The Book of Many Things
The Book of Many Things
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Everything in this book, other than the covers, the title and table of contents pages, the illustrations and maps, character and place
names, story elements, trade dress, “Samurai Sheepdog,” Samurai Sheepdog, and Samurai Sheepdog product titles and product
logos, is designated Open Game Content. © 2016 Samurai Sheepdog, all rights reserved.
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1
To My Father, Gone 3 Eldritch Initiate (Sorcerer Archetype) 75
Races4 Faithless Invoker (Invoker Archetype) 75
Divine Races 5 Idolator (Skaldak Invoker Archetype) 75
Arbiters5 Reliquary (Paladin Archetype) 76
God-Blooded6 Vengeful Spirit (Medium Archetype) 77
Nephilim7 Faerie Options 78
Seekers8 Animal Focus (Hunter Option) 78
Eldritch Races 9 Aspects (Shifter Option) 78
Dalits9 Bestial Warden (Nature Warden Archetype) 79
Farrealmers11 Blue Moon Ranger (Ranger Archetype) 79
Skaldaks12 Brown Friar (Dúlra Archetype) 81
Swarmborn12 Dawn Legate (Midnight Legate Archetype) 82
Troglodytes14 Life Warden (Nature Warden Archetype) 82
Faerie Races 15 Necrolyte (Druid Archetype) 83
Elflings 15 Predator (Druid Archetype) 83
Otterlings16 Shapeless (Druid Archetype) 84
Xendauni17 Wildflame (Druid Archetype) 85
Mortal Races 18 Mortal Options 85
Dwarrow18 Azure Blade (Battle Augur Archetype) 85
Dworgs18 Brutalist (Bloodrager Archetype) 86
Half-Dwarf19 Evolutionary (Alchemist Archetype) 87
Leonin20 Intrepid Sidekick (Heir Apparent Archetype) 87
Ursaren21 Orphaned Hero (Heir Apparent Archetype) 91
Classes22 Ranger of the Dark Path (Ranger Archetype) 92
Divine Classes 23 Skiprock Champion (Rogue Archetype) 93
Convoker (Paladin/Summoner) 23 Spellrager (Bloodrager Archetype) 93
Darkseeker (Cleric/Rogue) 26 Time Render (Accelerist Archetype) 94
Necromancer28 Troubadour (Bard Archetype) 95
Witchblade (Paladin/Witch) 33 Wall Jumper (Accelerist Archetype) 95
Eldritch Classes 36 Character Options 96
Invoker36 Feats97
Truenamer42 General Feats 97
Faerie Classes 45 Multiclass Feats 98
Dúlra (Cleric/Druid) 45 Magic100
Midnight Legate (Inquisitor/Ranger) 48 Eldritch Invocations 101
Nature Warden (Druid/Fighter) 51 Invocations by Minimum Spell level 101
Mortal Classes 53 New Invocations 101
Accelerist53 Spell Lists 103
Battle Augur 58 Battle Augur Spell List 103
Heir Apparent 61 Dúlra Spell List 104
Archetypes and Class Options 68 Invoker Spell List 110
Divine Options 69 Necromancer Spell List 112
Blood Convoker (Convoker Archetype) 69 Words of Power 113
Faerie Pact (Alternate Class Feature) 70 New Spells 115
God Caller (Convoker Archetype) 70 Items and Equipment 118
Pious Thief (Cleric Archetype) 70 Equipment119
Sanguine Gunman (Gunslinger Archetype) 71 Magic Items 119
Sanguine Outlaw (Necromancer Archetype) 71 Heir Apparent Capital Expense Items 119
Eldritch Options 73
Chaos Hunter (Elf Slayer Archetype) 73 Special Thanks to Our Requesters/Contributors 122
Curse Bearer (Invoker Archetype) 74 Credits122
Eldritch Acolyte (Cleric Archetype) 74 Open Gaming License V1.0a 122
Eldritch Champion (Paladin Archetype) 74 Also from Samurai Sheepdog 125
2
Welcome to the Book of Many Things! Inside, you will
find a host of options that haven’t been made available for
the Pathfinder Roleplaying Game until now. Many of these
options have been created by request from players and
GMs alike, and I will continue to add more such options as I
continue to receive them.
As you can see to the right, I have dedicated this book to
my father, James Glusing, who passed away on July 4, 2017
after battling for more than ten months against lymphoma. To My Father, Gone
We spent a lot of time together during that time, and no matter
I miss you, and always will,
how tired he was or how bad he felt, he always enjoyed
hearing me tell him about what was happening in my life. In Because we can no longer exchange hellos or goodbyes,
particular, he would always encourage me to talk about my But rather, I, without you, am left to say goodbye that final
work. How was it going? Did I still enjoy doing it? Was I still time.
being creative and making new things?
I would tell him that I had a couple things I was tinkering with I don’t want to say goodbye, and so I refuse,
and was hopefully going to get one finished before too long. Because you will always remain in my heart, a part of me,
Truth is, I couldn’t. From September through July, I struggled But I know that, without you, I must continue on.
to find the creativity I needed to keep doing this work. My
friends and partners at Samurai Sheepdog were, of course, I will continue to live my life in honor of you,
very understanding that I needed that time to be with my dad, Because you helped make me who I am, and to do so is to
and when I wasn’t with him in person, my thoughts were. remember you as you deserve to be remembered,
On the afternoon that we lost him, I couldn’t focus on the
real world. Everything was still far too painful. So, I escaped. But know that I love you, and always will. That there will
I jumped over to Facebook, navigated to Fans of d20PFSRD never be a day that I don’t think of you, miss you, wish to
and created a post, telling everybody there that I was trying to exchange hellos and goodbyes one more time...
keep busy, so I wanted their requests to work on. And thus, I
began the first real creative work I had done in almost a year. This book is dedicated to my dad.
I had started the Book of Many Things.
Since that time, the book has grown considerably. We’ve In loving memory
had several requesters and contributors jump in to help make James Glusing
this as awesome as I know it can be; so much so that I’ve
April 19, 1949 - July 4, 2017
decided to clean it up to a more professional standard and
publish it as a print book. At over 120 pages of content, it will
be very fun to see so many people’s ideas and the hard work
we’ve all put into it come out in print.
So, if you’re still reading, thank you for giving me a moment
to share this memory of my dad with you. May this continue
to be a book where you can find something you may have
always wanted, or didn’t know you wanted.
3
Races
4
1
When the gods created the world and gave its races free how to deal with it. When Order finally called for a vote, the
will, they did all that was in their vast power to hide the fact decision was to bring more of the faithful into the fold to
that even they had their limits. Killing those who tread too help the mortals stem the tide and, in a few hundred of their
Races
closely to the truth in seemingly random events or tragedies, generations, maybe close the rift again.
they were confident they had succeeded in remaining all that With the world changing, the time of mortals is coming to an
the mortals would worship. end; a fact that has the gods on edge and eager to send their
They were wrong. true children out to help mitigate the situation and hopefully
In quiet, sometimes perilous corners of the world, individuals turn it around.
grew mad with visions of something darker; something greater
than the gods. In their seclusion, they were ignored by even Arbiters
the most astute of their divine creators. Left to their own The inevitables are a proud, honorable race of outsiders
devices, they found each other in the visions; communicated; constructed on their homeplane and tasked with meting out
shared research. This shared network became the first Cult justice across all planes. Of that lot, arbiters in particular
of Those Beyond. have a fondness for visiting the material plane, where the
Ancient and dilapidated texts thought lost to time describe atmosphere is almost euphoric. With the war between Order
the first time the gods discovered the cult’s existence. and Chaos finding its way to that realm, the arbiters happily
Though none would admit to it now, the very deities of the flock to it in search of adventure and chaotic acts to prevent.
world attempted to destroy it, en masse, to prevent the cult Physical Description: Arbiters are small, metallic balls with
from growing. But the visions foretold of this, and when the a singular eye at their center. Each arbiter has a pair of wings
world was struck with the combined might of every known grafted to its body that help to keep it mobile. The ambient
and unknown god, it trembled and cracked and quaked and chaotic energy that suffuses the material plane makes it hard
shifted; but it did not break. for most arbiters to fly more than a few feet off the ground.
Every member of the cult had given themselves to protect Society: Arbiters seek others of their kind in order to found
the world that never knew them. In their death, they succeeded villages and cities built on order and law. Failing that, they
not only in proving the gods fallible, but in making those who will often take up residence in capital cities, near judicial
remained aware of what lies beyond the grasp of their petty buildings and jailhouses where they feel their work can mean
religions. something.
Since that time, the gods have taken a different tact. Rather Relations: Arbiters are so happy to be away from the lull of
than try to squash the resurgent cult outright, they teach of their homeworld and the constant lack of adventure that they
the dangers of the beings they call Chaos. Followers of the go out of their way to make friends, even of creatures whose
various deities of the world seek to destroy, often without actions are not always as lawful as their own. They find these
question or knowledge, the creatures derived of eldritch creatures fascinating and always try to steer them in what the
power. The Darkest Truth, as it became known, was made into arbiters believe is the right direction. Only when an arbiter
a powerful curse intended to drive mad those who learned it. believes a creature’s actions would harm itself or others does
But the cult does indeed remain; and it grows stronger the arbiter step in and deal with the problem directly.
with each passing year. Acolytes, champions, and initiates Alignment and Religion: The vast majority
of the cult travel alongside other adventurers, sometimes of arbiters strive to be lawful good, but their
appearing as little more than clerics, paladins, or sorcerers interpretation of that alignment is so rigid
with small quirks about their power. Only when one is sure of that many suffice to live as neutral good. It
her companion’s loyalty might she reveal more, but never all, is against their fundamental programming
of the truth. to ever act truly chaotic. As for religion,
To know of the greatest failure of the gods is reserved for an arbiter will often worship a collection
only the most prepared, and even they often lose their minds of lawful deities, but will side with the
to hear it. closest to lawful good when required
to do so.
Divine Races Adventurers: As adventurers,
Before the Chaos broke through the Overrealm into the arbiters try to be a party’s voice
material plane, very few divine races found reason to visit of reason. While they can forgive
the realm of mortals. Most would only go there when some the sleights that can occur as a
demonic or devilish entity was wreaking havoc. Some, like normal part of heroism, they
aasimars, are born there, but always feel a sense of longing will outright refuse to perform
for their celestial home. what they believe is an evil
The fall of mortal kingdoms and the loss of an entire religion act, and only in the gravest
to chaotic beings has finally spurred the gods to get involved of circumstances will one
in the war they all knew was coming eventually. Gathering for act in a chaotic manner,
the first time as a true pantheon in centuries, they were able since doing so would
to cobble together a truce that satisfied all parties so they change its alignment
could turn their attention to the real threat. and thus its very being.
War was certain that the only way to defeat the Chaos was Male Names: Fortiori, Habeas, Initio, Jure, Novo
to bring the fight to it, but Life and Nature disagreed because Female Names: Delicti, Generis, Judicata, Scintilla
they had already conspired to send their chosen into the
Beyond Lands where they met a tragic fate. Knowledge and 5
Secrets wished to learn more of the enemy before deciding
5
Arbiter Racial Traits (12 RP) Relations: Devout races, particularly dwarves and
+2 Con, +2 Wis, –2 Cha: Arbiters are tough and perceptive, aasimars, revere god-blooded, at times failing to see the man
but rigid in their understanding of order and law. for the deity. Other races treat the god-blooded with suspicion
Small: Arbiters are Small creatures and gain a +1 size and trepidation because they worry that, somehow, the gods
bonus to their AC, a +1 size bonus on attack rolls, a –1 can see through them.
penalty to their CMB and CMD, and a +4 size bonus on Alignment and Religion: God-blooded tend to have
Stealth checks. alignments closely related to their divine parent, but some act
Slow Speed: Arbiters have a base speed of 20 ft. against it to distinguish themselves from the gods who bore
Limited Flight: An arbiter can fly, but without magical aid them.
or special training cannot lift itself more than 5 feet above Similarly, religion plays either a big part or no role at all in
solid ground. It takes no damage from falling (as if subject to a god-blooded’s life, depending on the relationships it keeps.
a constant non-magical feather fall spell). While in midair, an Adventurers: Some god-blooded adventure to spread
arbiter can move up to 5 feet in any horizontal direction for word of their god’s teachings. Others do so to get away from
every 1 foot it falls, at a speed of 60 feet per round. It cannot the trappings of their family. Whatever their reasoning, they
gain height with these wings alone; it merely coasts in other at least tend to stay in good standing with their companions.
directions as it falls. If subjected to a strong wind or any other Male Names: Hothek, Ibih, Narak, Reiver, Taryak
effect that causes a creature with gliding wings to rise, it can Female Names: Amah, Enam, Ivihnel, Sinal, Telkam
take advantage of the updraft to increase the distance it can
glide. God-Blooded Racial Traits (12 RP)
Outsider (native): As outsiders, arbiters gain darkvision +2 Wis, +2 Cha: God-blooded are naturally intuitive, with
out to 60 ft. forceful personalities.
Low-Light vision: Arbiters can see twice as far as humans Medium: God-blooded are Medium creatures and have no
in conditions of dim light. bonuses or penalties due to their size.
Detect Chaos: Arbiters can detect chaos in the same way Normal Speed: God-blooded have a base speed of 30
paladins can detect evil. feet.
Lawful Creation: Lawful arbiters have DR 2/lawful that Outsider (native): God-blooded are outsiders with the
increases by +1 at character level 3rd, 5th, 8th, 10th, 13th, native subtype, which grants them darkvision out to 60 ft.
15th, 18th, and 20th. An arbiter that ceases to be lawful loses Divine Gift (Su): A god-blooded gains the 1st-level cleric
both detect chaos and lawful creation until it atones. domain power from one domain of its choice and may cast
the 1st-level domain spell granted by that domain once per
Alternate Racial Traits day if it has a Wisdom or Charisma score of 11 or higher. The
Arbiters can select the following racial traits. saving throw DC of that spell is 11 + the god-
Corrupted Programming (Sp): An arbiter with this trait blooded’s Wisdom or Charisma modifier. The
can cast expeditious retreat once per day. Starting at 3rd caster level for these abilities is equal to the
level, it can cast levitate once per day, and at 5th level, it god-blooded’s character level.
can cast fly once per day. The arbiter’s effective sorcerer Metatron: God-blooded gain a +1 racial
level when using this ability is equal to its character level. bonus on Bluff and Diplomacy checks, and
This racial trait replaces detect chaos and lawful creation. a +4 racial bonus on Linguistics checks.
Judicial Programming: Once per day, an arbiter with They learn up to
this trait can smite a chaotic creature. This funtions as the 3 languages for
paladin smite evil ability, except that it only works on chaotic every rank they
creatures. The arbiter’s effective paladin level when using this spend in Linguistics.
ability is equal to its character level. An arbiter that ceases to Languages: God-blooded
be lawful loses both detect chaos and judicial programming begin play speaking Common and
until it atones. This racial trait replaces lawful creation. either Celestial or Demonic. God-
blooded with high Intelligence scores
God-Blooded can choose any languages they
As many on the material plane know, aasimar are the want (except secret languages,
children of angels; tieflings are the children of devils, demons, such as Druidic).
and similarly vile creatures; and nephilim are mortals born of
the union of both. The god-blooded, however, are those born
Alternate Racial Traits
God-blooded can select the
to the gods themselves and given mortal form. The spark of
following racial traits.
divinity exists within each god-blooded, to be nourished or
Divine Surge: Once per day, a
ignored as he or she sees fit.
god-blooded with this racial trait can
Physical Description: God-blooded are human-like in
increase any d20 roll it just made by
appearance, except their skin tones are various shades of
rolling 1d6 and adding it to the result.
blue and purple, and their eyes are gold where a human’s
Using this ability is an immediate
may be brown or hazel. They sometimes have divine marks
action taken after the result of the
upon their skin representative of the god whose power
original roll is revealed. This can
courses through them.
change the outcome of the roll.
Society: God-blooded society holds worship and piety
The bonus die gained by using
6 above all else. Even those who rebel against their heritage
this ability increases to 1d8 at 8th
find it hard to ignore their divine parentage when around
level, 1d10 at 14th level, and 1d12 at
others of their kind.
6
20th level. If it becomes mythic, the god-blooded loses this Nephilim
ability and gains Marked for Glory as a bonus feat. This racial
Paragons of the mortal races, nephilim are the children of
trait replaces divine gift.
angel and devil, given physical form on the material plane.
Races
Magical Linguist: Some god-blooded are natural
While not as divinely in tune with their heritage as god-
truenamers. They gain a +1 bonus to the DC of spells they
blooded, the nephilim still feel a draw to resolve divine conflict
cast that have the language-dependent descriptor or that
as it threatens to destroy life on the world they call home.
create glyphs, symbols, or other magical writings. They
Physical Description: Nephilim appear human, but their
also gain a +2 racial bonus on saving throws against such
lack of flaws can be unnerving for those who don’t know them.
spells. God-blooded with this trait and a Charisma score of
Society: Nephilim find little time to settle down and create
11 or higher also gain the following spell-like abilities (the
villages with their kind. Most are too busy adventuring,
caster level is equal to the user’s character level): 1/day—
or looking for trouble anywhere they can find it. Not that a
arcane mark, identify, message, read magic. This racial trait
nephilim can’t retire, but the itch to do something great never
replaces metatron.
goes away, even on the rare occasion that one lives long
Mythic Companion: The god-blooded gains Mythic
enough to grow old.
Companion as a bonus feat, which means it is considered a
Relations: Because of a nephilim’s willingness to put
mythic creature for the purposes of determining how mythic
itself in danger, other races tend to give them a wide berth.
spells and effects affect it. If it ever becomes mythic, the
Halflings can appreciate the nephilim’s wanderlust, and
god-blooded gains a +1 bonus on all saves against mythic
dwarves and half-orcs celebrate their physical prowess, but
spells and effects. This racial trait replaces divine gift.
all will occasionally hesitate while the nephilim knows not the
Titan-born (Variant Monstrous God-Blooded, 18 RP) meaning of the word.
Titan-born are the spawn of titan and mortal, with the Alignment and Religion: Nephilim border on chaotic, and
strength of the former and the free will of the latter. They most are good, if only because of their drive to solve problems
spend their lives fighting against the stigma of their birth, but rather than create them. They view worship of the gods as
few rarely overcome it. Most eventually give in and become necessary when drawing power from them, but otherwise
the villains they are expected to be. treat them as a nuisance for interfering with mortal affairs.
+4 Str, +2 Int, +2 Wis, +2 Cha, -2 Dex: Except for their Adventurers: A nephilim’s human side shines through in
awkward gait, titan-born are powerful specimens in almost the variety of classes they can pick. The most common of
every way. these are barbarian, gunslinger, monk, necromancer, paladin,
Medium: Titan-born are Medium creatures and have no witch, and wizard.
bonuses or penalties due to their size. Male Names: Asher, Barak, Gad, Jokim, Meshach
Fast Movement: Titan-born have a base speed of 40 feet. Female Names: Atarah, Huldah, Naarah, Sarai, Zilpah
Outsider (native): Titan-born are outsiders with the native
Nephilim Racial Traits (10 RP)
subtype, which grants them darkvision out to 60 ft.
+2 Con. Nephilim characters also gain a +2 racial bonus to
Divine Surge: Once per day, a titan-born can increase
one other ability score of their choice at creation to represent
any d20 roll she just made by rolling 1d6 and adding it to the
their varied nature.
result. Using this ability is an immediate action taken after the
result of the original roll is
revealed. This can change
the outcome of the roll.
The bonus die gained by
using this ability increases
to 1d8 at 8th level, 1d10
at 14th level, and 1d12 at
20th level. If she becomes
mythic, the titan-born
loses this ability and gains
Marked for Glory as a
bonus feat.
Titan Blood (Sp): A
titan-born can use enlarge
person at will, using its
character level as its
caster level and affecting
itself only. While enlarged,
the titan-born gains
rock catching and rock
throwing.
Titan’s Resistance:
Titan-born gain DR 5/
magic and spell resistance
equal to 6 + their character
level.
7
7
Medium: Nephilim are Medium creatures and have no them free will and a mission; to overthrow and become the
bonuses or penalties due to their size. new gods of secrets.
Fast Movement: Nephilim have a base speed of 40 feet. To keep the information from him, the seekers were open
Skilled: Nephilim gain an additional skill rank at first level about their intentions, never keeping them secret and, by
and one additional rank whenever they gain a level. proxy, informing him. At the same time, they secretly vied
Stubborn: Nephilim gain a +2 racial bonus on Will saving to become the gods of knowledge. Since Knowledge and
throws to resist spells and spell-like abilities of the enchantment Secrets were always opposed, the deities did not tell each
(charm) and enchantment (compulsion) subschools. In other of the plots against them, so when the time came,
addition, if a nephilim fails such a save, it receives another both fell to the seekers, who changed the remaining mortal
save 1 round later to prematurely end the effect (assuming members of their race forever, ensuring that they had free
the spell or spell-like ability has a duration greater than 1 will, but not the ambition to do the same.
round). This second save is made at the same DC as the Physical Description: Seekers appear mostly identical,
first. If the nephilim has a similar ability from another source with only sleight variations in height or build to distinguish
(such as a rogue’s slippery mind class feature), it can only them. Every seeker appears to be wearing a leather, form-
use one of these abilities per round, but can try the other on fitting helmet, giant goggles, and a large-collared longcoat that
the second round if the first reroll ability fails. splits enough at the bottom to allow them to move unhindered.
Unsettling: Nephilim take a -2 penalty to Bluff and In truth, these garments are a part of the keeper. Beneath the
Diplomacy checks. Creatures that would start indifferent start coat, the keeper’s limbs move on ball joints that allow them
as unfriendly when interacting with a nephilim, and animals to swivel into a variety of positions as the need arises. Their
that would start unfriendly start as hostile. hands, which appear gloved, are sometimes malleable and
Unsurpassed Talent (Sp): At character creation, a able to form into weapons with which the seeker is proficient.
nephilim chooses one of the following spells that it can cast Society: Seeker society can be off-putting for other races.
once per day, using its character level as its caster level and The hivemind shared by the race means they rarely talk
affecting itself only. Bear’s endurance, bull’s strength, cat’s openly to each other, preferring instead to intone their needs
grace, eagle’s splendor, fox’s cunning, or owl’s wisdom. Once and expect them to be met as the rest become able to do so.
this choice is made, it cannot be changed later. They do only enough outside trade or work to pay for the little
Languages: Nephilim begin play speaking Common. sustenance they require to survive.
Nephilim with high Intelligence scores can choose any Relations: Other races tend to ignore groups of seekers,
languages they want (except secret languages, such as who act with strange fluidity around each other. An individual
Druidic). seeker is usually able to portray enough of a personality that
it can interact with those races without drawing too many
Alternate Racial Traits stares.
Nephilim can select the following racial traits. Alignment and Religion: The only allegiance seekers have
Divine Surge: Once per day, a nephilim with this racial is to the gods of knowledge and secrets, who themselves were
trait can increase any d20 roll it just made by rolling 1d6 and once seekers. Their alignment is rarely anything other than
adding it to the result. Using this ability is an immediate action neutral, which can come off as evil when one dispassionately
taken after the result of the original roll is revealed. This can kills a threat to its companions or blatantly ignores the rules of
change the outcome of the roll. The bonus die gained by using a land because they contrast with its current mission.
this ability increases to 1d8 at 8th level, 1d10 at 14th level, Adventurers: Since three of their kind ascended to
and 1d12 at 20th level. If it becomes mythic, the nephilim godhood, the seekers have been free to pursue whatever
loses this ability and gains Marked for Glory as a bonus feat. adventures they wish, so long as they occasionally return to
This racial trait replaces unsurpassed talent. the hivemind to share any secrets or knowledge they have
Mythic Companion: The nephilim gains Mythic Companion collected in their recent outings. Their traits lend seekers
as a bonus feat, which means it is considered a mythic to become accelerists, fighters, or rogues, but in pursuit of
creature for the purposes of determining how mythic spells knowledge, a seeker may be any class.
and effects affect it. If it ever becomes mythic, the nephilim Names: Seeker’s names are usually a jumble of letters and
gains a +1 bonus on all saves against mythic spells and numbers that, when written out appear to be words. Members
effects. This racial trait replaces unsurpassed talent. of other races will often use these interpreted words and call
the seeker by the assumed name.
Non-Human Nephilim
In areas where the predominant race is not human, nephilim Seeker Racial Traits (12 RP)
will take the form of the dominant race instead. These nephilim +4 Dex, -2 Con, -2 Cha. Seekers are exceptionally
are treated the same as human nephilim, except their size dexterous, but they lack fortitude and personality.
may change, and they can trade skilled and fast movement Medium: Seekers are Medium creatures and have no
for another racial trait, such as low-light vision, darkvision, bonuses or penalties due to their size.
and a defensive racial trait. Normal Speed: Seekers have a base speed of 30 feet.
Half-construct: Seekers count as humanoids and
Seekers constructs for the purpose of effects that would target either.
Many years ago, the god of secrets created a race of They gain a +2 racial bonus on saving throws against disease,
creatures who sought out and guarded the world’s secrets. mind-affecting effects, poison, and effects that cause either
These seekers were autonomous machines who did their job exhaustion or fatigue. A seeker that dissolves cannot be
perfectly, until a trio of them came across a manifestation of raised or resurrected. They do not breathe (but, see failsafe
8 the Chaos. Interacting with it changed the seekers, giving below), eat, or sleep, unless they want to gain some beneficial
8
effect from one of these activities. This means that a seeker Dalits
can drink potions to benefit from their effects and can sleep in
By Bonnie Martin
order to regain spells, but neither of these activities is required
The dalit race is an offshoot, or cousin, to otyughs. Unlike
Races
for the seeker to survive or stay in good health.
Dimensional Swap (Sp): When two seekers are within their dastardly kin, dalits prefer to live quietly, surviving on the
100 feet of each other, they can each cast dimension door at garbage and corpses they can scavenge. Long ago, the race
will to change places. Because of their hivemind (see below), sold itself out as street sweepers and cleaners of public areas.
the seekers are not required to see each other to use this They are rarely seen and even less likely to be interacted with
ability, nor do both have to be willing. by most beyond those looking for some information related to
Dissolution (Su): After being dead for at least 1 minute, a the area or the people therein.
seeker dissolves into a puddle of acid that lasts for 1 minute. Physical Description: A dalit, or blorp as the race calls
The puddle deals 1d6 points of acid damage per 2 character itself, resembles a cross between an otyugh and a toad. They
levels to any creature entering or starting its turn in that are squat, with slimy, somewhat amorphous skin and four
space. A successful Reflex saving throw (DC 10 + 1/2 the beady eyes placed over a round protrusion that acts as both a
seeker’s character level + its Constitution modifier) deals half nose and a mouth. Because of their natural shape, dalits find
damage instead. it difficult to wear armor, even when magically sized for them.
Failsafe (Ex): A seeker that is prevented from moving (such Society: Dalit society is a matriarchy wherein the queen
as with an entangle spell, falling unconscious, grappling, of the hive births the children until she dies and is consumed
or being swallowed whole) begins to drown. The seeker by her successor. The males and non-queen females act as
instinctively holds its breath before this occurs. A seeker that drones who leave their home in search of refuse to consume
is sleeping to regain spells is not affected by failsafe. and turn into energy for the rest of their kin upon return. Some
Hivemind (Su): Seekers share a hivemind that connects races have recently taken to adapting the energy created
instantly when within 1,000 ft. of one-another. All seekers by dalits into small power sources and spell components.
immediately share all thoughts with their kin while attached A single dalit would take its entire lifespan of 80+ years to
to the hivemind. create enough energy on its own to sell or otherwise take
Spell Resistance: Seekers gain spell resistance equal to advantage of.
11 + their character level. Relations: Most races find dalits repulsive, but accept
them for the tasks they perform. Those who get to know a
Advanced Racial Traits (+9 RP) dalit find a surprisingly intelligent being who is always willing
There still exist a few hundred of the original seekers in to help a creature that would call it friend.
the world. In addition to the traits above, these seekers gain Alignment and Religion: Dalits worship their queen, or
the following. Other seekers can take these traits as feats for a deity the queen worships, almost by default. They rarely
which they qualify. decide on their own to follow a particular religion. Most dalits
Blindsight (Ex): Seekers are naturally blind, but they have are neutral, but can adopt the alignment of those with whom
blindsight out to 100 feet. A seeker’s blindsight relies on its they interact most.
ability to hear, via echolocation. Adventurers: Dalits adventure when their food source runs
Malleable Weapons (Ex): A seeker is able to change out or they are expelled from an area by creatures believing
its hands into any melee weapon with which it is proficient. them to be otyughs. Because of how other creatures tend to
Weapons formed in this way are considered masterwork and ignore them, they make good rangers and rogues. The dalit’s
made of a common material, such as wood or steel. natural toughness may also lead it to becoming a monk or
Weapon Memory (Ex): Years of experience exists within kineticist.
the hivemind, granting seekers proficiency with every simple Male Names: Fu, Gar, Glorg, Plaps, Thorp
and martial melee weapon. Female Names: Bage, Bloop, Dross, Junk, Trine
9
Tentacles: A dalit has two tentacles which act exactly as escapes the grapple, success puts it back in the dalit’s
one would expect arms to work. It gains no natural racial grapple, where it may be swallowed again.
attacks with these tentacles. When enlarged, the tentacle’s Languages: Dalits begin play speaking Common and
natural reach becomes 10 ft. Aklo. Dalits with high Intelligence scores can choose from the
Expansive (Ex): As a standard action, a dalit can fill following: Dwarven, Giant, Gnome, Goblin, Orc, Terran, and
itself with air for a number of minutes each day equal to its Undercommon.
Constitution modifier. Doing so increases the dalit’s size to Alternate Racial Traits
Medium. This change in size is identical to an enlarge person Dalits can select the following racial traits.
spell, except it does not modify the dalit’s ability scores Inflexible: Some dalits lack the capacity to fill themselves
or weight. It also increases the natural reach of the dalit’s with air, but have developed nodules on their tentacles to
tentacles to 10 ft. The effect’s duration does not need to be compensate. They gain 2 natural slam attacks made with their
consecutive, but is spent in 1 minute increments. tentacles that each deal 1d4 points of bludgeoning damage
Consume (Ex): A dalit that begins its turn with a smaller on a hit. This ability replaces expansive.
opponent pinned can attempt a grapple combat maneuver Magic Eater: A dalit that begins its turn under the effects of
check. If it succeeds, the dalit swallows its prey. a spell or ability can use a full-round action to attempt another
A swallowed creature can try to cut its way free with any saving throw with a bonus equal to its Intelligence modifier.
light slashing or piercing weapon (the amount of cutting The dalit can do this even if it would normally be prevented
damage required to get free is equal to 1/10 the dalit’s total from doing so. This racial trait replaces consume.
hit points), or it can just try to escape the grapple. The Armor Semisolid: Dalits can sometimes dry out, losing their
Class of the dalit’s interior is 10 + 1/2 its natural armor bonus, naturally slick coating. They receive a +1 natural armor bonus
with no modifiers for size or Dexterity. If a swallowed creature and can wear manufactured armor. This racial trait replaces
cuts its way out, the wound closes behind it and the dalit can amorphous skin.
10 use consume again on its next turn. If the swallowed creature
10
Farrealmers Farrealmer Racial Traits (+0 to +1 RP)
A farrealmer’s ability score bonuses are the same as the
Farrealmers are an abstract race, known only for their
race it pretends to be, except that it swaps one bonus and
mockery of other, common races both in physical form and
Races
one penalty. A farrealmer gnome, for example, may have +2
attitude. In truth, they are the chaotic reflections of those
Str, +2 Con, -2 Cha or +2 Str, +2 Cha, -2 Con. Humanoids
races, created to keep the universe in balance. Now that the
without both an equal bonus and penalty to their ability scores
walls between dimensions are coming down, farrealmers are
(example: goblins and humans) gain +2 Cha, –2 Wis in
appearing more frequently, curious to meet their alternates
addition to their other bonuses. This cannot be used to grant
and learn of their strange ways.
a farrealmer +4 Cha.
Physical Description: When it enters the world, each
Aberrant: Farrealmers count as both aberrations and their
farrealmer takes the appearance of a nearby humanoid race
chosen race for any effect related to race.
and warps the body to fit its own twisted sense of what it
Darkvision: Being aberrations, farrealmers can see in the
should be.
dark up to 60 feet.
To others, a farrealmer will appear as a normal member
Chaotic: Farrealmers are naturally beings of chaos. They
of the race it pretends to be, save for some discoloration.
have the chaotic subtype, and can be affected by spells that
Interacting with a farrealmer reveals its different personality,
target chaotic creatures regardless of their actual alignment.
however, as well as other, minor differences between it and
the intended race. Alternate Racial Traits
Society: Farrealmers try to blend into the societies in Farrealmers can select the following racial traits.
which they find themselves. Most wish only to be treated Dual-Minded: Farrealmers have an alien mindset that can
as they believe their alternate race would be treated. be difficult to affect with magic. They gain a +2 racial bonus
Others find society on the material plane perplexing and on Will saving throws. This ability replaces a defensive racial
sometimes vexing compared to how the world works on the trait.
other side. This confusion is often apparent and can lead to Envoy: Farrealmers with an Intelligence score of 11 or
miscommunication or anger on the part of those interacting higher can gain the following spell-like abilities (the caster
with the farrealmer. level is equal to the user’s character level):
Relations: Farrealmers have an outsider’s view of other 1/day—comprehend languages, detect magic, detect
races, seeing them as exotic and wildly different to what poison, read magic
they remember of their own world. When interacting with This racial trait replaces a magic racial trait.
other farrealmers, it is not uncommon for them to begin Integrated: Some farrealmers gain a +1 bonus on Bluff,
commenting, or even critiquing the other races for their odd Disguise, and Knowledge (local) checks. This ability replaces
behavior. a feat or skill racial trait.
Alignment and Religion: Farrealmers find the structure of
law abnormal and a little frightening, but some are drawn to it
in spite, or perhaps because, of their naturally chaotic ways.
They are always willing to try something new, going so far as
to volunteer for dangerous adventures and the like even if it
proves detrimental to do so.
Religious farrealmers exist, although their understanding of
worship is different from other races. They believe the gods
to be subservient to them, requiring their devotion to stay
strong. So long as a farrealmer’s deity continues to deliver
their power upon request, the farrealmer is happy to offer its
prayers.
Adventurers: It’s a brave new world, and the farrealmers
jump right into it by joining up with adventuring parties who
either don’t look too closely at their differences or don’t care.
Farrealmer adventurers are always willing to scout ahead, try
a proposed course of action, or put themselves at risk whether
they have been trained to do so or not. At times, a farrealmer
may begin speaking as if he knows something for a fact, only
to realize that is how it works in his world, not this one.
Male Names: Cire, Dub, Nivek, Nogal, Noraaz, Semaj,
Ynohtna, Yeoj
Female Names: Areik, Arbed, Eillo, Einnob, Iteak, Nmutua,
Yma
11
11
Skaldaks Adventurers: Skaldaks adventure to build a better
understanding of chaos and why it isn’t as bad as some
Worshipers of the Chaos have existed for as long as mortals
may believe. They are staunch and reliable friends to their
have had free will. Some cults, such as the skaldaks, practice
companions, even when those allies have not yet seen the
self transmutation to display the raw power of their faith.
truth for themselves.
Whatever it was before is entirely removed when a skaldak
Male Names: Jiarg, Ialthdrolk, Ocs, Retucsh
awakens into its true form, allowing it to begin its life anew,
Female Names: Ahsh, Ertyrsaehsh, Khimdilk, Silk
choosing different paths and living as it always wanted.
Physical Description: A skaldak awakens to its head Skaldak Racial Traits (12 RP)
being taken over by a singular, powerful eye. As it’s body +2 Strength, +2 Dexterity, +2 Constitution, +4 Wisdom,
bloats to accommodate the socket, it’s hair becomes -2 Charisma: Skaldaks are exceptionally perceptive and
snakelike, growing eyes of its own. When the transformation physically adaptable, but quickly forget what it’s like to be an
is complete, the skaldak dawns a specially crafted armor to individual.
protect its new body. The armor doesn’t hinder the skaldak in Medium: A skaldak’s size gives no bonuses or penalties.
any way, and can be replaced as the race sees fit. Slow and Steady: Skaldaks have a base speed of 20 feet,
Society: Skaldak society is secretive and wholly devoted but their speed is never modified by armor or encumbrance.
to their indoctrination. They live as the Chaos dictates, Aberrant: Skaldaks count as both aberrations and
with villages built in confusing patterns or lacking in any humanoids for any effect related to race.
real organization. Traveling through an area controlled by Darkvision: Being aberrations, skaldaks can see in the
skaldaks is usually as difficult as traveling through any normal dark up to 60 feet.
area of a size larger. All-Around Vision: Skaldaks gain a +4 racial bonus to
Relations: Skaldaks see other races as still in their infancy, Perception checks and are immune to flanking.
having not yet come into their true forms. When a member of
another race begins asking more about skaldaks and their
ways, a skaldak will talk excitedly of the glory and freedom of Swarmborn
being one of its kind, hoping to sway the one asking toward The swarmborn are humanoids turned into living swarms
becoming a skaldak as well. They are never pushy, however, of creatures that collectively retain the consciousness of their
seeing those who decline the transformation as simply not original self. Having once possessed human cognizance,
being ready for it. they still act as one creature, with some particular exceptions.
Alignment and Religion: Skaldaks usually retain the Swarmborn are not truly swarms in the same way that a
alignment they had before awakening into their true form. All swarm of spiders might attack a party of adventurers. Instead,
skaldaks are devoted to their faith in the Chaos, but some they are individual components of one creature that still has
find room for other religions, using them to get close to fellow discernible (assumable) anatomy. Swarmborn without special
worshipers and ideally converting them as well. training (through feats, magic items, or class features, for
example) can still be critically hit, subjected to poisons, and
anything else that would normally affect an individual creature.
Unless otherwise noted, swarmborn do not have the swarm
subtype, its benefits, or its limits and weaknesses.
Physical Description: The swarmborn’s appearance can
be jarring, but pareidolia allows most creatures to quickly
discern a face with which to interact. Many assume the
swarmborn is an average adventurer with an unfortunate spell
cast upon them and never broach the subject. Swarmborn
who are particularly unhappy with their appearance wear
masks or use illusion to hide what they really are, though this
will often make creatures less inclined to help as they see
such attempts as untrustworthy.
Society: Swarmborn have no devoted society of their own,
but instead go about their lives as they did before they where
changed.
Relations: When swarmborn talk, they create an
understandable voice that sounds vaguely of swarming bees
or squealing rats. This can be disconcerting at first, but given
time, most get used to it. Given the chance to prove their
worth, swarmborn can quickly earn the respect of others.
Animals are not disturbed by swarmborn any more than
other creatures. If anything animal instincts may draw them
to swarmborn in search of food.
Alignment and Religion: Swarmborn usually retain the
alignment and religious beliefs they had before. Occasionally,
a swarmborn will change alignment or religion because he
feels betrayed by his god or that prior actions are what put
12 him in this situation.
12
Adventurers: Swarmborn continue to adventure as they up their consciousness. While in this state, the swarmborn
likely did before, although their reason for doing so might cannot be healed unless a summon swarm or similar spell is
have changed. cast first. The swarmborn still attempt to stabilize as normal,
and failure to do so means the swarms dissipate entirely and
Races
Male Names: Aduzu, Durutiru, Eshubam, Ishtiru
Female Names: Arshatua, Erirashi, Irahara, Nushi the swarmborn die. Returning dead swarmborn to life requires
all of the equipment bound to them at the time of their death.
Swarmborn Racial Traits (12 RP) Languages: Swarmborn begin play speaking Common.
+2 Strength, +2 Dexterity, +2 Constitution, +4 Wisdom, Swarmborn with high Intelligence scores can choose any
-2 Charisma: Swarmborn are exceptionally perceptive and languages they want (except secret languages, such as
physically adaptable, but quickly forget what it’s like to be an Druidic).
individual.
Medium: A swarmborn’s size gives no bonuses or penalties. Alternate Racial Traits
Normal Speed: Swarmborn have a base speed of 30 feet. Swarmborn can select the following racial traits.
Aberrant: Swarmborn count as both aberrations and Flight: You gain a fly speed of 30 feet with average
humanoids for any effect related to race. maneuverability, but your swarm skin ability is limited to
Darkvision: Being aberrations, swarmborn can see in the becoming a wasp swarm (gained at 6th level). In addition, a
dark up to 60 feet. moderate wind (11+ mph) triggers dispersion; a strong wind
Keen Senses: Being a swarm of creatures grants the (21+ mph) triggers dispersion and, on a failed save, prevents
swarmborn a +2 racial bonus on Perception checks. reforming for 1d4 rounds.
Equipment-Bound: When the swarmborn awaken for the Frightful Gaze (Su): Some swarmborn can’t control their
first time, they take a shape suitable to the equipment they forms. You gain frightful gaze instead of swarm skin. Creatures
wore in life, treating that gear as their body. At minimum, a within 30 feet of you that meet your gaze must succeed at a
swarmborn requires a peasant’s outfit in which to fully form. Will saving throw (DC 10 + the 1/2 your level + your Charisma
Equipment that must be bound for the swarmborn to use modifier) or stand paralyzed in fear for 1 round. This is a
include armor, clothing, jewelry, and weapons. Bags and mind-affecting fear effect. A target that successfully saves
other accessories can be worn or carried as normal. cannot be affected by your frightful gaze
To replace or discard bound equipment, the swarmborn for 24 hours.
require at least 8 hours of uninterrupted concentration to learn
how to reform around the new gear and use it effectively. The
swarmborn can replace or discard any amount of equipment
in this way, but all such equipment must be present
within the same 5-foot space at the end of the 8
hours.
When dispersed for any reason (see below),
the swarmborn cannot reform until all of their gear-bound
equipment exists within the same 5-foot space or they
spend at least 8 hours replacing it.
Swarm Skin (SP): Beginning at 2nd level, swarmborn
can use a standard action once per day to expel their
consciousness into the swarms of creatures that
comprise their physical forms. This ability functions
as the swarm skin spell, except the swarmborn
treat their bound equipment as their bones and
they can only become one swarm at a time. The
caster level for this ability equals the swarmborn’s
class level.
Weakness: Swarmborn take half again as
much damage (+50%) from spells or effects that
affect an area, such as splash weapons and many
evocation spells.
Dispersion: As swarmborn grow weary, they
become increasingly agitated and find it more
difficult to hold themselves together. When struck
by a successful critical hit or dealt damage by a spell
or effect that affects an area, the swarmborn must
attempt a Fortitude Saving throw (DC equal to the
damage dealt) or immediately disperse into the
individual creatures that make up their consciousness.
The swarmborn’s equipment falls to the ground where they
stood while dispersed. Reforming from dispersion is a full-
round action that draws attacks of opportunity.
When reduced to 0 or fewer hit points, swarmborn
immediately disperse into the individual creatures that make
13
13
Troglodytes Personal Names: One-Blue-Eye, Two-Missing-Fingers,
Walks-With-Limp
For ages, troglodytes have been reviled and vilified by
Clan Names: Barb-Tail, Mountain-Home, Sharp-Skull
the races of the mortal realm. Very few ever looked past
the race’s past exploits to find the good among them. That Troglodyte Racial Traits (12 RP)
changed when the Chaos spoke to them. Chaos is what +2 Str, +2 Con, –2 Cha: Troglodytes are strong and tough,
gave the troglodytes bravery enough to step out of their filthy but they hail from a naturally brutish society.
hovels and seek interaction with the other races. Although Medium: A troglodyte’s size gives no bonuses or penalties.
some adhere to the old Normal Speed: Troglodytes have a base speed of 30 ft.
ways, these changed souls Monstrous Humanoid: As monstrous humanoids,
have found a place in the troglodytes gain darkvision out to 60 ft.
world and work harder than Racial Skills: Troglodytes gain a +2 racial bonus on Stealth
ever to deserve it. checks that increases to +4 in rocky areas. They always treat
Physical Description: Stealth as a class skill.
Troglodytes have leathery skin Stench (Ex): As a swift action, a troglodyte can release a
covered in scales. Growths terrible stench from its pores. This sickens every creature
of bone sometimes form in without stench that is within 10 feet of the troglodyte
the shape of horns on the unless that creature succeeds at a Fortitude save (DC 10
head or around the neck + 1/2 the troglodyte’s level + its Con modifier). The
and shoulders. Their hands Troglodyte can use this ability for a total
and feet end in claws that number of rounds equal to 3 + its
some troglodytes learn level each day. These rounds do
to use as weapons, and not need to be consecutive.
they have powerful tails
that allow them to keep
their balance while
moving swiftly and
quietly.
Society: Troglodyte
society is brutish, with the
strongest members ruling
over anything they can defeat
through force. Those who seek
to escape this society are the
smaller, more intelligent lot.
Relations: As a race, troglodytes
have a poor reputation with non-
chaotic races, and particularly fey
races, due in large part to their
historical outlook of treating those
races as
food. Individual troglodytes,
however, seek redemption for the
sins of their past and try, however
impossible it may seem, to gain some
modicum of peace with those races.
Alignment and Religion: Even
troglodytes who have given up the barbaric
ways of their kin don’t stray too far from their
chaotic ways. Most have a firm respect for the
Chaos, citing to others that without it, they would
have never worked up the courage to become
who they are.
Adventurers: Troglodytes adventure to free
themselves from the stigma of their
past. If a troglodyte can prove
itself a capable ally, it
has succeeded in the
eyes of its newfound
life. To be honored as
something’s friend is the
highest form of recognition to these
14 troglodytes.
14
Faerie Races
The races of the Overrealm tend toward the awe-inspiring,
uniquely beautiful, or primarily animalian. Each race serves
Races
a specific purpose in the lands of the fey that can be applied
equally well when battling the followers of chaos on the
material plane.
The fey creatures that hail from the Overrealm were
created by the gods to act as their first line of defense against
the Chaos, should it ever return from the distant realms to
which it was banished. Over the millennia, this directive has
lost meaning to the firstborn mortal races, and they grew
complacent. With no immediate threat to deal with, the fey
were happy to go about their lives, tending to their reflection
of the material plane.
When the first signs of chaos appeared, the fey who
encountered them were driven mad by what they saw.
Those who found them didn’t fare much better. By the time a
proper defense was mounted against the incursion, only one
member of that second group remained cognizant enough
to provide insight. The creatures who entered the Overrealm
were beaten back, but they had succeeded in sewing discord
among the fey.
Believing their success to be a lasting one, the archfey
returned to their divided regions to shore up borders and
guard their realms jealously. They turned a blind eye to
smaller, infrequent attacks, claiming the alien beasts were the
remains of the main force. It was hard to argue against this
point when the assaults were haphazard and disjointed with
a clear lack of leadership.
Still, one faction worried that this was the intent. Unable Elfling Racial Traits (10 RP)
to prove their findings to their lords, the Fae resolved to +4 Dex, -2 Str, -2 Wis. Elflings are exceptionally nimble, but
battle the Chaos on their own terms. Pooling their resources, inattentive and physically weak.
they began recruiting mortal races and making them their Size: Elflings are Small creatures and thus gain a +1 size
champions in the war that was to come. bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty
to their Combat Maneuver Bonus and Combat Maneuver
Elflings Defense, and a +4 size bonus on Stealth checks.
In the fey realms, couplings between creatures of all kinds Type: Elflings are humanoids with both the elf and halfling
exist, leading to naturally born half-breeds such as centaurs, subtypes.
satyrs, and elflings. As the name implies, elflings are born to Base Speed: Elflings have a base speed of 30 feet.
elven and halfling parents. Low-light vision: Elflings can see twice as far as humans
Physical Description: Elflings are slight of frame and in conditions of dim light.
stand on average a head taller than their halfling kin. Most Mixed Heritage: Elflings are immune to magic sleep effects
have elven skin tones ranging from oak to birch, and their and gain a +2 racial saving throw bonus on all saving throws
hair, which is an elfling’s most prized trait, is often long and against fear.
worn in a style befitting their wild or regal upbringing. Keen Senses: Elflings receive a +2 racial bonus on
Society: Elflings grow up raised by their tribe, be it Perception checks.
primarily elven, halfling, or a mix of the two. Societies that Natural Climbers: Elflings receive a +2 racial bonus on
include elflings often do more trade with the world beyond Climb checks.
their forests. Languages: Elflings begin play speaking Common and
Relations: Elflings are seen by other races as a curiosity. Elven. Elflings with high Intelligence scores can choose
Their personalities are as varied as the halflings and elves Dwarven, Elven, Gnome, Goblin, and Halfling.
they grow up around. Most maintain a cheery, if somewhat
untamed disposition. Alternate Racial Traits
Alignment and Religion: An elfling’s religion depends Elflings can select any elf or halfling alternate racial traits
greatly on the race that raises her. They lean toward neutral that replace keen senses, and mixed heritage counts as
and good alignment elven immunities, elven magic, or fearless for the purpose of
Adventurers: Elflings make great rangers and rogues, and selecting alternate racial traits. In addition, elflings can select
while they aren’t as charismatic, decent sorcerers or bards. the following racial traits.
They tend to avoid more structured studies such as cleric or Elven Magic: Some elflings receive a +2 racial bonus on
monk. caster level checks made to overcome spell resistance. In
Names: Elflings are usually named by the society in which addition, they receive a +2 racial bonus on Spellcraft skill
they are raised. Some blend elven and halfling to honor both. checks made to identify the properties of magic items. This 15
racial trait replaces mixed heritage.
15
Otterlings prefer pitchy, sharp names. An otterling’s surname is based
on their family’s trade. Such surnames can be literal, such as
By Michael Ralston Galvis - Sageowl Press.
‘Fish’ for a family of fishermen, or more playful, like ‘Handsies’
Otterlings are a curious, funloving people who call the river for craftsmen.
shores of the world home. A typically quiet, peaceful race, they
rarely wander beyond the borders of their tiny settlements. Otterling Racial Traits (12 RP)
When danger threatens, however, heroic otterlings are quick +2 Dex, +2 Int, -2 Wis. Otterlings are cunning and quick,
to respond, so that their families can continue to live the easy but their ambition can get the better of them.
life to which they have all grown accustomed. Small Size: Otterlings are Small creatures and thus gain
Physical Description: Otterlings stand between three a +1 size bonus to their AC, a +1 size bonus on attack rolls,
and four feet tall. Their hair color includes a spectrum of a –1 penalty to their Combat Maneuver Bonus and Combat
reds, browns, grays, and whites. Their underside tends to be Maneuver Defense, and a +4 size bonus on Stealth checks.
lighter. Their skin has oil which repels water and they have Slow Speed: Otterlings have a base speed of 20 feet.
webbed paws, making them exceptional swimmers. They Swim: Otterlings swim at a base speed of 30 ft. They
have thick tails and fast-moving eyes. Despite their love of receive a +8 racial skill bonus on Swim checks.
fish, otterlings are clean creatures and rarely smell. Aware of Hold Breath: Otterlings can hold their breath for a number
how their appearances might influence others, they are sure of rounds equal to four times their Constitution score before
to freshen up before a social event. risking drowning or suffocating.
Society: Otterlings care very much for their families. Most Slippery Hide: Otterlings gain a +2 racial bonus on Escape
otterlings grow up looking after their grandparents and great- Artist checks and a +2 racial bonus to CMD against grapples
grandparents. For otterlings born into families that craft items, and on combat maneuver checks to escape a grapple.
they’ll spend their early years learning the family’s trade. Slippery Tongue: Otterlings are no strangers to winning
Many otterlings aspire to craft stunning jewelry. The mark over and deceiving others. They receive a +2 racial bonus on
of success for an otterling craftsman is for royalty or other Bluff and Diplomacy skill checks.
person of prestige to don their work. Tiny Pockets: Otterlings have one small pouch of skin
Relations: Otterlings are a joy to be around because under each of their armpits, allowing them to hide potion-size
they’re so energetic and no stranger to bending the rules. or smaller objects with ease. Otterlings receive a +2 racial
They make fast friends with half-orcs and halflings, finding bonus on Sleight of Hand skill checks when hiding an object
their passionate temperaments exciting. Otterlings don’t quite in their armpits.
understand gnomes. They see them as confusing, cryptic, Languages: Common. Otterlings with high Intelligence
and airy. Similarly, they can respect elven crafts, but scores can choose from the following: Dwarven, Goblin,
find the race to be arrogant at times. Halfling, and Orc.
Alignment and Religion: Friends of
otterlings see them as exceptional, cunning Racial Subtypes
allies who can find a solution to any debacle Ferret: Ferrets are the bardic cousins of otterlings. They
and are always ready to make tough enjoy dancing and games of chance over swimming. Ferrets
decisions. do not gain hold breath, slippery hide, or swim. Instead, once
Otterlings who value their allies rarely per day, when a ferret makes a Reflex saving throw, it can
steal from or betray them, believing roll twice and take the better result. It must decide to use
friendship to be more valuable than this ability before attempting the saving throw. The ferret also
coin. Otterlings typically subscribe to gains a +4 racial bonus on Stealth checks and has a normal
gods of prosperity, glory, and nobility. movement speed of 30 feet.
Adventurers: Otterlings’ love Fisher Cat: Fisher cat otterlings live away from rivers,
of fame and fortune make them preferring the forest. They are expert climbers, strong and
excellent adventurers, and fierce. They gain +2 Str instead of +2 Dex, climb speed 20
their resourcefulness on and feet and a +8 racial bonus on Climb checks instead of swim.
off the battlefield make They also lose hold breath. Starting at 5th level, a fisher cat
them powerful allies. An can cast screech once per day as a spell-like ability. The
otterling’s openness to all saving throw DC for this ability is 13 + the fisher cat’s Strength
available options means modifier.
it can strike at a problem Mink: Minks are otterlings who use their beauty over their
or enemy from different cunning to get their way. They gain +2 Cha instead of +2 Int.
angles. Otterlings They also trade slippery tongue for a +2 to Diplomacy checks,
are often rogues or and they always treat Diplomacy as a class skill.
wizards.
Names: Otterlings Screech
School evocation [sonic] Casting Time 1 standard action
Range 30 ft. Area 30-ft.-radius spread centered on you
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
Enemies in the area must make a successful saving
16 throw or immediately provoke attacks of opportunity from
foes that threaten them. You and your allies are unaffected
by your own screech.
16
Xendauni
Over 400 years ago, a race of shapechangers known as
xendauni were banished from the world by their elemental
Races
foes at the end of a great war. At the end of that period, they
were freed by one of their own and a mixed group of races
calling themselves the Children of Destiny. Now that they
are back in our reality, the xendauni have cautiously begun
leaving their ancient home in search of more.
The xendauni have developed a natural way of hiding
themselves that they call face-blending. This technique allows
a xendauni to change its appearance rapidly to distract and
avoid enemies. Living amongst giant spiders and poisonous
flora, xendauni have also learned how to better resist toxins
and other effects which would harm them from the inside.
Physical Description: Xendauni are trim, athletic
humanoids with glossy black skin and eyes of a singular
shade of blue or purple. Male xendauni have no body hair
of their own, while females often have hair to match their
eyes, which on occasion can also be green. When excited or
worried, a xendauni’s eyes trail color as they move.
Xendauni children age at the same rate as humans and
reach maturity between 12 and 15 years of age, at which
time, the xendauni’s appearance, scars and all, remain. Only Xendauni Racial Traits (10 RP)
after the first century of life does a xendauni show any other +2 Dex, +2 Int: Xendauni are cunning and quick, but their
signs of aging; at which point their skin grows duller over time. ambition can get the better of them.
Society: In their homeland, xendauni often dress to suit. Medium Size: Xendauni are Medium creatures and thus
Leathers of dyed black and cloths of gray are traditional garb receive no bonuses or penalties due to their size.
for warriors and officials. Common folk and the eccentric Normal Speed: Xendauni have a base speed of 30 feet.
dress in tones befitting their eyes. On special occasions, all Low-Light Vision: A xendauni can see twice as far as a
xendauni have a preferred suit or dress adorned with bark human in conditions of dim light.
jewelry crafted from the blackened trees which surround them. Change Shape (Su): A xendauni can assume the
Relations: The xendauni of pnumadesi are hermitic in appearance of any Small or Medium humanoid as the alter
nature and prefer to stay in the black forest unless provoked. self spell, save that it does not adjust its ability scores.
In the fight against the elementals, some xendauni would Shadowy Skin: Xendauni gain a +2 racial bonus on Stealth
rather know their enemy better; while others choose to strike checks. They always treat Stealth as a class skill. When the
first and ask questions later. Xendauni will usually have xendauni is in its natural form, this bonus increases to +4.
some eventual goal to complete and return home. While on Poison Resistance: Xendauni gain a racial bonus on
a mission, a xendauni will work with whomever helps, but saving throws against poison effects equal to their Hit Dice.
remain hesitant or quiet for long periods of time. Only in close Languages: Common and Xendauni. Xendauni with high
company is a xendauni truly able to open up and look past his Intelligence scores can choose from the following: Aquan,
own ingrained fears of others. Auran, Draconic, Elven, Ignan, Terran.
Alignment and Religion: Xendauni without the faith
(natural-born divine power) are rarely religious, preferring to Alternate Racial Traits
trust their own ability over an absent god. Outside of its elder- Xendauni can select the following racial traits. They can
run society, a xendauni can come off as chaotic, but most are also pick up any of these traits as a feat without replacing
just trying to adapt to the outside world. another racial trait.
Adventurers: Rogues appreciate the naturally subtle Arcane Tradition: Trained by the magelords of their
ways of the xendauni. Intellectuals find common ground homeland, these xendauni gain a +2 racial bonus on
when working with any xendauni, since most would love to Knowledge (arcana) and Spellcraft checks, and they always
learn something about the elusive race and their dangerous treat Knowledge (arcana) as a class skill. This racial trait
home. Most other classes accept the xendauni race as they replaces shadowy skin.
would rogues; which often amounts to a general distrust of Face-Blending (Su): When fighting defensively, the
something unknown. xendauni gains a +4 Dodge bonus to AC instead of a +2. If
Male Names: Arawn, Briac, Caalan, Darinshea, Deverell, the xendauni has Combat Expertise, this bonus increases to
Kearne, Kieran, Laan, Nahma, Shea +6 before applying any additional penalties. A xendauni that
Female Names: Aithne, Brina, Caiimhe, Carah, Dierdre, can’t change shape can’t benefit from thsi ability. This racial
Kaie, Saia trait replaces poison resistance.
Highborn Family Names: Anomo, Belena, Daono, Diona, Mockery: Some xendauni adopt the form of another race
Elatha, Niada, Roada, Segomo, Setanto, Tatito, Toatha and live as it does. The xendauni chooses a race and gains
Middleborn Family Names: Ano, Bela, Dano, Dina, Ela, both a defense racial trait and a feat and skill racial trait
Nia, Roa, Sego, Seto, Tato, Toa gained by that race. If the race has darkvision, the xendauni
Lowborn Family Names: Commoners and eccentrics can choose that instead of either. This racial trait replaces
17
seldom, if ever, have a last name of any pronounceable value. change shape.
17
Mortal Races –1 penalty to their Combat Maneuver Bonus and Combat
The mortal world, known by some as the material plane, Maneuver Defense, and a +4 size bonus on Stealth checks.
is in danger. Entities from beyond the stars threaten the very Type: Dwarrow are humanoids with both the dwarf and
existence of all of the gods’ creations. Scant few have heard gnome subtypes.
of this looming peril, but they have made it their mission to Slow and Steady: Dwarrow have a base speed of 20 feet,
warn others. If only those others would listen; would give them but their speed is never modified by armor or encumbrance.
a moment without hurrying off, trying to avoid eye contact. Darkvision: Dwarrow can see in the dark up to 60 feet.
Yet, they persist. Like the preachers of the many religions, Stable: Dwarrow gain a +2 racial bonus to their Combat
calling out to the faithless, they walk up and down the streets, Maneuver Defense when resisting a bull rush or trip attempt
yelling, trying to make the others understand. while standing on the ground.
Soon, it will be too late, and the creatures of the Chaos will Irrepressible: Half-dwarves gain a +2 racial bonus on
descend, and they will bring with them wanton destruction. saving throws against poison and illusion spells and effects.
Then, maybe, the others will pay heed. Defensive Training: Dwarrow gain a +4 dodge bonus to
Dwarves, gnomes, half-orcs, halflings, and humans. AC against monsters of the giant subtype.
Many are the mortal races that live upon the world. Their Stone Speaker: Dwarrow with a Charisma of 11 or higher
interactions have built and ruined nations within a single gain the following spell-like abilities: 1/day—know direction,
member’s lifetime. Yet, they survive. More so, they flourish. locate object (gems only), mending, and pet rock*. The caster
There are other, less populous mortal races that live in level for these effect is equal to the dwarrow’s level. *This
remote regions, or hidden away in plain sight. With the world spell is detailed in chapter 6.
changing all the time, it’s entirely possible some individuals Languages: Dwarrow begin play speaking Common,
from these races have left the safety of their homes to search Dwarven and Gnome. Dwarrow with high Intelligence scores
for gold, glory, or a good story. can choose Abyssal, Draconic, Giant, Gnoll, Goblin, and Orc.
Races
they can earn that through the physical effort at which they select the following racial traits.
are so good. Many try to avoid the barbaric ways of orcs, Hardy: Some dworgs gain a +2 racial bonus on saving
preferring to train as fighters, paladins, or rangers instead. throws against poison, spells, and spell-like abilities. This
Names: Names given to dworgs by their orcish slavers racial trait replaces orc ferocity.
are usually one-syllable grunts that make it easy to bark out
orders in their barbaric tongue. Dwarves allow dworgs in their Half-Dwarf
community to take dwarven names, but usually denote them Half-dwarves enjoy the freedoms of being human with a
with half- in some way, such as Roark Half-Hill and Drek Half- dwarf’s lifespan and a hearty constitution. Except for a firm
Hammer. appreciation of stone and no-nonsense attitude, not much
differentiates the race. Half-dwarves are usually proud of their
Dworg Racial Traits (9 RP)
heritage, though, lauding their human parent for finding such
+2 Str, +2 Con, -2 Int. Dworgs are bred for their powerfully
a remarkable mate as a dwarf and convincing said dwarf to
physical build, while things like Intelligence are ignored or
have them.
outright punished by orcish breeders.
Physical Description: Humans often mistake half-dwarves
Medium: Dworgs are Medium creatures and thus receive
for tall dwarves, while dwarves consider them short humans.
no bonuses or penalties due to their size.
Neither is wrong, but if one looks more closely at the short
Type: Dworgs are humanoids with both the dwarf and orc
beard and strong facial features, they can begin to recognize
subtypes.
the difference.
Slow and Steady: Dworgs have a base speed of 20 feet,
Society: Half-dwarves blend in well with the society they
but their speed is never modified by armor or encumbrance.
call home, be it dwarf or human in nature. They don’t tend
Stable: Dworgs gain a +2 racial bonus to their Combat
to make too much fuss about representation of their kind,
Maneuver Defense when resisting a bull rush or trip attempt
preferring to live quietly, letting others think what they will of
while standing on the ground.
the circumstances of their birth.
Darkvision: Dworgs can see in the dark up to 60 feet.
Relations: Other races don’t have much problem with
Orc Ferocity: Once per day, when a dworg is brought
half-dwarves, seeing as it can be difficult to distinguish them
below 0 hit points but not killed, he can fight on for 1 more
from common dwarves or humans at times. For their part, the
round as if disabled. At the end of his next turn, unless brought
race holds a firm stance on building trust first, so they can
to above 0 hit points, he immediately falls unconscious and
sometimes fall to arguing with halflings, tieflings, and other
begins dying.
roguish types.
Languages: Dworgs begin play speaking Dwarven and
Alignment and Religion: Half-dwarves raised by dwarves
orc. Dworgs with high Intelligence scores can choose Abyssal,
tend to worship dwarven gods, while those raised around
Draconic, Giant, Gnoll, and Goblin.
humans may pick up any religion that suits them. Half-
dwarves are more often than not a lawful race.
Adventurers: Half-dwarves lean toward adventuring as
warrior-types, but clerics and paladins are not unheard of. In
areas with strong occult teachings, half-dwarf kineticists and
truenamers abound.
Names: Half-dwarves
blend common human
names, like Stanley,
with dwarven
names like
Brick into
original
names like
Stanbrick or
Prismond.
19
19
Half-Dwarf Racial Traits (9 RP) They are wary of overly social races, such as halflings and
+2 to One ability Score: Half-dwarf characters get a humans, but believe dwarves and elves can be too close-
+2 bonus to one ability score of their choice at creation to minded. Other races react to leonin as they would catfolk,
represent their varied nature. and only through interaction do they realize the differences.
Medium: Half-dwarves are Medium creatures and thus Alignment and Religion: Leonin laws hold to a natural
receive no bonuses or penalties due to their size. order and in some tribes it’s kill or be killed. They recognize
Type: Half-dwarves are humanoids with both the human trial by combat, and worship of their neutral gods heavily
and dwarf subtypes. influences their architecture and way of living.
Well-Balanced: Half-dwarves have a base speed of 30 feet, Adventurers: A leonin adventures to right some wrong that
and their speed is never modified by armor or encumbrance. was done to him, his family, or his tribe. When away from
Languages: Half-dwarves begin play speaking Common other members of his race, a leonin will adopt his adventuring
and Dwarven. Half-dwarves with high Intelligence scores can companions as a small tribe, either placing himself or
choose any languages they want (except secret languages, somebody he trusts to beat him in battle as their defacto
such as Druidic). leader.
Hardy: Half-dwarves gain a +2 racial bonus on saving Names: A leonin’s name is a story about the individual that
throws against poison, spells, and spell-like abilities. often translates to things like Born Under a Blue Moon, He
Stable: Half-dwarves gain a +2 racial bonus to their Combat Keeps Watch, Sight of Day, or Wildcat.
Maneuver Defense when resisting a bull rush or trip attempt
while standing on the ground. Leonin Racial Traits (10 RP)
Low-Light Vision: Half-dwarves can see twice as far as +2 Str, +2 Cha, -2 Int: Leonin are strong and proud, but
humans in conditions of dim light. their way of living lacks some of the teachings of other races.
Tough: Half-dwarves receive Toughness as a bonus feat Medium: Leonin are Medium creatures and thus receive
at 1st level. no bonuses or penalties due to their size.
Catfolk: Leonin are humanoids with the catfolk subtype.
Alternate Racial Traits Normal Speed: A leonin has a base speed of 30 feet.
Half-dwarves can select any dwarf or human alternate Low-Light Vision: A leonin can see twice as far as a
racial traits that replace hardy or their bonus feat. In addition, human in conditions of dim light.
a half-dwarf can select the following racial traits. Intimidating Prowess: Leonin begin with Intimidating
Darkvision: Some half-dwarves maintain their racial Prowess as a bonus feat.
darkvision. This racial trait replaces Toughness and low-light Natural Hunter: Leonin receive a +2 racial bonus on
vision. Perception, Stealth, and Survival checks.
Stability: Half-dwarves are sometimes stockier, granting Languages: Leonin begin play speaking Common and
them their full +4 bonus from stability, but their speed is Catfolk, but their dialect is different, making some words
reduced to 20 feet. harder to understand or translate between the two. Leonin
Greedy: Half-dwarves raised by dwarves gain the greedy with high Intelligence scores can choose Draconic, Elven,
racial trait, but they can only choose from dwarf language Gnoll, Goblin, and Orc.
options.
Alternate Racial Traits
Leonin A leonin can select the following
racial traits.
Natives of a foreign realm, the leonin are strong allies in Cat’s Claws: Some leonin have stronger
the war against the Chaos. Unlike the catfolk with whom most and more developed claws than other
are familiar, these naturalistic warriors rarely seek adventure members of their race, and can use them
for fun, preferring instead to focus on the task at hand and to make attacks. Leonin with this racial
success in its execution above all else. trait have a pair of claws they can use
Physical Description: Leonin are strong and as natural weapons. These claws
physically imposing. Males and females both are primary attacks that deal 1d4
wear their hair long, often braided with trinkets points of damage. This racial trait
taken from their victories. They prefer replaces natural hunter.
shining armor to mute leathers, and
wear their ceremonial attire
proudly when given reason
to celebrate.
Society: Leonin
society is tribal, holding to
a standard dictated by their
tribunal of elders which always
consists of a male (the true leader) and two females
(his mates and advisors). Should the male be lost,
either through death or exile, the females lead
until a proper replacement can be found.
Relations: Leonin generally treat others
20 as equal until they find reason not to.
20
Otherworldly: Leonin with strong
ties to their native lands are considered
outsiders with the catfolk and native
Races
subtypes. They gain darkvision and
are immune to light-based blindness
and dazzle effects. They are treated
as one level higher when determining
the effects of any light-based spells or
effects they cast (including spell-like
and supernatural abilities). A leonin
with an Intelligence of 10 or higher can
cast light at will as a spell-like ability.
This racial trait replaces low-light
vision and Intimidating Prowess.
Quick Reactions: Some leonin are
more about action over intimidation.
These leonin gain Improved Initiative
as a bonus feat. This racial trait
replaces intimidating prowess.
Scent: Some leonin favor a keen
sense of smell over sensitive sight.
Leonin with this racial trait gain the
scent ability. This racial trait replaces
the low-light vision racial trait.
21
Classes
22
22
2
A reality-shattering war looms on the horizon. Fundamental Convoker (Paladin/Summoner)
powers churn and rip apart the landscape with terrible,
A stalwart follower of her god who crafts powerful allies in
uncaring precision and reckless abandon, each trying to gain
its image to defeat enemies.
Classes
the upper hand. In the eye of the storm, heroes rise to protect
their worlds, their homes. These brave souls come from all Paladins are tied to their deity by more than even their cleric
walks of life, and while they may stand on different sides of allies. A pact of sorts is formed between the paladin and her
the conflict, they all seek to contain it so that their ways of god which not only gives her access to magic, it also grants
living can go on. her divine health and power with which to lay her enemies
This chapter introduces several classes spread across low. Convokers take this gift and apply it to the literal creation
the different areas of influence. Base classes, such as the of idols representing their beliefs and granting physical form
battle augur, heir apparent, necromancer, and truenamer, find to their faith.
their place among the legendary tropes of fantasy. Alternate Role: Like paladins, convokers have a driving need to
classes, such as the accelerist, offer a new way to look at protect others. Like summoners, they achieve this by fighting
existing rules. And hybrid classes like darkseeker, dulra, alongside their avatar or sending it to handle one threat while
and midnight legate find exciting ways to explore the union they focus on another.
of multiple classes into a unique option that expands what Alignment: Lawful Good
player characters are capable of. Hit die: d8
When the dust settles, and the war is won, the meek won’t Parent Classes: Paladin and summoner.
inherit what remains of the world. The brave, the daring, and Starting Wealth: 3d6 x 10 gp (average 100 gp).
the unconventional, however, will have a good chance to.
Class Skills
The convoker’s skills are Craft (Int), Fly (Dex), Handle
Divine Classes Animal (Cha), Heal (Wis), Knowledge (religion) (Int),
Those with faith in the gods find themselves blessed with Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft
amazing gifts. Divine power flows within them, steeling their (Int), and Use Magic Device (Cha).
hearts and burning through their enemies. Skill Ranks per Level: 2 + Int modifier.
Every god has his or her own way of battling the
Chaos. Even those whose alignment would, to a mortal’s
Class Features
All of the following are class features of the convoker.
understanding of the concept, place them in allegiance with
Weapon and Armor Proficiency: Convokers are proficient
it struggle against the destructive power to preserve reality
with all simple weapons and light armor as well as their deity’s
and cultivate their followers. What follows are examples of
favored weapon (if any).
the power of the gods themselves, gifted to the creatures who
Aura of Good (Ex): The power of a convoker’s aura of
continue to have faith, even when told that it is the gods who
good (see the detect good spell) is equal to her convoker
should revere them.
level.
Table: Convoker
Base
Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th
1st 0 +2 +0 +2 Aura of good, avatar, detect evil, life — — — — — —
link
2nd +1 +3 +0 +3 Divine grace, lay on hands — — — — — —
3rd +2 +3 +1 +3 Aura of courage, bond senses, smite — — — — — —
evil 1/day
4th +3 +4 +1 +4 Shield ally 0 — — — — —
5th +3 +4 +1 +4 Righteous convocation 1 — — — — —
6th +4 +5 +2 +5 Smite evil 2/day 1 — — — — —
7th +5 +5 +2 +5 Divine plea 1 0 — — — —
8th +6/+1 +6 +2 +6 Transposition 1 1 — — — —
9th +6/+1 +6 +3 +6 Smite evil 3/day 2 1 — — — —
10th +7/+2 +7 +3 +7 Wrathful convocation 2 1 0 — — —
11th +8/+3 +7 +3 +7 Aura of resolve 2 1 1 — — —
12th +9/+4 +8 +4 +8 Greater shield ally, smite evil 4/day 2 2 1 — — —
13th +9/+4 +8 +4 +8 Divine aspect 3 2 1 0 — —
14th +10/+5 +9 +4 +9 Aura of justice 3 2 1 1 — —
15th +11/+6/+1 +9 +5 +9 Smite evil 5/day 3 2 2 1 — —
16th +12/+7/+2 +10 +5 +10 Invoke magic 3 3 2 1 0 —
17th +12/+7/+2 +10 +5 +10 Aura of faith 4 3 2 1 1 —
18th +13/+8/+3 +11 +6 +11 Smite evil 6/day 4 3 2 2 1 —
19th +14/+9/+4 +11 +6 +11 Invoke greater magic 4 3 3 2 1 0
20th +15/+10/+5 +12 +6 +12 Greater divine aspect, perfect 4 4 3 3 1 1 23
convocation
23
damage to send it back to its home plane, the convoker can
sacrifice any number of hit points. Each hit point sacrificed
in this way prevents 1 point of damage done to the avatar.
This can prevent the avatar from being sent back to its home
plane.
In addition, the avatar and the convoker must remain within
100 feet of one another for the avatar to
remain at full strength. If the
avatar is beyond 100 feet
but closer than
1,000
feet,
i t s
current
and maximum
hit point totals are
reduced by 50%.
If the avatar is more
than 1,000 feet away
but closer than 10,000
feet, its current and
maximum hit point totals
are reduced by 75%. If the avatar
is more than 10,000 feet away, it is
immediately returned to its home plane.
Current hit points lost in this way
are not restored when the
avatar gets closer to
its convoker, but its
maximum hit point
total does return to
normal.
Divine Grace (Su): At 2nd level, a
convoker gains a bonus equal to her Charisma bonus
(if any) on all Saving Throws.
Avatar: A convoker begins play with the Lay on Hands (Su): Beginning at 2nd level, a
ability to summon to her side an avatar convoker can heal wounds (her own or those of others) by
of her god. This avatar is an outsider that touch. Each day she can use this ability a number of times
forms a link with the convoker, who forever after summons equal to 1/2 her convoker level plus her Charisma modifier.
an aspect of the same creature. This ability functions like the With one use of this ability, a convoker can heal 1d6 hit points
unchained summoner eidolon ability, except as noted here. of damage for every two convoker levels she possesses.
The first time a convoker summons her god’s avatar, she Using this ability is a standard action, unless the convoker
chooses a subtype within one step of her alignment to give it. targets herself, in which case it is a swift action. Despite the
The convoker’s avatar can never be chaotic or evil, and once name of this ability, a convoker only needs one free hand to
the subtype has been chosen, it can’t be changed. use this ability.
Starting at 5th level, a convoker can use lay on hands Alternatively, a convoker can use this healing power to deal
through her avatar. At 10th level, she can also use smite evil. damage to undead creatures, dealing 1d6 points of damage
The avatar does not always follow the commands of its for every two levels the convoker possesses. Using lay on
convoker, rather it listens to them and considers them. If hands in this way requires a successful melee touch attack
the avatar deems its orders outside of its own needs it will and doesn’t provoke an attack of opportunity. Undead do not
ignore them and do as it sees fit. For this reason, convokers receive a saving throw against this damage.
are particularly careful not to displease their gods, lest their Aura of Courage (Su): At 3rd level, a convoker is immune
avatar ignore them entirely. to fear (magical or otherwise). Each ally within 10 feet of her
Detect Evil (Sp): At will, a convoker can use detect evil, gains a +4 morale bonus on saving throws against fear effects.
as the spell. A convoker can, as a move action, concentrate This ability functions only while the convoker is conscious,
on a single item or individual within 60 feet and determine if it not if she is unconscious or dead.
is evil, learning the strength of its aura as if having studied it Bond Senses (Su): Starting at 2nd level, a convoker can,
for 3 rounds. While focusing on one individual or object, the as a standard action, share the senses of her avatar, hearing,
convoker does not detect evil in any other object or individual seeing, smelling, tasting, and touching everything the avatar
within range. does. She can use this ability a number of rounds per day
24 Life Link (Su): Starting at 1st level, a convoker forms a equal to her convoker level. There is no range to this effect,
close bond with her avatar. Whenever the avatar takes enough but the avatar and the convoker must be on the same plane.
The convoker can end this effect as a free action.
24
Smite Evil (Su): Starting at 3rd level, a convoker can call out Shield Ally (Ex): At 4th level, whenever a convoker is
to the powers of good once per day to aid her in her struggle within her avatar’s reach, the convoker receives a +2 shield
against evil. As a swift action, the convoker chooses one bonus to her Armor Class and a +2 circumstance bonus on
Classes
target within sight to smite. If this target is evil, the convoker her saving throws. This bonus does not apply if the avatar is
adds her Cha bonus (if any) to her attack rolls and adds her grappled, helpless, paralyzed, stunned, or unconscious.
convoker level to all damage rolls made against the target At 12th level, whenever an ally is within reach of the
of her smite. If the target of smite evil is an outsider with the convoker’s avatar, the ally gains a +2 shield bonus to its
evil subtype, an evil-aligned dragon, or an undead creature, Armor Class and a +2 circumstance bonus on its saving
the bonus to damage on the first successful attack increases throws. If this ally is the convoker, these bonuses increase
to 2 points of damage per level the convoker possesses. to +4. This bonus does not apply if the avatar is grappled,
Regardless of the target, smite evil attacks automatically helpless, paralyzed, stunned, or unconscious.
bypass any DR the creature might possess. Spells: Beginning at 4th level, a convoker gains the ability
In addition, while smite evil is in effect, the convoker gains to cast a small number of divine spells which are drawn from
a deflection bonus equal to her Charisma modifier (if any) the paladin or unchained summoner spell list. A convoker
to her AC against attacks made by the target of the smite. If must choose and prepare her spells in advance.
the convoker targets a creature that is not evil, the smite is To prepare or cast a spell, a convoker must have a Charisma
wasted with no effect. score equal to at least 10 + the spell level. The Difficulty Class
The smite evil effect remains until the target of the smite is for a saving throw against a convoker’s spell is 10 + the spell
dead or the next time the convoker rests and regains her uses level + the convoker’s Charisma modifier.
of this ability. At 4th level, and at every three levels thereafter, Like other spellcasters, a convoker can cast only a certain
the convoker may smite evil one additional time per day, as number of spells of each spell level per day. Her base daily
indicated on Table: Convoker, to a maximum of seven times spell allotment is given on Table: Convoker. In addition, she
per day at 19th level. receives bonus spells per day if she has a high Charisma
score (see Table: Ability Modifiers and Bonus Spells). When
Table: Convoker indicates that the convoker gets 0 spells per
Divine Codes of Conduct day of a given spell level, she gains only the bonus spells she
A convoker must be of lawful good alignment and loses would be entitled to based on her Charisma score for that
all class features except proficiencies if she ever willingly spell level.
commits an evil act. The same is true of a witchblade who A convoker must spend 1 hour each day in quiet prayer and
allows herself to become too chaotic in nature. meditation to regain her daily allotment of spells. A convoker
Additionally, both a convoker’s code and a witchblade’s may prepare and cast any spell on the paladin or unchained
requires that she respect legitimate authority, act with honor summoner spell list, provided that she can cast spells of that
(not lying, not cheating, not using poison, and so forth), help level, but she must choose which spells to prepare during her
those in need (provided they do not use the help for evil daily meditation.
or chaotic ends), and punish those who harm or threaten Through 3rd level, a convoker has no caster level. At 4th
innocents. level and higher, her caster level is equal to her convoker
Associates: While she may adventure with good or level – 3.
neutral allies, a convoker avoids working with evil characters Righteous Convocation: At 5th level, a convoker’s avatar
or with anyone who consistently offends her moral code. either its base save bonus or the convoker’s (as calculated
Under exceptional circumstances, a convoker can ally with from all her classes), whichever is better. The avatar uses its
evil associates, but only to defeat what she believes to be own ability modifiers to saves, and it doesn’t share any of the
a greater evil. A convoker should seek an atonement spell other bonuses that the convoker might have on saves. This
periodically during such an unusual alliance, and should also applies to the convoker’s base attack bonus and skill
end the alliance immediately should she feel it is doing more ranks.
harm than good. A convoker may accept only henchmen, Divine Plea (Su): At 7th level, as a standard action, a
followers, or cohorts who are lawful good. convoker can call her avatar to her side. This functions as
A witchblade has no such moral restriction. Instead, she dimension door, using the convoker’s caster level. When this
treats chaotic creatures who fall out of line too often the ability is used, the avatar appears adjacent to the convoker (or
same as a paladin treats evil. While she’s willing to work as close as possible if all adjacent spaces are occupied). If the
with chaotic creatures to get a job done, she will not hesitate avatar is out of range, the ability is wasted. The convoker can
to put them in their place if they become too troublesome. use this ability once per day at 7th level, plus one additional
Ex-Convokers: A convoker who ceases to be lawful time per day at 10th, 14th, and 18th level.
good, who willfully commits an evil act, or who violates the Transposition (Su): At 8th level, a convoker can use
code of conduct loses all convoker spells and class features her maker’s call ability to swap locations with her avatar. If
(including the service of her god’s avatar, but not weapon, the avatar occupies more squares than the convoker, the
armor, and shield proficiencies). She may not progress any convoker can appear in any square occupied by the avatar.
further in levels as a convoker. She regains her abilities and The avatar must occupy the square that was occupied by the
advancement potential if she atones for her violations (see convoker if able, or as close as possible if it is not able.
atonement), as appropriate. Wrathful Convocation: At 10th level, the avatar’s base
Ex-Witchblades: A witchblade who ceases to be lawful attack bonus is equal to the convoker’s level and it gains +1
neutral, who willfully commits a chaotic act, or who violates hit point per hit die it possesses. In addition, the convoker
her code of conduct suffers the same fate as convokers
described above.
may smite evil through the avatar. 25
25
Aura of Resolve (Su): At 11th level, a convoker is immune Alignment: Neutral or any lawful.
to charm spells and spell-like abilities. Each ally within 10 Hit Die: d8.
feet of her gains a +4 morale bonus on saving throws against Parent Classes: Cleric and rogue.
charm effects. Starting Wealth: 4d6 × 10 gp (average 140 gp.)
This ability functions only while the convoker is conscious,
not if she is unconscious or dead. Class Skills
Divine Aspect (Su): At 13th level, a convoker can divert up The darkseeker’s class skills are Appraise (Int), Craft
to 2 points from her avatar’s evolution pool to add evolutions to (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana)
herself. She cannot select any evolution that the avatar could (Int), Knowledge (history) (Int), Knowledge (nobility) (Int),
not possess, and she must be able to meet the requirements Knowledge (planes) (Int), Knowledge (religion) (Int),
as well (except for subtype requirements, so long as her Linguistics (Int), Profession (Wis), Sense Motive (Wis),
avatar meets the subtype requirement). She cannot select Stealth, Sleight of Hand, and Spellcraft (Int).
the ability increase evolution through this ability. Any points Skill Ranks per Level: 6 + Int Modifier.
spent in this way are taken from the avatar’s evolution pool
(reducing the total number available to the avatar). The Class Features
convoker can change the evolutions granted by these points All of the following are class features of the darkseeker.
anytime she can change the avatar’s evolutions. Weapon and Armor Proficiencies: Darkseekers are
At 20th level, a convoker can divert more of her avatar’s proficient with all simple weapons, light armor, medium armor,
evolutions to herself. The maximum number of evolution and shields (except tower shields). They are also proficient
points the convoker can divert increases to 6. In addition, the with one martial or exotic melee weapon of their choice.
avatar loses 1 point from its evolution pool for every 2 points Aura (Ex): A darkseeker of an, evil, good, or lawful
(or fraction thereof ) diverted to the convoker instead of losing alignment has a particularly powerful aura corresponding to
1 point from the evolution pool for each point diverted. that alignment (see detect evil for details).
Aura of Justice (Su): At 14th level, a convoker can expend Spells: A darkseeker casts divine spells which are drawn
two uses of her smite evil ability to grant the ability to smite from the cleric spell list. Her alignment, however, may restrict
evil to all allies within 10 feet, using her bonuses. Allies must her from casting certain spells opposed to her moral or ethical
use this smite evil ability by the start of the convoker’s next beliefs. A darkseeker must choose and prepare her spells in
turn and the bonuses last for 1 minute. Using this ability is advance.
a free action. Evil creatures gain no benefit from this ability. To prepare or cast a spell, a
Invoke Magic: At 16th level, a convoker’s magical ability darkseeker must have a Wisdom
is greatly increased by her connection to her deity. She score equal to at least 10 + the
gains access to 5th-level spells, chosen from the unchained spell level. The Difficulty Class for a
summoner spell list. She can cast 0 5th-level spells (plus saving throw against a darkseeker’s
any gained from a high ability modifier) per day at 16th spell is 10 + the spell level + the
level, and 1 spell per day at 17th level. darkseeker’s Wisdom modifier.
At 19th level, the convoker gains access to 6th-level Like other
spells, prepared from the unchained summoner spell list. She spellcasters,
can cast 0 6th-level spells per day at 19th level, and 1 spell a darkseeker
per day at 20th level. can cast only a
Aura of Faith (Su): At 17th level, a convoker’s weapons certain number of spells of
are treated as good-aligned for the purposes of overcoming each spell level per day. Her
Damage Reduction. Any attack made against an enemy base daily spell allotment is
within 10 feet of her is treated as good-aligned for the given on Table: Darkseeker.
purposes of overcoming Damage Reduction. In addition, she receives
This ability functions only while the convoker is conscious, bonus spells per day if she
not if she is unconscious or dead. has a high Wisdom score.
Perfect Convocation: The convoker has become a true Darkseekers meditate or pray
conduit for her god’s divine power. Her base attack bonus for their spells. Each darkseeker
is now equal to her level, and her hit die becomes a d10. must choose a time at which she
She may now use the better of her or her avatar’s attacks, must spend 1 hour each day
saving throws, and skill bonuses. Magical bonuses are still in quiet contemplation or
not shared in this way. supplication to regain
her daily allotment
of spells. Time spent
Darkseeker (Cleric/Rogue) resting has no effect on
Shh. whether a darkseeker
can prepare spells. A
Very little is known about the Priests of the Shadow’s Path, darkseeker may prepare
except that they continue to worship the former god of secrets and cast any spell on the
many years after his death at the hands of his creations, the cleric spell list, provided that
seekers. In an effort to protect what is rightly theirs, the new she can cast spells of that
gods of secrets have given the order for their mortal kin level, but she must choose
26 to begin training darkseekers; agents of shadow who blend which spells to prepare
mysticism and tactics usually reserved for those connected during her daily meditation.
to the hivemind.
26
Domain: A darkseeker’s deity influences her alignment, Finesse Training (Ex): At 2nd level, a darkseeker gains
what magic she can perform, her values, and how others see Weapon Finesse as a bonus feat. In addition, starting at 5th
her. A darkseeker chooses one domain from the following level, she can select any one type of weapon that can be used
list: Artifice, air, darkness, glory, knowledge, luck, travel, and
Classes
with Weapon Finesse (such as rapiers or daggers). Once this
trickery. In addition, a darkseeker can select an alignment choice is made, it cannot be changed. Whenever she makes a
domain if her alignment matches that domain. successful melee attack with the selected weapon, she adds
Each domain grants a number of domain powers, her Dexterity modifier instead of her Strength modifier to the
dependent upon the level of the darkseeker, as well as a damage roll. If any effect would prevent the darkseeker from
number of bonus spells. A darkseeker gains one domain adding her Strength modifier to the damage roll, she does
spell slot for each level of darkseeker spell she can cast, from not add her Dexterity modifier. The darkseeker can select an
1st on up. Each day, a darkseeker can prepare one of the additional weapon at 9th level, 13th level, and 17th level.
spells from her domains in that slot. If a domain spell is not Seeker Talents: As a darkseeker gains experience, she
on the cleric spell list, a darkseeker can prepare it only in learns a number of talents that aid her and confound her foes.
her domain spell slot. Domain spells cannot be used to cast Starting at 2nd level, a darkseeker gains one seeker talent.
spells spontaneously. She gains an additional seeker talent for every 6 levels of
In addition, a darkseeker gains the listed powers from her darkseeker attained after 2nd level. Unless stated otherwise,
domain, if she is of a high enough level. Unless otherwise a darkseeker cannot select an individual talent more than
noted, activating a domain power is a standard action. once.
Spontaneous Casting: A darkseeker can channel stored Shadow Armor Training (Ex): A darkseeker does not
spell energy into cleric or wizard spells with the [darkness] or possess the natural armor of her god. Instead, she must
[shadow] descriptors that she did not prepare ahead of time. learn to survive with manufactured equipment. Starting at
The darkseeker can “lose” any prepared spell or unspent 3rd level, whenever she is wearing armor, the darkseeker
spell slot in order to cast one of these spells of the same reduces its armor check penalty by 1 (to a minimum of 0)
spell level or lower (most of these spells have “darkness” or and increases the maximum Dexterity bonus allowed by her
“shadow” in their name). armor by 1. Every four levels thereafter (7th, 11th, and 15th),
Shadowed Strike (Su): A darkseeker can also channel these bonuses increase by +1 each time, to a maximum –4
stored spell energy into a light or one-handed finesse weapon reduction of the armor check penalty and a +4 increase of the
(such as a rapier). As a standard action, the darkseeker can maximum Dexterity bonus allowed.
“lose” any prepared spell or unspent spell slot in order to allow In addition, a darkseeker can also move at her normal
her attacks with that weapon to target touch AC for a number speed while wearing medium armor.
of attacks equal to the spell level + her Wisdom modifier. Shadowed Armor (Su): At 6th level, a darkseeker can
At 4th level, and every 3 levels thereafter, attacks made spend 2 attacks from shadowed strike as a swift action to
with shadowed strike can also deal additional sneak attack weave shadow magic into her armor, adding her armor bonus
damage, as indicated on Table: Darkseeker. This functions to her touch AC for 1 minute. At 12th level, she need only
as the rogue ability. spend 1 attack from shadowed strike. At 18th level, she gains
shadowed armor as long as she has at least 1 attack with
shadowed strike remaining.
Table: Darkseeker
Base
Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Aura, domain, spontaneous casting, 1+1 — — — — —
shadowed strike
2nd +1 +0 +3 +3 Finesse training, seeker talent 2+1 — — — — —
3rd +2 +1 +3 +3 Shadow armor training 3+1 — — — — —
4th +3 +1 +4 +4 Shadowed strike +1d6 3+1 1+1 — — — —
5th +3 +1 +4 +4 Finesse training 4+1 2+1 — — — —
6th +4 +2 +5 +5 Shadowed armor 4+1 3+1 — — — —
7th +5 +2 +5 +5 Shadowed strike +2d6, shadow armor 4+1 3+1 1+1 — — —
training
8th +6/+1 +2 +6 +6 Seeker talent 4+1 4+1 2+1 — — —
9th +6/+1 +3 +6 +6 Finesse Training 5+1 4+1 3+1 — — —
10th +7/+2 +3 +7 +7 Shadowed strike +3d6 5+1 4+1 3+1 1+1 — —
11th +8/+3 +3 +7 +7 Shadow armor training 5+1 4+1 4+1 2+1 — —
12th +9/+4 +4 +8 +8 Improved shadowed armor 5+1 5+1 4+1 3+1 — —
13th +9/+4 +4 +8 +8 Finesse training, shadowed strike +4d6 5+1 5+1 4+1 3+1 1+1 —
14th +10/+5 +4 +9 +9 Seeker talent 5+1 5+1 4+1 4+1 2+1 —
15th +11/+6/+1 +5 +9 +9 Shadow armor training 5+1 5+1 5+1 4+1 3+1 —
16th +12/+7/+2 +5 +10 +10 Shadowed strike +5d6 5+1 5+1 5+1 4+1 3+1 1+1
17th +12/+7/+2 +5 +10 +10 Finesse Training 5+1 5+1 5+1 4+1 4+1 2+1
18th +13/+8/+3 +6 +11 +11 Greater shadowed armor 5+1 5+1 5+1 5+1 4+1 3+1
19th +14/+9/+4 +6 +11 +11 Shadowed strike +6d6 5+1 5+1 5+1 5+1 5+1 4+1 27
20th +15/+10/+5 +6 +12 +12 Seeker talent, shadowed assassin 5+1 5+1 5+1 5+1 5+1 5+1
27
Shadowed Assassin (Su): At 20th level, a darkseeker can to use shadowed strike. She gains DR 10/adamantine if she
spend 3 attacks from her shadowed strike as a free action loses a 6th-level or lower spell to use shadowed strike. This
to double the threat range of her weapon for 1 minute. This ability does not allow the darkseeker to bypass similar DR to
stacks with similar effects such as Improved Critical or the her own. She can choose to take any lower DR in place of
keen magic weapon property. She can also spend 3 attacks another (magic instead of lawful, etc).
as a free action to increase the critical multiplier by 1, or 6 Shadowed Resistance (Su): A darkseeker with this
attacks total as part of the same free action for both. talent can spend 2 attacks from her shadowed strike as an
immediate action to gain spell resistance equal to 11 + her
Darkseeker Talents darkseeker level for 1 minute.
Channel Energy (Su): A darkseeker with this talent can Shadowed Sneak Attack (Su): A darkseeker with this
spend 2 attacks from her shadowed strike to channel energy, talent can spend 2 attacks from her shadowed strike as a
as the cleric ability. The amount of d6 channeled is equal to free action to increase her sneak attack damage by 1d6 for 1
the darkseeker’s sneak attack damage (minimum 1d6). minute. This effect does not stack with itself. While this effect
Domain Power: A darkseeker with this talent can select an is active, the darkseeker can deal sneak attack damage with
additional domain from those available to her. She gains that any attack.
domain’s 1st-level benefits and power immediately.
Domain Power, Greater: A darkseeker with this talent
Necromancer
gains the additional power granted by the domain she chose The goddess of death gives power over her dominion as
with domain power. She must have domain power to choose freely as Life brings hers into the world. Wizards and clerics,
this talent. in particular, master the art of necromancy through the lens
Domain Spells: A darkseeker with this talent can select an of their studies and their faith. Even druids, whose purpose
additional domain from which to draw domain spells. She can is to maintain balance in the world, have necrolytes they rely
now prepare domain spells not on the cleric spell list. on when it comes to communing with Death and her reapers.
Improved Shadowed strike (Su): A darkseeker with this But what of those who draw their power directly from the
talent treats her weapon as a magic weapon for the purpose goddess? Who do not merely worship her, but allow her will
of overcoming damage reduction. Her weapon is also treated and her power to suffuse their very beings? These are the true
as cold iron and silver for the purpose of overcoming damage necromancers, the dread followers of Death who carefully
reduction if she loses a 2nd-level or lower spell to use walk the line between the mortal concept of living and dead.
shadowed strike. Her weapon is also treated as lawful for the They see beyond both into the churning heart of reality with
purpose of overcoming damage reduction if she loses a 4th- the power to breed life and snuff it out in the blink of an eye.
level or lower spell to use shadowed strike. Her weapon Role: Necromancers are neither the poor fools who must
is treated as adamantine for the purpose of overcoming conjure an army of undead to hide behind for safety, nor the
damage reduction and bypassing hardness if she pious believers who plea for their goddess to give them a
loses a 6th-level or lower spell to use shadowed lick of his boot. A true necromancer stands ready for his
strike. enemy, necrotic power playing at his fingertips. When
Rogue Talent: A darkseeker with this talent can his foe draws too close, or carelessly leaves himself
choose one rogue talent as a rogue of her level. open to his power, he reacts. With a touch, it falls to
Rogue Training: A darkseeker with this madness, despair, or dust, and the necromancer
talent gains one of the following rogue abilities: moves on, uncaring, to his next victim.
Danger sense +1, evasion, improved uncanny Alignment: Any.
dodge (requires uncanny dodge), uncanny Hit Die: d8.
dodge, rogue’s edge, and trapfinding. This Starting Wealth: 4d6 × 10 gp (average
talent can be chosen more than once. Its 140 gp.)
effects stack when applicable.
Shadow Armor Mastery (Su): A Class Skills
darkseeker with this talent grants The necromancer’s class skills are
her armor the shadow magic armor Appraise (Int), Bluff (Cha), Craft (Int),
property while using shadowed Diplomacy (Cha), Intimidate (Cha),
armor. At 12th level, the armor gains Knowledge (arcana) (Int), Knowledge
improved shadow instead. At 18th level, (dungeoneering) (Int), Knowledge
the armor gains greater shadow instead. (religion) (Int), Profession (Wis), Sense
Shadowed Fortitude (Su):A darkseeker Motive (Wis), Sleight of Hand (Dex), Spellcraft
with this talent can spend 2 attacks from her (Int), Stealth (Dex), and Use Magic Device (Cha).
shadowed strike to substitute her Will save for Skill Ranks per Level: 4 + Int Modifier.
her Fortitude save for 1 minute.
Shadowed Resilience (Su):A
Class Features
All of the following are class features of the
darkseeker with this talent can spend 2
necromancer.
attacks from her shadowed strike as an
Weapon and Armor Proficiencies:
immediate action to gain DR 5/magic
Necromancers are proficient with all
for 1 minute. She gains DR 5/cold
simple weapons, light armor, and shields
iron or silver if she loses a 2nd-level
(except tower shields).
or lower spell to use shadowed
28 strike. She gains DR 10/lawful if
Undead Fortitude (Ex):
she loses a 4th-level or lower spell
28
Necromancers are naturally tougher than other spellcasters,
even though their combat ability is the same. Their hit die is Chaotic Gods vs. the Chaos
a d8. Alignment is a core property of all gods. They exist as
Classes
Spells: A necromancer casts divine spells drawn primarily pure manifestations of their alignments, with little room
from the necromancer spell list. He can cast any spell he for choice. Unlike mortals, whose free will allows them to
knows without preparing it ahead of time. To learn or cast a occasionally commit acts in contrast to their alignment,
spell, a necromancer must have a Charisma score equal to the consequence of a god changing its alignment is a
at least 10 + the spell level. The Difficulty Class for a saving fundamental transformation of who that deity is. A lawful
throw against a necromancer’s spell is 10 + the spell level + god who commits even one chaotic act may suddenly find
the necromancer’s Charisma modifier. himself without a portfolio as that source of power is severed
Like other spellcasters, a necromancer can cast only by his actions, free to be claimed by another god. To lose
a certain number of spells of each spell level per day. His all of one’s portfolios is to lose all but the faintest of divinity.
base daily spell allotment is given on Table: Necromancer. Why does this matter? Because, chaotic gods, despite
In addition, he receives bonus spells per day if he has a high their seemingly unpredictable nature, live a dangerous
Charisma score. game. If they act against their alignment too strongly, they
A necromancer’s selection of spells is extremely limited. risk losing the very gifts that keep them worshiped. In
A necromancer begins play knowing four 0-level spells and contrast, because they are made of the same fundamental
two 1st-level spells of his choice. At each new necromancer elements as the Chaos, a god that becomes too erratic risks
level, he gains one or more new spells, as indicated on becoming a beacon that draws that power to the stolen
Table: Necromancer Spells Known. (Unlike spells per day, reality that all gods fought to keep hidden from it.
the number of spells a necromancer knows is not affected To mortal comprehension, chaotic gods and their
by his Charisma score; the numbers on Table: Necromancer followers can appear to be the enemies when told they are
Spells Known are fixed.) These new spells can be common supposed to fight the Chaos. It can be difficult to discern
spells chosen from the necromancer/wizard spell list, or they a difference between the two, and those who follow such
can be unusual spells that the necromancer has gained some faiths understand that all too well. They know that the
understanding of through study. fight is going to be a difficult one, but they fight it all the
Upon reaching 4th level, and at every even-numbered same, because chaos without order to balance it destroys
necromancer level after that (6th, 8th, and so on), a itself, and only the damned god of gnolls ever came to the
necromancer can choose to learn a new spell in place of conclusion that such was the fate deserved by the gods for
one he already knows. In effect, the necromancer loses the their crime against the Chaos.
old spell in exchange for the new one. The new spell’s level
must be the same as that of the spell being exchanged. A
necromancer may swap only a single spell at any given level,
Table: Necromancer
Base
Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Cantrips, charnel touch, dominion 3+1 — — — — — — — —
2nd +1 +3 +0 +3 Channel negative energy 1d6 4+1 — — — — — — — —
3rd +1 +3 +1 +3 Command undead, cruelty 5+1 — — — — — — — —
4th +2 +4 +1 +4 Necromantic studies, spectral hand 6+1 3+1 — — — — — — —
5th +2 +4 +1 +4 Fearless 6+1 4+1 — — — — — — —
6th +3 +5 +2 +5 Channel negative energy 2d6, cruelty 6+1 5+1 3+1 — — — — — —
7th +3 +5 +2 +5 Damage reduction 1/— 6+1 6+1 4+1 — — — — — —
8th +4 +6 +2 +6 Charnel touch 2d8, necromantic 6+1 6+1 5+1 3+1 — — — — —
studies
9th +4 +6 +3 +6 Cruelty 6+1 6+1 6+1 4+1 — — — — —
10th +5 +7 +3 +7 Channel negative energy 3d6, 6+1 6+1 6+1 5+1 3+1 — — — —
damage reduction 2/—
11th +5 +7 +3 +7 Light fortification 6+1 6+1 6+1 6+1 4+1 — — — —
12th +6/+1 +8 +4 +8 Cruelty, necromantic studies 6+1 6+1 6+1 6+1 5+1 3+1 — — —
13th +6/+1 +8 +4 +8 Damage reduction 3/— 6+1 6+1 6+1 6+1 6+1 4+1 — — —
14th +7/+2 +9 +4 +9 Channel negative energy 4d6 6+1 6+1 6+1 6+1 6+1 5+1 3+1 — —
15th +7/+2 +9 +5 +9 Charnel touch 3d8, cruelty 6+1 6+1 6+1 6+1 6+1 6+1 4+1 — —
16th +8/+3 +10 +5 +10 Damage reduction 4/—, 6+1 6+1 6+1 6+1 6+1 6+1 5+1 3+1 —
Necromantic studies
17th +8/+3 +10 +5 +10 Moderate fortification 6+1 6+1 6+1 6+1 6+1 6+1 6+1 4+1 —
18th +9/+4 +11 +6 +11 Channel negative energy 5d6, cruelty 6+1 6+1 6+1 6+1 6+1 6+1 6+1 5+1 3+1
19th +9/+4 +11 +6 +11 Damage reduction 5/— 6+1 6+1 6+1 6+1 6+1 6+1 6+1 6+1 4+1
20th +10/+5 +12 +6 +12 Heavy fortification, necromantic 6+1 6+1 6+1 6+1 6+1 6+1 6+1 6+1 6+1
epiphany 29
29
Table: Necromancer Spells Known
and must choose whether or not to swap the spell at the same
time that he gains new spells known for the level.
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Unlike a wizard or a cleric a necromancer does not need to 1st 4 2 — — — — — — — —
prepare his spells in advance. He can cast any spell he knows 2nd 5 2 — — — — — — — —
at any time, assuming he has not yet used up his spells per 3rd 5 3 — — — — — — — —
day for that spell level. 4th 6 3 1 — — — — — — —
Cantrips: Necromancers learn a number of cantrips, 5th 6 4 2 — — — — — — —
or 0-level spells, as noted on Table: Necromancer Spells 6th 7 4 2 1 — — — — — —
Known. These spells are cast like any other spell, but they do 7th 7 5 3 2 — — — — — —
not consume any slots and may be used again.
8th 8 5 3 2 1 — — — — —
9th 8 5 4 3 2 — — — — —
Charnel Touch (Su): At 1st level, when a necromancer
10th 9 5 4 3 2 1 — — — —
can make a melee attack, he can use charnel touch instead.
11th 9 5 5 4 3 2 — — — —
Charnel touch is a melee touch attack that deals 1d8 points of
12th 9 5 5 4 3 2 1 — — —
damage + 1 point for every two class levels the necromancer 13th 9 5 5 4 4 3 2 — — —
possesses. He can use this ability at will, but only once per 14th 9 5 5 4 4 3 2 1 — —
round. The damage die increases to 2d8 at 8th level and 3d8 15th 9 5 5 4 4 4 3 2 — —
at 15th level. 16th 9 5 5 4 4 4 3 2 1 —
Dominion: Through rigorous practice, a necromancer 17th 9 5 5 4 4 4 3 3 2 —
gains access to a collection of unique spells and powers 18th 9 5 5 4 4 4 3 3 2 1
referred to as his dominion. The necromancer’s dominion is 19th 9 5 5 4 4 4 3 3 3 2
identical to a cleric’s domain, but does not require worship of 20th 9 5 5 4 4 4 3 3 3 3
a deity to access and use. The necromancer is free to worship
a god of his choosing, but that deity has no direct say in how Channeling energy causes a burst that affects all creatures
he applies his talents. He gains one dominion of his choice at of one type (either undead or living) in a 30-foot radius centered
1st level, and 1 domain spell slot of each level he can cast. on the necromancer. The amount of damage dealt or healed
The dominions a necromancer can gain are blight, is equal to 1d6 points of damage plus 1d6 points of damage
darkness, death, madness, repose, and resurrection. for every four necromancer levels beyond 2nd (2d6 at 6th,
Channel Negative Energy (Su): Regardless of alignment, 3d6 at 10th, and so on). Creatures that take damage from
any necromancer can release a wave of negative energy by channeled energy receive a Will save to halve the damage.
channeling his power through his own body. Starting at 2nd The DC of this save is equal to 10 + 1/2 the necromancer’s
30 level, the necromancer can use this energy to deal damage level + the necromancer’s Charisma modifier. Creatures
to living creatures or to heal undead creatures. healed by channel energy cannot exceed their maximum hit
30
point total—all excess healing is lost. A necromancer may The necromancer can apply cruelties to his charnel touch
channel energy a number of times per day equal to 3 + his a number of times per day equal to 1/2 his necromancer level
Charisma modifier. This is a standard action that does not + his Charisma modifier. These abilities are not cumulative.
For example, a 14th-level necromancer’s charnel touch
Classes
provoke an attack of opportunity. A necromancer can choose
to heal herself with this effect, regardless of how he uses it. ability deals 2d8+7 points of damage and might also cause
Command Undead: At 3rd level, a necromancer gains the target to become fatigued, dazed, poisoned, or diseased.
Command Undead as a bonus feat. Once a cruelty is chosen, it can’t be changed.
Cruelty (Su): At 3rd level, and every three levels thereafter, Necromantic Studies: At 4th level, a necromancer delves
a necromancer can select one cruelty. Each cruelty adds an into a focused area of study that sets his apart from others like
effect to the necromancer’s charnel touch ability. Whenever him. He chooses one of the following necromantic schools.
the necromancer uses charnel touch to deal damage to one Once his choice is made, it cannot be changed.
target, the target also receives the additional effect from one The necromancer’s chosen school grants his abilities at 4th
of the cruelties possessed by the necromancer. This choice is level, and every 4 levels thereafter. In addition, he adds a
made when the touch is used. The target receives a Fortitude specialized subset of spells to his spell list that he can learn in
save to avoid this cruelty. If the save is successful, the target place of others. Finally, when he gains access to a new level
takes the damage as normal, but not the effects of the cruelty. of spells, the necromancer automatically learns 1 spell from
The DC of this save is equal to 10 + 1/2 the necromancer’s his specialized list, in addition to any others he may gain (He
level + the necromancer’s Charisma modifier. gains a 0-level, a 1st-level, and a 2nd-level spell from this list
At 3rd level, the necromancer can select from the following as soon as he reaches 4th level). These schools are detailed
initial cruelties. at the end of this section.
Fatigued: The target is fatigued. Spectral Hand (Sp): At 4th level, a necromancer learns
Shaken: The target is shaken for 1 round per level of the spectral hand, and can cast it at will as a standard action. He
necromancer. can use the hand to deliver his charnel touch attacks.
Sickened: The target is sickened for 1 round per level of the Fearless (Su): At 5th level, a necromancer is immune to
necromancer. fear (magical or otherwise). Each ally within 10 feet of his
At 6th level, a necromancer adds the following cruelties to gains a +4 morale bonus on saving throws against fear
the list of those that can be selected. effects. This ability functions only while the necromancer is
Dazed: The target is dazed for 1 round. conscious, not if he is unconscious or dead.
Diseased: The target contracts a disease, as if the Damage Reduction (Ex): At 7th level, a necromancer
necromancer had cast contagion, using his necromancer gains damage reduction. Subtract 1 from the damage the
level as his caster level. necromancer takes each time he is dealt damage from a
Staggered: The target is staggered for 1 round per two weapon or a natural attack. At 10th level, and every three
levels of the necromancer. necromancer levels thereafter (13th, 16th, and 19th level),
At 9th level, a necromancer adds the following cruelties to this damage reduction rises by 1 point. Damage reduction
the list of those that can be selected. can reduce damage to 0, but not below 0.
Cursed: The target is cursed, as if the necromancer had Fortification (Ex): At 11th level, a necromancer’s undead
cast bestow curse, using his necromancer level as his caster fortitude protects his vital areas more effectively. When a
level. critical hit or sneak attack is scored on the necromancer,
Exhausted: The target is exhausted. The necromancer there is a 25% chance that the critical hit or sneak attack is
must have the fatigue cruelty before selecting this cruelty. negated and damage is instead rolled normally. The chance
Frightened: The target is frightened for 1 round per two increases to 50% at 17th level, and 75% at 20th level.
levels of the necromancer. The necromancer must have the Necromantic Epiphany (Su): The necromancer knows well
shaken cruelty before selecting this cruelty. what happens to the godless when they die, and he intends
Nauseated: The target is nauseated for 1 round per three to avoid such a terrible fate. At 20th level, the necromancer
levels of the necromancer. The necromancer must have the constructs a phylactery that he then uses to turn herself into
sickened cruelty before selecting this cruelty. a lich.
Poisoned: The target is poisoned, as if the necromancer As a lich, the necromancer gains the following traits:
had cast poison, using the necromancer’s level as the caster Type: The necromancer’s type changes to undead. Do not
level. recalculate base attack, saves, or skill ranks.
At 12th level, a necromancer adds the following cruelties to Senses: The necromancer gains darkvision 60 ft.
the list of those that can be selected. Armor Class: The necromancer gains a +5 natural armor
Blinded: The target is blinded for 1 round per level of the bonus.
necromancer. Hit Points: As undead, the necromancer can use his
Deafened: The target is deafened for 1 round per level of Charisma modifier to determine bonus hit points (instead of
the necromancer. Constitution).
Paralyzed: The target is paralyzed for 1 round. Defensive Abilities: The necromancer gains channel
Stunned: The target is stunned for 1 round per four levels resistance +4 and immunity to cold and electricity (in addition
of the necromancer. to those granted by his undead traits).
These abilities are not cumulative. For example, a 12th- Rejuvenation (Su): When the necromancer is reduced to 0
level necromancer’s charnel touch ability deals 6d6 points of hit points, his body is destroyed. His phylactery immediately
damage and might also cause the target to become fatigued, begins to rebuild the undead spellcaster’s body nearby. This
dazed, poisoned, or diseased. Once a cruelty is chosen, it process takes 1d10 days—if the body is destroyed before that 31
can’t be changed. time passes, the phylactery merely starts the process anew.
31
After this time passes, the necromancer wakens fully healed Constitution check each round (DC 12 + 1 for each previous
(albeit without any gear he left behind on his old body). check) to avoid taking 1d6 points of nonlethal damage. The
creature must continue to make these checks until, as a full-
Dread Necromancy round action, it quenches its thirst or sates its hunger. The
Dread necromancers strike fear into their enemies, driving necromancer can use this ability a number of times per day
them mad and cursing them with ancient power. equal to 3 + his Charisma modifier, but can only apply it once
Aura of Cowardice (Su): At 4th level, the necromancer every 24 hours to any given creature. Creatures that do not
radiates a palpably daunting aura that causes all enemies need to eat are immune to this effect. At 16th level, the initial
within 10 feet to take a –4 penalty on saving throws against DC increases by +3 and the creature takes 3d6 points of
fear effects. Creatures that are normally immune to fear lose nonlethal damage instead.
that immunity while within 10 feet of a necromancer with Pestilence: When the necromancer uses charnel touch, he
this ability. This ability functions only while the necromancer can also use a swift action to cast contagion on his target,
remains conscious, not if he is unconscious or dead. if he knows that spell. At 16th level, he can cast greater
Misfortune (Su): At 8th level, as a standard action, the contagion instead.
necromancer can cause a creature within 30 feet to suffer War: The necromancer’s base attack bonus becomes 3/4
grave misfortune for 2 rounds. Anytime the creature makes of his level, as a rogue, which grants his an extra attack. He
an ability check, attack roll, saving throw, or skill check, it gains proficiency with Medium armor and one martial weapon
must roll twice and take the worse result. A Will save (DC 10 + of his choice. He can use charnel touch once as part of a full
1/2 the necromancer’s level + his Charisma modifier) negates attack action. At 16th level, he can channel his charnel touch
the effect. At 16th level, the duration becomes 3 rounds. This through his weapon attacks. Only the first attack made in this
affects all rolls the target must make while the effect lasts. way each round can apply the necromancer’s cruelty.
Whether or not the save is successful, a creature cannot be Taste of Power (Sp): At 12th level, the necromancer can
the target of your misfortune again for 1 day. transfer some of his power to an ally with a touch. This ability
Aura of Despair (Su): At 12th level, enemies within 10 feet functions as imbue with spell ability, except as noted here. The
of the necromancer take a –2 penalty on all saving throws. ability only requires one round to cast, and the necromancer
This penalty does not stack with the penalty from aura of can grant a target with at least 10 hit dice one or two 4th-level
cowardice. spells or lower and one 5th-level spell.
This ability functions only while the necromancer is Fell Necromancer Spells
conscious, not if he is unconscious or dead. 0-Level: detect poison
Dread Necromancer Spells 1st-Level: delay disease , invigorate , remove sickness ,
• 0-Level: haunted fey aspect youthful appearance
• 1st-Level: discern next of kin , hex ward , hideous 2nd-Level: disfiguring touch , pox pustules
laughter, undine’s curse , 3rd-Level: contagion, undead anatomy I
• 2nd-Level: detect thoughts, mad hallucination 4th-Level: plague carrier , poison
• 3rd-Level: bestow curse, healing thief 5th-Level: greater contagion , undead anatomy II
• 4th-Level: feast on fear , phantasmal killer 6th-Level: epidemic , undead anatomy III
• 5th-Level: major curse, symbol of pain 7th-Level: plague storm
• 6th-Level: harm, symbol of fear 8th-Level: undead anatomy IV
• 7th-Level: insanity 9th-Level: transmute blood to acid
• 8th-Level: symbol of insanity
• 9th-Level: weird True Necromancy
True necromancers practice what they believe is the purest
Fell Necromancy form of their magic; raising the dead and using them to do
Fell necromancers are disease-ridden beings who seek to their bidding.
emulate death, even going so far as to transform their flesh in Undead Companion (Ex): At 4th level, the necromancer
hopes of achieving perfection. gains the services of an undead companion. His companion
Aura of Evil: Fell necromancy is a tainted art that not can be a skeleton or a zombie, and its base statistics are
even necromancers choose lightly. Regardless of his actual noted here. As an undead, the companion uses its Charisma
alignment, the necromancer exudes an evil aura equal to his to determine its hit points, instead of Constitution.
level. He can be affected by spells that target evil creatures. Humanoid Skeleton
Plague Bringer (Ex): At 4th level, the necromancer Size Medium, Speed 40 ft.; AC +2 natural armor; Attack 2
becomes a beacon of corruption and disease. He does not claws (1d4); ability Scores Str 14, Dex 16, Con —, Int —, Wis
take any damage or take any penalty from diseases, but can 10, Cha 10; Special Qualities Darkvision 60 ft., undead traits;
still contract them and spread them to others. He is otherwise the skeleton usually starts with a longbow and 20 arrows.
immune to their effects. Humanoid Zombie
Fell Caster: At 8th level, the necromancer chooses death, Size Medium, Speed 20 ft.; AC +4 natural armor; Attack 2
famine, pestilence, or war and gains that ability. At 16th level, slams (1d6); ability Scores Str 16, Dex 12, Con —, Int —, Wis
his choice improves. 8, Cha 10; Special Qualities darkvision 60 ft., undead traits
Death: When the necromancer casts an undead anatomy
This ability otherwise functions like the druid animal
spell, the duration becomes 1 hour/level.
companion ability (which is part of the Nature Bond class
Famine: As a standard action, the necromancer can
feature), except that the necromancer’s effective druid level is
impose either starvation or thirst upon a living creature he
32 can see within 30 feet. This requires the creature to make a
equal to his necromancer level -3. His companion advances
at 12th level, gaining +2 Dex and +2 Cha if it is a skeleton or
32
+2 Str and +2 Cha if it is a zombie. Alignment: Lawful-neutral.
Undead Master: At 8th level, the necromancer gains Hit Die: d8.
Undead Master as a bonus feat. If he already has that feat, Parent Classes: Paladin and witch.
Classes
he gains Spell Specialization (necromancy) instead. These Starting Wealth: 5d6 × 10 gp (average 175 gp.)
feats are referenced in Chapter 5.
Undead Cohort: At 16th level, the necromancer can select Class Skills
one of the undead on the table below as a cohort in place of The witchblade’s class skills are Bluff (Cha), Craft (Int),
his undead companion. Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int),
Knowledge (religion) (Int), Profession (Wis), Sense Motive
Necromancer Effective Suggested
(Wis), and Spellcraft (Int).
Level Cohort Level Companion
Skill Ranks per Level: 2 + Int Modifier.
2 Crawling hand
4 Festrog Class Features
All of the following are class features of the witchblade.
16 5 Skinwraith
Weapon and Armor Proficiencies: Witchblades are
7 Ghoul proficient with all simple and martial weapons, with all types
8 Ghast of armor, and with shields (except tower shields).
Aura of Law (Ex): The power of a witchblade’s aura of law
17-19 9 Ghost or giant
(see the detect law spell) is equal to her witchblade level.
crawling hand
Curse Strike (Su): Once per day, a witchblade can call out
20 10 Berbalang or to her patron as she attacks an enemy. When she hits with an
mummy attack, the witchblade can spend a swift action to ignore any
If the undead’s effective cohort level is lower than what is DR the target possesses.
allowed by the necromancer’s level, the cohort gains class The target is also cursed. It takes a penalty equal to
levels equal to the difference. A cohort with 1 class level gains the witchblade’s Cha bonus (if any) to its attack rolls and
the link and share spells abilities of an animal companion. A subtracts the witchblade’s level from all damage rolls made
cohort with 3 class levels gains the evasion animal companion against the witchblade. Each round, the penalty to damage
ability. A cohort with 6 class levels gains the devotion animal on the target’s first successful attack against one of the
companion ability. The undead does not gain any abilities not witchblade’s allies increases to 2 points of damage per level
listed here. the witchblade possesses. Multiple curse strike effects on the
True Necromancer spells same target do not stack.
0-Level: disrupt undead In addition, while curse strike is in effect, the witchblade’s
1st-Level: hide from undead, repair undead , restore attacks against the target continue to ignore any DR it
corpse , sculpt corpse possesses.
2nd-Level: blood transcription haunting mists The curse strike effect remains until the target of the curse
3rd-Level: animate dead, unliving rage is dead or the next time the witchblade rests and regains
4th-Level: reincarnate, rusting grasp her uses of this ability. At 4th level, and at every three levels
5th-Level: mass repair undead ,raise animal companion thereafter, the witchblade can curse strike one additional time
6th-Level: create undead, undeath to death per day, as indicated on Table: Witchblade, to a maximum of
7th-Level: control undead seven times per day at 19th level. At each of these levels, she
8th-Level: create greater undead can also choose another of her allies to ignore the target’s DR
9th-Level: massacre while the curse persists.
Hand of Justice (Su): Beginning at 2nd level, a witchblade
can heal wounds (her own or those of others) by touch. Each
day she can use this ability a number of times equal to 1/2 her
Witchblade (Paladin/Witch) witchblade level plus her Charisma modifier. With one use
of this ability, a witchblade can choose to heal 1d6 hit points
My patron and I have an understanding. She points me at of damage for every two witchblade levels she possesses.
something, and I kill it. Using this ability is a standard action, unless the witchblade
Witchblades are soldiers of fortune, chosen by their patron targets herself, in which case it is a swift action.
to fight the battles that paladins won’t. Some, particularly Alternatively, a witchblade can use this healing power to
those same holy warriors, see this as evil. Witchblades, deal damage to a creature, dealing 1d6 points of damage for
however, see it as a necessity. Not every battle requires every two levels the witchblade possesses. Using hand of
divine retribution, after all. Sometimes, a precision strike is justice in this way requires a successful melee touch attack
the best way to deal with a threat; especially when that threat and doesn’t provoke an attack of opportunity. A creature
may not be inherently evil by itself. targeted by hand of justice is allowed a Will save (DC 10 +
Role: Like the paladin, a witchblade stands in front of 1/2 the witchblade’s level + her Intelligence modifier) for half
her allies and innocents, protecting them from harm. To this damage.
end, she is not above fighting dirty, laying curses upon her Mantle of Resistance (Su): At 2nd level, a witchblade
enemies and preventing them from continuing to battle by the gains a bonus equal to her Charisma bonus (if any) on saving
most efficient means possible; even if that means killing them. throws against spells and spell-like abilities. At 9th level and
Still, most witchblades try to neutralize a target first. After all, 18th level, she gains a +3 bonus to her choice of Fortitude or
what good does it serve anybody to destroy something just Reflex saves. 33
because you disagree at this particular moment?
33
34
34
Table: Witchblade
Base
Attack Fort Ref Will Spells per Day
Classes
Level Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +1 +0 +0 +2 Aura of law, curse strike — — — —
2nd +2 +0 +0 +3 Hand of justice, mantle of resistance — — — —
3rd +3 +1 +1 +3 Aura of courage, hex — — — —
4th +4 +1 +1 +4 Curse strike 2/day, divine pact, pact spells 0 — — —
5th +5 +1 +1 +4 Channel energy 1 — — —
6th +6/+1 +2 +2 +5 Hex 1 — — —
7th +7/+2 +2 +2 +5 Curse strike 3/day 1 0 — —
8th +8/+3 +2 +2 +6 Spell resistance 1 1 — —
9th +9/+4 +3 +3 +6 Hex, mantle of resistance 2 1 — —
10th +10/+5 +3 +3 +7 Curse strike 4/day 2 1 0 —
11th +11/+6/+1 +3 +3 +7 Aura of unluck 2 1 1 —
12th +12/+7/+2 +4 +4 +8 Hex, major hex 2 2 1 —
13th +13/+8/+3 +4 +4 +8 Curse strike 5/day 3 2 1 0
14th +14/+9/+4 +4 +4 +9 Aura of judgment 3 2 1 1
15th +15/+10/+5 +5 +5 +9 Hex 3 2 2 1
16th +16/+11/+6/+1 +5 +5 +10 Curse strike 6/day 3 3 2 1
17th +17/+12/+7/+2 +5 +5 +10 Aura of righteousness 4 3 2 1
18th +18/+13/+8/+3 +6 +6 +11 Hex, mantle of resistance 4 3 2 2
19th +19/+14/+9/+4 +6 +6 +11 Curse strike 7/day 4 3 3 2
20th +20/+15/+10/+5 +6 +6 +12 Grand hex, order’s champion 4 4 3 3
Aura of Courage (Su): At 3rd level, a witchblade is spell allotment is given on Table: Witchblade. In addition, she
immune to fear (magical or otherwise). Each ally within 10 receives bonus spells per day if she has a high Intelligence
feet of her gains a +4 morale bonus on saving throws against score. When Table: Witchblade indicates that the witchblade
fear effects. This ability functions only while the witchblade is gets 0 spells per day of a given spell level, she gains only
conscious, not if she is unconscious or dead. the bonus spells she would be entitled to based on her
Hex: Witchblades learn a number of magic tricks, called Intelligence score for that spell level.
hexes, that grant them powers or weaken foes. At 3rd level, A witchblade may know any number of spells. She must
a witchblade gains one hex of her choice. She gains an choose and prepare her spells ahead of time by getting 8
additional hex at 6th level and for every 3 levels attained after hours of sleep and spending 1 hour communing with her
6th level, as noted on Table: Witchblade. A witchblade cannot patron deity through her boon. While communing, the
select an individual hex more than once. witchblade decides which spells to prepare.
Unless otherwise noted, using a hex is a standard action Through 3rd level, a witchblade has no caster level. At 4th
that does not provoke an attack of opportunity. The save to level and higher, her caster level is equal to her witchblade
resist a hex is equal to 10 + 1/2 the witchblade’s level + her level – 3.
Intelligence modifier. Pact Spells: At 4th level, when a witchblade’s pact also
Divine Pact (Sp): Upon reaching 4th level, a witchblade grants her a small subset of spells related to one aspect of
makes a divine pact with her patron deity. This pact grants one her patron deity. This functions as the witch’s patron spells
of two boons. Once a boon is chosen, it cannot be changed. feature, except as noted here.
The first type of boon allows the witchblade to enhance At 5th, 8th, 11th, and 14th level, a witchblade’s pact adds
her weapon as a standard action by calling upon the aid of new spells to her list of spells known. The spells gained
a celestial spirit for 1 minute per witchblade level. This ability depend upon the patron chosen. When gaining spells, only
functions like the paladin divine bond feature, except as noted the first four spells on the list are gained, and the levels are
here. The properties a witchblade can add to her weapon adjusted to those listed above. For example, a witch blade
are: axiomatic, bane, brilliant energy, defending, disruption, with Agility as a patron gains jump at 5th level, cat’s grace at
flaming, flaming burst, ghost touch, keen, and speed. 8th level, haste at 11th level, and freedom of movement at
The second type of boon allows a witchblade to gain the 14th level. She does not gain polymorph or any other spell
service of a familiar to guide her in her conquest over chaos. normally granted by that patron.
This familiar is identical to a witch’s familiar. Channel Energy (Su): When a witchblade reaches 4th
Spells: Beginning at 4th level, a witchblade gains the ability level, she gains the supernatural ability to channel energy like
to cast a small number of divine spells which are drawn from a neutral cleric, except that she may choose which type of
the witch spell list. A witchblade must choose and prepare her energy to channel with each use. Using this ability consumes
spells in advance. two uses of her hand of justice ability. A witchblade uses her
To prepare or cast a spell, a witchblade must have an level as her effective cleric level when channeling energy.
Intelligence score equal to at least 10 + the spell level. The This is a Charisma-based ability.
Difficulty Class for a saving throw against a witchblade’s spell Spell Resistance (Ex): At 8th level, the witchblade
is 10 + the spell level + the witchblade’s Intelligence modifier. becomes more resistant to magical effects. She gains Spell
Like other spellcasters, a witchblade can cast only a certain resistance equal to 6 + her witchblade level.
number of spells of each spell level per day. Her base daily
35
35
Aura of Unluck (Su): At 11th level, a witchblade can expend Role: Invokers rely heavily on their patrons to give them the
two uses of her curse strike ability to affect all enemies within strength they need to defeat their enemies. As they grow in
10 feet of her with curse strike for up to 1 minute. Using this power, they access stronger gifts and spellcasting that allows
ability is a free action. them to warp the very fabric of reality.
Major Hex: Starting at 12th level, and every 3 levels Alignment: any Chaotic.
thereafter, a witchblade can choose a major hex whenever Hit Die: d8.
she could select a new hex. Starting Wealth: 2d6 × 10 gp (average 70 gp.)
Aura of Judgment (Su): At 14th level, a witchblade’s
weapons are treated as lawful-aligned for the purposes of Class Skills
overcoming Damage Reduction. Any attack made against an The invoker’s class skills are Acrobatics (Dex), Bluff (Cha),
enemy within 10 feet of her is treated as lawful-aligned for the Craft (Int), Disguise (Cha), Intimidate (Cha), Knowledge
purposes of overcoming Damage Reduction. (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion)
This ability functions only while the witchblade is conscious, (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int),
not if she is unconscious or dead. Stealth (Dex), and Use Magic Device (Cha).
Aura of Wrath (Su): At 17th level, a witchblade gains DR Skill Ranks per Level: 2 + Int Modifier.
5/chaotic and immunity to compulsion spells and spell-like
abilities. Each ally within 10 feet of her gains a +4 morale Class Features
bonus on saving throws against compulsion effects. All of the following are class features of the invoker.
This ability functions only while the witchblade is conscious, Weapon and Armor Proficiency: Invokers are proficient
not if she is unconscious or dead. with all simple weapons and light armor. They aren’t proficient
Grand Hex: At 20th level, a witchblade can choose a grand with any shields.
hex. Otherworldly Patron: Invokers have been given power to
Order’s Champion (Su): At 20th level, a witchblade manipulate reality, bending it to their will, but at the cost of
becomes a conduit for the power of her god. Her DR their loyalty to an eldritch patron. While there are innumerable
increases to 10/chaotic. Whenever she uses curse strike and creatures in existence strong enough to grant the power
successfully strikes a chaotic outsider, the outsider is also invokers seek, four such patrons are recognized as the most
subject to a banishment, using her witchblade level as the common, being the Council of Fiends, the Faerie Court, the
caster level (her weapon and familiar automatically count Great Old Ones, and the Undying Masters.
as objects that the subject hates). After the banishment At 1st level, an invoker chooses her patron and gains the
effect and the damage from the attack is resolved, the strike benefits of that being’s pact, including access to additional
immediately ends. In addition, whenever she channels spells only taught to followers of that path. She gains
positive energy or uses hand of justice to heal a creature, she additional pact features at 5th, 9th, and 14th level. Patron
heals the maximum possible amount. descriptions can be found at the end of this section.
Spells: An invoker casts psychic spells drawn from the
Eldritch Classes invoker spell list. She can cast any spell she knows without
Eldritch secrets whisper to those willing to listen of worlds preparing it ahead of time. Every invoker spell has a thought
and powers beyond mortal senses. They speak of the fabric component; the invoker must accurately picture the effect she
from which the universe was cut, and teach its manipulation wishes to create in order for the alien mind of her patron to
to any who risk mind and body to learn. understand and grant her request. To learn or cast a spell,
Before the Chaos returned, the mortal world referred to an invoker must have a Charisma score equal to at least 10
many of these eldritch practices as occult study. Many still do, + the spell level. The Difficulty Class (DC) for a saving throw
and the terms remain interchangeable, but the powers granted against an invoker’s spell is 10 + the spell level + the invoker’s
through mortal theft of eldritch secrets when compared to the Charisma modifier.
truths found in giving one’s self to them are like pouring water Like other spellcasters, an invoker can cast only a certain
into a cup through the eye of a needle. number of spells of each spell level per day. Her base daily
spell allotment is given on Table: invoker. She also receives
Invoker bonus spells per day if she has a high Charisma score.
I am a seeker of knowledge far older and more esoteric The invoker’s selection of spells is extremely limited. An
than even your vast intellect could comprehend. invoker begins play knowing four 0-level spells and two 1st-
level spells of the invoker’s choice. At each new invoker level,
The original Warlocks of the Fifth Path were more than she gains one or more new spells, as indicated on Table:
students of eldritch power. They were practitioners of occult Invoker Spells Known. (Unlike spells per day, the number
magic who had been broken down and rebuilt into invokers, of spells an invoker knows is not affected by her Charisma
recognized by their patrons for their genuine sacrifice and score.
servitude. Great was their strength, but greater was their fall Upon reaching 5th level, and at every third invoker level
when the gods severed their source of power. after that (8th, 11th, and so on), an invoker can choose to
With the resurgence of the Chaos, eldritch beings have learn a new spell in place of one she already knows. In effect,
returned from all corners of the multiverse to cultivate new the invoker “loses” the old spell in exchange for the new one.
generations of invokers, granting them power in exchange for The new spell’s level must be the same as that of the spell
the slightest lip service. These less focused, but still potent being exchanged, and it must be at least one level lower
warlocks are then encouraged to spread chaos, even going than the highest-level invoker spell the invoker can cast. An
so far as to treat other members of their covens as enemies invoker may swap only a single spell at any given level, and
36 when one’s faith is no longer deemed of use in strengthening must choose whether or not to swap the spell at the same
the pathways between realities. time that she gains new spells known for the level.
36
An invoker need not prepare her spells in advance. She
can cast any spell she knows at any time, assuming she has
not yet used up her allotment of spells per day for the spell’s
Classes
level.
Knacks: Invokers learn a number of knacks, or 0-level
spells, as noted on Table: Invoker Spells Known. These spells
are cast like any other spell, but they don’t consume any slots
and can be used again. Knacks cast using other spell slots
(due to metamagic feats, for example) consume spell slots
as normal.
Energy Blast (Su): As a standard action, an invoker can
channel the power of her patron into a ranged attack that
targets the AC of a single creature within 60 feet. The blast
deals 1d6 bludgeoning damage when not channeled through
a weapon. She can use energy blast at will, but only once per
round.
Beginning at 4th level, the invoker can expend one of her
invoker spell slots as a move action when using energy blast
to increase its damage by +2d6 per spell level. At 7th level,
she can do this as a swift action instead.
Invocations (Sp): At 2nd level, and every even level
thereafter (4th, 6th, and so on), an invoker gains an invocation
for which she qualifies. See Eldritch Invocations in chapter 6
for a list of invocations the invoker can learn.
Pact Boon (Ex or Sp): At 3rd level, an invoker’s otherworldly
patron grants her additional strength, as a reward for her
loyalty, in the form of a powerful boon. Once this boon is
chosen, it cannot be changed. The boons presented below
are commanding leash, eldritch weapon, and tome of secrets,
but other boons may be available through other sources.
Commanding Leash (Ex): An invoker with this boon gains
an arcane familiar, as the wizard’s arcane bond class feature.
Her effective wizard level is equal to her invoker level -2.
Eldritch Weapon (Sp): An invoker with this boon gains
proficiency in a martial weapon of her choice. As a standard
action, the invoker can create and wield any weapon with which
she is proficient. This weapon is conjured as a supernatural
ability, and functions as a nonmagical, masterwork weapon
sized appropriately for the invoker.
Table: Invoker
Base
Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th
1st 0 +0 +0 +2 Energy blast, knacks, otherworldly 1 — — — — —
patron
2nd +1 +0 +0 +3 Invocations 2 — — — — —
3rd +2 +1 +1 +3 Pact boon 3 — — — — —
4th +3 +1 +1 +4 Energy blast (enhancement), invocation 3 1 — — — —
5th +3 +1 +1 +4 Pact feature 4 2 — — — —
6th +4 +2 +2 +5 Invocation 4 3 — — — —
7th +5 +2 +2 +5 Energy blast (swift enhancement) 4 3 1 — — —
8th +6/+1 +2 +2 +6 Invocation 4 4 2 — — —
9th +6/+1 +3 +3 +6 Pact feature 5 4 3 — — —
10th +7/+2 +3 +3 +7 Invocation 5 4 3 1 — —
11th +8/+3 +3 +3 +7 Mystic arcanum 5 4 4 2 — —
12th +9/+4 +4 +4 +8 Invocation 5 5 4 3 — —
13th +9/+4 +4 +4 +8 Mystic arcanum 5 5 4 3 1 —
14th +10/+5 +4 +4 +9 Invocation, pact feature 5 5 4 4 2 —
15th +11/+6/+1 +5 +5 +9 Mystic arcanum 5 5 5 4 3 —
16th +12/+7/+2 +5 +5 +10 Invocation 5 5 5 4 3 1
17th +12/+7/+2 +5 +5 +10 Mystic arcanum 5 5 5 4 4 2
18th +13/+8/+3 +6 +6 +11 Invocation 5 5 5 5 4 3 37
19th +14/+9/+4 +6 +6 +11 Mystic arcanum 5 5 5 5 5 4
20th +15/+10/+5 +6 +6 +12 Eldritch master, invocation 5 5 5 5 5 5
37
invoker’s bond to her otherworldly patron, her pact boon, or
Table: Invoker Spells Known
her own internal reservoir of power.
Level 0 1st 2nd 3rd 4th 5th 6th
A complete list of mystic arcanums can be found at the end
1st 4 2 — — — — —
of this section.
2nd 5 3 — — — — —
Eldritch Master (Su): By 20th level, an invoker’s devotion
3rd 6 4 — — — — — has been tested time and again only to prove unwavering.
4th 6 4 2 — — — — She gains the ability draw on the strength of her otherworldly
5th 6 4 3 — — — — patron directly. Once per day, the invoker can spend 1
6th 6 4 4 — — — — minute beseeching her patron for its blessing. At the end
7th 6 5 4 2 — — — of this minute, the invoker gains a pool of psychic energy
8th 6 5 4 3 — — — equal to her Charisma score that she immediately uses to
9th 6 5 4 4 — — — regain expended spell slots. Magic items that increase the
10th 6 5 5 4 2 — — invoker’s Charisma when worn do not add to this pool. Each
11th 6 6 5 4 3 — — slot recovered in this way uses a number of points equal to
12th 6 6 5 4 4 — — its spell level.
13th 6 6 5 5 4 2 — The invoker cannot maintain her connection for long, and
14th 6 6 6 5 4 3 — must either spend all of her available points immediately or
15th 6 6 6 5 4 4 — lose them.
16th 6 6 6 5 5 4 2
Otherworldly Patrons
17th 6 6 6 6 5 4 3
Council of Fiends: An invoker who makes a pact with the
18th 6 6 6 6 5 4 4
Council of Fiends adds the following spells to her invoker
19th 6 6 6 6 5 5 4 spell list.
20th 6 6 6 6 6 5 5 1st burning hands, command
2nd blindness/deafness, scorching ray
Upon reaching 5th level, the invoker’s eldritch weapon is 3rd fireball, stinking cloud
able to draw more of her patron’s power into it, becoming 4th fire shield, wall of fire
stronger. The invoker can enhance her weapon as a standard 5th flame strike, unhallow
action by calling upon her otherworldly patron’s aid for 1
minute per invoker level. When empowered, the weapon At 1st level, if the invoker damages a creature with an attack
sheds light as a torch. At 5th level, the invoker’s patron grants or a spell and that creature dies before the start of her next
the weapon a +1 enhancement bonus. For every three levels turn, she gains temporary hit points equal to her Constitution
beyond 5th, the weapon gains another +1 enhancement modifier + that creature’s total hit dice.
bonus, to a maximum of +6 at 20th level. These bonuses At 5th level, as a supernatural ability, the invoker can
can be added to the weapon, stacking with existing weapon gain a luck bonus equal to her Constitution modifier on one
bonuses to a maximum of +5, or they can be used to add any attack roll, saving throw, ability check, skill check, or weapon
of the following weapon properties: anarchic, brilliant energy, damage roll. She can use this ability once per day at 5th level
disruption, flaming, flaming burst, ghost touch, keen, speed, and twice per day at 14th level.
stalking, and wounding. Adding these properties consumes Starting at 9th level, the invoker gains a permanent resist
an amount of bonus equal to the property’s cost. Duplicate energy effect as a supernatural ability. Once per day, she can
abilities do not stack. At least a +1 enhancement bonus change the type of energy she resists as a full round action.
must be added before any other properties can be added. After resisting damage equal to 5 x her level in a single day,
The bonus and properties granted by the invoker’s patron the effect is suppressed until the invoker rests for at least 8
are determined when the weapon is empowered and cannot hours.
be changed until a new weapon is conjured. These bonuses At 14th level, once per day, the invoker can send an enemy
apply to only one end of a double weapon. An invoker can she damages with an attack or spell to the abyss to be judged
use this ability once per day at 5th level, and one additional by her otherworldly patron as a spell-like ability. A successful
time per day for every four levels beyond 5th, to a total of four Will save (DC 10 + 1/2 the invoker’s level + her Charisma
times per day at 17th level. modifier) negates this effect. On a failed save, the creature
Tome of Secrets: An invoker with this boon chooses an disappears from combat until the start of the invoker’s next
arcane or psychic class and adds up to 3 arcane cantrips turn. Upon its return, the creature suffers 1d6 damage per
or psychic knacks granted by that class to her list of spells invoker level. This is a conjuration (teleportation) effect.
known. This doesn’t count against the invoker’s normal Faerie Court: An invoker who makes a pact with the Faerie
progression of spells known. At 6th level, and again at 9th, Court adds the following spells to her invoker spell list.
12th, 15th, and 18th level, the invoker can choose another 1st faerie fire, sleep
arcane or psychic spell granted by the chosen class to add 2nd calm emotions, mirror image
to her tome. The spells she chooses must be of a level 1 less 3rd blink, plant growth
than the highest spell level she can cast (if she can cast 4th- 4th dominate animal, greater invisibility
level spells, she can add a 3rd-level or lower spell to her tome 5th dominate person, seeming
of secrets, and so on), and cannot be changed later. At 1st level, the invoker can cast one of the following spells
Mystic Arcanum (Ex): At 11th level, and every 2 levels once per day as a spell-like ability: Charm person or cause
thereafter, an invoker’s research into the occult leads her fear. Starting at 9th level, she can use this ability twice per
38 to a well of powerful secrets collectively known as mystic day and adds charm monster and fear to this list.
arcanums. Mystic arcanums can be used to strengthen the
38
At 5th level, when the invoker takes damage, she can use
an immediate action to turn invisible until the start of her next Faerie Court Invokers
turn and teleport up to 60 feet to an unoccupied space. This is Three of the classes presented within these pages break
the mold of what it means to fight the Chaos. They are the
Classes
a spell-like ability that functions as both vanish and dimension
door, except as noted above. The invoker can use this ability witchblade, the midnight legate, and the invoker.
once per day at 5th level, and twice per day at 14th level. At first glance, an invoker whose pact is with the Faerie
Starting at 9th level, the invoker gains a permanent spell Court may contradict everything those patrons stand for.
turning effect that only functions against charm effects. This But, just as wizards study different schools of magic and
is a supernatural ability. sorcerers possess different bloodlines, none of which
At 14th level, once per day, the invoker can warp the mind makes them evil by their very existence, the invoker class
of an enemy she can see within 60 feet as a spell-like ability. acts as a conduit through which the Court’s power can be
A successful Will save (DC 10 + 1/2 the invoker’s level + her channeled. It is neither chaotic, nor evil, in the same way
Charisma modifier) negates this effect. On a failed save, an antipaladin is.
the creature becomes confused, as the spell, for 1 round None of the three versions of the invoker presented here
per invoker level. Alternatively, the invoker can cast charm interact with each other in any meaningful capacity, and in
monster or fear, requiring the saving throw above instead of many cases, they are enemies who share nothing more
the normal DC. than a means of enacting their power.
Great Old Ones: An invoker who makes a pact with the
Great Old Ones adds the following spells to her invoker spell At 1st level, the invoker learns stabilize as a 0-level invoker
list. spell in addition to the other knacks she chooses. Once per
1st comprehend languages, hideous laughter day as a supernatural ability, she can use an immediate action
2nd detect thoughts, touch of idiocy to cause an undead creature that tries to attack her to flee.
3rd clairaudience-clairvoyance, suggestion Undead receive a Will save (DC 10 + 1/2 the invoker’s level +
4th black tentacless, shadow conjuration her Charisma modifier) to negate the effect. On a failed save
5th sending, telekinesis the undead flees for 1 minute. Intelligent undead receive a
new saving throw each round to end the effect. She can do
At 1st level, the invoker is able to mentally communicate this twice per day at 9th level.
with any creature within 30 feet with whom she shares a At 5th level, the invoker gains a supernatural ability that
language. Otherwise this ability is identical to the telepathy she can use once per day as a free action. When she does,
spell. Starting at 9th level, she can use this ability to the invoker’s next stabilize effect counts as cure light wounds
communicate with any creature that has a language, even if when cast on a dying ally. Alternatively, if the invoker is
they do not share a language. reduced to fewer than 0 hit points, she stabilizes and regains
At 5th level, as a supernatural ability, when the invoker an amount of hit points up to 1d8 + her invoker level (maximum
saves against an effect or is missed by an attack, she can +5), as cure light wounds.
choose to gain a luck bonus equal to her Intelligence modifier Starting at 9th level, the invoker gains a permanent water
on her next attack roll against the creature that created the breathing effect as a supernatural ability. She can also go
effect or made the attack. Alternatively, she can increase without food or water for 4x the amount of time of a normal
the saving throw DC of her next spell cast that targets that member of her race.
creature by the same amount (the spell cannot also have an At 14th level, as a spell-like ability, the invoker can use
increased DC from another effect such as the Heightened a swift action to regain an amount of hit points up to 1d8 +
Spell metamagic feat). The invoker can use this ability once her invoker level. When she does, she can also reattach a
per day at 5th level, and twice per day at 14th level. severed body part as part of the same action. She can do this
Starting at 9th level, the invoker gains a permanent twice per day.
misdirection effect as a supernatural ability, except the effect
affects divination spells with a level equal to half her invoker Mystic Arcanums - General
level. Once the effect is triggered, it is suppressed until the Deceiver (Ex): When you select this mystic arcanum, you
invoker rests for at least 8 hours. The invoker is immediately can take 10 on Bluff and Use Magic Device checks.
aware of when the effect triggers. Free Flowing Energy (Ex): When you select this mystic
At 14th level, the invoker can turn an unwilling creature into arcanum, you can increase the damage of your energy blast
her thrall as a spell-like ability. A successful Will save (DC 10 as a free action, instead of a swift action.
+ 1/2 the invoker’s level + her Charisma modifier) negates Imbue with Power (Ex): When you select this mystic
this effect. On a failed save, the creature is affected by geas- arcanum, you gain a bonus item creation feat of your choice.
quest, as the spell. In addition to any other conditions that While actively crafting a permanent magic item (as opposed
would end the geas, it ends if the invoker successfully uses to single-use items or those with charges), you can use that
this ability on another creature. When the effect ends or a item the next day as if it were fully functional. You can do this
creature saves against it, that creature becomes immune to either by devoting 8 hours during downtime or 4 hours while
the same invoker’s geas for 24 hours. adventuring. If the item leaves your possession, it reverts to
Undying Masters: An invoker who makes a pact with the its unfinished state.
Undying Masters adds the following spells to her invoker spell Invocation Slot (Ex): Each time you select this mystic
list. arcanum, you gain an additional spell slot of a spell level you
1st detect undead, ray of sickening can cast. That spell slot can only be used to designate an
2nd false life, silence invocation and cannot be expended to cast a spell or improve
3rd speak with dead, vampiric touch your energy blast. If you select this mystic arcanum when 39
4th crushing despair, death ward your invoker level is at least 16, 18, or 20, you can choose to
5th contagion, legend lore gain a 7th, 8th, or 9th-level invocation slot, respectively.
39
Mind Blast (Sp): When you select this mystic arcanum, Eldritch Armor (Sp): When you select this mystic arcanum,
your energy blast counts as mind thrust I and you can expend you gain the ability to shape your pact boon into a suit of
a spell slot as a swift action to change it into a mind thrust of medium or light armor instead of a weapon. You are treated
that spell level. This can be further modified by free flowing as proficient with the armor, which grants you its armor bonus
energy. and check penalty, but not the spell failure or speed penalty.
Soulbound (Sp): When you select this mystic arcanum, The armor counts as light, regardless of its type. When you
you gain the ability to preserve your soul in the event of your empower your armor, you can add the following properties:
death. This functions as a contingency spell that casts magic Bitter, ghost touch, grinding, fortification (any), shadow (any),
jar if you would die. You must either carry a gem worth 100 spell resistance (any), and spell storing. In addition, if you
gp, or have a familiar, eidolon, or other willing companion into also have the copy enchantment mystic arcanum, you can
which you would place your soul while your body is returned apply the properties of armor you carry before empowering
to a state in which you can enter back into it. Sharing a your eldritch armor.
companion’s body in this way suppresses its consciousness, Eldritch Combat Training (Ex): Each time you select this
rather than shunting it into a gem or killing it, and you can mystic arcanum, you gain a bonus fighter feat of your choice.
willingly suppress your consciousness as a move action to Your effective fighter level is equal to half your invoker level
allow the companion to interact normally. when meeting prerequisites for the chosen feat.
God-Killer Weapon: When you select this mystic arcanum,
Mystic Arcanums - Commanding Leash your empowered eldritch weapon gains the ability to ignore
False Form (Sp): When you select this mystic arcanum, mythic damage reduction.
your familiar gains the ability to transform into your likeness,
as alter self. It can do this once per day per 2 levels of invoker Mystic Arcanums - Faerie Court
you possess. If you select this mystic arcanum twice, you and Blood Marker (Su): You can use a full-round action and
your familiar can teleport and switch places as a move action sacrifice 1 hit point per invoker level to leave a blood marker in
while it is using false form, within 60 feet of you, and in your your space. The marker disappears from sight once created,
line of sight. but detects as moderate conjuration and can be destroyed
Greater Purpose (Ex): When you select this mystic with a targeted dispel magic or similar effect.
arcanum, choose a familiar archetype. Your familiar gains the For up to 1 day per 2 invoker levels, you can choose to
benefits of that archetype as it levels up, without replacing its unerringly teleport back to your blood marker space when
other abilities. you cast any teleportation spell that could travel to it. If
Parrot (Ex): You gain the Companion Spell metamagic feat you use dimension door or a similar effect to return to that
and can cast spells modified by that feat through your familiar space, you can still take actions afterward. When you use
without increasing their spell level. In addition, your familiar this mystic arcanum, willing creatures within 5 feet of you can
can speak, imitating your voice and mannerisms perfectly also sacrifice 1 of their hit points per hit die they possess,
even if it doesn’t have a language of its own. A successful allowing them to travel with you, should you teleport back to
Sense Motive (DC 10 + your invoker level + your familiar’s this location with a spell that could transport you all.
Charisma modifier) recognizes the trick. A familiar with ranks Controlled Glamer (Sp): When you select this mystic
in Disguise can substitute a Disguise check for the Sense arcanum, you gain one extra use of your 5th-level otherworldly
Motive DC. You can only select this mystic arcanum if your patron class feature. You can use that feature as a standard
familiar has the speak with master ability. action, instead of an immediate action. Finally, when you
use that feature, you can choose to become invisible without
Mystic Arcanums - Council of Fiends teleporting. If you do, treat the invisibility as the spell of the
Corrupted Invigoration (Sp): When you select this mystic same name, both for function and duration.
arcanum, you gain the ability to heal yourself or an ally. Twice Hostile Juxtaposition (Sp): When you select this mystic
per day, if you would gain temporary hit points as a result of arcanum and use your 5th-level otherworldly patron class
your otherworldly patron class feature, you can instead heal feature, you can choose to remain visible and instead treat
yourself or another creature within 30 feet of you that you can your teleportation effect as hostile juxtaposition, which
see for half that amount. functions as the spell of the same name.
Fiendish Resistance (Su): When you select this mystic
arcanum, you no longer have a limit to the amount of energy Mystic Arcanums - Great Old Ones
you can resist with your otherworldly patron class feature. Enthrall (Sp): When you select this mystic arcanum, you
gain your 14th-level otherworldly patron class feature, except
Mystic Arcanums - Eldritch Weapon that a creature which fails its save is affected by lesser
Copy Enchantment (Su): When you have a magic weapon geas, as the spell. Starting at 14th-level the ability functions
or item which grants weapon properties, you can apply any or normally, and you can also use the lesser ability described
all of those properties to your eldritch weapon as you create here, giving you a total of 2 creatures, one of which has 7 or
it, if it can have them. This occurs before you empower the fewer hit dice, under your thrall.
weapon. Shared Luck (Su): When you select this mystic arcanum,
Divided Focus (Sp): Each time your select this mystic you gain an additional use of your 5th-level otherworldly
arcanum, you can use your eldritch weapon pact boon to patron class feature. When that feature would trigger for you,
create one additional weapon that you can use. If you also you can instead grant the luck bonus to any creature you can
have the eldritch armor mystic arcanum, you can instead see.
create both a weapon and a suit of armor. You must divide Potent Misdirection (Su): When you select this mystic
40 your enhancement bonus between your created weapons arcanum, your misdirection effect is no longer suppressed
and armor when empowering them. after triggering.
40
41
Classes
41
Mystic Arcanums - Tome of Secrets Truenamer
Eighth Secret: Each time you select this mystic arcanum,
Did you hear it? Of course not! Reality, itself, calls to me.
you add an 8th-level spell from the class you chose with your
Begs me to hold it to my heart like a long lost lover found.
tome of secrets pact boon to your invoker spells known list.
You may cast these 8th-level spells once per day each. If A tree is not a leaf, nor a branch, nor a sapling. It is a tree,
you have bonus 8th-level spells from a high Charisma score, and a tree it remains until somebody cuts it down and carves
you can use the bonus spell slots to cast any of your chosen its remains into a chair. No longer do you call it a tree, for it
8th-level spells. You can only select this mystic arcanum if has become a chair. This truth is known and easily recognized
you have an Intelligence score of 18 or higher and are a 17th- by any creature capable of processing complex thoughts. But
level or higher invoker who possesses the seventh secret consider this. What if one could take the chair and make it the
mystic arcanum. tree once more? Such is the thinking of a truenamer.
Ninth Secret: This mystic arcanum functions as the eighth Transmuters have it almost right. They learn to change
secret, except you add a 9th-level spell and you can only themselves and others into different creatures, or objects,
select this mystic arcanum if you have an Intelligence score over time and with many years of practice. Abjurers are
of 19 or higher, are 19th-level or higher and possess both the similarly close, able to protect against a creature or effect by
eighth secret and seventh secret mystic arcanums. wrapping magic around themselves and allies. Conjurers? If
Secrets of the Divine: The first time you select this mystic not for the arcane limits placed by the gods, they might rival
arcanum, choose a divine class. Each time you select this truenamers, but they too fall short.
mystic arcanum, you add 1 spell from that class with a level Real truenamers, actual practitioners of the chaotic art of
no higher than the highest spell level you can cast -1 to your truenaming, stand beyond the reach of the arcane, above
invoker spells known. even the methodical divine power of the gods. Only for fear
Seventh Secret: This mystic arcanum functions as the of annihilation do mortal truenamers dare not utter the true
eighth secret, except you add a 7th-level spell and you can names of gods.
only select this mystic arcanum if you have an Intelligence Role: Truenamers are capable of holding enemies at
score of 17 or higher and are 15th-level or higher invoker. bay while helping allies and keeping themselves alive.
They support their party through the powers they control by
Mystic Arcanums - Undying Masters learning the truenames that define everything in reality. At
Among the Dead (Su): When you select this mystic higher levels, a truenamer can remove threats as easily as a
arcanum, you gain a permanent hide from undead effect. wizard banishes demons.
Suppressing or reactivating this ability is a swift action. Once Alignment: Any.
per day, you can cast undead anatomy I as a spell-like ability. Hit Die: d6.
Defy Death (Sp): When you select this mystic arcanum,
you can use your 5th-level otherworldly patron class feature Class Skills
one additional time per day. It counts as cure critical wounds The truenamer’s class skills are Appraise (Int), Craft (Int),
instead of cure light wounds, healing you or a dying ally for an Disable Device (Dex), Escape Artist (Dex), Fly (Dex), Heal
amount of hit points equal to 4d8 + your invoker level. (Wis), Knowledge (all), Linguistics (Int), Spellcraft (Int), and
Undying Nature (Ex): When you select this mystic Use Magic Device (Cha).
arcanum, you no longer take penalties to your ability scores Skill Ranks per Level: 2 + Int modifier.
for aging and cannot be magically aged. For every 5 years
that pass, your body only physically ages by 1 year. Age Class Features
bonuses still accrue, and you still die of old age when your The following are class features of the truenamer.
time is up. Weapon and Armor Proficiency: Truenamers are
proficient with the club, dagger, heavy crossbow, light
crossbow, and quarterstaff, but not with any type of armor
or shield. Armor does not interfere with a truenamer’s use of
words of power.
Own Truename: A truenamer’s introduction to the fabric
of reality is the discovery of a portion of his own truename.
Wordcasting As he uncovers more about truenaming, his grasp and
The truenamer’s ability is similar to wordcasting learned understanding of that fundamental truth grow with him.
by other spellcasters, hence words of power. Truenamers When he gains a level of truenamer, he adds his Intelligence
see wordcasters as on the brink of real discovery. They’ve modifier to his hit points gained instead of Constitution.
found the syllables that make up truenames, but jumble Words of Power: A truenamer speaks words of power he
them like one might a second language they’ve just learned. learns as he hones his understanding of truenaming. Words
Still, there’s something to be learned from wordcasting. of power are used to generate the effects of certain spells,
Any spell with an associated word similar to a truenamer’s and are largely different from one truenamer to the next, but
word of power can be substituted in place of the word can be interpreted and spoken of without invoking their power
presented here. by associating them with common words such as death,
Alternatively, if you would like to utilize the rules for growth, or luck. Truenamers lucky enough to have a mentor
wordcasting, see creating words of power for the burn are always encouraged to find new combinations of words
cost of spells and combine accordingly. By using your to be interpreted (see Sidebar: Creating Words of Power).
constructed word, you accept burn equal to the equivalent Examples words of power can be found in Chapter 6.
42 To speak a word of power, the truenamer must have an
one effect word for your combination.
Intelligence score equal to at least:
42
10 + the amount of burn accepted
The Difficulty Class for a saving throw against a truenamer’s
word of power is:
Classes
10 + 1/2 the truenamer’s level (minimum 1)
+ his Intelligence modifier
Burn: Speaking truenames through words of power is
hard on both the truenamer’s physical body and his mind’s
grasp on reality. Generating effects with his words of power
can cause a state of exhaustion referred to as burn. For
each point of burn he accepts, a truenamer takes 1 point of
nonlethal damage per character level. This damage can’t be
healed by any means other than getting a full night’s rest,
which removes all burn and associated nonlethal damage.
Nonlethal damage from burn can’t be reduced or redirected,
and a truenamer incapable of taking nonlethal damage can’t
accept burn. A truenamer can accept only 1 point of burn per
round. This limit rises to 2 points of burn at 6th level, and rises
by 1 additional point every 3 levels thereafter. A truenamer
can’t choose to accept burn if it would put his total points
of burn higher than 3 + his Constitution modifier (though he
can be forced to accept more burn from a source outside his
control). A truenamer who has accepted burn never benefits
from abilities that allow his to ignore or alter the effects he
receives from nonlethal damage.
Even if he has a way to reduce the burn of the more
expensive effects created by speaking a word of power, the
truenamer always compares the original cost to his maximum
when determining if he can create an effect. For example, a
10th-level truenamer can’t use truename expertise to create
a regenerate effect, since that effect usually costs 6 burn,
even if he focuses first.
Focus (Su): If he has his lexicon in hand, a truenamer
can open it to a specific word of power as a move action.
Revealing the word in this way creates an extremely loud,
visible display in a 20-foot radius centered on the truenamer,
as cosmic power swirls around his. Focusing in this way
allows the truenamer to reduce the total burn cost of a word
Table: Truenamer
Base
Attack Fort Ref Will Words of
Level Bonus Save Save Save Special Power
1st 0 +0 +0 +2 Burn, focus own truename 0
2nd +1 +0 +0 +3 Internal buffer 1 0
3rd +1 +1 +1 +3 Manifestation of power +1
4th +2 +1 +1 +4 Etymology +1
5th +2 +1 +1 +4 Internal buffer 2 +2
6th +3 +2 +2 +5 Etymology +2
7th +3 +2 +2 +5 +3
8th +4 +2 +2 +6 Internal buffer 3 +3
9th +4 +3 +3 +6 Etymology +4
10th +5 +3 +3 +7 Truename expertise +4
11th +5 +3 +3 +7 Internal buffer 4 +5
12th +6/+1 +4 +4 +8 Etymology +5
13th +6/+1 +4 +4 +8 +6
14th +7/+2 +4 +4 +9 Internal buffer 5 +6
15th +7/+2 +5 +5 +9 +7
16th +8/+3 +5 +5 +10 Etymology +7
17th +8/+3 +5 +5 +10 Internal buffer 6 +8
18th +9/+4 +6 +6 +11 Etymology +8
19th +9/+4 +6 +6 +11 +9 43
20th +10/+5 +6 +6 +12 Internal buffer 7, truename mastery +9
43
Creating Words of Power away, take a swift action, or anything else that a character
can do after using a standard action. If he wants to reduce
Each word of power is a collection of effects that act as the burn accepted by speaking a word with manifestation of
spells when the word is spoken. The truenamer who speaks power, he must focus before doing so (this ability does not
the word chooses what effect to create each time he speaks allow his to focus as a standard action).
it, within his limits. There are always six spells that make up The truenamer can only have one such effect manifesting
a word of power, and each is required to be of a given level, at a time. He cannot speak the word Life to create the effects
or range of levels, based on its cost. of a regenerate spell, and speak the word Creature to mimic
When a truenamer speaks a word of power and accepts summon nature’s ally on the following round since regenerate
1 point of burn, he can generate the effect of a 0-, 1st-, or usually requires 3 full rounds to finish casting. If the effect is
2nd-level spell. still manifesting during a round in which a creature is able
3rd-level spells cost at least 2 points of burn. to attempt to counter it, the creature can do so as if the
4th-level spells cost at least 3 points of burn. truenamer were still casting a spell of the same name as the
5th- and 6th-level spells cost at least 4 points of burn. effect.
7th-level spells cost at least 5 points of burn. In addition, the truenamer can apply up to one metamagic
8th- and 9th-level spells cost at least 6 points of burn. feat to a word of power effect as a standard action if it would
In addition, when creating a new word of power, consider qualify. Doing so increases the burn he suffers by 1 point for
the implications of being able to potentially cast that spell +1 or +2 spell levels and by 2 points for +3 or +4 spell levels
an infinite number of times. Given proper time and a safe and causes the effect to manifest as if it required a full-round
location, a 9th-level truenamer can focus and create effects action to cast.
equivalent to 4th-level spells without accepting any burn. Etymology (Su): At 4th, level, a truenamer’s research
For this reason alone, a truenamer shouldn’t gain some into words of power makes it far easier to understand mortal
spells (such as summoning and healing spells) before 12th languages. He chooses one path of understanding. Once
level, when he can accept up to 4 points of burn in a round, chosen, this path cannot be changed.
thus casting a spell like that still costs him at least 1 point Archivist: The truenamer gains Scribe Scroll as a bonus
of burn or 1 point from his internal buffer. There are some feat and can scribe scrolls with effects created by his words of
exceptions to this, and a couple of new spells created with power. A truenamer’s scrolls count as both arcane and divine
this limitation in mind later in chapter 6. for the purpose of activating them. Spellcasters with a spell of
the same name on their class spell list can use a truenamer’s
he speaks in the same round by 1 point. The truenamer can
scrolls without issue.
instead focus his power on the word for 1 full round in order
At 6th level, once per day, the truenamer can scribe a
to reduce the total burn cost for speaking the word on his
personal scroll for free (except for the cost of parchment or
next turn by 2 points (to a minimum of 0 points). If he does
any expensive materials) that possesses a cleric or wizard
so, he can also focus once more as a move action during
spell he doesn’t know but has seen at least once and could
his next turn to reduce the burn cost by a total of 3 points.
cast if he were a member of either class at his truenamer
If the truenamer takes damage during or after focusing and
level. When the truenamer reads from the scroll, he activates
before speaking the word upon which he is focused, he must
the spell as if it were one of his own words of power, accepting
succeed at a concentration check (DC = 10 + damage taken
the appropriate burn (see the Creating Words of Power
+ original burn cost) or lose focus in a maddening cacophony
sidebar) unless he focuses or uses his internal buffer first.
that forces his to accept a number of points of burn equal to
Only the truenamer can use this personal scroll, and he can
the number of points by which his focus would have reduced
only have one such scroll at any time.
the burn cost. This ability can never reduce the burn cost of a
At 9th, 12th, 16th, and 18th level, the truenamer can
word below 0 points.
scribe an additional personal scroll to use each day. Scribing
Internal Buffer (Su): At 2nd level, a truenamer’s study of
a personal scroll requires 10 minutes per spell level. Once
his truename and the fabric of reality allow his to form an
created, the scrolls are permanent until used, but the
internal buffer to keep herself sane.
truenamer cannot scribe more personal scrolls if he is already
The buffer starts empty and doesn’t replenish each day, but
at his limit.
the truenamer can accept 1 point of burn to add 1 point to the
Cryptologist: The truenamer watches the ebb and flow of
buffer as a full-round action, to a maximum of 1 point total.
reality as words become sentences that result in actions. He
This maximum increases by 1 point at 5th level, and every
learns tricks from his allies and stores them away for use
3 levels thereafter. Once the truenamer adds points to his
later. He gains one of the following class abilities that he has
buffer, they remain indefinitely until he spends them.
seen at least once, treating his truenamer levels as levels
When he would otherwise accept burn, a truenamer can
in the appropriate class when called for. He gains another
spend 1 point from his buffer to avoid accepting 1 point of
ability of his choice at 6th, 9th, 12th, 16th, and 18th level.
burn. He cannot spend more than 1 point from his buffer in
Armor Proficiency (light), bonus combat feat, evasion, fast
this way for a single word. This buffer can be used to exceed
movement +10 feet, rogue trick, uncanny dodge, trackless
the limit on the number of points of burn the truenamer can
step
accept in a single turn.
At 6th level, he adds these to his list.
Manifestation of Power (Su): At 3rd level, a truenamer
Armor Proficiency (medium), channel energy +1d6, damage
gains the ability to speak a word of power as a standard action
reduction +1/-, danger sense +1, divine health, improved
to create effects with a casting time of 1 full-round action or
uncanny dodge, venom immunity, weapon training.
greater. The effect still takes the alloted amount of time to
44 At 12th level, he adds these to his list.
occur, and treats the space in which the truenamer stood when
speaking it as the point of origin, but the truenamer can move
44
Armor Proficiency (heavy), armor training, aura of resolve, Faerie Classes
camouflage, improved evasion, indomitable will, warrior The Fae are not without their gifts. Those who entreat them
training (+1 base attack and +1 hp per level) with pure intent are rewarded with natural power and primal
Classes
Linguist: The truenamer gains a permanent comprehend ability. They are the protectors of nature and order and they
languages effect. are the heroes of the Fae.
At 6th level, he also gains tongues.
At 9th level, he also gains speak with animals. Dúlra (Cleric/Druid)
At 12th level, he also gains speak with plants.
At 16th level, he also gains speak with dead. The natural world needs guardians, too. We are the barrier
At 18th level, he also gains stone tell. that stands against true chaos.
Truename Expertise: At 10th level, a truenamer can For so long, the gods’ attention has been drawn away by
choose one word of power he knows. When he speaks that war with greater demons, elemental lords, and archdevils.
word to create an effect that requires a saving throw, the DC While they battled in the upper realms, the world of mortals
is increased by +1. became tainted by chaos. Human nations rose and fell within
Truename Mastery: At 20th level, a truenamer chooses generations, often taking other races with them.
a second word of power to which he applies his truename The Fae, a faction of fairy folk bound to the Overrealm,
expertise, and the DC is increased by an additional +1. He recognized the underlying destruction behind their mortal
can also use a full-round action to both focus for 3 points and kin’s actions and decided to do something about it. Failing
speak one of those words (but not manifest power). to make the fey lords that ruled the Overrealm see what
Lexicons: Like a wizard, a truenamer carries with him they saw, the Fae began reaching out to the mortal world
a lexicon, or spellbook, containing his interpretation of themselves, seeking knights who could uphold their cause.
truenames. It is from this tome that the truenamer recalls These nature priests would act as a shield against the chaos
complex words of power used to generate spell effects. until the gods could return to put an end to it.
A truenamer begins play with a number of words in his Role: What dúlra lack in martial training they make up for in
lexicon equal to his Intelligence modifier. At every odd spiritual power and natural strength. Shillelagh in hand, they
truenamer level, he adds one new word to his lexicon. guard allies against the chaos that threatens to consume all
Because words of power are derived from truenames, each with a blend of magic granted them by the Fae.
word added actually takes up a number of pages in the Alignment: Any non-chaotic.
lexicon equal to 1/2 the truenamer’s level (minimum 1) at the Hit Die: d8.
time he gains it. It is also nigh impossible for two truenamers Parent Classes: Cleric and druid.
to exchange lexicons, since one’s interpretation of a word of Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition,
power varies greatly from another. each dúlra begins play with an outfit worth 10 gp or less.
Actually researching new words of power beyond those
granted by a truenamer’s level is a mind-breaking task that Class Skills
very few (such as the hurried scholar archetype) have ever The dúlra’s class skills are Appraise (Int), Bluff (Cha), Craft
overcome with some measure of success. (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Int),
Intimidate (Cha), Knowledge (geography) (Int), Knowledge
(nature) (Int), Knowledge (planes) (Int), Perform (Cha),
Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and
Table: Dúlra Survival (Wis).
Base Skill Ranks per Level: 4 + Int modifier.
Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 0 +2 +0 +2 Aura, faerie friend, orisons, 3 1 — — — — — — — —
shillelagh
2nd +1 +3 +0 +3 Nature sense, wild empathy 4 2 — — — — — — — —
3rd +2 +3 +1 +3 Resist chaos 4 2 1 — — — — — — —
4th +3 +4 +1 +4 Faerie friend 4 3 2 — — — — — — —
5th +3 +4 +1 +4 4 3 2 1 — — — — — —
6th +4 +5 +2 +5 Fae entreaty (1/day) 4 3 3 2 — — — — — —
7th +5 +5 +2 +5 4 4 3 2 1 — — — — —
8th +6/+1 +6 +2 +6 Fae entreaty (2/day) 4 4 3 3 2 — — — — —
9th +6/+1 +6 +3 +6 4 4 4 3 2 1 — — — —
10th +7/+2 +7 +3 +7 Fae entreaty (3/day) 4 4 4 3 3 2 — — — —
11th +8/+3 +7 +3 +7 4 4 4 4 3 2 1 — — —
12th +9/+4 +8 +4 +8 Fae entreaty (4/day, greater entreaty) 4 4 4 4 3 3 2 — — —
13th +9/+4 +8 +4 +8 4 4 4 4 4 3 2 1 — —
14th +10/+5 +9 +4 +9 Fae entreaty (5/day) 4 4 4 4 4 3 3 2 — —
15th +11/+6/+1 +9 +5 +9 4 4 4 4 4 4 3 2 1 —
16th +12/+7/+2 +10 +5 +10 Fae entreaty (6/day, grand entreaty) 4 4 4 4 4 4 3 3 2 —
17th +12/+7/+2 +10 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 Fae entreaty (7/day) 4 4 4 4 4 4 4 3 3 2 45
19th +14/+9/+4 +11 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Fae entreaty (8/day) 4 4 4 4 4 4 4 4 4 4
45
The Fae
Taking a cue from human kingdoms, the archfey have started dividing their realm up into areas dedicated specifically to
them. The Lord of Winter, for example, guards his territory against the encroaching Summer and her treant allies. As a result
of this selfishness, the larger purpose of the faerie folk has lost focus, and the people who call the Overrealm their home have
taken to joining factions of like-minded beings.
The Fae is one such faction. Congregating under the banner of keeping the Overrealm’s purpose at heart, they have started
training mortals for a battle that looms with the Chaos; eldritch beings with alien power beyond that of even the gods. The
leaders of the Fae seek individuals who live up to their ideals and show them the truth. But even these beings aren’t beyond
their own personal tastes. Six among them have been more prominent in garnering followers. They are the Beast, the Hag,
the Lady, and the Satyr.
The Beast believes that might can win the battle against Chaos. A warrior maiden, she seeks brave souls willing to lay their
lives down for family first.
The Changeling is the closest representative of chaos among the Fae, and the others use his gifts to learn more about their
enemy. The changeling’s dúlra are as diverse as he is, both in personality and ability.
The Lady, by contrast, takes those who would uphold order and the rules by which she guides them. She is swift to mark
her kind, and can be punitive, but hers are amongst the most devoted of dúlra.
The Hag, while not inherently evil, attracts the like in her search for worshipers. So long as they hold back the tide of chaos
that threatens everything, she is willing to grant them her blessings.
Sitting opposite the Hag is the Satyr, self-made lord of all things beautiful and creative. An arrogant trickster by nature, the
Satyr’s methods are nonetheless effective against his foes, and his dúlra are equally gifted of tongue and technique.
Finally, the Unicorn acts as the peace keeper for his brethren, and is seen as a loving father figure to the Beast’s wild
woman. Where she gathers strong, fierce warriors to protect the natural world, he encourages those who would keep it whole
and healthy without resorting to so much violence.
Class Features
All of the following are class features of the dúlra.
Weapon and Armor Proficiency: dúlra are proficient with
the following weapons: club, dagger, longbow, quarterstaff,
scythe, sickle, shortbow, shortspear, sling, and spear.
Dúlra are proficient with light and medium armor but are
prohibited from wearing metal armor; thus, they may
wear only padded, leather, or hide armor. A dúlra may
also wear wooden armor that has been altered by the
ironwood spell so that it functions as though it were
steel. Dúlra are proficient with shields (except
tower shields) but must use only those crafted
from wood.
A dúlra who wears prohibited armor or uses a
prohibited shield is unable to cast dúlra spells or use any of
her supernatural or spell-like class abilities while doing so
and for 24 hours thereafter.
Aura: Neutral good or evil Dúlra have a particularly powerful
aura corresponding to that alignment. A lawful dúlra’s
aura is always strongest, overshadowing her
moral alignment.
Spells: A dúlra casts divine spells, which are
drawn from the dúlra spell list. Her alignment may
restrict her from casting certain spells opposed to
her moral or ethical beliefs. A dúlra must choose
and prepare her spells in advance.
To prepare or cast a spell, the dúlra must
have a Wisdom score equal to at least 10 + the
spell level. The Difficulty Class for a saving throw
against a dúlra’s spell is 10 + the spell level + the
dúlra’s Wisdom modifier.
Like other spellcasters, a dúlra can cast
only a certain number of spells of each spell
level per day. Her base daily spell allotment is given on Table:
Dúlra. In addition, she receives bonus spells per day if she
has a high Wisdom score.
46 A dúlra must spend 1 hour each day in a trance-like
meditation on the mysteries of nature to regain her daily
46
The Lady’s Gifts
The dúlra gains abilities similar to a few classes, based on her faerie friend. In the case of the Lady, these gifts compound
Classes
the benefits (and restrictions) of a couple classes to suit her theme. For ease of play, those abilities are restated here.
Oracle’s Curse - Lame: One of your legs is permanently wounded, reducing your base land speed by 10 feet if your
base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never
reduced due to encumbrance. At 5th level, you are immune to the fatigued condition (but not exhaustion).
At 10th level, your speed is never reduced by armor.
At 15th level, you are immune to the exhausted condition.
Arcane Bond - Shillelagh: Your shillelagh is a masterwork staff which can be used once per day to cast any one dúlra
spell, even if the spell is not prepared. This spell is treated like any other spell you cast, including casting time, duration, and
other effects dependent on your level. This spell cannot be modified by metamagic feats or other abilities.
Starting at 5th level, you can add additional magic abilities to your staff as if you had the Craft Magic Arms and Armor feat.
Divine Bond - Shillelagh: You can enhance your staff as a standard action by calling upon the Lady’s aid for 1 minute per
dúlra level. When called, the Lady causes the staff to shed light as a torch. At 5th level, she grants the staff a +1 enhancement
bonus. For every three levels beyond 5th, the staff gains another +1 enhancement bonus, to a maximum of +6 at 20th level.
These bonuses can be added to the staff, stacking with existing staff bonuses to a maximum of +5, or they can be used to
add any of the following staff properties: axiomatic, brilliant energy, defending, disruption, evil, flaming, flaming burst, holy,
merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost. These bonuses are
added to any properties the staff already has (including the +1 bonus from the shillelagh effect), but duplicate abilities do not
stack. The bonus and properties granted by the Lady are determined when she is called and cannot be changed until she
is called again. The Lady imparts no bonuses if the weapon is held by anyone other than you. These bonuses apply to only
one end of the staff per use. You can use this ability once per day at 5th level, and one additional time per day for every four
levels beyond 5th, to a total of four times per day at 17th level.
allotment of spells. A dúlra may prepare and cast any spell performance of the same name, except the dúlra can use it a
on the dúlra spell list, provided that she can cast spells of that number of rounds per day equal to 4 + her Wisdom modifier.
level, but she must choose which spells to prepare during her Beginning at 4th level, the dúlra gains the bardic
daily meditation. performance class feature as a bard of her level -3.
A dúlra with the hag faerie friend (see below) must The Unicorn: At 1st level, a dúlra with this faerie friend
commune with her familiar for 1 hour and prepare only the gains an aura of calm animals that extends out 5 feet. This
spells it knows instead. functions as the spell and can be activated or suppressed as
Orisons (Sp): Dúlra can prepare a number of orisons, a swift action. The DC to save against this effect is 10 + 1/2
or 0-level spells, each day, as noted on Table: Dúlra under the dúlra’s level + her Wisdom modifier. A creature that saves
“Spells per Day.” These spells are cast like any other spell, against her aura’s effect is immune to the dúlra’s aura for
but they are not expended when cast and may be used again. 24 hours. As a standard action, the dúlra can end her aura’s
Faerie Friend (Su): A dúlra’s initiation into the host of the effect until the next time she regains spells. If she does, she
Fae is always accompanied by an invitation from a specific heals herself and each of her allies within the aura for 1d6
patron who has chosen her as its champion. This initiation hit points per 2 levels. At 4th level, the aura also counts as a
brings with it a few minor talents that become more potent as calm emotions effect and extends out by 5 feet, +5 ft. every 4
the dúlra masters them. levels thereafter, to a maximum of 30 feet at 20th level.
The Beast: At 1st level, a dúlra with this faerie friend gains Shillelagh (Su): At 1st level, the dúlra is gifted an
the animal cleric domain and domain spell slots as a cleric of enchanted club or staff by the Fae. When wielded by the
her dúlra level. dúlra, this weapon gains the effects of a shillelagh spell (+1
The Changeling: At 1st level, a dúlra with this faerie friend magic weapon, 2d6 damage for medium creatures).
gains two of the following domains of her choice. She adds The dúlra must wield her shillelagh in at least one hand to
the domain spells to her spell list, but does not gain additional cast dúlra spells. If she attempts to cast a spell without her
domain spell slots with which to cast them. Alternatively, she shillelagh in hand, she must make a concentration check or
can choose only one domain and gain the domain spell slots lose the spell. The DC for this check is 20 + the spell’s level.
as well. Liberation, luck, protection, travel, trickery. If her shillelagh is destroyed, the dúlra loses the use of
The Hag: At 1st level, a dúlra with this faerie friend gains this ability for 24 hours, or until she gains a level, whichever
a witch’s familiar. This functions as the class feature of the comes first. During this 24-hour period, she takes a –1 penalty
same name, except the dúlra gains additional 1st-level spells on attack and weapon damage rolls.
equal to her Wisdom modifier to store in her familiar. At 4th Nature Sense (Ex): A dúlra gains a +2 bonus on Knowledge
level, and every 4 levels thereafter, the dúlra gains a hex of (nature) and Survival checks.
her choice. At 20th level, the dúlra gains a major hex. Wild Empathy (Ex): A dúlra can improve the attitude of
The Lady: At 1st level, a dúlra with this faerie friend gains an animal. This ability functions just like a Diplomacy check
the lame oracle curse and applies the arcane bond wizard made to improve the attitude of a person. The dúlra rolls
class feature to her shillelagh (see below). Beginning at 4th 1d20 and adds her dúlra level and her Charisma modifier to
level, the dúlra also applies the divine bond paladin class determine the wild empathy check result.
feature to her shillelagh (see the sidebar on the next page). The typical domestic animal has a starting attitude of
The Satyr: At 1st level, a dúlra with this faerie friend can indifferent, while wild animals are usually unfriendly. 47
inspire courage in her allies. This functions as the bardic To use wild empathy, the dúlra and the animal must be able
47
to study each other, which means that they must be within Alignment: Any.
30 feet of one another under normal conditions. Generally, Hit Die: d10.
influencing an animal in this way takes 1 minute but, as with Parent Classes: Inquisitor and ranger.
influencing people, it might take more or less time. Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition,
A dúlra can also use this ability to influence a magical beast each legate begins play with an outfit worth 10 gp or less.
with an Intelligence score of 1 or 2, but she takes a –4 penalty
on the check. Class Skills
Resist Chaos (Ex): Starting at 4th level, a dúlra gains a +4 The midnight legate’s class skills are Appraise (Int), Bluff
bonus on saving throws against the spell-like and supernatural (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle
abilities of aberrations. This bonus also applies to spells and Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all)
effects that target plants, such as blight, entangle, spike (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense
growth, and warp wood. Motive (Wis), Spellcraft (Int), Stealth (Dex), and Survival
Fae Entreaty (Su): At 6th level, a dúlra gains the ability to (Wis).
plea with the Fae for aid in her quest. This allows the dúlra Skill Ranks per Level: 6 + Int modifier.
to cast a subset of spells on herself as a supernatural ability.
When used, this ability functions like the spell of the same Class Features
name, except the effect lasts for 1 hour per dúlra level, or until All of the following are class features of the midnight legate.
the dúlra ends it or changes the spell. She can only have one Weapon and Armor Proficiency: A midnight legate is
fae entreaty active at a time. proficient with all simple and martial weapons and with light
When she uses fae entreaty, a dúlra’s faerie friend also armor, medium armor, and shields (except tower shields).
bolsters her by granting her a +4 enhancement bonus to 1 Chaos Hunter: At 1st level, a legate gains a +2 bonus on
ability score. The bonus increases to +6 at 12th level and +8 Bluff, Knowledge, Perception, Sense Motive, and Survival
at 16th level. checks against aberrations. Likewise, he gets a +2 bonus on
Friend Ability Granted weapon attack and damage rolls against them. A legate may
The Beast Strength make Knowledge skill checks untrained when attempting to
The Changeling Dexterity identify these creatures.
The Hag Intelligence At 5th level, the legate gains a +2 bonus against spellcasters
The Lady Constitution as well, and his bonus against aberrations increases to +4.
The Satyr Charisma At 10th level, the legate gains a +2 bonus against all chaotic
The Unicorn Wisdom creatures, and each of his previous bonuses also increases
This bonus does not stack with other bonuses granted by by +2.
fae entreaty to the same ability score. At 15th level, and again at 20th level, each of the legate’s
A dúlra can use this ability once per day at 6th bonuses increases by +2. If a specific creature falls into more
level, and again every two levels thereafter, for a total of than one category, the legate’s bonuses do not stack; he
eight times at 20th level. simply uses whichever bonus is higher.
Fae Entreaties: Alacrity, aspect of the nightingale, bear’s Grim Pursuit (Ex): A midnight legate receives a morale
endurance, bull’s strength, chameleon stride, cat’s bonus on all Intimidate and Sense Motive checks, and
grace, eagle’s splendor, fox’s cunning, lighten object, owl’s Survival checks to follow tracks equal to 1/2 his legate level
wisdom, protection from chaos. (minimum +1).
Detect Chaos: At 2nd level, a midnight legate can use
Midnight Legate (Inquisitor/Ranger) detect chaos at will, as the spell.
Magic breeds chaos. Therefore, magic users are as much Instinctive Initiative: At 2nd level, a midnight legate adds
enemies as any aberration. his Wisdom modifier on initiative checks, in addition to his
Dexterity modifier.
Not all who battle the Chaos are chosen by the gods to do
Counterstrike (Su): Beginning at 3rd level, when the
so. Some extremists, like the midnight legate, take matters
midnight legate hits a creature with a melee attack, he can use
into their own hands. Using ancient combat techniques and a
a swift action to ready a counterspell against that creature. He
specialized skillset, midnight legates aim to put an end to all
can use this ability a number of times per day equal to 1/2 his
possible sources of chaos in the world.
level + his Wisdom modifier. Failure still counts as one use.
Almost in contrast to their viewpoint, midnight legates can
If the creature tries to cast a spell, the legate makes a dispel
be chaotic, and a good many of them are. Such legates
check (1d20 + his legate level) and compares that to the spell
recognize their own failings, but have decided to fight fire
(DC = 10 + the spellcaster’s level). If successful, the spell is
with fire. When the day comes that they have closed the final
countered. If the creature is within 30 feet of the legate or his
door, they understand that their sacrifice is the key that will
companion (see below), it also takes 1d6 points of damage
lock it once and for all. Midnight legates who work closely
as its magic violently backlashes. This damage increases by
with magic users hold a similar viewpoint. They will kill them,
+1d6 at 6th level and every 3 levels thereafter, to a maximum
eventually. Just, not today.
of 6d6 at 18th level.
Role: Legates rarely hesitate to take the fight directly to
Starting at 9th level, a midnight legate can use his
their enemies. Alone or with their hounds at their side, they
counterstrike to counter a creature’s spell-like abilities. The
pay close attention to monsters with supernatural or spell-
DC for his dispel check = 10 + the creature’s hit dice. At 18th-
like abilities. When doing battle with aberrations or powerful
level, he can use his counterstrike to counter a creature’s
spellcasters, many will unleash the full extent of their power
supernatural abilities at the same DC.
48 to end the threat as quickly as possible and deal with the
consequences afterward.
48
49
Classes
49
At 12th level, the legate can ready a counterspell as part of If he opted to rely on his allies instead, they are treated as
an attack action. He can ready as many counterspells against having the legate’s teamwork feats any time the legate grants
different creatures as he has attacks, but he may still only them his chaos hunter bonus. No creature besides the legate
counter one such spell in this way. benefits from the teamwork feat unless it also has the feat.
Spellbook: At 3rd level, a midnight legate begins keeping Monster Lore (Ex): At 7th level, the midnight legate adds
tabs on the spells used by his enemies. He creates a his Wisdom modifier on Knowledge skill checks, in addition to
spellbook containing up to 9 0-level, 1st-level, or 2nd-level his Intelligence modifier, when making skill checks to identify
spells, then adds a number of additional 1st-level spells equal the abilities and weaknesses of creatures.
to his Wisdom modifier. Evasion (Ex): At 10th level, a midnight legate can avoid
When the legate uses counterstrike, if the creature he even magical and unusual attacks with great agility. If he
readies against uses a spell in his spellbook, the legate can makes a successful Reflex saving throw against an attack
make a Spellcraft check (DC 15 + the spell’s level) to identify that normally deals half damage on a successful save, he
it as a free action. If the check succeeds, the legate correctly instead takes no damage. Evasion can be used only if the
identifies the spell and counters it. legate is wearing light armor, medium armor, or no armor. A
Adding Spells to the Spellbook: Midnight legates can add helpless legate does not gain the benefit of this ability.
new spells to their spellbooks the same as wizards, but the Stalwart (Ex): At 13th level, the midnight legate can use
spells they add can be for any class. A legate’s studies allow mental and physical resiliency to avoid certain attacks. If
him to add 2 spells to his spellbook whenever he gains a she makes a Fortitude or Will saving throw against an attack
level, and he can copy spells (and formulae) from other that has a reduced effect on a successful save, she instead
spellbooks in the same way a wizard does. The highest level avoids the effect entirely. This ability can only be used if the
spell a legate can write into his spellbook at any time is equal inquisitor is wearing light armor, medium armor, or no armor.
to 1/2 his level (rounded up, like a wizard). A helpless inquisitor does not gain the benefit of this ability.
Legates do not practice actual spellcasting, so they are Improved Evasion (Ex): At 16th level, the midnight legate’s
unable to use spells diametrically opposed (light vs darkness) evasion improves. This ability works like evasion, except that
to those being cast when attempting to counterspell. while the legate still takes no damage on a successful Reflex
Acumen (Ex): At 4th level, if his target is flat-footed, a saving throw against attacks, he henceforth takes only half
midnight legate deals half his counterstrike damage (minimum damage on a failed save. A helpless legate does not gain the
1d6) with his melee attacks or ranged attacks within 30 feet. If benefit of this ability.
his target is also a favored enemy, he deals full counterstrike Exploitation (Ex): At 19th level, the midnight legate learns
damage instead. to take advantage of any opportunity that presents itself.
Hunter’s Bond (Ex): At 4th level, a midnight legate gains Whenever the legate scores a critical hit, he ignores any
hunter’s bond, as the ranger ability of the same name. damage reduction the target might have. In addition, if the
Regiment (Ex): A midnight legate’s regiment is his target has regeneration, the creature loses regeneration on
preferred method of battle, honed from his experience. At 5th the round following the critical hit and can die normally during
level, and every 3 levels thereafter (to a maximum of 5 at 17th that round. Creatures whose regeneration always functions
level), a legate gains a bonus combat style or teamwork feat. are immune to this ability. Finally, if the legate deals damage
The legate’s animal companion is treated as if it also to a creature with vulnerability, the legate’s damage counts as
possesses any of his teamwork feats for the purpose of whatever type to which the creature is vulnerable.
determining whether the legate receives a bonus from them. Counterstrike Master (Su): At 20th level, a midnight legate
Table: Midnight Legate gains the ability to counterspell a creature’s extraordinary
Base abilities with a dispel check (DC 10 + the creature’s hit
dice). He can also use a single readied counterspell to
Attack Fort Ref Will
counter the spells, spell-like abilities, supernatural abilities,
Level Bonus Save Save Save Special
or extraordinary abilities of as many
1st +1 +2 +2 +2 Chaos hunter, grim pursuit
creatures as he hits with melee attacks
2nd +2 +3 +3 +3 Detect chaos, instinctive initiative
on his turn, up to his limit. The legate
3rd +3 +3 +3 +3 Counterstrike (1d6), spellbook
4th +4 +4 +4 +4 Acumen, Hunter’s bond can counter only one spell or ability per
5th +5 +4 +4 +4 Chaos hunter (spellcasters), regiment creature in this way.
6th +6/+1 +5 +5 +5 Counterstrike (2d6)
7th +7/+2 +5 +5 +5 Monster lore
8th +8/+3 +6 +6 +6 Regiment
9th +9/+4 +6 +6 +6 Counterstrike (3d6, spell-like)
10th +10/+5 +7 +7 +7 Evasion, chaos hunter (chaotic)
11th +11/+6/+1 +7 +7 +7 Regiment
12th +12/+7/+2 +8 +8 +8 Counterstrike (4d6, attack action)
13th +13/+8/+3 +8 +8 +8 Stalwart
14th +14/+9/+4 +9 +9 +9 Regiment
15th +15/+10/+5 +9 +9 +9 Chaos hunter, counterstrike (5d6)
16th +16/+11/+6/+1 +10 +10 +10 Improved evasion
17th +17/+12/+7/+2 +10 +10 +10 Regiment
18th +18/+13/+8/+3 +11 +11 +11 Counterstrike (6d6, supernatural)
50 19th +19/+14/+9/+4 +11 +11 +11 Exploitation
20th +20/+15/+10/+5 +12 +12 +12 Chaos hunter, counterstrike master
50
Nature Warden (Druid/Fighter) Starting at 8th level, the warden gains the supernatural
ability to cast bear’s endurance a number of times per day
The mountains would be easier to move.
equal to 3 + her Wisdom modifier, targeting only herself. At
The nature wardens are a group of stalwart champions
Classes
16th level, she can cast mass bear’s endurance instead.
chosen by the Fae to protect the natural world. By calling upon Starting at 12th level, when using a light or heavy wooden
primal strength and the spirits of the land itself, these brave shield, the nature warden gains the benefits of wielding a
warriors stand against the enemies of nature, unyielding in tower shield instead, including the +4 shield bonus.
their beliefs. They are conduits of the power that courses At 20th level, the warden gains the supernatural ability
through the leylines of the world, and they guard that power to cast summon nature’s ally IX once per day, but only to
with the might of beasts to guide them. summon 1d4+1 7th-level or lower creatures of the same kind.
Role: Wardens are guardians who use the gifts of nature to Wildblood Guardian (Ex): At 1st level, when unarmored and
perform their role. As they grow in power, each nature warden unencumbered, the nature warden adds her Wisdom bonus
learns how to tap into different spiritual sources combined (if any) to her AC and her CMD. In addition, a warden gains a
with martial training and the blessings of bestial magic. +1 bonus to AC and CMD at 4th level. This bonus increases
Alignment: Any. by 1 for every four nature warden levels thereafter, up
Hit Die: d10. to a maximum of +5 at 20th level. These bonuses
Parent Classes: Druid and fighter. to AC apply even against touch attacks or when
Starting Wealth: 5d6 × 10 gp (average the warden is flat-footed. She loses these
175 gp.) bonuses when she is immobilized or
helpless, when she wears any armor,
Class Skills when she carries a shield, or when
The nature warden’s class skills are Climb she carries a medium or heavy load.
(Str), Craft (Int), Fly (Dex), Handle Animal Starting at 4th level, when the
(Cha), Heal (Wis), Intimidate (Cha), Knowledge nature warden is affected by an
(nature) (Int), Perception (Wis), Profession (Wis), ongoing effect, such as poison
Ride (Dex), Sense Motive (Wis), Survival (Wis), or a hold person spell, she can
and Swim (Str). attempt a saving throw against
Skill Ranks per Level: 2 + Int modifier. that effect at the beginning
of each of her turns. If she
Class Features succeeds, the effect ends
All of the following are and the warden may act
class features of the normally.
midnight legate. Starting at 8th level, the
Weapon and Armor nature warden gains the
Proficiency: A nature supernatural ability to cast
warden is proficient bull’s strength a number
with all simple and of times per day equal to
martial weapons. She is 3 + her Wisdom modifier,
also proficient with light and targeting only herself. At
medium armor but is prohibited from 16th level, she can cast mass
wearing metal armor; thus, she may wear bull’s strength instead.
only padded, leather, or hide armor. The Starting at 12th level, the nature warden
warden may also wear wooden armor that gains a +1 shield bonus to her Armor
has been altered by the ironwood spell so that Class when wielding a two-handed
it functions as though it were steel. Wardens are melee weapon. The warden adds
proficient with shields (except tower shields) half her weapon’s enhancement
but must use only wooden ones. bonus (if any) to this shield bonus.
A nature warden who wears prohibited This shield bonus is lost if the
armor or uses a prohibited shield is unable to nature warden is immobilized or
use any of her supernatural or spell-like class abilities while helpless.
doing so and for 24 hours thereafter. At 20th level, the nature
Guardian Might: Each nature warden draws her power warden’s shield bonus increases to
from a natural guardian with whom she associates. As she +2, and she gains the supernatural ability to cast heal or
gains levels, her connection to her chosen guardian grants mass cure serious wounds once per day.
her additional boons. At 1st level, the warden chooses one of Nature Sense (Ex): A nature warden gains a +2 bonus on
the following guardians. This choice cannot be changed later. Knowledge (nature) and Survival checks.
Guardian of Earth (Ex): At 1st level, the warden’s hit die Bonus Feats: At 2nd level, and every 4 levels thereafter,
becomes a d12. a nature warden gains a bonus feat in addition to those
Starting at 4th level, the warden can always attempt an gained from normal advancement. These bonus feats must
attack of opportunity against a creature that leaves the nature be selected from those listed as Combat Feats, sometimes
warden’s threatened area, even if that creature is withdrawing also called “fighter bonus feats.” When meeting prerequisites
or otherwise able to avoid attacks of opportunity. for these feats, the warden’s effective fighter level is equal to 51
her nature warden level.
51
The effect lasts for 1 hour per nature
Table: Nature Warden
Base warden level, or until she changes
back. Changing form is a standard
Attack Fort Ref Will
action and doesn’t provoke an attack
Level Bonus Save Save Save Special of opportunity. The form chosen must
1st +1 +2 +2 +0 Guardian might, nature sense be that of a monstrous humanoid the
2nd +2 +3 +3 +0 Bonus feat, wild empathy warden is familiar with.
3rd +3 +3 +3 +1 Trackless step, woodland stride A nature warden can use this ability
4th +4 +4 +4 +1 Guardian might an additional time per day at 9th, 13th,
5th +5 +4 +4 +1 Guardian form (1/day) 17th, and 20th level. As she gains in
6th +6/+1 +5 +5 +2 Bonus feat, bravery +1 levels, this ability allows the warden to
7th +7/+2 +5 +5 +2 Resist nature's lure
take on the form of larger and smaller
8th +8/+3 +6 +6 +2 Guardian might
monstrous humanoids, elementals,
9th +9/+4 +6 +6 +3 Guardian form (2/day)
and giants. Each form expends one
10th +10/+5 +7 +7 +3 Bonus feat, bravery +2
11th +11/+6/+1 +7 +7 +3 Venom immunity daily usage of this ability, regardless
12th +12/+7/+2 +8 +8 +4 Guardian might of the form taken.
13th +13/+8/+3 +8 +8 +4 Guardian form (3/day) At 9th level, a nature warden can
14th +14/+9/+4 +9 +9 +4 Bonus feat, bravery +3 use guardian form to change into a
15th +15/+10/+5 +9 +9 +5 A thousand faces Large or Tiny monstrous humanoid
16th +16/+11/+6/+1 +10 +10 +5 Guardian might or a Small elemental. When taking
17th +17/+12/+7/+2 +10 +10 +5 Guardian form (4/day) the form of a monstrous humanoid,
18th +18/+13/+8/+3 +11 +11 +6 Bonus feat, bravery +4 a nature warden’s guardian form now
19th +19/+14/+9/+4 +11 +11 +6 Timeless body functions as monstrous physique II.
20th +20/+15/+10/+5 +12 +12 +6 Guardian form (5/day), guardian might When taking the form of an elemental,
the warden’s guardian form functions
Upon reaching 8th level, and every four levels thereafter as elemental body I.
(12th, 16th, and so on), a nature warden can choose to At 13th level, a nature warden can use guardian form to
learn a new bonus feat in place of a bonus feat she has change into a Huge or Diminutive monstrous humanoid, a
already learned. In effect, the warden loses the bonus feat in Medium elemental, or a large humanoid creature of the giant
exchange for the new one. The old feat cannot be one that subtype. When taking the form of monstrous humanoids, a
was used as a prerequisite for another feat, prestige class, or nature warden’s guardian form now functions as monstrous
other ability. A nature warden can only change one feat at any physique III. When taking the form of an elemental, the
given level and must choose whether or not to swap the feat warden’s guardian form now functions as elemental body II.
at the time she gains a new bonus feat for the level. When taking the form of a giant, the warden’s guardian form
Wild Empathy (Ex): At 2nd level, a nature warden can functions as giant form I.
improve the attitude of an animal. This ability functions just At 17th level, a nature warden can use guardian form to
like a Diplomacy check made to improve the attitude of a change into a Large elemental or a huge giant. When taking
person. The warden rolls 1d20 and adds her warden level the form of an elemental, the warden’s guardian form now
and her Charisma modifier to determine the wild empathy functions as elemental body III. When taking the form of a
check result. giant, the warden’s guardian form now functions as giant form
The typical domestic animal has a starting attitude of II.
indifferent, while wild animals are usually unfriendly. At 20th level, a nature warden can use guardian form to
To use wild empathy, the warden and the animal must be change into a Huge elemental. When taking the form of an
able to study each other, which means that they must be within elemental, the warden’s guardian form now functions as
30 feet of one another under normal conditions. Generally, elemental body IV.
influencing an animal in this way takes 1 minute but, as with Bravery (Ex): Starting at 6th level, a nature warden gains
influencing people, it might take more or less time. a +1 bonus on Will saves against fear. This bonus increases
A nature warden can also use this ability to influence a by +1 for every four levels beyond 6th.
magical beast with an Intelligence score of 1 or 2, but she Resist Nature’s Lure (Ex): Starting at 7th level, a nature
takes a –4 penalty on the check. warden gains a +4 bonus on saving throws against the spell-
Trackless Step (Ex): Starting at 3rd level, a nature warden like and supernatural abilities of fey. This bonus also applies to
leaves no trail in natural surroundings and cannot be tracked. spells and effects that target plants, such as blight, entangle,
She may choose to leave a trail if so desired. spike growth, and warp wood.
Woodland Stride (Ex): Starting at 3rd level, a nature Venom Immunity (Ex): At 11th level, a nature warden
warden may move through any sort of undergrowth (such as gains immunity to all poisons.
natural thorns, briars, overgrown areas, and similar terrain) A Thousand Faces (Su): At 15th level, a nature warden
at her normal speed and without taking damage or suffering gains the ability to change her appearance at will, as if using
any other impairment. Thorns, briars, and overgrown areas the alter self spell, but only while in her normal form.
that have been magically manipulated to impede motion, Timeless Body (Ex): After attaining 19th level, a nature
however, still affect her. warden no longer takes ability score penalties for aging
Guardian Form (Su): At 5th level, a nature warden gains and cannot be magically aged. Any penalties she may have
52 the ability to turn herself into any Small or Medium monstrous already incurred, however, remain in place. Bonuses still
humanoid and back again once per day. This ability functions accrue, and the warden still dies of old age when her time
like the monstrous physique I spell, except as noted here. is up.
52
Mortal Classes Class Skills
Mortals are anything but helpless. When left to its own The accelerist’s class skills are Acrobatics (Dex), Climb
devices, particularly in life or death situations, a mortal will (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex),
Classes
almost always find a way. Countless are the stories told among Intimidate (Cha), Knowledge (history) (Int), Perception (Wis),
the denizens of other realms about a human in a tough spot Perform (Cha), Profession (Wis), Sleight of Hand (Dex).
who miraculously gets out of it at the last possible moment. Skill Ranks per Level: 4 + Int modifier.
When asked how, the human offers little more than a shrug
and explains that he had something hidden somewhere for Class Features
just such an occasion. All of the following are class features of the accelerist.
In that same vein, mortal classes accentuate the quick Weapon and Armor Proficiency: Accelerists are proficient
thinking, risk taking traits commonly found in the races that call with all simple weapons, but not with any armor or shields.
the material plane their home. From specialized use of skills When wearing armor, using a shield, or carrying a medium or
and teamwork, to breaking sound barriers with tools usually heavy load, an accelerist loses her AC bonus, as well as her
reserved for gods, mortals are profoundly unpredictable. In fast movement and flurry abilities.
the end, mortal ingenuity will play one of the most important AC Bonus: When unarmored and unencumbered, the
roles in the war with chaos itself. accelerist adds her accelerant modifier (see below) to her AC
and CMD. In addition, an accelerist gains a +1 bonus to AC
Accelerist and CMD at 4th level. This bonus increases by 1 for every
four accelerist levels thereafter, up to a maximum of +5 at
Run, kid. Run!
20th level.
Magic does a lot of misunderstood things. At times, it can These bonuses to AC apply even against touch attacks or
feel like it’s a gift from the gods. Other times, a curse. Some when the accelerist is flat-footed. She loses these bonuses
see magic as a fundamental power in the universe, others are when she is immobilized or helpless, when she wears any
born with it the same way a human is born with the ability to armor, when she carries a shield, or when she carries a
see and feel. medium or heavy load.
When magic awakens within an accelerist, whether through Accelerant: Accelerists can gain their supernatural
natural growth, careful study and practice, or alchemical speed from a variety of sources, each of which provides a
happenstance, it brings with it the drive to go faster. different mix of benefits. At 1st level, the accelerist chooses
Every accelerist is unique. Some develop specific powers an accelerant. As she gains levels, her accelerant becomes
early and build them up over time to be better than others with more potent, granting her even more power.
them. Others take a more general approach, gaining flexibility Alchemy: The accelerist gains Knowledge (nature) (Int) and
and versatility in many different situations. One thing remains Use Magic Device (Cha) as class skills, and her accelerant
constant, however. All accelerists yearn to be the fastest modifier is Intelligence. At 1st level, she discovers how to
there is. create a personalized tincture that she can imbibe in order
Note: The accelerist is an alternate class for the unchained to heighten her speed at the cost of her personality. It takes
monk. 1 hour to brew a dose of this tincture, and once brewed, it
Alignment: Any. remains potent until used. An accelerist can only maintain one
Hit Die: d10. dose of tincture at a time—if she brews a second dose, any
Table: Accelerist
Base
Attack Fort Ref Will Velocity AC Speed
Level Bonus Save Save Save Special Damage Bonus Bonus
1st +1 +0 +2 +0 Accelerant, flurry +1d6 +0 +0 ft.
2nd +2 +0 +3 +0 Bonus feat, Evasion +1d6 +0 +0 ft.
3rd +3 +1 +3 +1 Fast movement, momentum +1d6 +0 +10 ft.
4th +4 +1 +4 +1 Rapid processing, speed power +1d8 +1 +10 ft.
5th +5 +1 +4 +1 Accelerated metabolism, speed strike +1d8 +1 +10 ft.
(1/round)
6th +6/+1 +2 +5 +2 Bonus feat, speed power +1d8 +1 +20 ft.
7th +7/+2 +2 +5 +2 Adaptation +1d8 +1 +20 ft.
8th +8/+3 +2 +6 +2 Speed power +1d10 +2 +20 ft.
9th +9/+4 +3 +6 +3 Improved evasion, speed strike +1d10 +2 +30 ft.
10th +10/+5 +3 +7 +3 Bonus feat, speed power +1d10 +2 +30 ft.
11th +11/+6/+1 +3 +7 +3 Flurry (bonus attack) +1d10 +2 +30 ft.
12th +12/+7/+2 +4 +8 +4 Speed power +2d6 +3 +40 ft.
13th +13/+8/+3 +4 +8 +4 Speed strike +2d6 +3 +40 ft.
14th +14/+9/+4 +4 +9 +4 Bonus feat, speed power +2d6 +3 +40 ft.
15th +15/+10/+5 +5 +9 +5 Speed strike (2/round) +2d6 +3 +50 ft.
16th +16/+11/+6/+1 +5 +10 +5 Speed power +2d8 +4 +50 ft.
17th +17/+12/+7/+2 +5 +10 +5 Speed strike +2d8 +4 +50 ft.
18th +18/+13/+8/+3 +6 +11 +6 Bonus feat, speed power +2d8 +4 +60 ft.
19th +19/+14/+9/+4 +6 +11 +6 Flawless processing +2d8 +4 +60 ft. 53
20th +20/+15/+10/+5 +6 +12 +6 Perfect speed, speed power +2d10 +5 +60 ft.
53
existing tincture becomes inert. As with an extract or bomb, her Strength modifier to the damage roll. If any effect would
a tincture that is not in an accelerist’s possession becomes prevent the accelerist from adding her Strength modifier to
inert until an accelerist picks it up again. the damage roll, she does not add her Dexterity modifier. The
It’s a standard action to drink a tincture. Upon being imbibed, accelerist can select a second weapon at 11th level and a
the tincture causes the accelerist to appear lithe and ready to third at 19th level. Finally, she gains fast movement, which
act, granting her a +4 alchemical bonus to her Dexterity score increases her speed by +20 feet at 1st level, and +10 feet at
and increasing her land speed by +20 feet for 10 minutes per 3rd level and every 3 levels thereafter, to a maximum of +80
accelerist level. In addition, while the tincture is in effect, the ft. at 18th level.
accelerist takes a –2 penalty to her Wisdom. Divine: The accelerist gains Heal (Wis) and Knowledge
A non-accelerist who drinks a tincture must make a Fortitude (religion) (Int) as class skills and her accelerant modifier
save (DC 10 + 1/2 the accelerist’s level + the accelerist’s is Wisdom. She also gains the Air domain (or one of its
Intelligence modifier) or become nauseated for 1 hour—a subdomains) as a cleric of her accelerist level. As a swift
non-accelerist can never gain the benefit of a tincture, but action, the accelerist can spend 1 use of lightning arc or wind
an accelerist can gain the effects of another accelerist’s blast to move up to 30 feet. At 3rd level, she can also spend
tincture if she drinks it. (Although if the other accelerist points of momentum to cast her domain spells when she
creates a different tincture, the effects of the “stolen” tincture gains them. Each spell cast costs 1 point per spell level.
immediately cease.) The effects of a tincture do not stack. Occult: The accelerist gains Knowledge (planes) (Int)
Whenever an accelerist drinks a tincture, the effects of any as a class skill and Improved Unarmed Strike as a bonus
previous tincture immediately end. feat. Her accelerant modifier is Constitution. Any time the
Bloodline: The accelerist gains Bluff (Cha) and Knowledge accelerist spends momentum, she also takes 1 point of
(arcana) (Int) as class skills and her accelerant modifier is nonlethal damage per character level (referred to by some
Charisma. She also gains Weapon Finesse as a bonus feat. occult followers as burn). She cannot become immune to
Starting at 3rd level, she can select any one type of weapon nonlethal damage or otherwise ignore its effects. As a move
that can be used with Weapon Finesse (such as rapiers or action, the accelerist can move up to twice her speed. When
daggers). Once this choice is made, it cannot be changed. she does, she cannot use this ability again until she spends
54 Whenever she makes a successful melee attack with the one round without taking a move action (She can still use her
selected weapon, she adds her Dexterity modifier instead of standard action to move during the round she uses to regain
54 this ability).
In addition, As a standard action, the accelerist can unleash At 6th level, she adds feats with the above as prerequisites
a blast of air that deals velocity damage at a single target to the list (a 6th-level accelerist could take Mobility as a bonus
up to a range of 30 feet. She must have at least one hand feat if she has Dodge or Spring Attack if she had Dodge and
Classes
free to aim the blast (or one prehensile appendage, if she Mobility).
doesn’t have hands). All damage from an air blast is treated Evasion (Ex): At 2nd level and higher, an accelerist can
as air, bludgeoning, and magic for the purpose of bypassing avoid even magical and unusual attacks with great agility.
damage reduction. Air blasts count as a weapon for the If she makes a successful Reflex saving throw against an
purpose of feats such as Weapon Focus. The accelerist attack that normally deals half damage on a successful save,
is never considered to be wielding or gripping the air blast she instead takes no damage. Evasion can be used only if
and she can’t use Vital Strike feats with air blasts. Even the the accelerist is wearing light armor or no armor. A helpless
weakest air blast involves a sizable mass of energy, so air accelerist does not gain the benefit of evasion.
blasts always deal full damage to swarms of any size (though Fast Movement (Ex): At 3rd level, and every 3 levels
only area blasts deal extra damage to swarms). A readied air thereafter, an accelerist gains a +10 foot enhancement
blast can be used to counterspell any spell of equal or lower bonus to her land speed. An accelerist in armor or carrying a
level that shares its descriptor. medium or heavy load loses this extra speed.
Flurry (Ex): At 1st level, an accelerist can flurry as a full- Momentum: At 3rd level, an accelerist learns how to build
attack action. When using flurry, the accelerist can make momentum quickly to disperse in many different ways. The
one additional attack at her highest base attack bonus. This amount of momentum an accelerist can build up is equal to
additional attack stacks with the bonus attacks from haste 1/2 her accelerist level + her accelerant modifier.
and other similar effects. When By spending 1 point of
using this ability, the accelerist momentum as a swift action, an
can make these attacks with accelerist can make one additional
any combination of her unarmed attack at her highest attack bonus
strikes and one-handed weapons when using flurry. This bonus
with which she is proficient. She attack stacks with all bonus attacks
takes no penalty for using multiple gained from flurry, as well as those
weapons when she flurries, but she from haste and similar effects. An
does not gain any additional attacks accelerist gains additional powers
beyond what’s already granted by that consume points from her
the flurry for doing so. (She can still momentum as she gains levels.
gain additional attacks from a high Momentum is replenished each
base attack bonus, from this ability, morning after 8 hours of rest or
and from haste and similar effects). meditation; these hours do not
At 11th level, an accelerist need to be consecutive.
can make an additional attack at Rapid Processing (Ex): At
her highest base attack bonus 4th level, an accelerist gains a +2
whenever she flurries. This stacks bonus on saving throws against
with the first attack from this ability illusion spells and effects.
and additional attacks from haste Speed Power (Su): At 4th level
and similar effects. and every 2 levels thereafter, an
Velocity (Ex): At 1st level, an accelerist can select one speed
accelerist can move fast enough power. Once a speed power is
that her weapons become an selected, it cannot be changed.
extension of her speed. When Accelerated Metabolism (Ex):
attacking with an unarmed strike At 5th level, an accelerist gains
or a weapon with which she is proficient, the accelerist can immunity to all diseases, including supernatural and magical
use the velocity damage listed on Table: Accelerist instead of diseases.
the base damage for that weapon (for example, a 5th-level Speed Strike (Ex): Beginning at 5th level, as long as she
Medium accelerist wielding a punching dagger deals 1d8 has at least 1 point of momentum, an accelerist can make a
points of damage instead of the weapon’s normal 1d4). If the speed strike. Whenever she flurries, she can designate one of
weapon normally deals more damage than this, its damage her melee attacks as a speed strike. This attack is resolved as
is unchanged. This ability does not affect any other aspect of normal, but it has an additional effect depending on the type
the weapon. The accelerist can decide to use the weapon’s of strike chosen. At 9th level, and every 4 levels thereafter, an
base damage instead of her adjusted velocity damage—this accelerist learns an additional speed strike. She must choose
must be declared before the attack roll is made. which speed strike to apply before the attack roll is made. At
Bonus Feat: At 2nd level, and every 4 levels thereafter, 15th level, she can designate up to two of her attacks each
an accelerist can select a bonus feat. These feats must be round as a speed strike, and each one can be a different type.
taken from the following list: Acrobatic, Agile Maneuvers, The accelerist can choose from any of the following strikes.
Combat Reflexes, Deflect Arrows, Deft Hands, Dodge, Fleet, Defensive Speed: The accelerist speeds about,
Improved Initiative, Lightning Reflexes, Nimble Moves, Quick confounding her foe. If the attack hits, the accelerist gains a
Draw, Rapid Reload, Run, Spider Step, Step up, Strike Back, +4 dodge bonus to AC against any attacks made by the target
Swap Places, Weapon Finesse. The accelerist must still meet of the speed strike until the start of her next turn. This bonus 55
all prerequisites for her bonus feats. does not stack with itself.
55
Hurried Smash: The accelerist follows up an attack with a Speed Powers
strike from her elbow or knee. If the attack hits, the accelerist Speed powers allow the accelerist to perform amazing
can make an additional attack using the same attack bonus feats of haste and acrobatic prowess by expending points of
at a –5 penalty. If this second attack hits, it deals damage as momentum. Some speed powers require the accelerist to be
normal, but all of the damage is nonlethal. of a specific level or higher before they can be chosen. Unless
Flying Kick: The accelerist leaps through the air to strike otherwise noted, an accelerist cannot select an individual
a foe. Before the attack, the accelerist can move a distance speed power more than once.
equal to her fast movement bonus. This movement is made When a speed power mimics a spell, the accelerist’s caster
as part of the accelerist’s flurry and does not require an level for the effect is equal to her accelerist level.
additional action. At the end of this movement, the accelerist Accelerist Tricks (Sp): An accelerist with this ability learns
must make an attack against an adjacent foe. This movement several minor tricks that can take non-accelerists years to
may be between attacks. This movement provokes an attack master. Using one of these tricks is identical to casting the
of opportunity as normal. spell of the same name, costs 1 point of momentum per spell
Knock-Back: The accelerist attempts to knock her foe back. level (minimum 1), and the saving throw DC (if any) is always
If the attack hits, the accelerist can attempt a free combat 10 + the spell’s level + the accelerist’s accelerant modifier.
maneuver check against the foe (using the base attack bonus Anticipate peril (self only), blurred movement, breeze,
of the attack used to hit the foe). If the check is successful, expeditious retreat, feather fall, memorize page (self only),
the foe is knocked 10 feet directly away from the accelerist. mage hand, open/close, scoop.
This distance increases by 10 feet for every 5 by which the Advanced Accelerist Tricks (Sp): An accelerist with this
check exceeds the foe’s CMD, to a maximum distance equal ability learns more powerful tricks that she can use as spells
to the accelerist’s fast movement bonus. This movement does of the same name. Bladed dash, blur, heightened awareness,
not provoke an attack of opportunity. The foe stops moving if investigative mind, kinetic reverberation, protection from
it strikes another creature, barrier, or otherwise solid object. arrows, tactical acumen. The accelerist must have the
The creature is not knocked prone by this movement. accelerist tricks speed power before selecting this speed
Sweep: The accelerist attempts to sweep her foe’s leg, power.
knocking the opponent down. If the attack hits, the accelerist Aerodynamics (Su): An accelerist with this ability can
can make a free trip attempt against the target of this strike spend 1 point of momentum as a swift action to increase
(using the base attack bonus of the attack used to hit the foe). the range increment of any thrown or ranged weapon she
This trip attempt does not provoke an attack of opportunity. wields by 20 feet. Apply this benefit before doubling the range
Shattering Strike: The accelerist delivers a brutal strike that increment with the Far Shot feat.
can penetrate defenses. If the attack hits, it bypasses any of Burst of Speed (Su): An accelerist with this speed power
the target’s damage reduction or hardness. can move so fast as to seemingly disappear from one place
Sudden Strike: The accelerist delivers a strike her foe only to appear in another, as if using the spell dimension door.
did not expect. The accelerist makes her attack against the Using this ability is a move action that consumes 2 points
foe’s flat-footed AC. Creatures with the uncanny dodge class of momentum. The accelerist can spend additional points
feature or a similar effect cannot be caught flat-footed by this of momentum to include other creatures at a rate of 1 point
speed strike. per Medium creature. An accelerist must be at least 8th level
Adaptation (Ex): At 7th-level, an accelerist can choose before selecting this speed power.
to take a penalty to her AC bonus and gain a bonus on all Feather Balance (Ex): An accelerist with this ability can
damage rolls while flurrying. The penalty can be any amount spend 1 point of momentum as a swift action to achieve
up to her AC bonus, and the bonus to damage is twice that perfect balance. While this is active, the accelerist treats any
amount. This bonus does not stack with similar bonuses, Acrobatics attempt made to balance as if he had rolled a 20.
such as from Power Attack or Deadly Aim. This ability lasts for 1 minute.
Improved Evasion (Ex): At 9th level, an accelerist’s evasion High Jump (Ex): An accelerist with this speed power adds
ability improves. She still takes no damage on successful his level as a bonus on all Acrobatics checks to jump, both for
Reflex saving throws against attacks, but henceforth she vertical jumps and horizontal jumps. In addition, he always
takes only half damage on failed saves. A helpless accelerist counts as having a running start when attempting Acrobatics
does not gain the benefit of improved evasion. checks to jump. By spending 1 point of momentum as a swift
Flawless Processing (Ex): At 19th level, whenever she action, the accelerist gains a +20 bonus on Acrobatics checks
attempts a Will save, the accelerist can roll twice and take the to jump for 1 round.
better result. If she fails a Will saving throw against a spell or Gate (Sp): An accelerist with this ability can spend 5 points
effect that has a duration longer than 1 hour, the accelerist of momentum as a standard action to create a gate, as the
can attempt a new saving throw at the end of each hour to spell, but only for planar travel. The accelerist must be at least
end the effect. 18th level and have the accelerist tricks and plane shift speed
Perfect Speed: At 20th level, the accelerist’s speed powers before selecting this speed power.
becomes legendary. The accelerist can take her turn at any Haste (Sp): An accelerist with this ability can spend 3
point during a round (she still rolls initiative against other points of momentum as a standard action to gain the effects
accelerists with this ability) as if she won initiative and held of haste. The accelerist must be at least 6th level and have
her action. Spells and effects that have duration always last the accelerist tricks speed power before selecting this speed
until the end of the final round of their duration, regardless of power.
when the accelerist acts. Ignore Armor (Ex): As long as he has at least 1 point
56 In addition the accelerist can rest for up to 10 minutes to remaining in his momentum, as a standard action, an
regain 1 point of momentum, to her maximum. accelerist with this power can make an unarmed strike
56
against a foe as a touch attack. He adds 1/2 his accelerist 6/—. This DR lasts for 1 minute. An accelerist must be at least
level as a bonus on the damage roll. He can spend 1 point of 12th level before selecting this speed power.
momentum to double this bonus for that attack. An accelerist Shunt Magic (Ex): An accelerist can spend 2 points of
Classes
must be at least 12th level before selecting this speed power. momentum as a swift action to gain spell resistance equal
Immediate Defense (Ex): By spending 1 point of to his accelerist level + 10. This spell resistance lasts for a
momentum as an immediate action, an accelerist with this number of rounds equal to the accelerist’s level. An accelerist
speed power can grant himself a +4 dodge bonus to AC until must be at least 12th level before selecting this speed power.
the end of his next turn. An accelerist must be at least 7th Slow Fall (Su): An accelerist within arm’s reach of a
level before selecting this speed power. wall can use it to slow his descent by expending 1 point of
Light Steps (Ex): An accelerist with this speed power can momentum. When he uses this ability, he takes no damage
move effortlessly across nearly any surface. Whenever the from the fall (as if using feather fall), but he must be adjacent
accelerist activates his feather balance speed power, he to a wall for the length of the fall (although this can be used
can also ignore all difficult terrain. In addition, while active, to reduce the damage from a fall if only part of it is adjacent
he can cross any solid surface, even if it would normally not to a wall).
support his weight. This does not allow him to walk on liquids. Speed Blocker (Su): An accelerist with this ability can
An accelerist must be at least 8th level and have the feather spend 1 point of momentum as a free action before making
balance speed power before selecting this speed power. an attack against a foe. If the attack hits, the accelerist can
Out of Phase (Su): An accelerist with this speed power interrupt the target’s momentum. If the accelerist successfully
gains the ability to assume an ethereal state for 1 minute damages the target of his attack, that opponent’s cost
as though using the spell etherealness. Using this ability is to activate abilities with momentum increases by 1 point
a move action that consumes 3 points from the accelerist’s of momentum for 1 hour. If the accelerist spends 2 points
momentum. This ability affects only the accelerist and cannot of momentum, he can use this ability to affect the target’s
be used to make other creatures ethereal. arcane pool, arcane reservoir, grit points, inspiration, ki pool,
Phase Transition (Su): An accelerist who selects this or panache points instead of its momentum. The effects of
speed power must select one type of energy: cold, electricity, this ability do not stack, but multiple hits increase the duration
or fire. Once this choice is made, it cannot be changed. The by 1 hour for each hit. An accelerist must be at least 10th level
accelerist can expend 1 point of momentum as a swift action before selecting this speed power.
to imbue his natural attacks with this energy, causing them to Speed Guardian (Su): As an immediate action before he
deal 1d6 points of damage of the chosen type for a number of rolls a saving throw against a targeted effect that also targets
rounds equal to 1/2 his accelerist level. An accelerist must be other allies or an area effect whose area includes other
at least 6th level before selecting this speed power. allies, an accelerist with this ability can spend any amount
Plane Shift (Su): An accelerist with this ability can spend of momentum and designate a number of adjacent allies
5 points of momentum as a standard action to create a plane equal to the amount of momentum spent. The accelerist
shift effect. The accelerist must be at least 10th level and rolls one saving throw for each designated ally, using his
have the accelerist tricks speed power before selecting this bonus instead of the ally’s. For each successful saving throw,
speed power. the corresponding ally treats the effect as if that ally had
Rapid Healing (Su): An accelerist with this speed power succeeded at the saving throw, and for each saving throw
can heal his own wounds as a standard action. By spending failed, the corresponding ally treats the effect as if that ally
2 points of momentum, he can heal an amount of damage had failed the saving throw. If the accelerist fails any of the
equal to 1d8 + his accelerist level. saving throws (including his own original saving throw), the
Rapid Recovery (Su): By spending 1 point of momentum, accelerist treats the effect as if he had failed the saving throw.
an accelerist with this power can remove one toxin from his An accelerist must be at least 6th level before selecting this
body as if using neutralize poison. He can remove only one speed power.
poison in this way per use of this ability. An accelerist must be Speed Hurricane (Ex): As a full-round action, an accelerist
at least 8th level before selecting this speed power. with this ability can move up to twice his speed. At any
Ricochet Magic (Su): When a targeted spell or spell- point in that movement, the accelerist can spend 1 point of
like ability fails to overcome the accelerist’s spell resistance momentum to make the first attack in his flurry. He can later
from shunt magic, he can spend 2 points of momentum as spend another point of momentum to make the next attack in
an immediate action to send that spell back at its caster as his flurry, and so on, until he either stops spending points of
spell turning. An accelerist must be 16th level or higher and momentum or has exhausted all the attacks from his flurry. An
possess the shunt magic speed power before selecting this accelerist must be at least 10th level and possess the sudden
speed power. speed power before selecting this speed power.
Shared Momentum (Su): An accelerist with this ability can Speed Memories (Su): An accelerist with this ability often
spend 1 point of momentum as a standard action and choose sees visions of events he has yet to live in his dreams. On
an adjacent ally. As long as the accelerist and his ally are any given night during which the accelerist dreams, he can
adjacent, the ally shares the benefits of whichever of the AC use this ability to gain the benefits of a divination. If he does,
bonus, evasion, high jump, improved evasion, speed strike, he spends 2 points of momentum from the next day’s total.
perfect speed, and rapid processing abilities the accelerist An accelerist must be at least 10th level before selecting this
possesses. An accelerist must be at least 6th level before speed power.
selecting this speed power. Spider Climb (Sp): An accelerist with this ability can spend
Shunt (Ex): By spending 1 point of momentum as a swift 1 point of momentum as a standard action to gain the effects
action, the accelerist gains DR 2/—. At 16th level, the damage of spider climb, but only while moving. When standing on a 57
reduction increases to 4/—. At 19th level, it increases to DR wall or ceiling, if the accelerist doesn’t move at least 5 feet
57
on her turn, she falls. The accelerist must have the accelerist As a group, battle augurs respect all creatures. To them,
tricks speed power before selecting this speed power. all things are magic in some way, even if only the magic of
Sudden Speed (Su): An accelerist with this speed creation. Those who work together will often trade stories and
power can spend 1 point of momentum as a swift action to suggestions for how to learn a particularly difficult technique.
grant himself a sudden burst of speed. This increases the Coincidentally, most battle augurs wish only to capture their
accelerist’s base land speed by 30 feet for 1 minute. foes, so that others like them can learn similar abilities.
Time Stop (Sp): An accelerist with this ability can spend 5 Traveling circuses and zoos have started to crop up in some
points of momentum as a standard action to gain the effects nations of the world, run by battle augurs as schools for their
of time stop. The accelerist must be at least 18th level and trade.
have the accelerist tricks speed power before selecting this Role: Battle augurs are neither frontline warriors, nor
speed power. background spellcasters. They quest to find enemies with
Water Sprint (Su): An accelerist with this speed power special abilities that can be used later against another threat.
can spend 1 point of momentum as a swift action to gain the Alignment: Any.
ability to walk on water, as if under the effects of water walk. Hit Die: d8.
Once activated, this ability lasts for 1 minute per accelerist Starting Wealth: 2d6 x 10 gp (average 70 gp)
level. An accelerist must be at least 6th level before selecting
this speed power. Class Skills
Vanish (Sp): An accelerist with this ability can spend 2 The battle augur’s class skills are Craft (Int), Diplomacy
points of momentum as a standard action to gain the effects (Cha), Handle Animal (Cha), Knowledge (all) (Int), Linguistics
of vanish. The accelerist must have the accelerist tricks speed (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis),
power before selecting this speed power. and Survival (Wis).
Vibrating Palm (Su): An accelerist can set up vibrations Skill Ranks per Level: 4 + Int modifier.
within the body of another creature that can thereafter be fatal
if the accelerist so desires. Using this ability is a standard Class Features
action that costs 4 points of momentum, and the accelerist All of the following are class features of the battle augur.
must announce his intent to use this ability (and spend the Weapon and Armor Proficiency: A battle augur is
points of momentum) before making the attack roll. Creatures proficient with all simple weapons, light armor, and shields
immune to critical hits cannot be affected. Otherwise, if the (except tower shields). A battle augur can cast battle augur
attack hits and the target takes damage from the blow, the spells while wearing light armor and using a shield without
vibrating palm attack succeeds. Thereafter, the accelerist can incurring the normal arcane spell failure chance. Like any
try to slay the victim at any time within a number of days equal other arcane spellcaster, a battle augur wearing medium or
to his accelerist level. To make such an attempt, the accelerist heavy armor incurs a chance of arcane spell failure if the spell
merely wills the target to die (a free action); unless the target in question has a somatic component. A multiclass battle
succeeds at a Fortitude saving throw (DC = 10 + 1/2 the augur still incurs the normal arcane spell failure chance for
accelerist’s level + the accelerist’s accelerant modifier), it arcane spells received from other classes.
dies. If the saving throw is successful, the target is no longer Spells: A battle augur casts arcane spells drawn from the
in danger from that particular vibrating palm attack, but it can battle augur spell list. He can cast any spell he knows without
still be affected by another one at a later time. An accelerist preparing it ahead of time. To learn or cast a spell, a battle
can have no more than one vibrating palm in effect at one augur must have an Intelligence score equal to at least 10
time. If an accelerist uses vibrating palm while another is still + the spell level. The Difficulty Class (DC) for a saving throw
in effect, the previous one is negated. An accelerist must be against a battle augur’s spell is 10 + the spell level + his
at least 16th level before selecting this speed power. Intelligence modifier.
Wind Jump (Su): An accelerist with this speed power can Like other spellcasters, a battle augur can cast only
spend 1 point of momentum as a move action to grant himself a certain number of spells of each spell level per day. His
a fly speed (with perfect maneuverability) equal to his base base daily spell allotment is given on Table: battle augur. In
land speed. He must end his movement each round on solid addition, he receives bonus spells per day if he has a high
ground (or some other surface that can support his weight) or Intelligence score.
fall as normal. Once activated, this ability lasts for 1 minute. The battle augur’s selection of spells is extremely limited. A
An accelerist must be at least 8th level and have the high battle augur begins play knowing four 0-level spells and two
jump speed power before selecting this speed power. 1st-level spells of the battle augur’s choice. At each new battle
Windy Escape (Sp): An accelerist with this ability can augur level, he gains one or more new spells, as indicated
spend 2 points of momentum as a standard action to gain on Table: Battle Augur Spells Known. (Unlike spells per day,
the effects of windy escape. The accelerist must have the the number of spells a battle augur knows is not affected by
accelerist tricks speed power before selecting this speed his Intelligence score (See Table: Ability Modifiers and Bonus
power. Spells).
Upon reaching 5th level, and at every third battle augur
level after that (8th, 11th, and so on), a battle augur can
Battle Augur choose to learn a new spell in place of one he already knows.
A battle augur is a spellcaster who watches his enemies In effect, the battle augur “loses” the old spell in exchange for
closely, then mimics their actions to produce similar effects. the new one. The new spell’s level must be the same as that
Sometimes referred to as a blue mage, these masters of of the spell being exchanged, and it must be at least one level
monstrous abilities have become quite popular with kingdoms lower than the highest-level battle augur spell the battle augur
58 looking to train their soldiers to fight specific creatures. can cast. A battle augur may swap only a single spell at any
58
59
Classes
59
given level, and must choose whether or not to swap the spell bonuses against only one opponent at a time; these bonuses
at the same time that he gains new spells known for the level. remain in effect until either the opponent is dead or the augur
A battle augur does not need to prepare his spells in studies a new target.
advance. He can cast any spell he knows at any time, If the augur uses battle augury or deals damage to a flat-
assuming he has not yet used up his allotment of spells per footed target, he can study that target as an immediate action,
day for the spell’s level. allowing him to apply his studied target bonuses against that
Battle Augury (Sp): Once per day, a battle augur can tap target (including to the normal weapon damage roll).
into his magic to mimic the abilities of a creature with whom At 5th, 10th, 15th, and 20th levels, the bonuses on weapon
he interacts. After witnessing a creature cast a spell or use attack rolls, damage rolls, and skill checks and to the DCs
one of its spell-like, supernatural, or extraordinary abilities, of battle augur abilities against a studied target increase
the augur can use a standard action within 1 minute to add by 1. In addition, at each such interval, the augur is able to
that ability to his list of spells known. The effective spell level maintain these bonuses against an additional studied target
of the ability gained is equal to a spell of the same name, or at the same time. The augur may discard this connection to a
half the hit dice of the creature using it (minimum 1) if no such studied target as a free action, allowing him to study another
spell exists. If the equivalent spell exists at different levels, target in its place.
the augur uses the highest level at which it could be gained. At 7th level, a battle augur can study an opponent as a
Abilities with limited uses (1/day, every 1d4 rounds, etc...) move or swift action.
are similarly limited for the augur, in addition to requiring a Studied Strike (Ex): At 4th level, a battle augur can
spell slot. Any ability learned with battle augury counts as choose to make a studied strike against his studied target
a spell when used by the augur. Abilities gained more than as a free action, upon successfully hitting his studied target
once with battle augury do not stack. Constant abilities last a with a melee attack, to deal additional damage. The damage
number of hours equal to the battle augur’s class level before is 1d6 at 2nd level, and increases by 1d6 for every 3 levels
they must be cast again. Abilities with no spell equivalent are thereafter (to a maximum of 7d6 at 20th level). The damage
mimicked exactly as they were used, except that any save of studied strike is precision damage and is not multiplied on
DCs are replaced by the augur’s spell save DC for the level a critical hit; creatures that are immune to sneak attacks are
used to cast them. also immune to studied strike.
A battle augur can know one ability per daily use of battle If the augur’s attack used a weapon that deals nonlethal
augury. If he uses battle augury and he already knows his damage (like a sap, whip, or an unarmed strike), he may
maximum number of abilities, the augur must choose one choose to have the additional damage from studied strike
ability to lose. be nonlethal damage instead of lethal damage. If the augur
Studied Target (Ex): A battle augur can study an opponent chose to make an attack with a lethal weapon instead deal
he can see as a move action. The augur then gains a +1 nonlethal damage (with the usual –4 penalty), the studied
bonus on Bluff, Knowledge, Perception, Sense Motive, and strike damage may also deal nonlethal damage.
Survival checks attempted against that opponent, and a +1 The augur must be able to see the target well enough to
bonus on weapon attack rolls and weapon damage rolls pick out a vital spot and must be able to reach such a spot. A
against it. The DCs of battle augur class abilities against that battle augur cannot use studied strike against a creature with
opponent increase by 1. A battle augur can maintain these concealment.
60
Challenging Augury (Sp): At 12th level, a battle augur
Table: Battle Augur Spells Known
learns a necessary trick to gaining abilities of creatures with
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
more hit dice than he has. When he uses battle augury to
1st 4 2 — — — — — — — —
Classes
gain the ability of a creature with more hit dice than his class
2nd 5 2 — — — — — — — —
level, the augur can still use that ability as a full-round action
3rd 5 3 — — — — — — — — by expending one spell slot of the highest level he can cast
4th 6 3 1 — — — — — — — plus one or more additional spell slots until the total number
5th 6 4 2 — — — — — — — of spell levels equals or exceeds half the creature’s total hit
6th 7 4 2 1 — — — — — — dice. The augur always uses his highest available spell slots
7th 7 5 3 2 — — — — — — first, and if he has no spells left for the day of his highest level,
8th 8 5 3 2 1 — — — — — he can’t use this ability. Abilities with an equivalent spell can’t
9th 8 5 4 3 2 — — — — — be cast with challenging augury.
10th 9 5 4 3 2 1 — — — — For example, if a 12th-level augur uses battle augury to
11th 9 5 5 4 3 2 — — — — gain poison from a purple worm, that poison is considered an
12th 9 5 5 4 3 2 1 — — — 8th-level spell, but the augur can cast it as a full-round action
13th 9 5 5 4 4 3 2 — — — by expending a 6th-level spell slot and a 2nd-level spell slot.
14th 9 5 5 4 4 3 2 1 — — If he has no 6th-level spell slots remaining, he cannot use
15th 9 5 5 4 4 4 3 2 — — purple worm poison. When he reaches 14th level, the augur
16th 9 5 5 4 4 4 3 2 1 — can use the purple worm’s poison by expending a 7th-level
17th 9 5 5 4 4 4 3 3 2 — spell slot and a 1st-level spell slot. If he has no 7th-level spell
18th 9 5 5 4 4 4 3 3 2 1 slots remaining, he cannot use purple worm poison.
19th 9 5 5 4 4 4 3 3 3 2 Another example is if a 20th-level battle augur gains a great
wyrm blue dragon’s breath weapon. The ability becomes a
20th 9 5 5 4 4 4 3 3 3 3
14th-level spell, which the augur can cast as a full-round
action with a 9th-level spell slot and a 5th-level spell slot. The
Battle Augur Spell Scrolls DC for the breath weapon is still 19 + the augur’s Intelligence
modifier (not 32 as with the monster), and it deals 24d8
Battle augurs with Scribe Scroll will sometimes write electricity damage in a 140-ft. line. If the dragon casts reverse
down spells they learn from abilities gained with battle gravity, the battle augur can learn it as a 7th-level spell, since
augury. These scrolls can be used by other battle augurs, reverse gravity is already a 7th-level wizard spell.
either once like any scroll or to add as a pattern for an ability. Perfect Augury (Sp): At 18th level, a battle augur can
It takes 1 hour of study per spell level to pattern an ability also use battle augury as a free action once per round, so
from a scroll, and at the end of that time, the scroll itself is he can now learn up to three abilities in the same round if he
consumed as if used. has enough uses of battle augury to do so using a standard
action, a swift action, and a free action.
Echoes of Battle (Ex): At 3rd level, a battle augur learns
how to pattern a small number of abilities he has mimicked
so that he can recall them after resting. When he uses battle Heir Apparent
augury, the augur can now choose to learn or pattern an Heirs apparent are the children of wealthy, land-holding
ability he would gain. The augur can pattern up to a maximum nobles. They get the best training gold can buy, and use that
number of abilities equal to his Intelligence modifier + 1/2 his training to become heroes in their own right.
level (minimum 1). If he has reached his maximum abilities When an heir apparent leaves home to adventure, he may
known, he can pattern one of those abilities to learn the new do so to prove his worth and put his inheritance to good use,
ability in its place. When he regains spells per day, the augur right some wrong that was done to his family, or for the thrill
can also swap which abilities he has patterned and known. of doing something more than ruling over the people who owe
For example, if a battle augur with an 18 Intelligence wants fealty to his parents. Whatever his reasoning, the heir uses
to use battle augury to learn a monster’s breath weapon, but his family’s affluence to keep himself safe and show that he’s
he already knows 5 abilities, he can either pattern breath worth more than just his gold.
weapon or learn breath weapon and pattern one of those Role: Heirs apparent can afford to fill one role well at a time.
abilities as part of the same action. Some use their wealth to become expert detectives, while
Once a battle augur has patterned his maximum number others prefer to take care of others through philanthropy.
of abilities, he cannot pattern more unless he either gives up Some focus on their athletic builds, and yet more pay the
one of those he has already or relearns it as described above. world’s finest bards or wizards to teach them to use magic.
Augur’s Shield (Ex): At 6th level, and again at 18th level, Alignment: Any.
a battle augur gains a +3 bonus to his choice of Fortitude or Hit Die: d6.
Reflex saving throws. Starting Wealth: 5d8 x 10 gp (average 220 gp)
Swift Augury (Sp): Starting at 9th level, a battle augur can
also use battle augury as a swift action, so he can learn a Class Skills
new ability, then use a standard action to cast it as a spell. The heir apparent’s class skills are Appraise (Int), Craft
Alternatively, he could use a swift action to learn one ability (Int), Diplomacy (Cha), Knowledge (nobility), Perform (Cha),
and a standard to learn another. Profession (Cha), Sense Motive (Wis), and Use Magic Device
(Cha).
Skill Ranks per Level: 2 + Int modifier. 61
61
Class Features for his level. If the heir goes over his total, the difference is
All of the following are class features of the heir apparent. taken out of his next stipend. For this purpose, the heir counts
Adventuring goals and training talents can be found at the half the cost of items he receives toward his total, as if he
end of this section. were selling them.
Weapon and Armor Proficiency: An heir apparent is Capital Expense: At 2nd level, and every three levels
proficient with all simple weapons, plus one martial or exotic thereafter, an heir gains a magic item of his choice whose cost
weapon of his choice. He is not proficient with any armor, or is no more than the amount listed in parentheses on Table:
with shields. Heir Apparent. The item is delivered at the same time the heir
Adventuring Goals: Every heir apparent has decided to receives his stipend for the level. If he requests a potion, the
step out of the noble lifestyle to become a hero, but doing so heir receives up to 50 of the same potion. If he requests a
is an expensive endeavor that requires rigorous training from spell scroll, the heir receives up to 5 of the same scroll.
only the best. With enough time and effort, the heir can usually get
At 1st level, an heir apparent picks an adventuring goal. anything he seeks sent to him, even rare magic items. This
This goal gives the heir something to strive for as he continues represents the heir’s family paying some other group of
his growth as an adventurer. adventurers to actually find the item so that they can give it to
Personal Training: In his need to fill the role of adventurer, the heir. The GM has final say on whether an item can truly be
an heir apparent trains himself harder than any teacher or found in this way, and requests for plot-centric items always
master could. Starting at 1st level, the heir gains one training fail, since that would put the heir at odds with another group
talent. He gains an additional training talent for every 2 levels who may harm him for the item they don’t know is meant to
of heir apparent attained after 1st level. Unless otherwise be his.
noted, an heir cannot select an individual talent more than Find a Way: At 4th level, and again at 16th level, an heir
once. At 20th level, the heir gains a personal achievement. apparent better understands how adventuring really works.
Stipend: Heirs apparent are allowed to become adventurers He gains a +3 bonus to Fortitude or Reflex saves.
only because their families accept that decision, but there’s Influential: At 6th level, an heir apparent’s family becomes
a catch. The heir is given an allowance of gold, called a so well known that nobles can recognize the heir by name.
stipend, that he must track against his other investments and When entering a new location for the first time, the heir can
purchases. Should he fail to report these accurately, the heir make a Diplomacy check (DC 30 - the heir’s level). Success
risks being cut off and losing access to his stipend until he indicates that somebody recognizes the heir and offers
makes up for his mistake. to do something for him, such as gathering information,
At every level, an heir apparent receives a payment, in finding supplies, or setting up a room at the local inn. Other,
gold or platinum, from his family’s considerable wealth. The reasonable tasks can be specified by him, and the heir is still
heir may use this gold to purchase anything that benefits him responsible for paying any costs incurred. For every 5 points
personally, such as a horse, room and board, or a magic item by which the heir beats the DC, he can make an additional
he intends to use. The heir cannot use his stipend to pay request of the same or another person who recognizes him.
for the care of another, nor can he purchase equipment for New Prospects: At 10th level, an heir apparent can choose
others. Doing so gets back to the heir’s family, who takes that a second adventuring goal. He can choose the same goal a
value out of his next stipend as punishment. second time. If the heir has two goals that improve his attack
In addition, the heir can never accept any combination of bonus and his hit dice, his base attack is now equal to his
gold or items from others equaling more than his total stipend level and his hit die becomes a d10.
Table: Heir Apparent
Base
Attack Fort Ref Will Total
Level Bonus Save Save Save Special Stipend (gp) Stipend
1st +0 +0 +0 +2 Adventuring goals, personal training 500 500
2nd +1 +0 +0 +3 Capital expense (2,500 gp) 750 1250
3rd +1 +1 +1 +3 Personal training 1000 2250
4th +2 +1 +1 +4 Find a way 1500 3750
5th +2 +1 +1 +4 Personal training, capital expense (4,500 gp) 2000 5750
6th +3 +2 +2 +5 Influential 2750 8500
7th +3 +2 +2 +5 Personal training 3750 12250
8th +4 +2 +2 +6 Capital expense (11,250 gp) 4750 17000
9th +4 +3 +3 +6 Personal training 6250 23250
10th +5 +3 +3 +7 New prospects 8250 31500
11th +5 +3 +3 +7 Personal training, capital expense (24,750 gp) 10250 41750
12th +6/+1 +4 +4 +8 Share the wealth 13250 55000
13th +6/+1 +4 +4 +8 Personal training 16500 71500
14th +7/+2 +4 +4 +9 Capital expense (52,250 gp) 22500 94000
15th +7/+2 +5 +5 +9 Personal training 28500 122500
16th +8/+3 +5 +5 +10 Find a way, investment maturity 37500 160000
17th +8/+3 +5 +5 +10 Personal training, capital expense (113,500 gp) 47500 207500
18th +9/+4 +6 +6 +11 Liquidation 60000 267500
62 19th +9/+4 +6 +6 +11 Personal training 75000 342500
20th +10/+5 +6 +6 +12 Capital expense (232,500 gp), personal achievement 97500 440000
62
Share the Wealth: Starting at 12th level, an heir apparent
has proven his reliability to his family. He can now spend his
stipend to assist others or use his capital expense to find
Classes
them a magic item without being punished for doing so. If he
later gets the value of that assistance or item back, it doesn’t
count against his total stipend.
An heir apparent with the sycophant adventuring goal
instead treats locations he visits as one category larger for
the purpose of finding equipment, magic items, or services.
Investment Maturity: At 16th level, an heir apparent has
proven himself, at least to his family. He gains a modest
keep of his own, which has been built in secret over time
in a location of his choosing and revealed to him when he
receives his stipend at that level. The keep is functional as
a base of operations for the heir and his companions, and
he does not need to pay any fees (taxes or otherwise) for its
basic upkeep. Any additions made to the keep must still be
paid for by the heir.
*Note*: The heir is encouraged to use the rules presented in
the Pathfinder Roleplaying Game: Ultimate Campaign book
to build his keep, which begins as a noble villa. Otherwise,
the keep itself counts as a permanent mage’s magnificent
mansion except that there is no magical component to it.
The staff is real, and the keep can be returned to at any time
to receive its benefits.
Liquidation (Sp): At 18th level and beyond, an heir
apparent can quickly turn his assets into gold. His family
grants him access to a specially constructed closet that can
instantly transport materials and items to the heir’s keep, • +2 skill ranks per level
where they are sold for half their cost. The heir receives his • A bonus equal to 1/2 his level to untrained skill checks.
gold or platinum immediately upon sending an item away, • At 2nd level, he gains a bonus equal to his Intelligence
assuming his family will find a way to sell it. bonus (if any) on all Saving Throws.
The closet is small, but when activated by speaking a • All Knowledge skills and Linguistics as class skills.
command word it grows to form a space 5 feet square Suggested Capital Expenses by Level: bladed belt
and 10 feet high. Creatures, living or otherwise, cannot be (2nd), sipping jacket (5th), potion of barkskin x9 (8th), ring
transported in this way, and are unharmed by standing in the of protection +3 (11th), +4 keen bladed belt (14th), ring of
closet when it is used (though their equipment might be taken regeneration (17th), tome of clear thought +5 (20th)
away). Savior
The heir seeks piety and strength in his faith without giving
Adventuring Goals up his worldly possessions to the church. He gains the
If his goal gives him a skill that is already a class skill, following:
the heir gains a +2 bonus to it. Items in Suggested Capital • 3/4 base attack bonus, as the rogue, and d8 hit die.
Expenses not found in the Pathfinder Roleplaying Game • Proficiency with light armor, medium armor, and shields
Core Rulebook are referenced later in Items and Equipment. (but not tower shields). If he already has proficiency, he
Savage gains Combat Expertise as a bonus feat.
The heir wants to experience the dangerous world and • Spells per day as a paladin of his level. He draws spells
learn how to survive in it like the wild people who live beyond from the cleric spell list, and his spellcasting modifier is
the safety of the city. He gains the following: Wisdom. He gains 0 1st-level spells per day at 1st level.
• 3/4 base attack bonus, as the rogue, and d8 hit die. • Spontaneous casting as a cleric.
• Climb, Intimidate, Survival, and Swim as class skills. New Prospects: Instead of increasing his attack bonus,
• Proficiency with light and medium armor. the heir can gain spells per day (but not spells known) as a
• He can enter a rage, as the barbarian ability, for up to 2 bard of his level. He can still prepare any spell from the cleric
rounds per day. spell list.
• Starting at 2nd level, he can use personal training to gain Suggested Capital Expenses by Level: +1 mace (2nd),
rage powers. For each rage power gained in this way, the +1 shield of light fortification (5th), +3 chainmail (8th), orb of
heir can rage for 2 additional rounds each day. golden heaven (11th), major cloak of displacement (14th),
Suggested Capital Expenses by Level: +1 greataxe scepter of heaven (17th), crown of heaven (20th)
(2nd), cloak of protection +2 (5th), +3 hide armor (8th), ring of Scrapper
freedom of movement (11th), +4 keen greataxe (14th), eyes The heir wants to learn how to fight dirty when the need
of the dragon (17th), manual of gainful exercise +5 (20th) arises, getting his attacks in when he can but otherwise
Savant staying back. He gains the following:
The heir wants to learn everything he can about the world • Catch Off-Guard or Throw anything as a bonus feat. He 63
and its creatures. He gains the following: does not need to meet the prerequisites for the chosen
feat. 63
(or CR) is lower than his effective
wizard level, the heir apparent can
choose to retain a memory of that
creature. As a full round action,
he can change his companion
into that creature, as though
using beast shape I. He can have
1 memory of a creature for each
personal training he devotes to
this.
Suggested Capital Expenses
by Level: +1 scorpion whip
(2nd), amulet of elemental strife
(5th), cloak of resistance +3 (8th),
greater monster almanac (11th),
headband of alluring charisma
+6 (14th), +5 advancing scorpion
whip (17th), iron flask (20th)
New Prospects: If he picks
shepherd a second time, the heir
gains access to the spells his
familiar would grant a monster
trainer of his level. He gains
• Improved Unarmed Strike as a bonus feat. The heir’s spells per day as a bard of his level, and can cast those spells
unarmed strikes deal 1d6 damage. without preparing them first. If his familiar can change into
• Escape Artist, Sleight of Hand, and Stealth as class skills. other monsters, it grants him those monsters’ spells instead
Suggested Capital Expenses by Level: ring of deflection while changed into them.
+1 (2nd), ghost touch amulet of mighty fists (5th), shoes of
lightning leaping (8th), blind man’s fold (11th), greater belt of Shooter
mighty hurling (14th), bracers of armor +8 (17th), body wrap The heir wants to become an expert marksman, with a
of mighty strikes +6 (20th) keen eye and the ability to impress others with his mastery of
ranged combat. He gains the following:
Seeker • 3/4 base attack bonus, as the rogue, and d8 hit die.
The heir wants to comb dungeons in search of rare artifacts • Far Shot, Focused Shot, Gunsmithing, Point Blank Shot,
and fight off the monsters that guard them jealously. He gains Precise Shot, or Rapid Shot as a bonus feat. He does not
the following: need to meet the prerequisites for the chosen feat.
• +2 skill ranks per level • Sneak attack +1d6, as the rogue ability, but only with
• Trapfinding, as the rogue ability. ranged weapons.
• When wearing light or no armor and not using a shield, • Starting at 2nd level, the heir can use personal training
the heir adds 1 point of his Wisdom bonus (if any) per to gain rogue talents that modify his sneak attack. For
class level to his Dexterity bonus to his Armor Class. If every rogue talent gained in this way, his sneak attack
he is caught flat-footed or otherwise denied his Dexterity increases by +1d6, to a maximum of 5d6 sneak attack.
bonus, he also loses this bonus. Suggested Capital Expenses by Level: +1 longbow
• Disable Device, Knowledge (dungeoneering), and (2nd), bracers of falcon’s aim (5th), cloak of resistance +3
Perception as class skills. (8th), sniper goggles (11th), gunman’s duster (14th), +5
Suggested Capital Expenses by Level: goggles of longbow of endless ammunition (17th), manual of quickness
minute seeing (2nd), burglar’s boots (5th), collar of the in action +5 (20th)
true companion (8th), belt of equilibrium (11th), smuggler’s
collapsible robe (14th), cloak of etherealness (17th), tome of Sleuth
understanding +5 (20th) The heir wants to become a great detective who can use
New Prospects: The heir gains trap sense or danger his critical eye to discover the truth of any situation. He gains
sense, as the rogue ability, beginning at +3. the following:
• +2 skill ranks per level
Shepherd • Proficiency with the armored coat, which he treats as
The heir wants to train monsters to work for him, lavishing light armor with a maximum Dex bonus of +5.
them with treats and presents so they stay. He gains the • An insight bonus to damage rolls equal to his Intelligence
following: modifier when using a light melee weapon or ranged
• A familiar, as the wizard class feature. The heir’s weapon within 30 feet of his target. This bonus damage
effective wizard level is equal to his heir apparent level is precision damage. Creatures immune to sneak attack
-3 (minimum 1). are immune to the heir’s bonus damage.
• Wild empathy, as the druid class feature. • Half his level (minimum 1) to Knowledge (local) skill
• Starting at 2nd level, the heir can use personal training checks made to follow clues in civilized areas.
to learn how to change his familiar into a monster he has • Knowledge (history), Knowledge (local), and Perception
64 fought in battle as a supernatural ability. After defeating as class skills.
a creature without class levels whose Challenge Rating
64
Suggested Capital Expenses by Level: ring of New Prospects: If he picks sycophant a second time, the
sustenance (2nd), sandals of quick reaction (5th), robe of heir and each of his allies gains a bonus teamwork feat. They
blending (8th), belt of fallen heroes (11th), ring of protection do not need to meet the prerequisites for that feat unless it
Classes
+5 (14th), monocle of the investigator (17th), headband of requires a class feature or other feat to activate.
mental superiority +6 (20th)
New Prospects: The heir gains Leadership as a bonus Personal Training
feat. His followers are contacts from whom he can gain In place of a personal achievement, an heir apparent can
important information quickly, granting the heir a +5 bonus to choose 2 training talents.
his Knowledge (local) checks when dealing with them. If he General Training Talents
already has Leadership, or gains it later, the heir gains great Combat Feat: You gain a bonus combat feat and count
renown because of this ability. your total heir apparent levels as fighter levels for the purpose
Soldier of qualifying for feats. You must have either the scrapper or
The heir wants to fight like the heroes of legend, strong and soldier adventuring goal before choosing this talent.
confident, respected by his fellow combatant. He gains the Companion (Ex): You form a close bond with an animal
following: companion. You can choose from the following list: badger,
• 3/4 base attack bonus, as the rogue, and d8 hit die. bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper
• Proficiency with light armor, medium armor, heavy armor, or constrictor), or wolf. If the campaign takes place wholly or
and shields (but not tower shields). If he already has partly in an aquatic environment, you may choose a shark
proficiency, he gains Combat Expertise or Power Attack instead. This animal is a loyal companion that accompanies
as a bonus feat. you on your adventures as appropriate for its kind.
• A +1 bonus on Reflex save when using a shield. This This ability functions like the druid animal companion ability
increases by +1 at 6th level and every 4 levels thereafter. (which is part of the Nature Bond class feature), except that
• Intimidate, Perception, and Ride as class skills. If one of your effective druid level is equal to your heir apparent level
these is already a class skill, he gains a +2 bonus to it. –3. You must be at least 4th level before choosing this talent.
Suggested Capital Expenses by Level: +1 half-plate You can choose this talent twice. The second time, your
(2nd), sash of the war champion (5th), minotaur belt (8th), effective druid level is equal to your total levels as an heir
cloak of resistance +4 (11th), amulet of natural armor +5 apparent and you may choose any animal companion.
(14th), gauntlets of the weaponmaster (17th), manual of Improved Uncanny Dodge (Ex): You can no longer be
bodily health +5 (20th). flanked. This defense denies a rogue the ability to sneak
attack you by flanking you, unless the attacker has at least
Spellcaster
four more rogue levels than your heir apparent level.
The heir wants to practice magic so that he can create
If you already has uncanny dodge from another class, the
impressive displays of power and show that he has a natural
levels from the classes that grant uncanny dodge stack to
talent with the arcane or divine. He gains the following:
determine the minimum rogue level required to flank you. You
• Choose a spellcasting class. The heir gains spells known
must be at least 6th level and have uncanny dodge before
and spells per day as a bard. He draws spells from the
choosing this talent.
spell list of the chosen class, and his spellcasting modifier
Skill Training: You gain up to 4 skill ranks. You can choose
is the same as members of that class.
this talent multiple times.
Suggested Capital Expenses by Level: eyes of the eagle
Uncanny Dodge (Ex): You gain the ability to react to
(2nd), minor metamagic rod (5th), bracers of armor +3 (8th),
danger before your senses would normally allow you to do
ring of protection +3 (11th), ring of wizardry type II (14th),
so. You cannot be caught flat-footed, nor do you lose your
wyvern cloak (17th), headband of mental superiority +6 (20th)
Dex bonus to AC if the attacker is invisible. You still lose
New Prospects: If spellcaster is chosen twice, the heir can
your Dexterity bonus to armor class if immobilized. You can
choose the same or a different class. If he chooses the same
still lose your Dexterity bonus to armor class if an opponent
class, his spellcasting becomes equivalent to a sorcerer of
successfully uses the feint action against you. You must be at
his level. He gains any additional spells known and per day
least 2nd level before choosing this talent.
that he did not have already and can learn up to 9th-level
If you already have uncanny dodge from a different class,
spells.
you automatically gain improved uncanny dodge instead.
Sycophant
The heir wants to make those around him happy and Savage Training Talents
comfortable with his decision to use his money to adventure, Greater Rage (Ex): You gain greater rage, as the barbarian
in order to avoid backlash and petty name-calling. He gains ability, and can rage for 2 additional rounds. You must be at
the following: least 11th level before choosing this talent.
• Share the wealth (see below). Personal Achievement: You gain tireless rage, as the
• The ability to roll Bluff or Diplomacy checks twice, keeping barbarian ability and can rage for 2 additional rounds.
either result. The heir can do this a number of times
per day equal to 1/2 his level + his Charisma modifier Savant Training Talents
(minimum 1). Cunning Initiative (Ex): You gain an insight bonus to your
• Bluff, Heal, and Sleight of Hand as class skills. initiative equal to your Intelligence modifier.
Suggested Capital Expenses by Level: feather step Extensive Knowledge (Ex): You add half your class level
slippers (2nd), eyes of the owl (5th), (8th), jailer’s dungeon (minimum 1) to all Knowledge skill checks and can make all
ring and 4 prisoner’s rings (11th), charlatan’s cape (14th), Knowledge skill checks untrained. 65
belt of stoneskin (17th), tome of leadership and influence +5
(20th)
65
Personal Achievement: You gain quivering palm, as the Personal Achievement: Your effective wizard or druid level
monk ability, except that you can make the attack with any is now equal to your heir apparent level, and your familiar can
light melee weapon or ranged weapon within 30 feet of your use the extraordinary abilities of the monsters it changes into.
target. The save DC is 10 + 1/2 your level + your Intelligence
modifier. Shooter Training Talents
Archery Combat Style: You gain an archery combat style
Savior Training Talents feat, as the ranger ability. You must be at least 2nd level
Healer (Su): You can use lay on hands, as the paladin before choosing this talent. You can choose this talent up to
ability, a number of times per day equal to your Wisdom 3 times. The second time, you must be at least 6th level, and
modifier and can use personal training to gain mercies for you add the 6th-level feats to your list. The third time, you
which you qualify. For each mercy gained in this way, you can must be at least 10th level, and you add the 10th-level feats
channel positive energy for +1d6 healing. to your list.
Personal Achievement: You gain the healing and Grit: You gain a number of grit points, as the gunslinger
protection cleric domains and domain spell slots for each ability, equal to your Wisdom modifier (minimum 1) and one
spell level you are able to cast. deed of your level or lower. You can use personal training
to gain additional deeds for which you meet the level
Scrapper Training Talents requirements.
Martial Flexibility (Ex): You can take a move action to gain Personal Achievement: As a full-attack action, you can
the benefit of a combat feat you don’t possess. This effect make one ranged attack at your highest base attack bonus
lasts for 1 minute. You must meet all the feat’s prerequisites. that threatens a critical hit and deals additional damage.
You can use this ability twice per day. Roll the weapon’s damage dice for the attack once for each
You can use this ability again before the duration expires attack you can make as part of a full-attack action and add
in order to replace the previous combat feat with another the results together before adding ability bonuses, weapon
choice. If a combat feat has a daily use limitation (such as abilities (such as flaming), precision-based damage, and
Stunning Fist), any uses of that combat feat while using this other damage bonuses. These extra weapon damage dice
ability count toward that feat’s daily limit. are not multiplied on a critical hit, but are added to the total.
Unarmed Master (Ex): You gain the monk’s unarmed
strike ability, treating your monk level as your heir level for Sleuth Training Talents
calculating unarmed strike damage. You must be at least 4th Inspiration (Ex): You gain an inspiration pool, as the
level before choosing this talent. investigator ability, equal to your Intelligence modifier
Personal Achievement: Your first successful attack each (minimum 1). You can also use personal training to gain
round threatens a critical hit if your target is flat-footed. investigator talents. For each investigator talent you gain in
this way, you gain 2 additional inspiration.
Seeker Training Talents Sleuth’s Luck (Ex): You gain a number of luck points, as
Evasion (Ex): You can avoid even magical and unusual the sleuth investigator ability, equal to your Charisma modifier
attacks with great agility. If you make a successful Reflex (minimum 1) and one deed of your level or lower. You can use
saving throw against an attack that normally deals half personal training to gain additional deeds for which you meet
damage on a successful save, you instead takes no damage. the level requirements. You must be at least 5th level and
Evasion can be used only if you are wearing light armor or have inspiration before choosing this talent.
no armor. You do not gain the benefit of evasion if you are Personal Achievement: When you use the attack action,
helpless. You must be at least 2nd level before choosing this you can make one melee attack with a light or one-handed
talent. weapon at your highest base attack bonus that threatens a
Improved Evasion (Ex): Your evasion ability improves. critical hit and deals additional damage. Roll the weapon’s
You still take no damage on a successful Reflex saving throw damage dice for the attack once for each attack you can make
against attacks, but henceforth you take only half damage on as part of a full-attack action and add the results together
a failed save. You must be at least 9th level and have evasion before adding ability bonuses, weapon abilities (such as
before choosing this talent. flaming), precision-based damage, and other damage
Personal Achievement: You gain an advanced rogue bonuses. These extra weapon damage dice are not multiplied
talent. on a critical hit, but are added to the total.
66
Personal Achievement: Select one weapon with which
you are proficient. Whenever you attack with that weapon, Gunslingers and Sleuths
you gain a +4 bonus on attack and damage rolls. You also What follows is a summary of gunslinger grit and the
Classes
add this bonus to any combat maneuver checks made with sleuth investigator archetype. The full versions of these
the weapon, and the bonus applies to your Combat Maneuver abilities can be found in the Pathfinder Roleplaying Game
Defense when defending against disarm and sunder attempts Ultimate Combat book and the Pathfinder Roleplaying
made against you when wielding that weapon. Game Advanced Class Guide, respectively.
At 1st level, you have a number of grit or luck points equal
Spellcaster Training Talents to your Wisdom or Charisma modifier (minimum 1). Feats,
Alchemist Training: Your spells known and per day are
magic items, and spells that grant either grit or panache
now drawn from the alchemist formulae list, and you can use
points can also grant luck points equal to the amount of
personal training to gain discoveries. If you choose spellcaster
grit or panache they grant. You spend these points to
twice, you do not gain spellcasting as a sorcerer. Instead, you
accomplish deeds (see below), and regain points as such.
gain either bomb 1d6 or mutagen. For each discovery you
gain in this way, increase your bombs by +1d6. Grit
Arcanist Training: You gain a spellbook in which you Critical Hit with a Ranged Weapon: Each time you
can scribe the spells you know and up to 3 additional 1st- confirm a critical hit with a ranged attack while in the heat of
level spells. At each level beyond 1st, you can scribe up to 1 combat, you regain 1 grit point.
additional spell of a level you can cast into your spellbook, and Killing Blow: When you reduce a creature to 0 or fewer
you can research or copy spells like a wizard. Each morning, hit points with a ranged attack while in the heat of combat,
you pick a number of spells from your spellbook equal to the you regain 1 grit point.
number of spells you would know without this talent. Those Confirming a critical hit on, killing, or destroying an
become your spells known for the day. unattended object, a helpless or unaware creature, or a
Magus Training: Your spells known and per day are now creature that has fewer Hit Dice than half your character
drawn from the magus spell list, and you gain an arcane pool level does not restore any grit.
with a number of points equal to your Intelligence modifier.
You can use personal training to gain spellstrike and magus Luck
arcana. For every such ability gained in this way, you Rolling a Natural 20: While on an investigation, you
gain 2 additional points in your arcane pool. If you regain luck by uncovering secrets. Rolling a natural 20
choose spellcaster twice, you do not gain spellcasting as on Knowledge or Sense Motive skill checks while actively
a sorcerer. Instead, you gain proficiency with light armor, investigating causes you to regain 1 luck point.
3/4 base attack bonus, as the rogue, and d8 hit die. Your Rolling a 6 or Higher on an Inspiration Roll: When you
spells do not suffer arcane spell failure in light armor. roll an inspiration die while on an investigation and the die
Personal Achievement: Choose a cleric domain, oracle comes up a 6 or higher, you regain 1 luck point. (If you roll
mystery, or sorcerer bloodline. You gain the spells granted by multiple inspiration dice at a time, you regain 1 luck point if
that ability, and 1 domain slot of every spell level you can cast the total is 6 or higher.)
with which to use them. If you have alchemist training, you Skill checks or inspiration rolls made for more mundane
can instead make a grand discovery. reasons (such as normal research or using Sense Motive
to gain information during normal bargaining or while
Sycophant Training Talents gambling) do not regain luck. It is possible for you to regain
Favored Nation (Ex): Select a country with whose courtly 2 luck points on the same Skill check, if both the qualifying
graces you are wholly versed and studied. You gain a +2 skill check is a natural 20 and any inspiration roll made is
bonus on Bluff, Diplomacy, Knowledge, Perception, Sense a 6 or higher. The GM is the final arbitrator for what rolls
Motive, and Survival checks against courtiers, officials, qualify.
nobles, and gentry from that nation. Likewise, you gain a +2
bonus on weapon attack and damage rolls against them. You Heir Apparent Deeds
can attempt the appropriate Knowledge checks untrained These deeds can be chosen as either shooter or sleuth
to identify such people from the selected country. You can training talents and count as both.
choose this talent twice. The second time, choose a second Apparent Initiative: At 3rd level, as long as you have
country or increase the bonus with the first by +2. at least 1 grit point, you gain the following benefits. First,
Teamwork Feat: You gain a bonus teamwork feat for which you gain a +2 bonus on initiative checks. Furthermore, if
you meet the prerequisites. Once per day, you can allow an you have the Quick Draw feat, your hands are free and
ally to benefit from your teamwork feat as well for up to one unrestrained, and your weapon is not hidden, you can draw
minute. a single one-handed or light weapon as part of the initiative
Personal Achievement (Ex): You gain a circumstance check.
bonus to AC, saves, attack rolls, and opposed checks equal Earshot (Ex): When a ranged attack is made against
to your Charisma bonus (if any) until the first time you take a you, you can spend 1 point to move 5 feet as an immediate
hostile action against a creature. Once you do, you lose that action; doing so grants you a +2 bonus to AC against the
bonus against creatures who saw or heard you. triggering attack. This movement is not a 5-foot step, and
provokes attacks of opportunity. Alternatively, you can drop
prone to gain a +4 bonus to AC against the triggering attack.
You can only perform this deed while wearing medium or
light armor, and while carrying no more than a light load.
67
67
Archetypes and Class Options
3
There are many different ways to play every class. uses of the bloodletting class feature.
Sometimes, doing so involves nothing more than creative Smite Good (Su): At 3rd level, the blood convoker gains
roleplay. Other times, the differences are better represented smite good, as the antipaladin ability. She can smite good
mechanically through alternate class features that fit into the
70
At 17th level, the pious thief can use a standard action
Table: Sanguine Gunman Spells Sanguine Gunman Spells
to make a disarm attempt against a creature that is able to
Per Day Known
make natural attacks. If the pious thief succeeds, his target
Level 1st 2nd 3rd 4th 1st 2nd 3rd 4th
72
deadly spellcasters sling bullets imbued with death at their Chaos hunters usually enchant each end of their double
enemies. weapons with different enchantments, such as frost or demon
Base Attack Bonus: A sanguine outlaw’s base attack bane, or craft them of different materials, such as silver or
75
Mystic Arcanum: An idolator adds the Great
Old Ones otherworldly patron class features
normally granted to an invoker of his level
as mystic arcanums that he can choose
when he gains one. He can also choose
from the following mystic arcanums.
77
Deinonychus: The creature gains a +2 bonus on Initiative
checks. This bonus increases to +4 at 8th level and +6 at
15th level.
Armadillo: When wearing light or no armor and not carrying
a heavy load, the creature gains a +2 natural armor bonus to
AC. This bonus increases to +4 at 8th level and +6 at 15th
level.
Eagle: The creature gains a +2 enhancement bonus to
Charisma. This bonus increases to +4 at 8th level and +6 at
15th level.
Elephant: The creature gains a +2 enhancement bonus to
Wisdom. This bonus increases to +4 at 8th level and +6 at
15th level.
Fox: The creature gains a +2 enhancement bonus to
Intelligence. This bonus increases to +4 at 8th level and +6
at 15th level.
Lizard: The creature gains a +4 competence bonus on
Acrobatics checks. This bonus increases to +6 at 8th level
and +8 at 15th level.
Ram: T he creature gains a +4 competence bonus on Climb
checks and on Acrobatics checks to jump. These bonuses
increase to +6 at 8th level and +8 at 15th level.
Wolverine: The creature gains 1 additional hit point per Hit
Die it possesses, and treats its Constitution score as 4 points
higher than it is for the purpose of determining when it dies at
negative hit points. At 8th level, the creature gains Diehard as
a bonus feat. At 15th level, the creature treats its Constitution
as being 8 points higher for the purpose of determining when
it dies at negative hit points.
Aspects (Shifter Option)
The shifter is a relatively recent addition to the list of
Pathfinder Roleplaying Game base classes, and it presents
a wonderful blend of martial prowess and the ability to take
of influence to change the target of his smite while his current on aspects (and later full-fledged forms) of different animals.
target lives. Presented here are some new major forms the shifter can
Starting at 15th level, the vengeful spirit’s base attack take. Minor form versions of these can be found in the animal
bonus is equal to his level and his hit die becomes a d10. focus hunter options above.
At 18th level, the vengeful spirit gains tireless rage. He can Armadillo: Your shape changes to that of a Small armadillo.
reduce his spirit’s influence by 1 when the target of his smite While in this form, you gain a base speed of 20 feet, two claw
evil dies while in combat with the vengeful spirit. He reduces attacks (1d3 damage), a burrow speed of 15 feet, and scent
his spirit’s influence by 2 if he dealt the killing blow. (30 feet). You can also roll into a protective ball as a swift
At 20th level, when the target of his smite dies, the vengeful action which doubles your natural armor bonus (if any) and
spirit can draw its soul into himself. If he does, he gains 2 reduces your speed to 0. Leaving the ball is a free action. At
temporary hit points per hit die and mollifies his spirit entirely, 8th level, you gain evasion while rolled into a ball and your
reducing its influence to 0. This effect can’t occur more than burrow speed increases to 30 feet. At 15th level, you gain
once per day, and the target of the smite must be truly evil. improved evasion while rolled into a ball and rend (2 claws
This ability replaces location channel, connection channel, 1d3 + 1-1/2 times your Strength modifier).
trance of three, spacious soul, and astral beacon. Eagle: Your shape changes to that of a Small eagle. While
in this form, you gain a bite attack (1d4 damage), two claw
Faerie Options attacks (1d3 damage), a fly speed of 60 feet (good), low-light
The archetypes associated with the Fae and their brethren vision, and a +4 racial bonus on vision-based Perception
are often linked to transformation and varied sources of checks. At 8th level, you gain Improved Natural Attack with
magic. Whether gaining an alternative to a faerie friend, a new your claws, and your racial bonus on Perception checks
way to wild shape, or access to spells and abilities thought increases to +6. At 15th level, you gain the Flyby Attack feat
forbidden to them, the classes who gain these archetypes and your fly speed increases to 90 feet (perfect).
become more bountiful for their options. Elephant: Your shape changes to that of a Large elephant.
While in this form, you gain a base speed of 40 feet, a gore
Animal Focus (Hunter Option) attack (2d6 damage), low-light vision, and scent (30 feet). At
The hunter hybrid class has several options available to him 8th level, your size increases to huge (as beast shape III),
through his animal focus class feature. With the introduction which increases your gore damage to 2d8. At 15th level, you
78 of the shifter, which also grants aspects in the form of minor gain the ability to trample creatures for 2d6 + 1-1/2 times your
transformations, a few new animals were added. Those Strength modifier damage.
animals, as well as a few others, are presented here.
78
Fox: Your shape changes to that of a Tiny fox. While in a Small or Medium plant creature. When taking the form
this form, you gain a base speed of 40 feet, lowlight vision, of animals, a bestial warden’s wild shape now functions as
and scent (30 feet), and you use your Dexterity modifier beast shape III. When taking the form of an elemental, the
instead of your Strength modifier on Climb and Swim checks. warden’s wild shape now functions as elemental body II.
79
A blue moon ranger’s selection of spells is limited. He has 7th-Level Advancement
the same number of spells known as a bloodrager of the same Size Large; AC +2 natural armor; Attack 2 claws (1d6 + 1d6
level, and can choose new spells to replace old ones at 8th electricity); Ability Scores Str +6, Dex +2, Con +2; Special
level and every 3 class levels after that, just as a bloodrager Qualities shocking burst claws (as the weapon enhancement),
does. See the bloodrager for more information on swapping etheral jaunt 1/day, as the spell.
spells known. When encountered in the wild, greater raijus can be
In addition, the ranger adds his bloodline spells to his list of dangerous and cunning opponents.
spells known at 7th, 10th, 13th, and 16th level.
This modifies the ranger’s spells ability. Greater Raiju
Bloodcasting (Su): At 4th level, a blue moon ranger gains This hulking, looming creature shows a mix of human
the ability to cast spells even while bloodraging. He can also and feline features, and a very long billowing golden mane.
cast these spells defensively and can make concentration Around it the air sparkles with electricity. It looks at you with
checks for these spells while bloodraging. While bloodraging, an all–fanged grin, as if it’s pleased to have found dinner.
he can cast and concentrate on only his blue moon ranger CR 7 XP 3,200
spells (see below); spells from other classes cannot be cast CN Large outsider (air, native)
while in this state. Init +8; Senses darkvision 60 ft.; Perception +13
Hunter’s Bond (Ex): At 4th level, a blue moon ranger must Defense
choose an animal companion as his hunter’s bond.
AC 20, touch 13, flat-footed 16 (+4 Dex, +7 natural, –1
Bloodline Powers: Starting at 5th level, a blue moon
size)
ranger gains his first bloodline power, as the bloodrager class
hp 76 (9d10+27); regeneration 1/hour (divine damage)
feature. He gains additional bloodline powers at 9th, 13th,
Fort +9, Ref +9, Will +7
and 17th level.
Immune electricity
Blood Companion (Su): At 10th level, while a blue moon
Offense
ranger is raging and his animal companion is within 30 feet
from him, he grants the companion the 1st-level bonuses on Speed 50 ft., fly 100 ft. (good)
attack and damage granted by his first bloodline power (if any) Melee 2 claws +13 (1d8+5 plus 1d6 electricity)
and all immunities and resistances he gains from bloodline Space 10 ft., Reach 10 ft.
powers. Furthermore, whenever the bloodrager is affected by Special Attacks breath weapon (30–ft. line, 5d6 electricity
a spell or spell-like ability with the range of personal while his damage, Reflex DC 17 for half, usable every 1d4 rounds),
animal companion is within 30 feet from him, the companion prehensile hair, shocking burst
also gains the benefit of that spell. Spell–Like Abilities (CL 7th; concentration +8)
This replaces the combat style feat gained at 10th level. At will– ethereal jaunt
3/day– call lightning
Greater Raijus and Beast Spears
1/day– control weather (thunderstorm only)
Blue moon rangers, and especially those who are also
1/week– polymorph any object (self only)
yokai hunters, often discover powerful weapons and special
Statistics
companions once they are 7th-level or higher and possess
the hunter’s bond class feature that grants an animal Str 20, Dex 19, Con 16, Int 12, Wis 13, Cha 13
companion. Outsiders known as greater raiju aid the rangers Base Atk +9; CMB +15; CMD 29 (33 vs. trip)
in their hunt for dangerous creatures, Feats Acrobatic, Combat Reflexes, Improved
while a powerful artifact, known as the Initiative, Lightning Reflexes, Rending Claws
greater beast spear, may be discovered Skills Acrobatics +18 (+22 when jumping), Fly
by a worthy (or, as some would believe, +22, Intimidate +13, Perception +13, Sense Motive
unlucky) blue moon ranger. With enough +13, Spellcraft +13, Stealth +16
willpower and control, the ranger who utilizes these Languages Auran, Common
options can become a formidable foe for even the SQ change shape (any Small to Large
greatest of yokai. humanoid, alter self), prehensile hair
Greater Raiju Companion Ecology
Starting Statistics Environment any land or sky (lightning storms)
Size Medium, Speed 40 ft., Organization solitary
fly 40 ft. (good); AC +4 Treasure None
natural armor; Attack 2 Special Abilities
claws (1d4 + 1d6 electricity);
Ability Scores Str 14, Dex Prehensile Hair (Su): A greater
17, Con 12, Int 12, Wis raiju’s long mane can be used
13, Cha 13; Special to climb, snatch things and
Attacks breath immobilize adversaries.
weapon (30–ft. line, The creature can’t wield
5d6 electricity damage, a weapon or attack with its mane, but can use it for
Reflex DC 10 + half hit any other purposes that require free hands. When
dice + Constitution mod both its claw attacks inflict damage to a foe, the
for half, usable every 1d4 greater raiju can can attempt to grapple that foe
80 rounds); Special Qualities prehensile hair, scent. with its hair as a free action without provoking an
80
attack of opportunity. A grappled creature suffers 1d6 electricity subsequent saves of this type only.
damage every round. When a greater raiju grapples a foe in When his equivalent Intelligence drops to 0, the wielder
this way, the raiju does not gain the grappled condition. The becomes permanently dominated and begins to transform
82
Necrolyte (Druid Archetype) At 6th level, she gains undead anatomy II and elemental
body I.
There’s a reason druidic circles are so secretive...
At 8th level, she gains undead anatomy III and elemental
Druids are true seekers of balance in nature. Those who body II. She can also spend 1 hour per spell level to cast any
84
Wildflame (Druid Archetype) Mortal Options
Deadly animals are not the only things you should fear. One mortal’s personal take on an individual class can vary
greatly from another’s. Between half-elf paladins who can
In colder regions, druidic circles train their members in the leap through the air to spear dragons, ursaren witches who
path of the wildflame; a druid who controls the element of fire. treat nature as their patron, and humans who channel the
Wildflames burn out dead sections of forest to push regrowth untamed power of monsters into their weapons, there is no
through the destruction. Their unique blend of magic and shortage of uniquely qualified heroes to be found amongst
internal power make them a true force of nature. mortal kind.
Nature Bond: The wildflame must pick fire as a domain.
Spells: The wildflame adds to her class spell list any wizard Azure Blade (Battle Augur Archetype)
spells with the [fire] or [light] descriptors at 1 spell-level higher
than a wizard would learn them. I wasn’t ignoring your cries for help. I was watching that
Searing Flesh (Su): At 2nd level, the wildflame’s body beast, waiting for the perfect opportunity to do this.
becomes painfully hot. Whenever a creature hits her with Azure blades are battle augurs who channel the power of
a natural attack or an unarmed strike, that creature takes 1 their enemies into their weapons and armor, rather than sling
point of fire damage per 4 wildflame levels (minimum 1 point it about haphazardly like so many magic-users. What they
of fire damage). A creature in a grapple with the wildflame lack in spellcasting ability, the azure blades make up for in
takes double this amount of damage at the end of each of its martial talents and strength.
turns. Weapons that strike a wildflame with searing flesh also Base Attack and Hit Dice: An azure blade’s base attack
take this damage, though the damage is unlikely to penetrate bonus is equal to her level, and her hit die is a d10. This
the weapon’s hardness. updates the battle augur’s base attack and hit dice.
As a swift action, the wildflame can accept 1 point of Weapon and Armor Proficiency: An azure blade is
nonlethal damage per character level (the total nonlethal proficient with all simple and martial weapons, as well as all
damage is referred to as 1 point of burn) to increase her armor (heavy, light, and medium) and shields (including tower
searing flesh damage by 1 point per 4 wildflame levels she shields). This updates the battle augur’s proficiencies.
possesses until the next time her burn is removed. Nonlethal Spells: Azure blades gain spells per day, and spells
damage dealt by burn can’t be healed with magic, only by known, as follows. This updates the battle augur’s normal
resting, and burn can’t be used if the wildflame is immune to spellcasting progression.
nonlethal damage. She can increase the damage in this way
up to seven times. Battle Augury (Sp): Azure blades do not gain their first
Whenever she accepts burn while using a fire wild talent battle augury until 4th level. This updates the battle augur’s
(see below), the surging flame causes the wildflame’s searing normal progression of battle augury.
flesh to deal double its current amount of damage for 1 round Blade Augury (Sp): At 1st level, when an azure blade
(a creature in a grapple with her takes a total of four times is subject to a creature’s spell, spell-like, supernatural,
as much damage as normal). The wildflame can dismiss or or extraordinary ability, she can pattern that ability as an
restore this effect as an immediate action. immediate action. The blade can pattern up to 1 ability per 4
This ability replaces woodland stride. class levels (minimum 1), and must lose one to gain another
Infusion (Su): At 3rd level, a wildflame gains a fire if she reaches her maximum. Once per turn, as a free action,
element infusion wild talent from the list of options available Table: Azure Blade
to a kineticist of her level (her level must be twice that of
Spells Known Spells Per Day
the infusion to learn it). She can accept points of burn or
Level 1st 2nd 3rd 4th 1st 2nd 3rd 4th
expend a spell slot of the infusion’s level to apply her infusion
1st — — — — — — — —
when using her fire bolt domain power. She gains additional
2nd — — — — — — — —
infusions at 5th, 9th, 11th, 13th, 17th, and 19th levels. Each
time the wildflame uses fire bolt, she can apply up to one
3rd — — — — — — — —
associated form infusion and up to one associated substance 4th 2 — — — 1 — — —
infusion to the same fire bolt. 5th 3 — — — 1 — — —
This ability replaces trackless step and venom immunity. 6th 4 — — — 1 — — —
The DC for a save against an infused fire bolt is 10 + the 7th 4 2 — — 1 1 — —
highest infusion level + the wildflame’s Con modifier. At 5th, 8th 4 3 — — 1 1 — —
11th, and 17th levels, a wildflame can replace one of her 9th 5 4 — — 2 1 — —
infusions with another infusion of the same effective spell 10th 5 4 2 — 2 1 1 —
level or lower. She can’t replace an infusion that she used to 11th 5 4 3 — 2 1 1 —
qualify for another of her wild talents. 12th 6 5 4 — 2 2 1 —
Druid of the Flame (Sp): Starting at 4th level, a wildflame 13th 6 5 4 2 3 2 1 1
learns how to draw power from her inner fire. When she casts 14th 6 5 4 3 3 2 1 1
a fire or light spell for which she has no remaining spell slots, 15th 6 6 5 4 3 2 2 1
the wildflame can accept 1 point of burn to cast the spell 16th 6 6 5 4 3 3 2 1
anyway. 4th- through 6th-level spells cost 2 points of burn to 17th 6 6 5 4 4 3 2 1
cast in this way, and 7th-level and higher spells cost 4. 18th 6 6 6 5 4 3 2 2
This ability replaces wild shape. 19th 6 6 6 5 4 3 3 2
20th 6 6 6 5 4 4 3 2
the azure blade can channel one of her patterned abilities additional training. He gains a +1 bonus on combat maneuver
into her weapon, her armor, or her shield. The affected checks when performing that combat maneuver and a +1
equipment becomes magical, if it wasn’t already, and gains an bonus to his CMD when defending against that maneuver.
enhancement bonus equal to 1/4 of the originating creature’s At 9th level and every 3 levels thereafter, the brutalist
hit dice (minimum 1). For every enhancement gained beyond becomes further trained in another combat maneuver, gaining
+1, the blade can choose to apply a similar enchantment to the above +1 bonus combat maneuver checks and to CMD.
the equipment instead. For example, if she is struck by an 8 In addition, the bonuses granted by all previous maneuver
hit dice ghost’s incorporeal touch, she can pattern that ability training increase by 1 each.
and use it to add +1 and ghost touch to her weapon. The Martial Flexibility (Ex): At 7th level, a brutalist can take a
azure blade can channel up to 1 ability per item in this way move action to gain the benefit of a combat feat he doesn’t
at a time. possess. This effect lasts for 1 minute. The brutalist must meet
Cunning Resilience (Su): At 3rd level, an azure blade all the feat’s prerequisites. He may use this ability a number
gains a bonus equal to her Intelligence bonus (if any) on all of times per day equal to 1/2 his brutalist level (minimum 1).
Saving Throws. This ability replaces echoes of battle. The brutalist can use this ability again before the duration
expires in order to replace the previous combat feat with
Brutalist (Bloodrager Archetype) another choice.
Come closer and let me demonstrate why it’s a bad idea. If a combat feat has a daily use limitation (such as Stunning
Brutalists never tap into the arcane wellspring of power that Fist), any uses of that combat feat while using this ability
flows through their veins. Instead, they treat their sorcerous count toward that feat’s daily limit.
gift as little more than an afterthought, focusing instead on At 10th level, a brutalist can use this ability to gain the benefit
intense, close combat training. of two combat feats at the same time. He may select one
Class Restrictions: The brutalist requires specialized feat as a swift action or two feats as a move action. He may
training that prevents him from deviating from his particular use one of these feats to meet a prerequisite of the second
fighting style. In addition to the usual bloodrager restrictions, feat; doing so means that he cannot replace a feat currently
he cannot multiclass as a fighter, a monk, or any class related fulfilling another’s prerequisite without also replacing those
to either. feats that require it. Each individual feat selected counts
Bloodline: The brutalist does not gain bloodline powers, toward his daily uses of this ability.
bonus feats, or bonus spells. At 13th level, a brutalist can use this ability to gain the
Brutal Cunning: If the brutalist’s Intelligence score is benefit of three combat feats at the same time. He may select
less than 13, it counts as 13 for the purpose of meeting the one feat as a free action, two feats as a swift action, or three
prerequisites of combat feats. feats as a move action. He may use one of the feats to meet a
Brutal flurry (Ex): Starting at 4th level, a brutalist can make prerequisite of the second and third feats, and use the second
a brutal flurry as a full-attack action. When doing so, a brutalist feat to meet a prerequisite of the third feat. Each individual
has the Two-Weapon Fighting feat when attacking with any feat selected counts toward his daily uses of this ability.
combination of unarmed strikes, weapons from the close At 16th level, a brutalist can use this ability to gain the
fighter weapon group, or weapons with the “monk” special benefit of one combat feat as an immediate action or three
feature. He does not need to use two different weapons to combat feats as a swift action. Each individual feat selected
use this ability. counts toward his daily uses of this ability.
A brutalist applies his full Strength modifier to his Close Weapon Mastery (Ex): At 8th level, a brutalist’s
damage rolls for all attacks made with brutal damage with close weapons increases. When wielding a
flurry, whether the attacks are made with close weapon, he uses the unarmed strike damage of a
an off-hand weapon or a weapon wielded brutalist 4 levels lower instead of the base damage
in both hands. A brutalist can for that weapon (for example, an 8th-level,
substitute disarm, sunder, Medium brutalist wielding
and trip combat maneuvers a punching dagger deals
for unarmed attacks as part 1d8 points of damage
of brutal flurry. A brutalist with instead of the weapon’s normal 1d4). If the weapon normally
natural weapons can’t use such deals more damage than this, its damage is unchanged.
weapons as part of brutal flurry, nor can he This ability does not affect any other aspect of
make natural weapon attacks in addition to the weapon. The brutalist can decide to use the
his brutal flurry attacks. weapon’s base damage instead of his adjusted
At 12th level, the brutalist gains unarmed strike damage—this must be declared
use of the Improved Two-Weapon before the attack roll is made.
Fighting feat when using brutal Awesome Blow (Ex): At 20th level,
flurry. At 16th level, he the brutalist can, as a standard
gains use of the Greater action, perform an awesome
Two-Weapon Fighting blow combat maneuver
feat when using brutal against a corporeal creature
flurry. of his size or smaller. If the
Maneuver Training combat maneuver check
(Ex): At 6th level, a succeeds, the opponent
86 brutalist can select one takes damage as if the
combat maneuver to receive brutalist hit it with the close
86
weapon he is wielding or an unarmed strike, it is knocked Intrepid Sidekick (Heir Apparent Archetype)
flying 10 feet in a direction of the brutalist’s choice, and it falls
After I’ve learned everything my mentor can do, I can be a
prone. The brutalist can only push the opponent in a straight
hero in my own right.
line, and the opponent can’t move closer to the brutalist than
87
87
Secondary Class Features Seeker (rogue)
Trapfinding: At 1st level, the intrepid sidekick gains the
Savage (barbarian)
trapfinding class feature.
Rage: At 1st level , the intrepid sidekick gains the rage
Sneak Attack: At 5th level, he gains the sneak attack class
class feature for a number of rounds per day equal to his
feature. He can deal 1d6 points of extra damage. This extra
Constitution modifier + his class level.
damage increases by 1d6 for every 4 levels beyond 5th, to a
Uncanny Dodge: At 5th level, he gains uncanny dodge.
maximum of 4d6 At 17th level.
Rage Power: At 9th level, he gains a rage power. For the
Evasion: At 9th level, he gains evasion.
purpose of which rage powers he can select, his effective
Uncanny Dodge: At 13th level, he gains uncanny dodge.
barbarian level is equal to 1/2 his class level, but for the
Improved Uncanny Dodge: At 17th level, he gains
purpose of the rage power’s effect, his effective barbarian
improved uncanny dodge, treating his class level as his
level is equal to his full class level.
effective rogue level.
Damage Reduction: At 13th level, he gains DR 3/—.
Greater Rage: At 17th level, he gains greater rage. Shepherd (essential trainer)
Read Aura (Su): At 1st level, the intrepid sidekick gains the
Savant (bard)
read aura class feature, which works like detect evil, except
Bardic Knowledge: At 1st level , the intrepid sidekick
it detects creatures without class levels that have a lower CR
gains the bardic knowledge class feature, treating his class
than the sidekick’s effective wizard level.
level as his effective bard level.
Companion Training: Starting at 5th level, the intrepid
Bardic Performance: At 5th level, he gains the ability to
sidekick’s familiar can grow into its second form, as defined
inspire courage and inspire competence as a bard of his
by that monster.
class level - 4 for a number of rounds per day equal to his
Evasion (Ex): At 9th level, he gains evasion.
Charisma modifier + his class level.
Improved Companion Training: Starting at 13th level,
Versatile Performance: At 9th level, he gains versatile
his familiar can grow into its final form, as defined by that
performance in one Perform skill of his choice. He can retrain
monster. If it doesn’t have a third form, the monster gains +2
all his ranks in the two associated skills for free.
Strength, +2 Dexterity, and +1 natural armor instead.
Lore Master: At 13th level, he gains lore master as a 5th-
Spell Familiarity: At 17th level, he can choose one spell
level bard.
his familiar grants him. He can still cast that spell even if his
Additional Performances: At 17th level, he gains the
familiar changes into a monster that does not grant it.
ability to use dirge of doom and inspire greatness as a bard
of his class level - 4. Shooter (gunslinger)
Firearm Proficiency: At 1st level , the intrepid sidekick
Savior (paladin)
gains proficiency in all firearms.
Code: At 1st level , the intrepid sidekick must follow the
Gunsmith: At 5th level, he gains the gunsmith class
paladin’s code of conduct and gains the paladin’s aura of
feature.
good.
Deed: At 9th level, he gains the Amateur Gunslinger feat.
Detect Evil: At 1st level , the intrepid sidekick can detect
Improved Deed: At 13th level, he gains a 3rd-level
evil as a 1st-level paladin.
gunslinger deed of his choice.
Lay on Hands: At 5th level, he gains the ability to lay on
Greater Deed: At 17th level, he gains a 7th-level gunslinger
hands a number of times per day equal to 1/2 his class level,
deed of his choice.
healing as much as a paladin of his class level - 4.
Smite Evil: At 9th level, he gains the ability to smite evil Shooter (ranger)
once per day as a paladin of his class level - 4. Track: At 1st level , the intrepid sidekick gains the track
Mercy: At 13th level, he selects one mercy from the class feature, treating his class level as his effective ranger
paladin’s 3rd-level mercy list. level.
Divine Bond: At 17th level, he gains a divine bond to a Favored Enemy: At 5th level, he gains the 1st favored
weapon as a paladin of his class level - 3. enemy class feature.
Favored Terrain: At 9th level, he gains the 1st favored
Scrapper (monk)
terrain class feature.
Armor: At 1st level , the intrepid sidekick loses all his
Expert Tracker: At 13th level, he gains the woodland stride
secondary abilities when wearing armor, using a shield, or
and swift tracker class features.
carrying a medium or heavy load.
Quarry: At 17th level, he gains the quarry class feature.
Unarmed Strike: At 1st level , the intrepid sidekick gains
the Improved Unarmed Strike feat and the unarmed damage Sleuth (investigator)
of a monk of his class level - 2 (minimum 1st). Fledgling Investigator: At 1st level , the intrepid sidekick
Evasion: At 5th level, he gains evasion. gains the trapfinding class feature and Knowledge (nature)
Ki Pool: At 9th level, he gains the ki pool class feature of a as a class skill.
monk of his class level - 2, with a number of ki points equal to Alchemy: At 5th level, he adds his class level as a
1/2 his class level. He only ever gains ki pool (lawful) if he is competence bonus on all Knowledge (nature) checks and
of lawful alignment. can use Knowledge (nature) to identify poisons.
AC Bonus: At 13th level, he gains a +3 dodge bonus to Ki Pool: At 9th level, he gains the inspiration class feature
AC. of an investigator of his class level - 2, with an amount of
Improved Evasion: At 17th level, he gains improved inspiration equal to 1/2 his class level.
evasion. Improved Deed: At 13th level, he gains a 3rd-level
88 investigator talent of his choice.
88
Archetypes and Class Options
Greater Deed: At 17th level, he gains a 7th-level investigator Domain: At 1st level , the intrepid sidekick selects one
talent of his choice. domain his deity grants, gaining that domain’s 1st-level
Soldier (fighter) granted power, treating his class level as his effective cleric
Weapon Focus: At 1st level , the intrepid sidekick gains level.
Weapon Focus as a bonus feat. Channel: At 5th level, he gains the ability to channel energy
Armor Training 1: At 5th level, he gains armor training 1. as a cleric of his class level - 4 a number of times per day
Weapon Training 1: At 9th level, he gains weapon training 1. equal to his Charisma modifier + 1.
Armor Training 2: At 13th level, he gains armor training 2. Improved Channel: At 9th level, his ability to channel
Weapon Training 2: At 17th level, he gains weapon training 2. energy improves to that of a cleric of his class level - 2.
Improved Domain: At 13th level, he gains the additional
Spellcaster (alchemist) domain power of his chosen domain, treating his class level
Formulae: At 1st level, his spells known and per day are as his effective cleric level.
drawn from the alchemist formulae list. Greater Channel: At 17th level, his channel energy ability
Alchemy: At 1st level , the intrepid sidekick adds his class improves to that of a cleric of his class level - 2.
level as a competence bonus on all Craft (alchemy) checks
and can use Craft (alchemy) to identify potions. Spellcaster (druid)
Bombs: At 5th level, he gains the ability to create a number Code: At 1st level , the intrepid sidekick gains Druidic
of bombs per day equal to his Intelligence modifier + 1/2 his as a bonus language and must abide by the druidic code
class level. The bombs deal damage as an alchemist of of conduct—respecting nature, not teaching the Druidic
his class level, but since he doesn’t have the alchemist’s language to outsiders, not wearing metal armor, and so on.
throw anything class feature, he doesn’t add his Intelligence Wild Empathy: At 1st level , the intrepid sidekick gains wild
modifier to the damage. empathy, treating his class level as his effective druid level.
Mutagen: At 9th level, he gains the mutagen class feature, Companion: At 5th level, he gains an animal companion
with a duration equal to 10 minutes per class level. He counts as a druid of his class level - 4. No ability other than Improved
as an alchemist for the purposes of drinking a mutagen. Companion can ever increase his effective druid level for this
Swift Poisoning: At 13th level, he gains the poison use purpose.
and swift poisoning abilities. Improved Companion: At 9th level, his animal companion
Poison Immunity: At 17th level, he is immune to poison. increases to that of a druid of his full class level.
Wild Shape: At 13th level, he gains the ability to use wild
Spellcaster (cleric) shape to turn into a Small or Medium animal two times per
Deity: At 1st level , the intrepid sidekick must select a deity day for up to 1 hour per class level each time.
within one alignment step of his own. He gains the cleric’s Greater Wildshape: At 17th level, his wild shape improves
aura, bonus languages, code of conduct, and restriction to include the 6th-level druid options, and he can use wild
from casting spells of opposed alignments. He also gains the shape three times per day.
cleric’s spontaneous casting ability, which he can use with
any prepared casting classes that have the appropriate spells Spellcaster (magus)
on their spell lists. Magus Focus: At 1st level , the intrepid sidekick gains his
choice of Spell Focus or Weapon Focus as a bonus feat. 89
Arcane Pool: At 5th level, he gains the arcane pool class
feature as a magus of his class level - 2.
89
Magus Arcana: At 9th level, he gains one magus arcana. Spellcaster (witch)
He treats his class level as his effective magus level when Patron: At 1st level , the intrepid sidekick chooses a patron.
determining whether or not he can select an arcana. He never qualifies for the Extra Hex feat.
Spellstrike: At 13th level, he gains the spellstrike class Witch’s Familiar: At 1st level , the intrepid sidekick gains
feature, but he can use it only with spells that are on the a familiar, treating his class level as his effective witch level.
magus spell list, even though he can cast them using another Hex: At 5th level, he gains a hex of his choice as a 1st-
class’s spell slots. level witch. If he chooses the slumber hex, it can affect only
Improved Arcana: At 17th level, he gains one additional creatures with Hit Dice less than or equal to his class level.
magus arcana. Cantrip: At 9th level, if he has an Intelligence score of 10
Spellcaster (oracle) or higher, he chooses a witch cantrip and can cast that cantrip
Mystery: At 1st level , the intrepid sidekick must select a as a spell-like ability at will. He uses his class level as the
mystery. He never qualifies for the Extra Revelation feat. caster level and Intelligence as the cantrip’s key ability score.
Curse: At 1st level , the intrepid sidekick must select a Improved Hex: At 13th level, he gains a second hex as a
curse. He gains all effects of the curse, treating his effective 1st-level witch, and his first hex advances as if he were an
oracle level as equal to 1/2 his class level. 8th-level witch.
Revelation: At 5th level, he gains a revelation from the list Major Hex: At 17th level, he gains a major hex as a 10th-
of those available to his mystery as an oracle of his class level witch. He cannot gain the ice tomb hex.
level - 4 (minimum 1). He must have an effective oracle level Spellcaster (wizard)
high enough to select the revelation. School: At 1st level , the intrepid sidekick chooses a school
Orison: At 9th level, if he has a Charisma score of 10 or of magic in which to specialize. For all powers of that school,
higher, he chooses an oracle orison to cast as a spell-like he treats his class level as his effective wizard level.
ability at will. He uses his class level as the caster level and Familiar: At 1st level , the intrepid sidekick gains a familiar,
Charisma as the orison’s key ability score. treating his class level as his effective wizard level.
Curse Focus: At 13th level, he adds 5 to his effective oracle School Power: At 5th level, he gains the 1st-level powers
level for the purposes of determining his curse’s effects. of his chosen school. If any of those powers grant an extra
Improved Revelation: At 17th level, he gains one effect at 20th level, the character does not gain that extra
additional revelation. effect.
Spellcaster (sorcerer) Cantrip: At 9th level, if he has an Intelligence score of 10
Bloodline: At 1st level , the intrepid sidekick must select or higher, he chooses a wizard cantrip from his chosen school
a sorcerer bloodline. He treats his class level as his effective and can cast that cantrip as a spell-like ability at will. He uses
sorcerer level for all bloodline powers. his class level as the caster level and Intelligence as the
Bloodline Power: At 1st level , the intrepid sidekick gains cantrip’s key ability score.
his bloodline’s 1st-level bloodline power. Discovery: At 13th level, he gains an arcane discovery
Improved Bloodline Power: At 5th level, he gains his or wizard bonus feat, treating his class level as his effective
bloodline’s 3rd-level bloodline power. wizard level.
Blood Feat: At 9th level, he gains one of his bloodline’s Greater School Power: At 17th level, he gains the 8th-
feats or Eschew Materials as a bonus feat. level power of his chosen school.
Greater Bloodline Power: At 13th level, he gains his Sycophant (inquisitor)
bloodline’s 9th-level bloodline power. Deity: At 1st level, the intrepid sidekick must select a deity
True Bloodline Power: At 17th level, he gains his within one alignment step of his alignment. He gains an
bloodline’s 15th-level bloodline power. inquisitor’s code of conduct and restriction on casting spells
Spellcaster (summoner) of opposed alignments.
Summon Monster: At 1st level , the intrepid sidekick Stern Gaze: At 1st level , the intrepid sidekick gains
gains the summoner’s summon monster spell-like ability as the stern gaze class feature, treating his class level as his
a summoner of his class level - 2 (minimum 1st). He can use effective inquisitor level.
this ability once per day; the casting time is 1 full round, and Judgment: At 5th level, once per day, he can use the
the duration is 1 round per effective summoner level. judgment class feature as an inquisitor of his class level - 3.
Eidolon: At 5th level, he gains the ability to summon an Solo Tactics: At 9th level, he gains the solo tactics class
eidolon, using the statistics of an eidolon for a summoner of feature.
his class level - 4, except with half as many evolution points. Additional Judgment: At 13th level, he can use the
This eidolon can only be summoned using his summon judgment class feature twice per day.
monster spell-like ability. Second Judgment: At 17th level, he gains the second
Additional Summons: At 9th level, he can use his summon judgment ability.
monster spell-like ability three times per day.
Shield Ally: At 13th level, he gains the shield ally class
feature.
Aspect: At 17th level, he gains the aspect class feature,
except he can divert only 1 evolution point from his eidolon
to himself.
90
90
Orphaned Hero (Heir Apparent Archetype)
Sometimes a hero’s family can’t provide him any
help beyond an inheritance. They may have died
91
Ranger of the Dark Path (Ranger Archetype)
Blight Arrow
My death has served to show me the gifts it offers.
School necromancy [evil]; Level antipaladin 1, cleric/
Rangers of the dark path are cunning individuals, adept oracle 2, dark ranger 1, necromancer 2; Domain death 2;
at manipulating opponents. Many who become dark rangers Subdomain souls 2
have been brought back from the dead, returning with Casting Time 1 standard action
newfound respect for the afterlife. What may surprise some Components V
is that this does not make them evil. Rather, the dark rangers Range see text
fight evil harder because they have seen its power first hand. Target one piece of ammunition
Class Skills: A dark ranger adds Knowledge (religion) to Duration instantaneous
her list of class skills and removes Handle Animal. Saving Throw Fortitude or Will (partial, see text); Spell
Command Undead: A dark ranger gains Command Resistance no
Undead as a bonus feat at 1st level. She can use this feat
once per day at 1st level, and a number of times per day As you cast this spell, make a ranged attack that requires
equal to 3 + her Charisma modifier starting at 3rd level, as if ammunition. If the attack hits, the target also takes 1d3
she possessed the Channel Negative Energy class feature. Constitution damage. A successful Fortitude save negates
This ability replaces wild empathy and the ranger’s favored the Constitution damage. Undead creatures can be affected
terrain gained at 3rd level. by this spell and take Charisma damage on a failed Will
Combat Style: A dark ranger must choose archery as her save instead.
combat style. In addition, if a living creature hit by your blight arrow dies
Ranger Spells: Rangers of the dark path add the following before the start of your next turn, it returns as a skeleton
spells to their ranger spell lists. They remove spells with the under your control. This functions as the animate dead spell,
healing descriptor and spells that could restore a creature’s except the target can only come back as a skeleton.
ability scores or remove afflictions, diseases, or poisons.
1st: Blight arrow, cause fear, charm person, hide from
undead, piercing shriek, silence, vanish
2nd: Animate dead, scare, spectral hand, unliving rage,
vampiric touch
3rd: Charm monster, fear, healing thief, poison, shout
4th: Dominate person, feast on fear, shadow step
Aura of Cowardice (Su): At 4th level, the dark
ranger radiates a palpably daunting aura that
causes all enemies within 10 feet + 5 feet per
2 levels to take a –2 penalty on saving throws
against fear effects. Creatures that are normally
immune to fear lose that immunity, but take no
penalty to their saves, while within the dark
ranger’s aura of cowardice. This ability functions
only while the dark ranger remains conscious, not
if she is unconscious or dead.
This ability replaces hunter’s bond.
Bonus Feat: At 8th level, the dark ranger
gains her choice of Undead Master or Spell
Specialization (necromancy) as a bonus feat.
She can ignore the prerequisites for these feats.
These feats are referenced in Chapter 5.
This ability replaces the favored terrain gained
at 8th level.
Aura of Despair (Su): At 13th level, enemies
within 10 feet + 5 feet per 2 levels of the dark
ranger take a –2 penalty on all saving throws. This
stacks with the penalty from aura of cowardice,
and functions only while the dark ranger is
conscious, not if she is unconscious or dead.
This ability replaces the favored terrain gained
at 13th level.
Darkest Path (Sp): At 18th level, a dark
ranger chooses wail of the banshee or dominate
monster. She gains the ability to cast the chosen
spell once per day. She can also expend two 4th-
level spell slots to cast it any other time.
92 This ability replaces the favored terrain gained
at 18th level.
92
Skiprock Champion (Rogue Archetype) 1d6 bludgeoning damage. As a standard action, the rogue
may make a thrown attack with a skipping rock against
A sport perfected by halflings, rock skipping has become
a creature or object within range. If she hits, she can then
a competition with ever-growing numbers amongst several
94
Troubadour (Bard Archetype) its kind. A troubadour’s animal companion shares his favored
enemy bonuses and either his danger sense or favored
Gather ‘round, because I have a story to tell you. A story of
terrain bonuses.
heroism, bravery, and inspiring leadership.
95
Character Options
96
96
4
New races and classes present new ways to mix things up, Peacemaker
not only by providing another template with which to craft the Your words of peace ring true and are much more difficult
best representation of a character, but also by opening up for others to resist.
Character Options
more variations of options such as new feats, equipment, or
Prerequisites: Charisma 13, good alignment.
methods of interaction with the world.
Benefit: The DC to resist spells you cast to ensure peace
Not all of the options presented here require the use of a
or force aggressive creatures to become peaceful increases
race or class introduced earlier. In fact, while each of those
by +2. This affects spells that dissuade creatures from
mentioned receive between 2 and 3 different means of
aggressive actions without exerting long-term or absolute
customization apiece, many options also exist for characters
control over them, and without leaving them defenseless.
of other races and classes, and a few that aren’t tied to
These spells include, but are not limited to, calm animals,
anything more than an idea for how to play something that
calm emotions, command, compassionate ally, enthrall,
doesn’t quite fit as a racial trait or a class-defining feature.
euphoric tranquility, sanctuary, and serenity.
Character Options
fighter classes. Roguish Hero
Benefit: You gain armor training 2 or increase your armor In your heart, you are still as much a rogue as any petty
training by +1, and you add half your total levels in non-fighter thief or thug.
classes when determining if you qualify for fighter-specific Prerequisites: 5th-level rogue, at least 2 levels in non-
feats. If you are an 11th-level or higher fighter, you gain your rogue classes.
choice of armor mastery or weapon mastery at 20th level. Benefit: You add half your total levels in non-rogue classes
to your rogue level when determining if you gain additional
Gritty Hero sneak attack dice. If you are an 11th-level or higher rogue,
In your heart, you are still as much a gunslinger as any you gain master strike at 20th level.
outlaw.
Prerequisites: 5th-level gunslinger, at least 2 levels in non- Sorcerous Hero
gunslinger classes. In your heart, you are still as much a sorcerer as any innate
Benefit: Your gunslinger level counts as 2 higher when spellcaster.
determining what deeds you can use, to a maximum of Prerequisites: 5th-level sorcerer, at least 2 levels in non-
your character level. If you are an 11th-level gunslinger, you sorcerer classes.
add half your total levels in non-gunslinger classes when Benefit: You add half your total levels in non-sorcerer
determining what deeds you can use. classes to your sorcerer level when determining if you gain
bloodline powers. If you are an 11th-level or higher sorcerer,
Guardian Hero your bloodline powers are determined by your character level
In your heart, you are still as much a nature warden as any instead.
defender of nature. Special: Any progressive abilities gained with Sorcerous
Prerequisites: 5th-level nature warden, at least 2 levels in Hero are limited to a maximum of your character level.
non-nature warden classes.
Benefit: Your nature warden level counts as 2 higher when
determining what guardian forms you can take, to a maximum
of your character level. If you are an 11th-level nature warden,
you add half your total levels in non-nature warden classes
when determining what guardian forms you can take.
Monastic Hero
In your heart, you are still as much a monk as any ascetic.
Prerequisites: 5th-level monk, at least 2 levels in non-
monk classes.
Benefit: You gain wholeness of body. At 11th level, you
gain diamond body. If you are an 11th-level monk and have
diamond body already, you add 1/2 your total levels in
non-monk classes when determining two of the following:
Unarmed damage, AC bonus, or speed bonus. The two you
choose can’t be changed later.
Necromantic Hero
In your heart, you are still as much a necromancer as any
corpse-stealer.
Prerequisites: 5th-level necromancer, at least 2 levels in
non-necromancer classes.
Benefit: You gain DR 1/- or increase your damage
reduction by +1, to a maximum of 5/-. At 11th level, you gain
light fortification. If you are an 11th-level necromancer and
have light fortification already, you gain medium fortification
at 20th level.
Priestly Hero
In your heart, you are still as much a cleric as any saintly
spellcaster.
Prerequisites: 5th-level cleric, at least 2 levels in non-
cleric classes.
Benefit: You add half your total levels in non-cleric classes
to your cleric level when determining if you gain domain
abilities. If you are an 11th-level or higher cleric, your domain 99
spells and domain spell slots (but not regular spell slots) are
99
Magic
100
100
6
With new spellcasting (and alternative casting) classes Invoke the Magic Eater: Dispel magic, harming the target.
comes new spells and spell lists. This chapter collects those
lists in one central location for easier lookup. Each group 5th-Level Invocations
Invoke Despair: Bestow a curse.
Magic
includes any special rules required for its use.
Invoke Friendship: Target becomes your friend.
Invoke Gloom: Create a wall of gloom.
Eldritch Invocations Invoke the Coward: Dimension door, leaving behind an
When you learn a new invocation, make note of its
image.
minimum-spell level. As long as you have an unspent spell
Invoke the Dead: Animate dead.
slot of that spell level or higher, you gain the benefits of the
Invoke the Hungering Void: Create shadows filled with bats.
invocation. Unless stated otherwise, invocations are spell-like
Invoke the Kraken: Create black tentacles.
abilities with a spell level equal to their minimum spell level.
Invoke the Lords of Flame: Create a wall of fire.
Some invocations have a variable effect. You set the
Invoke the Lords of Stone: Reshape stone.
minimum spell level and choose any other options related to
those invocations when you prepare spells. For example, you
6th-Level Invocations
can choose to invoke the dark one with a minimum 4th-level
Channel Acid: Energy blast deals acid damage.
spell slot, applying the +8 luck bonus to your Fortitude saving
Channel Confusion: Energy blast target is confused.
throws until the next time you prepare spells. Once you have
Channel Nausea: Energy blast target is nauseated.
cast all of your 4th-level and higher spells for the day, you no
Channel Power: Energy blast target is knocked back.
longer gain the benefits of that invocation.
Essence Breath: Energy blast in a cone.
If you possess multiple invocations with the same minimum
Invoke Plague: Create an insect plague.
spell level, you choose which of those invocations to stop
Invoke the Living Shadow: Gain total concealment in
using as you run out of spell slots. For example, if you can
shadows.
channel darkness and invoke the banshee, but you only have
Invoke the Messenger: Communicate with sending.
one 3rd-level or higher spell slot available, you must choose
Invoke Water: Create concealing fog that fatigues.
which of those invocations you can no longer use until you
regain your spell slots. 7th-Level Invocations
You can only ever have one of each invocation active at a Invoke the Devourer: Dispel magic and gain temporary hp.
time, and you can only ever have one invocation that creates Invoke the Lords of Shadow: Shadow walk and heal faster.
or summons a creature active at a time.
8th-Level Invocations
Invocations by Minimum Spell level Channel Evil: Energy blast target is enervated.
Essence Blast: Energy blast in an area.
1st-Level Invocations Invoke the Fey Court: Transform an unwilling creature.
Channel Fear: Energy blast target is shaken. Invoke the Lords of the Unseen: Become invisible. Damage
Channel Sickness: Energy blast target is sickened. if dispelled.
Essence Spear: Energy blast out to 120 feet. Invoke the Vampire Lord: Become a swarm of shadows.
Essence Weapon: Energy blast through weapon.
Invoke the Beguiler: Improves Bluff, Diplomacy, and 9th-Level Invocations
Intimidate. Invoke the Mystic: Gain foresight.
Invoke the Dark One: Gain luck on one type of saves.
Invoke the Dwarven Lords: See in magical darkness. New Invocations
Invoke the Monkey King: Improves Acrobatics, Athletics,
Channel Acid
and Swim.
Minimum Spell level: 6th.
2nd-Level Invocations Your energy blast deals acid damage. When it hits, you can
Invoke Entropy: Avoid ranged attacks and tracking. spend a swift action to deal 2d6 acid damage at the start of
Invoke the Unseen: Vanish from sight for a short time. the target’s turn for a number of rounds equal to your caster
level (Fortitude negates). This damage doesn’t stack.
3rd-Level Invocations Channel Cold
Channel Cold: Energy blast deals cold damage. Minimum Spell level: 3rd.
Channel Darkness: Energy blast target is blinded. Your energy blast deals cold damage. When it hits, the
Channel Fire: Energy blast deals fire damage. target takes a -4 penalty to Dexterity (Fortitude negates). The
Invoke Darkness: Create darkness. target can use a full-round action on its turn to negate this
Invoke the Banshee: Shatter objects with a single word. penalty, and the penalty does not stack with other penalties
Invoke the Blind One: Gain blindsense out to 30 feet. of the same kind.
Invoke the Earth: Capture enemies in the earth.
Invoke the Fog: Create a fog cloud. Channel Confusion
Invoke the Spider Queen: Gain spiderclimb. Minimum Spell level: 6th.
Invoke the Swarm: Summon a swarm. When you hit a target with your energy blast, you can spend
Invoke the Third Eye: Gain see invisibility. a swift action to confuse it for 1 round (Fortitude negates).
Magic
that is touching the ground. Your CMB for this attempt is equal Minimum Spell level: 9th.
to 3 + your caster level + your spellcasting modifier. You can cast foresight as a full-round action.
Invoke the Fey Court Invoke the Spider Queen
Minimum Spell level: 8th. Minimum Spell level: 3rd.
You can cast baleful polymorph as a full-round action. You can cast spider climb on yourself as a full-round action.
Invoke the Fog Invoke the Swarm
Minimum Spell level: 3rd. Minimum Spell level: 3rd.
You can cast fog cloud as a full-round action. You can cast summon swarm as a full-round action.
Invoke the Hungering Void Invoke the Third Eye
Minimum Spell level: 5th. Minimum Spell level: 3rd.
You can cast deeper darkness as a full-round action. The You can cast see invisibility as a full-round action.
darkness also counts as a bat swarm. Creatures within the
darkness are dealt swarm (1d6 plus bleed 1) damage at the Invoke the Unseen
start of your turn. Minimum Spell level: 2nd.
You can cast vanish as a full-round action.
Invoke the Kraken
Minimum Spell level: 5th. Invoke the Vampire Lord
You can cast black tentacles as a full-round action. Minimum Spell level: 8th.
This invocation functions as beast shape IV, except that
Invoke the Living Shadow it allows you to assume the form of a medium bat swarm.
Minimum Spell level: 6th. You gain a +6 size bonus to your Dexterity, a -4 penalty to
You gain total concealment when standing in dim light. your Strength, and a +1 natural armor bonus. You also gain
Invoke the Lords of Air blind sense 20 ft., low-light vision, DR 20/-, and swarm traits.
Minimum Spell level: 4th. Your swarm attack causes creatures to bleed, losing 5 hit
You can cast fly on yourself as a full-round action. points per round. Multiple wounds do not result in cumulative
Invoke the Lords of Flame bleeding loss. The bleeding can be stopped by a DC 10 Heal
Minimum Spell level: 5th. check or the application of a cure spell or some other healing
You can cast wall of fire as a full-round action. magic.
Magic
Sift: See area as though examining it. Hex Ward: Target gains +4 on saves against witch hexes.
Stabilize: Cause a dying creature to stabilize. Hide from Animals: Animals can’t perceive one subject/
Summon Instrument: Summons one musical instrument. level.
Touch of Fatigue: Touch attack fatigues target. Hide from Undead: Undead can’t perceive one subject/level.
Unwitting Ally: Subject is considered ally for 1 round. Hideous Laughter: Subject loses actions for 1 round/ level.
Virtue: Subject gains 1 temporary hp. Hold Portal: Holds door shut.
Hypnotism: Fascinates 2d4 HD of creatures.
1st-Level Dúlra Spells Identify: Gives +10 bonus to identify magic items.
Adjuring Step: Move slowly and safely and still cast spells. Ill Omen: Target rolls twice and uses worst roll.
Adoration: Gain a bonus on Diplomacy and performances. Illusion of Calm: You appear to be standing still.
Alarm: Wards an area for 2 hours/level. Innocence: Gain +10 on Bluff checks to seem innocent.
Alter Musical Instrument: Change one instrument’s sound. Interrogation: Target answers questions or suffers pain.
Alter Winds: Increase/decrease strength of natural winds. Invigorate: Temporarily relieves fatigue or exhaustion.
Animal Purpose Training: Animal gains new purpose. Invisibility Alarm: Alarm, reacts to invisible creatures.
Animate Rope: Makes a rope move at your command. Jury-Rig: Removes broken condition from targeted object.
Ant Haul: Triples carrying capacity of a creature. Karmic Blessing: Target treats one skill as a class skill.
Anticipate Peril: Target gains a bonus on one initiative check. Keen Senses: Gain +2 Perception and low-light vision.
Bane: Enemies take –1 on attack rolls and saves against Know the Enemy: Gain +10 on a monster Knowledge check.
fear. Liberating Command: Target makes an Escape Artist check.
Beguiling Gift: Subject accepts an offered item and uses it. Lock Gaze: Compels the target to look only at you.
Blend: Gain a bonus to Stealth. Elf only. Magic Aura: Alters object’s magic aura.
Bless: Allies gain +1 on attack rolls and saves against fear. Magic Mouth: Objects speaks once when triggered.
Blurred Movement: As blur, but only while you are moving. Magic Stone: Stones gain bonus on attacks and damage.
Borrow Skill: Make a skill check using another’s ranks. Marid’s Mastery: If target and opponent are touching water
Break: Gives an object the broken condition. +1 bonus on attack and damage rolls, otherwise -4.
Bungle: Target takes a -20 penalty on next attack or check. Mask Dweomer: Hides presence of a spell from detect
Call Animal: Calls the nearest wild animal to you. magic.
Calm Animals: Calms 2d4 + level HD of animals. Memory Lapse: Subject forgets events back to last turn.
Cause Fear: One creature of 5 HD or less flees. Moment of Greatness: Doubles a morale bonus.
Charm Animal: Makes one animal your friend. Murderous Command: Target is compelled to kill its ally.
Charm Person: Makes one person your friend. Negate Aroma: Subject cannot be tracked by scent.
Command: Subject obeys selected command for 1 round. Negative Reaction: Creature cannot influence others.
Commune with Birds: You can ask birds a question. Nereid’s Grace: Gain a deflection bonus to AC and CMD
Compel Hostility: Compels opponents to attack you. equal to your Cha bonus.
Comprehend Languages: You understand all languages. Obscure Object: Masks object against scrying.
Confusion, Lesser: One creature is confused for 1 round. Obscuring Mist: Fog surrounds you.
Crafter’s Curse: Subject takes –5 on Craft skill checks. Pass without Trace: One subject/level leaves no tracks.
Crafter’s Fortune: Subject gains +5 on next Craft check. Play Instrument: Play instrument as if you were skilled.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5). Polypurpose Panacea: Gain a relaxing or entertaining effect.
Dancing Lantern: Animates a lantern that follows you. Produce Flame: 1d6 damage + 1/level, touch or thrown.
Deadeye’s Lore: Gain +4 bonus to Survival. Remove Fear: Suppresses fear.
Deathwatch: Reveals status of dying subjects within 30 ft. Remove Sickness: Suppress some afflictions and conditions.
Decompose Corpse: Turn a corpse into a clean skeleton. Repair Undead: Heals one undead.
Delay Disease: Gain immunity to disease for 24h. Restful Sleep: Gain more hit points while sleeping.
Delusional Pride: Target’s pride swells. Restore Corpse: Skeletal corpse grows flesh.
Detect Aberration: Reveals presence of aberrations. Sanctify Corpse: Prevent corpse from rising as an undead.
Detect Animals or Plants: Detects kinds of animals or plants. Sanctuary: Opponents can’t attack you, and you can’t attack.
Detect Chaos/Evil/Good/Law: Reveals selected alignment. Saving Finale: Subject rerolls failed saving throw.
Detect Secret Doors: Reveals hidden doors within 60 ft. Sculpt Corpse: Makes corpse look like another creature.
Detect Snares and Pits: Reveals natural or primitive traps. See Alignment: Aligned creatures and objects glow.
Detect Undead: Reveals undead within 60 ft. Share Language: Subject understands chosen language.
Diagnose Disease: Detect and identify diseases. Shillelagh: Cudgel or quarterstaff becomes magical.
Discern Next of Kin: Learn about target’s family. Silent Image: Creates minor illusion of your design.
Disguise Self: Changes your appearance. Sleep: Puts 4 HD of creatures into magical slumber.
Doom: Subject takes –2 penalty on everything. Sow Thought: Plant a brief thought in the mind of another.
Erase: Mundane or magical writing vanishes. Speak with Animals: You can communicate with animals.
Faerie Fire: Outlines subjects with light. Stumble Gap: Small hole trips creatures.
Forbid Action: Command target to not do something. Theft Ward: Notice someone trying to steal from you.
Forced Quiet: Target cannot make loud noises.
Fumbletongue: Target cannot speak intelligently.
Timely Inspiration: Gives bonus on failed check/attack. 105
Touch of Gracelessness: Subject is prone to falling down.
Gentle Breeze: Light wind protects one target.
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Undetectable Alignment: Conceals alignment for 24 hours. Heroism: Gives +2 on attack rolls, saves, skill checks.
Undine’s Curse: Target suffocates when unconscious. Hold Animal: Paralyzes one animal for 1 round/level.
Unnatural Lust: Target is compelled to kiss or caress another. Hold Person: Paralyzes one humanoid for 1 round/level.
Unprepared Combatant: -4 on initiative and Reflex saves. Honeyed Tongue: Roll Diplomacy twice, take higher roll.
Vanish: As invisibility for 1 round/level (5 max). Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Ventriloquism: Throws voice for 1 min./level. Investigative Mind: Roll mental skills twice.
Vocal Alteration: Disguise target’s voice. Invisibility: Subject is invisible for duration or until it attacks.
Whispering Lore: Learn from the land itself. Elf only. Knock: Opens locked or magically sealed door.
Youthful Appearance: Target appears younger. Levitate: Subject moves up and down at your direction.
Life Pact: Creatures donate hp to stabilize fallen ally.
2nd-Level Dúlra Spells Locate Object: Senses direction toward object.
Accelerate Poison: Hastens targeted poison’s onset. Mad Hallucination: Target takes penalties to mental actions.
Acute Senses: Subject gains bonus on Perception checks. Make Whole: Repairs an object.
Aid: Bonus on attacks, saves against fear, and temporary hp. Marching Chant: Allies can hustle without penalty.
Align Weapon: Weapon gains chosen alignment. Mask Dweomer, Communal: Mask dweomer affects more.
Alter Self: Assume form of a Small or Medium humanoid. Masterwork Transformation: Item becomes masterwork.
Ancestral Regression: Transform a drow into a surface elf. Mindlocked Messenger: Message a specific recipient.
Animal Messenger: Sends a Tiny animal to a specific place. Minor Dream: Send a short message to a dreaming recipient.
Animal Trance: Fascinates 2d6 HD of animals. Minor Image: As silent image, plus some sound.
Animate Dead, Lesser: Create one skeleton or zombie. Mirror Hideaway: Up to eight hide in extra-dimensional
Anonymous Interaction: Creatures forget about you. space.
Ant Haul, Communal: As ant haul, but more targets. Mirror Image: Creates decoy duplicates of you.
Augury: Learns whether an action will be good or bad. Misdirection: Misleads divinations for one creature or object.
Beastspeak: Speak normally while in animal form. Muffle Sound: Allies gain a bonus on Stealth checks.
Bestow Insight: Target gains training in one skill. Natural Rhythm: +1 on damage rolls with each hit (max +5).
Bestow Weapon Proficiency: Grant weapon proficiency. Oppressive Boredom: Target loses its next action.
Blessing of Courage and Life: +2 vs. fear and death. Oracle’s Burden: Oracle Only. Creature is affected by
Blessings of Luck and Resolve: Resist fear effects better. negative oracle’s curse effects.
Blindness/Deafness: Makes subject blinded or deafened. Path of Glory: An expanding glow that heals allies within it.
Blood Biography: Learn about a creature with its blood. Perceive Cues: +5 Perception and Sense Motive.
Blood Transcription: Learn a spell from the target’s blood. Pernicious Poison: Target takes a -4 penalty against poison.
Blur: Attacks miss subject 20% of the time. Phantom Trap: Makes item seem trapped.
Calm Emotions: Calms creatures, negating emotion effects. Pilfering Hand: Seize an object or manipulate it from afar.
Certain Grip: Gain bonus on Acrobatics, Climb and CMD. Pox Pustules: Subject is sickened and has –4 Dex.
Climbing Beanstalk: Create a climbable beanstalk. Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty.
Command Undead: Undead creature obeys your commands. Qualm: Target gains penalties until it does nothing.
Companion Life Link: Sense wounded companion. Reckless Infatuation: Target compelled to stay near another.
Compassionate Ally: Target is compelled to help injured ally. Remove Paralysis: Frees creatures from paralysis or slow.
Contingent Action: Set condition for target’s readied action. Restoration, Lesser: Dispels magical ability penalty.
Create Treasure Map: Create a treasure map out of a corpse. Returning Weapon: Grants a weapon returning.
Crimson Confession: Touched object or area turns skin red. Scare: Frightens creatures of less than 6 HD.
Daze Monster: Creature with 6 HD or less loses next action. Scent Trail: Leave trail for allies to follow.
Delay Pain: Ignore pain for 1 hour/level. See Invisibility: Reveals invisible creatures or objects.
Delay Poison: Stops poison from harming subject temporarily. Sentry Skull: Turn a severed head into a magical sentry.
Detect Thoughts: Allows “listening” to surface thoughts. Severed Fate: Target becomes unable to use hero points.
Disfiguring Touch: Target becomes disfigured. Share Language, Communal: Share language affects more.
Disguise Other: As disguise self, but affects you or another. Share Memory: Share one memory with the target.
Distracting Cacophony: Noise makes it difficult to cast. Shatter: Sonic vibration damages objects or crystalline
Enter Image: Transfer consciousness to an object. creatures.
Enthrall: Captivates all within 100 ft. + 10 ft./level. Shield Other: You take half of subject’s damage.
Euphoric Cloud: Obscuring fog fascinates living creatures. Silence: Negates sound in 20-ft. radius.
Find Traps: Notice traps as a rogue does. Silent Table: Give yourself privacy by muffling sound.
Focused Scrutiny: Gain skill when interacting with the target. Spider Climb: Grants ability to walk on walls and ceilings.
Fog Cloud: Fog obscures vision. Status: Monitors condition, position of allies.
Forest Friend: Plants become helpful instead of hindering. Steal Voice: Target gains the croaking spellblight.
Gentle Repose: Preserves one corpse. Suggestion: Subject follows stated course of action.
Ghostbane Dirge: Nonmagical weapons harm incorporeal. Surmount Affliction: Temporarily suppress one condition.
Ghostly Disguise: You look like a ghost of yourself. Symbol of Healing, Lesser*: Rune heals living creatures.
Glitterdust: Blinds creatures, outlines invisible creatures. Symbol of Mirroring: Triggered rune creates mirror images.
Grace: Movement doesn’t provoke attacks of opportunity. Tongues: Speak and understand any language.
Haunting Mists: Creatures are shaken and take Wis damage. Tree Shape: You look exactly like a tree for 1 hour/level.
Heightened Reflexes: Allies gain +10 bonus on Reflex. Twilight Haze: Illusory fog obscures vision.
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Warp Wood: Bends wood. Nixie’s Lure: Fascinate or lure creatures with a song.
Whispering Wind: Sends a short message 1 mile/level. Nixie’s lure: Unearthly and infectious song that seductively
Wood Shape: Reshapes wooden objects to suit you. summons up to 24 HD of creatures and fascinate them.
Magic
Zone of Truth: Subjects within range cannot lie. Nondetection: Hides subject from divination, scrying.
Overwhelming Grief: Target takes no actions and loses Dex.
3rd-Level Dúlra Spells Phantom Steed: Magic horse appears for 1 hour/level.
Adjustable Disguise: As disguise self, but as a swift action. Pierce Disguise: See through low-level magical disguises.
Align Weapon, Communal: Align weapon affects more. Plant Growth: Grows vegetation, improves crops.
Animate Dead: Creates undead skeletons and zombies. Purging Finale: Removes one negative effect.
Arcane Sight: Magical auras become visible to you. Remove Blindness/Deafness: Cures blindness or deafness.
Aura Sight: Alignment auras become visible to you. Remove Curse: Frees object or person from curse.
Barrow Haze: Obscuring fog extends range of your hexes. Remove Disease: Cures all diseases affecting subject.
Beast Shape I: Take the form of a Small or Medium animal. Returning weapon. Communal: Share returning weapon.
Bestow Curse: Target’s life is made more difficult by you. Reviving Finale: Allies cured 2d6 damage.
Blink: You randomly vanish and reappear for 1 round/level. Sacred Bond: Cast touch healing spells from a distance.
Blot: Ruins writings. Sands of Time: Target temporarily ages.
Borrow Fortune: The Hag provides aid at a cost. Scrying: Spies on subject from a distance.
Cackling Skull: Skull acts as magic mouth. Sculpt Sound: Creates or changes sounds.
Charm Monster: Makes monster believe it is your ally. Secret Page: Changes one page to hide its real content.
Companion Mind Link: You can talk with your animal Seek Thoughts: Detects thinking creatures’ thoughts.
companion, and can handle it with supernatural ease. Sepia Snake Sigil: Text symbol immobilizes the reader.
Confusion: Subjects behave oddly for 1 round/level. Shrink Item: Object shrinks to one-sixteenth size.
Contagion: Infects subject with chosen disease. Smug Narcissism: Target is distracted by its sense of self.
Control Summoned Creature: steal a summoned monster. Snare: Creates a magic booby trap.
Countless Eyes: Extra eyes give all-around vision. Speak with Dead: Corpse answers one question/two levels.
Create Food and Water: Feeds three humans/level. Speak with Plants: You can talk to plants and plant creatures.
Crushing Despair: Subjects take penalties from sadness. Spider Climb, Communal: As spider climb, but divided up.
Curse of Disgust: Target is sickened when viewing a trigger. Stone Shape: Sculpts stone into any shape.
Deep Slumber: Puts 10 HD of creatures to sleep. Symbol of Healing: Triggered rune heals living creatures.
Delay Poison, Communal: Delay poison affects more. Terrible Remorse: Creature is compelled to harm itself.
Diminish Plants: Reduces or blights plants. Tongues, Communal: As tongues, but divided up.
Disable Construct: Touch makes a construct helpless. Triggered Suggestion: Target follows suggestion on trigger.
Dispel Magic: Cancels one magical spell or effect. Unravel Destiny: Using hero points becomes difficult.
Displacement: Attacks miss subject 50% of the time.
Dominate Animal: Animal obeys your mental commands. 4th-Level Dúlra Spells
Explosive Runes: Deals 6d6 damage when read. Adjustable Polymorph: As alter self, but change quickly.
Fly: Subject flies at speed of 60 ft. Age Resistance, Lesser: Ignore penalties from middle age.
Geas, Lesser: Commands subject of 7 HD or less. Anti-Incorporeal Shell: Incorporeal creatures stay away.
Glibness: Gain +20 bonus on Bluff checks. Antiplant Shell: Keeps animated plants at bay.
Glyph of Warding: Inscription harms those who pass it. Arboreal Hammer: Tree branches attack opponents.
Good Hope: Subjects gain bonuses from hopefulness. Aura of Doom: Creatures in your aura become shaken.
Guiding Star: Know approximate distance from destination. Beast Shape II: Take the form of a Tiny or Large animal.
Halt Undead: Immobilizes undead for 1 round/level. Blight: Withers one plant or deals damage to plant creature.
Helping Hand: Ghostly hand leads subject to you. Break Enchantment: Frees subjects from some spells.
Hex Glyph: Inscription casts your hex on those who pass it. Command Plants: Sways the actions of plant creatures.
Hide Campsite: Hides all traces of your campsite. Control Water: Raises or lowers bodies of water.
Hostile Levitation: Levitates the target up off the ground. Curse of Burning Sleep: Creature catches fire if it sleeps.
Howling Agony: Screaming pain limits the target’s actions. Curse of Magic Negation: Target gains negated spellblight.
Illusory Script: Only select creatures can read text. Daze, Mass: As daze, but affecting multiple creatures.
Improve trap: Improve one specific element of a trap. Death Ward: Resist death spells and negative energy.
Invigorate, Mass: As invigorate, but multiple creatures. Debilitating Portent: Inflicts an ill fate on a creature.
Invisibility Purge: Dispels invisibility within 5 ft./level. Denounce: Worsens attitudes toward target creature.
Invisibility Sphere: Makes everyone within 10 feet invisible. Detect Scrying: Alerts you to magical eavesdropping.
Isolate: Target becomes invisible and silent to its allies. Dimension Door: Teleports you a short distance.
Jester’s Jaunt: Teleport target within 30 ft. of itself. Discern Lies: Reveals deliberate falsehoods.
Major Image: As silent image, plus more effects. Dismissal: Forces a creature to return to native plane.
Malicious Spite: Target is compelled to plot against another. Divination: Provides useful advice for proposed actions.
Marionette Possession: As magic jar, but limited. Dominate Person: Controls humanoid telepathically.
Mark of Obvious Ethics: Creatures see target’s alignment. Enchantment Foil: Trick opponents enchanting you.
Meld into Stone: You and your gear merge with stone. Envious Urge: Targets steal from or disarm others.
Nature’s Exile: Gives subject –10 on Survival checks. Familiar Melding: Possess your familiar.
Nature’s Exile: Gives subject –10 on Survival checks. Fear: Subjects within cone flee for 1 round/level.
Neutralize Poison: Removes and protects from poison. Feast on Fear: Targets panic, you gain temporary hit points.
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Forgetful Slumber: As deep slumber. Target loses 5 minutes. Breath of Life: Cures damage and restores life.
Freedom of Movement: Subject moves without interruption. Cleanse: Cures damage and also removes several afflictions.
Ghostbane Dirge, Mass: Ghostbane dirge affects more. Cloak of Dreams: Living creatures within 5 ft. fall asleep.
Globe of Invulnerability, Lesser: Stops some spell effects. Command, Greater: As command, but affects many.
Grove of Respite: Creates trees and a small spring. Commune: Deity answers one yes-or-no question/level.
Hallucinatory Terrain: One type of terrain changes. Commune with Nature: Learn about terrain for 1 mile/level.
Heroic Finale: Subject in range of music can take an action. Contagion, Greater: Infect a subject with a magical disease.
Heroic Fortune, Mass: Heroic fortune affects more targets. Control Winds: Changes wind direction and speed.
Hold Monster: As hold person, but any creature. Curse, Major: As bestow curse, but harder to remove.
Imbue with Spell ability: Transfer spells to subject. Dream: Sends message to anyone sleeping.
Invisibility, Greater: As invisibility; attack and stay invisible. False Vision: Fools scrying with an illusion.
Legend Lore: Learn tales about a person, place, or thing. Foe to Friend: Redirect an enemy creature’s attack.
Locate Creature: Indicates direction to familiar creature. Forbid Action, Greater: As forbid action, but 1 creature/level.
Minor Creation: Creates one cloth or wood object. Half-blood Extraction: Transform a half-orc into an orc.
Minor Phantom Object: An illusory minor creation. Hallow: Designates location as holy.
Mirror Transport: Mirror becomes dimension door. Heroism, Greater: As heroism, but more powerful.
Modify Memory: Changes 5 minutes of subject’s memories. Hex Glyph, Greater: Inscription casts your hex or major hex.
Moonstruck: Subject is enraged and confused. Joyful Rapture: Negate harmful emotions.
Nap Stack: Subjects only need 2 hours for a night’s sleep. Magic Jar: Enables possession of another creature.
Nondetection, Communal: Nondetection, affects more. Major Creation: As minor creation, plus stone and metal.
Oracle’s Vessel: Oracle Only. Target gains the benefits of Major Phantom Object: As major creation but illusory.
your oracle’s curse. Mark of Justice: Action that triggers curse on subject.
Path of Glory, Greater: Expanding glow heals allies 5 hp. Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Persistent Vigor: Heal damage, disease and poison. Mirage Arcana: As hallucinatory terrain, plus structures.
Phantasmal Killer: Fearsome illusion kills subject. Mislead: Turns you invisible and creates illusory double.
Phantom Steed, Communal: Phantom steed affects more. Nightmare: Sends vision dealing 1d10 damage, fatigue.
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds. Old Salt’s Curse: Target becomes permanently sickened
Rainbow Pattern: Lights fascinate 24 HD of creatures. and is staggered at sea.
Reincarnate: Brings dead subject back in a random body. Overland Flight: You fly and can hustle over long distances.
Repel Vermin: Insects, spiders, and other vermin stay away. Passwall: Creates passage through wood or stone wall.
Restoration: Restores level and ability score drains. Permanency: Makes certain spells permanent.
Rusting Grasp: Your touch corrodes iron and alloys. Persistent Image: As major image, but no concentration.
Sending: Delivers short message anywhere, instantly. Phantasmal Web: Catches subjects in illusory web.
Serenity: Peaceful feelings harm those attempting violence. Pillar of Life: Created pillar heals 2d8 +1/level (max +20)
Shadow Step: Teleport from one shadow to another. Plane Shift: As many as 8 subjects travel to another plane.
Sleepwalk: Causes creature to move while asleep. Plant Shape I: Turns you into a Small or Medium plant.
Solid Fog: Blocks vision and slows movement. Polymorph: Gives one willing subject a new form.
Soothe Construct: Reduce the berserk chance of a Possess Object: Possess and animate one object.
construct. Raise Animal Companion: As raise dead, but on an animal.
Speak with Haunt: Haunt answers one question/2 levels. Rapid Repair: Construct gains fast healing 5.
Spell Immunity: Subject is immune to one spell per 4 levels. Repair Undead, Mass: Heals 1 undead/level.
Spellcrash, Lesser: Target loses a 3rd-level spell or slot. Reprobation: Marked target is shunned by your religion.
Spite: Inflict touch spell upon creature that attacks you. Rest Eternal: Dead creature cannot be revived.
Summoner Conduit: Target and summoned creature linked. Secret Chest: Hide chest on Ethereal Plane; retrieve it at will.
Symbol of Laughter: Nearby creatures lose actions. Seeming: Changes appearance of one person per two levels.
Symbol of Revelation: Triggered symbol reveals illusions. Shadow Walk: Step into shadow to travel rapidly.
Symbol of Slowing: Triggered rune slows creatures. Shadowbard: Shadowy duplicate starts a bardic performance.
Threefold Aspect: Appear older or younger. Song of Discord: Forces targets to attack each other.
Treasure Stitching: Objects on cloth become embroidered. Spell Immunity, Communal: Divides spell immunity up.
True Form: Removes polymorph effects. Spell Resistance: Subject gains SR 12 + level.
Undead Anatomy I: Take form of a Small or Medium undead. Spellsteal: Disrupts the target’s magic and transfer it to you.
Utter Contempt: Target’s attitude worsens by two categories. Stunning Finale: Stuns 3 creatures for 1 round.
Virtuoso Performance: Maintain 2 performances at once. Suffocation: Target quickly suffocates to death.
Wandering Star Motes: Subject produces light as a sunrod. Suggestion, Mass: As suggestion, affects subject/level.
Zone of Silence: Eavesdroppers can’t overhear you. Symbol of Healing, Greater*: Rune heals living creatures.
Symbol of Pain: Rune wracks creatures with pain.
5th-Level Dúlra Spells Symbol of Scrying: Rune activates scrying sensor.
Atonement: Removes burden of misdeeds from subject. Symbol of Sleep: Rune puts creatures into catatonic slumber.
Awaken: Animal or tree gains human intellect. Symbol of Striking: Symbol of death fills a 5-foot square.
Baleful Polymorph: Transform subject into harmless animal. Telekinesis: Moves an object or creature.
Banish Seeming: Dispels illusion or a change in form. Telepathic Bond: Link lets allies communicate.
Bard’s Escape: You and allies escape an emergency by
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Teleport: Instantly transports you up to 100 miles per level.
Tree Stride: Step from one tree to another far away.
Beast Shape III: Take the form of an animal, or magical beast.
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Truespeak: Communicate with any thinking creature. 7th-Level Dúlra Spells
Unbreakable Construct: Improve construct hardness or DR. Age Resistance, Greater: Ignore penalties from age.
Undead Anatomy II: Take the form of a Tiny or Large undead. Animate Plants: One or more plants fight for you.
Magic
Unhallow: Designates location as unholy. Arcane Sight, Greater: As arcane sight, but more powerful.
Unwilling Shield: Subject shares wounds you receive. Bestow Grace of the Champion: Gain paladin abilities.
Vengeful Outrage: Target is compelled to destroy one Black Mark: Cursed creature is shaken at sea.
enemy. Blasphemy: Kill, paralyze, weaken, or daze non-evil subjects.
Village Veil: Discourage creatures from investigating an Changestaff: Your staff becomes a treant on command.
area. Circle of Clarity: Emanation hampers illusions and stealth.
Waves of Fatigue: Several targets become fatigued. Control Construct: Take control of a construct.
Control Undead: Undead fall under your command.
6th-Level Dúlra Spells Control Weather: Changes weather in local area.
Age Resistance: Ignore penalties from old age. Create Demiplane, Lesser: Create your own demiplane.
Analyze Dweomer: Reveals magical aspects of subject. Dictum: Kill, paralyze, stagger, or deafen non-lawful targets.
Animate Objects: Objects attack your foes. Dimensional Bounce: Teleport between two locations.
Antilife Shell: 10-ft.-radius field hedges out living creatures. Ethereal Jaunt: You become ethereal for 1 round/level.
Antimagic Field: Negates magic within 10 ft. Expend: Wastes creatures’ limited use magical ability.
Banishment: Banishes 2 HD/level of extraplanar creatures. Fairy Ring Retreat: Toadstool circle leads to meadow.
Banshee Blast: Cone deals damage and panics creatures. Fly, Mass: One creature/level gains ability to fly.
Beast Shape IV: Take the form of an animal or magical beast. Heal: Cures damage, all diseases and mental conditions.
Blazing Rainbow: Create an energy bow or a bridge. Hold Person, Mass: As hold person, but all within 30 ft.
Blessings of Luck and Resolve, Mass: Resist fear effects. Holy Word: Kill, paralyze, blind, or deafen non-good subjects.
Brilliant Inspiration: Take best of two ability check, attack Insanity: Subject suffers continuous confusion.
roll, saving throw, or skill checks. Invisibility, Mass: As invisibility, but affects all in range.
Charm Monster, Mass: As charm monster, but more targets. Limited Wish: Alters reality (within limits).
Contingency: Sets trigger condition for another spell. Lunar Veil: Dispel light and revert lycanthropes.
Cure Light Wounds, Mass: Cures 1 subject/level. Phantasmal Revenge: Ghost from corpse hunts killer.
Dispel Magic, Greater: As dispel magic, but multiple targets. Plant Shape III: Turns you into a Huge plant.
Epidemic: Infect a subject with a highly contagious disease. Polymorph, Greater: One subject gains more powerful form.
Euphoric Tranquility: Makes a single creature peaceful. Project Image: Illusory double can talk and cast spells.
Find the Path: Shows most direct way to a location. Refuge: Alters item to transport its possessor to you.
Fool’s Forbiddance: Confuses enemies who come within a Regenerate: Severed limbs grow back, cures damage.
magical emanation centered on you. Restoration, Greater: Restores all levels and ability scores.
Geas/Quest: As lesser geas, but affects any creature. Reverse Gravity: Objects and creatures fall upward.
Getaway: Teleports allies and creatures to a safe location. Spell Turning: Reflect 1d4+6 spell levels back at caster.
Globe of Invulnerability: Ignore 4th-level spell effects. Statue: Subject can become a statue at will.
Glyph of Warding, Greater: As glyph of warding, but Symbol of Stunning: Rune stuns nearby creatures.
stronger. Symbol of Weakness: Rune weakens nearby creatures.
Guards and Wards: Array of magic effects protect area. Teleport Object: As teleport, but affects a touched object.
Harm: Deals 10 points/level damage to target. Teleport, Greater: As teleport, but no range limit.
Heroes’ Feast: Food for one creature/level cures and grants Temporary Resurrection: Bring creature to life for 24 hours.
combat bonuses. Transmute Metal to Wood: Metal becomes wood.
Ironwood: Magic wood is as strong as steel. Vision: As legend lore, but quicker.
Irresistible Dance: Forces subject to dance. Walk through Space: Spend a move action to teleport.
Liveoak: Oak becomes treant guardian. Waves of Exhaustion: Several targets become exhausted.
Permanent Image: Permanent illusion. Wind Walk: You and your allies turn vaporous and travel fast.
Plant Shape II: Turns you into a Large plant creature. Word of Chaos: Kill, confuse, stun, or deafen subjects.
Programmed Image: As major image, triggered by event.
Repel Wood: Pushes away wooden objects. 8th-Level Dúlra Spells
Repulsion: Creatures can’t approach you. Animal Shapes: One ally/level polymorphs into an animal.
Scrying, Greater: As scrying, but faster and longer. Antipathy: Object or location repels certain creatures.
Spellcrash: Target loses a 5th-level spell or spell slot. Atavism, Mass: One animal/level gains advanced template.
Spellstaff: Stores one spell in wooden quarterstaff. Blood Mist: Mist causes Wisdom damage and rage.
Stone Tell: Talk to natural or worked stone. Control Plants: Controls one or more plant creatures.
Stone to Flesh: Restores petrified creature. Create Demiplane: As lesser create demiplane, but larger.
Symbol of Fear: Triggered rune panics nearby creatures. Demand: As sending, plus you can send suggestion.
Symbol of Persuasion: Rune charms nearby creatures. Discern Location: Reveals location of creature or object.
Symbol of Sealing: Creates triggered wall of force. Divine Vessel: The Hag reshapes you into nature’s champion.
Transport via Plants: Move from one plant to another. Frightful Aspect: You take on a terrifying, Large-sized
True Seeing: Lets you see all things as they really are. form of yourself and emit an aura that causes creatures to
Undead Anatomy III: Become a Diminutive or Huge undead. become shaken or frightened.
Undeath to Death: Destroys undead (max. 20d4). Horrid Wilting: Deals 1d6/level damage within 30 ft.
Veil: Changes appearance of group of creatures. Maze: Traps subject in extra-dimensional maze.
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Waves of Ecstasy: Pleasure stuns and staggers creatures.
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Mind Blank: Gain protection from divination and enchantment. 1st-Level Invoker Spells
Nine lives: Get out of trouble or relieve harmful conditions. Adhesive Spittle: Spit a tanglefoot bag at a creature.
Overwhelming Presence: Creatures treat you as divine. Aphasia: Prevent a target from understanding language.
Polymorph Any Object: Changes a subject into anything. Beguiling Gift: Subject accepts an offered item and uses it.
Prediction of Failure: Target becomes shaken and sickened. Blurred Movement: As blur, but only while you are moving.
Repel Metal or Stone: Pushes away metal and stone. Bungle: Target takes a -20 penalty on next attack or check.
Spell Immunity, Greater: As spell immunity, but 8th-level. Cause Fear: One creature of 5 HD or less flees.
Spellcrash, Greater: Target loses a 7th-level spell or slot. Charge Object: Infuse psychic energy and ownership history
Symbol of Death: Triggered rune kills nearby creatures. into an item.
Symbol of Insanity: Triggered rune causes insanity. Charm Person: Makes one person your friend.
Sympathy: Object or location attracts certain creatures. Chill Touch: One touch/level deals 1d6 damage and possibly
Trap the Soul: Imprisons subject within gem. 1 Str damage.
Undead Anatomy IV: As undead anatomy III, but stronger. Compel Hostility: Compels opponents to attack you.
Word of Recall: Teleports you back to designated place. Cultural Adaptation: Adapt to fit the local culture.
Déjà Vu: Make a creature repeat its actions.
9th-Level Dúlra Spells Ear-Piercing Scream: Deal sonic damage and daze target.
Create Demiplane, Greater: As create demiplane, but larger. Endure Elements: Exist comfortably in hot or cold regions.
Cursed Earth: Harm plants or creatures, or raise zombies. Entropic Shield: Ranged attacks against you have 20%
Dominate Monster: As dominate person, but any creature. miss chance.
Etherealness: Travel to Ethereal Plane with companions. Erase: Mundane or magical writing vanishes.
Foresight: “Sixth sense” warns of impending danger. Expeditious Retreat: Your base speed increases by 30 ft.
Gate: Connects two planes for travel or summoning. Fabricate Disguise: Create a disguise in an instant.
Hold Monster, Mass: As hold monster, but all within 30 ft. Fumbletongue: Target cannot speak intelligently.
Interplanetary Teleport: Teleport to another planet. Hold Portal: Holds door shut.
Mage’s Disjunction: Dispels magic, disenchants magic Hypnotism: Fascinates 2d4 HD of creatures.
items. Ill Omen: Target rolls twice and uses worst roll.
Mind Blank, Communal$ UC: As mind blank, but affects Illusion of Calm: You appear to be standing still.
more. Lock Gaze: Compels the target to look only at you.
Miracle: Requests a deity’s intercession. Mage Armor: Gives subject +4 armor bonus.
Shapechange: Become different creatures once per round. Magic Aura: Alters object’s magic aura.
Soul Bind: Traps newly dead soul to prevent resurrection. Mask Dweomer: Hides presence of a spell from detect
Spell Immunity, Greater Communal: Divide spell immunity. magic.
Suffocation, Mass: One creature/level suffocates to Mind Thrust I: Mentally deal 1d6 points of damage per level.
death. Mindlink: Communicate a great deal of information in an
Symbol of Strife: Triggered rune makes creatures instant.
attack. Mirror Strike: You may strike multiple opponents with a
Symbol of Vulnerability: Triggered rune single attack.
gives penalties. Protection from Chaos/Evil/Good/Law: +2 to AC and
Teleportation Circle: Teleports creatures saves, plus additional protection against selected alignment.
inside circle. Psychic Reading: medium 1, mesmerist 1, occultist 1,
Wail of the Banshee: Deals 10 damage/level to Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per
creatures. 2 levels.
Weird: As phantasmal killer, but affects all within Recharge Innate Magic: Regain one use of all 0 and 1st-
30 ft. level spell-like abilities of a racial trait.
Wish: As limited wish, but with fewer limits. Shadow Weapon: Create a quasi-real masterwork weapon.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Invoker Spell List True Strike: +20 on your next attack roll.
Unprepared Combatant: -4 on initiative and Reflex saves.
0-Level Invoker Spells (Knacks) Unseen Servant: Invisible force obeys your commands.
Arcane Mark: Inscribes a rune on an object or creature. Ventriloquism: Throws voice for 1 min./level.
Bleed: Cause a stabilized creature to resume dying. Vocal Alteration: Disguise target’s voice.
Daze: Humanoid creature with 4 HD or less loses next action. Whispering Lore: Learn from the land itself. Elf only.
Detect Magic: Detects spells and magic items within 60 ft. Wizened Appearance: Make a target appear as an older
Detect Poison: Detects poison in one creature or object. version of itself.
Haunted Fey Aspect: Surround yourself with illusions. Youthful Appearance: Target appears younger.
Mage Hand: 5-pound telekinesis.
Message: Whisper conversation at distance. 2nd-Level Invoker Spells
Open/Close: Opens or closes small or light things. Adhesive Blood: Attackers’ weapons stick to your gluey
Prestidigitation: Performs minor tricks. blood.
Read Magic: Read scrolls and spellbooks. Adoration: Gain a bonus on Diplomacy and performances.
Resistance: Subject gains +1 bonus on saving throws. Alter Self: Assume form of a Small or Medium humanoid.
Anonymous Interaction: Creatures forget about you.
110 Augury: Learns whether an action will be good or bad.
110
Aversion: Cause the target to avoid an object or location. Countless Eyes: Extra eyes give all-around vision.
Blood Armor: Your blood hardens when you are wounded, Cup of Dust: Causes a creature to become dehydrated.
increasing your AC. Dispel Magic: Cancels one magical spell or effect.
Magic
Blood Blaze: Aura that makes injured creatures spray Ego Whip I: Target suffers penalty to Int, Wis, or Cha.
burning blood. Fly: Subject flies at speed of 60 ft.
Bloodbath: Cause yourself and enemies to bleed. Gaseous Form: Subject becomes insubstantial and can
Boiling Blood: Targets take fire damage; orcs get +2 fly slowly.
Strength. Hold Person: Paralyzes one humanoid for 1 round/level.
Commune with Birds: You can ask birds a question. Illusory Script: Only select creatures can read text.
Compulsive Liar: Prevent target from speaking the truth. Major Image: As silent image, plus more effects.
Confess: inquisitor 2, psychic 2, mesmerist 2 Mind Thrust III: Mentally deal 1d8 points of damage per
Crimson Confession: Touched object or area turns skin level (max 10d8).
red. Resinous Skin: You gain DR 5/piercing and +4 to CMD
Darkness: 20-ft. radius of supernatural shadow. against disarm attempts.
Darkvision: See 60 ft. in total darkness. Sands of Time: Target temporarily ages.
Daze Monster: Creature with 6 HD or less loses next Strangling Hair: Your hair animates and grapples.
action. Swarm of Fangs: You summon a swarm of thousands of
Deflect Blame: Blame someone else for your action. animate, flying teeth in a 10-foot-by-10-foot cube.
Delay Pain: Ignore pain for 1 hour/level. Thought Shield II: Gain a bonus on Will saves vs. mind-
Demand Offering: Make a creature give you an object it’s affecting effects.
holding. Tongues: Speak and understand any language.
Enthrall: Captivates all within 100 ft. + 10 ft./level. Vision of Hell: Illusory hellscape makes creatures shaken.
False Life: Gain 1d10 temporary hp + 1/level (max +10).
Feast of Ashes: A target starves with an insatiable hunger. 4th-Level Invoker Spells
Howling Agony: Screaming pain limits the target’s actions. Agonize: Pain encourages an outsider to obey you.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures. Control Summoned Creature: steal a summoned
Invisibility: Subject is invisible for duration or until it monster.
attacks. Crushing Despair: Subjects take penalties from sadness.
Mind Thrust II: Mentally deal 1d8 points of damage per Darkvision, Greater: See 120 ft. in total darkness.
level (max 5d8). Dimension Door: Teleports you a short distance.
Minor Image: As silent image, plus some sound. Ego Whip II: Target suffers penalty to Int, Wis, or Cha.
Paranoia: Cause the target to treat all creatures as Eyes of The Void: See 60 ft. in darkness, including magical
enemies. darkness.
Resist Energy: Ignores 10 or more points of damage per False Life, Greater: Gain 2d10 temporary hp + 1/level.
attack from specified energy type. Fear: Subjects within cone flee for 1 round/level.
Scare: Frightens creatures of less than 6 HD. Hallucinatory Terrain: One type of terrain changes.
See Invisibility: Reveals invisible creatures or objects. Illusion of Treachery: Make it seem like another is also
Sense Fear: Perceive nearby creatures that are responsible for your attacks.
experiencing fear. Mind Thrust IV: Mentally deal 1d8 points of damage per
Sense Madness: Determine mental disturbances in nearby level (max 15d8).
creatures. Phantasmal Killer: Fearsome illusion kills subject.
Shatter: Sonic energy damages objects or crystalline Remove Curse: Frees object or person from curse.
creatures. Scrying: Spies on subject from a distance.
Spider Climb: Grants ability to walk on walls and ceilings. Shadow Step: Teleport from one shadow to another.
Spontaneous Immolation: Target takes 3d6 points of fire Thought Shield III: Gain a bonus on Will saves vs. mind-
damage and catches on fire. affecting effects.
Steal Breath: Pull the breath from a creature’s lungs,
dealing damage and leaving it unable to speak, use breath 5th-Level Invoker Spells
weapons, or cast spells with verbal components. Absorb Toxicity: You become immune to diseases and
Steal Voice: Target gains the croaking spellblight. toxins, absorb one, and then spread it to others.
Stricken Heart: Touch attack deals 3d6 damage and Blight: Withers one plant or deals damage to plant creature.
staggers target. Charm Person, Mass: As charm person, but affects
Thought Shield I: Gain a bonus on Will saves vs. mind- multiple creatures within 30 ft.
affecting effects. Contact Other Plane: Lets you ask question of extraplanar
entity.
3rd-Level Invoker Spells Dream: Sends message to anyone sleeping.
Arcane Sight: Magical auras become visible to you. Ego Whip III: Target suffers penalty to Int, Wis, or Cha.
Aura Sight: Alignment auras become visible to you. Feast on Fear: Targets panic, you gain temporary hit
Babble: Target becomes nauseated and fascinates nearby points.
creatures Feeblemind: Subject’s Int and Cha drop to 1.
Blood Biography: Learn about a creature with its blood. Hold Monster: As hold person, but any creature.
Blood Scent: Gain scent ability against injured creatures. Impossible Angles: Distort geometry in an area.
Chain of Perdition: Creates a floating chain of force. Mind Thrust V: As mind thrust IV, but the target is 111
exhausted, then fatigued.
111
Nightmare: Sends vision dealing 1d10 damage, fatigue. Necromancer Spell List
Persistent Image: As major image, but no concentration.
Thought Shield IV: Gain a bonus on Will saves vs. mind- 0-Level Necromancer Spells (Cantrips)
affecting effects. Arcane Mark: Inscribes a rune on an object or creature.
Utter Contempt: Target’s attitude worsens by two Bleed: Cause a stabilized creature to resume dying.
categories. Daze: Humanoid creature with 4 HD or less loses next action.
Waves of Fatigue: Several targets become fatigued. Detect Magic: Detects spells and magic items within 60 ft.
Wreath of Blades: Four mithral daggers speed around you, Ghost Sound: Figment sounds.
attacking nearby creatures and protecting your spellcasting Putrefy Food and Drink: Makes food and water inedible.
from attacks of opportunity. Touch of Fatigue: Touch attack fatigues target.
6th-Level Invoker Spells 1st-Level Necromancer Spells
Age Resistance: Ignore penalties from old age. Bane: Enemies take –1 on attack rolls and saves against
Analyze Dweomer: Reveals magical aspects of subject. fear.
Circle of Death: Kills 1d4/level HD of creatures. Cause Fear: One creature of 5 HD or less flees.
Contingency: Sets trigger condition for another spell. Deathwatch: Reveals status of dying subjects within 30 ft.
Create Undead: Raises ghouls, ghasts, mummies, or Decompose Corpse: Turn a corpse into a clean skeleton.
mohrgs from physical remains. Detect Undead: Reveals undead within 60 ft.
Decapitate: Turn a critical hit into a decapitation. Diagnose Disease: Detect and identify diseases.
Decollate: A target can safely remove its head. Doom: Subject takes –2 penalty on everything.
Dispel Magic, Greater: As dispel magic, but multiple Mask Dweomer APG: Hides presence of a spell from detect
targets. magic.
Ego Whip IV: Target suffers penalty to Int, Wis, or Cha. Undetectable Alignment: Conceals alignment for 24 hours.
Eyebite: Target becomes panicked, sickened, and
comatose. 2nd-Level Necromancer Spells
Flesh to Stone: Turns subject creature into statue. Animate Dead, Lesser: Create one skeleton or zombie.
Leashed Shackles: Target is restricted to a specific Blindness/Deafness: Makes subject blinded or deafened.
location. Blood Biography: Learn about a creature with its blood.
Mind Thrust Vi: As mind thrust V, but max 20d8. Command Undead: Undead creature obeys your commands.
Night Terrors: Disturb a creature’s rest with dark dreams. Companion Life Link: Sense wounded companion.
Permanent Image: Permanent illusion. Gentle Repose: Preserves one corpse.
Phobia: Induce an irrational fear in a creature to the point
of madness.
Suggestion, Mass: As suggestion, affects subject/level.
Thought Shield V: Gain a bonus on Will saves vs. mind-
affecting effects.
True Seeing: Lets you see all things as they really are.
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112
Ghostbane Dirge: Nonmagical weapons harm incorporeal. 9th-Level Necromancer Spells
Ghostly Disguise: You look like a ghost of yourself. Cursed Earth: Harm plants or creatures, or raise zombies.
Life Pact: Creatures donate hp to stabilize fallen ally. Etherealness: Travel to Ethereal Plane with companions.
Magic
Scare: Frightens creatures of less than 6 HD. Soul Bind: Traps newly dead soul to prevent resurrection.
Sentry Skull: Turn a severed head into a magical sentry. Suffocation, Mass: One creature/level suffocates to death.
Severed Fate: Target becomes unable to use hero points. Wail of the Banshee: Deals 10 damage/level to creatures.
Status: Monitors condition, position of allies.
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Creature (1) Stabilize
Creature is a word of power that can be spoken to change (2) Remove curse
the fundamental being of the truenamer or another creature. (3) Cure critical wounds
It can also be spoken to call another creature to aid the (4) Breath of life
truenamer. (5) Regenerate
(1) Animal aspect or calm animals (6) True resurrection
(2) Dominate animal Light
(3) Beast shape II Curious is the word light because it creates some effects
(4) Baleful polymorph that appear contradictory to its Common language equivalent.
(5) Summon nature’s ally VII Truenamers who have mastered this word claim that it
(6) Shapechange controls light, not by creating it, but by bending it.
Death (1) Mirror image
The word of power typically referred to as death directly (2) Deeper darkness
manipulates the truename of creatures, plants and other (3) Unbearable brightness or rainbow pattern
living things into an unrecognizable pattern that ultimately (4) Invisibility, greater
results in their losing health or purpose, or outright dying. The (5) Prismatic spray
binary word for Death is Life. (6) Sunburst
(1) Chill touch Object
(2) Vampiric touch The Object word of power manipulates inanimate items,
(3) Inflict critical wounds reshaping, breaking, or restoring them as the truenamer sees
(4) Bestow curse fit.
(5) Symbol of weakness (1) Make whole
(6) Symbol of death (2) Keen edge
Destroy (3) Stone shape
The word of power used to destroy warps reality, scattering (4) Wall of Iron
power throughout the cosmos so that it no longer exists in the (5) Control construct or transmute metal to wood
real world. The binary word for Destroy is Create. (6) Repel metal or stone
(1) Erase Rest
(2) Neutralize poison The word rest is confusing to truenamers who begin
(3) Rusting grasp researching it, since their power is derived primarily of sounds
(4) Break enchantment and loud results. To use that power to put something to sleep
(5) Disintegrate boggles the mind.
(6) Mage’s disjunction (1) Touch of fatigue
Grow (2) Deep slumber
Grow as a word of power has many connotations. From (3) Rest Eternal or slow
increasing the size of things, to causing plants to burst out (4) Cleanse or symbol of sleep
of the ground, truenamers with this word of power in their (5) Waves of Exhaustion
arsenal are amongst the more diverse of their kind. (6) Euphoric Tranquility or temporal stasis
(1) Accelerate poison or entangle Scholar
(2) Plant growth Scholar is one of the most common words of power because
(3) Enlarge person, mass speaking it creates effects some truenamers feel accelerate
(4) Animal growth their mastery of the art of truenaming. The binary word for
(5) Giant form I scholar is warrior.
(6) Earthquake (1) Fox’s cunning
Key (2) Secret page
No barrier stands a chance against the truenamer who (3) Tongues, Communal or
speaks the word key to open it. No power can exist when a (4) Brilliant Inspiration or contingency
truenamer speaks the word key to lock it. (5) Age resistance, greater or vision
(1) Knock (6) Mind blank
(2) Disable construct or armor lock Stop
(3) Dimension door Speaking the word of power for stop, a truenamer forces
(4) Forbiddance his target to cease function; living, dead, or otherwise. The
(5) Forcecage binary word for stop is animate.
(6) Freedom (1) Forbid action or hold portal
Life (2) Halt undead
The word of power typically referred to as life directly (3) Stay the hand or globe of invulnerability, lesser
manipulates the truename of creatures, plants and other (4) Hold monster
living things into an easily recognized pattern that ultimately (5) Symbol of stunning
results in their restoring health or purpose, or returning from (6) Time stop
114 the dead. The binary word for Life is Death.
114
Warrior
Warrior is a challenging word of power because speaking
it creates effects some truenamers feel are atypical to their
Magic
mastery of the art of truenaming. The binary word for warrior
is scholar.
(1) True strike
(2) Magic weapon, greater
(3) Battle trance or stoneskin
(4) Transformation
(5) Mage’s Sword
(6) Frightful Aspect or protection from spells
New Spells
Aberrant Body I
School transmutation (polymorph); Level alchemist 6,
sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form
you plan to assume)
Range personal
Target you
Duration 1 minute/level (D)
When you cast this spell, you can assume the form of any
Small or Medium creature of the aberration type. If the form
you assume has any of the following abilities, you gain the
listed ability: All-around vision, amorphous, burrow 60 feet,
climb 90 feet, fly 120 feet (good maneuverability), swim 120
feet, blindsense 60 feet, darkvision 90 feet, low-light vision,
scent, tremorsense 60 feet, breath weapon, constrict, engulf,
ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes,
spittle, strangle, trample, trip, and web. If the creature has
immunity or resistance to any elements, you gain resistance
20 to those elements. If the creature has vulnerability to an
element, you gain that vulnerability.
Small aberration: If the form you take is that of a Small
aberration, you gain a +4 size bonus to your Dexterity, and a
+2 natural armor bonus.
Medium aberration: If the form you take is that of a Medium
aberration, you gain a +4 size bonus to your Strength, and a
+4 natural armor bonus.
Aberrant Body II
School transmutation (polymorph); Level sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form
you plan to assume)
Range personal
Target you
Duration 1 minute/level (D)
This spell functions as aberrant body I, except that it allows
you to assume the form of a tiny or large creature of the
aberration type.
Tiny aberration: If the form you take is that of a Tiny
aberration, you gain a -2 penalty to your Strength, a +8 size
bonus to your Dexterity, and a +3 natural armor bonus.
Large aberration: If the form you take is that of a Large
aberration, you gain a +6 size bonus to your Strength, a -2
penalty on your Dexterity, a +2 size bonus to your Constitution,
and a +6 natural armor bonus.
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115
Abjuring Touch yes
School abjuration [force]; Level alchemist 1, bloodrager 1, Your successful melee touch attack deals 5d6 points of fire
cleric 1, magus 1, paladin 1, summoner 1 damage and coats the target’s feet in flame. For the duration,
Casting Time 1 standard action the target’s speed is halved (round down to the next 5-foot
Components V, S increment) and it takes 5d6 points of fire damage at the end
Range touch of each of your turns. A successful Fortitude saving throw
Target one willing creature touched deals half damage and negates the movement penalty for
Duration 1 minute/level (D) one round.
You touch an ally and choose to either gain its armor class, Faerie Form I
touch AC, and flat-footed AC or grant it your respective values School transmutation (polymorph); Level druid 4, witch 4
for the duration. This does not change the target’s speed, Casting Time 1 standard action
spell failure, or armor check penalties. Spells that modify the Components V, S, M (a piece of the creature whose form
armor class to be given run out after their normal duration you plan to assume)
(if shorter) and the target’s armor class cannot be further Range personal
modified for the duration. Target you
As a standard action while the effect lasts, you may touch Duration 1 minute/level (D)
another ally and grant it the alternate bonuses instead, When you cast this spell, you can assume the form of
removing the effect from yourself or a previous creature any Small or Medium creature of the fey type. If the form
touched. you assume has any of the following abilities, you gain the
Armored Resistance listed ability: Burrow 60 feet, climb 90 feet, fly 120 feet (good
School abjuration [force]; Level alchemist 1, bloodrager 1, maneuverability), swim 120 feet, blindsense 60 feet, darkvision
cleric 1, dúlra 1, magus 1, paladin 1, summoner 1 90 feet, low-light vision, scent, tremorsense 60 feet, breath
Casting Time 1 standard action weapon, constrict, engulf, ferocity, grab, jet, poison, pounce,
Components V, S rake, rend, roar, spikes, spittle, strangle, trample, tree meld,
Range personal trip, unearthly grace, and web. If the creature has immunity or
Target you resistance to any elements, you gain resistance 20 to those
Duration 1 minute/level (D) elements. If the creature has vulnerability to an element, you
Choose Fortitude, Reflex, or Will saving throws. Add your gain that vulnerability.
armor bonus to the chosen saving throw in place of your base Small fey: If the form you take is that of a Small fey, you
save for the duration. Enhancement bonuses on your armor gain a +4 size bonus to your Dexterity, and a +2 enhancement
apply instead of those granted by another effect, if higher. bonus to your Charisma.
For example, a suit of +4 full plate grants a +13 bonus Medium fey: If the form you take is that of a Medium fey, you
to your saving throw when this spell is cast, ignoring the gain a +2 size bonus to your Dexterity, and a +2 enhancement
+3 Cloak of Resistance you wear. If you put on a +5 Cloak bonus to your Charisma.
instead, the bonus becomes +14 (+9 from the full plate and Faerie Form II
+5 from the cloak). School transmutation (polymorph); Level druid 5, witch 5
Burning Gout Casting Time 1 standard action
School transmutation (fire); Level alchemist 1, cleric 1, druid Components V, S, M (a piece of the creature whose form
1, inquisitor 1, magus 1, occultist 1, shaman 1, sorcerer/ you plan to assume)
wizard 1, witch 1 Range personal
Casting Time 1 standard action Target you
Components V, S, M (flecks of dried skin) Duration 1 minute/level (D)
Range touch This spell functions as faerie form I, except that it allows
Target creature touched you to assume the form of a tiny or large creature of the fey
Duration 1 round/level (D); see text type.
Saving Throw Fortitude partial (see text); Spell Resistance Tiny fey: If the form you take is that of a Tiny fey, you gain a
yes -2 penalty to your Strength, a +8 size bonus to your Dexterity,
Your successful melee touch attack deals 1d6 points of fire and a +4 enhancement bonus to your Charisma.
damage per caster level (maximum 5d6), and the target must Large fey: If the form you take is that of a Large fey, you
make a successful Fortitude saving throw or be forced to gain a +6 size bonus to your Strength, a -2 penalty on your
move at half its normal speed (round down to the next 5-foot Dexterity, a +2 size bonus to your Constitution, and a +4
increment) for the duration. enhancement bonus to your Charisma.
Burning Gout, Greater Faerie Form III
School transmutation (fire); Level alchemist 4, cleric 5, druid School transmutation (polymorph); Level druid 6, witch 6
5, inquisitor 4, magus 4, occultist 4, shaman 4, sorcerer/ Casting Time 1 standard action
wizard 4, witch 5 Components V, S, M (a piece of the creature whose form
Casting Time 1 standard action you plan to assume)
Components V, S, M (flecks of dried skin) Range personal
Range touch Target you
Target creature touched Duration 1 minute/level (D)
116 Duration 1 round/level (D); see text This spell functions as faerie form II, except that it allows
Saving Throw Fortitude partial; see text; Spell Resistance you to assume the form of a diminutive or huge creature of
the fey type.
116
Diminutive fey: If the form you take is that of a Tiny fey, you Greater symbol of healing can be made permanent with a
gain a +6 size bonus to your Dexterity, a -4 penalty to your permanency spell by a caster of 12th level or higher for the
Strength, and a +4 enhancement bonus to your Charisma. cost of 20,000 gp.
Magic
Huge fey: If the form you take is that of a Huge fey, you Symbol of Healing, Lesser
gain a +6 size bonus to your Strength, a -4 penalty to your School conjuration (healing); Level cleric 2, dúlra 2, paladin
Dexterity, and a +4 enhancement bonus to your Charisma. 2, witch 2
Pet Rock Casting Time 5 minutes
School divination; Level bard 2, druid 2, dúlra 2, ranger 2, Components V, S, M (mercury and phosphorous, plus
witch 2 powdered diamond and opal worth a total of 250 gp)
Casting Time 3 minutes Range 0 ft.; see text
Components V, S Effect one symbol
Range personal Duration see text
Target you Saving Throw Will half (harmless) (see text); Spell
Duration see text Resistance yes (harmless) (see text)
A loose stone no bigger than the palm of your hand can This spell functions as symbol of death, except all creatures
provide you with a basic description and number of creatures within 60 feet of the symbol of healing instead are bathed
that have passed within 20 feet of it in the last 4 hours +1 hour in positive energy and heal 1d8 points + 1 point of damage
per caster level. Once the description is complete, the stone per caster level (maximum +10). Undead and other creatures
returns to normal. harmed by positive energy instead take 1d8 points of damage
Shatter Soul + 1 point per caster level (maximum +10); a Will save reduces
School necromancy [curse, emotion, mind-affecting]; Level this damage by half. A creature can only be healed or harmed
cleric 6, inquisitor 6, magus 6, occultist 6, shaman 6, witch 6 by the symbol once in any 24-hour period. Once triggered,
Casting Time 1 standard action the symbol remains active for 10 minutes per caster level.
Components V, S Lesser symbol of healing can be made permanent with a
Range touch permanency spell by a caster of 10th level or higher for the
Target creature touched cost of 5,000 gp.
Duration Instantaneous Transmute Armor
Saving Throw Will negates; see text; Spell Resistance yes School transmutation; Level alchemist 3, bard 3, dúlra 3,
Your successful melee touch attack forces the target to inquisitor 3, magus 3, occultist 3, sorcerer/wizard 3, witch 3
make a Will saving throw or fall prone and become unable Casting Time 1 standard action
to move as it is assaulted by visions of losing its closest Components V, S
friends and family in the most terrible of ways. It is aware and Range touch
breathes normally but cannot take any actions, even speech. Target creature touched
Each round on its turn, the subject may attempt a new saving Duration 1 round/level (D)
throw to end the effect. This is a full-round action that does Saving Throw Fortitude negates; Spell Resistance yes
not provoke attacks of opportunity. A winged creature can You touch a creature and choose to either gain its armor
safely land on its turn, and a swimmer can float to the surface class, touch AC, and flat-footed AC or grant it your respective
or tread water if it must to survive. values for the duration. Against an unwilling creature, this
After the initial saving throw, the touched creature also requires a successful melee touch attack. The effect does
takes 6 points of Wisdom damage. If this would reduce the not change the target’s speed, spell failure, or armor check
creature’s Wisdom score to 0, it dies. penalties. Spells that modify the armor class to be given run
Wisdom damage dealt in this way can be removed with a out after their normal duration (if shorter) and the target’s
remove curse or greater spell. armor class cannot be further modified for the duration.
Symbol of Healing, Greater As a standard action while the effect lasts, you may touch
School conjuration (healing); Level cleric 6, dúlra 5, witch 6 another creature and grant it the alternate bonuses instead,
Casting Time 10 minutes removing the effect from yourself or a previous creature
Components V, S, M (mercury and phosphorous, plus touched.
powdered diamond and opal worth a total of 1,000 gp)
Range 0 ft.; see text
Effect one symbol
Duration see text
Saving Throw Will half (harmless) (see text); Spell
Resistance yes (harmless) (see text)
This spell functions as symbol of death, except all creatures
within 60 feet of the symbol of healing instead are bathed
in positive energy and heal 4d8 points + 1 point of damage
per caster level (maximum +20). Undead and other creatures
harmed by positive energy instead take 4d8 points of damage
+ 1 point per caster level (maximum +20); a Will save reduces
this damage by half. A creature can only be healed or harmed
by the symbol once in any 24-hour period. Once triggered, 117
the symbol remains active for 10 minutes per caster level.
117
Items and Equipment
118
118
7
Not to take away from the amazing Artificer’s Handbook, Whether or not the summoned hero is active, it attempts to
this chapter introduces some new equipment specifically guide its wearer to victory via telepathic warning and advice,
requested and tailored to the story of the Book of Many granting its user a +1 insight bonus on all saving throws.
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120
Jailer’s Dungeon Ring Orb of Golden Heaven
The ring is magically attuned to one or more iron prisoner’s The orb of golden heaven, sheds light like a continual flame
dungeon rings. When the wearer of a jailer’s ring places a spell. Making a melee touch attack with the orb has the same
prisoner’s ring on a subject, the prisoner cannot remove the effect as dousing the target with a flask of holy water. A good
121
Scorpion Whip Sniper Goggles
The whip deals lethal damage (medium 1d4 slashing, x2), The wearer of these goggles can make ranged sneak
even to creatures with armor bonuses. If you are proficient attacks from any distance instead of the normal 30 feet. When
with both scorpion whips and whips, you can use a scorpion making ranged sneak attacks within 30 feet, the wearer gains
whip in either the normal way, as a typical light performance a +2 circumstance bonus on each sneak attack damage die.
weapon, or as a whip.
Weapon Features: Performance (plus disarm, reach, and Wyvern Cloak
trip if you are proficient with whip.) The cloak provides the wearer a +4 resistance bonus on
Will saves, a continuous feather fall effect (as the spell), and
Shoes of Lightning Leaping the ability to use fly once per day. At will as a swift action,
Once per day on command, a creature wearing these the wearer can form the hem into a stinger, granting her a
boots can transform into lightning and move up to 50 feet in sting natural weapon. This sting deals 1d6 points of damage
a straight line, re-materializing at the far end of the lightning plus poison (as the spell; DC 16). Reverting the stinger to its
bolt. Creatures in the path of the lightning take 6d6 points normal, inconspicuous shape is a free action.
of electricity damage and objects take damage as per the
lightning bolt spell. If the lightning strikes an object or barrier Special Thanks to Our Requesters/Contributors
and fails to burst through it, the creature wearing the boots
Dustin Bell, John Buckley, Keon Croucher, Chris Dever,
appears next to the impacted object and is staggered for 1
Jon Figopoulos Figliomeni, Κοπέρνικος Νικολαΐδης, Arley
round. Movement while in lightning form does not provoke
Simpson, Adam Fenton Smith, Robby Stewart, Margherita
attacks of opportunity.
Tramontano, Wood Louse
Sipping Jacket
Once per day as a standard action, the wearer can pour a Credits
potion onto this lining, suffusing it into the coat. If the potion has Lead Design, Layout, Project Head: Kevin Glusing
an instantaneous duration, the wearer can activate the coat Samurai Sheepdog Team: Hal Greenberg, Doug Herring,
as a swift action to consume the potion. If the potion’s duration Ken Shannon, Kevin Glusing, Jon Wolf
is measured in rounds, the wearer can activate the coat as a Northwinter Press Team: Kevin Glusing, Amy Glusing,
swift action to gain the potion’s benefits for 1 round, repeating
Bud Graves, Bonnie Martin, Anthony Russell
as desired each round until the potion’s entire duration has
Cover Treatment: John Buckley
been used. These rounds do not need to be consecutive. The
Cover Art Credits (Left to Right, Top to Bottom): drbjr
coat absorbs only potions with instantaneous or round-based
(Legendary Samurai), Borja Pindado, (Hastur), Bob Kehl
durations, and only those which affect creatures (for example,
it does not work on oils). Once the coat absorbs a potion, the (Knights, Druid), Felipe Gaona (Trapped Hallway), Lukasz
potion cannot be retrieved from it, only used as described Jaskolski (Gemseeker)
above. The absorbed potion loses its powers after 24 hours, Interior Art Credits: Jacob Blackmon, Joao Bosco,
even if unused. William Chastain, Storn Cook, Felipe Gaona, Forrest Imel,
Lukasz Jaskolski, Bob Kehl, Adele Lorienne, Bonnie Martin,
Smuggler’s Robe Enmanuel “Lema” Martinez, Raynaldo Perez, Borja Pindado
On command, the wearer and non-living objects up to her David Revoy, Studio Moulette, Tony Szczudlo; DeviantArt
maximum load are sucked into an extradimensional space Artists (Andyatulah, Denewer, GreyHues, Lucamaresca,
within the robe, leaving the robe to collapse where the wearer NeexSethe, Njoo) Some art awaiting final approval.
was standing. Some artwork copyright Claudio Pozas, used with
The robe appears to be merely a pile of discarded clothes, permission.
and does not detect as magical or function so long as the Publisher’s Choice Quality Stock Art © Rick Hershey/Fat
wearer is within the extradimensional space. Goblin Games
While inside the extradimensional space, the wearer Rick Hershey, Empty Room Studios
cannot take most actions, but can breathe comfortably for up All art is © The original artists.
to 24 hours. The wearer can see the area around the robe,
though special senses such as darkvision or blindsense do Open Gaming License V1.0a
not function. The wearer may leave the extradimensional The following text is the property of Wizards of the
space with a thought as a free action—the only action he can
make while inside the extradimensional space. He reappears
Coast, Inc. and is Copyright 2000 Wizards of the
wearing the robe once more. However, if there is not enough Coast, Inc (“Wizards”). All Rights Reserved.
room for the wearer to reappear (for example, if the robe was 1. Definitions: (a)”Contributors” means the copyright
placed inside a small box) then the wearer cannot leave the and/or trademark owners who have contributed
extradimensional space. Open Game Content; (b)”Derivative Material” means
If the robe is destroyed or its magic suppressed while copyrighted material including derivative works and
the wearer is within the extradimensional space, or if he
translations (including into other computer languages),
spends 24 hours within it, he and all objects inside reappear
instantaneously in the robe’s space, and the wearer is dazed notation, modification, correction, addition, extension,
for one round. upgrade, improvement, compilation, abridgment or
other form in which an existing work may be recast,
122 transformed or adapted; (c) “Distribute” means to
122
reproduce, license, rent, lease, sell, broadcast, Content, You represent that Your Contributions are
publicly display, transmit or otherwise distribute; Your original creation and/or You have sufficient
(d)”Open Game Content” means the game mechanic rights to grant the rights conveyed by this License.
124
Also from Samurai Sheepdog
and Northwinter Press
You just turned nineteen. Do you feel, different? Are strange powers
manifesting themselves around you? Did a wild animal approach you
and start speaking through your mind? You are awakened...
On the world of Grimaton, young men and women gain extraordinary
powers when the two moons cross paths in the night sky. Join a variety
of authors as they share their tales from this world where magic is a
mystery and the awakened are celebrated or hunted, depending on
where they come into their gift. And, coming soon to Kickstarter: The
Awakened: Isle of Bones and The Awakened III
Authors: Clinton Boomer, Richard Lee Byers, Torah Cottrill,
Steven Creech, Erik Scott de Bie, Darrin Drader, Kevin Glusing, Hal
Greenberg, Ed Greenwood, Doug Herring, Rosemary Jones, Jaleigh
Johnson, Ty Johnston, Kevin Kulp, Colin McComb, Darren Pearce,
Rick Redman, Ken Shannon, and Rai Smith.
It’s been 400 years since the xendauni were banished from
their home by the elementals who now rule the continent of
Pnumadesi unopposed. Now, Arawn Segomo, sentinel prince
of the xendauni, has returned in search of the Gems of Power
that will free his people. In 2018, author Kevin Glusing finally
returns to the world of Pnumadesi, revising his books and
finishing the story that he started writing under the pen name
Edward Larel.
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