your body vibrates
with each one of your mauling strikes, emitting a wave of
SCARLET CHAINS 2 FEAT 2 energy. While in a Frenzy, each hit you do with unarmed
attacks and weapons from the hammer, brawling, shield,
HEMALURGIST
and club weapon group deals 1 sonic damage to creatures
You hurl blood at an enemy, hardening it as it connects the
adjacent to you. If you are expert with them, it instead
creature to the ground. Take an amount of damage equal
deals 2. If you are master, it deals 3. If you are legendary, it
to half your level. Target a creature within 15 feet, and
deals 4.
attempt an Occultism check to Grapple them, instead of an
Athletic check. Unlike a normal Grapple, you can move as
you please but you must still use an action to keep it FASTEN METABOLISM FEAT 4
grabbed without needing to roll a check. If you move more
HEMALURGIST
than 15 feet away from the creature, the blood liquifies and Without using too much power of your hemolith, you are
the creature is no longer grabbed. Any creature can able to change the metabolism of those in need so their
attempt to destroy the chains by attacking them. They body can repair itself faster. You can use Occultism
have an AC of 10 + your level and 1 HP. instead of Medicine to Administer First Aid, Treat Wounds,
Frenzy Take an amount of damage equal to your level. and Battle Medicine (if you have the feat). You do not need
Increase the range to 30 feet and you must stay within 30 to have healer’s tools or a free hand to do this. You count
feet instead of 15 feet. Additionally, at the beginning of the your Occultism instead of Medicine for the purpose of
turn of the grappled creature, it must roll a Basic Fortitude prerequisites for feats.
save against your spell DC and take 1d6 bludgeoning, as
the chains compress and try to break the bones of the
creature. GORY SLIDE 1 FEAT 4
FLOURISH HEMALURGIST MOVE
Level (+2) Increase the damage by 1d6.
By letting some blood spill from your feet, you can slide
out of danger. Take an amount of damage equal to half
your level. You can move up to 30 feet and you gain a +4
circumstance bonus to your AC against attacks while you

1111
move this way. You can’t move with this action while trying a square during a move action it’s using while you are in a
to move through difficult terrain. You can move an extra +5 Frenzy.
feet for every 10 feet of your Speed.
You swat a foe that leaves an opening. Make a melee
Frenzy Take an amount of damage equal to your level. The Strike against the triggering creature. If your attack is a
minimum movement is now 45 feet instead of 30, you critical hit and the trigger was a manipulate action, you
ignore difficult terrain, and you can move through the disrupt that action. This Strike doesn’t count toward your
space of one enemy without any check as you gracefully multiple attack penalty, and your multiple attack penalty
slide beneath or next to them with ease. doesn’t apply to this Strike.

MANIPULATED SHOT 1 FEAT 4 FRIENDLY DONATION FEAT 6


CONCENTRATE FLOURISH HEMALURGIST HEMALURGIST
Prerequisites Gory Horizon In dire situations, you can ask an ally for a bit of its blood,
enough to enhance you.
By infusing some of your own blood in your own
You can moderate your Drain on a willing creature to
ammunition, you can quickly manipulate them in the air to
absorb only enough of its blood to enter your Frenzy. You
hit your opponents at impressive angles. Take an amount
can Drain a willing creature within 15 feet even if you don’t
of damage equal to half your level. Make a ranged Strike,
meet its prerequisites. It works the same way but the
reducing the circumstance bonus granted by a cover by 2
creature only takes damage equal to your level.
for this Strike.
Frenzy Take an amount of damage equal to your level. Add
a +2 circumstance bonus to the attack and your weapon NATURAL SATURATION 2 FEAT 6
has the Deadly d12 trait for this Strike. ATTACK HEMALURGIST
Your hunger makes you do anything to satiate itself,
seizing your enemy and consuming it bite by bite. If you
SPILL ESSENCE FEAT 4
are in a Frenzy, you can Strike an enemy with an unarmed
HEMALURGIST attack. If it hits, restore yourself an amount of Hit Points
Prerequisites Carmine Gem equal to the damage done. This counts as two attacks
Your mastery over hemomancy increases, as you are now when calculating your multiple attack penalty. This does
able to alter spells to make creatures bleed more not end the Frenzy effect.
efficiently, even if they don’t bleed by nature.
Your spells granted by the hemalurgist class now deal
SELF SACRIFICE FEAT 6
1d8 bleed damage instead of just one. If it’s immune to
bleed damage, it then takes 1d4 persistent positive HEMALURGIST
damage if it’s undead or 1d4 persistent negative damage if You can mark allies with a powerful blood pact, protecting
it’s living. Your cantrips granted by the hemalurgist class them from harm at the cost of your own life. You make a
deal 1d4 bleed damage instead of 1. ritual of 10 minutes to place a blood glyph on up to 4
creatures. Those creatures now have resistance 5 to all
damage (except mental and force) while within 120 feet of
THRILLING ENDURANCE FEAT 4 you until your next daily preparation.
HEMALURGIST While this is active, if any of those creatures take
Prerequisites Wild Carnage damage, you take 5 force damage, as the glyph you put on
them is distributing the damage between you.
Adrenaline starts to kick in as you slash your way through
The effect of this pact ends until you dismiss it as an
your enemies and bathe in their blood, making you tolerate
action, or until you become unconscious.
damage more than you normally would. While in a Frenzy,
if you hit two times in the same round, you gain temporary
Hit Points equal to half your level until the start of your SLOW CIRCULATION FEAT 6
next turn.
HEMALURGIST
Prerequisites Crimson Spells
You can control the blood circulation of a creature for a
6TH LEVEL
short time, making it weaker and nauseous. You learn the
ATTACK OF OPPORTUNITY 5 FEAT 6 Slow Circulation crimson spell. Increase the number of
HEMALURGIST Focus Points in your focus pool by 1.
Trigger A creature within your reach uses a manipulate
action or a move action, makes a ranged attack, or leaves

12
12
start of your next turn. You can’t use this again in 10
8TH LEVEL
minutes unless you use this feat with the Frenzy augment.
ACCELERATED RECOVERY FEAT 8 Frenzy Take an amount of damage equal to your level. Your
HEMALURGIST blood is always flowing, making you fly for 1 minute
Your hemolith’s power influences the natural recovery of instead of just 1 round.
your body. When you restore Hit Points, you restore an
additional amount equal to half your level. After getting the
extra heal for this feat, you do not receive so again until 10TH LEVEL
the end of your next turn.
BLOOD HUNTER FEAT 10
HEMALURGIST
CRIMSON AWAKENING FEAT 8 Prerequisites Fresh Tracks
HEMALURGIST
Your senses strengthen, and nothing with blood can
Prerequisites Crimson Spells
escape you. You now have a precise sense (smell) to
You resonate with your hemolith and discover untapped detect every creature with blood or a similar substance.
magic within it. You gain the advanced crimson spell
associated with your hemolith. Increase the number of
Focus Points in your focus pool by 1. BLOOD IMPACT 2 FEAT 10
ATTACK HEMALURGIST INCAPACITATION
Prerequisites Concussive Blood Moon
MAGIC ABSORPTION FEAT 8
You learn to concentrate large amounts of your blood on
HEMALURGIST
your weapons, making you able to hit creatures out of your
As you absorb the live force of your opponents, you now
reach.
also drain their magical essence inside your hemolith.
You take an amount of damage equal to your level as
Once per day, if a creature fails its save against your
you build up some of your blood in your weapon. You then
Drain, you can regain a focus point.
Strike a creature within 30 feet as you hurl the blood in it in
its direction. On a hit, the creature moves 5 feet away from
PULLING DRAIN 4 FEAT 8 you. If you are in a Frenzy and you hit a creature with this,
the target creature must do a DC Fortitude save against
ATTACK FLOURISH HEMALURGIST
your spell DC. On a failure, it becomes Stunned 1. This
Trigger You damaged a creature with the Drain action.
does not end the Frenzy effect. This counts as two attacks
As you drain your foes, you also make their bodies submit when calculating your multiple attack penalty.
to you for a brief moment, pushing them towards you.
When you Drain a creature, you can choose to make it
move towards you as part of the action. Make an BLOODSTAINED FEAST 2 FEAT 10
Occultism check against its Fortitude DC. CONCENTRATE HEMALURGIST
Critical Success The creature moves 15 feet towards you. Prerequisites Carmine Gem
Success The creature moves 10 feet towards you. You are not satisfied with just one meal, your hemolith
Failure The creature is unaffected. wants more and gives you the means to satiate it.
While in a Frenzy, you can Drain any amount of creatures
within 20 feet of you. You still need to meet the
RED TEARS FEAT 8
requirements to Drain.
HEMALURGIST
Prerequisites Crimson Spells
HARDEN BODY FEAT 10
With a simple touch, you can make a creature’s blood start
exiting its body forcefully. You learn the Red Tears crimson HEMALURGIST
spell. Increase the number of Focus Points in your focus As you go on a rampage, your hemolith hardens your body
pool by 1. to continue.
While in a Frenzy, you gain resistance to all physical
damage equal to 3. At 20th level, it increases to 5.
VERMEIL FLOW 1 FEAT 8
HEMALURGIST MOVING MENACE FEAT 10
You use your blood to rapidly propulse yourself somewhere
in the air. Take an amount of damage equal to half your HEMALURGIST
level. You gain a fly Speed equal to your Speed until the Prerequisites Gory Horizon

13
13
As you relish the overwhelming power given by your You have a greater understanding of how you cast your
hemolith, you become more daring, taking risky maneuvers spells with your hemolith, and you have come up with a
in the heat of action. technique to augment its power at the cost of your own
While in a Frenzy, when you successfully hit an adjacent vitality.
creature with a ranged weapon attack, you can Step as If your next action is to cast a spell provided by the
part of the same action. hemalurgist class, you may take four times the damage
from casting that spell, and by doing so, count the
heightened effect of the spell as if it was one level higher.
TRICKY MOVE 1 FEAT 12 This does not increase the level of the spell itself nor does
FLOURISH HEMALURGIST MOVE it affect other effects such as Incapacitation.
You approach your victims using the momentum of your
drain. You Drain a creature and Stride half of your
movement. 14TH LEVEL
BLOODY COUNTER 5 FEAT 14
UNENDING HUNGER FEAT 10
CONCENTRATE HEMALURGIST MANIPULATE
HEMALURGIST Your hemolith’s energy is strong enough to react when a
Prerequisites Wild Carnage spell is being launched nearby.
Your hemolith absorbs every drop of blood spilled from the When a creature casts a spell and its target is you, an
enemy, even if you didn’t concentrate on absorbing it. adjacent creature, or the center of the area of effect is
While in a Frenzy, each time you successfully hit a within 5 feet of you, you can use your hemolith to absorb
creature with a melee Strike, you regain 2 Hit points. At the spell, at the cost of your own health.
17th level, gain 5 instead. You attempt to counteract the triggering spell, using half
your level rounded up as the counteract level. If you
succeed in counteracting, you take damage equal to twice
12TH LEVEL your level.

BODY AUGMENTATION FEAT 12


FORCED DRAIN 1 FEAT 14
HEMALURGIST
Being fueled by blood not only enhances your combat FLOURISH HEMALURGIST
capabilities but also helps you navigate faster on the Frequency Once per hour.
battlefield. While in a Frenzy, you gain a +10 bonus feet to Skin is no longer a barrier for you, as you can pierce a
your Speed. creature with its own blood to feed you. You Drain a
creature that has blood or a similar substance even if it is
not taking persistent damage.
CRIMSON FOCUS FEAT 12
HEMALURGIST
Prerequisites Crimson Spells GREATER CRIMSON 1 FEAT
You learned how to make your hemolith recover its energy
AWAKENING 14
faster. If you have spent at least 2 Focus Points since the HEMALURGIST
last time you Refocused, you recover 2 Focus Points when Prerequisites Crimson Awakening
you Refocus instead of 1. You unravel the last secret your hemolith possesses,
granting you access to powerful magic. You gain the
greater crimson spell associated with your hemolith.
PERPETUAL BLEEDING 4 FEAT 12
Increase the number of Focus Points in your focus pool by
FLOURISH HEMALURGIST 1.
Trigger A creature critically failed against your Drain
action.
By trying to drain deeper into a creature’s body, you are
SUSTAINING DRAIN 1 FEAT 14
able to keep the wounds fresh. The targeted creature does FLOURISH HEMALURGIST
not lose the persistent damage from you draining it. With your training, draining became barely an
inconvenience for you when using your spells, making you
able to focus them more easily. You Drain and then Sustain
POWERING SACRIFICE 1 FEAT 12 a Spell.
CONCENTRATE HEMALURGIST METAMAGIC
Frequency Once per day

14
14
WOUNDED OPPORTUNITY FEAT 14 Critical Failure You are overwhelmed by the amount of
energy you are trying to get out of your hemolith, losing
HEMALURGIST
Prerequisites Crimson Spells control of it for a short time, making you unable to cast
any cantrip or spell.
An open wound can be utilized more than just a weak
point, it can also be a portal for you to use. You learn the
Wounded Opportunity crimson spell. Increase the number EVERYTHING BLEEDS FEAT 16
of Focus Points in your focus pool by 1. HEMALURGIST
Your hemolith starts to change the rules of reality itself,
making what does not bleed start to bleed. Creatures
16TH LEVEL within 30 feet of you lose their immunity and resistance to
bleed damage, and if they were unable to take bleed
CHASING PREY 2 FEAT 16
damage, they now can.
HEMALURGIST
Prerequisites Wild Carnage
If you are in a Frenzy, you can jump adjacent to a bleeding
ORB JOLT 3 FEAT 16
creature within double of your Speed and Strike it. Take an FLOURISH HEMALURGIST
amount of damage equal to your level. You can only jump Prerequisites Concussive Blood Moon
vertically up to your speed, even if you still have movement If you are in a Frenzy, you form a powerful blood ball over
left. After that, your Frenzy ends. you, which then falls within 15 feet, creating a 10-Foot
Burst. To do so, take an amount of damage equal to your
level. Creatures within the burst must roll a Reflex save
CRIMSON RAIN 3 FEAT 16
against your spell DC and take 7d8 bludgeoning damage.
ATTACK FLOURISH HEMALURGIST After that, your Frenzy ends.
Prerequisites Gory Horizon Critical Success The creature is unaffected.
If you are in a Frenzy, you can shoot or throw a blood bolt Success The creature takes half the damage.
that divides itself into multiple little ones, each mimicking Failure The creature takes full damage and moves 5 feet
a projectile of a ranged weapon or thrown weapon you are away from the center of the burst.
holding. Take an amount of damage equal to your level. Critical Failure The creature takes double the damage and
Then, within the first range of your weapon ranged attack, is shoved 10 feet.
you target every creature in a 10-Foot Burst. The bolt then Level (+2) The damage increases by 1d8.
divides itself into multiple ones, hitting every creature
within the burst. You Strike every creature with the weapon
the blood bolt was mimicking. You can attack the 18TH LEVEL
creatures in the area in any order you want, but you
increase the multiple attack penalty after each strike. After CRIMSON WELLSPRING FEAT 18
that, your Frenzy ends. HEMALURGIST
Prerequisites Crimson Focus

DELIRIUM 3 FEAT 16 You can fully harness the power of your hemolith by
concentrating and focusing on replenishing it.
CONCENTRATE FLOURISH HEMALURGIST
If you have spent at least 3 Focus Points since the last
Prerequisites Carmine Gem
time you Refocus, you recover 3 Focus Points when you
If you are in a Frenzy, your hemolith pushes your mind and Refocus instead of 1.
body to their limits, allowing you to cast multiple spells at
the same time. Take an amount of damage equal to your
level. Roll a flat check with a DC 11. After that, your Frenzy GREATER MAGIC ABSORPTION FEAT 18
ends. HEMALURGIST
Critical Success With little effort put into it, you cast two Prerequisites Magic Absorption
spells or cantrips up to four actions. If you used a spell You know that magic flows through every creature, and you
slot to cast one of the spells, you gain it back again. plan on acquiring all of it. Once per day, if a creature fails
Success As critical success, but you do not regain a spell its save against your Drain and you have no spell slots
slot. available, you can regain a spell slot of your choice.
Failure You are only able to cast one spell or cantrip.

15
15
MASTERFUL FRENZY FEAT 18
Hemalurgist
Archetype
HEMALURGIST
You grew accustomed to your frenzied state and you are
more in control of yourself while in a Frenzy. You gain an You implement a hemolith in your body, and by
additional 3 damage to your Strikes while in a Frenzy and feeding it your blood, you are able to cast spells with
also gain a +1 status bonus to your AC. it.

20TH LEVEL HEMALURGIST DEDICATION FEAT 2


ARCHETYPE DEDICATION MULTICLASS
CRYSTALLINE FORM FEAT 20
Prerequisites Constitution +2
HEMALURGIST
Your hemolith yearns to grow and expand, and when fed You cast spells like a hemalurgist, using your own blood as
enough blood, it can instantly take over your entire body. a focus and material for them. You learn two common
Once per day, while entering a Frenzy, you can make your occult cantrips of your choice. You gain the Cast a Spell
hemolith cover your body. While frenzied this way, you gain activity. You’re trained in occult spell attack rolls and spell
the following advantages: DCs. Your key spellcasting ability for hemalurgist
archetype spells is Constitution, and they are occult
When a creature within 5 feet of you damages you, hemalurgist spells. You become trained in Occultism; if
shards of your hemolith explode towards them, dealing you were already trained in Occultism, you instead become
2d12 damage to them. trained in a skill of your choice.
You gain a +2 status bonus to your AC. While you do gain the benefits of blood magic, you also
You gain a number of temporary Hit Points equal to gain its disadvantages. When Casting a Spell, you lose an
half your level at the start of your turn. amount of Hit Points equal to your level. Finally, you
substitute any material components with your own blood.
You lose these benefits when Frenzy stops. When you cast a spell that needs a material component,
you take an additional amount of damage equal to half
ETERNAL FRENZY FEAT 20 your level on top of the damage said above.

HEMALURGIST Special You can’t select another dedication feat until you
Thanks to your deep connection to your hemolith, you can have gained two other feats from the hemalurgist
now fully harness its potential without exhausting most of archetype.
its power. Once per minute, if a feature, action, or spell
needs you to stop your Frenzy or can be augmented by it,
BASIC HEMOMANCY FEAT 4
you can use or augment it without having the need to stop
your Frenzy. ARCHETYPE
Prerequisites Hemalurgist Dedication
You gain a 1st- or 2nd-level hemalurgist feat of your
choice.

CRIMSON LEARNINGS FEAT 4


ARCHETYPE
Prerequisites Hemalurgist Dedication
Gain the crimson spell from a hemolith of your choice. If
you don’t already have one, you gain a focus pool of 1
Focus Point, which you can Refocus by concentrating on
refilling your hemolith with your own blood. You don’t gain
any of the hemolith’s other benefits.

16
16
BASIC DRAINING FEAT 4
EXPERT HEMALURGIST FEAT
ARCHETYPE SPELLCASTING 18
Prerequisites Hemalurgist Dedication
ARCHETYPE
You learned how to infuse your weapons with blood magic Prerequisites Expert Hemalurgist Spellcasting; legendary in
and to drain your enemies wounded by it. When you deal Occultism
damage with a simple melee weapon or unarmed attack,
You gain the master bounded spellcasting benefits.
the target also takes 1 persistent bleed damage. You also
gain the Drain action. However, the range of it is 10 feet
instead, and you do not become Frenzy if the creature is
damaged by it.

ADVANCED HEMOMANCY FEAT 6


ARCHETYPE
Prerequisites Basic Hemomancy
You gain one hemalurgist feat. For the purpose of meeting
its prerequisites, your hemalurgist level is equal to half
your character level.
Special You can select this feat more than once. Each time
you select it, you gain another hemalurgist feat.

BASIC HEMALURGIST FEAT


SPELLCASTING 6
ARCHETYPE
Prerequisites Hemalurgist Dedication
You gain the basic bounded spellcasting benefits.

EXPERT HEMALURGIST FEAT


SPELLCASTING 12
ARCHETYPE
Prerequisites Basic Hemalurgist Spellcasting; master in
Occultism
You gain the expert bounded spellcasting benefits.

ADVANCED DRAINING FEAT 12


ARCHETYPE
Prerequisites Basic Draining
You finally understood how to make your hemolith
influence your body and mind when it’s replenished with
blood. When you Drain a creature, if it fails its save, you
become Frenzy for 1 round.

GREATER DRAINING FEAT 18


ARCHETYPE
Prerequisites Advanced Draining
You are now nearly on par with dedicated blood mages
when it comes to blood absorption. When you Drain a
creature, if it fails its save, you become Frenzy for 2
rounds. If it critically fails, you instead enter a Frenzy for 1
minute.

1717
Hemalurgist Spells 3 (material, somatic, verbal) You can transfer the
blood of those around you within 30 feet. You must choose
which willing creature takes damage or not, including
BLOOD ORB FOCUS 1 yourself. For each creature that takes the damage, you can
restore the Hit Points of another creature within 30 feet,
UNCOMMON HEMALURGIST OCCULT restoring an amount equal to the damage the other
TRANSMUTATION creature took.
Traditions occult Cast2 somatic, verbal
Frenzy The creatures getting healed gain temporary Hit
Area 15-foot emanation Saving Throw Fortitude
Points equal to double the level of this spell.
You focus as you try to concentrate your own blood and
Heightened (+1) The damage increases by 1d10.
those around to unleash a reddish explosion impacting
everybody around. You deal 1d8 bludgeoning damage to all
creatures around you. COAGULATED BARRIER FOCUS 4
Frenzy The area increases by an extra 5 feet radius and UNCOMMON CONJURATION HEMALURGIST
creatures that fail their saving throw become Dazzled as OCCULT
blood goes to their eyes until the end of your next turn. 1
Traditions occult Cast somatic Range 30 feet
Heightened (+1) The damage increases by 1d8. You shape a vertical wall of solidified blood. You create a
1-inch-thick wall of blood that is 5 feet long, and 10 feet
BLOOD RUSH FOCUS 4 high. You must conjure the wall in an unbroken open space
so its edges don’t pass through any creatures or objects,
UNCOMMON HEMALURGIST OCCULT or the spell is lost. If there is the corpse of a creature that
TRANSMUTATION died within 1 minute that has blood or a similar substance
1
Traditions occult Cast somatic adjacent to it, you can increase the size of it by 5 feet long
Duration Until the end of your next turn for each, up to 20 feet.
Your hemolith overstimulates your mind and body, The wall has AC 10, Hardness 10, and 25 Hit Points, and
enhancing you beyond your limits. However, the price to it’s immune to critical hits and precision damage.
play is the loss of oneself for a moment. Frenzy You can conjure an additional barrier.
You gain +2 status bonus attack rolls and +3 status
Heightened (+2) Increase the hardness by 5.
bonus to damage until the end of your next turn. However,
you also become Confused during that duration. While
CRIMSON KNIVES FOCUS 7
Confused this way, even if enemies are within range of
your cantrip or spells, you always prioritize moving to your UNCOMMON CONJURATION HEMALURGIST
enemies and using your melee weapons or unarmed OCCULT
attacks. 1
Traditions occult Cast somatic Duration 1 minute
Frenzy You instead gain a +3 status bonus to attack rolls With your blood, you create three floating blood knives that
and +5 status bonus to damage. you can throw, lasting up to 1 minute. To hurl a knife, you
must spend an action. By doing so, you must roll a spell
attack roll against a creature within 45 feet. Each knife
BLOOD TRANSFER FOCUS 1 deals 6d6 piercing damage. After being thrown, the knives
UNCOMMON HEALING HEMALURGIST transform into a small puddle of blood. When you Drain a
NECROMANCY OCCULT creature and you still have at least one knife, you regain a
1 3
Traditions occult Cast to knife. You can have up to 3 knives at the same time.
Prerequisites The affected creatures must be living Frenzy You invoke 5 knives instead of 3. If you have at least
creatures with blood or a similar substance 3 knives, you can decide to throw 3 of them with three
You try to transfer the vitality from yourself to another. You actions instead of just throwing one with a single action,
take 1d10 damage. You can’t go below 1 Hit Point with the but the target must be within 30 feet. You apply the same
damage of this spell. If the target is a willing living multiple attack penalty to each attack made with this
creature with blood or a similar substance, you restore an action, and it counts as three attacks for the purpose of it
amount of Hit Points equal to the damage you took. at the end of the action. You can do this action only once
1 (somatic) The spell has a range of 15 feet. per casting of this spell.
2 (somatic, verbal) The spell has a range of 30 feet. Heightened (+1) Increase the damage by 1d6 for each
Additionally, you can make another willing creature within knife.
30 feet take damage instead of you to heal the target
creature.

18
18
DRILLING SHOT FOCUS 1 MOON FALL FOCUS 7
UNCOMMON HEMALURGIST OCCULT UNCOMMON HEMALURGIST OCCULT
TRANSMUTATION TRANSMUTATION
Traditions occult Cast 2 somatic, verbal Traditions occult Cast2 somatic, verbal
Area 30-foot line Saving Throw Basic Reflex Area 15-foot burst Range 60 feet Saving Throw Reflex
You create an arrow made out of your blood and make it You form a great blood orb out of your blood above you
spin at incredible speed as you hurl it in a straight line. The and hurl it towards your foes, creating an impressive
closest creature to you affected by this spell must roll their explosion of blood on impact. Creatures within the burst
saving throw first. The creature needs to roll a Basic Reflex excluding you must roll a Reflex saving throw and take 6d6
save, taking 1d10 piercing damage and 1 persistent bleed, bludgeoning damage.
and then roll a Fortitude save. On a failure, the arrow
Critical Success The creature is unaffected.
continues and affects the next creature in the line,
Success The creature takes half the damage.
otherwise the spell ends.
Failure The creature takes full damage and is shoved by 10
Frenzy The range increases to a 60-foot line instead and feet.
creatures that fail their saving throw become Off-Guard Critical Failure The creature takes double the damage is
until the start of your next turn. shoved 20 feet.
Heightened (+1) Increase the damage by 1d10. Frenzy Creatures that fail their saving throw also become
Prone.
GRUESOME DISPLAY FOCUS 7 Heightened (+1) The damage increases by 1d6.
UNCOMMON DEATH HEMALURGIST OCCULT
TRANSMUTATION NERVING CUTS FOCUS 1
Traditions occult Cast 2 3to Range 30 feet
UNCOMMON ATTACK HEMALURGIST OCCULT
Saving Throw Basic Fortitude
TRANSMUTATION
Requirements The creature must have blood or a similar
substance Traditions occult Cast2somatic, verbal
You unleash a series of calculated strikes aiming to
The body is a cage for the blood, and you want to set it
free, showing its beautiful color in an extravagant and destabilize your opponent. Strike twice, if the second strike
is made with a different weapon that has the agile or
spectacular manner.
finesse trait, then you apply the same multiple attack
2 (somatic, verbal) You awaken the blood of a
penalty as the first strike, and this attack is not taken into
creature within 30 feet. It takes 6d12 bludgeoning,
account when calculating your multiple attack penalty. On
piercing, or slashing damage and must attempt a basic
each hit, the creature must roll a Fortitude save. On failure,
Fortitute saving throw, as the blood is trying to escape its
it is Immobilized until the start of your next turn. If it is
body.
already Immobilized when it fails the save, then it also
3 (material, somatic, verbal) You can target up to 3
becomes Clumsy 1 until the start of your next turn.
creatures. The target creatures need to be within 15 feet of
another target creature. They take 4d12 bludgeoning, Frenzy You cast this spell as a single action instead of two
piercing, or slashing damage and must attempt a basic actions.
Fortitute saving throw.
If a creature dies from this spell, you can choose for it to
PULLING THE STRINGS FOCUS 4
explode or for the blood to solidify the creature in a shape
of your choice, creating an obstacle of the same size as UNCOMMON HEMALURGIST OCCULT
the creature in the square where the creature died. TRANSMUTATION
Creatures are unable to pass through the obstacle unless Traditions occult Cast2 somatic, verbal
destroyed or if they are two sizes larger than the obstacle. Range 15 feet Duration Sustain up to 1 minute
The obstacle has an AC equal to the level of the creature, You throw some of your blood to a creature to try to
Hardness 10, and 25 Hit Points, and it’s immune to critical control it until the end of your next turn. The target
hits and precision damage. creature must do a Fortitude saving throw. If it fails, you
Frenzy If a creature fails its saving throw, the blood can slightly control some actions of the creature, as blood
escaping its body makes it have a hard time doing strings are now attached to them. You can affect the target
anything, giving it Slowed 1 until the start of your next turn. creature’s following actions during its turn before it does
them using your reaction, but it must be within the range of
Heightened (+1) The damage increases by 1d12.
this spell:

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Action with the Attack Trait You pull one of the strings to Choose a square. It must not have any creature on it. It
make it harder for him to land the attack. You grant the stays there for 1 minute, after which it just becomes a
creature a -4 status penalty to the triggering attack roll. normal pool of blood.
Action with the Move Trait You mangle the strings, making it If a creature steps on the blood while the spell is in
harder for the creature to maneuver. The creature can effect, it must do a basic Reflex save, taking 5d6 piercing
only move half of it was going to move. If the action damage as the blood reacts to it by forming spikes to
only makes it move 5 feet, it then does not move. pierce its flesh.
Casting a Spell with a somatic component As it tries to cast
Frenzy If a creature fails its Reflex saving throw, it then
a spell, you try to twist its movements to disrupt it. The
interrupts the movement of the creature.
creature must do a Will save to stay focused on the
casting. On a failure, you interrupt the spell, but the Heightened (+1) The damage increases by 1d6.
creature does not lose its spell slot.
At the end of its turn, it makes a Fortitude save to free
SHATTERING IMPULSE FOCUS 1
itself from your strings.
UNCOMMON HEMALURGIST OCCULT
Frenzy Increase the range of this spell to 45 feet.
TRANSMUTATION
Traditions occult Cast2 somatic, verbal
RED TEARS FOCUS 4 Area 20-foot cone Saving Throw Reflex
UNCOMMON HEMALURGIST INCAPACITATION You hit the ground with your blood-filled weapons,
OCCULT TRANSMUTATION shattering the ground with the impact and making spikes
Traditions occult Cast2 somatic, verbal of blood coming out of it. You either form two 15-foot
Targets 1 creature Range Touch Saving Throw Fortitude cones that don’t overlap or you combine the hands into
Requirements The creature must have blood or a similar one 30-foot cone. Creatures within the area of the spell
substance take 1d4 bludgeoning damage from the impact and 1d4
piercing from the blood spikes.
You touch a creature, and with a strong impulse from your
body, you start to make it bleed from different parts of its Frenzy The ground in the area becomes difficult terrain until
body such as its eyes, mouth, and ears. The creature needs the end of your next turn. Also, any creatures entering an
to roll a Fortitude saving throw to resist the effects of the area affected by the difficult terrain must make a basic
spell. Reflex save and take 1d4 piercing damage.

Critical Success The creature is unaffected. Heightened (+1) The damage increases by 1d4 for both the
Success The creature only takes half the damage and is impact and the blood spikes.
Dazzled until the end of its turn.
Failure The creature takes 4d6 force damage and 2d6 bleed
SLOW CIRCULATION FOCUS 3
damage, and is Blinded and Deafened for 1 minute. The
creature must roll a Fortitude save at the end of its turn UNCOMMON HEMALURGIST OCCULT
as its body is trying to stop the bleeding, removing these TRANSMUTATION
conditions on a success. The creature takes persistent Traditions occult Cast2 somatic, verbal
bleed damage as long as it is affected by this spell, even Targets 1 creature Range 30 feet Saving Throw Fortitude
if it succeeds in its recovery check. Duration Sustain up to 1 minute
Critical Failure Same as failure, but it takes double the Requirements The creature must have blood or a similar
damage. substance
Frenzy On a failure, the creature also becomes Sickened 2 You slow down the vein streams of your target, making
while affected by this spell. them numb and weaker than usual until the end of their
next turn. It must roll a Fortitude save.
Heightened (+1) Increase the force damage by 1d6.
Critical Success The creature is unaffected.
Success The creature is Sickened 1.
RUBY SPIKES FOCUS 4 Failure The creature is Clumsy 1 and Enfeebled 1. The
UNCOMMON CONJURATION HEMALURGIST creature rolls a Fortitude save at the end of each turn to
OCCULT remove these conditions if the caster sustains it.
Traditions occult Cast2 somatic, verbal Critical Failure Same as failure, but the creature is Clumsy 2
Area 5-foot square Range 30 feet and Enfeeble 2 instead.
Saving Throw Basic Reflex Duration 1 minute Frenzy On a failure, the creature also becomes Sickened 2.
You send some of your blood in a square, creating a
puddle of blood in it, waiting for a victim to step into it.

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THE WORLD LOOKS RED FOCUS 7
UNCOMMON HEMALURGIST OCCULT
TRANSMUTATION
1
Traditions occult Cast somatic Duration 1 minute
You fuel yourself with blood from battle, making your
vision blood red, and now no creature can hide from you.
Your vision becomes red monochromatic for 1 minute, but
you know the position of every creature with blood or a
similar substance within 120 feet as if they were
silhouettes, ignoring their Concealed, Hidden, and Invisible
conditions if they have it. You also ignore the penalty of
the second range increment of your weapon.
Frenzy You can also Drain a creature that you successfully
Strike with your ranged weapon up to 120 feet while under
the effect of this spell.

WOUNDED OPPORTUNITY FOCUS 7


UNCOMMON HEMALURGIST OCCULT
TELEPORTATION TRANSMUTATION
Traditions occult Cast2 somatic Targets 1 creature
Range 15 feet
Requirements Both creatures must have blood or a similar
substance and must not be at full Hit Points
With your magic, fresh blood can be used as some sort of
portal to another body close enough. You rapidly enter the
body of a creature within range, morphing into blood, and
come out of a creature within 120 feet of the target
creature that you can see. This does not provoke any
reactions.
Frenzy The range of the spell becomes 30 feet and you can
appear out of any creature as long as you know exactly
where they are located (through vision or other senses),
without any limitation to range.

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The Shory Empire had plenty of secrets waiting to
be revealed, but some fear it and prefer that those
things are kept a secret and forgotten forever. But
even with the multiple attempts by the Red Mantis
to stop adventures and scholars alike from doing
so, eventually, ancient magic is always unveiled. A
student named Jhyta from the Magaambya
arcanic school of Nantambu tried to continue the
work of Chondru Makka, who got killed by Blood
Mistress Jakalyn herself, as he was trying to
uncover the ancient magic of the Shory Empire.
He was able to perceive some weird fluctuations,
just like what Chondru described in his research,
but he never understood their meaning or purpose.
Most people never thought too much about it, as
others could not see it, but Jhyta was determined
to discover its origin.

Eventually, he got killed as he ventured through the


Mwangi Expanse to discover what made them
special, but unlike Chondru, he managed to spread
one of their biggest secrets amongst other
scholars: sigils. Sigils are used to affect those
fluctuations, and by using specific tools, people
from the Shory Empire were able to utilize them
for everyday activities, as well as for war and
conquest. Those sigils adapt to and change
depending on the fluctuations, which also change
with the environment, requiring people wanting to
harness them to be able to understand these
fluctuations to draw the right sigils.

With this discovery, some people were courageous


enough to try to harness that untapped energy at
the cost of putting themselves a target on their
backs. One such is Lakto, a Kallijae elf with the
objective to fully understand them, spread their
usage, and quantify and organize every known
type of sigil. He travels along Golarion, trying to
learn from others who can see the fluctuations
and use them, and maybe someday, he might even
fully utilize the sigils just like Shory once did, and
create a nation as bountiful as the Shory Empire
was.

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Inscriber
Maybe by chance or by experience, your mind became able to perceive strange
fluctuations in the space around you. By trying to understand them, you
discovered a way to affect matter and energies, connecting yourself with them
and siphoning them into specific symbols called sigils. Even if you don’t master
the arcane or channel the divine, with sigils you are able to understand the
roots of the energies that drive this world.

KEY ABILITY HIT POINTS Rarity


WISDOM 8 PLUS YOUR CONSTITUTION MODIFIER Uncommon
At 1st level, your class You increase your maximum number of HP by this
gives you an ability boost to number at 1st level and every level thereafter. Initial Proficiencies
Wisdom. At 1st level, you gain the listed
proficiency ranks in the following
statistics. You are untrained in
During Combat Encounters… anything not listed unless you gain
a better proficiency rank in some
You use your connection with the energies around you to use your sigils the best way other way.
possible, thinking about which sigils to use at the right moment during battle. Due to the
versatility of the sigils, you can perform a variety of roles in encounters, some might try to Perception
focus on helping their allies and enhancing them, while others focus on dealing as much Trained in Perception
damage as they can.

During Social Encounters… Saving Throws


Trained in Fortitude
You might use your knowledge and awareness to get out of sticky situations, even
Trained in Reflex
showcasing what sigils can do to impress even the most finicky. You are also quite
Expert in Will
perspective of the intentions of others, as your overdeveloped senses discern things that
others don’t.
Skills
While Exploring… Trained in Nature
You pay close attention to what’s around you as your senses are quite refined thanks to Trained in a number of additional
your intense training. You might also be curious about new places as their respective skills equal to 3 plus your
fluctuations might inspire you to create a new sigil, or even learn about one as you Intelligence modifier
understand better how sigils work.
Attacks
In Downtime… Trained in simple weapons
As you have a different point of view from others regarding the world around you, you Trained in unarmed attacks
might bring new and interesting theories in certain aspects connected with nature and
matter. Some inscribers might also be connected to a god as a way to help them attune Defenses
or out of principles, meaning that some could even be temporary preachers for a town.
Trained in light armor
More rarely, some inscriber might turn themselves to higher powers to help them in their
Trained in unarmored defense
quest to understand their unusual gift and attune better with their natural gift.

You Might… Class DC


Be curious and enthusiastic about exploring the unknown.
Trained in inscriber class DC
Enjoy testing different combinations of sigils and show them off.
Get distracted by fluctuations around you as you are doing something else.

Others Probably…
Think you are some kind of weird druid or wizard.
Try to understand the differences between normal magic and your space
manipulation.
Are amazed by how fast and sharply you draw your sigils.

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TABLE 1-1: INSCRIBER ADVANCEMENT one sigil. Every inscriber knows the most basic of
sigils: the Sigil of Spark, which allows you to
Your
condense energy in a space and release it just after,
Level Class Features
creating a small spark of force near a creature. To
1 Ancestry and background, initial
Invoke Sigil, you need to use a tool that allows you
proficiencies, sigils, invokers, sigilistic
to alter the fluctuations around you by attuning with
feat, inscriber feat
it, be it a simple feather or chalk. It takes a day of
2 Inscriber feat, skill feat
downtime for your mind and body to feel connected
3 General feat, skill increase, perception with it and doing so requires deep undisturbed
expertise, fortitude expertise focus.
4 Inscriber feat, skill feat
5 Ability boosts, ancestry feat, reflex INVOKE SIGIL 1 - 3
expertise, skill increase
ARCANE CONCENTRATE FLOURISH INSCRIBER
6 Inscriber feat, skill feat You start to draw a certain number of sigils to alter reality
7 General feat, skill increase, sigil expertise, around you. Choose the number of actions for Invoke Sigil.
weapon expertise You can draw a number of sigils equal to the number of
8 Inscriber feat, skill feat actions spent for this action. You choose the order of the
9 Ancestry feat, skill increase, vigilant invocation of the sigils. You can draw a sigil twice
senses consecutively to empower it, using the greater effect of it,
10 Ability boosts, inscriber feat, skill feat or you can twist it to do an alternative effect if you are
11 General feat, skill increase, resolve Synchronized. You cannot draw a sigil more than once
unless you want to empower it by drawing a second one.
12 Inscriber feat, skill feat
13 Ancestry feat, skill increase, light armor
expertise SIGIL OF SPARK 1
14 Inscriber feat, skill feat ATTACK INSCRIBER MANIPULATE SIGIL
15 Ability boosts, general feat, skill increase, Your sigil creates a spark of force near a creature to hurt
sigil mastery it. Make a ranged sigil attack against a creature within 30
16 Inscriber feat, skill feat feet, dealing 1d6 force damage.
17 Ancestry feat, perfecting invocation, skill Greater Add your wisdom modifier to the damage.
increase Twist You alter the sigil to instead make the space around
18 Inscriber feat, skill feat a creature difficult to navigate, as it becomes unstable.
19 General feat, skill increase, sigil legend, Target a creature within 30 feet. At the start of each of
light armor mastery its turns for 1 minute, the terrain adjacent to them
20 Ability boosts, inscriber feat, skill feat becomes difficult terrain until the start of its next turn.

Class Features
Level (+3) The damage increases by 1d6 for both the
normal and greater effect.
You gain these features as an Inscriber. Abilities
gained at higher levels list the levels at which you A sigil that requires a saving throw uses your class
gain them next to the features’ names. DC. Sigils that use your sigil attacks roll are
different from normal weapons. Those attacks have
Ancestry and Background 1st the same proficiency and modifier as the class DC.
The formula for those attacks would be the
In addition to the abilities provided by your class at following: d20 roll + attribute modifier + proficiency
1st level, you have the benefits of your selected bonus + other bonuses + penalties. The stupified
ancestry and background. condition can reduce your sigil attacks and also your
class DC. If you want to increase your sigils’ attacks,
Sigils 1st you can acquire greater mystical tools.

Thanks to your connection with the space around You can empower a sigil by drawing it twice
you, you are now able to invoke mystical sigils that consecutively in a single Invoke Sigil, becoming a
can alter space itself by affecting specific greater sigil instead. A greater sigil applies the
fluctuations. You can use those sigils with the greater effect instead of the normal one. You cannot
Invoke Sigil action, allowing you to concentrate and go beyond a greater sigil, meaning you cannot
draw your sigils at an incredible speed, creating a invoke the same sigil more than two times.
beautiful display of space and matter manipulation.
For each action you take to Invoke Sigil, you draw

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There is another method to increase the efficiency of
a sigil called alterations or combos. To alter a sigil,
you must prepare it by using certain sigils or doing KEY TERMS
certain actions in the previous round, enabling you You’ll see the following key terms in many
to alter certain sigils, by changing how they inscriber abilities.
originally worked or by making them do something Combo: By performing certain actions or
else entirely. invoking specific types of sigils in a previous
round, you can greatly alter how a sigil works.
When invoking multiple sigils, you need to connect After changing a sigil with a combo trait, you
them one way or another, meaning that when you cannot use another action with the combo trait
affect one or multiple creatures with one sigil,
again for 1 hour.
including yourself, the following sigils during that
Greater: By drawing a sigil twice, you create a
round must affect one of them too. A creature being
greater sigil instead. Each sigil as a Greater effect,
affected by a sigil means it was targeted by one, is
which upgrades the normal sigil for that
within the area of effect of one when you invoked it,
invokation.
or it granted a bonus or action to one (such as the
Sigil: Sigils are special actions and feats that
sigil of flow enabling you to Tumble Through). For
example, if you are using the sigil of gust and then
can only be used with the Invoke Sigil action. Each
the sigil of spark, you must use the sigil of spark in sigil has its own traits that are applied only when
one of the creatures that were affected by the sigil of that one is invoked, making it so that when that
gust. If you can’t affect one of them with another one is interrupted, you can still draw the others
sigil after the previous one, you must then use after. However, if something interrupts the Invoke
another sigil or, if none can do so, your Invoke Sigil Sigil action itself before you do any sigil, then you
action ends. lose all your actions that were meant to invoke
your sigils.
Finally, you can also twist sigils by slightly modifying Synchronized: As you greatly focus on your
how you draw them, affecting space and energies sigils, you start to synchronize with matter and
differently. To twist a sigil, you need to be space around you. This allows you to protect
Synchronized with the energies adjacent to you, as yourself from harm as you can slightly shift space
changing a sigil from affecting fluctuations to protect yourself. To become Synchronized, you
differently is harder than it seems. If you are need to use 3 actions with Invoke Sigil and meet
Synchronized, then you can twist one of the sigils the requirements of your specific invoking
you are going to draw, doing the twist effect instead
specialization.
of its normal one. Each sigil can only be twisted
Twist: By modifying a sigil, you can affect space
once every ten minutes, and you can only twist one
in a way it was not meant to do. A twisted sigil is
once per turn, as doing so uses a great amount of an
different from its normal one, creating a new
inscriber’s inner focus. You can’t twist a greater
effect instead of amplifying the normal sigil like a
sigil, as it is already a more subtle modification of a
greater one. You need to be Synchronized with
normal sigil.
space and matter as this requires a lot of
Sigils are magical, and though they aren’t spells, concentration to do so. The respective sigil can
some things that affect spells also affect sigils. only be twisted once per 10 minutes, and you can
Abilities that restrict you from casting spells (such only twist one once per turn.
as being polymorphed into a battle form) or protect
against spells (such as a spell that protects against
other spells or a creature’s bonus to saves against While Synchronized, they can feel the flow of the
spells) also apply to sigils. space around them, making them able to slightly
change it to their whim, making space itself protect
Invokers 1st them from others’ harm. After meeting the
There are multiple ways to alter space, as sigils also prerequisites to become Synchronized, an inscriber
reflect the desire and interests of an inscriber. Each gains a +1 circumstance bonus to AC and saving
has its own methods to synchronize with matter and throws until the end of it’s next turn.
space, allowing them to protect themselves from
Choose one of the invokers’ types which will define
unwanted harm. To do so, they need to use 3 actions
how you change and manipulate the world.
to invoke their sigils during a single turn, as well as
some specific actions related to their invoking
specialization.

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Sigilistic Feat 1st Ancestry Feats 5th
Sigilistic feats are a special type of inscriber class In addition to the ancestry feat you started with, you
feats that teach you a new sigil for you to invoke. gain an ancestry feat at 5th level and every 4 levels
You gain a sigilistic feat, a feat with the sigil trait, at thereafter.
1st level, making you stand apart from other
inscribers. If you retrain this feat, the feat you Lightning Reflexes 5th
replace it with must also be a sigilistic feat.
Your natural reflexes are sharpened. Your
Inscriber Feats 2nd proficiency rank for Reflex saves increases to expert.

At 2nd level and every even-numbered level Weapon Expertise 7th


thereafter, you gain an inscriber class feat.
You’ve dedicated yourself to learning the intricacies
Skill Feats 2nd of your weapons. Your proficiency ranks for simple
weapons, and unarmed attacks increase to expert.
At 2nd level and every 2 levels thereafter, you gain a
skill feat. You must be trained or better in the Sigil Expertise 7th
corresponding skill to select a skill feat.
Your connection and understanding of space and
General Feats 3rd matter grows, making it more difficult to resist your
sigils. Your proficiency rank for your inscriber class
At 3rd level and every 4 levels thereafter, you gain a DC increases to expert.
general feat.
Vigilant Senses 9th
Skill Increases 3rd Through your adventures, you’ve developed keen
At 3rd level and every 2 levels thereafter, you gain a awareness and attention to detail. Your proficiency
skill increase. You can use this increase to either rank in Perception increases to master.
become trained in one skill you’re untrained in, or
become an expert in one skill in which you’re Resolve 11th
already trained.
At 7th level, you can use skill increases to become You’ve steeled your mind with resolve. Your
a master in a skill in which you’re already an expert, proficiency rank for Will saves increases to master.
and at 15th level, you can use skill increases to When you roll a success on a Will save, you get a
become legendary in a skill in which you’re already a critical success instead.
master.
Light Armor Expertise 13th
Spatial Awareness 3rd You’ve learned to defend yourself better against
Your spatial senses are more refined than most. incoming attacks. Your proficiency ranks for light
Your proficiency rank for Perception increases to armor, and unarmored defense increases to expert.
expert.
Sigil Mastery 15st
Fortitude Expertise 3rd You nearly perfect all your senses, perceiving even
Your physique is incredibly hardy. Your proficiency more subtly fluctuation which can more effectively
rank for Fortitude saves increases to expert. affect energies. Your proficiency rank for your
inscriber class DC increases to master.
Ability Boosts 5th Perfecting Invocation 17st
At 5th level and every 5 levels thereafter, you boost
four different ability scores. You can use these ability With great practice, you can now greatly change
boosts to increase your ability scores above 18. multiple sigils in a single swift motion. You are able
Boosting an ability score increases it by 1 if the to twist two sigils in the same turn.
ability score is already 18 or above, or by 2 if it starts
out below 18.

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Sigil Legend 19st SIGIL OF AFFLICTION 1
ATTACK INSCRIBER SIGIL
You have reached the peak of matter manipulation,
By preparing a strike, you quickly draw a sigil to enhance it.
making it extremely hard to withstand them. Your
You Strike a creature within your weapon range. For this
proficiency rank for your inscriber class DC
Strike, you use your Wisdom modifier to the attack roll
increases to legendary.
instead of your normal modifier and you add half of your

Light Armor Mastery 19st level to the damage. The strike also does force damage
instead of the normal weapon damage.
Your skill with light armor improves, increasing your Greater You strike the target creature twice.
ability to dodge blows. Your proficiency ranks for Twist You alter the sigil to instead channel the force in your
light armor and unarmored defense increase to weapon, and unleash it with the motion of your attack.
master. Do a Strike as if you used the sigil normally, but it has a

Invokers
reach of 30 feet for this Strike only.

Preposterous Performer
Iron Poet You found out that limiting yourself to your hand
For you, the feather is not always mightier than the movements to create your sigils puts you at a great
sword, as they are both essential to demonstrate disadvantage. You want to use your entire body,
real might. You trained in mixing space either by running or doing dance-like maneuvers,
manipulation and weapon mastery to outmatch which allows you to move across combat with ease
every foe and bypass any obstacle. and dodge tricky situations while still drawing your
sigils with any part of your body for a very short
When you choose this invoking style, choose a moment.
weapon group. You then become trained in martial
weapons of that group. When you choose this invoking style, you gain the
Sigil of Flow and you are trained in Performance.
At 7th level, when you become expert in unarmed
attacks and simple weapons, you become so in Finally, if you use 3 actions to Invoke Sigil, stride or
martial weapons of the chosen group. For the step, and also a creature is damaged by either a sigil
weapons of that group, you apply the weapon’s attack, a failed saving throw, or a successful skill
critical specialization effect, using your class DC if check, you become Synchronized.
necessary, and become specialize on them, granting
+2 to their strike damage, or +3 if you have master SIGIL OF FLOW 1
proficiency. INSCRIBER MOVE SIGIL
You increase the momentum of your movements and
At 17th level, you become master in unarmed
distort space close to you, damaging foes you pass
attacks, simple weapons, and in martial weapons of
through. You Tumble Through, and when you do so, the
your chosen group.
enemy’s spaces don’t count as difficult terrain. You can use
You also deal 2 additional damage with weapons Performance to tumble through instead of Acrobatics and
from the chosen group in which you are an expert. you can pass through more than one creature. Each
This damage increases to 3 if you’re a master, and creature you successfully tumble through takes 1d6
to 4 if you’re legendary. slashing damage. You can only damage a creature once
per round with this sigil.
Additionally, you become trained in medium armor, Greater You gain a +5 feet bonus to your Speed to Tumble
and when you increase you become expert or master Through until the end of your turn and you add half your
in light armor, you also increase the proficiency for Wisdom modifier to the damage.
medium armor accordingly. Twist You alter the sigil to instead make you zoom past
other creatures at incredible speeds. You Stride twice,
By being an iron poet, you gain the Sigil of Affliction
ignoring difficult terrain and other creatures.
and you are trained in Athletics.
Level (+3) The damage increases by 1d6 for both the
Finally, if you use 3 actions to Invoke Sigil, and you normal and greater effect.
successfully strike a creature or damage one within
10 feet with one of your sigils, you become
Synchronized.

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Shaper of Life SIGIL OF PACE 1
INSCRIBER MANIPULATE SIGIL
Sigils can be used for more than altering empty
You try to alter the time of an area to your advantage,
space, it has the potential to mutate life itself if used
slowing down your foes as the sigil takes effect. Create a
correctly. By closing wounds or by modifying those
10-Foot Burst within 15 feet. Creatures inside the area
around you, no space and matter can escape your
become affected by your will. The area counts as difficult
will to manipulate what’s around you.
terrain, as if creatures inside are moving slower than usual.
When you choose this invoking style, you gain the You can choose which creatures will not be affected by
Sigil of the Cycle and you are trained in Medicine. this sigil. The area stays in effect for 1 minute. If you use
this sigil again, then the previous area dissipates.
Finally, if you use 3 actions to Invoke Sigil, and you Greater Ally creatures that pass through the zone or start
affect at least an ally creature and an enemy their turn inside it have a +10 status bonus feet to their
creature with your sigils, you become Synchronized. Speed until the end of their turn.
Twist You alter the sigil to instead make a creature and
SIGIL OF THE CYCLE 1 those adjacent to it become way less reactive to what’s
HEALING INSCRIBER MANIPULATE SIGIL around them. Target a creature within 30 feet. The
VITALITY targeted creature and other creatures within a 5-Foot
By removing the energies of one or multiple creatures with Emanation of the targeted one must roll a Will save
this sigil, you can restore your allies. Target up to 3 against your class DC. On a failure, it cannot use its
creatures within 20 feet, each must be within 10 feet of reaction until the end of your next turn.
one of the other targeted creatures. When invoking this
sigil, you must choose which creature you want to damage
or heal, having to at least damage one. Those who are
going to get damaged must roll a Basic Fortitude save
against your class DC and take 1d4 void damage. If you
choose one or two of the targets to be healed, they are
healed an amount of damage equal to the half of the
damage done with this sigil as vitality healing.
Greater You target an additional creature with the same
constraints as the others.
Twist You alter the sigil to instead sacrifice the energies of
a creature to damage those around them. Target a
willing creature within 20 feet. The targeted creature
takes half of either 1d6 void damage or 1d6 vitality
damage of your choice. If the creature is damaged, then
creatures adjacent to it must roll a Basic Fortitude
against your class DC and take the damage rolled.
Level (+3) The damage increases by 1d4 for the normal
effect and by 1d6 for the twist effect.

Time Bender
Manipulating space is not enough for you. By
changing some fundamentals of space, you are now
able to also alter time with some sigils, allowing you
to add another dimension to your strategy.

When you choose this invoking style, you gain the


Sigil of Pace and you are trained in Occultism.

Finally, if you use 3 actions to Invoke Sigil, and you


grant a negative condition to a creature or reduce
their speed with one of your sigils, you become
Synchronized.

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Inscriber Feats You channel some of the space used to restore a creature,
trying to duplicate it with a minor sigil to a creature next to
At every level that you gain an inscriber feat, you can you. You can choose another creature within 10 feet to get
select one of the following feats. You must satisfy healed with the same amount of Hit Points or gain the
any prerequisites before selecting the feat. same amount of temporary Hit Points. A creature can’t be
healed this way again for 10 minutes.
1ST LEVEL
DYNAMIC INVOCATION FEAT 1 SIGIL OF ANCHOR 1 FEAT 1
INSCRIBER INSCRIBER SIGIL
Prerequisites Preposterous Performer Prerequisites Time Bender
Even when focused on doing your sigils, you are always on Your sigil puts a mark on the creature, leaving an ethereal
the move. After you Invoke Sigil, if you used at least 2 trail as it moves. Target a creature within 15 feet. The
different sigils, you can Step as a free action. creature must roll a Fortitude save against your class DC,
unless it is willing to fail.
FUTURE GLIMPSE FEAT 1 Critical Success Like success, but the creature cannot be
affected by this sigil for 1 minute.
INSCRIBER
Prerequisites Time Bender Success The creature is unaffected.
Failure The creature is now marked within the current time
As you travel, with your dedication to be one with time and frame. At the end of its next turn, it teleports back to the
space, you sometimes notice certain events that might or position where it started that turn.
might not happen in the short future at irregular intervals,
making you act and look weird sometimes, but also giving Greater Increase the range to 30 feet and it takes 1d4 force
you an advantage in some situations. You have a +1 status damage when it teleports back on a failure.
to your initiative. Additionally, you gain the Future Call Twist You alter the sigil to instead anchor the position of
action. the creature in two different spaces at the same time.
Target a creature within 30 feet. The creature must roll a
FUTURE CALL 4 Will save against your class DC. On a failure, choose an
empty square within 15 feet of you, the creature counts
FORTUNE INSCRIBER
as if it was in that square too. If a spell or other ability
Trigger You roll initiative.
affects the creature and that space at the same time,
You warn an ally of a danger in the near future, allowing the creature only counts as affected once by it.
them to act faster. You exchange your initiative result with
Level (+2) The damage increases by 1d4 for the greater
an ally. That ally must have an initiative result lower than
effect.
yours.

HAND WRITING FEAT 1 SIGIL OF DECEIT 1 FEAT 1


INSCRIBER SIGIL
INSCRIBER
Prerequisites Preposterous Performer
You trained yourself to draw basic sigils even if you are
unable to use your tools. You can Invoke Sigil even if you You draw a sigil that slightly blurs the space in front of a
don’t have your tools in hand, however, it can only be used creature for a second, allowing you to surprise them with
for up to two actions instead of three. If you have mystical your speed. Target a creature within 15 feet. The creature
tools but they are not in your hand, you still receive the must roll a Reflex against your class DC to not get
bonus they give to your sigils. When you become master in distracted by the effect.
inscriber class DC, you are no longer limited to only two
Success The creature is unaffected.
actions to invoke your sigils, enabling you to use all three
Failure The creature loses its focus for a moment,
of your actions even without your tools in hand.
becoming Off-Guard to your next attack and has its
Reflex DC lower by a -2 status penalty to Tumble
OVERWHELMING ENERGY 5 FEAT 1 Through them until the end of your turn. If you attack or
tumble through it, then the effect ends.
HEALING INSCRIBER VITALITY Critical Failure Same as failure, but it does not end when
Prerequisites Shaper of Life
you attack or tumble through them.
Trigger You restore the Hit Points of a creature or grant it
temporary Hit Points thanks to one of your sigils

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Greater Increase the range to 30 feet. SIGIL OF GRANDEUR 1 FEAT 1
Twist You alter the sigil to instead make a creature focuses
INSCRIBER MANIPULATE SIGIL
on you, as you blur the space around the creature except Prerequisites Shaper of Life
in your direction. Target a creature within 15 feet. The
targeted creature treats other creatures except you as With this sigil, you slightly alter the body and mind of a
Hidden until the end of your next turn. The creature can creature, making them more confident and resilient. Target
use an Interact action to focus and remove the blury a creature within 30 feet. It gains a +2 status to their Will,
space around it. Fortitude. and Reflex savings throws.
Greater You place a 5-Foot Burst within 30 feet, affecting
every creature in it.
SIGIL OF EMPOWERMENT 1 FEAT 1 Twist You alter the sigil to instead greatly affect a creature,
INSCRIBER MANIPULATE SIGIL making its body grow for some time. Target a willing
Prerequisites Shaper of Life creature within 30 feet. The creature now grows one
You temporarily alter the body of a creature to increase its size larger for 1 minute, or until you revoke the sigil as a
accuracy. Target a creature within 20 feet. The targeted free action.
creature gains +1 status to attack and damage rolls until
the start of your next turn.
SIGIL OF GUST 1 FEAT 1
Greater The creature instead gains +2 status to attack and
INSCRIBER MANIPULATE SIGIL
damage rolls until the start of your next turn.
Twist You alter the sigil to instead increase the defenses of You make a blast of energy appear in an area. Creatures in
their body. Target a creature within 20 feet. The targeted a 5-Foot Burst within 30 feet must make a Basic Reflex
creature gains 1d10 temporary Hit Points for 1 minute. save against your class DC and take 1d4 force damage.

Level (+3) Increase the granted temporary Hit Points by Greater The damage increases to 2d4.
1d10 for the twisted effect. Twist If you targeted a creature with a sigil this turn, you
instead blur the space of the creature around the
targeted creature as if the space in it was blurry.
SIGIL OF ENTRAPMENT 1 FEAT 1 Creatures within a 5-Foot Burst with the targeted
INSCRIBER MANIPULATE SIGIL creature in it become Concealed until the start of your
You sabotage a space next to a creature, detonating the next turn.
entrapped space on contact. Target a creature within 30 Level (+2) The damage increases by 1d4 for both the
feet and place the visible force trap within 10 feet of it. It normal and greater effect.
stays there until the start of your next turn. If a creature
enters that square, it must roll a Basic Reflex save against
your class DC and take 1d8 force damage and 1 force SIGIL OF INTERCHANGE 1 FEAT 1
splash damage. ATTACK INSCRIBER MANIPULATE SIGIL
Greater The damage increases to 2d8 force. TELEPORTATION
Twist You alter the sigil to instead make a trap beneath a Prerequisites Preposterous Performer
creature, which activates if it moves. Target a creature You draw a sigil that quickly launches a bolt of energy,
within 30 feet. If the targeted creature moves from that leaving a trail behind. Make a ranged sigil attack against a
square without teleporting or falls Prone until the start creature within 20 feet. On a hit, you deal 1d6 force
of your next turn, it then takes 1d8 force damage and 1 damage and you swap the space between you and the
force splash damage. target creature.
Level (+3) The damage increases by 1d8 and by 1 for the Greater The sigil instead deals 1d8 force damage and you
splash damage for both the normal and twisted effects. can choose another willing creature within 15 feet to be
The damage also increases by 1d8 for the greater teleported instead of you.
effect. Twist You alter the sigil to instead slightly interchange the
position of creatures in a zone. You create a 10-Foot
Burst of chaotic energy within 20 feet. Creatures within
it must roll a Fortitude save against your class DC. On a
failure, you can teleport them in a square within 15 feet
of their actual position. You can move to adjacent to
one of creatures that failed their save.
Level (+3) The damage increases by 1d6 for the normal
effect and by 1d8 for the greater one.

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SIGIL OF KNOWLEDGE 1 FEAT 1 As you finish this sigil, you become able to sense a weak
point in the body of a creature within reach of your
INSCRIBER MANIPULATE SIGIL
Prerequisites Time Bender weapon. Target a creature within 30 feet. The target
creature gains a penalty of -1 to its AC against your next
As you finish drawing this sigil, you try to analyze a attack until the end of your turn. If you successfully strike
creature’s past to come up with the best strategy. Target a the creature while it is affected by this, add 1d6 precision
creature within 20 feet. The target creature must roll Will damage to the strike.
save against your class DC. On a failure, you learn one of
the following things about the target creature of your Greater Increase the penalty to -2 status AC and add an
choice: additional dice to the weapon damage for your next
attack until the end of your turn.
One random weakness Twist You alter the sigil to instead reinforce your defenses
One random resistance against a creature near you. You gain a +2 circumstance
One random invulnerability bonus to your AC against a creature within 15 feet for 3
One random ability or passive of the creature. rounds.
Level (+8) The precision damage increases by 1d6.
Greater You learn one of each choice instead of choosing
one.
Twist You alter the sigil to instead make it as if the SIGIL OF RACEME 1 FEAT 1
creature never had in time some of its defenses or INSCRIBER MANIPULATE SIGIL
abilities for a brief time. Target a creature within 20 feet
that you know at least one weakness, resistance, or an As you finish drawing your sigil, magical energy explodes
ability or passive it has. The target creature must roll a in front of it. Creatures in a 15-Foot Cone must make a
Will save against your class DC, unless it is willing. On a Basic Reflex save against your class DC and take 1d4 force
failure, it loses its weakness, resistance, or ability or damage.
passive that you know about them of your choice until Greater The damage increases to 2d4 force.
the start of your next turn. Twist You alter the sigil to instead create a strong force
wave, pushing any creature in its way. You create a 20-
Foot Cone cone. Creatures within the cone must roll a
SIGIL OF MANEUVERABILITY 1 FEAT 1 Fortitude save against your class DC. On a failure, it is
ATTACK INSCRIBER SIGIL pushed 10 feet away from the origin of the cone. On a
Prerequisites Iron Poet critical failure, it is pushed 20 feet away instead.
This sigil allows you to grant your weapon temporary Level (+2) The damage increases by 1d4 for both the
features as you gather matter on it, making it able to do normal and greater effect.
certain actions that it normally can’t with more ease. You
gain a +2 status bonus to your Athletics checks until the
end of your turn and then choose to either Grapple, Trip, SIGIL OF REINFORCEMENT 1 FEAT 1
Shove, or Disarm a creature using your weapon, even if it INSCRIBER SIGIL
normally can’t. Prerequisites Iron Poet
Greater You can affect two creatures within reach instead You reinforce your armor’s matter, making it more durable
of just one. and sturdy. You gain +1 bonus to your AC until the end of
Twist You alter the sigil to instead store energy and matter your next turn. When you do so, creatures in a 10-Foot
in your weapon to make it more lethal on it’s next blow. Emanation must roll a Fortitude save against your class
Until the end of this turn, your next Strike will have a +2 DC, as they are driven towards you as you absorb the
status bonus to the attack and your weapon will deal an surrounding space.
additional 1d8 force damage.
Success The creature is unaffected.
Level (+3) The damage increases by 1d8 for the twisted Failure The creature moves 5 feet towards you. If it is
effect. already adjacent to you, you can move it to another
square 5 feet of it while still being adjacent to you.
Critical Failure Like failure, but it also becomes Off-Guard
SIGIL OF PRECISION 1 FEAT 1 as you distabilized it.
INSCRIBER SIGIL
Greater You gain +3 bonus to your AC.
Prerequisites Iron Poet
Twist You alter the sigil to instead temporarly shatters the
defenses of a creature. Target a creature adjacent to
you. The targeted creature gains a -2 status penalty to
their AC until the start of your next turn.

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SIGIL OF RESTORATION 1 FEAT 1 SIGIL OF THE GRASP 1 FEAT 1
HEALING INSCRIBER SIGIL VITALITY INSCRIBER MANIPULATE SIGIL
Prerequisites Shaper of Life You vacuum space towards you by invoking this sigil
between you and a creature. Target a creature within 30
You can restore your allies by concentrating the lingering
feet. It must make a Reflex save against your class DC to
energies present in the space around them to close their
escape the siphoning space.
wounds with a sigil. Target a creature within 15 feet. You
restore 1d6 Hit Points and give them an extra 1d4 Success The creature is unaffected.
temporary Hit Points until the start of your next turn. The Failure The creature moves 10 feet toward you.
healed creatures are temporarily immune to this healing Critical Failure The creature moves 15 feet towards you.
for 10 minutes.
Greater Double the distance you move the target creature.
Greater You target every creature within 15 feet. Twist You alter the sigil to instead forcefully move a
Twist You alter the sigil to instead absorb the matter and creature to another one. Target a creature within 30 feet.
energies of those around you. Each creature in a 15-Foot If the creature is willing, it then moves up to 15 feet
Emanation must roll a Basic Fortitude save against your toward another creature within 30 feet of your choice. If
class DC, and take 1d4 void damage. You restore 1d4 the creature is not willing, then it must do a Reflex save
Hit Points for each creature you damaged with this against your class DC. On a failure, it moves 15 feet
twisted sigil. towards another creature within 30 feet of your choice.
On a critical failure, it also falls Prone.
Level (+2) Increase the amount of healing by 1d6 and
temporary Hit Points by 1d4. The damage increases by
1d4 for the twisted effect, as well as the amount of SIGIL OF THE PAST 1 FEAT 1
healing by 1d4.
INSCRIBER MANIPULATE SIGIL
Prerequisites Time Bender
SIGIL OF TAPPING 1 FEAT 1 You try to alter the perception of time of a creature, making
ATTACK INSCRIBER SIGIL it think or remember that it still being under the effect of a
Prerequisites Preposterous Performer malicious status even if it isn’t. Target a creature within 15
feet that was Frightened, Sickened, Enfeebled, Clumsy,
With this sigil, you try to gather matter rapidly in a point of
Stupefied, or Stunned last round but no longer is. The
a creature nearby to damage and destabelize them. Make
target creature must roll a Will save against your class DC.
a melee sigil attack against a creature. On a hit, you deal
1d6 force damage and the creature is unable to use it’s Success The creature is unaffected.
reactions until the start of it’s turn. If you instead do a Failure The creature receives the condition from last round
critical hit, the creature becomes Stunned 1 too. until the start of your next turn, but if the condition has a
value, the value of it is 1. If there are multiple conditions
Greater The damage increases to 2d6 force.
that ended last round, then you must choose one of
Twist You alter the sigil to instead boost your body slightly,
them for this sigil.
making you able to surprise an enemy with an
unexpected attack, and releasing that energy on impact. Greater Increase the range to 25 feet.
You can move to a square adjacent to a creature within Twist You alter the sigil to instead make its brain think that
15 feet. After so, roll a Performance check against the it will gain that condition in the future. Target a creature
creature’s Will DC. within 15 feet. The targeted creature must roll a Will
Critical Success As failure, but the creature takes double save against your class DC. On a failure, it gains one of
the damage. If the creature was already Fascinated the following conditions until the start of your next turn:
when you target them, you gain a +2 circumstance Enfeebled 2, Clumsy 2, or Stupefied 2.
bonus to the check, and the creature does lose its
condition when it is damaged by this twisted sigil.
Success The creature gets distracted, allowing you to SIGIL OF THE PATH 1 FEAT 1
release the energy on an expected part of its body, INSCRIBER MANIPULATE SIGIL
taking 1d6 force damage and making it Fascinated by From this sigil, a great line of energy emanates from it.
your attack.
Creatures in a 30-Foot Line must roll a Basic Reflex save
Failure As success, but the creature takes only half the and take 1d4 force damage.
damage and does not become Fascinated.
Critical Failure The creature is unaffected.
Level(+3) The damage increases by 1d6 for the normal,
greater, and twisted effect.

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Greater The damage increases to 2d4 force. As you finish your sigil, you zoom in a straight line in a
Twist You alter the sigil to instead create a space that fraction of a second. You add a +5 feet status bonus to
appears shorter than it is. You create a 30-Foot Line, your Speed until the end of your turn, then Stride in a
lingering until the start of your next turn. When an ally straight line. You can ignore creatures and difficult terrain.
creature moves into one of the squares of the line, they If you trigger a reaction, you can use your reaction to roll a
don’t count that square for the purpose of the distance Performance against the level DC of the creature. On a
of the movement. success, you gain a +4 circumstance bonus to your AC
against that reaction.
Level (+2) The damage increases by 1d4 for both the
normal and greater effect. Greater Increase the bonus to +15 feet and you do not
trigger reactions in the square where you start this
movement.
SWIFT STRIKE FEAT 1 Twist You alter the sigil to instead take advantage of an
INSCRIBER unprepared creature, destabilizing them with your
Prerequisites Iron Poet speed. Target a creature within 20 feet. You move up to
You are able to continue your onslaught even after your speed in a straight line, passing through the
finishing your sigils. After you Invoke Sigil, if you used at targeted creature, ignoring difficult terrain but not other
least 2 different sigils, you can Strike as a free action. creatures. If you successfully pass through the targeted
creature, then it must roll a Reflex save against your
class DC. On a failure, it becomes Off-Guard until the
2ND LEVEL start of your next turn.

INFUSED WARRIOR FEAT 2


SIGIL OF DILATATION 1 FEAT 2
INSCRIBER
Prerequisites Iron Poet ATTACK INSCRIBER SIGIL
Prerequisites Time Bender
Your sigil leaves a lingering energy on you, especially your
weapons. If you used 3 different sigils with a single Invoke You aim your sigil to a creature, which will synchronize
Sigil in a turn, your weapon strikes deal an additional 1d6 with a creature and stop in time, starting again if the
persistent force damage until the end of your next turn. creature moves too far away from it. Make a ranged sigil
attack against a creature within 20 feet, dealing 1d4 force
damage and leaving a freezed force in the square of the
ORGANIC UNDERSTANDING FEAT 2 target on a hit. If the target creature moves more than 15
INSCRIBER away from that square during its next turn, then the
Prerequisites Shaper of Life creature must roll a Fortitude save against your class DC
as the frozen force instantly reactivates and impacts him.
You realized how to enable your sigils to affect any
organisms, no matter if they are from the living or the Success The creature is unaffected.
undead. Your sigils that heal with vitality or void healing Failure The creature becomes Stunned 1.
now count as having both of them. Additionally, your sigils Greater If a creature fails its Fortitude save, it also moves
which deal void damage can deal vitality damage instead, back to where the force was frozen and takes 1d4 force
and vice versa. damage.
Twist You alter the sigil to instead make time appear to be
slow around a creature. Target a creature within 30 feet.
PLANED HELP FEAT 2
The targeted creature must roll a Fortitude save against
INSCRIBER your class DC. On a failure, it can only move at half its
Prerequisites Time Bender speed, no matter the type of it, for 1 minute. The
With your affinity with time, you know in advance when an affected creature can use an action with the
ally might need your help. You can use the Aid reaction concentration trait to try to fight this effect. When a
without needing to prepare to help, instead helping them creature ends its turn next to it, it must also roll the
on the spot instantly, as you knew they would need help at same save, and on a failure, it becomes also affected
that moment. for 1 round.
Level (+3) The damage increases by 1d4 for the normal and
SIGIL OF DASHING 1 FEAT 2 greater effects.

INSCRIBER MOVE SIGIL


Prerequisites Preposterous Performer

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SIGIL OF ELEMENTS 1 FEAT 2 SIGIL OF FREEZING 1 FEAT 2
ATTACK INSCRIBER SIGIL INCAPACITATION INSCRIBER MANIPULATION SIGIL
You warp the elements around you to direct them towards Prerequisites Time Bender
a foe. Target a creature within 15 feet, then choose an
You point a sigil to a creature to try to freeze it in time for a
elemental source within 30 feet. The following sources can
very short moment. Target a creature within 30 feet. The
be used for this sigil’s damage: a burning object (fire
target creature must roll a Fortitude save against your
damage), rain or still water (cold damage), strong wind
class DC.
(electricity damage), earth or rock (bludgeoning damage),
or acid (acid damage). The source must not be concealed Success The creature is unaffected.
or closed, it must be able to flow to the target without Failure The creature is Stunned 1.
entering into contact with another object. After choosing Critical Failure The creature is Stunned 2.
the target and the source, make a ranged sigil attack roll Greater You can affect 2 creatures within range if they are
and deal 1d6 damage with the appropriate damage type. only 10 feet apart. If both become stunned, you can
Greater The damage increases to 2d6. choose instead for one of them to accumulate the
Twist You alter the sigil to instead protect you and your temporal anomaly of the other, accumulating the stun of
allies from elemental energies. You and allies within 15 both into one.
feet gain resistance 3 to one of the damages you can Twist You alter the sigil to instead make a creature slightly
normally choose from the base sigil. You have that jump in time. Target a willing creature within 30 feet.
resistance until the start of your next turn. You teleport the targeted creature 30 feet from its
current position.
Level (+3) The damage increases by 1d6 for the normal and
greater effect. Increase the damage resistance by 3 for
the twist effect. SIGIL OF IMPACT 1 FEAT 2
ATTACK INSCRIBER SIGIL
SIGIL OF FLASHINESS 1 FEAT 2 Prerequisites Time Bender

ATTACK INSCRIBER SIGIL You draw a sigil in your weapon, and as soon as you finish
Prerequisites Preposterous Performer invoking it, it explodes, propelling anyone next to the
weapon’s edge. Make a melee sigil attack against a
You move around as you draw this sigil, finishing it with a
creature within your weapon range. On a hit, the creature
beautiful pose and releasing a flash of magical essence
moves 10 feet away from you. On a critical hit, it moves 15
around you. You Stride at half your speed, and when you
feet instead. If you push the creature against an obstacle
finish your movement, you create a flashing 5-Foot
or another creature, it takes 1d6 bludgeoning damage.
Emanation. Creatures within it must do a Fortitude save
against your class DC. Greater Double the distance the creature is shoved.
Twist You alter the sigil to instead concentrate an
Critical Success The creature is unaffected. Success The
explosive energy on the wounds of a creature nearby,
creature only takes half the damage.
making the creature start to bleed. Target a creature
Failure The creature takes 1d4 force damage and becomes
within 10 feet. The targeted creature must do a
Dazzled until the end of its turn.
Fortitude save against your class DC. On a failure, it
Critical Failure Same as failure but it takes double the
takes 1d6 bleed damage.
damage.
Level (+3) The damage increases by 1d6 for both effects.
Greater The dice goes from a d4 to a d6 and the emanation
grows to a 10-Foot Emanation.
Twist You alter the sigil to instead move the light around SIGIL OF PROSPERITY 1 FEAT 2
you into a singular point, concentrating it just in front of
INSCRIBER MANIPULATION SIGIL
you to see what’s around. Other creatures than you Prerequisites Shaper of Life
within a 10-Foot Emanation are Blinded as long as they
stay within the emanation. Creatures from outside the By forcing the growth of the living, even if they are outside
area struggle to see what’s inside, making you and the their environment, you can create some cover until the
other creatures within Concealed to them. The start of your next turn. When you draw this sigil, you
emanation remains until the start of your next turn. forcefully grow some foliage by forcefully growing it in a 5-
Foot Burst. Creatures inside it become Concealed from any
Level (+3) The damage increases by 1d4 for the main effect
creature not within that foliage. At the start of your next
and 1d6 for the greater one. turn, the foliage quickly starts to wither as a repercussion
of the sudden growth, eventually becoming what they were
before. If the terrain does not contain foliage, you can
adapt to what’s around instead.

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Greater If a creature fails or critically fails its save, you can
Success The creature is unaffected.
move it 5 feet in any direction.
Failure The creature is Stunned 1.
Twist You alter the sigil to instead help a creature get out
Critical Failure The creature is Stunned 2.
of trouble more easily. Target an ally creature within 30
Greater The effects of this sigil are stronger, making it even feet. The target creature is now able to Step after each
harder to see what’s within. Creatures inside are Hidden action they do until the end of their next turn as if they
instead of concealed. slightly slide at each action.
Twist You alter the sigil to instead alter the space around a
creature to remove some of its cover. Choose one of the
following when using this twisted sigil: SIGIL OF TEMPEST 1 FEAT 2
INSCRIBER SIGIL
The targeted creature loses one degree of its cover
Prerequisites Iron Poet
until it’s no longer under cover.
The targeted creature loses the Concealed condition With this sigil, shards of your weapon emanate from you
until the start of your next turn. for a brief moment, reconstructing your weapon afterward.
The targeted creature loses the Hidden condition and is You create a 5-Foot Emanation until the start of your next
instead Concealed until the start of your next turn. turn. Creatures that start their turn inside the tempest or
that enter it must roll a Reflex save against your class DC.
You can still use your weapon even though shards of it are
missing.
SIGIL OF RECONSTRUCTION 1 FEAT 2
Success The creature is unaffected.
HEALING INSCRIBER SIGIL VITALITY
Prerequisites Shaper of Life Failure The creature takes 1d6 slashing or 1d6 piercing
damage.
You draw a sigil and start to cover the skin of a creature Critical Failure The creature takes double the damage and
with a thick layer of energy. A creature within 20 feet gains is Immobilized until the start of your next turn by the
an amount of temporary Hit Points equal to your level plus overwhelming amount of shards and cuts.
your wisdom modifier until the start of your next turn. If the
target creature with these temporary Hit Points takes Greater Increase the emanation to a 10-Foot Emanation.
damage equal to or more than three times your level from Twist You alter the sigil to instead make the shard swarm
a single attack, spell, or other effect while still having the cover you to protect you. You gain a +1 circumstance
temporary Hit Points, it then restores an amount of Hit bonus to your AC, and you are Concealed to all creatures
Points equal to your level plus your wisdom modifier after until the start of your next turn. If a creature damages
the damage as the lingering energy tries to close the you with an unarmed attack while under this effect, it
wounds as soon as possible. takes 1d6 slashing damage.

Greater You instead target all creatures in a 5-Foot Burst. Level (+3) The damage increases by 1d6 for both effects.
Twist You alter the sigil to instead focus on gathering
positive matter inside a creature. Target a creature
SIGIL OF WEAKENING 1 FEAT 2
within 20 feet. If the targeted creature takes damage
until the start of your next turn, then the stored energy is ATTACK INSCRIBER SIGIL
released, rejuvenating adjacent creatures next to it, Your sigil slings itself to a creature, weakening it on
restoring an amount of Hit Points equal to three times impact. Make a ranged sigil attack against a creature
your level each, ending the effect of this twisted sigil. within 20 feet. On a hit, the creature becomes Enfeebled 1
for 2 rounds.

SIGIL OF SMOOTHING 1 FEAT 2 Greater Instead of just affecting one creature, you affect all
creatures adjacent to it, and the target creature
INSCRIBER MANIPULATION SIGIL
becomes Enfeebled 2.
Your sigil smooths and polishes space, making it slippery
Twist You alter the sigil to instead strengthen the body of a
and a bit trickier to walk on. Select a square within 10 feet
creature. Target a creature within 25 feet. The target
of a target creature within 30 feet. The square becomes
creature gains a +2 status bonus to Athletics checks
difficult terrain until the start of your next turn and if a
and to their DCs against Athletics skill actions until the
creature moves into it, it must roll a Reflex save against
start of your next turn.
your class DC.
Success The creature is unaffected.
Failure The creature must stop its movement here or fall
Prone.
Critical Failure The creature slips and falls Prone.

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SNEAKY INVOKATION FEAT 2 With the lingering life energy on one creature you healed,
you can spread it to every creature close to it. If you wish
INSCRIBER
Prerequisites Hand Writing to trigger this combo, then the sigil used for the area of
effect does not do its normal effect, instead, it restores an
While holding no tools, you can sneakily draw a sigil amount of Hit Points equal to 2d10 vitality healing to every
without any of the flashy and loud effects of them. When creature in it.
you Invoke Sigil with your hands, roll a Stealth roll against
other creatures’s Perception DC. On a success, the Level (+2) Increase the healing by 1d10.
creatures don’t know who did the sigil, however, they can
deduce who it is depending on the nature of the sigil itself
ALTERATION OF SIZE 4 FEAT 4
such as the sigil of raceme coming from your character.
ATTACK COMBO INSCRIBER
Prerequisites Iron Poet
STATIC BODY FEAT 2 Trigger You must have successfully Strike a creature the
INSCRIBER previous round and you are invoking a sigil to Strike them
Prerequisites Preposterous Performer again this turn thanks to a sigil.
Your constant movement with your sigils makes the space By slightly altering your sigil, you increase the size of your
around you more irregular, damaging surrounding weapon for a brief moment as you swing it. If you hit a
creatures. Once per turn, when you move or teleport creature with that Strike, you add a dice to the damage roll
thanks to a sigil, you can deal damage equal to half your and you shove the creature 5 feet away. At 11th level, add
level as force damage to a creature within 10 feet at any two dice to the damage roll instead.
moment during the movement or teleportation.

ALTERATION OF TRAUMA 4 FEAT 4


4TH LEVEL COMBO INSCRIBER
Prerequisites Time Bender
ALTERATION OF MOMENTUM 4 FEAT 4
Trigger You are invoking a sigil that damages a target
COMBO INSCRIBER
creature and you must have affected the target creature’s
Prerequisites Preposterous Performer
speed or inflicted a condition last round.
Trigger You must have Tumble Through or Stride the
By slightly changing a sigil to influence the time stream of
previous round and you are invoking a sigil with the move
a creature, you are able to affect a creature with an effect
trait while you are adjacent to a creature.
of the past. If the target creature gets hit by a sigil attack
As you dance around the battlefield, you profit from your or fails its save against the triggering sigil, that creature
speed to inflict a strong impacting blow. Instead of moving gains the conditions and movement alterations from the
with your sigil, you instead store that speed to inflict a last round automatically until the start of your next turn.
powerful impact, breaking some bones and weakening
their body for a short moment. Make a melee sigil attack
against an adjacent creature. On a hit, deal 4d8 force DORMANT ENERGY FEAT 4
damage plus 1 force damage for every 5 feet you were INSCRIBER
going to move with the sigil to the target creature, and it Your sigils leave a mark that explodes when it is affected
becomes Enfeebled 1 for 1 round. On a critical hit, the by multiple sigils. When a creature is affected by 3
enfeebled condition lasts 1 minute instead. different sigils in your turn, which means that it needs to
Level (+2) The damage increases by 1d8. be at least damaged or altered in any way by those three
sigils, it also takes 1 force splash damage at the end of the
effect of the third sigil used. This effect also counts for
ALTERATION OF RENEWAL 4 FEAT 4 this feat, which means that if a creature is affected by 2
sigils and then damaged by this, then this would also
COMBO HEALING INSCRIBER VITALITY
Prerequisites Shaper of Life trigger. When this activates once on a creature, it can’t
repeat so until the start of your next turn on that creature.
Trigger You must have restored Hit Points the previous If the inscriber is attuned to a mystical tool, then
round and you are invoking a sigil with an area of effect increase the splash damage by 1 + the item bonus of the
with the creature restored last round inside it. tool to sigil attacks. (2 force for +1, 3 force for +2, and 4
force for +4)

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HARDEN SHELL 5 FEAT 4 Greater As you finish your teleportation, you unless a wave
of energy around you, affecting adjacent creatures in the
INSCRIBER
Prerequisites Shaper of Life space where you teleport. At the end of the movement,
creatures adjacent to you must roll Basic Fortitude save
Trigger A creature within 15 feet used Shield Block. against your class DC and take 1d8 force damage.
You try to swiftly modify the hardness of a shield to make Twist You alter the sigil to instead make the sigil teleport a
an resist the triggering attack more easily. The shield gains creature next to you. Target a creature within 30 feet. If
an additional 5 to its hardness for that reaction. At 15th the targeted creature is unwilling, they must roll a Will
level, it instead increases by 10. save against your class DC. On a failure, they teleport to
a safe space adjacent to you of your choice.
Level (+3) The damage increases by 1d8 for the greater
INVADER OF SPACE FEAT 4
effect.
INSCRIBER
Prerequisites Preposterous Performer
As you break the space between you and your enemies,
SIGIL STORAGE FEAT 4
you are able to spot a weak point which is revealed as you INSCRIBER
destabilize them. When you successfully Tumble Through Prerequisites Time Bender
a creature, they become Off-Guard until the end of your As you prepare to a certain moment to use a sigil, you
turn. prepare an additional sigil which will only take effect in the
short future. When you Ready an action to Invoke Sigil, you
can invoke a second weakened sigil as well as the one you
QUICK PUNISHER 5 FEAT 4
are readying.
INSCRIBER
Prerequisites Iron Poet
Trigger A creature within your reach uses a concentration 6TH LEVEL
action.
ADAPTIVE MAGIC ATTUNING FEAT 6
You can feel when a creature is no longer focused for a
INSCRIBER
mere moment, allowing you to strike them. Make a melee
By quickly drawing minor sigils, you know how to activate
Strike against the triggering creature. If your attack is a
magical objects with a little risk. You can activate scrolls
critical hit, you disrupt that action. This Strike doesn’t
and wands of any magical tradition, using your inscriber
count toward your multiple attack penalty, and your
class DC for the scroll’s DC, rather than a particular spell
multiple attack penalty doesn’t apply to this Strike. DC. If a spell is on the spell list for multiple traditions, you
choose which tradition to use at the time you activate the
REACHING INFLUENCE FEAT 4 scroll. However, due to the ever-changing and
unpredictable nature of sigils, sometimes they might not
INSCRIBER
work properly. When you activate a scroll or wand, you
As your control over space increases, you become able to
must roll a flat check with a DC of 5. On a failure, the spell
quickly protect close allies by slightly manipulating the
backfires and instead creates a small magical explosion
matter around you. While Synchronized, your slight control
with an emanation of 10 feet, dealing 1d10 force damage
over the energies around you increases in dimensions. You
per spell level.
have a 15-foot aura around you, granting a +1
circumstance bonus to Fortitude, Reflex, and Will saves to
every ally within its radius. ALTERATION OF 4 FEAT
CONDENSANTION 6
SIGIL OF TELEPORTATION 1 FEAT 4 COMBO INSCRIBER
Trigger You must have damaged a creature with an attack
INSCRIBER SIGIL TELEPORTATION sigil the previous round and you are invoking a sigil with an
Your sigil makes you move instantly to another place in area of effect that damages them again.
space. You instantly move to an empty space within 15
feet. You do not trigger reactions when you move this way.
If you teleport adjacent to a creature, you can consider it
as a target of this sigil.

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By concentrating the energy on a spot you already touched ALTERATION OF SPEED 4 FEAT 6
upon, you can try to concentrate the energy of a broad sigil
COMBO INSCRIBER
on a singular point instead of a broader area. Instead of Prerequisites Preposterous Performer
damaging every creature in the area of the triggering sigil,
you target the creature you attacked the previous round Trigger You must have damaged a creature with a sigil the
multiple times. The target creatures must roll the saving previous round and you are going to Stride or Thumble
throw of the triggering sigil a number of times equal to the Through with a sigil. You must move adjacent to the
number of non-ally creatures in the area to a maximum of damaged creature from the last round at least once during
3 times and will be affected by the sigil for each roll. the movement.
By keeping the damaging properties of the previous sigil,
you are able to make your movement deadlier thanks to
ALTERATION OF DISRUPTION 4 FEAT 6
your speed, but at the cost of shortening the distance you
COMBO INSCRIBER run. You only Stride or Thumble Through with half your
Prerequisites Time Bender speed, but each creature that becomes adjacent to you at
Trigger You must have Stunned, Slowed, or reduced the any moment of the move action must roll a Basic Reflex
speed of a creature the previous round, and you are going save against your class DC and take 4d6 sonic damage.
to use a sigil attack the same creature or another within 15 Once damaged by this combo, it cannot be harmed this
of it. away again until the end of your turn.

You apply your sigil with a similar effect to the previous Level (+2) Increase the damage by 1d6.
sigil, slowing down the same creature again or another
close to them, making it as if the effects lasted a bit longer
than they should or as if the effect spread. If you hit with
SIGIL OF EXCHANGE 1 FEAT 6
your attack, the creature takes the normal effects of the INSCRIBER SIGIL
triggering sigil, and the same creature or another within 15 Prerequisites Time Bender
feet becomes Stunned 1, or Stunned 2 on a critical hit. You try with a sigil to absorb the time around a specific
creature to grant it to another creature. Touch two
creatures adjacent to you. You must choose which one you
ALTERATION OF PROTECTION 4 FEAT 6
want to slow time from and which one you want to
COMBO INSCRIBER accelerate time. Both creatures can be willing to the
Prerequisites Shaper of Life effects, but a creature that is not must roll a Will save
Trigger You must have restored the Hit Points of a creature against your class DC. If one of the creatures is unaffected
with a sigil the previous round and you are going to restore by this sigil, then the other also is unaffected.
the Hit Points of that creature with a sigil again. Success The creature is unaffected.
You alternate a sigil that mends the wounds of a creature Failure The creature is either Slowed 1 but gains a +2
to instead reinforce those injured areas as a thick layer of status bonus to its AC until the start of your next turn, or
space, reinforcing them as well as soothing them a bit. The Quickened but gains a -2 status penalty to its AC until
target creature gains temporary Hit Points for 1 minute the end of your turn. If the other creature has one of the
equal to the amount of healing it was going to receive and effects, then you cannot choose that one.
it heals only half the amount it was going to be healed. Greater Increase the range to 15 feet.
Twist You alter the sigil to instead change the time
possibility of a creature to grant an effect it has on to
ALTERATION OF REPETITION 4 FEAT 6
another creature. Target two creatures within 15 feet.
COMBO INSCRIBER Choose one of the target creatures as the receptor and
Prerequisites Iron Poet another as the transmitter. The receptor must roll a Will
Trigger You must have successfully Shoved, Tripped, or save against your class DC. On a failure, the receptor
Disarmed a creature the previous round and you are gains one of the conditions of the transmitter for 1
invoking a sigil to Strike them. round, and the transmitter loses that condition as if he
was never affected by it. If the transmitter has that
By striking a creature influenced and previously disturbed
condition due to an ongoing effect, such as the
by one of your sigils, you can make its lingering effects
Stupefied 1 of a major curse for a Battle Oracle, then the
resurge when striking it again. If you successfully hit a
transmitter does not lose the condition.
creature with the triggering sigil, you also automatically
succeed the Shove, Trip, or Disarm action from the
previous round again this turn.

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SIGIL OF JUMP 1 FEAT 6 With this sigil, you try to create small irregularities in the
body of a creature, enough to make it uncomfortable and
INSCRIBER MOVE SIGIL
Prerequisites Preposterous Performer weird about it for a short while. Target a creature within 15
feet. The target creature must roll a Fortitude save against
By drawing this sigil, you greatly increase your your class DC.
accessibility to higher grounds by making the space less
Critical Success The creature is unaffected.
affected by gravity. You can move 25 feet in the air and you
only fall at the end of your turn before applying the fall Failure The creature becomes Sickened 2 for 1 round.
damage. When falling this way, you can ignore up to 15 Critical Failure The creature becomes Sickened 2 for 1
feet to calculate the damage of it until the end of your turn. minute.

Greater You jump up to your speed, to a minimum of 50 Greater Creatures adjacent to the target creature must roll
feet. When falling you ignore up to 50 feet to calculate a Fortitude save against your class DC. On a failure, they
the damage of it. become Sickened 1 for 1 round.
Twist You alter the sigil to instead make gravity around you Twist You alter the sigil to instead make a creature feel
heavier for a brief moment, destabilizing flying creatures better against ill effects. Target a creature a creature
within 30 feet. The target creature is loses its Sickened
to make them fall. Flying creatures within 30 feet must
roll a Reflex save against your class DC to stabilize condition and reduce its Drained condition by one.
against the shift in gravity. On a failure, the creature
falls to the ground, taking the appropriate fall damage.
8TH LEVEL

SIGIL OF PROPULSION 1 FEAT 6 ALTERATION OF GRAVITY 4 FEAT 8


INSCRIBER MOVE SIGIL COMBO INSCRIBER
Prerequisites Iron Poet Trigger You must have forcefully moved a creature the
previous round and you are invoking a sigil which does an
You draw a sigil with creates a small blast of energy, area of effect with a creature at most 30 feet away from
projecting you in one direction and damaging creatures the center of it.
you come in contact with. You Stride half your speed and it
You disturbed the space of a creature before, making them
ignores difficult terrain. If you end your movement next to
one or multiple creatures, you can choose one to impact susceptible to move again. Before your triggering sigil
takes effect, you can move the creature up to 15 feet
upon. The creatures must do a Basic Reflex save against
your class DC and take 3d4 bludgeoning damage. toward the center of the area of effect.

Greater You Stride at your full Speed and if the creature


fails its save, it becomes Prone. INFINITE POSSIBILITIES 5 FEAT 8
Twist You alter the sigil to instead make a small burst INSCRIBER
around a creature, propulsing them and other creatures Prerequisites Time Bender
around. Create a 5-Foot Burst in a corner of the creature
Trigger You roll initiative
within 15 feet. Creatures in the burst must roll a Reflex
save against your class DC. Your mind is able to sense what’s to come more naturally,
becoming able to predict when exactly a foe might appear
Critical Success The creature is unaffected.
or act, enabling you to quickly draw a sigil even before
Success The creature takes half the damage.
aggressions start. You can Invoke Sigil as one action
Failure The creature takes 3d6 force damage and moves 5
before the encounter starts.
feet away from the center of the burst.
Critical Failure As failure, but the creature takes double the
damage and moves 10 feet away instead. LINGERING MUTATIONS FEAT 8
Level (+3) The damage increases by 1d4 for the normal HEALING INSCRIBER
effect and by 1d6 for the twisted effect. Prerequisites Shaper of Life
When a creature is targeted or affected by at least two
SIGIL OF SICKENING 1 FEAT 6 different sigils with a single use of Invoke Sigil, a
temporary mutation of its body lingers as an after-effect.
INSCRIBER SIGIL
You grant the creature fast healing 1 for 1 minute. At 11th
Prerequisites Shaper of Life
level, it grants fast healing 3, and at 16th level, it grants
fast healing 5.

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ON THE MOVE 5 FEAT 8 Greater Increase the bonus up to +2 and you can attack a
creature if it misses the attack by two or one value.
INSCRIBER MOVE
Prerequisites Preposterous Performer Twist You alter the sigil to instead create a barrier around
them. Target a creature within 15 feet. You grant them a
Trigger A creature critically missed an attack against you. +1 circumstance bonus to its AC, but they also become
You can quickly reposition when the enemy lowers its Immobilized until the start of your next turn. They can
guard. You Step. use an Interact action to destroy the barrier constraining
them, but it also loses its bonus to its AC after so.

RESILIENT RESOLVE 1 FEAT 8


INSCRIBER STANCE
SIGIL OF ECHO 1 FEAT 8
Prerequisites Iron Poet INSCRIBER MANIPULATION SIGIL
Prerequisites Time Bender
You cover yourself with the energy around, making it
harder for other forces to approach you, however, it makes You try to affect the mind of a creature to think the same
you unable to alter after said barrier. While you’re in this way it did just some seconds, obliging it to repeat its
stance, you gain +2 status to your saving throws and AC, actions. Touch a creature adjacent to you. The target
but you can only Invoke Sigil for up to two actions. creature must roll a Will save against your class DC.
Success The creature is unaffected.
Failure The creature resists but loses its sense of time for
SIGIL OF ATTENTION 1 FEAT 8
a moment, becoming Off-Guard until it takes any
INSCRIBER MOVE SIGIL damage.
Prerequisites Preposterous Performer Critical Failure As failure, but on its next turn, it must try to
With a flashy sigil, you try to pass through your foes in an do the same actions it did the previous round on the
elegant way to get all the attention. You Stride with half of same creatures as much as it can.
your movement and all creatures within a 10-Foot Greater Increase the range to 20 feet.
Emanation of where you end your movement must do a Twist You alter the sigil to instead make a creature afraid
Will save against your class DC. of using the same actions it used against a creature.
Success The creature is unaffected. Target a creature within 20 feet. The target creature
Failure The creature is Fascinated for 1 round. must roll a Will. On a failure, the creature can’t target the
Critical Failure As failure, but the creature must attack you creature it targeted most recently on its next turn. On a
or cast a spell targeting you or affecting you on its next critical failure, it works as failure, but it also becomes
turn. If they can’t, then they must spend actions such as Slowed 1 as its mind is conflicted about what to do.
Stride to be able to do any of the two.
Greater You instead Stride up to your speed and the area SIGIL OF LENGTH 1 FEAT 8
grows to a 15-Foot Emanation.
INSCRIBER MANIPULATE SIGIL
Twist You alter the sigil to instead get all the attention of a
Prerequisites Iron Poet
single creature to you. You target a creature within 30
feet of you. The targeted creature must roll a Will save You try to alter the limbs of a creature to help them reach
against your class DC. On a failure, the creature must foes at further distances. Increase the reach of a creature
move adjacent to you during its next turn no matter within 10 feet by 5 feet until the start of your next turn.
what, even if it must pass through dangerous terrains or Greater Increase the range of the sigil by 30 feet.
traps. Twist You alter the sigil to instead make the limbs of your
foes shorter. Target a creature within 30 feet. The target
creature must do a Fortitude save against your class
SIGIL OF COUNTER 1 FEAT 8
DC. On a failure, they have a -2 status penalty to their
INSCRIBER SIGIL weapon attack rolls and unarmed attacks, and you
Prerequisites Iron Poet decrease the reach of their attacks by 5 feet, to a
With this sigil, you create a fragile but potent barrier, which minimum of 5 feet, until the start of your next turn.
might open an opportunity for you in the right
circumstances. Add a +1 bonus to your AC against the
current creatures within 15 feet. If an enemy within your
reach misses an attack by one value while the barrier is up,
you can Strike them without spending a reaction, moving
adjacent to them if necessary to strike them.

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SIGIL OF LIGHTENING 1 FEAT 8 With the overwhelming amount of force you influence with
your sigils, you are able to finish your final incantation by
INSCRIBER SIGIL
Prerequisites Iron Poet converging everything into it, plaguing the victim with
inconsistent force anomalies. One of the creatures
By drawing this sigil, you make the space around a damaged by your last sigil is also inflicted with a 1d6
creature lighter, allowing it to move more freely. Target persistent force persistent force damage.
yourself or a creature within 30 feet. The target gains a +5 At 20th level, increase it to 2d6 persistent force
status bonus feet to its Speed, and it ignores any speed damage.
penalty they have for 1 round.
Greater Increase the bonus speed to +10 feet, and it lasts
for 2 rounds.
SHIFTING INVOKATION FEAT 10
Twist You alter the sigil to instead make the space around INSCRIBER
them nearly unaffected by gravity instead of lightening You can alter a sigil enough to ignore a certain area to not
it. Target a creature within 30 feet. The target creature be affected by it. When doing a sigil with an area of effect,
gains a flight speed of 60 feet for 2 rounds. you choose which creatures are going to be affected by it
and which ones won’t.

10TH LEVEL SIGIL OF FUSION 1 FEAT 10


AURA OF MOTION 1 FEAT 10 INCAPACITATION INSCRIBER MANIPULATION SIGIL
INSCRIBER STANCE Prerequisites Shaper of Life
Prerequisites Time Bender With this sigil, you close the gap between two creatures
You deepen your time sense and mix it perfectly with the and then glue them together for a few moments. Target 2
space around you, making your surroundings harder to creatures adjacent to each other within 10 feet of you. The
walk as the fluctuation of time is unstable. Terrain target creatures can be willing, but if they are not, they
adjacent to you is considered difficult terrain for everyone must roll a Fortitude save against your class DC. If one of
except you. the creatures is unaffected by this sigil, then the other also
is unaffected.
Success The creature is unaffected.
CONSERVATION OF LIFE 5 FEAT 10 Failure The creature is stuck and can’t get out of the other
INSCRIBER creature. The target creatures are Off-Guard against
Prerequisites Shaper of Life other creatures’ attacks except from the other affected
Trigger An ally within 15 feet takes damage. creature.

As an ally is about to suffer wounds, you try to rapidly Greater Increase the range to 20 feet.
make the space of that attack be transported to you Twist You alter the sigil to instead copy the matter of the
instead. Roll a flat 1d20 with a DC 11. creature and apply it temporarily to an ally. Target a
creature and an ally within 10 feet. The ally heals 5d8
Success You are able to mitigate the damage between you
Hit Points, and it gains a resistance or immunity of the
and him, the creature takes half the damage and you will other targeted creature until the start of your next turn,
take the other half as force damage. The minimum
as you duplicate the matter on the ally. The sigil
amount of damage reduced this way is 10. prioritizes coping an immunity over a resistance. If there
Failure You slightly absorb some of the damage, but not as
are multiple immunities or resistances, the ally gains
much as you can. The creature takes 10 less damage
one randomly. The resistance or immunity stays until the
from the attack but you take 10 force damage.
start of your next turn.
Critical Failure You are too slow and your ally takes all the
damage. Level (+2) Increase the healing of the twisted effect by 1d8.

EXPLOSIVE DEMONSTRATION 4 FEAT 10


INSCRIBER
Prerequisites Preposterous Performer
Trigger You damaged a creature with 3 different sigils or
used a combo that damages them this turn.

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SIGIL OF GEOMETRY 1 FEAT 10 SIGIL OF SAFEGUARD 1 FEAT 10
INSCRIBER MANIPULATE SIGIL INSCRIBER SIGIL
Your sigil launches a bolt of energy that deforms the space Prerequisites Iron Poet
it touches in precise, geometrical forms, sometimes
You create a sigil with protects you from arcanic energies.
damaging the creature with unexpected results. Make a
You gain resistance 5 to all damages except bludgeoning,
ranged sigil attack against a creature within 15 feet,
piercing, slashing, and mental damage until the start of
dealing 2d10 force damage. For each 2, 3, 5, or 7 rolled,
your next turn.
add +1 to the damage roll.
Greater Creatures adjacent to you also gain the resistance.
Greater The sigil instead deals 3d10 force damage.
Twist You alter the sigil to instead make a creature’s space
Twist You alter the sigil to instead influence the space
and body more vulnerable to other forces. Target a
between two creatures, damaging those in between as
creature within 15 feet. The creature must roll a
the space itself disturds slightly. You target two
Fortitude save against your class DC. On a failure, the
creatures within 20 feet. Create a line from one of the
creature gains weakness 5 to bludgeoning, piercing,
two creatures to the other. Every creature in the line
slashing, or force damage, of your choice, until the start
must roll a Reflex save against your class DC and take
of your next turn. If the creature is resistant to it, then
2d10 force damage.
they no longer are for that time. If they are immune to
Level (+3) The damage increases by 1d10 for all the the damage type, then this sigil does not affect them.
effects.
Level (+5) Increase the resistance and weakness granted
by 5.
SIGIL OF REPLICATION 1 FEAT 10
INSCRIBER MANIPULATE SIGIL SIGIL OF STEPS 1 FEAT 10
Prerequisites Time Bender
ATTACK INSCRIBER MOVE SIGIL
With this sigil, a replica of a willing creature within 15 feet Prerequisites Iron Poet
appears in an unoccupied space adjacent to it. That replica
You write a sigil that allows you to quickly move and attack
acts as an alternate version of the original, a temporal
in quick succession, sending force waves with each
copy from another timeline. It can only act once during the
movement. Target a creature adjacent to you. You move 5
turn of the original creature and can only be commanded
feet away from your target creature and then do a ranged
as the last action of the target creature by them, allowing
sigil attack against them, dealing 1d4 damage. The sigil
the replica to do 2 actions. Since they are temporal
then repeats this 2 more times but you can target a
deviations of the target creature, both actions must be
creature 5 feet further each time the sigil takes effect
actions that the original did not do. At the end of its turn,
during this turn. You apply the same multiple attack
the replica, everything it had or brought, and every effect
penalty to every attack, and this counts as one attack at
they did dissipate. The replica is entirely similar to the
the end of the sigil for the purpose of it.
target creature but only has 1 HP. A creature affected by
this cannot be targeted again for 24 hours, as this could Greater You can target an enemy within 15 feet at first,
potentially break the flow of time for the creature. If the increasing the range by 5 feet every time it repeats this
creature uses resources such as spell slots, then the turn.
original also loses it. Twist You alter the sigil to instead enable your allies to
quickly position themselves. Creatures within 15 feet of
Greater The replica can do one action similar to one that
a creature within 30 feet can Step right after you use
the original did instead.
this sigil.
Twist You alter the sigil to instead force a temporal replica
of a creature to appear confused for a short time. You Level (+4) Increase the damage by 1d4.
create a replica of a creature within 20 feet, making it
appear adjacent to the original. It then does a melee
TRIUMPHANT ACT 4 FEAT 10
strike with one of its attacks with the most reach. If
there are multiple creatures within its attack reach, it HEALING INSCRIBER
then selects one randomly and attacks it, as if it is Prerequisites Iron Poet
Confused about what is happening. It then dissipates, Trigger You just killed or put an enemy unconscious within
returning to its timeline. If the creature’s level is greater 30 feet with a sigil this turn.
than your level+1, then the easily resists the effect of
You relish in joy as you do a spectacular finale to the last
the sigil and no replica is created.
moments of somebody’s life. You gain a number of Hit
Points equal to your level. You can’t be healed this way
again until the end of your next turn.

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the creature from the last round had to roll against the
12TH LEVEL
same effect that granted the condition. If you granted
ALTERATION OF ASSAULT 4 FEAT 12 conditions to different creatures last round and those are
within the area of effect, you need to choose one of them
COMBO INSCRIBER
Prerequisites Iron Poet that will affect the others. If the conditions were given
thanks to a spell or ability with the incapacitation trait,
Trigger You must have damaged multiple creatures with an then this ability gains the incapacitation trait for this
area of effect the previous round and you are invoking a action.
sigil to Strike one of them.
As you prepare to strike a creature, you are ready to use
the momentum and strength given by the sigil to move you
ALTERATION OF PLIANCY 4 FEAT 12
across the battle to strike all those weakened from your COMBO INSCRIBER
previous sigil. After you Strike with the triggering sigil, you Prerequisites Shaper of Life
move to an adjacent square to one of the creatures you Trigger You must have granted a status bonus to a creature
damaged last round with an area of effect and then Strike the previous round and you are invoking a sigil that heals
them. You can do this twice without applying the multiple one or multiple creatures.
attack penalty and counting as if attacking with the
You channel the changes that you made to the space or
triggering sigil.
matter of a creature with this sigil, making them appear
again. For each creature healed with the triggering sigil,
ALTERATION OF IMPULSE 4 FEAT 12 the creatures gain the previous status bonus that you
granted last round, lasting until the start of your next turn.
COMBO INSCRIBER
Prerequisites Preposterous Performer If the bonus is greater than 1, the targeted creatures can
half the status bonus to instead grant it to another
Trigger You damaged a creature last round and you are modifier, DC, etc.
about to invoke a sigil that attacks that same creature.
You channel the space distortion beneath the creature to
GREATER ADAPTIVE MAGIC FEAT
propulse it in the air, opening an opportunity for you to
ATTUNING 12
make it go down to the ground with a great impact. You do
your attack with the sigil as normal, if hits it and damages INSCRIBER
it, then it also propulsates it in the air. The target creature Prerequisites Adaptive Magic Attuning
must roll a Reflex save against your class DC. On a failure, You finally understood how to better adapt your sigils to
the creature moves 5 feet up in the air, while doing so, you use magical objects, allowing you to reduce the risk of
move above it, and then propulse it back into the ground as activating simple magical objects, and also to use more
you hit it with your legs and the strengths of the altered complex ones. When activating scrolls or wands, the flat
sigil, dealing 8d4 force, making the creature fall to the check’s DC is reduced to 2. Also, you can now cast spells
ground, and then move within 15 feet of the creature as using staves, needing to succeed in a flat check with a DC
you also fall back to the ground without taking fall of 5 each time you cast a spell from it. The failure’s effect
damage. If the creature only falls 5 feet, it must roll still remains the same, both for the scrolls and wands, as
another Reflex save against your class DC. On a failure, it well as for the staves.
falls Prone due to the impact, even if the fall itself was
short.
IMBUE SIGIL FEAT 12
INSCRIBER
ALTERATION OF 4 FEAT By taking your time and concentration, you can infuse an
MULTIPLICATION 12 object with a sigil permanently using your own energy,
COMBO INSCRIBER allowing it to influence space around it with its sigil. You
Prerequisites Time Bender can imbue an object with a sigil by performing a small
Trigger You must have granted one or multiple conditions ritual, taking 1 hour to fully imbue it with a sigil. When an
to a creature the previous round and you are doing a sigil object is imbued with one, creatures can see the sigil on
which does an area of effect with the same creature inside the object visible, glowing on activated. You can make it
it. activate its sigil in the following ways at the end of the
hour:
By channeling the effects of a creature, you try to make it
spread as if all the creatures were affected by it before.
The area of effect does not damage the creatures inside,
instead making all of them roll the same saving throw that

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Interaction A creature can Interact with the object if it’s ALTERATION OF DO-OVER 4 FEAT 14
holding it to activate the sigil, the sigil activates as if
COMBO INSCRIBER FORTUNE MISFORTUNE
the creature itself invoked the sigil. Prerequisites Time Bender
Touch When a creature enters in contact with the
object, the sigil activates, targetting its effect on the Trigger You must have affected the target creature’s speed
creature touching it. or inflicted a condition with a sigil the previous round and
Repetition The sigil activates repeatedly, targetting the you are invoking a sigil that can grant a condition to that
closest creature the sigil can affect except you. creature.
You repeatedly try to alter the time flow of a creature,
You can only have one sigil imbued this way at the same
making you able to slightly make it go back in time to be
time, meaning that if you imbue a new object, the previous
affected by your sigil again. For the triggering sigil, you or
one is no longer imbued, as you now focus your energy on
the targeted creature roll the sigil attack or saving throw
the new object. You can imbue objects that go up to 8 bulk,
for the sigil. If it’s an attack, you take the best result. If it’s
otherwise the object is too big and convoluted for the sigil
a saving throw, the targeted creature takes the worst
to be able to activate and invoke properly.
result.
Once the sigil in the imbued object is invoked, it can
only invoke itself after a round, or 6 seconds, pass.
When a sigil is invoked from the object, it uses the DCs, ALTERATION OF 4 FEAT
modifiers, and level of the inscriber who imbued it for the MANIFESTATION 14
purpose of effects of the sigil and its efficiency.
COMBO INSCRIBER
Objects with the repeating imbued sigils count as
Prerequisites Preposterous Performer
hazards of the level of the inscriber in combat. They can
be disabled with a Thiefery check against the class DC of Trigger You must have damaged a creature with a sigil the
the inscriber who imbued it. previous round and you are invoking a sigil that targets
An imbued sigil can be used to use its twist or greater yourself or an ally.
effect. As you prepare yourself or an ally, you take the damaged
If the inscriber who imbued the sigil dies, then the sigil creature by surprise as your sigil also teleports the
itself disappears as the one granting it its energy is no benefactor of the sigil. The target of the triggering sigil can
longer able to do so. teleport within 10 feet of the creature damaged last round
before the effects of the triggering sigil.
RAPID TRACING FEAT 12
INSCRIBER ALTERATION OF PUNISHMENT 4 FEAT 14
Your mastery over sigils makes you able to quickly draw
ATTACK COMBO INSCRIBER
more sigils in less time. When you invoke 3 different sigils Prerequisites Iron Poet
with a single Invoke Sigil, you can make the last sigil use
its greater effect instead of its normal one. Trigger You must have successfully struck a creature the
previous round and you are invoking a sigil that targets at
least one creature within 10 feet but does not Strike it.
14TH LEVEL As you are finishing drawing your sigil, you finalize the last
touch of the sigil with a swift move with your weapon,
ALTERATION OF AURA 4 FEAT 14 enabling you to strike a creature before the sigil affects
COMBO INSCRIBER your surroundings. Before you apply the effects of the sigil,
Prerequisites Shaper of Life you Strike the target creature of the triggering sigil. This
Trigger You must have granted temporary Hit Points to a attack is not affected by the multiple attack penalty and
creature the previous round and you are invoking a sigil does not count as an attack for it.
that does a sigil attack against an enemy.
You prepare a sigil to be able to repel the energies of a foe
to protect them. If you successfully hit the creature with
your triggering sigil, allied creatures in a 10-Foot
Emanation of the targeted creature gain 3d10 temporary
Hit Points.
Level (+3) Increase the granted temporary Hit Points by
1d10.

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EXPANDING VIEWPOINT FEAT 14 Greater Creatures adjacent to you also gain the resistance.
Twist You alter the sigil to instead synchronize your space
INSCRIBER
You open your mind to other ways of space manipulation, with another creature, or vice versa, for 1 minute. Target
making you able to understand how other inscribers a willing creature adjacent to you. Choose whenever you
perceive and utilize different fluctuations and learn sigils want to follow the creature or you want the creature to
connected to them. You can pick a feat with a level lesser follow you. Whenever the creature that is getting
than your half level containing the sigil trait which your followed moves, the other creature also moves, always
invoker’s type normally does not give you access to. For being adjacent to the one it’s following. If it is unable to,
example, you could take a sigil accessible to Time Bender such as having no free squares adjacent to the creature
invokers as a Shaper of Life. You can take this feat it’s following, or the creature following decides to move
multiple times, each time learning a new sigil. and no longer is adjacent to the creature, the sigil’s
effect stops. The creature that is following can be in the
air, as the sigil holds them, as long as they are adjacent.
SIGIL OF BARRIER 1 FEAT 14 You can dismiss this as a free action during your turn.
INSCRIBER MANIPULATE SIGIL
With a sigil, you create a light force barrier making it
harder for creatures to move around. You create a 10-foot 16TH LEVEL
wide and 1-foot thick barrier within 10 feet of a creature
DEEPER FOCUS FEAT 16
within 15 feet, in between two squares. Creatures can’t
move through the barrier, but they can see through it and INSCRIBER
can use the Interact action to shatter it. A creature can still With less effort, you are able to exert your will upon the
attack a creature through it, breaking it on impact, but space around you more easily and efficiently. You only
making it more difficult to accurately damage the target need to use 2 actions with the Invoke Sigil action to
creature. As the barrier shatters, the creature counts as become Synchronized, but you must still meet the
being in cover against that attack. prerequisites to do so. Additionally, you increase the
Greater The barrier’s thicker, only destroyed if Interacted circumstance bonus to your saving throws to a +2 instead
of a +1 while Synchronized.
twice, and grants greater cover against an attack if
broken due to it.
Twist You alter the sigil to instead concentrate the physical GREATER IMBUE FEAT 16
force into a single point in a square within 15 feet of a
creature within 15 feet. At the beginning of your next INSCRIBER
Prerequisites Imbue Sigil
turn, the force explodes in a 5-Foot Emanation dealing
5d10 force. While the force is concentrated, a creature With your growth, you now can implant sigils in various
can use an Interact action to move the force within 10 objects at the same time. You can infuse up to 3 objects
feet. A creature does not need to a free hand, or hands permanently at the same time. You can add multiple of
at all, to move it. them in a single object if you choose so, but each object
can only activate one of them every 6 seconds, or once per
Level (+3) Increase the damage by 1d10 for the twisted
round in short, making the others in the same object
effect.
unusable during that time.

SIGIL OF FLIGHT 1 FEAT 14


SIGIL OF CUTS 1 FEAT 16
INSCRIBER MANIPULATE MOVE SIGIL
As you finish drawing this sigil, the space around you INSCRIBER MOVE SIGIL
Prerequisites Preposterous Performer
seems to levitate you. You gain a fly Speed of 15 feet until
the end of your next turn and then you can Fly. With this sigil, you channel the energies around you and
unleash them as you gracefully move across your enemies.
You Stride. At any moment during the move, you launch
around you multiple sharp waves of force. Creatures within
a 10-Foot Emanation must roll a Basic Reflex save against
your class DC and take 3d10 slashing damage.

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Greater The damage increases to 4d10. Greater Increase this to a range of 15 feet.
Twist You alter the sigil to instead gather the space and Twist You alter the sigil to instead prepare a creature to
energies of those around you, and then launch all of jump in time when they are about to be in danger. You
them towards one creature. Target a creature within 15 mark a creature within 30 feet, infusing it with space-
feet. For each creature within 10 feet of you, you launch time energy. Until the start of your next turn, the
a piercing projectile of force towards the target creature creature can use a reaction when it’s about to be
as the projectiles come out of the body of the other damaged, before the damage is rolled. By using the
creatures. The target creature must roll a Basic Reflex reaction, they are not damaged at all, and they can do an
save against your class DC and take 2d12 piercing action, such as Stride or Strike as if they skipped to the
damage for each bolt, up to a maximum of 5 bolts. future the moment they were in danger. While doing that
action, they don’t trigger any reactions. If the action has
Level (+4) The damage increases by 1d10 for the normal
the attack trait, it still applies the multiple attack penalty
and greater effect, and the maximum amount of bolts
from its previous turn. However, they become Stunned 1
you can throw for the twisted effect is 6.
afterward.

SIGIL OF SCULPTING 1 FEAT 16


SIGIL OF WEAPONRY 1 FEAT 16
HEALING INSCRIBER MANIPULATE SIGIL
INSCRIBER MOVE SIGIL
VITALITY
Prerequisites Iron Poet
Prerequisites Shaper of Life
This sigil creates a weapon behind a creature, allowing you
When you invoke this sigil, you try to violently change a
to distract the enemy if it gets its attention. Target a
creature to help them against unwanted conditions
creature within 10 feet. Your sigil manifests behind the
affecting their body or mind, at the cost of making them
creature as you finish invoking it, transforming into an
sick. Target a creature within 15 feet. You can do one of
arcanic weapon similar to yours. It then strikes the
the following:
creature as if you were to strike with it without applying
Remove one persistent damage from the creature, but any multiple attack penalty and the creature is Off-Guard to
they take the damage one last time before doing so. it. The strike only deals half’s damage, but on a hit, the
Reduce the value of Drained, Enfeebled, or Stupified by creature becomes Off-Guard until the start of your next
1. turn. This ends early after it gets hit by an attack once
Make a creature forcefully stand up from Prone, during the duration.
triggering reactions by doing so. Greater Increase the range to 30 feet, and you can move 30
Reduce the value of Frightened by 2. feet if the weapon hits the creature, but you must finish
your movement within 10 feet of them.
They then become Sickened 1 due to the violent
Twist You alter the sigil to instead manifest a multitude of
changes you afflicted to their body.
force weapons in the air, rain down on your foes in a
Greater You target every creature within 15 feet, and you straight line. Creatures in a 30-Foot Line and in two
can choose which one to remove for each one. adjacent and parallel 30-foot lines to that area must roll
Twist You alter the sigil to instead close any wounds by a Basic Reflex save against your class DC and take 10d8
morphing the matter of a creature. Target a willing damage. You can choose between bludgeoning,
creature within 15 feet. You reduce the value of their piercing, and slashing damage type for each creature
Wounded condition by 2 and you heal the creature an damaged.
amount equal to twice your level plus your wisdom
Level (+4) The damage increases by 1d8 for the twisted
modifier with vitality energy.
effect.

SIGIL OF SKIP 1 FEAT 16


INSCRIBER MANIPULATE SIGIL
Prerequisites Time Bender
As you finish drawing this sigil, you are able to make a
creature go back in time by a few seconds. You touch a
creature. The touched creature must roll a Will save
against your class DC. On a failure, the creature lowers its
initiative by 4, to a minimum of 1.

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18TH LEVEL ALTERATION OF LOGIC 4 FEAT 18
COMBO INSCRIBER
ALTERATION OF HEART 4 FEAT 18 Trigger You must have damaged a creature with an area of
COMBO HEALING INSCRIBER VITALITY effect thanks to a sigil the previous round and you invoking
Prerequisites Shaper of Life a sigil that can damage a creature.
Trigger You must have restored Hit Points the previous You change your sigil to be able to replicate a sigil you did
round and you do a critical hit with a sigil attack or a previously. As you damage a creature with the triggering
creature critically fails a saving throw against one of your sigil, the area of effect of the sigil of the previous round
sigils. reactivates, as if the fluctuations of the space were still
agitated by your previous alteration. You can count as if
You do a last change on the triggering sigil, as you try to
you invoke the same sigil from the previous round again
alter the matter within the body of the creature. The target
after applying the effects of the triggering sigil.
creature must roll a Fortitude save against your class DC
as you drain its vitality. On a failure, the creature becomes
Drained 2, as its insides become dry and its heart beats ALTERATION OF THE STORM 4 FEAT 18
irregularly, and you heal yourself and your allies within a
15-Foot Emanation by 9d8. On a success, the creature only ATTACK COMBO INSCRIBER
Prerequisites Iron Poet
becomes Drained 1 and you only heal creatures within a
10-Foot Emanation. Trigger You must have done a critical hit with a Strike the
previous round and you are doing a sigil while there are 3
Level (+2) Increase the healing by 1d8.
or more creatures within 30 feet.
You focus with your weapon in hand and cut the sigil in
ALTERATION OF HURRICANE 4 FEAT 18 half with it. Doing so makes the space around you create
COMBO INSCRIBER an uncontrollable amount of cuts in space. You Strike
Prerequisites Preposterous Performer every creature within 30 feet. On a critical hit, the creature
becomes Stunned 1. Every hit uses the same multiple
Trigger You must have done a critical hit with a sigil attack
attack penalty. This counts as three attacks when
the previous round and you are doing a sigil with the
calculating your multiple attack penalty.
teleport or move trait.
You don’t stop moving while doing this sigil, changing it as
you close the gap with your foe. You move or teleport as if ALTERATION OF TIMELINE 4 FEAT 18
the triggering sigil activated normally, but you ignore other COMBO INSCRIBER
limitations and effects of the sigil, instead, you go towards Prerequisites Time Bender
the creature you critically hit last round with that
Trigger A creature must have critically failed against one of
movement. If you are adjacent to it at the end of it, make a
your sigil the previous round and you are doing a sigil that
Performance check against the creature’s Reflex DC, as
gives a condition to a creature.
after images start to surround the creature you are about
to attack it recklessly. As you affect the creature with a sigil, you make it that the
effect you inflicted grants you control over it’s timeline. As
Critical Success Like success, but you increase the
long as the creature as the condition, you can alter once
maximum amounts of times you can repeat the check
the results of an attack against them or of a save they do.
on a success by one.
When one of those happens, you can use a reaction to
Success You and your after images continue their flurry of
alter the timeline of the creature to be affected in a better
attacks, dealing 6d10 force. You then do the check
or worse way. You can increase or decrease the degree of
again. If you succeed already three times against the
success for the attack or save by one.
creature, your flurry then stops.
Failure As success, but you don’t roll another check, ending
this alteration. CONSISTENT ATTENTION FEAT 18
Critical Failure The creature is unaffected and this
INSCRIBER
alteration ends.
Prerequisites Time Bender

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Your time flow is ever-changing, making you see in You enter a state of intense focus, making you able to
advance what events might or might not happen in the perceive everything around you perfectly. You create a
future, and making you immune to weak time-altering visible 10-foot aura around you, the space around you
effects. When rolling initiative with your perception, you shifting strangely as if every fluctuation was warning you
can decide to not roll and instead have your initiative be of any dangers inside the aura, granting you a +2
equal to 15 + your perception modifier. Additionally, you circumstance bonus to your AC, weapon attack rolls, and
are immune to the Slowed and Quickened conditions. sigil attack rolls against creatures within it. You also can’t
be flanked by creatures within the aura. However, you have
a -2 status penalty to your AC against attacks made
RELOCATING MATTER FEAT 18 outside of the aura.
INSCRIBER
Prerequisites Shaper of Life
As you affect the bodies of your allies and the matter 20TH LEVEL
surrounding them, you can reposition them quickly. Each
IRREGULARITY CONTROL FEAT 20
time you target an allied creature with one of your sigils,
the creature can move 10 feet. INSCRIBER
At the cost of more of your focus and vitality, you are able
to twist your sigils even if you would normally be unable to
SIGIL OF SHATTERING 1 FEAT 18 do so. Once per turn, you can twist a sigil even if you are
unable to do so normally. If you twist a sigil this way, you
ATTACK INSCRIBER SIGIL
You contort and shatter multiple points in a creature’s take an amount of damage equal to your level.
surroundings, trying to bruise their body and confuse
them. Make a ranged sigil attack against a creature within UNENDING POTENTIAL FEAT 20
15 feet, dealing 5d8 force damage. If the creature is
INSCRIBER
damaged by this sigil, it then must roll a Will save against
While you are one with the space around you, you can
your class DC. On a failure, it becomes Confused until the
untap your full potential, making the sigils you invoke
start of your next turn as it struggles to comprehend
stronger without much effort. While you are Synchronized,
what’s going on around them.
every sigil you invoke uses its greater effect, unless you
Greater Increase the range to 30 feet. twist it.
Twist You alter the sigil to instead shatter reality around
you. Every creature within a 10-Foot Emanation must roll
a Will save against your class DC. On a failure, a
creature becomes Confused for 1 minute.

UNCATCHABLE 5 FEAT 18
INSCRIBER
Prerequisites Prepousterous Performer
Trigger A creature failed an attack, Disarm, Grapple, Shove,
or Trip against you.
As you dodge a creature’s attempt to harm you, you draw a
small and quick sigil which creates a burst of energy,
propulsing you and damaging the creature.
You Step and the creature that triggered the reaction
takes damage equal to your level as force damage.

ZONE OF OMNISCIENCE 1 FEAT 18


INSCRIBER STANCE
Prerequisites Iron Poet

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Inscriber Archetype VARIATING SIGIL
ARCHETYPE
FEAT 8
You started to notice weird fluctuations around you.
Prerequisites Inscriber Dedication
You decided to learn and play with them, making
you understand their nature, and enabling you to use You learn how to twist a specific sigil. Choose one sigil you
sigils to change space and matter. can invoke. You can now use the twist effect of that sigil,
applying the same rules as the inscriber has for it.

INSCRIBER DEDICATION FEAT 2 Special You can select this feat more than once. Each time
you select it, you become able to twist an additional sigil.
ARCHETYPE DEDICATION MULTICLASS
Prerequisites Wisdom +2
You become trained in inscriber class DC and sigil attack EXPERT INVOKER FEAT 12
rolls. Choose one invoking method (iron poet, ARCHETYPE
preposterous performer, shaper of life, or time bender). Prerequisites Inscriber Dedication
You gain the Invoke Sigil action, enabling you to invoke You become an expert in inscriber class DC and sigil
sigils that you will learn. You start knowing the Sigil of attack rolls.
Spark and the sigil related to your invoking method. You
can’t twist sigils, and you can’t be Synchronized even if you
meet the prerequisites of your invoking specialization, MASTER INVOKER FEAT 18
requiring you to get some feats to do so. ARCHETYPE
Special You can’t select another dedication feat until you Prerequisites Export Invoker
have gained two other feats from the Inscriber archetype. You become a master in inscriber class DC and sigil attack
rolls.
EXTENTION OF SELF FEAT 4
ARCHETYPE
Prerequisites Inscriber Dedication
You are now able to become Synchronized when you meet
the requirements to do so with your invoking
specialization.

BASIC INVOKING FEAT 4


ARCHETYPE
Prerequisites Inscriber Dedication
You gain a 1st- or 2nd-level inscriber feat of your choice.
Your options include feats for your invoking method, as
normal for an inscriber.

ADVANCED INVOKING FEAT 6


ARCHETYPE
Prerequisites Basic Invoking
You gain one inscriber feat. For the purpose of meeting its
prerequisites, your inscriber level is equal to half your
level. Your options include feats for your invoking method,
as normal for an inscriber.
Special You can select this feat more than once. Each time
you select it, you gain another inscriber feat.

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Inscriber Equipment MYSTICAL TOOL (MAJOR) ITEM 17
A major mystical tool has the apex trait. When you invest
For an inscriber, their tools are one of the most
it, you either increase your Wisdom modifier by 1 or
important aspects in how they manifest their will
increase it to +4, whichever would give you a higher score.
through their sigils. Without it, most inscribers
If you’re an inscriber, the tool grants you a +2 item bonus
aren’t able to properly harness the fluctuations
to your sigil attack modifier. The tool’s effects are also
around them with sigils, as their body alone is not
increases:
enough to bend reality.
Blunt The damage increases to 3.
Sharp The Perception bonus increases to +3, and the
Mystical Tool DC to target Concealed creatures is reduced by three.
Soft The granted bonus to Fortitude DC against the
INVESTED MAGICAL
Grab and Grapple action and to Escape increases to +3.
Usage worn; Bulk —
A mystical tool is a specific tool modified with Price 15000 gp
engraved runes to enhance sigils drawn with it. The
tool is not a predefined tool, it can be anything going
from a brush to a smithing hammer, what matters is
that its wearer feels comfortable using it to channel
their sigils. If you’re an inscriber, the tool grants you
a +1 item bonus to your sigil attack modifier (but not
to your sigil DC). Additionally, the tool resonates
each time you channel the sigils using it. There are 3
types of tools: Blunt tools (hammer, chalk, etc),
sharp tools (metalpoints, pens, etc), and soft tools
(quills, brush, etc). These tools shape the space
around you in bizarre ways as you start to Invoke
Sigil:

Blunt A weak shockwave emanates from you,


dealing 1 force damage to adjacent creatures of
your choice.
Sharp Everything looks more keen around you,
granting you a +1 status bonus to your
Perception, and you decrease the DC to target
Concealed creatures within 15 feet by two until
the start of your next turn.
Soft The space around you seems more subtle,
granting you a +1 status bonus to your Fortitude
DC against Grapple, and a +1 status bonus to
Escape using Acrobatics or Athletics until the
start of your next turn.

MYSTICAL TOOL ITEM 3


Price 60 gp

MYSTICAL TOOL (GREATER) ITEM 11


If you’re an inscriber, the tool grants you a +2 item bonus
to your sigil attack modifier. The tool’s effects are also
increases:

Blunt The damage increases to 2.


Sharp The Perception bonus increases to +2, and the
DC to target Concealed creatures is reduced by two.
Soft The granted bonus to Fortitude DC against the
Grab and Grapple action and to Escape increases to +2.

Price 1400 gp

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Update Notes
V1.0
Release of Blood & Sigils!

V1.1
Correction of a few typos.
Swift Strike and Dynamic Invocation now need
the Inscriber to draw 2 different sigils to work.
Sigil of Precision now only works with one attack
instead of all attacks in a turn, the precision
damage increase now happens every 8 levels
instead of 10, and the twisted effect grants the
bonus to the AC for 3 rounds.

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The following text is the property of Wizards of the Coast, Inc. and is
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Contributor to identify itself or its products or the associated products Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers:
contributed to the Open Game License by the Contributor (g) “Use”, Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark
“Used” or “Using” means to use, Distribute, copy, edit, format, modify, Seifter.
translate and otherwise create Derivative Material of Open Game Pathfinder Gamemastery Guide © 2020, Paizo Inc.; Authors: Alexander
Content. (h) “You” or “Your” means the licensee in terms of this Augunas, Jesse Benner, John Bennett, Logan Bonner, Clinton J. Boomer,
agreement. Jason Bulmahn, James Case, Paris Crenshaw, Jesse Decker, Robert N.
Emerson, Eleanor Ferron, Jaym Gates, Matthew Goetz, T.H. Gulliver, Kev
2. The License: This License applies to any Open Game Content that
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Used under and in terms of this License. You must affix such a notice to
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any Open Game Content that you Use. No terms may be added to or
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subtracted from this License except as described by the License itself.
Landon Winkler, and Linda Zayas- Palmer.
No other terms or conditions may be applied to any Open Game
Pathfinder Advanced Player’s Guide © 2020, Paizo Inc.; Authors: Amirali
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3. Offer and Acceptance: By Using the Open Game Content You indicate Bonner, Carlos Cabrera, James Case, Jessica Catalan, John Compton, Paris
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License, the Contributors grant You a perpetual, worldwide, royalty- Mortimer, Dennis Muldoon, Stephen Radney-MacFarland, Jessica
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the Open Game Content. Seifter, Kendra Leigh Speedling, Jason Tondro, Clark Valentine, and
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NOTICE portion of this License to include the exact text of the Rekun, Mark Seifter, Rigby Bendele, Logan Bonner, Dan Cascone, Jessica
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7. Use of Product Identity: You agree not to Use any Product Identity, Weathers, and Isis Wozniakowska.
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licensed in another, independent Agreement with the owner of each Mark Seifter, and Amirali Attar Olyaee, Kate Baker, Minty Belmont, Logan
element of that Product Identity. You agree not to indicate compatibility
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or co-adaptability with any Trademark or Registered Trademark in Decker, Chris Eng, Eleanor Ferron, Leo Glass, Joan Hong, Vanessa
conjunction with a work containing Open Game Content except as Hoskins, Jason Keeley, Joshua Kim, Luis Loza, Ron Lundeen, Liane
expressly licensed in another, independent Agreement with the owner Merciel, David N. Ross, Ianara Natividad, Chesley Oxendine, Stephen
of such Trademark or Registered Trademark. The use of any Product Radney‑MacFarland, Shiv Ramdas, Mikhail Rekun, Simone D. Sallé,
Identity in Open Game Content does not constitute a challenge to the Michael Sayre, Mark Seifter, Sen H.H.S., Shay Snow, Kendra Leigh
ownership of that Product Identity. The owner of any Product Identity Speedling, Tan Shao Han, Calliope Lee Taylor, Mari Tokuda, Jason
used in Open Game Content shall retain all rights, title and interest in Tondro, Clark Valentine, Ruvaid Virk, Andrew White, Landon Winkler,
and to that Product Identity. Tonya Woldridge, and Isis Wozniakowska

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Blood and Sigils © 2024, Vasco Rodrigues Duarte.
Pathfinder and associated marks and logos are trademarks of Paizo Inc.,
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Compatibility with Pathfinder Second Edition requires Pathfinder
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Pathfinder is a registered trademark of Paizo Inc. Pathfinder Second
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Game Content may be reproduced in any form without written permission.

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