List of Outsider Gifts

**Outsider Gifts:** You may receive access to outsider gifts from a number of different sources, but the most common is through a class feature. Unless otherwise noted, you may choose any gift you meet the level requirement for. You may choose the Enhanced version of a gift only if you have the base version and meet the level requirement. You must use the new cost and effect of an Enhanced gift, unless it says otherwise.

There are two types of gifts, active and passive. Passive gifts have no cost and are always active. Unless otherwise noted, active gifts are a swift action to use and you must have a free hand to use them. Any gift that requires a save has a DC of 10+half your level+Wis modifier. They are presented in the following format:

**Name (level requirement):** Mana Cost (for active)/Passive (for passive)- Effect.

     (Enhanced level requirement) Enhanced Cost/ Passive- Enhanced Effect.

## Active Gifts

**\*Aether (Level 6):** 4 mana- As *Invisibility.*

        (Level 12) 8 mana- As *Greater Invisibility.*

**\*Bend Time (Level 8):** 4 mana- As Haste, and everyone within 120 feet is affected by Slow.

        (Level 16) 4 mana or 12 mana- You may spend the second cost to have this function as Time Stop. If someone else uses *Time Stop*, you act normally during their rounds of *Time Stop*. You may target each other normally. You may spend the mana cost of this power to end another creature's *Time Stop* prematurely.

**Bleeding Colours (Level 4):** 4 mana- As *Mirror Hideaway*, but only with paintings.

        (Level 12) 8 mana- As *Mirror Transport*, but only with paintings.

**\*Blink (None):** 1 mana- You can teleport up to 30 ft, as if using *Dimension Door*​. You must have line of sight.

        (None) 1 mana- Your range increases to 60 ft.

**\*Blood Briar (Level 8):** 6 mana- You grow a plant in an adjacent space. It performs one slam attack per round that deals 1d10 bludgeoning damage with a bonus to hit equal to your Wis mod. It has a 10 ft reach and 40 hit points, and lasts for 2 rounds per level or until killed.

        (Level 12) 6 mana- The damage becomes 2d8, its hit points become 60, and it lasts for 1 minute per level.

**\*Create Gravehound (Level 8):** 6 Mana- You create a Gravehound from the corpse of a Wolfhound or other similar creature. This takes one minute to perform, and there is a 10% chance plus another 10%  per Gravehound under your control that upon creating a new Gravehound it will go berserk, attacking you.

        (Level 12) 8 mana- Gravehounds you create gain the Advanced creature template.

**\*Choke (None):** 1 Mana- all candles and similar small flames are extinguished within 30 ft. of you.

        (Level 12) 1 mana or 5 mana- you may spend the second cost to have this function as Suffocate, with a range of 30 ft.

**\*Dead Hand (None):** 2 mana- You may make a melee touch attack that deals 2d6 negative energy damage.

       (Level 10) 2 or 4 mana- When you make your touch attack, you may spend the second cost to target a specific area. If it hits, it gains an additional effect: Head-target is confused for 1 round, Arms-target drops one item of the user's choice (even if requiring 2 hands), Legs- target is knocked prone, Torso- Target is staggered for 1 round.

**Devouring Swarm (None):** 4 mana- Choose one type of swarm (rat, bloodfly, locust, etc) when you gain this ability. You summon one of those Swarms within 30 ft of you. The swarm is not under your control, however it will not attack you. It acts of its own accord and gains its own initiative. They disperse after one round per 2 levels.

        (Level 10) 6 mana- You summon 1d3+1 Swarms, all of which must be summoned adjacent to one another, but can separate afterwards.

**Domino (Level 4):** 3 mana- Choose two creatures you can see, both of which must be within 30 ft. of one another. Both must make a Will save. Failure means that the next time one of them takes hit point damage, ability damage, or suffer from any condition, they both are affected by it.

        (Level 10) 6 mana- Choose three creatures instead of two.

**Doppelgänger (None):** 2 mana- You create a Major Image of yourself that is not an illusion.

        (Level 6) 5 mana- Your doppelgänger is now capable of combat. It has a number of hit points equal to 1/4 of your maximum. It can make one attack per turn at your highest attack bonus. It cannot take attacks of opportunity. It also gains any gifts you have as if you had Arcane Bond.

**\*Eye Within (None):** 1 mana- You learn a single, specific secret or truth about a creature you can see, such as one of their fears. You gain a +4 bonus on all sense motive checks made against them for 24 hours.

        (None) 1 mana or 3 mana- You may spend the second cost to effect everyone you can currently see.

**\*Far Reach (None):** 1 mana- You can increase your reach by 5 ft for 1 round

        (None) 1 mana- Your reach increases by an additional 10 ft and lasts one additional round.

**Focus Mana (none):** 2 mana- As a Standard action, you heal yourself 1d8 HP.

        (none) 2 mana- You add your Con mod to the HP you heal.

**Fog Caller (Level 2):** 2 mana- this functions as Obscuring Mist.

        (Level 12) 2 mana or 8 mana- you may spend the second cost to have this function as Solid Fog.

**Foresight (Level 10):** 4 mana- This functions as *Ethereal Jaunt,* however when the duration ends you snap back to the physical location you were in when you used it.

        (Level 16) 6 mana- You are also effected by *Foresight*, even after the *Ethereal Jaunt* effect ends.

**\*Form Change (None):** 4 mana- This functions as *Alter Self*.

        (Level 10) 4 mana or 8 mana- You may spend 8 mana instead to make this function as *Polymorph*. You can only affect yourself with this.

**\*Fugue (None):** 2 mana- This functions as *Blindness/Deafness.*

        (Level 10) 2 mana or 4 mana- You may spend 4 mana instead to make this Blind and Deafen the target at the same time. They receive a separate save for each.

**\*Infiltrate (None):** 1 mana- this functions as Knock.

        (None) 2 mana- using this gift does not make a sound, and grants an additional +10 bonus.

**\*Interrogate (None):** 2 mana- while grappling a creature, you effect them as if you had focused for 3 rounds on Detect Thoughts.

        (Level 10) 5 mana- this functions as Mind Probe as long as they are grappled.

**\*Leech (None):** 2 mana- For one round, you heal 1 HP any time you hit with a melee attack.

        (Level 8) 3 mana- The duration is increased by 1 round per 4 levels you have.

**\*Leviathan Song (None):** 1 mana per round- Activating this Gift is a standard action, but can be maintained for free each round (and dismissed at any time). While active, you or an ally you choose within 30 feet gains a +1 bonus to attack and damage rolls +1 per 4 levels (max +6 at 20th level).

        (Level 12) 2 mana per round- The song effects all allies within range, including yourself. The bonus also applies to saving throws. It can be activated as a swift action.

**Light Steps (Level 8):** 4 mana- As the Ninja class feature of the same name.

        (Level 12) 8 mana- The duration is increased to 1 round per level, and you are treated as if the plane you are on had subjective gravity, allowing you to walk on ceilings and walls.

**Madness (Level 4):** 3 mana- As Murderous Command.

        (Level 12) 6 mana- You may target up to three creatures, and the effect lasts for 1 round/ 2 levels

**Mesmerize (Level 4):** 4 mana- You target a single creature within 30 ft. They must make a Will save or be fascinated for 1 round per 2 levels.

        (Level 10) 6 mana- You may target up to three creatures, none of which may be more than 30 ft. apart.

**Perceptive Visage (None):** 2 mana- You may use *Clairaudience/Clairvoyance*, but the sensor can and must be any depiction of your likeness, chosen separately with each use of this gift.

        (Level 8) 2 mana or 6 mana- You may spend 6 mana to instead perceive all senses through the chosen likeness, and speak through it.

**Possession (None):** 6 mana- As a full round action, you possess a creature with an Int of 3 or lower as *Greater Possession* for one round per level.

        (Level 10) 6 mana or 12 mana- By spending 12 mana, you may remove the Int cap. The creature is nauseated for one round after this effect ends.

**\*Pull (None):** 4 mana- You pull one object within 30 ft weighing no more than 50 lbs through the air to your hands.

        (Level 8) 6 mana- The range is increased to 40 ft, the weight limit is increased to 200 lbs, and you can pull living creatures that fail a Reflex save.

**\*Restrain (level 4):** 2 mana- This functions as Hold Person.

        (Level 16) 2 mana or 6 mana- You may spend the second cost to have this function as Mass Hold Person.

**Shadow Walk (Level 6):** 5 mana- For 1 round per level, you gain a +10 bonus to stealth and a +2d6 sneak attack. After 1 sneak attack, this effect ends.

        (Level 14) 8 mana- The sneak attack damage increases to +5d6, and you can sneak attack up to 3 times before the effect ends.

**\*Shout (None):** 4 mana- You deal 2d8 sonic damage to all creatures in a 10 ft radius as a standard action.

        (Level 8) 6 mana- Your damage increases to 4d8 and the radius to 15 ft.

**Semblance (Level 4):** 2 mana- You target an unconscious person, shifting your appearance to be theirs for 1 round per level. This ends early if you do something the person normally wouldn't, such as attack a guard if impersonating a guard. Using another active gift while this is active ends this as well. This illusion is purely optical and auditory, as such machines that are wired to specific people will not be fooled, nor will creatures that can track by scent. If the target dies, this ends immediately.

        (Level 8) 2 mana or 6 mana- You may spend the second cost to perfectly impersonate a person, fooling machines and creatures that can track by scent.

**Summon Ally (Level 6):** 8 mana- You summon an NPC that has 4 levels in either Assassin, Witch, or Marked. They travel with you for 2 rounds per level or until killed. You cannot have more than one ally summoned at a time. A Marked ally may not choose Summon Ally as a gift.

        (Level 12) 12 mana- Your ally is an NPC with 10 levels in Assassin, Witch, or Marked. You may instead have 2 unenhanced allies summoned at a time. A Marked ally may not choose Summon Ally as a gift.

**\*Thorns (None):** 2 Mana- This functions as Magic Missile, but deals piercing damage instead of force and all must strike the same target.

        (Level 6) 4 mana- Your maximum number of thorns increases to ten.

**Time Slip (Level 12):** 4 mana- this functions as Temporal divergence, however instead of glimpsing possible futures you do one, and then rewind time and do the other. This does not mechanically change the function of the spell, only the flavor.

        (Level 16) 8 mana- You view an additional possible future.

**\*Void Gaze (None):** 1 mana- You gain Darkvision 60 feet and Life Sight for 1 round per level.

        (None) 1 mana- Everything you view while using Void Gaze is treated as if you had concentrated on it for three rounds using *Detect Magic*.

**Void Scar (None):** 5 mana- As *Bestow Curse*.

        (Level 16) 5 mana or 10 mana- You may instead spend 10 mana to have this function as a Demilich's *Bestow Greater Curse*.

**Void Strike (None):** 4 mana- As a standard action, you may make a melee attack against any one creature within 30 ft. Anything that can be done as an equivalent of a melee attack can be used instead (except grappling), such as a trip attempt or vital strike.

        (Level 10) 4 mana or 8 mana- You may instead spend 8 mana as a full-round action to make a full attack at a range of 40 ft, dividing your attacks among creatures in that range as you see fit.

**Voltaic Shock (Level 6):** 5 mana- As Lightning Bolt

        (Level 16) 5 mana or 10 mana- You may instead spend 10 mana to have this function as Chain Lightning

**Wind Blast (None):** 2 mana- You deal 1d8 force damage to all creatures in a 10 ft cone. Creatures must make a fortitude save or be knocked back 5 ft per point of your Wis modifier.

        (None) 3 mana- Your damage increases to 3d8, the cone to 20 ft, and creatures take falling damage as normal if they strike an object.

## Passive Gifts

**\*Agility (None):** Passive- You add your Wis modifier on Acrobatics checks and you take half damage from falling.

        (Level 6) Passive- Increase your base land speed by 30 ft. You also add your Wis modifier to initiative along with your Dex.

**Arcane Bond (None):** Passive- Your Summoned Ally gains a pool of mana equal to 1/2 of yours. They may choose two unenhanced gifts that you possess that are marked with an asterisk (\*). They gain these gifts. If you do not possess Summon Ally, you may select any single ally you choose.

        (Level 10) Passive - They gain any gifts you possess that are marked with an asterisk (\*), including their enhanced version if you have them.

**\*Beast Whispers (None):** Passive- Choose a single kind of creature (such as Rats, Wolfhounds, Bloodflies, Whales, etc.) Those creatures and their variants, including dire versions, undead versions, or swarms, won't attack you. Animal companions, familiars, and summoned creatures still do. You may also commune with these creatures as if under a constant speak with animals effect. This gift may be selected more than once. Each time, choose a new kind of creature.

       (Level 10) Passive- You can communicate telepathically with the creature you chose, and they will actively serve you. Animal companions, familiars, and summoned creatures are given Will saves to resist this effect.

**Black Sparrow (None):** Passive- You gain a familiar as if you were a wizard or witch, using your Marked level as your effective wizard/witch level.

        (none) Passive- You gain the improved familiar feat.

**Bloodthirsty (None):** Passive- You are permanently under the effects of a *Deadly Juggernaut* spell. The bonuses reset to zero after you score a critical hit.

        (level 10) Passive- The maximum bonus to melee attack rolls, melee weapon damage rolls, Strength checks, and Strength-based skill checks increases to +10 and the maximum DR becomes 20/-. You gain these bonuses at twice the normal rate, and the effects fade after scoring two critical hits.

**Burrow (level 8):** Passive- You gain a Burrow speed of 15 ft. You can use this speed to move through dirt, clay, sand, and earth. You do not leave a hole behind, nor is your passage marked on the surface.

        (level 8) Passive- Your burrow speed increases to half your land speed.

**Climb (None):** Passive- You gain a climb speed equal to half your normal speed, and a +8 bonus on climb checks.

       (Level 10) Passive- You are constantly under the effect of a nonmagical spiderclimb spell.

**Craft Bonecharm (Level 4):** Passive- You gain Craft Wondrous Item as a bonus feat, and can craft up to 2nd tier bonecharms.

        (level 8) Passive- You may craft up to 4th tier bonecharms.

**\*Dark Inspiration (None):** Passive- You may treat any roll of 9 or less on any Craft or Perform Checks as if it were a 10.

        (None) Passive- You may always take 20 on any craft or perform check, without increasing the time it takes to do so, as if it were rolled naturally.

**Darkness Shield (None):** Passive- You add your Wis modifier to AC as well as your Dex so long as you are wearing light or no armor.

        (Level 8) Passive- You gain moderate fortification (50%).

**\*Detonation (Level 10):** Passive- You gain Death Throes 15 ft that deals a number of d6s of damage equal to half your level. This damage is half fire and half bludgeoning.

        (Level 16) Passive- Your number of damage dice increases to half your level plus the remaining amount of mana you had when killed. The radius increases to 30 ft.

**\*Dust Storm (None):** Passive- You gain a 25% miss chance from concealment. Creatures that can see through dust or smoke ignore this.

        (Level 8) Passive- You gain total concealment (50% miss chance).

**Evasion (Level 8):** Passive- When you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. You do not gain the benefit of evasion while helpless.

       (Level 17) Passive- You take only half damage on failed Reflex saves. You do not gain the benefit of evasion while helpless.

**\*Memory Compression (Level 8):** Passive- You are able to perfectly recall all information you learn and anything you experience. You add half your level to all checks and saves made to learn new information, recall information, or to resist modifications to your memory or information overload.

        (Level 14) Passive- You are immune to effects that would change your memory or cause informational overload, such as the Modify Memory or Synapse Overload spells, and you recall the original course of events as well as the new timeline if the Timeline is altered in some way. You add your full level to the previous checks and saves.

**\*Painted Flesh (None):** Passive- Your skin changes colour and texture. This gives you a +4 bonus to intimidate checks. This triggers automatically every time you roll initiative or otherwise enter combat. You may resume or dismiss this ability as a free action on your turn.

        (None) Passive- The bonus increases to +8.

**\*Plague Born (None):** Passive- You gain a +4 bonus on saves against diseases and poisons.

        (Level 12) Passive- You become immune to disease and poison.

**\*Reflexes (Level 4):** Passive- You benefit from the Cut from the Air feat, even if you do not meet the prerequisites. This does not count as having the feat for any purposes.

        (Level 8) Passive- You benefit from Deflect Arrows as well, and may use both in the same turn.

**Reprise (none):** Passive- You automatically stabilize when dying. The first time you hit 0 HP or less in the day, you are affected by a *Breath of Life* spell, using your class level as the caster level.

        (none) Passive- You are cured of any ongoing negative conditions (such as poisons, diseases, being paralyzed, etc) when *Breath of Life* triggers. This does not include permanent conditions such as being Blinded by the Blindness/Deafness spell.

**Resolute** (Level 8): Passive- When you make a successful Will saving throw against an attack that normally deals half damage or has a reduced effect on a successful save, you instead take no damage or avoid the effect entirely. Resolute can be used only if you are wearing light armor or no armor. You do not gain the benefit of Resolute while helpless.

       (Level 17) Passive- You take only half damage or the reduced effect on failed Will saves. You do not gain the benefit of Resolute while helpless.

**Sentient Shade (Level 10):** Passive- Your shadow becomes a Shadow (Bestiary 1) under your control. It does not possess the Create Spawn ability. If you possess Enhanced Arcane Bond, your shadow benefits from the Unenhanced version.

        (Level 14) Passive- Your Shadow becomes a Greater Shadow (Bestiary 1) instead. It does not possess the Create Spawn ability. If you possess Enhanced Arcane Bond, your shadow benefits as well.

**\*Sickness Aura (none):** Passive- You gain an aura out to 15 ft that sickens people while they are within it (Fort negates)

        (Level 8) Passive- Your aura extends to 30 ft, and nauseates people the first time they enter it, sickening them after (fort negates nausea, not sickening).

\***Silver Tongue (None):** Passive- Select two of the following skills: Bluff, Diplomacy, Intimidate, Handle Animal. You use your Wisdom instead of your charisma modifier for those skills.

        (None) Passive- The other two skills are also modified by Wisdom.

**\*Shadow Kill (None):** Passive- If you kill or incapacitate a creature, they become invisible and incorporeal for 1 minute if they were unaware of your presence or did not see you as a threat.

        (Level 10) Passive- This functions for 1 minute per level, and functions even if they were aware of you or saw you as a threat.

**Stalwart (Level 8):** Passive- When you make a successful Fortitude saving throw against an attack that normally deals half damage or has a reduced effect on a successful save, you instead take no damage or avoid the effect entirely. Stalwart can be used only if you are wearing light armor or no armor. You do not gain the benefit of Stalwart while helpless.

       (Level 17) Passive- You take only half damage or the reduced effect on failed Fortitude saves. You do not gain the benefit of Stalwart while helpless.

**\*Strength (None):** Passive- Increase the range increment of weapons you throw by 20 ft.

        (None) Passive- You gain a bonus to all Str checks and Str based skill checks equal to the amount of mana you currently have (minimum 1).

**\*Telepathy (Level 12):** Passive- You gain telepathy out to 30 ft. You may be understood by any creature that speaks a language, and you understand them. Creatures without languages can only understand and convey simple thoughts.

        (Level 16) Passive- Your telepathy increases to 120 ft.

**Uncanny Dodge (Level 4):** Passive- You gain the Uncanny dodge feature of a rogue.

        (Level 8) Passive- You gain Improved Uncanny Dodge.

**\*Vitality (None):** Passive- You gain an additional hit point per hit die.

        (None) Passive- You gain another additional hit point per hit die.

**Void Infusion (None):** Passive- The first time per day you are healed above 0 HP after being at or below 0, you regain 1 mana. If you have the Reprise gift, you regain 1 mana each time it triggers.

        (None) Passive- You regain 1 additional mana per 4 levels you possess.

**Void Life (Level 8):** Passive- You no longer need to eat, drink, or breathe.

        (Level 16) Passive- You no longer need to sleep and no longer age. Effects that can age you forcibly still function.

**\*Void Resistance (None):** Passive- You gain resistance 10 to one common energy type of your choice (acid, cold, fire, electric). This gift may be selected more than once. Each time, choose a new energy type.

        (Level 10) Passive- You are immune to your selected energy type. If you possess Void Resistance multiple times, you must select a single energy type to become immune to.

**Weapon Wielder (None):** Passive- You are considered proficient with any weapon you hold.

        (Level 8) Passive- Any weapon you wield is treated as having the Aptitude enchantment.

## Outsider Gift Equivalents

### Neuromod

#### Human

Hacking: Silver Tongue?

Physician: Vitality

Metabolic Boost: Healthy Appetite Bonecharm

Necropsy: Dark Inspiration and Craft Bonecharms

Psionic Aptitude: Expansive Spirit Bonecharm

Neurostimulant: Spirited and Spiritual Fortune Bonecharms

Psychotronics: Extra Bonecharms Feat

Leverage: Strength

Repair, Gunsmith, Suit Modification, Dismantle, Lab Tech, and Materials Expert: Item crafting feats

Impact Calibration and Pulverize: Swordplay bonecharm, overpowering bonecharm; Weapon wielder and weapon focus/weapon specialization

Firearms: Duelist's skill bonecharm; Weapon wielder and weapon focus/weapon specialization

Conditioning, toughness, stamina: Vitality, endurance and toughness feats

Mobility: Agility

Combat Focus: Bloodthirsty, Reflexes, Snap Reactions

Stealth and Sneak Attack: Shadow Walk, parasitic bond for Skilled

#### Typhon

Kinetic Blast: Windblast

Lift Field: Restrain

Electrostatic Burst: Voltaic Shock and Voltaic Burst feat

Electrostatic Resistance, Ether Resistance, and Thermal Resistance: Voltaic Shock and Void Resistance

Electrostatic Absorption, Ether Absorption, and Thermal Absorption: WIP change to Voltaic Charge feat

Superthermal: Detonation + WIP Feat

Mimic Matter: Form Change and Mimic feat + WIP mimic upgrade

Regeneration: Vitality, Parasitic Bond for WIP mana parasite gift; Focus Mana

Phantom Shift: Blink, Doppelganger, Phantom Shift Feat

Phantom Genesis: Doppelganger, Shadow Kill, Phantom Genesis Feat,

Backlash: Darkness Shield, Shield Boost Feat, Backlash Feat

Fear Resistance: Plagueborn + WIP Feat

Psychoshock: Shout + WIP Feat

Remote Manipulation: Pull

Machine Mind: Madness + WIP feat

Mindjack: Possession and Madness

Burrow: WIP

### Vessel

Focus: Focus Mana

Vengeful Spirit/Shade Soul: Windblast

Desolate Dive/ Descending Dark: Windblast and Shockwave feat

Howling Wraiths/Abyss Shriek: Shout

Mothwing Cloak: Enhanced Agility

Shadecloak: Blink

Isma's Tear: WIP change to Void resistance and Voltaic Charge

Dreamnail: Eye Within

Dreamgate: WIP

Monarch Wings: Agility

Crystal Heart: Bend Time + Run feat + Relativity feat

Worldsense: Parasite Bond for Worldsense Gift

Glowing Womb/Weaversong/Flukenest: Devouring Swarm and/or Bloodfly Alchemy

Longnail/Mark of Pride: Far Reach