scores can use that class feature one additional time each day Such features include (but are not limited to) domain powers, 1st-level spells per day, and grit Once per day, a materian can give up a use of the chosen ability to create an orb that stores it The orb can then be given and applied to another creature, granting that creature 1/day use of the ability while the orb is applied to it While the orb remains active, the materian cannot create another with this ability The materian can choose to leave the orb active when it regains its uses per day of the ability Natural Miner: Materians gain a racial bonus on all skill checks to locate and craft Fantasian orbs This bonus equals half the materian’s character level Orb Affnity: A materian can apply an orb to itself as a swift action, or to an object as a move action Removing an orb still requires a full-round action Languages: Materians begin play speaking Common Materians with high Intelligence scores can learn any languages they want (except Druidic and other secret languages) Alternate Racial Traits The following racial traits can be selected in place of the typical materian racial traits Twin Souls: A materian can sometimes be born or infused with the soul of two beings This grants the materian a +1 bonus to two ability scores of its choice This replaces the materian’s ability score bonuses Orb Hunter: When locating or crafting Fantasian orbs, some materians can accomplish days of work for every 1,000 gp in materials spent This replaces orb affinity Soldier Training: Some materians were trained to be military on their world before crossing over They gain proficiency with up to martial weapons or exotic weapon of their choice This replaces natural miner Suffusion: Materians can sometimes become suffused with the world energy that creates Fantasian orbs This grants them a +2 racial bonus to one saving throw of their choice at creation Once per day, the materian can give this bonus to another creature in the form of an orb applied to the creature The materian does not gain its bonus while the orb is applied to another creature in this way This replaces Fantasian spirit Materian Archetypes and Class Options Materians have access to the following options 14 Battle Ballerina (Brawler Archetype) Combining graceful dance techniques with martial arts, a battle ballerina is a warrior of brutal beauty Skills: A battle ballerina gains Perform (dance) as a class skill and loses Intimidate This alters the brawler’s class skills Majestic Leaps (Ex): At 2nd level, a battle ballerina can substitute Perform (dance) checks in place of Acrobatics checks She applies both her Dexterity modifier and her Charisma modifier to Perform (dance) checks This replaces the bonus combat feat gained at 2nd level Spin of Bashful Reluctance (Ex): At 4th level, when taking the full attack action, a battle ballerina gains a circumstance bonus to her CMD equal to the number of attacks she makes (whether successful or not) This circumstance bonus lasts until the start of her next turn This replaces the knockout class feature Stage Combatant (Ex): At 5th level, a battle ballerina gains the Stage Combatant feat as a bonus feat, even if she does not meet the prerequisites She can apply this feat to her unarmed strikes or any weapon she wields from the close weapon category This replaces the bonus combat feat gained at 5th level Dramatic Blow (Ex): Starting at 8th level, a battle ballerina adds her Charisma bonus to the damage roll whenever she confirms a critical hit with a melee attack At 16th level, she adds her Charisma bonus to the damage roll whenever she scores a “threat” with a melee attack, even if the critical hit was not successful At 20th level, she adds her Charisma bonus to all of her melee damage rolls This bonus is doubled on a confirmed critical hit This replaces the bonus combat feat gained at 8th level, awesome blow, and improved awesome blow Conscripted Swordsman (Fighter Archetype) In militarized city-states run by materians, reliable soldiers are needed to keep the peace Conscripted swordsmen are elite melee combatants specializing in heavy bladed weapons This archetype pairs especially well with the two-handed fighter archetype Weapon and Armor Proficiency: Conscripted swordsmen are proficient with all, simple, martial, bastard, and tower weapons They are also proficient with light armor and no shields This alters the fighter’s weapon and armor proficiencies Enemy of the City-State (Ex): Conscripted swordsmen are heavily indoctrinated on who to not trust and annihilate At 1st level, a conscripted swordsman gains the favored enemy ranger class feature This ability progresses at 6th, 10th, 16th, and 20th level This replaces the bonus feats gained at the listed levels Busting Blade (Ex): At 2nd level, a conscripted swordsman deals bludgeoning and slashing damage when wielding a weapon in the heavy blade weapon group This replaces the bonus feat at 2nd level Fantasian Soul Bloodline (Sorcerer Bloodline Option) Occasionally, a materian is either born or infused with a direct tie to the worldgiven power that creates Fantasian orbs With practice, this raw magic can be channeled and directed to benefit both the materian and her allies Class Skill: Any one skill related to mining Fantasian orbs Bonus Spells: At 3rd level, you gain two spell orbs (see chapter 6) These orbs are bound to your spirit only and grow in power at every odd sorcerer level you gain beyond 3rd They cannot be sold or given to