TEXT: AdvAnced RAces 
  COMPENDIUM
  
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  www.koboldpress.com
  ISBN: 978-1-936781-40-9
  Printed in the USA.
  Design: Alexander Augunas, Wolfgang Baur, 
  Thomas Benton, Matt Blackie, Savannah 
  Broadway, Clay Clouser, David “Zeb” Cook, Dan 
  Dillon, Mike Franke, Jim Groves, Brandon Hodge, 
  Chris Harris, Steven T. Helt, Victoria Jaczko, 
  Jenny Jarzabski, Amanda Hamon Kunz, Jeff Lee, 
  John Ling, Jr., Stephen Radney-McFarland, Karen 
  McDonald, Ben McFarland, Nicholas Milasich, 
  Carlos Ovalle, Holly Ovalle, Marc Radle, Wade 
  Rockett, Stephen Rowe, Adam Roy, Jason Sonia, 
  Owen K.C. Stephens, and Brian Suskind 
  Additional Design: Morgan Boehringer, Adam 
  Daigle, James Jacobs, Christina Stiles, R. William 
  Thompson, and Mike Welham
  Lead Developer: Steven T. Helt
  Developers: Alistair Rigg, Amanda Hamon 
  Kunz, Ben McFarland, and Thilo Graf
  Credits
  AdvAnCed rACes 
  COMPENDIUM
  Lead Editor: Scott Gable
  Additional Editing: Wolfgang Baur, Eytan 
  Bernstein, Annie Craton, Chris Harris, BJ Hensley, 
  Miranda Horner, and Kim Mohan
  Cover Art: Guido Kuip
  Interior Art: Darren M. Calvert, Ivan Dixon, Cris 
  Griffin, Josh Hass, Jon Hodgson, James Keegan, Guido 
  Kuip, Pat Loboyko, Dio Mahesa, Marcel Mercado, 
  Johnny Morrow, Claudio Pozas, Aaron Riley, Mark 
  Smylie, and Brian Syme
  Art Director & Graphic Design: Marc Radle
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  Publisher: Wolfgang Baur
  Special Thanks to our 797 Kickstarter backers, who made this project possible 
  and made it fun. We’re deeply grateful for your support.
  
  2
  tAble of Contents
  Aasimar ........................................... 4
  Aasimar Adventurers .................. 7
  Variant Aasimar ........................... 7
  Campaign Traits ........................... 7
  Aasimar Archetypes .................... 8
  Feats .............................................11
  Aasimar Magic ...........................12
  Spells ............................................13
  Aasimar Artifacts .......................15
  Centaurs ........................................16
  Lives and Customs .....................17
  Social Organization ...................17
  Great Gathering .........................18
  Raiding and Banditry ................19
  Secrets of the Plains ...................20
  Character options ......................20
  Alseid and Oinotaur ..................20
  Campaign Traits .........................22
  Centaur Archetypes ...................23
  Centaur Equipment  ..................25
  Centaur Magic Items .................26
  Feats .............................................26
  Spells ............................................27
  Darakhul .......................................28
  History and Origin ....................29
  Beliefs and Culture ....................30
  Roleplaying a Darakhul ............31
  Darakhul Characters .................32
  Variant Darakhul .......................32
  Darakhul Sires ............................33
  Campaign Traits .........................33
  Favored Class Options ..............34
  Darakhul Archetypes ................34
  Darakhul Equipment.................36
  Darakhul Magic Items...............38
  Feats .............................................38
  Darakhul Spells ..........................39
  Darakhul Incantation ................40
  Derro .............................................42
  History of the Derro ..................43
  Childhood and Family ..............43
  Derro Culture .............................43
  Gods of the Derro ......................44
  Derro Characters .......................46
  Derro, Lesser ..............................47
  Alternate Racial Traits ...............48
  Derro Character Traits ..............49
  Favored Class Options ..............49
  Minor Madnesses ......................49
  Derro Class Archetypes ............51
  Derro Equipment .......................55
  Derro Magic Items .....................55
  Derro Feats .................................56
  Spells of the Derro .....................57
  Dhampir ........................................58
  Dhampir Racial Traits ...............60
  Alternate Racial Traits  ..............61
  Racial Subtypes ..........................62
  Dhampir Archetypes .................62
  Dhampir Equipment .................64
  Dhampir Feats ............................65
  Dhampir Magic Items ...............65
  Dhampir Spells ...........................66
  Dragonkin ....................................68
  Dragonkin Elsewhere ................71
  Alternate Racial Traits ...............72
  Dragonkin Archetypes and 
  Bloodline .....................................73
  Dragonkin Feats .........................77
  Dragonkin Magic Weapon .......80
  Occult Ritual ..............................81
  Drow ..............................................82
  Houses of the Drow ...................83
  Growing Up Drow .....................84
  Alternate Racial Rules ...............87
  Favored Class Options ..............88
  Drow Archetypes .......................89
  Drow Equipment  ......................94
  Drow Magic Items .....................96
  Drow Magic Weapon ................97
  Sinful Feats .................................97
  Drow Spells .................................99
  Gearforged ..................................101
  Gearforged Life ........................102
  Religion .....................................103
  Making a Gearforged ..............105
  The Clanking Legion ...............106
  Gearforged Characters ............108
  Racial Variants .........................110
  Alternate Racial Traits  ............111
  Favored Class Options ............112
  Clockwork Traits......................113
  Gearforged Class Options ......113
  Clockwork Skills ......................123
  Gearforged Equipment  ..........124
  Gearforged Magic Items  ........124
  Gearforged Feats  .....................125
  Gearforged Spells  ....................128
  Gnoll ............................................129
  Society .......................................130
  Gnoll Adventurers ...................131
  Favored Class Options ............133
  Gnoll Archetypes .....................133
  Gnoll Equipment .....................136
  Gnoll Magic Items ...................137
  Gnoll Feats ................................139
  Gnoll Spells ...............................139
  Jinnborn ......................................141
  Beginning to the End ..............142
  Jinnborn Characters ................144
  Favored Class Options ............146
  Jinnborn Archetypes ...............146
  Jinnborn Feats ..........................148
  Kobold .........................................150
  Cradle to Grave ........................151
  Kobolds and Religion ..............153
  Kobold Player Characters .......156
  Favored Class Options ............160
  Kobold Archetypes ..................160
  Kobold Feats .............................169
  Kobold Equipment  .................173
  Kobold Street Traps  ................174
  Kobold Spells ............................177
  Kobold Magic Items ................178
  Artifact ......................................178
  Lamia...........................................180
  Lamia Commoner  
  Adventurers ..............................183
  Lamia Commoner  
  Racial Traits ..............................185
  
  3
  referenCe
  This book refers to several Pathfinder Roleplaying Game and Kobold Press 
  products using the following abbreviations.
  Variant Lamia ...........................186
  Favored Class Options ............187
  Lamia Class Variants ...............188
  Lamia Prestige Classes  ...........189
  Lamia Equipment ....................192
  Lamia Feats ...............................192
  Lamia Spells ..............................193
  Lizardfolk ....................................194
  Awakening ................................195
  Lizardfolk Racial Traits ...........197
  Alternate Racial Traits .............197
  Lizardfolk Subtypes .................198
  Favored Class Options ............198
  Lizardfolk Archetypes .............199
  Lizardfolk Feats ........................203
  Lizardfolk Equipment .............204
  Lizardfolk Magic Items ...........205
  Lizardfolk Spells .......................205
  Serpent’s Tongue Magic ..........207
  Death Magic .............................209
  Minotaur .....................................210
  Minotaur Adventurers  ...........214
  Minotaur Racial Traits ............214
  Minotaur Alternate  
  Racial Traits ..............................214
  Favored Class Options ............215
  Minotaur Archetypes ..............215
  Minotaur Equipment ..............219
  Minotaur Weapons ..................220
  New Magic Items .....................220
  Minotaur Feats  ........................221
  Minotaur Spells ........................222
  Minotaur Relics ........................224
  Ravenfolk ....................................225
  Culture & Society .....................226
  Rookeries and Ghettoes ..........228
  Ravenfolk Racial Traits ...........230
  Alternate Racial Traits .............230
  Favored Class Options ............232
  Ravenfolk Archetypes .............232
  Ravenfolk Equipment .............235
  Ravenfolk Weapons  ................236
  Magic Items ..............................236
  Ravenfolk Feats ........................238
  Ravenfolk Spells .......................239
  Sahuagin .....................................240
  Culture and Society .................241
  Religion .....................................243
  Sahuagin Adventurers .............244
  Favored Class Options ............246
  Sahuagin Archetypes ...............247
  Sahuagin Oracles .....................248
  Prestige Class ............................249
  Sahuagin Feats ..........................251
  Sahuagin Spells ........................252
  Shadow Fey .................................254
  Shadow Fey Characters ...........255
  Shadow Fey Society .................257
  Shadow Fey Adventurers ........259
  Feats ...........................................261
  Character Options ...................262
  New Racial Archetypes ...........264
  Spells and High Magic ............265
  New Weapons ...........................268
  New Magic Items .....................268
  Creature ....................................269
  Tiefling ........................................270
  Favored Class Options ............276
  Racial Archetypes  ...................276
  Tiefling Equipment  .................279
  Tiefling Magic Items  ...............279
  Tiefling Feats  ...........................280
  Tosculi .........................................282
  Renegade Tosculi .....................283
  Tosculi Adventurers ................284
  Favored Class Options ............285
  Racial Archetypes ....................286
  Tosculi Weapons ......................287
  Tosculi Equipment...................287
  Tosculi Magic Items ................287
  Tosculi Feats .............................288
  Tosculi Spells ............................290
  Trollkin .......................................292
  Monstrous Legacy....................293
  Subrace: Ogreborn  ..................296
  Racial Subtypes ........................297
  Favored Class Options ............298
  Trollkin Archetypes .................299
  Trollkin Equipment .................302
  Trollkin Weapons ....................303
  Trollkin Magic Items ...............304
  Racial Feats ...............................305
  Trollkin Spells ..........................306
  Werelion ......................................309
  Origins of Werelions .................310
  Playing a Werelion .....................310
  Werelion Characters ..................311
  Favored class options ................315
  Werelion Archetypes .................316
  Magic Items ................................318
  Feats .............................................319
  Spells............................................320
  Appendix: Additional Races ....321
  Kitsune ......................................321
  Ratfolk  ......................................323
  Sulis ...........................................326
  Weresharks ...............................328
  Advanced Class Guide 
  ACG
  Advanced Player’s Guide 
  APG
  Advanced Race Guide 
  ARG        
  Deep Magic 
  DM
  New Paths Compendium  
  NPC     
  Ultimate Combat  
  UC
  Ultimate Magic 
  UM 
  
  AAsimAr
  THE GLORY AND THE FURY
  1
  
  5
  asimar: the frailty of human flesh imbued with 
  the celestial blood of gods and their angelic hosts, 
  shining exemplars of the strength and the wisdom 
  of Good. They can also be cautionary tales about the 
  dangers of hubris and temptation. With the divine power 
  of the Heavens flowing through their veins, aasimar add 
  to the world’s diverse texture but attract conflict and 
  enemies as quickly as they promote friendship and peace.
  blood of the  
  CelestiAl heAvens
  The aasimar have a great and terrible burden. They are 
  children both of mortals and of the gods and angels of 
  the Seven Heavens. Thus, they carry the strengths and 
  weaknesses of both the temporal and the divine. They are 
  infused with the ambition, energy, and hubris of all races. 
  They possess the power and wisdom of the angelic hosts 
  and most-high gods but also the fury and righteousness.
  Aasimar are creatures straddling two worlds. They 
  may have a foot in both, but they are not truly home in 
  either. Often feared and even reviled in mortal realms for 
  their otherworldliness and power, they are the least of the 
  heavenly cohort, too often ignored or abandoned by the 
  very gods, demigods, and angels who initiated their lines.
  It is in the nature of the aasimar, as with any mortal, 
  to reach for the divine. Indeed, the aasimar can be seen 
  as an amplification of all the qualities great and severe in 
  humankind. Their reach is prodigious, but the depths to 
  which they can fall are all the greater.
  Aasimar do not always have a celestial parent. Often, 
  the divine bloodline will lay dormant for generations 
  before an aasimar is miraculously born to seemingly 
  “normal” parents. Those with a divine parent as well 
  as a mortal one are the mightiest of heroes, demigods 
  who can ascend to the thrones of the gods themselves. 
  Great disturbances in the firmament, such as comets, 
  falling stars, aurorae, eclipses, or a combination of these, 
  frequently accompany or portend these mythic births, 
  which often take the life of the mortal parent.
  Aasimar tend to live longer lives than most mortals, 
  owing to their immortal heritage. This trend is far 
  from predictable, though. Some aasimar live decades 
  or centuries beyond their human or elf parents, and 
  some fall well short of venerable before dying of natural 
  causes. A host of hearth tales posit varying theories for 
  their inconsistent life expectancy. Some say a long-lived 
  aasimar is obedient and kind and the gods keep her alive 
  as example to others. Some insist a short-lived aasimar 
  is a demon in disguise or might have been born to soak 
  up disease so that others are spared their suffering. Of 
  course, the clarion call to duty claims as many aasimar 
  lives as any.
  NEUTRAL AND EVIL AASIMAR
  Though the race endures a reputation for hegemony and 
  meddling, there is surprising diversity among aasimar. 
  Not only are they influenced by various cultures and 
  faiths, but the hard life of constant scrutiny leads some 
  aasimar to lonely, sometimes self-destructive paths. 
  Among these, brooding antiheroes can emerge. A neutral 
  aasimar can enjoy the credit offered his race by fellow 
  believers but may long for escape from unceasing high 
  expectation. Similarly, the ancient holy text of some faiths 
  confess to the occasional fall of a celestial being, so it 
  should surprise few that the rare evil aasimar might fully 
  rebel from the teachings if his church, his parents, or even 
  his own undeniable lineage.
  AASIMAR IN MIDGARD
  The gods are especially active in the lives of mortals in the 
  realms of Midgard, and the aasimar, like their fiendish 
  cousins the tieflings, are not uncommon there. Through 
  their masks, their divine servants (the angels and archons, 
  among others), and their mortal aasimar agents, the gods 
  interact with humanity and the other races of Midgard 
  on an almost daily basis. With this proximity, dalliances 
  often occur. Some of these are part of a celestial plan to 
  advance the goals of the Shining Host, and some are a 
  momentary temptation with lasting consequences.
  Regions where mortals first ascended to divinity (such 
  as the harsh Northlands and the ancient Southlands) are 
  bastions for the children of the Shining Hosts.
  SOUTHLANDS  
  (ISHADIA AND NURIA-NATAL)
  In these ancient lands of the South, the gods and their 
  forebears have walked among—and dallied with—mortals 
  for untold thousands of generations. The blood of the 
  divine runs deep and powerful in these lands of legend 
  and myth. All aasimar here trace their family line back to a 
  mighty god, dead or alive, even if the claims are specious.  
  Many unfortunate aasimar have a celestial bloodline 
  descended from a god now dead, killed and devoured in 
  the ancient War in the Heavens (Ra, Isis, Nut, or Ptah, 
  among others) before Veles spoke the Words of Peace. 
  Often, these celestial orphans must seek a living deity or 
  angelic patron to protect and expand their power. These 
  individuals may well seek to wrest the stolen power of 
  their deposed and formerly divine ancestor from a dire 
  enemy, such as jealous Aten, the Murderer of Pantheons 
  and Toppler of Thrones.
  NORTHLANDS
  In the cruel expanses of the North, there are realms 
  where Wotan, Thor, Loki, Freyr, and Freyja first learned 
  the divine secret of rune magic and wrested their 
  A
  1
  
  6
  godheads from the firmament. Both before and after 
  achieving their divine ascendance, these heroes and 
  gods of legend lay with beautiful mortals who 
  took their fancy. Many heroes here trace their 
  bloodlines back to the great gods of the 
  North, claiming that their power and right of 
  rule comes directly from Valhalla.
  CROSSROADS 
  Aasimar are less common in the steaming fog and coal 
  smoke of Zobeck and the rolling hills of the Magdar 
  Kingdom than in the other, less “enlightened” realms of 
  Midgard, but they do exist here. Perun’s Daughters trade 
  and hire out as mercenaries. A handful of the kobold 
  kings in the kobold ghetto claim to be descended from 
  Clutchmaw and Deftsnare, the mated kobold gods, but 
  this claim never seems to increase their power or extend 
  their longevity. 
  Some of the Zobeck Kariv insist that they are descended 
  from Lada or Svarog, but the Kariv are known liars. 
  Some scholars at Zobeck’s Arcane Collegium posit 
  that the gearforged are the aasimar of Rava. They believe 
  that these divine clockwork descendants will eventually 
  overthrow the old gods, replacing their Ways of Blood, 
  Earth, and Wood with the Word of Brass, Steam, and Steel.
  shuppurAk: City of lions, City of heAven
  Shuppurak, the dragon-besieged city, is the still-beating 
  militant heart and spiritual center of what remains 
  of the ancient empires of Ishadia. Here, travelers are 
  regaled with tales of the avatars of the old gods walking 
  the streets of the city. Astarte, the goddess of love and 
  fertility, floating on a golden cloud and whisking herself 
  to a mysterious errand or assignation in the depths of the 
  desert; or Ailuros, moon goddess of beasts, charms and 
  lust, peering into seemingly random market stalls with a 
  childlike curiosity.
  Aasimar here number in the thousands, common as 
  their mortal brethren. All serve the Army of the Four 
  Gates, the military of Ishadia, in one capacity or another 
  (such as sergeant, quartermaster, and castellan). Gates and 
  doors here have wards on them, allowing only the passage 
  of one with divine blood in their veins.
  Despite its military bearing, there is a surprising 
  amount of art and culture in this besieged city. 
  Shuppurak is known for its sculpture gardens, poetry 
  guildhalls and crowded amphitheaters, all honoring the 
  glory of the gods. Bas-relief, tracery, and shining glass 
  mosaics seem to ornament every home, temple, and 
  municipal building.
  At the physical and spiritual heart of the city (and 
  Ishadia) is a mighty temple, the Basilica of the Golden 
  Lion, said to hold all the greatest secrets of the Old Gods 
  of the South as well as the Portal of the Heavens. The 
  portal is a mighty arch of shining, translucent white 
  stone, an artifact said to predate the creation of Midgard 
  by untold millennia. The portal is the reason for the 
  strong local divine presence. It is said to lead to at least 
  the first level of the Seven Heavens 
  and is guarded by a maze 
  of divine wards and a 
  series of challenges 
  by deva guardians.
  g
  
  7
  PERUNALIA 
  The most famous aasimar in Midgard is Vasilka Soulay, 
  the Duchess of Perunalia, known as Perun’s Daughter (LN 
  female aasimar oracle 22/10th mythic tier). So ascendant 
  in divine power, she is more demigod than mere half-
  breed aasimar. Her father is Perun, the fearsome War God 
  of the East, and her mother is the mysterious and near 
  mythic Mother Illyena (who some legends say is Baba 
  Yaga herself, disguised as a comely priestess of Lada, who 
  seduced the great god for ends of her own). 
  While Vasilka is a publicly avowed virgin who only 
  takes eunuchs as lovers, some say that her vaunted purity 
  is a sham and that many of her cousins, who are mighty 
  paladins in the Order of the White Lion, are secretly her 
  fostered daughters. It is often observed how many of her 
  cousins, such as Aglaii Soulay (LG white lion paladin 
  14) and Grand Maiden Countess Marquerra Zorin (LN 
  ranger 17) have martial and divine skills surpassing mere 
  mortal ability.
  AAsimAr Adventurers
  As mentioned above, aasimar have unpredictable physical 
  characteristics and lifespans. They also fill a variety of 
  cultural and professional roles. While a creature blessed 
  with such strong lineage might be satisfied as a shepherd 
  or teacher, trouble frequently requires that they defend 
  their homeland or oppose prejudice or tyranny abroad. 
  Aasimar gravitate toward divine and martial adventuring 
  careers but are adept at almost anything.
  AASIMAR RACIAL TRAITS
  +2 Wisdom, +2 Charisma: Aasimar are insightful, 
  confident, and personable.
  Native Outsider: Aasimar are outsiders with the 
  native subtype.
  Medium: Aasimar are Medium creatures and have no 
  bonuses or penalties due to their size.
  Normal Speed: Aasimar have a base speed of 30 ft.
  Darkvision: Aasimar can see in the dark up to 60 ft.
  Skilled: Aasimar have a +2 racial bonus on Diplomacy  
  and Perception checks.
  Spell-Like Ability: Aasimar can use the daylight  spell 
  once per day as a spell-like ability (caster level equal to 
  the aasimar’s class level).
  Celestial Resistance: Aasimar have acid resistance 
  5, cold resistance 5, and electricity resistance 5.
  Languages: Aasimar begin play speaking Common 
  and Celestial. Aasimar with high Intelligence scores 
  can choose from the following languages: Draconic, 
  Dwarven, Elven, Gnome, Halfling, and Sylvan.
  vAriAnt AAsimAr
  The following are some common variations to the 
  standard aasimar. 
  Divine Splendor: Many aasimar bear a commanding 
  presence and militant demeanor. The aasimar replaces 
  her daylight spell-like ability with eagle’s splendor, usable 
  3 times per day.
  Flameborn: Aasimar with ancestors from planes 
  associated with elemental fire have fire resistance 5. This 
  replaces one of the energy types that typical aasimar are 
  resistant to. 
  Sentinel: Some aasimar learn to heighten their senses to 
  avoid surprise attacks. They gain a +1 bonus to Initiative 
  and Sense Motive checks. Sense Motive is always a class 
  skill for sentinel aasimar. This replaces the spell-like 
  ability (daylight) racial trait.
  Spell Censure: The aasimar wields the power to disrupt 
  enemy spellcasting. The DC of concentration checks 
  to defensively cast spells in squares threatened by the 
  aasimar increases by +2. This ability replaces darkvision.
  Windborn: Not a few aasimar trace their lineage to the 
  Heaven of Buoyant Skies. Windborn gain the ability 
  to use the gaseous form spell as a spell-like ability for 1 
  round per Hit Dice each day. These rounds do not need 
  to be consecutive. Changing forms requires a move 
  action. This replaces the spell-like ability (daylight) 
  racial trait.
  CAmpAign trAits
  The following new traits can only be selected by aasimar. 
  Allure of Heaven (Race) 
  You have always moved with ease and grace through the 
  societies of both the mortal and the divine. 
  Benefit: You gain a +1 bonus to Diplomacy checks, and 
  Diplomacy is always a class skill for you.
  Black Moon Born (Magic) 
  You were born under an eclipsed new moon. 
  Benefit: Whenever you cast spells with the light 
  descriptor in conditions of dim light or darkness, your 
  caster level is increased by one.
  Champion of Heaven (Combat) 
  You have been trained from birth to fight the creatures of 
  the Eleven Hells. 
  Benefit: You gain a +1 bonus all damage rolls and Will 
  saves made against attacks, spells, and other abilities 
  used by evil outsiders. 
  1
  
  8
  Child of the Living God (Social) 
  You were raised in a temple, acknowledged as the child 
  of a god or mighty archangel. 
  Benefit: You gain a +2 bonus on Diplomacy checks when 
  dealing with members of your faith who know of your 
  reputation. You gain a +2 bonus on Intimidate checks 
  against the enemies of your faith.
  AAsimAr ArChetypes
  The aasimar are great warriors, but they also command 
  great powers of summoning and persuasion as found 
  in the celestial rhymer and the celestial summoner 
  archetypes. Their darker aspects are found in the gray 
  angel and fallen angel archetypes.
  CELESTIAL RHYMER (BARD)
  Some aasimar bards speak or sing the healing words of 
  their faith.
  Special: The celestial rhymer uses his Wisdom modifier 
  instead of his Charisma modifier for all bard class 
  features based on Charisma, including spellcasting. 
  Spells cast by the rhymer are considered divine spells 
  rather than arcane. The rhymer may select spells from 
  the bard or paladin list, counting spells that appear on 
  both lists as the lowest available spell level.
  Cantrips and Orisons: The celestial rhymer may 
  choose orisons from the cleric list as well as the bard list.
  Verses of Hope (Su): Beginning at 2nd level, the 
  celestial rhymer chooses a single domain available to 
  clerics of his faith. He adds the domain’s spells to his list 
  of spells known and gains use of the domain’s abilities 
  as a cleric of his bard level. This ability replaces versatile 
  performance and well-versed.
  Healing Harmonies (Su): At 8th level, the celestial 
  rhymer can use bardic performance in a way identical to 
  the standard bard’s soothing performance ability. At 12th 
  level, the effect is similar to a mass cure critical wounds 
  spell and, also, removes the exhausted and frightened 
  conditions. This ability replaces dirge of doom and the 
  bard’s normal soothing performance ability.
  CELESTIAL SUMMONER (SUMMONER)
  The reputation of faithful aasimar may gain them celestial 
  allies during their mortal life.
  Alignment: Any good.
  Code of Conduct: A celestial summoner enjoys the 
  trust of numerous celestial beings and swears to use 
  his power to help the innocent and stamp out evil. In 
  addition to maintaining a good alignment, celestial 
  summoners must refrain from selfish use of their allies 
  and cannot ask celestial allies to knowingly commit evil 
  acts. If the summoner changes alignment or commits 
  an evil act, he can no longer use his celestial compact or 
  summon monster abilities. He can regain these abilities 
  once he receives an atonement spell or otherwise repents 
  and pays for his crimes.
  Random Starting Ages
  Race   
  Adulthood
  Intuitive1
  Self-Taught2   
  Trained3
  Aasimar  
  15 years             
  +1d3 years           
  +2d4 years           
  +3d6 years 
  1 This category includes barbarians, oracles, rogues, and sorcerers.
  2 This category includes bards, battle scions, cavaliers, fighters, gunslingers, paladins, rangers, shadowsworn, spell-less rangers,  
  summoners, and witches.
  3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, shamans, theurges, white necromancers, and wizards.
  Aging Effects
  Race 
  Middle Age1 
  Old2 
  Venerable3 
  Maximum Age
  Aasimar  
  50 years
  90 years   
  130 years     
  130+2d100 years
  1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.                   3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  Random Height and Weight
  Race 
  Base 
  Height 
   Height 
  Modifier
  Base Weight 
  Modifier
  Weight 
  Modifier
  Aasimar     
  5 ft. 1 in.            
  2d10 in.
  100 lb.
  2d6×3 lb.
  
  9
  Spells: A celestial summoner casts spells from the 
  summoner spell list. These spells are considered divine 
  spells rather than arcane. The celestial summoner 
  adds all cure spells up to 6th level to his list of spells 
  known and loses the following spells from his list: 
  evolution surge, evolution surge (greater), evolution surge 
  (lesser), rejuvenate eidolon, rejuvenate eidolon (greater), 
  rejuvenate eidolon (lesser), purified calling, summon 
  eidolon, transmogrify, and unfetter. Spells on any spell 
  list that only affect eidolons or do not work on creatures 
  of the outsider type do not affect outsiders called with 
  celestial compact. This ability modifies the summoner’s 
  normal spell list and spellcasting ability.
  Celestial Compact: At 1st level, the celestial 
  summoner forms a holy compact with the divine 
  hosts of the upper planes. He gains knowledge of the 
  true names of a few outsiders with the good subtype. 
  As he increases in level, the summoner learns new, 
  more powerful names to call. Once a true name is 
  learned, it cannot be unlearned or replaced except as 
  described below. 
   A celestial summoner can call a celestial ally whose 
  true name he knows with an audible prayer that requires 
  1 minute of adoration and supplication. The celestial 
  answers the summons as a mentor and ally, not as a 
  bound servant, and remains to serve the summoner 
  until dismissed or reduced below 0 hp. A celestial ally 
  reduced below 0 hp immediately returns home and 
  cannot be summoned again for 24 hours. 
   The celestial ally functions as the summoner’s eidolon 
  for the purpose of all summoner class features. The 
  celestial ally cannot be sent back to its home on the 
  planes by a dispel magic spell, but spells such as dismissal 
  and banishment work normally. If the summoner 
  becomes unconscious or is killed, the celestial returns 
  to its home plane until summoned when the summoner 
  is able. Only one celestial ally can be called via the 
  compact at any given time. In order to call another 
  celestial into service, the summoner must dismiss the 
  first one and intone a new summoning prayer. 
   A celestial summoner begins play with a number 
  of true names equal to his Intelligence modifier. He 
  knows and befriends a small number of celestial animals 
  from the 1st level summon monster list and adds more 
  powerful celestial beings to his list of true names known 
  as he advances in level. 
   Beginning at 3rd level, the celestial summoner learns 
  a bonus true name. He can also learn the true name of 
  a CR 2 outsider with the good subtype, using one of his 
  available true names based on his level advancement. 
  At 3rd level and every 3rd level beyond, the celestial 
  summoner learns an additional true name and gains the 
  ability to call a more powerful celestial ally (see Table: 
  Celestial Compact). He can also unlearn a true name 
  at 3rd level, parting ways with any celestial creature he 
  has summoned and learning the true name of a new 
  creature in its place. He can unlearn an established true 
  name in this way every third level beyond 3rd.
  Celestial Compact
  Class 
  Level
  True Names 
  Known
  Maximum 
  CR
  1–2
  Int Modifer
  Celestial animal
  3–5
  Int + 1
  2
  6–8
  Int + 2
  4
  9–11
  Int + 3
  7
  12–14
  Int + 4
  10
  15–17
  Int + 5
  12
  18+
  Int + 6
  15
    A celestial ally telepathically communicates with the 
  summoner so long as both are on the same planet and 
  plane. Due to its connection to the celestial summoner, 
  a celestial ally can touch or attack creatures that are 
  protected by a protection from good spell or similar 
  effects that prevent contact from summoned creatures. 
   Celestials released to the summoner by their celestial 
  lords are average members of their castes or races and 
  do not have individualized feats, skill suites, or other 
  features. They are subject to the summoner’s telepathic 
  control and move or act according to the summoner’s 
  direction. This ability replaces the summoner’s eidolon 
  class feature.
  Summon Celestials (Sp): A celestial summoner gains 
  the summon monster spell-like ability exactly as the 
  traditional summoner class, except that he may only 
  summon celestial animals or outsiders with the good 
  subtype with the summon monster spell. Summoned 
  monsters are not called via the summoner’s celestial 
  compact and can exist side by side with the summoner’s 
  current celestial ally. This modifies the summoner’s 
  normal monster summoning ability.
  Celestial Altruism (Su): Beginning at 1st level, a 
  celestial summoner and his celestial allies share a close 
  bond. If a celestial ally takes enough damage to reduce 
  it below 0 hp, the summoner may, as a free action, 
  sacrifice any number of hp to prevent a similar amount 
  of hp of damage to the celestial ally. This has no effect 
  on effects that do not deal hp damage. This ability 
  replaces life link.
  Loyal Ally (Su): Beginning at 8th level, if the celestial 
  summoner becomes unconscious or is killed, a currently 
  summoned celestial ally gains one use of the summoner’s 
  celestial compact, telepathically summoning one 
  celestial ally whose true name is known to the celestial 
  1
  
  10
  summoner as an immediate action. The ally answers the 
  call immediately. If the new ally has a lower CR than the 
  summoning one, it stands guard over the summoner 
  until he regains consciousness or his remains are safe 
  from further predation. Once one of these conditions 
  is met, the lowest-CR ally returns to its home plane. 
  If the summoner dies, the highest CR ally remaining 
  delivers his remains as appropriate to his culture and 
  faith, and it returns to its home plane. If the summoner 
  is resurrected, his celestial allies continue to honor his 
  compact normally. This ability replaces transposition.
  Celestial Aspect (Su): At 10th level, the celestial 
  compact transforms the summoner into a higher 
  celestial being. The summoner’s racial energy resistances 
  increase to 10 and he becomes immune to petrification. 
  At 18th level, the summoner gains DR 10/evil. This 
  ability replaces aspect and greater aspect.
  Second Summons (Su): At 16th level, the celestial 
  summoner can call two celestial allies at the same 
  time. The summoner directs each telepathically, and 
  both allies cooperate fully with the summoner and one 
  another. If the summoner dies or falls unconscious 
  with two celestial allies in service, a new ally cannot be 
  summoned to watch over his body. This ability replaces 
  merge forms.
  Summon Planetar (Su): At 20th level, the celestial 
  summoner gains the true name of one planetar, 
  who serves him as the most powerful member 
  of his celestial compact. Unlike the lesser 
  celestial allies, the planetar only serves once 
  per day for up to 1 hour. This ability replaces 
  merge forms.
  FALLEN ANGEL (ANTIPALADIN)
  The pressure of perfection or the temptation 
  of sin proves too great for some aasimar.
  Skills: A fallen angel receives skill points at each 
  level equal to 4 + his Intelligence modifier. 
   Additionally, fallen angels receive a +2 bonus 
  on Bluff and Sense Motive roles when trying to 
  hide their evil alignment from scrutiny. These 
  bonuses increase to +4 at 10th level. These 
  changes modify the normal number of skill 
  points the antipaladin gains.
  Sinful Spells: At 4th level, the fallen angel adds 
  the following spells to his spell list: 1—delusional 
  prideUM, unnatural lustUM; 2—reckless infatuationUM, 
  smug narcissismUM;  
  3—envious urgeUM, malicious spiteUM;  
  4—utter contemptUM, vengeful outrageUM. 
   The antipaladin does not gain the channel 
  negative energy ability.
  Weak Wills (Su): At 3rd level, a fallen angel radiates 
  an invisible aura that causes creatures within 10 ft. to 
  take a −2 penalty on Will saves against compulsion 
  effects. At 10th level, this radius increases to 30 ft. At 
  17th level, the penalty increases to −4. The fallen angel 
  can choose one creature to make immune to this aura 
  (usually starting with himself) at 3rd level, plus another 
  creature for every 3rd class level. This penalty does not 
  stack with aura of despair. This ability replaces aura of 
  cowardice and aura of depravity. 
  GRAY ANGEL (INQUISITOR)
  The sun doesn’t always shine on those with a mixed 
  heritage. The gray angel atones for her impurity by 
  hunting fallen aasimar or infiltrating evil organizations.
  Alignment: Any nonevil.
  Beguiling Gaze (Ex): Gray angels are experienced in 
  the art of infiltration and interrogation. A gray angel 
  receives a morale bonus on Bluff and Sense Motive 
  checks equal to half her class level. This ability replaces 
  stern gaze.
  
  11
  Cloak of Justice (Su): A gray angel escapes the 
  scrutiny of divine servants both mortal and celestial. 
  As a full round action, the gray angel can change her 
  demeanor and divine countenance to appear as any 
  alignment she wishes. She does not gain subtypes for 
  assumed alignments, but spells or effects such as detect 
  evil or smite good treat her assumed alignment as her 
  actual alignment. In addition, the gray angel takes 
  no negative levels or other penalties from touching 
  or carrying items with an alignment or opposed to 
  an alignment, such as unholy weapons.  This ability 
  replaces the inquisitor’s domain access.
  Limited Atonement (Su): Actions taken by the gray 
  angel that violate her alignment or code of conduct 
  don’t cause her to lose her class abilities. Particularly 
  egregious acts may still result in loss of abilities at the 
  GM’s discretion. This ability replaces detect alignment. 
  Flexible Hunter (Su): At 5th level, the gray angel 
  can choose to deal additional damage to creatures of 
  inimical alignments. As a swift action, the gray angel 
  empowers her natural attacks or manufactured weapons 
  to damage opponents as an anarchic, axiomatic, or holy 
  weapon, regardless of her alignment. Attacks made with 
  these weapons count as the corresponding alignment 
  for the purpose of overcoming damage reduction. At 
  12th level, the gray angel’s weapons count as both holy 
  and either anarchic or axiomatic, if she wishes. This 
  ability lasts for a number of rounds per day equal to the 
  gray angel’s class level. These rounds do not need to be 
  consecutive. This ability replaces bane and greater bane.
  feAts
  These feats help attune aasimar more closely with their 
  heavenly heritage.
  Divine Crescendo
  Your celestial nature bolsters your divine abilities.
  Prerequisites: Divine Inspiration, divine caster level 3+.
  Benefit: The save DC of any divine spells you cast while 
  maintaining a bardic performance increases by +1. If 
  you cast a spell with the harmless descriptor or that 
  does not allow a save, the spell’s duration is increased by 
  1 round. The duration is not extended for spells with a 
  duration of instantaneous.
  Divine Inspiration
  Your faith empowers your bardic performance.
  Prerequisites: Ability to cast divine spells, bardic 
  performance.
  Benefit: Choose one of your classes that grants divine 
  spellcasting. Your levels in that class stack with your 
  bard levels for the purpose of your bardic music class 
  feature. The class you choose cannot be changed if you 
  add levels to a different divine spellcasting class.
  Fires of Heaven (Combat)
  You bring righteous fire down upon the heads of the 
  Seven Heaven’s enemies.
  Prerequisites: Aasimar, Adamant Resolve, base attack 
  bonus +11.
  Benefit: Any weapon you hold and actively wield gains 
  the flaming burst special ability. This silvery, celestial 
  fire and the damage it causes ignore the fire resistance 
  and fire immunity of non-mythic creatures. Mythic 
  creature’s fire resistance and immunity are unaffected.
  Greater Celestial Resistance
  Your physical ties to the planes affords you even greater 
  protection.
  Prerequisites: Improved Celestial Resistance, base 
  Fortitude save +6.
  Benefit: Your racial energy resistances increase to 15. 
  You choose one energy type that you have no racial 
  resistance to. You gain resistance 15 for that kind of 
  energy as well.
  Improved Celestial Resistance
  Your other-worldly nature inures you to damage from 
  the elements.
  Prerequisites: Aasimar, base Fortitude save +3.
  Benefit: Your racial energy resistances increase from 
  5 to 10. In addition, you remain comfortable in 
  temperatures ranging from −50–140°F without having 
  to make Fortitude saves.
  Supreme Celestial Resistance
  Your protection from the elements knows know equal.
  Prerequisites: Greater Celestial Resistance, base 
  Fortitude save +9.
  Benefit: Your racial energy resistance increases to 20, 
  including the additional energy type chosen with 
  Greater Celestial Resistance. In addition, effects that 
  normally count part of their damage as energy damage 
  and part as from a divine source instead count wholly as 
  energy damage for you.
  mythiC feAts
  Mythic potential literally runs in the blood of aasimar. 
  Whether as savior or destroyer, the very heavens ring 
  your name.
  Adamant Resolve (Combat)
  You have a divine strength, allowing you to shrug off 
  damage deadly to most mortals.
  1
  
  12
  Prerequisites: Aasimar, Constitution 13+, 1st mythic tier.
  Benefit: You gain DR 2/epic. Your damage reduction 
  increases by 2 for every 4 character levels and for every 2 
  mythic tiers you possess (for a maximum of DR20/epic 
  at 20th level/10th mythic tier)
  Adamant Spirit (Combat)
  Your divine strength allows you to ward off deadly, 
  smiting blows from other divine warriors.
  Prerequisites: Aasimar, Adamant Resolve, 3rd mythic tier.
  Benefit: Your damage reduction applies against smite 
  attacks. Creatures with the smite ability never double 
  their damage on their first successful attack against you.
  Angelic Scion (Racial)
  You are the ascendant progeny of an angel and a mortal. 
  The power of the divine blazes throughout your body.
  Prerequisites: Aasimar, Constitution 13, Strength 13, 
  Adamant Resolve, base attack bonus +9, 6th mythic tier.
  Benefit: You become immune to non-mythic poison and 
  petrification effects. You are able to use the alter self spell 
  as a supernatural ability at will. You gain truespeech as 
  an extraordinary ability. When unarmed you may make 
  two slam attack slam attacks per round (1d8 + Str/1d8 
  + Str). If you successfully strike an opponent twice in 
  1 round with your slam attacks or two attacks with a 
  bludgeoning (B) weapon, the opponent must make a DC 
  25 Fortitude save or become stunned for 1d6 rounds. 
  The save DC is Strength based.
  Angel’s Fury (Combat)
  You embody the flames of the Heaven of Righteous Fire 
  in order to cleanse the field of your enemies.
  Prerequisites: Aasimar, Adamant Resolve, Adamant 
  Spirit, Fires of Heaven, 5th mythic tier.
  Benefit: You gain the use of the fiery body spell as a 
  supernatural ability for a number of rounds equal to 
  your level. The rounds need not be consecutive.
  Born of Air and Sea (General)
  Your divine ancestor came from the Heaven of Pure 
  Waters. You are at home on both sea and land.
  Prerequisites: Aasimar, Adamant Resolve, base attack 
  bonus +5, 2nd mythic tier.
  Benefit: You gain the amphibious template as an 
  extraordinary ability.
  Cleaving Smite
  Your divine wrath cleaves through your enemies. 
  Prerequisites: Strength 17, Dexterity 15, Power Attack, 
  Cleave, Great Cleave, smite evil ability, base attack 
  bonus +9, 6th mythic tier.
  Benefit: You can combine your smite ability with your 
  Cleave attacks. Each opponent you cleave is also subject 
  to smite bonuses, effects, and damage in the same attack.
  Greater Smite (Combat)
  Your mythic power allows you hammer evil creatures 
  with smiting blows, inflicting mighty damage.
  Prerequisites: Strength 17, smite evil ability, base attack 
  bonus +9, 4th mythic tier.
  Benefit: You double your first damage bonus against all 
  evil creatures when using your smite evil ability (not 
  just evil outsiders, dragons, and undead). You triple the 
  damage bonus (3 points per level) when you reach the 
  7th mythic tier and quadruple the damage (4 points per 
  level) when you reach the 10th mythic tier.
  Purity of Heaven (Racial)
  Your celestial blood protects you from the frailties of 
  mortal health. 
  Prerequisites: Aasimar, Adamant Resolve, Adamant 
  Spirit, Improved Celestial Resistance, 5th mythic tier.
  Benefit: You are immune to all non-mythic diseases and 
  poisons (such as mummy rot).
  AAsimAr mAgiC
  Able to wield great power with an ease that others can 
  only envy, the aasimar have access to a number of forms 
  of holy and angelic magic rarely found anywhere else.
  NEW SUBDOMAINS
  The aasimar are the best and perhaps only adherents to 
  gods that grant the Angel and Radiance subdomains.
  Angel Subdomain
  Associated Domain: Good.
  Replacement Power: The following ability replaces the 
  touch of good power of the Good domain.
  Resolute Blessing (Su): You can impart an encouraging 
  word to an ally within 30 ft. as a standard action. Your 
  ally gains a +2 bonus on Will saves against enchantment 
  and illusion effects for 1 minute. You may use this ability 
  a total number of times per day equal to your Cha 
  modifier + 3.
  Replacement Domain Spells: 2nd—blessing of courage 
  and lifeAPG; 8th—divine vesselAPG (cannot choose fiendish 
  aspect)
  Radiance Subdomain
  Associated Domain: Glory.
  Replacement Power: The following ability replaces the 
  divine presence power of the Glory domain.
  
  13
  Healing Light (Sp): If you’ve taken hp damage since your 
  last turn, you can emit a healing inner light that heals 
  those it touches as a standard action. Allies within 30 ft. 
  of you gain fast healing 1. This effect last for 1 round per 
  cleric level you possess. You can use this ability a number 
  of times per day equal to 3 + your Wisdom modifier.
  Replacement Domain Spells: 2nd—bestow graceAPG; 5th—
  pillar of lifeAPG
  spells
  Aasimar magic derives from the influence of the celestial 
  planes. The divine magic of aasimar encourages mortal 
  races to higher passions and moral behavior. Combat 
  magic employed by aasimar frequently adheres to themes 
  of encouragement and sacrifice.
  CONVERSION
  School enchantment (compulsion) [language-dependent, 
  mind-affecting]; Level antipaladin 4, cleric 5, inquisitor 5, 
  oracle 5, paladin 4
  Casting Time 10 min.
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target 1 humanoid
  Duration 1 day/level (D)
  Saving Throw Will negates (see below);  
  Spell Resistance  yes
  You make a compelling case for your faith and challenge 
  the subject to change its ways. If the subject fails its 
  save, it changes its alignment to match yours and gains 
  a growing curiosity about your faith and morality. Over 
  time, the subject may come to genuinely agree with your 
  beliefs. Each time a subject under the influence of this 
  spell commits an act in line with your beliefs but outside 
  the character of its original alignment, it must make 
  a special Will save. Success indicates the spell persists 
  for its normal duration. Failure indicates the change in 
  beliefs and alignment becomes permanent, as the subject 
  embraces his or her new moral code.
  Unless the spell has become permanent, if you do 
  not spend at least 1 round praying for the subject’s 
  conversion each day, the subject receives a new save to 
  throw off the alignment change.
  DETERMINATION
  School abjuration; Level cleric 3, oracle 3, paladin 2
  Casting Time 1 standard action
  Components V, S, DF
  Range 60 ft.
  Area all allies in a 60-ft.-radius burst centered on you
  Duration 1 round/level
  Saving Throw none (harmless); Spell Resistance no
  You and allies within 60 ft. of you gain a +2 morale bonus 
  on Will saves made against fear effects. If you or any 
  allies are immune to fear or succeed on a save against a 
  fear effect while this spell is in effect, that person gains 
  a +1 sacred bonus on attack rolls, saves, and skill checks 
  until the spell expires. This spell ceases to affect anyone 
  who fails a save against a fear effect. 
  ENCOURAGING WORD 
  School enchantment [language-dependent, 
  mind-affecting]; Level cleric 2, inquisitor 2, oracle 2, 
  paladin 1
  Casting Time 1 immediate action
  Components V
  Range 30 ft.
  Target 1 living ally
  Duration 1 round
  Saving Throw none (harmless); Spell Resistance no
  You voice an inspiring prayer and call out the name of 
  one of your allies. One ally within 30 ft. gains either a 
  +2 morale bonus or +1 sacred bonus on his or her next 
  attack roll or saving throw taken before the beginning of 
  your next turn. Only one creature can benefit from your 
  encouraging word each round. The spell’s target chooses 
  which bonus to apply before rolling any dice. You cannot 
  be both the caster and the target of this spell.
  the golden tAblets  
  of ishAdiA
  The Golden Tablets are the holy books of the aasimar of 
  the Southlands and the Old Gods of the South, including 
  some now dead and gone. Despite the name, they are 
  normally found printed on vellum and papyrus scrolls—
  or perhaps as the rare book-bound Northern translation. 
  According to legend, the original tablets were 
  handed down to the aasimar clergy of Ishadia by Ptah 
  himself in a golden age far gone, and they currently 
  reside in the Basilica of the Golden Lion, the mighty 
  temple at the heart of the holy city of Shuppurak. The 
  various translations and versions diverge greatly in 
  their representations of the original scriptures. The 
  worshippers of Horus have their version, and the 
  worshippers of Aten have a much more warlike and 
  intolerant version of the ancient manuscripts. 
  The oldest and rarest versions, copied from the 
  original holy tablets themselves, are rumored to contain 
  the secrets of angelic magic: the use of angelic seals, 
  conjuring crowns and chariots of divine glory and power, 
  and much more. (See Deep Magic for more information 
  regarding angelic magic spells and seals.)
  g
  1
  
  14
  FAITHFULNESS
  School enchantment (compulsion); Level bard 2, cleric 2, 
  oracle 2, paladin 3
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target 1 living creature
  Duration 1 hour/level
  Saving Throw Will negates; Spell Resistance no
  You cause a target to keep a promise made in your 
  presence. The promise can be general or specific, but the 
  spell observes the literal phrasing of the promise. This 
  promise can be any oath or declared state of action. The 
  subject gains a +4 bonus on Will saves to resist effects 
  that would compel him or her to break the promise. If 
  the target chooses not to keep the promise, he or she 
  must succeed on a Will save to carry an unfaithful action 
  through. This save is made when the subject is about to 
  break his or her word, not when the spell is cast.
  FIXED FORM
  School transmutation; Level cleric 2, druid 2, oracle 2, 
  sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S, M (a piece of ice or amber)
  Range close (25 ft. + 5 ft./2 levels)
  Target 1 creature
  Duration 1 min.
  Saving Throw Fort negates; Spell Resistance no
  You condemn a subject’s amorphous nature and give 
  it a rigidly defined physical shape. This spell orders 
  a creature’s internal structure as well as its outward 
  appearance. For the duration of the spell, aberrations, 
  oozes, and creatures with the amorphous universal 
  monster rule are subject to critical hits, precision 
  damage, and sneak attacks.
  FORGIVE AND FORGET
  School enchantment (compulsion); Level bard 2, cleric 2, 
  paladin 2, witch 2
  Casting Time 1 standard action
  Component V, S, DF (thin silken thread)
  Range close (25 ft. + 5 ft./2 levels)
  Target 1 living creature
  Duration 1 hour (see below)
  Saving Throw Will negates (see below); SR yes
  You finish the spell by pulling the knotted string from 
  your finger. The target feels a strong desire to let go of 
  any anger he or she feels. If the target fails its initial 
  save, it is affected as by a calm emotions spell for 1 hour. 
  Afterward, the target must succeed at another Will save 
  or lose any desire for an apology. The subject doesn’t lose 
  memory of the specific details but is no longer motivated 
  to pursue compensation or revenge.
  MOMENT OF TRUTH
  School enchantment; Level cleric 3, inquisitor 3, oracle 3, 
  paladin 2
  Casting Time 1 standard action
  Component V, S
  Range touch
  Target 1 living creature
  Duration special (see below)
  Saving Throw Will negates; Spell Resistance no
  The target of your spell becomes visibly uncomfortable 
  with dishonesty. For the duration of the spell, your target 
  must succeed on a new Will save each time it wants to tell a 
  lie. If it can attempt a lie, any Bluff, Disguise, or Intimidate 
  checks made as part of the lie are at a −2 penalty.
  PLANAR ESSENCE
  School transmutation (polymorph); Level cleric 4, oracle 4, 
  paladin 3
  Casting Time 1 standard action
  Component V, S
  Range touch
  Target one native outsider touched
  Duration 1 min./level
  Saving Throw Will negates; Spell Resistance no
  The target of this spell becomes a conduit for their own 
  planar essence. This manifests as the anarchic, axiomatic, 
  celestial, or fiendish simple template, according to the 
  subject’s outsider bloodline. If the subject has the native 
  subtype but is not an aasimar, tiefling, or other outsider 
  associated with an alignment, use one component of the 
  subject’s alignment to determine which template applies.
  If the simple template applied offers an ability that is 
  only usable once per day, additional castings of this spell 
  do not grant additional uses of that ability.
  SPEAK NO EVIL
  School evocation; Level bard 3, cleric 4, inquisitor 3, 
  oracle 4, paladin 2, witch 3
  Casting Time 1 standard action
  Component V, S, M (a lump of coal)
  Range medium (100 ft. + 10 ft./level)
  Target 1 creature/level, no 2 of which can be more than 
  30 ft. apart
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance no
  For the duration of the spell, each time an affected target 
  tells a lie or casts a spell with the evil descriptor, that target 
  feels the burn of hot coals on its tongue. The subject takes 
  1d6 points of damage and must succeed at a concentration 
  check (DC 10 + spell level + damage from the spell) to cast 
  the spell successfully. This damage is divine in nature and 
  does not count as fire or other energy. Subjects affected by 
  this spell do not have to make a save if casting a silent spell 
  or a spell with no verbal components.
  
  AAsimAr ArtifACts
  Even aasimar relics are defined by a dedication to good. 
  Wings of the First Herald
  Aura Strong abjuration [good]; CL 20th; 
  Slot none; Weight 8 lb.
  These majestic wings combine bright white feathers with 
  gold-tipped vanes mounted on a mithril spine. The leather 
  vest includes symmetrical ribs that allow the wearer to 
  guide the wings easily while flying. The god Ptah gifted 
  the Wings of the First Herald to the founding emperor 
  of Ishadia, whose name is lost to antiquity. They appear 
  throughout the annals of legend, always seeking a hero 
  willing to defend the glory and might of Ishadia from all 
  those (especially dragons) who would bring harm to the 
  glorious remains of the ancient empire.
  The wings bestow several abilities on their wearer, 
  including a fly speed of 90 ft. with good maneuverability. 
  The wings provide a +5 deflection bonus to AC and a +5 
  resistance bonus to saving throws while worn, as well as a 
  +2 inherent bonus to all ability scores. 
  Such power is not without a price. A neutral or evil 
  creature who dons the wings immediately gains three 
  15
  negative levels. These levels are permanent until the wings 
  are removed or the bearer’s alignment changes to good. 
  While the wings display no individual intelligence, they 
  were crafted with the special purpose of defeating the 
  profane enemies of Ishadia. The wings’ bearer must answer 
  that call, dedicating themselves solely to the defense of 
  Ishadia when a threat presents itself. Failure to do so 
  penalizes the owner as if they have ignored a geas spell. 
  When the wearer engages in the special purpose of the 
  wings, they gain the following benefits:
  •  The wielder gains a +4 sacred bonus to AC and to 
  all saves made vs. spells, spell-like, and supernatural 
  abilities of aberrations, dragons, and giants.
  •  The wielder can use angelic sealDM and crown of 
  empyreal gloryDM each once per day as spell-like 
  abilities. (See Deep Magic for both spells.) The caster 
  level for these abilities is 20.
  DESTRUCTION 
  The bearer of the wings must be killed by a CR 20 evil 
  outsider who then pronounces a blasphemy or unholy 
  word on the corpse. The spell must be cast within 1 minute 
  of the bearer’s death or the wings vanish and reappear in 
  the celestial realm of Ptah.
  1
  
  CentAurs
  SPEED AND THUNDER
  2
  
  17
  O
  n the plains, in the forests, and across the steppes, 
  there live creatures that blend aspects of human 
  and horse. Neither man nor beast, centaurs occupy 
  a strange niche in both the civilized and natural worlds. 
  Born with the grace befitting royalty but possessed of 
  the fierce savagery of the wild, centaurs present unique 
  opportunities for roleplaying and adventure.
  The standard centaur presented in the Pathfinder 
  Roleplaying Game Bestiary is a powerful equine creature, 
  too strong to be a playable PC race. These are known as 
  the bataar and, in many ways, represent the kings and 
  nobles of the centaur people. For the common centaur 
  encountered in Midgard, use the statistics presented 
  below, which are also found in the Player’s Guide to the 
  Rothenian Plains.
  Centaur racial stock includes three breeds, which other 
  centaurs know instantly. Centaurs do not use the term 
  breed, instead referring to members with related lineage as 
  being part of the same horde. It is common for members 
  of different hordes to interbreed. An outsider who has 
  studied centaurs can make a DC 20 Knowledge (local) or 
  Knowledge (nature) check to determine the horde.
  The known hordes are the savage Oyun, the nature-
  loving Ganzorig, and the mystical Yul. Each horde 
  is ruled by a group of bataar. The three hordes are 
  mechanically identical, though being a member of a 
  horde may qualify a character for certain traits and other 
  mechanics. Their primary differences lie in custom, 
  culture, and organizational structure.
  Within a horde are numerous clans, which are akin 
  to large human families. Clans might have a number of 
  branches, but all within a clan can usually trace their 
  relations to one another, albeit distantly in the case of 
  some. Branches within clans are like immediate family, 
  and the names of such structures change often, especially 
  with weddings, war, and disaster.
  lives And Customs
  Centaurs spend their lives on the move. Their lifespans 
  vary, due to the harsh conditions and martial nature of 
  their familial groups, but the upper limits are similar 
  to those of humans. Hordes handle the difficulties of 
  traveling with the very old differently. For the Oyun, 
  who live nearer to Zobeck and the Mharoti Empire, it is 
  a point of pride that their elderly travel until they can go 
  no farther and then die, surrounded by their family. The 
  Ganzorig, who live in forest settlements or in lifestyles 
  similar to human farmers, offer the option of honorable 
  retirement to their elders. The more spread out Yul, who 
  have a greater mystical tradition, revere their elders 
  greatly, for magical power often comes with age.
  Burial is another variable custom. On the high plains, 
  centaurs are buried under cut sod, sometimes near a 
  single tree or a landmark rock or river bend. Within or 
  near the forest, honored dead may be interred under 
  cairns of timber and rock. In winter camps, burial areas 
  are dug before the ground freezes and covered over with 
  sod before the clan or horde leaves in the spring.
  In the summer, graves are made where the centaur died 
  and marked with a carved headstone. If such a stone is 
  not available, centaur priests or shamans say a prayer over 
  the grave that marks it visibly and permanently. The size 
  of the grave is an indicator of the status of the deceased. 
  The possessions of the deceased are disposed of according 
  to that centaur’s wishes. If these wishes are unknown, 
  personal effects are buried with the centaur and livestock 
  and other possessions are distributed within the clan.
  Getting married (or “joining tents”) is a joyous yet 
  dangerous time of celebration. These celebrations bring 
  numbers of unrelated centaurs together with wine, beer, 
  and high spirits. The fights that break out generally only 
  produce bruises and broken bones, but longstanding 
  feuds have also resulted from the wedding of high status 
  members of large, important clans.
  The entire clan shares in the rearing of the young, who 
  are often spoiled as much as possible by their elders. 
  This is countered by the praise that the young receive for 
  adult behavior and independence. Clans also encourage 
  achievements in combat or daily life by giving the young 
  more status within the clan.
  Summer gatherings occur every year at prearranged 
  locations considered neutral ground between clans 
  that are currently friendly. This is a time of socializing, 
  trading, romance, and swapping of tall tales about the 
  deeds of the year. The gatherings meet under truce, and 
  while fights often break out anyway, cooler heads try to 
  keep the violence “friendly.” Leaders meet during these 
  gatherings, and the combined clans of a horde sweep out 
  of the plains every generation or so to avenge insults.
  soCiAl orgAnizAtion
  Centaurs are led by an elite group of nobility called 
  bataar. For the bataar, use the statistics presented in the 
  Pathfinder Roleplaying Game Bestiary for centaurs. This 
  reflects that bataar are typically larger, stronger, and more 
  powerful than other centaurs. Each bataar is recognized 
  by his or her horde as being exemplars in a specialty. Many 
  are simply the largest or strongest of their generation, 
  but some are smarter, more mystically powerful, or 
  more divinely gifted than others of their kind. It is not 
  uncommon for the classification of bataar to run in 
  families, but in general, individuals must prove themselves 
  to be exemplary before being recognized by other bataar.
  War leader bataar are mighty warriors and tacticians; 
  lawgivers dispense practical wisdom and, above all, 
  fairness; sages advise on matters arcane and spiritual. 
  2
  
  18
  There are also more mundane offices that are not made 
  up of bataar, such as packmaster (quartermaster) and 
  campmaster (in charge of set up and break down). These 
  are positions for individuals who show great competence 
  but not to the level of the bataar.
  Disputes within a clan or horde are generally settled 
  through contests of athleticism or wit with the winner 
  determined by general acclaim. Wrestling bouts are a 
  favorite, especially among the Oyun, followed by races in 
  which anything is considered fair game. Contests of wit 
  specifically avoid insults, instead focusing on ribald true 
  stories—or those slightly embellished—riddles posed by 
  loremasters, or debates requiring those involved to solve 
  a problem plaguing the horde. Participants might be 
  called on to determine the best way to deal with rodents 
  in the food stores, for example, or the best way to send a 
  messenger to a distant horde on the move.
  Bloodshed is anathema within clans, though it is 
  allowed and even encouraged against other clans. In 
  cases where a dispute cannot be settled without blood 
  within a clan, one or all of the disputants might be exiled 
  from the clan. Some exiles are accepted by other clans, 
  but others are branded batuun, or outcast, a term that 
  implies that the entire centaur race has turned their back 
  on the individual in question and no longer recognize 
  that person’s existence. Such a branding is extremely 
  uncommon. Sometimes entire generations go by in 
  which an individual is not cast out. But when it does 
  occur, outsiders take note, wondering what an individual 
  could have done to be so regarded.
  Upon reaching the age of majority, all young adults are 
  sent on their “bandit years,” a practice designed to siphon 
  off those who are particularly troublesome and give some 
  experience to more agreeable colts and fillies. These 
  young centaurs are allowed to run free, away from the 
  settlements to exorcise their aggression and immaturity. 
  At the end of this period, they can choose to remain 
  outside of their clan or horde, or they can return with 
  the understanding that they have tamed their wild 
  ways—at least to the degree acceptable to the centaur 
  race. Most young adults choose to return after 
  their bandit years, though the occasional 
  centaur leaves the horde permanently out 
  of curiosity, romance with another race, 
  or any number of other factors. The bataar 
  determine how long the bandit years last and 
  most young centaurs of the same generation 
  go on their bandit years together.
    Hordes and the clans that make 
  them up have highly defined territories. 
  Territorial expansion is the greatest reason 
  for conflict between centaurs: one clan 
  seeks the territory of another or one 
  horde encroaches on the space of another. 
  These conflicts inflict high casualties since shedding 
  blood outside the clan is not discouraged. They can 
  expand into blood feuds ending with a judgment at the 
  Great Gathering.
  greAt gAthering
  About every 20 years, most of the world’s centaurs travel 
  east to the Groves, the sacred area near where centaurs 
  say they first drew breath. These groves, some of yew, 
  some of apple, are sacred to Perun, Yarila, Porevit, and 
  Lada. They have been tended by the Lesatha clan of 
  the Yul horde since the beginnings of centaur history. 
  The Lesatha are honored by other centaurs but are also 
  
  19
  regarded as being quite odd in their views and customs.
  Only the bataar and their advisors, along with 
  the Lesatha, actually enter the Groves for important 
  meetings, called musters. For the rest of the hordes, it 
  is a time to drink, socialize, and trade. Bloodshed is 
  absolutely forbidden during the Great Gathering under 
  pain of death or permanent exile from all hordes. This is 
  the time when major conflicts are ended by the lawgivers. 
  Any decision or arbitration made is final and binding.
  The gathering is a lucky time for births, agreements, 
  and joining tents. Very rarely, in times of crisis, a Great 
  Gathering has crowned a khan of all the hordes, uniting 
  all the centaur peoples. This is immediately followed by 
  conflict with whatever entity created the situation that 
  made a khan necessary in centaur eyes.
  rAiding And bAnditry
  Centaurs believe only those strong enough to defend their 
  possessions deserve to keep them. They do not steal from 
  their clan, but anyone else is considered fair game. Grains 
  and shipments of alcoholic beverages are favorite targets.
  Centaur raiding strategies take advantage of their 
  speed, maneuverability, and skill in archery. They use 
  diversionary tactics, drawing defenders away from targets 
  or keeping them pinned with rapid flights of arrows. 
  Magic is also employed, especially silence spells cast on 
  arrows to muddle enemy communications.
  The bandit years are the time of life when centaurs 
  drink most heavily. Within the clan, while celebrations 
  are always a time to drink heavily, everyday life is not. 
  During the bandit years, especially if they are successful 
  in their raids on breweries and shipments, young 
  centaurs are drunk more often than not. This in turn 
  fuels more raids and reckless fights.
  relAtionships with 
  non-CentAurs
  Centaurs have an ongoing relationship with the Kariv. 
  It is considered unlucky to raid them, and for their part, 
  the Kariv smiths consider it good luck to shoe centaurs. 
  Otherwise, friendly indifference is the norm.
  Plains Humans: The boyars of Vidim have earned the 
  enmity of the centaur clans for past atrocities ordered 
  by the tsar in retaliation for centaur raids. Slavers who 
  would enslave centaurs also meet with undying anger, 
  including the gnolls of the Despotate of the Ruby Sea 
  and various human slavers from the south. Centaur 
  raids on Vidim caravans are relentless. Raids into the 
  Mharoti Empire, sparked by attempted (or successful) 
  enslavement of centaurs, are brutal and have given 
  great fame to many centaur warriors. Raids against the 
  Ruby Despotate have been rare as the Glittering King’s 
  zombies and his walled cities have resisted all attempts 
  at siege or raid, and his ability to turn centaurs into 
  slaves or feed them to demons makes him a figure of 
  considerable fear and loathing.
  Elves: Plains elves are met with rivalry, sometimes 
  friendly, sometimes unfriendly. Clans associate with 
  specific groups of Windrunner elves, but they are happy 
  to raid those who aren’t their friends. The Spider totem 
  tribes, for instance, are generally enemies of the centaur 
  hordes while the Grass and Kite totems are friendly.
  Humans of the West: The centaurs are often 
  eager to raid into the human lands of Perunalia, the 
  eastern Margreve, and Krakova. Though reasonably 
  well-defended lands, the many small villages and towns 
  there can provide plunder in the form of iron, wine, 
  beer, and salt, all of which are difficult to obtain on the 
  plains. Centaur raids to these western territories tend to 
  be entirely about carrying off goods of this kind.
  Ravenfolk: Centaurs and ravenfolk are somewhat 
  friendly—or at least not enemies. Ravenfolk are 
  considered goodly talespinners, clowns, and mischief-
  makers. Centaurs tend to enjoy their company for short 
  spans of time, and ravenfolk know not to overstay their 
  welcome. The centaurs respect the ravenfolk skill with 
  grAbbing the world  
  with both hAnds
  “I against my brother, my brothers and I against 
  my clan, then my clan and I against strangers” is a 
  well-known centaur saying. Centaurs have strongly 
  defined kinship relations that impact their lives in terms 
  of status and inheritance. Generally, the divisions split 
  into the immediate family, the clan, and sometimes 
  their horde. Often, ties of blood in a horde are tenuous. 
  It is not uncommon to reinvent genealogies when new 
  centaurs join a horde or clan.
  Conflict among centaurs is deadly. Often, “surrender” 
  translates to the death of all enemy combatants. 
  Adoption or servitude for a year and a day is purely 
  practical. On the Rothenian Plains, those without a clan 
  who cannot earn a place are cast off.
  Centaurs grab life with gusto and drain it to the 
  lees. Traveling, fighting, eating, drinking—whatever 
  they do, they do it with vigor. They are, in general, an 
  aggressive people and have evolved methods to live in 
  larger, specially organized groups as needed, even if it is 
  against their individual inclination.
  2
  g
  
  20
  stealth and runes and lore, and the ravenfolk respect the 
  raw strength and medical lore of the centaurs as well as 
  their endurance and far travels.
  Dwarves: Centaurs and dwarves are surprisingly good 
  friends as both worship Perun and Svarog in various 
  guises: the dwarf god of marriage and smithwork is 
  also the god of horses. The two races rarely compete 
  for territory, though occasionally they meet in battle as 
  mercenaries in the Seven Cities.
  seCrets of the plAins
  The mountains near a number of Yul clans are rich in 
  gold. The Yul build sluices to harvest free gold in streams 
  and use it to acquire more books through buyers. If 
  approached correctly, they are generous with gifts of gold. 
  When they are not in a generous mood, it is effective to 
  appeal to their love of information. Yul goldsmithing is 
  coveted throughout the Crossroads, the Northlands, and 
  the Mharoti Empire, but traders with a strong relationship 
  with the Yul obscure the origin of the pieces so as to avoid 
  attracting attention to the reclusive Yul horde.
  Sometimes centaurs kidnap members of other races, 
  either as hostages for ransom or (it is supposed) as 
  slaves. What is not commonly known is that most hordes 
  of centaurs have semi-nomadic communities of the 
  common races beholden to them, who farm the plains 
  with fast-growing crops, such as winter wheat, barley, 
  sunflowers, and a variety of vegetables. Generally, people 
  snatched are taken to these communities and integrated, 
  sometimes after disease or violence, other times after the 
  people of the community request new blood.
  These communities are guarded against depredation, 
  since their produce is the lifeblood of the horde. 
  Defending these communities is often the purview of 
  older centaurs, but in a bad year or during a blood feud, 
  younger centaurs are detailed to help their elders.
  It is considered lawful in centaur society to keep a 
  slave for a year and a day. If after this time a non-centaur 
  still desires to leave the community, that individual is 
  traditionally taken to settlements to the Far East and 
  gifted with a set of gold bracelets. The value of these 
  bracelets is generally based on the quality of work the 
  person delivered during the time of servitude.
  ChArACter options
  Centaur characters present a unique roleplaying 
  challenge for both players and GMs. As a race with a 
  radically different physiology to humans, players and 
  GMs must constantly remember how different life is for a 
  centaur than it is for a bipedal humanoid. The following 
  new mechanics help flesh out centaur characters and 
  personalize them as individual PCs.
  CENTAUR RACIAL TRAITS
  +2 Str, +2 Wis, +2 Con, −2 Int: Centaurs are strong, 
  tough, and wise in the ways of the natural world, but 
  they are not deep thinkers, builders, or planners.
  Tauric: Centaurs are monstrous humanoids.
  Large: Centaurs are Large creatures. This size gives them 
  a –1 size penalty to AC and on attack rolls, a +1 bonus 
  to CMB and CMD, and a –4 penalty on Stealth skill 
  checks. They do not gain a 10-ft. reach.
  Fast Speed: Centaurs have a base speed of 40 ft.
  Darkvision: Centaurs can see in the dark up to 60 ft.
  Quadruped: Centaurs gain a +4 racial bonus to CMD 
  against overrun and trip combat maneuvers and can 
  carry heavier loads than bipeds can. A centaur’s carrying 
  capacity is multiplied by 3.
  Hooved: A centaur cannot use standard feet slot magic 
  items, such as boots, but can use items specifically 
  intended for use by hooved creatures, such as magic 
  horseshoes.
  Skilled: Centaurs gain a +2 racial bonus to Craft (bows) 
  and Heal checks.
  Undersized Weapons: Although a centaur is Large, 
  its upper torso is the same size as that of a Medium 
  humanoid. As a result, they wield weapons as if they 
  were one size category smaller than their actual size 
  (Medium for most centaurs).
  Languages: Centaurs begin play speaking Centaur 
  and the Trade Tongue. Centaurs with high Intelligence 
  scores can also choose from the following: Dwarven, 
  Elven, Gnomish, or Tengu.
  Alseid And oinotAur
  Two varieties of centaurs exist in Midgard that differ 
  from the usual equine mold. The deer-like alseid are most 
  common in the Margreve forest but are found elsewhere 
  as well. The oinotaurs live in the mountains north and 
  south of the Rothenian Plains as well as in the Cloudwall 
  peaks. At the GM’s discretion, alseid and oinotaur 
  characters can select traits, feats, archetypes, spells, and 
  magic items specific to particular centaur hordes. Such 
  characters may even be adopted by a horde.
  ALSEID
  These shy, fey creatures have the upper body of an elf and 
  the hindquarters of a deer. An ancient people, their stories 
  claim they taught elves the secrets of bow making. They 
  typically live in forests, though curious youngsters wander 
  out to experience civilization.
  In the forest, they are usually solitary or travel in family 
  groups. They deal well with elves and shadow fey but keep 
  
  21
  other civilized races at arm’s length. Some socialize with 
  centaurs on plains adjoining the Margreve forest, but they 
  are rare further out on the Rothenian plains.
  Alseids who travel to more civilized areas are 
  sought out by arcane scholars, seeking insights into 
  their connection to Old Magic. They also often find 
  employment as scouts and gamekeepers.
  Alseid Racial Traits
  +2 Dex, +2 Wis, −2 Int: Alseids are dexterous and wise 
  but are not planners or thinkers.
  Tauric: Alseids are monstrous humanoids
  Medium: Alseids are Medium creatures and have no 
  bonuses or penalties due to their size.
  Fast Speed: Alseids have a base speed of 40 ft.
  Low-Light Vision: Alseids can see outdoors on a 
  moonlit night as well as they can during the day.
  Alseid Magic: Alseids add +1 to the DC of any saving 
  throws against Old World spells that they cast while in 
  the forest (see Tales of the Margreve).
  Woodfriend: When in a forest, alseids leave no tracks 
  and automatically discern true north.
  Weapon Familiarity: Alseids are proficient with all 
  spears and shortbows (including composite shortbows).
  Quadruped: Alseids gain a +4 racial bonus to their 
  CMD when defending against overrun and trip combat 
  maneuvers.
  Random Starting Ages
  Race   
  Adulthood
  Intuitive1
  Self-Taught2   
  Trained3
  Alseid
  30 years
  +3d6 years
  +5d6 years
  +7d6 years
  Centaur
  15 years
  +1d4 years
  +1d6 years
  +2d6 years
  Oinotaur
  15 years
  +1d6 years
  +2d6 years
  +3d6 years
  1 This category includes barbarians, oracles, rogues, and sorcerers.
  2 This category includes bards, battle scions, cavaliers, fighters, gunslingers, paladins, rangers, shadowsworn, spell-less rangers,  
  summoners, and witches.
  3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, shamans, theurges, white necromancers, and wizards.
  Aging Effects
  Race 
  Middle Age1 
  Old2 
  Venerable3 
  Maximum Age
  Alseid
  50 years
  70 years
  100 years
  100 + 2d10 years
  Centaur
  25 years
  40 years
  50 years
  50 + 2d10 years
  Oinotaur
  25 years
  45 years
  60 years
  60 + 2d10 years
  1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.                  3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  Random Height and Weight
  Race 
  Base 
  Height 
   Height 
  Modifier
  Base Weight 
  Modifier
  Weight 
  Modifier
  Alseid, male
  5 ft. 10 in.
  350 lb.
  2d8
  ×5 lb.
  Alseid, female
  5 ft. 10 in.
  335 lb.
  2d6
  ×5 lb.
  Centaur (Ganzorig), male
  6 ft. 4 in.
  1900 lb.
  2d12
  ×15 lb.
  Centaur (Ganzorig), female
  6 ft. 2 in.
  1850 lb.
  2d10
  ×13 lb.
  Centaur (Oyun), male
  6 ft. 6 in.
  1950 lb.
  2d12
  ×15 lb.
  Centaur (Oyun), female
  6 ft. 4 in.
  1900 lb.
  2d10
  ×13 lb.
  Centaur (Yul), male
  6 ft. 2 in.
  1850 lb.
  2d12
  ×15 lb.
  Centaur (Yul), female
  6 ft. 0 in.
  1800 lb.
  2d10
  ×13 lb.
  Oinotaur, male
  5 ft. 8 in.
  650 lb.
  2d8
  ×9 lb.
  Oinotaur, female
  5 ft. 6 in.
  625 lb.
  2d8
  ×9 lb.  
  2
  
  22
  Skilled: Alseids receive a +2 racial bonus on Perception 
  and Stealth skill checks.
  Languages: Alseids begin play speaking Centaur, 
  Elvish, and Trade Tongue. Alseids with high Intelligence 
  scores can also choose from the following: Briarclick 
  (the language of the Children of the Briar, see Midgard 
  Bestiary), Goblin, and Umbral.
  OINOTAURS
  Oinotaurs live in the northern Rothenian plains near 
  the mountains. They are smaller than centaurs with the 
  hindquarters of an onager. While individualistic, they 
  lack the fiery natures of their cousins. Instead, their focus 
  is the cerebral, and they consider themselves keepers 
  of the history and magic of the Rothenian Plains. The 
  carefully expanded cave complexes that house their 
  communities contain libraries of depth and insight, little 
  known to the greater world.
  When oinotaurs wander the world, they often travel 
  with centaur hordes where they serve as advisors since they 
  have no clan affiliation, are generally smarter, and are often 
  more temperate. Centaurs who mistake their smaller size 
  and intellectual bent for weakness are usually surprised at 
  their martial capability and physical toughness.
  OINOTAUR RACIAL TRAITS
  +2 Con, +2 Int/Wis/Cha (player’s choice), −2 
  Dex: Oinotaurs are wise, intelligent, personable, and 
  hardy, but they are not graceful.
  Tauric: Oinotaurs are monstrous humanoids.
  Medium: Oinotaurs are Medium creatures and have no 
  bonuses or penalties due to their size.
  Fast Speed: Oinotaurs have a base speed of 40 ft.
  Low-Light Vision: Oinotaurs can see outdoors on a 
  moonlit night as well as they can during the day.
  Oinotaur Steadiness: Oinotaurs gain Gang Up (see 
  Pathfinder Roleplaying Game: Advanced Player’s Guide) 
  as a bonus feat
  Weapon Familiarity: Oinotaurs are proficient with 
  short swords and halberds.
  Quadruped: Oinotaurs gain a +4 racial bonus to their 
  CMD when defending against overrun and trip combat 
  maneuvers.
  Skilled: Oinotaurs gain a +2 racial bonus to a 
  Knowledge skill of their choice. Knowledge skills are 
  class skills for oinotaurs.
  Languages: Oinotaurs begin play speaking Centaur, 
  Elvish, and Trade Tongue. Oinotaurs with high 
  Intelligence scores can also choose from the following: 
  Dwarven, Mharoti, Northern Tongue, or Huginn’s 
  Speech.
  CAmpAign trAits
  Centaurs know who they are and how they rank within 
  their clan and horde. The following traits help define a 
  centaur character’s background. Only centaurs may select 
  these traits.
  Born to the Bow (Combat)
  You have an intuitive sense of ranged weapons and know 
  where to aim to do the most damage. 
  Benefit: You gain a +2 trait bonus to all rolls to confirm 
  critical hits with bows (not including crossbows).
  Plains Companion (Magic)
  You were raised deep in the wilds, and may choose an 
  unusual creature as a companion. 
  Benefit: You may select a giant weasel (Pathfinder 
  Roleplaying Game: Bestiary 4) or giant tayra as an animal 
  companion, or a raccoon dog as a familiar, provided that 
  you have the appropriate class feature for this choice.
  Born of Two Hordes (Race)
  One of your parents was a member of a different horde, 
  and you possess qualities of both lineages. 
  Benefit: You are considered a member of the horde in 
  which you were raised but may immediately select 
  a regional trait from your other parent’s horde. In 
  addition, you are treated as belonging to both hordes 
  for prerequisites that require membership of a horde. 
  However, as you have not fully embraced the culture 
  and traditions of either horde, you are not fully trusted 
  by either and take a −2 penalty on Diplomacy checks to 
  influence their members
  Child of Yul (Regional: Yul)
  The spirit of the Yul is strong within you. 
  Benefit: You gain a +1 trait bonus to Will saves.
  Fearless Marauder (Regional: Oyun)
  You were born to raid and pillage and nothing scares you
  Benefit: You gain a +2 trait bonus on saves against fear 
  effects. This bonus increases to +3 while raiding.
  Fey Upbringing (Regional: Ganzorig)
  You were reared in the forests near where the elves dwell 
  or the shadow fey travel. You have danced with them and 
  survived the experience. 
  Benefit: You may select either the Elvish or Umbral 
  language. You speak this language for free. You gain a +1 
  trait bonus to status with either the elves (if you selected 
  Elvish) or the shadow fey (if you selected Umbral). If 
  you are not playing with the optional status rules, you 
  gain a +1 trait bonus to Charisma-based checks when 
  dealing with the race you selected.
  
  Fierce Raider (Regional: Oyun)
  You are a wild raider of the Oyun horde, and none dare 
  stand in the way of your charge. 
  Benefit: Intimidate is always a class skill for you, and you 
  gain a +2 trait bonus to Intimidate checks. This bonus 
  increases to +3 while raiding.
  Raised in Shadow (Regional: Ganzorig)
  You were raised in the forest, near places where the 
  shadow fey come and go. 
  Benefit: You gain +2 trait bonus to Will saves against 
  illusion and charm spells and effects.
  Sage (Regional: Yul)
  As a member of the Yul horde, you have studied esoteric 
  subjects. Select two Knowledge skills. 
  Benefit: You gain a +1 trait bonus to checks with those 
  skills, and one of them is always a class skill for you.
  Rising Star (Social)
  You have always been one of the hopes of your clan, 
  excelling in physical and mental contests since your youth. 
  This has earned you greater station among your people. 
  Benefit: You gain a +2 trait bonus to status when dealing 
  with members of your clan and a +1 trait bonus with 
  other centaur clans. If you are not using the optional 
  status rules, this becomes a +2 trait bonus to Charisma-
  based checks with members of your clan and a +1 trait 
  bonus with members of other clans.
  Tender Hooves
  You like the ease of city life, and you provided information 
  on a raid that aided a city’s defenders. This earned you a 
  place there and infamy in your clan or horde. 
  Benefit: Diplomacy is always a class skill for 
  you, and you gain a +1 trait bonus to that 
  skill. You take a −2 trait penalty to Status 
  when dealing with your clan and horde 
  and a +2 trait bonus to Status when 
  dealing with residents of the 
  Seven Cities or the Dragon 
  Empire (choose one). If you 
  aren’t using the optional 
  Status rules, you instead 
  gain a +2 trait bonus to 
  Diplomacy checks or +3 
  when interacting with 
  residents of the Seven 
  Cities or the Dragon Empire 
  (choose one) and a −2 trait 
  penalty to Diplomacy checks 
  when dealing with members of 
  your horde or −3 when dealing 
  with members of your clan.
  CentAur ArChetypes
  Centaur culture maintains a number of roles unique to 
  its society. These represent the elite and dedicated of their 
  race, and many who perform these roles go on to join the 
  bataar. The following racial archetypes are available to 
  centaurs of the indicated horde.
  GREEN WITCH (WITCH)
  Life on the plains and in the forests leads to a connection 
  with the land, and green witches exemplify that. These 
  witches focus on the creatures of the herds and the fields 
  of their people. They sing the crops and herds into 
  fecundity but can also blight the land and make 
  areas sterile if provoked. Their connection to the 
  23
  2
  
  24
  land also allows them to call on creatures to defend them. 
  This archetype is available to centaurs born to the Yul or 
  Ganzorig horde.
  Greenwhispering (Sp): Green witches can bless 
  or blight the health and fertility of flora and fauna 
  in their surroundings, increasing or decreasing their 
  productivity by 50% for one month by performing 
  a ritual that requires 10 minutes of undisturbed 
  concentration. This ritual targets plants and animals 
  in a 100-ft. radius of the green witch, and remains in 
  effect on animals and plants that later leave the area. 
  Plant creatures and animals may resist this effect 
  with a successful Will saving throw with a DC equal 
  to 10 + 1/2 the witch’s level + the witch’s Intelligence 
  modifier. The effect can be negated by a remove curse 
  spell or similar effect with a successful caster level 
  check against the DC of the greenwhispering effect. At 
  any one time, a green witch may only have a number of 
  greenwhispering effects active equal to her witch level. 
  This ability replaces the witch’s 1st-level hex. 
   If you are using the kingdom building rules in 
  Pathfinder Roleplaying Game: Ultimate Campaign, 
  greenwhispering’s effect on the productivity of the land 
  decreases or increases kingdom consumption. A green 
  witch may place a greenwhispering effect in any hex that 
  contains a farm or a fishery. A blessed farm decreases 
  consumption by 3 BP, and a blessed fishery decreases 
  consumption by 1.5 BP for each full kingdom turn the 
  greenwhispering is in effect. Conversely, a blighted farm 
  decreases consumption by only 1 BP, and a blighted 
  fishery decreases consumption by only 0.5 BP for each 
  full kingdom turn the greenwhispering is in effect. A 
  greenwhispering that takes effect part way through a 
  kingdom turn does not take effect until the following 
  turn, and only then provided that it was not negated 
  before it ran its full duration (one month).
  Cry the Fury (Sp): Twice per day, as a full-round 
  action, a green witch can summon animals to fight for 
  her, as per the summon nature’s ally I spell (animals 
  only). This becomes summon nature’s ally II at 6th level, 
  III at 8th level, IV at 10th level, V at 12th level, VI at 
  14th level, VII at 16th level, and VIII at 18th level. The 
  witch can always choose a lower level version of the 
  spell. This ability replaces the witch’s 4th-level hex.
  OYUN WRESTLER (FIGHTER)
  One of the important ways centaurs contest with each 
  other is a combination of wrestling and boxing. Champions 
  of this style are greatly respected. This archetype is 
  available to centaurs born to the Oyun horde.
  Weapon and Armor Proficiency: An Oyun 
  wrestler is not proficient with heavy armor or shields.
  Iron Hooves: At 1st level, an Oyun wrestler gains Iron 
  Hooves as a bonus feat. This ability replaces the 1st-level 
  fighter bonus feat.
  Oyun Wrestling: At 2nd level, an Oyun wrestler gains 
  Improved Unarmed Strike as a bonus feat. This ability 
  replaces the 2nd-level fighter bonus feat.
  Cunning Wrestler (Ex): At 3rd level, an Oyun 
  wrestler gains a +1 dodge bonus to AC. This bonus 
  increases by +1 for every four levels after 2nd to a 
  maximum of +5. This bonus does not apply when 
  wearing medium or heavy armor or when carrying 
  a medium or heavy load. This ability replaces armor 
  training 1, 2, 3, and 4.
  Strength in All (Ex): At 5th level, an Oyun wrestler 
  gains a +1 bonus on attack and damage rolls with natural 
  weapons and a +1 bonus to CMB, both improving by 
  +1 for every four levels beyond 5th (to a maximum of 
  +4 at 17th level). An Oyun wrestler can use its hooves 
  as a primary, rather than secondary, attack. This ability 
  replaces weapon training 1, 2, 3, and 4.
  Duck! (Ex): At 19th level, an Oyun wrestler gains 
  Improved Trip as a bonus feat and, once per round, can 
  make a trip attempt as a free action when it succeeds on 
  a melee attack roll with a natural weapon. If the Oyun 
  wrestler already has Improved Trip, it instead gains 
  Greater Trip. If it has both Improved Trip and Greater 
  Trip already, Oyun wrestler instead gains an additional 
  +2 bonus to trip attempts that stacks with the bonuses 
  from Improved Trip and Greater Trip, bringing the 
  total bonus from these feats to +6. This ability replaces 
  armor mastery.
  Weapon Mastery (Ex): This ability applies to 
  unarmed strikes and natural attacks.
  REDEGIVER (ORACLE)
  While many oracles possess knowledge, the redegiver 
  is a wise advisor and teacher, able to guide his people 
  and leaders with the wisdom of equine totem spirits. 
  This archetype is available to centaurs born to the Yul or 
  Ganzorig horde.
  Recommended Mysteries: ancestor, heavens, lore.
  Bonus Spells: peacebondUC (2nd), share memoryUM 
  (4th), communal share languageUC (6th), remove curse 
  (8th), true seeing (10th), guards and wards (12th), vision 
  (14th), moment of prescience (16th), time stop (18th). 
  These bonus spells replace the oracle’s mystery bonus 
  spells at these levels.
  Equine Speech (Ex): A redegiver can communicate 
  with normal horses, mules, donkeys, onagers, zebras, 
  and similar creatures at will as if under the effect of 
  a speak with animals spell. In addition, the centaur 
  
  25
  can speak with non-animal horse-like creatures, 
  such as nightmares, pegasi, unicorns, dragon horses, 
  hippocampi, hippogriffs, kelpies, nuckelavees, sagaris, 
  sleipnirs, and similar creatures (GM’s discretion as to 
  what qualifies). 
    A redegiver gains the ability to use wild empathy on 
  equine animals and creatures as a druid of the oracle’s 
  class level. If the PC has wild empathy already, levels 
  of redegiver stack with those from another class that 
  provides wild empathy but only for the purpose of 
  dealing with horses and horse-like creatures. Using 
  this ability on non-animal horse-like creatures, such as 
  nightmares and unicorns, imposes a −4 penalty on the 
  wild empathy check.
  Revelations: A redegiver must take the following 
  revelations at the listed levels.
  Knowledge of the Ages (Ex): As the time 
  mysteryUM revelation. A redegiver must take this 
  revelation at 3rd level.
  Thundering Wisdom (Su): Once per day, a redegiver 
  can spend one or more hours running at full gallop, 
  either alone or with other horses or centaurs. During 
  that time, the redegiver is performing a primal ritual of 
  communication with equine totemic spirits or spirits of 
  nature. The spirits give the oracle advice, answering one 
  or more questions on a single topic, depending on the 
  effect employed. At 1st level, their advice manifests as an 
  augury spell with a 50% base chance of success. At 5th 
  level, the redegiver can choose for the advice to take the 
  form of a divination or augury spell with 70% chance of 
  success. At 9th level, the redegiver can choose for the 
  advice to manifest as a commune spell with no material 
  component required or as a divination or an augury. 
   The redegiver can increase the base chance of success 
  by running for a longer period of time. Each additional 
  hour spent running beyond the first increases the chance 
  of success of the augury and divination effects by 5% to a 
  maximum of 95%. When using the commune effect, the 
  centaur can ask a number of additional questions equal 
  to the number of hours it ran beyond the first. 
    Any fatigue or exhaustion does not set in until after 
  the questions are answered. If the centaur runs for a 
  number of hours equal to or greater than one-quarter 
  of its Constitution score, the redegiver is fatigued at the 
  end of the run. If the redegiver gallops for a number 
  of hours equal to or greater than half its Constitution 
  score, it is exhausted at the end of the run. The fatigue 
  or exhaustion occurs regardless of the success of the 
  divination effect used. 
     If a redegiver with the Endurance feat runs long 
  enough to suffer fatigue, it can ignore the effect. If it 
  runs long enough to become exhausted, it is instead 
  only fatigued. A redegiver must take this revelation at 
  1st level.
  CentAur equipment 
  Centaurs must carry their belongings everywhere, so they 
  are quite particular about what goods they make and keep. 
  A few special items are rarely found with any other race.
  HOOFBOOTS
  These leather hoof coverings are used by centaurs who 
  prefer not to wear horseshoes. Metal can be scarce in many 
  places on the plains, and this a popular alternative. In some 
  cases, hoofboots have a metal or metal-studded portion 
  at the bottom of the hoof. This makes the boot somewhat 
  uncomfortable but affords greater protection and makes 
  stealth at least somewhat more likely. Hoofboots grant a 
  +1 circumstance bonus to Stealth checks.
  Weight 2 lb. Price 10 gp
  MAJRA
  A majra is a thin piece of wood with a groove cut into it 
  and a small loop for an archer’s draw hand. It allows an 
  archer to use arrows shorter than the draw of his bow, 
  including crossbow bolts. Small arrows and bolts can be 
  fired from a Medium bow using a majra and deal damage 
  as though they were the correct size. Using the Majra 
  imposes a −2 penalty on attack rolls with the bow unless 
  the wielder has the Exotic Weapon Proficiency (majra) 
  feat. It is extremely rare for centaurs to teach the use of 
  the majra to those outside their race.
  Weight 1 lb.; Price 50 gp
  THE LORE OF PERUN’S CHOSEN  
  BY BRIGHTMANE
  Sung by Brightmane and recorded by Harvin the Scribe, 
  this tome is a history of the centaurs, including the wild 
  claim that they created a great empire in the east and 
  abandoned it. The history was transcribed by a Yul while 
  waiting for centaur loregivers to decide which story they 
  wished to tell one evening. It is written in the Centaur 
  language, details the oral histories of centaurs, and is 
  rarely seen outside Yul communities.
  A character in possession of this text and an hour to 
  reference it may add +4 to any Knowledge (history or 
  local) checks and bardic knowledge checks made with 
  regard to centaurs or the Rothenian Plains. It can be 
  incorporated into incantations by a single performer, 
  providing a +3 bonus to Knowledge (local and arcana) 
  checks during incantations that affect plants and animals.
  Weight 1 lb.; Price 4,000 gp
  2
  
  26
  YEW POISON
  Type injury; Save Fort DC 13
  Onset 1 min.; Frequency 1/min. for 6 min.; Effect 1d2 
  Con damage; Cure 2 saves
  Price 450 gp
  This poison is brewed from yew berries and wood. The 
  centaur methods for distilling it are secret and allow its 
  use as an injury rather than ingested poison.
  CentAur mAgiC items
  Centaurs know the secrets to creating  many unique 
  items that reflect their worldviews and strange forms.
  Belt of Tauric Unity
  Price 21,000 gp; Slot belt; CL 7th; Weight 1 lb.;  
  Aura moderate transmutation
  This wide, soft leather belt has a metal clasp. A centaur 
  wearer can assume either the form associated with his 
  torso or with his lower half, as per the beast shape II 
  spell, three times per day for up to 7 minutes at a time. In 
  essence, the wearer can become a human who looks like 
  his upper half or a horse which looks like his lower half. 
  Each time the centaur uses the belt, he chooses whether 
  to take human or equine form. Equipment worn in either 
  form that is inappropriate to the new form melds with 
  the body and becomes inert. Each form cannot use any 
  feats or abilities that require missing elements of the 
  alternate form.
  CONSTRUCTION REQUIREMENTS
  Cost 10,500 gp
  Craft Wondrous Item, alter self, beast shape II
  Horseshoes of Light Stepping
  Price 3,000 gp; Slot feet; CL 1st; Weight 1 lb.; Aura faint 
  transmutation
  These horseshoes allow the wearer to move over terrain 
  as if she weighed a tenth of her actual weight. They make 
  the wearer less likely to cause collapses on treacherous 
  flooring, icy lakes, and fragile rock formations. The wearer 
  also reduces any size penalty to Stealth checks by 2.
  CONSTRUCTION REQUIREMENTS
  Cost 1,500 gp
  Craft Wondrous Item, feather step, creator must be a 
  centaur
  Sacred Apple Brandy Elixir
  Price 2,000 gp; Slot none; CL 5th; Weight 1 lb.; Aura 
  moderate conjuration
  This potent brandy is distilled from apples from the sacred 
  groves and imparts some of their virtue. A draught of this 
  beverage neutralizes all poisons and cures all diseases.
  CONSTRUCTION REQUIREMENTS
  Cost 1,000 gp
  Craft Wondrous Item, neutralize poison, remove disease
  Horseshoes of Light Stepping, Greater
  Price 4,000 gp; Slot feet; CL 3rd; Weight 1 lb.; Aura faint 
  transmutation
  These function as horseshoes of light stepping except the 
  wearer reduces any size penalty to Stealth checks by 4.
  CONSTRUCTION REQUIREMENTS
  Cost 2,000 gp
  Craft Wondrous Item, feather step, levitate, creator must 
  be a centaur
  feAts
  These feats provide options to help bolster and enhance 
  the natural strengths and qualities of the centaur race.
  BRUTAL BATTERING [Combat]
  You can overrun your enemies.
  Prerequisite: Centaur born to the Oyun horde, Iron 
  Hooves.
  Benefit: You gain a trample attack.
  FOREST’S BLESSING
  You are at home in the forest, and it suffuses every breath.
  Prerequisite: Centaur born to the Ganzorig or Yul horde, 
  Iron Hooves.
  Benefit: Whenever you move, you may move through 10 
  ft. of undergrowth or 5 ft. of heavy undergrowth each 
  round as if it were normal terrain. This allows you to 
  take a 5-ft. step into undergrowth but not into heavy 
  undergrowth. You also gain a +1 bonus to skill checks 
  and ability checks in forest terrain.
  INTUITIVE MAGIC
  The magic of your heritage can fuel an additional spell.
  Prerequisites: Centaur born to the Yul horde, caster  
  level 3rd.
  Benefit: Once per day, as a swift action, you can either 
  recall a spell you have already cast if you are a prepared 
  caster or regain the use of a spell slot you have used if you 
  are a spontaneous caster. The spell or slot must be at least 
  1 level lower than the highest level spell you can cast.
  
  27
  IRON HOOVES [Combat]
  You have learned to fight using hooves as well as weapons.
  Prerequisite: Centaur born to the Oyun or Ganzorig 
  horde.
  Benefit: You can attack with your front hooves as a 
  secondary natural attack. Each hoof does 1d4 points of 
  bludgeoning damage.
  WIND’S FURY [Combat]
  The rush of movement adds accuracy and vigor to  
  your attacks.
  Prerequisite: Base attack bonus +4, centaur born to the 
  Oyun horde, Dexterity 13, Dodge, Mobility, Spring 
  Attack or Shot on the Run.
  Benefit: When you attack using either the Spring Attack 
  or Shot on the Run feats, you gain a +2 bonus to attack 
  and damage rolls.
  YUL RITUAL MAGIC [Metamagic]
  You know secret Yul rituals that bolster the power of 
  your magic.
  Prerequisites: Centaur born to the Yul horde, caster level 
  5th.
  Benefit: You can choose to increase the casting time of 
  a spell to gain a +1 bonus to your caster level for that 
  spell. For the purposes of this feat, increase a swift 
  action casting time to a standard action, a standard 
  action to a full-round action, and a full-round action to 
  a 1-round action. If the spell has an original casting time 
  of 1 round or longer, double the casting time.
  ZEPHYR’S KISS
  You are as fleet as the wind that rustles through the 
  forest leaves.
  Prerequisite: Centaur born to the Ganzorig horde.
  Benefit: When you are wearing light or no armor, your 
  base speed increases by 10 ft. or 15 ft. when you are in a 
  forested environment. You lose the benefit of this feat if 
  you carry a medium or heavy load.
  spells
  Centaurs led by their spiritual leaders are a terror to 
  behold. These spells are centaur secrets that enhance the 
  strengths the centaur race already possess.
  DREAD CHARGE
  School transmutation; Level bard 1, cleric 1, druid 1, 
  inquisitor 1, magus 1, sorcerer/wizard 1, witch 1
  Components V, S
  Casting Time 1 swift action
  Range touch
  Target one hooved creature
  Duration 1 min./level (D)
  When charging, the recipient of this spell gains an 
  enhancement bonus to its base land speed of 30 ft. and a +4 
  bonus to combat maneuver checks made to overrun. When 
  running, its speed multiplier is increased by 2. Thus, if the 
  creature’s speed is multiplied by 4 normally, it is instead 
  multiplied by 6 while under the effects of this spell.
  PILLAGING WIND
  School transmutation; Level bard 3, cleric 3, druid 3, 
  inquisitor 3, magus 3, sorcerer/wizard 3, witch 3
  Range close (25 ft. + 5 ft./2 levels)
  Targets one hooved creature/level, no two of which can 
  be more than 30 ft. apart
  As the dread charge spell, except as noted above, and the 
  targets can ignore the effects of difficult terrain when 
  charging or running on land for the duration.
  THUNDERING HOOVES
  School transmutation; Level bard 0, cleric 0, druid 0, 
  inquisitor 0, magus 0, sorcerer/wizard 0, witch 0
  Components V, S
  Casting Time 1 swift action
  Range touch
  Target one hooved creature
  Duration 1 round
  While under the effects of this cantrip, a creature that 
  succeeds with a hoof attack at the end of a charge deals 
  an additional 1d6 points of sonic damage.
  ZEPHYR RAID
  School transmutation; Level bard 2, cleric 2, druid 2, 
  inquisitor 2, magus 2, sorcerer/wizard 2, witch 2
  Range close (25 ft. + 5 ft./2 levels)
  Targets one creature/level, no two of which can be more 
  than 30 ft. apart
  As the dread charge spell, except as noted above.
  2
  
  dArAkhul
  LORDS OF AN UNDEAD EMPIRE
  3
  
  29
  I
  n the lightless depths beneath the ground, an empire 
  of devouring ambition grows and plots and dreams. 
  They call themselves the People, but by those who 
  know of them and their nefarious goals, they are called 
  the Subterranean Lords, the Ghoul Imperium, or, simply, 
  the Empire of Ghouls. Their cities lie out of sight, their 
  agents infiltrate the underworlds of a score of surface 
  cities, and their hunger knows no limits.
  To them, those who are not the People are food—
  the living must be pacified and domesticated, so their 
  breeding sustains a ruling class of cannibalistic undead. 
  Their empire maintains complex social structures and 
  forges powerful alliances. They scheme and plot. They 
  hunger for the flesh of both living and dead.
  They are the darakhul, and they seek nothing 
  less than to devour the world.
  history And origin
  The attempt to identify the first darakhul is as 
  hopeless as identifying the first lich or vampire. 
  The modern Imperium tracks progeny and heralds 
  the great ancestors of the race, made easier by the 
  fact that, as unliving creatures, some of its earliest 
  champions endure to the present day. The Imperium 
  has not always existed, though, and the first darakhul 
  progenitors hail from millennia ago. Scholars of 
  undeath debate whether the first ghouls spawned 
  spontaneously from starved corpses or whether a 
  demonic patron seeded the world with the monsters, 
  but the identities of the first darakhul remain 
  shrouded in conjecture.
  The modern history of the race is less open to 
  debate. The Imperium began just under three centuries 
  ago after Tonderil the Bonebreaker fought a 23-year 
  war to unite the most powerful darakhul lieges under 
  his own crown. Though his name is remembered with 
  titles like First among Necromancers and General of the 
  Royal Bastards, his reign was significantly shorter than 
  his campaign to claim it. In his ninth year as Emperor, 
  he died leading the charge that broke the duergar lines 
  in the Battle of the Dwarfvault near Gonderif. His great 
  legacy includes military unification of the People and the 
  founding of the Temple of the Hungry God.
  As Tonderil’s successors advanced the cause and 
  maintained the Imperium, drow, duergar, and other 
  cities fell one after the other. The Empire of the Ghouls 
  profited in coin, in land, in slaves, and in food. The 
  forefathers who inherited the Imperium took stock of 
  the race’s accomplishments and applied the principles 
  of martial meritocracy to every darakhul. The People 
  have produced powerful champions in the many decades 
  since. Haresha Winterblood expanded the empire in 
  every direction, taking caverns just below the surface, 
  delving deep to build strongholds in vast subterranean 
  vaults, and sacking cities everywhere. The infamous 
  Sergival of the Shackles forged an immense slave trade 
  under the guise of the cave dragon Dreadwing, feeding 
  on mortal tributes from across the world. Arcanist 
  Antovian Surmidus used illusion and necromancy to 
  forge the tradition of disguise now known as the Cloak 
  wherein hundreds of darakhul infiltrate every people and 
  path, disguised as breathing mortals working as soldiers 
  and shepherds, butchers and bookbinders.
  The fourth and reigning Pale Emperor Nicoforus 
  sought revenge on an alliance of drow and duergar whose 
  best assassins slew his predecessor. Nicoforus sent legions 
  of ghouls to their cities and razed them. Every dark elf 
  and every gray dwarf was eaten or turned to replace 
  3
  
  30
  g
  dArAkhul And 
  lAntern beetles
  In Midgard, the darakhul have an affection for
  lantern beetles, owing to centuries of cultivation for
  a variety of uses. While their glow is useful, they are
  primarily pets and familiars, providing a rare area of
  sentimental attachment. Below ground, the darakhul
  breed lantern beetles in the tens of thousands, using
  them in clever traps to ward off creatures afraid
  of their bright green glow. They also use them for
  aesthetic reasons, providing color to the stark 
  blackand-white of their darkvision.
  Lantern beetles exist both above and below the
  surface. When venturing above ground, darakhul
  use their colored light as a signal to other darakhul
  for secret gatherings and arrange the light to avoid
  suspicions that arise from their cold skin and pale
  color. In many surface cultures, lantern beetles carry
  the stigma of death or other mystical properties, but
  almost none know the beetles are a practical indicator
  for the presence of the Imperium
  darakhul losses. Today, the two races sneer bitterly at the 
  mention of the Tide of Ghouls. Other races may hate or 
  fear them, but at least, subterranean humanoids know 
  the threat posed by the Imperium. Surface races remain 
  blissfully unaware or unconcerned about the aggressive 
  race of militant ghouls. Their armies number in the 
  thousands, and they can strike from any crypt or cavern.
  beliefs And Culture
  Darakhul society prospers insofar as it can blend its 
  inherent contradictions. The People endure constant 
  hunger, forever at the whim of their supernatural 
  appetites. They balance their slavery to this single passion 
  with a brutally enforced respect for authority. Without 
  doubt, this structure favors the progenitors who already 
  rule, but the Imperium makes no pretense of equality or 
  fairness. The old guard, as much in charge as when they 
  were the new guard, maintain that without militant order 
  the People would implode with ravenous fury.
  Darakhul embrace a cruel philosophy fitting for a 
  race of undead creatures. Because of their long unlives, 
  complicated political games and slowly developing plots 
  have strong appeal. Darakhul sires necessarily master the 
  innuendo and tactics of a given Court of the People, lest 
  they fall prey to a cleverer ghoul. Their expertise helps 
  them train assassins and spies, and their caution shields 
  them from infiltration in return. Constant conflict and 
  unceasing ambition create boundless opportunities for 
  a darakhul eager to advance her career and the plight of 
  her people. Their eagerness to succeed complements their 
  dark sense of patriotism.
  Darakhul remember their past lives, though they tend 
  to denigrate the person they were in their breathing 
  days. Though many who study the undead assume this 
  is a product of re-education by their new masters, the 
  constant hunger and sudden lack of mortality contribute 
  as well. Nothing changes perspective like rising from the 
  grave stronger and more frightening.
  RELIGION AND POLITICS
  Darakhul from any culture gravitate easily toward 
  worship of the heinous gods of cannibalism and undeath. 
  Their hunger sanctioned and their immortality deemed 
  a sign of destiny, the People seek at least tacit approval 
  from the clergy of their vast underground cathedrals 
  where regular feeding occurs with ritualistic savagery. 
  Those hidden in other societies know of nearby darakhul 
  and often gather in the name of local dark gods or at 
  least in the name of mutual survival. Even among those 
  who scoff at religious trappings, the magical nature of 
  darakhul existence compels most to at least give lip 
  service to the divine.
  Devout darakhul terrify even those who share their 
  taste for the living flesh and blood. Adding priestly 
  power to their beastly nature, a darakhul believer truly 
  subjugates his hunger to that of his divine patron. 
  Frequently, these ghouls form cults that allow them 
  to further the Imperium’s influence while sating their 
  hunger. Below the surface where great enclaves of 
  darakhul vie for domination of the world above, they 
  build fantastic churches, hold bloody masses, and 
  pronounce internal judgment on traitors to the faith. 
  While darakhul society almost uniformly forbids the 
  practice of consuming other ghouls, powerful churches 
  pass a ritual sentence for treason called “moad kavol” 
  (darakhul, “the Eater shall be eaten”). For those who 
  betray a congregation of darakhul faithful, there is no 
  worse end than the abject humiliation and final death of 
  this mass communion.
  Servants of rival gods remain the most ubiquitous and, 
  perhaps, the most dangerous foe to the darakhul. Their 
  ability to channel positive energy can mean a terrible 
  burning True Death for the ghoulish, especially if caught 
  unawares and unable to escape. This reinforces the need 
  for a quality disguise to conceal a darakhul player character 
  from the clerics who see all undead as an abomination.
  A darakhul seeking enlightenment or carrying out 
  the dictums of the empire is not about to eat the miller’s 
  daughter—but the local priest may not be willing to 
  
  31
  g
  dArAkhul And ghouls
  While ordinary ghouls enjoy several eerie features and 
  fantastic ability scores, they rarely fit in among the 
  living. Individual ghouls typically live in graveyards 
  and feed on decaying flesh, forsaking their potential in 
  favor of easy meals and infrequent persecution. They 
  rarely remember much of their lives before becoming 
  ghouls, and many exhibit signs of insanity and 
  demonstrate extremely poor hygiene.
  Darakhul slide more easily into social settings and 
  carry a level of ambition their cousins frequently lack. 
  This could be due to specific demonic investment or 
  because the progenitor darakhul instill their progeny 
  with a sense of purpose. Regardless, the Advanced 
  Races Compendium presents the opportunity for PCs 
  and NPCs to crawl from the apotheosis of undeath 
  and play a character more capable of fitting in with 
  living humanoids.
  take that chance. A darakhul character faces unending 
  prejudice from surface societies, and he faces an existence 
  as a perpetual outsider, even among fellow adventurers. 
  This relationship must be reestablished with the death 
  and replacement of each party member, allowing for 
  interesting roleplaying that should be considerate of the 
  other players’ feelings.
  At the very least, in-game social interactions will be 
  complicated. Make sure everyone at the table is willing 
  to work with a character who is an undead racial pariah 
  either struggling to conquer the enemy within or 
  concealing an awful secret as he faces the enemies abroad.
  roleplAying A dArAkhul
  Without question, the darakhul are feared and reviled 
  by almost any who know if the Imperium. Even 
  subterranean races, rife with assassins and slavers, 
  view the People with jealousy and suspicion. That the 
  darakhul are a race comprised of the deceased members 
  of their neighbors adds to the dread. Darakhul from the 
  Imperium profit from this reputation. Their transition 
  to undeath and immortal bond with their darakhul sires 
  galvanizes them against potential rivals, affording them 
  a level of organization and unity rarely found among 
  intelligent undead or mortal evil races.
  Darakhul who break away from the Imperium still 
  retain some of the arrogance and craftiness of their 
  parent culture. Their effort to strike a balance between 
  self-discipline and supernatural hunger suffers the lack of 
  connection to their peers, who use a common mission as 
  distraction from their appetites to accomplish their goals 
  as an undead nation.
  INTO THE LARGER WORLD 
  Many darakhul enjoy both the fulfilling purpose of 
  serving the Empire of the Ghouls and the independence 
  of venturing into the wider world on the business of 
  the empire. Maintaining their state requires envoys and 
  ambassadors, messengers, scouts, and commerce, as well as 
  knowledge of events in the surface world. These relatively 
  diplomatic undead engage with races they might otherwise 
  consider food out of duty and with a specific purpose.
  However, other members of their kind have no such 
  obligations. For adventuring darakhul, those in self-
  imposed exile, or those who never belonged to the 
  Imperium, the quest to master their own hunger, to 
  transcend their role as a predator of sentient beings, is as 
  much a part of their journey as the current quest du jour. 
  These characters want to grow beyond their ghoulish 
  appetites and regain some part in the cultures and 
  societies of their former lives, and they cannot overcome 
  their nature unless they confront it.
  This disparity between the more common intelligence-
  gathering missions or political maneuvering and their 
  self-improvement and transcendence—as well as the blind 
  aggression of less controlled undead—means other people 
  view the darakhul with suspicion and hostility. It is difficult 
  but not impossible for a darakhul to allay those fears. 
  THE CLOAK AND ANONYMITY 
  A quality disguise remains one of the best tools for a 
  darakhul among the breathing, and almost all ghouls 
  traveling on the surface maintain a masterwork 
  disguise kit and a concealing outfit associated with a 
  cover identity. Darakhul from the Imperium call the 
  adoption of a public disguise “the Cloak,” and darakhul 
  law proscribes punishment for a ghoul who disrupts 
  another’s Cloak without good reason. The Imperium 
  adopts the practice out of a need to protect its assets both 
  above and below ground, but its rulers and officials also 
  view the betrayal of unaffiliated darakhul as a risk to the 
  nation’s goals and reputation. 
  Few can challenge a ghoul’s skill at disguise. Their 
  options include the wrappings of a leper, the enshrouding 
  robes of arcane casters within the Magocracy of Allain, 
  the veils of the Siwali ladies, or the desert raiders of the 
  Tamasheq. Darakhul typically master one or two disguises 
  that help them manipulate a given community but, 
  sometimes, maintain a third identity in case they need to 
  shift blame for their actions on another or for when they 
  need to throw pursuers off their scent during a carefully 
  planned escape. Without exception, the Imperium expects 
  that a ghoul who loses his Cloak will either project blame 
  3
  
  32
  g
  dArAkhul Age, height,
  And weight
  Darakhul differ from most races because they don’t 
  physically age after their conversion to undeath. As a 
  result, when determining the age and size of a darakhul 
  character, use the tables provided for its original race. 
  Darakhul gain the benefits to mental abilities scores 
  for aging, but take no penalties to their physical scores 
  once they’ve risen as a ghoul. Choose how old the 
  character was when it became darakhul and apply all 
  mental age modifiers and any physical age modifiers up 
  to that point. All darakhul weigh about 25% less than 
  their original race.
  for his actions on someone else or embrace the Hunger 
  and convince inquisitive minds that his existence is 
  merely an unfortunate occurrence of undeath.
  In cases where a cover identity is impractical, a skillful 
  application of cosmetics and a few gold coins are often 
  enough to make an eccentric request for privacy much 
  more reasonable. Getting raw meat surreptitiously 
  delivered is another challenge left to the imagination of 
  the player.
  dArAkhul ChArACters
  Darakhul are not born but, instead, rise from the death 
  of a humanoid infected with darakhul fever. Only 
  darakhul sires can inflict a creature with this disease, 
  which burns the life from its victims until a cold corpse 
  rises to replace the once-living subject. The resulting 
  darakhul has the following traits.
  +2 Dexterity, +2 Charisma: Darakhul are nimble 
  and social. As undead, they have no Constitution score, 
  but darakhul characters built using a point-buy system 
  must assign at least a score of 10 to their Constitution.
  Undead: Darakhul have the undead type, and possess 
  all the traits and immunities described in the Pathfinder 
  Roleplaying Game: Advanced Race Guide. A darakhul 
  retains its humanoid subtype and gains the augmented 
  subtype as well.
  Small or Medium size: Darakhul can be Small 
  or Medium creatures. If Medium, a darakhul has 
  no bonuses or penalties due to size. If Small, the 
  darakhul gains a +1 size bonus to AC, a +1 size bonus 
  on attack rolls, a −1 penalty to CMB and CMD, and 
  a +4 size bonus on Stealth check. Regardless of size, 
  the darakhul retains some resemblance to its original 
  humanoid subtype.
  Bite Attack: A darakhul has a natural bite attack that 
  deals damage according to his size (1d4 for Small, 1d6 
  for Medium). This attack is a primary natural attack.
  Channel Resistance: A darakhul gains a +2 bonus on 
  saves to resist the effects of channeled positive energy.
  Hunger: Each day, a darakhul must consume at least a 
  small meal of fresh or rotting meat. A darakhul that does 
  not feed for more than 24 hours must make Charisma 
  checks to avoid starvation (see the Pathfinder Roleplaying 
  Game Core Rulebook). Damage from starvation is lethal 
  damage for darakhul. Once starvation sets in, only 
  a meal consisting of one full pound of flesh ends the 
  condition. Once a ghoul takes lethal damage, he must 
  make a Will save whenever he makes a Constitution 
  check. Failure indicates the darakhul obeys the 
  compulsion to feed on any creature available, including 
  allies or even himself. A starving darakhul must confirm 
  a critical hit with his bite attack in order to tear off 
  enough meat to satisfy this compulsion.
  Light Blindness: Prerequisite: Darkvision or see in 
  darkness trait; Weakness: Abrupt exposure to bright 
  light blinds members of this race for 1 round. On 
  subsequent rounds, they are dazzled as long as they 
  remain in the affected area.
  vAriAnt dArAkhul
  The darakhul race fuels the Imperium with individual 
  identities. The diverse races and skills of the darakhul 
  result in variant undead who resemble one another 
  but display remarkable differences. The following are 
  examples of this variety of roles and abilities, born from 
  the darakhul’s breeding, grooming, or both.
  Aquatic: Because ghouls have an aquatic analog, it 
  follows that darakhul fever infects merfolk, sea elves, 
  tritons, and others. Aquatic darakhul gain the deepsight 
  and swim traits but lose their normal darkvision.
  Infiltrator: Lacking the usual pallor of darakhul, an 
  infiltrator strongly resembles its host race. An infiltrator 
  does not have the light blindness trait and exchanges his 
  racial ability modifiers for a single +2 racial bonus to 
  the ability score of his choice. He also gains the flexible 
  bonus feat trait.
  Necrophage: Consummate masters of undeath, 
  necrophages gain the fell magic trait. They exchange 
  their racial bonus to Dexterity for a +2 racial bonus to 
  Intelligence. Necrophages lose their bite attack.
  Ravenous: Darakhul who feed on undead flesh risk 
  becoming frenzied feeders who consume flesh without 
  ever being sated. Such beasts have the carrion sense and 
  fast traits.
  
  33
  Skulker: These underground guides and scouts replace 
  their channel resistance and racial ability modifiers for 
  a +2 racial bonus to Strength, a burrow speed of 20 ft., 
  and 2 claw primary attacks. They also gain the sunlight 
  powerlessness advanced trait.
  Other variant darakhul retain vestiges of their original 
  race, creating subraces that vaguely resemble the 
  creatures they once were.
  Drow: Some darakhul of drow decent replace their 
  normal darkvision with darkvision 120 ft. and the lesser 
  spell resistance trait. They also gain the vulnerable to 
  sunlight trait.
  Dwarf: Some darakhul of dwarf descent have the greed, 
  stability, and stonecunning traits. They lose their +2 
  racial bonus to Dexterity.
  Elf: Some darakhul of elf descent exchange their bite 
  attack for the elven magic trait. In addition, they 
  gain the weapon familiarity trait. Elven darakhul are 
  proficient in light blades and treat all elven weapons as 
  martial weapons.
  Gnomes: Some darakhul of gnome descent are Small in 
  size and have the gnome magic trait.
  Halfling: Some darakhul of halfling descent are 
  ironically lucky. They have the lesser lucky trait and 
  Small size.
  Trollkin: Some darakhul of trollkin descent have the 
  inhuman vigorARC and natural armor traits. They have a 
  −2 racial penalty to Intelligence.
  dArAkhul sires
  The strongest darakhul come from the strongest 
  progenitors. While the average darakhul is more powerful 
  than in his breathing days, a darakhul sire (females are 
  called dames) creates undead progeny with both pedigree 
  and power. Such creatures remain suitable as PCs but have 
  an effective character level of their class levels +1 until 
  6th level. This can be waived by a careful GM, or it can be 
  balanced by a −1 penalty to attack rolls, saves, and skill 
  checks until 6th level. Darakhul sires have the same traits 
  as regular darakhul, in addition to the traits below.
  +4 Dexterity, +2 Intelligence, +2 Charisma: 
  Darakhul sires are practiced skulkers with quick wits 
  and social skills. These bonuses replace the common 
  darakhul’s racial ability modifiers.
  Channel Resistance +4: Darakhul sires gain a +4 
  bonus on saving throws to resist the effects of channeled 
  positive energy. This replaces the common darakhul’s 
  channel resistance trait.
  Natural Armor: Darakhul sires have a +2 natural 
  armor bonus to AC.
  Disease (Su): The bite of a darakhul sire inflicts 
  humanoids with a horrifying disease called darakhul 
  fever. The save DC for the disease is equal to 10 + 1/2 
  the sire’s racial Hit Dice + Charisma modifier. 
  Darakhul Fever: Bite—injury; save Fort DC 13; onset 1 
  day; frequency 1/day; effect 1d3 Con and 1d3 
  Dex damage; cure 2 consecutive saves. The save DC is 
  Charisma-based. A humanoid who dies of darakhul 
  fever rises as a darakhul at the next midnight. A 
  humanoid who becomes darakhul in this way retains 
  the abilities it had in life. It is not under direct control 
  of any other darakhul, but a sire gains a +8 racial 
  bonus to Diplomacy checks made to influence any of 
  its progeny.
  CAmpAign trAits
  In games where PCs can choose campaign traits, players 
  can choose from the traits below. At the GM’s discretion, 
  a player with a darakhul PC can also choose from traits 
  available to his original background and race.
  ECHOS OF LIFE (TRAIT) 
  Your body has not forgotten everything that made you 
  what you once were. 
  Benefit: You may take one trait associated with your 
  previous race or ethnicity.
  ESCAPED FROM THE PITS (TRAIT) 
  You spent time in the slave pits of the darakhul, but you 
  escaped to reach the surface. 
  Prerequisite: Non-darakhul character or feral darakhul.
  Benefit: You may learn the Darakhul tongue at character 
  creation. You gain a +1 trait bonus to Survival checks, 
  and Survival is always a class skill for you. In addition, 
  you gain a +1 racial bonus on attack and damage rolls 
  made against darakhul.
  FERAL DARAKHUL (TRAIT) 
  You were infected with darakhul fever, died, and awoke 
  transformed into a darakhul. You never saw the empire 
  and have continued to live on the surface. 
  Benefit: Having lived and hidden your hunger for so 
  long, you have a +1 trait bonus to Bluff and Disguise 
  checks made to conceal your nature. You gain a +2 trait 
  bonus on Survival checks made to scavenge for meals.
  FRETLOCK REBORN (TRAIT) 
  You became a darakhul in the subterranean city of 
  Fretlock, and you left the dark city with the stolen loot of 
  Morgau’s crypts. 
  Benefit: Your starting money increases by 900 gp. You 
  may spend this on minor magic items or masterwork 
  3
  
  34
  goods, but these objects bear the crests of nobility and 
  gentry in Morgau.
  GNAWBONE REBORN (TRAIT) 
  You became a darakhul in the subterranean city of 
  Gnawbone, and you left with more than a passing 
  knowledge of the vermin bred there. 
  Benefit: You may select the Derro or Drow language; 
  you speak this language for free. You have a +1 bonus 
  to Knowledge (dungeoneering) checks, and Knowledge 
  (dungeoneering) is always a class skill for you.
  IMPERIAL LINEAGE (TRAIT) 
  You were created by a powerful member of the darakhul 
  nobility. While they may not want you nearby, your 
  reputation still benefits.
  Benefit: You may choose the Darakhul language; you 
  speak this language for free. You gain a +1 bonus to 
  Status in the principalities of Morgau and Doresh and 
  within the Empire of the Ghouls.
  SURFACE VETERAN (TRAIT) 
  You have survived as a flesheater among the mortals of 
  the surface. 
  Prerequisite: Darakhul. 
  Benefit: You’ve learned to handle the bright light of day 
  better than others. You are not blinded when suddenly 
  exposed to bright light. In addition, you gain a +1 trait 
  bonus on Disguise checks, and Disguise is always a class 
  skill for you.
  fAvored ClAss options
  The following favored class options are available to 
  darakhul in place of the standard hp or skill rank.
  Antipaladin: Add +1/2 to the antipaladin’s channel 
  resistance
  Barbarian: Add +1 to the barbarian’s number of rounds 
  she can rage each day.
  Bard: Add +1/2 to Bluff or +1/2 to Disguise checks made 
  to conceal the bard’s identity or race.
  Cleric: Add +1/3 to the DC of the cleric’s channel 
  energy ability.
  Inquisitor: Add +1/2 to the inquisitor’s Intimidate 
  checks and Knowledge checks to identify creatures.
  Monk: Add +1/6 to the darakhul’s monk AC bonus.
  Witch: Add +1/4 of a new witch hex.
  Wizard: Add +1/4 to the wizard’s caster level when 
  casting spells from the necromancy school.
  dArAkhul ArChetypes
  Most racial archetypes play host to the occasional 
  outlier who learns the practices and traditions of a 
  foreign culture. In the case of darakhul archetypes, such 
  alien practitioners are incredibly rare. Darakhul do not 
  tolerate outsiders learning much at all about their ways, 
  and several archetypes or other mechanics require the 
  character to be undead as a prerequisite.
  DARAKIM (MONK, UNCHAINED)
  Darakhul, more disciplined than most other undead, 
  practice a martial tradition that makes full use of their 
  natural weapons and undead nature.
  Bonus Feat: Remove Gorgon’s Fist and Medusa’s Wrath 
  from the list of bonus feats available to the darakim. At 
  6th level, add Improved DarkvisionARD to the darakim’s 
  list of bonus feats. At 11th level, add Paralytic TongueARD.
  Clawed Monk: Beginning at 1st level, the darakim 
  gains Ghoul Claws as a bonus feat. A darakim applies 
  effects that would normally be delivered through 
  flurry of blows or unarmed strikes through his natural 
  weapons. At 3rd level, the darakim can make an 
  additional attack with one of his natural weapons by 
  spending a point of ki from his ki pool. This replaces 
  flurry of blows and unarmed strike.
  Improved Damage: At 4th level, and every 4th level 
  thereafter, the darakim’s natural weapons increase the 
  damage they deal by one size category. This replaces 
  unarmed damage.
  Necromantic Strike (Su): At 5th level, the darakim 
  channels the power of undead through his martial 
  prowess. Whenever he makes a full attack with his 
  natural weapons, he can spend a point from his ki pool 
  to designate one attack as a necromantic strike. If this 
  strike deals damage, the darakim gains 5 temporary 
  hp. At 9th level, the darakim’s target is fatigued in 
  addition to the temporary hp. At 13th level, the target 
  gains a negative level instead of fatigue. At 17th level, 
  the darakim gains 10 temporary hp instead of 5. This 
  replaces style strike.
  Ki Powers: The following ki powers complement the 
  darakim: abundant step, ki hurricane, quivering palm, 
  wholeness of body.
  IMPERIAL HUNTER (RANGER)
  Servants of the Ghoul Empire, imperial hunters pursue 
  escaped slaves and patrol the empire’s frontiers.
  Class Skills: Remove Handle Animal and Ride from 
  the imperial hunter’s list of class skills. Add Bluff and 
  Disguise to the imperial hunter’s list of class skills. 
  
  35
  Bolas Warrior: An imperial hunter is an expert with 
  the bolas. In addition to proficiency with the bolas, 
  imperial hunters gain a +1 bonus on attack and damage 
  rolls with the bolas and ignore penalties from their first 
  range increment. This replaces wild empathy.
  Combat Style: An imperial hunter choosing archery 
  as his combat style adds Quickdraw to the list of feats 
  he can take at 2nd level. If he chooses the natural attack 
  combat style, he adds Ghoul Claws instead.  
   Alternatively, the imperial hunter can choose the net 
  combat style at 2nd level.
  Net Combat: If the ranger selects net combat style, the 
  following feats are available when selecting a combat 
  style feat: Exotic Weapon Proficiency (net), Net 
  Adept, Net Maneuvering, and Weapon Focus (net) 
   
  At 6th level, the ranger adds Net Trickery and 
  Two-Weapon Fighting. At 10th level, the imperial 
  hunter adds Net and Trident and Improved Two-
  Weapon Fighting to the list. 
  Persistent Hunter (Ex): At 3rd level, an imperial 
  hunter gains Subdued Pangs as a bonus feat. This ability 
  replaces the Endurance bonus feat. 
  Taste of Prey (Ex): At 4th level, the imperial hunter 
  tracks prey like a natural predator. He gains the scent 
  universal monster rule when tracking a creature he has 
  dealt hp damage to in the last 24 hours. If the imperial 
  hunter dealt a bleed condition or a confirmed critical 
  hit to his quarry, he gains a bonus on Survival rolls to 
  track that prey equal to the amount of bleed damage 
  or the critical multiplier of the confirmed attack. These 
  bonuses last for 24 hours or until the target receives any 
  magical healing. This replaces hunter’s bond.
  Spelunker (Ex): At 7th level, an imperial hunter 
  gains a +2 bonus to Acrobatics and Climb checks in 
  underground terrain.  He may move through any 
  sort of underground difficult terrain at normal speed 
  and without taking damage or suffering any other 
  impairment. This includes moving through caltrops, 
  spike stones, or similar effects. This ability replaces 
  woodland stride. 
  Anticipation (Ex): At 12th level, an imperial hunter 
  may use the Stealth skill as an immediate action to hide 
  from a favored enemy or the target of his quarry ability. 
  If underground, he can make this check even if the local 
  terrain offers no cover or concealment. So long as he 
  remains motionless, he gains concealment in darkness 
  even to observers with darkvision. This replaces 
  camouflage. At 17th level, he can make this check (or a 
  regular Stealth check as part of movement) even while 
  being observed. This replaces camouflage and hide in 
  plain sight.
  NECROPHAGE SUBSCHOOL(WIZARD)
  Members of the necrophage subschool draw sustenance 
  and knowledge from the slain corpses of friends and foes. 
  Associated School: Necromancy 
  A necrophage receives the power over undead 
  supernatural ability, like a necromancer specialist. A 
  necrophage must choose Command Undead as the 
  bonus feat for this ability.
  Replacement Powers: The following school powers 
  replace the grave touch power and the life sight power of 
  the necromancy school.
  Memory of Flesh (Su): As a full round action, you can 
  consume the flesh of a living or recently slain creature. 
  You gain fast healing equal to half your level for a 
  number of rounds equal to your Charisma modifier. 
  During this time, you can make one Intelligence or 
  Knowledge skill check, adding the Intelligence bonus 
  of the creature that furnished your meal. You can use 
  this ability a number of times per day equal to 3 + your 
  Intelligence modifier, but you can only consume the 
  flesh of a particular creature once. 
  Raw Power (Su): At 8th level, the necrophage may 
  consume the flesh of a living or recently slain creature as 
  a standard action and gain a spell effect still affecting the 
  deceased creature. The effect and its remaining duration 
  transfers to the necrophage so long as the necrophage is 
  not immune to the spell effect.
  NIGHTBLADE (MAGUS)
  The nightblade funnels the powers of darkness and 
  necromancy through his magic weapon.
  Armor Proficiency: Nightblades do not gain 
  proficiency with medium or heavy armor.
  Skills: Remove Ride and Swim from the nightblade’s list 
  of class skills. Replace them with Perception and Stealth.
  Spells: Remove the following spells from the nightblade’s 
  spell list: 0—flare, 1—color spray, 2—pyrotechnics,  
  3—daylight, 4—elemental body I, 5—elemental body II, 
  6—elemental body III. Add the following spells in their 
  place: 0—bleedAPG, 1—consume lightDM, 2—protective 
  penumbraUM, 3—deeper darkness, 4—enervation,  
  5—boneshatterDM, 6—circle of death.
  Natural Spellstrike (Su): At 4th level, the 
  nightblade can use his spellstrike ability to deliver a 
  spell through a natural attack. This natural attack still 
  suffers any penalties from the spell combat ability or 
  from combining a natural attack with attacks with a 
  manufactured weapon. At 11th level, the nightblade 
  only suffers a −2 penalty for natural attacks made in 
  conjunction with manufactured weapon attacks. This 
  replaces spell recall and improved spell recall.
  3
  
  36
  Ill Spirited: At 5th level, remove dancing and vorpal 
  from the weapon properties available to the nightblade’s 
  arcane pool ability. Replace them with cruel, heartseeker, 
  and vicious. This modifies the nightblade’s ability to add 
  bonuses to his weapon with the arcane pool ability.
  Natural Armor instead of heavier armor: At 
  7th level, the nightblade gains a +2 enhancement bonus 
  to his natural armor. If the nightblade has no natural 
  armor, his base natural armor bonus is treated as +0. At 
  13th level, this bonus increases to +4. This replaces the 
  magus’s medium armor and heavy armor class features.
  QUICKSILVER ALCHEMIST (ALCHEMIST)
  Members of the Quicksilver Society often travel 
  alongside the Imperial Legions, serving as surgeon and 
  battlefield salvager. 
  Class Skills: Remove Survival from the quicksilver 
  alchemist’s list of class skills. Replace it with 
  Knowledge (religion). 
  Extracts Known: At each extract level available to the 
  quicksilver alchemist, replace the cure wounds extract 
  on the list of alchemist’s extracts with the inflict wounds 
  spell of the same level.
  Ghoulish Mutagen (Su): A quicksilver alchemist 
  may create a mutagen which works almost identically 
  to a normal alchemist’s mutagenAPG. If the quicksilver 
  alchemist chooses to increase his Charisma score to 
  improve his physical skills, he takes a −1 penalty to Bluff, 
  Diplomacy, Disguise, Handle Animal, Intimidate, and 
  Perform checks so long as the mutagen remains active. A 
  quicksilver alchemist using the cognatogen discovery to 
  increase his social mien takes a −1 penalty to Fortitude 
  saves and loses 1 hp per Hit Die from his maximum hp 
  as long as the cognatogen remains active.  This ability 
  also impacts greater and grand cognatogens or mutagens 
  that would affect a normal alchemist’s Charisma score. 
  This modifies the normal alchemist’s mutagen ability.
  Bolster the Ranks (Ex): At 10th level, the 
  quicksilver alchemist adds create undead to his formula 
  book as a 4th-level extract. Rather than consuming the 
  extract, he injects it into a corpse he intends to animate, 
  which rises as an uncontrolled undead creature 1 hour 
  later. The extract can only create corporeal undead, 
  and it cannot create darakhul. This ability replaces the 
  alchemist discovery normally gained at 10th level.
  Alchemist Discoveries: The following alchemist 
  discoveries complement the quicksilver alchemist 
  archetype: alchemical zombieUM, combine extracts, 
  enhance potion, feral mutagen, infuse mutagen, 
  infusions, preserve organsUM, sunlight bombUM.
  dArAkhul equipment
  As a society, the darakhul are quite self-reliant, making, 
  crafting, and enchanting a wide variety of items never 
  found on the surface.
  ANNALS OF DIVINE STRENGTH  
  AND SUSTENANCE 
  by Vermesail I, the Gravedancer 
  Penned by the third emperor of the Ghoul Empire, this 
  tome is a history of the creation of the bone collectives, 
  the rise of the emperor cults, and the first known ghoul 
  work of theology. 
  
  37
  Armor
  Cost
  AC 
  Bonus   
  Max 
  Dex      
  Check 
  Penalty
  Spell 
  Fail  
  Speed
  Weight
  Light Armor
  Ghoulhide Armor
  500 gp
  +2
  +5
  −1
  15%
  30 ft. 20 ft.
  20 lb.
  Medium Armor
  Bone lamellar
   175 gp
  +5
  +4
  −4
  20%
  20 ft. 15 ft.
  45 lb.
  Light Shield
  Skull buckler
    25 gp   
  +1
  —
  −1
  10%
  30 ft. 20 ft.
    2 lb.
  Exotic 
  Weapons 
  Cost 
  Dmg 
  (S)
  Dmg 
  (M)
  Critical
  Range 
  Weight 
  Type 
  Special
  One-Handed Melee Weapons
  Tunnel-Star
  200 gp
  1d6
  1d8
  ×3
  —
  5 lb.
  B and P
  grapple, short
  A character who takes a half hour to reference this 
  text may add +3 to any Knowledge (history or religion) 
  check made regarding the Empire of the Ghouls. It is 
  often an appendix to the spellbooks of necrophagus 
  wizards. It can be incorporated into incantations for a 
  single performer, providing a +3 to Knowledge (religion) 
  checks and a +3 bonus to Knowledge (arcana) checks 
  during incantations to create undead.
  Cost 3,000 gp; Copies are usually written in Darakhul, 
  though translations have been found in Abyssal, 
  Common, and Nurian. 
  BONE LAMELLAR ARMOR 
  This armor consists of bones and bone plates sewn to 
  leather armor with fine cord and wire and lacquered and 
  decorated with runes for death. Bone lamellar is stronger 
  than leather and lighter than horn with a hardness 5 
  and 15 hp. Darakhul bone lamellar is intentionally fitted 
  to produce a certain clacking sound or a characteristic 
  groan depending on the movements of a trained wearer. 
  A warrior in bone lamellar gains a +2 circumstance 
  bonus to Intimidation checks but a −2 penalty on Stealth 
  checks made to move silently.
  GHOULHIDE ARMOR 
  Ghoulhide armor is an unsettling suit of leather, often 
  crafted to resemble naked muscle and sinew. Alchemical 
  treatments toughen the leather hide, increasing the 
  wearer’s natural armor bonus by +1 in addition to the 
  suit’s armor bonus. Ghoulhide armor is stretched until 
  tender and preserved with foul unguents that keep 
  the armor lithe despite its firmness. Darakhul who see 
  ghoulhide armor instantly recognize it. This is of little 
  concern if the wearer is one of the People but creates 
  instant enmity if worn by someone outside the Imperium.
  SKULL BUCKLER
  Darakhul decorate the skulls of their enemies with stained 
  runes and a shaped metal frame. These are then held 
  through the eye sockets and nose holes and used to deflect 
  incoming blows. As bone reinforced with steel, the skull 
  buckler has hardness 7 with 10 hp. Darakhul sometimes 
  craft larger shields from the skulls of larger animals.
  TROPHY RATIONS 
  This is a string of cured flesh scraps soaked in broth and 
  crafted as trophies among cultures that maintain the 
  practice. Some tribes collect a string of ears or fingers, 
  others fashion a collection of cheeks or scalps. Eating 
  the trophy rations allows a ghoul or darakhul to forestall 
  its hunger for raw flesh for a day. However, a darakhul 
  cannot subsist on trophy rations indefinitely. After eating 
  only trophy rations for a number of days equal to 3 + 
  the darakhul’s Wisdom modifier, a darakhul must make 
  a DC 15 Will save or gain no sustenance from them. 
  This DC increases by +1 for every day thereafter without 
  a meal of raw or decaying flesh. Failure indicates the 
  ghoulish character suffers the effects of starvation and 
  cannot benefit from trophy rations again until he eats raw 
  meat. Any bonuses that apply to checks against starvation 
  also apply to this roll.
  CONSTRUCTION 
  Craft DC 20; Cost 25 gp 
  TUNNEL-STAR 
  Designed for the close-quarters fights common in the 
  darakhuls’ frontier, this is a heavy morningstar with a 
  single, sharp spike on top. Its short haft means a wielder 
  can still use the weapon while grappled or otherwise in 
  need of a light weapon. However, a tunnel-star is less useful 
  3
  
  38
  in conventional fights. The wielder of a tunnel-star does 
  not gain attack bonuses for making attacks from higher 
  ground. Imperial darakhul frequently carry the weapon as 
  a field tool even if they disdain its use in combat.
  dArAkhul mAgiC items
  Darakhul magic centers around death and darkness
  DEATH RATTLE ARMOR
  Aura faint necromancy; CL 5th;
  Price 16,325 gp; Weight 25 lb.  
  This +2 bone lamellar armor is crafted from the bones of 
  tieflings, aasimars, and devout clerics. It allows the wearer 
  to cast the spell death knell (DC 16) three times per 
  day. In addition, if the wearer of the armor has channel 
  resistance, the value of that resistance increases by +1.
  CONSTRUCTION REQUIREMENTS 
  Requirements Craft Arms and Armor, blasphemous 
  cloakARC, death knell; Cost 8,325 gp
  GHOUL STONE 
  Aura moderate conjuration; CL 5th; 
  Slot none Price 150 gp; Weight —. 
  These “stones” are small rolled orbs of odorous preserved 
  ghoul flesh. With a successful ranged touch attack, the 
  stone bursts into a vile slime that coats its target and 
  produces an incapacitating stench. The target must make 
  a DC 13 Fortitude save or be sickened until at least 1 
  gallon of water is used to wash the filth away. A ghoul 
  stone can affect a target up to Large size. So long as the 
  slime lingers, it can sicken other creatures until they 
  move at least 5 ft. away from the target. This is a poison 
  effect. A ghoul stone is a single use item.
  CONSTRUCTION REQUIREMENTS 
  Requirements Craft Wondrous Item, stinking cloud;  
  Cost 75 gp 
  LIFEMASK
  Aura moderate necromancy; CL 5th;
  Slot face; Price 18,000 gp; Weight l lb. 
  Fashioned completely from the skin of a Small or Medium 
  humanoid, this mask provides its wearer with a +2 
  enhancement bonus to Charisma as well as a +4 bonus on 
  Bluff and Disguise checks made to impersonate a member 
  of its donor race. The mask must be from a specific subtype 
  of a humanoid race (such as drow, high elves, or shadow 
  fey), but variations within that subtype do not hinder the 
  mask from assuming the appearance the owner desires.
  CONSTRUCTION REQUIREMENTS  
  Requirements Craft Wondrous Item, creator must have 5 
  ranks of Disguise, eagle’s splendor, feign lifeARC;  
  Cost 9,000 gp 
  feAts
  Darakhul employ necromantic magic, preternatural 
  stealth, and savage natural attacks, frequently enhanced 
  by the following feats.
  AMONG THE LIVING
  You are adept at infiltrating the cultures of other 
  humanoids without betraying your undead nature.
  Prerequisite: Darakhul, Charisma 13+.
  Benefit: You gain a +4 bonus on Bluff, Diplomacy, or 
  Disguise checks made to conceal your undead nature. 
  Unnatural methods of detection (such as detect magic 
  or zone of truth) must succeed at a caster level check to 
  reveal you as anything other than your original race. 
  The DC for this caster level check is 11 + your CR + 
  your Charisma modifier.
  CONSUME SCENT [MONSTER] 
  You excel at tracking creatures you have previously bitten. 
  Prerequisite: Undead type, bite attack. 
  Benefit: You gain a +3 bonus to Survival checks made to 
  track a creature you have bitten for lethal damage.
  DAYWORN
  You’re accustomed to moving and hiding in light that 
  blinds most of your kind.
  Prerequisite: Light blindness or light sensitivity.
  Benefit: You are no longer dazzled in bright light. If 
  you would normally be blinded the first round you 
  are exposed to bright light, you count as sickened that 
  round instead.
  EVEN IN DEATH [MONSTER]
  Your mind and will still benefit from extraordinary and 
  magical encouragement.
  Prerequisite: Undead type, Intelligence 10+
  Benefit: You benefit from beneficial morale or mind-
  affecting effects normally. You are still immune to 
  hostile mind-affecting effects.
  FLESH-CASTING [MONSTER]
  You devour your enemies to fuel your magical power.
  Prerequisite: Outsider [evil] or undead type, bite attack, 
  spellcaster level 1+.
  Benefit: Whenever you confirm a critical hit with a 
  melee weapon or deal lethal damage with a bite attack, 
  you can consume the separated flesh as an immediate 
  action. The caster level and save DC of the next spell 
  you cast within 1 minute increases by +1.
  
  39
  GHOUL CLAWS [MONSTER] 
  Your hands transform into the sharp talons of a ghoul. 
  Prerequisite: Corporeal undead. 
  Benefit: You gain two natural claw attacks. These attacks 
  are primary natural attacks that do appropriate damage 
  for your size (1d3 for Small creatures, 1d4 for Medium).
  IMPROVED DARKVISION 
  Irises like cinders, you can see further into the darkness. 
  Prerequisite: Darkvision.
  Benefit: Increase the range of your darkvision by 30 
  ft. You can take this feat a second time to increase the 
  range of your darkvision another 30 ft.
  PARALYTIC TONGUE [MONSTER] 
  You can paralyze a foe with a successful bite. 
  Prerequisite: Darakhul, bite natural attack. 
  Benefit: Your bite attack can paralyze a living creature. 
  Any such creature you hit with your bite attack must 
  make a Fortitude save (DC 10 + 1/2 your racial Hit 
  Dice + your Charisma modifier). If the creature fails the 
  save, it is paralyzed for 1 round for each point of your 
  Charisma modifier (minimum 1 round).
  SPITBLADE
  You can apply a paralyzing effect to a melee weapon.
  Prerequisite: Darakhul, ghoul, or morhg.
  Benefit: As a move action, you can apply the paralyzing 
  effect of one of your natural attacks to a piercing or 
  slashing weapon, including your claws, if any. The 
  weapon delivers the paralysis on your next successful 
  attack with it. This attack must occur by the end of your 
  next turn, or it is wasted.
  SUBDUED PANGS [MONSTER] 
  You ignore your supernatural hunger longer than most.
  Prerequisite: Hunger trait. 
  Benefit: You gain a +4 bonus to Charisma checks to 
  ignore the effects of starvation. 
  Normal: A darakhul normally only receives its Charisma 
  bonus when making checks against starvation.
  UNDEAD RAGE
  The power of your ire did not wane in death.
  Prerequisite: Construct or Undead type, Intelligence 3+.
  Benefit: You have inner reserves of strength and ferocity, 
  granting you additional combat prowess. Whenever a 
  class feature or spell would allow you to rage, you gain 
  a +2 bonus on melee attack rolls, melee damage rolls, 
  thrown weapon damage rolls, and Will saves. In addition, 
  you take a −2 penalty to AC and gain 2 temporary hp 
  per Hit Die. These temporary hp are lost first when you 
  take damage, disappear when your rage ends, and do 
  not reappear until you rage again. While in a rage, you 
  cannot use any Charisma-, Dexterity-, or Intelligence-
  based skill (except Acrobatics, Fly, Intimidate, and Ride) 
  or any ability that requires concentration or patience 
  (such as spellcasting). 
   You can end your rage early if the effect that causes 
  you to rage allows you to end it or is otherwise 
  dispelled. You are immune to fatigue or similar effects 
  related to ending your rage.
  dArAkhul spells
  The magic of the darakhul is dark, bloody, and vile—and 
  darakhul arcanists invented the subschool of necrophagy 
  (see Deep Magic for details). Their magic is rarely found 
  outside their own ranks, but occasionally, vampires and 
  liches know portions of it.
  BLASPHEMOUS CLOAK
  School necromancy; Level alchemist 2, antipaladin 2, 
  cleric 3, oracle 3, witch 3
  Casting Time 1 standard action
  Components V, S, M (a used, unlit candle)
  Range personal
  Target you
  Duration 10 min./level (D)
  Saving Throw none (harmless); Spell Resistance no
  Your unlit candle flickers with black flames of entropy 
  and casts a dark shadow over your space. For the spell’s 
  duration, you gain a +4 bonus on saves against good 
  spells and effects. This bonus applies to saves against 
  channeled positive energy and stacks with your channel 
  resistance, if any. You reduce the hp damage of any 
  positive energy effects, such as channeled energy or a 
  paladin’s smite evil ability, by 1 point plus 1 hp for every 2 
  caster levels you possess.
  FEIGN DEATH
  School necromancy; Level alchemist 2, antipaladin 2, 
  arcanist 3, bard 2, cleric 3, oracle 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components S, M (flakes of dead skin or powdered bone)
  Range touch
  Target one willing living creature
  Duration 10 min./level (D)
  Saving Throw Will negates (harmless); SR no
  Your target displays no signs of life for the spell’s duration. 
  Breathing, heartbeat, and other processes do not function. 
  The subject becomes the same temperature as the air 
  around it and becomes cool to the touch. This does not 
  harm the subject of the spell, but the subject cannot be 
  healed or resurrected while the spell is in effect. Spells 
  3
  
  40
  that identify type or detect life (such as deathwatch) do 
  not betray that the creature is still alive. Heal checks to 
  diagnose illness or injury in the subject take a −5 penalty, 
  but successful checks do not reveal the creature as alive. 
  The subject gains a +10 bonus to Disguise checks while 
  pretending to be dead or undead.
  FEIGN LIFE
  School necromancy; Level alchemist 2, antipaladin 2, 
  arcanist 3, bard 2, cleric 3, oracle 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components S, M (flakes of dead skin or powdered bone)
  Range touch
  Target one dead or living undead creature
  Duration 10 min./level (D)
  Saving Throw Fortitude negates (special); SR yes
  Your target displays signs of life for the spell’s duration. 
  Breathing, heartbeat, and other processes function 
  magically. The subject becomes warm to the touch. This 
  does not harm an undead subject, but the subject cannot 
  be healed or resurrected while the spell is in effect. Spells 
  that identify type or detect life (such as detect undead) 
  do not betray that the creature is still dead or undead. 
  Heal checks to diagnose illness or injury in the subject 
  take a −5 penalty, but successful checks do not reveal 
  the creature as alive. The subject gains a +10 bonus to 
  Disguise checks while pretending to be alive.
  RAZOR MAW
  School transmutation; Level antipaladin 1, druid 2, 
  hunter 1, magus 1, ranger 1, sorcerer/wizard 1, witch 1 
  Casting Time 1 standard action 
  Components S, M (a chip of obsidian)
  Target touch
  Duration 1 min./level 
  Saving Throw Will (harmless); Spell Resistance no 
  The target’s teeth turn black and jagged, like twin rows 
  of obsidian blades. The subject’s bite attack deals an 
  additional 1d6 points of damage (or 1d8 for Large 
  targets), and any confirmed critical bite attack causes 2 
  points of bleeding damage. 
  dArAkhul inCAntAtion
  Magic gets no darker than in the rituals of the undead.
  CALL THE REAPER’S PACK 
  “They are the People’s greatest ally. No mortal creature can 
  escape them. And I quite honestly love their howl.” 
  School conjuration and necromancy; Effective Level 9th 
  Skill Check Knowledge (arcana) and Knowledge 
  (religion) DC 26, 9 successes 
  Casting Time 9 hours 
  Components F, M, S, V 
  Focus a tiny bell and a juicy bone, the skeletons or 
  remains of the number of hounds to be created
  Material Components a mixture of onyx dust (1,000 gp 
  per lich hound) and hell hound ashes 
  Other must be cast on the night of a full moon 
  Secondary Casters up to 10 secondary performers may 
  assist the primary performer 
  Range touch 
  Target skeletal hound remains, up to 1 per 3 character 
  levels 
  Duration instantaneous 
  Saving Throw none SR no 
  DESCRIPTION 
  This ritual requires dusting the bones with the material 
  components under the light of a full moon while making 
  the skill checks. Then, on completion, the primary 
  performer snaps the bone and touches it to each hound 
  skull while ringing the bell, which creates one lich 
  hound (see below) per three caster levels of the primary 
  summoner. The caster then makes a Will save (DC 24 + 1 
  per hound over three). Success indicates the hounds obey 
  the primary performer until they are destroyed. 
  Primary performers with the Command Undead feat 
  may use that feat instead. The lich hounds do not count 
  against the maximum number of undead creatures that 
  may be commanded by a character with that feat, but you 
  may not command more lich hounds resulting from this 
  incantation than one per three character levels. Other 
  lich hounds do not count as mindless undead for the 
  Command Undead feat or command undead spell. 
  The primary caster can communicate with the lich 
  hounds as if they were summoned using a summon 
  monster spell, directing them to attack, guard, track 
  enemies, or perform other actions. Secondary performers 
  may also make the Will save when the incantation is 
  complete. Success indicates they may also direct the lich 
  hounds if they are able to communicate with them.
  BACKLASH 
  All performers participating in this incantation gain the 
  exhausted condition, take 6d6 points of negative energy 
  
  41
  damage, and gain 2 negative levels. Undead performing 
  this incantation suffer backlash normally. This is an 
  exception to standard undead immunity to exhaustion 
  and negative levels, and the normal healing effect negative 
  energy has. Darakhul typically host a bloody, formal feast 
  to celebrate and recover from a successful incantation.
  FAILURE 
  Failing three skill checks during the incantation causes it 
  to fail completely. Performers still suffer backlash while 
  the lich hounds animate and attack the performers until 
  they are destroyed or the performers are all killed. Fleeing 
  performers are continuously hunted while they are on 
  the same plane as the incantation forges a link between 
  the hounds and the performers. If multiple performers 
  participated, the hounds start with the primary performer 
  and then hunt secondary performers from highest 
  Charisma score to lowest and humans before any others.
  LICH HOUND                                                   CR 5 
  XP 1,200 
  NE Small undead 
  Init +3; Senses lifesense 200 ft., low-light vision; 
  Perception +3 
  DEFENSE 
  AC 18, touch 18, flat-footed 15 (+4 deflection, +3 Dex, 
  +1 size)
  hp 42 (5d8+20) 
  Fort +5, Ref +4, Will +4 
  Immune undead traits 
  OFFENSE 
  Speed 30 ft., fly 50 ft. 
  Melee bite +7 melee (1d12 plus trip) 
  Spell-Like Abilities (CL 5th; concentration +9) 
  3/day—ethereal jaunt 
  STATISTICS 
  Str 10, Dex 17, Con —, Int 6, Wis 10, Cha 18 
  Base Atk +3; CMB +2 (+6 for trip); CMD 15 
  (19 vs. trip) 
  Feats Alertness, Skill Focus (Survival), 
  Weapon Finesse
  Skills Fly +8, Perception +6, Sense Motive 
  +2, Stealth +7, Survival +9 
  Language understands Darakhul 
  ECOLOGY 
  Environment any 
  Organization solitary, pair, or pack (4–24) 
  Treasure half standard 
  SPECIAL ABILITIES 
  Gut Rip (Ex) A lich hound can, as a swift 
  action, tear into any adjacent prone 
  creature for 2d12 hp of damage. Combined 
  with the deathwatch aspect of its lifesense 
  ability, this enables a lich hound to perform a coup de 
  grace action against a helpless opponent as a standard 
  action rather than as a full-round action. 
  Howl (Ex) The eerie howl of lich hounds in pursuit of 
  their prey plays havoc on the morale of living creatures 
  that hear it. Those creatures must make a successful DC 
  16 Will save (Cha-based) or be shaken for 5 rounds. 
  Creatures that successfully save against this effect 
  cannot be affected by an individual lich hound’s howl 
  for 24 hours. The lich hound’s howl is a sonic effect 
  requiring a standard action. 
  Lifesense (Su) A lich hound notices and locates all 
  living creatures within 200 ft., just as if it possessed the 
  blindsight ability. It also senses the strength of their life 
  force automatically as if it had cast deathwatch. 
  Trip (Ex) A hound that hits with a bite attack can attempt 
  to trip the opponent (with a +4 bonus to the CMB 
  check) as a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt fails, 
  the opponent cannot react to trip the lich hound. Lich 
  hounds gain a +4 racial bonus to trip attempts. 
  Bright white skulls with a heavy jaw and thick, robust 
  skeletal bodies define the ferocious lich hounds. Their 
  eyes burn green or blue, and their tongues resemble black 
  fire. Fueled by necromantic power, these creatures are 
  loyal servants of either ghoul high priests or archliches.
        
  3
  
  derro
  STARING INTO THE VOID
  4
  
  43
  T
  g
  Piercing the darkness was a hellish glow, and I could 
  see the vile little men swarming upon the islands in 
  the water, like ants on a dying animal, like maggots 
  in flesh. As they danced around inhuman idols, 
  their dead eyes reflected their mad deeds. Their pale 
  hands were streaked with blood and fluids vile, and 
  the dank air was filled with their horrid laughter 
  and the screams of their victims.                                                                      
     
   
      —Unknown underdark explorer    
  he derro are waiting in their twisted cities to 
  oversee the descent of the world into insanity and 
  destruction. These mad little humanoids crave 
  the flesh of the sane, and they believe that—with the 
  right hideous rituals—they might enlighten those fools 
  who otherwise would fail to see the heedless, uncaring 
  indifference of the strange gods that dwell in the gulf 
  between the stars. The derro are mad, their gods vile and 
  often hostile to all life—yet perhaps, the uncaring gaze 
  can be turned to others. 
  history of the derro
  Derro are small, gaunt, dwarf-like humanoids with 
  wide shoulders and narrow limbs. Their skin is nearly 
  transparent and ghosted with blue veins. They have great, 
  staring eyes whitened by extensive cataracts. Women 
  often wear their filthy, straw-colored hair in braids, and 
  many male derro display exotically waxed or styled 
  mustaches and muttonchops. The anatomy of a derro 
  suggests a mingling of human and dwarf blood, but in 
  truth, little is known about the true history of the derro.  
  The various cults and bands of the meredwarves, as 
  some call the derro, have a variety of mythic histories, 
  but no two accounts match. Their own savants and 
  oracles have revelations that change these understandings 
  on a regular basis. In some cases, populations of derro 
  have appeared after groups of humans and dwarves 
  were isolated in subterranean catastrophes, leading to 
  a strange form of inbreeding. However, other sources 
  suggest the race is of great, even pre-human, antiquity. 
  The origin of the derro is a point of contention among 
  sages of other races who study the deep earth. 
  What is known, from the history of certain other races, 
  is that derro have served the drow for ages as bullies and 
  slave masters, and they are favored by that race as almost 
  idiot children. The duergar, when possible, enslave and 
  brutalize the creatures but value their stealth and cruel 
  madness. Aboleths value the derro for their ability to see 
  past the veil of sanity and keep them as favored servants. 
  The derro themselves know no friends but are overawed 
  by power and madness and serve beings that display 
  these traits.
  Childhood And fAmily
  The idea of family, as humans think of the term, is foreign 
  to derro. Parents do value their children, however, 
  because these children will be driven to madness, adding 
  to the glory of the derro race and to the status of the 
  derro parent. It is for this reason that derro parents put 
  up with their mewling infants and feed and protect them. 
  There is something approximating love between parent 
  and child, at least for a while, but there is also great 
  cruelty in the relationship. Any concept of marriage or 
  familial loyalty is nonexistent in these creatures. 
  Derro children are born clear-eyed and normal, but 
  they are deliberately scarred and driven insane by their 
  parents, usually in the fourth year of life when a child’s 
  speech and motive abilities have fully formed. The ritual 
  used to bring about this maiming and madness goes by 
  many names as a matter of preference from tribe to tribe, 
  year to year. Some call it Staring into the Abyss, some the 
  Heartless Fire, some the First Drink of True Knowledge.
  Young derro grow up fast, in packs and mobs of 
  vicious derro children. Murder and mutilation are 
  common in any derro community. The strong prosper 
  while the weak give their loyalty (as well as they are able) 
  to strong leaders. Charismatic savants and priests attract 
  groups of apprentices and servants while proven warriors 
  gain followers and hangers-on to serve them. Creatures 
  of other races that display power, cruelty, and knowledge 
  of forbidden lore also often find derro in their service. At 
  all times, this servitude is temporary and based upon the 
  perceived strength and madness of the leader. 
  derro Culture
  The typical derro is paranoid, jittery, and irrational. Many 
  have delusions of grandeur, certain they are favored by the 
  old gods to bring down the order of the world and usher 
  in the end times. Derro are compelled to commit acts of 
  cruelty, even against their pets and companions, and such 
  acts engender constant infighting among the race. 
  Derro savants, the powerful spellcasters who rule 
  derro society, often appear more controlled, and they are 
  to some extent. They can hold their madness at bay well 
  enough to lead, but their inherent insanity still drives 
  their scheming, and if anything, they are more dangerous 
  because of their seeming lack of mental illness. 
  4
  
  44
  Though extremely rare, derro antipaladins carry an 
  outsized weight among the derro. Even the savants have 
  been known to defer to a powerful antipaladin who is 
  believed to have mastered the abyss.
  DERRO SETTLEMENTS
  Derro settlements are as crazed as their creators. Often, 
  the meredwarves drive off inhabitants of towns and 
  villages of perfectly sensible design, which they proceed 
  to destroy by ravaging the buildings. Other settlements 
  grow chaotically as the derro arrange debris into crude 
  huts with no thought of roads, hygiene, or higher 
  organization. The great towers occupied by the derro 
  savants, each one erected by the savant’s disciples and 
  underlings, rise through the sea of huts. A great cleared 
  area is often present in a derro community for blood 
  sports, torture ceremonies, and other gatherings. Around 
  and within a derro settlement are many traps and 
  alchemical devices placed without rhyme or reason. 
  A derro town or city functions as a form of anarchic 
  feudal oligarchy. The savants and other charismatic 
  leaders are similar to gang bosses, each with their own 
  devoted followers and family. All those who are not 
  tightly associated with these leaders are essentially peons, 
  flunkies, and servants of the leaders. There is almost no 
  middle class in derro society: certain scribes, alchemist, 
  and smiths might be something like an artisan class, but 
  in practice, their valuable skills make them more like 
  possessions. Some talented derro are literally chained to 
  their desks or anvils.
  While the town doesn’t function as well as a surface 
  town might, somehow, the derro’s madness always seems 
  to work, and sometimes, their madness anticipates 
  events, almost as if they were acquiring information from 
  channels beyond the natural world. This leads some to 
  believe that derro who hear voices are often attuned to 
  demons, spirits, or even godlings who guide the derro to 
  further their own evil goals.
  DERRO SOCIETY
  Derro are led by savants, oracles, war chiefs, antipaladins, 
  and other charismatic leaders. They tend to have a more 
  functional view of the world than their followers, allowing 
  them to better plan, plot, and negotiate with other races. 
  These leaders keep derro society functioning because 
  they provide much-needed direction to the derro who 
  might otherwise scramble randomly, counteracting each 
  other and tearing down their own accomplishments. 
  Their “imposition of will” brings clarity to their followers 
  in a rather terrifying way. When a leader dies, of 
  course, the result is chaos and an immediate struggle 
  for succession. Enemies of the derro know this, and 
  decapitating derro war bands by striking at their officers 
  or savants is a common tactic.
  “Imposition of will” is the term derro use to describe 
  the strange order and the constant fads that their society 
  is prone to. This facet of their society is manifested within 
  the strongest (and sometimes maddest) among them. They 
  convince others to see the world through their particular 
  madness. In this way, the whole world can be redefined 
  to a startling degree, short of enabling derro to perform 
  impossible tasks, such as walking on air or through walls. 
  (Derro beliefs are affected, not their powers.) 
  When a derro leader finds that he or she needs to rally 
  the troops, that character can make an imposition of 
  will attempt as a full-round action. This is a simple DC 
  11 Charisma check, with a +1 bonus for every character 
  level the NPC has. If this check succeeds, the other derro 
  see the situation as their leader does, turning a food raid 
  into a religious crusade or turning a total defeat into a 
  glorious blood sacrifice to their dark gods. It might even 
  be as simple as rallying the derro to harvest a mushroom 
  crop or dig a ditch. An additional check is required every 
  24 hours. If the next check fails, nothing gets done on the 
  leader’s plan. Once the task is done, the derro followers 
  return to their own activity.
  In the case of two or more derro savants or leaders 
  issuing contradictory orders, the derro follow the leader 
  with the highest imposition of will check. 
  In groups, derro are difficult to handle. A good first 
  impression is vital: a show of strength and an ability 
  to appeal to the derro’s love of bizarre and eldritch 
  knowledge is a sure way to their hearts. Gifts of ancient 
  lore, peculiar artifacts of lost ages (functional or not), 
  and sheer charisma are strong tools for convincing derro 
  to parley. (Convincing derro to fight, on the other hand, 
  is easy as any sign of aggression may trigger a frenzy.) 
  In combat, the derro work together fitfully at best. The 
  most powerful savants issue orders, and these are obeyed 
  insofar as their voices carry. The weakest derro are 
  often pushed to the front, and the derro understand the 
  simplest tactics of an ambush and maintaining a reserve. 
  They cannot, however, be considered disciplined troops 
  by any stretch, and unless held very tightly under the 
  imposition of will of a major savant, they will break ranks 
  and charge at the slightest provocation. 
  gods of the derro
  The derro worship a host of bizarre and horrible 
  entities, and many tribes are prone to sudden shifts in 
  their beliefs. Many worship derro ancestral gods, such 
  as Addrikah, the Mother of Madness. In addition, the 
  little creatures propitiate a varying and horrible array 
  of demon lords. Even strange elder gods of the dark 
  tapestry, such as Nyarlathotep and the Black Goat of 
  the Woods, Shub-Niggurath, are dearly beloved and 
  elaborately worshipped. There is no rhyme or reason to 
  
  45
  which dark god will be worshipped among a group of 
  derro, but derro are often hostile to others of their own 
  kind who worship different gods. All of the gods of the 
  derro are insane, and often, they are cruel and brutal as 
  well. The main difference between these two kinds of gods 
  is that the traditional derro gods are far more active in the 
  lives of their servants than the distant and uncaring Great 
  Old Ones. Demons merely see derro as a means to power.
  Derro consider themselves the favored servants of 
  their gods, the only ones who can truly understand those 
  deities. Specific beliefs vary wildly between bands of 
  the creatures, but a common thread is the idea that the 
  racial madness of the derro is a gift that makes possible 
  communication with these beings. 
  Further, derro generally believe that they are the 
  harbingers of the end times and that they will inherit 
  the burned-out husk of the world in an eternal twilight 
  of mad savagery. No two groups worship in an identical 
  way, but the hallmarks of derro worship—torture, 
  cannibalism, drumming, wild dancing, and bizarre 
  magical and alchemical operations—tend to occur in all 
  the ceremonies. 
  12 DERRO CULTS AND  
  THEIR FOLLOWERS
  In addition to the various known and traditional gods, 
  derro are prone to bouts of religious enthusiasm, not 
  to say crazes and jealousies and zealous manias. 
  Addrikah: One of the most familiar cults among 
  the derro, the worship of the Mother of Madness 
  means an obsession with visions, maniacal focus 
  on particular tasks, and a rash of peculiar 
  enthusiasm for bat guano, trained crickets, 
  or ornate mushrooms. It is often a time 
  of great creativity, strangeness, and 
  discoveries among the derro.
  Akyishigal: The demon lord of roaches 
  is a demon of survival against the odds. Derro 
  clans tend to favor his worship when their numbers 
  are low. They breed prodigiously in his name and 
  maintain a quiet existence on the margins until their 
  numbers have recovered enough to follow some more 
  aggressive godling.
  Aposis: The most apocalyptic and doom-ridden 
  cult of them all, the serpent of the end-
  times is a favorite among the derro as its 
  ascendance always means a time of furious, 
  frantic activity and great prophecies and 
  oracles involving the destruction of all 
  things. Servants of Aposis bedeck themselves 
  with venomous black serpents and fling themselves 
  heedlessly into “final battle” at every opportunity. 
  Zanskaran vipers are especially prized for this purpose.
  Baal-Hotep: The dragon-god of fire is rarely found 
  among the derro, but when his worship does flourish, 
  the derro become perfect arsonists and pyromaniacs, 
  seeking ever greater conflagrations on which to heap 
  sacrifices of gold, hallucinogenic mushrooms, and 
  corpses. Especially fanatical derro will make themselves 
  into “fire prophets,” burning themselves alive and 
  exploding with magical or alchemical means.
  Camazotz: The demon lord of bats and fire is somewhat 
  similar to Baal-Hotep, though with less emphasis on 
  immolation and a bit more on travel on enormous 
  trained bats. Camazotz is a wandering demon, and 
  derro who follow him often become semi-nomadic, 
  pursuing a sacred white bat through deep caverns to 
  new hunting grounds and deeper abysses.
  4
  
  46
  Chernovoi: The Black God is a perennial favorite 
  among the derro and often paired with Addrikah as a 
  darkly demanding husband and wife. When he rises in 
  the estimation of the derro, they often turn to the Dark 
  Roads, seeing magical passages to the surface world 
  where they raid by night in his name.
  Hecate: As a goddess of magic, Hecate is always 
  popular among derro savants, who believe they can 
  read her thoughts and divine her mysterious purposes. 
  Among warriors, she is less revered, but sometimes, 
  a Season of Hecate comes upon the derro when they 
  all claim to be able to work magic. This is sometimes 
  delusion but sometimes true: some derro tribes seem to 
  all cast cantrips and work incantations when a Season 
  of Hecate arrives.
  Hunter: Derro clans in the grip of the Hunter are 
  profoundly dangerous creatures. They focus maniacal 
  energy and extreme dedication on finding prey and 
  bringing it back to the clan, often in overwhelming 
  quantities as sacrifices to the bloody Hunter’s altars. And 
  by prey, of course, the derro mean “anything that moves 
  and is not a derro.” They hunt bats, rothe, svirfneblin, 
  humans, goblins, cave crickets, and purple worms with 
  equal dedication (if not with equal success).
  Malena: Derro are among the most gleeful worshippers 
  of the goddess of plagues and winter and blood—unlike 
  human cults dedicated to the same deity, the derro 
  embrace the goddess’s principles with savage dedication: 
  seeking out infections and “riding the fever” for fever 
  prophecies, ritual bloodletting, and even strange 
  chilling baptisms that leave their adherents shivering 
  and sometimes collapsing from the shock. Some make 
  pilgrimages into dwarf strongholds to share the plague-
  gift with others.
  Mot: Derro tribes that devote themselves to Mot rarely 
  survive the experience. Somehow, Mot finds a way to 
  instill great fervor in his derro adherents, convincing 
  them that they are powerful warriors armed with the 
  Truth, Flawless Armor, and weapons of Great Power. 
  This is not entirely true. While the hand and shield 
  of Mot are with them, the derro who seek conquest 
  in his name often fail to accomplish their goals. The 
  shamans of Mot find this acceptable: the fallen are 
  kept around as undead warriors of various kinds 
  until the whole tribe consists of undead derro and a 
  smattering of clerics of Mot. At this point, the tales 
  say that a gate to Mot’s realm opens, and the derro 
  undead march into Mot’s paradise. Outside observers 
  are skeptical of this particular claim. See Southlands 
  for more details of Mot.
  Thoth-Hermes: The derro version of the cult of 
  Thoth-Hermes is far different than the learned and 
  scholarly faith practiced in the magocracy of Bemmea or 
  the enlightened truth-seeking of Nuria-Natal. The derro 
  followers of Thoth-Hermes follow the Faceless Lord 
  of Secrets and Master of the Void and have a deeper 
  conspiratorial view of everything: all actions have 
  meaning, all words speak power, all things have hidden 
  depths and symbolism. Their almost constant seeking 
  after new arcana and obscure paths of magical study is 
  always entirely futile—except that sometimes, it’s not. 
  When a “new mystery” is revealed to a derro worshipper 
  of Thoth-Hermes, it is often a new and wholly original 
  spell or incantation, sometimes of surprising power. It 
  does not happen often, but it happens often enough that 
  the savants pay close attention.
  Veles: Derro are always slack-jawed and ecstatic when 
  they think they have heard the voice of the World 
  Serpent—which happens with surprising frequency. 
  These lucky few are called Snakeheads among the 
  derro and are known for keeping and caring for albino 
  serpents, fire lizards, pale drakes, and even wyrmling 
  dragons. They shake, quiver, and speak in bizarre 
  streams of nonsense that even other derro cannot 
  comprehend. Most of them spend their time writing 
  down long treatises of instructions for mysterious 
  “others” to follow—they rarely question whether these 
  orders are ever executed. 
  derro ChArACters
  A thin scum of derro can be found in the underworld of 
  many cities, both above and below ground. Not all derro 
  are born with the full magical potential of their race, and 
  those weaker individuals often flee their more powerful 
  brethren. A derro adventurer could be an agent on a 
  mission for a savant, a pitiful reject who fled to escape 
  enslavement or death, or an explorer driven by obsession. 
  A neutral or good or lawful derro will be out of place 
  within derro society and be forced to flee or die. Many 
  surface dwellers dangerously underestimate the derro 
  after having defeated the weakest of the race in the sewers 
  of their home city. 
  These lesser derro sometimes become adventurers 
  when they cannot (or will not) intimidate or steal for their 
  living. Derro adventurers often believe in their special 
  destiny, and as such, they laugh at the danger involved in 
  exploring old tombs or taking on hordes of monsters, for 
  derro cannot truly die–they are the chosen ones! 
  PLAYING A DERRO PC
  You might think that playing a mildly insane or 
  completely crazed derro would unbalance a party more 
  used to humans, dwarves, and elves, and you’d be right. 
  Derro are unpredictable, fanciful, and prone to delusions,, 
  and manias. So how does anyone get along with them? 
  
  47
  Part of the solution here is that the derro character is 
  much less violent and, perhaps, crazy in a quieter way 
  than the rabid maniacs they are often pictured as. Among 
  themselves, they are as likely to be brooding, depressed, or 
  sullen as crazed and violent. At the best, a derro PC might 
  just have a tendency to talk to himself or herself or address 
  an invisible friend before undertaking any major step or 
  consider all the other members of the party as “imaginary 
  friends” (and thus not subject to the craziness). 
  The key here is to treat the derro’s madness as an 
  occasional bit of flavor for the character rather than an 
  excuse to cripple the party with chaotic, stupid, and self-
  defeating actions. Yes, a derro PC won’t be as predictable 
  as a dwarf paladin or even an elf rogue, but if the other 
  players are okay with a bone-stupid half-orc barbarian 
  picking bar fights and an elf rogue picking the ogre’s 
  pockets, they might be okay with the derro occasionally 
  talking to rocks and interrogating mushrooms. If the 
  player who wants to run a derro PC is already a problem 
  player who derails the group constantly, then handing 
  him a roleplaying tool like “I’m SUPPOSED to be crazy!” 
  is just giving that player another excuse to ruin everyone 
  else’s fun. Review the Minor Madnesses section for 
  examples of playable and flavorful maladies.
  Ideally, the rest of the group should have some say in 
  whether anyone in the party plays a derro PC. It can be 
  hugely entertaining, but it requires some adroit handling 
  of the social issues. 
  Oddly enough, playing a crazy character is both 
  incredible fun (ask any Call of Cthulhu player) and 
  draining. In addition to not derailing the party constantly, 
  the character can have long lucid periods and might even 
  regret some of his or her actions when “turned to the dark 
  void” or “ridden by the bat spirits” or a similar in-game 
  explanation. The derro in this lucid state might be a bit of 
  a tragic character, always wondering when something will 
  set off his or her irrational raving side. 
  Making a fantasy form of otherworldly madness both 
  playable and plausible is the challenge of playing a derro 
  PC. Find a way to make your character memorable 
  without spoiling everyone else’s game.
  derro, lesser
  Lesser derro have not inherited the full capabilities of their 
  twisted race. Either weaklings or hybrids, they are the 
  victims of their stronger brethren’s cruelty and madness, 
  existing uneasily on the periphery of derro society. Many 
  strike out on their own to explore the greater world. It is 
  not widely known that these lesser derro are able to stand 
  the hated sun better than their brothers. 
  This is a balanced player character race that can be used 
  with any other core race or standard race in the game. 
  Random Starting Ages
  Race   
  Adulthood
  Intuitive1
  Self-Taught2   
  Trained3
  Aasimar  
  15 years             
  +2d6 years           
  +3d6 years          
  +4d6 years 
  1 This category includes barbarians, oracles, rogues, and sorcerers.
  2 This category includes bards, battle scions, cavaliers, fighters, gunslingers, paladins, rangers, shadowsworn, spell-less rangers,  
  summoners, and witches.
  3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, shamans, theurges, white necromancers, and wizards.
  Aging Effects
  Race 
  Middle Age1 
  Old2 
  Venerable3 
  Maximum Age
  Aasimar  
  30 years
  45 years     
  60 years    
  75 years
  1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.                 3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  Random Height and Weight
  Race 
  Base 
  Height 
   Height 
  Modifier
  Base Weight 
  Modifier
  Weight 
  Modifier
  Derro, male     
  3 ft. 2 in.            
  +2d4 in.
  37 lb.
  +2d4 lb.
  Derro, female   
  3 ft. 0 in.            
  +2d4 in.
  32 lb.
  +2d4 lb.
  4
  
  48
  Lesser Derro Racial Traits
  +2 Charisma, +2 Dexterity, –2 Wisdom: Derro are 
  dexterous and compelling, but they lack common sense. 
  Derro: Lesser derro are humanoids with the derro 
  subtype. 
  Small: Lesser derro are Small creatures and thus gain 
  a +1 size bonus to their AC, a +1 size bonus on attack 
  rolls, a –1 penalty on their combat maneuver checks and 
  to Combat Maneuver Defense, and a +4 size bonus on 
  Stealth checks.
  Speed: Lesser derro have a base speed of 20 ft.
  Senses: Lesser derro have darkvision 60 ft.
  Light Sensitivity: Lesser derro are dazzled in areas of 
  bright sunlight or within the radius of a daylight spell. 
  Keen Senses: Lesser derro gain a +2 racial bonus to 
  Perception checks.
  Languages: Lesser derro speak Aklo and Common. 
  Those with high Intelligence scores can learn Drow, 
  Duergar, Ghoul, Goblin, and Kobold.
  Lesser Spell-like Ability: Lesser derro can cast 
  ghost sound three times per day as a spell-like ability, 
  using their character level as their caster level.
  Poison Use: Lesser derro are skilled in the use of poisons 
  and never risk accidentally poisoning themselves.
  Weapon Familiarity: Lesser derro are proficient with 
  aklyses, light repeating crossbows, and fauchards.
  Madness: If the GM allows, a lesser derro gains a minor 
  madness from the minor madness table. Derro use 
  their Charisma modifier on Will saves instead of their 
  Wisdom modifier and are immune to insanity and 
  confusion effects. Only a miracle or a wish spell can 
  remove a derro’s madness. If this occurs, the derro gains 
  +6 to Wisdom and –6 to Charisma. 
  Status: Derro begin with a –2 to status if you are using 
  the Status rules in the Midgard Campaign Setting. They 
  are disliked and distrusted by the people of Midgard.
  AlternAte rACiAl trAits
  The following alternate racial traits may be selected in 
  place of one or more of the standard racial traits above. 
  Consult your GM before selecting any of these new 
  options. Unless otherwise noted, both full derro and 
  lesser derro may select these alternate traits.
  Aberrant Empathy: This derro has a way with 
  aberrations and the monstrous servants of the ancient 
  gods. She gains a +2 racial bonus on Diplomacy, Bluff, 
  and Sense Motive checks against aberrations and 
  creatures of the dark tapestry (GM’s judgment). This 
  racial trait replaces keen senses.
  Beloved of Madness: If the derro causes another 
  creature to suffer the confused condition, the derro 
  can refer to the table in the confusion spell (Pathfinder 
  Roleplaying Game Core Rulebook) after the percentile 
  dice have been rolled and add or subtract points from 
  the result equal to the derro’s class levels (maximum 100, 
  minimum 1). The derro also can do this with percentile 
  dice rolls when she casts chaos magic (see Deep Magic, 
  pages 20–24). After reaching 10th level, the derro can 
  alter a roll on a d8 or d10 table for chaos magic and can 
  adjust any roll by 1 but cannot go above the maximum 
  or minimum for the table. This racial trait replaces the 
  derro’s ghost sound spell-like ability and keen senses. 
  With GM’s permission, this should cause the derro to 
  gain a minor madness from the minor madness table.
  Daywalker: A mutation has given this derro eyes 
  that are much better able to withstand the harsh glare 
  of the sun. The derro no longer has light sensitivity, 
  and its darkvision is reduced to 30 ft. This racial trait 
  replaces poison use.
  Infiltrator: The derro gains a +2 racial bonus on 
  Disguise checks to pose as a diseased dwarf, gnome, 
  or human child and, when doing so, ignores the check 
  penalties for disguising oneself as a different race and 
  age category. This racial trait replaces the ghost sound 
  spell-like ability.
  Meredwarf Resilience: The derro gains Toughness 
  as a bonus feat. This racial trait replaces poison use, 
  keen senses, and the ghost sound spell-like ability.
  Savant’s Spawn: The derro has more minor magic 
  abilities. She can cast daze three times per day as a 
  spell-like ability. The DC for this ability is Charisma-
  based. This racial trait replaces poison use and is 
  available only to lesser derro. 
  Obsessed: The derro is passionately interested in 
  one Craft or Profession skill. The derro gains a +2 
  racial bonus to checks using this skill. With the GM’s 
  permission, the derro can roll on the minor madness 
  table to gain a madness associated with the skill and 
  g
  knowledge (forbidden lore)
  Knowledge (forbidden lore) is a skill that deals with 
  the elder gods, things from the dark tapestry, and evil 
  dark magic. It has aspects of Knowledge (arcana), 
  Knowledge (planes), and Knowledge (religion) dealing 
  with evil and secretive things. If your campaign does 
  not use this skill, replace it with Knowledge (planes). 
  
  49
  g
  monster ClAss: derro, full
  This monster class can be used in high-powered 
  campaigns with the permission of your GM. It is far 
  more powerful than other starting races, though, and it 
  can absolutely unbalance a beginning game.
  Full derro have all the racial traits of lesser derro, 
  above, as well as the following traits.
  Advanced Dexterity: Full derro gain an additional 
  +2 to Dexterity.
  Spell Resistance, Lesser: Full derro gain spell 
  resistance equal to 6 + their character level.
  Spell-like Abilities: Full derro can cast the 
  following spells as spell-like abilities: darkness (at 
  will), daze (3/day), and sound burst (3/day). The DCs 
  for these abilities are Charisma-based.
  Sneak Attack 1d6: This ability acts as the sneak 
  attack ability of the rogue and stacks with sneak attack 
  damage from other sources. 
  Vulnerable to Sunlight: Full derro take 1 
  point of Constitution damage for each hour they are 
  exposed to sunlight.
  gain a +3 racial bonus to checks using that skill in place 
  of the +2 bonus. This racial trait replaces keen senses.
  Vermin Speaker: The derro can communicate three 
  times per day with verminous creatures (vermin, 
  slimes, reptiles, and amphibians, as well as creatures 
  in the mole family with the GM’s approval). This 
  ability acts as the spell speak with animals but only 
  with respect to the creatures listed above. This replaces 
  the ghost sound spell-like ability. Note that mindless 
  creatures cannot answer more than a single word to any 
  question and have little memory or creativity.
  derro ChArACter trAits
  Derro may often be mad, but they are surprisingly resilient.
  Derro Hustle (Racial)
  You are quick for your kind because you know the fate of 
  the slow.
  Benefit: If you do not already have increased movement 
  due to a class feature or feat (for example, monk or 
  barbarian class abilities), you gain a +5-ft. trait bonus to 
  your movement speed when you are lightly encumbered. 
  Tricky Combatant (Combat) 
  There is no such thing as a fair fight among the derro.
  Benefit: You gain a +1 on combat maneuver checks to 
  perform the dirty trick or the steal combat maneuver.
  fAvored ClAss options
  Alchemist: Add +10 minutes to the duration of the 
  alchemist’s mutagen.
  Barbarian Add +1/5 of DR /— that stacks with the 
  barbarian’s damage reduction. 
  Bard: Add one spell known from the wizard’s 
  enchantment school spell list. This spell must be at least 
  1 level lower than the highest level of spell the bard can 
  cast. The spell is treated as 1 level higher, unless it is also 
  on the bard spell list.
  Druid: Add a +1/2 circumstance bonus on Stealth checks 
  when using wild shape.
  Fighter: Choose the dirty trick or steal combat 
  maneuver. Add +1/3 to the fighter’s CMB when 
  attempting this maneuver (maximum bonus of +4).
  Inquisitor: Add a +1/2 bonus on Intimidate checks to 
  demoralize humanoids.
  Magus: Add a +1/4 circumstance bonus on critical 
  hit confirmation rolls when using spell combat (to 
  a maximum of +4). This bonus does not stack with 
  critical focus.
  Oracle: Treat the derro’s level as +1/2 higher for 
  determining the effects of the oracle’s curse ability. 
  Ranger: Add a +1/3 dodge bonus to Armor Class 
  against the derro’s favored enemies. 
  Rogue: Add a +1 circumstance bonus on Disable Device 
  and Use Magic Device checks related to glyphs, symbols, 
  scrolls, and other magical writings. 
  Sorcerer: Add one spell known from the sorcerer spell 
  list. This spell must be at least 1 level lower than the 
  highest level of spell the sorcerer can cast. 
  Witch: Gain 1/6 of a new witch hex. 
  minor mAdnesses
  While derro are insane, some are crazier than others. A 
  variety of fetishes and compulsions affects this twisted 
  race, and with the permission of the GM, the player of 
  a derro character is strongly encouraged to partake as 
  well from the cup of madness. The bits of insanity on the 
  following page are meant to be roleplaying features, but 
  the GM or the player may add suitable in-game effects 
  by mutual agreement. The GM can also allow a player to 
  come up with her own form of lesser madness, but the 
  GM has the final say.
  4
  
  50
  Subtable 1: Small Objects
  01–10
  Rocks or crystals
  11–20
  Bones, hair, nails, or bugs (dead or alive) 
  21–30
  Deodands (items responsible for the death of  
  a creature)
  31–40
  Eyes, fingers, teeth, ears, or other body parts
  41–50
  Dirt, dust, or clay
  51–60
  Rags, cloth, papers, or printing
  61–70
  Hats, socks, gloves, or other clothing
  71–80
  String, wire, or chain
  81–90
  Clockwork parts, jewelry, or buttons
  91–100
  Holy symbols, religious goods, or books 
  MINOR MADNESSES
  01–10
  Collector; roll on subtable 1 for specific object
  11–20
  Pica (eats nonfood objects); roll on subtable 1 for specific object
  21–30
  Minor delusion; roll on subtable 3
  31–40
  Irrational prejudice against creature; roll on subtable 2 for specific creature
  41–50
  Taboo (cannot touch or interact with creature); roll on subtable 2 for specific creature
  51–60
  Phobia (strong fear of creature); roll on subtable 2 for specific creature
  61–70
  Physical effect; roll on subtable 4
  71–80
  Obsessed with creature; roll on subtable 2 for specific creature
  81–90
  Minor delusion; roll on subtable 3
  91–00
  Physical effect; roll on subtable 4
  Subtable 4: Physical Effects
  01–10
  Leers and rolls eyes at some type of creature 
  (roll on subtable 2)
  11–20
  Tic or tremor in body part 
  21–30
  Mutters constantly to self in Aklo
  31–40
  Speaks inappropriate but true facts during 
  diplomatic situations
  41–50
  Randomly speaks a word (chosen by GM) 
  during combat or negotiation
  51–60
  Laughs at inappropriate moments
  61–70
  Weeps at inappropriate moments
  71–80
  Constantly clenches and unclenches hands
  81–90
  Minor hunchback
  91–100
  Half of face paralyzed 
  Subtable 2: Living Creatures
  01–10
  Tiny insects, slugs, or worms
  11–20
  Chickens, cats, dogs, sheep, cows, or other 
  domestic animals (pick a type)
  21–30
  Elves, dwarves, humans, kobolds, or other 
  humanoids (pick subtype)
  31–40
  Rats, giant centipedes, gelatinous cubes, or 
  other giant vermin or oozes (pick type)
  41–50
  Clerics or oracles
  51–60
  Wizards or sorcerers
  61–70
  Sparrows, pigeons, hawks, owls, or other birds
  71–80
  Rats, wolves, moles, badgers, or other mammals
  81–90
  Constructs or clockwork creatures
  91–100
  Outsiders (pick type)
  Subtable 3: Delusions
  01–10
  Imaginary friend; god/spirit who is friendly 
  and encouraging
  11–20
  Imaginary friend; god/spirit who is hateful 
  and discouraging
  21–30
  Believes she is a high noble
  31–40
  Thinks he has fewer powers than he really does
  41-50
  Thinks he has more powers than he really does
  51–60
  Convinced she has an important destiny
  61–70
  Convinced that an inanimate object (roll on 
  subtable 1 above) is alive
  71–80
  Believes he is a polymorphed powerful creature
  81–90
  Voices speak gibberish and commands to 
  character 
  91–100
  Conavinced that random patterns of either 
  inanimate objects (subtable 1) or living things 
  (subtable 2) have meaning and must be studied
  
  51
  derro ClAss ArChetypes
  Derro prefer adventuring careers steeped in discovery, 
  illusion, madness, and mystery. The class archetypes 
  presented below are available to derro.
  FIST OF MADNESS (MONK)
  Among the derro, some of the most chaotic are compelled 
  to test their minds and bodies in bizarre ways. For each 
  individual, the ordeals are different, and no two of these 
  so-called fists of madness train in concert or in the same 
  manner. Still, their single-minded mad passion gives them 
  frightening combat abilities and makes them a chaotic 
  antithesis to the martial artists among the sane races.
  Derro Weapons: At 1st level, the fist of madness 
  replaces all monk weapon proficiencies with 
  proficiencies in all simple light and one-handed 
  weapons, the alkys, the fauchard, and the shuriken. The 
  alkys and the fauchard count as monk weapons for the 
  fist of madness and may be used with flurry of blows.
  Replaced Skills: At 1st level, the fist of madness 
  replaces Knowledge (religion) with Knowledge 
  (forbidden lore) and Knowledge (history) with 
  Knowledge (dungeoneering).
  Chaos Strike (Su): At 1st level, the fist of madness 
  gains the ability to cause madness with her unarmed 
  strikes. You must declare that you are using this ability 
  before you make your attack roll (thus, a failed attack 
  roll ruins the attempt). Chaos strike forces a foe 
  damaged by your unarmed attack to make a Will save 
  (DC 10 + 1/2 your character level + your Cha modifier) 
  in addition to dealing damage normally. A defender 
  who fails this saving throw acts as if affected by the 
  spell lesser confusion for 1 round. Effects that remove 
  or affect spells (such as protection from spells and dispel 
  magic) work as normal.  
   You may attempt a chaos strike once per day +1 for 
  every four levels of fist of madness you have attained but 
  no more than once per round. Constructs, oozes, plants, 
  undead, incorporeal creatures, and creatures immune 
  to critical hits cannot be confused by this ability. This 
  ability replaces stunning fist. 
  Madness Ki (Su): At 4th level, the fist of madness gains 
  a ki pool. This ki can be used to power any regular 
  monk abilities not replaced by this archetype but can 
  also be used to power the shadow ki abilities the monk 
  will gain. This ki pool uses Charisma instead of Wisdom 
  to determine the amount of ki points per day. This 
  ability modifies the ki pool ability.
  Chaos Blur (Ex): At 4th level, the fist of madness may 
  use a point of ki to give herself a 20% miss chance for 1 
  round. This ability replaces the monk ability to spend ki 
  to give himself a +4 bonus to AC for 1 round.
  Shadow Ki: At 4th level, and every three levels 
  thereafter, the fist of madness may select a ninja trick 
  from the ninja trick list. These choices do not include 
  rogue talents, only ninja tricks. The character’s levels in 
  the archetype count as ninja levels for choosing ninja 
  tricks, and the madness ki ability of the fist of madness 
  is used to power them. This ability replaces still mind, 
  purity of body, ki strike (cold iron/silver), diamond 
  body, diamond soul, ki strike (adamantine), timeless 
  body, tongue of the sun and moon, and perfect self.
  Pulse of Madness (Sp): At 8th level, the fist of 
  madness may spend two uses of chaos strike as a 
  standard action that does not provoke attacks of 
  opportunity to cause confusion in a 15-ft. radius 
  centered on her. This effect lasts for a number of rounds 
  equal to 1/2 the character’s fist of madness level. For 
  all purposes except attacks of opportunity, including 
  dispelling and magical protection, this power acts as the 
  spell confusion. If the fist of madness can be affected by 
  confusion effects, the spell will affect the fist of madness 
  as well. The save for this ability is equal to 1/2 the level 
  of the fist of madness level plus her Charisma modifier. 
  Madness Armor (Ex): The fist of madness adds her 
  Charisma bonus added to her AC, plus an additional 
  +1for every four levels. This benefit replaces the monk’s 
  AC bonus. 
  Ki Strike (Chaos) (Ex): At 10th level, the unarmed 
  attacks of a fist of madness are also treated as chaotic 
  weapons for the purpose of overcoming damage 
  reduction. This ability replaces ki strike (lawful).
  Quivering Mind (Su): At 15th level, a fist of madness 
  can inflict true madness upon her foes. In all regards, 
  this ability is identical to the monk’s quivering palm, 
  except that the saving throw DC is 10 + 1/2 the fist of 
  madness’s level + the fist of madness’s Cha modifier, and 
  the result is the target gaining a major insanity (if the 
  GM uses these rules) and being permanently staggered 
  on a failed save. As with quivering palm, this effect can 
  be brought forth upon the victim a number of days after 
  the successful hit equal to the fist of madness’ level. All 
  the effects are permanent until healed with remove curse 
  or a similar effect. 
  Chaos Master (Su): At 20th level, a fist of madness 
  warps the very fabric of reality around her. In a 50-ft. 
  radius around the fist of madness, the local plane 
  becomes strongly aligned to chaos and is affected as 
  if by a circle of protection: law. The fist of madness 
  may at will alter the gravity within this region to any 
  of the following: normal, heavy, light, no, objective 
  directional (chosen by the fist of madness), or 
  subjective directional.
  4
  
  52
  MONSTROPHILE (RANGER)
  These derro rangers use their madness and charisma to 
  master creatures that others cannot begin to understand. 
  They keep oozes, vermin, and strange monstrous creatures 
  as battle-thralls and hunting beasts. The monstrophile 
  sacrifices some ranger abilities to create a deep bond with 
  their chose creature.
  Monstrous Empathy: At 1st level, the monstrophile 
  is able to use wild empathy, as the ranger ability, 
  when dealing with monstrous animals, unintelligent 
  aberrations, vermin, and oozes only. Normal animals 
  are no longer affected by this power. This ability replaces 
  animal empathy.
  Monstrous Companion: At 1st level, the 
  monstrophile gains the companionship of a monstrous 
  creature. This can be any vermin, reptile, or amphibian 
  on the animal companion list or one of the ooze or 
  monstrous creature companions described below 
  but cannot be a dinosaur. This companion has 1/2 its 
  normal hp until the monstrophile attains 3rd level. This 
  ability otherwise acts as the druid’s animal companion 
  ability. It replaces the ranger’s favored enemy, hunter’s 
  bond, and ranger spell casting. 
  Ooze Companions
  Ooze companions have no Intelligence score and possess 
  the mindless trait. Nevertheless, an ooze companion can 
  learn one trick, plus additional bonus tricks. If an ooze 
  companion gains an ability score increase (at 4 Hit Dice, 
  8 Hit Dice, and so on), the monstrophile can apply this 
  increase to the companion’s Intelligence, changing it 
  from — to 1 (and then perhaps higher), at which time 
  the companion loses the mindless trait and is able to 
  know up to three tricks per point of Intelligence, plus 
  additional bonus tricks, as per the Handle Animal skill. 
  An ooze companion has no skill points or feats as long as 
  it has the mindless trait. 
  Oozes have the ooze traits from the appropriate section 
  of Pathfinder Roleplaying Game Bestiary.
  Gelatinous Cube
  Starting Statistics: Size: Medium; Speed: 20 ft.; AC: +0;  
  Attack: slam (1d4 plus 1d4 acid); Ability Scores: Str 10, Dex 4, 
  Con 18, Int —, Wis 5, Cha 1; Special Attacks: paralysis (Fortitude 
  DC 14 or paralyzed for 1d6 rounds, this is a poison effect); engulf 
  (see Gelatinous Cube entry in Pathfinder Roleplaying Game 
  Bestiary.) Special Qualities: blindsight 20 ft., DR 5/slashing or 
  piercing; CMD can’t be tripped.
  7th-Level Advancement: Size: Large; Speed: 15 ft.; AC: +0; Attack: 
  slam (1d6 plus 1d6 acid); Ability Scores: Str +0, Dex –3, Con +8; 
  Special Attacks: paralysis (Fortitude DC 20 or paralyzed for 1d6 
  rounds, this is a poison effect); Special Qualities: blindsight 20 ft.
  Ochre Jelly 
  Starting Statistics: Size: Medium; Speed: 15 ft., climb 10 ft;  AC: 
  +0; Attack: slam (1d4+ 2 plus 1d4 acid); Ability Scores: Str 12, 
  Dex 4, Con 14, Int —, Wis 5, Cha 1; Special Attacks grab; Special 
  Qualities: blindsight 20 ft., DR 5/bludgeoning; CMD can’t be 
  tripped.
  7th-Level Advancement: Size: Large; Speed: 10 ft.; AC: +0; Attack: 
  slam (2d4+3 plus 1d6 acid); Ability Scores: Str +4, Dex –3, Con +4; 
  Special Attacks: grab; Special Qualities: blindsight 20 ft., split (see 
  entry in Pathfinder Roleplaying Game Bestiary.) The ooze may 
  rejoin as a full-round action. Only one ooze may be ordered about 
  by the monstrophile; the rest are truly mindless.  
  SHADOW STALKER (ANTIPALADIN)
  Derro antipaladins are the elite servants of gods like 
  Nyarlathotep and the Black Goat of the Woods. They 
  are masters of stealth and shadow magic, who shake the 
  faith of those who believe that the good of the world can 
  survive the dark apotheosis to come. Rather than strutting 
  warriors, they are lethal shadow-hunters, moving through 
  the night, bringing their message of hopelessness and 
  madness to a naive and unsuspecting world. 
  Alignment: Most shadow stalkers are chaotic evil, but a 
  few are chaotic neutral. 
  Weapons and Armor: The shadow stalkers is not 
  proficient with heavy armor. 
  Class Skills: The shadow stalker replaces Ride and 
  Handle Animal with Acrobatics and Perception.
  Detect Law (Sp): This ability acts as the antipaladin 
  ability detect good, except that the spell detect law is cast 
  instead of detect good.
  Smite Law (Su): At 1st level, the shadow antipaladin 
  gains the ability to smite lawful creatures. This ability 
  acts as smite good in all ways, except that creatures with 
  lawful alignments are targeted instead of creatures with 
  good alignments. Lawful-aligned outsiders, priests, 
  paladins and members of judicial and law enforcement 
  organizations of lawful societies (GM’s discretion) take 
  double damage from this smite effect instead of the 
  creatures listed under smite good. This ability replaces 
  smite good.
  Aura of Madness (Su): At 3rd level, a shadow 
  stalker radiates an aura of chaos and madness that 
  causes all enemies within 10 ft. to take a –2 penalty on 
  saving throws against any effect that causes insanity 
  or the confused condition. Creatures that are normally 
  immune to insanity lose that immunity while within 
  10 ft. of an antipaladin with this ability. This ability 
  functions only while the antipaladin remains conscious, 
  not if he is unconscious or dead. This ability replaces 
  aura of cowardice.
  
  53
  Evasion (Ex): At 3rd level, the shadow stalker gains 
  evasion, as the rogue ability. This ability replaces plague 
  bringer.
  Cruelty (Su): At 3rd level, and every three levels 
  thereafter, a shadow stalker antipaladin can select 
  one cruelty to use in conjunction with the touch of 
  corruption ability. At 3rd level, the following initial 
  cruelties are available.
  Least Confusion: The target has a 20% chance of being 
  dazed for 1 round.
  Sneak Attack 1d6: This ability acts as the sneak attack 
  ability of the rogue and stacks with sneak attack dice 
  from other sources.
  At 6th level, a shadow stalker antipaladin can choose 
  from the following cruelties.
  Lesser Confusion: The target is confused for 1 round. 
  The antipaladin must have the least confusion 
  cruelty before selecting this cruelty.
  Sneak Attack 2d6: This ability acts as the sneak attack 
  ability of the rogue and stacks with sneak attack 
  dice from other sources. The antipaladin must have 
  selected the sneak attack 1d6 cruelty before selecting 
  this cruelty.
  At 9th level, a shadow stalker antipaladin adds the 
  following cruelties to the list of those available.
  Greater Confusion: The target is confused for 
  1 round per level of the shadow stalker. 
  The antipaladin must have the lesser 
  confusion cruelty before selecting 
  this cruelty.
  Sneak Attack 3d6: This ability acts as 
  the sneak attack ability of the rogue 
  and stacks with sneak attack dice from 
  other sources. The antipaladin must 
  have selected the sneak attack 2d6 cruelty 
  before selecting this cruelty.
  At 12th level, a shadow stalker adds the following 
  cruelties to the list of those available.
  Confusion Burst: This ability acts as a confusion 
  spell centered on the antipaladin. The 
  antipaladin must have the greater confusion 
  cruelty before selecting this cruelty.
  Sneak Attack 4d6: This ability acts as the 
  sneak attack ability of the rogue and 
  stacks with sneak attack dice from other 
  sources. The antipaladin must have 
  selected the sneak attack 3d6 cruelty 
  before selecting this cruelty.
  At 15th level, a shadow stalker adds 
  the following cruelties to the list of 
  those available.
  Insanity Touch: This ability acts as the spell insanity. 
  The antipaladin must have the confusion burst 
  cruelty before selecting this cruelty.
  Sneak Attack 5d6: This ability acts as the sneak attack 
  ability of the rogue and stacks with sneak attack 
  dice from other sources. The antipaladin must have 
  selected the sneak attack 4d6 cruelty before selecting 
  this cruelty.
  At 18th level, a shadow antipaladin adds the following 
  cruelty to the list of those available.
  Sneak Attack 6d6: This ability acts as the sneak attack 
  ability of the rogue, and stacks with sneak attack 
  dice from other sources. The antipaladin must have 
  selected the sneak attack 5d6 cruelty before selecting 
  this cruelty.
  Aura of Insanity: At 17th level, the shadow stalker 
  gains DR 5/law. Each enemy within 10 ft. takes a –4 
  penalty to saving throws against confusion or insanity 
  effects. This ability functions only while the shadow 
  stalker antipaladin is conscious, not if he is unconscious 
  or dead.
  4
  
  54
  Evangelist of Madness: At 20th level, the shadow 
  stalker becomes a harbinger of the darkest gods of evil 
  and madness. He gains DR 10/law. Whenever he uses 
  smite law and successfully strikes a lawful outsider, the 
  shadow stalker can choose to subject the outsider to 
  banishment, using his antipaladin level as the caster level.  
   In addition, members of judicial and law enforcement 
  organizations of lawful societies (GM’s discretion) must 
  make a Will save (10 + 1/2 shadow stalker antipaladin 
  level + Cha) or gain a permanent major insanity. In all 
  other ways, this ability acts as the antipaladin’s unholy 
  champion ability. It replaces the unholy champion ability.
  Spells: The shadow stalker antipaladin gains spells as a 
  regular antipaladin but uses the shadowcaster spell list 
  from Deep Magic.
  NEW BLOODLINE: DERRO SAVANT
  The following bloodline is available to derro sorcerers 
  whether lesser derro or full derro.
  With their mind-bending and soul-crushing powers 
  and their encyclopedic knowledge of the dark secrets of the 
  world, derro savants rule their lesser kin with an iron fist. 
  They bend their servants to their secret purposes and plot 
  to hasten the coming of the end times.
  Class Skill: Knowledge (forbidden lore).
  Bonus Spells: charm person (3rd), detect thoughts (5th), 
  suggestion (7th), charm monster (9th), dominate person 
  (11th), geas (13th), insanity (15th), demand (17th), 
  dominate monster (19th).
  Bonus Feats: Threnodic Spell (no prerequisites), Spell 
  Focus, Skill Focus (any Knowledge), Bouncing Spell, 
  Persistent Spell, Iron Will.
  Bloodline Arcana: Whenever you cast a spell of the 
  charm subschool, increase the spell’s DC by 2.
  Bloodline Powers: Your path of domination gives 
  you eldritch abilities, both to learn secrets and to 
  dominate others.
  Entrancing Gaze: At 1st level, you can cause a creature 
  to be entranced into passivity at a range of 30 ft. If the 
  creature fails a Will save equal to 10 + your Charisma 
  modifier, the creature can take only a move action 
  on its next turn but can defend itself normally. Once 
  a creature has been affected by entrancing gaze, it is 
  immune to its effects for 24 hours. You can use this 
  ability a number of times per day equal to 3 + your 
  Charisma modifier. This is a mind-affecting effect.
  Student Savant: At 3rd level, you gain a +2 insight bonus 
  on checks involving any Knowledge skill in which you 
  have at least 1 rank and no more than 7 ranks. This 
  bonus does not stack with that from Skill Focus. You 
  can make Knowledge checks untrained if they have a 
  DC of 15 or lower.
  Savant: At 9th level, you add half your class level as a 
  bonus on all Knowledge checks and can make all 
  Knowledge checks untrained.
  Skilled Manipulator: At 15th level, if you successfully use 
  detect thoughts or scry to observe an enemy for at least 
  2 rounds, you gain a +4 insight bonus to the save DC 
  of any spells of the charm subschool that you cast on 
  this enemy. You can observe only one enemy at a time 
  in this fashion. 
  Master Dominator: At 20th level, you can use 
  permanency on your charmed servants to make 
  your domination of them permanent. Each servant 
  requires 1,000 gp per Hit Die, and you can control up 
  to 20 Hit Dice of charmed servants in this fashion.
  
  55
  derro equipment
  Most derro are indifferent to the quality of their items, 
  though they lavish attention and color on their weapons 
  and some bits of peculiar fashion. They have a fondness 
  for certain weapons rarely seen elsewhere.
  POISON NET
  The derro have learned how to weave a complex type of 
  netting using a combination of monstrous spider silk 
  and fibers from dried mushrooms. They coat these nets 
  with contact poison, such as weeping poison (see below), 
  which makes it easier to capture living victims for ritual 
  torture and sacrifice to their dark gods.  
  Any creature caught in a poison net must make a saving 
  throw against the poison during each attempt to escape the 
  net. Creatures that help a victim out of the net must also 
  make such a saving throw. A poison net is almost identical 
  to a normal net, weighing slightly less (5 lb.) because of 
  its construction. Poison nets are never sold to outsiders.
  Weeping Poison 
  Type poison, injury; Save Fortitude DC 17
  Frequency 1/round for 10 rounds
  Effect 1d2 Dex damage and paralyzed for 1 minute; 
  Cure 1 save
  Cost 750 gp
  A combination of mineral toxin and vermin venom, 
  derro bluetear or weeping poison is a powerful injected 
  poison that is made only by derro elders and alchemists. 
  It is also called derro bluetear for the copious tears that 
  its paralyzed victims shed, both when they are captured 
  and when the derro begin their vile tortures. 
  derro mAgiC items
  Derro magic items are as dark and terrible as their makers.
  Fauchard of Shadowy Flame
  Aura moderate evocation; CL 8th
  Slot none; Price 10,320 gp; Weight 10 lb.
  This well-crafted Small +1 fauchard has black flames 
  enameled into its cold blade. Once per day, the wielder 
  may take a standard action to use the blade to call forth 
  shadowy fire from the spaces between the stars. This 
  black fire does 4d6 points of negative energy damage 
  to one target within 25 ft., with a DC 15 Reflex save for 
  half damage. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, shadow 
  conjuration; Cost 5,160 gp
  GHOST BOLT
  Aura faint enchantment; CL 7th
  Slot none; Price 510 gp; Weight 1/10 lb.
  This +1 bolt is charged with the energy of tormented 
  souls. When it strikes a target, the victim must make a DC 
  13 Will save to resist the hideous shrieking and moaning 
  of these souls in her mind. If the save fails, the target 
  becomes staggered for 1d3 rounds.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, confusion; 
  Cost 255 gp
  IDOL OF THE HATEFUL GOD
  Aura faint divination and transmutation; CL 7th
  Slot none; Price 1,900 gp; Weight: 1 lb.
  This foul statuette of an elder god of the dark tapestry is 
  constantly cold and slimy to the touch. Any character who 
  has ranks in Knowledge (forbidden lore) or Knowledge 
  (planes) instinctively knows how to use this statue to 
  make a one-time connection to the far realms of evil gods. 
  A character can make a straightforward Spellcraft check 
  to use the other power of the idol as normal.
  The statue can be invoked one time as a standard 
  action to cast both rage and heroism at caster level 5th 
  against a single target. These spells have a duration of 7 
  rounds, and if the target of this effect is still under the 
  effect of rage and no enemies are present, the recipient 
  of the effect must charge and attack a neutral or friendly 
  target in sight. The recipient picks which target she 
  attacks. Dispelling the rage effect ends the compulsion, 
  and a protection from evil spell cast on the target provides 
  that creature with a DC 22 saving throw to dispel the 
  rage and heroism effects.
  In addition, the idol can be used as part of a 10-minute 
  ritual to cast divination at caster level 7th. Unless the user 
  of the item has made a DC 22 Knowledge (forbidden lore) 
  g
  fAuChArd
  This polearm is similar to a glaive, being a curved blade 
  affixed to the end of a pole. Unlike a glaive, though, the 
  cutting edge of a fauchard is along the concave side, 
  causing the blade to resemble that of a sickle or a scythe. 
  The fauchard is more awkward to utilize than a glaive 
  (and as such is an exotic weapon), but its increased 
  threat range over the glaive and ability to trip foes make 
  it a dangerous weapon in the hands of a skilled user.
  Cost 14 gp; DMG (S) 1d8; DMG (M) 1d10; Crit 
  18–20/×2; Range —; Weight 2 lb.; Type S; Special 
  reach, trip. 
  
  56
  check, she does not know that at the end of the effect, she 
  will be afflicted with a type of insanity from the Pathfinder 
  Roleplaying Game: GameMastery Guide for 24 hours after 
  the ritual. If the GM does not use these rules, the character 
  is sickened for 24 hours after the use of this item.
  When both of its powers have been used, the idol 
  melts into a pool of acidic mucus. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, rage, divination, 
  crafter must worship a demon, old god, or god of the 
  dark tapestry; Cost 950 gp
  STAFF OF MADNESS
  Aura moderate enchantment; CL 8th
  Slot none; Price 25,000 gp; Weight 5 lb.
  An ever-changing panoply of tormented faces appears and 
  disappears slowly from the wood or ivory of this twisted 
  staff. With the GM’s approval, carrying this staff bestows a 
  minor madness from the table above on the possessor.
  • Lesser confusion (1 charge)
  • Facemelt (2 charges)
  • Skullsplitter (2 charges)
  • Confusion (4 charges)
  CONSTRUCTION
  Requirements Craft Staff, lesser confusion, facemelt, 
  skullsplitter, confusion; Cost 12,500 gp
  derro feAts
  Derro feats deal with madness and stealth. As the twisted 
  little humanoids search for sacrifices for their dark gods, 
  these feats help them to survive in the deep earth, and 
  lesser derro may even use certain forbidden rituals to 
  increase their power at the cost of their sanity.
  Chaosfire (Metamagic)
  Your damaging spells evoke a random form of chaos flame. 
  Benefit: When a chaosfire spell is cast, you roll on the 
  random energy table of the madfire spell (see below). 
  The damage type done by the spell is changed to the 
  type noted on the table. Only spells that do some form 
  of energy-based hp damage can be affected by this feat. 
  With the GM’s permission, a minor madness should 
  be rolled up on the table above when this feat is taken. 
  A chaosfire spell uses up a spell slot 1 level higher than 
  the spell’s actual level.
  Derro’s Knife
  A racial cunning lies in the cut and thrust of your blades.
  Prerequisite: Lesser derro, character level 3rd.
  Benefit: You gain a sneak attack that deals 1d6 points of 
  damage. This sneak attack damage stacks with sneak 
  attack damage from other sources. This feat can be 
  taken only one time. With the GM’s permission, a minor 
  madness should be rolled when this feat is taken.
  Hateful Hoarder
  You collect sharp and cruel little items that you can use 
  later to hurt others. 
  Prerequisite: Full derro or lesser derro.
  Benefit: You can take a standard action up to three 
  times per day to spread little items you have collected 
  in a 5-ft.-square area. They act as caltrops but cannot 
  be reused or sold. With the GM’s permission, a minor 
  madness should be rolled when this feat is taken.
  Pierce the Veil (Story)
  You strive to reach your true potential as a derro, to 
  commune with the gods of madness and retrieve the 
  powers that are your rightful heritage.
  Prerequisite: Lesser derro; you must have had an 
  encounter with a full derro, a demon, or servant of the 
  old gods.
  Benefit: You gain a minor madness and a +1 inherent 
  bonus to Knowledge (forbidden lore) checks. Knowledge 
  (forbidden lore) becomes a class skill for you.
  Goal: Commune with the outer gods or other spirits 
  of madness. To achieve this goal, you must gain 4 
  ranks in Knowledge (forbidden lore). Then you must 
  undertake the ritual of piercing the veil by summoning or 
  communing with a spirit of the outer darkness—a servant 
  of a demon or an outer god, such as Nyarlathotep. This 
  act must involve more than a simple augury or even a 
  commune spell: physical contact is required. The ritual 
  must be undertaken at a place of power of the GM’s 
  choosing, likely in the deep underdark, and should 
  involve tests and hazards for the supplicant. 
  Completion Benefit: You gain the following spell-like 
  abilities at a caster level of 3rd: darkness (3/day), sound 
  burst (3/day), and daze (3/day) if you did not already 
  have this spell-like ability. The DCs for these abilities 
  are Charisma-based. You also gain spell resistance 
  equal to 6 + your character level. If the GM uses the 
  insanity rules from the Pathfinder Roleplaying Game: 
  GameMastery Guide, you gain a type of insanity either 
  rolled randomly or chosen by the GM. If this insanity 
  is cured or ameliorated in any way, you lose all the 
  completion benefits of this feat. (Psychosis should not 
  be used because this affliction removes control of the 
  character from the player for extended periods of time.)
  Insane Persuasion
  The madness of the derro and their penchant for self-
  mutilation is horrifying to the sane races, and you can 
  use this ability to shake others to their core.
  Prerequisite: Madness racial trait.
  4
  
  57
  Benefit: You gain a +3 circumstance bonus on Intimidate 
  checks you make against those who do not possess 
  the madness racial trait. This bonus increases to +6 if 
  you have at least 10 ranks in Intimidate. When using 
  this feat, you can choose to take 1 point of damage to 
  increase the bonus to +5 or to +10 if you have at least 10 
  ranks in Intimidate. You cannot take more than 1 point 
  of damage in this manner, and the higher bonus does 
  not apply if the damage is not taken. 
  Verminspeaker
  You love the oozes because you understand their whispers.
  Prerequisite: Lesser derro.
  Benefit: You are better able to understand the ways of 
  oozes and vermin. You gain a +2 inherent bonus to 
  Handle Animal and Sense Motive checks involving 
  those creatures, and if you do not have a special ability 
  allowing you to use Handle Animal checks on such 
  creatures, you may do so once per day.
  spells of the derro
  The spells of the derro are designed to inflict suffering 
  and chaos upon their victims. Derro spellcasters want to 
  see and hear their victims suffer. These spells are among 
  the vilest of those created by the derro savants. 
  FACEMELT
  School transmutation; Level alchemist 2, sorcerer/wizard 
  2, witch 2
  Casting Time 1 standard action
  Components V, S, M (a tiny ball of wax)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw Fortitude negates
  Spell Resistance yes
  A ray of black energy shoots forth from your hand. You 
  must succeed on a ranged touch attack for this spell to 
  work. The target must make a Fortitude save or take 1d4 
  points of Charisma damage +1 point for each four caster 
  levels as its face melts and runs like liquid wax.
  MADFIRE 
  School evocation; Level alchemist 1, antipaladin 1, 
  sorcerer/wizard 1, witch 2
  Casting Time 1 standard action
  Components: V, S, M (a piece of colored glass)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw Reflex half
  Spell Resistance yes
  You call up bizarre flames from the depths of hell to cast at 
  your enemies. These flames strike the target automatically, 
  doing 1d4+1 points of damage of a random type as rolled 
  on the following table. The color and nature of the flames 
  is also noted.
  d10 (Flame Type)
  Damage Type
  1
  1 Raging inferno
  Fire
  2
  2 Green hellfire
  Acid
  3
  3 Blue icy flames
  Cold
  4
  4 Crackling hellbolts
  Electricity
  5
  5 Cackling flameskulls
  Sonic
  6
  6 Blades of flame
  Slashing
  7 
  7 Swarm of fiery wasps
  Piercing
  8
  8 Rain of flaming stones
  Bludgeoning
  9
  9 Terrible white fire of heaven
  Positive energy
  10
  10 Black flames of searing cold
  Negative energy
  The spell strikes unerringly, even if the target is in melee 
  combat, so long as the target has less than total cover or 
  total concealment. Specific parts of a creature can’t be 
  singled out. Objects are not damaged by the spell. For 
  every 2 caster levels beyond 1st, your fire rages more 
  intensely, doing an additional 1d4+1 points of damage to 
  the target. 
  SKULLSPLITTER
  School enchantment; Level alchemist 3, cleric 3, 
  sorcerer/wizard 3, witch 3 
  Casting Time 1 standard action
  Components: V, S, M (a small rodent skull)
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration concentration, up to 1 round/level
  Saving Throw Will partial; see text
  Spell Resistance yes
  You stare intently at the target and cause it to develop an 
  intense headache. If the affected creature fails its saving 
  throw, the pain is so intense that it gains the staggered 
  condition until the beginning of your next turn. Whether 
  or not it succeeds on the saving throw, the victim takes 
  1 point of bleed damage from cranial bleeding due to 
  split sinuses. Even if the target makes its save, you can 
  continue to concentrate on the same individual in future 
  rounds if it remains visible to you. On any subsequent 
  round of the duration, the target must make a saving 
  throw or gain the staggered condition for 1 round. Bleed 
  damage from this spell does not stack with itself or other 
  bleed damage.
  4
  
  dhAmpir
  ONE FOOT IN THE GRAVE
  5
  
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  T
  he half-living children of vampires and human 
  mothers, dhampirs often face harsh realities that 
  warp them into angry, vengeance-driven creatures. 
  Some focus this rage against the undead responsible 
  for their creation. Others embrace their dark heritage 
  and revel in their bloodthirsty legacy. In either case, a 
  dhampir’s life is usually marked by loneliness, isolation, 
  and misunderstanding.
  Dhampirs are typically loners who eschew forging 
  connections with other living creatures, particularly 
  with humans, who hate and sometimes even hunt them. 
  However, a few desperately seek these connections to 
  their mortal roots, and even fewer find that they can 
  actually procreate themselves. These dhampirs sometimes 
  even find purpose in guiding and protecting their 
  bloodline. Other dhampirs find families to adopt as their 
  own and take on the role of a family leader.
  However, most dhampirs acutely feel the hatred and 
  anger that most societies levy at them. Many dhampirs 
  go mad or turn to evil in response, blowing up in 
  awesome displays of rage, but others are lucky enough 
  to discover helpful emotional bonds that allow them 
  to share their burdens. Dhampirs are accustomed to 
  persecution and solitude. Those who find creatures they 
  can trust as comrades and allies are often friends of rare 
  loyalty and self-sacrifice.
  Even rarer are the dhampirs who take to the wilderness 
  and find solace in the bonds of nature and animals, but 
  they exist. Among predators and creatures of the night, a 
  dhampir can find a brand of kinship impossible to forge 
  among other living beings.
  Most curious of all are when groups of dhampirs come 
  together and forge their own communities. It’s unusual 
  for dhampirs to settle down in one place, so these 
  dhampir communities almost always take the form of 
  wandering caravans. The exact appearance, nature, and 
  cultural details vary from group to group, but as they’ve 
  traveled and encountered other groups through the 
  course of their long lives, a form of loose, greater culture 
  has coalesced around them. The dhampirs of these 
  groups refer to themselves as Walking Crows.
  This culture revolves around safety and identity. The 
  dhampirs in these communities enjoy a measure of 
  protection against outsiders and feel safer around one 
  another as each understands one another’s struggles 
  intimately. This safety allows them to explore their 
  capabilities and claim identities for themselves absent of 
  the expectations and fears of their parent cultures.
  Outside of these rare, small communities, though, 
  dhampirs have little culture and society of their own. 
  Largely reviled by the civilized races, most dhampirs 
  spend their lives in the shadows either building hatred 
  in their hearts or striving valiantly to overcome their 
  heritage and all the struggles that come with it.
  Physical Description: For most dhampirs, 
  self-expression is one of the few things they can 
  control. As such, they tend to style themselves to fit in, 
  or they take the other extreme and design themselves 
  to stand out. It’s not uncommon for dhampirs to 
  borrow elements of their style from multiple races 
  and cultures, blending them together into something 
  unique. Some toe a provocative line and may 
  incorporate sacred or religious symbols and styles to 
  provoke an extreme reaction.
  Society: Dhampirs tend to either camouflage themselves 
  into society or live in isolation, but there are exceptions. 
  Groups of traveling dhampirs develop their own unique 
  culture over time but, also, adhere to greater cultural 
  guidelines called the Walking Crow edicts. These rules 
  dictate the Crows’ responsibility to protect one another 
  from outside interference, for each caravan group to 
  self-govern and be self-sustaining, and for each Crow to 
  work for the prosperity of the caravan.  
   These wandering groups don’t always find warm 
  welcome with outsiders—if one dhampir is regarded 
  with suspicion, then a group of them is cause for mass 
  paranoia—and they have a reputation for closing ranks 
  against outsiders even when one of them breaks a law. 
  Few groups of travelers offer as wide an array of skills, 
  however, as few dhampirs have the luxury of going 
  through life without developing an adventurer’s skill 
  set. Therefore, Walking Crows can expect coin and 
  tolerance—if not acceptance—most anywhere they go.  
   Dhampirs who are not Walking Crows usually wish 
  to merge with mortal society instead and go about 
  it by setting themselves up as family patriarchs or 
  matriarchs. If they have no bloodline of their own, 
  they’ll select a mortal—maybe a relative but other 
  times a stranger the dhampir admires or respects—and 
  adopt the mortal’s family as his own, spending his 
  considerable lifespan growing that family’s influence 
  and protecting it. The “lucky” family may flourish 
  under the patronage of their strange “relative,” but 
  others may find themselves the pawns and playthings of 
  a diseased and overly attached mind.
  Relations: Dhampirs seldom find common ground 
  with members of other races, but they occasionally 
  ally themselves with the shunned and misunderstood. 
  For instance, they share an existence straddling life 
  and death with samsarans. Their connection to the 
  dark and the night strikes a chord with wayangs and 
  fetchlings. And tieflings often understand the societal 
  rejection they face. It’s also possible for dhampirs to 
  become uneasy bedfellows with the likes of strix or 
  nagaji, but these “allies” would almost certainly be 
  using the dhampir as much as the dhampir might seek 
  to use them.
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  Alignment and Religion: Most dhampirs are evil or 
  neutral, though it’s difficult to say if that is due to some 
  inborn corruption or because of their often-traumatic 
  upbringings. Those with relatively peaceful childhoods 
  are still often troubled but capable of rising above their 
  natures. Good dhampir may be horrified by their own 
  existences and dedicate themselves to obliterating the 
  undead as a means of resolving their inner conflicts. 
  Others see their lifespan and powers as opportunities to 
  improve the lots of others. 
   Dhampirs who succumb to bloodlust and hatred 
  tend to find faith with gods or demon or devil lords 
  promising power, wrath, and lives of luxury long 
  denied. The noblest examples of dhampirs may become 
  followers of deities who promise healing, redemption, 
  and a chance at salvation.
  Adventurers: Dhampirs typically excel at striking 
  from the shadows, making them good rogues, 
  alchemists, investigators, and sometimes even fighters. 
  Few dhampirs stay in one place long enough to dedicate 
  themselves to formal arcane study or to feel the call 
  of religion, but those who do can become the most 
  dedicated of their kind. Dhampir paladins and clerics 
  may be among the rarest of the rare, but their devotion 
  is unmatched. 
   Powers that manifest suddenly and are sometimes 
  violent or unwanted, such as happens with bloodragers, 
  oracles, or sorcerers, are part and parcel of dhampir 
  existence as they came into being in a similar way.  
   It’s uncommon for a dhampir to feel a call to nature 
  but not unheard of. Some dhampirs feel a special 
  connection with other nocturnal predators, strong 
  enough to even overcome the discomfort they feel from 
  their innate separation with nature. Some take owls, 
  wolves, or bats on their shields or other insignia.
  Names: Wandering dhampirs connected with the 
  Walking Crows often adopt the surname “Crow” to 
  denote themselves as such.  This serves not only a 
  cultural identification purpose but also protection to let 
  people in town know others will come looking should 
  the dhampir go missing. Dhampirs who are attached to 
  a mortal family will either adopt that name as their own 
  or else insist their “descendants” adopt the dhampir’s 
  chosen nomenclature. 
  dhAmpir rACiAl trAits
  Dhampir have the following racial traits.
  +2 Dexterity, +2 Charisma, −2 Constitution: 
  Dhampirs are fast and seductive, but their racial bond to 
  the undead impedes their mortal vigor.
  Dhampir: Dhampirs are humanoids with the dhampir 
  subtype.
  Medium: Dhampirs are Medium creatures and have no 
  bonuses or penalties due to their size.
  Normal Speed: Dhampirs have a base speed of 30 ft.
  Random Starting Ages
  Race   
  Adulthood
  Intuitive1
  Self-Taught2   
  Trained3
  Dhampir  
  20 years             
  +4d4 years           
  +6d6 years          
  +10d6 years 
  1 This category includes barbarians, oracles, rogues, and sorcerers.
  2 This category includes bards, battle scions, cavaliers, fighters, gunslingers, paladins, rangers, shadowsworn, spell-less rangers,  
  summoners, and witches.
  3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, shamans, theurges, white necromancers, and wizards.
  Aging Effects
  Race 
  Middle Age1 
  Old2 
  Venerable3 
  Maximum Age
  Dhampir  
  35 years
  53 years     
  70 years    
  70+2d20 years
  1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.                   3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  Random Height and Weight
  Race 
  Base 
  Height 
   Height 
  Modifier
  Base Weight 
  Modifier
  Weight 
  Modifier
  Dhampir, male     
  4 ft. 10 in.
  +2d10 in.
  120 lb.
  x5 lb.
  Dhampir, female   
  4 ft. 5 in.
  + 2d10 in.
  85 lb.
  x5 lb.
  
  61
  Senses: Dhampirs have low-light vision and darkvision 
  60 ft.
  Manipulative: Dhampirs are accustomed to hiding 
  their true identities. They gain a +2 racial bonus on 
  Bluff and Perception.
  Undead Resistance: Dhampirs gain a +2 racial bonus 
  on saving throws against disease and mind-affecting 
  effects.
  Light Sensitivity: Dhampirs are dazzled in areas of 
  bright sunlight or within the radius of a daylight spell.
  Negative Energy Affinity: Though a living 
  creature, a dhampir reacts to positive and negative 
  energy as if it were undead—positive energy harms it, 
  while negative energy heals it.
  Spell-Like Ability: A dhampir can use detect undead 
  three times per day as a spell-like ability. The caster level 
  for this ability equals the dhampir’s class level.
  Resist Level Drain (Ex): A dhampir takes no 
  penalties from energy drain effects, though he can still 
  be killed if he accrues more negative levels than he 
  has Hit Dice. After 24 hours, any negative levels a 
  dhampir takes are removed without the need for an 
  additional saving throw.
  Languages: Dhampirs begin play speaking 
  Common. Those with high Intelligence scores 
  can choose any language they want (except 
  secret languages, such as Druidic).
  AlternAte rACiAl trAits 
  The following racial traits may be selected instead of 
  existing dhampir racial traits. Consult your GM before 
  selecting any of these new options.
  Nameless Traveler: Some dhampirs have been 
  brought up on the road and trained to keep their heads 
  down and evade notice. Dhampirs with this racial trait 
  gain a +2 racial bonus on Disguise and Stealth checks. 
  This racial trait replaces manipulative.
  Seasoned Crow: Many dhampirs are familiar with 
  the language of signs, marks, and landmarks used 
  by wandering dhampir caravans to indicate danger, 
  resources, or safety. These dhampirs can leave 
  these marks for others, gaining a +2 racial bonus to 
  Diplomacy and Knowledge (local) checks the next time 
  she meets another dhampir, or she can interpret these 
  signs to get an answer to a question about the area 
  within 5 miles of the marker that pertains to available 
  aid or possible danger, as per augury, with a caster 
  level equal to the dhampir’s class level. This racial trait 
  replaces spell-like ability.
  Controlling Progenitor: Dhampirs with families, 
  either biological or adopted, are protective and 
  controlling of their descendants and use and abuse their 
  bonds to keep the family on an intended path. These 
  dhampirs gain a +2 racial bonus on Diplomacy and 
  Intimidate checks made against their descendants. When 
  they use spells or abilities with the charm descriptor 
  against their descendants, the DCs gain a +2 racial 
  bonus. This racial trait replaces manipulative.
  5
  
  62
  Family Protector: Dhampirs often protect their 
  kin at any cost. Whenever such a dhampir would fail a 
  saving throw requiring her to cause harm to a relative 
  or descendant, she may immediately reroll the save 
  and choose the most favorable result. This racial trait 
  replaces undead resistance.
  rACiAl subtypes
  You can combine various alternate racial traits to create 
  dhampir subraces or variant races, such as the following.
  Walking Crow: These dhampirs belong to the insular 
  communities of wandering caravans. Raised on the road 
  and taught to value other dhampirs above all outsiders, a 
  Walking Crow dhampir carries herself with mystery and 
  respect. She knows the value of blending in and going 
  unnoticed but, also, enjoys access to a secret world of 
  communication and understanding. Crows have some 
  distance from their undead heritage and lose their spell-
  like ability and manipulative racial traits but gain the 
  nameless traveler and seasoned crow traits.
  Family Archons: Some dhampirs are obsessed—or 
  at least deeply concerned—with the creation and 
  preservation of some kind of lasting legacy. For them, 
  it is a question of proving their links to the land of the 
  living. If these dhampirs don’t procreate, they are willing 
  to adopt an impressive mortal family as their own. They 
  lose their spell-like ability and undead resistance racial 
  traits but gain the controlling progenitor and family 
  protector traits.
  fAvored ClAss options 
  The following options are available to dhampirs who have 
  the listed favored class, Unless otherwise stated, the bonus 
  applies each time you select the favored class reward.
  Arcanist: Add +1/4 to points gained to arcane reservoir 
  when the arcanist consumes a spell of the necromancy 
  school through the consume spells class feature.
  Bloodrager: Add +1/4 to the bloodrager’s effective 
  class level when determining the power of his 
  bloodrager bloodline powers.
  Druid: Add +1 hp to the druid’s animal companion. If 
  the dhampir ever replaces her animal companion, the 
  new animal companion gains these bonus hp.
  Hunter: Add +1/2 to the hunter’s class level when 
  determining her wild empathy check result to influence 
  nocturnal animals and magical beasts.
  Investigator: Add +1/2 on Perception and Sense 
  Motive checks to notice something in dim light or 
  nonmagical darkness.
  Oracle: Add a +1 bonus to concentration checks when 
  casting spells with the curse descriptor.
  Slayer: Add +1/2 dodge bonus to AC against undead 
  studied targets.
  Witch: Add +1/4 to the witch’s effective caster level when 
  determining the effects of spells of the necromancy 
  school the witch casts.
  dhAmpir ArChetypes
  The following racial archetypes are available to dhampirs.
  DOOMCALLER (ORACLE)
  Dhampirs straddle the gap between life and undeath, 
  granting some dhampir oracles visions of horrible future 
  events that they have learned to manipulate to their 
  enemies’ peril.
  Recommended Mysteries: bonesAPG, dark tapestryUM, 
  heavensAPG, loreAPG, timeUM.
  Oracle’s Curse: A doomcaller must take the haunted 
  or tongues curse at 1st level.
  Bonus Spells: doom (2nd), mad hallucinationUM (4th), 
  vision of hellUM (6th), calamitous insight* (10th), weird 
  (18th). These bonus spells replace the oracle’s mystery 
  bonus spells at these levels. 
  Revelations: A doomcaller must take the following 
  revelations at the listed levels.
  Momentary Glimpse (Su): As the time mystery 
  revelation. You must take this revelation at 1st level. 
  Doom Prophet (Su): Once per day, you can enter a 
  trance to gain a glimpse of the future. The trance 
  lasts for 1 minute, which must be uninterrupted 
  and during which you can take no other actions. 
  During this trance, visual illusions of every disturbing 
  possibility of the future in question play around you 
  and disturb opponents within 30 ft. who fail a Will 
  save. Although you must stay in the trance for 1 
  minute, its effects against opponents last for a round 
  of rounds equal to half your oracle level (minimum 
  1). Creatures affected by the trance can make a Will 
  save at the end of every round to shake off its effects. 
   At 3rd level, you gain the benefits of the augury spell 
  with 73% effectiveness and the troubling illusions can 
  cause the shaken condition on a failed save. At 5th 
  level, your augury increases to 75% effectiveness and 
  the illusions can cause the frightened condition. At 
  9th level, your augury reaches 79% effectiveness and 
  the illusions are so disturbing and horrible they can 
  cause the panicked. You must take this revelation at 
  3rd level.
  
  63
  MIDNIGHT STALKER (SLAYER)
  Some dhampirs find temporary solace in hunting and 
  capturing those even more undesirable than themselves, 
  and they excel in catching their prey using their excellent 
  night vision and their supernatural charisma. 
  Weapon and Armor Proficiency: A midnight 
  stalker is proficient with all simple and martial weapons 
  plus the aklys, bolas, dan bong, lasso, and net. Midnight 
  stalkers are proficient with light armor, light shields, 
  and bucklers but not heavy shields or tower shields. 
  This ability replaces the slayer’s weapon and armor 
  proficiencies. 
  Stalk (Ex): At 2nd level, any time the midnight stalker 
  is able to follow or observe a studied target for at least 
  a minute while remaining unnoticed, he may add an 
  additional +1 to his studied target bonuses against that 
  target. For every additional minute the midnight stalker 
  observes the target, add an additional +1 to a maximum 
  of +5 after five minutes. If the midnight stalker is 
  noticed while still observing the target, all previous 
  bonuses from this ability are lost. This ability replaces 
  the slayer talents gained at 2nd and 4th level.
  Blind-Fight: At 6th level, the midnight stalker gains 
  the Blind-Fight feat. If the midnight stalker already has 
  the Blind-Fight feat, he can take any other combat feat 
  for which he already qualifies instead. This replaces the 
  slayer talent gained at 6th level.
  Hypnotic Gaze (Su): At 8th level, the midnight stalker 
  gains a gaze attack usable only against a studied target. 
  As a standard action, the midnight stalker can attempt 
  to gaze at a studied target within 30 ft. The target must 
  succeed at a Will save or be paralyzed for 1 round. This 
  ability replaces the slayer talent gained at 8th level.
  Slayer Talents: The 
  following slayer talents (and 
  rogue talents) complement 
  the midnight stalker archetype: 
  camouflage, fast stealth, slowing 
  strikeACG, sniper’s eye, surprise 
  attack.
  Advanced Slayer Talents: 
  The following advanced 
  slayer talent (and advanced 
  rogue talent) complement 
  the midnight stalker archetype: 
  slayer camouflageACG.
  PREDATOR LORD (HUNTER)
  Some dhampirs embrace their predatory nature and seek 
  to emulate it through their chosen animal companions. 
  Class Skills: A predator lord gains Knowledge (arcana) 
  as a class skill, but she does not gain Knowledge 
  (dungeoneering) as a class skill.
  Spells: Predator lords gain spells as the hunter ability but 
  may add one sorcerer/wizard spell of the necromancy 
  school that is not on the hunter spell list to their list of 
  spells known each time they gain a new spell level. They 
  do not gain summon nature’s ally to their list of spells 
  known. This ability alters spells.
  Animal Companion (Ex): A predator lord gains an 
  animal companion as the hunter ability, but she may 
  only choose animal companions that are carnivorous 
  predators. At 1st level, her companion begins to show 
  results from the predator lord’s experimentation with 
  improved night vision. 
  An animal companion 
  without low-light vision 
  gains that ability, or 
  5
  
  64
  darkvision to a range of 60 ft. if it already had low-light 
  vision. This ability alters the animal companion ability.
  Wild Empathy (Ex): This ability functions as the 
  hunter ability, but a predator lord gains a +4 bonus 
  on wild empathy checks to improve the attitude of 
  predatory animals or magical beasts. 
   A predator lord may use wild empathy to improve the 
  attitude of undead creatures that once had the animal 
  or magical beast type. Undead creatures have a starting 
  attitude of hostile. A predator lord using wild empathy 
  in this way takes a −4 penalty to the check in addition to 
  any other penalties. This alters the wild empathy ability.
  Bloody Feast (Su): At 2nd level, as a full-round 
  action, a predator lord may feed her animal companion 
  her blood and expend the necromantic energy of a spell 
  to bolster her companion’s healing. The predator lord 
  must take 2 hp of damage for each Hit Die the animal 
  companion possesses and discharge a necromancy spell 
  of at least 1st level (expending the spell slot as if cast). 
  The animal companion regains 4 hp per each of its Hit 
  Die and gains fast healing equal to the level of spell 
  discharged for a number of rounds equal to the hunter’s 
  level. An animal companion cannot heal more than its 
  maximum number of hp in this way. Additionally, for 24 
  hours after the bloody feast, the animal companion does 
  not need to eat, drink, or sleep, but it does continue to 
  breathe. This ability replaces precise companion.
  Dread Companion: At 10th level, the predator lord’s 
  animal companion reaches the end result of its master’s 
  experimentations. The dread companion retains its 
  original creature types but, also, gains the dhampir 
  subtype and the following abilities:
  Senses: Dread companions gain low-light vision and 
  darkvision 60 ft. (if it did’t already have darkvision).
  Undead Resistance: Dread companions gain a +2 
  racial bonus on saving throws against disease and 
  mind-affecting effects.
  Light Sensitivity: Dread companions are dazzled in 
  areas of bright sunlight or within the radius of a 
  daylight spell.
  Negative Energy Affinity: Dread companions are alive 
  but are healed by negative energy and harmed by 
  positive energy as if they were an undead creature. 
  Resist Level Drain: A dread companion takes no 
  penalties from energy draining effects, though it 
  can still be killed if it accrues more negative levels 
  then it has Hit Dice. After 24 hours, any negative 
  levels a dread companion takes are removed 
  without the need for an additional saving throw.
  This ability replaces raise animal companion.
  SCION OF HATE (BLOODRAGER)
  Some dhampirs are innately tuned to the emotions of 
  others—but only in detecting the fear, hate, and revulsion 
  targeted at them.
  Aura of Hatred (Su): Beginning at 2nd level, the 
  scion of hate exudes an empathic hatred that repulses 
  and frightens their enemies. Any opponents within 20 
  ft. of the scion of hate take a −2 penalty to saves against 
  fear. This penalty increases to −4 at 5th level, −6 at 10th 
  level, and to −8 at 15th level. This replaces uncanny 
  dodge and improved uncanny dodge.
  Hate Infusion (Su): At 3rd level, a scion of hate can 
  channel his hatred into spells and weapon strikes. 
  Whenever the scion of hate deals damage with an 
  attack or spell, he may choose to infuse the strike with 
  hateful energy. The target must attempt a Will save 
  (DC = 10 + 1/2 the bloodrager’s level + Charisma 
  modifier) or become shaken for a number of rounds 
  equal to half your bloodrager level (minimum 1). At 
  9th level, the target becomes frightened instead. This 
  is a mind-affecting fear effect. This ability replaces the 
  bloodrager’s 1st-level bloodline power.
  dhAmpir equipment
  The following equipment is used or made by dhampirs.
  Blood Cookies: Made from a mix of dried meat and 
  grains, these small animal treats are prepared into 
  crunchy spheres with hollow centers. The cookies can 
  be cracked open and filled with a dose of a liquid or 
  powdered substance, then molded back together. The 
  shell keeps the substance inside fresh for 24 hrs. A 
  blood cookie can be eaten as a free action or fed to an 
  animal as a move action, activating the properties of the 
  substance contained inside the cookie, if any.  
  Cost: 2 gp per cookie; Weight: —
  Coffin Tents: These alchemically treated tents are 
  made from a combination of silk and cotton, woven 
  in dozens of thin layers. The fabric is breathable 
  and cool, but the thickness of it prevents all but dim 
  lighting inside the tent even on the brightest days 
  (although it does not block a daylight spell). The fibers 
  are additionally treated with a fire-resistant alchemical 
  solution. Coffin tents ignore the first 3 hp of damage 
  taken each round from fire.  
  Cost: 25 gp; Weight: 20 lb. (5 lb. if Small)
  Crowclaw: This thin black rod has a slight hook at the 
  end with a point marked with a faint blue-white powder, 
  a special substance derived from crushed scorpion 
  chitin. When a crowclaw is scratched onto a surface 
  exposed to moonlight or sunlight, it leaves behind 
  markings invisible to all senses except darkvision. Those 
  
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  with darkvision see the markings left behind as bright 
  and pale blue. Crowclaw markings are washed away by 
  water but can persist a month or more in dry or shaded 
  areas. Crowclaws can be used 10 times before crumbling. 
  Cost: 5 gp; Weight: —
  dhAmpir feAts
  A gnashing of teeth, a spray of blood. This is the tainted 
  existence of a dhampir.
  Accursed Sense
  Your cursed existence has made you more aware of the 
  signs of an active curse.
  Prerequisite: Dhampir, Intelligence 13+.
  Benefit: You gain a +2 competence bonus on Knowledge 
  (arcana) checks to identify spell effects as curses. 
  Additionally, you may use Knowledge (arcana) to identify 
  a curse even if it is not a spell. The DC is 10 + the curse’s 
  save DC. 
  Leech
  You may drink the blood of a diseased or poisoned 
  creature and expose yourself to the same toxins but also 
  impart a measure of your undead resilience to the victim.
  Prerequisite: Dhampir, Heal skill 4 ranks.
  Benefit: If you deal 1d3 hp damage to a diseased or 
  poisoned creature and spend 1 minute drinking its 
  blood, you must attempt the save to resist any disease 
  or poison from which it’s suffering with a +2 bonus. 
  Whether you succeed or fail, the originally afflicted 
  creature may immediately attempt another saving throw, 
  even if one would not normally be allowed, with a +2 
  bonus. If this does not cure the affliction, you may not 
  attempt to use this ability against until the next save 
  interval (or after 24 hours, if there is normally no save).
  Mourning Dove (Teamwork)
  While one of your allies feigns helplessness, you lurk in 
  wait to strike.
  Prerequisite: Dhampir, Charisma 13+, Bluff 1 rank.
  Benefit: Whenever you are within 30 ft. of an ally that 
  successfully feints against an opponent, that opponent 
  also loses its Dexterity bonus to AC against you until the 
  end of your turn.
  Predator Aura
  Animals sense the predatory spirit within you and cower 
  before it.
  Prerequisite: Dhampir, Handle Animal 3 ranks, 
  Intimidate 3 ranks, wild empathy class feature.
  Benefit: When you attempt a wild empathy check, you 
  can choose to force your innate predatory nature upon 
  your target. You may add your Strength modifier (if any) 
  to your wild empathy check. If successful, the creature 
  cowers and is incapable of taking aggressive action against 
  you or any other creature for a number of rounds equal 
  to your level. This effect ends if the animal is attacked. 
  Cowing an animal in this way is a full-round action, and 
  you must be within 30 ft. to influence it. If the check is 
  unsuccessful, treat it as a failed wild empathy check.
  dhAmpir mAgiC items
  Legacy. Disguise. Blood. Dhampir magic items reflect 
  their lifestyles.
  DAGGER OF THE ACCUSER
  Aura moderate enchantment; CL 7th
  Slot none; Price 44,000 gp; Weight 1 lb.
  A fine layer of crimson coats the point of this +2 dagger. 
  Its pommel is wrapped in red leather and decorated with 
  embellishments of justice and revenge.
  When the dagger touches the blood of a slain creature 
  and the command word is spoken, its wielder may 
  immediately know the name of the deceased and see the 
  moment of death from the slain creature’s perspective. 
  If the slain creature was murdered, the dagger’s wielder 
  may swear an oath to avenge the death. Doing so allows 
  her to immediately know the name of the murderer and 
  receive a +4 morale bonus to attack rolls and +1d6 to 
  damage rolls against that creature, and the dagger of the 
  accuser gains the keen ability in all combats until the 
  murderer is killed. These bonuses are lost if the target 
  is not slain within a week after the oath is sworn, and 
  the wielder instead receives a −4 to all rolls until a break 
  enchantment, remove curse, or similar spell is cast upon 
  her, upon which the dagger returns to its normal state.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, blood 
  biographyAPG, lesser geas; Cost 22,000 gp
  HARP OF HARMLESSNESS
  Aura moderate illusion; CL 11th
  Slot none; Price 60,000 gp; Weight 8 lb.
  This ordinary-looking harp is carved from common 
  wood and strung unremarkably with a few vague 
  symbolic carvings that might be from any culture.
  When played by a performer with at least 1 rank in the 
  Perform skill, the harp shares its perfect ordinariness with 
  the harpist. For as long as the harp of harmlessness plays, 
  the harpist and allies within 30 ft. take on the appearances 
  of ordinary and unremarkable representatives of the race 
  that is the dominant culture of the region (a kingdom, 
  country, empire, and so on) Those interacting with the 
  subjects may attempt a Will save against a DC equal to the 
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  harpist’s Perform check to see through the illusion.
  A bard using a harp of harmlessness with bardic music 
  may add +2 to all save DCs when using his fascinate, 
  suggestion, and mass suggestion performances.
  CONSTRUCTION
  Requirements Craft Wondrous Item, veil;  
  Cost 30,000 gp
  LEGACY DIADEM 
  Aura faint transmutation; CL 3rd
  Slot head; Price 10,800 gp; Weight 1 lb.
  When not active, this thick red-gold circlet possesses 
  only one square-cut garnet jewel in its center. Once 
  placed upon the head of a living creature, the diadem 
  sprouts new, smaller square garnets, alternating from one 
  side of the central jewel to the other, for each biological 
  descendant of the wearer that is still alive. The wearer of a 
  legacy diadem intuitively knows which jewel corresponds 
  to which descendant, and by touching that jewel and 
  speaking the command word, he may know the condition 
  of that descendent as if affected by status. Once per day 
  per jewel, the wearer may send a telepathic message of 
  no more than 25 words to the corresponding descendent. 
  The message arrives no matter the distance but only if the 
  recipient is on the same plane of existence. 
  Whenever a new descendent is born while the diadem 
  is worn, a new jewel sprouts on the diadem. When a 
  descendent dies while the diadem is worn, a jewel turns 
  black and vanishes to allow the other jewels, if any, to close 
  in on the gap. The diadem must be worn to use its magic.
  CONSTRUCTION
  Requirements Craft Wondrous Item, status, whispering 
  wind; Cost 5,400 gp
  STYGIAN COLLAR
  Aura strong necromancy; CL 13th
  Slot neck; Price 80,000 gp; Weight —
  This black leather collar fastens with bone. It magically 
  stretches to fit around the neck of any size creature, but 
  it only becomes active on undead creatures that had the 
  animal type prior to death. 
  A creature wearing a stygian collar reacts as it 
  normally would, except when the command word for the 
  collar is spoken. At that point, the creature wearing the 
  collar responds as its former animal type to wild empathy 
  abilities and Handle Animal checks. A creature wearing 
  the collar may be taught tricks with the Handle Animal 
  skill as if it had an Intelligence of 1 and retains all tricks 
  taught to it until the collar is removed. If the stygian 
  collar is removed, the magic vanishes and the creature 
  reverts to its undead state and has no memory of any 
  learned tricks, even if the collar is returned. The collar 
  does not actually change the creature’s type, just how it 
  reacts to wild empathy and Handle Animal checks.
  The creature reacts as its normal undead type to any 
  other creature approaching it unless the command word 
  is spoken and a successful check to alter its attitude is 
  made. If it learns the trick stay, it can be commanded to 
  stay and will not challenge creatures that approach it.  
  If affected by a spell or effect targeting undead, a 
  creature wearing the stygian collar gains a +2 competence 
  bonus to its save or is permitted a Will save if one is not 
  normally allowed. On a failure, the creature will revert to 
  its collared state once the effect ends.
  CONSTRUCTION
  Requirements Craft Wondrous Item, charm animal, 
  control undead; Cost 40,000 gp
  dhAmpir spells
  Magic is second nature to one with an unnatural 
  existence, like a dhampir.
  BLIGHTED HEALING
  School necromancy; Level druid 5, ranger 4, shaman 5
  Casting Time 1 standard action 
  Components V, S, DF
  Range 20-ft.-radius burst or target plant touched; see text
  Duration instantaneous
  Saving Throw Fortitude half (see text);  
  Spell Resistance  yes 
  You drain surrounding plant life to nourish yourself. Upon 
  casting, all non-creature plants within the area of effect 
  wilt and die. You regain 1d6 hp/2 levels (maximum 10d6 
  at 20th level) from draining the plant life. To use this effect 
  of the spell, you must be in an area of at least light foliage.
  You can cast this spell on a single plant creature and 
  siphon the life from it instead. Doing so requires a touch 
  attack, and a plant creature takes 1d6 points of damage/2 
  levels (maximum 10d6) and may attempt a Fortitude 
  saving throw for half. You regain as many hp as the 
  creature takes in damage, but you gain no hp beyond what 
  is required to reduce the creature’s hp to 0. 
  CALAMITOUS INSIGHT
  School enchantment (compulsion) [language-dependent, 
  mind-affecting]; Level bard 4, cleric/oracle 5, shaman 4, 
  sorcerer/wizard 4, witch 4
  Casting Time 10 min.
  Components V, S, DF/F (divination cards, sticks, or dice)
  Range touch
  Target one living creature with 7 Hit Dice or less
  Duration instantaneous (see text)
  Saving Throw Will negates; Spell Resistance yes 
  You see a vision of a calamity to soon befall the target, 
  but it is this spell that creates the calamity, not fate.
  Casting this spell takes 10 minutes and requires some 
  
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  manner of fortune-telling ritual, such as reading cards, 
  sticks, or dice, to be effective. At the end of the ritual, 
  the target may ask a question about an upcoming event 
  or problem to occur in the next 7 days. You see a vision 
  of the worst possible outcome of the target’s question. 
  The target must have 7 Hit Dice or less and be able to 
  understand you.
  The target must succeed a Will save upon hearing 
  the results of the vision. On a success, he shakes off 
  the effects of the prophecy and is not forced to believe 
  the vision or act on it. On a failure, the target becomes 
  obsessed with the grim foretelling and subconsciously 
  works to bring about the prophesied result. 
  This spell does not cause the creature to take actions 
  that would actively put itself in danger. Rather, consider 
  the target under the effects of lesser geas with a mission to 
  create the foretold conditions as closely as possible.
  Once the time for the foretold event arrives, even if the 
  disaster does not occur exactly as predicted, the target 
  believes you foretold it accurately, for good or ill.
  DECLARE KIN
  School transmutation [language-dependent, mind-
  affecting]; Level cleric/oracle 1, druid 1, inquisitor 1, 
  ranger 1, shaman 1, sorcerer/wizard 1, witch 1
  Casting Time 1 hr. 
  Components V, S, M (blood; see text)
  Range touch
  Target one living creature
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You mystically bind yourself to another creature, marking 
  him and his descendants as blood descendants of yours. 
  The ritual for this spell takes 1 hour and requires both 
  you and your target to cut palms (causing 1 point of 
  damage to each of you that cannot be reduced) and clasp 
  hands while declaring each other as true kin.
  Once completed, you, the target, and all the target’s 
  descendants are considered blood relatives for the 
  purposes all of all spells and effects. An unwilling target 
  cannot be forced into kinship but may be deceived or 
  coerced through spells or effects such as suggestion.  
  Kinship forged in this way can only be broken by a 
  limited wish, miracle, wish, or similar spell.
  DETECT HATRED
  School divination; Level bard 1, bloodrager 1, cleric/
  oracle 1, inquisitor 1, paladin 1, sorcerer/wizard 1,  
  witch 1
  Casting Time 1 standard action 
  Components V, S
  Range 60 ft.
  Area cone-shaped emanation
  Duration concentration, up to 1 min./level (D)
  Saving Throw none; Spell Resistance no
  You detect the presence of nearby living creatures that 
  have unfavorable attitudes toward you (see the Diplomacy 
  skill description for details about starting attitudes). The 
  amount of information revealed depends on how long 
  you study a particular area or subject. 
  1st round: Presence of creatures with attitudes of 
  unfriendly or hostile toward you.
  2nd round: Number of different unfriendly or hostile 
  attitudes and highest CR of the creature with the 
  worst attitude.
  3rd round: The exact ranking (unfriendly or hostile) 
  and location of each attitude reading. If the creatures 
  bearing the attitudes are not in line of sight, you 
  discern direction but not exact location. 
  Each round, you can turn to detect hatred in a new area. 
  The spell can penetrate barriers, but 1 ft. of stone, 1 inch 
  of common metal, a thin sheet of lead, or 3 ft. of wood or 
  dirt blocks it. 
  HATE BLOSSOM
  School enchantment (compulsion) [mind-affecting]; 
  Level bard 3, bloodrager 2, sorcerer/wizard 4, witch 3
  Casting Time 1 standard action 
  Components V, S, M (pinch of charcoal)
  Range touch
  Target one living creature
  Duration instantaneous 
  Saving Throw Will negates; Spell Resistance yes 
  With a touch, you transfer a powerful feeling of hatred 
  to a single living creature. On a failed save, the creature 
  experiences overwhelming anger toward the last creature 
  that angered it. In combat, this will be the last creature 
  that dealt the target damage. Otherwise, the subject of 
  the target’s ire will be the closest creature with whom the 
  target has an unfriendly or worse attitude with (see the 
  Diplomacy skill’s description of starting attitudes) or else 
  the closest creature with an alignment more than one 
  step away from the target’s.
  This spell causes the target to immediately attack 
  the object of its ire in a rage. The target retains enough 
  reason to use the most effective means of attack: a 
  spellcaster will use spells, a rogue will attempt to get into 
  an advantageous position, and so on. 
  Each time the target takes damage while under this 
  spell’s effects, it receives a new Will saving throw to shake 
  its effects. The spell automatically ends when the target’s 
  focus of hatred is dead, unconscious, or out of sight. The 
  spell automatically fails if it would cause the target to 
  attack a subject with twice its Hit Dice or more. 
  5
  
  drAgonkin
  BLOOD OF WYRMS
  6
  
  69
  F
  g
  but thAt’s not how  
  drAgonkin should be!
  One concern with writing background material for 
  the society and life cycle of dragonkin is that different 
  people have different ideas of what the race should 
  be. Maybe you think of the dragonkin as an orphaned 
  race that “Should Have Never Been.” Maybe dragonkin 
  are the next step in evolution or maybe they are the 
  foot soldiers of the evil queen of dragons. They might 
  be the saviors of the world in your game or the pawns 
  in the games of powerful lords or deities. If you read 
  this and think to yourself, “This isn’t right!” or even 
  have a sinking feeling that comes along with mysteries 
  being revealed, don’t fear. 
  If you don’t like these background details for 
  your game, ignore them, and forge ahead with your 
  preferred vision. Take what works for you, and leave 
  what does not. The details given here need not be well 
  known by players of characters with other races, and 
  you should make your own call on the truth of the 
  dragonkin way of life.
  or millennia, the prospect of half-human, 
  half-dragon hybrids was the stuff of legends and 
  speculation. But where there’s a will, there’s a 
  way, especially considering the legendary fecundity of 
  dragonkind and the boundless ambition of mankind.
  In those days, the thought that dragons’ terrible power 
  might combine with humans’ versatility and resilience 
  was repugnant to most, an irresistible siren lure to others. 
  Reflecting this fear, humans often populated their fairy 
  tales with villains who were scaly, had wicked claws, and 
  ominously swished their serpentine tails. Little did those 
  storytellers know that dragonkin were not imagined 
  phantoms. They were real—and one day, they would rise 
  and claim the position due to them.
  In Midgard, the dragonkin emerged as a race unto 
  themselves and as a force to be reckoned with less than 
  500 years ago, though individual dragonkin have existed 
  for untold years. Just before the dragonkin’s rise, a 
  particularly cunning red dragon named Mharot gathered 
  neighboring dragons and kobold tribes and proposed 
  the alliance that remains in place today. As a result, 
  scalykind slowly created its own society, which mingled 
  with the region’s humans, and the number of dragonkin 
  skyrocketed. By the time two centuries had passed, 
  the Mharoti Empire was formalized and the dragons’ 
  sultanate was home to millions of dragonkin. Today, 
  more than 19 million dragonkin represent the majority of 
  the empire’s residents. 
  Despite or perhaps because of their relative youth 
  as a race, Mharoti dragonkin tend to be arrogant and 
  ambitious, and they project an intimidating presence. 
  This haughty attitude is not unearned. Members of the 
  dragonkin edjet (or “warrior”) class, driven by greed and 
  a desire to please their aloof patrons, have fought and 
  won so many battles that the race’s pride is frustratingly 
  appropriate. Some even believe that the dragonkin are the 
  preferred children of Veles, the World-Serpent. Predictably, 
  many dragonkin individuals claim this distinction with 
  panache. Their boasts grate in the ears of other races. 
  The arrogance of the Mharoti dragonkin extends into 
  a strict sense of social order. They divide themselves 
  into four elemental kinds—fire, storm, stone, and wave 
  dragonkin—which supposedly represent pure draconic 
  bloodlines. There may be some merit to those claims of 
  lineage, particularly because many dragonkin physically 
  reflect the element their background most represents. 
  Further, hybrids of these bloodlines are common, as 
  is mixing among elemental dragonkin kinds. As a 
  result, dragonkin with pure leanings look down on the 
  colorful creatures of multiple bloodlines. These so-called 
  mongrels, the purebloods believe, are distastefully tainted. 
  Outside their own kind, the dragonkin’s social 
  hierarchy dictates that kobolds—said to be the result of 
  dragons breeding with goblins, dwarves, and halflings—
  are inferior while non-draconic, “hairy” races are even 
  lowlier. The prideful dragonkin tend to ignore that their 
  own status lies below drakes and dragons. They focus, 
  as such egocentric creatures usually do, on the groups 
  society allows them to repress. For their part, the Mharoti 
  dragons encourage and fuel this social order. Without it, 
  they could never abuse the dragonkin as they do without 
  facing an army of angry, formidable foes. 
  Although dragons are the very creatures that spawned 
  dragonkin, they view their proverbial descendants with 
  considerable contempt. In imperial lore, any dragon able 
  to ignore her love for a human—thus leaving her bloodline 
  “untainted”—is honorable. As representations of impure 
  draconic blood, dragons believe that dragonkin are fit 
  only to exist as servants, soldiers, and as the Great Dragon 
  Lords’ executives. Dragonkin cannot rise above the 
  executive class to the status of timarli (or “dragon dukes”) 
  or urmanli (or “scaled lords”) as these distinctions are 
  reserved for drakes, lesser dragons, and greater dragons. 
  Paradoxically, despite their second-class status, dragonkin 
  power the Mharoti Empire’s day-to-day activities. Indeed, 
  the Great Imperial Experiment, as its draconic citizens 
  often call it, would surely fail without them. 
  Physical Description: Dragonkin are strong, scaled, 
  bulky humanoids. Their clawed hands and feet, reptilian 
  snouts, and frilled crests all harken back to their 
  draconic heritage. Their eyes typically are deep gold or 
  black, though more exotic colors also exist.  
  6
  
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   Male and female dragonkin are physically distinctive. 
  Male dragonkin are larger and heavier with more 
  prominent horns or crests. Their tails are short and 
  often spiked. In contrast, female dragonkin are quicker, 
  more wiry, and smaller, though they are still larger than 
  most humans. Their tails are longer and prone to idle 
  lashing, and they sometimes have a frill or collar of a 
  color that contrasts with their scales.  
   The color of dragonkin’s scales typically reflects their 
  elemental kind. The flame dragonkin favor orange or 
  yellow scales with red crests. Storm dragonkin often 
  display blue, white, or silver scales with black crests. 
  Stone dragonkin, which are uncommon, sport brown, 
  gray, black, or white scales with white or purple crests. 
  Wave dragonkin, the most rare, have gold, blue, or green 
  scales with bright green or yellow crests.  
   Exceptions to the elemental divisions are dragonkin 
  soldiers, which are most common in the Mharoti 
  Empire. They typically display brassy or tan scales with 
  black or rust-colored crests. These dragonkin almost 
  always wear armor as their scaly skin offers them only a 
  modicum of protection against weapons.
  drAgonkin in the 
  mhAroti empire
  Dragonkin are rare in Midgard outside the Mharoti 
  Empire, which depends on the creatures’ strength and 
  sheer numbers to function. Dragonkin are common—if 
  not the outright majority—in most imperial provinces. 
  Below are some places in which this race plays a 
  particularly important role. 
  Dragoncoil Mountains: The very heart 
  of the Mharoti Empire, some say the 
  Dragoncoil Mountains were formed 
  from the tail of Veles itself. Truth 
  or legend, these alpine lands 
  are home to countless towns 
  and hamlets of dragonkin 
  who eschew their brash 
  and hotheaded leanings in 
  this peaceful setting. 
  Gizmiri: Known as the red province for its fiery dragon 
  ruler, Gizmiri is a place of great wastelands and thriving 
  urban life. In the scorched countryside, dragonkin 
  often profit from their enormous mining or fishing 
  operations. In Sarkland, the City of Dust, dragonkin 
  often breed lucrative riding and hunting lizards, and 
  they dominate the city’s profitable bazaars. 
  Harkesh: Known as the Golden City, this metropolis 
  is home to several small fiefdoms of dragonkin and 
  kobolds. The city is home to the Brotherhood Temples, 
  a particularly martial order of dragonkin monks; 
  dozens of edjet barracks, which house the sultana’s 
  favored dragonkin warriors; and the western docks, 
  which boast the most ruthless dragonkin merchants in 
  the entire empire.
  
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  drAgonkin elsewhere
  The Mharoti Empire is not the only place where 
  dragonkin exist, though most humans are wary or 
  downright hostile toward these scaly creatures. Below are 
  a few outlying places where dragonkin are found. 
  Cloudwall Mountains: In the upper reaches of the 
  principalities of Morgau and Doresh are the Cloudwall 
  Mountains, which serve as the private hunting ground 
  of the region’s vampire prince. Although dangerous, 
  the mountains serve as a home—and as a hiding place 
  from those who wish them ill will—for about 1,800 
  dragonkin, who are experts in keeping prying eyes away. 
  Courlandia: The Red Queen of this northern fiefdom 
  of the Grand Duchy has a Red Guard of dragonkin who 
  keep curious neighbors and dwarven reavers at bay. Her 
  dragonkin are rarely seen outside her borders. 
  Crossroads: Dragonkin typically find harsh welcomes 
  in this region’s cultural mishmash, but the scaly 
  creatures find a warm welcome among the mercenaries 
  of Hogar’s Horribles, a band known to accept nearly any 
  creature as long as it can prove its worth and help turn 
  a profit. Dragonkin are actively hunted in the Magdar 
  Kingdom, which remains at war with the empire. 
  Ruby Despotate: Some of Midgard’s most ruthless and 
  fearsome dragonkin find a place in this region, which is 
  known for its slavers, mercenaries, and seedy merchants. 
  The few Rubeshi natives who deal with wandering 
  dragonkin often find their strength and cunning useful 
  for nefarious purposes. 
  Seven Cities: A few dragonkin find causes here, 
  particularly in the city of Capleon. There, dragonkin 
  who worship Seggotan, the Lord of the Ocean, join 
  motley armies in an attempt to grab more power in a 
  region defined by its turmoil and martial strife.g
  CAste And stAtus Among the drAgonkin
  There is a strict caste system in place in the Mharoti 
  Empire. In this social pyramid, non-draconic races are 
  at the bottom while the greatest dragon lords are at 
  the top. Below are short descriptions of each class with 
  special attention paid to dragonkin’s place—or their 
  distinct absence—in each. The caste name in draconic is 
  followed by its translation. 
  Jambuka (or “Jackals”): The empire’s lowest, 
  most-maligned class is reserved for the “hairy” races—
  those humans, dwarves, ogres, gnolls, and giants 
  unfortunate enough to live there. The Mharoti dragons 
  welcome to their empire these jackals, as they’re called, 
  and they serve the dragons well in their various roles as 
  peasants, servants, smugglers, bandits, and mercenaries. 
  Kobaldi (or “Little Ones”): The empire’s kobolds 
  fall into this class. They do much the same work as the 
  jambuka, but with one important distinction: they are 
  scalyfolk, and therefore they are full imperial citizens. 
  Sekban (or “Those That Serve”): The lowest 
  ranking of the dragonkin classes, this class is above 
  hairy folk and kobolds. Nevertheless, these dragonkin 
  are a motley mix. Most are not skilled or disciplined 
  enough to reach the warrior class above them, and 
  many serve as artisans, merchants, millers, or similarly 
  practical professions. 
  Edjet (or “Warriors”): These proud dragonkin are 
  the heavily armed and armored shock troops of the 
  Dragon Empire. They are fighters, elementalist wizards, 
  lizard-riders, and priests devoted to Veles and the Four 
  Elemental Gods. These dragonkin typically believe in 
  the superiority of the scaled races. Some even believe 
  they are Veles’s chosen. 
  Akinji (or “Cunning Lords”): In times of war, 
  these dragonkin and lesser drakes are the empire’s 
  light cavalry and officers. During peacetime, they are 
  its landholders, merchants, priests, mayors, and guild 
  masters. Members of this caste fiercely believe in the 
  Great Imperial Experiment, as they call it. 
  Timarli (or “Dragon Dukes”): These drakes 
  and lesser dragons are all minor nobles, generals, 
  ambassadors, and important priests. At their own 
  expense, they typically raise armies made up of 
  members of the lesser classes to answer the sultana’s 
  yearly calls to duty. 
  Urmanli (or “Scaled Lords”): This caste consists 
  of about 500 true dragons, many of which are imperial 
  governors. Temple patrons, mining cartel overseers, 
  and land moguls are other roles these dragons tend to 
  accept—when they aren’t seeking advantage and power 
  for the day when one of the great eight morza dies. 
  Morza (or “Great Dragon Lords”): These eight 
  ancient and powerful dragons embody the empire and 
  hoard most of its wealth. They appoint a “lowly” human 
  sultan or sultana to govern, for none trusts the others 
  enough to make day-to-day decisions. Under these 
  ruthless dragons, the Mharoti Empire is growing in 
  wealth and holdings each year. 
  For more information about the Mharoti Empire’s social 
  structure, see Midgard: Player’s Guide to the Dragon 
  Empire.
  6
  
  72
  DRAGONKIN RACIAL TRAITS
  +2 Strength, −2 Dexterity, +2 Charisma: 
  Dragonkin are strong and exude a powerful sense of 
  presence, but they are not quick. 
  Reptilian: Dragonkin are humanoids with the 
  reptilian subtype.
  Medium: Dragonkin are Medium creatures and have no 
  bonuses or penalties due to their size.
  Slow and Steady: Dragonkin have a base speed of 
  20 ft., but their speed is never modified by armor or 
  encumbrance.
  Darkvision: Dragonkin can see in the dark up to 60 ft. 
  Energy Resistance: Dragonkin receive the Draconic 
  Aspect feat as a racial bonus feat at 1st level.
  Armor: Dragonkin have a +1 natural armor bonus. 
  Presence: Dragonkin receive a +2 racial bonus to 
  Intimidate and Diplomacy checks. Fly is always a class 
  skill for dragonkin. 
  Languages: All dragonkin begin with both the Trade 
  Tongue and Draconic as known languages. Dragonkin 
  who have high Intelligence scores can choose any of 
  the following bonus languages: Dwarven, Darakhul 
  (Ghoulish/Undercommon), Elven, Infernal, Kobold, 
  Minotaur, or Nurian.
  AlternAte rACiAl trAits
  At your GM’s discretion, the following dragonkin racial 
  traits may be used instead of existing racial traits. 
  Child of Flame: Dragonkin with strong connections 
  to a red dragon forebear can conjure flame with just a 
  thought. These dragonkin can create dancing lights as an 
  at-will spell-like ability with a caster level equal to the 
  dragonkin’s character level. Unlike the spell, the effect is 
  always a moving, heatless flame.  
   Additionally, as a standard action that provokes 
  attacks of opportunity, these dragonkin may force the 
  flame to fizzle out with a targeted flash, duplicating the 
  effects of the flare cantrip as a spell-like ability with 
  a caster level equal to the dragonkin’s character level. 
  When a dragonkin uses dancing lights to flare, it cannot 
  reactivate this spell-like ability before 1d6 minutes has 
  elapsed. This replaces armor. 
  Child of Stone: Dragonkin who feel a particular 
  connection to the earth and its stone sometimes find 
  strength in its immutability. These dragonkin increase 
  their natural armor by +1 for a total of +2. This 
  replaces presence. 
  Child of Storms: Dragonkin whose ancestors were 
  blue dragons often feel electricity flowing through their 
  veins. These dragonkin can use spark as an at-will spell-
  like ability with a caster level equal to the dragonkin’s 
  character level. Furthermore, as a standard action that 
  provokes attacks of opportunity, the dragonkin may 
  use mage hand as a spell-like ability with a caster level 
  equal to the dragonkin’s character level but only to move 
  objects set ablaze with this ability. Upon using mage 
  hand to move a burning object this way, the dragonkin 
  cannot reactivate this spell-like ability before 1d6 
  minutes have elapsed. This replaces armor. 
  Child of Waves: The sustaining energy of water calls 
  many dragonkin who find themselves drawn to this 
  element. These dragonkin may hold their breath for a 
  number of rounds equal to four times their Constitution 
  score before risking drowning or suffocating. 
  Additionally, they only require half the amount of fluids 
  and food to sustain themselves to avoid starvation and 
  dehydration. This replaces armor. 
  Elemental Master: Some dragonkin come from a 
  long line of beings who suffered from repeated blasts 
  of arcane elemental powers. These beings forsook this 
  component of their being in favor of a more harmonic 
  relationship with the natural world. These dragonkin 
  are treated as if subject to a continuous endure elements 
  spell with a caster level equal to the dragonkin’s 
  character level. However, unlike the spell, this 
  protection does not extend to the dragonkin’s gear. If the 
  effect is dispelled or suppressed, it can be reactivated as 
  a free action. This replaces energy resistance and armor.
  Reptilian Cunning: The bond between reptiles and 
  some dragonkin is oddly strong. Three times per day, 
  these dragonkin can speak with animals as a spell-like 
  ability with a caster level equal to the dragonkin’s 
  character level. Unlike the spell, the dragonkin can 
  only communicate with reptiles. This racial trait 
  replaces armor. 
  Scaled Strength: A few dragonkin are particularly 
  adept at naturally channeling the strength of their 
  draconic forebears but, oddly, seem to be earthbound. 
  These dragonkin treat their Strength score as 4 higher 
  for the purpose of determining their carrying capacity. 
  They never treat Fly as a class skill. This modifies 
  presence and the dragonkin’s class skill list.
  Unblinking Glare: Dragonkin whose ancestors 
  sought shelter, however tenuous, in the Cloudtop 
  Mountains are often able to shake off mental attacks as if 
  they were raindrops. These dragonkin receive a +2 racial 
  bonus to saves against mind-affecting spells and effects. 
  This racial trait replaces energy resistance.
  
  73
  sCAling A drAgonkin’s 
  power level
  The dragonkin are well-balanced with the core races. For 
  truly low fantasy campaigns, one can easily take away the 
  Draconic Aspect feat. For an easy increase in power to just 
  below the level of the aasimar or tiefling, consider granting 
  the dragonkin one of the alternate racial traits that trade in 
  natural armor without requiring the trade-in. 
  For a tad more power, on par with the planetouched, 
  the following feats could be used as an additional 1st-level 
  bonus feat that ignores prerequisites: Draconic Breath, 
  Spiked Tail, or Sturdy Tail. For even more power, add 
  Improved Draconic Aspect as yet another bonus. 
  And finally, for truly powerful campaigns (or those that 
  specifically permit 1st-level unassisted flight), consider 
  granting the dragonkin a fly speed of 60 ft. (average). 
  drAgonkin ArChetypes 
  And bloodline
  The following racial archetypes and bloodline are 
  available to dragonkin. 
  CLOUDTOP (SORCERER BLOODLINE)
  You are one of the rare but hardy dragonkin who find life 
  among your own kind too cutthroat and difficult for your 
  tastes. Despite your draconic heritage, you are a carefree 
  soul, and you wish to keep your kin from prying into your 
  life, which is likely full of adventure and magical study. 
  Class Skill: Disguise. 
  Bonus Spells: see alignment (3rd), ghostly 
  disguiseUM(5th); nondetection (9th), false vision (11th), 
  guards and wards (13th), project image (15th), mind 
  blank (17th), foresight (19th) 
  Bonus Feats: Empower Spell, Iron Will, Silent Spell, 
  Skill Focus (Fly), Skill Focus (Knowledge [local]), 
  Quicken Spell, Toughness 
  Bloodline Arcana: Whenever the cloudtop sorcerer 
  is under the effect of a spell from the abjuration school, 
  he receives a +4 circumstance bonus to saves against 
  spells of the divination (scrying) school. Additionally, 
  the Perception check to notice scrying sensors is only 
  DC 15 + the scrying spell’s level for him.
  Random Starting Ages
  Race   
  Adulthood
  Intuitive1
  Self-Taught2   
  Trained3
  Dragonkin  
  36 years             
  +3d6 years           
  +5d6 years           
  +7d6 years
  1 This category includes barbarians, oracles, rogues, and sorcerers.
  2 This category includes bards, battle scions, cavaliers, fighters, gunslingers, paladins, rangers, shadowsworn, spell-less rangers,  
  summoners, and witches.
  3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, shamans, theurges, white necromancers, and wizards.
  Aging Effects
  Race 
  Middle Age1 
  Old2 
  Venerable3 
  Maximum Age
  Dragonkin  
  112 years
  168 years   
  225 years    
  225+3d20 years
  1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.                   3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  Random Height and Weight
  Gender 
  Base 
  Height 
   Height 
  Modifier
  Base Weight 
  Modifier
  Weight 
  Modifier
  Male     
  5 ft. 9 in.
  180 lb.
  +2d10 in.
  +2d12 lb.
  Female
  5 ft. 6 in.
  160 lb.
  +2d10 in.
  +2d8 lb.
  6
  
  74
  Bloodline Powers: Cloudtop sorcerers take cues 
  from the secretive dragonkin living in the mountaintop 
  fortresses, and a few such dragonkin are believed to 
  have started the tradition. They take elaborate and 
  sometimes paranoid steps to protect themselves from 
  their militant kin and from enemies in general. As 
  cloudtop sorcerers progress in level, they find ever more 
  ways to guard themselves and their allies from those 
  who wish them harm. 
  Elemental Shield (Sp): At 1st level, a cloudtop 
  sorcerer can tap into his elemental heritage as a 
  standard action to conjure forth a wall that grants 
  temporary immunity to the type of energy the 
  cloudtop sorcerer specifies upon using it (acid, cold, 
  electricity, fire, or sonic). This wall surrounds either 
  the cloudtop sorcerer or another creature within 30 
  ft. and, unless destroyed, lasts for 1 round/class level. 
  It has a radius of 5 ft. and is 10 ft. high. When the 
  wall absorbs 3 points of energy damage of the chosen 
  energy per caster level (to a maximum of 60 points at 
  20th level), it is discharged.  
   The cloudtop sorcerer needs to have line of sight to 
  protect a creature with elemental shield, and a protected 
  target receives the excess damage if the wall is destroyed 
  by absorbing energy. The shield moves with its target 
  creature but, otherwise, does not impede attacks or 
  visibility. The shield is immune to dispel magic, but a 
  mage’s disjunction can still dispel it. An elemental shield 
  can be damaged by spells, weapons, and supernatural 
  abilities. It has hardness 20 and a number of hp equal 
  to 10 per caster level. It does not prevent movement of 
  ethereal or material creatures, and it cannot be made 
  permanent with a permanency spell. Its benefits stack 
  with neither resist energy nor protection from energy.
  Elemental Defense (Sp): At 3rd level, a cloudtop 
  sorcerer can create a larger elemental shield. This shield 
  functions as the basic form of the shield, but it is a 
  hemisphere with a radius of up to 10 ft., and the sorcerer 
  may choose two energy types to absorb instead of one. 
  Cloudy Mind (Ex): At 6th level, a cloudtop 
  sorcerer has learned how to shield his mind from the 
  insidious effects of opposing casters. He receives a +2 
  competence bonus to saving throws against mind-
  affecting spells or effects. 
  Shrouded Presence (Ex): At 15th level, a cloudtop 
  sorcerer can surround himself with a strange aura that 
  discombobulates and often foils magically prying eyes. 
  When targeted by spells with the scrying descriptor, the 
  cloudtop sorcerer receives a +5 circumstance bonus to 
  his Will save to resist the effect. If the spell targeting the 
  cloudtop sorcerer would not normally allow for a Will 
  save to resist, this ability allows him to treat the spell as 
  if it had a Will save to negate with a DC equal to 15 + 
  the spell’s level. Additionally, the Perception check to 
  notice scrying sensors is only DC 10 + the scrying spell’s 
  level for him.
  Elemental Dome (Sp): At 20th level, a cloudtop 
  sorcerer can harness the powers of the elements to 
  protect himself and his allies from spellcasters who 
  wish to harm them with elemental energy. This shield 
  functions as the basic form of the shield, but it is a 
  hemisphere with a radius of up to 30 ft., and the sorcerer 
  may choose four energy types to absorb instead of one. 
  DRAGONKIN EDJET (FIGHTER)
  As the backbone of a brutal warrior class, dragonkin 
  edjet are known for ferocity and fearlessness in combat. 
  A dragonkin edjet has the following class features: 
  Draconic Resistance (Ex): Starting at 2nd level, 
  a dragonkin edjet increases her energy resistance 
  chosen via the Draconic Aspect feat by +1. This bonus 
  increases by +1 for every four levels beyond 2nd. This 
  replaces bravery.
  Edjet Fighting (Ex): At 3rd level, when a dragonkin 
  edjet uses a shield, she can wield any polearm or spear 
  of her size or smaller as a one-handed weapon. This 
  replaces armor training 1. 
  Sweeping Blow (Ex): At 5th level, once per day, a 
  dragonkin edjet can use her polearm to trip up to 
  three opponents within reach. If the initial trip attack 
  succeeds, she may proceed to the next opponent within 
  reach and repeat the process until either a trip attempt 
  fails or she succeeds three times. This ability functions 
  similarly to the Great Cleave feat. The edjet gains a +2 
  circumstance bonus to her CMB for all trip attempts 
  made during the sweeping blow, but she also suffers a 
  –2 penalty to AC until her next turn. At 10th level and 
  every 5 levels thereafter, she may execute an additional 
  sweeping blow per day and attempt to trip two more 
  opponents but also increases the penalty to AC by 1. 
  This replaces weapon training 1. 
  Draconic Recovery (Ex): At 7th level, a dragonkin 
  edjet needs only 5 minutes of rest to recover from the 
  fatigued condition. At 11th level, she needs only 10 
  minutes to recover from the exhausted condition. This 
  replaces weapon training 2. 
  Draconic Hardiness (Ex): At 11th level, a dragonkin 
  edjet gains DR 5/—. This resistance increases to DR 
  10/— at 16th level. This replaces armor training 2 and 3. 
  Warrior’s Willpower and Physique (Ex): 
  At 15th level, each day, the dragonkin edjet chooses 
  either Fortitude or Will saves. When an edjet succeeds 
  on the chosen save against a spell or spell-like ability 
  
  75
  that would normally have a partial effect even with a 
  successful save, she is instead completely unaffected by 
  it. The edjet may change which save to supplement with 
  this ability every day. This replaces armor training 4. 
  Draconic Bulwark (Ex): At 16th level, a dragonkin 
  edjet gains the evasion class feature, even when wearing 
  medium or heavy armor or when encumbered, but only 
  when wielding a shield. As a swift action, an edjet can 
  provide evasion to a number adjacent allies equal to her 
  Dexterity modifier until the beginning of her next turn. 
  This replaces weapon training 4
  Greater Draconic Bulwark (Ex): At 20th level, 
  the dragonkin edjet gains the improved evasion class 
  feature, even when wearing medium or heavy armor 
  or when encumbered, but only when wielding a shield. 
  This replaces weapon mastery.
  DRAGONKIN ELEMENTALIST (WIZARD)
  These primal dragonkin use their affinity for the Four 
  Elements to become especially adept at damaging 
  foes with acid, cold, electricity, and fire. A dragonkin 
  elementalist has the following class features: 
  Primal Communion (Su): At 1st level, a dragonkin 
  elementalist must choose one of the four elemental 
  traditions of dragonkin with which to form a primal 
  bond. This element may be flame, which governs fire 
  damage; storm, which governs electricity damage; stone, 
  which governs acid damage; or wave, which governs 
  cold damage. The dragonkin elementalist casts spells 
  with the chosen element’s descriptor at +1 caster level. 
  Once chosen, the element cannot be changed.  
   Like the cardinal directions, each elemental has an 
  opposite that represents an opposing, primal force 
  (see Table: Elemental Opposites). The dragonkin 
  elementalist cannot cast a spell or use a magic item 
  inflicting the damage type of her opposing element. If 
  she tries, she fails automatically as if she had botched a 
  concentration or Use Magic Device check. The type of 
  damage associated with each element is in parentheses. 
  Table: Elemental Opposites
  Flame (Fire)
  Wave (Cold)
  Stone (Acid)
  Storm (Electricity)
  Storm (Electricity)
  Stone (Acid)
  Wave (Cold)
  Flame (Fire)
  Well of Elemental Knowledge (Su): At 1st 
  level, the dragonkin elementalist can treat any one 
  spell with her chosen element’s descriptor from the 
  sorcerer/wizard spell list as if it were in her spellbook 
  and can prepare that spell as normal that day. This 
  spell cannot be modified by metamagic feats, and the 
  dragonkin elementalist is not treated as knowing the 
  spell for purposes of item creation, scribe scroll, and 
  such. If she does not cast spells prepared in this way 
  before the next time she prepares spells, she loses 
  those spells. This replaces arcane bond.
  Deeper Elemental Knowledge (Su): At 5th 
  level, the dragonkin elementalist may prepare an 
  additional spell of her chosen element that she does 
  not know per day. This ability otherwise works just 
  like well of elemental knowledge. This replaces the 5th 
  level bonus feat.
  6
  
  76
  Bending the Four (Su): At 10th level, a dragonkin 
  elementalist may ready an action to bend an element. 
  Whenever a damage-dealing spell targeting the 
  elementalist or any of her companions within 30 ft. has 
  elemental descriptors, the dragonkin elementalist may 
  attempt to analyze the incoming spell with Spellcraft. 
  If this check is successful, the elementalist may replace 
  the spell’s normal energy damage with any energy 
  type that is not her opposed element’s energy type. If 
  the dragonkin elementalist tries to bend the opposed 
  element, she automatically fails. Additionally, 3/day, 
  she may use this ability as an immediate action. 
   The spell’s visible component and descriptor change 
  as is appropriate, such as a fireball that freezes in midair 
  or a lightning bolt that is set aflame. This replaces the 
  wizard bonus feat acquired at 10th level. 
  Primal Elemental Knowledge (Su): The 
  dragonkin elementalist may prepare one additional spell 
  of her chosen element that she does not know per day. 
  This ability otherwise works just like well of elemental 
  knowledge, and its benefits stack with deeper elemental 
  knowledge. This replaces the 15th level bonus feat.
  Primordial Convergence (Su): At 20th level, a 
  dragonkin elementalist displays incredible mastery of 
  her primal communion’s element, and she can use this 
  mastery to surround herself with primordial energy. 
  Whenever the elementalist casts a spell with her 
  primal communion’s energy descriptor, for 1d4 rounds 
  thereafter, an aura of the appropriate element surrounds 
  her body.  
   For instance, a flame elementalist might become 
  engulfed in heatless flames, a stone elementalist might 
  glow with a green aura, a storm elementalist might 
  crackle with electrical energy, and a wave elementalist 
  might create reverberations in the air when she moves, 
  like the crashing of water on the shore. Although it 
  does not damage the elementalist, this aura grants the 
  elementalist a 50% miss chance.   
   
   In addition, the dragonkin elementalist’s touch attacks 
  deal 3d6 hp damage of the energy type that matches 
  her primal communion’s element. An elementalist may 
  choose not to deal this damage when delivering touch 
  attacks. This replaces the wizard bonus feat acquired at 
  20th level. 
  RUBESHI SLAVER (BARBARIAN)
  The few dragonkin who have made the ruthless Ruby 
  Despotate their home often are particularly talented in 
  the cruel art of slaving. Whether it’s as merciless slave 
  merchants, mercenary slave hunters, or large-scale 
  overseers, these dragonkin have spent their lives learning 
  how to keep others in line. A Rubeshi slaver has the 
  following class features. 
  Greed and Power Reign: A Rubeshi slaver cannot be 
  good-aligned. 
  Threatening Presence (Ex): A Rubeshi slaver 
  is adept at keeping her charges in line with fear. 
  She receives a +2 circumstance bonus to Bluff and 
  Intimidate checks. In addition, the sheer number of 
  minions who would do her harm has honed her ability 
  to protect herself. Whenever a Rubeshi slaver is not in a 
  rage, she receives a +2 dodge bonus to AC. This replaces 
  fast movement. 
  Fearsome Rage (Ex): At 3rd level, the Rubeshi 
  slaver’s rage disheartens her adversaries. When raging, 
  all adversaries within 30 ft. of the slaver receive a 
  −1 penalty on saving throws against fear effects. 
  Additionally, the Rubeshi slaver receives a bonus to 
  demoralize checks equal to the penalty this ability 
  imposes. At 6th level and every three levels thereafter, 
  this penalty increases by 1. This replaces trap sense. 
  Rage Powers: The following rage powers complement 
  the Rubeshi slaver archetype (powers with asterisks are 
  found in the Pathfinder Roleplaying Game: Advanced 
  Player’s Guide): boasting taunt*, brawler*, greater 
  brawler*, energy resistance*, greater energy resistance*, 
  fearless rage, guarded life*, increased damage reduction, 
  internal fortitude, intimidating glare, mighty swing*, 
  powerful blow, quick reflexes, reckless abandon*, roused 
  anger, strength surge. 
  WORLD SERPENT’S CHOSEN (CLERIC)
  For some dragonkin, being descendants of formidable 
  dragons is not enough. These dragonkin truly believe 
  that they are the chosen people of Veles, the great World 
  Serpent. This god made flesh surrounds the world and, 
  some say, created it. A World Serpent’s chosen has the 
  following class features. 
  Domains: A World Serpent’s chosen may choose only 
  one domain. This modifies Domains.
  Cold-Blooded Chosen: More so than with other 
  dragonkin, the World Serpent’s chosen’s emulation of 
  Veles turns her blood sluggish without sufficient heat, 
  forcing her to seek warmth and shelter earlier than 
  most. She takes a –4 penalty on saving throws against 
  cold spells and effects, and whenever she fails such 
  a roll, she is staggered for 1d4 rounds. Additionally, 
  even reptiles consider her detached and somewhat 
  creepy. She receives a −2 penalty to all Charisma-
  based skill checks.
  Life is Fleeting (Su): With her mere presence, a 
  World Serpent’s chosen reminds good, evil, chaotic, or 
  lawful creatures that life is short and that the afterlife is 
  uncertain. This is represented by a 30 ft. aura of unease 
  
  77
  centered on the chosen. Activating this ability is a free 
  action and can be maintained indefinitely without 
  concentration. This ability affects only opponents with 
  fewer Hit Dice than the World Serpent’s chosen.  
   An opponent can resist the effects with a successful 
  Will save against DC 10 + 1/2 the chosen’s class level 
  + her Charisma modifier. An opponent that succeeds 
  on the saving throw is immune to that chosen’s life 
  is fleeting ability for 24 hours. On a failed save, the 
  opponent is shaken, or panicked if it has more than 
  3 Hit Dice less than the chosen, for 5d6 rounds. This 
  is a mind-affecting, fear-based effect. True neutral 
  creatures are immune to this ability. This replaces aura.
  Channeled Equilibrium (Su): A World Serpent’s 
  chosen can freely switch between channeling positive 
  and negative energy. Every time she channels energy, 
  she may freely select whether she wants to channel 
  positive or negative energy. However, the World Serpent 
  demands a price for this versatility, requiring a certain 
  equilibrium between the forces of life and death. After 
  she channels energy for the first time each day, she has 
  to channel the opposing energy next, continuously 
  alternating between positive and negative energy.  
   For example, if she channeled negative energy to 
  damage living enemies, she than would be required 
  to channel positive energy next—either to heal allies 
  or to damage undead. If she heals allies by channeling 
  positive energy, she would have be required to channel 
  negative energy next. This modifies channel energy.
  drAgonkin feAts
  Dragonkin have access to the following feats. 
  By the Color of the Scales (Combat)
  Your dragon-like skin becomes even tougher and more 
  resistant to energy damage. 
  Prerequisites: Dragonkin, Dragon Skin Style, base attack 
  bonus +9. 
  Benefit: By concentrating for a brief moment while in 
  Dragon Skin Style, you can infuse your scales with a 
  fraction of the potency of that of your forebears. As an 
  immediate action, you may have your scales increase the 
  vibrancy of the color chosen upon taking the Draconic 
  Aspect feat. Until the end of your next turn, you 
  increase your energy resistance granted by the Draconic 
  Aspect feat by +15. Additionally, until the end of your 
  next turn, you further increase the natural armor bonus 
  granted by Dragon Skin Style by a further +2, but you 
  also increase the penalty to your Reflex save by 1. 
   You may use this feat a number of times per day equal 
  to 3 +your Constitution modifier (minimum 1). 
   This feat may be taken up to three times. Each time 
  you take this feat, you may use it an additional 3 times 
  per day.
  Draconic Aspect (Racial)
  You possess some qualities of your dragon ancestors.
  Prerequisite: Kobold or dragonkin.
  Benefit: Your scales take on the color and some of the 
  resistances of one type of dragon. Choose one of the 
  following dragon types: black/copper/green (acid), blue/
  g
  minor gods of the drAgonkin
  Worship of dragon gods in the Mharoti Empire is not confined to the five major deities known to most in Midgard. 
  Although much less pronounced in influence, three minor dragon gods also command cults in and around the 
  empire. See table below for a list of minor dragon gods, their alignments, their symbols, their typical worshipers, and 
  their domains. 
  For more information about the major dragon gods, see the Midgard Campaign Setting (page 241). 
  Table 6-1 Minor Gods of the Dragonkin
  Name
  Alignment
  Symbol
  Typical Worshiper
  Domains
  Aeleos
  Chaotic Neutral
  A dragon’s claw adorned  
  with jagged bolts
  Seers, weather diviners, 
  elementalists
  Destruction, Luck, 
  Weather
  Itzley
  Neutral
  A gray, wingless dragon 
  emerging from stone
  Mine-owners, land-owners, 
  stonesmiths
  Artifice, Earth, 
  Knowledge
  Zalco
  Neutral Good
  Three small, concentric serpents 
  biting their own tails
  Pariahs, defectors, 
  revolutionaries
  Community, 
  Protection, Strength
  6
  
  78
  bronze (electricity), red/brass/gold (fire), or white/
  silver (cold). Your scales take on the color of that 
  dragon, and you gain resistance 5 to the dragon color’s 
  corresponding energy type.
  Special: Your scale color does not have to change 
  (subject to GM approval). If you have the goldscale 
  or dragon-scaled trait, you also gain an additional +1 
  natural armor bonus.
  Draconic Avarice (Racial)
  Your instinctual ability to find treasure borders on the 
  supernatural. 
  Prerequisites: Dragonkin, Appraise 1 rank.
  Benefit: You receive a +2 racial bonus on Perception 
  checks to locate any valuable items as long as they are 
  not concealed in an area that also requires a Perception 
  check to locate (for example, a secret compartment 
  or panel). As a standard action, you are made aware 
  of valuable metal coins in quantities of 50 gp or more 
  within 20 ft. that is not blocked by 1 ft. of stone or metal. 
  This applies only to currency and not unrefined ore, 
  and you have no sense of the type of metal or 
  the quantity. Finally, you may make an 
  Appraise check as a swift action and 
  select the most valuable item 
  from a treasure hoard as a 
  standard action.
  Normal: Appraise checks are standard actions and 
  selecting the most valuable item from a treasure hoard 
  is a full-round action.
  Draconic Breath (Racial)
  You possess powerful draconic defenses and a draconic 
  breath weapon.
  Prerequisites: Draconic Aspect or dragon-scaled racial 
  trait.
  Benefit: You gain a +2 bonus against sleep and paralysis 
  effects. You gain a breath weapon that is determined by 
  your scale coloration by either the Draconic Aspect or 
  your dragon-scaled racial trait. Using a breath weapon 
  is a standard action that does not provoke attacks of 
  opportunity. You can use your breath weapon a number 
  of times per day equal to your Constitution modifier 
  (minimum 1). Creatures within the area of your breath 
  weapon that succeed with a Reflex saving throw (DC 
  10 + your character level + your Constitution modifier) 
  take only half damage.
  Black or Copper (Su): You breathe a 30-ft. line of acid 
  that deals 2d6 hp acid damage.
  Blue or Bronze (Su): You breathe a 30-ft. line of 
  electricity that deals 2d6 hp electricity damage.
  Brass (Su): You breathe a 30-ft. line of fire that deals 
  2d6 hp fire damage.
  Green (Su): You breathe a 15-ft. cone of acid that 
  deals 2d6 hp acid damage.
  Red or Gold (Su): You breathe a 15-ft. cone of fire 
  that deals 2d6 hp fire damage.
  White or Silver (Su): You breathe a 15-ft. cone of cold 
  that deals 2d6 hp cold damage.
  g
  wyvern
  Starting Statistics: Size Large; Speed 20 
  ft., fly 40 ft. (average; unable to carry a rider 
  while flying); AC +4 natural armor; Attack 
  sting (1d6); Ability Scores Str 17, Dex 12, 
  Con 18, Int 7, Wis 12, Cha 9; Languages 
  Draconic; Special Qualities darkvision 60 ft., 
  low-light vision, scent
  7th-Level Advancement: Speed 30 ft.; fly 
  60 ft. (average; unable to carry a rider while 
  flying); AC +2 natural armor; Attack sting 
  (1d6), 2 talons (1d6); Ability Scores Str +2, 
  Con +2; Special Attacks rake (1d6)
  
  79
  g
  other drAConiC  
  feAts of interest
  For more feats straight from the Mharoti Empire, 
  including ones that grant a breath weapon and climbing 
  claws, see the Player’s Guide to the Dragon Empire, page 
  10. At your GM’s discretion, some dragonkin may also 
  have access to feats found in The Book of Drakes.
  Special: Kobold sorcerers with either the Draconic or 
  Kobold bloodline can use their Charisma modifier 
  instead of their Constitution to determine the number 
  of times per day they can use this breath weapon and 
  the DC of this breath weapon.
  Dragon Skin Style (Style)
  You can concentrate, rendering your skin thicker, harder, 
  and more resistant to damage, like a true dragon’s scales. 
  Prerequisites: Dragonkin, Draconic Aspect, natural 
  armor racial quality, base attack bonus +3. 
  Benefit: As a swift action, you can concentrate to shift 
  your scales into a less flexible but tougher position. 
  Upon entering this style, you increase your natural 
  armor bonus by +2, but you also incur a −1 penalty to 
  Reflex saves. Upon reaching 5th character level and 
  every 5 levels thereafter, the penalty increases by −1 and 
  the bonus to natural AC increases by +2.
  Guttural Roar (Combat)
  You can combine your deadly breath weapon with fierce 
  promises of pain.
  Prerequisites: Draconic Breath, Dragon Skin, Intimidate 
  8 ranks. 
  Benefit: When using your breath weapon granted by 
  the Draconic Breath feat, you can supplement the blast 
  as a free action with a fearsome roar harkening back 
  to full-blown dragons. When you do, you can make an 
  Intimidate check to demoralize all foes within a 30-ft. 
  radius that can hear the roar. Upon emitting this roar, 
  you immediately cease to be in Dragon Skin Style.
  Normal: Entering and switching styles are swift actions.
  Improved Draconic Aspect (Racial)
  You have learned to tap into your diverse heritage, 
  changing the color of your scales along with the benefits 
  they grant.
  Prerequisites: Dragonkin, Draconic Breath, character 
  level 5th. 
  Benefit: Each time you take this feat, you select a scale 
  color you have not yet chosen with the Draconic Aspect 
  feat. You may change your scales into this new color as a 
  full-round action that provokes attacks of opportunity.  
   After changing colors, you receive all the benefits 
  granted by the Draconic Aspect and Draconic Breath 
  feats for the new scale color, including breath weapon 
  energy and shape and energy resistance, but you also lose 
  all the benefits granted by your old color. Breath weapons 
  of all colors draw from the same pool of daily uses.
  Special: This feat may be taken up to two times. Each 
  time, it applies to a new scale color. Each time you take 
  this feat, you increase the number of times per day you 
  can use your breath weapon gained from the Draconic 
  Breath feat by +1. The second time you take this feat, the 
  required character level increases to 10th. 
  Militant Commander (Combat)
  Your intimidating presence and proven prowess in battle 
  precedes you when interacting with the simple soldiers 
  and those beneath them. 
  Prerequisites: Dragonkin, any 4 teamwork feats, base 
  attack bonus +11, Charisma 18+.
  Benefit: Choose up to your Charisma modifier in 
  teamwork feats. For the purpose of these teamwork 
  feats, you are treated as if you had the inquisitor’s 
  solo tactics ability but only if the allies in question are 
  reptilian animals, dragons, or humanoids with the 
  reptilian subtype. 
  Spiked Tail (Racial)
  The spikes on your particularly strong and agile tail are as 
  sharp as blades. 
  Prerequisites: Dragonkin, base attack bonus +6. 
  Benefits: You receive a secondary natural tail slap attack 
  with a base damage of 1d6.
  Special: If you take this feat, you may not take the Sturdy 
  Tail feat. 
  g
  midgArd: wyvern friend
  In a Midgard campaign set in the Mharoti Empire 
  (where wyverns are nobility of a higher caste), 
  Diplomacy must be used as a prerequisite instead of 
  Intimidate. Imperial perspective dictates the dragonkin 
  character is actually the animal companion to the 
  wyvern. So long as the dragonkin character plays along 
  with the ruse, actual gameplay is not impacted. 
  (Note, highly intelligent dragons and drakes are well 
  aware of the truth. They only demand that propriety 
  and public acknowledgement of the caste system be 
  observed at all times. Mharoti wyverns only tolerate 
  dragonkin riders.) 
  6
  
  80
  Sturdy Tail (Racial)
  Your tail is particularly thick and sturdy, helping you 
  maintain your balance during combat. 
  Prerequisites: Dragonkin, base attack bonus +6. 
  Benefit: Your sturdy tail helps you to hold your ground 
  in combat. You gain a +4 racial bonus to your Combat 
  Maneuver Defense when resisting bull rush, overrun, or 
  trip attempts while standing on the ground.
  Special: If you take this feat, you may not take the Spiked 
  Tail feat. 
  Vocal Blast (Combat)
  Your roar can rip the flesh from your enemies.
  Prerequisites: Guttural Roar.
  Benefit: When using your Guttural Roar feat with your 
  breath weapon granted by the Draconic Breath feat, you 
  may inflict sonic damage instead of the usual damage of 
  your breath weapon. If your sonic breath weapon kills at 
  least one enemy, you receive a +5 circumstance bonus to 
  your Intimidate check made to demoralize targets with 
  the Guttural Roar feat. 
   Upon emitting this roar, you immediately cease to be 
  in Dragon Skin Style.
  Wyvern Friend
  You see kinship in wyverns.
  Prerequisites: Diplomacy or Intimidate 5 ranks, Handle 
  Animal 4 ranks, Ride 4 ranks, divine bond (mount) 
  or hunter’s bond (animal companion) or mount class 
  feature with an effective druid level of 4.
  Benefit: You can select a wyvern to serve as your 
  animal companion or special mount. You acquire and 
  advance this creature in the same way as the mount or 
  animal companion detailed in the class feature used 
  as a prerequisite for this feat. You can also dismiss the 
  creature as dictated by your class feature. See the sidebar 
  for a wyvern companion or mount’s stats.
  Wyvern Rider
  You may now ride your wyvern animal companion.
  Prerequisite: Wyvern Friend, character level 7th.
  Benefit: Your wyvern can carry you while flying but 
  reduces its fly speed by half when doing so.
  drAgonkin  
  mAgiC weApon
  The following uses the scaling item rules found in 
  Pathfinder Roleplaying Game: Pathfinder Unchained.
  Imperial Edjet’s Halberd 
   
  Price 3,150 gp
  Slot none; CL 5th; Weight 12 lb.
  Aura moderate abjuration; Scaling wonder
  These special weapons are awarded to members of the 
  edjet who demonstrate exceptional potential as future 
  military commanders. These weapons are symbols of great 
  honor and excellence in combat and can draw attention to 
  the owner, especially if they don’t initially appear worthy. 
  An imperial edjet’s halberd gradually develops some 
  enhancement bonuses when wielded by non-dragonkin, 
  but only a dragonkin can unlock its true potential. This 
  masterwork living steel halberd becomes a +1 living steelUE 
  halberd in the hands of a dragonkin. 
  7th Level: The imperial edjet’s halberd becomes a +1 
  living steel halberd that is also a +1 lunging living steel 
  halberd in the hands of a dragonkin.
  9th Level: The imperial edjet’s halberd is +2 lunging 
  living steel halberd in the hands of a dragonkin.
  11th Level: The halberd becomes a +2 living steel 
  halberd. When wielded by a dragonkin, however, the 
  owner can cast shed elements once per day. 
  12th Level: The imperial edjet’s halberd is a +2 keen 
  lunging living steel halberd in the hands of a dragonkin.
  14th Level: The imperial edjet’s halberd is a +3 keen 
  lunging living steel halberd in the hands of a dragonkin.
  CONSTRUCTION Requirements 
  Cost 49,670 GP
  Craft Magic Arms and Armor, dimension door, keen edge, 
  shed elements, creator must be a dragonkin 
  DRAGONKIN WEAPON  
  AND ARMOR ABILITIES
  Dragonkin have access to the following weapon and 
  armor special abilities. 
  Lunging: A lunging weapon magically harnesses 
  dragonkin’s natural comfort with pikes and polearms, 
  allowing it to be used as a reach weapon even if it is not. 
  Only weapons that do not already have reach may have 
  the lunging quality. A lunging weapon must be at least a 
  Medium-sized weapon. Only dragonkin can benefit from 
  the lunging weapon ability. For example, a human who 
  wields a +1 lunging halberd simply wields it as a +1 halberd. 
  Moderate evocation (teleportation); CL 8th; Craft Magic 
  Arms and Armor, dimension door; Price +1 bonus. 
  
  81
  Resist the Four Elements: A suit of armor or a shield 
  with this special ability protects against four type of energy 
  (acid, cold, electricity, fire) and is designed with patterns 
  depicting the element it protects against. The armor absorbs 
  the first 10 points of energy damage per attack that the 
  wearer would normally take in a given round.
  Strong abjuration; CL 15th; Price +72,000 gp; Craft 
  Magic Arms and Armor, resist energy, spell resistance
  oCCult rituAl
  The following occult ritual uses the rules found in 
  Pathfinder Roleplaying Game: Occult Adventures.
  DRACONIC ASCENSION
  School transmutation (polymorph); Level 8th
  Casting Time 8 hours
  Components V, S, M (pieces of china manufactured with 
  draconic bones or dragon egg shells worth 2,600 gp and 
  one ounce of sovereign glue), F (obsidian draconic holy 
  symbol), SC (at least 4 and up to 12)
  Skill Checks Knowledge (arcana) DC 24, 2 successes; 
  Knowledge (religion) DC 24, 4 successes; Perform 
  (dance or song) DC 24, 2 successes
  Range touch
  Target one living creature with the humanoid type  
  (Int 6 min.)
  Duration permanent
  Saving Throw Fort negates (see text); Spell Resistance  yes
  Backlash All casters are exhausted
  Failure Except as noted, all casters cannot be targeted 
  by spells and effects that grant magical healing from 
  a spellcaster of the dragon type or reptilian subtype, 
  permanently. (This is a curse effect, and can be removed 
  by remove curse or similar effects.) If a caster worships a 
  draconic god and has class levels in a class with a code 
  of conduct (such as cleric or paladin), they become an 
  ex-member of that class instead. (The caster must seek 
  atonement as if they committed a deliberate misdeed, 
  regardless of their intention.)
  EFFECT
  This ritual must be performed on a minor or high holy 
  day of a draconic deity. A draconic deity is defined as an 
  actual dragon or similar entity who grants the Scalykind 
  domain. Significant advance preparation of the material 
  components is required. The bone china pieces are large 
  curved plates that when carefully assembled form an 
  egg large enough to encapsulate a Medium creature 
  of the humanoid type (double the material cost for a 
  Large creature). The china pieces must be crafted from 
  clay mixed with bone ash obtained from the bones of 
  a creature with the dragon type or the shell of such a 
  creature’s eggs. At the beginning of the ritual, the target 
  is sealed inside the egg, which is assembled with the 
  sovereign glue. This shell has hardness 2, hp 15, and 
  break DC 20 once assembled.
  The primary caster must be a dragonkin, dragon, or 
  drake. The ritual focuses draconic mysticism into the egg 
  in an effort to transform the creature inside into a “more 
  evolved order of being,” specifically a dragonkin. The 
  casters must engage in a sacred performance that tells of 
  the genesis or advent of dragons on their world. 
  The ritual assumes the target willingly submits and 
  therefore voluntarily forgoes their saving throw, though 
  consent is not strictly required if the target is bound 
  or restrained. Upon the successful completion of the 
  ritual, the target is reborn as a dragonkin and ceremonial 
  tradition dictates they must break their own way out of 
  their egg shell.
  If the ritual achieves minimal success, the target 
  is transformed into a dragonkin with a randomly 
  determined elemental kind. The target takes on all 
  new racial abilities and traits of a default dragonkin 
  while retaining their class abilities, as if targeted by 
  the reincarnate spell. If the ritual succeeds with 6 skill 
  checks, the target can choose their own elemental 
  kind. If the ritual is performed flawlessly (8 successful 
  skill checks), the target may choose to take alternate 
  dragonkin racial traits (which are permanent one-time 
  choices). If the target should ever die and be brought 
  back from the dead, they return as dragonkin, though 
  reincarnate works normally.  
  g
  g
  drAgonkin spells
  The following spells from Deep Magic are common 
  among Dragonkin. Other races may also make use 
  of them with GM approval.
  Lizardbane
  Reverse Scry
  Shed the Elements
  midgArd:  
  drAConiC AsCension
  In Midgard’s Mharoti Empire, this ritual is a great 
  honor rarely bestowed upon humans, gnolls, tengu, 
  and kobolds whose extraordinary contributions 
  merit promotion to a higher caste. While legends of 
  the ritual are well known throughout the Mharoti 
  Empire, the specifics are a closely guarded secret. 
  6
  
  drow
  DARKNESS CALLS
  7
  
  83
  T
  he drow are an evil race, but few among them 
  actually recognize that. To most drow, evil is an 
  accusation levied by the weak against the strong or 
  as a lie to focus one’s hatred. Drow believe they live above 
  the petty deceptions of morality that suffocate the lesser 
  races. So for a drow to become heroic, she must first 
  see through this lie meant to rationalize evil, she must 
  question everything she learned, and she must build a 
  new worldview from scratch. She must accept the evil 
  within herself and choose to reject the darkness. Some 
  do, and they are greater heroes for having risen from 
  malign beginnings.
  Drow culture lauds sin and despises virtue. Sin is a 
  quick release and a safe route to momentary happiness. 
  Those who seek deeper and more lasting fulfilment might 
  jeopardize their family or their reputation within drow 
  society. The powerful drow matrons go to great lengths 
  to cull any sign of weakness, and each generation spirals 
  deeper into the Abyss. With every passing year, the drow 
  grow more mired in this mindset, and it becomes harder 
  for heroes to crawl free.
  houses of the drow
  Drow divide themselves into unbreakable family lines. A 
  drow family acts as the sole focus for loyalty as a power 
  center and as part of the caste system in drow society. 
  The houses vie with one another for territory, wealth, 
  and influence. The greatest houses rise to prominence 
  through many avenues, from a mercantile monopoly to 
  the conquest of a kingdom or even the patronage of a 
  powerful demon lord. 
  The houses are not autonomous and directionless—
  quite the opposite. Drow matrons rule over them. These 
  noble drow women command inherent magical talent 
  shaped by harsh, lifelong training. A matron’s rule is 
  absolute, and backed by divinations ensuring the loyalty 
  of relations. 
  To the drow, there is nothing more sacred than the ties 
  of blood. Once born to a house, even death is sometimes 
  no release. Few outsiders realize that drow bloodlines 
  are more than mere bonds of birth and upbringing. Each 
  house swears fealty to or allies with a single demon lord. 
  A symbiotic (or parasitic) relationship develops with 
  the demonic patron influencing the family through the 
  bloodline. Any drow escaping or renouncing her house 
  is rarely free of this malign influence—demon lords do 
  not give up their followers easily, for if one should escape, 
  their example might encourage others. 
  Marriages are quite rare among the drow. Two or more 
  houses sometimes enter into political alliances with the 
  trading of exceptional males for breeding. Males traded 
  between the houses belong to the new family in name 
  only—the matrons expect them to act as spies to keep 
  each house honest. This also provides the matrons with 
  worthy mates and avoids excessive inbreeding. Passionate 
  but temporary affairs between the many houses remain 
  common, so heritage is only traced from mother to child.
  New houses form when the matrons within a house 
  come to odds without compromise. Often the drow 
  handle such conflicts without putting the bloodline at 
  risk. One rival usually gains supremacy over another 
  whether it is through manipulation or murder. When 
  competing matrons are too well matched, a house can 
  splinter. The demonic patron chooses a side, and the 
  remaining matron must find a new lord. During this 
  transitional period, most new houses find themselves 
  destroyed or absorbed.
  The matrons maintain strict order within each 
  house, and few suffer internal threats. The houses then 
  keep societal order through the brutal enforcement 
  of mutually beneficial and binding agreements. These 
  guidelines maintain a certain level of decorum and 
  ensure that the houses keep the worst evils cloaked in 
  shadows. When mercy equates to stupidity, no matron 
  wishes to give a rival house an excuse to pass judgment. 
  If a family member is caught committing a grave crime 
  against another house, her elders waste little time 
  in giving her over for punishment. Thus, most drow 
  maintain plausible deniability or cultivate scapegoats 
  to escape vengeance. Framing for lawbreaking is 
  uncommon. The matrons have magical techniques to 
  pursue truth, so any effort made to frame a rival for 
  crimes must be foolproof.
  DEMON LORDS
  A drow house venerates one demonic patron, and new 
  houses must gain a patron to have legitimacy. If the 
  patron of a house removes their favor, the house loses 
  all status and privilege, and rivals can tear it apart in 
  a perceived moment of weakness. Demonic patrons 
  vary in strength and authority, but as a rule, the more 
  powerful the patron, the more influence it wields over 
  the house. The relationship between a house and its 
  patron is mercurial and maintained with the greatest 
  care. Enemies might exploit a patron’s expectations or, 
  even, convince the demon lord to remove favor with 
  enough cause. It is the duty of the matrons to protect 
  the relationship by any means necessary.
  Each demonic patron embodies one or more sins the 
  drow admire (envy, gluttony, greed, lust, pride, sloth, 
  and wrath). Demonic boons (see racial feats) empower 
  each house, bestowed by patrons through the shared 
  bloodline. Weak patrons or demon lords demanding little 
  of a house might provide one or two types of demonic 
  boons. Powerful demon lords could provide three or 
  more types of demonic boons.
  7
  
  84
  Esarac is a powerful demon lord of glabrezu, ruling 
  with unquestioned authority over House Atarin. The 
  house once maintained a more fair alliance with their lord 
  until he manipulated two of the matrons into conflict. The 
  family split into internal fighting, and Esarac auctioned 
  his favor to whichever side sacrificed the most freedom. 
  A bidding war drove the winning faction into slavery but 
  allowed them to kill the betrayers. Within House Atarin, 
  Esarac fosters levels of backbiting, ambition, and mistrust 
  that would alarm most matrons. Surviving to adulthood 
  requires a complete mastery of trickery and deception. 
  With this training, the house dominates the political 
  arena with unparalleled deceit and the swift removal 
  of obstacles. Esarac sees House Atarin as his personal 
  possession and is loath to allow any individual to escape 
  his control. Esarac grants House Atarin access to demonic 
  boons associated with envy, gluttony, and greed (see racial 
  feats). He grants access to the domains of Chaos, Evil, 
  Nobility, and Trickery, and access to the subdomains of 
  Corruption, Deception, Demon, and Leadership. Esarac’s 
  unholy symbol is a white glove on a black background and 
  a poisoned ring (see equipment) is his favored weapon.
  Tutaris the Sporemother is a demon lady of succubi 
  and vrocks with apathy toward common demonic goals. 
  The sporemother considers herself beyond the petty 
  fumbling of mortal sensuality and prefers the beautiful 
  creep and spread of fungi. She prefers life over death but 
  pursues the long-term goal of making over all life in her 
  image. She has no real plan for achieving this goal, so she 
  counts upon her drow allies for planning and action. The 
  matrons of House Selatastist agreed to join her children 
  and spread her spores to the mortal world. With the aid 
  of her fleshwarping “gardeners,” her molds reach into 
  the earth and living creatures like the gentle hands of 
  a lover. Through House Selatastist, the sporemother’s 
  abyssal fungi gain a growing foothold. Tutaris grants 
  House Selatastist access to demonic boons associated 
  with lust and sloth (see racial feats). She grants access 
  to the domains of Chaos, Charm, Evil, and Plant, and 
  access to the subdomains of Decay, Demon, Growth, 
  and Lust. Tutaris’ unholy symbol is a dead rotwood (see 
  drow equipment) tree overtaken by green mold, and her 
  favored weapon is a quarterstaff.
  Vas is not a true demon lord but a balor lord bound 
  by the great magic of House Helisah. Once, Vas was a 
  general of the demonic armies who sought to claim an 
  Abyssal realm as his dominion, but he failed to take it by 
  force, and the demon lord he challenged tossed him to 
  the drow for eternal humiliation. His binding became the 
  founding of House Helisah, and Vas has been their slave 
  for millennia. The great coup of the house allows them 
  unprecedented autonomy, but they accept the risk that he 
  might someday free himself to exact terrible retribution. 
  Vas grants House Helisah access to demonic boons 
  associated with pride (see racial feats). Vas does not grant 
  access to domains or divine magic, so House Helisah 
  tends to focus on arcane magic.
  Three demon lords (Dagon, Kostchtchie, and Pazuzu) 
  are detailed in Pathfinder Roleplaying Game: Bestiary 4. 
  Dagon grants access to demonic boons associated with 
  gluttony, pride, and wrath. Kostchtchie grants access to 
  demonic boons associated with envy, sloth, and wrath. 
  Pazuzu grants access to boons associated with envy, 
  greed, lust, and pride.
  growing up drow
  Few drow experience a childhood by the definition of 
  most surface races. Drow do not experience a time of 
  protected exploration, and the society views innocence as 
  weakness. From the moment they develop speech, they 
  learn to lie with conviction. From the day they first walk, 
  they fight and kill. Above all, matrons indoctrinate young 
  drow with absolute loyalty to the family and superstitious 
  fear of their magic. The matrons go to great lengths to 
  make growing children think no thought is unknown or 
  hiding place safe from divination. 
  Drow children must race to shed immaturity. A weak 
  child grows into a weak adult. Weak adults die horrible 
  deaths or, even, put the entire house at risk. So family 
  relentlessly manipulates a young drow during formative 
  years for the child’s own good. While the family never 
  causes permanent harm, caring relatives view culling 
  weaknesses with cruelty as necessary. 
  For example, elders could push children to form 
  close friendships at a young age only to ruin the bonds 
  through orchestrated rumors or betrayal. The hurt and 
  lonely children might then gain pets to raise but find 
  g
  demoniC boons
  Accessibility to demonic boon feats requires a house’s 
  patron to embody the given sin. This helps to make 
  each house and patron distinct while giving the house 
  powerful tools to pursue specific goals. Players of 
  drow characters should work with the GM to define 
  the demonic patron and consequences associated 
  with her boons. Perhaps the lord appears in the drow’s 
  nightmares, sends servants to punish, or provides 
  ever-greater opportunities for indulging sins. Demonic 
  boons, access to boons, and the temptations of demonic 
  patrons are not meant to be mechanical restrictions. 
  Resulting complications should instead provide 
  character depth, plot hooks, and roleplay opportunities. 
  The part they play in any game is at GM discretion.
  
  85
  one-time friends accused of a pet’s death. Each child thus 
  experiences opportunities for forgiveness or honor and 
  finds that indulging in either leads to pain and anguish. 
  The lesson becomes all too clear: succumbing to virtue 
  results in terrible losses or in rivals gaining an upper hand. 
  Young drow either embrace the fate set before them or 
  become dominated by those who do. Failures may serve 
  rivals for decades or even centuries. Drow see this as a 
  healthy situation to encourage ambition. If the low-status 
  child manages to take power for herself, she is worthy 
  of the position. If she attempts and fails, she learns her 
  place. If the favored child cannot maintain her position, 
  she never deserved it. 
  HEROIC DROW
  That heroic drow are uncommon is an understatement. 
  The whole society minimizes heroism, prevents rebellion, 
  and encourages rationalization of evil by design. It is 
  a rare drow who reaches adulthood without gaining a 
  twisted worldview by the standards of most other races. 
  Most heroic drow instead become changed by some 
  pivotal experience that shatters the lies fed to them from 
  birth. A male might resent being traded like livestock or 
  fall in love instead of lust. Perhaps, exposure to outsiders 
  shows a different path, or spying forces an adaptation 
  to alien ways. Many heroic drow arise when confronted 
  with the true horrors of the Abyss or the depths a house’s 
  matrons might sink to in desperation.
  The hero must first escape her family’s reach, usually 
  fleeing to beyond the underground realms of the drow. 
  Next, she must find a way to acclimate into a society that 
  is the opposite of the perspective that raised her. Most 
  surface dweller politics function at a level drow literally 
  considers child’s play. Even the most virtuous drow cannot 
  help but see other humanoids as gullible marks she must 
  resist manipulating. Worse, she can never escape the 
  bonds of her blood and her house’s demonic patron. The 
  example set by a traitor is one few houses can afford to 
  leave unanswered.
  The following are a series of example heroic drow 
  character types that can aid in creating a non-evil player 
  character spawned by the chaotic evil society.
  The anti-hero recognizes drow culture as corrupted and 
  depraved but uses evil against itself. She may bind demons 
  to kill other demons, make frequent use of trickery, 
  or revel in the sins granted by her family’s patron. The 
  anti-hero seldom possesses a good alignment and is more 
  likely to be neutral. She probably sees weakness in the 
  virtue of other races but wishes to protect or teach them 
  better. Anti-heroes tend to form within drow society 
  when a loyal drow is confronted with the worst excesses 
  of her family or demons. Having seen the darkest depths 
  the Abyss offers, the anti-hero recognizes the difference 
  between lesser and greater evils.
  The denier distances herself from other drow as much as 
  possible. Perhaps, a matron exiled her due to some crime 
  or to remove competition within the house. Perhaps, she 
  simply grew disgusted with her own people or was born 
  outside of their control. Regardless, the denier thinks 
  little of her roots and either prefers some adopted culture 
  or to remain a loner. Unfortunately for the denier, ties of 
  blood are more than just genealogies to the drow. Even if 
  she wishes nothing to do with her lost or forgotten 
  family, she might find herself drawn into their 
  schemes or subject to the temptations of her 
  demonic patron. Deniers are equally likely to 
  be good or neutral.
  7
  
  86
  g
  The deviants (see racial traits) are a drow subrace like the 
  matrons but rarer and both male and female. Deviants 
  have natural gifts for lying and exceptional wills. These 
  traits grant almost complete resistance to the ordinary 
  childhood indoctrination tactics and manipulations. From 
  even an early age, a deviant surpasses the deceptions of 
  her family and is freed to develop her own thoughts and 
  emotions. A deviant given this unprecedented liberty 
  can fall in line or seek her own path. Deviant heroes are 
  equally likely to be good or neutral.
  The rebel turns against her house and people. She rebelled 
  from the beginning—denying the lies meant to train 
  her outlook—or had some formative event shake her 
  confidence to the core. Contrary thoughts or notions are 
  not suffered, and the rebel no doubt finds herself at odds 
  with her family. Lucky rebels end up exiled or on the 
  bottom of the social pecking order. Unlucky rebels face 
  death or fleshwarping. Rebels can form at an early age but 
  also develop later in life when circumstances force them 
  to turn against their own. Truly turning against the family 
  makes the rebel a traitor, and she has little choice but to 
  flee. Rebels are equally likely to be good or neutral.
  The redeemer retains the ingrained loyalty taught to 
  her from birth. She sees her family or even the drow 
  in general as not beyond saving. The corruption of 
  the Abyss can be undone, the worst matrons can be 
  overthrown, and the demonic patron of her house 
  defeated. The redeemer likely has few definitive plans 
  for achieving such lofty goals, any one of which could 
  make for an entire campaign. Such a difficult mission is 
  likely doomed from the start, but the redeemer pursues 
  it anyway because it is the right thing to do. When faced 
  with the poisons eating away at her people, she cannot 
  stand by and do nothing. A redeemer is usually good 
  aligned as neutral drow often lack the noble conviction to 
  try to save such a corrupted race. 
  DROW DEVIANT
  Rarer still than the drow matron, one drow child in a 
  hundred is born a deviant. Deviants are an unforeseen 
  result of chaotic demonic power and generations of 
  magic-backed indoctrination. Natural drow magical 
  defenses are particularly concentrated, allowing them 
  to resist standard brainwashing practices. Given the 
  freedom to choose, deviants might rebel or become the 
  perfect spy for her house. 
  Deviants have the unique instinctual ability to conceal 
  emotions and thoughts behind layers of deception. 
  Like a supernatural form of acting, the deviant can 
  play a role so convincingly that she can even trick most 
  forms of divination. This allows the deviant to appear 
  indistinguishable from peers while remaining free to feel 
  as she wishes. Unlike matrons, deviants are just as often 
  male as female. However, female deviants are sometimes 
  believed to be matrons.
  Drow Deviant Racial Traits
  The Pathfinder Roleplaying Game: Advanced Race Guide 
  contains details on standard drow racial traits. The 
  following traits are for the drow deviant. Note that drow 
  deviants are more powerful than standard drow and 
  many other races, befitting their rarity and comparable 
  power to drow matrons.
   –2 Constitution, +2 Wisdom, +2 Charisma: 
  Drow deviants protect themselves with a fierce will and 
  necessary deceptions.
  Elf: Drow deviants are humanoids with the elf subtype.
  Medium: Drow deviants are Medium creatures and 
  receive no bonuses or penalties due to their size.
  Normal Speed: Drow deviants have a base speed of 30 ft.
  Controlled Thoughts: Drow deviants are 
  automatically aware of any attempt to read their surface 
  thoughts or memories. In response, as an immediate 
  action, they can choose to conceal their thoughts and 
  memories from a divination attempt or reveal only 
  selected thoughts or memories to the diviner.
  Darkvision: Drow deviants can see in the dark up to 
  120 ft.
  Drow Immunities: Drow deviants are immune to 
  magic sleep effects and gain a +2 racial bonus on saving 
  throws against enchantment spells and effects.
  Masked Aura: At will, a drow deviant can mask their 
  alignment aura as a swift action, replacing it with any 
  of their choosing. Until they use this ability again, the 
  drow mAtrons
  Approximately 1 in 20 drow is born a matron—a female 
  drow with powerful magical abilities. These “drow 
  nobles” are quickly noted by the elders for their natural 
  superiority and are groomed for leadership positions 
  within the house. Many female drow deviants are 
  mistaken for matrons. When creating a drow matron, 
  use the base statistics for the drow deviant. Drow 
  matrons gain the ambitious schemerARG alternate drow 
  racial trait in place of natural liar and do not gain either 
  the controlled thoughts or masked mind racial traits. A 
  matron gains a +2 racial bonus on Spellcraft checks and 
  to caster level checks made to overcome spell resistance 
  and to dispel magic. Drow matrons often possess 
  alternate spell-like abilities appropriate for their houses 
  (see below).
  
  87
  deviant is treated as the new alignment for the purposes 
  of any magical attempts to discern their alignment. 
  Their true alignment remains unchanged.
  Natural Liar: Drow deviants instinctually fall into 
  roles and meet the expectations of observers. They 
  gain Bluff as a class skill and gain a +2 racial bonus on 
  Bluff checks.
  Poison Use: Drow deviants are skilled in the use of 
  poison and never risk accidentally poisoning themselves.
  Spell-Like Abilities: Drow deviants can cast dancing 
  lights, darkness, and faerie fire, once each per day, using 
  their total character level as their caster level.
  Spell Resistance: Drow deviants possess spell 
  resistance equal to 11 plus their class levels.
  Light Blindness: Abrupt exposure to bright light 
  blinds drow deviants for 1 round. On subsequent 
  rounds, they are dazzled as long as they remain in the 
  affected area.
  Weapon Familiarity: Drow deviants are proficient 
  with the hand crossbow, rapier, and short sword.
  Languages: Drow deviants begin play speaking 
  Elven and Undercommon. Drow deviants with high 
  Intelligence scores can choose from the following 
  languages: Abyssal, Aklo, Aquan, Common, Draconic, 
  Drow Sign Language, Gnome, or Goblin.
  AlternAte rACiAl rules
  The drow vary greatly from their elf roots. The influence 
  of demonic patrons on distinct bloodlines is stronger 
  in some houses than others, reflected in alternate racial 
  traits. The following rules represent some of these traits 
  and can be taken by any drow character.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of 
  existing drow racial traits. Drow deviants and matrons 
  can select ancestral grudgeARG, darklands stalkerARG, 
  seducerARG, and surface infiltratorARG drow alternate racial 
  traits for the normal racial trait replacements. Consult 
  your GM before selecting any of these new options.
  Blasphemous CovenantARG: Drow deviants with this 
  racial trait replace natural liar and poison use.
  Demonic Boon: The drow gains any demonic boon feat 
  that her patron allows as a bonus feat. The drow must 
  meet all other prerequisites for the feat. This racial trait 
  replaces drow immunities.
  Fiendish Resistance: Some drow have hints of 
  fiendish ancestry from ancestors intermingling with 
  demons. Drow with this racial trait gain cold resistance 
  5, electricity resistance 5, and fire resistance 5. This 
  racial trait replaces drow immunities. 
  Random Starting Ages
  Race   
  Adulthood
  Intuitive1
  Self-Taught2   
  Trained3
  Drow  
  75 years             
  +2d6 years           
  +3d6 years           
  +8d6 years
  1 This category includes barbarians, bloodragers, oracles, rogues, sorcerers, and swashbucklers.
  2 This category includes bards, battle scions, brawlers, cavaliers, fighters, gunslingers, hunters, paladins, rangers, shamans, skalds, slayers, 
  shadowsworn, spell-less rangers, summoners, and witches.
  3 This category includes alchemists, arcanists, clerics, druids, inquisitors, investigators, magi, monks, theurges, warpriests, white necromancers, 
  and wizards.
  Aging Effects
  Race 
  Middle Age1 
  Old2 
  Venerable3 
  Maximum Age
  Drow  
  125 years   
  190 years   
  270 years   
  270+d% years
  1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.                      2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  Random Height and Weight
  Gender 
  Base 
  Height 
   Height 
  Modifier
  Base 
  Weight 
  Weight 
  Modifier
  Male     
  5 ft. 1 in.      
  90 lb.
  2d6 ×3 lb.
  +2d12 lb.
  Female
  5 ft. 1 in.      
  80 lb.  
  2d4 ×3 lb.
  +2d8 lb.
  7
  
  88
  Poison Immunity: The drow has built up immunity 
  to poison through exposure and the boons of a 
  demonic patron. This racial trait replaces poison use 
  and drow immunities.
  Spell-Like Abilities: The specific manifestation of 
  drow spell-like abilities can vary from house to house, 
  often shaped by the focus of the family within drow 
  society. Not all drow within a family develop the house’s 
  unique spell-like abilities, but for those who do, there 
  is a definite advantage over peers. The drow can choose 
  from one of the options below. She can cast each spell 
  once per day, using her character level as her caster 
  level. This racial trait modifies drow spell-like abilities.
  Alchemy: accelerate poisonAPG, detect poison, 
  prestidigitation
  Commerce: detect magic, innocenceAPG, obscure object
  Companionship: charm person, lullaby, unnatural lustUM
  Craftsmanship: arcane mark, make whole, mending
  Entertainment: enthrall, ghost sound, ventriloquism
  Fleshwarping: alter self, endure elements, stabilize
  Interrogation: detect good, detect thoughts, touch of 
  fatigue
  War: delay painUM, remove fear, true strike
  Spores: Once per day, the drow may infest living creatures 
  with fast-growing fungal spores as a melee touch attack, 
  dealing 1d8 points of damage with the initial infestation, 
  plus an additional 1 point of damage on a number of 
  following rounds equal to the drow’s character level as 
  the spores grow. The molds are harmless and wither away 
  in 1d4 days if not removed beforehand. The spores are 
  destroyed by casting bless or remove disease on affected 
  creatures or by sprinkling them with holy water. This 
  racial trait replaces weapon familiarity.
  Swarmborn : The drow feels at ease when covered 
  in swarms of vermin. The drow is immune to the 
  distraction ability of swarms with the vermin type, does 
  not need to make caster level checks for spellcasting or 
  concentrating on spells in their areas, and can use any 
  skill that requires patience and concentration without 
  making a Will save when within their areas. This racial 
  trait replaces drow immunities.
  Telepathy: The drow gains telepathy with a range of 30 
  ft. Drow deviants gain telepathy with a range of 100 ft. 
  This racial trait replaces the spell resistance racial trait.
  Vermin Empathy: The drow can improve the attitude 
  of vermin as a druid can with animals. This racial trait 
  functions as the druid’s wild empathy ability, except 
  the drow can only use this ability on creatures with 
  the vermin type. Vermin have a starting attitude of 
  unfriendly. This racial trait replaces keen senses and 
  drow immunities for drow or natural liar and drow 
  immunities for drow deviants.
  HOUSE OF ORIGIN
  Each drow house possesses a demonic patron that 
  influences the bloodline over generations. Combining 
  various racial traits can create drow from a particular 
  house to set them apart from other families. The following 
  variants use drow house names for ease of reference but 
  could apply to any campaign that features a drow culture.
  Atarin: Controlled by the demon lord Esarac, drow of 
  House Atarin lack trust even for each other but dominate 
  the social landscape. Held together only by fear of the lord 
  of glabrezu, they vie against each other for his sadistic 
  amusement. Drow of House Atarin usually gain the 
  ambitious schemerARG and seducerARG racial traits. 
  Drow deviants usually gain the seducerARG and telepathy 
  racial traits. House Atarin drow sometimes develop the 
  companionship or interrogation spell-like abilities.
  Helisah: The house imprisoning Vas forces its demonic 
  patron to grant boons and power over lesser demons. 
  Drow of House Helisah usually gain the blasphemous 
  covenantARG racial trait and often have the demonic 
  boon racial trait as well. House Helisah drow sometimes 
  develop the craftsmanship or commerce spell-like abilities.
  Selatastist: The house allied with Tutaris the 
  Sporemother acts as a gardener for the abyssal fungi she 
  spreads ever outward across the planes. Owing to this 
  pact, the family interbred with the demon’s children to 
  carry the spores of Tutaris. Drow of House Selatastist 
  usually gain the spores and elemental resistance racial 
  traits. House Selatastist drow sometimes develop the 
  alchemy or fleshwarping spell-like abilities.
  fAvored ClAss options
  The following options are available to all drow who have 
  the listed favored class, and unless otherwise stated, 
  the bonus applies each time you select the class reward. 
  These favored class options are presented in addition to 
  the favored class options (alchemist, antipaladin, cleric, 
  fighter, rogue, sorcerer, wizard) detailed in Pathfinder 
  Roleplaying Game: Advanced Race Guide.
  Arcanist: Add +1/4 point to the arcanist’s arcane 
  reservoir.
  Bard: Add +1 to the bard’s total number of bardic 
  performance rounds per day.
  Cavalier: Add +1 hp to the cavalier’s mount. If the 
  cavalier ever replaces his mount, the new mount gains 
  these bonus hp.
  Druid: Add a +1 bonus on wild empathy checks made to 
  improve the attitude of fiendish animals.
  
  89
  Hunter: Add +1 hp to the hunter’s vermin companionUC 
  (the hunter must possess a vermin companion). If the 
  hunter ever replaces his vermin companion, the new 
  vermin companion gains these bonus hp.
  Inquisitor: Add a +1/2 bonus on all Intimidate checks 
  and Sense Motive checks made to detect lies.
  Magus: Add +1/4 point to the magus’s arcane pool.
  Ranger: Add a +1/2 bonus on Perception and Survival 
  checks made within the Abyss.
  Summoner: Add +1 hp or +1 skill rank to the 
  summoner’s eidolon.
  drow ArChetypes
  The following racial archetypes are available to drow.
  FELL BINDER (ARCANIST)
  Some drow arcanists combine elven knowledge with the 
  power of demonic patronage to turn Abyssal outsiders to 
  dark or noble purposes.
  Bonds of Blood (Su): The fell binder can summon 
  fiendish creatures or creatures with the demon 
  subtype regardless of her alignment, and spells with an 
  alignment descriptor have no effect on her alignment. 
  The fell binder gains blasphemous covenantARG as a 
  bonus racial trait. If the fell binder already possesses 
  the blasphemous covenant racial trait, then any fiendish 
  creatures or creatures with the demon subtype that she 
  summons gain the benefits of the Augment Summoning 
  feat. This ability does not count as the Augment 
  Summoning feat for the purposes of any prerequisites. 
  This replaces the arcane exploit gained at 1st level.
  Demonic Bloodline (Su): A fell binder develops the 
  power of demonic boons or an Abyssal heritage through 
  the bloodline of her house. The fell binder can take a 
  demonic boon as a bonus feat in place of any arcanist 
  exploit. The arcanist must meet all prerequisites for 
  the feat but may take any demonic boon regardless 
  of her demonic patron’s embodied sins. Alternatively, 
  the fell binder may select a bloodline power available 
  to a sorcerer with the Abyssal bloodline (claws, 
  demon resistances, strength of the abyss, or added 
  summonings) in place of any arcanist exploit. The fell 
  binder gains the bloodline power, treating her arcanist 
  level as her sorcerer level. The fell binder must have 
  a minimum arcanist level equal to the sorcerer level 
  required to gain the bloodline power, and each higher-
  level bloodline power has all lower-level bloodline 
  powers as a prerequisite. This ability alters the exploit 
  and greater exploit ability.
  Fell Binder Exploits: The following exploits are 
  available to the fell binder arcanist.
  Quasit Familiar (Ex): The arcanist forms a quasit from 
  the Abyss and her soul to serve as a familiar, forcing 
  the demon to do her bidding. An arcanist with this 
  exploit gains a quasit familiar as if she had taken the 
  Improved Familiar feat and possessed an alignment 
  within one step of chaotic evil (regardless of her true 
  alignment). The fell binder forces the quasit to do 
  her bidding (in word and spirit), even if the binder’s 
  commands are counter to its nature. The arcanist must 
  possess the familiar exploit as a prerequisite. The fell 
  binder must be at least 3rd level to choose this exploit.
  Summon (Sp): By spending 1 point from her arcane 
  reservoir, the fell binder arcanist can sacrifice an 
  available spell slot to cast a summon monster spell of 
  the equivalent level. The fell binder can only summon 
  fiendish creatures or creatures with the demon 
  subtype in this manner. The fell binder may not apply 
  any metamagic feats to the spell as it is cast.
  Rapid Summon (Su): By spending 1 point from her 
  arcane reservoir, the arcanist can reduce the casting 
  time of any summon monster spell used to summon 
  a fiendish creature or a creature with the demon 
  subtype to a standard action. The fell binder arcanist 
  may use this exploit in conjunction with the summon 
  exploit by spending a total of 2 points from her 
  arcane reservoir.
  POISONED FANG (RANGER)
  The drow specialize in raising vermin for war and 
  employing deadly venoms against enemies. While some 
  believe this reflects evil ties, the poisoned fang recognizes 
  arachnids and insects as just another facet of nature that 
  some irrationally fear.
  Poison Use (Ex): At 1st level, the poisoned fang gains 
  the poison use ability and cannot accidentally poison 
  himself when applying poison to a weapon. If the 
  poisoned fang already possesses poison use or poison 
  immunity as a racial trait or feature from another class, 
  then he instead adds half his level (minimum 1) to Craft 
  (alchemy) skill checks made to create poisons. This 
  ability replaces track.
  Vermin Empathy (Ex): At 1st level, the poisoned fang 
  gains the vermin empathy alternate racial trait (see 
  racial traits). If the poisoned fang already possesses 
  the vermin empathy racial trait, he instead gains a +4 
  competence bonus to all vermin empathy checks. This 
  ability replaces wild empathy.
  Vermin Bond (Ex): At 4th level, the poisoned fang 
  gains a vermin companionUM. This ability functions like 
  the druid animal companion ability (which is part of the 
  7
  
  90
  nature bond class feature), except that the poisoned fang 
  ranger’s effective druid level is equal to his ranger level 
  –3. This ability alters the normal hunter’s bond ability.
  Swift Poisoning (Ex): At 8th level, a poisoned fang 
  ranger can apply a dose of poison to a weapon as a swift 
  action. This ability replaces swift tracker.
  Improved Companion (Ex): At 11th level, the 
  poisoned fang’s training and care of his vermin 
  companion causes it to grow in size or power. The 
  vermin companion gains either the advanced or giant 
  simple creature template, whichever the poisoned fang 
  prefers. This ability replaces quarry.
  Greater Companion (Ex): At 19th level, the 
  poisoned fang’s attentive care for his vermin companion 
  allows it to achieve its full potential. The vermin 
  companion gains either the advanced or giant simple 
  creature template, whichever it did not gain from the 
  improved vermin companion ability at 11th level. This 
  ability replaces improved quarry.
  Venom Master (Ex): A poisoned fang of 20th level 
  specifically tailors his poisons for his favored enemies. 
  As a standard action, he can apply a poison to his 
  weapon and make an attack against a single enemy. 
  The poison delivered by this attack deals 1-1/2 times 
  its normal ability damage or drain. The DC of the save 
  to resist the poison is equal to the poison’s normal save 
  DC or 10 + 1/2 the poisoned fang ranger’s level + the 
  ranger’s Wisdom modifier, whichever 
  he prefers. The poisoned fang 
  can choose instead to reduce 
  the poison’s ability drain 
  to ability damage, halve 
  any ability damage, or 
  cause the poison to have 
  no effect if it does not deal ability damage or drain. The 
  poisoned fang can use this ability once per day against 
  each favored enemy he possesses but not against the 
  same creature more than once in a 24-hour period. 
  This ability does not stack with tailored poisons the 
  ranger may use (see equipment). This ability replaces 
  master hunter.
  SHADOW CALLER (SUMMONER)
  A drow shadow caller uses his natural connection with 
  darkness to conjure beings composed partly of shadow 
  magic, instead of creatures drawn from other corners of 
  reality. They gain versatility but must rely on illusions 
  and theatrics.
  Shadow Eidolon (Su): The shadow caller gains an 
  eidolon normally, except the shadow caller may alter 
  the eidolon’s evolution pool expenditure each time 
  the eidolon is summoned. A shadow eidolon is part 
  illusion, and any creature that interacts with the eidolon 
  can make a Will save with a DC equal to 10 + 1/2 the 
  summoner’s level + the summoner’s Charisma modifier 
  to recognize its true nature. Creatures that fail the save 
  are affected by the eidolon normally. Against a creature 
  that recognizes it as a shadow creature, however, the 
  eidolon deals half normal damage and all special 
  abilities that do not deal damage are only 50% likely 
  to work. (Roll for each use and each affected character 
  separately.) To a creature that successfully saves or 
  sees through illusions, the shadow eidolon appears as 
  a transparent image superimposed on a vague 
  
  91
  shadowy form. Objects automatically succeed on the 
  Will save. This is an illusion shadow effect. This ability 
  alters the normal eidolon ability.
  Spells: Remove the following spells from the shadow 
  caller’s spell list: 1st—unfetter, 2nd—create pit,  
  3rd—spiked pit, 4th—acid pit, 5th—hungry pit,  
  6th—discern location. Replace them with the following 
  spells: 1st—deepen shadowDM, 2nd—shadow snareDM, 
  3rd—phantasmal killer, 4th—shadow conjuration,  
  5th—shadow evocation,  
  6th—greater shadow conjuration.
  Summon Monster I (Sp): The shadow caller summons 
  pseudo-real creatures composed partly of shadow 
  magic. The shadow caller may summon one creature 
  with this ability, even when his eidolon is summoned, or 
  up to two creatures when the eidolon is not summoned. 
  Any creature that interacts with a creature summoned 
  with this ability may make a Will save with a DC equal 
  to 10 + 1/2 the summoner’s level + the summoner’s 
  Charisma modifier to recognize its true nature.  
   Creatures that fail the save are damaged or affected by 
  the summoned creature as normal. Against a creature 
  that recognizes it as a shadow creature, however, the 
  summoned creature deals only half normal damage, 
  and all special abilities that do not deal damage are only 
  50% likely to work. (Roll for each use and each affected 
  character separately.)  
   To a creature that successfully saves or sees through 
  illusions, the summoned creature appears as a 
  transparent image superimposed on a vague shadowy 
  form. Objects automatically succeed on the Will save. 
  This is an illusion shadow effect. This ability alters the 
  normal summon monster I ability.
  Eidolon Illusions (Su): At 10th level, the shadow 
  caller can alter the illusions cloaking his shadow eidolon 
  to disguise it or make it seem more fearsome. At will, as 
  a swift action, the shadow caller may alter the physical 
  appearance of his eidolon. The eidolon must still appear 
  to be a creature of its size bearing a glowing rune, but 
  its appearance may otherwise vary as the shadow caller 
  chooses. This is an illusion glamer effect that does not 
  alter the eidolon’s statistics or evolution point allocation. 
  Creatures interacting with the eidolon disbelieve the 
  illusion if they succeed on a Will save to recognize its 
  true nature. This ability replaces aspect.
  SINNER (CLERIC)
  Drawing on a connection to a demon lord through her 
  house’s bloodline, the sinner finds that her absolute 
  loyalty is not necessary to gain divine power. However, 
  in drawing upon the powers of sin, she must question 
  whether she turns a demon lord’s power to her purposes 
  or if she’s falling for a tempting trap.
  Alignment and Aura: A sinner ostensibly serves the 
  demonic patron that grants boons related to a category 
  of sins. Though she may rebel or even betray the specific 
  patron, she still gains power from the observation of sin. 
  In addition to choosing any alignment within one step 
  of her demonic patron (which is always chaotic evil), 
  a sinner may also have an alignment of neutral, lawful 
  evil, or chaotic good. Her aura, and any alignment 
  subtype she retains, remains chaotic evil because of the 
  source of her power. A sinner does not lose access to 
  her cleric abilities for an alignment change but does if 
  she abstains from or fails to promote sinful behavior as 
  defined by her sin domain.
  Sin Domains: At 1st level, a sinner must choose at least 
  one of the following domains that correlate to a sin 
  embodied by the demonic patron of her house. This 
  domain replaces one of the domains the cleric normally 
  chooses at 1st level. Once this choice is made, it cannot 
  be altered. If the demonic patron embodies two or more 
  sins, the sinner cleric may replace both of her domains. 
  This ability alters the normal domain ability.
  Envy Domain
  Granted Powers: You gain power through jealousy 
  and theft. 
  Stolen Shield (Su): As a melee touch attack, you can 
  steal any spell effect that grants an armor class bonus 
  to the target (mage armor, shield, protection from 
  evil, and so on). For 1 round, you gain the AC bonus 
  the spell provides, and all benefits are suppressed for 
  the spell’s target. If the target possesses no spell effects 
  that grant an armor bonus, this ability has no effect, 
  but you do not expend a use of the ability. You can 
  use this ability a number of times per day equal to 3 + 
  your Wisdom modifier.
  Healing Thief (Su): Beginning at 8th level, you can 
  steal the effects of healing spells. If you perceive 
  and identify (such as with the Spellcraft skill) a 
  conjuration (healing) spell cast within 30 ft. of 
  you, you may make yourself the target (or one of 
  the targets) of the spell as an immediate action. 
  The original intended target (or one of the targets) 
  receives no benefit from the spell. The caster gains a 
  caster level check (DC 11+ your class level) to resist 
  your manipulation and keep his original targets. This 
  ability functions even if you are beyond the normal 
  range of the healing spell. You can use this ability 
  once per day at 8th level plus another time per day for 
  every 4 levels beyond 8th.
  Domain Spells: 1st—magic aura, 2nd—pilfering 
  handUC, 3rd—malicious spiteUM, 4th—lesser spellcrashACG, 
  5th—break enchantment, 6th—envious urgeUM,  
  7th—expendAPG, 8th—greater spellcrashACG, 9th—wish.
  7
  
  92
  Gluttony Domain
  Granted Powers: You gain power through 
  overindulgence.
  Expansive Gullet (Su): Your mouth and stomach can 
  magically expand to accept any non-living objects 
  of up to one size smaller than yourself. Storing or 
  retrieving an object is a standard action. Objects 
  stored in this manner are not damaged and do 
  not accidentally injure you. You may store objects 
  weighing up to your light load, and objects stored 
  do not count against your carrying capacity. This 
  extradimensional space hides objects from normal 
  detection, but a true seeing spell reveals them as if 
  they are inside your body. Items stored cannot be 
  retrieved by other creatures unless you are killed. 
  Ingestion (Su): At 6th level, you may consume any 
  edible magical item or potion stored on your person 
  (but not in an extradimensional space) or within 
  your expansive gullet without retrieving the object. 
  At 12th level, you may consume the object as a move 
  action. At 20th level, you may consume the object as 
  a swift action.
  Domain Spells: 1st—razor mawDM, 2nd—shield other, 
  3rd—vampiric touch, 4th—neutralize poison,  
  5th—symbol of pain, 6th—heroes’ feast, 7th—cannibal 
  compulsionDM, 8th—deflectionAPG, 9th—nine livesARG.
  Greed Domain
  Granted Powers: The acquisition of wealth by any 
  means necessary is a holy duty.
  Sinner’s Bargain (Su): You can improve the effectiveness 
  of weapons to save hard-earned gold. At 1st level, you 
  can grant a touched non-masterwork weapon the 
  masterwork quality for 1 minute as a swift action. At 
  4th level, you can choose for the weapon to function 
  as cold iron or silver for the purpose of bypassing 
  damage reduction. At 8th level, the weapon increases 
  its total magical enhancement bonus by +1. At 12th 
  level, you can choose for the weapon to function as 
  adamantine for the purpose of bypassing damage 
  reduction. You can use this ability a number of times 
  per day equal to 3 + your Wisdom modifier.
  Everyone Has A Price (Su): At 8th level, you can bribe 
  anyone to do as you desire for the right price. The 
  creature must be capable of communication with 
  you, be willing to engage in conversation for at least 
  1 minute, and must not be hostile. You may force 
  the creature to perform one task in exchange for 
  an up-front payment from you. Tasks might range 
  from the simple to the complex. A task taking up 
  to 1 minute per cleric level requires payment of 100 
  gp (or some equivalent) per Hit Die of the creature. 
  For a task taking up to 1 hour per cleric level, the 
  creature requires a payment of 500 gp per Hit Die. A 
  long-term task, one requiring up to 1 day per cleric 
  level, requires a payment of 1,000 gp per Hit Die. A 
  non-hazardous task requires only half the indicated 
  payment. The creature receives a Will save with a DC 
  equal to 10 + 1/2 your cleric level + your Wisdom 
  modifier with a +4 bonus on the save if the task 
  appears deadly or goes strongly against the creature’s 
  ethos. This is a mind-affecting compulsion effect. 
  You can use this ability once per day at 8th level plus 
  another time per day for every 4 levels beyond 8th.
  Domain Spells: 1st—theft wardARG, 2nd—create 
  treasure mapAPG, 3rd—locate object, 4th—coin swarmDM,  
  5th—treasure stitchingAPG, 6th—summon greater 
  wondrous itemDM, 7th—limited wish,  
  8th—materialismARD, 9th—sympathy.
  Lust Domain
  Granted Powers: You rule over the hearts and 
  passions of others. Note that a character with the Lust 
  domain and the Charm domain cannot choose the Lust 
  subdomainAPG.
  Possessive (Su): As a standard action, you fill a creature 
  within 30 ft. with an intense desire to protect you from 
  all harm for 1 minute. The creature cannot attack you 
  and moves to your defense, attacking any creature 
  (including any allies the creature may possess) that 
  attacks you. Each round, the creature is permitted a 
  Will save with a DC equal to 10 + 1/2 your cleric level 
  + your Wisdom modifier to end the effect. If the target 
  would not normally have lustful feelings toward you, 
  it receives a +4 bonus on its saving throw. A creature 
  that successfully saves is not subject to your possessive 
  ability for 24 hours. This is a mind-affecting charm 
  effect. You can use this ability a number of times per 
  day equal to 3 + your Wisdom modifier.
  Visions of Lust (Su): At 8th level, you project a 
  desirability that dissuades your attackers from doing 
  you harm. Any opponent attempting to target you 
  with an attack or spell must attempt a Will save 
  with a DC equal to 10 + half your cleric level + your 
  Wisdom modifier. If the opponent fails this save, he 
  or she refrains from that action and instead gains 
  the fascinated condition. Combat or other threats 
  allow your target to take actions to defend himself or 
  attack other enemies, but he cannot attack or target 
  you unless you attack him directly or 24 hours pass 
  after failing the saving throw. This is a mind-affecting 
  charm effect.
  Domain Spells: 1st—unnatural lustUM, 2nd—enthrall, 
  3rd—reckless infatuationUM, 4th—locate creature, 5th—
  unwilling shieldAPG, 6th—symbol of persuasion, 7th—
  waves of ecstacyUM, 8th—euphoric tranquilityAPG, 9th—
  overwhelming presenceUM.
  
  93
  Pride Domain
  Granted Powers: You are protected by your own 
  extreme arrogance and can share absolute confidence 
  with others. 
  Faultless (Su): Your destiny does not allow for 
  embarrassing failures. As an immediate action, you 
  may reroll any single d20 you roll that results in a 
  natural 1. At 8th level, you can reroll a natural result 
  of 2 or less. At 15th level, you gain a +2 bonus on the 
  reroll. You can use this ability a number of times per 
  day equal to 3 + your Wisdom modifier.
  Better You than Me (Su): At 8th level, as an immediate 
  action, whenever you fail a saving throw against a 
  spell or effect, you can choose a willing ally within 30 
  ft. of you to be the subject of the spell or effect in your 
  stead. Your ally is subject to the full spell or effect and 
  does not receive a saving throw to negate or reduce 
  the effect. If you possess no willing allies within 30 
  ft., this ability cannot be used. You can use this ability 
  once per day at 8th level and an additional time per 
  day for every four levels beyond 8th.
  Domain Spells: 1st—moment of greatnessUC, 2nd—
  eagle’s splendor, 3rd—unadulterated loathingUM, 4th—
  gallant inspirationAPG, 5th—smug narcissismUM, 6th—
  utter contempUM, 7th—mage’s magnificent mansion,  
  8th—brilliant inspirationAPG, 9th—dominate monster.
  Sloth Domain
  Granted Powers: Maximum results reward your 
  minimal action.
  Lie Down on the Job (Ex): You suffer no penalties for 
  being prone. You still benefit from any bonuses for 
  being prone.
  Least I Can Do (Su): At 6th level, you perform best 
  when doing the bare minimum. When you only take 
  a single move action or standard action in a combat 
  round (but not both or full-round actions), you gain 
  a +1 luck bonus on ability checks, attack rolls, caster 
  level checks, damage rolls, skill checks, and saves. You 
  may still take free, swift, and immediate actions. You 
  do not receive this bonus in a surprise round, outside 
  of combat, or if you are cowering, dazed, helpless, 
  nauseated, staggered, or stunned. At 12th level, the 
  luck bonus increases to +2. At 20th level, the luck 
  bonus increases to +3.
  Domain Spells: 1st—not so fastDM, 2nd—qualmUC,  
  3rd—slow, 4th—enervation, 5th—symbol of sleep,  
  6th—flesh to stone, 7th—symbol of weakness, 8th—waves 
  of exhaustion, 9th—energy drain.
  Wrath Domain
  Granted Powers: You find violent confrontation is 
  the best solution to most disagreements.
  Hate (Ex): As a free action, you can enter a focused 
  rage, gaining a +2 bonus on melee attack rolls, melee 
  damage rolls, thrown weapon damage rolls, and Will 
  saving throws. You also gain 2 temporary hp per Hit 
  Die. This temporary hp is lost first and disappears 
  when your rage ends. While in this rage, you cannot 
  use any Charisma, Dexterity, or Intelligence-based 
  skills (except Acrobatics, Fly, Intimidate, and 
  Ride) or perform actions that require patience or 
  concentration. You can end your rage as a free action 
  and are fatigued for 1 minute after your rage ends. 
  You cannot enter a new rage if fatigued or exhausted. 
  If you fall unconscious, your rage ends immediately. 
  You can use this ability for a total number of rounds 
  per day equal to 3 + your cleric level.
  Constant Rage (Ex): At 8th level, your never-ending 
  anger allows your fury to appear at a moment’s notice 
  and withstand the control of others. You may enter 
  rage as an immediate action. You gain a +2 morale 
  bonus on Will saves to resist enchantment spells. This 
  bonus stacks with all other modifiers, including the 
  morale bonus on Will saves you receives during rage. 
  This bonus increases by +1 at 12th level and every 4 
  levels thereafter.
  Domain Spells: 1st—murderous commandUM,  
  2nd—weapon of aweAPG, 3rd—rage, 4th—fireshield, 
  5th—diabolic temperDM, 6th—vengeful outrageUM,  
  7th—greater heroism, 8th—frightful aspectUC,  
  9th—symbol of strifeUM.
  Sin Channeling (Su): Beginning at 1st level, the 
  sinner’s ability to channel negative energy changes to 
  reflect the cleric’s sin of choice. The sinner’s channel 
  energy ability deals only half the normal damage to 
  living creatures but has an additional negative effect as 
  the raw power of temptation runs its course. Each sin 
  effect lasts until the beginning of the sinner’s next turn. 
  A successful save against the channeled energy negates 
  the sin effect but does not reduce hp damage caused 
  by the ability. Channeling negative energy to heal 
  undead functions normally. If the sinner cleric selects 
  two sin domains at 1st level, she must choose which 
  applies to her channel energy ability. Once this choice 
  is made, it cannot be reversed. This is a mind-affecting 
  compulsion and emotion effect. The curse effect is 
  removed by any spell or effect that removes the bestow 
  curse spell. This ability alters the normal channel 
  energy ability. Some variant channeling affects apply a 
  channel penalty. Unless otherwise specified, a penalty 
  7
  
  94
  caused by channeled negative energy is a −1 penalty, 
  increasing to −2 at 5th level and an additional −1 for 
  every 5th level after.
  Envy: On its turn, creatures must move to the nearest 
  creature and attempt a disarm or steal combat 
  maneuver against it. If there are no targets within 
  reach, affected creatures may act normally.
  Gluttony: On its turn, creatures must spend a standard 
  action consuming food, drink, a potion, or similar 
  item that is either carried or within reach. A 
  creature may also need to spend a move action 
  retrieving the consumable item. If a creature carries 
  no consumable objects or there are none within 
  reach, it may act normally.
  Greed: The creature cannot willingly use any 
  consumable or limited resources. This includes 
  but is not limited to spell slots, consumable items, 
  magic item charges, or class features limited in 
  usage per day. The creature is not restricted from 
  using any ability with unlimited use, such as at will 
  spell-like abilities. Resources already activated or 
  in use can be sustained, so a raging barbarian is not 
  required to end her rage but could not enter rage 
  during the round.
  Lust: Creatures take a channel penalty on attack rolls 
  made to attack the sinner and on Will saves against 
  enchantment her enchantment effects.
  Pride: Creatures are distracted by their own 
  magnificence. They take a channel penalty to AC and 
  attack rolls until the end of the cleric’s next turn.
  Sloth: Creatures become staggered.
  Wrath: Creatures become distracted by rage. They are 
  confused (as lesser confusion) until the end of the 
  cleric’s next turn.
  drow equipment 
  Drow have access to the following equipment. 
  Alchemical Equipment
  By combining traditional alchemical techniques with 
  subterranean or Abyssal reagents, drow create strange 
  twists on more common alchemical equipment. Creating 
  any of the following versions of the standard item (shown 
  in parentheses) adds +5 to the Craft (alchemy) skill check 
  DC and doubles the normal cost or price.
  Alchemist’s Balefire (Alchemist’s Fire): Unlike 
  traditional alchemist’s fire, alchemist’s balefire is not true 
  flame but an unholy fire. It acts as alchemist’s fire, except 
  half the damage ignores fire resistance and immunity. 
  Fires started by the balefire do not gain this trait and 
  burn as a normal fire.
  Blackrod (Sunrod): A blackrod is an iron rod tipped 
  with black volcanic glass. It acts as a sunrod but radiates 
  darkness instead of light. Within the 30-ft. radius, 
  normal light becomes dim light, and dim light becomes 
  darkness. It does not decrease the light level in darkness.
  Meltfoot Bag (Tanglefoot Bag): A meltfoot bag 
  acts as a tanglefoot bag, but entangled creatures take 1d3 
  acid damage each round they remain entangled. 
  Stinkstick (Smokestick): As a smokestick, but the 
  cloud of smoke burns with an acrid odor. Those within 
  the cloud must succeed on a DC 15 Fortitude save or be 
  sickened for 1 minute. A creature that succeeds on the 
  save is immune to the sickening effect of any stinkstick 
  for 24 hours. This is an inhalation poison effect. 
  Toxin Catalyst (Anti-toxin): A vial of toxin 
  catalyst may be thrown as a splash weapon. Treat this as 
  a ranged touch attack with a range increment of 10 ft. A 
  creature hit takes a −2 alchemical penalty on Fortitude 
  saving throws against disease or poison (one only) for 1 
  minute if it fails a DC 15 Fortitude save. 
  Wailstone (Thunderstone): As a thunderstone, 
  except the manifested sound resembles terrifying 
  screams that act as a potent psychological weapon. In 
  addition to the Fortitude save to resist being deafened, 
  creatures must make a DC 15 Will save or be shaken. 
  A creature that succeeds on a save versus a wailstone is 
  immune to the fear effect of any wailstone for 24 hours. 
  This is an auditory fear effect.
  TAILORED POISONS
  The drow are masters of poison. Long experience with 
  natural and supernatural toxins allows drow alchemists to 
  increase or decrease their effects on intended targets. In 
  this way, the drow can safely sip from a poisoned cup or 
  create poisons particularly deadly to certain foes.
  Crafting Tailored Poisons
  Drow may tailor poisons to either have a greater or lesser 
  effect on a specific creature type or subtype. The poison 
  crafter first chooses whether the poison affects a specific 
  creature type or subtype differently. The crafter then 
  decides if he wishes to have the poison’s effects reduced 
  or increased for the target. A poison with increased 
  effect has any ability damage or drain it normally deals 
  increased by half. A poison with reduced effect either 
  has ability drain downgraded to ability damage or halves 
  the ability damage normally dealt (but not both). If the 
  poison does not deal ability damage or drain, then it has 
  no effect on the creature type or subtype.
  Creating a tailored poison doubles the base cost or 
  price and increases the base Craft DC by +5. A poison 
  cannot be tailored in more than one manner.
  
  95
  Example Tailored Poisons
  Angel’s Bane (Wyvern’s Poison)—injury; save DC 17; 
  frequency 1/rd. for 6 rds.; effect 1d4 Con.; x1.5 against 
  good outsiders; cure 2 consecutive saves. Craft DC 27; 
  Price 4,500 gp.
  Prismatic Bile (Dragon bile)—contact; save DC 26; 
  frequency 1/rd. for 6 rds..; effect 1d4 Con.; x1.5 against 
  dragons; cure —. Craft DC 36; Price 9,000 gp.
  Somnium (Drow Poison)—injury; save DC 13; frequency 
  1/min for 2 min.; effect Unconscious 1 min./2d4 hrs.; 
  no effect on creatures with the elf subtype; cure 2 
  consecutive saves. Craft DC 23; Price 112 gp.
  SPECIAL MATERIALS
  Rotwood
  The drow plant darkwood trees deep underground, 
  sustaining them with magic and infecting them with 
  fungus harvested from various sources. The process 
  produces wood with all the properties of darkwood but 
  saturated with strange magical spores. When a rotwood 
  object strikes against a hard surface, it releases a cloud of 
  spores, causing a variety of potential effects dependent on 
  the fungus growing within. 
  Rotwood is most commonly crafted into melee 
  weapons or ranged weapon ammunition. When the 
  weapon or ammunition hits a target, it releases spores as 
  detailed below. While rotwood can be crafted into armor, 
  the wearer is also exposed to the spores when struck, so 
  rotwood armor is not commonly crafted (although it is 
  sometimes used as a trap or “cursed item”). Whenever 
  a wearer of rotwood armor is hit in combat (melee or 
  ranged), they—and all creatures attacking with a non-
  reach melee weapon, unarmed strike, or natural attack—
  are subject to the rotwood’s spores. If the wearer is struck 
  with a reach weapon or at range, then only the wearer is 
  affected by the spores. 
  Rotwood armor or weapons can only release spores 
  once per hour. Any bonuses to saves or immunity to 
  disease or poison are applicable to the effects of rotwood 
  spores that allow a save. 
  Objects crafted of rotwood possess all of the traits of 
  objects crafted of darkwood. Rotwood can only contain 
  a single fungal species. It requires a DC 20 Craft or 
  Knowledge (nature) skill check to distinguish rotwood 
  from darkwood. 
  Type of Rotwood Item
  Price Modifier
  Ammunition
  +30 gp per item
  Light Armor
  +1,000 gp
  Medium Armor
  +2,000 gp
  Heavy Armor
  +3,000 gp
  Weapon
  +1,000 gp 
  Ascomoid: Creatures exposed to ascomoid rotwood 
  spores must succeed on a DC 16 Fortitude save or be 
  sickened for 1 round.
  Basidirond: Creatures exposed to basidirond rotwood 
  spores must succeed on DC 11 Will save or be 
  confused for 1 round (as a lesser confusion spell).
  Brown Mold: Creatures exposed to brown mold rotwood 
  spores take an additional 1d4 points of nonlethal 
  cold damage. A brown mold rotwood weapon loses 
  this trait if it gains the frost or icy burst weapon 
  enhancements.
  Leshy: Creatures exposed to leshy rotwood spores must 
  succeed on a DC 14 Fortitude save or have their 
  vision reduced to 10 ft. for 1 minute. Spending a full-
  round action to wash one’s eyes with water ends this 
  effect.
  Myceloid: Creatures exposed to myceloid rotwood 
  spores take a −1 circumstance penalty to saves against 
  charm spells and effects.
  Phycomid: Creatures exposed to phycomid rotwood 
  spores take an additional 1 point of acid damage.
  Phosphorescent: When struck, phosphorescent rotwood 
  armor or weapon releases spores that produce light as 
  a candle around the object for 10 minutes. 
  WEAPONS
  Barbed Bolts: Barbed bolts are a special type of 
  crossbow ammunition containing wicked barbs 
  designed to rip and tear. A creature damaged by a 
  barbed bolt takes 1 point of piercing damage whenever 
  they move more than 5 ft. per round until the bolt is 
  removed. The bolt may be removed as a standard action 
  with a DC 15 Heal check or with the application of any 
  magical healing. If the Heal check is failed, the barbed 
  bolt deals 1d3 points of piercing damage to the creature 
  as it is removed. Creatures immune to bleed do not take 
  additional damage from a barbed bolt for moving or 
  removing it. 
  Barbed Net: Barbed nets contain special spikes and 
  spurs that dig into entangled creatures if they move. A 
  barbed net acts as a net, but if the throwing creature 
  hits the target’s AC (rather than just touch AC), the net 
  deals damage, and the entangled creature also takes the 
  7
  
  96
  net’s weapon damage whenever it moves more than 5 
  ft. in a round, attempts to cast a spell with a somatic 
  component, or attempts to escape with a Strength or 
  Escape Artist check, but not more than once per round. 
  If the attack roll is insufficient to hit the target’s normal 
  AC but would still hit the target’s touch AC, the target is 
  still entangled as normal for a net but is not subject to 
  any damage from the attack or ongoing damage while 
  they remain entangled. 
  Crossbow, Wrist: A wrist crossbow secures to the 
  wearer’s arm by leather straps and can be concealed 
  underneath normal clothing. Triggers within are 
  designed to fire the bolt with a specific flick of the 
  wrist. Loading a wrist crossbow is a full-round action 
  that provokes attacks of opportunity. You do not need 
  to draw a wrist crossbow in order to fire it. You can 
  shoot but not load a wrist crossbow without having a 
  hand free at no penalty. You can shoot multiple wrist 
  crossbows in a round, but you take a penalty on attack 
  rolls as if attacking with two light weapons. You gain a 
  +2 bonus on Sleight of Hand skill checks to conceal a 
  wrist crossbow.
  Poisoned Ring: A poisoned ring contains a concealed 
  needle that can surreptitiously deliver poisons. The 
  needle springs out from the ring capable of injecting 
  an injury-based poison into a foe. This poison can 
  be delivered as a melee touch attack or as part of an 
  unarmed attack. The needle does not inflict damage, 
  but the creature hit is subject to the effects of the injury 
  poison. The needle cannot affect creatures with a type of 
  damage reduction the needle is incapable of penetrating 
  or creatures with natural armor. A DC 20 Perception 
  check is required to discover the needle and poison 
  storage compartment. The poisoned ring stores a single 
  dose of poison at a time.
  drow mAgiC items
  Drow have access to the following magic items.
  MATRON’S MEDALLION
  Aura moderate transmutation; CL 12th
  Slot neck; Price 42,000 gp; Weight —
  This round silver circle bears the symbol of one of the 
  houses of the drow or the unholy symbol of a family’s 
  patron demon lord. Wearing the matron’s medallion 
  heightens the natural power of the drow, allowing 
  commoners to masquerade as nobility or matrons 
  to set themselves further apart. The wearer gains a 
  +2 enhancement bonus to Dexterity, Intelligence, 
  and Charisma. Any racial spell resistance the wearer 
  possesses increases by +5. The wearer can use any racial 
  spell-like abilities she has one additional time per day, 
  and she may use them at either her own caster level 
  or the medallion’s. After being worn for 24 hours, the 
  medallion grants ranks in the Use Magic Device skill 
  equal to the wearer’s total Hit Dice. These ranks do not 
  stack with the ranks a creature already possesses.
  CONSTRUCTION
  Requirements Craft Wondrous Item, cat’s grace,  
  fox’s cunning, eagle’s splendor, spell resistance;  
  Cost 21,000 gp
  MONOCHROME CLOAK
  Aura faint illusion; CL 3rd
  Slot shoulders; Price 8,000 gp; Weight —
  This long flowing cloak casts the wearer’s body into 
  shifting shades of black, gray, and white while dulling 
  the wearer’s sound and smell. Creatures viewing the 
  wearer using only darkvision treat the wearer as invisible 
  (as the invisibility spell). A creature with blindsight or 
  tremorsense gains only the benefits of blindsense against 
  the wearer.
  CONSTRUCTION
  Requirements Craft Wondrous Item, invisibility, silence; 
  Cost 4,000 gp
  Exotic Weapons 
  Cost 
  Dmg 
  (S)
  Dmg 
  (M)
  Critical
  Range 
  Weight 
  Type 
  Special
  Barbed Bolts (5) 
  50 gp
  —
  —
  —
  —
  1 lb. 
  —
  —
  Barbed Net
  100 gp
  1d3   
  1d4   
  ×2    
  10 ft. 
  6 lb.  
  P     
  —
  Crossbow, Wrist
  125 gp
  1     
  1d2   
  19–20/×2     20 ft. 
      
  P 
  —
  Poisoned Ring
  50 gp 
  —    
  —    
  —    
  —    
  —    
  P     
  —
  Table: Drow Weapons
  
  97
  NEW WEAPON SPECIAL ABILITIES
  Venomous, Greater: As a lesser venomous weapon 
  except the poison is applied as a swift action, deals 1d6 
  ability damage each round for 6 rounds, and requires 
  two consecutive DC 18 Fortitude saves to negate the 
  ability damage and end the affliction. The price of a 
  greater venomous weapon varies depending on the 
  ability score targeted by the poison. 
  Ability Score 
   
  Base Price
  Targeted  
   
  Modifier 
  Str, Con, or Dex 
   
      +4 
  Int, Wis, or Cha 
   
      +3
  Faint necromancy; CL 15th; Craft Magic Arms and Armor, 
  Heighten Spell, poison; Price varies (see above).
  Venomous, Lesser: Only non-thrown ranged weapons 
  can have the lesser venomous ability. Upon command, a 
  lesser venomous weapon coats ammunition in a single 
  type of immediate onset injury poison. The ammunition 
  must be of a type that is capable of delivering an injury 
  poison. The poison deals 1d4 ability damage each round 
  for 4 rounds. Poisoned creatures can make a DC 14 
  Fortitude save each round to negate the ability damage 
  and end the affliction. Each dose of poison from a lesser 
  venomous weapon stacks and is cumulative with itself 
  (increasing the save DC to resist the poison by +2). The 
  poison from different lesser venomous weapons does 
  not stack, even if it targets the same ability score. The 
  price of a lesser venomous weapon varies depending on 
  the ability score targeted by the poison. 
  Ability Score 
   
  Base Price 
  Targeted   
   
  Modifier 
  Str, Con, or Dex 
   
      +2 
  Int, Wis, or Cha 
   
      +1
  Faint necromancy; CL 5th; Craft Magic Arms and Armor, 
  poison; Price varies (see above).
  drow mAgiC weApon
  Spiderbolts
  Aura: moderate transmutation; CL: 7th
  Price: 466 gp; Weight: —
  This +1 bolt is crafted from a shaft of twisted arachnid 
  silk tipped by a petrified spider. When the bolt strikes a 
  creature, the subject’s space is affected as if by a web boltARG 
  spell. When fired at a solid surface, the bolt unravels the 
  strand of spider silk as it flies, creating a length of webbing 
  strong enough for a Medium creature to swing from or 
  climb across (usually a DC 20 Acrobatics or DC 15 Climb 
  check). The line projects from the crossbow but can be 
  affixed to an adjacent solid surface as a move action. Each 
  line within 1 ft. of another increases the size category of 
  creatures the lines support by one.
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, web;  
  Cost 233 gp
  sinful feAts
  The following drow racial feats represent powerful 
  blessings granted by demonic patrons. A drow that turns 
  her back upon her people can still claim the power of 
  her blood, and once claimed, she can even turn these 
  blessings against her demonic patron. However, each 
  blessing comes with inherent temptations toward 
  fulfilling a related sin and, at the GM’s discretion, can 
  result in a growing connection to the demonic patron. 
  These feats can also represent gifts bestowed by any 
  demon lord or patron to mortal followers and are not 
  limited to the drow race specifically.
  Boon of Envy (Sin)
  Your demonic patron allows you to shift blame for theft, 
  tempting you to covet the valuables around you.
  Prerequisites: Intelligence 13, Combat Expertise, 
  Improved StealAPG, Greater StealAPG, base attack bonus +6.
  Benefit: When you steal an item from a foe using the 
  stealAPG combat maneuver, you may target the foe with 
  a modify memory spell-like ability as a swift action. The 
  memory eliminated, altered, or implanted must involve 
  the item in some way. For example, you may erase the 
  memory of purchasing the item or frame someone else 
  for the theft. You can attempt to use Boon of Envy once 
  per day for every 4 character levels you have. The caster 
  level is equal to your character level. The save DC is 14 + 
  your Charisma modifier.
  Boon of Gluttony (Sin)
  Your demonic patron lends you greater power through 
  consumption but tempts you to overindulge.
  Benefit: Whenever you drink a potion that does not have 
  an instantaneous duration, you may halve the potion’s 
  normal duration to cause it to function at a caster level 
  equal to your character level. This feat may not be 
  combined with the extend potion alchemist discovery.
  Boon of Greed (Sin)
  A demonic patron of greed grants you knowledge of 
  valuable items, tempting you to view the world in terms 
  of wealth.
  Prerequisites: Appraise 1 rank, Spellcraft 1 rank.
  Benefit: You can attempt to identify any touched magical 
  item as if you had cast detect magic. If you spend at 
  least 1 minute handling and scrutinizing the held item, 
  7
  
  98
  you gain a +10 enhancement bonus to the Spellcraft 
  check to identify the object’s magical properties. After 
  successfully identifying a magical item, you may use 
  the Appraise skill to determine its value as if it was a 
  common item. You can attempt to use Boon of Greed 
  once per day for every 4 character levels you have. The 
  caster level is equal to your character level. 
  Boon of Lust (Sin)
  Your bloodline’s patron embodies the sin of lust and shares 
  with you temptations to rule the emotions of others.
  Prerequisites: Bluff 1 rank, Diplomacy 1 rank.
  Benefit: You may substitute your Bluff skill check for 
  your Diplomacy skill check or vice versa against any 
  creature that could normally have lustful feelings toward 
  you. If the target would not normally have lustful 
  feelings toward you, you must use your normal skill 
  check modifier. 
  Boon of Pride (Sin)
  Your bloodline’s demonic patron empowers you to 
  dominate and rule others but tempts you to solve 
  problems without the need for compromise.
  Prerequisites: Intimidate 1 rank.
  Benefit: Your demonic patron empowers you to rule 
  through fear. When using the Intimidate skill to force 
  an opponent to act friendly toward you, the duration 
  increases to 1d4 hours but can last much longer or 
  shorter depending upon the situation (GM discretion). 
  Once a creature has been rendered friendly toward you 
  with the Intimidate skill, you may attempt additional 
  Intimidate checks to make requests as with the 
  Diplomacy skill, including any relevant modifiers. The 
  base DC of the Intimidate check is equal to 10 + the 
  target’s Hit Dice + the target’s Wisdom modifier. 
  Boon of Sloth (Sin)
  Your patron rewards you for relaxation, and  inaction.
  Benefit: You heal hp and ability damage at twice the 
  normal rate (as if you had received long-term care with 
  the Heal skill) when resting. If the Heal skill is used 
  to apply long-term care, you heal 4 hp and 4 points of 
  ability damage per level for a full 8 hours rest in a day 
  or 6 hp and 6 points of ability damage per level for each 
  full day of complete rest.
  Boon of Wrath (Sin)
  Your wrathful demonic patron tempts you to trade 
  control for combat power.
  Prerequisites: Base attack bonus +6.
  Benefit: You can fly into a wrathful rage similar to a 
  barbarian, and barbarians can deepen their rage into 
  a demonic frenzy. If you do not possess the rage class 
  feature, then this acts as the rage spell, except the range 
  is personal and it is not dismissible. If you possess the 
  rage class feature, then you may activate this feat as a 
  free action when entering rage. The morale bonuses 
  and penalties of the rage class feature and the rage spell 
  to Strength, Constitution, Will saves, and AC stack 
  while both are active. If the duration of the rage spell is 
  ongoing when the rage class feature ends, you are still 
  subject to the bonuses and penalties of the rage spell. 
  You can attempt to use Boon of Wrath once per day 
  for every 4 character levels you have. The caster level is 
  equal to your character level.
  Greater Boon of Envy (Sin)
  The demonic blessings bestowed upon your lineage make 
  the theft of even secured or wielded valuables possible.
  Prerequisites: Intelligence 13, Boon of Envy, Combat 
  Expertise, Improved StealAPG, Greater StealAPG, base 
  attack bonus +6.
  Benefit: Opponents do not receive a bonus to CMD to 
  resist you stealing fastened items. You may steal hidden 
  items in a bag or pack (including extradimensional 
  spaces) as long as you are aware of the item’s existence 
  and hiding place. If you have both hands free (holding 
  nothing), you may make a steal combat maneuver in 
  place of a disarm combat maneuver to steal items held 
  in a foe’s hands.
  Greater Boon of Gluttony (Sin)
  Your patron protects you through the constant 
  consumption of massive amounts of food and drink.
  Prerequisites: Boon of Gluttony, base Fortitude save +6.
  Benefit: Feasting grants you improved health. You must 
  spend at least one hour consuming at least one pound 
  of food and drink (at least a day’s worth of rations and 
  water). After doing so, you are affected by the equivalent 
  of a either an aid, neutralize poison, remove disease, 
  or remove fear spell, with a caster level equal to your 
  character level. If your meal is interrupted, you must 
  start over, spending one hour consuming new food and 
  drink. You can attempt to use Greater Boon of Gluttony 
  once per day for every 4 character levels you have. 
  Greater Boon of Greed (Sin)
  The boon of greed granted to your lineage allows you to 
  seek out valuable treasure but may come to blind you to 
  causes beyond the accrual of wealth.
  Prerequisites: Appraise 5 ranks, Spellcraft 5 ranks, Boon 
  of Greed.
  Benefit: You can detect wealth around you. This 
  functions as a locate object spell-like ability, but the spell 
  can only be used to find coins or gems. You can attempt 
  to use Greater Boon of Greed once per day for every 
  4 character levels you have. The caster level is equal to 
  your character level. 
  
  99
  Greater Boon of Lust (Sin)
  You can call upon the power of your family’s demonic 
  pact to supernaturally seduce creatures into obeying 
  your whims.
  Prerequisites: Bluff 6 ranks, Boon of Lust.
  Benefit: After positively altering a creature’s attitude (per 
  the Diplomacy skill), you can attempt to take lasting 
  control over the creature’s will and emotions. If you 
  improve the creature’s attitude to at least friendly, you 
  can target the creature with a charm person spell-like 
  ability as a swift action. You can attempt to use Greater 
  Boon of Lust once per day for every 4 character levels 
  you have. The caster level is equal to your character 
  level. The save DC is 11 + your Charisma modifier. 
  Greater Boon of Pride (Sin)
  Your demonic patron empowers your spoken words with 
  the power to demand obedience.
  Prerequisites: Intimidate 6 ranks, Boon of Pride.
  Benefit: When using the Intimidate skill, you do not 
  suffer a −4 penalty if your target is larger than you. 
  Whenever you successfully demoralize an opponent 
  with the Intimidate skill, you can choose to make the 
  target shaken, or you can target them with a command 
  spell-like ability as a swift action. The duration of the 
  command spell is equal to the duration of demoralize. 
  You can attempt to use Greater Boon of Pride once per 
  day for every 4 character levels you have. The caster 
  level is equal to your character level. The save DC is 11 + 
  your Charisma modifier.
  Greater Boon of Sloth (Sin)
  Your patron allows your bloodline to forestall or 
  recover from the most heinous wounds or effects, given 
  sufficient rest.
  Prerequisites: Boon of Sloth.
  Benefit: You naturally heal 1 point of ability drain for 
  every full day of complete rest for each affected ability 
  score. While resting, you become temporarily immune to 
  disease and poison. Any disease or poison in your system 
  or that you are exposed to while resting is suppressed 
  until you cease resting or your rest is interrupted.
  Greater Boon of Wrath (Sin)
  Your demonic patron empowers you to annihilate enemies 
  if you are willing to sacrifice yourself in the process.
  Prerequisites: Boon of Wrath, base attack bonus +9.
  Benefit: The bonuses to Strength and Constitution 
  from the rage spell cast through the Boon of Wrath feat 
  increase to a +4 morale bonus, which stacks with the rage 
  class feature. When the duration of the rage spell ends, 
  you are fatigued. If you are fatigued as a result of the rage 
  class feature, then you become exhausted.
  drow spells
  The magic of the drow combines the chaotic power of 
  the Abyss with the ancient elven mastery of spellcasting. 
  Drow have access to the following spells.
  MATERIALISM
  School transmutation; Level alchemist 5, cleric 8, oracle 
  8, sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S, M (a handful of adamantine or 
  mithral dust)
  Range close (25 ft. + 5 ft./2 levels)
  Target one metal object/level, up to 100 lb./level
  Duration 1 hour/level (D)
  Saving Throw Fortitude negates (special);  
  Spell Resistance yes
  You alter the nature and apparent value of metallic 
  objects for the spell’s duration. This spell can create 
  material of seemingly great intrinsic value, such as 
  copper, silver, gold, platinum, mithral, or adamantine. 
  Metals transmuted in this fashion reproduce all special 
  properties of the material to overcome the damage 
  reduction of certain creatures but must remain solid 
  metals. The transmuted nature of the material—but not 
  the true nature of the metal—can be identified with an 
  Appraise or Spellcraft skill check with a DC equal to 10 + 
  your caster level.
  Magic items are affected by this spell. Attended objects 
  gain a saving throw, as do magical unattended objects. 
  A creature in possession of an attended object can 
  ignore the saving throw and allow the spell to take effect. 
  You choose the transmutation effect for each object 
  individually. Affected armor, shields, or weapons gain or 
  lose hardness, hp, the fragile condition, and any other 
  traits based on the new material.
  METAMORPHIC RUIN
  School transmutation (polymorph); Level sorcerer/
  wizard 9
  Casting Time 1 standard action
  Components V, S
  Range long (400 ft. + 40 ft./level)
  Area 40-ft.-radius spread
  Duration instantaneous
  Saving Throw Fortitude partial; Spell Resistance yes
  You draw upon raw destructive entropy to brutally 
  polymorph living creatures within an area. Every creature 
  within the radius takes 1d6 points of damage per caster 
  level (maximum 20d6) as their flesh, bone, and internal 
  organs are gruesomely altered (Fortitude halves). On 
  a failed save, each affected creature is permanently 
  polymorphed in a random manner (see table, next page).
  7
  
  100
  1d6 Effect
  1
  Damage taken does not heal naturally and requires 
  a caster level check (DC 10 + your caster level) or a 
  regeneration spell to heal magically.
  2
  One of the target’s arms or legs (determine 
  randomly) melts off, causing 1d6 Str and Dex drain.
  3
  Target’s organs break down. They take 1d6 Con 
  drain.
  4
  Target experiences brain damage. They take 1d6 
  Int and Wis drain.
  5
  Target’s skin runs like hot wax. They take 1d6 Cha 
  drain.
  6
  Roll twice more, ignoring any “6” results.
  Ability drain caused by metamorphic ruin can only be 
  healed by a regeneration spell or similar magic.
  SPORE BURST
  School conjuration (creation); Level druid 1, sorcerer/
  wizard 1, witch 1
  Casting Time 1 standard action
  Components V, S, M (toadstools or mold)
  Range close (25 ft. + 5 ft./2 levels)
  Effect one living target
  Duration 1 round + 1 round per level
  Saving Throw none; Spell Resistance no
  A cloud of fungal spores springs from your hand to burst 
  against a target. You must succeed on ranged touch attack 
  to hit your target. The spores sink into the living creature, 
  and sprout, spreading fungal growths within seconds. 
  The growths deal 1d4 points of damage and an additional 
  1 point of damage per round for a number of rounds 
  equal to your caster level (maximum 10 rounds). This 
  damage can be prevented or halted by abilities or effects 
  that remove or provide immunity to disease. Ongoing 
  damage from the spores can be stopped with a DC 15 
  Heal check or through the application of any effect that 
  cures hp damage.
  SPORE BURST, GREATER
  School conjuration (creation); Level druid 3, sorcerer/
  wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S, M (toadstools or mold)
  Range long (400 ft. + 40 ft./levels)
  Area 20-ft.-radius spread
  Duration 1 round + 1 round per level
  Saving Throw Reflex half; Spell Resistance no
  All living creatures within the spell’s radius hit by the 
  bursting cloud of fungal spores sprout swiftly maturing 
  growths that then release spores of their own. Affected 
  creatures take 1d8 points of damage plus 1d4 points of 
  damage per round for a number of rounds equal to your 
  caster level (maximum 10 rounds). Every 1d4 rounds 
  thereafter, creatures experiencing ongoing damage from 
  fungal growths burst with fresh spores, affecting all living 
  creatures within 20 ft. as if they were the center of a 
  greater spore burst spell. 
  Creatures subject to multiple greater spore burst spells 
  take additional initial damage, but ongoing damage does 
  not stack. Ongoing damage from any additional spores 
  ends when the duration of the initial spell ends. This 
  damage can be prevented or halted by abilities or effects 
  that remove or provide immunity to disease. Ongoing 
  damage from the spores can be stopped with a DC 20 
  Heal check or through the application of any spell that 
  cures hp damage.
  SWARMSKIN
  School conjuration (summoning); Level druid 4, 
  sorcerer/wizard 4, witch 4
  Casting Time 1 round
  Components V, S, M (arachnid or insect exoskeleton)
  Range personal
  Target you
  Duration 1 min./level (D)
  Saving Throw Fortitude negates; see text;  
  Spell Resistance no
  You summon and control a swarm of fine or diminutive 
  arachnids or insects which cover and crawl over your 
  body, clothing, and armor. The swarm fills your space 
  and cannot move outside your occupied squares. The 
  swarm possesses hp equal to your caster level but is only 
  subject to area-effect damage if you fail a save against the 
  effect. You are not harmed, distracted, or forced to make 
  concentration checks or Will saves due to the swarm. The 
  swarm moves with you but can also carry you as a mount 
  with a speed of 20 ft. 
  Any creature attacking you with a natural attack or 
  non-reach melee weapon takes 1d6 swarm damage as 
  the summoned arachnids or insects defend you. The 
  damage dealt by the swarm increases by 1d6 for every 
  6 caster levels (maximum 4d6 at 18th level). Creatures 
  engaged in a grapple with you take this damage each 
  round. The swarm deals additional poison damage based 
  on the type of swarm summoned. Poisoned creatures can 
  make a Fortitude save to negate the damage and end the 
  affliction (as the poison spell).
  Arachnid: 1d2 Strength damage per round for 6 rounds.
  Insect: 1d4 Dexterity damage per round for 4 rounds.
  
  8
  STEAM AND STEEL
  geArforged
  
  102
  T
  geArforged in midgArd
  Most visitors to the Free City of Zobeck are dazzled 
  by the myriad mechanical miracles on display, 
  foremost among them the gleaming clockwork men 
  who walk alongside beings of flesh and blood on the 
  city’s streets. But woe to the traveler who addresses 
  one of these wonders as a mindless automaton! 
  Zobeck’s gearforged are living constructs, mechanical 
  forms housing mortal souls. 
  Originally created as powerful soldiers, gearforged 
  must now find their own paths with which to 
  navigate the second life they have been given. Many 
  devote themselves to civil service, others to their 
  gods. Some dedicate their extraordinarily long lives 
  to the pursuit of knowledge. Others, naturally, seek 
  out lives of adventure. 
  he infusion of sentient minds, of souls, into 
  mechanical bodies has long been a dream of the 
  sick and ailing, of madmen and saints. Whether for 
  weal or woe, for effectiveness or altruism, the fascination 
  of this alternative to dread unlife has haunted mind upon 
  mind. Visionaries have achieved this impressive feat of 
  arcano-magical engineering—unfettering of the soul 
  from the fragile bounds of flesh—and ushered in a new 
  age. The beings subjected to this process are now known 
  as the gearforged. 
  geArforged life
  The gearforged are not only an artificial race but one 
  whose members are created one at a time, coming from 
  a vast array of backgrounds. Nevertheless, they maintain 
  rich traditions of history, culture, and spirituality all their 
  own, partly due to the influence of the race’s patron, the 
  gear goddess Rava. 
  HISTORY
  The history of the gearforged is a history of desperation. 
  During the Great Revolt of the City of Zobeck against the 
  rulership of House Stross, the citizens seized the watch 
  barracks with the help of many of the watch captains, 
  and the mages of the Collegium enchanted soldiers of the 
  citadel. It was enough to give the rebels hope. But they 
  could not turn to their side the private army of Stross. 
  These were hard and cruel soldiers, renowned for their 
  brutality and certain of victory. The heavy knights of 
  the Order of the Undying Sun, a company of crossbow-
  dwarves from Melano, cruel shadow fey mercenaries, and 
  g
  a swath of peasant levies came to Zobeck—all under the 
  command of the wizard Lord Kranos Stross. 
  Against this were arrayed the wands of the Collegium 
  and the many citizens of Zobeck—but no cavalry, no 
  trained pikes, no heavy infantry to speak of. They had the 
  help of dwarves from the Gear District and others from 
  the Ironcrag Cantons, but they needed tough troops. 
  Their solution was a mad wizard’s apprentice, Black 
  Marcenzo. With the assistance of dwarf master smiths, 
  mages from the city’s college of magic, and priestesses of 
  Rava, this renegade apprentice devised a ritual to animate 
  bodies of iron with mortal souls. The spirits required 
  came from the people of the city: elderly volunteers, 
  angry and idealistic young, criminals seeking a reprieve, 
  and a few seeking a new life in a whole and healthy body. 
  Their bodies died, but their souls lived on—and, more 
  importantly, fought on—seeking to change the course of 
  the revolt. 
  Overnight, more than 100 of the bravest hearts of 
  the citizens of Free Zobeck became ticking hearts with 
  everwound springs and minds of brass and magic. The 
  nobles of House Stross were caught completely off guard. 
  These shining heavy infantry were an unshakeable core 
  for the people’s army. The iron bodies could withstand 
  the shock of knights in full battle dress, their new-made 
  pikes held true, and the overwhelming numbers of the 
  free people of Zobeck pulled down many a landed knight 
  from the saddle into the mud, never to rise again. The 
  Battle of Oros Bridge was won, the Stross were hung from 
  the walls of their ancestral castle at Rosehaven, and the 
  city declared its charter as one of a free people, governed 
  by their own council and a mayor. The gearforged were 
  the fist that struck off the shackles of a decadent house. 
  At their making, the gearforged were thought to be a 
  special cadre, a one-time creation never to be repeated, 
  but this was not so. Within 20 years, others came forward 
  to undergo the Ritual of Soulforging. Many of the living 
  faithful of Rava came to see the transformation into a 
  gearforged as a form of bodily pilgrimage, a way to grow 
  closer to the Gear Goddess herself. Some individuals 
  sought out soulforging as means to stave off death, and 
  others did so for mysterious reasons all their own. The 
  cost is high for all: gearforged love is purely a thing of the 
  mind and their senses are much simplified, pure sight 
  and sound shorn of all elements of taste, smell, or touch. 
  SOCIETY
  While gearforged do not reproduce in any normal 
  way, their numbers grow, and their longevity means 
  that they have become, slowly, a larger proportion of 
  the citizenry than anyone might have expected. The 
  gearforged for many years argued over their status and 
  their acknowledgment as citizens. The veterans of the 
  Revolt were naturally acknowledged as citizens at once. 
  
  103
  Some clockworkers have claimed that the gearforged are 
  servants, more akin to familiars than people. The most 
  strident claim that an animated body is always property 
  and not a person at all. The topic is a delicate one among 
  the gearforged, for their sense of ownership of their 
  bodies is fraught with the difficulties of repair and the 
  alien sense that what they are is neither flesh nor golem. 
  Gearforged gather among themselves frequently to 
  discuss the old days (a fact that annoys the younger 
  gearforged and pleases ancient loremasters). This is a 
  practice they call “redundancy and distribution,” meaning 
  simply the sharing of knowledge, rather than opinions. 
  Many such gatherings supplement these recitations of 
  history with more contemporary knowledge acquired 
  through three methods: adventure, experiment, and 
  study. All three of these branches of knowledge are held 
  to be noble endeavors by the gearforged. Gearforged 
  also value discussion of martial prowess as all gearforged 
  know at least a little of the fighting arts. Though they may 
  be scholars or experimentalists among their own kind, 
  they were first made for war, and combat is counted an 
  honorable profession among the gearforged. 
  Gearforged Memory: Once human, now 
  mechanical and undying, the gearforged tend to be 
  radicals in their youth and more conservative with age: it 
  takes a radical to shed his or her body for a mechanical 
  one, and they grow reactionary and unable to adapt to a 
  world shifting around them. Some priests believe that the 
  inevitable death of their mortal friends and loved ones 
  drives them into a certain stiff-necked conservatism. At 
  the same time, the gearforged are keenly aware of history 
  and its dangers. They guard against the creeping return 
  of aristocracy and against the decay and corruption of 
  diabolic cults. They remember how things were. And they 
  do not forgive easily what they remember of the slaughter 
  in the streets. A few more join the gearforged every year. 
  Many are wealthy merchants at the end of life, others 
  are soldiers seeking a new edge, and a few are criminals 
  compelled to serve the city as the price of their crimes.
  religion
  Nearly all gearforged worship Rava, the Gear Goddess. 
  She is their creator: the goddess who gave the secret 
  of soulforging to the crazed zealots of the Revolt. The 
  praise of Rava and the faith of her gearforged have been 
  unshakeable ever since. They are among the chief servants 
  of the Clockwork Oracle, a magnificent contraption whose 
  gears, wheels, and actuators form a face that is said to be 
  inhabited by the goddess herself on high holy days (see 
  Zobeck Gazetteer, page 17). 
  The Saints: The most fanatical of Rava’s gearforged 
  followers—and some are truly mad with devotion—are 
  called the Gear Saints. They are generally implanted with 
  a third hand and a third eye and are said to be Rava’s 
  Hands and Rava’s Eyes in the world. Indeed, sometimes 
  the goddess does seem to see through these eyes and 
  react. In some sense, the Saints are her distant and 
  distributed minds and hands. 
  The Machine Speech: Some gearforged speak a 
  whistling, clicking language among themselves that 
  is incomprehensible to non-gearforged and certainly 
  unpronounceable even under the effect of tongues or 
  similar magic. These speakers call this the Machine 
  Speech and use it to exclude flesh-and-blood from their 
  company. They claim that the Clockwork Oracle speaks 
  in this form as well and that their speech is faster and 
  purer than any language of mortal races. 
  The Cult of Zurvan: There are those that maintain 
  that the worship of Rava has become too fixated on the 
  novel charm of clockwork, neglecting the roles of law, 
  fate, and destiny in the goddess’s portfolio. Some have 
  abandoned the faith entirely, directing their worship 
  instead toward Zurvan the Iron Angel, First of the 
  Inevitables. The cult of Zurvan quietly plots to overthrow 
  the church of Rava and convert the Gear Goddess’s 
  worshippers to the cause of their true mechanical 
  god of destiny. Zurvan’s largely human worshippers 
  view gearforged with awe and envy. While virtually all 
  gearforged have far too much reverence for Rava to 
  join such a cause, some cultists have used deceit and 
  bribery to undergo the ritual of soulforging. There are 
  rumors that the group has developed an alternate ritual g
  rAvA (AriAdne) 
  The Gear Goddess, the Clockwork Oracle, Mother of 
  Industry, Spinner of Fate, Merchant Goddess, Patron of 
  the City of Zobeck, Patron of Weavers and the Gearforged. 
  Domains: Artifice, Clockwork, Knowledge, Luck, 
  Travel 
  Subdomains: Construct, Exploration, Fate, Metal,  
  Toil, Trade 
  Alignment: Lawful 
  Favored Weapon: Dagger, scimitar 
  Rava, the patron goddess of Zobeck, shines her blessings 
  on the hard-working Zobeckers, giving them the gift 
  of the clockwork knowledge fueling the Clockwork 
  City’s ticking heart and protecting them from a host of 
  neighbors who seek to subjugate the city. Under Rava’s 
  aegis, Zobeck’s population has burgeoned, and the city 
  has blossomed into a thriving trade hub with land access 
  along the Great Northern Road and the Great Southern 
  Road and river traffic up the River Argent.
  8
  
  104
  (not requiring the complicity of a priestess of Rava) that 
  will expel the soul from a gearforged body and allow a 
  new occupant to take over the empty shell. This is rank 
  blasphemy and an outrage to followers of Rava. 
  Other Gods: Rava is not the only goddess of the 
  gearforged—far from it. Many of the dwarf gearforged 
  also honor the gods of their former lives: Wotan the 
  Rune- Giver and Volund the Smith. Many of the 
  once-human gearforged are inclined toward Perun 
  the Thunderer in his aspects of war and bravery, Anu-
  Akma in his guardian aspect, and Arachne and Techne, 
  the southern goddesses of fate and smithwork who 
  are sometimes said to be masks of Rava. Some human 
  faiths do not look kindly on gearforged, and a few of 
  the most life-affirming even consider soulforging to 
  be an abomination similar to the creation of undead. 
  The followers of gentle Lada, for instance, consider the 
  creation of the gearforged a regrettable and grievous 
  error. The rare gearforged that continue to adhere to 
  these faiths live complicated existences indeed.
  As the patron of Zobeck, Rava is a goddess whose 
  beneficence has given the city autoscribes, clockwork 
  scullions, the gearforged, and other inventions. 
  Merchants believe she blesses their hard work, and her 
  mark is on contracts and bills of lading as a surety of 
  delivery or payment. She is also a sponsor of magic, 
  knowledge, and industry. 
  Rava’s physical form resembles a six-armed woman, 
  and she is frequently shown weaving or spinning. She is 
  shown as a maiden, as the mother of industry, and as a 
  wise crone in different shrines and at different seasons. 
  WORSHIPERS
  The industrious, the learned, and the gearforged are 
  Rava’s closest followers, and dwarves, humans, and 
  kobolds all have shrines to her. Most of her followers are 
  hard-working and willing to try new things. Novelty and 
  invention are a part of her tradition as much as tradition 
  and crafting. Alchemists, wizards, scribes, guild masters, 
  weavers, and merchants all turn to Rava for wise counsel. 
  SYMBOLS AND BOOKS
  Rava’s priestesses have written dozens of volumes of 
  prophecy at the Clockwork Oracle in Zobeck and have 
  a dozen more of the sacred works of Ariadne on the 
  southern islands. These books are kept closely guarded. 
  Most of their predictions do come true in time. The 
  priesthood sells this knowledge their wealthiest followers 
  and gives it away to the most fervent and boldest 
  followers, the paladins and inquisitors of the faith. These 
  are most often gearforged heroes. Rava’s symbols are the 
  gear and the spider. Many of her priestesses carry a spindle 
  for thread and spin as often as possible, the better to feed 
  the looms of Rava’s weaving spiders. 
  SHRINES AND PRIESTS
  The current human high priestess of Rava is Lena Ravovik 
  (LN female human cleric 9 [Rava]). Her surname is 
  traditional one for priests and priestesses of Rava, who 
  abandon their families and former lives when they enter 
  the service of the goddess. The current dwarf  high priest 
  in Zobeck is Ondli Firedrake, and the high priestess on 
  the island of Archae is Alkestis. The most famous of Rava 
  priestesses are the goddess-forged. These powerful clerics 
  have been blessed to become immortal, magical machines. 
  Their bodies become completely covered in metal, and they 
  gain the construct type and other abilities as a gearforged. 
  OTHER FAITHS
  Rava is not fond of Bastet’s sybaritic luxuries and even 
  less fond of Addrikah, the derro mother of madness and 
  chaos, whose works are abominations. Rava is considered 
  cool or hostile to the followers of Yarila and Porevit, and 
  she has a long-standing-but-genial feud with Volund over 
  whose artifice and creation skills are greatest. 
  MASKS
  Rava is called Ariadne in some southern realms, and she 
  is a great patron of weavers, jewelers, and scribes. In the 
  North, she is associated with the Norns. A few believe she 
  is a female mask of Thoth-Hermes. 
  WHAT RAVA DEMANDS
  Rava demands her followers be wise and hard-working. 
  Learning and scholarship are prized among her followers 
  as is the discovery and the making of new things. As 
  a goddess of both novelty and fate, she demands her 
  followers seek out new learning and steer the world’s fate to 
  peace and plenty. In Zobeck, Rava’s followers must defend 
  her patron city against any threat that the Clockwork 
  Oracle identifies. Rava despises sloth and luxury.
  silent CounCils of the  
  old mAsters
  The gearforged also gather to share Machine Speech 
  or memory gears from time to time, especially the 
  eldest among them. These are the Council of the Anvil 
  in Zobeck, the Secret Brotherhood in the Ironcrag 
  Cantons, and similar councils in all other cities where 
  the gearforged are numerous, such as the Free City 
  of Melano, the island of Kyprion, and the sultanate’s 
  clockwork centers of Methony and Quresh. 
  g
  
  105
  mAking A geArforged
  The most important moment for many gearforged is the 
  moment of their remaking, when they leave their flesh 
  body behind and enter their new clockwork body of 
  brass and steel. One can spend a fortune on these new 
  bodies or simply scrape together something that will 
  work—though only barely—if the subject is aging or 
  deathly ill. The details don’t matter a great deal since the 
  iron body can be rebuilt. 
  Without exception, the gearforged are shaped like 
  humanoids, and the vast majority appears in one of 
  two styles: roughly human-sized with articulated joints, 
  hands, feet, and magical eyes; or a stouter version made 
  by the dwarves. These dwarflike gearforged are more 
  common in the cantons of the Ironcrags than in the Free 
  City of Zobeck but are universally accepted as receptacles 
  for dwarf souls. In the South, minotaur gearforged are 
  rare but not entirely unknown. A few gearforged are built 
  in even smaller sizes, intended for kobold souls, but these 
  are subject to frequent failure and even the extinction of 
  the souls they carry. 
  All gearforged were once other creatures, now 
  inhabiting standardized bodies with cylinders, springs, 
  and articulated joints of varying quality. Each is made of 
  iron, brass, and steel and as distinctive in appearance as 
  other people. The gearforged are thinking creatures and 
  can serve as city watchmen and soldiers. Gearforged have 
  free will, which separates them from other mechanical 
  devices that are no more than simple servants responsive 
  to orders and capable of little more than a limited 
  amount of memorization. 
  Gearforged mechanisms are more than mechanical 
  because all gearforged are machines with a soul. Their 
  arms and legs depend on actuators powered by everwound 
  springs. Their minds depend on memory gears, transverse 
  cognition gearing, and the marvel of a soul gem connected 
  directly to a maze of silver and mithral steam, spark, and 
  magical conduits. These elements are all held in a shell 
  of iron, brass, and steel, and the bulk of the things is 
  remarkable. A large and heavily armored gearforged can 
  weigh 400 lb. since its armor is built in. 
  GEARFORGED COMPONENTS 
  The range of gearforged anatomy in all its variants is 
  remarkable, but all gearforged share some common parts. 
  Everwound Springs
  These magical springs provide energy over long periods, 
  effectively acting as the power sources for most of the 
  gearforged’s limbs and fingers. A broken everwound 
  spring results in the loss of function in that digit or limb. 
  Soul Gems
  The mind of a gearforged creature is as sharp as that of 
  any flesh-and-blood soul, but it is more portable. The 
  animating, vital principle of a gearforged—its will, its 
  personality, and its mind—are retained in one or (for an 
  extra 8,000 gp) two soul gems. These are the elements 
  that retain an individual’s spirit or soul, and their 
  destruction means the death of that gearforged. 
  Memory Gears
  These delicate constructions are scroll-like ribbons pierced 
  with thousands of pin-sized holes, wound about with 
  Gearforged Height and Weight
  Gearforged require a certain size in which to 
  fit in all those whirling gears and tapes used in 
  their operation. Hence, all gearforged are at least 
  medium size (until an enterprising clockworker 
  manages to solve that problem, of course). Since 
  the Ritual of Soulforging seems to work better 
  when the new body is close in size to the original 
  body, gearforged tend to have the same or similar 
  heights as their parent race—fangforged are as tall 
  as dragonkin, geardwarves as stocky as regular 
  dwarves. However, small folk and those not content 
  with their size have opted for the base height of 
  humans as well, which oddly seems to impose next 
  to no problems for kobolds, halflings, and similar 
  small folk. 
  Gearforged Age
  As partially artificial creatures, gearforged suffer none 
  of the drawbacks and gain none of the benefits of 
  aging. They never die of natural causes, and they are 
  immune to any attacks or effects that age a character: 
  The whirling gears and preservative fluids keep what 
  little may remain of the meek flesh just as strong as 
  the clockworks powering their bodies.
  Random Height and Weight
  Race 
  Base 
  Height 
   Height 
  Modifier
  Base Weight 
  Modifier
  Weight 
  Modifier
  Gearforged     
  as parent race
  as parent race
  as parent race
  +2d20 × 5 lb.
  8
  
  the ClAnking legion
  from A ClAnker’s JournAl
  Rush forward in the vanguard, scale a ladder, and 
  seize a high tower in a rush of steel and raw courage 
  against overwhelming odds, and your paymaster just 
  might keep you on for another season. Burn down 
  just one library, though, and they never stop talking 
  about it.
  ... To set the record straight, the wyverns and the 
  slime-ridden death hag riders had already trashed 
  the library. And sure, we tried a night assault because 
  we thought it might work, and the scout in charge 
  of the dark lantern stumbled into a scroll rack in an 
  unfortunate way. The conflagration was immediate 
  and total and covered our assault nicely. 
  I suppose the Clanking Legion really should give up 
  on stealth. Regardless, hags died, wyverns died, and 
  we got paid. The complaining started later, something 
  about “priceless volumes” and “our philosophical 
  inheritance.” Bah. The legion inherited nothing but 
  souls. We bought our arms and legs and weapons. 
  Now we are machines, and we are also men. 
  The gearforged have a long history as soldiers and 
  warriors: under the guidance of Ptah, the Nurian 
  dwarves made them for that very purpose. Later, the 
  rebels of the Free City of Zobeck used gearforged to 
  defeat the aristocracy’s heavy troops. In the forges 
  of war, gearforged come heavily armored and ready 
  to cleave their paths to glory. When it comes time to 
  consider mercenary companies, the Clanking Legion 
  stands at the front of the line. 
  Officers and Notable Figures
  The Clanking Legion is a company of soldiers for hire 
  with more than 250 members on its rolls. It’s under the 
  superior leadership of Sir Arlandros Brassheart (LN male 
  gearforged battle scion [battleborn] 9), son of a long-dead 
  noble house of Kitheros, a Marean island. Arlandros leads 
  from the front lines, and his armored surface glitters with 
  a thousand tiny dents, scratches, and repairs. His strategic 
  instincts are uncanny. Even without magical aid, he often 
  knows exactly how to structure an ambush, catch a foe 
  unawares, and improvise even the most complex tactics. 
  Under Arlandros, the clankers, as they call themselves, 
  are anything but predictable.
  The legion strikes harder and faster than most, and 
  as infantry, they excel at forced marches, shock tactics, 
  and displays of courage. They seem to thrive on the 
  impossible, and their reputation continues to grow. Most 
  recently, they stormed a tower mid-river in the Argental 
  by creating an impromptu rope bridge from the nearest 
  riverbank. How they achieved this magic exactly seems 
  to be a secret, and the clankers aren’t telling. A weaving 
  spider or a ballista may have been involved.
  The legion’s quartermaster and provisioner is Reshazir 
  Rubat Aswat (N male ravenfolk cleric of Thoth 8)—more 
  commonly known as Feathers. As a powerful and learned 
  priest of Thoth, Reshazir is the company’s scribe and the 
  scrounger who seems to always know where to find water, 
  barley cakes, and rare metals, both to feed the bellies of 
  its non-construct members and to maintain its gearforged 
  members’ bodies. In fact, despite its name, fully half of 
  the Clanking Legion is human or dwarven rather than 
  gearforged. The joke around the guard post is that it takes 
  half the legion just to keep the other half running. 
  The legion’s most famous sergeant is Wepwaset Sed 
  (LG male dwarf theurge 12), an aging follower of Ptah 
  as well as the legion’s most powerful enchanter and 
  armorsmith. Wepwaset is single-handedly responsible for 
  performing, with Reshazir and the wizard Ulana Resdota, 
  the Ritual of Soulforging. This ritual creates most of 
  the legion’s members—without him, more than half of 
  its gearforged simply would not exist. While he refuses 
  higher levels of command, Wepwaset retains a close 
  watch over the constructs he has built, and he repairs, 
  improves, and recovers the remains of those under his 
  care. Wepwaset longs for the day he can leave the work 
  of soulforging to another. One of his frequent complaints 
  is that he could be home in Nuria making necklaces for 
  Bastet’s beautiful priestesses instead of marching through 
  another forsaken marsh or mountain pass. His brothers-
  in-arms know that Wepwaset will never retire from the 
  legion, though—he tried it once and lasted about a week 
  before returning. Few dare tease him about this. 
  The legion’s finest mage is Ulana Resdota (N female 
  human wizard 7). For the most part, her role is to 
  support, enchant, and provide invisibility. She is not a 
  combat wizard and has no desire to be in the thick of the 
  fray. Her magic does, however, make the rest of the legion 
  much more dangerous and mobile. Camp stories say that 
  she has an excellent command over ley lines and shadow 
  roads and that she might have some personal connection 
  to the Master of Demon Mountain.
  Finally, there is Master of Archers Darrenzo de 
  Triolo (LE male gearforged fighter 9/cleric of Hecate 1), 
  who is lethal with his longbow and the highest-ranked 
  commander other than Arlandros. His black iron 
  
  carapace is marked with the holy symbols of Hecate, and 
  his devotion to this goddess has led him to enter her 
  priesthood. Some of his companions are leery of his new 
  faith, as he seems a little too eager to sacrifice blood and 
  torch hostile villages in the name of the goddess of magic. 
  At the same time, his skill at ambushes and surprise 
  attacks is part of what makes the legion successful. It’s 
  unlikely anyone can match his sense of how to lure, trick, 
  and destroy enemy forces.
  History and Pay
  In terms of battles and victories, the Clanking Legion 
  stands out. In terms of a successful enterprise over the 
  long term, the record is mixed. The clankers are often 
  a bit too trusting, and the patrons who hire them, 
  especially in the Seven Cities, sometimes fail to pay them. 
  In a few cases, this has led to them turning against their 
  former masters and taking their pay in loot. In a few 
  other cases, they simply marched to the opposing camp 
  and made an offer. This tactic seems to appeal to their 
  sense of fairness.
  Worse than this, however, the Clanking Legion has 
  several times been blackmailed or betrayed by patrons 
  who seem to want to see the legion destroyed. A hidden 
  enemy, whom the clankers refer to as the Dragon Spirit, 
  may be setting them up as a sacrifice to Baal-Hotep or 
  Mot, the patron god of necromancers. Several times, the 
  legion has accepted commissions that are almost—but 
  never quite—suicidal. Each time they have survived, but 
  the legion’s veterans are few and its traditions are thin, 
  despite decades of honing and hundreds of marches. 
  Adventure Opportunities
  The Clanking Legion often needs local guides, additional 
  firepower, or scouts willing to provide information before 
  they storm a castle. Some options for incorporating the 
  clankers into your game include:
  The legion requires a group of non-gearforged, 
  civilian, and generally unlikely wastrels to infiltrate a 
  bandit’s keep and return with information about its 
  defenses and defenders. 
  The legion’s Wepwaset requires new gears of memory, 
  new mithral powders, and other materials from the 
  Ironcrag Cantons and from Zobeck—but the legion is 
  marching elsewhere. Wepwaset requests that the party 
  acquire the necessary parts and catch up along the war 
  zones, where the legion is fighting the Dragon Empire.
  Arlandros offers a gearforged PC a position as a 
  trooper in the legion and a commission as an officer. 
  Refusing it might lead to bad blood, but accepting means 
  marching off with the legion to fight horrors in the 
  Wasted West, defending Bourgund and Bemmea, and 
  squaring off against other professional mercenaries in 
  the Seven Cities. 
  The legion is looking for particularly smooth-tongued 
  talkers or a group of hard-hitting bandits to help 
  them recover pay from a delinquent account in the 
  city of Capleon. The baron there must learn to honor 
  his debts—but marching the whole legion down 
  there is impossible right now as they have an urgent 
  assignment elsewhere. Perhaps, Arlandros asks, the 
  party would make a case to the baron in exchange for a 
  cut of the proceeds?
  A devil has cursed Darrenzo di Triolo with a geas that 
  destroys his aim. It can only be lifted by a stranger, and 
  perhaps the PCs might be able to help—or, they might 
  be able to find someone who can.
  the free City of zobeCk
  N Large city
  Corruption +0, Crime +2, Economy +5, Law +0, 
  Lore +3, Society +7
  Qualities academic, holy site, prosperous, strategic 
  location, tourist attraction
  Danger +10
  Demographics:
  Government Free City Council (led by a lord mayor)
  Population 14,000 (11,040 humans; 420 dwarves; 
  2,200 kobolds; 200 gearforged; 140 other)
  Notable NPCs:
  Arcane Collegium Guildmaster Orlando (CN male 
  human wizard 14/expert 2)
  Field Marshall of the Free Army Sir Jorun Haclav 
  (LN male human fighter 2/cleric 6 (Perun)/expert 2)
  Lord Commander of the Free Army of Zobeck 
  Lady Fenyll Marack (LE female human rogue 6/
  assassin 6)
  Lord Mayor Karillian Gluck (LN male human 
  aristocrat 5/expert 4)
  Marketplace
  Base Value 12,800 gp; Purchase Limit 75,000 gp; 
  Spellcasting 9th +1
  Minor Items 4d4; Medium Items 3d4;  
  Major Items 2d4
  
  108
  tiny enchantments of great complexity. The memory of 
  a gearforged for all the days after its creation lives in the 
  memory gears. Older gearforged have many such gears, 
  and the material component for the magic to create them 
  requires one new gear/two levels attained or every 10 years 
  of life. Installing one requires one day’s work and 2,000 gp. 
  Memory gears can be taken from a dead gearforged 
  and read by others. This is a lengthy process and viewed 
  with some alarm by most gearforged, since it is peering 
  into the most private details of a creature’s life.
  Installing an existing, used memory gear in a new 
  gearforged requires a new Ritual of Soulforging and 
  at least one week for the recipient to remember and 
  understand the process. The process is dangerous, 
  requiring a Fortitude save (DC 10 + one-half level of 
  dead gearforged + Cha modifier of dead gearforged) to 
  succeed. If the Fortitude save fails, the gearforged is ill for 
  two weeks as it resorts its own memories, and the found 
  memory gear is rendered useless. 
  geArforged ChArACters
  All gearforged have the following racial traits. 
  +2 to One Ability Score: Gearforged come in many 
  variants. Their makers pride themselves on fitting the 
  body to the needs of the soul. 
  Gearforged: Gearforged are humanoids with the 
  gearforged subtype.
  Medium: Gearforged are medium creatures and have no 
  special bonuses or penalties due to their size. 
  Normal Speed: Gearforged have a base speed of 30 ft. 
  Their speed is not modified by wearing medium armor.
  Darkvision: Gearforged can see in the dark up to 60 ft.
  Low-light Vision: Gearforged can see twice as far as 
  humans in conditions of dim light.
  Armor: Gearforged gain a +1 natural armor bonus. 
  Skills: Gearforged have lost a part of their humanity 
  to cold, precise, clicking steel. This change also 
  affects their minds and makes them more detached 
  and sometimes awkward in social situations. They 
  take a –2 penalty on all Bluff, Diplomacy, and Sense 
  Motive checks. However, their new state makes them 
  frightening to some and grants precise insight into 
  clockworks. Gearforged gain a +2 racial bonus on Craft 
  (clockwork) and Intimidate checks. 
  Immortal: As partially artificial creatures, gearforged 
  suffer none of the drawbacks and gain none of the 
  benefits of aging. They never die of natural causes, and 
  they are immune to any attacks or effects that age a 
  character: The whirling gears and preservative fluids 
  keep what little may remain of the meek flesh just as 
  strong as the clockworks powering their bodies.
  Rust Vulnerability: A gearforged suffers damage 
  from a rusting attack since it corrodes the gearforged 
  body. Use the damage value given for the spell or effect 
  if one is provided. If no damage value is given, the 
  gearforged makes a Fortitude save using the DC and 
  save type indicated for the effect, if any. If no save is 
  allowed or if the save fails, the gearforged takes 1d6 
  points of damage for each of its Hit Dice with half 
  damage on a successful save.
  Languages: Gearforged begin play speaking the Trade 
  Tongue (common). Gearforged with high Intelligence 
  score can choose Giant, Gnome, Draconic, Dwarven, 
  and The Machine Speech as bonus languages.
  SCALING THE RACE AND THE  
  GEARFORGED SUBTYPE
  Scaling the gearforged turned out to be a rather tricky 
  business due to their significant array of immunities and 
  drawbacks. As presented above, the gearforged already 
  are on par with the stronger of the core-races without 
  any need for further modification. If you wish to have an 
  easy, simple take on gearforged, just treat the gearforged 
  subtype as a regular humanoid with all options for healing 
  and susceptibilities—the soul inhabiting the body, bellows 
  and filters as lungs, and such duplicate the functions of 
  flesh. However, this means that, while the race looks like a 
  construct, it doesn’t necessarily play like one.
  If you elect for a slightly more construct-like take on 
  the race approximately on par with the planar races, you 
  may use the gearborn racial traits below as something 
  granted by the gearforged subtype. For ease of reference, 
  unless otherwise noted, the term “gearforged” refers to 
  any humanoid with the gearforged subtype.
  Gearborn and the Gearforged Subtype
  One recently created gearforged, once known as the 
  brilliant, kind merchant Heet Nul, has perfected a process 
  that leaves some organic elements of the original creature 
  intact. These beings are called gearborn in honor of their 
  rebirth, their second chance. The innovations of Nul have 
  made a gradual transformation possible.
  Gearborn receive the following racial traits through 
  their gearforged subtype.
  Clockwork-Powered Mind and Body: Gearborn 
  gain a +2 racial bonus on saving throws against disease, 
  mind-affecting effects, poison, and effects that cause 
  either exhaustion or fatigue.
  Gearborn Immunities: Gearborn do not breathe, eat, 
  or sleep unless they want to gain some beneficial effect 
  from one of these activities. This means that a gearborn 
  can drink potions to benefit from their effects and 
  can sleep in order to regain spells, but neither of these 
  
  109
  activities are required for the gearborn to survive or stay 
  in good health. Gearborn are immune to magic sleep 
  spells and effects.
  Racial Heritage: Unlike full gearforged, gearborn still 
  have some components of their original bodies. They 
  count as both the race they belonged to prior to their 
  transformation and as gearforged for purposes of any 
  effect related to race.
  Second Chance: Gearborn cannot be raised or 
  resurrected, though a wish or miracle can restore them 
  fully.
  Stable: Gearborn are not at risk of death from massive 
  damage, and they automatically stabilize when reduced 
  below 0 hp. 
  “Classic” Gearforged and the  
  Gearforged Subtype
  The astute reader will note that the gearborn are 
  less mechanical, less alien than the default “classic” 
  gearforged. If you prefer to play a character that receives 
  more construct immunities but also pays a steep price for 
  them, you might wish to select the following ability suite.
  Gearforged receive the following racial traits through 
  their gearforged subtype:
  Clockwork-Powered Mind and Body: Gearforged 
  gain a +2 racial bonus on saving throws against 
  mind-affecting effects and effects that cause either 
  exhaustion or fatigue.
  Gearforged Immunities: Gearforged are immune to 
  disease, death effects, nonlethal damage, and poison. 
   Gearforged take no penalty from energy draining 
  effects, though they still can be killed if they accrue 
  more negative levels than they have Hit Dice. After 24 
  hours, any negative levels they’ve gained are removed 
  without any additional saving throws.  
   Gearforged are also immune to necromancy effects 
  that rely on transference or modification of life force 
  (such as the vampiric touch or ghoul touch spells), 
  subject to GM approval. 
   Gearforged do not breathe, eat, or sleep, unless they 
  want to gain some beneficial effect from one of these 
  activities. This means that a gearforged can drink potions 
  to benefit from their effects and can sleep in order to 
  regain spells, but neither of these activities are required 
  for the gearforged to survive or stay in good health. 
  Gearforged Drawbacks: 
  Gearforged have a number of drawbacks.
  Water Susceptibility: A gearforged drenched in water 
  can continue to function normally for a number of 
  hours equal to their Strength score. After spending 
  that much time while soaking wet or in the water, the 
  gearforged will grind to a halt and require a 4-hour 
  repair period. Heavy cloaks and similar clothes can 
  be used to prevent becoming drenched by rain, 
  subject to GM approval. Gearforged suffer a −2 
  penalty to Swim checks. 
  Repairs Required: Gearforged cannot heal damage on 
  their own and the application of the Heal skill has 
  no effect on them. Cure spells, wands, and potions 
  heal gearforged for the minimum amount per charge 
  or dose, and the psionic repair damage power 
  works normally. The mending spell heals a 
  gearforged for 1 point of damage while make 
  whole heals 2d8 points of damage +1 per caster 
  level (maximum +10). Gearforged may be 
  repaired using Craft (clockwork) or by another 
  gearforged possessing the Self-Mechanic feat.
  8
  
  110
  Rewind the Gears: Rather than sleep, gearforged must 
  rewind their springs, repair gears, and oil and clean 
  their parts each day for a 4-hour period to ensure 
  normal functioning. They are fully aware during 
  this period, but any interruption in their routine 
  during these 4 hours requires them to start again 
  from the beginning. Gearforged can function a 
  number of days equal to their character level without 
  performing this maintenance, but each day without 
  such a repair period applies a cumulative −2 penalty 
  on all attack and damage rolls, saving throws, and 
  skill checks. If a gearforged neglects his maintenance 
  period a number of days equal to his character level, 
  he becomes immobile and helpless until maintained 
  by another gearforged or an individual with the 
  Craft (clockwork) or Knowledge (engineering) 
  skill. One 4-hour maintenance period eliminates all 
  accumulated penalties. 
  Stable: Gearforged are not at risk of death from massive 
  damage, and they automatically stabilize when taken 
  below 0 hp. 
  Destruction Is Not The End: A gearforged body is 
  destroyed at their negative Con score, though they 
  can have their soul gem and memory tapes implanted 
  in a newly-constructed body as long as they are intact. 
  They cannot be raised or resurrected through normal 
  magical means, though a wish or miracle can restore 
  them as usual. 
  MORE AND VARIABLE POWER
  A relatively easy way to further increase the power 
  of the gearforged for truly high-powered campaigns 
  would be to simply take the drawbacks of the race away. 
  The race receives a significant increase in power in the 
  average group once it can be healed by positive energy, 
  like everyone else. Additionally, you may want to start 
  as a gearborn and slowly turn more and more into a 
  gearforged. Hence, as an alternative means of increasing 
  power for gearborn, you could provide a number of gear 
  points and have the player choose free alternate racial 
  traits and racial feats up to the target value. Gear points 
  are an abstract way to judge how much of a character has 
  been transformed into a gearforged.
  rACiAl vAriAnts
  Though the minority of gearforged that do not conform 
  to a human base standard are a diverse lot, clockwork 
  engineers have cataloged a number of subtypes. 
  Fangforged: Gearforged in the mold of Midgard’s 
  upstart dragonkin are exceedingly rare but not unheard 
  of. That the sultans of the draconic Mharoti Empire 
  are committed to tradition is not to say that they 
  lack foresight. Having lured a number of talented 
  Zobeck clockworkers to their lands, the sultans have 
  immortalized some of their greatest warriors, placing 
  gleaming and fearsome fangforged at the command 
  of several units of the edjet warrior caste. Fangforged 
  usually have the adamant and discharge racial traits. 
  Gear Hacks: Not all gearforged walking the streets 
  are the product of top-tier clockwork magic. Some 
  underwent the ritual of soulforging at the hands of 
  less-than-expert spellcasters. Others are living in ill-
  advised experimental bodies. While the gearforged 
  underclass known as gear hacks are typically regarded 
  somewhat pitifully, the messy circumstances of their 
  creation occasionally give them an edge over their more 
  robust brethren. No two gear hacks are the same, but a 
  typical specimen might have the phantom limb and split 
  personality racial traits. 
  Geardwarves: While it was Rava that passed down 
  the secret of soulforging to the people of Zobeck, the 
  first gearforged in the Crossroads were created in 
  Templeforge by the dwarfs in the Ironcrags. While 
  dwarven soulforging seems archaic and inscrutable to 
  many Zobeck clockworkers, the dwarves maintain theirs 
  is soulforging as it was originally passed down by the god 
  Volund. Geardwarves are thundering, steam-belching 
  spartans, spearheading the most dangerous tasks in the 
  deep dwarven mines. Geardwarves typically have the 
  cannonball and rock crusher racial traits. 
  Infernal Machines: Whether by accident or by 
  design, some soulforgings are not magically sterile 
  processes. On rare occasions, something diabolical rises 
  from the lower planes to insinuate itself into a new living 
  construct. Some tainted gearforged struggle mightily 
  with their darker natures whereas others become sinister 
  mechanical versions of their former mortal selves. While 
  not exclusively evil, infernal machines are a uniformly 
  troubled lot and often get along far better with tieflings 
  than their fellow gearforged. Infernal Machines tend 
  to have the mind breaker and either deception or split 
  personality racial traits. 
  Tauric Engines: Rumors of a ferocious gearforged 
  minotaur dominating the Barsella gladiatorial arena 
  were long dismissed in Zobeck as exotic nonsense until 
  curiosity got the better of a small group of clockworkers, 
  and they traveled across the Wastes to see this wonder 
  for themselves. Though not fully accepted by their flesh 
  and blood brethren, many tauric engines have found 
  great success as gladiators and mercenaries. Tauric 
  engines often have the oriented and unnatural attack 
  racial traits.
  
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  AlternAte rACiAl trAits 
  Gearforged come in many shapes and sizes and are  
  customized for a variety of tasks. Players may choose from 
  the following list of traits when selecting traits for their 
  gearforged characters. While these traits are intended for 
  gearforged, other races may take them, subject to GM 
  approval. Creatures without the gearforged subtype receive 
  1 gear point per trait taken.
  Adamant (Combat): Your crafters made your body 
  more resilient than normal. You receive a +1 trait 
  bonus to natural armor. If you did not have a natural 
  armor bonus before, you instead receive a +1 natural 
  armor bonus. 
  Cannonball (Combat): You excel at using your heavy 
  metal body as a formidable battering ram. You gain a 
  +2 trait bonus to CMB when attempting to bull rush an 
  opponent and an additional +1 trait bonus to attack rolls 
  made while charging. 
  Deception (Social): Your earnest, mechanical 
  manner puts those around you at ease regarding the 
  guileless sincerity of your intentions. You no longer take 
  a −2 penalty to Bluff and Diplomacy checks. You gain a 
  +2 trait bonus to Bluff checks. 
  Discharge (Magic): Your body was designed to 
  generate slightly more energy than your regular 
  operations require. Choose one damage type from the 
  following upon taking this trait: electricity, fire, or sonic. 
  You may release this energy once per day in the manner 
  of the burning hands spell for 1d4 points of the chosen 
  energy type. If you have chosen to deal sonic damage, 
  you instead deal 1d3 points of damage. This is a spell-like 
  ability with a caster level equal to 1/2 your character level 
  (minimum 1). You may unleash this energy once per day 
  and an additional time for every 5 character levels.
  Emergency Surge (Combat): Mechanisms hidden 
  deep within your structure kick into action at critical 
  moments to provide you a final burst of activity. You 
  may make a single standard action the round after being 
  reduced to fewer than 0 hp. This does not allow you to 
  act if you have died due to the attack.
  Hidden Compartment (Equipment): Your body 
  has a secret compartment and you can discretely 
  access it. You can hide an object no bigger than a 
  dagger or wand and gain a +4 circumstance bonus on 
  your Sleight of Hand checks when you draw it from 
  the compartment. 
  Mind Breaker (Magic): Once per day, as a touch 
  attack, you may mentally commune with a living 
  creature, opening your mind up to them. Unfortunately 
  for your target, most organic beings are ill-prepared 
  to grapple with the mechanical mind of a gearforged. 
  The subject of your touch is affected by the confusion 
  spell with a caster level equal to 1/2 your character level 
  (minimum 1). This is a spell-like ability.
  Oriented (Race): Your elegant mechanical mind was 
  optimized for mapping physical spaces, effortlessly 
  compiling information from the environment around 
  you into a cohesive, navigable picture. You gain a +2 
  trait bonus on Survival checks.
  Phantom Limb (Equipment): While clockworkers 
  and engineers have long dreamt of many-limbed 
  gearforged, few have made any substantive headway. 
  Your creation was an experiment of questionable 
  success. Twice per day, you may perform an extra 
  item manipulation action without provoking an attack 
  of opportunity. You may activate your third arm an 
  additional time per day at 5th level and every 5 levels 
  thereafter. The rest of the time your third arm lies inert 
  and you take a −2 penalty to Charisma-based skill 
  checks unless it is concealed. 
  Rock Crusher (Equipment): Your mechanical digits 
  were designed for the harshest tasks. When attempting 
  to smash an object outside of combat, you may activate 
  your hydraulic vise by concentrating on powering it 
  up for 1 minute. If you move or engage in any other 
  activity during this period, the charge is lost, rendering 
  it impossible to use this trait in combat. After this 
  duration has elapsed, you may execute a single sunder 
  attack against an object with a +2 trait bonus. This 
  attack has a base damage of 2d8.
  Split Personality (Social): Your living soul was 
  not perfectly integrated with your new mechanical 
  form. As a result, your personality occasionally drifts 
  to places ranging from the coldly mechanical to the 
  borders of madness. You gain a +2 trait bonus to Will 
  saves but also increase the penalty to Bluff, Diplomacy, 
  and Sense Motive by a further +2. If you also have the 
  deception trait, you only take the increased penalty to 
  Sense Motive.
  Unnatural Attack (Race): Some schools of thought 
  find the practice of designing martial weapons into 
  gearforged forms to be distasteful. This does not prevent 
  them from providing gearforged with more integrated 
  and subtle forms of defense. You possess a horn, 
  retractable barb, or similar secondary natural attack 
  dealing 1d4 points of either piercing or slashing damage. 
  Once chosen, this damage-type cannot be changed. 
  8
  
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  fAvored ClAss options
  Alchemist (Tinker Alchemist): Add +1 ft. to the 
  range of your breath weapon granted by the internal 
  furnace ability. This has no effect unless taken 5 times, at 
  which point it increases the range by +5 ft.
  Barbarian (Quiet Explorer): Add +1/5 round to 
  your daily assortment of gearforged rage.
  Bard: Add +1/2 to any clockwork-related skill check. 
  Battle ScionNPC: Add +1/2 to the damage dealt by the 
  battle scion’s force blast ability.
  Cavalier: Add +1/2 natural armor bonus to the mount 
  granted by the cavalier’s class ability.
  Druid: Add +1/2 natural armor bonus to the animal 
  companion granted by the druid’s class ability.
  Fighter (Clockwork Fighter): Add +1/3 damage 
  to melee attacks with the forgeclaws class ability.
  Inquisitor (Lawmaster): Add +1 to the bonuses 
  granted by the assessment class ability.
  Magus: Add +1/4 to the magus’s arcane pool.
  Monk: Add +1/4 natural armor bonus.
  Oracle (Clockwork mystery): Select one spell with 
  the word “cure” or “inflict” in the title. This spell also 
  affects regular creatures, not just constructs.
  Paladin (Faithforged): Add +2 hp to the 
  faithforged’s lay on hands ability when healing creatures 
  of the gearforged subtype or of the construct type.
  optionAl rule: geAr points
  Gear points are an easy way to depict the gradual 
  progression of a gearborn toward becoming a full-blown 
  gearforged or simply for a regular character taking 
  gearforged traits or feats. Gearborn begin play with 5 gear 
  points granted by their race. Subject to the GM’s approval, 
  non-gearforged races may ignore the gearforged racial 
  prerequisite by gaining the noted amount of gear points.
  Unless otherwise noted, each gearforged trait taken 
  increases the gear points of a character by +1.
  Gearforged feats taken by gearborn or non-gearforged 
  characters increase the gear point total as well. If a feat 
  can be taken multiple times, the gear points incurred 
  are cumulative. The following table lists all gear points 
  incurred by taking feats:
  Point Total
  Modifications
  1 point
  The character takes a –2 penalty on all Bluff, Diplomacy,  
  and Sense Motive checks.
  2–4 points
  The character gains the Rust Vulnerability racial trait.
  5–6 points
  The character receives the immortal racial trait but can no 
  longer be raised or resurrected.
  7–8 points
  The character no longer needs to eat or sleep but loses his 
  old racial type. He is now treated as a humanoid with the 
  gearforged subtype for the purpose of all effects.
  9–10 points
  The character loses all his old racial traits and receives the 
  traits of a gearborn.
  11–13 points
  The character receives the water susceptibility drawback.
  14 points
  The character can choose any two of the following 
  immunities: disease, death effects, nonlethal damage, 
  poison. However, the character also receives the repairs 
  required drawback.
  15 points
  The character can choose any one of the following 
  immunities not chosen before: disease, death effects, 
  nonlethal damage, poison. However, the character also 
  receives the rewind the gears drawback.
  16+ points
  The character replaces all gearborn racial traits with the 
  gearforged racial traits
  Feat
  Points
  Armor Upgrade
  +2
  Aquatic Explorer
  +1
  Autonomous Appendage
  +2
  Construct’s Bane
  +1
  Echoes of Former Flesh
  −1
  Echoes of Lives Past
  −1
  From the Crucible
  +2
  Gearforged Utility
  +1
  Gorgeous Gearforged
  +1
  Jury-Rigged
  +0
  Limb Lock
  +1
  Magnet Snatch
  +3
  Rust-Proof Armor
  +1
  Scrap Heap
  +1
  Self-Mechanic
  +0
  g
  
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  Ranger: Add +1/2 natural armor bonus to the animal 
  companion granted by the ranger’s class ability.
  Rogue: Add +1/2 to any clockwork-related skill check. 
  Sorcerer (Mechanical Bloodline): Add +1/2 
  daily use of the launch gears spell-like ability.
  Summoner (Salvager): Add +1 ft. to the movement 
  rate of your eidolon granted by the sphere class ability. 
  This has no effect unless taken 5 times, at which point it 
  increases movement rate by +5 ft.
  Witch: Add +1 natural armor bonus to the AC of the 
  witch’s familiar.
  Wizard: Add +1 bonus to concentration checks made 
  due to taking damage while casting spells defensively.
  CloCkwork trAits
  While the following traits are specific to the Midgard 
  city of Zobeck, GMs and players are encouraged to adapt 
  them to their own campaign world as appropriate. While 
  retaining the general topic of clockworking, none of these 
  traits grant gear points.
  Clockworker Apprentice (Regional: Zobeck)
  You tried life as an apprentice in the Clockworker’s Guild. 
  While the guild didn’t suit you, you learned the craft. You 
  gain a +1 trait bonus to Disable Device checks involving 
  clockwork and to Craft (clockwork) checks. Disable 
  Device and Craft (clockwork) are always class skills for 
  you. This bonus stacks with Clockwork Scholar. 
  Clockwork Scholar (Religion: Rava) You are a 
  hard-working follower of the Gear Goddess. You gain a 
  +2 trait bonus to Diplomacy checks with gearforged and 
  constructs. You gain a +1 trait bonus to Profession (scribe) 
  and to any one Craft skill (chosen when the trait is taken). 
  Mark of Rava (Religion: Rava) You can feel 
  the warp and weft of the world’s fabric and understand 
  both its mundane and magical workings. You gain a +1 
  trait bonus to Knowledge (engineering) and Knowledge 
  (arcana) checks, and one of these skills (your choice) is a 
  class skill for you.
  geArforged 
  ClAss options
  The following archetypes, oracle mysteries, and sorcerer 
  bloodline are available to gearforged. Spells marked with 
  the DM superscript can be found in Deep Magic.
  BATTLEBORN (BATTLE SCION) 
  Battleborn are determined, elite, highly trained war 
  machines armed with martial and arcane abilities that 
  allow them to shape and control the battlefield. Battleborn 
  are typically found at a battle’s vanguard, issuing tactical 
  commands, unleashing spells, rallying the troops, and 
  laying enemies low. 
  Battleborn are single-minded in their quest for arcane 
  knowledge that might further enhance their battle 
  prowess. They are particularly fond of combat divination 
  spells (for more information, see Southlands).
  Race: Gearforged.
  Force Bolt (Sp): The battleborn can unleash a single 
  blast of arcane force targeting a foe within 60 ft. as a 
  ranged touch attack. The force bolt deals 2d4 points 
  of damage at 1st level plus an additional 1d4 points of 
  damage for every three battleborn levels beyond 1st 
  (3d4 at 4th, 4d4 at 7th, 5d4 at 10th, and so on). This is a 
  force effect. A battleborn can use this ability a number 
  of times per day equal to 3 + his Intelligence modifier.  
   Using a force bolt is a standard action. For purposes 
  of spell-like force bolt effects (see below), concentration 
  checks, and overcoming spell resistance, the battleborn’s 
  caster level is equal to his full battleborn level. 
   Three times per day, as an immediate action before 
  unleashing a force bolt, a battleborn may choose to apply 
  any one of the following force bolt effects to a force bolt. 
  If a force bolt effect duplicates a spell and the bolt hits 
  the target, the target receives any saving throws listed in 
  the spell. If the duplicated spell does not normally allow 
  a saving throw, the target receives a Fortitude save to 
  avoid this effect (DC equal to 10 + 1/2 the battleborn’s 
  level + the battleborn’s Intelligence modifier). If the save 
  is successful, the target does not suffer the force bolt 
  effect but still receives the force bolt’s normal damage. 
  This ability replaces force blast.
  Force Bolt Effects
  The following force bolt effects are available to the 
  battleborn:
  Charged Force Bolt (Su): A battleborn can expend 
  an unused spell slot to charge his force bolt with 
  additional raw magical energy. He may add +1d6 
  damage to the force bolt per level of the spell slot 
  expended (+1d6 for a 1st-level spell, +2d6 for a 
  2nd-level spell, and so on). The battleborn must be 
  at least 4th level to select this effect.
  Dampening Force Bolt (Sp): Target is encased in an 
  antimagic field for 1 round per 5 battleborn levels. 
  The antimagic field affects only the creature hit by 
  the force bolt and moves with the creature. Each 
  round on its turn, the affected creature may attempt 
  a new Fortitude save to end the antimagic field 
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  effect. The battleborn must be at least 15th level to 
  select this effect.
  Dispelling Force Bolt (Sp): Target is subject to a 
  targeted dispel magic spell. This cannot be used to 
  target a specific spell effect. The battleborn may add 
  his Intelligence modifier to the dispel check (1d20 
  + battleborn’s caster level+ battleborn’s Intelligence 
  modifier). A battleborn must be at least 6th level 
  before selecting this effect.
  Penetrating Force Bolt (Sp): The battleborn may add a 
  bonus equal to his Intelligence modifier to the caster 
  level check to overcome a creature’s spell resistance.
  Repelling Force Bolt (Su): The force blast has the 
  potential to push the target backward and knock 
  him prone in addition to dealing normal damage. 
  If the target fails its Fortitude save, it is pushed 
  backward in a straight line up to 5 ft. per 5 
  battleborn levels and knocked prone. For every size 
  category of the target above Medium, reduce the 
  distance pushed by 5 ft. (–5 ft. for Large, –10 ft. for 
  Huge, –15 for Gargantuan,  and –20 ft. for Colossal) 
  to a minimum of 0 ft. Additionally, this ability 
  cannot knock Gargantuan or Colossal creatures 
  prone.  If the target succeeds on its Fortitude save, it 
  still takes the force blast damage but is not knocked 
  backward or prone. The battleborn must be at least 
  5th level to select this effect.
  Stunning Force Bolt (Su): The target is stunned for 
  1 round per 4 battleborn levels. The battleborn 
  must be at least 12th level to select this effect.  
  Each round on its turn, the target receives a new 
  Fortitude save to no longer be stunned.
  Arcane Aura (Su): Beginning at 2nd level, a battleborn 
  gains a +1 deflection bonus to his AC. This bonus 
  increases by +1 for every 4 battleborn levels beyond 
  2nd. In addition, the battleborn gains spell resistance 
  equal to 6 plus his battleborn level. This ability modifies 
  arcane aura.
  Dweomer Armor (Su): Starting at 5th level, the 
  battleborn may focus the innate arcane power of his soul 
  gem into enhancing his armor. Glowing arcane runes 
  and symbols appear across the surface of dweomered 
  armor, causing it to shed light as a torch. These 
  enhancements last for 1 minute per battleborn level. 
  The battleborn can add any one of the following weapon 
  properties to his armor beginning at the listed level. The 
  details of these properties can be found in Pathfinder 
  Roleplaying Game: Ultimate Equipment.
  5th level: balanced, benevolent, bolstering, brawling, 
  deathless, defiant, fortification (light), grinding, 
  impervious, mirrored, spell storing 
  8th level: glamered, jousting, shadow, slick, rallying, 
  spell resistance (13)
  11th level: delving, energy resistance, fortification 
  (moderate), ghost touch, invulnerability, spell 
  resistance (15)
  14th level: energy resistance (improved), martyring, 
  shadow (improved), slick (improved), spell 
  resistance (17) 
  17th level: energy resistance (greater), fortification 
  (heavy), shadow (greater), slick (greater), spell 
  resistance (19) 
      The properties granted are determined each time 
  the armor is dweomered and cannot be changed until 
  dweomered again. The dweomer imparts no magical 
  properties if the armor is worn by anyone other than 
  the battleborn but, if returned to the battleborn while 
  still dweomered, resumes having the properties.  
       A battleborn can use this ability once per day at 
  5th level and one additional time per day for every 4 
  levels beyond 5th to a total of four times per day at 
  17th level.  
       Beginning at 10th level, a battleborn can add any 
  two armor properties of the appropriate level to his 
  armor. He can also now dweomer his armor as a move 
  action instead of a standard action.  
       At 15th level, a battleborn can add any three armor 
  properties of the appropriate level. He can also now 
  dweomer his armor as a swift action. This ability 
  replaces dweomer weapon.
  Battle Tactician (Su): Beginning at 7th level, a 
  battleborn can amplify his voice to rally his companions 
  and issue crucial tactical commands on the battlefield, 
  granting all allies within 30 ft. a +2 morale bonus to 
  attack rolls, critical hit confirmation rolls, combat 
  maneuver checks, and initiative checks for a number 
  of rounds per day equal to his battleborn level. These 
  rounds do not need to be used consecutively. The allies 
  must be able to see or hear the battleborn and must 
  remain within 30 ft. of him to receive these bonuses. 
  Issuing battlefield commands is a move action that does 
  not provoke attacks of opportunity. The battleborn can 
  end this effect as an immediate action. 
   Beginning at 9th level, a battleborn can perform a 
  spellcharge, meaning he can cast a spell instead of a 
  performing a melee attack as part of a charge. This must 
  be an evocation spell with a casting time of 1 standard 
  action or less. The battleborn gains a +2 bonus to the 
  concentration check to cast this spell defensively (if 
  necessary) and treats his caster level as if it were 2 
  higher when determining the spell’s effects. 
   At 11th level, allies benefiting from the battleborn’s 
  tactical commands may also add the battleborn’s 
  Charisma bonus to their concentration checks, 
  
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  Fortitude saving throws, and Will saving throws for 
  the commands’ duration. They are also immune to the 
  shaken and frightened conditions for the duration. 
   At 13th level, when using spellcharge, any target 
  affected by the spell cast as part of the charge is blasted 
  backward in a straight line up to 5 ft. per 5 battleborn 
  levels and knocked prone. For every size category of 
  the target above Medium, reduce the distance pushed 
  by 5 ft. (–5 ft. for Large, –10 ft. for Huge, –15 ft. for 
  Gargantuan, and –20 ft. for Colossal) to a minimum 
  of 0 ft. Additionally, this ability cannot knock 
  Gargantuan or Colossal creatures prone. This ability 
  replaces spell tactician.
  Battle Master (Su): Beginning at 20th level, the 
  battleborn’s caster level and effective fighter level 
  becomes equal to his full battleborn level instead of 
  his battleborn level –3. In addition, the battleborn may 
  choose to apply a force bolt effect to his force bolts as 
  often as he wishes. 
  CLOCKWORK (ORACLE MYSTERY) 
  As clockwork creatures and devices enter the world, the 
  gods who oversee invention and artifice grow in power. An 
  oracle with the clockwork mystery can alter the workings 
  of machines and construct items out of thin air. 
  Class Skills: An oracle with the clockwork mystery 
  adds Craft, Disable Device, Knowledge (arcana), and 
  Knowledge (engineering) to her list of class skills. 
  Bonus Spells: crafter’s fortuneAPG (2nd), clockwork 
  timerDM (4th), enter imageAPG (6th), malfunctionUM (8th), 
  fabricate (10th), wall of iron (12th), control constructUM 
  (14th), iron body (16th), time stop (18th). 
  Special: At 1st level, an oracle with the clockwork 
  mystery gains access to spells with the word “cure” or 
  “inflict” in their title as usual. However, these spells heal 
  or harm only constructs. 
  Revelations: An oracle with the clockwork mystery 
  can choose from any of the following revelations. 
  Automatic Control (Sp): At 1st level, you gain a +4 
  insight bonus to Diplomacy and Intimidate checks 
  made against intelligent constructs. Enchantment and 
  mind-affecting spells you cast also affect constructs. 
  8
  
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  At 7th level, you can cast dominate monster on a 
  construct once per day. This effect lasts 1 round per 
  oracle level. You can use this twice per day at 13th 
  level and three times per day at 17th level. 
  Binding Chains (Sp): As a standard action, you can cause 
  a 20-ft. radius of iron chains to burst from the floor 
  and wrap around any creature in the area. This acts as 
  black tentacles, except the chains are made of iron and 
  have hardness 10, 10 hp, and a break DC equal to 10 + 
  the chain’s CMB. You can use this ability once per day 
  at 7th level and an additional time per day for every 4 
  levels thereafter. You must be at least 7th level to select 
  this revelation. 
  Clockwork Engine (Su): Once per day at 11th level, you 
  can imbue inanimate objects with life as animate 
  objects for a number of rounds equal to your oracle 
  level. These animated objects gain 1 additional CP. 
  You can do this twice per day at 15th level. At 15th 
  level, these animated objects gain 2 additional CPs. 
  You must be 11th level to select this revelation. 
  Clockwork Incorporation (Ex): Your knowledge of 
  steam and brass allows you to replace body parts with 
  mechanical devices. Choose one of the following 
  options whenever you can select a new revelation. You 
  can select each option only once, but you can select 
  a different option each time you are able to choose a 
  new revelation. 
  •  Mechanical Legs: You increase your base speed by 
  10 ft., and you are always considered to have had a 
  running start when making jump checks. At 11th 
  level, your speed is never reduced by armor. Oracles 
  with the lame curse cannot select this revelation. 
  •  Mechanical Arms: You gain a +2 inherent bonus 
  to Strength and a +4 racial bonus to all skills and 
  checks based on Strength as well as your CMB. 
  At 11th level, your inherent bonus to Strength 
  increases to +4. 
  •  Steel Skin: You gain a +2 natural armor bonus as 
  well as fire and cold resistance 5. This increases to 
  a +4 natural armor bonus as well as fire and cold 
  resistance 10 at 11th level. 
  •  Mechanical Eyes: You gain a +4 bonus to Perception 
  checks and darkvision 60 ft. If you already have 
  darkvision, the range increases by 30 ft. At 11th 
  level, you gain a +2 bonus to saving throws against 
  blindness. Oracles with the clouded vision curse 
  cannot select this revelation. 
  Clockwork Messenger (Su): You gain a clockwork 
  familiar as per the wizard’s arcane bond class ability. 
  For this familiar’s purposes only, your effective 
  wizard level is equal to your oracle level. The familiar 
  gains all the abilities of the animal it mimics, but 
  it is a construct instead of an animal. Your oracle 
  levels stack with any wizard levels you possess when 
  determining the powers of your familiar. This ability 
  does not allow you to have two familiars at one time. 
  Construct Expert (Ex): You gain a +4 insight bonus to 
  knowledge checks regarding constructs. You require 
  only half the time to craft a construct.
  Instant Fortress (Sp): You can conjure a structure of iron 
  and steel as a full-round action for a number of hours 
  per day equal to one-half your oracle level. This ability 
  otherwise acts as an instant fortress. You must be at 
  least 13th level to choose this revelation. 
  Soul of the Machine (Sp): Once per day at 11th level, you 
  may move your soul from your body into a construct 
  or mechanical object as the spell magic jar. Intelligent 
  constructs receive a Will saving throw to resist this 
  effect. Since constructs and machines have no soul 
  to replace, you do not need a receptacle to house the 
  displaced soul. Once in the machine, you may control 
  it as if it were your own body. You may use any special, 
  supernatural, or spell-like ability the machine or 
  construct possesses. You must be at least 11th level to 
  select this revelation. 
  Steam Jet (Su): As a standard action, you can breathe 
  a 15-ft. cone of steam. This cone deals 1d4 points of 
  fire damage per oracle level. A Reflex save halves this 
  damage. You can use this ability once per day plus 
  one additional time per day at 5th level and every 5 
  levels thereafter. 
  Final Revelation: Upon reaching 20th level, you 
  become a clockwork creature. You gain immunity 
  to bleed, disease, death effects, necromancy effects, 
  paralysis, poison, sleep effects, and stunning. You are 
  also immune to fatigue, exhaustion, and nonlethal 
  damage. If you are a gearforged, you instead receive a 
  +4 inherent bonus total to your attributes, which you 
  may freely distribute among your ability scores. Once 
  per day, you can cast resurrection but only to return a 
  construct to life.
  CLOCKWORK WARRIOR (FIGHTER)
  Some gearforged retain their bloody ways and skills from 
  their former life. Some become dedicated to a battle or 
  cause that makes them take up arms and take advantage 
  of their new metallic form.
  Forgeclaws (Ex): At 2nd level, the clockwork 
  warrior receives two primary natural claw attacks. The 
  clockwork warrior is treated as if he were one size larger 
  than he is for purposes of determining the base damage 
  of the claws. The claws thus deal 1d6 bludgeoning 
  and slashing damage. Unlike most attacks executed 
  with claws, a clockwork warrior may choose to inflict 
  
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  nonlethal damage without incurring a penalty to attack. 
  This replaces bravery. 
  Clockwork Resilience (Ex): At 3rd level, the 
  clockwork warrior gains a +1 circumstance bonus to all 
  saving throws. This bonus increases by 1 for every four 
  levels beyond 3rd. This replaces armor training. 
  Grinding Gears (Ex): At 5th level, the clockwork 
  warrior gains a +1 circumstance bonus to all natural 
  weapon attack rolls, damage rolls, and to CMD when 
  attempting to grapple a target. This bonus increases by 
  1 for every four levels beyond 5th. This replaces weapon 
  training 1. 
  Pneumatic Extensions (Ex): At 9th level, the 
  clockwork warrior increases the reach of his natural 
  attacks by 5 ft. This ability replaces weapon training 2. 
  Forged in Fire (Su): Starting at 13th level, the 
  clockwork warrior acquires fire and cold resistance 
  5. This resistance increases to 10 at 
  18th level. This ability replaces weapon 
  training 3. 
  Shattering Blow (Su): At 17th 
  level, the clockwork warrior gains a +4 
  circumstance bonus to sunder and disarm 
  attempts with his natural weapons. This 
  replaces weapon training 4. 
  Steel Step, Steely Eye (Ex): Starting 
  at 19th level, the clockwork warrior 
  ignores both difficult terrain and 
  concealment. This ability 
  replaces armor mastery. 
  Metal Mastery (Ex): At 20th level, 
  the clockwork warrior must choose 
  his natural weapons for his weapon 
  mastery ability. His critical threat 
  range with his natural weapon 
  increases by one in addition to the 
  benefits of weapon mastery.
  FAITHFORGED (PALADIN)
  Faithforged do not choose their calling 
  as holy warriors. Rather, the Ritual 
  of Soulforging serves as dramatic 
  consecration, a commitment of their new 
  life to serving their deity’s causes. With 
  potent holy symbols and reservoirs of 
  positive energy forged directly into their 
  forms and without the foibles of mind 
  and body that most paladins work long 
  and hard to cast off, the faithforged are 
  physically and spiritually engineered 
  powerhouses of good. 
  Spells: In lieu of daily spells, faithforged receive extra 
  uses of their lay on hands ability. They receive extra 
  uses equal to their cumulative available spell levels for 
  the day. For instance, a 14th-level paladin can cast 3 1st 
  level spells, 2 2nd-level spells, 1 3rd-level spell, and 1 
  4th-level spell, so a faithforged would receive 14 (1st × 
  3 + 2nd × 2 + 3rd × 1 + 4th × 1) extra uses. This ability 
  replaces the spells per day ability. 
  Lay on Hands (Su): This functions as the paladin 
  ability, though faithforged may also heal their fellow 
  gearforged and even herself, which makes them quite 
  sought after. 
  Holy Vessel (Ex): At 3rd and 8th levels, the 
  faithforged’s body becomes a more perfect expression of 
  her holy might. At each of these two levels, the paladin 
  gains a +1 inherent bonus to Strength and Dexterity and 
  a +1 enhancement bonus to natural armor. This ability 
  replaces divine health and aura of resolve. 
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  118
  Holy Furnace (Su): At 3rd level and every three levels 
  thereafter, as a swift action, a faithforged may use the 
  positive energy burning within to enhance its martial 
  ability by granting magical properties to any weapon or 
  unarmed attack that she makes for 1 round. Each of the 
  following costs one use of lay on hands. The faithforged 
  deals +1d6 additional points of the damage type chosen 
  per 3 class levels. Only one such bonus damage may be 
  applied at a given time.  
   At 3rd level, the faithforged may add fire damage. At 
  6th level, the faithforged may add electricity damage. 
  At 9th level, the faithforged may add sonic damage. At 
  12th level, the faithforged adds the axiomatic special 
  weapon ability to her weapons whenever she uses this 
  ability. At 15th level, the faithforged adds the holy 
  special weapon ability to her weapons whenever she 
  uses this ability. At 18th level, the faithforged adds 
  the disruption special weapon ability to her weapons 
  whenever she uses this ability. This replaces mercy and 
  divine grace. 
  Channel Positive Energy (Su): This functions as 
  the paladin ability, though it may also be used to heal 
  gearforged but not the faithforged herself. Furthermore, 
  the faithforged’s holy symbol is his or her own physical 
  form, so the paladin may channel positive energy while 
  bound. When a faithforged’s hp reach her negative Con 
  score and her physical form is destroyed, the positive 
  energy flowing within her is released in a final use 
  of this ability. In that particular case, the amount of 
  damage dealt or healed (player’s choice) is equal to 1d6 
  per 2 uses of lay on hands remaining. 
  Divine Bond (Sp): This functions similarly to the 
  weapon form of the paladin ability but with a focus 
  on the faithforged’s own mechanical form. When a 
  faithforged calls upon her divine bond ability, she glows 
  like a torch. This ability modifies divine bond. 
  Unstoppable (Su): At 17th level, the faithforged may 
  harness the positive energy flowing within her to stave 
  off incapacitation. Upon reduction to zero or fewer 
  hp (but greater than her negative Constitution score), 
  a faithforged may, as an immediate action, spend 
  three uses of her lay on hands ability to remain fully 
  operational for 1 round. This ability replaces aura of 
  righteousness. 
  HEAVY GAUNTLET WITCH (WITCH)
  The heavy gauntlet witch is a racial variation on the 
  gauntlet witch archetype. Full details on the gauntlet witch 
  and other variants can be found in Kobold Quarterly #23. 
  Though admittedly extremely rare, heavy gauntlet 
  witches are formidable beings. Combining the bulk and 
  power of their gearforged frame with the eldritch might 
  of battle-witchcraft, heavy gauntlet witches prove their 
  mettle in the chaos of war or as dedicated bodyguards to 
  those that can afford their services. A few are wanderers, 
  finding solace in the lure of adventure and the discovery 
  of new experiences and knowledge, feeling assured that 
  the power of their adamantine gauntlet will sustain them. 
       A heavy gauntlet witch’s adamantine gauntlet has 
  the following modifications. The witch’s gauntlet is a 
  permanent adamantine modification to the gearforged’s 
  structure and cannot be removed. The witch cannot 
  benefit from the toughness ability nor take the alertness, 
  lore, legend lore, teleport gauntlet, or drain husk powers. 
  The adamantine gauntlet receives all bonuses associated 
  with adamantine items. 
     At 1st level, the adamantine gauntlet grants the 
  gearforged a +1 inherent bonus to Strength. This 
  improves by +1 for every five class levels the gearforged 
  possesses. 
     At 3rd level, adamantine gauntlet confers the light 
  fortification armor special ability. This improves to 
  moderate fortification at 8th level and heavy fortification 
  at 14th. At 18th level, the witch becomes immune to 
  critical hits and sneak attacks. If the witch chooses to 
  replace hexes with armor training, its adamantine DR 
  increases by 1 point with each option (that is, DR 2/– 
  with medium armor, DR 3/– with heavy armor). 
  Forged Pain Clasp (Sp): The witch’s pain clasp ability 
  overrides a construct’s immunity to paralysis. This 
  modifies pain clasp and improved pain clasp.
  Telescopic Strike (Ex): At 10th level, the 
  adamantine gauntlet has improved to enable the witch 
  to make telescoping strikes. The witch gains reach 10 
  ft. when attacking with the gauntlet or when using the 
  pain clasp ability. 
  INDUSTRY (ORACLE MYSTERY) 
  Oracles of the industry mystery find their divine magic 
  in automation, toil, pollution, and noise. Some may attain 
  positions of prestige as techno-chaplains of great forges 
  and mills. Others flourish in the criminal underground as 
  saboteurs, leaders of cult-like street gangs, and relentless 
  assassins. Many evil oracles develop a taste for swift and 
  ruthless violence, their passion for amoral industrial 
  efficiency seemingly knowing no bounds. 
  Skills: As an oracle with the industry mystery, add 
  Appraise, Disable Device, Intimidate, and Stealth to 
  your list of class skills. 
  Bonus Spells: grease (2nd), magic siege engine (4th), 
  heatstroke (6th), steam blastDM (8th), winding keyDM 
  (10th), animate objects (12th), timeless engineDM (14th), 
  maze (16th), implosion (18th). 
  Revelations: An oracle with the industry mystery can 
  choose from any of the following revelations. 
  
  119
  Confusion (Sp): You may cast confusion once per day. 
  You gain an additional use at 5th level and every 5 
  levels thereafter. 
  Dirty (Ex): You receive your selection of either Catch 
  Off-Guard, Combat Expertise, or Improved Dirty 
  Trick as bonus feats. You do not have to meet the 
  prerequisites for these feats.
  Factory Tours (Sp): As a standard action, you can 
  create an effect that replicates the stinking cloud and 
  distracting cacophony spells. You can use the effect for 
  a number of rounds equal to your oracle level per day. 
  The rounds need not be consecutive. You must be at 
  least 11th level to select this revelation. 
  Haywire (Sp): You can animate clockwork or other 
  machinery, albeit with control limited to not injuring 
  yourself. As a standard action, you may cause (Large 
  or smaller) machinery within 20 ft. of you to violently 
  activate and shake uncontrollably, moving away from 
  you at slow speed. For machinery that is secured, 
  use the “DCs to Break or Burst Items” table against 
  your oracle level. The GM should make an attack roll 
  against anyone within 5 ft. of an agitated machine 
  (base attack bonus +0). Damage is dealt depending 
  on the size of the machine (small—d4, medium—d6, 
  large—d8). Constructs can resist this ability with 
  a successful Will save. You can use the effect for a 
  number of rounds equal to your oracle level per day. 
  The rounds need not be consecutive. You must be at 
  least 7th level to select this revelation. 
  Morlock (Su): When entering or leaving a sewer, you can 
  do so through passages two sizes classes smaller than 
  yourself. In a sewer, you can use darkvision and spider 
  climb at will. 
  Ragman (Su): You can conjure surprisingly durable 
  armor of little more than dirty rags and cloth around 
  yourself. You gain a +4 armor bonus, which increases 
  by +2 at 7th level and every four levels thereafter. You 
  can use this armor for 1 hour per day per oracle level. 
  This duration does not need to be consecutive, but it 
  must be spent in 1-hour increments. 
  Sweatshop (Su): You may summon a crew (five per 
  oracle level) of miniature workers to do your bidding. 
  The diminutive humanoids are not suitable for 
  strength tasks and disappear when attacked in any 
  way. Between them, the group may work on any Craft 
  skill project as if they were you with your oracle level 
  in Craft skill ranks. The workers appear equipped 
  with appropriate tools but do require raw materials. 
  They will work unattended for up to 1 week straight 
  and any work period must be followed by an equal 
  amount of time off. They are uncommunicative aside 
  from accepting your instructions and can follow only 
  one set of crafting instructions at a time. 
  Urban Interrogation (Sp): In a sufficiently urban 
  environment, as determined by the GM, you may 
  commune with buildings as in the stone tell spell. You 
  can use this ability for 1 minute per oracle level. This 
  duration does not need to be consecutive, but it must 
  be used in 1-minute increments. You must be at least 
  5th level to select this revelation. 
  Vigilante (Ex): Embracing messy modernity, you receive 
  Exotic Weapon Proficiency (firearms) and Amateur 
  Gunslinger as bonus feats. You do not have to meet 
  the prerequisites of these feats. 
  Final Revelation: Upon reaching 20th level, you 
  become the master of the mechanical infrastructure 
  around you. You may use winding key at will with no 
  duration limit as long as you are in the presence of the 
  affected constructs. You may affect up to 3 + Charisma 
  modifier constructs at once. Conversely, you may also 
  cause one machine within line of sight to simply fall 
  completely to pieces as a standard action. Constructs 
  take 15d6 points of damage (5d6 with a successful  
  Will save). 
  LAWMASTER (INQUISITOR)
  While lawmasters are typically associated with the Cult of 
  Zurvan, these single-minded gearforged may follow any 
  god strongly associated with the rule of law. Whatever the 
  case, lawmasters are united by their admiration for the 
  inevitables, relentless outsiders devoted to law. For some 
  lawmasters, this is merely an unusually strong reverence, 
  but for many, it is an aspiration. The most fanatical 
  interpret their existence as gearforged as one phase in a 
  transition to a powerful new form, a final reward always 
  seemingly dangling just out of reach. Most lawmasters 
  have the justice, order, or truth inquisition, and choose a 
  focus identical to a particular caste of inevitable, frequently 
  pursuing those who cheat death or evade justice. 
  Spells: Lawmasters cannot cast spells with the [chaotic] 
  descriptor. 
  Assessment (Ex): At 1st level, a lawmaster gains a +2 
  circumstance bonus to Perception and Sense Motive 
  checks. This replaces monster lore. 
  g
  CloCkwork inCorporAtion 
  And geAr points
  When playing with gear points, each time a 
  clockwork oracle takes the clockwork incorporation 
  revelation, increase your gear points by +2. Sorcerers 
  with the mechanical bloodline increase their gear 
  points by +5 when receiving the benefits of the 
  rebuild for the first time.
  8
  
  120
  Righteous Order (Ex): At 3rd level, a lawmaster 
  gains a +2 circumstance bonus to Intimidate checks. 
  Attitudes influenced by intimidate last twice as long as 
  normal. This replaces solo tactics.
  Piercing Sight (Ex): At 3rd, 6th, and 9th levels, a 
  lawmaster gains new lenses of truth with which to 
  observe the world. As a free action, lawmaster observing 
  his surroundings may attempt to focus his gaze on a 
  target. If he succeeds at a caster level check against 10 
  + the target creature’s Hit Dice, he may see through 
  incremental means of magical deceptions. He receives 
  his Wisdom modifier as a circumstance bonus to this 
  check. At 3rd level, a lawmaster can see invisible and 
  ethereal creatures or objects. At 6th level, a lawmaster can 
  see through illusions. At 9th level, a lawmaster can see 
  the true form of polymorphed creatures or objects. This 
  replaces the 3rd, 6th, and 9th level bonus teamwork feats. 
  Mark of Law (Sp): At 12th level, once per day, a 
  lawmaster may mark a target with a mark of justice. This 
  ability works identically to the spell with two exceptions: 
  casting time is 1 minute and the offending action must 
  be some violation of law. This replaces the 12th level 
  bonus teamwork feat. 
  Integrity of Self (Ex): At 15th level, a lawmaster 
  gains regeneration 5 (acid). This replaces the 15th level 
  bonus teamwork feat. 
  Ethereal Prison (Su): At 18th level, a lawmaster 
  scoring a critical hit may imprison a target in a 
  featureless cell on the ethereal plane. The imprisoned 
  target does not need to eat and does not age but is 
  otherwise conscious. Once per hour, the target may 
  attempt to free him or herself (rematerializing within 
  30 ft. of the lawmaster) with a successful Will save 
  (DC equal to 10 + 1/2 the lawmaster’s class level + the 
  lawmaster’s Wisdom modifier). The lawmaster may 
  retrieve the target at will and may only keep one ethereal 
  prisoner at a time. This replaces the 18th level bonus 
  teamwork feat. 
  MECHANICAL (SORCERER BLOODLINE)
  You have deep empathy with the mechanical devices 
  around you, and your physical form changes dramatically 
  over time until you are a magnificent fusion of flesh, 
  metal, and magic.
  Class Skills: Add Knowledge (architecture and 
  engineering) and Disable Device to your list of class 
  skills. 
  Bonus Spells: analyze device (1st), shocking grasp (3rd), 
  bullet shield (5th), arcane sight (7th), detonate (9th), 
  rapid repair (11th), repulsion (13th), control construct 
  (15th), iron body (17th), dominate clockworkDM (19th). 
  Bonus Feats: Diehard, Endurance, Improved Unarmed 
  Strike, IrongutsAPG, Nimble Moves, Power Attack, Skill 
  Focus (Craft), Skill Focus (Knowledge [architecture and 
  engineering]), Toughness. 
  Bloodline Arcana: You gain a +3 bonus to Will saves 
  against spells in the charm and compulsion subschools. 
  Bloodline Powers: Your bizarre abilities come from 
  the various—and usually quite powerful—clockwork 
  devices around you. At the pinnacle of your power, 
  you become one with the very machinery you revere 
  so deeply. 
  Launch Gears (Sp): At 1st level, you can replicate 
  the gear barrageDM spell. You can use this ability 
  a number of times per day equal to 2 + your 
  Charisma modifier. 
  Mechanical Empathy (Sp): At 3rd level, you can speak 
  with clockwork and other machines as per the 
  stone tell spell. You may use this ability for 1 minute 
  per sorcerer level each day. Most machines will be 
  limited to providing information relating to their 
  purpose and users. At 9th level, your mechanical 
  bond allows you to affect clockwork constructs 
  once per day as per the mass charm monster spell. 
  Duration of the charm is 1 hour/level. 
  The Rebuild (Ex): At 9th level, your increasingly 
  mechanical form’s rather superior physical 
  capabilities reveal themselves. Your base speed 
  increases by +20 ft. and you receive a +2 inherent 
  bonus to Strength. You also receive a +10 
  competence bonus to Acrobatics checks for long 
  or high jumps. These bonuses increase (+10 ft. 
  base speed, +1 Strength, and +10 Acrobatics check 
  bonus) at 13th and 17th levels. 
  War Machine (Su): At 15th level, as a move action, 
  you can assume the form of a clockwork giant. You 
  gain construct immunities to mind-affecting effects 
  (charms, compulsions, morale effects, patterns, and 
  phantasms), bleed, disease, death effects, necromancy 
  effects, paralysis, poison, sleep effects, and stunning. 
  Your fists become primary natural slam weapons 
  equivalent to great clubs (2d8 hp base damage), and 
  your adaptable limbs increase your melee touch attack 
  range by 15 ft. without increasing your threatened 
  area. You may use this ability once per day for a 
  number of rounds equal to your sorcerer level. 
  Clockwork Masterpiece (Su): At 20th level, the 
  mechanical, magical, and biological form you can 
  access at 15th level becomes permanent. You gain a 
  +2 natural armor bonus and the temporary construct 
  immunities ability at will. 
  
  121
  QUIET EXPLORER (BARBARIAN)
  Given their reverence for martial prowess, it is no 
  surprise that many gearforged choose to explore the path 
  of the barbarian. Although a living soul exists within 
  each gearforged, that is not where the quiet explorer 
  turns in harnessing her amazing rage powers. Rather, she 
  digs down into her methodical, mechanical mind and 
  deploys battlefield ferocity with the coolness of a monk. 
  Gearforged Rage (Ex): This functions as the 
  barbarian ability with several exceptions. A quiet 
  explorer can rage for five rounds per day plus two 
  additional rounds each level after first. While in rage, 
  the quiet explorer gains a +4 morale bonus to her 
  Strength and a −1 penalty to her AC. They have no 
  restrictions on skill checks during a rage and do not 
  become fatigued by raging. This ability modifies rage. 
  Retaliation (Ex): At 14th level, a quiet explorer 
  is prepared to deftly respond with an attack under 
  virtually any circumstance. If an opponent misses a 
  melee attack roll against a raging quiet explorer by more 
  than 5, the quiet explorer may expend an immediate 
  action to make an attack of opportunity against them. 
  Magic Denial (Su): At 17th level, the quiet explorer’s 
  resolve is so strong that she may shrug off magical 
  effects through force of will. She gains spell resistance 
  equal to 5 + 1/2 her class level + her Constitution 
  modifier. This ability replaces tireless rage. 
  SALVAGER (SUMMONER)
  Any summoner can rightfully claim the companionship 
  of an exotic planar entity, but the salvager’s eidolon is 
  something stranger still. It is raw material from the plane 
  of Rusty Gears given form and alien intelligence—young 
  eidolons begin their existences as ominous floating spheres 
  of metal scrap but quickly transition to their more mature 
  form, a swirling, grinding cloud of cogs, wire, and spring. 
  Class Skills: The salvager replaces Handle Animal on 
  his list of class skills with Disable Device. 
  The Sphere: In its base form, the salvager’s eidolon is a 
  medium sphere of tightly packed fine and diminutive 
  mechanical refuse from Rusty Gears. This form counts 
  as a 2-point evolution. It begins with the following 
  starting statistics: 
  Size Medium; Speed fly 20 ft.; AC +2 natural armor; 
  Saves Fort (good), Ref (bad), Will (bad); Attack bite 
  (1d6); Ability Scores Str 12, Dex 16, Con -, Int 7, 
  Wis 10, Cha 11; Free Evolutions bite, flight.  
      The eidolon’s type changes to construct. Do not 
  recalculate Hit Dice, Base Attack Bonus, hp, skills, or 
  saves. The eidolon may be healed in the same manner 
  as a gearforged. The eidolon takes 150% damage 
  from electricity and may not choose the resistance or 
  immunity (electricity) evolutions. It may be banished 
  like an outsider. This modifies the summoner’s 
  eidolon ability. 
  Construct Summons (Sp): A salvager using summon 
  monster typically summons ragged clockwork creatures 
  from Rusty Gears. The scrap beast template (see sidebar) 
  should be applied to creatures that would typically take 
  the celestial or fiendish template. The salvager’s summon 
  monster list is modified as follows: 
  Summon Monster I: A salvager can also summon 
  clockwork spies (Pathfinder Roleplaying Game: 
  Bestiary 3). 
  Summon Monster II: A salvager cannot summon small 
  elementals or lemures. 
  Summon Monster III: A salvager cannot summon 
  dretches or lantern archons but can summon 
  clockwork beetles (Midgard Bestiary, page 24), 
  clockwork servants (Pathfinder Roleplaying Game: 
  Bestiary 3), and arbiter inevitables (Pathfinder 
  Roleplaying Game: Bestiary 2). 
  Summon Monster IV: A salvager cannot summon 
  medium elementals, hell hounds, hound archons, or 
  mephits but can summon clockwork beetle swarms 
  (Midgard Bestiary, page 24), clockwork hounds 
  (Midgard Bestiary, page 25), clockwork huntsmen 
  (Midgard Bestiary 26), junkyard clockwork dogs 
  (Dark Roads and Golden Hells, page 106), and 
  weaving spiders (Midgard Bestiary, page 96). 
  Summon Monster V: A salvager cannot summon 
  babau, bearded devils, bralani azatas, large 
  elementals, salamanders, or xills but can summon 
  clockwork myrmidons (Midgard Bestiary, page 
  27) and clockwork soldiers (Pathfinder Roleplaying 
  Game: Bestiary 3). 
  Summon Monster VI: A salvager cannot summon huge 
  elementals, erinyes, lillend azatas, or succubi, but can 
  summon clockwork stalkers (Kobold Quarterly 23, 
  page 57). 
  Summon Monster VII: A salvager cannot summon 
  bebiliths, bone devils, greater elementals, or vrocks 
  but can summon alchemical golems (Pathfinder 
  Roleplaying Game: Bestiary 2) and zelekhut inevitables 
  (Pathfinder Roleplaying Game: Bestiary 2). 
  Summon Monster VIII: A salvager can only summon 
  clockwork golems (Pathfinder Roleplaying Game: 
  Bestiary 2), clockwork leviathans (Pathfinder 
  Roleplaying Game: Bestiary 3), and kolyarut 
  inevitables (Pathfinder Roleplaying Game: Bestiary 2). 
  Summon Monster IX: A salvager can only summon brass 
  golems (Pathfinder Roleplaying Game: Bestiary 3) and 
  steam golems (Midgard Bestiary). 
  8
  
  122
  Salvage Cloud (Su): At 2nd level, the salvager 
  can select salvage cloud as a 2-point evolution. As a 
  full-round action, the eidolon may expand its mass 
  into a cloud of refuse one size larger than its sphere 
  form. As a cloud, the eidolon behaves similarly but not 
  identically to the swarm subtype. The cloud’s starting 
  form is a square, though it may rearrange itself as a 
  move action so long as no dimension is more than 50% 
  larger than the original square. It may move through 
  squares occupied by other characters freely, though 
  it provokes an attack of opportunity in doing so. The 
  cloud’s only attack is a swarm attack executed following 
  a move ending in another creature’s square. Once in the 
  square, its attack is automatically successful. This attack 
  deals 1d6 points of slashing damage at 2nd level plus an 
  additional 1d6 every three summoner levels thereafter. 
  The swarm cannot be grappled, tripped, or bull rushed 
  and is immune to weapon damage, flanking, critical 
  hits, and spells that target a specific number of creatures. 
  The swarm takes 150% damage from area-of-effect 
  spells and is susceptible to wind effects as a diminutive 
  creature. Reduction to fewer than 0 hp disperses and 
  kills the eidolon. In cloud form, the eidolon is mute and 
  may not use skills, feats, or other evolutions. 
  Mitosis (Su): At 10th level, the salvager may select 
  mitosis as a 3-point evolution. While in cloud form, the 
  eidolon may divide into a pair of clouds one size smaller 
  as a move action. Each new cloud retains the original’s 
  base stats with hp divided between them. Damage from 
  the swarm attack is 1d6 lower than that of an undivided 
  salvage cloud. If the summoner has taken the large 
  evolution by 18th level, he may choose mitosis a second 
  time, allowing each of the smaller clouds to divide once 
  again. While swarms may move through each other 
  freely, they may not occupy the same square at the end 
  of a move action. Clouds adjacent to one another may 
  rejoin together as a move action. The eidolon may only 
  return to its sphere form when all surviving clouds are 
  intact. If one or more clouds have been destroyed when 
  the eidolon reforms, its maximum hp are proportionally 
  decreased. This ability replaces aspect and greater aspect. 
  Ejector (Ex): At 16th level, the salvager may purchase 
  ejector as a 3-point evolution. While in cloud form, the 
  eidolon may hurl an opponent across the battlefield at 
  the end of its swarm attack. The eidolon must be as large 
  or larger than the opponent and fully occupy all of the 
  opponent’s squares to attempt this. This effect works 
  identically to a single round of enemy hammer. It may 
  be used a number of times per day per two summoner 
  levels. This ability replaces merge forms. 
  Devour (Su): At 20th level, the salvager may purchase 
  devour as a 3-point evolution. In conjunction with 
  a swarm attack, the eidolon may attempt to absorb a 
  weapon, piece of armor, or other metal item into itself, 
  using these to heal damage to itself or the summoner. 
  While making a swarm attack, the eidolon makes a 
  disarm check against the target, using the summoner’s 
  CMB. The item removed by a successful check will be 
  the most accessible, at the GM’s discretion. This item is 
  effectively destroyed to heal 4 hp of the eidolon or 2 hp 
  of the summoner. Outside of combat, the eidolon may 
  absorb available metallic material at a rate of 1 piece per 
  round. This ability replaces twin eidolon.
  TINKER ALCHEMIST (ALCHEMIST)
  It should come as no surprise that many gearforged 
  excel in the field of clockwork, making great names 
  for themselves as the creators of fantastic inventions. 
  Tinker alchemists turn their relentless tinkering inwards, 
  combining mechanical and alchemical aptitude to explore 
  and expand the possibilities of their physical forms. 
  Mutagen (Su): This functions as the alchemist ability, 
  though tinker alchemists do not acquire a natural 
  armor bonus or undergo any bestial physical changes. 
  Non-gearforged who consume a tinker alchemist 
  mutagen must make a Fort save (DC 10 + alchemist level 
  + alchemist intelligence modifier) or be nauseated for 
  6 hours. Tinker alchemist mutagens are inert for other 
  gearforged until the tinker alchemist reaches 6th level.
  Tune-Up (Ex): At 1st level, a tinker alchemist is able to 
  perform 4 hours of gearforged maintenance (on himself 
  or an incapacitated gearforged) in 2 hours. This ability 
  replaces throw anything. 
  Internal Furnace (Su): Rather than throwing 
  bombs, tinker alchemists consume mixtures of reactive 
  g
  sCrAp beAsts
  Scrap beasts are the roving wild creatures of the plane 
  of Rusty Gears. While they are technically constructs, 
  they are not created creatures. Rather, they are born 
  from accumulated mechanical refuse as a part of the 
  plane’s unique and curious ecology. 
  CR: Same as the base creature. 
  Type: Creature type changes to construct. Do not 
  recalculate Hit Dice, Base Attack Bonus, hp, skills, or 
  saves. 
  Armor Class: A scrap beast’s natural armor bonus 
  increases by +2. 
  Vulnerable to Electricity: A scrap beast takes 150% 
  damage from electrical attacks.
  
  123
  chemicals and violently expel them. All tinker alchemist 
  bombs should be treated as utilizing the breath weapon 
  bomb discovery. This ability modifies bomb and 
  replaces poison use. 
  Alternative Energy (Su): At 2nd, 5th, and 8th 
  levels, tinker alchemists are able to re-engineer 
  systems in their bodies to resist and eventually take 
  advantage of a particular kind of energy (sonic, fire, or 
  electricity-the type of energy must be chosen at 2nd 
  level). At 2nd level, a tinker alchemist gains resistance 
  10 against this energy type. At 5th level, a tinker 
  alchemist is immune to this energy type. At 8th level, 
  a tinker alchemist gains temporary hp equal to half 
  the damage dealt by an attack of this energy type. This 
  ability replaces poison resistance. 
  Pharmacy (Su): Beginning at 6th level, a tinker 
  alchemist may share his mutagens with other 
  gearforged. Shared mutagens have a duration of 5 
  minutes per alchemist level. This ability replaces swift 
  poisoning (and modifies mutagen). 
  Well-Oiled Machine (Ex): At 10th level, a tinker 
  alchemist can create an admixture that, consumed daily, 
  allows him to forego maintenance entirely. This ability 
  replaces poison immunity. 
  Discoveries: The following discoveries complement 
  the tinker alchemist archetype: acid bomb, cognatogen, 
  concussive bomb, grand mutagen, greater mutagen, 
  infuse mutagen, infusion.
  CloCkwork skills
  In societies rich with mechanical devices and automatons, 
  many citizens may do nothing but wind keys, feed boilers, 
  and repair gears all day long. While most NPCs may 
  know a thing or two about the technology that surrounds 
  them, real skill is required to make a lasting repair beyond 
  the simple restoration of fuel or resetting of a valve. 
  Craft (Clockwork) 
  This skill operates just like any other Craft skill, but 
  because of the complexity of clockwork devices, the DCs 
  start at 10 for the most basic items and skyrocket to 40 or 
  higher to create a gearforged. A clockworker can attempt 
  to create a clockwork item in half the normal amount of 
  time by adding +5 to the DC of the desired item. This skill 
  may be used to repair clockworks in the following ways. 
  Quick Fix: You may use a full round action to remove 
  the broken condition from a clockwork item for a 
  short time. Make a Craft (clockwork) check (DC 10 
  + hp damage to be repaired). Success means you may 
  use that item normally for a number of rounds equal 
  to your ranks in Craft (clockwork). 
  Repair Construct: Repair a construct or sentient 
  clockwork. Repairing a construct takes 4 hours. 
  Make a Craft (clockwork) skill check (DC 15 + 
  construct’s Hit Dice). If successful, restore 1d4 hp to 
  the construct. If you exceed the DC by 5 or more, add 
  your Intelligence modifier (if positive) to this amount. 
  Treat Critical Damage: To treat critical damage, make a 
  Craft (clockwork) skill check (DC 20) as a full round 
  action. Success restores 2 hp per level or Hit Dice of 
  the creature. Success of 5 or more over the DC adds 
  your Intelligence modifier (if positive) to this amount. 
  A creature can only benefit from this ability once 
  every 24 hours. 
  Disable Device 
  This skill allows a character to turn off a clockwork 
  device if he knows the method of its construction and has 
  the proper clockworking tools. For a typical household 
  device, this requires a DC 10 check while larger and more 
  elaborate devices can have DCs of 30 or higher. Each 
  device is made differently and requires a different check. 
  Even those that are superficially similar or made by the 
  same clockworker can be very different on the inside, so 
  a check is needed even in these situations. Using Disable 
  Device in this way requires 1 minute. 
  Clockworks meant to fight, stand sentry, or otherwise 
  thwart rogues and rascals are very difficult to turn 
  off. For a hardened device meant to evade this sort of 
  tampering, the DC is 20 + target construct’s CR and 
  the check can only be attempted while the construct 
  is unaware of its attacker. Attempting such a check 
  provokes attacks of opportunity and requires the 
  disabling character to succeed on a melee attack. No retry 
  is possible once a construct is aware of such an attempt. 
  Using Disable Device to deactivate a clockwork device 
  requires a full-round action. 
  Knowledge (Architecture and  
  Engineering Expanded) 
  This skill gains new uses in a city where gearforged and 
  other clockwork devices are common as shown on the 
  following table. 
  DC
  Task
  10 
  Determine mode of power for a clockwork device 
  15
  Restore power from springs or boilers to an 
  immobile clockwork device or shut it down 
  20
  Safely shut down a dangerous clockwork device
  25
  Determine the maker or workshop that built a 
  clockwork
  varies
  Disable a clockwork device, such as a steam gate, 
  lift, or bridge
  8
  
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  Use Magic Device Expanded Skill
  This skill can be helpful in activating an inactive 
  clockwork device, finding its mode of arcane power 
  (if it has one), and determining how much energy 
  remains in its alchemical or arcane weaponry. It is also 
  the skill used when attempting to trigger the power of a 
  disassembled device. 
  DC
  Task
  20
  Activate clockwork
  25
  Analyze clockwork power source
  30
  Trigger disabled device
  geArforged equipment 
  Gearforged have access to the following equipment. 
  Claw Whip
  This fearsome exotic weapon resembles a metal version of 
  the scorpion whip with far larger fangs crowning its tip. 
  The grasping fangs are activated by a spring mechanism 
  running the length of the whip. In addition to disarm, 
  reach, and trip, a user with the Whip Mastery feat may also 
  drag, reposition, or steal from an opponent. For a dragged 
  or repositioned opponent, also make an attack roll against 
  their flat-footed AC to do 1d4 points of slashing damage. 
  Standard damage from a claw whip is 1d4 (S) or 1d6 (M). 
  Gear Buggy
  Large land vehicle 
  Squares 2 (5 ft. by 10 ft.; 3 ft. high); Cost 2,500 gp 
  DEFENSE 
  AC 9; Hardness 10 hp 40 Base Save +1 
  OFFENSE 
  Maximum Speed 10 ft. + 5 ft. per operator’s Strength 
  bonus; Acceleration 10 ft. 
  CMB +1; CMD 11 
  Ramming Damage 1d8 
  DESCRIPTION 
  This heavy, four-wheeled clockwork contraption was 
  originally designed as a utility vehicle for gearforged 
  whose heavy frames easily overwhelm many modes 
  of transport. Gear buggies are powered by extremely 
  strenuous pedaling on behalf of the driver; they require 
  a minimum Strength of 14 and can be used for a number 
  of hours equal to the driver’s Constitution score before 
  the driver becomes fatigued. The vehicle statistics here 
  presume a load of 500 lb. (one medium gearforged 
  and approximately 100 lb. of cargo), though the sturdy 
  buggies may carry up to 1,000 lb. and tow as much 
  weight as the driver can manage. Reduce the driver’s 
  effective Strength by 1 for each 250 lb. above 500. 
  Propulsion muscle (pushed; operator) 
  Driving Check Profession (driver) 
  Forward Facing vehicle’s forward 
  Driving Device wheel 
  Driving Space forward square of the buggy 
  Decks 1 
  Triumph Polish
  This polish is typically applied by gearforged paladins 
  and cavaliers before charging into open-air battles. In 
  full daylight, opponents of a wearer of triumph polish 
  are treated as dazzled. The polish can be applied to a 
  gearforged chest plate as a full-round action. A single 
  application lasts 1 hour. 
  Gearforged Racial Items
  Item
  Cost
  Weight
  Claw Whip
  40 gp
  5 lb.
  Gear Buggy
  2,500 gp
  800 lb.
  Triumph Polish
  200 gp
  1 lb.
  geArforged mAgiC items 
  Gearforged have access to the following magic items. 
  Clockwork Thrasher 
  Aura moderate transmutation; CL 16th 
  Slot neck; Price 30,000 gp; Weight 10 lb. 
  When not in use, this strange item is a delicate clockwork 
  spider that can be worn around the neck on a chain. 
  When activated by a gearforged, the legs come alive, most 
  interfacing with the user’s body while two grow thicker 
  and as long as 10 ft., undulating in the surrounding area. 
  With the legs, the user may make two secondary natural 
  bludgeoning attacks per round for 1d6 points of damage. 
  They may alternatively be used to supplement combat 
  maneuvers, granting a +5 bonus to the user’s CMB. The 
  thrasher may be used once per day for up to 2 minutes. 
  Each leg has hardness 10 and 20 hp. The legs heal damage 
  between uses, but if a leg is destroyed, it is destroyed 
  permanently. A thrasher with one working leg allows a 
  single bludgeoning attack and a +2 bonus to CMB. 
  CONSTRUCTION 
  Requirements Craft Wondrous Item, animate objects; 
  Cost 15,000 gp 
  
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  Construct Disruptor Bomb
  Aura strong transmutation; CL 13th 
  Slot none; Price 2,000 gp; Weight 1 lb. 
  These small iron spheres are the bane of artificial beings. 
  They are thrown like alchemist bombs, using the Thrown 
  Splash Weapon special attack. Any constructs caught 
  in the blast find their abilities impaired for 1d4 rounds. 
  Constructs with an Intelligence score are effectively 
  sickened, taking a −2 penalty on attack rolls, damage rolls, 
  saving throws, skill checks, and ability checks. 
  For mindless constructs, the GM should roll a d20 to 
  determine the bomb’s effect. 
  D20
  Result
  1–6
  Construct stops what it is doing and stands 
  still where it is. It will respond to attacks in 
  kind.
  7–8
  Construct stops what it is doing and stands 
  still where it is, not even responding if 
  attacked. It is flat-footed. 
  9–14
  Construct attacks the nearest being to it.
  15–18
  Construct attacks its master (or nearest being 
  if master is not present). 
  19–20
  Construct moves at maximum speed in a 
  random direction, attempting to move through 
  anything in its path. Colliding with a solid 
  object inflicts 1d6 bludgeoning damage on the 
  construct.
  CONSTRUCTION
  Requirements Craft Wondrous Item, control construct; 
  Cost 1,000 gp 
  Gearforged Rejuvenator 
  Aura moderate transmutation; CL 3rd 
  Slot none; Price 5,000 gp; Weight 10 lb. 
  This metal plate is decorated with arcane runes and 
  clockwork schematics. When placed against a gearforged’s 
  chest plate, it attaches itself as if magnetic. Activating 
  the item wracks the gearforged with a surge of energy, 
  immediately eliminating any penalties accrued from lack 
  of maintenance. This uses a single charge. Up to four 
  additional charges may be used to heal 1d6 points of 
  damage per charge. A rejuvenator may only used once per 
  day. Most come equipped with 50 charges. 
  CONSTRUCTION 
  Requirements Craft Wondrous Item, make whole;  
  Cost 2,500 gp 
  Memory Bell 
  Aura moderate divination; CL 10th 
  Slot none; Price 27,000 gp; Weight 50 lb. 
  DESCRIPTION 
  Memory bells are valuable magical tools for interacting 
  with gearforged that have been destroyed and exist 
  only as memory gears. When available, their use is far 
  less costly than soulforging memory gears into a new 
  body and far less an intrusive violation than inspecting 
  memory gears directly. 
  Most memory bells consist of a double-sized 
  clockwork skull inside a large bell jar. Surrounding 
  the skull on its circular base are a variety of delicate 
  clockwork mechanisms, including a dock where memory 
  gears are mounted. 
  When a memory gear is inserted and the device is 
  activated, the skull whirls to life and magical flames lick 
  the inside of the bell jar. The skull is capable of sight and 
  speech and now houses the gearforged whose memory 
  gears are installed. Memory bells vary greatly in quality, 
  but for most, the GM should roll a d20 to determine the 
  nature of the interaction. 
  D20
  Result
  1–15
  Gearforged is fully cognizant and will remember 
  the memory bell experience in the future.
  16–17
  Gearforged subject recognizes former enemies 
  or comrades and behaves appropriately, but its 
  memory is not fully intact. 
  18
  Gearforged subject’s memory is intact, but its 
  attitude is unfriendly or hostile. 
  19
  Gearforged attacks its master (or nearest being 
  if master is not present). 
  20
  Roll again. If 16-20, that glitch is permanently 
  written to the gearforged’s memory gears.
  geArforged feAts 
  Gearforged have access to the following feats. 
  Aquatic Explorer (Racial) 
  Design and training have made you far more effective in 
  water than your gearforged fellows. Your lower body acts 
  as a powerful and graceful propulsion system and your 
  functioning is not impaired by long periods of submersion. 
  Prerequisite: Water susceptibility racial trait.
  Benefit: You may operate underwater for as long as 
  you like (though maintenance cannot be performed 
  underwater and penalties from foregoing maintenance 
  still apply). You gain a +2 bonus to Swim checks and you 
  are no longer fazed by rain or being drenched.
  8
  
  126
  Normal: Water susceptible gearforged may spend a 
  number of hours underwater or drenched in water equal 
  to their Strength score before grinding to a halt, and 
  they take a −2 penalty to Swim checks. 
  Armor Upgrade (Combat, Racial)
  With a bit of time and expense, you are able to upgrade 
  your mechanical form’s natural armor. 
  Prerequisite: Gearforged, 1st character level.
  Benefit: You upgrade your natural armor bonus by +2. 
  This is an involved procedure costing 1,000 gp and 
  taking 1 week with at least a 3rd level expert armorer. 
  You may not take this feat at a level at which you receive 
  a natural armor bonus from a class feature. You may 
  take this feat up to 4 times, each time the minimum 
  character level required increases by +2. The feat costs an 
  additional 3,000 gp each time you take it after the first. 
  Autonomous Appendage (Racial)
  You are able to harmlessly detach one of your arms and 
  maintain control over it for several minutes at a time. 
  Prerequisite: Gearforged, Self-Repair.
  Benefit: Once per day, for up to 10 minutes, one of your 
  arms may act independently of your body. It moves 
  and climbs at half the speed you would (though it 
  gains a +2 circumstance bonus to climb checks, being 
  relatively strong for its size) and may perform basic item 
  manipulation actions. Releasing and reattaching your 
  arm are both standard actions. Reattachment requires 
  the use of your other arm or assistance from another 
  individual. The limb takes with it one-eighth of your 
  total hp and has your touch AC. Reduction to fewer 
  g
  why go for grAduAl geArforging?
  So why use the whole gear point mechanic? Why allow 
  regular characters to take gearforged feats or traits? 
  Perhaps a beloved character is simply becoming too 
  old. Perhaps one of the PCs has succumbed to a dread 
  magical and inevitably fatal disease. Perhaps a PC is 
  striving for immortality. In these cases, the massive costs 
  of the Ritual of Soulforging might prevent low-level 
  characters from saving the character. Or perhaps the 
  player doesn’t want to impose the gp-tax on the 
  party’s coffers or the GM has imposed a restriction 
  on being raised from the dead. Perhaps it’s all part of 
  the character’s story-arc. In any case, while the way 
  over feats and traits is slower and requires significant 
  investment of character resources, it can also be 
  incredibly rewarding from a narrative perspective. 
  Additionally, from a balance perspective, even 
  low-power games can utilize the more powerful 
  gearborn and gearforged ability suites without 
  unhinging the game. As soon as the character can go 
  through the apotheosis, his PC brothers and sisters 
  will have received an array of items and tricks of 
  their trades that rival the significant benefits of the 
  gearforged immunities.
  
  127
  than half of its initial hp renders it inoperable until 
  reattached. At 0 or fewer hp, it is destroyed and must be 
  entirely replaced at a cost equal to 1/8 × your character 
  level × 1,000 gp (minimum 100 gp.)
  Construct’s Bane (Combat, Racial) 
  To know your own structure is to know that of the 
  enemy—or at least that of some of them. You have had 
  some clockwork-mechanisms implanted into your skull. 
  Prerequisite: Gearforged.
  Benefit: You gain a +2 circumstance bonus on your 
  Knowledge (arcana) checks related to constructs and 
  humanoids with the gearforged subtype, and Knowledge 
  (arcana) is always a class skill for you. You also gain a +1 
  circumstance bonus on your melee and ranged attacks 
  made against constructs and humanoids with the 
  gearforged subtype. 
  Special: These bonuses stack with the Favored Enemy 
  class feature of the ranger and similar abilities. 
  Echoes of Former Flesh (Racial)
  Your soul-link to your gearforged chassis is strong, 
  recalling the essential nature of your past life. 
  Prerequisite: Gearforged.
  Benefit: You gain the racial heritage racial trait and do 
  not lose it if your gear points increase. 
  Special: If you also have the Echoes of Lives Past feat, 
  you may choose favored class options of your original 
  race. You may choose which of the favored class options 
  you take every level.
  Echoes of Lives Past (Racial)
  Your memory gears can draw on distant memories of a 
  flesh-and-blood life long past. 
  Prerequisite: Gearforged.
  Benefit: You gain a +1 competence bonus on four 
  Intelligence based skills, and the selected skills become 
  class skills for you. 
  Special: If you also have the Echoes of Former Flesh feat, 
  you may choose favored class options of your original 
  race. You may choose which of the favored class options 
  you take every level.
  From the Crucible (Racial)
  You are highly resistant to heat and fire thanks to the 
  alloys that comprise most of your body. 
  Prerequisites: Gearforged.
  Benefit: You gain fire resistance 2 and a +2 racial bonus 
  on all saves made against fire-based spells and effects 
  Gearforged Utility (Combat, Racial)
  A tool of your trade was reborn with you. 
  Prerequisites: Gearforged.
  Benefit: Choose one piece of your equipment: a 
  single weapon, your armor, or a shield. This item 
  is of masterwork quality and was forged as part of 
  your body. As such, its weight does not count against 
  your encumbrance and resting in the armor does not 
  potentially cause fatigue. Since the item is grafted to 
  your body, it may not be subject to disarm attempts or 
  taken away. If it is successfully sundered, it may still be 
  taken away. Because it was designed to fit only you, it 
  performs as if broken when used by any other creature, 
  even if it was repaired after being sundered. 
  Note: Because this feat allows a character to start with a 
  masterwork item, the GM’s permission is needed before 
  selecting Gearforged Utility at 1st level. 
  Gorgeous Gearforged (Racial)
  Your entire body is a unique objet d’art thanks to 
  welding techniques, acid etchings, gilding patterns, or 
  other features. 
  Prerequisite: Gearforged.
  Benefit: You increase the starting attitude of all 
  intelligent, non-hostile creatures you encounter by one 
  step.
  Special: You must invest at least 2,500 gp to enhance 
  your whole appearance upon taking this feat. 
  Jury-Rigged (Racial)
  Thanks to your repertoire of quick fixes and stopgaps, 
  you can operate longer and more efficiently than most 
  without performing your daily 4-hour maintenance. 
  Prerequisite: Rewind the gears racial trait.
  Benefit: You only take a −1 cumulative penalty on attack 
  and damage rolls, saving throws, and skill checks for each 
  day without a 4-hour maintenance period. 
  Normal: Gearforged with the rewind the gears racial trait 
  take a −2 cumulative penalty. 
  Limb Lock (Combat, Racial)
  The ability to lock your mechanical limbs and joints into 
  place makes you a formidable grappler. 
  Prerequisite: Gearforged.
  Benefit: You gain a +4 racial bonus to your CMB to 
  maintain a grapple or pin. 
  Magnet Snatch (Racial)
  You’ve learned to manipulate your own magnetic field 
  for short periods of time, such that you sometimes are 
  able to claim metallic weapons from attackers. 
  Prerequisite: Gearforged.
  Benefit: A number of times per day equal to 3 or 
  your Constitution modifier, whichever is higher, you 
  may make a disarm check as an immediate action 
  after a successful attack by an opponent using a 
  8
  
  128
  metallic weapon. This does not provoke an attack 
  of opportunity. If you succeed, the weapon is briefly 
  magnetized to your body. The weapon drops to the 
  ground at the beginning of your next turn unless you 
  have a free hand and use a free action to grasp and 
  then wield it. 
  Mechanical Universe (Racial)
  You see all the gears and mechanisms of the world as so 
  many challenges, all linked and entwined. 
  Prerequisite: Gearforged.
  Benefit: You gain a +2 insight bonus on checks involving 
  a single Intelligence, Wisdom, or Charisma-based class 
  skill of your choice. Once per day, you can select a 
  different Intelligence, Wisdom, or Charisma-based skill 
  to gain this feat’s benefit.
  Rust-Proof Armor (Racial)
  Your body constantly exudes an alchemical oil that 
  prevents most corrosion. 
  Prerequisites: Rust vulnerability racial trait.
  Benefit: If you are targeted by a rust monster’s antennae, 
  a rusting grasp spell, or any similar rust-inducing spell or 
  effect, the base damage of the attack is reduced by 1d6 hp. 
  Special: Creatures tracking you by scent receive a +2 
  circumstance bonus on their Survival checks to find you. 
  Scrap Heap (Racial)
  You have great freedom of movement in your mechanical 
  joints and have happily abandoned traditional notions of 
  bodily flexibility acquired in your former life. 
  Prerequisite: Gearforged.
  Benefit: You gain a +2 racial bonus to Escape Artist or 
  grapple checks made to escape a grapple or to escape 
  from bonds. You also blend in with mechanical scrap 
  relatively easily, gaining a +2 bonus to Stealth checks to 
  hide around mechanical refuse. Additionally, you take no 
  penalty to attack rolls and AC while squeezing through 
  narrow spaces.
  Normal: You receive a −4 penalty to attack rolls and AC 
  when squeezing through a narrow space.
  Self-Mechanic (Racial)
  Your diligence to daily maintenance pays off. 
  Prerequisite: Gearforged, Knowledge (engineering)  
  3 ranks.
  Benefit: You gain a number of temporary hp equal to 
  your level after an uninterrupted daily maintenance 
  period. You can also use a Knowledge (engineering) 
  check in place of a Heal check when you try to repair 
  yourself or another gearforged, even if they can’t 
  usually by healed. 
  geArforged spells 
  Gearforged have access to the following spells. 
  AXIOM BURST 
  School clockwork [mind-affecting]; Level alchemist 4, 
  inquisitor 4, sorcerer/wizard 4 
  Casting Time 1 round 
  Components V, S 
  Range 15 ft. 
  Area cone-shaped burst 
  Duration instantaneous 
  Saving Throw Reflex negates, Will negates; see text;  
  Spell Resistance Yes 
  You create a cone of shimmering mathematical symbols 
  that swarm an area, aggressively asserting themselves into 
  targets’ minds. Targets in the area of effect failing a Reflex 
  save are caught in the cloud and are dazzled for 1 round. 
  Targets that fail their Reflex save have to immediately 
  make a Will save. If they fail, they cannot resist giving 
  their attention to the flood of arcane mathematics and 
  immediately take 1 point of Intelligence damage per 2 
  caster levels. 
  INEVITABLE’S RAMPAGE 
  School transmutation; Level inquisitor 4 
  Casting Time 1 round 
  Components V, S 
  Range personal 
  Target you 
  Duration 1 min./level 
  This spell dramatically amplifies your battle prowess. 
  While the spell is in effect, you gain DR 10/chaotic 
  and all of your weapon attacks gain the axiomatic or 
  wounding weapon special ability (ability must be chosen 
  at the time of casting).
  g
  geArforged spells
  The following spells from Deep Magic are common 
  among Gearforged. Other races may also make use 
  of them with GM approval.
  Asaraf’s Carapace 
  Bone Machine
  Sparkfist
  
  gnoll
  ALWAYS THE LAST LAUGH
  9
  
  130
  S
  avage and hulking yet craven and lazy, gnolls are a 
  great contradiction. Gnolls respect only strength 
  and believe that work should be done by the weak. 
  This results in a society based on violent competition. 
  The strongest and fiercest command while the others 
  obey with their tails between their legs, always looking 
  for a way to improve their own station and, in turn, vent 
  their frustration on those weaker still. At their core, 
  most gnolls are bullies, brave only when they have the 
  advantage and hardworking only when there is no one 
  else to force to do the work. 
  PHYSICAL DESCRIPTION
  Gnolls resemble large, powerfully built hyena-headed 
  humanoids. On average, they stand between seven and 
  eight feet tall, though their hunched and skull-forward 
  posture makes them appear slightly shorter. Most of a 
  gnoll’s body is covered by short, coarse fur that tends 
  toward beige and black (although other colors are 
  possible, including white, grey, and dark browns). Gnolls 
  have small claws and a short snout filled with dangerous-
  looking yellow teeth, but they rarely use them in combat, 
  preferring manufactured weapons.
  soCiety
  Gnoll society varies greatly based on location. “Civilized” 
  gnolls tend to follow local military structures. They can 
  be found acting as disposable shock troops and playing 
  the role of lowly sycophants in the Mharoti Empire and 
  Khandiria. Savage gnolls can be found throughout the 
  sands of the Southlands and as far north and east as the 
  Rothenian Plain where they are often aligned with the 
  Rubyashi slavers. These gnolls adhere to a clannish tribal 
  structure dominated by alpha females. 
  Although some gnolls are expert trackers and hunters, 
  gnoll tribes are, by preference, slaving societies with most 
  labor being performed by the captured slaves of other 
  races. When slaves are not available, gnolls scavenge and 
  steal whatever they can, especially targeting the weak or 
  easily intimidated. 
  As a last resort, not because they dislike killing so 
  much as they avoid hard work, gnolls turn to raiding. 
  Whispers among the southern tribes also tell of a great 
  gnoll kingdom far to the south ruled over by a powerful 
  gnoll queen. If these rumors are to be believed, gnolls 
  live in relaxed splendor there, tended by the many slaves 
  captured by their powerful queen and her 100-strong elite 
  male personal guard and harem.
  RELATIONS
  Gnoll society is mostly unfriendly toward outsiders. In 
  the eyes of gnolls, outsiders fall into three categories: food, 
  slaves, or dangerous foes to be avoided or placated.
  Gnolls respect physically powerful races, such as 
  minotaur and dragonkin. Before the destruction of the 
  minotaur kingdom of Roshgazi, savage gnolls competed 
  with the more civilized minotaurs across the Southlands. 
  These conflicts were long and brutal, and to this day, 
  gnolls feel a deep loathing for minotaurs that they 
  struggle to keep in check, only because they realize the 
  minotaurs’ great power.
  Gnolls respect dragonkin for their innate strength 
  and acknowledge their role as the emissaries of dragons, 
  whom they fear greatly. Gnolls serving in the armies of 
  the Dragon Empire know their place in that society and 
  the consequences of acting out of line. 
  Gnolls of the Rothenian Plain compete with the large 
  centaur tribes for food and hunting territory. However, 
  the superior numbers and mobility of the centaurs 
  have taught gnolls to tread carefully near centaur 
  hunting grounds. Gnolls on the Rothenian Plains are 
  mostly content to slink around the periphery of centaur 
  societies, living on the scraps and preying on the weak 
  when the opportunity arises. 
  Gnolls do not often come into contact with elves, 
  dwarves, or gnomes. Their natural mistrust of arcane 
  magic makes them likely to avoid the fey, including the 
  Windrunner elves of the Rothenian Plain. Dwarves’ 
  strength and natural toughness makes them more trouble 
  than they are worth in the eyes of gnolls. Likewise, the 
  inherent nastiness of gnomes makes them unappealing 
  as slaves. Nonetheless, a persistent rumor among 
  savage gnolls insists that gnomes are the tastiest of all 
  humanoids and gnolls will go to quite a bit of trouble to 
  add them to their menu. 
  Goblins are considered good slaves but not good eating. 
  Gnolls will only resort to eating their goblin slaves if 
  absolutely no other food source is available. Ironically, this 
  has led goblins to believe that they are favored by gnolls, 
  and they go out of their way to attempt to lord it over 
  fellow slaves because of this supposed favor. 
  Gnolls primarily prey on humans, and indeed, they 
  show active disdain for humans, whom they view as 
  small and weak. They attempt to enslave or eat humans 
  as the situation dictates. Gnolls are aware, however, that 
  humans must be treated carefully as some are much more 
  powerful than others—human wizards and oracles are 
  especially feared.
  
  131
  Alignment and Religion
  Most gnolls worship Bastet, their great matriarch. She 
  is a chaotic goddess of wild passions and animalistic 
  ferocity that appeals to the gnolls’ vision of themselves 
  as powerful hunters. She also suits them as a matriarchal 
  society—to the gnolls, it is simply obvious that the 
  greatest of gods are female.
  Some gnolls, especially in the River Kingdom of Nuria 
  Natal, also worship jackal-headed Anu-Akma, the god 
  of the underworld and the husband of Bastet. Under 
  the guidance of his clergy, gnolls hold a special place 
  in society as mortuary guards and guides. They guard 
  massive ossuaries and burial complexes for the glory of 
  Anu-Akma, and in return, they expect favored treatment 
  in the afterlife. 
  Gnolls outside of the Southlands sometimes worship 
  the wind god Azuran of the Dragon Empire or the dark 
  Hunter, both of whom they claim are Bastet in different 
  guises. Worship of the Hunter is especially prevalent 
  among the gnolls of the Rothenian Plains as these clans 
  relish the hunt almost as much as they relish the kill. 
  gnoll Adventurers
   The average gnoll views the virtues of work and self-
  sufficiency with distaste. Gnolls with leadership skills or 
  who tire of sharing the fruits of their labors frequently 
  break off from the pack alone or in small groups to 
  fend for themselves. Sometimes a male gnoll foolishly 
  announces that he believes males are more fit to lead and 
  necessarily sets out on his own until he can find a new 
  pack or the controversy is forgotten. 
  Gnolls who possess the will to face danger make 
  excellent adventurers. Trained in the use of their own 
  double mace as well as all bows, a gnoll with even 
  minimal courage is a threat to everyone he or she 
  encounters—much more so when a small pack 
  travels together with a common purpose.
  GNOLL RACIAL TRAITS
  Most gnolls have the following racial traits.
  +4 Str, +2 Con, -2 Int, +2 Wis, −2 Cha: 
  Gnolls are strong and hardy but dim 
  witted and weak willed.
  Medium: Gnolls are Medium creatures 
  and have no bonuses or penalties due to 
  their size.
  Gnoll: Gnolls are humanoids with the 
  gnoll subtype.
  Normal Speed: Gnolls have a base 
  speed of 30 ft.
  Darkvision: Gnolls have darkvision 60 ft.
  Scent: All gnolls have the scent ability.
  Weapon Familiarity: Gnolls are always proficient 
  with bows, including crossbows. Gnolls treat any 
  weapon with the word “gnoll” in its name as a martial 
  weapon.
  Craven: Gnolls are inherently cowardly and suffer a −2 
  racial penalty vs. fear affects.
  Hunter/Gatherer: Gnolls gain Survival as a class skill 
  and a +1 bonus on Survival checks made to gather food 
  or locate water.
  Languages: Gnolls begin play speaking Gnoll. Gnolls 
  with high Intelligence scores can choose additional 
  languages from the following: Common, Draconic, 
  Giant, Goblin.
  9
  
  132
  VARIANT GNOLLS
  Albino: These gnolls have lighter coats and most 
  commonly inhabit barren deserts and dying plains. 
  Albinos possess a strong connection to the sands and 
  winds of their bleak surroundings. Their toughened 
  biology and thin hides afford them the plagueborn and 
  desert runner traits. These traits replace natural armor.
  Blind: Gnolls struggle with visual acuity later in life and 
  easily lose their sight to disease. A blind gnoll has the 
  blind condition but gains the Blindfight feat and scent 
  (as the universal monster rule).
  Hermit: Like hyenas, some gnolls range on their own, 
  joining packs or larger tribes only briefly before going 
  out on their own for months or years. Such gnolls have 
  darkvision to a range of 120 ft. and the camouflage 
  racial trait. These traits modify the gnoll’s darkvision, 
  reduce its natural armor bonus to +1, and replace 
  weapon familiarity.
  Hulking Brute: Large and simple, hulking brutes 
  have the weakness and advanced Strength qualities (+4 
  Strength, −2 Dex, −2 Int) and slow speed traits in place 
  of the flexible ability score quality. Hulking brutes also 
  have a bite attack but lose weapon familiarity. 
  Slave-Catcher: Gnoll society is based on enslaving 
  weaker creatures to do the work that gnolls would 
  rather not do. As a result, some gnolls gain weapon 
  familiarity with mancatcher, whips, and nets. This 
  replaces the gnoll’s weapon familiarity with spears, 
  bows, and crossbows.
  Sycophant: Every pack of gnolls has at least one 
  sniveling member who secures his social standing by 
  appeasing more powerful gnolls and undermining 
  rivals. Some view them as cowards, but they can be 
  deadly when seriously threatened. Sycophants have the 
  beguiling liar and cornered fury traits instead of natural 
  armor and weapon familiarity.
  GNOLL MAYELE
  Perhaps one in 100 gnolls is born mayele, the gnoll term 
  for a larger and cleverer specimen than others. Tradition 
  has conditioned most gnolls to fear and honor their larger 
  and smarter cousins. Though individual gnolls may chafe 
  under their leadership, few engage in direct confrontation. 
  Many believe them to be creatures of destiny, a belief that 
  is universal among the mayele themselves.
  Mayele are more powerful than gnolls in almost every 
  way but don’t enjoy enough additional abilities to warrant 
  an adjustment in character level.
  Mayele Characters
  +2 Str, +4 Con: Mayele are stronger and tougher than 
  their inferior cousins.
  Medium: Gnoll mayele are Medium creatures and have 
  no bonuses or penalties due to their size.
  Random Starting Ages
  Race   
  Adulthood
  Intuitive1
  Self-Taught2   
  Trained3
  Gnoll  
  12 years             
  +1d4 years           
  +1d6 years           
  +2d6 years
  1 This category includes barbarians, bloodragers, oracles, rogues, sorcerers, and swashbucklers.
  2 This category includes bards, battle scions, brawlers, cavaliers, fighters, gunslingers, hunters, paladins, rangers, shamans, skalds, slayers, 
  shadowsworn, spell-less rangers, summoners, and witches.
  3 This category includes alchemists, arcanists, clerics, druids, inquisitors, investigators, magi, monks, theurges, warpriests, white necromancers, 
  and wizards.
  Aging Effects
  Race 
  Middle Age1 
  Old2 
  Venerable3 
  Maximum Age
  Gnoll  
  25 years    
  40 years    
  50 years    
  50+3d10 years
  1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.                 2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  Random Height and Weight
  Gender 
  Base 
  Height 
  Height 
  Modifier
  Base 
  Weight 
  Weight 
  Modifier
  Gnoll, female     
  6 ft. 0 in.
  2d8
  190 lb.
  2d6 ×3 lb.
  Gnoll, male
  5 ft. 10 in.
  2d6
  180 lb. 
  2d4 ×3 lb.
  
  133
  Gnoll: Mayele are humanoids with the gnoll subtype.
  Normal Speed: Mayele have a base speed of 30 ft.
  Darkvision: Mayele have darkvision 60 ft.
  Scent: All mayele have the scent ability.
  Natural Armor: Gnoll mayele have a +2 natural 
  armor bonus to AC.
  Skilled: Mayele have a +2 racial bonus on Perception 
  and Sense Motive checks.
  Weapon Familiarity: Mayele are always proficient 
  with bows, including crossbows. Mayele treat any 
  weapon with the word “gnoll” in its name as a martial 
  weapon.
  Languages: Mayele begin play speaking Common 
  and Gnoll. Mayele with high Intelligence scores can 
  choose additional languages from the following: Aklo, 
  Draconic, Giant, Goblin, Orc, and Undercommon.
  fAvored ClAss options
  The following options are available to gnolls who have the 
  listed favored class. Unless otherwise stated, the bonus 
  applies each time you select the favored class reward.
  Antipaladin: Add +1/4 to the save DC of the 
  antipaladin’s cruelties.
  Barbarian: Add +1/3 to the barbarian’s beast totem, 
  energy absorption, or witch hunter rage powers. Each 
  level, the barbarian chooses which of these to enhance.
  Cleric: Add +1/4 dice to the cleric’s ability to channel 
  negative energy.
  Druid: Add +1 to the druid’s wild empathy bonus when 
  attempted on hyenas.
  Ranger, Spell-less RangerNPC: Gain +1/4 favored 
  enemy bonus against humanoids and monstrous 
  humanoids. This stacks with the ranger’s normal favored 
  enemy bonus if the gnoll selects monstrous humanoids 
  or any humanoid subtype as his favored enemy.
  Rogue: Add +1/2 bonus to Acrobatics, Climb, Stealth, 
  and Survival checks made in sandy or rocky terrain.
  ShamanNPC: Add +1/4 to the shaman’s daily uses of the 
  blood divination ability.
  Witch: Add +1 hp to the witch’s familiar. If the witch 
  acquires a new familiar, these bonus hp are added 
  automatically.
  gnoll ArChetypes
  The following archetypes are available to gnolls, though 
  scattered Southlands tribes of other races sometimes 
  adopt similar traditions. 
  DAUNTLESS (RANGER)
  Whether mayele or a typical tribal defender, the 
  dauntless attacks the largest threats to his people first.
  Dauntless Challenge (Ex): The dauntless 
  ranger excels when facing larger or more powerful 
  foes. Beginning at 1st level, the dauntless can issue a 
  challenge (a free action) to a single opponent of equal 
  or higher CR or of larger size. When fighting this target 
  without assistance, the dauntless gains a +1 bonus on 
  weapon attack and damage rolls as well as Knowledge, 
  Perception, Sense Motive, and Survival checks related 
  to fighting and hunting the more powerful creature. The 
  challenge bonuses end if another creature specifically 
  attacks the object of the challenge or if the dauntless 
  engages in flanking tactics or uses teamwork feats 
  against it. An active challenge lasts until the creature is 
  destroyed or another challenge replaces it. A dauntless 
  can only have one active challenge at a time. 
   At 5th level, and every 5 levels thereafter (10th, 15th, 
  and 20th level), the dauntless can issue an additional 
  challenge without replacing an existing one. The bonus 
  for each challenge also increases by +1 at each of these 
  intervals. This replaces favored enemy.
  Undaunted (Ex): A dauntless adds half his level 
  (minimum 1) to the DC of Intimidate checks used to 
  influence or demoralize him. He adds 1/4th his level 
  (minimum 1) to Will saves against fear effects. This 
  ability replaces track.
  Hunter’s Bond (Ex): A dauntless must choose an 
  animal companion for his hunter’s bond ability at 
  4th level. The dauntless counts his ranger levels as his 
  effective druid level for this companion. Attacks or 
  the use of teamwork feats by the dauntless’s animal 
  companion do not end an existing dauntless challenge.
  Speed of Danger (Ex): At 7th level, the dauntless’s 
  primary land speed increases by 10 ft. At 8th level, he 
  gains Run as a bonus feat. This ability replaces woodland 
  stride and swift tracker.
  9
  
  134
  MOWA (WITCH)
  A servant of ancestral spirits and protector of the land, 
  the mowa hunt the plains with hyenas and curse the 
  enemies of gnoll-kind.
  Skills: Add Handle Animal and Survival to the mowa’s 
  list of class skills. Remove Knowledge (history) and 
  Knowledge (planes).
  Hyena Familiar (Ex): The mowa forms a close bond 
  with a hyena pup. Her bond with the hyena and the 
  land she protects are the source of her power. The 
  hyena begins as a Small creature, gains the normal size 
  increase at 4th level, and otherwise conforms to the 
  rules for a druid’s animal companion. Use the mowa’s 
  level as her effective druid level. 
   The hyena familiar bears distinctive physical features, 
  such a peculiar pattern of spots or unusual colors in its 
  pelage. A mowa discerns magical secrets 
  from these markings, which become the 
  source of her spells. A mowa can learn 
  additional spells through special ritual, 
  which changes the markings to include 
  the new spells. A mowa gains a 
  +3 bonus to Intimidate checks 
  so long as her hyena is within 
  30 ft. This ability replaces the 
  witch’s familiar.
  Packmate (Su): As a swift action, the 
  mowa gains a primary bite attack for 1 
  round. These attacks deal appropriate 
  damage for the mowa’s size, plus 1-1/2 
  times the mowa’s Strength bonus. If 
  the mowa successfully hits with this 
  bite attack, she can make an immediate 
  trip attempt as if she had the trip universal 
  monster rule. The mowa can use this ability a 
  total number of rounds per day equal to 3 + her 
  Intelligence modifier. These rounds do not need 
  to be consecutive. This ability replaces the witch’s 
  hex normally gained at 2nd level.
  Spoiled Journey (Su): As a standard action, 
  the mowa can name a terrain type and curse an 
  individual, causing it to be rejected by the very 
  land it travels on. The subject takes a −4 penalty on 
  Acrobatics, Climb, Handle Animal, Ride, Survival, 
  and Swim checks as long as it remains inside 
  the same terrain type but does not resume 
  if the subject leaves that terrain and then 
  returns. Flora and fauna from that terrain 
  provide no sustenance to the 
  subject, and natural sources of water turn brackish or 
  contaminated in the subject’s mouth. Creatures affected 
  by this ability can only avoid starvation and thirst via 
  carried supplies or magical means. A Will save negates 
  the effect. This ability replaces the witch hex normally 
  gained at 10th level.
  Witch Hexes: The following hexes compliment the 
  mowa archetype: beast of ill-omenUM, cackle, coven, 
  feral speechUM, unnerve beastsUM.
  Major Hexes: The following 
  major hexes compliment the 
  mowa archetype: beast eyeUM, 
  retribution. 
  Grand Hexes: The following 
  grand hexes compliment the 
  mowa archetype: death curse.
  
  135
  NOMAD (BARBARIAN)
  Some of the most brutal gnoll warriors are satisfied to 
  fend for themselves against any number of enemies.
  Skills: Add Stealth to the nomad’s list of class skills.
  Outnumbered Frenzy (Ex): A nomad can call upon 
  inner reserves of strength and ferocity when she is 
  outnumbered. She instantly enters a desperate frenzy 
  once a sufficient number of opponents outnumber her 
  or her allies. This is identical to the barbarian’s rage 
  ability except as follows: the nomad gains a +2 morale 
  bonus to Strength and Constitution when she and her 
  allies are outnumbered but takes no penalty to AC. 
  These bonuses last until the nomad and her allies are no 
  longer outnumbered, and the nomad is not fatigued after 
  the frenzy subsides. There is no maximum number of 
  rounds per day the nomad spends in this frenzied state. 
  This ability modifies the barbarian’s normal rage feature.
  Rage Powers (Ex): The nomad gains access to and 
  uses rage powers exactly as the barbarian. Where 
  applicable, any reference to rage in a rage power’s 
  description changes to frenzy and refers to the nomad’s 
  outnumbered frenzy ability.
  Greater Frenzy (Ex): At 11th level, when a nomad 
  enters her outnumbered frenzy, the morale bonus to 
  her Strength and Constitution increases to +4, and she 
  gains a +1 dodge bonus to her AC. This ability replaces 
  greater rage.
  Reverse Flank (Ex): Beginning at 14th level, when 
  the nomad has enemies in position to flank her, she 
  gains a +2 bonus on attack rolls against those enemies. 
  This bonus applies whether or not those enemies gain 
  a flanking bonus against her. This ability replaces 
  indomitable will.
  Mighty Frenzy (Ex): At 20th level, when a nomad 
  enters her outnumbered frenzy, the morale bonus to her 
  Strength and Constitution scores increases to +6, and 
  her dodge bonus to AC improves to +2. This replaces 
  mighty rage.
  SLAVEDRIVER (ROGUE)
  The cruelest gnolls practice the most barbaric 
  enterprise—trafficking expendable humanoids for labor 
  and entertainment.
  Skills: Survival is a class skill for slavedrivers. Remove 
  Disable Device from the list of rogue class skills.
  Weapon Proficiencies: Slavedrivers are proficient 
  with the mancatcherUE and whip in addition to the 
  normal weapon proficiencies for rogues.
  Subdue Attack (Ex): If a rogue can catch an opponent 
  when he is unable to defend himself effectively from 
  the attack, she can strike a vital spot for extra damage. 
  This ability functions like a rogue’s sneak attack ability, 
  except that, at 1st level, all of the damage from an attack 
  that includes subdual attack damage is nonlethal. At 3rd 
  level and every odd level after, the slavedriver’s subdual 
  attack can deal the same number of dice of extra damage 
  as a rogue of her level if the attack is nonlethal or 1 less 
  die of damage if all the damage is lethal. This ability 
  modified the normal rules for a rogue’s sneak attack.
  Track (Ex): A slavedriver adds half her level 
  (minimum 1) to Survival skill checks made to follow or 
  identify tracks. This ability replaces trapfinding.
  Pacification (Ex): Beginning at 3rd level, a 
  slavedriver can make an Intimidate check to demoralize 
  a creature as a move action instead of a standard 
  action. In addition, she gains a +1 bonus on Intimidate 
  checks made to demoralize multiple subjects. This 
  bonus increases by +1 each at 6th, 9th, 12th, and so on, 
  to a maximum bonus of +6 at 18th level. This ability 
  replaces trap sense.
  Rogue Talents: The following rogue talents 
  complement the slavedriver archetype: bleeding attack, 
  fast stealth, slow reactions, slowing strikeACG.
  Advanced Rogue Talents: The following advanced 
  rogue talents complement the slavedriver archetype: 
  crippling strike, deadly sneakAPG, knock-out blowAPG.
  SYCOPHANT (BARD)
  Skilled with politics instead of strength, sycophants prefer 
  serving as viziers or ruling from behind the throne.
  Hit Dice: The sycophant’s Hit Die is reduced to a d6 
  instead of the normal d8 for bards.
  Base Attack Bonus: The sycophant’s base attack 
  bonus is 1/2 his class level. This modifies the bard’s 
  normal base attack bonus.
  Sneak Attack (Ex): If a sycophant can catch an 
  opponent when she is unable to defend herself 
  effectively from his attack, he can strike a vital spot for 
  extra damage. This ability is the same as the rogue’s 
  sneak attack feature. At 1st level, the sycophant’s sneak 
  attack causes an additional 1d6 damage. At every odd 
  level after 1st, this damage increases by +1d6, to a 
  maximum of +10d6 at 19th level.
  Sycophancy (Ex): Beginning at 1st level, a sycophant 
  learns to earn trust with his advice and flattery. 
  Whenever any subject benefits from the sycophant’s 
  bardic performance ability, that subject gains a +1 
  bonus on Will saves against mind-affecting effects 
  from any source that he doesn’t initiate. This bonus 
  increases by +1 at 5th, 11th, and 17th level. This ability 
  replaces countersong.
  9
  
  136
  Instant Lie (Ex): Beginning at 5th level, the sycophant 
  can make an exaggerated statement or connect two 
  unrelated pieces of information in order to change the 
  attitude of a single creature within 30 ft. The sycophant 
  makes a Bluff or Diplomacy check as a standard 
  action, adding half his level as a bonus. If this opposed 
  check succeeds, he can influence the target’s attitude 
  toward himself or against another by one category for 
  every 5 points the check succeeds by. At 5th level, the 
  sycophant can use this ability once per day. He gains 
  another daily use of this ability at 11th and 17th level. 
  This ability replaces loremaster.
  False Ferocity (Ex): Beginning at 2nd level, a 
  sycophant becomes skilled at feigning weakness before 
  lashing out with a lethal strike. He gains a +1 bonus 
  on Bluff checks and CMB when he feints in combat or 
  performs a dirty trick combat maneuver. Additionally, 
  he gains this bonus on attack rolls when making 
  attacks of opportunity. At 6th level and every 4th level 
  after 6th, this bonus increases by +1 (to a maximum 
  bonus of +5 at 18th level). This ability replaces 
  versatile performance. 
  gnoll equipment
  Durable metals don’t exist in abundant supply in the 
  deserts and wasted plains gnolls inhabit. The resourceful 
  scavengers make use of whatever natural materials they 
  can, resulting in the following special equipment.
  Beetle Carapace Armor 
  Using secret methods, alchemical mixtures, and resins 
  distilled from desert plants, gnolls create armor without 
  the fragility of items normally made out of bone and 
  exoskeletons. Gnoll armor created in this fashion is 
  masterwork armor, has a hardness of 5, and the armor/
  shield bonus is reduced by 1. The armor does not have 
  the fragile quality. Druids prize beetle carapace armor as 
  it provides better protection than the hides they normally 
  wear. Items made from beetle carapace are priced as 
  masterwork items of the same type.
  Mayele  Mbutu
  Usually a thick short staff with a weighted metal ball 
  on each end, the mbutu, or double mace, is the ancient 
  weapon of gnoll tribal leaders. The weapon requires 
  metal-working to forge and considerable strength to 
  wield, so it is most often associated with the mayele. 
  The weighted tips of the staff give the weapon deceptive 
  speed and momentum. A wielder proficient with the 
  mbutu gains a +2 bonus on dirty trick combat maneuvers 
  attempted against an enemy. Gnolls treat the mbutu as a 
  martial weapon.
  Mbutu: Cost: 30 gp; Weight: 8 lb.; Dmg (L): 2d4/2d4; 
  Dmg (M): 1d6/1d6; Dmg (S): 1d4/1d4; Proficiency: 
  Exotic; Special: dirty trick, double; Type: B; Weapon 
  Class: Two-Handed Melee Weapons
  Mewling Horn 
  Usually carved from humanoid bones, a mewling horn is 
  a long, flute-like instrument whose mouthpiece is ideally 
  shaped for a creature with a canine muzzle. Because 
  of this mouthpiece, it is quite difficult for humanoids 
  who lack such a muzzle to use (+5 to Perform [wind 
  instrument] DCs). When played properly, a mewling 
  horn produces a sound like a distant, crying baby. This is 
  used by gnolls lying in ambush for the purpose of taking 
  slaves when the curious or concerned come looking. 
  Mewling Horn: Cost 40 gp; Craft DC 24
  Musk Bomb 
  These specially weakened gourds are filled with a putrid 
  combination of scorpion ichor, vulture dung, and gnoll 
  dander.  The combination expels gas, which slowly builds 
  internal pressure. Gnolls treat these gourds as simple 
  weapons that can be thrown with a range increment of 10 
  ft. When thrown, these gourds explode on contact, filling 
  the air in a 5-ft. radius with a noxious cloud of clingy hair 
  particles. Creatures in the area of the cloud must make a 
  DC 13 Fortitude save or become nauseated for 1d6 rounds 
  or until they leave the cloud and spend 1 round brushing 
  off the clinging concoction. 
  Musk Bomb: Cost 30 gp; Weight 1 lb.; Craft DC 22
  Sand Fan 
  The gnoll sand fan is a large collapsible wicker or wood 
  framework covered by tightly stretched skins. Working 
  together for one full minute, four gnolls can use the sand 
  fan to create a large (30-ft. radius) cloud of dust easily 
  visible from a distance. Gnolls often use this dust cloud 
  to distract prey while other hunters sneak in from a 
  different direction. Alternatively, the cloud of dust can be 
  used as cover. Within the dust cloud, creatures more than 
  5 ft. away have concealment and creatures more than 10 
  ft. away have total concealment. 
  Sand Fan: Cost 20 gp; Weight 30 lb.; Craft DC 15
  
  137
  gnoll mAgiC items
  Gnoll magic items demonstrate the cruelty and 
  barbarism of their disorganized race.
  Beetle Antenna Fetish 
  Aura faint enchantment; CL 5th 
  Slot neck; Price 7,700 gp; Weight —  
  This fetish flashes dazzlingly in the light, just like the 
  jeweled carapace of the giant beetle it was taken from. 
  The wearer of this fetish has luck on his side and gains a 
  +1 luck bonus on all saving throws. 
  CONSTRUCTION REQUIREMENTS 
  Requirements Craft Wondrous Item, prayer;  
  Cost 3,850 gp 
  Bulette Scale Fetish 
  Aura faint transmutation; CL 5th 
  Slot neck; Price 16,100 gp; Weight 1 lb. 
  This polished ebon scale is a wonderfully carved and 
  preserved piece of bulette carapace. Etched into the 
  surface of the scale is a depiction of a gnoll stabbing 
  a bulette with his spear. The skin of a gnoll that wears 
  this fetish thickens and toughens granting him a +2 
  enhancement bonus to his natural armor. In addition, 
  once per day upon command, the wearer of the fetish 
  gains a burrow speed of 15 ft. for 5 minutes and can even 
  burrow through stone at a rate of 5 ft. per round. 
  CONSTRUCTION REQUIREMENTS
  Requirements Craft Wondrous Item, barkskin, move 
  earth; Cost 8,050 gp 
  Cheetah Paw Fetish 
  Aura faint transmutation; CL 3rd 
  Slot neck; Price 1,000 gp; Weight 1 lb. 
  Four preserved cheetah paws indicate that this gnoll 
  warrior can defeat even the speediest of creatures. 
  As a swift action, the wearer of this fetish gains an 
  enhancement bonus to base speed of 20 ft. for up 
  to 3 rounds per day. The rounds do not need to be 
  consecutive. 
  CONSTRUCTION REQUIREMENTS
  Requirements Craft Wondrous Item, expeditious retreat; 
  Cost 500 gp 
  Cowing Mbutu
  Aura moderate abjuration; CL 5th 
  Slot none; Price 28,330 gp; Weight 8 lb. 
  This +1 human bane/+1 gnoll bane mbutu frightens 
  opponents and slaves into submission. As a swift action, 
  the wielder can hold the weapon aloft after striking an 
  opponent with it. If she does so, any humans or gnolls 
  within 30 ft. of the weapon must succeed on a DC 16 
  Will save or become shaken for 1 minute. If the wielder 
  waits until the end of a full attack to use this ability, the 
  save DC for the effect increases by the number of attacks 
  that hit after the first.
  CONSTRUCTION REQUIREMENTS
  Requirements Craft Magic Arms and Armor, fear; Cost 
  14,330 gp 
  Desert Bolas
  Aura moderate abjuration; CL 5th 
  Slot none; Price 12,310 gp; Weight 1 lb. 
  This supple braid of black leather has the stinger and 
  poison gland of a giant scorpion sewn onto each end. 
  Unlike most bolas, the desert bolas deals lethal damage. 
  Whenever the wielder of this +1 bolas succeeds in a 
  ranged attack or trip attempt,  the scorpion stingers dig 
  into the subject and inject a single dose of venom (or two 
  doses on a critical hit, increasing the save DC by +2). 
  Giant scorpion venom: Type: poison, injury; Save: 
  Fortitude DC 17; Frequency: 1/round for 6 rounds; Effect: 
  1d2 Strength damage; Cure: 1 save
  CONSTRUCTION REQUIREMENTS
  Requirements Craft Magic Arms and Armor, animate 
  objects, poison; Cost 6,310 gp 
  Eagle Feathers Fetish 
  Aura faint transmutation; CL 1st 
  Slot head; Price 7,050 gp; Weight — 
  This headdress of majestic eagle feathers protects the 
  wearer from falling. The wearer can activate the fetish 
  as an immediate action to enjoy the benefits of feather 
  fall for 1 minute. As a standard action once per day, the 
  wearer of the fetish can speak a command word to gain 
  fly 60 ft. for 1 minute. 
  CONSTRUCTION REQUIREMENTS
  Requirements Craft Wondrous Item, feather fall, fly; 
  Cost 3,525 gp 
  Elf Ear’s Fetish 
  Aura faint divination; CL 3rd 
  Slot neck; Price 14,000 gp; Weight 1 lb. 
  This necklace of elf ears on a leather thong proclaims its 
  wearer to be a cunning and sharp-eyed warrior able to 
  surprise even the skilled and stealthy elves. The wearer 
  of this fetish gains a +2 competence bonus on Perception 
  checks. In addition, when the wearer of the fetish casts 
  a spell with the fear descriptor against a creature with 
  the elf subtype, the caster level and DC to resist the spell 
  increase by 1. 
  CONSTRUCTION REQUIREMENTS
  Requirements Craft Wondrous Item, clairaudience;  
  Cost 7,000 gp 
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  Lion’s Heart Fetish 
  Aura faint abjuration; CL 1st 
  Slot neck; Price 9,500 gp; Weight 1 lb. 
  This desiccated lump of muscle is frequently awarded to 
  those who demonstrate leadership in battle. The wearer 
  of the lion’s heart gains a +4 morale bonus on Will saves 
  vs. fear effects. Once per day, the wearer can roar as if he 
  had the Fearsome Howl feat. If he already has that feat, he 
  gains a +2 bonus to the Intimidate check when using it. 
  CONSTRUCTION REQUIREMENTS
  Requirements Craft Wondrous Item, remove fear;  
  Cost 4,750 gp
  Owl Feather Fetish 
  Aura faint transmutation; CL 5th 
  Slot neck; Price 7,000 gp; Weight — 
  This fetish made from the feathers of a giant owl 
  proclaims its wearer to be a master of dawn and dusk, 
  prime hunting time on the plains and savannah 
  grasslands.. The wearer of this fetish gains low-light 
  vision. In addition, the wearer can communicate with 
  owls and other night birds as per speak with animals.
  CONSTRUCTION REQUIREMENTS
  Requirements Craft Wondrous Item, beast shape I, speak 
  with animals; Cost 3,500 gp
  Snake Fangs Fetish 
  Aura moderate abjuration; CL 5th 
  Slot neck; Price 2,000 gp; Weight 1 lb. 
  This string of poisonous viper fangs shows that the 
  wearer has defeated even the most venomous of 
  creatures. Once per day, when the wearer of this 
  fetish fails a saving throw against any poison, he can 
  immediately attempt to make the save again with a  
  +2 bonus. The wearer must accept the result of the 
  second roll, even if it’s worse than the first roll. 
  CONSTRUCTION REQUIREMENTS
  Requirements Craft Wondrous Item, delay poison;  
  Cost 1,000 gp 
  SPINNING MBUTU
  Aura moderate transmutation; CL 10th 
  Slot none; Price 36,330 gp; Weight 6 lb. 
  This iron-shod wooden bar has a heavy bronze globe 
  affixed at either end. Each end has a +2 enhancement 
  bonus. It can be used as a double weapon like any mbutu, 
  but each time the wielder of a spinning mbutu confirms 
  a critical hit, he gains an additional attack at the same 
  bonus as the critical attack. The spinning mbutu makes 
  an additional attack for each critical hit, but otherwise 
  does not benefit from spells or abilities that grant 
  additional attacks, such as haste.
  CONSTRUCTION REQUIREMENTS
  Requirements Craft Magic Arms and Armor, haste;  
  Cost 18,330 gp 
  
  139
  TWO-FACED CLOAK 
  Aura faint illusion; CL 5th 
  Slot shoulders; Price 2,000 gp; Weight 1 lb. 
  This ragged leather cloak has the skin of a human 
  face stitched onto the back of its hood. On command, 
  once per day, the wearer’s appearance changes to that 
  of an attractive male or female human, chosen by the 
  wearer. The change lasts up to 1 hour, though intelligent 
  creatures that interact with the wearer can see through 
  the effect with a DC 13 Will save. The wearer can also 
  change the sound of his voice, allowing him to speak or 
  sing in a voice matching his illusory form. The two-
  faced cloak does not allow the wearer to impersonate a 
  specific creature. 
  CONSTRUCTION REQUIREMENTS
  Requirements Craft Wondrous Item, minor image;  
  Cost 1,000 gp
  gnoll feAts
  Gnolls have secret techniques related to the harsh climates 
  they inhabit and their particular howls and cackles.
  BADLANDS WARRIOR 
  Your extensive experience in the desert environments 
  allows you to ignore movement penalties in sandy and 
  broken terrain. 
  Prerequisites: Gnoll, Dexterity 15+.
  Benefit: You can ignore the effects of difficult terrain in 
  sandy and rocky environments, including taking 5-ft. 
  steps and charge attacks. 
  Normal: Sandy and rocky environments count as 
  difficult terrain and reduce movement by half or more 
  depending on circumstances.
  FEARSOME HOWL 
  You intimidate your enemies with a bloodcurdling howl. 
  Prerequisites: Gnoll 
  Benefit: As a full round action, you make a fearsome 
  snarling display ending in a loud bloodcurdling howl. 
  Make an Intimidate check to demoralize all foes within 
  30 ft. that can hear your howling. 
  Special: For every additional gnoll participating in 
  the fearsome howl, add 20 ft. to the area affected to a 
  maximum of 300 ft. The Intimidate check is made by 
  the gnoll with the highest Intimidate bonus among 
  participants.
  SAND STAGGER 
  You have learned to move in such a way that you are not 
  noticed by the burrowing predators of the desert. 
  Prerequisites: Badlands Warrior, Dodge. 
  Benefit: Your staggering, uneven movement mimics the 
  natural vibrations of the ground. You have concealment 
  from creatures with tremorsense and blindsense if they 
  have no other way to pinpoint your location.
  SAVAGE BITE 
  Your jaws are powerfully developed and your teeth are 
  longer and sharper than normal due to constant filing 
  and sharpening. 
  Prerequisites: Gnoll. 
  Benefit: You gain a bite attack. This is a primary natural 
  attack that deals 1d6 points of damage.
  SHADOW OF THE DESERT 
  You combine your spotted coat with extensive 
  experience in desert or plains environments to make 
  yourself harder to detect.
  Prerequisite: Gnoll, Stealth 5 ranks. 
  Benefit: While in desert or plains environments, you 
  gain a +5 circumstance bonus to Stealth checks and 
  may utilize Stealth even in areas without cover or 
  concealment. 
  Normal: You cannot use stealth in areas lacking cover or 
  concealment.
  gnoll spells
  Gnolls are not known for their remarkable skill with 
  magic, but they do have spells of their own. Much of it is 
  predatory or helpful to slavers, but some of their secrets 
  are more broadly useful to survival in harsh regions.
  BLOOD TRACK 
  School divination; Level bard 1, cleric 2, oracle 2, druid 2, 
  oracle 2, ranger 1, shaman 2, witch 1
  Casting Time 1 swift action 
  Components V, S
  Range touch 
  Target one living creature 
  Duration 24 hours 
  Saving Throw none; Spell Resistance yes 
  You cast this spell as part of a bite or other melee attack, 
  tasting or sniffing a creature’s blood if you deal any 
  damage. For the next 24 hours, you gain a +20 bonus on 
  Survival checks made to track the target whose blood 
  you’ve tasted. The spell ends if the subject immerses itself 
  in water or travels to a different plane.
  9
  
  140
  BURNING WIND 
  School evocation; Level druid 4, shaman 4,  
  sorcerer/wizard 4 
  Casting Time 1 standard action 
  Components V, S, M/DF (pinch of natural sand cast into 
  the air) 
  Range medium (100 ft. + 10 ft./per level) 
  Area cylinder (20-ft. radius, 20 ft. high) 
  Duration 1 round/level (D)
  Saving Throw Fortitude partial (see text);  
  Spell Resistance  yes 
  You summon a howling wind, driving the burning sands 
  of the desert into the faces of your enemies. Each creature 
  in the affected area takes 2d6 points of fire damage +1 
  point per caster level. The sand whips into the eyes of 
  everyone in the spell’s area, forcing each affected creature 
  to take a −2 penalty to attack rolls and Perception checks 
  until they leave the spell’s area. A successful Fortitude 
  save halves the damage and negates both penalties. 
  Creatures with the water subtype take a −4 penalty on 
  all saving throws against this spell.
  GREEDY JAWS 
  School transmutation (polymorph); Level cleric 2, druid 
  2, oracle 2, ranger 1, shaman 2 
  Casting Time 1 standard action 
  Components V, S 
  Range personal 
  Target you 
  Duration 1 round/level 
  Saving Throw none (harmless); Spell Resistance no 
  This spell lengthens and sharpens your teeth and greatly 
  extends your jaw with a loud series of sickening cracks 
  and pops. You gain a primary bite attack with a +2 
  enhancement bonus on attack and damage rolls but find 
  speech difficult, suffering a 50% chance of failing to cast 
  any spell with verbal components. The bite attack deals 
  1d8 points of damage +1-1/2 times your Strength bonus 
  if you are Medium-sized or more damage if you are 
  Large or larger.
  HYDRATE 
  School conjuration (creation); Level druid 2, ranger 2, 
  shaman 2 
  Casting Time 1 standard action 
  Components V, S 
  Range touch 
  Target creature touched 
  Duration 24 hours 
  Saving Throw Fortitude negates (harmless);  
  Spell Resistance  no 
  A creature affected by hydrate has no need for water and 
  cannot suffer from natural dehydration or magical effects 
  that cause damage from dehydration. 
  HYDRATE, COMMUNAL 
  Level druid 3, ranger 3, shaman 3
  Target one creature per 2 levels, no two of which can be 
  more than 30 ft. apart 
  This spell functions like hydrate, except that it affects 
  multiple creatures. The duration of the spell is divided 
  evenly among the recipients of the spell.
  SAND TRAP 
  School transmutation; Level druid/shaman 1, ranger 1 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range medium (100 ft. + 10 ft./per level) 
  Effect 30-ft. radius of sandy ground 
  Duration 1 min./level 
  Saving Throw Reflex partial; see text; Spell Resistance no 
  This spell causes the consistency of sand in a 30-ft. radius 
  to change into quicksandCRB. Creatures caught in the 
  area of effect must attempt a save when the spell is cast. 
  Those that fail their saving throw sink quickly up to their 
  waist in the sucking sand. Creatures that move near the 
  quicksand can spot the hazard normally unless charging 
  or running. Any creature that fails a Swim check against 
  this spell sinks below the surface and begins to drown.
  
  CHILDREN OF THE SPIRITS
  10
  Jinnborn
  
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  T
  he jinnborn say that they were the first people of 
  the world. They say that, once, the entire world 
  was an enormous desert under a fiery sky. In 
  those times, the jinnborn wandered where they liked 
  and were masters of all they saw. They say their influence 
  waned only when masses of lesser mortals inundated the 
  mortal world and planted trees and when the gods saw 
  fit to drench entire swaths of the world in rain. Sages and 
  historians scoff at these claims, but such soft yapping 
  holds no weight among the jinnborn. To the jinnborn, 
  these stories are older than any tome, and they speak the 
  real and only truth.
  Paths—values and philosophies that govern and guide 
  one’s life—are important to the jinnborn, and most 
  believe they are following a mystical path called a siraati. 
  The jinnborn call each other the sab siraat, a term that 
  roughly translates to “people of the path.” As such, their 
  word, their customs, and their connection to and faith in 
  their patron jinni is unwavering. 
  In general, jinnborn love money when they have it, 
  relish revenge when necessary, and acutely feel the love and 
  the pain of kinship. Cosmopolitan dwellers see them as 
  capricious, often savage: an ultimately backward race that’s 
  untrainable and unreasonable. These detractors assert that 
  jinnborn cannot be trusted, but such prejudices are unfair. 
  Among their own, a jinnborn’s word is their greatest bond, 
  but when dealing with outsiders, they consider words and 
  meaning more flexible. Many jinnborn make it a point not 
  to lie, but they regularly use ambiguous speech that they 
  can twist for their own purpose later. 
  The tribes of the sab siraat wander on the periphery 
  of civilization, primarily in the Dominion of the Wind 
  Lords and the Crescent Desert. Some tribes herd, 
  others traverse caravan routes in search of trade, and 
  many serve as mercenaries, supplying sword and spell 
  to the highest bidder. Most tribes only enter cities and 
  settlements to trade. A rare few congregate in small, 
  cramped corners and back alleys of crowded trade 
  settlements. Those who dwell too long in cities take 
  on unusual mannerisms, minor phobias, and nervous 
  tics. For most jinnborn, it is important to be among the 
  breezes and deserts of their home. 
  from the beginning  
  to the end
  To understand the jinnborn, one must understand the 
  importance of the ideas of the siraati path in everyday 
  life. In accordance with the path, most tribes wander 
  along seasonal trade routes where dangerous mirages 
  and predators lurk at every fringe. Jinnborn who adhere 
  strictly to the path follow their elders and their route, and 
  they stay mindful of custom and tribal law. 
  The jinnborn believe the siraati is a spiritual guide as 
  well as a cultural one. Intrinsic in being sab siraat is the 
  belief that the jinni who created the tribes each put them 
  on a path that would ultimately lead to the hidden world, 
  a place beyond the toil of normal existence. It is a land of 
  riches, plenty, and desire, unlimited by the harshness of 
  the desert or spoiled by the greed of the pathless. 
  And so, in an effort to reach the hidden world, jinnborn 
  tribes keep records, either oral or written, detailing the 
  teachings of their patron jinn. These records are ever 
  expanding as patron jinn sometimes visit the tribes in 
  times of need or help them follow the siraati in troubled 
  times. When they can’t show up in person, the jinn send 
  guidance in the form of a wazir, someone who speaks on a 
  jinni’s behalf. 
  While every jinnborn tribe holds these beliefs to be 
  true, it would seem that few, if any, are on the same 
  path. The teachings for each tribe are often radically 
  different, though the chief differences are often due to the 
  personality and goals of the patron jinni. 
  For instance, tribes with an air-based siraati tend to 
  hold paths that are serious and aloof. Tribes with a fire-
  based siraati tend to be vicious and draconian. Those with 
  a water-based siraati tend to be carefree and mercurial. 
  And those with an earth-based siraati are serious and 
  driven. Even with these tendencies, there is great diversity 
  in stories, law, custom, and ways of life. 
  For every sab siraat, following the path means entrance 
  to the hidden world upon death—and sometimes even 
  before death. It is this communion with the hidden world 
  that gives the sab siraat purpose and meaning. Many sages 
  have theorized that the jinnborn’s hidden world is a mix of 
  the ethereal and the elemental planes. 
  In jinnborn stories, the hidden world is a place of 
  delights but also danger. Intrigue among the Jinn is 
  constant, and some of the dead become corrupted into 
  undead monstrosities, like the ghul and the cruel divs. It 
  is not a tranquil afterlife, but it is rich with passion and 
  plenty. Many tribes believe that one must endure sacrifice 
  and want in this world to gain the delights of the hidden 
  world, but a scattering of hedonistic tribes believe the 
  opposite: people must celebrate wherever and whenever 
  they can to ready themselves for the hidden world. 
  TRIBES AND SIRAATI
  Jinnborn wander the world banded together in tribes 
  both large and small. Tribes tend to be dominated by 
  the original extended family of the patron jinni’s first 
  creations, and they tend to share the same elemental 
  aspect of the siraati, which is shared by the patron jinni 
  (with a tribe with a multi-elemental jinni, similar to 
  a janni, as its patron being the most diverse since its 
  members can choose any elemental focus). However, 
  
  143
  as a tribe grows older, it diversifies. Intermarriage with 
  other tribes, captives becoming family members, and the 
  absorption of weaker tribes all bring in sab siraat with 
  different bloodlines and other siraati. 
  Direct intervention from a patron jinni can change 
  a jinnborn’s siraati, and such occurrences signify true 
  acceptance into the tribe, but other times, patron jinn are 
  not as interested in such conversions. They are distant or 
  uncaring, or they actively create hierarchies within the 
  tribe, allowing those who with different elemental focuses 
  to hold positions of prestige and power. 
  While the various rules presented here assume that a 
  tribe is delineated by the physical manifestations of the 
  siraati, each tribe has exceptions. The larger the tribe, the 
  more exceptions exist. 
  While larger tribes feature a great deal of diversity 
  in terms of elemental focus, the most important aspect 
  of siraati to every tribe is the confluence of tribal lore, 
  custom, and law. These define each tribe’s true siraati. 
  Like the elemental focus, this aspect of the siraati was 
  handed down by the patron jinni upon the creation 
  of the tribe, but more often than not, they have been 
  embellished, interpreted, reinterpreted, and sometimes 
  even distorted by tribal elders, leaders, and heroes. 
  This is especially true for a tribe whose patron 
  jinni is distant, uncaring, angry, or dead (whether 
  unbeknownst to the tribe or kept secret by tribal 
  elders). Because of this, the particulars of a tribe’s 
  cultural siraati tend to adhere to the moral alignment 
  of its patron jinni, but there are outliers. From that 
  base, the laws and customs of a tribe can be loose or 
  strict, but the tribes all tend to be xenophobic. 
  Common Customs
  If there is one true similarity intrinsic to the siraati of 
  all jinnborn tribes, it is that mutual cooperation ensures 
  survival. Jinnborn as a whole tend to put a premium 
  on the idea of hospitality. Few believe that everyone is 
  worthy of hospitality, but once hospitality is given, it 
  must be respected—as long as the guest is courteous 
  in return. Anything from a quip to assault can 
  result in expulsion from a jinnborn’s tent. For 
  guests who commit a crime, from burglary to 
  murder, the penalty is death. 
  Most jinnborn praise their patron jinni twice 
  per day: once when they wake and once when they 
  sleep. Guests of the jinnborn are expected to 
  do the same. After all, the jinnborn’s 
  hospitality is ultimately the patron 
  jinni’s hospitality, and thanks are 
  warranted. The jinnborn are also 
  fond of beseeching their patron in 
  more colorful and often obscenity-laced 
  mumbling as troubles pile up in the day.
  Sab siraat do not worship gods. It’s thought that once 
  one does, they have lost their siraati. Some tribes kill 
  those jinnborn who worship gods. A few tribes thirst to 
  kill any creature who worships a god. 
  Over all, the sab siraat are interested in purity of body 
  and spirit. They are meticulously clean and often fret over 
  whether their next course of action is proper according 
  to their siraati. 
  Physicality
  As a rule, jinnborn are somewhat short compared to 
  other races of their stocky build, rarely reaching taller 
  than 6 ft. Their skin tone ranges from sky blue to light 
  violet, from golden to brick red. Their bone structure 
  is sharp. Their noses are long and slight, sometimes 
  hawkish, and their eyes are almond-shaped and often 
  deeply set. Their ears are often slightly pointed. 
  9
  
  144
  Some individuals display sharp canine teeth, nub-like 
  horns, or some other trace of the elements flickering in 
  their eyes, and all of these traits are seen as blessings. 
  They carry themselves with pride and purpose—some 
  say they’re prone to swaggering—and they can seem 
  insufferably arrogant one moment, only to become 
  charming and insightful the next. 
  Jinnborn typically dress in long, loose-fitting garb 
  to keep cool during the day and warm in the chill of 
  night. Thawbs are common, and they range from plain 
  and modest to elaborately embroidered and gilded with 
  trinkets, chains, and tiny bells. Overall, though, dress 
  tends to vary greatly between and even within tribes.
  A hard life takes its toll on the jinnborn. The average 
  jinnborn lives to 60 years old, though they can live as 
  long as 200 years (maximum age 60 + 7d20 years). 
  One of the strangest aspects of jinnborn is that the 
  longer they stay out of the deserts and badlands, the 
  more it affects their mind and body. Strange phobias, 
  twitches, and even bits of madness set in, and once there, 
  not even magical healing can pry them out. For every 
  year a jinnborn settles in a foreign land or a settlement, 
  the player must roll a d6. On a 6, the jinnborn can pick 
  which disorder he has from the following list, though 
  once a disorder has been picked, it cannot be picked 
  again. The exception is the unreasonable fear disorder, 
  which can be taken up to three times. 
  Jinnborn ChArACters
  Before creating a jinnborn character, determine the 
  element or elements tied to the siraati of that jinnborn’s 
  tribe: air, earth, fire, or water. Most tribes have only 
  one element tied to their siraati, but sometimes, if a 
  tribe has more than one jinni patron (or the patron is 
  multi-elemental), a tribe can have more than one elemental 
  tie. A jinnborn can only manifest racial traits and feats of 
  one of the elements tied to their tribe’s siraati. 
  For example, if a tribe’s siraati is only tied to fire, that 
  jinnborn can only use the fire aspect of the elemental 
  assault and defense surge racial traits or of the Mage of 
  the Hidden World feat. If a tribe’s siraati is tied to two 
  elements, the jinnborn needs to choose which element 
  of the siraati he or she manifests, and once the choice 
  is made, it can only be altered by intercession from the 
  tribe’s patron jinni. 
  Jinnborn are defined by class levels—they do not 
  possess racial Hit Dice. Jinnborn have the following 
  racial traits. 
  Jinnborn PC Racial Traits
  +2 Constitution or Strength, +2 Charisma, −2 
  Intelligence: Hard lives among the dunes, canyons, 
  and steppes breed hardy folk. In such close-knit groups, 
  social skills trump reason. 
  Negotiator: Jinnborn are keen negotiators and gain a 
  +2 racial bonus on Diplomacy and Sense Motive checks. 
  Low-Light Vision: Jinnborn are creatures in tune with 
  the natural world. They can see twice as far as humans 
  in dim light.
  Touch of the Jinn (Su): Jinnborn are a diverse race 
  with incarnations as varied as the jinn that they revere. 
  A jinnborn has one of the following supernatural 
  abilities. Some of these supernatural abilities are tied to 
  one of the four elements (air, earth, fire, water). When 
  the jinnborn picks an ability, it must conform to the 
  particulars of its tribe’s siraati. 
  Elemental Assault (Su): As a swift action, a jinnborn 
  with this ability can call on the elemental power 
  coursing through its veins to empower attacks with 
  elemental might. Unarmed strikes deal +1d6 damage 
  of the energy type determined by the elemental focus 
  of its siraati: electricity for air, acid for earth, fire for 
  fire, and cold for water. If the jinnborn is using a 
  manufactured weapon, he or she can use this ability to 
  grant that weapon a +1d4 damage of the appropriate 
  Name
  Effect
  Fearful
  You become more frightened than other creatures. When you are affected with a fear effect 
  (including unreasonable fear), if you would be shaken, you are frightened instead. When you 
  would be frightened, you are panicked, and when you would be panicked, you are cowering. 
  Mumbler
  You mumble and talk to yourself. You take a −4 penalty to Charisma-based ability and skill checks.
  Nervous Tic
  A part of your body contorts for short bits of time without your control. It has no game effect, 
  but it might have roleplaying implications. 
  Obsessive
  You must double if not triple check everything that you do. When you are staggered, you can’t 
  even make move actions. You can never act in the surprise round. 
  Unreasonable Fear
  Pick an animal or an object. You fear the animal or object you picked to such a degree that you 
  become shaken when you see or interact with it. This is a fear effect.
  Urban Jinnborn Disorders
  
  145
  energy type. This effect stacks with other abilities that 
  grant extra energy damage with a successful attack. 
  The jinnborn can use this ability a number of rounds 
  per day equal to their character level, and the rounds 
  need not be consecutive.
  Elemental Bolt (Su): A number of times per day equal 
  to his or her Charisma modifier (minimum 1), a 
  jinnborn with this ability can make a ranged touch 
  attack to hurl a bolt of an energy type corresponding 
  to the energy type of its siraati’s elemental focus. This 
  energy bolt deals 1d6 damage of the appropriate type. 
  Defensive Surge (Su): A jinnborn with this ability 
  chooses an energy type tied to its tribe’s siraati. As a 
  swift action, the jinnborn can increase its resistance 
  in that type of energy by 5 for 1 minute per character 
  level. If the jinnborn does not have resistance in that 
  energy type, it gains resistance 5 in that energy type 
  for the ability’s duration. The jinnborn can dismiss 
  this ability as a free action. 
  Favored (Su): Once per day, a jinnborn can call upon 
  his or her patron jinni to intercede on their behalf. 
  When the jinni does, the jinnborn can do one of the 
  following. In all cases, the jinnborn must declare use 
  of the ability before the roll that it affects is made: 
  •  Grant a +4 bonus to a feint check.
  •  Grant a +2 bonus on a single saving throw the 
  jinnborn makes.
  •  Grant a 20% miss chance on a single melee attack 
  roll made against the jinnborn, or a 50% miss 
  chance on a range attack roll made against the 
  jinnborn.
  •  Use prestidigitation as a spell-like ability with a 
  caster level equal to the jinnborn’s character level.
  Walker (Su): The jinnborn is affected with a constant 
  endure elements effect, and the jinnborn gains a +2 
  racial bonus on Survival and Knowledge (geography) 
  checks. Knowledge (geography) checks are always a 
  class skill, and the jinnborn can always make checks 
  as if they were trained. 
  Protection of the Jinn (Su): Jinnborn have resistance to 
  one of the following: acid 5 (if the jinnborn’s tribe has 
  an earth siraati), cold 5 (if a water siraati), electricity 
  5 (if an air siraati), and fire 5 (if a fire siraati). This 
  resistance increase by 5 when the jinnborn reaches 
  10th level. 
  Languages: Jinnborn begin play speaking Common and 
  any one elemental language (Aquan, Auran, Ignan, 
  or Terran). The choice must conform to their siraati. 
  Jinnborn with high Intelligence scores can choose from 
  among the following bonus languages: Aquan, Auran, 
  Draconic, Gnoll, Ignan, and Terran. 
  Random Starting Ages
  Race   
  Adulthood
  Intuitive1
  Self-Taught2   
  Trained3
  Jinnborn  
  16 years             
  +1d4 years           
  +1d6 years           
  +2d6 years
  1 This category includes barbarians, bloodragers, oracles, rogues, sorcerers, and swashbucklers.
  2 This category includes bards, battle scions, brawlers, cavaliers, fighters, gunslingers, hunters, paladins, rangers, shamans, skalds, slayers, 
  shadowsworn, spell-less rangers, summoners, and witches.
  3 This category includes alchemists, arcanists, clerics, druids, inquisitors, investigators, magi, monks, theurges, warpriests,  
  white necromancers, and wizards.
  Aging Effects
  Race 
  Middle Age1 
  Old2 
  Venerable3 
  Maximum Age
  Gnoll  
  30 years    
  48 years    
  60 years    
  60+7d20 years
  1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.                 3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  Random Height and Weight
  Gender 
  Base 
  Height 
   Height 
  Modifier
  Base 
  Weight 
  Weight 
  Modifier
  Jinnborn, male     
  4 ft. 10 in.
  2d8
  120 lb.
  ×5 lb.
  Jinnborn, female
  4 ft. 5 in.
  2d8
  85 lb. 
  ×5 lb.
  9
  
  146
  fAvored ClAss options
  Jinnborn may choose from the following alternate 
  favored class options rather than taking an additional hp 
  or skill rank.
  Bard: Add +1 to the bard’s Knowledge (arcana), 
  Knowledge (planes), and Spellcraft checks.
  Monk: Add +1/2 to the elemental damage dealt by the 
  monk’s elemental assault trait.
  Oracle:  Add +1/2 to the oracle’s saving throws against 
  spells and abilities that have the same elemental subtype 
  as the jinnborn’s siraati.
  Skald: Add +1 round to the total number of rounds the 
  skald can use raging song each day.
  Sorcerer: Add +1/2 to the damage of any spell that 
  deals hp damage that has the same energy descriptor as 
  the jinnborn’s siraati.
  Wizard: Add +1/3 to the wizard’s caster level checks to 
  dispel divine spells and spell-like abilities.
  Jinnborn ArChetypes
  The jinnborn favor classes that grant power over elemental 
  magic or help them understand the world around them. 
  GODSLAYER (INQUISITOR)
  Jinnborn reject the gods of other races in favor of 
  their elemental patrons. Some go as far as to kill the 
  worshipers of other faiths.
  Weapon Focus: A godslayer serves no god but instead 
  fights to remove their influence from the world. At 
  1st level, a godslayer gains the Weapon Focus feat for 
  one weapon she is proficient with. This replaces the 
  proficiency with a deity’s favored weapon gained by 
  the inquisitor.
  Divine Mettle (Su): A godslayer gains a +2 bonus 
  on saves against divine spells or spell-like abilities 
  cast by a creature with the outsider type. This bonus 
  increases by +1 at 6th level and again at 11th and 16th 
  level. This replaces the 1st-level domain power from the 
  inquisitor’s domain ability.
  Divine Scourge (Su): At 8th level, the godslayer 
  can temporarily sever the divine connection between 
  a divine caster and his god or patron. Whenever the 
  godslayer uses her judgment ability in combat, any 
  divine caster or creature with the outsider type she 
  strikes with a melee or ranged weapon must succeed 
  on a caster level check in order to cast a divine spell 
  or use a spell-like ability. The DC of this check equals 
  10 + 1/2 the godslayer’s class level + the godslayer’s 
  Charisma modifier. This ability persists until the end of 
  combat or the godslayer otherwise ends her judgment. 
  This replaces the 8th level domain power from the 
  inquisitor’s domain ability.
  SENSATE (SKALD)
  The nomadic sensate explores the world to fulfill his path, 
  experiencing every bit of pain and pleasure life can offer 
  and recording it for the benefit of his people.
  Raging Song (Su): A sensate can use the following 
  abilities with a raging song at the indicated levels.
  Song of Senses (Su): At 3rd level, a sensate can use 
  raging song to grant his senses to allies who can hear 
  his song. Allies who accept these benefits gain any 
  abilities related to senses that the sensate currently 
  has. This includes darkvision, low-light vision, or 
  even more unusual abilities like see invisibility or 
  tremorsense. This replaces song of marching.
  Song of Resistance (Su): At 6th level, the sensate can use 
  his raging song to protect allies from energy damage 
  and harmful environmental conditions. Any ally 
  who accepts the song’s benefits gains protection from 
  extreme environments (as with the endure elements 
  spell). In addition, the sensate chooses an energy type 
  (acid, cold, electricity, or fire) when he begins this 
  song. Allies who accept the song’s effects ignore the 
  first 5 points of damage from that energy type each 
  time they take damage from that energy type. This 
  resistance increases to 10 points at 9th level. This 
  replaces song of strength.
  Stalwart Song (Su): At 10th level, a sensate can use raging 
  song to delay the onset of some harmful conditions, 
  allowing allies to experience the sensation without 
  succumbing to it. When the sensate begins a raging 
  song, he chooses one of the following conditions: 
  confused, dazed, dazzled, fascinated, fatigued, 
  nauseated, shaken, sickened. The named condition is 
  suppressed for any ally that accepts the effects of the 
  sensate’s raging song. If the ally later rejects the song, 
  the condition returns immediately unless the original 
  duration for the effect that caused the condition has 
  expired. This replaces dirge of doom.
  Rage Powers: The following rage powers compliment 
  the sensate archetype: fearless rage, internal fortitude, 
  low-light vision, night vision, scent.
  
  147
  UNIFIER (SORCERER)
  A rare few jinnborn exhibit powers from multiple 
  elemental patrons, chosen to bind their people together 
  in times of need.
  Bloodlines: A jinnborn unifier must be a sorcerer 
  with the elemental bloodline. She does not choose an 
  element to focus on.
  Bonus Spells: Replace the following bonus spells 
  at the indicated levels:  fire shield (9th),  siroccoAPG 
  (13th), storm of vengeance (19th).
  Bonus Feats: Replace the elemental bloodline’s 
  list of bonus feats with the following list: Burning 
  SpellUM, Elemental FocusAPG, Empower Spell, Flaring 
  SpellUM, Greater Elemental FocusAPG, Greater Spell 
  Focus, Spell Focus.
  Bloodline Arcana: Whenever a creature with 
  vulnerability to an energy type makes a saving throw 
  against a spell you cast that has the same energy 
  descriptor, that creature suffers a −2 penalty on the 
  roll. This replaces the normal bloodline arcana for an 
  elemental sorcerer.
  Elemental Substitution (Sp): When you cast a spell 
  that does acid, cold, electricity, or fire damage, you 
  may change the damage dealt to one of the other 
  four energy types. This changes the descriptor of 
  the spell to match the new energy type. Any non-
  damaging effects remain unchanged unless the new 
  energy type invalidates them: for example, an ice 
  storm that deals fire damage might still provide a 
  penalty on Perception checks due to smoke, but it 
  would not create difficult terrain. Such effects are 
  subject to GM discretion. You can use this ability 
  a number of times per day equal to 3 + 
  your Charisma modifier. This replaces 
  elemental ray.
  Resistance (Ex): The unifier gains resistance 
  5 to an energy type of her choice, chosen 
  each day after sufficient rest to recover 
  spells. This resistance can be changed 
  each day, but once chosen for a 
  given day, it cannot be changed. 
  At 11th level, this resistance 
  increases to 10. At 20th level, 
  the resistance changes to 
  immunity to the chosen 
  energy type. This modifies 
  elemental resistance.
  Versatile Elementalist (Sp): 
  At 9th level, the unifier 
  can cast a spell from 
  another spell list once per day. 
  This spell must have the acid, cold, electricity, or 
  fire descriptor and must be of a level the unifier can 
  cast. The spell must have a casting time of 1 round 
  or less, and it uses a spell slot equal to the highest 
  level the spell occupies on any spell list, plus one. The 
  unifier can use this ability twice per day at 17th level 
  and three times per day at 20th level. This replaces 
  elemental blast.
  Elemental Authority (Su): At 15th level, whenever the 
  unifier casts a spell that does energy damage to one 
  or more subjects, affected creatures subtract half the 
  unifier’s class level from any energy resistance that 
  matches the energy type of the spell. This replaces 
  elemental movement.
  9
  
  148
  JINNBORN ADVENTURERS
  To a degree, all jinnborn consider themselves adventurers. 
  The idea of the siraati means that all sab siraat see 
  themselves as venturing along their own and their tribe’s 
  path to the promises of the hidden world. As a sab siraat 
  become a better craftsperson, a better caravan master, a 
  better warrior, or a better mage, they are seen as more 
  worthy of the pleasures and perils of the hidden world.
  Jinnborn feAts
  The following feats increase the power and proficiency of 
  various jinnborn racial traits, often with powers tied to 
  the jinnborn’s siraati. They also grant expanded jinn-like 
  powers to a jinnborn.
  Great Sultan
  Elemental power comes to those who wish to serve it. 
  Prerequisites: Jinnborn, Warrior of the Hidden World 
  (see below), elemental assault racial trait, Charisma 13, 
  base attack bonus +12.
  Benefit: You can use elemental assault at will. It is still a 
  swift action to activate it and a free action to dismiss its 
  energies. Furthermore, this feat allows you to take the 
  benefits of the Leadership feat, except for the cohort. If 
  you choose not to take this benefit, you can alternatively 
  choose to take it the next time you reach a new 
  character level (you always retain the at-will elemental 
  assault ability). Once you do decide to take the benefit, 
  you cannot choose to relinquish it. If you already have 
  the Leadership feat, this feat grants a +4 racial bonus to 
  your Leadership score instead of extra followers. 
  Hidden World Leaper
  You can navigate the world using secret paths through 
  the hidden world. 
  Prerequisites: Jinnborn, Walker of the Path or Mage of 
  the Hidden World, walker racial trait. 
  Benefit: You can cast either air leap (if air siraati), earth 
  leap (if earth siraati), fire leap (if fire siraati), or water leap 
  (if water siraati) once per day as a spell-like ability. 
  Special: You can take this feat up to twice. When you 
  take it a second time, you can cast the appropriate leap 
  spell 3 times per day. 
  Improved Elemental Bolt
  The elements are a part of you.
  Prerequisites: Jinnborn, Mage of the Hidden World, 
  elemental bolt racial trait, caster level 4th.
  Benefit: You can use elemental bolt 3 more times per 
  day. When you use elemental bolt, you deal extra 
  damage equal to your Charisma score modifier 
  (minimum 0). 
  Mage of the Hidden World
  You open yourself to the world beyond, and destruction 
  pulses from your fingertips. 
  Prerequisites: Jinnborn, elemental bolt racial trait, caster 
  level 4th.
  Benefit: Instead of Charisma, when you take this feat 
  you can choose either Intelligence or Wisdom as the 
  score that determines how many times per day you can 
  use elemental bolt. The damage dealt by elemental bolt 
  increases to 1d8 of the appropriate energy type. At caster 
  level 8th, the damage increases to 2d8 of the appropriate 
  g
  tribAl pAtron Jinn
  Jinn (singular jinni) share many similarities with genies—
  such as djinni, efreeti, janni, marid, and shaitan—but they 
  are far more powerful. As immortal beings older than 
  recorded history, most jinn greatly exceed CR 20. The 
  patrons of the oldest jinnborn tribes have nearly reached 
  demigod status. Yet, they are still corporeal creatures. 
  Jinn can be worshipped—and most are immensely 
  pleased when this happens—although they still look 
  down upon non-jinnborn worshippers. However, jinn 
  cannot provide access to domains or grant divine spells, 
  not even to jinnborn.
  There are jinn tied to each of the four core elements: 
  air, earth, fire, and water. These jinn are native to and 
  spend most of their time on the corresponding plane 
  of existence. Except to visit their patron tribes or duel 
  on neutral territory, jinn eschew the material plane, 
  believing that it has been corrupted beyond repair by 
  non-jinnborn mortals. 
  The mindset of jinn is so ancient that most no longer 
  use names for themselves or each other. Tribes typically 
  refer to their progenitors in most settings as mawla, which 
  simultaneously means patron and protector. However, jinn 
  do have formal names, many of which are impossibly long 
  and so archaic that they are nearly unpronounceable, even 
  for some jinnborn. 
  Tribal members all know the formal name of their 
  patron jinni, and most jinnborn know the formal names of 
  the patrons of other large tribes. However, it is considered 
  a grave insult for a jinnborn—or anyone else, for that 
  matter—to ever utter the formal name of another tribe’s 
  patron jinni in public. In most tribes, doing so will result in 
  the offender’s swift and bloody death.
  
  149
  energy type, to 3d8 of that type at caster level 12th, and 
  to 4d8 of the appropriate type at caster level 16th, at 
  which point the bolt deals an additional 1d10 damage of 
  the appropriate type upon a confirmed critical hit.
  Truly Favored
  Your patron jinni takes great interest in your exploits. 
  Prerequisites: Jinnborn, favored racial trait, character 
  level 4th.
  Benefit: You can use your favored ability as many times 
  a day equal to your Intelligence, Wisdom, or Charisma 
  modifier (your choice; minimum 2 times per day). 
  Furthermore, you gain the following favored abilities: 
  once per day, gain a +2 modifier to a single attack roll; 
  once per day, when you score a critical hit, automatically 
  confirm; once per day, increase a single spell DC by 2 
  (you must choose to use this ability when the spell is cast 
  but before the effects are determined). 
  Vessel of the Hidden World (Combat) 
  Your connection to the hidden world bleeds through 
  your skin and manifests its protection. 
  Prerequisites: Jinnborn, defensive surge racial trait, base 
  attack bonus +4.
  Benefit: You do not have to spend an action to gain the 
  advantage of defensive surge, it is always active. You also 
  gain damage reduction based on your siraati. If you are 
  air siraati, you gain DR 5/bludgeoning. If you are earth 
  siraati, you gain DR 5/piercing. If you are fire you gain 
  DR 5/slashing. And if water, you gain DR 5/bludgeoning. 
  At 8th level, it increases to DR 5/magic. At 12th level it 
  increases to DR/10 magic. 
  Walker of the Path
  You are a trailblazer and mystic of the badlands. 
  Prerequisites: Jinnborn, walker racial trait, 4 ranks in 
  Knowledge (geography). 
  Benefit: You do not suffer the effects of difficult terrain 
  when in the desert, the mountains, the plains, and any 
  of the elemental planes. In those areas you also gain a 
  climb speed equal to half your overland speed. This also 
  grants the usual +8 racial bonus to Climb checks. 
  Warrior of the Hidden World (Combat)
  By channeling inward, you can unleash the power of the 
  hidden world. 
  Prerequisites: Jinnborn, elemental assault racial trait, 
  base attack bonus +4.
  Benefit: You can use your elemental assault ability a 
  number of rounds equal to twice your character level. 
  The extra damage of the elemental energy increases 
  to +1d8 of the appropriate energy type, and the bonus 
  damage when using manufactured weapons increases to 
  +1d6. At base attack bonus +8, it increases to +1d10 and 
  +1d8 respectively and gains the magic weapon special 
  ability effects of either a corrosive burst (if earth siraati), 
  flaming burst (if fire siraati), icy burst (if water siraati), or 
  shocking burst (if air siraati). At base attack bonus +12, 
  the extra damage increases to +2d6 and +1d10; at base 
  attack bonus +16, it increases to +2d8 and +2d6; and at 
  base attack bonus +20, it increases to +2d10 and +1d8. 
  Wizir 
  You are a great mystic of the tribe.
  Prerequisites: Jinnborn; Mage of the Hidden World, 
  Truly Favored, or Vessel of the Hidden World; character 
  level 12th.
  Benefits: You can cast augury as a spell-like ability a 
  number of times per day equal to your Intelligence, 
  Wisdom, or Charisma bonus (your choice). You can 
  change this choice with each new character level. Also, 
  once per day, when you make a Diplomacy check to 
  influence a creature’s attitude, you can attempt it as 
  a full-round action. At character level 16th, you can 
  cast air walk, divination, imbue with spell-like ability, and 
  tongues once per day as spell-like abilities. If you are 
  not a prepared spellcaster, you can imbue a creature 
  with any one of the following spells: burning hands (if 
  fire siraati), enlarge person (if earth siraati), snowball (if 
  water siraati), shocking grasp (if air siraati). g
  flowery phrAses of the Jinn
  The following phrases are common sayings among the 
  jinnborn and those with ties to them.
  1.   Dawn is when we gather. For at dawn, the great flame  
   
  warms air, earth, and water alike.
  2.    A lamp cannot burn good intentions. Without a coin  
   
  for oil, darkness prevails.
  3.    Where there is smoke, there is fire. The real question is,   
   
  what does the fire want?
  4.    Gilding his shackles does not dampen your slave’s hate.
  5.    The only permanent cure for idiocy is death.
  6.    Sweet words most often conceal bitter intent.
  7.   The most dangerous hawk is always the one who hides  
   
  his talons.
  8.  In the absence of light, every coin is gold.
  9.  The sharpest blade cuts nothing while still in its sheath.
  10. A wise man rarely thinks of himself as such.
  11. Spilt water will not return to the well.
  12. You may spend a year crying or a year laughing. The  
   
  year passes regardless.
  9
  
  SMALL BUT FIERCE
  11
  kobold
  
  151
  g
  W
  hat follows is a rare glimpse into the heart, 
  mind, and soul of a creature commonly 
  misunderstood and just as commonly 
  underestimated, often to the peril of their enemies. 
  For a kobold, nearly every foe is a giant to kill, and 
  they have long practice at evening the odds. They are 
  the ultimate underdog contenders, striving to survive 
  and conquer in a hostile and brutal world. Like all true 
  heroes, the odds are against them—and glory is waiting 
  to be seized in their tiny, scaled claws!
  DISASTER AND OPPORTUNITY:  
  THE KOBOLD MIND
  Berndt, 
  The following is a result of several years of research 
  that I undertook as a visiting professor at the Arcane 
  Collegium in the Free City of Zobeck. There, I had the 
  unique opportunity to interview several kobolds on the 
  nature and history of their lives. Unfortunately, the three 
  individuals, a holy warrior known as Goldscale, one 
  Blackeye, a driver of a hansom cab, and one Toe-belcher, a 
  trapsmith, gave me widely varying accounts of kobold life. 
  I have attempted to correlate their stories into a coherent 
  narrative, which I offer below. 
  As always, your obt. servant, and so on, and so on,
  Karolus Svabus 
  Any kobold that survives to adolescence has scraped past 
  a bad death at least once. This also means that they have 
  witnessed other kobolds meet brutal, bloody, and painful 
  fates. Kobold lives are cheap, especially the young ones, 
  and the kobold mind believes that everyone has an angle. 
  Often that angle involves a dead kobold. 
  From a kobold’s perspective, it’s a dark and somewhat 
  paranoid life. Kobolds very much see the world as “me 
  against my egg-clutch, my egg-clutch and I against 
  the other kobolds, and the other kobolds and I against 
  outsiders.” Most kobolds are loyal, but they fully expect 
  to be betrayed, and they prepare for that inevitable 
  betrayal. A combination of fierce loyalty against outside 
  forces and constant maneuvering for power within their 
  group epitomizes the kobold mindset. It sharpens their 
  edges, as it were. 
  Kobolds say, “Only a fool doesn’t look for an angle over 
  their companions. Only a fool doesn’t plan for trouble 
  down the road.” 
  Kobolds are taught from their day of hatching to 
  grab the opportunities that come from destruction 
  and mayhem. Seizing the right moment is the road 
  to survival, wealth, and glory. This can make kobolds 
  seem schizophrenic in their attitude, paranoid about 
  future disaster, but constantly looking to gain the most 
  from chaos and strife. Still, the fierce loyalty of the little 
  creatures to their adopted clans and guilds is legendary. 
  The true friend among kobolds is the one who never 
  turns on you. 
  CrAdle to grAve
  One can no more speak of kobold society than one can 
  try to compare the ruling families of Nuria Natal to the 
  ice barbarians of the Bleak Expanse and find something 
  called “human society.” Kobold society varies from the 
  civilized and wealthy kobaldi of the Dragon Empire, who 
  lord it over their human slaves, to feral tribes of kobolds 
  who barely work metal and dwell in caves and forest 
  hovels. However, given even this great divide, some traits 
  of kobold biology and culture tend to hold true across 
  the world. 
  Kobolds are a reptilian, egg-laying species with a 
  distinct but superficial canine aspect. They are humanoid 
  bipeds, standing around 3 ft. tall (females are slightly 
  taller) with tails. Kobolds tend toward leanness and 
  quickness, seemingly always in rapid movement or 
  preternaturally still. Females lack breasts, but they can be 
  distinguished by their wider hips, useful for passing the 
  relatively large kobold egg. 
  EGGS AND HATCHING
  Female kobolds are little different from males for the 
  majority of their lives. If they eat well, they can clutch 
  every other year. However, certain herbal preparations can 
  delay this clutching indefinitely. As this process begins, 
  certain subtle color and scent changes draw males to 
  them, for the females choose their husbands anew with 
  but thAt’s not how  
  kobolds should be!
  One concern with writing background material for 
  the society and life cycle of kobolds is that different 
  people have quite different ideas of how kobolds 
  should be. Maybe the details of kobold biology are a 
  “Thing That Should Not Be Known.” 
  Kobolds have taken many forms since their 
  tales first spread in German and Austrian mining 
  communities. Take what works for you, and leave 
  what does not. Many of these details may be hidden 
  information for players of characters with other races, 
  and rumors and speculation are rife about what really 
  happens in any particular warren. Just like humans, 
  kobold society comes in many styles and variations.
  11
  
  152
  each clutch. Many kobold females clutch with the same 
  husband year after year and form semi-stable families, 
  but marriage for life is not a tradition among the race. As 
  the female becomes heavy with eggs, she and the husband 
  mate (the mysteries of which are best passed over quickly), 
  and the female begins to clutch. 
  A clutching female withdraws from society for a period 
  of about 3 months, building a lair protected by traps, 
  vicious monsters (often vermin swarms or giant weasels), 
  and secret doors and mazes, if possible. The clutching 
  female makes huge demands on the food-gathering ability 
  of her husband, and she can be quite dangerous if hungry. 
  Kobold lore is filled with humorous and horrifying stories 
  of unlucky husbands killed and eaten by their ravenous 
  mates! These are likely exaggerations. 
  Egg laying is an important ritual in many kobold 
  societies, and elderly females past reproductive age known 
  as egg-witches work as midwives and diviners. During 
  egg laying, the egg-witch notes the color and patterns of 
  mucus on the eggs and makes pronouncements. After 
  laying, the female guards and warms the 2–8 eggs for 
  2 months. The young hatch without any help from the 
  parents and are able to walk and speak short phrases 
  within hours of hatching. 
  THE CLUTCH
  Oddly enough, females and males lose much of their 
  interest in their children once hatching has occurred. 
  With an average of five active 6-inch-tall hatchlings 
  running about, the lair becomes crowded indeed, 
  and the indifferent parents shoo the children out 
  when they are not sleeping. Most kobold parents 
  provide one meal a day to their hatchlings and 
  fully expect at least half of the children to not 
  survive their first 2 years on their own. 
  Groups of kobold siblings of a similar age and strength 
  band together on the streets in groups often called either 
  egg clutches or litters. They fight off rats, giant insects, 
  and older hatchlings though not without loss. Some 
  who are regularly harassed by hatchling bands leave out 
  poisoned foodstuffs or set traps to rid themselves of the 
  young. Most adults consider hatchlings a verminous 
  burden that other kobolds must bear. Kobolds consider 
  this apathy an important virtue, since it prevents 
  overpopulation and culls out the weak and inept. 
  Generally, kobolds believe that if they had to survive as 
  a hatchling, the next generation should as well. In a very 
  real way, every young kobold is an orphan. 
  APPRENTICESHIP AND ADULTHOOD 
  After 3–4 years as a hatchling, a young kobold has done 
  most of her growing, though they will not be sexually 
  mature for another 5 or so years. At the age of 4, the 
  incredibly strong bonds of loyalty to their hatchling pack 
  often start to fray, and the kobold seeks to join adult 
  society. Sometimes, the survivors build a relationship 
  with one or another of their birth parents and learn from 
  them. Others aggressively pursue apprenticeships to elder 
  kobolds, fighting and assassinating other adolescents to 
  assure their place. 
  During this time, adult and adolescent kobolds can forge 
  tight bonds, often referring to each other as parent and 
  child whether this is biologically true or not. Kobold kings 
  and nobles often recruit adolescents directly into their 
  armies or work-gangs at this time, and the young become 
  fiercely loyal to their organization. 
  Kobolds are nocturnal creatures, feeling woozy and 
  half-blind in the light of the sun, which puts them in 
  
  153
  a mood for sleep. Depending on its situation, an adult 
  kobold lives its nights as a hard worker or desperate 
  scavenger. A kobold who survives to adulthood can 
  look forward to 4–5 more decades of vitality before age 
  slows them down. Kobolds of the lower classes, miners 
  and warriors, are often rowdy and pushy, addicted to 
  alcohol and gambling on rat-fights or cards. Where they 
  exist, more educated kobolds often seek to emulate the 
  wealthier races they live among and cultivate a distinctly 
  middle-class air.  
  OLD AGE AND DEATH
  Few kobolds reach elderly years as the rigors of a life spent 
  at such an intense pace bring ill health and injury, and 
  the years are not kind to the elders. Those who do survive 
  into their fifth or even sixth decades are looked upon as 
  sources of wisdom, and they often command dark powers 
  of witchcraft or sorcery—or at the very least, claim such 
  powers. Among the most revered of the race are the 
  egg-seers, elderly kobold women who oversee the laying 
  of eggs and who read fortunes from their shells. 
  Still, for those kobolds who lack wealth or magical 
  knowledge, old age is often a time of poverty and want, 
  and many poor old beggars wander the kobold ghetto or 
  sit huddled at the gates to the mines, begging for alms. 
  Winter is a bad time for these wretched folk, and they 
  often are found dead after the coldest nights. Kobolds 
  whose close relations can afford burial or cremation often 
  do so, though the race’s funeral arrangements vary widely. 
  Others end up in mass graves or have darker fates.
  kobolds And religion
  As hatchlings, kobolds try anything and everything 
  to give themselves an edge as they roam in search of 
  food and safety. Many a kobold, facing down a hungry 
  junkyard dog or staring longingly at an unreachable 
  delicacy, has offered their allegiance to Mammon. 
  Perhaps they cried out to Veles for succor. Unfortunately 
  for kobolds, this means that the arch-devils Mammon 
  and Titivillus have gorged themselves on the thin meat of 
  kobold souls, and they are not terribly interested in more. 
  Ensnaring the desperate is easy work. 
  The legions of tempters and pact-making devils and 
  demons largely ignore the powerless scaly folk, knowing 
  that kobolds corrupt themselves for free. Some kobolds 
  become desperate and serve dark masters with mad 
  bravado, trying to earn their notice. Others become very 
  irreligious, putting little stock in the gods who have no 
  time for them. Still other kobolds worship regularly, just 
  in case, while fully expecting the uncaring brutality of the 
  gods. It is only the wealthy and heroic among the kobolds 
  who are pursued by devils and demons.
  Kobolds have a legion of least devils and demons that 
  they worship, beings so petty that the other races barely 
  notice them. These petty creatures include such minor 
  horrors as Luviglab, Demon of Rusty Nails, and Mailiasgha, 
  Maiden of Foul Odors. Hundreds of other representations 
  of the common ills that plague kobold existence also gather 
  at least a few followers, and some have what might be 
  called a place in the kobold mind: Demarrus, patron devil 
  of failed traps (deeply feared), or Red-Clawed Koledra, 
  demon queen of foiled ambushes. 
  Whether these creatures even exist is a matter of debate 
  among scholars, but kobolds propitiate these minor 
  demons at tiny shrines within their communities. To 
  them, it’s obvious that these are spheres of great import. 
  Other races simply overlook these rites and powers as they 
  overlook so much else.
  SCALED MASKS OF THE GREAT GODS
  Kobolds are nothing if not flexible, and they happily take 
  up the worship of the local mask of a god when living 
  among other races. This means that a kobold in the 
  Dragon Empire will worship Veles while his distant cousin 
  in the north happily worships Jörmungandr, the World 
  Serpent of the End Times. It’s simply the polite thing to do. 
  Being pragmatic, kobolds see through the masks of 
  the gods better than most. Power is power. Still, some 
  archetypical kobold gods exist among the scaled folk, 
  especially those whose domains involve the private 
  spheres of reproduction and family. These masks may 
  seem strange to those who know them by other names.
  CLUTCHMAW AND DEFTSNARE
  Mated siblings and gods of passion, reproduction, hunting, 
  farming, and lair defense: patron of trapsmiths and food-
  gatherers, and patroness of clutching females.
  CLUTCHMAW
  Domains: Community, Charm, Earth, Protection, 
  Strength 
  Subdomains: Family, Home, Defense, Love, Caves, 
  Ferocity 
  Alignment: Evil 
  Favored Weapon: dagger 
  Clutchmaw is the hungry mother, the defender of 
  the clutch, matron of egg-witches. She is violent, 
  unreasonable, brutal, and fierce, all in protection of 
  her clutch of eggs. Clutchmaw creates an unimaginably 
  intricate web of defenses around her lair on the plane of 
  rust, using traps, deadly vermin, and powerful magic to 
  seal herself and her great clutches of eggs away. 
  It is only her long suffering brother-husband, 
  Deftsnare, who dares approach her. Deftsnare labors long 
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  154
  g
  and hard across the plains to bring her the exotic and 
  rare foodstuffs and materials she demands. He knows 
  that, should he fall short, Clutchmaw will happily devour 
  him in place of what he fails to bring.
  DEFTSNARE
  Domains: Artifice, Community, Nobility, Travel, Trickery 
  Subdomains: Ambush, Family, Martyr, Thievery, Toil, 
  Trap 
  Alignment: Neutral 
  Favored Weapon: Shortsword 
  Deftsnare is the great provider who scours the spirit world 
  to bring his wife the delicacies she demands. He is a master 
  scavenger and a master hunter, a thief, trapsmith, and 
  trickster. Deftsnare does what he has to do to provide for 
  his eggs and hatchlings. He is terrorized by his demonic 
  wife but loyally continues to provide for his family. 
  Many claim that Clutchmaw and Deftsnare are merely 
  masks of Yarila and Porevit, twisted to the strange needs 
  of the kobolds. Others say that Clutchmaw’s demoniac 
  hunger makes her a mask of Mordiggian, the ghoul 
  goddess, somehow fused with aspects of Freyja. 
  Worshipers: Nearly all kobolds revere these gods 
  of birth and parenthood. Hatchlings call to them 
  for sustenance and protection while kobold parents 
  worship them in hopes of a successful clutch. Their 
  priesthood consists of kobold midwives, often elderly 
  females, who often double as witches and clerics. 
  Rogue-clerics of Deftsnare and barbarian-clerics of 
  Clutchmaw are common as well, serving their gods by 
  helping clutching kobolds survive and thrive. A few 
  male clerics provide a counterpoint as tricksters and 
  wandering mendicants of the faith. 
  Holy Books: These gods have no holy text, only oral 
  traditions passed down from among egg-witches and 
  midwives.. Recently, printed manuals on preparing 
  clutching lairs have appeared and are the closest thing 
  to a holy book of the pair. 
  What Deftsnare and Clutchmaw Demand: 
  Make sacrifices of food, trap materials, and giant 
  vermin to ensure a successful clutching. Ensure 
  that clutches are well defended and blessed by their 
  priesthood. Always bring an egg-witch for the egg 
  laying to read signs.
  OTHER GODS OF THE KOBOLDS
  Kobolds worship Veles the World Serpent in a hundred 
  different masks. The revered ancestors of many kobolds 
  are Veles in one form or another, for he is the great 
  ancestor of all the scaled kind. Many kobold cults 
  combine the worship of the World Serpent with the 
  worship of mythical ancestors. 
  Another god commonly venerated is Skutzel, or 
  Lipstitch, widely considered to be a mask of Loki. In 
  lords of the ghetto
  The Kobold Ghetto, a warren of streets no more than 6 ft. 
  wide (at best), lies between the Argent and Derry Rivers. 
  Throughout most of its streets, roofs meet overhead 
  to keep out the worst of the sun for those nocturnal 
  inhabitants who must venture out during daylight. The 
  ghetto has only two entrances, the Ghetto Gate and the 
  Water Gate, each carefully watched from both sides. A 
  set of kobold “kings” or tribal chieftains rule the district, 
  each of which has power so long as he keeps his relatives 
  and minions in line. 
  One king, the King of Kings, holds the others in check 
  until their united strength undercuts him; King Kuromak 
  recently ousted Brandorek, the twelfth of that name, to 
  claim the leading position. Few kings last more than a 
  decade. Some barely last a year. 
  More than 80 years ago, the kobolds were slaves to 
  House Stross, and the Ghetto was their pen. They were 
  chattel used by the thousands to do the dirtiest and most 
  dangerous jobs so that humans and dwarves could work 
  at fine crafts and live comfortably. Kobold slaves mined 
  silver, built clever clockworks, and worked deadly 
  steam boilers for the constructs and automatons that 
  fueled Zobeck’s industry. 
  History largely ignored them, but some believe 
  the kobolds helped invent the everwound spring, the 
  aeolipile generator (a steam engine used in places 
  where water or muscle power won’t suit), and the 
  reciprocating balance wheel. These inventions laid the 
  foundations for Zobeck’s fame, and these centuries 
  of enslavement form an indelible part of the kobold’s 
  culture. Despite their (relatively) short lives, no kobold 
  in Zobeck has ever forgotten. 
  Now, the ghetto is a place of free kobolds, the legal 
  equal of any man or woman of the Clockwork City. 
  They remain a people apart, however, physically, 
  culturally, and habitually. The single biggest obstacle 
  is their nocturnal nature. Kobolds labor all night and 
  return home before dawn to spend the day in sleep and 
  rest before venturing back out shortly before sunset.
  
  155
  statues and songs, he is always shown as an attractive, 
  fastidiously clean kobold in finely wrought blue scalemail 
  that makes no sound. Skutzel’s visage is only marred by 
  the scars that remain from having his mouth sewn shut 
  by Deftsnare after chiding him over Clutchmaw’s temper. 
  Skutzel is portrayed as the patron of the young and 
  desperate, the particularly clever, the mad, and those who 
  seek victory against long odds. He sometimes whispers 
  to the souls of those who narrowly avoid death, inspiring 
  the acts of mad bravery—and moments of inexplicable 
  cowardice—that they sometimes display thereafter. Kobold 
  bards tell excellent stories of his many triumphs over 
  haughty humans, dwarves, and the elfmarked. 
  Some worship of Skutzel bears aspects of not just Loki 
  but Mammon as well. Certainly, there are many shrines 
  and priests to many varied faiths of greed, such as the Cult 
  of Gilded Kobold and the Way of the Golden Egg. Kobolds 
  seek wealth as a means to safety and power, and Mammon 
  has many scaled followers—so many that he does not 
  value them greatly and does little for them. 
  The Black God Chernovog is worshipped by 
  many kobolds as the embodiment of the terrible, 
  kobold-devouring dangers of the world. They make 
  animal sacrifices to the lord of monsters to avoid ending 
  up as prey themselves. Priests of Chernovog within 
  kobold communities do a booming business, and they 
  often leave out tidbits for kobold hatchlings, drawing 
  them into the temple never to be seen again. His aspect 
  as lord of betrayal and the night is also attractive to the 
  more ambitious and bloodthirsty kobolds. 
  Kobolds lusting for power also sometimes turn to dark 
  gods like the Black Goat of the Woods, serving uncaring 
  masters in bloody cults. The more civilized communities 
  tend to root out and destroy these worshipers, but 
  for each cultist destroyed, there is another desperate 
  hatchling looking for an edge. 
  Cults of Mordiggian and Sarastra flourish among the 
  kobolds. Thieves and spies worship the Kobold Mother 
  of Night, an aspect of both of these gods. Clerics of the 
  Kobold Mother of Night must choose either the portfolio 
  or Mordiggian or Sarastra, but they see these gods as 
  two aspects of a nameless, shadowy kobold female who 
  wanders the wild places in the deep of night. 
  In the Free City of Zobeck, a thriving kobold middle-
  class of gearworkers, tinkers, smiths, and merchants 
  swarm the temples of Volund and Rava. The dwarf and 
  human worshipers and clergy of these faiths look a little 
  askance at these scaled devotees, but their coin and 
  loyalty have been proven good in the decades since the 
  revolution. Some kobolds have re-imagined Volund into 
  a devious kobold trapmaker, much to the chagrin of his 
  dwarf followers. Rava is honored as the Scrap Queen, 
  who creates useful machinery from waste materials and 
  life from scrap metal.
  Random Starting Ages
  Race   
  Adulthood
  Intuitive1
  Self-Taught2   
  Trained3
  Kobold  
  10 years             
  +1d4 years           
  +1d6 years           
  +2d6 years
  1 This category includes barbarians, bloodragers, oracles, rogues, sorcerers, and swashbucklers.
  2 This category includes bards, battle scions, brawlers, cavaliers, fighters, gunslingers, hunters, paladins, rangers, shamans, skalds, slayers, 
  shadowsworn, spell-less rangers, summoners, and witches.
  3 This category includes alchemists, arcanists, clerics, druids, inquisitors, investigators, magi, monks, theurges, warpriests,  
  white necromancers, and wizards.
  Aging Effects
  Race 
  Middle Age1 
  Old2 
  Venerable3 
  Maximum Age
  Kobold  
  20 years    
  30 years    
  40 years    
  40 + 1d20 years
  1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.              3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  Random Height and Weight
  Gender 
  Base 
  Height 
   Height 
  Modifier
  Base 
  Weight 
  Weight 
  Modifier
  Kobold, male     
  2 ft. 6 in.
  +2d4
  22 lb.
  +2d4 lb.
  Kobold, female
  2 ft. 7 in.
  +2d4
  25 lb. 
  + 2d4 lb.
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  156
  g
  kobolds As plAyer 
  ChArACters
  Since the very inception of the game, generations of new 
  players have cut their teeth on bands of sneaky, vicious 
  kobolds. The kobold is an icon of the hobby, and many 
  players have grown to admire the grit and cunning 
  of their foes, even as they have cut them down. For a 
  kobold, nearly every foe is a giant to kill. They are the 
  ultimate underdog, striving to survive and conquer in a 
  hostile and brutal world. Like true heroes, all the odds 
  are against them, and all the glory is waiting to be seized 
  in their scaled claws!
  KOBOLD RACIAL TRAITS
  +2 Dexterity, −4 Strength, −2 Constitution: 
  Kobolds are fast but weak and not particularly hardy.
  Reptilian: Kobolds are humanoids with the reptilian 
  subtype.
  Small: Kobolds are Small creatures and gain a +1 size 
  bonus to their AC, a +1 size bonus on attack rolls, a 
  −1 penalty on their combat maneuver checks and to 
  Combat Maneuver Defense, and a +4 size bonus on 
  Stealth checks.
  Normal Speed: Kobolds have a base speed of 30 ft.
  Darkvision: Kobolds can see in the dark up to 60 ft.
  Armor: Kobolds have a +1 natural armor bonus.
  Crafty: Kobolds gain a +2 racial bonus on Craft 
  (trapmaking), Perception, and Profession (miner) 
  checks. Craft (traps) and Stealth are always class skills 
  for a kobold.
  Weakness: Light sensitivity.
  Languages: Kobolds begin play speaking only 
  Draconic. Kobolds with high Intelligence scores can 
  choose from the following: Common, Dwarven, 
  Gnome, and Undercommon.
  ALTERNATE RACIAL TRAITS
  The following racial traits can be substituted for existing 
  racial traits. 
  Acclimatized: Kobolds who live on or near the 
  surface occasionally adopt diurnal habits. Over time, 
  they grow accustomed to bright sunlight, though this 
  acclimatization diminishes their darkvision and earns 
  them the contempt of kobold traditionalists. Kobolds 
  with this trait have darkvision only to a range of 30 ft. 
  but lose their light sensitivity. This racial trait replaces 
  light sensitivity and modifies the darkvision racial trait. 
  Born Slave: Most races regard kobolds as mere 
  nuisances, but some societies have been known to 
  enslave nearby tribes. Entire generations of kobolds live 
  and die in chains, laboring as miners and craftsmen 
  for ruthless overlords who treat them little better than 
  animals. The kobolds who survive past childhood 
  grow up tough and inured to pain and discomfort, but 
  hobbled and arthritic. Kobolds with this racial trait 
  gain the Endurance feat at 1st level, but they have a base 
  movement speed of 20 ft. This racial trait modifies a 
  kobold’s natural movement speed. 
  Braggart: All kobolds possess egos outsized for their 
  stature, but some—particularly those with powerful 
  allies or sufficient strength of their own—truly 
  epitomize the notion of self-regard. They scoff at caution 
  (at least while they have the upper hand) and are not 
  nearly as skittish as their kin. Kobolds with this racial 
  trait do not receive a size bonus on Stealth checks but 
  receive a +2 racial bonus on saving throws against 
  fear. They are also notoriously hard to intimidate and 
  add a +2 racial bonus to the DC of Intimidate checks 
  made against them. Additionally, creatures attempting 
  to intimidate them are treated as one size smaller for 
  purposes of size modifiers to their Intimidate checks. 
  This racial trait modifies a kobold’s size bonuses. 
  Deckhand: In seafaring cities and nations, young urban 
  kobolds are frequently pressed into naval service as 
  menial labor, lacking the physical strength or political 
  clout to resist impressment. While not technically slaves, 
  sCAling the rACe
  Kobolds are a pretty weak race when compared to the 
  core Pathfinder Roleplaying Game races. While this 
  challenge is part of the fun of playing a kobold, some 
  campaigns may require a higher power level.
  To bring them up to the power level of most core 
  races, eliminate the light sensitivity drawback and 
  granting the kobold the miasma tolerance alternate 
  racial trait without requiring them to trade it in for 
  their natural armor.
  For a further increase in power to approximately that 
  of the stronger regular races, grant them a racial bonus 
  feat from the following list: Black Swan, Draconic 
  Aspect, Kobold Trap Crafter, Little Nipper, Run the 
  Ghetto’s Gauntlet, Safety in Numbers, Sling Anything, 
  Small But Fierce, Swift Bypass, Triumphant Malice.
  For even more power, consider granting a second 
  racial bonus feat and expanding the above list with the 
  following feats: Climbing Claws (ignore prerequisites), 
  Draconic Breath, Improved Draconic Aspect (see 
  Dragonkin, ignore racial restriction), Language of 
  Magic, Tooth and Claw.
  
  157
  these kobolds may spend years at sea before managing 
  to secure their release. Kobolds with this racial trait 
  gain a +4 racial bonus to Profession (sailor) checks 
  and receive a +2 racial bonus to initiative checks when 
  aboard ship. This racial trait replaces crafty. 
  Dragon Blooded: Kobolds born within a few 
  generations of a draconic ancestor express a strong 
  natural talent for magic and an affinity for dragonkind. 
  Kobold sorcerers with the draconic bloodline treat their 
  Charisma score as 2 points higher for all sorcerer spells 
  and class abilities and cast form of the dragon I, II, and 
  III at +2 caster level. This racial trait replaces crafty. 
  Miasma Tolerance: Kobolds who work deep within 
  cramped mines are frequently exposed to toxic gases 
  and volatile compounds, and this exposure bolsters 
  an already robust resistance to such poisons. Kobolds 
  with this racial trait gain a +4 racial bonus on Fortitude 
  saving throws against inhaled or ingested poisons. This 
  racial trait replaces armor. 
  Sharp Nose: A kobold’s sense of smell is generally 
  sharper than a human’s, but there are those whose 
  olfactory acuity rivals that of their draconic cousins. 
  Kobolds with this racial trait gain the Scent ability. This 
  racial trait replaces crafty.
  11
  g
  kobolds in midgArd
  Many kobolds labor in slavery. While cunning and 
  tricky, the sheer availability of kobold slaves has made 
  them the workers of choice for mining, manufacturing, 
  and even agricultural labor in the Dragon Empire and 
  elsewhere. Slave kobolds are cheap to buy and can 
  be worked to death with little consequence. This has 
  spread the race far across the surface of the world and 
  deep into its depths, but it has also led to paranoia 
  among free kobolds about being enslaved. Kobolds 
  are patient and intelligent enough to wait until their 
  masters are weak and distracted. Tales of bloody, 
  horrible slave revolts send chills down the backs of 
  slave owners and hearten their kobold slaves. 
  In the empire of the ghouls, kobolds are seen as the 
  lowest type of sentient flesh. Most darakhul and iron 
  ghouls will not touch kobold meat, which is cheap and 
  plentiful. It’s considered a low-class meal for servant 
  and beggar ghouls and serves as common rations for 
  the enlisted ghoul-troops.
  Little Masters of the Dragon Lands
  In the Mharoti Empire, kobolds form a large middle 
  class known as the kobaldi, and some even own human 
  and dwarf slaves. Here, kobolds carry themselves 
  upright, see themselves as naturally superior to the 
  hairy races, and swagger about their business. Mharoti 
  kobolds loudly demand the respect of others, some 
  forcing taller slaves to kneel or crawl in their presence. 
  Mharoti kobolds greatly disconcert those used to 
  the paranoid and sniveling kobolds found in the rest 
  of Midgard, but that same behavior is shown by the 
  kobaldi toward their rightful dragon masters. And of 
  course, some kobolds are kept as slaves, even in the 
  dragon lands. 
  They do much of the same work as the jambuka 
  (furred folk) with one important distinction: they are 
  scaled folk and thus full citizens of the Dragon Empire 
  with all the protections and benefits of its scaly-favored 
  laws. They rarely let furred folk forget their superior 
  status, and they always strive to point out their draconic 
  blood and their ties to an important noble draconic 
  house. 
  Kobold weavers and miners are especially skilled 
  and have a strong, clawed grip on these guilds in the 
  Dragon Empire. In war, the kobolds are archers, sappers, 
  engineers, and massed light infantry. They fight with 
  great devotion, though often with little effect unless they 
  have a massive numerical superiority.
  Kobolds in the Underworld
  Kobolds know that they are creatures of the deep 
  underworlds, and every kobold urchin in the world above 
  dreams of visiting the great cities of the kobolds deep 
  underground. Places like the underworld city of Lillefor, 
  where rich kobold merchants lord over a rich city sized 
  and designed for their own kind and free of demanding 
  humans and savage dragon-kin. Kobolds live better in the 
  underworld, at least the wealthy ones. 
  The merchants of Lillefor have grown rich on the 
  expansion of the Ghoul Empire. The kobolds sell to 
  both sides of the war, providing slave meat to the ghouls 
  and both protective magic and weapons to the other 
  deep-earth races. The usefulness of the kobolds and the 
  ghoulish prejudice against eating kobold meat help the 
  traders of Lillefor to remain off the dinner plate. 
  Of course, the sad truth is that most kobolds here are 
  slaves, as elsewhere, and the value of kobold life is nearly 
  as low in the deep realms as it is on the surface. Kobolds 
  are widely used as labor and slave soldiers in the endless 
  wars in the deep, and waves of kobold beggar ghouls are 
  sometimes used to soften foes up during the wars of the 
  Ghoul Empire.
  
  158
  SOBRIQUET TRAITS (RACIAL)
  Kobolds are given names by their peers that embody 
  their essential nature. These can be badges of past feats of 
  derring-do, recognition of unique features, or reminders 
  of embarrassing failures. At character creation, a player 
  can select from the Sobriquet traits and use one of the 
  related sobriquets as part of their character’s name. 
  Sobriquet traits are a subset of racial traits and are treated 
  as racial traits. Several sobriquets are noted with each 
  trait so players can pick one they like. 
  Kobold Names
  Kobold names usually consist of a given name and a 
  sobriquet, or descriptive name. Below is a quick way to 
  generate a kobold name via a table of possible names with 
  suggestions for traits based on the name for some. 
  Crooktail: You had a body part permanently broken by 
  a trap in your youth and learned to avoid similar fates. 
  You receive a +1 trait bonus to Reflex saves to avoid 
  traps. Other sobriquets: Bendtail, Crackclaw, Nothumb, 
  Wrongtooth. 
  Dirtskulker: Even for a kobold, you are stealthy. You 
  receive a +1 trait bonus to Stealth and Disguise checks. 
  Other sobriquets: Grayshade, Nightlurker, Sneakglass, 
  Lurkfang. 
  Dwarfhater: Your negative experience with one race 
  has resulted in particular hatred for these adversaries. 
  Pick a humanoid race or animal species. You receive 
  a +1 trait bonus to attack and damage rolls against 
  members of the chosen race or species. Other 
  sobriquets: Elfhater, Gnomekiller, Gnometrapper, 
  Mangrinder, Mangutter. 
  Gearcobble: You’ve always been fascinated by 
  clockworks and learned to make them. You gain a +1 
  trait bonus to Craft (clockwork) checks (see the Player’s 
  Guide to the Crossroads). Craft (clockwork) becomes a 
  class skill for you if it is not already. Other sobriquets: 
  Nosprocket, Splitgear, Gearclaw. 
  Ghostsnare: You have a natural talent for making 
  vicious traps. You increase the Perception DC to 
  find your kobold street traps by 1/2 your character 
  level, rounded down. Other sobriquets: Trapmangler, 
  Trashsnares, Spikesnare. 
  Gnomesniffer: Your negative experience with one 
  race has resulted in sharpened senses regarding these 
  adversaries. Pick a humanoid race or animal species. 
  You receive a +2 trait bonus to Perception checks to 
  detect members of a given common race or animal 
  species. Other sobriquets: Mansniffer, Dwarfsniffer, 
  Gnomeeye, Gnometaster, Ratkiller.
  Goldscale: You were born with beautiful scales or have 
  an amiable personality that earned you this nickname. 
  You receive a +2 trait bonus to Diplomacy checks due 
  to your lovely features, and Diplomacy is always a class 
  skill for you. Other sobriquets: Silvershade, Silverscale, 
  Goldeye, Dragoneye.
  Gougeeye: You have a talent for performing the dirty 
  trick combat maneuver. By use of slightly acidic spittle 
  or pokey digits, you may undertake a dirty trick action 
  without any special equipment to blind or sicken 
  an opponent. You also gain a +1 trait bonus to your 
  CMB when performing dirty tricks. Other Sobriquets: 
  Gemspit, Gougespleen. 
  Lumpback: You are unpleasant or unsettling to look at, 
  but your deformity lends you toughness. You receive a 
  −2 penalty to Diplomacy and Bluff checks but receive 
  a +1 trait bonus to Fortitude saves. Other sobriquets: 
  Splitclaw, Wrongface, Paleclaw, Noscale. 
  Scraplure: You are fascinated by what others cast aside 
  and make masterpieces from junk. Your talent grants 
  you a +2 trait bonus to all Craft checks when using 
  a large supply of debris or scrap. Other Sobriquets: 
  Wastewarren, Scrapjaw, Sneakglass, Trashsnares.
  Wrongsneeze: You were born as a runt of sorts into 
  your clutch, but while your body may be weak, you 
  are slightly more agile than your brethren. You receive 
  a +1 trait bonus to Reflex saves but also incur a −1 
  penalty to Fortitude saves. Other sobriquets: Crackegg, 
  Crumbledrake, Crushhatchling, Blacktongue.
  Kobold Hide- and Eye Color
  Roll
  Hide Color
  Eye Color
  1–2
  Burnt Umber
  Glittering Black
  3–4
  Coal Black
  Dull Yellow
  5–6
  Dull Gray
  Sickly Green
  7–8
  Red Ochre
  Drab Brown
  9–10
  Mossy Green-Gray
  Tan
  11–12
  Drab Olive-Green
  Bright Gray
  13–14
  Tarnished Silver
  Sickly Orange
  15–16
  Dark Tan
  Washed-Out Blue
  17
  Golden
  Shining Silver
  18
  Off-White
  Bright Red
  19
  Flaming Red
  Deep Purple
  20
  Roll twice: Kobold is 
  piebald and has both 
  colors in patches. *
  Roll twice: The 
  kobold’s eyes exhibit 
  heterochromia. *
  * Suggested Sobriquet trait: Lumpback
  
  159
  Name Name 
  Sobriquet
  Sobriquet
  Possible 
  trait
     % Roll Root
  Suffix
  1st Half
  2nd Half
  1
  An
  o (m)
  Scrap
  lure
  Scraplure
  2
  Ak
  ana (f)
  Trick
  stealer
  3
  Ar
  etek (m)
  Black
  tongue
  Wrongsneeze
  4
  Bak
  a (f)
  Bruise
  ear 
  Crooktail
  5
  Bok
  to (m)
  Rust
  gear
  Gearcobble
  6
  Bir
  ila (f)
  Pale
  scuttle
  Dirtskulker
  7
  Cor
  erek (m)
  Damn
  heart
  8
  Dat
  ta (f)
  Foul
  tooth
  Gougeeye
  9
  Dot
  o (m)
  Lurk
  fang
  Dirtskulker
  10
  Dir
  ana (f)
  Blood
  knuckle
  Crooktail
  11
  Ek
  etek (m)
  Gear
  cobble 
  Gearcobble
  12
  Ej
  a (f)
  Blind
  squeal
  Crooktail
  13
  Fik
  to (m)
  Shade
  dodger
  14
  Fat
  ila (f)
  Ghost
  snarer
  15
  Fad
  erek (m)
  Egg
  runner
  16
  Gat
  ta (f)
  Slay
  meat
  17
  Gak
  o (m)
  Gouge
  eye
  Gougeeye
  18
  Gok
  ana (f)
  Trap
  mangler
  19
  Goj
  etek (m)
  Snare
  toe
  20
  Hir
  a (f)
  Copper
  belly
  21
  Hid
  to (m)
  Silver
  claw
  Goldscale
  22
  Hod
  ila (f)
  Lead
  spike 
  23
  Hur
  erek (m)
  Gold
  scale
  Goldscale
  24
  Ik
  ta (f)
  Bronze
  egg
  Goldscale
  25
  Ir
  o (m)
  Spit
  father
  26
  Id
  ana (f)
  Clock
  slayer
  Gearcobble
  27
  Jir
  etek (m)
  Drake
  scale
  28
  Jat
  a (f)
  Dog
  tricker
  Gnomesniffer
  29
  Dok
  to (m)
  Rat
  killer
  Dwarfhater
  30
  Jok
  ila (f)
  Clutch
  shards
  31
  Kor
  erek (m)
  Spike
  snares
  32
  Kak
  ta (f)
  Glass
  scale 
  33
  Kat
  o (m)
  Cobble
  gouger
  Gougeeye
  34
  Kid
  ana (f)
  Brick
  scrapper
  35
  Kur
  etek (m)
  Hate
  blade 
  36
  Lak
  a (f)
  Bite
  warrior
  37
  Lor
  to (m)
  Rend 
  picker
  38
  Mip
  ila (f)
  Wrong
  sneeze 
  39
  Mak
  erek (m)
  Catch
  claws
  Gougeeye
  40
  Mik
  ta (f)
  Twist
  hustle
  41
  Maj
  o (m)
  Gnarl
  legs
  Crooktail
  42
  Nak
  ana (f)
  Weasel
  eater 
  Gnomesniffer
  43
  Nod
  etek (m)
  Man
  gutter 
  Dwarfhater
  44
  Noz
  a (f)
  Dwarf
  hunter
  Gnomesniffer
  45
  Nop
  to (m)
  Horse
  gouger
  Dwarfhater
  46
  Ob
  ila (f)
  Trash
  snares 
  47
  On
  erek (m)
  Waste
  warren
  Scraplure
  48
  Od
  ta (f)
  Scrap
  jaw
  Crooktail
  49
  Or
  o (m)
  Hatchet
  runner 
  50
  Pok
  ana (f)
  Knife
  liver
  Gougeeye
  11
  KOBOLD SOBRIQUETS
  51
  Por
  etek (m)
  Cold
  brick 
  52
  Pat
  a (f)
  Sleet
  scramble
  Scraplure
  53
  Pad
  to (m)
  Bottle
  sprocket 
  Scraplure
  54
  Pj
  ila (f)
  Bent
  finger
  Crooktail
  55
  Qak
  erek (m)
  Crook
  tail
  Crooktail
  56
  Qit
  ta (f)
  Catch
  wizard 
  57
  Qaj
  o (m)
  Crush
  hatchling
  Wrongsneeze
  58
  Quat
  ana (f)
  Lizard
  face 
  Lumpback
  59
  Rak
  etek (m)
  Gnome
  snare
  Dwarfhater
  60
  Rok
  a (f)
  Junk
  runner 
  Gearcobble
  61
  Rij
  to (m)
  Gem
  spit
  Gougeeye 
  62
  San
  ila (f)
  Choke
  mother
  Gougeeye 
  63
  Rop
  erek (m)
  Lump
  neck
  Crooktail
  64
   Ror
  ta (f)
  Flay
  head
  Crooktail
  65
  Sok
  o (m)
  Vermin
  breath
  66
  Sod
  ana (f)
  Skull
  thief
  67
  Soj
  etek (m)
  Nail
  priest 
  68
  Sat
  a (f)
  Slate
  scraper
  69
  Toj
  to (m)
  Tin
  finger
  Gearcobble
  70
  Tak
  ila (f)
  Worm
  snout
  Lumpback
  71
  Tod
  erek (m)
  Grub
  grinder
  Dwarhater
  72
  Tap
  ta (f)
  Night
  lurker 
  Dirtskulker
  73
  Uk
  o (m)
  Muck
  scour
  74
  Ur
  ana (f)
  Dirt
  skulker 
  Dirtskulker
  75
  Vap
  etek (m)
  Gristle
  back
  Crooktail
  76
  Vip
  a (f)
  Pig
  kicker
  Dwarfhater
  77
  Vad
  to (m)
  Gutter
  ghost 
  Dirtskulker
  78
  Wid
  ila (f)
  Sneak
  glass 
  Scraplure
  79
  Wad
  erek (m)
  Grit
  bone 
  Lumpback
  80
  Wij
  ta (f)
  Ooze
  scale
  Lumpback
  81
  Wik
  to (m)
  Troll
  clutcher 
  Gnomesniffer
  82
  Wak
  a (f)
  Crumble
  drake 
  Wrongsneeze
  83
  Wod
  o (m)
  Notch
  tooth
  Crooktail
  84
  Wat
  ana (f)
  Crack
  egg 
  Wrongsneeze
  85
  Xik
  etek (m)
  Nick
  tongue
  86
  Xir
  a (f)
  Half
  thumb
  Crooktail
  87
  Xak
  a (f)
  Flay
  gnome
  Dwarfhater
  88
  Xeb
  o (m)
  Dweomer
  spoil
  Lumpback
  89
  Xoj
  to (m)
  Spring
  twister
  Gearcobble
  90
  Xor
  ila (f)
  Double
  scratch
  91
  Xob
  erek (m)
  Split
  clock 
  Gearcobble
  92
  Xab
  ta (f)
  No
  thumb 
  Crooktail
  93
  Zik
  o (m)
  Blood
  spoil
  Wrongsneeze
  94
  Zak
  ana (f)
  Moss
  scrapper
  95
  Zuk
  etek (m)
  Gray
  shade 
  Dirtskulker
  96
  Zib
  a (f)
  Stretch
  lair
  97
  Zab
  to (m)
  Gouge
  spleen
  Gougeeye 
  98
  Zor
  ila (f)
  Hunt
  worm
  99
  Zan
  erek (m)
  Lead
  trapper
  00
  Zij
  ta (f)
  Bone
  tracker 
  Name Name 
  Sobriquet
  Sobriquet
  Possible 
  trait
     % Roll Root
  Suffix
  1st Half
  2nd Half
  
  160
  fAvored ClAss options
  Alchemist (Clockwork Alchemist): Add +1 to 
  the number of bombs per day the clockwork alchemist 
  can create.
  Rogue (Bravo): Add +1/4 point to the bravo’s bravo 
  points.
  Rogue (Tunnel Harrier): Add +1/5 to the dodge 
  bonus granted by the shifty target class ability.
  kobold ArChetypes
  The following archetypes are available to kobolds, 
  featuring their strengths in trickery and strange magic, as 
  well as an unusually brave archetype.
  ARCANOMECHANIST (ALCHEMIST)
  Almost every major kobold tribe boasts a handful 
  of sorcerers as well as experts skilled in engineering, 
  but the rare and crafty arcanomechanist seamlessly 
  melds the two disciplines, uniting in one person all of 
  the greatest strengths and talents of the kobold race. 
  Arcanomechanists are master synergists, using devices 
  and magic in equal measure to enhance their capabilities 
  and those of their allies. 
  Class Skills: An arcanomechanist removes 
  Knowledge (nature) from his class skill list and 
  adds Knowledge (engineering) in its place. 
  Engineered Solutions (Su): An 
  arcanomechanist combines engineering and 
  magic to build fantastic devices that 
  can produce strange new magical 
  effects. These magical effects function 
  similarly to a standard alchemist’s 
  extracts with some important differences. 
   Instead of crafting extracts, an 
  arcanomechanist creates minor 
  mechanical devices and charges them 
  with magical potential to produce their effects. 
  These devices can be anything at all, though 
  they have negligible weight and are small 
  enough to be held in one hand, worn about 
  the neck, or wrapped around a wrist. Their 
  appearance is often deceptively plain. 
   The arcanomechanist keeps the 
  diagrams for his devices in a schematic 
  book. The schematic book is 
  treated like a formulae book 
  unless otherwise 
  noted. Like a regular alchemist, he must consult his 
  schematic book when creating a device but not when 
  activating it. An arcanomechanist can utilize spell-
  trigger items if the spell appears on his formulae list but 
  not spell-completion items (unless he uses Use Magic 
  Device to do so).  
   Once a device is created and infused, the magic that 
  powers it lasts for 24 hours or until activated. Creating 
  and infusing such a device takes 1 minute of work per 
  schematic level.  
   Once created, a device may be used by anyone and 
  activating a device is a standard action that provokes 
  attacks of opportunity. An activated device produces 
  an effect that exactly duplicates the spell its schematic 
  is based on with the creature that activated the device 
  considered to be the caster for the purpose of targeting 
  the spell. If the target includes one or more creatures, 
  the creature that activated the device 
  must always be the first target. 
  Once the spell ends, the device 
  becomes nonfunctional.  
  
  161
   Devices are typically made using miscellaneous 
  scrap and turnkey widgets. Most adventuring 
  arcanomechanists carry their materials and schematic 
  book in a small case analogous to a spell component 
  pouch. To construct a device, the arcanomechanist 
  requires an Intelligence score of 10 + the device’s 
  schematic level. The DC for a saving throw against 
  an alchemist’s extract is 10 + the extract level + the 
  arcanomechanist’s Intelligence modifier.  
   The costs for constructing a device are negligible 
  unless it requires a costly material component, in which 
  case the material component must be built into the 
  device upon its creation. Devices made from spells with 
  focus requirements must have the focus built into the 
  device. Devices made from spells with a divine focus 
  requirement don’t need a divine focus built in. The 
  arcanomechanist uses his class level as the caster level to 
  determine any effect based on caster level.  
   The devices created with this ability are fragile and 
  possess hardness 1 and 1 hp. The infused magic of any 
  device (and its active spell effects if it has been activated) 
  immediately end if the device is damaged or if it travels 
  more than 100 ft. away from the arcanomechanist who 
  infused it.  
   An arcanomechanist begins play at 1st level with 
  two devices known plus additional devices equal to his 
  Intelligence modifier. Each level, the he receives two 
  device schematics of any level he can create. Wizards 
  and alchemists cannot learn spells or extracts from a 
  schematics book. This ability replaces alchemy. 
  Arcanomechanical Augmentations (Su): At 1st 
  level, an arcanomechanist can construct mechanical 
  augments that bolster a creature’s aptitude in various 
  ways. It takes 1 hour to construct such an augmentation, 
  and once constructed, it remains potent until activated. 
  To be activated, an augmentation must be applied to 
  a creature (bound, inserted, or otherwise worn on the 
  body, though it does not take up any magic item slots), 
  which requires 1 minute of work. Once it has been 
  applied, its bearer may activate it as a standard action. 
  At 1st level, the arcanomechanist chooses five skills, and 
  whenever he constructs an augmentation, he chooses 
  one of these skills.  
   Once activated, an augmentation grants the creature 
  to which it is applied a +4 circumstance bonus on skill 
  checks for that skill for 10 minutes per arcanomechanist 
  class level you possess. After that, the augmentation 
  burns out and becomes useless. At 5th level, instead 
  of granting a bonus on skill checks, the augmentation 
  may grant a +2 circumstance bonus to one ability score, 
  chosen each time upon applying the augmentation. 
  At 9th level, it may instead increase the bearer’s base 
  movement speed by 10 ft. At 13th level, it may instead 
  grant a +4 deflection bonus to AC or a +4 circumstance 
  bonus on attack and damage rolls. At 17th level, it may 
  provide SR 15 or DR 5/adamantine.  
   At 1st level, the arcanomechanist may sustain only 
  one augmentation at any given time. Creating a second 
  augmentation immediately renders the first inert. At 
  6th level, and every 5 levels thereafter, he may sustain 
  one additional active augmentation to a maximum 
  of four at 16th level. There is no limit to the number 
  of concurrent augmentations a creature may use, but 
  each one requires a separate action to activate and the 
  benefits of augmentations do not stack with themselves. 
  Augmentations that travel more than 1 mile from the 
  arcanomechanist that created them are immediately 
  rendered inert and useless. This ability replaces 
  mutagen and persistent mutagen. 
  Mystic Constructor (Ex): At 1st level, an 
  arcanomechanist gains Craft Wondrous Item as a bonus 
  feat even if he does not meet the prerequisites. When 
  crafting wondrous items, he may use his Profession 
  (engineer) skill in place of his Spellcraft skill. This ability 
  replaces brew potion. 
  Curse Ward (Ex): At 2nd level, an arcanomechanist 
  learns how to defend himself against the effects of 
  magic items. He gains a +2 bonus on all saving throws 
  against effects caused by magic items, including 
  personality conflicts with intelligent items. This bonus 
  increases to +4 at 5th level and again to +6 at 8th level. 
  At 10th level, he gains the ability to shrug off the effects 
  of cursed magic items by force of will alone. Once per 
  day, he may make a Will saving throw (DC 10 + the 
  item’s caster level) to rid himself of the cursed item. 
  This functions as remove curse with an effective caster 
  level equal to the arcanomechanist’s class level, but he 
  may only target himself with the effect. The bonus to 
  saving throws granted by the curse ward ability applies 
  to this saving throw as well. This ability replaces poison 
  resistance and poison use. 
  Master of Enchantments (Su): At 3rd level, an 
  arcanomechanist leverages his knowledge of magical 
  devices to more effectively wield magic items. He gains 
  a +4 bonus on Use Magic Device skill checks and does 
  not suffer mishaps when failing to activate a magic item 
  blindly. At 6th level, he may ignore alignment, class, and 
  race requirements when crafting magic items. He may 
  always use any magic item that he himself has crafted 
  and, when doing so, never suffers any penalties for being 
  the incorrect alignment, class, or race. At 18th level, he 
  may activate any spell completion or spell trigger magic 
  item even if the associated spell is not located in one of 
  his class’s spell lists. This ability replaces swift alchemy, 
  swift poisoning, and instant alchemy.
  11
  
  162
  BRAVO (ROGUE)
  While kobolds are viewed as a cautious and careful race, 
  a few of them are addicted to the thrill of danger. Many 
  young kobolds are attracted to the rough and tumble life 
  of a bravo, strutting about the kobold ghetto with sharp 
  swords and even sharper words, dueling and daring 
  each other on to greater feats of foolishness in search of 
  bravado and renown. Many die, but in their short lives, 
  they commit deeds of derring-do that are talked about 
  for generations. 
  Bravado (Ex): Bravado is a fluctuating measure 
  of a bravo’s ability to perform amazing actions in 
  combat. At the start of each day, a kobold bravo gains 
  a number of bravo points equal to her Charisma 
  modifier (minimum 1). Her bravado goes up or down 
  throughout the day, but it cannot go higher than her 
  Charisma modifier (minimum 1), though some feats 
  and magic items may affect this maximum. A bravo 
  spends bravado to accomplish deeds (see below) and 
  regains bravado in the following ways. 
  Fighting 1 round of combat alone against at least two 
  opponents or one Large opponent: If a kobold bravo 
  fights at least 1 full-round against two or more 
  opponents whose combined Hit Dice equal or 
  surpass the character level of the bravo, she gains 1 
  point of bravado. Only 1 point of bravado per group 
  of opponents can be earned this way. Any spell cast 
  on the opponent or bravo during this round, ranged 
  attacks on opponents or other support (GM’s 
  judgment) negates this bonus. 
  Instigating a single combat with an opponent at least 
  one size category larger: If a kobold bravo instigates 
  a duel or single combat with a “giant” (size Medium 
  or larger) of Hit Dice equal to or greater than the 
  total character level of the bravo −1 or more, she 
  gains 1 point of bravado. Only 1 point of bravado 
  per opponent can be earned this way. Any spell cast 
  on the opponent or bravo during this round, ranged 
  attacks on the opponent, or other support (GM’s 
  judgment) negates this bonus.
  Successful daring skill check: If the kobold bravo 
  successfully makes a Slight of Hand, Acrobatics, 
  or Escape Artist check of at least DC 10 + 2 × the 
  kobold’s total class level and if the result of failure 
  was at least 1d6 × the character level damage or 
  imprisonment or other legal punishment, the 
  kobold bravo gains 1 point of bravado. Examples 
  include running across gutters and rooftops or 
  stealing the pocket watch of the local guard captain. 
  Only 1 point of bravado may be gained this way on 
  any given day.
  Romancing: If the kobold bravo successfully uses a 
  Diplomacy or Bluff check to increase the attitude 
  of someone to helpful and the kobold character is 
  attracted to them and this person is either already 
  in a relationship or the object of interest of other 
  individuals, the kobold bravo then gains 1 point 
  of bravado. In this process, the kobold is making 
  promises of love and affection and is flirting 
  shamelessly. A kobold bravo may not get this bonus 
  twice from the same person. 
  Successful dirty trick: If the kobold bravo successfully 
  uses the dirty trick action in combat against a foe 
  of Hit Dice equal to or greater than the kobold 
  bravo’s total character level −1, she gains 1 point of 
  bravado. Only 1 point of bravado per opponent can 
  be earned this way.
  Springing a trap: If a kobold bravo springs a trap with 
  a Disable Device DC of at least 10 + the kobold’s 
  total character level ×2, she regains bravado. This 
  may occur by either failing a Disable Device check 
  to disarm a trap by 5 or more, by failing a +10 DC 
  Disable Device check to safely spring a trap, or by 
  safely springing the trap by passing this +10 DC. 
  This point of bravado is awarded as long as the 
  kobold bravo avoids any damage and ill effects 
  caused by the trap, even if allies are affected by trap. 
  Only 1 point of bravado per day can be earned this 
  way. Bravos with the Running the Ghetto’s Gauntlet 
  feat may use Acrobatics to tumble through trapped 
  squares. Upon successfully bypassing the trap this 
  way, they instead receive 2 points of bravado.
    All of these checks are up the judgment of the GM 
  and should involve risk to the character and, better yet, 
  a certain amount of hilarity. 
  Deeds of Bravado
  Bravos spend points to accomplish deeds. Most deeds 
  grant the bravo some momentary bonus or effect, but 
  there are some that provide longer-lasting effects. Some 
  deeds stay in effect as long as the bravo has at least 1 
  point of bravado. The following is the list of base bravo 
  deeds. A bravo can only perform deeds of her level or 
  lower. Unless otherwise noted, a deed can be performed 
  multiple successive times as long as the appropriate 
  amount of bravado is spent to perform the deed.
  Swaggering Skill: At 1st level, the kobold bravo may 
  spend points of bravado to add a +5 circumstance 
  bonus per point of bravado spent to any one class skill 
  check that is not a Craft or Knowledge check. This 
  bonus must be added before the dice are rolled. At 
  1st level, a bravo may spend 1 point of bravado per 
  skill check. She increases this by +1 point of bravado 
  at 5th level and every 5 class levels thereafter up to a 
  maximum of 4 points of bravado for a total bonus of 
  +20 at 15th level. 
  
  163
  Bravado Dice: At 2nd level, the kobold bravo may 
  spend points of bravado as a swift action to add +1d4 
  precision damage to sneak attack damage she deals 
  this round. The bravo may spend up to half her class 
  level (rounded down, minimum 1) on sneak attack 
  damage this way in any given round. These additional 
  dice are not treated as sneak attack damage dice for 
  effects that affect sneak attack damage dice, like bleed, 
  ability damage or deadly sneak. 
  Fightin’ Dirty: At 3rd level, the bravo may select a bonus 
  feat from the following list: Cheap Shot, Eye Gouge, 
  Hobbling Strike, Low Blow. This ability replaces trap 
  sense +1.
  Dirty Attack: At 4th level, the kobold bravo may 
  spend 3 points of bravado  to treat an opponent as 
  if the opponent was denied his Dexterity bonus to 
  AC for the purposes of the Cheap Shot feat and its 
  follow-up feats. If she is successful in executing the 
  dirty trick maneuver, she may immediately execute a 
  sneak attack at her highest base attack bonus against 
  the opponent. 
  Defiant Life: At 6th level, the bravo may spend points 
  of bravado as a swift action to heal herself for 1d8 + 
  Charisma modifier points of damage. The bravo may 
  spend a maximum of points per day equal to her class 
  level. This is a supernatural, positive-energy-based 
  effect with an effective caster level equal to the bravo 
  class level.
  Defiant Strike: At 10th level, if a kobold bravo is 
  struck a blow in melee and knocked unconscious or 
  killed, the bravo may spend all remaining points of 
  bravados (at least 2) as an immediate action to make 
  one final attack against the adversary that dealt the 
  damage. This attack is executed at the bravo’s full base 
  attack bonus and automatically inflicts sneak attack 
  damage even if the adversary would not be denied his 
  Dexterity modifier. Any effects that prevent or negate 
  the damage dealt to the bravo also prevent the use of 
  this ability.
  Rabble Rouser: At 15th level, as a full-round action that 
  provokes attacks of opportunity, the bravo may spend 
  3 points of bravado to make an impassioned speech 
  to communicate with a number of non-hostile target 
  creatures. The speech acts as a mass suggestion spell 
  with a Will save against DC 15 + the bravo’s charisma 
  modifier to negate with a caster level equal to the 
  bravo’s class level. This is a language-dependant spell-
  like ability.
  King of the Unbowed: At 20th level, the bravo may spend 
  1 point of bravado to automatically make her save 
  against any mind-affecting spell or effect. 
  This deeds ability replaces trapfinding.
  CLOCKWORK ALCHEMIST (ALCHEMIST)
  Originally made up of kobolds, the order of clockwork 
  alchemists rejected the potions of other alchemists and 
  sought mastery of gearworks and mechanisms. They create 
  and prepare bombs made from tightly wound springs and 
  gnashing cogs, and they improve their bodies through 
  the use of mechanical grafts. Over time, other races have 
  begun to explore this bizarre mechanical alchemy, and the 
  fame of the clockwork alchemists has spread.
  Class Skills: A clockwork alchemist removes Craft 
  (alchemy) from her class skill list and adds Craft 
  (clockwork) in its place.
  Complication (Ex): At 1st level, a clockwork alchemist 
  discovers how to create a clockwork device that she can 
  attach to heighten her physical prowess at the cost of 
  her personality. It takes 1 hour to craft the complication, 
  and once crafted, it may be activated as a standard 
  action. A crafted complication remains potent until 
  used. These devices act as mutagens and follow all 
  rules of mutagens save that their benefits are based on 
  mechanical applications rather than those of potions or 
  elixirs and the following exceptions.  
   Complications last significantly longer than the 
  effects of regular mutagens: a given complication 
  remains in effect for 1 hour per clockwork alchemist 
  class level. The duration of a given complication does 
  not need to be used consecutively, but it must be used 
  in 1-hour increments. A clockwork alchemist may 
  turn an active complication off at any given time as a 
  full-round action that provokes attacks of opportunity, 
  but whenever a complication is prematurely shut 
  down this way, the total duration of the complication 
  decreases by 1 hour.  
   A clockwork alchemist’s complications are not treated 
  as mutagens with regard to other alchemists and vice 
  versa. Unlike mutagens, complications are extraordinary 
  abilities. This ability modifies mutagens.
  Clockwork Bombs (Su): Clockwork alchemists use 
  their knowledge of springs and gears to make powerful 
  explosive mechanisms, which they all too happily throw 
  at foes. These clockwork bombs are infused with the 
  natural gear magic of the clockwork alchemist. These 
  bombs follow all the rules for regular alchemist bombs 
  save that, since they utilize clockwork shrapnel instead 
  of a flammable catalyst, clockwork bombs deal slashing 
  damage instead of fire damage. Clockwork alchemists 
  may create more bombs per day than regular alchemists: 
  the number of clockwork bombs a clockwork alchemist 
  can make each day is equal to twice the clockwork 
  alchemist’s class level + the clockwork alchemist’s 
  Intelligence modifier. Clockwork bombs are treated 
  as regular bombs for purposes of prerequisites and 
  discoveries. This ability modifies bombs. 
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  Clockworking (Su): The clockwork alchemist is 
  a master of all things mechanical and gains a bonus 
  to Craft (clockwork) and Knowledge (engineering) 
  rolls equal to her level of clockwork alchemist. The 
  clockwork alchemist can use either of these skills to 
  learn information about a construct as a Knowledge 
  check or to answer questions about machinery. This 
  ability replaces alchemy. 
  Siege Engineer (Ex): At 1st level, clockwork 
  alchemists have already mastered the intricacies of 
  many a war machine. The clockwork alchemist receives 
  the Siege Engineer feat as a bonus feat even though 
  she would not qualify for its prerequisites. This ability 
  replaces brew potion.
  Discovery (Su): When learning a discovery, the 
  clockwork alchemist may choose from the following 
  additional discoveries unique to the class. 
  Clockwork Bomb, Alchemical Silver: The clockwork 
  alchemist can add gears and springs of alchemical 
  silver to her bombs. She may now choose to have 
  her bomb count as silver for the purposes of 
  overcoming damage reduction. The clockwork 
  alchemist may choose only one special damage 
  discovery to apply to any individual clockwork 
  bomb. The clockwork alchemist must be at least 4th 
  level to take this discovery. 
  Clockwork Bomb, Axiomatic: The clockwork alchemist 
  can add gears and springs infused with the power 
  of law to her bombs. Only neutral or chaotic 
  enemies are harmed by this bomb. Against chaotic 
  creatures, the bomb increases its damage dice to 
  1d8. The clockwork alchemist may choose only one 
  special damage discovery to apply to any individual 
  clockwork bomb. The clockwork alchemist must be 
  at least 6th level to take this discovery. 
  Clockwork Bomb, Bludgeoning: The clockwork 
  alchemist can add large, heavy gears to her bombs so 
  they deliver bludgeoning damage. She may choose 
  only one special damage discovery to apply to any 
  individual clockwork bomb. 
  Clockwork Bomb, Chaotic: The clockwork alchemist 
  can add gears and springs infused with the power 
  of chaos to her bombs. Only neutral or lawful 
  enemies are harmed by this bomb. Against lawful 
  creatures, the bomb increases its damage dice to 
  1d8. The clockwork alchemist may choose only one 
  special damage discovery to apply to any individual 
  clockwork bomb. The clockwork alchemist must be 
  at least 6th level to take this discovery. 
  Clockwork Bomb, Cold Iron: The clockwork alchemist 
  has learned to add gears and springs of cold iron to 
  her bombs. She may now choose to have her bomb 
  count as cold iron for the purposes of overcoming 
  damage reduction. The alchemist may apply just 
  one special damage discovery to any individual 
  clockwork bomb. The clockwork alchemist must be 
  at least 4th level to take this discovery. 
  Clockwork Bomb, Piercing: The clockwork alchemist 
  has learned to add fine complications to her bombs 
  that shatter into needles that do piercing damage. 
  The clockwork alchemist may choose only one 
  special damage discovery to apply to any individual 
  clockwork bomb. 
  Clockwork Bomb, Repairing: This bomb contains 
  ensorcelled gears that join with damaged constructs 
  and reinforce their inner workings. Instead of 
  damaging creatures with the construct subtype, 
  bombs with this discovery applied instead heal 
  constructs hit by an amount equal to the damage the 
  bomb inflicts. Living things in the splash area still 
  take damage as normal. The clockwork alchemist 
  may choose only one special damage discovery 
  to apply to any individual clockwork bomb. The 
  clockwork alchemist must be at least 8th level to 
  take this discovery. 
  Clockwork Construct: The clockwork alchemist is 
  now able to craft permanent creations using her 
  clockwork knowledge and gains the Craft Construct 
  feat. She substitutes Craft (clockwork) for any Craft 
  skill prerequisites and is treated as if she had a caster 
  level equal to her character level. Additionally, she 
  may ignore one spell as a construction requirement 
  at 5th level and an additional spell prerequisite every 
  2 levels thereafter. The clockwork alchemist must be 
  at least 5th level to take this discovery. 
  This expanded discovery list replaces the poison use, 
  swift alchemy, swift poisoning, and instant alchemy 
  abilities. 
       Many existing discoveries can be modified to work 
  by virtue of machines, not chemicals. Otherwise, 
  they act identically to the alchemist discovery. 
  Their alchemist names and sourcebook are listed in 
  parenthesis. For example, the wings discovery is now 
  a set of clockwork wings that the clockwork alchemist 
  constructed. The following discoveries complement 
  the clockwork alchemist well: clockwork arm (vestigial 
  armUM), clockwork demolition charge (demolition 
  chargeDHB), clockwork innards (preserve organsUM), 
  clockwork self-repair (spontaneous healingUM), 
  clockwork tentacle (tentacleUM), clockwork toughness 
  (lingering spiritUM), clockwork wings (wingsUM), 
  concussive clockwork bomb (concussive bombAPG), 
  delayed clockwork bomb (delayed bombAPG), explosive 
  clockwork bomb (explosive bombAPG), fast clockwork 
  bomb (fast bombsAPG), force clockwork bomb (force 
  bombAPG), grand complication (grand mutagenAPG), 
  grease clockwork bomb (grease bombDHB), greater 
  
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  complication (greater mutagenAPG), minor clockwork 
  transformation (mummificationUM), precise clockwork 
  bombs (precise bombsAPG), shock clockwork bomb 
  (shock bombAPG). 
  GRUDGE RAGER (BARBARIAN)
  Kobolds suffer indignities the world over. Even the best of 
  them—those who are not enslaved, politically oppressed, 
  or systematically slain—seethe with resentment over the 
  injustice of their race’s fate, clinging to every slight as 
  evidence of a vast conspiracy against their people and 
  nursing grudges that last generations. 
  Most kobolds suffer these indignities in silence, afraid 
  or unable to effectively resist them. Some, however, reach 
  a breaking point. Once the cruelties of fate become too 
  much to bear, these kobolds lash out at the world and turn 
  their hatred into fuel for a terrible fire. 
  Larger than Life (Ex): At 2nd level, a grudge rager’s 
  ferocity helps to compensate for his small size. He is 
  treated as being one size category larger for the purposes 
  of calculating CMB and CMD and for calculating 
  bonuses and penalties on Intimidate skill checks. This 
  ability replaces uncanny dodge. 
  Cornered Fury (Ex): At 5th level, whenever a grudge 
  rager is flanked, he gains a +2 circumstance bonus on 
  attack rolls against all creatures that are flanking him. 
  This ability replaces improved uncanny dodge. 
  Grudge (Ex): At 7th level, a grudge rager’s anger 
  focuses sharply on creatures that harm him. Whenever 
  an opponent inflicts hp or ability score damage on the 
  grudge rager, the rager gains a +1 morale bonus on his 
  next attack and damage rolls against that opponent. 
  This bonus increases by +1 every 3 levels thereafter to 
  a maximum of +5 at 19th level. This ability replaces 
  damage reduction. 
  Fury of the Scorned (Ex): At 14th level, a grudge 
  rager can draw upon the frustration of his own failures 
  to amplify his rages. Whenever the grudge rager fails a 
  saving throw or is subject to a critical hit, he immediately 
  gains 1 free round of rage and 1d10 temporary hp. If 
  his failed saving throw is for an effect from a creature, 
  he also automatically confirms his next critical threat 
  against that particular creature. This ability can be used 
  only while the grudge rager is raging and only once per 
  round. The failed saving throw must be a harmful effect 
  originating from a target creature with hit dice equal 
  to or greater than that of the grudge rager. This ability 
  replaces indomitable will. 
  Utter Indignation (Ex): At 17th level, a grudge 
  rager can fly into a rage at the slightest provocation, 
  particularly when he is set upon in a moment of 
  weakness. The grudge rager may enter a rage as a free 
  action whenever an opponent inflicts damage upon 
  him or whenever he fails a saving throw even if he is 
  currently fatigued or exhausted. For the duration of 
  his rage, he ignores the effects of being fatigued or 
  exhausted. This ability replaces tireless rage.
  SCRAP WARRIOR (FIGHTER)
  Locked into a brutal struggle for survival against other 
  races and each other, kobolds have learned to glean 
  advantage from the junk and waste of wealthy men and 
  dwarves. Some become deadly trapsmiths. Others, knife-
  men, brawlers, and junk-knights in stovepipe armor, have 
  developed the ability to find battle-use in what others 
  discard. The scrap warriors are feared for their cunning 
  and under-handed adaptability. 
  Class Skills: Kobold scrap warriors gain Use Magic 
  Device as a class skill. 
  Hey, I Can Fix That (Ex): At 1st level, a scrap warrior 
  becomes skilled at repairing broken non-magical items, 
  including armor and weapons. He can repair them as 
  if by use of the spell mending by taking a full-round 
  action. Alternatively, he can modify the base damage 
  type of a weapon to deal either bludgeoning, slashing, or 
  piercing damage by taking a full-round action to modify 
  it with scrap nearby or on his person. This modification 
  results in a −1 to hit and damage and lasts 1d8+2 times 
  the weapon hits an enemy or object. Repairing an object 
  or modifying a weapon via this ability provokes attacks 
  of opportunity. This ability replaces bravery. 
  The Last Dregs (Ex): At 3rd level, the scrap warrior 
  can use his long tongue to pull the last few drops of a 
  potion (or oil!) out of a potion bottle discarded by an 
  adjacent drinker and gain some of the effects. Picking 
  up a discarded potion and slurping its last contents is 
  a standard action that must occur within 1 round of 
  another character using a potion. Like drinking a potion, 
  this action provokes an attack of opportunity. The scrap 
  warrior gains the effects of the potion, but all numerical 
  values (healing, duration, and so on) are halved, 
  rounding up. Potions with a duration of minutes or 
  hours work for only 1 minute or hour, respectively. For 
  example, a potion of vanish with caster level 3rd would 
  work for 2 rounds and a potion of cure light wounds that 
  would heal 6 points of damage only heals 3. A potion 
  of protection from arrows of caster level 2nd would last 
  1 hour and would give the scrap warrior DR 5/magic 
  against ranged weapons. Poisons and similar harmful 
  potions imbibed by accident work at half effectiveness as 
  well. This ability replaces armor training 1. 
  Kobold Millwright (Ex): At 5th level, the kobold 
  scrap warrior adds half his class level to all Craft skill 
  checks and may make Craft skill checks untrained. If 
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  the warrior has access to a scrap yard or a good-sized 
  pile of refuse (GM’s judgment), the warrior acts as if he 
  had correct tools for the Craft skill. All items made with 
  this ability are ramshackle and worth 1/4 their listed 
  price. These items last for 1d8+3 uses before gaining 
  the broken condition. Any alchemical or gunpowder 
  devices made by a kobold scrap warrior have all effects, 
  damage, ranges, and durations halved. Gunpowder 
  weapons can be made with this ability only with the 
  GM’s permission. They will work 1d4−1 times (GM rolls 
  secretly), do half damage, and explode with full damage 
  when they misfire or run out of uses. This ability 
  replaces weapon training 1.
  Improved Repairs (Ex): At 7th level, the kobold 
  scrap warrior can use his Hey, I Can Fix That ability as a 
  standard action, and it repairs 2d4 points of damage. As 
  a full-round action, he can use spare parts on his person 
  to add a temporary 1d6 hp to any object in reach. This 
  action provokes attacks of opportunity. If the scrap 
  warrior has access to sufficient amounts of cold iron 
  or silver scrap (subject to GM approval), he can 
  enhance weapons to be treated as that material 
  for purposes of overcoming damage reduction 
  for 1d8+1 hits. This power replaces armor 
  training 2. 
  One More Blast (Ex): At 9th level, the kobold scrap 
  warrior can make a Use Magic Device check to squeeze 
  one more use out of a burned out magical item. This 
  power does not work on scrolls, and it may only be 
  used on magic items that have charges or a permanent 
  number of uses. Rechargeable items can be activated by 
  this ability but cannot be recharged for 1d4 days after 
  the power is used on them. This power does not work 
  on items with a set number of charges per day or other 
  time period limitations. This ability replaces weapon 
  training 2. Using this power is a standard action that has 
  the following DC: 
  Item Caster Level
  DC to Use
  0–5 
  10 + caster level
  6–15
  15 + caster level
  15+
  20 + caster level
  
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  SPIKE MONK (MONK)
  Flitting like shadows through the night, the kobold spike 
  monks are feared but little understood killers. They fling 
  great clouds of kobold spikes—blades that resemble 
  nothing more than a hybrid of caltrop and shuriken—
  to lay caltrop fields and pin enemies to the cobbles, 
  spreading fear throughout the night. 
  Exotic Weapon Proficiency (Kobold Spike): 
  The kobold spike is a five-pronged shuriken with one 
  long point. It can be used in melee or in ranged combat. 
  Kobold Spike Adept (Ex): At 1st level, the spike 
  monk is proficient in the use of kobold spikes. He can 
  use the flurry of blows ability with them as if they were 
  any other monk weapon. The kobold spike monk gains 
  Small but Fierce as a bonus feat. This ability replaces 
  unarmed strike and the 1st level bonus feat Improved 
  Unarmed Strike. 
  Spike Scatter (Ex): At 1st level, a spike monk with 
  this ability can forgo an attack in order to throw four 
  spikes as a single attack into an unoccupied square 
  within 30 ft. as an attack against AC 10. These spikes 
  are not damaged by being thrown and act as caltrops 
  in that square. The spike monk can do this up to once 
  for each attack in a flurry of blows. Scattering kobold 
  spikes, this allows the spike monk to draw replacement 
  spikes as part of the flurry without incurring attacks 
  of opportunity, provided he has any kobold spikes in a 
  readily accessible place. This ability replaces the monk’s 
  1st-level bonus feat. 
  Way of the Spike: Precise Shot (Ex): At 2nd level, 
  the spike monk gains Precise Shot as a bonus feat. This 
  ability replaces the 2nd-level bonus feat. 
  Stunning Spike (Su): At 3rd level, the spike monk 
  learns to focus his ki energy into his spikes. He can use 
  his stunning fist attacks on a spike that is thrown up to 
  30 ft. as if the ability had been applied to a melee attack. 
  This ability replaces maneuver training. 
  Way of the Spike: Ranged Flurry of Spikes 
  (Ex): At 4th level, the spike monk with this ability can 
  expend 1 ki point from his ki pool as a swift action 
  before he makes a ranged full attack with kobold spikes. 
  During that attack, he can throw two additional kobold 
  spikes at his highest attack bonus, but all of his kobold 
  spike attacks are made at a −2 penalty, including the 
  two extra attacks. Alternatively, the spike monk could 
  use this ability to combine melee and ranged attacks: 
  for example, executing 2 melee attacks and then 
  following up with ranged attacks. The benefits of this 
  ability do not stack with flurry of blows. This ability 
  replaces slow fall.
  Spike Drive (Su): At 4th level, spike monks can drive 
  their spikes into solid nonliving material and the wood 
  of inanimate plants. Spikes can be used to spike doors, 
  bind ropes, and provide handholds for climbing and 
  jumping. The spike monk can use his spikes as hand- 
  and footholds by throwing or smashing them into a wall. 
  Using this ability requires the expenditure of 1 point of 
  ki, and the monk can drive spikes equal to the number of 
  his flurry of blows attacks as a standard action into solid 
  matter. One spike is needed per 5 ft. of distance, and as 
  with any surface that offers handholds and footholds, 
  a wall with spike-footholds in it has a Climb DC of 15. 
  Each spike can also be used as part of a kobold’s high 
  jump, provided the monk has sufficient solid objects 
  into which to drive the spikes. Each spike adds +20 to 
  the high jump Acrobatics check (for a net gain of +5 ft. 
  height), but the monk must be able to touch the spikes 
  as he travels upward and have solid matter to drill the 
  spikes into in order to use it this way to fluently extend 
  his jump. Spikes are rendered unusable by using them 
  via spike drive. This ability cannot be used on items 
  held, carried, or worn by opponents and cannot be used 
  on the bodies of adversaries. Using this ability does not 
  require an attack roll.
  Ki Spike: Magic (Su): At 4th level, the spike monk 
  may expend 1 point of ki to have all his spike attacks 
  for this round be treated as magic for the purposes of 
  overcoming damage reduction. This ability replaces ki 
  strike: magic option of the ki pool ability. 
  Spike Pin (Su): At 5th level, the spike monk may expend 
  1 point of ki as a standard action to make a single, 
  special attack at the spike monk’s CMB, substituting 
  his Dexterity modifier for Strength. This ranged attack 
  provokes attacks of opportunities and consists of the 
  spike monk throwing a spike and pinning an opponent 
  within 30 ft. in place. If the maneuver succeeds, the 
  target gains the entangled condition and is anchored 
  and unable to move from the square to which it is 
  anchored but does not lose his Dexterity bonus to AC. 
  An anchored opponent can disentangle with a Strength 
  check or Escape Artist check equal to 10 + 1/2 the spike 
  monk’s monk level + the spike monk’s Wisdom modifier. 
  This ability replaces purity of body. 
  Weapon
  Cost
  Damage 
  (S)
  Damage 
  (M)
  Crit
  Range
  Weight
  Type
  Special
  Kobold Spike (S)
  2 gp
  1d2
  1d3
  ×2
  10 ft.
  1 lb.
  Piercing
  Exotic
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  Ki Spike: Cold Iron/Silver (Su): At level 7, the spike 
  monk may expend 1 point of ki to have all his spike 
  attacks for this round be treated as either cold iron or 
  silver for the purposes of overcoming damage reduction. 
  This ability replaces ki strike: cold iron/silver option of 
  the ki pool ability. 
  Ki Spike: Bleed (Su): At 10th level, the spike monk may 
  expend 1 point of ki to have all his spike attacks for this 
  round inflict +1 point of bleed damage. This bleed stacks 
  up to the number of flurry of blows attacks the monk 
  possesses but only for attacks made by the same monk 
  on the same round. Note that this ability supersedes the 
  usual stacking restrictions of bleed damage. This ability 
  replaces ki strike: lawful option of the ki pool ability. 
  Way of the Spike: Throw Anything (Ex): At 11th 
  level, the spike monk gains the Throw Anything feat as a 
  bonus feat. This replaces diamond body. 
  Ki Spike: Nerve Strike (Su): At 13th level, the spike 
  monk may expend 1 point of ki as a swift action to have 
  all his spike attacks for 1 round inflict 1 point of either 
  Strength or Constitution damage (chosen individually 
  per attack) in addition to their regular damage. 
  Constructs and oozes and other creature types immune 
  to ability damage are not affected. 
  Way of the Spike: Ki Hurl (Su): At 14th level, 
  the spike monk may spend 1 point of ki to hurl any 
  object adjacent to the spike monk of up to size Small 
  at an enemy as a ranged attack. This object has a range 
  increment of 10 ft. and inflicts damage as a falling object 
  of its size category. The base damage of Small falling 
  objects is 2d6. 
  Quivering Spike (Su): This ability works like quivering 
  palm with the exception that it can only be executed 
  with kobold spikes, and as such, it can be executed as 
  a ranged attack. The spike used for this power is totally 
  destroyed after it deals damage. This ability modifies 
  quivering palm.
  Ki Spike: Adamantine (Su): At 16th level, the spike 
  monk may expend 1 point of ki to have all of his spike 
  attacks for this round be treated as adamantine for 
  the purposes of overcoming damage reduction and 
  bypassing hardness. This ability replaces ki strike: 
  adamantine option of the ki pool ability. 
  Way of the Spike: Improved Hurling (Su): At 
  17th level, the spike monk may expend 1 point of ki to 
  hurl any object adjacent to the spike monk of up to size 
  Medium at an enemy as a ranged attack. This object has 
  a range increment of 10 ft. and does damage as a falling 
  object of its size category. The base damage of Medium 
  falling objects is 3d6. This replaces timeless body.
  Way of the Spike: Greater Hurling (Su): At 19th 
  level, the spike monk may expend 1 point of ki to hurl 
  any object adjacent to the spike monk of up to size Large 
  at an enemy as a ranged attack This object has a range 
  increment of 10 ft. and does damage as a falling object 
  of its size category. The base damage of Large falling 
  objects is 4d6. This replaces empty body.
  Master of the Hurling Debris and Spikes (Su): 
  At 20th level, the spike monk treats any object thrown 
  with ki hurling and its improved versions as one size 
  larger. The base damage of Huge falling objects is 6d6. 
  Additionally, he no longer has to expend ki when using 
  ranged flurry of spikes. This replaces perfect self.
  TUNNEL HARRIER (ROGUE)
  Not all kobolds are content to sit idly behind their traps 
  while danger threatens the nest. Among those tribes who 
  take a more active role in the defense of their warrens 
  and mines, tunnel harriers are their hidden knives, 
  skirmishing with invaders before battle lines are ever 
  drawn. They strike in silence before skittering into the 
  shadows, leaving attackers disoriented and vulnerable. 
  Shifty Target (Ex): Tunnel harriers move quickly 
  and rarely stray from shadows and cover, making them 
  more difficult to hit while in motion. A tunnel harrier 
  gains a +1 dodge bonus to AC on any turn that she 
  moves 10 ft. or more. This bonus increases by +1 every 4 
  levels beyond 1st to a maximum of +5 at 17th level. This 
  ability replaces trapfinding. 
  Guerilla (Ex): At 3rd level, a tunnel harrier masters 
  the art of fleeing to safety after striking a blow. After 
  making a successful sneak attack, she may withdraw 
  from melee as an immediate action, even if she already 
  used her movement for her turn. At 3rd level, she may 
  withdraw up to 15 ft. This increases by an additional 
  +15 ft. for every 4 levels beyond 3rd, to a maximum 
  of 60 ft. at 15th level. The tunnel harrier provokes no 
  attacks of opportunity when withdrawing this way from 
  an opponent she has hit with her sneak attack. She still 
  provokes attacks of opportunity from all other eligible 
  targets. This ability replaces trap sense. 
  A Thousand Hidden Talons (Ex): Tunnel harriers 
  never fight alone—they strike in large groups and lurk at 
  the edges of massed assaults. At 6th level, tunnel harriers 
  learn how to best coordinate with their allies, combining 
  attacks to maximal effect. When making a sneak attack 
  on a creature damaged by an ally or affected by an ally’s 
  harmful spell since the end of her last turn, she treats 
  her sneak attack damage dice as one step higher than 
  normal: for example, a +3d6 sneak attack becomes +3d8. 
  This ability replaces the 6th-level rogue talent. 
  
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  Rogue Talents: The following rogue talents 
  complement the tunnel harrier archetype: befuddling 
  strike, bleeding attack, camouflage, distracting attack, 
  fast stealth, slow reactions, and sniper’s eye. 
  Advanced Talents: The following advanced rogue 
  talents complement the tunnel harrier archetype: 
  confounding blades, crippling strike, fast tumble, 
  improved evasion, stealthy sniper.
  kobold feAts
  These feats are available to kobold characters.
  Bank Shot (Combat) 
  Cover is no protection. 
  Prerequisite: Precise Shot. 
  Benefit: By taking a −2 penalty to your ranged attack 
  roll with a sling, you can bounce a sling stone off a hard 
  object or armored creature to attack a target behind 
  cover or not in your direct line of sight, ignoring partial 
  and soft cover. Additionally, you may use this feat to 
  attack targets in total cover. The 50% miss chance for 
  total concealment still applies. A hard object is required 
  for this attack.
  Battlefield Scavenger (Combat) 
  You collect a bit of battlefield debris to aid yourself. 
  Prerequisite: Combat Expertise. 
  Benefit: You may retrieve an unattended item in a square 
  adjacent to you as a swift action. 
  Normal: Picking up an unattended item is a move action. 
  Black Swan (Racial)
  You stand as a rare example of courage among your 
  more timid peers, and your stoutheartedness serves as a 
  surprise to foes who expect you to flee from them. 
  Prerequisite: Kobold. 
  Benefit: When you resist an opponent’s fear-based spell 
  or effect or an attempt to demoralize you using the 
  Intimidate skill, that opponent becomes flat-footed until 
  the end of your next turn. 
  Special: This feat only applies the first time you resist a 
  fear effect or the Intimidate skill during an encounter. 
  Opponents who are already familiar with your 
  demeanor may not be affected.
  Cheap Shot (Combat) 
  You’ll use any underhanded trick in combat. 
  Benefit: When you successfully attack an opponent 
  denied his Dexterity bonus to AC, you may expend a 
  swift action to deal bonus precision damage equal to 
  half your base attack bonus (minimum 1). This extra 
  damage is not multiplied on a critical hit.
  Climbing Claws (Racial)
  Your tough and powerful claws give you advantages when 
  climbing. 
  Prerequisites: Dragon, dragonkin, drake, or kobold; 
  Climb 5 ranks. 
  Benefit: You gain a +4 competence bonus to Climb 
  checks. You can climb at half your land speed without 
  taking the accelerated climbing penalty. If you climb at 
  an accelerated rate, you still take the −5 penalty but can 
  move your full base speed if you succeed your Climb 
  check. You retain your Dexterity bonus (if any) and 
  opponents gain no circumstance bonuses to attack you 
  while you are climbing.
  Collapse Crawler (Racial)
  You’ve crawled out from your fair share of tight spaces. 
  Prerequisites: Kobold, Dexterity 15. 
  Benefit: You gain a +4 competence bonus to your Escape 
  Artist checks to move through tight spaces and escape 
  from grapples, and you may ignore any penalties to 
  movement speed due to squeezing.
  Draconic Aspect (Racial)
  You possess some qualities of your dragon ancestors.
  Prerequisite: Dragonkin or kobold.
  Benefit: Your scales take on the color and some of the 
  resistances of one type of dragon. Choose one of the 
  following dragon types: black/copper/green (acid), 
  blue/bronze (electricity), red/brass/gold (fire), or white/
  silver (cold). Your scales take on the color of that 
  dragon, and you gain resistance 5 to the dragon color’s 
  corresponding energy type.
  Special: Your scale color does not have to change (subject 
  to GM approval). If you have the Goldscale or Dragon-
  Scaled trait, you also gain an additional +1 natural 
  armor bonus.
  Draconic Breath (Racial)
  You possess a draconic breath weapon and defenses.
  Prerequisites: Draconic Aspect.
  Benefit: You gain a +2 bonus against sleep and paralysis 
  effects. You gain a breath weapon that is determined 
  by your scale coloration by either the Draconic Aspect 
  feat or your dragon-scaled racial trait. Using a breath 
  weapon is a standard action that does not provoke 
  attacks of opportunity. You can use your breath weapon 
  a number of times per day equal to your Constitution 
  modifier, minimum 1. Creatures within the area of your 
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  breath weapon who succeed at a Reflex saving throw 
  (DC 10 + your character level + your Constitution 
  modifier) take only half damage.
  Black or Copper (Su): You breathe a 30-ft. line of acid 
  that deals 2d6 points of acid damage.
  Blue or Bronze (Su): You breathe a 30-ft. line of 
  electricity that deals 2d6 points of electricity damage.
  Brass (Su): You breathe a 30-ft. line of fire that deals 
  2d6 points of fire damage.
  Green (Su): You breathe a 15-ft. cone of acid that 
  deals 2d6 points of acid damage.
  Red or Gold (Su): You breathe a 15-ft. cone of fire 
  that deals 2d6 points of fire damage.
  White or Silver (Su): You breathe a 15-ft. cone of cold 
  that deals 2d6 points of cold damage.
  Special: Kobold sorcerers with the Draconic or Kobold 
  bloodline can use their Charisma modifier instead of 
  their Constitution to determine the number of times per 
  day they can use this breath weapon and its DC.
  Eye Gouge (Combat) 
  You’re skilled at blinding opponents. 
  Prerequisite: Cheap Shot. 
  Benefit: When you successfully attack an opponent who 
  is denied his Dexterity bonus to AC, you may attempt 
  a dirty trick combat maneuver a swift action to blind 
  your opponent. This does not provoke an attack of 
  opportunity.
  Special: If you also have the Improved Dirty Trick feat, 
  you increase the bonus that feat grants to dirty trick 
  attempts via the Eye Gouge feat to +4. Additionally, 
  the target has to spend a standard action to remove the 
  blinded condition incurred by this feat. If you also have 
  the Greater Dirty Trick feat, you increase the time it 
  takes your opponent to remove the blinded condition to 
  a full-round action.
  Fang Breath (Combat, Racial)
  You can expel your breath weapon upon an opponent 
  you have bitten, giving them little opportunity to evade. 
  Prerequisites: Dragonkin or kobold, Draconic Breath, 
  natural bite attack. 
  Benefit: After successfully hitting a target with a bite 
  attack, you may use your breath weapon on that 
  opponent as an immediate action. It receives a −4 
  penalty on its saving throw against your breath weapon, 
  and it cannot benefit from evasion or improved evasion. 
  However, your breath weapon affects only the target of 
  your bite attack.
  Hobbling Strike (Combat) 
  Your cheap shots impede the movement of adversaries. 
  Prerequisites: Cheap Shot. 
  Benefit: When you successfully attack an opponent 
  denied his Dexterity bonus to AC, you may expend a 
  swift action to attempt a dirty trick combat maneuver 
  to entangle your opponent. Using the Hobbling Strike 
  feat to perform the combat maneuver does not provoke 
  attacks of opportunity.
  Special: If you also have the Improved Dirty Trick feat, 
  you increase the bonus that feat grants to dirty trick 
  attempts via the Hobbling Strike feat to +4. 
   Additionally, the target must spend a standard action 
  to remove the entangled condition incurred by this 
  feat. If you also have the Greater Dirty Trick feat, you 
  increase the time it takes your opponent to remove the 
  entangled condition to a full-round action.
  Improved Bank Shot (Combat)
  Your trick shots are almost as good as your straight ones. 
  Prerequisite: Bank Shot.
  Benefit: You make Bank Shot sling attacks without taking 
  a −2 penalty to your attack roll. Additionally, when 
  using Bank Shot to attack targets with total cover and 
  total concealment, you only incur a 20% miss chance.
  Normal: You can’t shoot targets with total cover without 
  Bank Shot. With Bank Shot, the targets still benefit from 
  a 50% miss chance.
  Kobold Trap Crafter (Racial)
  You conceive and install traps in your home cave, ghetto, 
  or mine. 
  Prerequisite: Kobold. 
  Benefit: You gain a +4 circumstance bonus to your Craft 
  (alchemy), Craft (carpentry), Craft (stonemasonry), and 
  Craft (traps) skill checks dealing with traps while in any 
  settlement with a sizeable kobold population (subject 
  to GM approval). You only receive a +2 circumstance 
  bonus elsewhere.
  Language of Magic (Racial)
  Your fluency in a dialect of the draconic language allows 
  you to interweave spells while speaking, casting them 
  without appearing to do so. 
  Prerequisites: Kobold, ability to cast arcane spells, native 
  speaker of Draconic. 
  Benefit: You may mask the verbal component of arcane 
  spells you cast by speaking in Draconic. Your clear 
  enunciation is so pompous and infused by draconic 
  megalomania, it has to be interrupted at just the right 
  time to hamper your spellcasting. An opponent has to 
  succeed a Linguistics check (DC 15 + double spell level 
  or DC 15 + your ranks in the Linguistics skill, whichever 
  
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  is higher) in order to execute an attack of opportunity 
  against you when you are casting a spell that does not 
  contain somatic or material components. If you use this 
  feat to cast bloodline spells of the draconic or kobold 
  bloodline, you cast them at +1 caster level. 
  Special: A creature in earshot with knowledge of 
  Draconic may identify a spell being cast with this feat 
  by succeeding on a Linguistics check (DC 15 + double 
  the spell level or DC 15 + your ranks in the Linguistics 
  skill, whichever is higher): the creature may promptly 
  tell allies when to strike as a free action. You cannot use 
  Language of Magic in conjunction with Silent Spell or 
  while in any way restrained from talking in a clearly 
  audible voice.
  Little Nipper (Racial)
  You gain a bite attack. 
  Prerequisites: Kobold, must be taken at 1st level. 
  Benefit: You gain a bite attack as a primary natural 
  weapon with a base damage of 1d4.
  Low Blow (Combat)
  You are a sneaky combatant, skilled at delivering blows 
  beneath the belt. 
  Prerequisite: Cheap Shot. 
  Benefit: When you successfully attack an opponent 
  denied his Dexterity bonus to AC, you may expend 
  a swift action to attempt a dirty trick combat 
  maneuver to sicken your opponent. This  does 
  not provoke an attack of opportunity.
  Special: If you also have the 
  Improved Dirty Trick feat, you 
  increase the bonus that feat 
  grants to dirty trick attempts 
  via the Low Blow feat to +4. 
  Additionally, the target has 
  to spend a standard action to 
  remove the sickened condition incurred by this feat. If 
  you also have the Greater Dirty Trick feat, you increase 
  the time it takes your opponent to remove the sickened 
  condition to a full-round action.
  Miasma Immunity (Racial)
  Your unusually hardy constitution and long days spent in 
  the depths of mines amidst poison gases and ores has left 
  you virtually impervious to their effects. 
  Prerequisites: Kobold, Constitution 13, miasma 
  tolerance racial trait, Profession (miner) 5 ranks. 
  Benefit: You gain immunity to non-magical inhaled 
  poisons.
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  Run the Ghetto’s Gantlet (Racial)
  You are from a civilized kobold settlement and can easily 
  navigate across a trap-filled terrain. 
  Prerequisites: Kobold, born and raised in a city. 
  Benefit: Whenever you use Acrobatics to tumble through 
  squares containing the triggers of traps, you do not set 
  them off whenever your Acrobatics check is equal to or 
  exceeds the Perception DC necessary to spot the trap. 
  This does not allow you to bypass trapped doors and 
  similar solid objects but would allow you to move over 
  a concealed pit in front of a trapped door and open it 
  without triggering the concealed pit.
  Special: If you also have the Kobold Trap Crafter feat, 
  you gain a +4 circumstance bonus to Acrobatics checks 
  made to bypass traps. 
  Safety in Numbers (Racial) 
  The presence of your kin stirs a fervent courage in your 
  breast as more targets means you are now far less likely to 
  personally suffer injury. 
  Prerequisite: Kobold. 
  Benefit: For every other friendly kobold within 30 ft., 
  you receive a +1 morale bonus on saving throws against 
  fear as well as a cumulative +1 to the DC of Intimidate 
  checks to demoralize you. 
  Sling Anything (Combat) 
  You can use any on-hand item as a sling projectile. 
  Benefit: You suffer no penalties when using slings 
  with improvised ammunition. You receive a +1 
  circumstance bonus to attack rolls when slinging 
  improvised ammunition.
  Small but Fierce (Combat, Racial)
  As a kobold, you can stab them where it hurts most.
  Prerequisites: Kobold. 
  Benefit: Surviving among stronger and larger races, 
  kobolds have learned to be vicious and cunning in their 
  tactics. When using a light one-handed weapon made 
  for a creature of your size category with which you are 
  proficient, you may use your Dexterity modifier instead 
  of your Strength modifier on attack and damage rolls. 
  If you carry a shield, its armor check penalty applies 
  to your attack rolls. If you have a penalty to attack and 
  damage rolls due to a low Strength score, you still apply 
  this penalty your damage rolls.
  Special: Treat this feat as Weapon Finesse for the 
  purposes of feat prerequisites and abilities. Its effects do 
  not stack with Weapon Finesse.
  Swift Bypass
  You are skilled at disabling traps. 
  Prerequisites: Kobold, trapfinding class feature. 
  Benefit: You may disable and bypass simple devices and 
  normal locks as a standard action and complex devices 
  as a full-round action. 
  Normal: Disabling simple devices and locks takes a 
  full-round action and disabling complex devices takes 
  1d4 to 2d4 rounds.
  Tall Tail (Combat) 
  You can trip multiple enemies with your tail. 
  Prerequisite: Kobold, Improved Trip. 
  Benefit: As a standard action, you can make a single trip 
  attempt against an adjacent foe. If you hit, you resolve the 
  effects normally and make a free 5-ft. step that does not 
  provokes attacks of opportunity, nor does it count against 
  your movement this round. At the end of this movement, 
  you gain an additional trip attempt (using your full base 
  attack bonus) against a foe that is adjacent to the first and 
  also within reach. You can only make one additional trip 
  attempt per round with this feat. When you use this feat, 
  you take a −2 penalty to your AC until your next turn. 
  You no longer take a size-penalty to trip attempts.
  Tooth and Claw (Combat, Racial)
  You have learned how to put your strong jaws and sharp 
  claws to good use in combat.
  Prerequisites: Little Nipper. 
  Benefit: Your bite attack’s damage increases to 1d6 and 
  you gain two secondary natural attacks with your claws. 
  Your claws have a base damage of 1d3. 
  Trap Savvy (Racial)
  Your aptitude and experience with all manner of traps 
  allows you to more readily avoid and extricate yourself 
  from their effects. 
  Prerequisites: Kobold, Dodge. 
  Benefit: You gain a +4 dodge bonus to AC and Reflex 
  saving throws against traps.
  Triumphant Malice (Combat, Racial)
  Having long suffered oppression, you feel a dark and 
  giddy glee whenever you have the opportunity to turn 
  the tables and crush a helpless foe. 
  Prerequisite: Kobold. 
  Benefit: Whenever you reduce a helpless opponent with 
  Hit Dice equal to 1/2 your character level (rounded 
  down) or more to 0 hp, you gain temporary hp equal to 
  your character level, and you gain a +1 morale bonus 
  to AC, attack rolls, and damage rolls for 1 round/level. 
  This bonus increases by +1 at 5th level and again every 
  
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  5 character levels up to a maximum of +5 at 20th level. 
  If you activate the feat a second time while still under its 
  effects, the duration of the feat’s benefits resets.
  kobold equipment 
  Kobolds have access to the following equipment. Some of 
  it can occasionally be found in nocturnal kobold markets, 
  but most items are made for consumption within a single 
  tribe or mining gang. 
  Item
  Cost
  Weight
  Component Case
  10 gp
  5 lb.
  Heatsuit
  16 gp
  2 lb. †
  Lightfoot Trigger
  15 gp
  1 lb.
  Rockmelt
  20 gp
  1 lb.
  Scaleshine
  1 sp/dose
  —
  Scent Chalk
  5 gp
  —
  Tail Sconce
  10 gp
  —
  — Negligible weight. 
  † Weight for small characters; quadruple this for medium characters.
  Component Case: A small, rigid, lightweight case 
  designed to compactly hold a variety of springs, gears, 
  levers, scrap, and other materials that arcanomechanists 
  need to build their magical devices. A component case 
  contains all of the raw materials required to construct a 
  device without a costly material component. Component 
  cases also typically contain room for a schematic book. 
  Heatsuit: Being cold-blooded, kobolds grow sluggish 
  in cold weather, and even warm clothing does not serve 
  them as well as warm-blooded races. To compensate for 
  this, kobold alchemists developed a viscous fluid that, 
  when struck, generates a slow and steady flow of heat 
  for hours at a time. By sealing this fluid inside oilskin 
  pouches and sewing them into their cold-weather 
  clothing, even the cold-blooded kobolds can travel 
  comfortably in cold weather. A heatsuit grants a +4 
  alchemical bonus on Fortitude saves against the effects 
  of cold weather to the wearer.  
   Though designed for kobolds, heatsuits can be made 
  to fit other races as well. 
  Lightfoot Trigger: Independent kobold tribes 
  tend to heavily trap their mines and homes against 
  intruders, but these paranoid defenses can become as 
  much of a problem for the kobolds themselves as for 
  their invaders. In response to this problem, kobold 
  engineers devised a range of trap triggers that require 
  a certain size or weight to activate, allowing the 
  kobolds themselves to cross without fear of setting off 
  their own defenses.  
   A lightfoot trigger may be added to any mechanical 
  trap with a weight-based trigger. The modified trap will 
  not activate unless a weight of 100 lb. or more is applied 
  to the trigger, allowing Small or smaller creatures to 
  pass unhindered while activating for Medium or larger 
  creatures as normal. Small creatures carrying heavy 
  loads may still activate the trap. 
  Magnetized Cobalt: Cobalt mining is one of the 
  kobolds’ greatest commercial pursuits as kobolds 
  uniquely possess a resistance to the highly poisonous 
  byproducts of mining and processing the ore. Originally 
  called “kobold ore” due to its poor reputation among 
  miners of other races as well as the fact that only 
  kobolds seemed to mine it in any great amount, cobalt 
  eventually came to be a defining product of kobold 
  miners everywhere.  
   In addition to mining and processing cobalt ore safely, 
  kobolds have developed a complex (and highly secret) 
  process that allows them to magnetize tools made of the 
  resulting metal. Weapons made of magnetized cobalt 
  veer toward their targets as if guided by an invisible 
  hand, making them significantly more accurate, and 
  armor can be constructed that repels metal weapons.  
   Weapons made of magnetized cobalt add a +1 bonus 
  on weapon attack rolls against targets made of, or 
  wearing, a significant amount of metal (such as metal 
  armor or a metal weapon). Armor made of magnetized 
  cobalt adds a +1 bonus to AC against attacks from metal 
  weapons or creatures made of metal.  
   Magnetized cobalt has the same hp and hardness as 
  steel.
  Type of Magnetized  
  Cobalt Item
  Item Price 
  Modifier
  Ammunition
  +20 gp per item
  Light Armor
  +1,000 gp
  Medium Armor
  +2,000 gp
  Heavy Armor
  +3,000 gp
  Weapon
  +1,000 gp
  Rockmelt: This oily alchemical substance helps kobold 
  miners carving through rock. When a thin layer of 
  rockmelt is applied to a stone surface, it seeps into the 
  stone and gradually softens it. After 1 minute, stone 
  affected by rockmelt is soft enough to cut with a knife to 
  a depth of 1 ft. after which point it resumes its normal 
  hardness. After 1 hour, the stone re-hardens. This 
  quality makes rockmelt popular not only for mining 
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  troublesome rock formations but for forging stone-
  based art and weapons as well.  
   One pint of rockmelt is enough to coat a 5-ft.-square 
  stone wall or one Medium-sized stone object. 
  Scaleshine: Though other races usually stereotype 
  kobolds as filthy, they are quite fastidious in their 
  grooming. One substance used widely by kobolds for 
  personal grooming is scaleshine, a gritty powder used 
  to polish their hides. In urban markets, the powder is 
  sometimes mixed with perfumes more appealing to 
  other races’ sense of smell.  
   Any kobold who spends at least 1 hour buffing his 
  scales with scaleshine gains a +2 alchemical bonus on all 
  Charisma-based skill checks for 8 hours. A single pouch 
  is sufficient to groom one adult kobold 
  Scent Chalk: Kobold warrens are often labyrinthine, 
  and even the cleverest kobold can’t always remember 
  where every passage leads or which tunnels are 
  trapped. Scent chalk allows a tribe to mark the surfaces 
  of their home with guideposts that give directions or 
  indicate danger.  
   A pouch of scent chalk contains half a dozen sticks, 
  each of which carries a distinctive scent that has some 
  specific meaning, such as “safe passage,” “traps here,” 
  or “exit this way.” The scents are subtle and difficult to 
  distinguish from background odors for most creatures, 
  but they are readily perceived by kobolds and creatures 
  with the scent ability and serve as invisible signs that 
  aid kobolds in navigation while leaving potential 
  invaders clueless.  
   A piece of scent chalk lasts for approximately 50 uses, 
  and a mark made with it remains active for 1 week. 
  Tail Sconce: Though kobold tails are useful for 
  communication and balance, when properly outfitted, 
  they are also flexible enough to aid in other tasks. Tail 
  sconces, created for this purpose, consist of a metal 
  clasp secured around the tip of the tail and a pair of 
  clamps, which can secure some small object. Securing 
  or releasing a clamped object takes a full-round action, 
  but once secured, the object may be used normally. 
  Weapons cannot be used effectively with a tail sconce, 
  though a kobold with the Tall Tail feat may secure one 
  vial of an alchemical substance in a tail sconce and 
  shatter it upon his target with a successful melee attack.  
   Objects which are activated by striking a surface, such 
  as sunrods, tindertwigs, and thunderstones, may be 
  activated as a swift action by simply slapping the sconce 
  against a nearby surface. A favorite tactic of kobold 
  ambushers is to bind a tindertwig and smokestick 
  together and then slap the bundle on the ground 
  following their ambush, aiding their escape.  
   A tail sconce may also be used to secure a wand. 
  This allows the wand to be activated while leaving both 
  hands free, though doing so remains a standard action. 
  kobold street trAps 
  The streets and byways near the entrance to any kobold 
  habitation conceal a staggering number of traps in 
  marvelous variety. The traps presented here are used 
  exclusively to make life difficult for larger interlopers. 
  The more deadly traps are usually near the main streets, 
  primary tunnels, and the gates as those are the areas most 
  often disturbed by the too-talls. 
  The following traps are typical of what one finds on the 
  street. More valuable bits of property, such as the lesser 
  kings’ homes, the houses of mine bosses, or the workshops 
  below, are defended with rather deadlier devices. 
  Breaking Boards (CR 2) 
  Type mechanical; Perception 16; Disable Device DC 
  none; Trigger touch; Reset none
  EFFECT
  On upper floors and bridges between houses, the kobolds 
  place intentionally weakened boards that have at least 1 
  ft. of clearance beneath them. The boards break under 
  anyone weighing more than a kobold or halfling, trap the 
  victim’s foot, and deal 2d4 damage from the jagged edges 
  of the broken plank. 
  Characters running through such a trap take 2d12 
  damage instead and must succeed at DC 14 Reflex 
  saves or drop to half movement because of a sprain or 
  tear. This trap requires repairs to reset and cannot be 
  disarmed although sturdier planks can be laid down over 
  the top of the trap. 
  Chalybeate Beggar (CR 4) 
  Type magical; Perception 23; Disable Device DC 23;
  Trigger location; Reset none
  EFFECT
  Most people overlook this decoy of wood, waxed 
  paper, and rags designed to resemble a hunched kobold 
  beggar. It hides a very weakened (and thus, much more 
  inexpensive to cast) explosive runes spell and several packs 
  of caltrops that deal 1d6 fire damage and 1d4 piercing 
  damage to any creature within 10 ft. Most chalybeate 
  beggars explode when touched, but more devious kobolds 
  set up tripwires nearby. Kobold thieves sometimes set one 
  or more as an ambush-lure or line an escape route with 
  them to slow pursuers. 
  
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  Chickenhead (CR 3) 
  Type mechanical; Perception 20; Disable Device DC 12; 
  Trigger location; Reset manual
  EFFECT
  Used in narrow ghetto streets and tight cavern passages 
  to warn off and humiliate rather than kill, a tripwire 
  triggers a heavy wooden beam that swings down 
  (+5 attack) for 2d6 points of nonlethal damage. In 
  addition, a character struck by the chickenhead 
  must succeed at a DC 12 Fortitude save or be 
  stunned for 1 round. 
  The traditional name comes from the way 
  that—as the victim staggers about—the trap 
  dumps a disgusting concoction of runny 
  glue and chicken giblets from a jar above. 
  Finally, the trap empties a box of feathers 
  over the victim, leaving him momentarily 
  sickened (for 1d4 rounds, DC 12 Fortitude 
  negates) and blinded (for 1d6 rounds, DC 10 
  Reflex negates), much to the amusement of 
  surrounding kobolds. This complicated trap 
  requires several kobolds to manually reset it. 
  Dead End (CR –)
  Type mechanical or magical;  
  Disable Device DC none;
  Trigger location or proximity; Reset: none
  EFFECT
  In any twisting labyrinth, the passages grow 
  ever smaller until, finally, around a corner, 
  the whole things hits a dead end. Kobolds in 
  a niche just up the passageway slide a fourth 
  wall shut to trap unsuspecting intruders. No 
  reset, no disarm—requires smashing the 
  wall to get out. Very useful for a kobold 
  tribe to buy time. 
  Jolly Water (CR –) 
  Type simple; Perception varies; Disable 
  Device DC none; Trigger none; Reset manual
  EFFECT
  At night, adolescent kobolds on rooftops hurl stoppered 
  porcelain vases at intruders and then scurry away. The 
  thin vases only deal 1d3 damage on a direct hit, but 
  they shatter and douse everything in adjacent squares in 
  water filled with lichen that visibly glows to those with 
  darkvision. Creatures with darkvision gain a +8 bonus on 
  Perception checks to see creatures covered in the lichen. 
  No reset, no disarm. 
  Like Bees to Honey (CR 4) 
  Type mechanical; Perception DC 18; Disable Device 
  DC 18; Trigger proximity; Reset none
  EFFECT
  This small clockwork mechanism triggers when someone 
  comes closer than 5 ft. It runs toward its target and 
  explodes when adjacent, dealing 1d4 piercing damage and 
  spraying a pheromone that causes nearby rats to attack 
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  the marked intruder. This results in a rat swarm appearing 
  in 1d6 rounds and attacking the affected creature for 1d4 
  rounds or until destroyed. A successful DC 14 Reflex save 
  halves the damage and avoids the pheromone spray. To 
  disarm this trap, you must remain more than 5 ft. away 
  while doing so.
  Loose Coins (CR 3) 
  Type mechanical; Perception DC 20; Disable Device 
  DC 15; Trigger proximity; Reset manual
  EFFECT 
  A glint of gold at the end of an alley lures the greedy or 
  desperate. When a Medium creature enters the alley, a 
  log on chains falls off the roof, dealing 2d6 damage and 
  knocking the victim into a concealed 40-ft. pit for an 
  additional 4d6 damage. A DC 15 Reflex save halves the 
  initial damage and avoids the pit. The coins are copper 
  pieces painted gold. This trap requires a manual reset and 
  can be disarmed with a DC 15 Disable Device check. 
  Mantrap (CR 3) 
  Type mechanical; Perception DC 19; Disable Device 
  DC 19; Trigger proximity; Reset manual
  EFFECT
  This lock allows doors to only open from one side. 
  Whenever anything is inserted into the lock from the 
  wrong side, two metal jaws slam shut on the lock picker’s 
  arms, dealing 1d6 slashing damage and immobilizing 
  the target. A DC 13 Reflex save successfully avoids the 
  jaws, the damage and immobilization. A DC 20 Strength 
  check, which can be performed by someone else, or DC 30 
  Escape Artist check allows the held person to escape. 
  Neckwire (CR 2) 
  Type mechanical; Perception DC 22; Disable Device 
  DC 18; Trigger location; Reset manual
  EFFECT
  Spiked wire is strewn at regular intervals across a narrow 
  alley and positioned at human head height. The wire is 
  surprisingly visible (DC 8 Perception check to notice) and 
  not difficult to avoid by simply ducking. Unfortunately for 
  intruders, though, A flagstone in the alley is on a strong 
  spring. Creatures of 50 lb. or less do not set off the trap 
  but heavier beings do. The spring-loaded flagstone hurls 
  its victim into the spiked wires above, dealing 2d6 damage 
  (DC 14 Reflex save negates). This is a repair reset trap that 
  can be disarmed with a DC 18 Disable Device check. 
  Peek Poke (CR 5) 
  Type simple; Perception DC 20; Disable Device DC 
  none; Trigger proximity; Reset none
  EFFECT
  A wooden fence or wall conceals the source of an 
  intriguing noise. A cacophony of whirling and clicking 
  comes from the other side; a hole drilled 5 ft. from the 
  ground provides a peek. Someone foolish enough to look 
  through the hole is poked in the eye by a stick (commonly 
  wielded by a bored kobold). The eye poke deals 1d6 
  damage and renders the person blind unless he makes a 
  DC 15 Reflex save. No reset, no disarm. 
  Pit and Post (CR 4) 
  Type mechanical; Perception DC 25; Disable Device 
  DC 20; Trigger location; Reset manual
  EFFECT
  This is a standard CR 2 camouflaged spiked pit trap 
  (see Pathfinder Roleplaying Game Core Rulebook) with 
  a steel bar set in the wall and a pressure plate on the 
  bottom. When more than 50 lb. hits the bottom, the 
  steel bar falls out of the wall slot to crush those below. 
  The steel bar deals 2d6 bludgeoning damage (DC 15 
  Reflex avoids). 
  Stink Box (CR 5) 
  Type mechanical; Perception DC 18; Disable Device 
  DC 18; Trigger location; Reset none
  EFFECT
  Ahead of the party, a large kobold approaches a smaller 
  one, who is carrying two wooden boxes. The large kobold 
  grabs one of the boxes and runs off. The smaller kobold 
  squeals, drops the other box, and runs after the first. This 
  usually draws observers to investigate the dropped box. 
  Picking up the box results in it exploding, showering 
  adjacent squares in a terrible-smelling rot (DC 15 Reflex 
  avoids). The character must succeed at a DC 15 Fortitude 
  save or be sickened for 1d2 hours or until after he bathes. 
  The PCs are marked by the attack and take a −6 penalty 
  on all Charisma-based skill checks. Creatures with the 
  scent ability can automatically identify the victim’s exact 
  location and gain a +6 alchemical bonus on Perception 
  and Survival checks made to find him. No reset, but the 
  trap can be disarmed with a DC 18 Disable Device check. 
  
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  kobold spells
  The following spells are available to kobolds. Other races 
  may also make use of them with GM approval.
  DELAY TRAP 
  School transmutation; Level sorcerer/wizard 1 
  Casting Time 1 standard action 
  Components V, S, M (a pebble tied to a piece of twine) 
  Range medium (100 ft. + 10 ft./level) 
  Target 1 trap/level, no two of which can be more than  
  60 ft. apart 
  Duration 1 min./level or until activated; see text 
  Saving Throw Fortitude negates (object, harmless);  
  Spell Resistance no 
  Designed by kobold sorcerers overseeing defensive 
  operations, delay trap allows a waiting ambush force to 
  wait until the best possible moment to trigger their traps 
  and inflict maximum damage. 
  Traps affected by this spell do not activate when they 
  would normally be triggered, such as from a creature 
  stepping on a pressure plate or entering the area of a spell 
  trap. Instead, they enter a delayed state, awaiting your 
  command to activate. As a free action, any time after a 
  trap becomes delayed, you may speak the final word of 
  the spell, causing all traps which have been delayed to 
  activate simultaneously. 
  Activating delayed traps ends the spell, and any 
  traps which had not been triggered at that time remain 
  untriggered and activate normally if later triggered.
  SMELT 
  School transmutation; Level sorcerer/ wizard 4 
  Casting Time 1 standard action 
  Components V, S, MF (a miniature hammer and anvil) 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one metal object up to 50 lb. or up to 50 lb. of ore 
  Duration instantaneous 
  Saving Throw Fortitude negates (object);  
  Spell Resistance  yes (object) 
  This spell rapidly heats metal ores to their melting point 
  and simultaneously drives off impurities, aiding greatly in 
  processing them into pure metals. Metal ores receive no 
  saving throw and are automatically processed into pure 
  molten metal over the course of several minutes. Smelt can 
  even process adamantine ore, though special tools remain 
  necessary to work the resulting metal. 
  Smelt may also rapidly heat and partially melt worked 
  metal objects, but it does not turn metal objects molten 
  as it does with ores. Unattended, nonmagical objects 
  receive no saving throw. Worn and magical objects begin 
  to melt if they fail their saving throw, gaining the broken 
  condition and temporarily becoming extremely hot. Held 
  or worn objects that fail their saving throw inflict 5d6 
  fire damage to those holding or wearing them as they 
  partially melt. Smelt does not damage or melt objects 
  made of adamantine, but it inflicts fire damage to holders 
  of adamantine objects as normal. Smelt has no effect on 
  constructs even if they weigh less than 50 lb.
  STONE SIGHT 
  School divination; Level sorcerer/wizard 2 
  Casting Time 1 standard action 
  Components V, S, M (a flake of rock) 
  Range touch; see text 
  Target: Area up to 250 cu. ft. of rock or stone per level 
  Duration concentration 
  Saving Throw none; Spell Resistance no 
  By touching a surface of rock or stone, you gain intuitive 
  knowledge about the presence, composition, and structure 
  of any gems, minerals, ores, or stone located within the 
  area of the spell. While concentrating, you are able to 
  specifically identify any substances or materials with 
  which you are already familiar. Unfamiliar materials are 
  indicated only by their general type (gemstones, metal 
  ores, mineral veins, or plain rock). 
  So long as you remain in contact with the surface 
  and remain concentrating, you may move freely, though 
  gleaning any knowledge from a specific location requires 
  a full-round action that provokes attacks of opportunity. 
  All areas of stone revealed to you by stone sight must be 
  contiguous. The spell cannot penetrate air, refined metals, 
  soil, or wood.rolls and saving throws against fear for 1 
  min. Using this effect does not end the spell.
  11
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  kobold spells
  The following spells from Deep Magic are common 
  among kobolds. Other races may also make use of 
  them with GM approval.
  Giant to Kobold
  I Am A Rock
  Illemak’s Bloody Vengeance
  Illemak’s Smarting Sliver
  Illemak’s Slingshot
  Illemak’s Switchskin
  Ogrekobold
  Tripping Stick
  We Are a Rock
  Voice of the Dragon
  
  178
  kobold mAgiC items
  The following magic items are available to kobolds and 
  rarely found elsewhere. 
  Bag of Traps
  Aura moderate conjuration; CL 9th 
  Slot none; Price 23,000 gp; Weight 3 lb. 
  Anyone reaching into this apparently empty bag feels 
  a small coin, which resembles no known currency. 
  Removing the coin and placing or tossing it up to 20 ft. 
  creates a random trap from the Kobold Street Trap list 
  or ranger trap list (see Pathfinder Roleplaying Game: 
  Ultimate Magic) that remains for 10 minutes or until 
  discharged or disarmed, whereupon it disappears. The 
  coin returns to the bag only after the trap disappears. The 
  user may draw up to 10 traps from the bag per week. 
  CONSTRUCTION REQUIREMENTS 
  Requirements Craft Wondrous Item, fabricate, glyph of 
  warding; Cost 11,500 gp 
  Boots of Solid Footing
  Aura faint transmutation; CL 2nd 
  Slot feet; Price 1,100 gp; Weight 1 lb. 
  A thick, rubbery sole covers the bottoms and sides 
  of these stout leather boots. Useful for maneuvering 
  cluttered alleyways, slick sewers, and the occasional 
  patch of ice or gravel, they allow normal movement over 
  difficult terrain for up to 10 rounds in a 24-hour period. 
  CONSTRUCTION REQUIREMENTS 
  Requirements Craft Wondrous Item, creator must have 5 
  ranks in Acrobatics; Cost 550 gp 
  Boots of Strategic Movement
  Aura minor enchantment; CL 3rd 
  Slot feet; Price 5,500 gp; Weight 3 lb. 
  These boots grant the wearer a +10-ft. enhancement 
  bonus to his base land speed. In addition, they allow the 
  wearer to use the Run feat for 4 rounds, once per day. 
  CONSTRUCTION REQUIREMENTS 
  Requirements Craft Wondrous Item, longstrider, creator 
  must have the Run feat; Cost 2,750 gp 
  Ceramic Weasel
  Aura moderate conjuration; CL 7th 
  Slot none; Price 750 gp; Weight 1 lb. 
  This crudely-shaped figurine in the shape of a 
  nasty-looking weasel can be thrown on the ground and 
  shattered as a standard action. A dire weasel (see Midgard 
  Bestiary) with the zombie template instantly appears 
  where the figurine broke and is under the mental control 
  of the user for 1d4+2 rounds. Elite kobolds often use 
  these items to delay pursuers. 
  CONSTRUCTION REQUIREMENTS 
  Requirements Craft Wondrous Item, summon monster 
  III, Cost 375 gp
  Luckscale
  Aura minor transmutation 
  Slot neck; Price 500 gp Weight — 
  This dragon-scale broach can be activated to grant the 
  wearer a one-time +3 bonus to their natural armor for 1 
  minute. After it is used, it crumbles to dust. 
  CONSTRUCTION REQUIREMENTS 
  Requirements Craft Wondrous Item, barkskin, creator 
  must be of a scaled race; Cost 250 gp
  ArtifACt
  The Gnomeskull of the Kobold Kings  
  (Minor Artifact) 
  Aura Strong Enchantment Slot none; Weight 5 lb. 
  Within the Kobold Ghetto, swarms of tiny hustlers and 
  thugs, miners and shopkeepers strive mightily each day 
  to elevate themselves to the airy reaches of kingship. They 
  seek the status and power that comes with such rank 
  and the symbols of that status. What a kobold values is 
  not what a human values, necessarily. Both races value 
  precious metals and magical objects, it is true. However, a 
  prince of the seven cities would not wear the same finery 
  as a scion of a kobold king. In fact, the human prince 
  might well not recognize his kobold counterpart as a 
  noble at all. And where the human monarchs of Midgard 
  wear crown and hold scepter, the awful power of the 
  kobold king of kings in Zobeck is signified by the ancient 
  relic called the Gnomeskull. 
  The Gnomeskull is indeed the skull of an ancient 
  gnome king dragged down and slaughtered by a founding 
  tribe of Zobeck’s kobolds. It is said that this gnome was a 
  very devil, who sent his servants out to torture and harass 
  the kobolds as they mined silver. Finally, the greedy 
  gnome was convinced to attend a great feast in his honor, 
  and the kobolds slaughtered him and his family when 
  they were drunk with wine and filled with meat. The 
  kobolds achieved this by releasing a horde of starving 
  dire weasels into the room and watching the fun from the 
  gallery above. 
  
  179
  The Gnomeskull emits the distinct odor of wine and 
  gnome blood, faint to a human but strong to a race with 
  keen noses, like elves and kobolds. Rough garnets the 
  color of clotted blood have been pounded into the skull 
  along with nails of silver and gold. Around lower edges 
  of the braincase, the tails of giant weasels have been 
  attached, giving the item a furry fringe. The jaw has 
  been wired to the skull with silver wire from the mines 
  of Zobeck, and a wispy fringe of beard and mustache 
  cling to the bits of dried skin around the skull’s mouth. 
  Runes of foul power have been chiseled into the bone 
  The Gnomeskull grants the power at will for the possessor 
  to detect lie as a spell like ability with a DC of 25. For this 
  effect to work, the target creature must be touching the 
  skull. The skull will groan and chatter as if the bound 
  mouth is attempting to speak if the target lies and fails 
  the saving throw. 
  Three times per day, the Gnomeskull can be used to 
  affect kobolds with one of two powerful effects. These 
  effects work within a 200-ft. radius of the holder of the 
  skull, who must brandish it and speak inspiring words in 
  kobold to activate the power. The skull’s possessor may 
  use the bardic abilities inspire courage and frightening 
  tune as a 12th-level bard. The save DC on the frightening 
  tune is DC 20. Both effects only work on kobolds. 
  Three times per day, the Gnomeskull can summon 
  a pack of 2d6 incorporeal dire weasels. The creatures 
  attack and deal damage as corporeal creatures but 
  possess the damage reduction and ability to move 
  through objects of incorporeal creatures. The dire 
  weasels are summoned for 10 minutes and take 
  the form of translucent, undead weasels with 
  hollow eye sockets. 
    The possessor of the Gnomeskull slowly 
  acquires a bizarre hunger for fresh gnome 
  blood (not often considered a drawback by 
  kobold kings). More distressing are the 
  recurring nightmares of being slaughtered 
  by dire weasels at a feast. 
  Worst of all, if the owner of the 
  Gnomeskull drops to within 10 hp of death or 
  any ability score is reduced to 2 or more, the 
  specter of the gnomish king that haunts the 
  skull comes to slay the owner. As the gnome-
  specter is a coward, the possessor of the skull 
  must be alone for this apparition to rise. This 
  occurs even if the skull has been stolen or 
  moved away from the possessor as long as he or she has 
  owned the skull for at least 3 months or used its powers 
  more than 5 times. 
  DESTRUCTION 
  If the Gnomeskull’s detect lie ability is used by a gnome 
  priest to verify the marriage vows of a gnome prince and 
  princess in a sanctified temple of a gnome god, the skull 
  will shatter into 667 pieces, never to be reformed.
  11
  
  SLITHERING IN THE MOONLIGHT
  12
  lAmiA
  
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  g
  M
  Tonight, the women indulge in the great ecstasy of the Revelry, basking in the moon’s mystical light.  
  Yet for the first time, I will not participate, though it is my birthright. 
  As a youth, I was convinced something was wrong with me. I found none of the same pleasure in lust, 
  debauchery, and wanton cruelty as did my sisters. I questioned why I was cursed to be born a lamia yet 
  share none of the vile and debauched proclivities. 
  Two nights ago, a beautiful elf maiden was captured and brought to the large, ruined castle we call 
  our home. My heart sank as the matriarchs slithered around her, licking their lips with sadistic delight 
  before taking the girl to their private chambers . . . 
  Later, as I moved through the old castle’s courtyard, gazing at the many broken and defaced sculptures 
  my people had placed there, I found no solace. I could think only of that innocent, terrified girl. I 
  knew what was in store for her during the coming weeks and months, depending on the whims of the 
  matriarchs. Alone, with only the moon to watch over me, I wept for the elf maiden. At that moment, I 
  finally realized there was nothing wrong with me—there was something deeply wrong with my people! 
  So tonight, I leave my fellow lamia and will never return. During the Revelry, I will slither quietly 
  into the matriarchs’ chambers and free the beautiful elf maiden. With the full moon to guide and 
  protect us, I will take her away from this dark, crumbling castle and return her to the safety of her own 
  people. Then, I will retreat into the wilderness to live out my existence, communing with the moon and 
  knowing that, for the first time in my life, I did what I knew was right.                                       
      
   
   
   
   
   
   
   
                  —Svesh’les, Lamia moon oracle
  uch like their lamia matriarch queens, most 
  lamia commoners, often referred to simply 
  as lamia, are consumed by bitterness. They 
  have a predatory instinct and are prone to all manner 
  of perversions and debauchery. Although few lamia 
  commoners are as obsessed as their matriarchs with the 
  strange, bestial curse that afflicts their race, the curse is 
  never far from their minds. 
  Quick to embrace lust and overindulgence, lamia 
  commoners crave luxury, gory feasts, violent trysts, and 
  bloody entertainments.
  CULTURE AND SOCIETY 
  Lamia are sadistic, unpredictable, and self-indulgent. 
  They are self-serving, pleasure-seeking hedonists, who 
  have little regard for the feelings or welfare of other races. 
  In truth, most lamia see other races as existing solely for 
  their twisted amusement. Concepts such as remorse and 
  compassion are alien. 
  Consumed by darkness, bitterness, and hatred, lamia 
  are prone to covet what they do not have, enslave others 
  to satiate their own desires, and overindulge in every 
  conceivable way. Their psyches seem to embody evil and 
  chaos. They can be silken-tongued and seductive one 
  moment, crazed and vicious killers the next. 
  Lamia love art and surround themselves with all 
  manner of artistic expression—the more elaborate 
  and grandiose the better. In a cruel twist of fate, their 
  race possesses virtually no measure of artistic talent 
  themselves. Lamia, therefore, go to great lengths to steal, 
  connive, or otherwise acquire the art they so covet. 
  Lamia lairs are filled with ancient paintings with lavish 
  frames, broken statuary, gold and silver plates, and finely 
  wrought goblets. Their tastes tend toward the lewd and 
  grotesque, so their collections of art somehow appear 
  more garish than beautiful. 
  Mating among lamia occurs for pleasure or for 
  power, never for love. The very idea of love is, in fact, 
  particularly revolting to most lamia. Although there are 
  both male and female lamia commoners, the ratio of 
  female to male is more than three to one. This, combined 
  with an already highly matriarchal culture, means that 
  couplings between female lamia are as common as those 
  between male and female. 
  Concepts like monogamy and family are also all but 
  unknown to most lamia. Pairings that produce offspring 
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  182
  have no special significance to the parents. Young lamia 
  are left to fend for themselves almost immediately after 
  they are born—if a child is strong, it will survive, and if it 
  is weak, it will die. In either case, the lamia parents care 
  little what happens beyond the simple fact that, if it lives, 
  the child will help to perpetuate the lamia race. 
  One important exception is the birth of a new lamia 
  matriarch. A lamia commoner that gives birth to a baby 
  lamia matriarch immediately gains a great deal of power 
  and influence within the tribe, even though the child is 
  immediately taken away to be raised by the other adult 
  lamia matriarchs. After a baby lamia matriarch reaches 
  adulthood, it is likely she will have no idea who her 
  parents are and harbors little interest in finding out—
  such familial connections are quite literally meaningless. 
  Even if a lamia matriarch somehow learns the identities 
  of one or both parents, she affords them no special 
  privileges and might even show them a disproportionate 
  amount of disdain and cruelty. 
  Lamia show no outward signs of aging. A lamia near 
  the end of her life looks little different than one many 
  decades her junior. Lamia shed the skin of their lower 
  snake half perhaps a dozen times over the course of their 
  lives with the first shedding normally occurring at some 
  point during middle age. 
  These creatures accept death as a natural part of a great 
  cycle. In fact, because death is such a frequent part of a 
  lamia commoner’s life, most attach little meaning to it. To 
  a lamia, death simply means you cease living—no more, 
  no less. If something specific happens to a lamia after 
  death, few lamia give it any thought. They are much more 
  interested in the pleasures of this life than what may or 
  may not happen in the next. 
  Lamia culture is strictly matriarchal in nature with 
  lamia matriarch queens ruling each tribe with an 
  undisputed iron fist. Normally, small groups of lamia 
  matriarchs, known as a cult, control a larger tribe of lamia 
  commoners, usually numbering less than 50. This cult of 
  lamia matriarchs is ruled by the most powerful matriarch 
  within the cult. Backstabbing, secret deals, and covert 
  power plays among the matriarchs are commonplace. 
  Lamia society has no codified rule of law: the words and 
  whims of the matriarchs are accepted without question. 
  Male commoners inhabit a distinctly second-class place 
  within lamia society. Often, the best a male lamia can hope 
  for is to prove himself as a powerful warrior and become a 
  favorite of one of the matriarchs. 
  Lamia prefer to inhabit abandoned buildings, cities, 
  temples, or ruins of other races. Normally, a cult of lamia 
  matriarchs leads their followers to such an abandoned 
  location and creates a bizarre community within it. 
  Lamia have a strong affinity for snakes of all types, 
  especially venomous ones. 
  Much of lamia history and lore revolves around the 
  strange curse that afflicts their race. Little is known about 
  the origins of the lamia or the ancient curse although 
  many lamia matriarchs and lorekeepers speculate that it 
  originally involved some forgotten demon or god. 
  LANGUAGE
  Lamia do not have a unique, native language. They speak 
  Draconic when among their own kind and Common 
  when conversing with those not of their race. Many lamia 
  also speak Abyssal. 
  Lamia names do not differentiate between male and 
  female. Because family bonds and ancestral lineage 
  hold little importance in lamia society, lamia have only 
  a single name, chosen personally once the lamia is old 
  enough to care about such things. 
  Typical examples of lamia names include Vesha, N’vek, 
  Shalesh, Ka’reesh, Val’vek, and Losh’vesh. 
  RELATIONS WITH OTHER RACES
  As might be expected, lamia are on extremely poor terms 
  with most every race, who understandably view them 
  with fear and revulsion. Lamia, in turn, see other races 
  as little more than playthings. Occasionally, they might 
  work with naga or other serpent races for short periods 
  of time, but even then, there is little love lost between 
  these races. Simply put, lamia’s fundamentally evil and 
  utterly unpredictable nature makes any kind of lasting 
  alliance all but impossible. 
  The one race that drives all lamia, matriarchs and 
  commoners alike, into an uncontrollable blood frenzy 
  are those creatures they refer to as the gesh’vek (or “false 
  lamia”). These creatures typically have the upper torso 
  of a comely woman with cat’s eyes and the lower body 
  of a lion, though false lamia bearing serpentine, avian, 
  and even more perverse forms are also said to exist. For 
  reasons entirely unknown even to the most learned sages, 
  this pretender race also calls themselves lamia, a fact that 
  infuriates true lamia to the point of madness and rage. A 
  lamia will go to any length possible to destroy a member 
  of this false lamia race. 
  ALIGNMENT AND RELIGION
  The vast majority of lamia commoners are chaotic 
  evil, as befits a race ruled by the vile lamia matriarchs. 
  Occasionally, however, a lamia commoner is born with 
  a moral outlook that does not match his or her fellows. 
  These lamia typically tend toward chaotic neutral or even 
  chaotic good. At best, such odd lamia commoners are 
  mercilessly ridiculed and shunned by the rest of the tribe. 
  In the case of those rare lamia tending toward chaotic 
  good, a slow and cruel death by others within the tribe 
  is almost certain. Inevitably, such good or neutral lamia 
  
  183
  commoners attempt to escape their people and live on 
  their own as outcasts, mercenaries, or adventurers. 
  Lamia have little use for religion or gods. Magic and 
  mysticism, however, is a deeply ingrained aspect of 
  lamia culture. All lamia share a strange, almost spiritual 
  reverence for the moon and believe it to be the source 
  of all magic, whether arcane or divine. This rarely 
  translates into any specific attachment to lunar deities, 
  however. The lamia’s mystical connection is somehow 
  thought to be with the very moon itself and transcends 
  worship or deities. This deep reverence for the moon is 
  perhaps best demonstrated by the mysterious ceremony 
  known as the Revelry. 
  lAmiA Commoner  
  Adventurers
  Lamia adventures are extremely rare and are almost 
  exclusively made up of those outcast lamia commoners 
  who have struck out on their own or escaped the 
  wickedness of their brethren. Because most lamia practice 
  at least some form of magic, many lamia adventurers are 
  spellcasters with sorcerers, oracles, witches, and druids 
  being by far the most common. 
  Lamia who are more combat-oriented become fighters 
  or rangers, in many cases concentrating on mastering 
  the scimitar. Some even wield dual scimitars. Many 
  lamia adventurers combine the martial and magical arts 
  through multiclassing.
  PHYSICAL DESCRIPTION
  From the waist up, lamia commoners resemble humans. 
  From the waist down, they have the tail of an immense 
  snake. Although similar in appearance to their lamia 
  matriarch queens, lamia commoners are not as 
  large or as terrifying to behold. Their hair tends 
  to be dark in color, often tinged with green 
  or blue-green. Tattooing is common in 
  lamia society, and many lamia commoners 
  have various mystical symbols tattooed 
  on their bodies, typically on their chest 
  and forearms. Lamia commoners’ eyes 
  are narrow and snakelike. 
  ADVENTURING CLASSES
  Alchemist: Alchemical experimentation, 
  particularly on captured slaves, holds a 
  perverse fascination for some lamia. 
  While hardly common, there are 
  normally at least one or two lamia 
  alchemists within any lamia community. 
  Barbarian: The chaotic nature of most lamia well serves 
  those few lamia who become barbarians, most typically 
  male lamia. 
  Bard: Music is not an important part of lamia culture. 
  There are even those who theorize many lamia cannot 
  appreciate any form of music or poetry. That said, 
  lamia are highly skilled deceivers and consummate 
  manipulators, so it is conceivable a lamia might become 
  a bard to enhance these skills. 
  Cavalier: Because lamia lack humanoid legs, they 
  acannot ride an animal such as a horse without a 
  great deal of effort, machinations, or magic. Perhaps 
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  more importantly, the very idea of swearing oaths 
  and belonging to an organized order of knighthood 
  is repugnant to even the most openminded lamia. 
  Therefore, lamia cavaliers are all but nonexistent. 
  Cleric: Lamia have no use for the gods or organized 
  religion. Clerics within lamia culture are simply unheard 
  of. Lamia view clerics of other races as weak-willed 
  puppets who are beholden to petty, uncaring gods. It’s 
  possible that an outcast lamia who has broken with 
  lamia tradition entirely might embrace a deity and take 
  up the cleric’s call. 
  Druid: Although not nearly as prevalent as lamia oracles, 
  there are still those lamia who feel the call to become 
  druids. Most lamia druids choose either the Moon 
  or Scalykind subdomain. Those druids opting for an 
  animal companion typically choose some kind of snake. 
  Many lamia druids also gravitate toward the mooncaller 
  or serpent shaman archetypes. It is important to note 
  that, as druids, such lamia have a more neutral, balanced 
  view of the universe and the nature of evil than most 
  other lamia commoners do, which often puts them at 
  odds with each other. The lamia druid’s deep connection 
  to serpents and the moon is usually more than enough 
  to earn them their people’s grudging respect. 
  Fighter: The vast majority of combat-oriented lamia 
  become fighters. Many are drawn to the two-weapon 
  warrior and weapon master archetypes to become true 
  masters with the scimitar. 
  Inquisitor: Because inquisitors are dedicated to a 
  deity and normally tied closely to a church or other 
  organized religious institution, they are never seen 
  in lamia society. As in the case of the cleric, however, 
  an outcast lamia who has broken with lamia cultural 
  norms and embraced a deity might theoretically 
  become an inquisitor. 
  Magus: Because a magus must learn his or her spells 
  through research and study like a wizard, lamia magi 
  are often looked down on in lamia culture. The magus 
  talent for combining magic and combat, however, is 
  something that appeals a great deal to many lamia. For 
  this reason, a few lamia have been known to enter the 
  ranks of the magi. Most lamia magi take the hexcrafter 
  archetype although bladebound and spellblade lamia 
  magi have also been known. 
  Monk: The stillness of mind and devotion to order 
  necessary to become a monk make lamia monks 
  extremely rare indeed. 
  Oracle: Oracles are common in lamia culture. They are 
  keepers of the mysteries of their race and protectors 
  of their secrets. Almost all lamia oracles embrace the 
  moon mystery although mysteries such as heavens, lore, 
  and dark tapestry are occasionally chosen instead. 
  Paladin: The idea of a lamia becoming a paladin is 
  anathema to the lamia mind. The paladin’s love of 
  both law and good contradicts and opposes everything 
  the lamia stand for. There is, however, a rather strong 
  tradition of anti-paladins among the lamia—warriors 
  indoctrinated from a young age and forged into 
  exemplars of evil and chaos. 
  Ranger: Lamia who become rangers normally patrol 
  the outskirts of a given lamia lair and punish those who 
  intrude upon their dominion. Lamia rangers typically 
  favor the two-weapon combat style over archery, and 
  they almost always fight primarily with scimitars. Lamia 
  rangers who elect to bond with an animal companion 
  typically pick some form of snake. 
  Rogue: While hardly common, rogues most certainly 
  have their place among the lamia. Often, lamia combine 
  their rogue skills with those of either a fighting or 
  spellcasting class. 
  Sorcerer: Lamia sorcerers are extremely common and 
  highly respected. Most lamia sorcerers are born with 
  the serpentine, aberrant, abyssal, arcane, or draconic 
  bloodlines. 
  Summoner: Although far from commonplace, lamia do 
  occasionally become summoners. A lamia summoner 
  typically creates his or her eidolon in the form of a large 
  and menacing snake or serpent. 
  Witch: Witches are almost as common as sorcerers 
  and oracles among lamia. The witch’s ability to gain 
  arcane power through communion with the mysterious 
  unknown greatly appeals to the lamia’s understanding 
  lAmiA in midgArd
  Lamia commoners and their matriarch leaders can 
  be found throughout Midgard. However, they are 
  particularly drawn to the ancient magic and mystery of 
  NuriaNatal. Large lamia cults are said to dwell among 
  some of the abandoned tombs and ruined temples that 
  dot the endless sands of this ancient land. It is even 
  said that a powerful and unscrupulous Nurian priest 
  once convinced a cult of lamia to inhabit the hidden 
  tomb of his father and act as guards against tomb 
  robbers. If true, the wisdom of such a dangerous and 
  foolhardy arrangement is certainly subject to debate. 
  A small group of outcast lamia commoners, led by 
  the powerful lamia serpent blade warrior known only 
  as Va’zesh (or “swaying death”), is said to inhabit the 
  Isle of Kyprion, where the group acts as advisors and 
  bodyguards to influential minotaurs willing to accept 
  their aid.
  
  185
  g
  of the universe. Practically all lamia witches favor the 
  Moon as their patron, though deception, trickery, death, 
  and occult patrons are occasionally chosen instead. 
  Wizard: Despite the lamia’s natural proclivity toward 
  magic, lamia very rarely, if ever, become wizards. Lamia 
  greatly respect natural, inherent power and skill. On 
  the other hand, power gained through long hours of 
  dedicated research and study simply goes too much 
  against the lamia’s chaotic mindset. Lamia also consider 
  the need for spellbooks to be a great weakness. For 
  this reason, lamia who become arcane spellcasters are 
  almost always sorcerers or witches. A lamia wizard who 
  remains within lamia society would most certainly be 
  mocked, ridiculed, or possibly even killed.
  lAmiA Commoner  
  rACiAl trAits
  Lamia commoners are defined by their class levels. They 
  do not possess racial Hit Dice. All lamia commoners have 
  the following racial traits: 
  +2 Strength, +2 Charisma, −2 Intelligence: 
  Lamia commoners are physically strong and 
  manipulative but segregated and traditional.
  Monstrous Humanoid: Lamia commoners are 
  monstrous humanoids with the lamia subtype.
  Medium: Lamia commoners are Medium creatures, and 
  they have no bonuses or penalties due to their size. 
  the revelry
  The Revelry occurs on nights of the full moon. 
  Part sacred ceremony and part frenzied 
  celebration, the Revelry is open only to female 
  lamia. Those who partake in these secretive 
  mysteries believe they are possessed and 
  empowered by the mystical power of the very 
  moon itself. 
  Outsiders do not generally learn details of 
  what transpires during these moonlit ceremonies. 
  Although no two Revelries are identical, there are 
  various elements in every ceremony which never 
  change. Celebrants are always nude and participate 
  in chaotic dancing, hypnotic swaying, and frenzied 
  distortions of their bodies as if seized with 
  madness. Large quantities of strong wine, a vital 
  component of the Revelry, flows freely and often. 
  Snakes are also typically involved in the 
  Revelry, with participants often wearing them 
  around their bodies or otherwise handling them 
  in various symbolic and proscribed manners. 
  Eventually, the rite climaxes in an ecstatic and 
  frenzied orgy of drunkenness, mystical fervor, and 
  extreme loss of inhibition called Shiv’ash (literally, 
  “the madness and ecstasy of the moon”). In this 
  state, the lamia lose all self-control: the begin 
  shouting excitedly, shrieking out prophecies, and 
  engaging in all manner of debauchery.
  12
  
  186
  Speed: Lamia commoners have a base speed of 30 ft. In 
  addition, they have a climb speed of 20 ft. and swim 
  speed of 30 ft. Lamia gain a +8 racial bonus on both 
  Climb and Swim checks.
  Intimidating: Lamia receive a +2 racial bonus to 
  Intimidate checks due to their frightening nature. 
  Alien Minds: Lamia commoners get a +2 racial bonus 
  to saves against mind-affecting effects. 
  Snake Body: Lamia do not possess feet or legs and can’t 
  be tripped. They may not use magic items requiring the 
  feet slot. 
  Senses: Lamia commoners have darkvision 60 ft. and 
  low-light vision. 
  Charismatic: Lamia receive a +2 racial bonus to Bluff 
  and Use Magic Device checks. 
  Spell Resistance, Lesser: Lamia commoners possess 
  spell resistance equal to 6 plus their character level. 
  Spell-Like Abilities: A lamia can cast charm person 
  and ventriloquism each once per day, using his or her 
  class level as the caster level. 
  Weapon Familiarity: Lamia commoners are naturally 
  proficient with the scimitar and all bows. 
  Languages: Lamia begin play speaking Common and 
  Draconic. Those with high Intelligence can choose any 
  additional bonus languages, with Abyssal being the 
  most typical.
  vAriAnt lAmiA
  The following racial traits replace existing lamia racial 
  traits. Consult your GM before selecting any of these 
  new options. 
  Constrict: A lamia with this racial trait gains the 
  constrict special attack, allowing the lamia to deal 
  bludgeoning damage when making a successful grapple 
  check (in addition to any other effects caused by a 
  successful check, including additional damage). The 
  amount of damage equals 1d6 plus the lamia’s Strength 
  bonus (if any). This replaces the intimidating and 
  charismatic racial traits. 
  Deceiver: All lamia are accomplished manipulators 
  and deceivers, though some truly excel in these skills. 
  Such lamia are also harder for others to deceive. Lamia 
  with this racial trait receive a +2 racial bonus to Bluff 
  and Diplomacy checks and a +1 racial bonus to Sense 
  Motive checks. This replaces the charismatic racial trait. 
  Fanged: Occasionally, a lamia is born with sharp, snake-
  like fangs, granting a bite attack. This is a primary 
  natural attack that deals 1d4 piercing damage. Wounds 
  caused by these fangs continue to bleed, inflicting 1 
  point of bleed damage each round at the start of the 
  affected creature’s turn. This bleeding can be stopped 
  by a successful DC 15 Heal skill check or through the 
  application of any magical healing. This racial trait 
  replaces the weapon familiarity racial trait. 
  Random Starting Ages
  Race   
  Adulthood
  Intuitive1
  Self-Taught2   
  Trained3
  Lamia  
  20 years
  +3d6 years           
  +3d6 years           
  +3d6 years           
  1 This category includes barbarians, bloodragers, oracles, rogues, sorcerers, and swashbucklers.
  2 This category includes bards, battle scions, brawlers, cavaliers, fighters, gunslingers, hunters, paladins, rangers, shamans, skalds, slayers, 
  shadowsworn, spell-less rangers, summoners, and witches.
  3 This category includes alchemists, arcanists, clerics, druids, inquisitors, investigators, magi, monks, theurges, warpriests,  
  white necromancers, and wizards.
  Aging Effects
  Race 
  Middle Age1 
  Old2 
  Venerable3 
  Maximum Age
  Lamia  
  50 years    
  75 years
  100 years
  100 + 5d20 years
  1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.                   3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  Random Height and Weight
  Gender 
  Base 
  Height 
   Height 
  Modifier
  Base 
  Weight 
  Weight 
  Modifier
  Lamia, male     
  5 ft. 4in.
  +2d8
  110 lb
  ×5 lb.
  Lamia, female
  5 ft. 2 in.
  +2d8
  90 lb.
  ×5 lb.
  
  187
  g
  Maddening Touch: Some lamia commoners are born 
  with a touch of their lamia matriarch’s wisdom drain 
  ability. As a supernatural ability, such lamia can deal 1d4 
  points of Wisdom damage with a successful melee touch 
  attack 3 times per day. A Will save negates this damage.  
  The save DC is Charisma-based. This racial trait 
  replaces the alien mind and weapon familiarity traits.
  Mystical Symbol: Many lamia have lunar symbols 
  tattooed on their bodies, usually on their chest 
  and forearms. For unknown reasons, these tattoos 
  occasionally acquire actual spiritual power. Lamia 
  with this racial trait gain a +1 racial bonus to all saving 
  throws. This replaces the charismatic racial trait. 
  Persuasive Magic: Lamia with this racial trait are 
  treated as 1 level higher when casting spells of the 
  enchantment school. This racial trait replaces the 
  intimidating and weapon familiarity racial traits. 
  Racial Enmity: Lamia have long hated the creatures 
  they refer to as the gesh’ vek (or “false lamia”). Lamia 
  with this racial trait receive a +1 bonus to attack rolls 
  and damage rolls against any of these false lamia, which 
  includes all lamia with non-serpentine lower bodies. 
  This racial trait replaces the charismatic racial trait. 
  Spell Resistance, Greater: Some lamia are 
  particularly resistant to magic. Lamia with this racial 
  trait gain increased spell resistance. This spell resistance 
  is equal to 11 + the lamia’s character level. This racial 
  trait replaces the lesser spell resistance and intimidating 
  racial traits. 
  ALTERNATE RACIAL TRAITS
  The following racial traits can be substituted for existing 
  racial traits. 
  Cold-Blooded: You gain a +1 trait bonus to saves 
  against spells or effects with the emotion descriptor.
  Serpentine Grace: You gain a +2 trait bonus to 
  Bluff and Perform (seduction) checks made against 
  humanoids who would be attracted to you.
  Slithering Charm: You gain a +4 trait bonus on 
  Disguise checks to pass as human, and Disguise is 
  always a class skill for you. Note that robes, skirts, and 
  the like that conceal the serpentine part of your torso 
  are required to gain this bonus.
  fAvored ClAss options
  Alchemist: Add +10 minutes to the duration of the 
  alchemist’s mutagens.
  Bard: Add +1/3 to the DC to resist any spell or effect of 
  the lamia that causes the fascinated condition.
  Battle ScionNPC: Add +1/4 bonus to arcane aura.
  Inquisitor: Add +1 to Intimidate checks made to 
  demoralize opponents.
  Magus: Add +1/4 to the magus’s arcane pool.
  Oracle: Add one spell known from the oracle spell list. 
  This spell must be at least 1 level below the highest spell 
  level the lamia oracle can cast. 
  Ranger: Add DR 1/magic to the ranger’s animal 
  companion. Each time the ranger selects this benefit, 
  this damage reduction increases by +1/2 (maximum 
  DR 10/magic). If he ever replaces the animal, the new 
  companion gains this damage reduction. 
  Rogue: Add a +1/2 bonus to Bluff and Use Magic Device 
  checks. 
  Sorcerer: Select one bloodline power at 1st level that 
  is normally usable a number of times per day equal to 
  3 + the sorcerer’s Charisma modifier. The sorcerer adds 
  +1/2 to the number of uses per day of that power. 
  Summoner: Add +1/6 to the eidolon’s evolution pool 
  when using the serpentine base form.
  Witch: Add one spell from the witch spell list to the 
  lamia witch’s familiar. This spell must be at least 1 level 
  below the highest spell level he or she can cast. If the 
  witch ever replaces the familiar, the new familiar knows 
  these bonus spells.
  sCAling the rACe
  Lamia commoners are a very strong race as provided. 
  With two alternate movement rates and the 
  accompanying bonuses to the skill-checks and other 
  abilities, the lamia surpasses most races that walk the 
  line between humanoid PC and monstrous race. GMs 
  seeking to make lamia commoners available have a 
  simple choice between removal of one or more racial 
  traits or adding a single character level for the PC. If 
  the GM chooses to remove traits, spell resistance is an 
  efficient first step, followed by the charismatic trait. If 
  the GM chooses to assess a level adjustment for the 
  character, this level adjustment should be removed 
  about halfway between 5th and 6th character levels.
  12
  
  188
  lAmiA ClAss vAriAnts
  Lamia oracles are almost always connected to the moon 
  mystery.
  MOON ORACLE MYSTERY
  The light and tides of the moon have their own magic, 
  strongest by night and changing over the lunar cycle. 
  Class Skills: An oracle with the moon mystery adds 
  Fly, Knowledge (arcana), and Knowledge (nature) to her 
  list of class skills. 
  Bonus Spells: darkness (2nd), confusion (4th), owl’s 
  wisdom (6th), river of moonlight (8th), mass daze (10th), 
  control water (12th), lunar veilUM (14th), insanity 
  (16th), meteor swarm (18th). 
  Revelations: An oracle with the moon mystery can 
  choose from any of the following revelations. 
  Cloak of Moonlight (Su): You conjure a cloak of 
  shimmering moonlight, which coalesces around you, 
  granting a +4 dodge bonus to your AC. At 7th level 
  and every 4 levels thereafter, this bonus increases by 
  +2. At 13th level, this armor grants you DR 5/slashing. 
  You can use this cloak for 1 hour per day per oracle 
  level. The duration does not need to be consecutive 
  and can be used in 1-hour increments. 
  Dazzling Moonlight (Su): As a standard action, you can 
  unleash a 10-ft.-radius burst of moonlight, centered 
  on you, that deals 1d4 points of nonlethal damage 
  per 2 caster levels (minimum 1d4) and the target is 
  dazzled for 1 round. A successful Reflex saving throw 
  (DC 10 + 1/2 your oracle level + your Charisma 
  modifier) reduces the damage by half and negates the 
  dazzle effect. You may use this ability a number of 
  times per day equal to your oracle level.
  Eyes of the Moon (Su): You gain low-light vision. If you 
  already have low-light vision, you gain darkvision 30 
  ft. instead. If you already have darkvision, the range 
  increases by 30 ft. 
  Guiding Moon (Su): Whenever the moon is visible to 
  you, you may also add your Charisma modifier to 
  your Wisdom modifier on all Wisdom-based checks. 
  In addition, once per night while under natural 
  moonlight, you can cast one spell you know as if it 
  were modified by the Empower Spell, Extend Spell, 
  Silent Spell, or Still Spell feat without increasing the 
  spell’s casting time or level.
  Mantle of Moonlight (Su): Your innate understanding 
  of the moon renders you immune to lycanthropy. 
  Additionally, you may disrupt a lycanthrope’s 
  connection to the moon with a successful touch 
  attack. This action automatically forces the 
  lycanthrope into its humanoid form, which it must 
  remain in for a number of rounds equal to your oracle 
  level. Upon reaching 5th level, you can use this ability 
  to force others into a rage, as per the spell. Using this 
  ability is a melee touch attack. You can use this ability 
  once per day at 5th level plus one additional time per 
  day for every 5 levels above 5th. 
  Moonlight Bridge (Su): You summon a bridge of 
  shimmering moonlight. The 10-ft.-wide span touches 
  the ground at a point adjacent to your position. From 
  this point, it can extend in any direction for 10 ft. per 
  oracle level. The path persists until you have crossed 
  over the bridge or for 24 hours, whichever is shorter. 
  You may summon a moonlight bridge a number of 
  times per day equal to your Charisma bonus. Should 
  the bridge be attacked, treat it as a wall of force. 
  Moonfire (Su): You can fire a blast of blazing moonlight 
  at a single target within 30 ft. as a standard action. 
  Moonfire deals 1d8 damage per caster level, and the 
  target is dazzled for 1 round per 2 oracle caster levels. 
  A successful Reflex saving throw (DC 10 + 1/2 your 
  oracle level + your Charisma modifier) reduces the 
  damage by half and negates the dazzle effect. You 
  can use this ability once per day at 8th level and one 
  additional time per day for every 4 levels beyond 8th. 
  You must be 8th level to select this revelation. 
  Moon’s Pull (Sp): Your connection to the moon is so 
  strong that your feet barely touch the ground. At 1st 
  level, you no longer leave tracks. At 5th level, you can 
  hover up to 6 inches above the ground or even above 
  liquid surfaces, as if levitating. At 10th level, you 
  gain the ability to fly, as per the spell, for a number 
  of minutes per day equal to your oracle level. This 
  duration does not need to be consecutive, but it must 
  be spent in 1-minute increments. 
  Final Revelation: Upon achieving 20th level, your 
  mysterious connection with the moon is so complete 
  that you are infused with the moon’s mystical power. 
  You receive a bonus on all saving throws equal to 
  your Charisma modifier. Once per day, you can bathe 
  yourself in pure, mystical moonlight as a full-round 
  action, granting you SR 21, DR 5/silver and fast healing 
  5 for a number of rounds equal to your oracle level. 
  These rounds do not need to be consecutive. The spell 
  resistance granted by this ability stacks with any spell 
  resistance granted by racial traits. In addition, whenever 
  you are reduced to negative hp while in sight of the 
  moon, you automatically stabilize. Should you die, you 
  are reborn on the next full moon (as reincarnate).
  
  189
  lAmiA prestige ClAsses 
  Lamia prestige classes link them to the moon and to a 
  serpentine warrior tradition.
  MOON TOUCHED
  The moon touched is a mystic who dedicates her life to 
  the watchful moon, delving ever deeper into its great, 
  unknown mysteries and eternally seeking to harness 
  its spiritual power. The ultimate dream of every moon 
  touched is to one day transcend her earthly body and 
  transform into pure spiritual moonlight, becoming 
  forever one with the moon itself. 
  Role: Moon touched lives are spent in contemplation of 
  the mysterious secrets of the moon. The moon touched 
  has substantial spellcasting ability, though not so much 
  as a focused oracle, witch, or druid. 
  Alignment: Moon touched can be of any alignment. 
  Hit Die: d6. 
  Requirements 
  To qualify to become a moon touched, a character must 
  fulfill all the following criteria. 
  Skills: Knowledge (arcana) 5 ranks, Knowledge (nature) 
  5 ranks. 
  Feats: Any two metamagic feats. 
  Spellcasting: Ability to cast 3rd-level arcane or 
  divine spells. If the character has witch levels, the 
  moon touched must have the Moon patron. If the 
  character has oracle levels, the moon touched must 
  have the moon mystery. If the character has druid 
  levels, the moon touched must have the moon 
  subdomain. If the character gains levels in any of 
  these classes after taking this prestige class, the moon 
  touched must select the appropriate patron, mystery, 
  or subdomain listed above. 
  Class Skills: Moon touched class skills (and the key 
  ability for each skill) are Craft (Int), Fly (Dex), Heal 
  (Wis), Knowledge (arcana) (Int), Knowledge (nature) 
  (Int), Knowledge (planes) (Int), Sense Motive (Wis), 
  Spellcraft (Int), and Use Magic Device (Cha). 
  Skill Ranks at Each Level: 4 + Int modifier. 
  Class Features 
  All of the following are class features of the moon 
  touched prestige class. 
  Weapon and Armor Proficiency: Moon touched 
  gain no proficiency with any weapon or armor. 
  Spells per Day: At each level, a moon touched gains 
  new spells per day as if the she had also gained a level 
  in a spellcasting class the moon touched belonged to 
  before adding the prestige class. The moon touched 
  does not, however, gain other benefits a character of 
  that class would have gained, except for additional 
  spells per day, spells known, and an increased effective 
  level of spellcasting. If a character had more than one 
  spellcasting class before becoming a moon touched, 
  she must decide to which class to add the new level for 
  purposes of determining spells per day. 
  Moon’s Favor (Su): A moon touched may apply any 
  one metamagic feat that she knows to any spell she 
  is about to cast. This does not alter the level of the 
  spell or the casting time. The moon touched cannot 
  use this ability to cast a spell whose modified spell 
  level would be above the level of the highest-level 
  spell that she is normally capable of casting. At 5th 
  level, she receives a +4 bonus to caster level checks 
  (1d20 + caster level) made to overcome a creature’s 
  spell resistance. This bonus stacks with feats such as 
  Level
  BAB
  Fort Save
  Ref Save
  Will Save
  Special
  Spells per Day/
  Spells Known
  1st
  +0
  +0
  +0
  +1
  Moon’s Favor
  +1 level of existing class
  2nd
  +1
  +1
  +1
  +1
  —
  +1 level of existing class
  3rd
  +1
  +1
  +1
  +2
  Lunar Connection
  +1 level of existing class
  4th
  +2
  +1
  +1
  +2
  —
  +1 level of existing class
  5th
  +2
  +2
  +2
  +3
  Moonlight Illumination
  +1 level of existing class
  6th
  +3
  +2
  +2
  +3
  —
  +1 level of existing class
  7th
  +3
  +2
  +2
  +4
  Dazing Spells
  +1 level of existing class
  8th
  +4
  +3
  +3
  +4
  —
  +1 level of existing class
  9th
  +4
  +3
  +3
  +5
  Moon’s Blessing
  +1 level of existing class
  10th
  +5
  +3
  +3
  +5
  —
  +1 level of existing class
  Table: Moon Touched
  12
  
  190
  Spell Penetration and Greater Spell Penetration. At 9th 
  level, the number of feats she may apply to her spells 
  increases to two, though their combined modified 
  spell level may still not increase a spell level beyond 
  the highest spell level she is capable of casting. A moon 
  touched can use this ability a number of times per 
  day equal her Charisma modifier. The moon must be 
  visible to the moon touched in order for her to benefit 
  from this ability. 
  Lunar Connection (Sp): Once per day, a moon 
  touched of 3rd level or higher may spend 10 minutes 
  contemplating the mysteries of the moon to gain the 
  benefit of a divination spell. 
  Moonlight Illumination (Su): At 5th level, a 
  moon touched can see perfectly in darkness of any 
  kind, including that created by spells or effects such as 
  deeper darkness, as long as there is moonlight present. 
  In addition, she may illuminate an area with sparkling 
  moonlight, causing creatures to become blinded and 
  visibly outlining hidden things. This acts as the spell 
  glitterdust and may be used a number of times per day 
  equal to the moon touched’s Charisma modifier. 
  Dazing Spells (Ex): At 7th level, whenever a moon 
  touched scores a critical hit against an opponent 
  with a spell requiring an attack roll, the target is also 
  enveloped by a split-second burst of shimmering 
  moonlight, leaving the target dazed for 1 round and 
  then dazzled for 1d4 rounds after that. 
  Moon’s Blessing (Ex): A moon touched of 9th 
  level or higher gains fast healing 5 as long as the 
  moon is visible to her. In addition, whenever she is 
  reduced to negative hp while in sight of the moon, she 
  automatically stabilizes.
  SERPENT BLADE
  Serpent blades are masters of the lamia propensity for 
  fighting with two swords. They move with a hypnotic 
  grace unmatched by most foes, spinning and weaving 
  their dual blades in a deadly dance. They may wear armor 
  but generally shun bulky protection because their skill 
  allows them to dodge their opponents with ease. 
  The path to the serpent blade is most natural for lamia 
  fighters and rangers since those classes tend to share the 
  serpent blade’s love of combat with two blades. 
  Role: Serpent blades are skilled warriors and often serve 
  as personal guards for their lamia matriarchs. 
  Alignment: Serpent blades can be of any alignment. 
  Hit Die: d10. 
  Requirements 
  To qualify to become a serpent blade, a character must 
  fulfill all the following criteria. 
  Base Attack Bonus: +6. 
  Feats: Dazzling Display, Two-Weapon Fighting, Weapon 
  Focus (any sword). 
  Race: Lamia. 
  Class Skills: The serpent blade’s class skills (and the 
  key ability for each skill) are Acrobatics (Dex), Bluff 
  (Cha), Intimidate (Cha), Perception (Wis), Sense 
  Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and 
  Survival (Wis). 
  Skill Ranks at Each Level: 4 + Int modifier. 
  Class Features 
  All of the following are class features of the serpent blade 
  prestige class. 
  Weapon and Armor Proficiency: Serpent blades 
  are proficient with all simple and martial weapons and 
  with light armor and medium armor. 
  Level
  BAB
  Fort Save
  Ref Save
  Will Save
  Special
  1st
  +1
  +0
  +1
  +0
  Dual blade mastery feat
  2nd
  +2
  +1
  +1
  +1
  Defensive flurry +1
  3rd
  +3
  +1
  +2
  +1
  Dual blade mastery feat
  4th
  +4
  +1
  +2
  +1
  Balanced blades
  5th
  +5
  +2
  +3
  +2
  Defensive Flurry +2, Dual blade mastery feat
  6th
  +6
  +2
  +3
  +2
  Serpent dance
  7th
  +7
  +2
  +4
  +2
  Dual blade mastery feat, exploit opening
  8th
  +8
  +3
  +4
  +3
  Defensive Flurry +3
  9th
  +9
  +3
  +5
  +3
  Deft doublestrike, Dual blade mastery feat
  10th
  +10
  +3
  +5
  +3
  Crippling critical
  Table: Serpent Blade
  
  Dual Blade Mastery: At 1st level, and at every odd 
  level thereafter, a serpent blade gains a bonus feat in 
  addition to those gained from normal advancement. 
  He must meet the normal prerequisites for these bonus 
  feats, which are chosen from the following list: Double 
  Slice, Greater Two-Weapon Fighting, Improved 
  Two-Weapon Feint, Improved Two-Weapon Fighting, 
  Quick Draw, Two-Weapon Defense, Two-Weapon 
  Feint, Two-Weapon Rend, and Whirlwind Attack. The 
  benefits of the serpent blade’s dual blade mastery feats 
  apply only when he wears light, medium, or no armor 
  and only while wielding two blades. The serpent blade 
  loses all benefits of any of these combat style feats 
  when wearing heavy armor or using a shield. 
  12
  Defensive Flurry (Ex): At 2nd level, when a serpent 
  blade makes a full attack while wielding two bladed 
  weapons, he gains a +1 dodge bonus to AC against 
  melee attacks until the beginning of his next turn. This 
  bonus increases by +1 every 3 levels after 2nd. 
  Balanced Blades (Ex): At 4th level, the penalties for 
  fighting with two bladed weapons are reduced by −1 
  for both primary hand and off hand. At 7th level, the 
  penalties for fighting with two weapons are reduced by 
  −2 for both primary hand and offhand instead. 
  Serpent Dance (Ex): Beginning at 6th level, a 
  serpent blade can, as a move action, slither and sway 
  hypnotically in place while spinning his dual blades in an 
  191
  
  192
  intricate and mesmerizing pattern. If he then uses their 
  charm person spell-like ability in the same round on a 
  creature who has just witnessed the serpent dance, he 
  may add a bonus equal to his serpent blade level to the 
  Will save DC. In addition, the creature does not receive 
  the +5 bonus to its saving throw for being threatened or 
  attacked by the serpent blade. 
  Exploit Opening (Ex): At 7th level, a serpent blade 
  wielding two bladed weapons deals an extra +1d6 
  slashing damage on each attack of opportunity. 
  Deft Doublestrike (Ex): At 9th level, when a 
  serpent blade hits an opponent with both weapons, he 
  can also make a disarm or sunder attempt (or trip, if 
  one or both weapons can be used to trip) against that 
  opponent as an immediate action that does not provoke 
  attacks of opportunity. 
  Crippling Critical (Ex): At 10th level, any time 
  a serpent blade confirms a critical hit while wielding 
  two bladed weapons, he can apply one of the following 
  penalties in addition to the damage dealt: reduce all of 
  the target’s speeds by 10 ft. (minimum 5 ft.), −4 penalty 
  to AC, or 2d6 points of bleed damage. These penalties 
  last for 1 minute, except for bleed damage, which 
  continues until the target receives magic healing or a 
  successful Heal skill check with a DC equal to 15 + the 
  serpent blade’s character level. The effects of this ability 
  stack with critical feats.
  lAmiA equipment
  Lamia have a few favorite tools and toys, but their 
  best-known equipment is a terribly addictive drug.
  New Drug: Revelry’s Bliss
  This strange paste of blood, ground scales, and opiates 
  mixed beneath the moonlight captures a fraction of the 
  rage, ecstasy, and power of the Revelry. It can be chewed 
  or smoked. While under the influence of revelry’s bliss, 
  the user’s tongue looks serpentine to every other creature.
  Type drug (inhaled or ingested); Addiction major, 
  Fortitude DC 20; Price 100 gp 
  Effect 2 hours; 50% chance to enter a minor rage 
  whenever faced with aggression of any kind. (This rage 
  provides a +2 alchemical bonus to Strength and lasts 
  for 5 rounds and is not followed by a period of fatigue. 
  Otherwise, 50% chance to instead experience a strong 
  sense of euphoria, increasing any morale bonus received 
  during the duration by +1.); Damage 1d2 Con and Wis.
  lAmiA feAts
  Lamia have mastered various feats rarely found among 
  the warm-blooded races.
  Highborn Lamia 
  You have learned to tap into a bit of the advanced magical 
  abilities normally found only in lamia matriarchs. 
  Prerequisites: Lamia, base Will save +4. 
  Benefit: You may use deep slumber and suggestion each 
  once per day as spell-like abilities with a caster level 
  equal to your character level. 
  Serpent’s Charm 
  Your inherent ability to cast charm person is more 
  powerful than normal. 
  Prerequisite: Lamia with the charm person spell-like 
  ability. 
  Benefit: You may use your charm person racial spell-like 
  ability 2 additional times per day. In addition, you 
  receive a +2 bonus to the ability’s saving throw DC 
  and a +2 bonus to caster level checks to overcome a 
  creature’s spell resistance. These bonuses stack with feats 
  like Spell Focus and Spell Penetration. 
  Serpent’s Tongue 
  The blood of snakes runs particularly thick in your veins, 
  granting you their senses. 
  Prerequisite: Lamia, Wisdom 13+. 
  Benefit: You can rapidly flick out your tongue, which is 
  long and forked like that of a snake, effectively giving 
  you the Scent ability. 
  Snake’s Eyes 
  Your eyes are even more snake-like than normal for your 
  race, giving you a frightening and unsettling appearance. 
  Prerequisites: Lamia. 
  Benefit: You gain a +2 bonus to Intimidate checks made 
  to demoralize. If the Intimidate check is successful, the 
  subject is shaken for 1 additional round. 
  Snake Summoner 
  Your nature makes you adept at summoning snakes to do 
  your bidding. 
  Prerequisites: Lamia, ability to cast summon nature’s ally 
  or summon monster. 
  Benefit: You may cast summon nature’s ally or summon 
  monster as a standard action when summoning 
  snakes. These snakes gain temporary hp equal to your 
  caster level. You can also increase the spell level of the 
  summoning spell by 1 to apply either the advanced or 
  the giant template, or you can increase it by 2 to apply 
  both the advanced and giant templates.
  
  193
  Speak With Snakes 
  You can speak with and understand snakes. 
  Prerequisites: Lamia. 
  Benefit: You are treated as if you are under the effects 
  of a continuous speak with animals spell that affects 
  only snakes.
  lAmiA spells
  Lamia magic is sinuous, dangerous, and rarely taught to 
  anyone outside their communities.
  ENMITY OF FORM
  School enchantment (compulsion) [mind-affecting]; 
  Level druid 3, oracle 3, shaman 3, witch 3
  Casting Time 1 standard action 
  Components V, S, M (a lock of the caster’s hair) 
  Range close (25 ft. plus 5 ft./2 levels) 
  Area 30-ft. spread
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  Intelligent creatures within the spell’s area must succeed 
  at a Will save or despise creatures of their own type but 
  with a different subtype. Affected creatures refuse to 
  lower themselves to cooperating with any effort, even if 
  that cooperation would save their lives or achieve a vital 
  goal. Affected creatures take no actions and use no rules 
  requiring cooperation, such as healing, aid another, and 
  teamwork feats, if that action would involve assisting or 
  gaining assistance from a creature of the same type but a 
  different subtype.
  FLIGHT OF SCALES
  School transmutation; Level alchemist 2, druid 2, ranger 
  2, shaman 2, witch 2 
  Casting Time 1 standard action 
  Components V, S
  Range medium (100 ft. plus 10 ft./level) 
  Effect 1 scale plus 1 scale/5 caster levels
  Duration instantaneous 
  Saving Throw none; Spell Resistance no
  The spell magically sharpens and shapes one or more 
  of your scales to function as flight arrows. Each scale 
  flies from your body and impacts a single target within 
  range. You can direct the scales to attack a single target 
  or multiple targets as you like. The spell fires 1 scale 
  plus 1 scale for every 3 caster levels. You make a normal 
  ranged attack for each scale with a +1 enhancement 
  bonus for every 4 caster levels. The scales deal damage 
  for an arrow your size: 1d8 for Medium creatures, 2d6 
  for Large, 3d6 for Huge, 4d6 for Gargantuan, and 6d6 
  for Colossal.
  MATRIARCH’S CURSE
  School transmutation; Level arcanist 7, cleric 7, druid 7,  
  oracle 7, shaman 7, sorcerer/wizard 7, witch 7
  Casting Time 1 standard action 
  Components V, S, M (some piece of the animal 
  associated with the curse)
  Range medium (100 ft. plus 10 ft./level) 
  Target 1 living creature
  Duration permanent (D)
  Saving Throw Fortitude negates; Spell Resistance yes
  You curse your target with a partial animal form, 
  replacing parts of its normal body with less useful parts. 
  The target takes a −4 penalty to Charisma in addition to 
  other changes based on the subject’s new form.
  Arms and Hands: The target loses opposable thumbs 
  and can no longer wield weapons. The spell does not 
  confer claw or other natural attacks.
  Face: The target gains an animal face and can no longer 
  speak its normal language, including spellcasting or 
  abilities related to vocal performance.
  Legs and Feet: The target gains a fish, snake, or snail 
  lower half and loses its normal land speed. You  
  choose whether the target gains a climb speed of 10 ft. 
  or a swim speed of 20 ft. 
  Torso: The target gains an animal torso that does not 
  effectively support attached limbs. The target takes a 
  −4 penalty to attack rolls, damage rolls with bows and 
  thrown weapons, and to Strength- and  Dexterity-
  based skill checks.
  The effect is permanent until removed by a remove curse 
  or break enchantment spell.
  RIVER OF MOONLIGHT
  School enchantment (compulsion) [mind-affecting]; 
  Level druid/shaman 4, witch 4 
  Casting Time 1 standard action 
  Components V, S, M (a pinch of powdered moonstone) 
  Range 60 ft. 
  Area see text 
  Duration 2d4 rounds 
  Saving Throw Will negates; Spell Resistance yes
  You create a shimmering line of moonlight that you 
  can shape as desired. The river of moonlight affects one 
  5-ft. square per caster level, and each square must be 
  adjacent to the previous square, starting with you. The 
  river of moonlight cannot extend beyond its maximum 
  range. Living creatures in this path are transfixed by 
  the luminous, sparkling moonlight, causing them to be 
  fascinated for 2d4 rounds.
  12
  
  lizArdfolk
  SPEAR AND SCALE
  13
  
  195
  D
  13
  eep within dense jungles and mist-shrouded 
  swamps live one of the most ancient races—the 
  lizardfolk. In ages past their empire stretched over 
  vast reaches of primordial land. Massive stone temples to 
  forgotten gods served as cultural anchors. The ziggurats 
  focused torrential ley lines into world-shaking magic 
  undreamed of in modern days. Warm-blooded creatures 
  were slaves or food, and they shunned the marshes and 
  jungles. Drumbeats echoed through the wilds as the 
  lizardfolk feasted and ruled.
  This grandeur did not endure, though, and the empire 
  shrank as the ages rolled on. The lush jungles and teeming 
  marshes withered and dried out at the edges, shriveling 
  away from the growing expanse of sunbaked sand. The 
  land’s mammals grew bolder and forced the lizardfolk 
  deeper into their own territory, and skirmishes often grew 
  into full-scale battles. So far from the heart of their people 
  and the source of their supplies, the lizardfolk could no 
  longer hold their borders. The tribes fragmented and 
  retreated. Shards of the once-great empire were isolated 
  in smaller, distant pockets of jungle and swamp. The 
  mammals claimed all the lands in between. 
  The tribe that held fast to the old beliefs, the 
  Bloodscales, raged against the slow death of the empire. 
  Unwilling to huddle in failed clutches until the mammals 
  came for them, the Bloodscales entered a magical sleep. 
  Throughout the long years between the fall of their empire 
  and the modern days, the lizardfolk maintained the 
  deepest temple ruins where the Bloodscale tribe slumbers.
  AwAkening
  Though the empire that once sprawled across the 
  Southlands is gone, the lizardfolk remain. They keep to 
  their hidden settlements, far from the civilized races. 
  Through isolation, the lizardfolk clung to survival with 
  the slumbering Bloodscales as a desperate recourse 
  should the need arise. For a time, lizardfolk chieftains 
  passed down the secret of waking the Bloodscales. The 
  awakened tribe would bring all their ferocity to bear in 
  defense of their brethren, the chieftains claimed, and 
  then retreat to hibernation when the threat was crushed. 
  In recent years, the lizardfolk have begun to thrive 
  once more. The reason for this resurgence is not entirely 
  understood. Reports of a strange pygmy breed of 
  lizardfolk become more frequent, and hostile contact 
  with patrols and caravans grows more common. Raiding 
  parties strike further out from marsh and jungle, and 
  those few lizardfolk taken captive reveal only one name—
  Sasslankha. Only recently have the learned scholars, 
  pious priests, and powerful diviners connected the word 
  to the largest city that once stood at the heart of the 
  Lizardfolk Empire.
  The ancient lizardfolk are stirring from their torpid 
  sleep and bringing a greater sense of purpose and unity 
  to their kin. They remember the greatness of their kind 
  and the tang of fear swimming through mammals’ hot 
  blood. The great temple at Sasslankha once again echoes 
  with the susurrus of prayers and the screams of sacrifices. 
  Many lizardfolk tribes are still too remote to become 
  embroiled in the rebirth of this ancient empire, but it is 
  only a matter of time. 
  TRIBAL LIFE
  The lizardfolk exist in disparate tribes scattered 
  throughout jungles and swamps. For these lizardfolk, life 
  begins in a clutch of eggs that hatch together. These “egg 
  brothers” and “egg sisters” form tight bonds. The young 
  lizardfolk grow and learn together. The brood-tenders 
  rear them when they are first hatched and teach them as 
  they grow. This is the lizardfolk equivalent of a family. 
  The mothers who physically laid individual eggs are of no 
  consequence, and lizardfolk rarely know who among the 
  tribe are their biological parents. 
  When a brood reaches maturity it is common for most 
  of the new adults to remain close. Groups of warriors are 
  often broodmates who train together, raid together, and 
  fight for their tribe together. This is not to say that all 
  lizardfolk in a brood get along. Much as in other families, 
  sometimes the fiercest rivalries and deepest hatreds form. 
  No matter which way a relationship between egg siblings 
  turns, it is never tepid. 
  Lizardfolk feature prominently in the jungles, marshes, 
  and even deserts of the mortal world. Over the centuries, 
  the strife between indigent tribes and colonizing races has 
  followed a cycle of invasion, exploitation, rebellion, and 
  bloodshed. Some tribes prefer to stay out of sight and out 
  of mind, but most increasingly embrace the rhetoric of 
  the resurgent Bloodscale. The tribe preaches a history of 
  lizardfolk and “mammals” marked by hatred and violence.
  The Bloodscales also teach that lizardfolk once formed 
  a diverse but united empire covering every dune, swamp, 
  and riverbank. This history has acquired a convenient 
  narrative, painting the Bloodscales as the aggressive 
  guardians of lizardfolk life and mammals as cancerous 
  bullies. While some truth persists in the modern telling 
  of these tales, conflict between lizardfolk and other races 
  is significantly bloodier because of Bloodscale prejudice, 
  and it is only getting worse.
  Lizardfolk tribes feature remarkable differences in 
  culture and physical appearance but rarely turn on one 
  another. They prefer to exist in isolation until they must 
  unite for war. Even then, most leaders tend to abdicate 
  leadership to the Bloodscales until the threat subsides.
  Some tribes view trading with other races as risky at 
  best and treason at worst. Lizardfolk who deal with other 
  
  196
  humanoids or allow them on their traditional lands are 
  frequently viewed as fools or traitors, though action is 
  rarely taken in times of peace. When the drums of war 
  echo over the swamplands,, all lizardfolk tribes close 
  their borders to neighbors. They fear Bloodscale reprisal 
  almost much as the coming conflict.
  SCALY RELATIONS
  The lizardfolk are far from the only reptilian denizens 
  of the old empire. The Dragon Empire of Mharot teems 
  with dragonkin and kobolds. Though they might seem 
  to have much in common with these races, the lizardfolk 
  are often too remote to care. When their paths do cross, 
  the lizardfolk gravitate toward dragonkin. They see 
  strength worthy of respect within the dragonkin. While 
  an encounter between the two races may not result in 
  friendship, it rarely devolves into killing unless the two 
  groups are at stark odds. 
  Kobolds, on the other hand, earn little more than 
  contempt. The little scaly ones display the worst traits 
  of civilized mammals in the eyes of lizardfolk warriors. 
  They cling to cities and their trappings in a desperate 
  attempt to cover for inherent weakness. It is a rare kobold 
  who can earn the respect of the lizardfolk. 
  Then there are the dragons, the lords of all scaly kind. 
  The lizardfolk fear the great power of these beasts and 
  view them as echoes of the Serpent’s Tongue given flesh. 
  They do not bow and scrape to dragons, for the lizardfolk 
  are too proud to grovel. But they never deny the sliver 
  of the World Serpent that coils in the heart of a wyrm. 
  Dragons are a symbol of all that is strong, indomitable, 
  and terrifying within lizardfolk themselves. 
  BLOODSCALE LIZARDFOLK TRIBE
  Bathed in blood and steeped in hatred, the Bloodscale 
  tribe has annihilated threats to the lizardfolk race 
  for eons. The tribe remains dormant while outsiders 
  pose little threat. Ancient leaders called sleepers 
  spend centuries in a mystical hibernation through 
  the brumation spell. Lizardfolk chieftains rouse the 
  Bloodscale only during times of great desperation. They 
  know the necromancers go to terrible lengths for victory.
  Habitat and Society
  The Bloodscale organize for war alone. Oral traditions 
  tell of dark times when only the fearsome magics of 
  the sleepers drove back common enemies. Bloodscale 
  skalds are quick to admonish lizardfolk who fail to 
  aid with terrifying propaganda. The Bloodscale live in 
  dark marshes, protected by dense overgrowth and thick 
  canopies. A few ancient sanctuaries of animated bone and 
  stolen skin still host large covens of brumating sleepers. 
  These crumbling remnants remain from desperate days 
  when outside threats gave the sleepers control over dozens 
  of great tribes. Settlements always feature cunning traps, 
  enslaved beasts, and unique undead as outer defenses.
  Bloodscale lizardfolk are usually rangers, barbarians, 
  or fighters with the primitive weapon master archetype. 
  Random Starting Ages
  Race   
  Adulthood
  Intuitive1
  Self-Taught2   
  Trained3
  Lizardfolk  
  16 years +1d6
  +1d6 years           
  +2d6 years           
  +3d6 years           
  1 This category includes barbarians, bloodragers, oracles, rogues, sorcerers, and swashbucklers.
  2 This category includes bards, battle scions, brawlers, cavaliers, fighters, gunslingers, hunters, paladins, rangers, shamans, skalds, slayers, 
  shadowsworn, spell-less rangers, summoners, and witches.
  3 This category includes alchemists, arcanists, clerics, druids, inquisitors, investigators, magi, monks, theurges, warpriests,  
  white necromancers, and wizards.
  Aging Effects
  Race 
  Middle Age1 
  Old2 
  Venerable3 
  Maximum Age
  Lizardfolk  
  50 years    
  90 years
  120 years
  120 + 3d20 years
  1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.                    3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  Random Height and Weight
  Gender 
  Base 
  Height 
   Height 
  Modifier
  Base 
  Weight 
  Weight 
  Modifier
  Lizardfolk, male     
  5 ft. 9in.
  +2d10
  180 lb
  ×7 lb.
  Lizardfolk, female
  5 ft. 6 in.
  +2d10
  160 lb.
  ×7 lb.
  
  197
  Clerics, druids, skalds, and shamans are all held in high 
  esteem, but the sleepers are the undisputed masters of 
  the tribe. The tribe gives hatchlings manifesting the rare 
  purple blooded and small alternate racial traits to the 
  sleepers for deadly training. The apprentices undergo a 
  painful ritual maiming where masters rip out claws and 
  transmute living blood, granting the gout of blood racial 
  trait. Sleepers are most often sorcerers with the serpentine 
  bloodline or witches with the sanguine scale archetype.
  Bloodscale Magic
  The Bloodscale are callous and practical. Their magic 
  favors spells that destroy with ruthless efficiency or 
  recycle uneaten corpses. Most Bloodscale camps have 
  at least one caster that can cast the extispicy spell, and 
  all sleepers become masters of the art. These gruesome 
  13
  mystics search for signs of the future in the entrails of 
  the Bloodscales’s still-living enemies. Sleepers always 
  specialize in divination, enchantment, and necromancy.
  lizArdfolk rACiAl trAits
  +2 Strength, +2 Constitution, −2 Intelligence: 
  Lizardfolk are tough and powerful but often care little for 
  education beyond pragmatic needs or tribal stories.
  Medium: Lizardfolk are Medium creatures and have no 
  bonuses or penalties due to their size.
  Humanoid: Lizardfolk are humanoids with the reptile 
  subtype.
  Speed: Lizardfolk have a base speed of 30 ft. and a swim 
  speed of 15 ft. They gain a +8 racial bonus to Swim 
  skill checks.
  Natural Attacks: Lizardfolk gain a bite (1d3 points 
  of damage) and two claw (1d4 points of damage each) 
  primary natural attacks.
  Natural Armor: Lizardfolk have a +2 natural armor 
  bonus.
  Hold Breath: Lizardfolk can hold their breath for a 
  number of rounds equal to 4 × their Constitution before 
  they risk drowning.
  Skills: Lizardfolk gain a +2 racial bonus to Acrobatics 
  skill checks.
  Languages: Lizardfolk begin play speaking Draconic. 
  Lizardfolk with high Intelligence scores can choose from 
  the following: Aquan, Common, Giant, and Orc.
  AlternAte rACiAl trAits
  The following racial traits may be selected instead of 
  typical lizardfolk racial traits. Consult your GM before 
  selecting any of these new options.
  Chromatophore: Some lizardfolk are born with 
  the ability to alter their skin color but must remain 
  motionless to blend in to their environment. If the 
  lizardfolk remains still for at least 1 round, she gains a 
  +4 racial bonus to Stealth skill checks. This racial trait 
  replaces the racial bonus to Acrobatics checks.
  Climber: Some lizardfolk use powerful claws and tails 
  to ascend cliffs or trees. These lizardfolk gain a climb 
  speed of 15 ft. and a prehensile tail. They cannot wield 
  weapons with their tails, but they can retrieve small 
  stowed objects carried on their persons as a move 
  action. This racial trait replaces their swim speed and 
  hold breath ability.
  Crocodilian: Some lizardfolk have long mouths and 
  shorter limbs like a crocodile. When grappling a foe of 
  
  198
  its size or smaller, a lizardfolk with this trait can perform 
  a death roll upon making a successful grapple check. As 
  it clings to its foe, it tucks in its legs and rolls rapidly, 
  twisting and wrenching its victim. The lizardfolk inflicts 
  its bite damage and knocks the creature prone. 
   If successful, the lizardfolk maintains its grapple. 
  This racial trait replaces the lizardfolk’s claw attacks and 
  racial bonus to Acrobatics checks.
  Digger: Some lizardfolk are more adept at burrowing 
  through sand or dirt than swimming. These lizardfolk 
  gain a burrow speed of 15 ft. This racial trait replaces 
  their swim speed.
  Giant: Some lizardfolk grow greater in size but are less 
  quick and agile. They increase to Large size, gain a +2 
  size bonus to Strength, and a −2 size penalty to Dexterity. 
  They take a −1 size penalty to their AC, a −1 size penalty 
  on attack rolls, a +1 bonus on combat maneuver checks 
  and to their CMD, and a −4 size penalty on Stealth 
  checks. This racial trait replaces the lizardfolk’s racial 
  bonuses to natural armor and Acrobatics, as well as their 
  swim speed and hold breath abilities.
  Glider: The lizardfolk possesses a thin membrane of 
  skin stretched between its arms, ribs, and legs. The 
  lizardfolk stretches these membranes out and launches 
  itself into the air to travel 10 ft. laterally for every 5 ft. it 
  falls. A lizardfolk suffering an involuntary fall can make 
  a DC 15 Reflex save to begin gliding. This trait replaces 
  hold breath and the lizardfolk’s swim speed.
  Gout of Blood: Some lizardfolk can force a jet of 
  hot blood from their eyes to a range of 15 ft., targeting 
  a single creature once per day as a swift action. The 
  target is frightened for a number of rounds equal to the 
  lizardfolk’s Hit Dice. On a successful Will save (DC 10 + 
  1/2 the lizardfolk’s Hit Dice + the lizardfolk’s Charisma 
  modifier) the target is instead shaken for 1 round. The 
  gout is a supernatural, mind-affecting fear effect. It has 
  no effect on other lizardfolk. This racial trait replaces the 
  lizardfolk’s natural claw attacks.
  Healing: Some lizardfolk can heal at an impressive rate. 
  These lizardfolk regain 1 hp per minute and can regrow 
  lost limbs. This otherwise functions as fast healing. 
  This racial trait replaces the lizardfolk’s racial bonus to 
  natural armor.
  Poisoned Bite: Lizardfolk are sometimes born with 
  venomous fangs or poisonous saliva delivered through 
  a bite attack. The save DC for the poison is 10 + 1/2 
  the lizardfolk’s Hit Dice + the lizardfolk’s Constitution 
  modifier. This racial trait replaces the lizardfolk’s natural 
  claw attacks.
  Poison (Ex) Bite—injury; frequency 1/round for 4 
  rounds; effect 1d2 Str; cure 1 save.
  Purple-Blooded: Some lizardfolk carry certain waste 
  products through their blood, excreting excess toxins. 
  Lizardfolk with this trait have a +4 bonus on all saving 
  throws against poisons and natural diseases. This 
  replaces the lizardfolk’s natural armor bonus.
  Small: Many remote tribes of lizardfolk are much 
  smaller than their common kin. They are Small sized 
  creatures and gain a +1 size bonus to their AC, a +1 size 
  bonus on attack rolls, a −1 penalty on combat maneuver 
  checks and to their CMD, and a +4 size bonus on 
  Stealth checks. Small lizardfolk have a +2 racial bonus to 
  Dexterity scores and no bonus to Strength scores.
  Water Running: The lizardfolk possesses a slight build 
  and broad feet. When running or charging, they treat 
  the surface of calm water, mud, or even quicksand 
  as normal solid ground. Choppy or rough water is 
  considered difficult terrain. If the lizardfolk ends their 
  movement in the substance for any reason they sink as 
  normal. This racial trait replaces the lizardfolk’s racial 
  bonus to Acrobatics.
  lizArdfolk subtypes
  You can combine various alternate racial traits to create 
  unique tribes or individual lizardfolk, such as the 
  following.
  Horned Skins: The Horned Skin lizardfolk are a desert-
  dwelling tribe of nomads known for their impressive 
  neck frills. They sometimes develop the digger and gout 
  of blood racial traits.
  Saurians: The Saurian lizardfolk are a tribe of savage 
  primordial throwbacks. They breed and tame great 
  dinosaurs for mounts, pets, and food. Many grow to 
  enormous size, possessing the giant racial trait.
  Stalking Ghosts: The Stalking Ghosts are a reclusive 
  tribe of lizardfolk hunters that camp within forested 
  canopies. A few possess the healer and chromatophore 
  traits, and they often develop either the climber or 
  glider traits.
  fAvored ClAss options
  The following options are available to all lizardfolk who 
  have the listed favored class, and the bonus applies each 
  time you select the listed favored class reward.
  Barbarian: Add +1 to the barbarian’s total number of 
  rage rounds per day.
  Druid: Add +1 hp to the druid’s animal companion. If 
  the lizardfolk ever replaces her animal companion, the 
  new animal companion gains these bonus hp.
  
  199
  Hunter: Add a +1/2 bonus on Perception checks while 
  in a forest or swamp.
  Ranger, Spell-less RangerNPC: Add +1/4 to damage 
  rolls against one of the ranger’s favored enemies.
  Shaman: Add +1/2 to the shaman’s effective class level 
  for the purpose of determining her spirit animal’s 
  natural armor adjustment and special abilities.
  Skald: Add +1 to the skald’s total number of raging song 
  rounds per day.
  Sorcerer: Choose a bloodline power from the 
  serpentine bloodline or the verdant bloodline that the 
  sorcerer can use. The sorcerer treats her class level as 
  though it were 1/2 higher (to a maximum of +4) when 
  determining the effects of that power.
  TheurgeNPC: Add one spell to the theurge’s prayerbook 
  or spellbook. The spell must be at least 1 spell level 
  lower than the highest level spell the theurge can cast.
  White NecromancerNPC: Add +1/2 to the total 
  number of times per day the white necromancer can use 
  rebuke death.
  Witch: Add one spell from the witch spell list to the 
  witch’s familiar. This spell must be at least 1 level below 
  the highest spell level she can cast. If the witch ever 
  replaces her familiar, the new familiar knows these 
  bonus spells. 
  lizArdfolk ArChetypes
  The following racial archetypes are available to lizardfolk.
  AMBUSH PREDATOR (ROGUE)
  A lizardfolk’s low metabolism allows some to wait in 
  perfect ambush for hours or days at a time. She strikes 
  without warning, ending a victim’s life with a rapid assault.
  Ambush (Ex): An ambush predator can prepare a 
  hidden location that allows her to catch prey completely 
  unaware. If the ambush predator does not move for 
  more than 1 minute, she gains a bonus on her Stealth 
  checks equal to 1/2 her level. The ambush predator also 
  gains this bonus on melee attack rolls made during the 
  surprise round. This ability replaces trapfinding.
  Timing (Ex): At 2nd level, an ambush predator is not 
  limited to a standard action during the surprise round 
  and may perform a full round of actions. This includes 
  a full attack action if the target is within range. This 
  ability replaces evasion.
  Patience (Ex): At 3rd level, an ambush predator learns 
  to patiently wait in a single spot. She gains a +1 bonus 
  on Constitution checks made to hold her breath, on 
  Constitution checks made to avoid nonlethal damage 
  from starvation or thirst, and on Fortitude saves to resist 
  fatigue or exhaustion. These bonuses increase by +1 at 
  6th level, and every 3 levels thereafter (to a maximum 
  of +6 at 18th level). This ability stacks with any bonuses 
  from the Endurance feat and replaces trap sense.
  Rogue Talents: The following rogue talents 
  complement the ambush predator archetype: 
  camouflageAPG, resiliency, slow reactions, stand up, 
  survivalistAPG, and surprise attack.
  Advanced Rogue Talents: The following advanced 
  rogue talents complement the ambush predator 
  archetype: crippling strike, entanglement of bladesAPG, 
  hunter’s surpriseAPG, and knock-out blowAPG.
  PESTILENT SAVAGE (BARBARIAN)
  Certain tribes of deep jungle lizardfolk revere plague as 
  a divine gift, and many warriors among these tribes are 
  riddled with disease. They tear through foes in ecstatic fury, 
  spreading sickness and death in the name of dark gods.
  Pestilent Bite (Ex): At 2nd level, festering bits of 
  flesh in the pestilent savage’s jaws bear the dark blessing 
  of disease. Anyone bitten by the pestilent savage must 
  succeed on a Fortitude save (DC 10 + 1/2 the barbarian’s 
  class level + his Constitution modifier) or contract filth 
  fever and gain the sickened condition for 1 minute. 
  If the pestilent savage does not possess a natural bite 
  attack, the pestilent bite can be inflicted as part of a 
  successful grapple check to damage. This ability replaces 
  uncanny dodge.
  Infected (Ex): Starting at 3rd level, the pestilent savage 
  is infused with disease and toxins. He gains a +4 bonus 
  on saves to resist disease. At 9th level, the pestilent 
  savage is immune to disease. At 15th level, the pestilent 
  savage gains a +4 bonus to saves against poison. This 
  ability replaces trap sense.
  Fevered Assault (Ex): At 4th level, the pestilent 
  savage burns with fever in battle. While raging, his 
  natural attacks gain a +1 bonus to damage. This bonus 
  increases by +1 for every 5 levels beyond 4th (to a 
  maximum of +4 at 19th level). This ability replaces the 
  rage power gained at 4th level.
  Miasma (Su): At 5th level, the pestilent savage is 
  surrounded by a haze of greenish vapor while raging. All 
  living creatures without the miasma ability within 10 ft. 
  of the pestilent savage suffer a −1 penalty to attack rolls 
  and Fortitude saves. Immunity to disease prevents this 
  penalty. This ability replaces improved uncanny dodge.
  Rage Powers: The following rage powers complement 
  the pestilent savage archetype: come and get meAPG, 
  internal fortitude, mighty swing, no escape, quick 
  reflexes, scent, superstition.
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  PRIMITIVE WEAPON MASTER (FIGHTER)
  A warrior from ancient tribes might eschew modern 
  weapons and materials, instead making war with the tools 
  of his ancestors.
  Weapon and Armor Proficiency: A primitive 
  weapon master is proficient with all simple weapons 
  and with any two martial, exotic, or racial weapons 
  (even if he does not share a race with the chosen 
  weapon), provided they are not crafted from iron, steel, 
  mithril, or adamantine. Primitive weapon masters are 
  proficient in light armor, medium armor, and small 
  shields crafted from bone, wood, bronze, or gold.
  Weapon Maker: Beginning at 1st level, a primitive 
  weapon master ignores any disadvantageous qualities 
  of primitive weapons and armor, such as the fragile 
  quality. Weapons made from primitive materials still 
  count as fragile for any beneficial effects. Primitive 
  weapon masters gain a +4 bonus on Craft (armor) and 
  Craft (weapon) rolls to manufacture or repair weapons 
  or armor made from primitive materials. This ability 
  replaces the bonus feat gained at 1st level.
  Sturdy (Ex): At 2nd level, any primitive weapon the 
  primitive weapon master wields gains the benefits of 
  the masterwork quality. At 6th level, any primitive 
  weapon held gains a +2 bonus to hardness and hp. This 
  bonus increases by +2 per 4 levels after 6th. This ability 
  replaces bravery.
  First Fighter: The primitive weapon master employs 
  ancient fighting techniques lost since refined materials 
  made them obsolete. Despite their simplicity, these 
  maneuvers remain potent tools in the warrior’s arsenal. 
  Whenever a primitive weapon master could choose a 
  fighter bonus feat, he may instead choose one of the 
  following techniques in place of that feat.
  Broken Weapon (Ex): The primitive weapon master 
  uses the delicate quality of his melee or thrown weapon 
  when it strikes true. Before he confirms a critical strike 
  with a primitive melee or thrown weapon, he may 
  choose to deal 10 points of damage to the weapon 
  (bypassing the weapon’s hardness) to automatically 
  confirm the critical.
  Cracked Blade (Ex): Cracks and ridges on the 
  weapon’s surface better store liquids applied to it. If the 
  primitive weapon master applies a poison, disease, or 
  other agent to the weapon, it retains the substance for a 
  number of hits equal to its critical multiplier. Any saves 
  against these applied effects are made at a cumulative +1 
  bonus for every strike after the first.
  Curved Throw (Ex): When the primitive weapon 
  master misses a target with a thrown primitive weapon, 
  he may make a second attack roll against a second 
  target adjacent to the first, with a −4 penalty. If the 
  second attack hits, it deals normal weapon damage plus 
  any bonuses derived from Strength or magic sources. 
  Bonuses to damage from precision or other class 
  features do not count for the second target.
  Flakes and Slivers (Ex): Any critical hit confirmed 
  by the primitive weapon master with a primitive melee 
  or thrown weapon deals bleed damage equal to the 
  weapon’s critical multiplier.
  Heavy Strike (Ex): Primitive weapons are frequently 
  crafted from heavier materials. When charging, a 
  primitive weapon in the fighter’s hands deals damage 
  as if it were one size category larger. In addition, when 
  the primitive weapon master charges, he may forgo the 
  +2 bonus to his attack roll and instead apply that bonus 
  to his damage roll. This bonus does not increase for 
  weapons wielded in two hands, but it does multiply on 
  a critical hit.
  Mystic Proxy (Su): The ancestral spirits of the 
  primitive weapon master’s tribe give him their 
  blessing. Any primitive weapons he wields count as 
  a single additional material type (cold iron, silver, or 
  adamantine) for the purposes of overcoming damage 
  reduction. This ability may be taken more than once, 
  each time the primitive weapon master chooses an 
  additional material type.
  Shattered Steel (Ex): The thick primitive armor the 
  weapon master wears damages weapons used to strike it 
  in combat. Melee and thrown weapons that successfully 
  strike the primitive weapon master (while wearing 
  armor or wielding a shield made from bone, wood, 
  bronze, or gold) take damage equal to the Strength 
  bonus of the weapon’s wielder (if any). This damage 
  bypasses the weapon’s hardness.
  Warrior’s Mark (Ex): The primitive weapon master 
  uses heavy materials and crude weapons to dismantle 
  the armor of his enemies. On a critical hit, he may 
  choose one piece of armor worn or one shield wielded 
  by the target: that item gains the broken condition.
  Weighted Throw (Ex): Whenever the primitive 
  weapon master hits with a thrown primitive weapon, 
  he may compare the attack result with his target’s CMD. 
  If the attack roll is equal to or greater, the fighter may 
  choose to push his opponent backward 5 ft. or to knock 
  the opponent prone. This ability only affects creatures 
  the same size or smaller than the primitive weapon 
  master. He gains no bonuses to CMB for feats related 
  to combat maneuvers for this check, but his opponent 
  gains any bonuses to CMD related to bull rush or trip 
  maneuvers. A given opponent may only be pushed 
  backward or knocked prone once per round.
  
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  13
  SANGUINE SCALE (WITCH)
  Some lizardfolk witches power their magic with ancient 
  sacrificial rites.
  Blood Magic (Su): A sanguine scale witch records 
  her spells in a pattern of tattoos, veins, and scar tissue 
  over her body. She chooses her spells and learns patron 
  spells based on these patterns without the help of a 
  familiar. The sanguine scale can empower spells she 
  casts with blood magic. A spell modified with blood 
  magic must be of the divination, enchantment, or 
  necromancy schools. At 1st level, she can deal weapon 
  damage to a helpless or willing creature (including 
  herself) as part of the casting to increase the caster level 
  of the spell by +1. The amount of damage dealt is equal 
  to the level of the spell being cast. 
   At 5th level, the spell also has any save DC increased 
  by +1. At 10th level, any blood magic spell cast by the 
  sanguine scale in the round following a successful coup 
  de grace maneuver gains double the bonus to caster 
  level and save DCs.  
   At 15th level, the sanguine scale can spontaneously 
  add the benefits of any single metamagic feat she 
  possesses to a blood magic spell as it is cast. The 
  sanguine scale takes 10 hp of damage for each level 
  increase of the metamagic feat. For example, the 
  sanguine scale would take 30 points of damage to 
  spontaneously apply the Maximize Spell feat to a spell 
  because that feat causes the witch to use a spell slot three 
  levels higher than the normal level of the spell.  
  This ability replaces the witch’s familiar.
  Bleeding Conviction (Su): At 6th level, a sanguine 
  scale can wound herself as a swift action and choose 
  one of her spells or hexes currently in effect. She begins 
  taking bleed damage equal to the level of the chosen 
  spell (hexes count as 2nd-level spells, major hexes as 
  5th-level spells, and grand hexes as 9th-level spells) that 
  round and at the beginning of her turn each round. The 
  chosen spell or effect remains in effect until the sanguine 
  scale stops the bleed damage or she falls unconscious.  
   This ability can be used in conjunction with the blood 
  magic ability with the sanguine scale taking regular hp 
  damage in addition to the required bleed. At 8th level, 
  the witch can use this ability as part of an action to 
  cast a spell or hex and double its range in addition to 
  extending its duration. At 16th level, the range is tripled.
  Hexes: The following hexes complement the sanguine 
  scale archetype: charm, evil eye, misfortune, scar, 
  swamp hag.
  Major Hexes: The following major hexes complement 
  the sanguine scale archetype: agony, retribution.
  Grand Hex: The following grand hexes complement the 
  sanguine scale archetype: death curse.
  SAURIAN CHAMPION (CAVALIER)
  Some great lizardfolk heroes ride enormous dinosaurs 
  into battle with ancestral banners and trophies displayed.
  Skills: At 1st level, a saurian champion adds Acrobatics 
  and removes Diplomacy from his list of class skills.
  Saurian Mount (Ex): A saurian champion chooses 
  a dinosaur and trains it as a mount at 1st level. The 
  mount functions as a druid’s animal companion, 
  using the champion’s level as his effective druid level. 
  The saurian champion uses the following statistics 
  for his young mount, which increases in size at 
  8th level and again at 15th level. A Medium-sized 
  champion may choose a Large version of one of the 
  following saurian mounts (with the mount’s modified 
  statistics included below): elasmosaurus, pteranodon, 
  stegosaurus, triceratops, tylosaurus, or tyrannosaurus. 
  A Small-sized champion may choose a Medium-sized 
  version of any of these companions. 
   A saurian champion does not take an armor penalty 
  to Ride checks made while riding his mount. The mount 
  is always considered combat trained and has Light 
  Armor Proficiency as a bonus feat. A saurian champion’s 
  mount never gains the shared spells special ability.  
   A saurian champion’s bond with his mount is strong 
  with the champion learning to climb, guide, and move 
  across his mount during combat. Should a saurian 
  champion’s mount die, he can find and train another 
  saurian mount to serve him after 1 week of mourning. 
  This new mount does not gain the link, evasion, 
  devotion, or improved evasion special abilities until 
  the next time the champion gains a level. This ability 
  modifies the normal mount feature for cavaliers and 
  replaces the cavalier order ability.
  Mounted Acrobat (Ex): At 1st level, the saurian 
  champion grasps the scales of his mount while 
  boarding, riding, or leaping during combat. He can 
  mount or dismount his animal companion as a free 
  action during his turn with a DC 10 Acrobatics check. 
  A mounted saurian champion with a reach weapon may 
  use the weapon’s reach or his mounts reach for all melee 
  attacks, whichever he prefers. 
   At 9th level, as part of a single melee attack action, the 
  saurian champion can make a DC 15 Acrobatics check. 
  If successful, the attack originates from any square in 
  his mount’s space. In addition, a champion with a reach 
  weapon counts as flanking any creature his mount 
  attacks in the same round. 
   At 17th level, any movement an opponent makes 
  within the reach of the saurian champion’s mount 
  provokes an attack of opportunity from the champion. 
  This includes but is not limited to a 5-ft. step, the 
  withdraw action, and forced movement from falling 
  or a bull rush. This ability replaces tactician, greater 
  tactician, and master tactician.
  
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  g
  sAuriAn ChAmpion mounts
  The following dinosaurs are available as saurian 
  champion mounts.
  Elasmosaurus Mount
  Starting Statistics: Size: Large; Speed: 20 ft., swim 50 ft.;  
  AC: +4 natural armor; Attack: bite (2d6); Ability Scores: Str 14, 
  Dex 16, Con 16, Int 2, Wis 13, Cha 9; Special Qualities:  
  low-light vision, scent
  8th-Level Advancement: Size: Large; AC: +2 natural armor; 
  Attack: bite (2d6); Ability Scores: Str +4, Con +2
  15th-Level Advancement: Size: Huge; AC: +4 natural armor; 
  Attack: bite (2d8); Ability Scores: Str +8, Dex −2, Con +4
  Pteranodon Mount
  Starting Statistics: Size: Large; Speed: 10 ft., fly 50 ft. (clumsy);  
  AC: +4 natural armor; Attack: bite (1d8); Ability Scores: Str 12, 
  Dex 19, Con 10, Int 2, Wis 14, Cha 12; Special Qualities: low-light 
  vision, scent
  8th-Level Advancement: Size: Large; Speed: 10 ft., fly 50 ft. 
  (good); AC: +2 natural armor; Ability Scores: Str +2, Con +2
  15th-Level Advancement: Size: Huge; Speed: 10 ft., fly 60 ft. 
  (good); AC: +4 natural armor; Attack: bite (2d6); Ability Scores: 
  Str +8, Dex −2, Con +4
  Stegosaurus Mount
  Starting Statistics: Size: Large; Speed: 30 ft.; AC: +4 natural armor; 
  Attack: tail (2d8); Ability Scores: Str 16, Dex 14, Con 14, Int 2, 
  Wis 12, Cha 10; Special Qualities: low-light vision, scent
  8th-Level Advancement: Size: Large; AC: +2 natural armor; 
  Attack: tail (2d8); Ability Scores: Str +4, Con +2
  15th-Level Advancement: Size: Huge; AC: +4 natural armor; 
  Attack: tail (4d6); Ability Scores: Str +8, Dex −2, 
  Con +4
  Triceratops Mount
  Starting Statistics: Size: Large; Speed: 30 
  ft.; AC: +4 natural armor; Attack: gore (2d6); 
  Ability Scores: Str 14, Dex 11, Con 13, Int 2, 
  Wis 12, Cha 7; Special Qualities: low-light 
  vision, scent
  8th-Level Advancement: Size: Large; AC: 
  +2 natural armor; Attack: gore (2d6); Ability 
  Scores: Str +4, Con +2
  15th-Level Advancement: Size: Huge;  
  AC: +4 natural armor; Attack: gore (2d10); Ability 
  Scores: Str +8, Dex −2, Con +4
  Tylosaurus Mount
  Starting Statistics: Size: Large; Speed: 20 ft., swim 50 ft.; AC: +5 
  natural armor; Attack: bite (1d8); Ability Scores: Str 21,  
  Dex 15, Con 17, Int 2, Wis 13, Cha 9; Special Qualities: low-light 
  vision, scent
  8th-Level Advancement: Size: Huge; AC: +4 natural armor; 
  Attack: bite (2d6); Ability Scores: Str +8, Dex −2, Con +4
  15th-Level Advancement: Size: Gargantuan; AC: +4 natural armor; 
  Attack: bite (2d8); Ability Scores: Str +8, Con +4
  Tyrannosaurus Mount
  Starting Statistics: Size: Large; Speed: 30 ft.; AC: +5 natural armor; 
  Attack: bite (1d8 plus grab), 2 claws (1d4); Ability Scores: Str 22, 
  Dex 14, Con 14, Int 2, Wis 15, Cha 13;  
  Special Qualities: low-light vision, scent
  8th-Level Advancement: Size: Huge; AC: +4 natural armor; 
  Attack: bite (2d6); Ability Scores: Str +8, Dex −2, Con +4
  15th-Level Advancement: Size: Gargantuan; AC: +4 natural armor; 
  Attack: bite (4d6); Ability Scores: Str +8, Con +4
  
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  STORY KEEPER (SKALD)
  The lizardfolk maintain oral traditions dating from before 
  mammals discovered fire, and it is the story keepers who 
  protect a tribe’s sacred legends. Story keepers preserve 
  the history of eons with their painstaking memorization 
  of tribal tales.
  Rote Memorization (Ex): A story keeper perfects 
  his memory, gaining power from words and actions 
  repeated innumerable times over countless generations. 
  He casts arcane spells drawn from the bard spell list. 
  He must choose and prepare his spells ahead of time 
  but does not require a spellbook to prepare any spell 
  known (as if he possessed the Spell Mastery feat for 
  all known spells). He gains an additional spell slot of 
  each available spell level he can cast. His spellcasting 
  otherwise functions as normal, including skald spells 
  known and learning new spells. This ability modifies a 
  skald’s spellcasting ability.
  Share Knowledge (Ex): At 1st level, a story keeper 
  learns to share the knowledge of generations with 
  others. When he successfully assists an ally on a 
  Knowledge check with the aid another action, he adds 
  his bardic knowledge skill check bonus to the normal 
  bonus for assisting (minimum +3). This ability replaces 
  Scribe Scroll.
  Tale Teller (Su): A story keeper gains the following 
  raging song, allowing him to inspire his allies with 
  stories from the past.
  Song of Support (Su): A story keeper can tell 
  tales of the ancient past to inspire allies with a sense 
  of community. By expending 1 round of raging 
  song, the story keeper allows all allies within 60 ft. 
  to double any bonuses gained from the aid another 
  action in combat that round. This replaces the song of 
  marching raging song.
  Spell Kenning (Su): At 5th level, the story keeper can 
  prepare any one spell on the bard, cleric, or sorcerer/
  wizard spell list as if it were one of his skald spells 
  known. The spell’s casting time is not altered. At 11th 
  level, the story keeper can prepare two spells in this 
  manner. At 17th level, he can prepare three spells in this 
  manner. This ability modifies spell kenning.
  Succor (Ex): At 7th level, the story keeper remembers 
  tales that assist in any situation. He automatically 
  succeeds on any attempted aid another action in 
  combat or otherwise. Once per day, when the story 
  keeper is aiding an ally with an ability check or skill 
  check, that ally may take a 20 as a standard action 
  instead of spending the normal time taking 20 requires. 
  He can use this ability twice per day at 13th level and 
  three times per day at 19th level. This ability replaces 
  lore master.
  Rage Powers: The following advanced rage powers 
  complement the story keeper archetype: clear mind, 
  lesser spirit totemAPG, greater spirit totemAPG, moment of 
  clarity, spirit totemAPG, and superstition.
  lizArdfolk feAts
  Lizardfolk have access to the following feats.
  All-Out Attack (Combat)
  You can expend all of your energy in a sudden furious 
  onslaught.
  Prerequisites: Lizardfolk, Burst of Speed, Multiattack, 
  Vital Strike.
  Benefit: You may choose to make two Vital Strike attacks 
  as a full attack action against a single opponent with 
  your natural attacks. These attacks are rolled separately, 
  but the damage for each is increased as normal for the 
  Vital Strike feat. After the attacks are resolved, you 
  gain the exhausted condition. You may not use this feat 
  when you are fatigued or exhausted. If you possess the 
  Improved Vital Strike or Greater Vital Strike feats, the 
  damage is increased for both attacks.
  Brutal Strike (Combat)
  You are adept at decisively attacking defenseless prey 
  before it has a chance to respond.
  Prerequisites: Lizardfolk, Power Attack.
  Benefit: Whenever you are flanking an opponent or 
  they are denied their Dexterity modifier, your primary 
  natural attacks add 1-1/2 × your Strength modifier to 
  damage rolls. This increases any bonus to damage from 
  the Power Attack feat by half (+50%).
  Burst of Speed
  You can surprise prey with your quickness at the 
  beginning of combat.
  Prerequisites: Lizardfolk.
  Benefit: During the surprise round or first round of 
  combat, you may move up to triple your speed if you 
  charge a surprised or flat-footed creature.
  Cold Demeanor
  Your thoughts are reptilian in nature and hard for 
  mammals to understand.
  Prerequisites: Lizardfolk.
  Benefit: Any Sense Motive skill checks made regarding 
  you take a penalty equal to 1/2 your character level 
  unless the creature possesses the reptilian subtype. 
  This does not include Sense Motive checks made to 
  resist a feint in combat but does include checks made 
  to determine if you are enchanted or to discern secret 
  messages you attempt to transmit. 
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  204
  Cold-Blooded
  Unlike the foolhardy mammals, you are never ruled by 
  your emotions.
  Prerequisites: Lizardfolk, Cold Demeanor.
  Benefit: You are immune to any charm or fear effect 
  and to the confusion condition. However, you gain no 
  morale bonuses granted by spells, such as bless, good 
  hope, and rage, or by class abilities, such as a bard’s 
  ability to inspire courage or a barbarian’s rage.
  Jump Attack (Combat)
  You can jump on opponents and knock them around. 
  Prerequisites: Lizardfolk, Acrobatic, Leaping Legs.
  Benefit: If you successfully jump at least 20 ft. 
  horizontally or 5 ft. vertically when making a charge 
  attack, you may leap through the air to land on an 
  opponent. If the charge attack hits, you may make a 
  free bull rush or overrun combat maneuver against the 
  opponent. This does not draw an attack of opportunity. 
  You gain a +1 circumstance bonus to your CMB on the 
  maneuver for every additional 10 ft. of horizontal or 5 ft. 
  of vertical distance you jump as part of the charge.
  Leaping Legs
  Your powerful legs can launch you great distances.
  Prerequisites: Lizardfolk, Acrobatic.
  Benefit: You always count as having a running start when 
  making Acrobatics checks to jump. The base DC for you 
  to make a jump is equal to 1/2 the distance crossed (if 
  horizontal) or 2 × the height to be reached (if vertical).
  Skinpiercer
  Your piercing strikes punch through the toughest hides.
  Prerequisites: Lizardfolk, Strength 13, Power Attack, 
  base attack bonus +1.
  Benefit: When you attack with a piercing melee weapon, 
  you gain a +1 bonus on your attack rolls if your target 
  has at least a +1 natural armor bonus. This bonus 
  increases by +1 when your base attack bonus reaches 
  +6 and again when it reaches +11 and +16. The bonus 
  gained from this feat can never be higher than your 
  target’s natural armor bonus. 
  Still Swimmer
  You can swim through water without leaving ripples or 
  signs of your passage.
  Prerequisites: Lizardfolk, Stealthy, swim speed.
  Benefit: You may move up to your full swim speed 
  in water without taking a penalty to Stealth checks. 
  When swimming, you may make a Stealth check when 
  running or charging but at a −10 penalty.
  Tail Wielder
  Your tail can wield lashed weapons like a third arm.
  Prerequisites: Humanoid or magical beast with a tail, 
  Dexterity 13+.
  Benefit: You may lash a bludgeoning or slashing melee 
  weapon to your tail and make attacks with that weapon. 
  This attack is treated as a secondary natural attack using 
  the affixed weapon’s damage dice. This ability does not 
  make your tail a prehensile appendage, and your tail can 
  only wield weapons sized normally for you.
  Tailtripper
  Your muscular tail sweeps enemies off their feet.
  Prerequisites: Lizardfolk, Intelligence 13, Combat 
  Expertise, Improved Trip.
  Benefit: Whenever you miss a target with a melee attack, 
  you can perform a trip combat maneuver as a swift 
  action against that target so long as it is within your 
  natural reach. Instead of making a combat maneuver 
  check, make the trip attempt with the same bonus as the 
  attack that missed but with a −5 penalty. If you have a tail 
  attack, you cannot use your tail to attack this round.
  lizArdfolk equipment
  Lizardfolk have access to the following equipment.
  Filth Bladder
  Cost 20 gp; Weight —
  A filth bladder is a decayed pouch of flesh with a single 
  dose of poison or diseased matter loosely packed into 
  a mudball. In times of war, lizardfolk throw these bags 
  at wounded targets, hoping to infect open wounds. A 
  successful ranged touch attack forces a target who has 
  taken hp damage to make a save against the effect packed 
  into the bladder (which must be a disease or injury poison 
  purchased and acquired separately). Packing diseased flesh 
  exposes anyone who packs, carries, or throws the bladder 
  to the disease (which is most often filth fever). 
  Honor Tooth Frame
  Cost 25 gp; Weight —
  An honor tooth frame is a leather or metal holder for the 
  teeth of a great ancestor or totem animal. Lizardfolk wear 
  these primitive items in their mouths to gain the combat 
  prowess of great lizardfolk warriors or the beasts of their 
  tribal legends. Once filled with a tooth, the frame allows a 
  lizardfolk wearer to deal damage with her bite attack as if 
  she were one size category larger. Lizardfolk also wear claw 
  bracers (called honor claws) that have a similar effect on 
  claw attacks. Honor weapons like this can be enchanted as 
  magical weapons if crafted as masterwork items, but spells 
  that improve natural attacks have no effect on them.
  
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  Kin Net
  Cost 30 gp; Weight 8 lb.
  Kin nets are woven from vines, hair, and similar materials. 
  Pygmy lizardfolk craft them thicker for individual 
  strength while allowing for larger gaps in the net. A kin 
  net operates like a normal net but has 10 hp and a break 
  DC of 27. In addition, Small creatures gain a +4 bonus to 
  Escape Artist checks to evade the net, and escaping is only 
  a standard action for Small creatures proficient with nets.
  Throw Stick
  Cost 12 gp; Weight 1 lb.
  Throw sticks are sturdy lengths of wood about 8 inches 
  long tied to a leather strap that is then coiled at the wrist. 
  An aggressive turn of the wrist with the arm extended 
  releases the coil, throwing the stick-weighted strap out to 
  a distance of 5 ft. A creature who fails an Acrobatics check 
  to jump or a Climb check can hurl the thong toward 
  nearby branches or stones as an immediate action, giving 
  it a DC 15 Reflex save to avoid a potentially lethal fall.
  lizArdfolk mAgiC items
  Lizardfolk magic items are crafted with great care and for 
  good purpose. Most become time-honored relics passed 
  down through countless generations. The following are of 
  items made by lizardfolk crafters.
  Saurian Skin
  Aura moderate transmutation; CL 9th
  Slot robe; Price 15,000 gp; Weight 1 lb.
  This full-body covering is knit together from the skin of 
  dinosaurs and held together with the bones of lizardfolk 
  heroes. It allows the wearer to transform into any Huge 
  sized dinosaur once per day as beast shape III.
  Additionally, a wearer with the wild shape class feature 
  can choose, when using that ability, to transform into 
  a dinosaur of one size category larger than normal for 
  her level (up to a maximum of Gargantuan). If the form 
  taken is Gargantuan, the wearer gains a +8 size bonus 
  to Strength, a −4 penalty to Dexterity, and a +8 natural 
  armor bonus.
  CONSTRUCTION REQUIREMENTS
  Craft Wondrous Item, beast shape III; Cost 7,500 gp
  Talons of Blood
  Aura moderate necromancy; CL 10th
  Slot none; Price 35,305 gp; Weight 1 lb.
  This +1 wounding spiked gauntlet is made of claws torn 
  from lizardfolk spellcasters and flayed mammal skin. 
  Once per round, when the talons deal damage, the 
  wielder can choose to make them also deal 1 point of 
  Constitution damage as a swift action. Creatures immune 
  to critical hits are immune to the Constitution damage 
  dealt by this weapon.
  CONSTRUCTION REQUIREMENTS 
  Craft Magic Arms and Armor, bleed, inflict critical 
  wounds; Cost 17,805 gp
  Viper Mask
  Aura faint transmutation; CL 3rd
  Slot face; Price 12,600 gp; Weight —
  This sinister mask is made from the face skin of a giant 
  viper and decorated with warpaint. The viper mask 
  grants its wearer low-light vision. If the wearer already 
  has lowlight vision, the mask instead grants darkvision 
  out to a range of 30 ft. Three times per day as a standard 
  action, the wearer may activate the viper mask to gain 
  blindsense out to 30 ft. for 1 minute.
  Requirements Craft Wondrous Item, darkvision, see 
  invisibility; Cost 6,300 gp
  lizArdfolk spells
  Lizardfolk magic is tied to ancient rituals and practices 
  ignored or forgotten by civilization. Lizardfolk have 
  access to the following spells.
  BRUMATION
  School necromancy; Level druid 3, sorcerer/wizard 3, 
  witch 3
  Casting Time 10 minutes
  Components V, S
  Target personal
  Duration permanent
  You fall into a deep hibernation, slowing all of your body 
  functions to a standstill until you are awakened. While 
  asleep you do not age, do not need to breath, and do not 
  require food or water. Any ongoing affliction (such as 
  disease or poison) is suppressed for as long as brumation 
  persists. While brumating, you are rendered helpless. 
  Slapping or wounding awakens you but normal noise 
  does not (as the sleep spell).
  COLD BLOOD
  School transmutation; Level druid 4, sorcerer/wizard 4, 
  witch 4
  Casting Time 1 standard action
  Components V, S, M (a reptilian scale)
  Range medium (100 ft. + 10 ft./level)
  Target one living creature without the reptilian subtype
  Duration 1 hour/level
  Saving Throw Fortitude negates; Spell Resistance yes
  You curse the target with a chill in the blood, and 
  remove the ability to generate body heat. The creature 
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  gains a vulnerability to cold, taking half again as much 
  damage (+50%) from cold damage. When in cold 
  weather (below 40° Fahrenheit), the target must make 
  Fortitude saves (DC 15, +1 per previous check) every 
  minute due to exposure or take 1d6 points of nonlethal 
  damage. In conditions of severe cold or exposure (below 
  0° Fahrenheit), the target must make a Fortitude save 
  once per round. Extreme cold (below −20° Fahrenheit) 
  deals 1d6 lethal damage every round (no save). A cold 
  weather outfit does not protect an affected creature from 
  cold and exposure damage.
  EXTISPICY
  School divination; Level druid 4, sorcerer/wizard 4, witch 4
  Casting Time 10 minutes
  Components V, S, F (living creature)
  Range personal
  Target you
  Duration instantaneous
  You cut open a sacrificial victim to read the future in 
  their internal organs. The victim must be helpless or 
  willing, and you must target them with a coup de grace 
  attack using a slashing weapon as part of the casting. 
  Extispicy provides you with a useful piece of advice in 
  reply to a question on a specific goal, event, or activity. 
  The advice must concern creatures with the same 
  creature type and subtypes as the sacrificed victim and 
  occur within 1 week. The advice granted by the spell can 
  be as simple as a short phrase, or it might take the form 
  of a cryptic rhyme or omen. If you do not act on the 
  information, the conditions might change so that the 
  information is no longer useful.
  Extispicy has no percentage chance of failure.
  PRIMAL SAVAGERY
  School transmutation; Level druid 5, ranger 4
  Casting Time 1 standard action
  Components V, S, F (dinosaur or dire crocodile bone)
  Range personal
  Target you
  Duration 1 round/level (D)
  You call upon saurian savagery and grow to massive 
  proportions. Your height immediately doubles, and 
  your weight increases by a factor of eight. This increases 
  your size category one step. You gain a +4 size bonus 
  and a +4 morale bonus (+8 bonus total) to Strength and 
  Constitution and take a −2 penalty to your Dexterity. You 
  gain a +2 enhancement bonus to your natural armor. You 
  cannot use any Charisma-, Dexterity-, or Intelligence-
  based skills (except Acrobatics, Fly, Intimidate, and Ride), 
  cast spells, or use any ability that requires patience or 
  concentration. At 15th level, the morale bonus to Strength 
  and Constitution increases to +6 (+10 bonus total).
  If insufficient room is available for the desired growth, 
  you attain the maximum possible size and may make 
  a Strength check (using your increased Strength) to 
  burst any enclosures in the process. If you fail, you are 
  constrained without harm by the materials enclosing 
  you. The spell cannot crush you by increasing your size.
  All equipment you wear or carry is similarly enlarged 
  by the spell. Melee weapons deal more damage. Other 
  magical properties are not affected by this spell. Any 
  enlarged item that leaves your possession (including 
  a projectile or thrown weapon) instantly returns to its 
  normal size. This means that thrown and projectile 
  weapons deal their normal damage. Magical effects that 
  increase size do not stack.
  STORIED PAST
  School enchantment (compulsion) [mind-affecting]; 
  Level bard 4, sorcerer/wizard 6, witch 5
  Casting Time 1 hour
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature/level, no two of which can be more 
  than 30 ft. apart
  Duration 1 hour/level
  Saving Throw Fortitude negates (harmless);  
  Spell Resistance yes (harmless)
  Your tales share lessons and inspiration from a long oral 
  tradition. You must speak or sing without interruption 
  to the assembled targets for 1 hour, and the beneficial 
  effects do not set in until this hour is over. The target 
  creatures gain a bonus equal to half your caster level to 
  any single Knowledge skill check you possess ranks in and 
  may make Knowledge skill checks of that type untrained 
  for the spell’s duration. They gain a +1 morale bonus for 
  every 3 caster levels (maximum +6) you have to attack 
  rolls and saves. You may not target yourself with this spell.
  WASTE NOT
  School transmutation; Level druid 3, sorcerer/wizard 3, 
  ranger 2, witch 3
  Casting Time 10 minutes
  Components V, S, M (humanoid corpse)
  Range personal
  Target you
  Duration 1 day/level (D)
  You consume the corpse of an enemy or friend for 
  power and sustenance. If the creature was an enemy, it 
  provides you with nourishment, and you are not at risk 
  of starvation or thirst for the duration of the spell. If the 
  corpse consumed was a friend, relation, loved one, or 
  other ally, you are also empowered by their sacrifice. You 
  gain 1d8 temporary hp per Hit Dice of the consumed 
  creature, a +2 enhancement bonus to Strength and 
  Constitution, and your effective caster level goes up by +1, 
  
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  improving spell effects dependent on caster level for the 
  duration of this spell. This increase in effective caster level 
  does not grant you access to more spells. 
  serpent’s tongue mAgiC
  The lizardfolk inherit magical traditions dating back to 
  before mammals learned words. Some even claim that 
  the whispers of the World Serpent inspired the first 
  spellcasters among them. Serpent’s tongue magic requires 
  patience, sacrifice, and even death. For the tribes, 
  sacrifice of the one for the many is the highest virtue. 
  SERPENT’S TONGUE SPELLS
  Lizardfolk have access to the following serpent’s tongue 
  spells. Each has a new type of material component called 
  “sacrifice.” A sacrificial spell requires the caster to lose hp 
  or take Constitution ability damage (as detailed in the spell 
  description). This damage occurs while the lizardfolk is 
  casting the spell and physically manifests as blood loss. It 
  cannot be avoided and is not prevented if the lizardfolk is 
  interrupted while casting. The caster cannot sacrifice more 
  hp or Constitution than his caster level for any single spell. 
  The caster cannot sacrifice hp in excess of his maximum, or 
  points of Constitution in excess of his Constitution score. 
  Damage sacrificed as part of spellcasting cannot 
  be magically healed except with greater restoration or 
  similarly powerful effects, but it can be healed naturally. 
  Ongoing damage sustained by the caster due to sacrificial 
  magic does not cause concentration checks or increase 
  the difficulty of concentration checks. 
  SERPENT’S BITE
  School necromancy [death, poison]; Level cleric 7,  
  druid 8, sorcerer/wizard 7, witch 7
  Casting Time 1 standard action
  Components V, S, M (sacrifice; Constitution)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration concentration (maximum 10 rounds (D)
  Saving Throw Fortitude partial; see text;  
  Spell Resistance yes
  You inflict a horrible withering curse, resulting in a 
  hideous rotting effect. This catastrophic withering begins 
  on the round the spell is cast and continues for as long 
  as you concentrate. You must sacrifice at least 1 point of 
  Constitution when you cast the spell and an additional 
  1 point of Constitution each round you continue 
  concentrating. Each round the rot persists, the target takes 
  4 points of Constitution drain. A successful save reduces 
  the Constitution drain to 2 points of Constitution damage. 
  If the target succeeds at two consecutive saving throws in a 
  row, the spell ends. This is a death and poison effect. 
  Mythic: The target must succeed on three consecutive 
  saving throws to end the effect.
  Augmented (6th): If you expend three uses of mythic 
  power, this bypasses poison immunity. (This doesn’t affect 
  poison immunity from having no Constitution score.)
  SERPENT’S BLOOD
  School transmutation; Level druid 3, sorcerer/wizard 3, 
  witch 3
  Casting Time 1 minute
  Components V, S, M (sacrifice; hp)
  Range touch
  Target one thrown weapon or projectile
  Duration 1 hour/level until discharged (see text)
  Saving Throw Will negates (harmless, object);  
  Spell Resistance yes (harmless, object)
  You coat a thrown weapon or projectile in corrosive 
  blood. When the thrown weapon or projectile strikes 
  a target, it deals 1d8 points of acid damage per hp 
  sacrificed during spellcasting (maximum 10d8). The 
  weapon or projectile also takes full damage (no saving 
  throw). If the thrown weapon or projectile misses, the 
  magic is not discharged and it can be reused (if it is not 
  destroyed). Once the thrown weapon or projectile deals 
  damage to a target, the spell is discharged.
  Mythic: The damage dealt increases to 1d12 points of 
  acid damage per caster level (maximum 10d12). 
  Augmented (6th): If you expend two uses of mythic 
  power, the maximum damage increases to 20d12, 
  and any acid damage dealt by the spell bypasses acid 
  resistance and acid immunity.
  SERPENT’S COIL
  School evocation [force]; Level cleric 2, druid 2, 
  sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S, M (sacrifice; hp)
  Range close (25 ft. + 5 ft./2 levels)
  Effect magic python of force
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance yes
  A python made of blood-red force manifests immediately 
  and attempts to grapple foes at a distance as you direct 
  it. When determining the python’s CMB, use your base 
  attack bonus and add a Strength bonus equal to the hp 
  sacrificed during the spell’s casting (maximum +5). A 
  grappled target takes bludgeoning damage each round 
  equal to 1d4 + the hp sacrificed during the spell’s casting. 
  At least 1 hp must be sacrificed when casting the spell. 
  Grappled opponents cannot move without first breaking 
  the grapple. The python receives a +5 bonus on grapple 
  checks made against opponents it is already grappling 
  but cannot move foes or pin foes. Each round the python 
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  succeeds on a grapple check, it deals additional damage. 
  The CMD of the python for the purposes of escaping the 
  grapple is equal to 10 + its CMB.
  Each round after the first, you can use a move action 
  to redirect the python to a new target. If you do not, 
  the python continues to attempt to grapple the previous 
  round’s target. The python cannot be attacked or harmed 
  by physical attacks, but dispel magic, disintegrate, a 
  sphere of annihilation, or a rod of cancellation affects it. 
  Its AC against touch attacks is 10.
  If an attacked creature has spell resistance, you must 
  make a caster level check (1d20 + caster level) against 
  that spell resistance the first time the python attempts to 
  grapple. If the serpent is successfully resisted, the spell is 
  dispelled. If not, the weapon has its normal full effect on 
  that creature for the duration of the spell.
  Mythic: Add your mythic tier to the base attack bonus of 
  the force serpent. Before or after an attempt to grapple, 
  you can redirect it to a different target as a swift action 
  instead of a move action.
  SERPENT’S SKIN
  School transmutation; Level cleric 3, druid 3,  
  sorcerer/wizard 3, witch 3
  Casting Time 1 minute
  Components V, S, M (sacrifice; Constitution)
  Range personal
  Target you
  Duration 10 min./level (D)
  Your scales become capable of turning aside any blade. 
  The effect grants an enhancement bonus to your existing 
  natural armor bonus and DR/bludgeoning equal to the 
  points of Constitution damage taken during spellcasting 
  (maximum 5). 
  The enhancement bonus provided by serpent’s skin stacks 
  with the target’s natural armor bonus but not with other 
  enhancement bonuses to natural armor. A creature without 
  natural armor has an effective natural armor bonus of +0.
  You may dismiss the spell as a standard action, 
  shedding the thicker scales. This heals you of half the 
  Constitution damage taken during the spell’s casting.
  Mythic: The mythic version of serpent’s skin grants DR/
  epic rather than DR/magic and can be dismissed as a 
  swift action to heal 2d8 points of hp damage per point of 
  Constitution sacrificed. A mythic caster can spend points 
  of mythic power in place of taking Constitution damage. 
  Augmented (3rd): If you expend one use of mythic 
  power when the spell is cast, then serpent’s skin can be 
  dismissed to heal you of all Constitution damage taken 
  during the spell’s casting as an immediate action. 
  SERPENT’S TONGUE
  School enchantment (compulsion) [language dependent, 
  mind-affecting]; Level bard 2, cleric 3, druid 3,  
  sorcerer/wizard 3, witch 3
  Casting Time 1 round
  Components V, S, M (sacrifice; Constitution)
  Range personal
  Target you
  Duration 1 min./level
  Saving Throw Will negates (see below);  
  Spell Resistance yes (see below)
  All of your words are hypnotically soothing and 
  reasonable to observers. You gain a bonus to all 
  Charisma-based skill checks equal to the number 
  of points of Constitution points sacrificed during 
  spellcasting (maximum +5) for the spell’s duration. At 
  least 1 point of Constitution must be sacrificed when 
  casting the spell. You may dismiss the spell as a standard 
  action to cast either a charm person or suggestion spell 
  even if you do not know or have not prepared either, but 
  the duration of that spell is reduced to the remaining 
  duration of serpent’s tongue. If charm person or suggestion 
  aren’t on your spell list, treat them as if they are for the 
  purposes of this spell only (and for calculating the spells’ 
  DCs when you cast them using serpent’s tongue).
  Mythic: The mythic version of serpent’s tongue loses the 
  language-dependent descriptor and can be dismissed to 
  target one or more creatures in a 10-ft.-radius burst with 
  either a charm person or suggestion spell. A mythic caster 
  can spend points of mythic power in place of taking 
  Constitution damage. 
  SERPENT’S WORD
  School evocation [sonic]; Level cleric 9, sorcerer/wizard 9
  Casting Time 1 standard action
  Components V, S, M (sacrifice; Constitution)
  Range long (400 ft. + 40 ft./level)
  Effect 100-ft.-radius
  Duration concentration (maximum 10 rounds) (D)
  Saving Throw none; see text; Spell Resistance yes
  You speak words of destruction echoed by the serpent that 
  encircles the world. You must sacrifice at least 1 point of 
  Constitution and an additional 1 point of Constitution 
  each round you continue concentrating on the spell. 
  Unlike other serpent’s tongue spells that require a sacrifice 
  material component, Constitution damage taken when 
  casting this spell cannot be healed with greater restoration. 
  While you concentrate, great ghostly coils manifest 
  in the sky and earth. Each creature in the area must 
  succeed on a Fortitude save or be deafened for 1d4 × 10 
  minutes. Each round you continue to concentrate, the 
  spell generates additional effects as noted below. Each 
  effect occurs on your turn. 
  
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  2nd Round: The voice of the World Serpent begins 
  echoing your words, dealing 2d4 points of sonic 
  damage (no save) to creatures in the area. This damage 
  increases by 1d4 each following round to a maximum 
  of 11d4 sonic damage after 10 rounds. Crystalline 
  creatures take double damage. 
  3rd Round: All non-magical objects of crystal, glass, 
  ceramic, or porcelain are destroyed. Attended objects 
  receive a Fortitude save to avoid destruction. 
  4th Round: The ground begins to quake and crack. Each 
  creature standing in the area must make a DC 15 
  Reflex save or fall prone. All spellcasters on the ground 
  must make a Concentration check (DC 20 + spell level) 
  or lose any spell they try to cast for the rest of this 
  spell’s duration. Fissures open in the earth, and every 
  creature on the ground has a 25% chance to fall into 
  one (Reflex DC 20 to avoid falling into a fissure). The 
  fissures are 40 ft. deep, dealing 4d6 points of damage 
  to those who fall in them. The entire area is treated as 
  difficult terrain. 
  5th through 10th Rounds: The unending coils of the 
  World Serpent manifest physically and begin smashing 
  into the ground. Creatures of Huge size or smaller on 
  the ground must succeed on a DC 15 Reflex save or 
  be pinned, automatically taking 4d10+30 bludgeoning 
  damage. Pinned foes take damage each round if they 
  don’t escape. The coils are treated as having a CMD of 
  38 + your caster level. This includes a +20 bonus due to 
  their Strength and a +8 size bonus. The coils cannot be 
  damaged but can be dispelled as normal. 
  Mythic: The sonic damage dealt increases to 2d8 points 
  of sonic damage and increases by 1d8 each following 
  round. Magical objects (but not artifacts) made of crystal, 
  glass, ceramic, or porcelain with a CL of 10th or less 
  are destroyed. Structures in the area take 1d10 points of 
  damage per round (this damage bypasses hardness). A 
  mythic caster can spend points of mythic power in place 
  of taking Constitution damage. 
  Augmented (9th): If you expend two uses of mythic 
  power, you and a number of targets equal to your tier are 
  immune to the spell’s effects. 
  deAth mAgiC
  Lizardfolk employ ancient magic in desperate times—one 
  powered by the soul when a life is taken. Unfortunately, 
  some individuals and tribes have become rather fond of it.
  BLOOD SACRIFICE
  A spell cast with a blood sacrifice imitates a mythic 
  version of that spell. The spell uses the mythic version 
  of the spell but doesn’t count as a mythic spell for the 
  purposes of effects that interact with the spell. A non-
  mythic caster cannot employ the augmented version of 
  the mythic spell or use spells that requires the caster to 
  expend uses of mythic power.
  To cast a spell in this manner, a number of living and 
  willing humanoids or monstrous humanoids equal to 
  the spell’s level must be sacrificed by the caster or allies 
  within line of sight while they are casting the spell. The 
  spellcasting is not complete and the spell does not take 
  effect until the last victim is sacrificed. This increases 
  the spell’s casting time to a minimum of 1 full round 
  per sacrificial victim if the caster is not assisted by 
  allies. If the casting is interrupted or the caster loses 
  concentration, then any sacrifices are wasted. 
  To sacrifice a creature, the caster or allies must 
  perform a successful coup de grace attack on the victim 
  or victims that results in the creature’s death. Allies can 
  commit suicide in order to sacrifice themselves for this 
  purpose. The creature’s soul is consumed in the process, 
  and they cannot be raised, reincarnated, or resurrected 
  except through a miracle or wish spell.
  Unwilling or magically compelled creatures can be 
  sacrificed in order to empower a spell, but doing so is 
  far less efficient as most of the victim’s soul escapes. 
  Ten unwilling or compelled victims count as a single 
  willing victim for the purposes of sacrifice. Unwilling or 
  compelled victims can be brought back to life through 
  the resurrection spell or more powerful magic.
  MYTHIC SACRIFICE
  A mythic spellcaster can sacrifice victims to empower 
  mythic spells. Each victim sacrificed allows the caster to 
  increase his tier by 1 or provides a single point of mythic 
  power for the purposes of casting the spell. If the mythic 
  spellcaster increases his tier for the purposes of the spell, 
  he can cast augmented versions of the mythic spell. 
  A mythic creature cannot be sacrificed unwillingly. 
  If a mythic creature willingly sacrifices themselves, the 
  spellcaster gains a number of points of mythic power 
  equal to the remaining points in the mythic creature’s 
  pool for the purposes of the spell in addition to the 
  normal effects.
  
  LORDS OF THE LABYRINTH
  minotAur
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  m
  inotaurs are a fierce and diverse race scattered 
  across the coasts and rocky hinterlands. From 
  their bovine horned heads to their humanoid 
  bodies and cloven hooves, they evoke awe in some and 
  nightmares in others. Over centuries of separation from 
  their once-great empire, this impressive race has inserted 
  itself into almost every culture and occupation. 
  With such a broad range of experiences and influences, 
  the nigrosh, as their own language names them, have 
  a reputation for exceeding the expectations of other 
  humanoids. This chapter describes minotaur NPCs and 
  adventurers in detail, while providing options for making 
  unique minotaur characters within the Midgard setting 
  or any fantasy world.
  LANGUAGE AND HISTORY
  The minotaur language was developed from an 
  amalgamation of ancient Giant and Elven words—
  foreshadowing the present daily conflict between 
  civilization and barbarism. Minotaur sages who developed 
  the language did so precisely from a desire to join their 
  cultural dichotomy into a single binding identity. The self-
  reference nigrosh means “people of the hoof,” borrowed 
  from the Elven word for centaurs and given a giantish 
  snarl. The construction of the language evolved into its 
  own guttural form, changing organically as minotaurs 
  spoke in political courts and growled out pirate songs. 
  Even today, loner nigrosh display a curiosity for 
  unusual words from other languages they encounter. 
  Merchants and diplomats bring these words into their 
  enclaves where they are circulated among various 
  minotaur tribes until new favorites find their way into 
  the racial parlance. In the horned ones native language, 
  there is no real differentiation between races. They are all 
  krigki, an old Giant word that literally translates to “meat 
  that talks.” Trasgi, the word for prey, is an unforgivable 
  insult spoken, worse even than fallul (or “brokehorn”).
  The story of the minotaurs’ ascension from ravenous 
  blood thirst to sundry explorers takes many turns. 
  According to legend, the first minotaur created was a 
  unique creature. Neuter and terrible, he wandered the 
  plains, devouring all he encountered. When the hunt for 
  particularly elusive prey brought him to the seashore, 
  he saw a full moon over the vast horizon. Depending on 
  the narrator, he was drenched by waves or captivated by 
  the moonlight and, in either event, lost track of his prey. 
  When he roared and shook in rage at his hunger, the 
  sweat and blood that scattered from his fur became the 
  minotaur people. Many minotaurs name the moon or sea 
  as their mother (or father, as some prefer). Later in the 
  myth cycle, Moon or Sea offers to let himself be hunted 
  if the First gives up his invulnerability, leaving room for 
  the race to grow and thrive outside of his terrible shadow. 
  Traditional believers say the First is not dead because 
  Moon and Sea have not yet been devoured.
  Minotaur history tells us that Ragkar, a young 
  red-maned specimen, traveled north looking for food 
  when his family’s hunting grounds were depleted. He came 
  back with a pelt white as sea foam. Ragkar’s eyes shone 
  silver as the moon, and magical words leapt like fire from 
  his tongue. He spoke of a vision, saying a voice as huge 
  as the sea told him the nigrosh could build a new home. 
  Populated by more than mere nomads, this new city would 
  overflow with food, sating the minotaurs’ constant hunger 
  and giving rise to a society of learning and restraint. 
  Enthralled by his eloquence, many nigrosh flocked to 
  join Ragkar’s family, which traveled to the site that would 
  become the heart of the kingdom. Those lands were 
  exceptionally fertile and uninhabited except by the few 
  early human tribes who fled the minotaurs’ approach. 
  Those humanoids that remained offered respect to the 
  horned ones and lived with them in relative peace.
  The Minotaur Kingdom was a place of beauty and 
  grace. With their gluttony abated, Ragkar’s tribes acquired 
  skills in art, magic, and science. They discovered the joy 
  of sailing the sea, reveling in bending the winds to their 
  wills. With their expertise came great wealth as they 
  embraced piracy, then commerce. Their capital city was 
  clothed in illusory magic, and the grand stone labyrinth 
  at its heart baffled visitors from across the world. Nearby 
  ports featured marvels of marble and silver architecture. 
  The prosperity of the nigrosh attracted people of many 
  races, resulting in a kingdom of great diversity.
  14
  g
  greek origins
  In Greek myth, Poseidon created the Minotaur as 
  a punishment when Minos, king of Crete, did not 
  sacrifice a white bull as he had promised. Poseidon 
  caused Pasiphae, Minos’s wife, to fall in love with the 
  bull and bear a child by it. This offspring was depicted 
  as having the body of a man with the head and tail of 
  a bull. This poor creature, named Asterion, grew large 
  and dangerous. Unwilling to slay his own son, Minos 
  imprisoned Asterion in a labyrinth below the palace.
  After a successful war with Athens, Minos 
  demanded a tribute of seven young men and seven 
  young women to be fed to the minotaur. Theseus, 
  scion to the king of Athens, traveled as part of the third 
  tribute. With the aid of Ariadne, daughter of Minos, he 
  solved the maze and killed the Minotaur.
  Minotaurs in Midgard owe much to the real-world 
  myth, but as the pages of Advanced Race: Minotaurs 
  reveal, they are so much more than cursed humanoids 
  doomed to solitary imprisonment.
  
  212
  Every year at the winter solstice, minotaur cities 
  hosted festivals in honor of the First. The grandest event 
  was the Resheig, a hunt through a carefully constructed 
  labyrinth. If the prey (generally a group of criminals 
  or debtors) survived the hunt through the labyrinth in 
  the center of the city, they won their freedom as well as 
  treasure from the heart of the labyrinth itself. The losers 
  were eaten at the solstice feast. 
  After several wars with competing nations, the nigrosh 
  endured their first great test of resolve to maintain their 
  more civilized ways. The oldest barbarian cults of the First 
  had dwindled quietly as time passed, but exposure to battle 
  and the need to repopulate newly conquered lands opened 
  the door for aggressive traditionalists to gain influence. 
  Those faithful to the old ways instructed new 
  minotaur soldiers in the dark craft of dunamiphagy, 
  the consumption of an enemy’s heart to gain spiritual 
  power. The freedom offered by violence and brutality 
  spoke to many younger nigrosh who’d been tested in 
  battle. As peace settled across their lands, many of these 
  traditionalists found their society to be confusing and 
  weak. Hearkening back to tales of their monstrous 
  progenitor, they wandered in small groups or founded 
  barbarian tribes in order to pursue the hunger 
  reawakened in them. Minotaur society has been 
  evenly divided between veneration of the First 
  and respect for the influence of Moon and Sea 
  ever since. 
  CULTURE AND FAMILY
  Both camps of minotaur society place 
  immense value on family. Even 
  among those who Hunger, children 
  are encouraged to show rigid 
  self-control—a quality engrained in 
  adults. Minotaurs are well known 
  to embrace violence in defense of 
  themselves or their own kind, but half 
  of them prefer to begin with parley in 
  order to reach a mutually edifying 
  arrangement. Whether leading packs 
  or guiding communities, nigrosh leaders 
  must continuously prove themselves through 
  deeds and wisdom. Those who cannot are 
  deemed unfit to rule. Challenges are frequent 
  and often bloody, though the challenged 
  determines the contest, which typically play 
  to their strength. If a competitor loses, he 
  must wait a full cycle of the moon before 
  confronting anyone again. If a contender 
  fails three times over the course of his life, 
  he is banished. A banished minotaur dare not 
  show his face in a nigrosh city unless he can prove he 
  defeated the object of his disgrace abroad. This has the 
  practical effect of minotaur politicians working for the 
  banishment of rivals and then refusing to leave the city 
  except in extreme circumstances. Because of this, small 
  villages of sequestered minotaurs sometimes spring up 
  out of a call for justice against corrupt bureaucrats.
  To be considered an adult, a minotaur must successfully 
  hunt a challenging creature, solve a difficult riddle, win 
  a choral contest, or somehow prove their intellectual 
  and spiritual worth. Again, the manner in which a youth 
  secures his reputation is determined largely by the 
  settlement’s degree of devotion to the old ways.
  Minotaurs have hot tempers and voracious appetites. 
  The pacified tribes maintain a careful culture of manners 
  and customs to counteract this, though these customs do 
  allow for occasional release. The nigrosh are acutely aware 
  of their darker urges and redirect them into less harmful 
  endeavors, such as physical sport and the construction 
  of architectural wonders. Though some groups utilize 
  codified laws more than others, every camp, enclave, 
  society, and tribe punishes law breakers harshly. 
  
  213
  g
  ART AND ENTERTAINMENT
  Music and theater play a vital role in this culture. Both 
  allow artists to convey the wide range of emotions all 
  minotaurs experience, giving traditionalists and civilized 
  nigrosh a common understanding of their shared 
  history. Minotaurs in social settlements also love to cook, 
  combining science and art in a medium that allows them 
  to explore flavor without indulging the Hunger.
  Magic and architecture are among the highest pursuits 
  in minotaur society. Illusion magic is associated with 
  Sea, divination with Moon, and every gathering of 
  traditionalists is likely to feature a maze or labyrinth of 
  sorts as well.
  APPEARANCE AND STYLE
  Most minotaur hides are short haired or shaggy, but some 
  have hair that grows long enough to be considered a mane 
  around their head and back. This hair is thick but can be 
  surprisingly soft when maintained. Coloring varies wildly 
  with most being one color and a minority being spotted. 
  Coats are most often red or brown, though gold and black 
  are not uncommon. The rarest color is unblemished white. 
  Albinos are more charismatic than ordinary 
  minotaurs, owing to rumors of great destiny. 
  Traditionalists expect much and give them great respect. 
  However, these white-furred nigrosh are considered 
  bad luck by civilized stock—their red eyes a disturbing 
  reminder of the fury that lives in each of them.
  Minotaur horns are a source of pride and vanity, 
  often carved with symbols of their owner’s success and 
  sometimes gilded, engraved, or pierced as well. Having 
  a damaged or missing horn is a source of ridicule and 
  shame, so those who lose horns in battle mask their 
  shame with jewels, trophies, or metal caps. Infrequently, 
  a minotaur rises above his broken horns, driven by 
  the obvious symbol of shame, and achieves great fame 
  despite his disadvantage.
  Clothing and jewelry are frequently exuberant among 
  the nigrosh, who fully embrace the opportunity for 
  self-expression. Formal gatherings witness considerable 
  energy devoted to the style of important individuals. A 
  remarkable outfit for a minotaur at court includes vibrant 
  colors and textures, combined with the dynamics of 
  the minotaur’s hide. Wearing colors or patterns that do 
  not compliment one’s own hide sets up the unfortunate 
  individual for lasting ridicule.
  MAJOR RELIGIONS
  The nigrosh are so scattered that fully half of them have 
  little or no exposure to their assembled cousins or their 
  traditional cultures. As a result, minotaurs tend toward 
  very individualized beliefs. A single nigrosh may embrace 
  a religion that compels him based on his life experience or 
  may follow no religion at all.
  Minotaurs with traditional beliefs jointly observe 
  two holy days in addition to others celebrated by their 
  major faiths. The first is the winter solstice, celebrated 
  14
  minotAurs in midgArd 
  The Empire of the Moon and Sea was called Roshgazi, 
  nestled in the expansive Southlands. Roshgazi thrived 
  many years before being destroyed by the nascent 
  Dragon Empire.
  The ruins of Roshgazi are extremely dangerous. 
  Minotaurs who abandon the dreams of their ancestors 
  walk streets steeped in curdled magic. Devolved into 
  barbarism, they feed on adventurers seeking to steal 
  ancestral treasures. Dangerous illusions abound, 
  a deadly complement to the ancient traps that lie 
  unsprung. Some say the central labyrinth, never 
  navigated by the invading dragons, still holds legendary 
  treasures. The surrounding grounds lie despoiled and 
  barren, sown with salt as the invaders withdrew.
  Across Midgard, the Minotaur language is called 
  Rue-Thothka, and their modern homeland is Kyprion. 
  Visitors tread carefully, since the old ways are observed 
  in parts of the city—sentient beings are even used 
  for sacrifices, normally in the form of condemned 
  criminals. The palace lies at the center of a labyrinth, 
  befitting the race’s ancestors. In the amphitheater, tauric 
  troubadours sing their petitions to the queen, a converted 
  priestess of Hecate and scourge of the cult of Bastet. Cults 
  of the Hunger, led by subtle oracles and witches, have 
  license to worship as long as they draw no notice.
  Sages across Midgard presume that the Hunger is a 
  mask of Vardesain/Mordiggian or the Hunter. Sudvall (see 
  the Southlands Campaign Setting book) minotaurs are 
  loyal followers of the Hunger. The horned ones of Cindass, 
  Kyprion, and the Seven Cities, however, are less enamored 
  with the Hunger, but devotees can be found wherever 
  minotaurs settle and build their labyrinths.
  The city of Triolo maintains a minotaur quarter under 
  nigrosh law. The residents maintain good relations with 
  the city government, but the harsh justice the inhabitants 
  dispense to thieves and dissemblers leads to occasional 
  friction. The race gains increased respect in political courts 
  now that a horned one has been elected first admiral.
  
  214
  from sundown to dawn. Wintermeet, as it is called, 
  commemorates the night the First took advent in the 
  world. Most minotaurs consume raw meat on this night, 
  indulging the savagery of their origin myth to one degree 
  or another. During this rivalry, the nigrosh throw off 
  restraint and obey instinct. Minotaur settlements develop 
  rules for conduct during this unhinged time, but those 
  rules deal more with the aftermath of violence or property 
  destruction as their citizens abandon civility. Other 
  humanoids might attend Wintermeet but are generally 
  better served avoiding minotaur populations for the night.
  The summer solstice is the second celebration, the 
  day that Ragkar returned to offer his race an alternate 
  path. Markedly different in approach, this is a day 
  of meditation, fasting, and gift giving. It is called the 
  Festival of Rebirth.
  The paradox of proud individualism and shared 
  culture allows for a significant degree of respect among 
  the two primary minotaur religions. However, there has 
  always been some tension between those who feel they 
  are born of Moon and Sea and those who honor the 
  old ways. Tribes where the First is honored may or may 
  not welcome other beliefs. Where they do, traditional 
  shaman or oracles do not veil criticism of the “weaker 
  beliefs.” Priests of Moon and Sea point to the greatness 
  of minotaur society but try not to draw attention to the 
  race’s status as “once great.”
  The place where the two factions encounter 
  irreconcilable conflict is over the traditionalist practice 
  of dunamiphagy. Those faithful to the old ways claim 
  the practice of taking divine power from the vanquished 
  demonstrates the active Hunger in every minotaur. 
  Clergy of the more modern beliefs claim the practice is 
  little more than necromancy and borders on universally 
  evil. Without doubt, nigrosh who eat the heart of the 
  fallen, or otherwise consume the divine power of once-
  living creatures, fully engage in their Hunger and claim it 
  gives them great personal strength.
  minotAur Adventurers 
  While older nigrosh civilizations once flourished, the 
  race now exists as exotic members of other cultures or 
  throwback enclaves to the world that was. As a result, 
  minotaurs frequently take to the adventuring life, most 
  often to find those like them or to spend time with others 
  who have no true home. Minotaurs of any alignment 
  are possible, but they tend heavily toward lawful or 
  chaotic neutral, depending on whether they embrace 
  their culture’s self-disciplined life or indulge their deep 
  emotions as loners.
  minotAur rACiAl trAits
  Most player character minotaurs have the following 
  racial traits.
  +4 Strength, −2 Dexterity, −2 Charisma: 
  Minotaurs have a powerful physique but are ungainly 
  with short tempers.
  Medium Size: Minotaurs are Medium creatures and have 
  no bonuses or penalties associated with size.
  Normal Speed: Minotaurs have a base speed of 30 ft.
  Darkvision: Minotaurs can see in the dark up to 60 ft.
  Powerful Charge: Whenever a minotaur makes a 
  gore attack on a charge, it deals double the normal dice 
  of damage for the attack plus 1-1/2 its Strength bonus.
  Natural Cunning: Minotaurs are never caught  
  flat-footed.
  Surveyor: Minotaurs are sharp-eyed surveyors and gain 
  a +1 racial bonus on Perception and Profession (sailor) 
  checks.
  Loner: Minotaurs gain a +2 racial bonus on Survival 
  checks, and Survival is always a class skill for them.
  Horns: Minotaurs have a natural gore attack with their 
  horns. This is a primary attack that deals 1d4 points of 
  damage for Medium minotaurs (or 1d6 for Large).
  Languages: Minotaurs begin play speaking Common 
  and Giant (or Rue-Thothka in Midgard). Minotaurs 
  with high Intelligence scores can choose from the 
  following: Draconic, Dwarven, Gnome, and Terran.
  minotAur AlternAte  
  rACiAl trAits
  Behemoth: Owing to their progenitors, minotaurs are 
  frequently Large in size. Such imposing figures gain 
  the Large size traitARG in addition to their racial ability 
  score modifiers. This racial trait replaces the surveyor 
  trait. Behemoth minotaurs take an additional −2 racial 
  penalty to Intelligence and Charisma scores.
  Child of the First: Some minotaurs have powerful 
  jaws, giving them a bite attack that deals 1d6 points of 
  damage. This replaces natural cunning and surveyor.
  Moonborn: A minotaur sorcerer with the deliriumDM 
  or oceanDM bloodlines or an oracle with the moonDM 
  mystery treats her Charisma score as 2 points higher 
  for all sorcerer or oracle class abilities. This racial trait 
  replaces natural cunning.
  Natural Swimmer: The minotaur may hold his breath 
  for a number of rounds equal to 3 × his Constitution 
  before he risks drowning. He also gains a +4 racial 
  
  215
  Random Starting Ages
  Race   
  Adulthood
  Intuitive1
  Self-Taught2   
  Trained3
  Minotaur  
  15 years 
  +1d4 
  +1d6 
  +2d6 
  1 This category includes barbarians, bloodragers, oracles, rogues, sorcerers, and swashbucklers.
  2 This category includes bards, battle scions, brawlers, cavaliers, fighters, gunslingers, hunters, paladins, rangers, shamans, skalds, slayers, 
  shadowsworn, spell-less rangers, summoners, and witches.
  3 This category includes alchemists, arcanists, clerics, druids, inquisitors, investigators, magi, monks, theurges, warpriests,  
  white necromancers, and wizards.
  Aging Effects
  Race 
  Middle Age1 
  Old2 
  Venerable3 
  Maximum Age
  Minotaur  
  35 years    
  53 years
  70 years
  70 + 2d20 years
  1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.             3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  Random Height and Weight
  Gender 
  Base 
  Height 
   Height 
  Modifier
  Base 
  Weight 
  Weight 
  Modifier
  Minotaur, male     
  6 ft. 3 in.
  +2d6
  240 lb
  ×7 lb.
  Minotaur, female
  6 ft. 0 in.
  +2d6
  215 lb.
  ×7 lb.
  bonus on Swim checks. This racial trait replaces 
  powerful charge.
  Seaswept: Some minotaurs display an ancestral gift for 
  illusions and maze magic. They cast confusion and maze 
  spells at +1 caster level. This racial trait replaces loner.
  fAvored ClAss options
  Barbarian: Add +1 to the barbarian’s total number of 
  rage rounds per day.
  Battle Scion: Add +1 to concentration checks when 
  casting battle scion spells.
  Cleric: Select one domain power granted at 1st level that 
  is normally usable a number of times per day equal to 3 
  + the cleric’s Wisdom modifier. The cleric adds +1/2 to 
  the number of uses per day of that domain power
  Fighter: Add +1/2 to the fighter’s CMB when 
  attempting a bull rush.
  Ranger: Add +1 hp to the ranger’s animal companion. If 
  the ranger ever replaces his animal companion, the new 
  animal companion gains these bonus hp.
  Sorcerer: Add +1/2 point of damage to any illusion 
  spells of the shadow subschool cast by the sorcerer
  Swashbuckler: Add +1/3 to the swashbuckler’s 
  initiative bonus.
  Witch: Add +1/6 of a new hex the witch learns.
  minotAur ArChetypes
  Minotaurs remain among the more diverse and unique 
  adventurers in the world. Their approaches to traditional 
  adventuring occupations are no less peculiar.
  FREEBOOTER (FIGHTER)
  Known for their strength and rage, some minotaurs are 
  also successful as mercenaries and capable of disciplined 
  combat. They are especially valued as marine warriors, 
  leading successful ship-to-ship actions by sheer weight 
  and main strength.
  A freebooter specializes in boarding actions and other 
  shipboard combat. A freebooter might be a brave marine, 
  a loyal sailor, or a hotheaded pirate. 
  Weapon and Armor Proficiency: A freebooter is 
  not proficient with heavy armor or tower shields.
  Skills: Add Acrobatics and Knowledge (nature) to 
  the freebooter’s list of class skills. Remove Ride and 
  Knowledge (dungeoneering) from the list. 
  Deck Fighter (Ex): At 1st level, a freebooter becomes 
  skilled at shifting his opponent’s position on the deck. 
  The freebooter gains a +1 bonus on bull rush, drag, 
  reposition, and trip combat maneuver checks. The 
  freebooter also gains a +1 bonus to CMD against these 
  same maneuvers. This ability replaces the bonus feat 
  fighters normally gain at 1st level.
  14
  
  216
  Old Salt: At 1st level, the freebooter gains a +1 bonus 
  on Acrobatics checks made on or leaping from a ship. 
  He also gains this bonus on Swim checks made to 
  swim while wearing armor. This bonus increases by 
  +1 at 6th level and again at every 4th level beyond 
  6th (to a maximum of +5 at 18th level). This ability 
  replaces bravery.
  Close Quarters (Ex): At 11th level, a freebooter 
  learns to close off escapes and defend his ground. He 
  gains a +2 bonus on attack rolls when making attacks 
  of opportunity provoked by an enemy combatant 
  moving through his threatened squares. At 15th level, 
  the freebooter can take spend an immediate action to 
  take an attack against a creature that takes a 5-ft. step or 
  attempts to withdraw within his reach. This counts as 
  the freebooter’s attack of opportunity for the turn. This 
  ability replaces armor training 3 and 4.
  MAZE HUNTER (RANGER)
  Some rangers form a bond with the spirit of the hunt, and 
  can infuse that spirit into the net with which they take 
  their prey. This fusion creates a companion of animated 
  rope or metal, who aids in taking live prey.  Often, these 
  are brought for others to hunt through the labyrinth.
  A maze hunter has the following class features. 
  Class Skills: A maze hunter replaces Handle Animal 
  and Knowledge (geography) with Knowledge (religion) 
  and Knowledge (arcana) on its list of class skills.
  Net Companion (Su): At 1st level, a maze hunter 
  ranger forms a close bond with a hunt spirit. This ability 
  functions similarly to the druid animal companion 
  ability, though commands require a successful Charisma 
  check (DC 10 + 1/2 Hit Dice) of the companion.  The 
  hunt spirit animates a net, built as an animated object of 
  Medium size with 1 construction point. The maze can 
  build this animated net at character creation for free.  
  At 3rd and every other level after that, the animated 
  object gains 2 construction points.  This ability replaces 
  Hunter’s Bond.
  Net Fighter (Ex): At 1st level, a maze hunter ranger 
  gains Exotic Weapon Proficiency (net) as a bonus 
  feat.  At 3rd level, the maze hunter receives Net Adept 
  (Pathfinder Roleplaying Game: Ultimate Combat) as a 
  bonus feat. This ability replaces endurance.
  Improved Net Fighter: At 4th level, the maze hunter 
  selects either Net and Trident or Net Maneuvering 
  (both found in Pathfinder Roleplaying Game: Ultimate 
  Combat) as a bonus feat.  He must meet prerequisites for 
  these feats. This ability replaces wild empathy.
  Quarry (Ex): At 11th level, a maze hunter’s net 
  companion can benefit from his quarry ability. The 
  net companion may not activate the ability or choose 
  the quarry itself, but gains these benefits only when 
  the maze hunter ranger activates the ability. The net 
  companion must remain within 30 ft. of the maze 
  hunter ranger’s, and must be able sense him to benefit 
  from this ability. 
  Empathic Link (Su): At 12th level, a maze hunter 
  ranger’s connection with his net becomes so strong that 
  they can communicate empathically with each other to 
  a distance of 1 mile. Because of the link’s limited nature, 
  only general emotions can be shared. Both he and the 
  net companion receive a +4 bonus to any skill check 
  used to track or otherwise locate each other. This ability 
  replaces camouflage. 
  Improved Quarry (Ex): At 19th level, the net 
  companion may also benefit from the improved quarry 
  ability. The net companion may not activate the ability 
  or choose the quarry itself, but gains these benefits only 
  when the maze hunter activates the ability.  The net 
  companion must remain within 30 ft. of you and must 
  be able to see, hear, or otherwise sense the maze hunter 
  in order to benefit from this ability.
  MOONHEART (WITCH)
  A moonheart’s affinities are tied to the moon and its 
  phases. Prophecy and lunacy are her birthright. 
  Patron: A moonheart cannot choose a patron whose 
  interests or theme opposes that of Moon: for example, 
  fire or light.
  Spells: A moonheart replaces some of her patron spells 
  with the following: 2nd—augury, 8th—moonstruckAPG, 
  12th—starry visionDM, 18th—foresight.
  Dark of the Moon (Ex): Beginning at 1st level, the 
  witch gains lowlight vision, seeing 4 × as far in dim light 
  as humans. At 10th level, the range of her darkvision 
  increases to 120 ft. This ability replaces the witch’s hex 
  normally gained at 1st level.
  Lunacy (Su): Beginning at 6th level, the witch gains a 
  touch attack that affects a creature with lesser confusion. 
  A successful Will save negates this effect. At 12th level, 
  the target is affected as if by confusion. This ability 
  replaces the witch’s hex normally gained at 6th level.
  Illumination (Su): Beginning at 10th level, a 
  moonheart increases any bonuses gained from one 
  divination spell by 1/2. She elects to increase the bonus 
  as she casts the spell. This increase does not affect the 
  spell’s caster level or duration and has no effect on 
  divination spells that do not grant bonuses. She can use 
  this ability once per day at 10th level and once again at 
  16th level. This ability replaces the hex normally gained 
  at 10th level.
  
  217
  Hexes: The following witch hexes complement the 
  moonheart archetype: disguise, fortune, healing.
  Major Hexes: The following major hexes complement 
  the moonheart archetype: hidden home, major 
  healing, vision.
  Grand Hexes: The following grand hex complements 
  the moonheart archetype: death curse, dire prophecy, 
  lifegiver.
  Consumption patron 
  Moonhearts or other witches may gain power from 
  their partnership with the Hunger or a similar mask of 
  Vardesain. The patron of consumption is available to 
  such witches regardless of races.
  Consumption: 2nd—decompose corpseUM, 4th—blood 
  lureDM, 6th—ravenous urgeDM, 8th—touch of slimeUM, 
  10th—feast on fearACG, 12th—circle of death,14th—cannibal 
  compulsionDM, 16th—horrid wilting, 18th—imprisonment.
  RAGING MAULER (BARBARIAN)
  While most minotaurs are civilized, those that live in 
  small clans or as loners in the 
  wilderness often make 
  powerful barbarians, engines 
  of furious destruction 
  worshipped by goblins, and 
  even primitive humans.
  Some minotaurs prefer to 
  use the weapons they were 
  born with. The raging mauler 
  enjoys the thrill of rending, biting, 
  and goring her opponents. 
  Weapon and Armor 
  Proficiency: A raging 
  mauler is proficient with any 
  natural weapons she has or develops. She is 
  also proficient in all simple weapons and takes 
  no attack or damage penalties when using simple 
  weapons made from primitive materials. Raging 
  maulers are proficient with light and medium 
  armors but not shields.
  Make a Hole (Ex): At 2nd level, a raging 
  mauler’s gore attack deals damage as if she were 
  one size category larger. At 8th level, the damage 
  dice for her second natural attack increases by one 
  size category as well. At 14th level, damage dice 
  for the raging mauler’s remaining natural weapon 
  improves by one size category. These increases 
  stack with the Improved Natural Attack feat. 
  This ability replaces the rage powers normally 
  gained at 2nd, 8th, and 14th levels.
  Rough Hide (Ex): Beginning at 3rd level, a raging 
  mauler gains DR 1/–. The value of this damage 
  reduction increases by 1 every 3rd level, to a maximum 
  of 6/– at 18th level. This ability replaces trap sense.
  Rend the Flesh (Ex): At 5th level, a raging mauler 
  gains a primary natural attack in addition to her gore 
  attack whenever she rages. The raging mauler chooses 
  from a bite or either claw, and she attacks normally 
  with that natural weapon so long as she does not wield 
  a manufactured weapon. At 7th level, she gains an 
  additional primary natural attack from the remaining 
  options. At 10th level, she adds the final remaining 
  attack to her suite of primary natural attacks (so that 
  she has a bite, a gore, and 2 claws available). This ability 
  replaces improved uncanny dodge and the damage 
  reduction ability normally gained at 7th 
  and 10th level. 
  14
  
  218
  Rage Powers: The following rage powers complement 
  the raging mauler archetype: beast totem, beast totem 
  (lesser), beast totem (greater), increased damage 
  reduction, primal scent, scent, superstition, witch hunter. 
  MINOTAUR SORCERERS
  Minotaurs have relatively few sorcerers, but those they 
  do have understand certain secrets that might destroy a 
  lesser student of the arcane.
  Delirium Bloodline
  The influence of Moon touched one of your ancestors. 
  Though your immediate family may have been 
  unremarkable, you have always known perception is a 
  prison. Your birthright is the magic you use to escape 
  that cell.
  Class Skill: Sleight of Hand.
  Bonus Spells: face of deceptionDM (3rd), misdirection 
  (5th), displacement (7th), illusory wall (9th), seeming 
  (11th), true seeing (13th), circle of clarityUM (15th), mind 
  blank (17th), weird (19th).
  Bonus Feats: Deceitful, Deft Hands, Dodge, Empower 
  Spell, Greater Spell Focus (illusion), Iron Will, Quick 
  Draw, Spell Focus (illusion).
  Bloodline Arcana: Whenever you cast a spell of the 
  glamer subschool, increase the duration of the spell by 
  50% (minimum 1 round). This bonus does not stack 
  with the increase granted by the Extend Spell feat.
  Bloodline Powers: You call upon the illusory power 
  of your ancestor’s patron, giving you the power to 
  deceive or cloud your enemies’ senses.
  Distracting Touch (Sp): At 1st level, you can cause 
  a creature to become distracted for 1 round as a melee 
  touch attack. A distracted creature can only take a move 
  action but can defend itself normally. Once a creature 
  has been affected by distracting touch, it is immune to 
  its effects for 24 hours. You can use this ability a number 
  of times per day equal to 3 + your Charisma modifier. 
  This is a mind-affecting effect.
  Mind’s Master (Su): At 3rd level, you can dispel or 
  counter spell a mind-affecting spell by sacrificing a spell 
  slot of the same level. Spell-like abilities are vulnerable to 
  your dispelling power, but supernatural abilities are not.
  Beguiling Moment (Sp): At 9th level, you can 
  entrance creatures with your illusions. You gain the 
  ability to fascinate with an illusion you have cast. This 
  acts as the bardic performance fascinate, except your 
  subjects must be able to see an active illusion spell cast 
  by you. The effect lasts for a number of rounds equal to 
  your sorcerer level and does not require concentration 
  unless the illusion spell requires concentration to 
  maintain. If the illusion is dispelled or otherwise ends, 
  the fascinate effect ends immediately. You may use this 
  ability twice per day at 9th level, three times per day at 
  13th level, and four times per day at 17th level.
  Question Reality (Su): At 15th level, your illusion 
  spells become more difficult to disbelieve. When any 
  subject affected by your illusion spell rolls a Will save or 
  attempts to disbelieve, you can (as an immediate action) 
  force that subject to roll two twice and take the worst 
  result. You can use this ability once per day at 15th level 
  and twice per day at 19th level.
  Illusion’s Master (Su): At 20th level, your illusions 
  are almost real. Your shadow subtype spells that mimic 
  conjuration or evocation spells are 80% real. Other 
  shadow spells are cast at +1 caster level. Illusion spells 
  you cast that produce variable numbers of illusions 
  (such as mirror image) gain an additional image.
  MINOTAUR ORACLES
  Their long history with Moon and Sea leaves many 
  minotaurs with insight and power as oracles. They claim 
  that they were the first to teach the hunt mystery, and 
  certainly, it is more common among the nigrosh than 
  almost anywhere else.
  Hunt Mystery
  Deities: The Hunger, the Hunter, Mordiggian, Wotan.
  Class Skills: An oracle with the hunt mystery adds 
  Knowledge (nature), Perception, Stealth, and Survival to 
  her list of class skills.
  Bonus Spells: longstrider (2nd), acute senses (4th), 
  locate weaknessUC (6th), seeker’s arrowDM (8th), aspect of 
  the wolfAPG (10th), hunter’s shotDM (12th), transformation 
  (14th), resonating wordUM (16th), greater mazeDM (18th).
  Revelations: An oracle with the hunt mystery can 
  choose from any of the following revelations.
  A Good Kill (Ex): Whenever you kill a living 
  creature, your instincts and senses sharpen. You 
  gain a +2 morale bonus on Wisdom-based skills and 
  checks for 1 hour. At 10th level and every 5th level 
  thereafter, this bonus increases by +1 to a maximum 
  of +5 at 20th level.
  Dread Mark (Su): The fear you instill in your prey 
  makes them increasingly vulnerable to you. You gain a 
  +1 bonus to attack and damage rolls against creatures 
  that gained the shaken condition from one of your spells 
  or abilities. This bonus increases to +2 if the subject is 
  frightened and +3 if the subject is panicked.
  Ferocious Stamina (Su): You gain the Endurance 
  feat and a +1 bonus on Fortitude saves. At 8th level, and 
  again at 12th level, this bonus increases by +1.
  
  219
  I Hunt Alone (Ex): You are self-reliant in both combat 
  and wilderness travel. You gain the Self-Sufficient feat. 
  At 7th level, you gain a +1 dodge bonus to AC whenever 
  more than one enemy creature threatens your space. The 
  bonus only applies to attacks from creatures adjacent 
  to you that you can see. At 15th level, this dodge bonus 
  increases to +2.
  Loyal Companion (Ex): You gain an animal 
  companion as the ranger class feature. Use your oracle 
  level to determine your effective ranger level for this 
  ability. You can choose this mystery an additional time 
  to use your oracle level as your effective druid level for 
  the same ability.
  Predator’s Lope (Ex): Your base speed increases by 
  10 ft. At 7th level, you are no longer affected by natural 
  difficult terrain, though collapsed rubble or other 
  unnatural formations do impede you. Oracles with the 
  lame oracle curse cannot select this revelation.
  Preysense (Su): You can locate any creature you have 
  dealt hp damage to within the last 24 hours, as with the 
  spell locate creature. At 11th level, you gain the lifesense 
  universal monster rule (Pathfinder Roleplaying Game: 
  Bestiary 2) within 30 ft. You must be at least 7th level to 
  choose this revelation.
  Spirit of the Hunt (Ex): Your divine connection 
  to the hunt gives you supreme confidence. You add 
  your Charisma modifier instead of your Wisdom 
  modifier on Perception and Survival checks. You add 
  your Charisma modifier to Steath rolls instead of your 
  Dexterity modifier.
  Tracking (Ex): You gain a bonus to Survival checks 
  to follow tracks equal to half your oracle level. At 7th 
  level, you no longer leave tracks through natural terrain 
  unless you choose to. At 11th level, you can move 
  your normal speed while tracking without taking a −5 
  penalty on your Survival checks.
  Who’s Hunting Whom (Su): At 11th level, you are the 
  supreme predator, and even aggressive beasts sense it. 
  When you confirm a critical hit with a melee or ranged 
  weapon, your target must succeed at a Will save (DC 
  10 + 1/2 your oracle level + your Charisma  modifier) 
  or become shaken for 1 minute. At 15th level, creatures 
  who fail this save become frightened.
  Final Revelation: Upon reaching 20th level, you 
  become a true lord of the hunt. You can move up to 
  your speed and still take a full-attack action. You may 
  move before the attack but not after. You automatically 
  stabilize if reduced below 0 hp and are immune to 
  fatigue and exhaustion effects.
  minotAur equipment
  Minotaurs make surprisingly light blades and craft small 
  and clever devices when the mood suits them.
  Horn Blades 
  Price 25 gp or more; Weight 3 lb.
  Horn blades gain their name from their earliest version, 
  though modern versions may not feature actual blades. 
  These adornments fit snugly atop a minotaur’s horns. 
  They can feature blades, points, or blunt ends in order to 
  change the minotaur’s gore damage to slashing, piercing, 
  or bludgeoning, respectively. Horn blades are sometimes 
  made from special materials to assist in overcoming 
  damage reduction. A horn blade made from a special 
  material confers a masterwork bonus on attack rolls and 
  costs half the normal price for a weapon made of that 
  material. Horn blades can be removed or attached as a 
  full round action. Because a minotaur’s gore attack still 
  depends on his natural horns, horn blades cannot bear 
  enchantments to make the gore attack magical.
  Horn Caps 
  Price 10gp Weight —
  These attach to horns and create a base or hook from 
  which the wearer can suspend an item with negligible 
  weight (such as a candle or potion bottle). The wearer 
  can retrieve the suspended item as a free action.
  14
  g
  the hunger
  AL: CE
  Domains: HungerMCS, LabyrinthDM, PredatorSL, 
  Strength, Trickery
  Subdomains: Deception, Ferocity
  Favored Weapon: Natural Attack (bite or gore)
  Symbol: An unbroken horn stained by blood.
  The original minotaur god grants spells or other favors 
  wherever the First is revered. His voice echoes in the 
  deep places of the earth, and his followers growl back 
  in unison. In areas where a small group of horned 
  ones roar out as one, wise governors suspect a cult and 
  prepare for violence.
  In Midgard, his influence is felt as the patron 
  of consumption and in the revelations of the hunt 
  mystery. Wealthy minotaur adventurers host hunts 
  as secret sacrifices, cleverly involving the renowned 
  and powerful in their subtle worship. The slums of the 
  world might well host a cult to the First, its gathering 
  places marked by a bloody hoof print.
  
  220
  minotAur weApons
  Minotaur weapons tend to be large, heavy and deadly.
  Labrys 
  A labrys is a symmetrical double headed axe, only 
  practical for warriors with great strength and superior 
  balance. A wielder with a Strength or Dexterity score 
  under 13 suffers a nonproficiency penalty due to the 
  weapon’s thickness and great bulk.
  Proficiency: Exotic, Two-Handed Melee Weapons 
  Rungu
  This is a hunting and fighting club. Rungus used by 
  minotaurs are typically over 2 ft. in length with a long 
  narrow shaft for a handle and heavy knob or bulb 
  at each end. They are usually made of wood and are 
  well-balanced for throwing.
  Proficiency: Martial, One-Handed Melee Weapons
  new mAgiC items
  Many magic items have been created centered on a 
  minotaurs’ unique anatomy and faith.
  Bloodscent Ring
  Aura faint enchantment; CL 5th
  Slot none; Price 28,000 gp; Weight —
  A bloodscent ring is fashioned from a thick copper circle 
  with a sharp point at one end of the loop. The ring fits 
  through the wearer’s septum and hangs over the upper 
  lip. It constantly confers the scent universal monster 
  rule on the wearer. Each round the wearer of the ring 
  rages, she can choose to store 1 round of her rage ability 
  inside the ring for future use. The wearer can use stored 
  rounds of rage as if they were part of her normal pool 
  of rage rounds per day. The wearer can only store rage 
  rounds while raging and can only store 1 round per turn. 
  Removing the ring causes it to drip blood and expends 
  all rage rounds stored in the ring.
  CONSTRUCTION REQUIREMENTS
  Craft Wondrous Item, rage; Cost 14,000 gp
  Cloak of Cattle
  Aura moderate transmutation; CL 7th
  Slot feet; Price 8,000 gp; Weight 1 lb.
  This thick cloak of cured animal hide grants its wearer a +1 
  enhancement bonus to her natural armor. Once per day as 
  a free action, the wearer can transform into a Large auroch 
  or bison as if under the spell beast shape II. This effect lasts 
  for 7 minutes or until the owner resumes her normal form.
  CONSTRUCTION REQUIREMENTS
  Craft Wondrous Item, beast shape II; Cost 4,000 gp
  Seafarer’s Shoes
  Aura faint transmutation; CL 5th
  Slot feet; Price 16,000 gp; Weight 1 lb.
  These shoes are designed to be worn by a hooved 
  humanoid with two legs. They broaden the base of 
  the wearer’s hooves for additional balance and make 
  swimming easier. The wearer gains a +2 bonus on 
  Acrobatics checks when moving across a solid surface. In 
  water, he gains a swim speed of 20 ft. and breathes air or 
  water equally. 
  CONSTRUCTION REQUIREMENTS
  Craft Wondrous Item, touch of the sea, water breathing; 
  Cost 8,000 gp
  Temple Guard Labrys
  Aura moderate conjuration; CL 9th;
  Slot none; Price 10,000 gp; Weight 1 lb.
  As functional as it is ceremonial, the official weapon of 
  Moon and Sea temple guards is a +2 labrys. Once per day, 
  as a free action, the bearer can empower the labrys with 
  his own faith, adding his full Strength bonus to damage 
  rolls on all attacks made with the weapon until the 
  beginning of his next turn.
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, bull’s strength; Cost 5,000 gp
  Tow Harness
  Aura moderate transmutation; CL 9th
  Slot chest; Price 10,000 gp; Weight 3 lb.
  This rough leather harness comes equipped with ropes or 
  chains that can be secured to a ship or other heavy vehicle. 
  When worn, the wearer can drag up to 60 × his maximum 
  load. This does not affect the wearer’s encumbrance from 
  other equipped items. The harness also grants a swim 
  speed of 30 ft. and water breathing if secured to a load that 
  is floating on or submerged in water.
  Weapon
  Cost
  Damage (S) Damage (M) Damage (L) Crit Range Weight Type
  Special
  Rungu
  8 gp
  1d4
  1d6
  1d8
  ×2
  10 ft.
  3 lb.
  B
   —
  Labrys
  70 gp
  1d8/1d8
  1d10/1d10
  2d6/2d6
  ×2
  S
  double weapon
  
  221
  CONSTRUCTION
  Requirements: Craft Wondrous Item, ant haul, water 
  breathing; Cost 5,000 gp
  minotAur feAts 
  The following options are available to minotaurs. At the 
  GM’s discretion, other appropriate races may also make 
  use of some of these.
  Bull Ring
  Your destiny 
  resonates with the 
  signature adornment 
  of your ancestors.
  Prerequisite: Minotaur,  
  6+ Hit Dice.
  Benefit: You gain a nose ring 
  wondrous item slot. This slot accommodates 
  magical rings as well as wondrous items that 
  take the form of magical jewelry. A ring attached 
  to your snout functions normally even if you are 
  wearing another magic ring on each hand.
  Normal: A humanoid can normally only gain the benefit 
  of two magic rings.
  Compelling Curse
  Whether a magical curse or social anathema, your tauric 
  nature compels others to feel sorry for you.
  Prerequisite: Minotaur, Charisma 13+.
  Benefit: Whenever combat begins, all intelligent 
  opponents in the combat must make a Will save (DC 10 
  + 1/2 your Hit Dice + your Charisma modifier). Those 
  who fail pity your unique misfortune (or perhaps covet 
  your monstrous nature). Each time a creature that fails 
  this save deals damage to you with a melee or range 
  weapon, an amount of damage equal to your Charisma 
  modifier is nonlethal damage. This ability has no effect if 
  a creature intentionally deals nonlethal damage to you. 
  Creatures who successfully save against this ability and 
  creatures you attack are immune to this ability for 24 
  hours. This is a mind-affecting effect.
  Death From Below
  You have learned how to fight creatures that have the 
  high ground.
  Prerequisite: Humanoid or monstrous humanoid type, 
  Acrobatics 4 ranks.
  Benefit: As a standard action, you can make a single 
  melee attack against a flying or swimming creature that 
  currently gains a bonus against you for fighting from 
  higher ground. Your reach for this attack increases by 5 
  ft. If you deal damage with this attack, the creature loses 
  its high ground bonus against you until the beginning of 
  your next turn.
  Dunamiphagy
  You absorb the divine strength of your fallen enemies.
  Prerequisites: Minotaur, Iron Will.
  Benefit: When you attack a creature with a divine 
  spellcasting ability (including an outsider with spell-like 
  abilities), each time you confirm a critical hit with a 
  melee attack or reduce that creature to below 0 hp, 
  you gain a +2 morale bonus to your Strength score 
  and 5 temporary hp. These bonuses last for 1 minute. 
  14
  
  222
  Additional strikes that grant you these bonuses do not 
  stack but do extend the duration of the bonuses.
  Steering Strike
  Your strong neck and back allow you to push your 
  enemies around.
  Prerequisites: Gore attack.
  Benefit: When you confirm a critical hit with your gore 
  attack, you may attempt a reposition combat maneuver 
  without provoking an attack of opportunity.
  minotAur spells
  Minotaur magic features themes of blood thirst, 
  deception, and destiny, among both arcane and divine 
  spells. True to their storied reputations, minotaurs also 
  exhibit magical powers related to the timeless roles of 
  predator and prey. The spells below exemplify nigrosh 
  magic. Spells marked by an (*) may only be learned and 
  cast by members of the minotaur race.
  ALBINO BULL*
  School transmutation (polymorph); Level antipaladin 3, 
  cleric 5, druid 5, inquisitor 6, oracle 5, paladin 3, shaman 
  5, witch 5
  Casting Time 1 standard action
  Components V, S, M
  Range personal
  Target you
  Duration 1 round/level
  Saving Throw Will negates (harmless); Spell Resistance no 
  You invoke the form of a fabled minotaur ancestor, 
  imposing your will on the destiny of your race. You 
  become one size category larger, as with enlarge self, with 
  the exception that you gain a +4 size bonus to Strength 
  instead of +2. 
  While this spell affects you, you cast spells from the 
  enchantment, divination, and illusion schools at +1 
  caster level. You gain a +4 bonus on Bluff, Diplomacy, 
  and Intimidate checks made to influence other members 
  of the minotaur race.
  FALTER
  School abjuration; Level bard 3, druid 4, inquisitor 3, 
  ranger 2, shaman 4, sorcerer/wizard 4, witch 4
  Casting Time 1 immediate action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous 
  Saving Throw Will negates; Spell Resistance no
  You cause a fast-moving creature to stumble or 
  otherwise disrupt its own charge or other action. 
  Choose a creature making a charge attack, performing 
  a flyby or spring attack, or attempting to run faster than 
  twice its normal speed. If the target fails its save, that 
  action fails to produce its normal result. A charging 
  creature is unable to make an attack at the end of its 
  charge but still moves to within its reach of its intended 
  target. A flying creature loses 10 ft. of altitude and 
  continues moving in its initial direction. A running 
  creature stumbles and fails to move more than twice its 
  normal speed while it recovers.
  HORNS
  School evocation (force); Level antipaladin 2, bloodrager 
  3, druid 3, shaman 4, sorcerer/wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S, M
  Range touch
  Target one willing creature
  Duration 1 min./level
  Saving Throw Will negates (harmless); Spell Resistance no
  A pair of shimmering horns manifests atop the subject’s 
  head for the duration of the spell. These horns provide a 
  primary natural attack with a +1 enhancement bonus or 
  every 4 caster levels you possess. The gore attack deals 
  damage as a creature one size category larger than you 
  (1d6 for Medium casters) plus 1-1/2 × your Strength 
  modifier, regardless of the number of natural attacks 
  you normally possess. As with other natural attacks, the 
  subject may make this gore attack in addition to other 
  attacks with manufactured weapons by taking a −5 
  penalty with the horns.
  INTERRUPTED STEP
  School conjuration (creation); Level bloodrager 1, cleric/
  oracle 1, druid 1, ranger 1, sorcerer/wizard 1, witch 1
  Casting Time 1 immediate action
  Components V, S, M (a bit of stone)
  Range long (400 ft. + 40 ft./level)
  Target one moving creature
  Duration instantaneous
  Saving Throw Reflex negates; Spell Resistance yes
  You conjure a small obstacle that can impede the target’s 
  movement. You must cast this while the target is moving. 
  If the target fails a Reflex save, it must stop moving in the 
  square in which you conjure the object. 
  MOON MAD GUIDE
  School enchantment (compulsion) [curse, mind 
  affecting]; Level bard 3, sorcerer/wizard 4, witch 4
  Casting Time 1 full round
  Components V, S, M
  Range close (25 ft. + 5 ft./2 levels)
  
  223
  14
  Target one intelligent living creature
  Duration 1 hour/level (see text)
  Saving Throw Will negates (see text); Spell Resistance yes
  You speak the name or a brief description of a location 
  you have personally seen before. If the subject fails its 
  save, it immediately becomes convinced that relatively 
  safe treasure lies waiting at that location. The subject 
  barters favors or recruits porters for the duration of the 
  spell, unless he has the means to go there directly with 
  minimal support. The subject does not wholly ignore 
  his other duties but is distracted, taking a −4 penalty to 
  saves, skills, and checks until he can focus on retrieving 
  his treasure. These penalties do not apply while the 
  subject of the spell is in combat.
  If the location you name is particularly life-threatening 
  or impossible to reach, the spell fails. If the subject is 
  involved in matters that demand his immediate attention, 
  he gains a +4 bonus on the save. The subject gains a new 
  save at the beginning of each hour he is under the spell. 
  When he successfully saves or the spell’s duration expires, 
  he realizes the compulsion was magical. 
  SEE RED*
  School enchantment (compulsion); Level antipaladin 1, 
  bard 2, bloodrager 1, cleric 3, druid 2, inquisitor 2, 
  ranger 1, oracle 3, skald 2, sorcerer/wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S, M/DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round (see below) 
  Saving Throw Will negates; Spell Resistance yes
  As you complete the spell, you call out a target for the 
  spell’s subject. If the subject fails her save, she charges 
  toward the target at the beginning of her next combat 
  turn (or immediately if outside of combat) and makes a 
  single melee attack. The subject stops moving after the 
  attack but can take free or swift actions if she so desires. 
  The victim of the spell attacks in her usual manner, 
  employing feats and special abilities that apply to her 
  charge attacks normally. If she is normally inclined to 
  bull rush, overrun, or trample a target, she may choose 
  to do so instead of (or in addition to, if rules permit) 
  making a regular melee attack.
  SHIFTING HEART
  School enchantment (compulsion) [mind-affecting]; 
  Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (a bit of bat fur)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level (D)
  Saving Throw Will negates; Spell Resistance yes
  The spell causes indecision in the target, making it very 
  difficult for it to know what it wants to do.  While this 
  spell is in effect, each round there is a 25% chance the 
  target has the paralyzed condition. The rest of the time, 
  the target can act, but with a −2 morale penalty on attack, 
  damage, and skill checks.  Determine whether the target 
  is paralyzed each round on its turn.
  SUREST PATH
  School divination; Level cleric 1, druid 1, paladin 1, 
  ranger 1, sorcerer/wizard 1, witch 1
  Casting Time 1 standard action
  Components V, S, M (a length of yarn)
  Range close (25 ft. + 5 ft./2 levels)
  Duration concentration + 2 rounds (D)
  Saving Throw none; Spell Resistance no
  This spell only functions within natural cave systems or 
  mazes. When cast, it animates a ball of yarn that unwinds 
  in a direction that leads to an unblocked route to an exit 
  or to a desired location.  The location must be clearly 
  named and described.  The yarn unravels on the ground 
  for up to 20 ft. (but stops if obstructed). It leads to the 
  closest unobstructed path, though not a route that the 
  caster can necessarily travel (such as underwater, or a 
  ventilation shaft are acceptable routes.
  SWITCHCHASE
  School enchantment (compulsion); Level bard 2, cleric 3, 
  druid 3 inquisitor 2, ranger 1, oracle 3, witch 3
  Casting Time 1 swift action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level (see below) 
  Saving Throw Will negates; Spell Resistance yes
  You cause a creature pursuing you to suddenly believe 
  you are chasing it instead. The creature instantly runs 
  from your direction at its best speed, though it is not 
  shaken or otherwise magically afraid of you. The creature 
  can still take actions during its flight, such as knocking 
  over obstacles or attacking other threats, but it must 
  spend at least a move action fleeing away from your last 
  known location or to a place of relative safety.
  If the subject of the spell begins its turn and cannot 
  sense you, it receives a new saving throw to end the spell. 
  The spell automatically ends if you come within 30 ft. of 
  the subject.
  
  224
  TRAP UNSEEN
  School Illusion (glamer); Level bard 2, ranger 2, 
  sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M
  Range 30 ft.
  Target 1 trap in an area smaller than 5 sq. ft. per level
  Duration 1 hour/level (see text)
  Saving Throw Will negates (see text); Spell Resistance no 
  You cover the trapped area with an illusion that makes 
  detecting the target trap more difficult. The illusion 
  displays auditory, tactile, and visual components to 
  make the disguised surfaces seem in keeping with their 
  surroundings. Attempts to locate the trap with the 
  Perception skill suffer a −1 penalty for every 4 caster 
  levels you possess. The spell ends when the trap is 
  triggered or its duration expires.
  Trap unseen incorporates elements of the magic aura 
  spell. The magic aura of the spell cannot be detected by 
  divination spells of 3rd level or lower.
  minotAur reliCs
  The long and winding tale that is minotaur might and 
  magic has led to several powerful artefacts.
  First’s Labyrinth
  Aura strong conjuration; CL 20th
  Slot none; Weight 1 lb.
  This elaborate puzzle box is carved from the bones of 
  sentient beings, then gilded and dyed. Solving the puzzle 
  box requires a successful DC 20 Intelligence check without 
  the assistance of other creatures or divination magic. A 
  creature may only make this check once each day. If the 
  check fails, the creature cannot solve the puzzle that day 
  regardless of how long he works at it. Once the puzzle is 
  solved, the box grants the following spell-like abilities, 
  each usable once per day: dimensional lock, find the path, 
  freedom, imprisonment, maze, true seeing.
  Only a creature that has personally solved the puzzle 
  without assistance may use its powers. Each night, if 
  a spell-like ability from the box was used, the puzzle 
  box reforms and must be solved again before it can be 
  activated. The DC of successive checks is 20 + 1 for each 
  spell-like ability used the day the box reformed its puzzle. 
  The puzzle changes every time to prevent recording 
  patterns or gaining other methods of help. If the creature 
  trying to solve the box fails the check by more than 5, he 
  is immediately transported to a greater mazeDM inside the 
  box, where traps and creatures damage him every round 
  he does not escape. The maze lasts for 18 minutes or until 
  the creature dies.
  Destruction: The First’s Labyrinth cannot be 
  destroyed as long as living creatures still worship the 
  Hunger. However, if it is in the possession of a minotaur 
  that dies while within a greater maze effect, the puzzle 
  box remains inside that greater maze indefinitely. The 
  next minotaur affected by a greater maze spell reappears 
  with the puzzle box on his person.
  The Soul-Eating Tome
  Aura strong necromancy; CL 18th
  Slot none; Weight 3 lb.
  Called Dunamiphagia in the oldest legends, this thin 
  book is comprised of several pages of stretched skin 
  bound to thin bronze frames. The outer cover of the tome 
  is made from an ancient minotaur hide, covered in dense 
  black fur. The stained-skin pages inside the book describe 
  acts of violence and outline a message of mortal strength 
  gained through immortal blood.
  The bearer of the Soul-Eating Tome gains 
  Dunamiphagy as a bonus feat with the exception that 
  the feat confers its benefits regardless of how the bearer 
  damages her enemies. She also gains a +1 bonus to caster 
  level when casting divine spells. The book’s most coveted 
  power, however, is granted when the bearer takes the 
  life of a divine spellcaster or an outsider with spell-like 
  abilities. If the bearer of the Dunamiphagia casts a divine 
  spell that kills such a creature, that spell or spell slot is 
  instantly renewed as if it had not been cast.
  The Soul-Eating Tome comes with an unbreakable 
  curse for any who possess it. Individuals suffer a −8 
  penalty to any skill checks related to social interaction 
  with minotaurs, and those within 60 ft. of the bearer 
  automatically shift to a hostile attitude. Good and neutral 
  minotaurs revile the bearer while evil ones covet their 
  power. The curse manifests itself even if others are 
  unaware of the book’s presence.
  Sages debate the origin and purpose of this blasphemous 
  book, but there are insufficient records to determine when 
  or why it was created, much less by whom. 
  Destruction: Unknown to any but the most obsessed 
  loremasters, the Dunamiphagia can only be destroyed 
  when the last two living minotaurs on any plane fight to 
  the death. The pages must be soaked in the blood of the 
  loser, causing their horrid images to wash away in the 
  new stains.
  
  WITH FEATHER AND SONG
  rAvenfolk
  15
  
  226
  F
  g
  Sharp is the blade that’s drawn in the morning, 
  Dark is the form of the watcher above. 
  Bright is the blood on the swift-striking talon, 
  Keen is the hearing, all-seeing the eye. 
     —Song of the Ravenfolk (traditional, Ironcrags)                         
  ew races in Midgard live amid so much rumor, 
  suspicion, and outright falsehood as the ravenfolk. 
  Known as heruti in the South and huginn 
  everywhere else, they make their rookeries in every 
  major city. Depending on whom you ask, the ravenfolk 
  might be condemned as solitary wanderers bearing 
  misfortune or praised as messengers from the gods. 
  They are loyal comrades and treacherous thieves, brave 
  warriors and contemptible cowards. They are despised 
  for their strange and secretive culture and criticized for 
  having no true culture of their own. These truths, half-
  truths, and lies conceal a greater mystery that very few 
  outsiders know. 
  Culture & soCiety
  “The ravens sit on his shoulders and say into his ear all the 
  tidings which they see or hear. They are called thus: Huginn 
  and Muninn. He sends them at day-break to fly about all 
  the world, and they come back at undern-meal; thus he 
  is acquainted with many tidings. Therefore men call him 
  Raven-God…” 
  —Prose Edda, Snorri Sturluson  
  (translated by Arthur Gilchrist Brodeur)
  The ravenfolk of Midgard are an odd, avian race of 
  scoundrels, schemers and sneaks—and they are much 
  more than that. Long ago when Wotan brokered the 
  truce that brought peace among the gods, the wily deity 
  magically created the ravenfolk from feathers plucked from 
  his ravens Huginn (Thought) and Muninn (Memory.) 
  He placed this new race into the world alongside elves, 
  dwarves, humans, and others to be his spies. 
  To this day, the ravenfolk are Wotan’s agents among 
  the races of Midgard and embody his thought and 
  memory. They are thieves of objects, yes, but primarily, 
  they are thieves of secrets. 
  If the ravenfolk of Midgard have a homeland, it is 
  in Beldestan to the east, on a branch of Wotan’s tree in 
  the north, or on a high cliff of Horus’s hidden temple in 
  the south. They have settlements in Trollheim, Vidim, 
  Domovogrod, Nuria Natal, and the Dragon Empire, but 
  none of these are large. 
  Their black feathers and long beaks are spotted on the 
  road from place to place, trading information or helping 
  to hatch plots. They are widely viewed as spies, informers, 
  thieves, and troublemakers, but when the ravenfolk swear 
  an oath, they abide by it. They avoid the West and the 
  Seven Cities most of the time and are most honored in 
  Nuria Natal, where they serve the temples of Horus as 
  sworn guardians, assassins, and seekers of lost arcana. 
  In the Northlands, the huginn are living bridges 
  between this world and the realm of the gods. They share 
  the northern gods’ knowledge of Yggdrasil’s paths and 
  are secret allies of the dwarf Illuminated Brotherhood. 
  To those who dwell in the harsh, unforgiving lands of the 
  north, the huginn starkly symbolize both the will of the 
  gods and the reality of death in battle. 
  Far to the south, the heruti hold their heads high as 
  they bravely serve gods who wear their faces. The falcon-
  god Horus’s most fanatical believers are heru. They are 
  wandering desert mystics, sword masters, and dispensers 
  of the god’s fury and justice. The Talons of Heru are holy 
  slayers of the falcon god’s foes, and the Wingless One is 
  their grandmaster. 
  Some southern heruti become tomb-delving wizards 
  and rogues. Their patron is Thoth-Hermes, the crane-
  headed god of knowledge and the arcane, and his 
  ravenfolk followers preserve his ancient hermetic 
  traditions. They claim that both Horus and Thoth-
  Hermes are masks of Wotan.
  RAVENFOLK PHYSIOLOGY
  The common ravenfolk is a bipedal humanoid with avian 
  features, including a large beak, taloned hands and feet, 
  and a thick covering of feathers. A huginn’s face resembles 
  that of a great raven or crow, but it lacks wings and has a 
  much more solid frame. Most are pitch-black although 
  a smattering has been seen with white and red flecks. 
  Rumors of rare albinos appear to be just that—rumors. 
  Ravenfolk stand roughly 5 ft. tall and, because of their 
  hollow bones, weigh just 95–105 lb. Though they have 
  no wings and normally cannot fly, their physiology is 
  strikingly similar to that of true avians. 
  Ravenfolk will eat almost anything, but they prefer raw 
  meat and field grains, such as corn, soy, and alfalfa. They 
  even scavenge days-old carrion, though this practice 
  repulses most other humanoids.
  HATCHING, MATING AND NESTING
  Ravenfolk hatch from eggs. Their inaccessible nests 
  are built by the father, preferably atop a high building, 
  abandoned structure, or tall tree. Most ravenfolk are 
  good climbers by the time they are old enough to mate. 
  
  227
  Mating happens in the spring and lasts for a season. 
  If no offspring result, the pair usually separates. After 
  conceiving, a woman immediately knows of her 
  pregnancy. The man then builds her a new nest in a 
  location of her choosing within the 7–9 weeks between 
  conception and egg laying. During this time, the female 
  rarely lets the male huginn rest until the nest is to her 
  liking. This can take three or four attempts if the male is 
  inexperienced in nest-building, but huginn are persistent 
  when it comes to pleasing their mates. 
  Once the nest is made and the woman has laid her 
  1–5 eggs, they hatch 3–4 weeks later. Immediately after 
  hatching, the infant huginn can speak simple words, 
  move clumsily, and climb somewhat more smoothly due 
  to their well-developed talons. The huginn parents are 
  especially aggressive and unwelcoming to strangers while 
  nesting. They tend to drive visitors away with pelted 
  stones or loud cries until the young are fledged.
  LEAVING THE NEST
  Before a juvenile huginn can climb away 
  from its nest at around 12 or 13 years of age, 
  it is given a shard of glass or metal or a piece 
  of mirror, and its father provokes it into 
  a rage, inciting the youth into attacking 
  (women can certainly incite this rage as 
  well, but the duty traditionally falls to 
  the men in most huginn rookeries). 
  When a cut has been made—the “first 
  cut”—the juvenile huginn may leave the 
  roost and other adult ravenfolk teach it 
  the skills of blade-fighting. 
  First cut is the first time huginn manage 
  a cut against their parents or mentors once given 
  their first blade. They often keep this small edged 
  item throughout their lives as a memento of the day 
  they earned their freedom from the roost. Some 
  huginn discard their first blade out of either spite 
  or apathy, but all huginn keep a blade of some 
  form on their person. 
  Huginn mature to adulthood within 10 
  years and can live to be up to 110 years old. A 
  huginn’s life revolves around several milestones: its 
  birth, first cut, first fall, and the annual celebration of 
  its “rebirth” from its first fall. The first fall is any fall 
  that breaks a limb. somewhat similar to one’s birth, it 
  is a celebration of death and rebirth. Annual rebirth 
  ceremonies of important huginn or a flock elder can 
  mean great jubilation, festivities, amazing contests of 
  skill and combat, and performances. 
  Huginn which have murdered another huginn, those 
  who abandon their roosting mates, and those who have 
  slain with their first cut or never made a cut could all 
  find themselves exiled or stuck on the very outskirts of 
  huginn society. Exile from a huginn flock is shameful, 
  and these outcasts often become vengeful bandits among 
  their own kind.
  RAVENFOLK PERSONALITY
  Because personalities vary as much as in any other race, 
  huginn can have any alignment. They adapt to any local 
  urban or natural region they occupy although their 
  presence in cities is not always welcome. They frequently 
  take on local customs, traditions, and beliefs to fit in with 
  their surrounding community. 
  Heroic huginn favor defensive fighting styles while evil 
  huginn often employ more vicious and deadly tactics. The 
  huginn are masters of words and have access to ancient 
  and supernatural languages unknown to most. They 
  can easily decipher strange texts and translate foreign 
  languages, and since their ability to quickly pick up new 
  15
  
  228
  languages is unrivalled among the humanoid races, they 
  often serve as translators. Huginn take great delight in 
  learning strange and archaic languages not in common use.
  LANGUAGES
  The ravenfolk’s spoken language is called Huginn’s Speech 
  in the north and Ghuraab in the south. Given how 
  far-flung the ravenfolk are, it is remarkably consistent 
  across regions. Its complex subtlety makes it attractive to 
  rogues as a thieves’ cant. 
  The ravenfolk have another language which they may 
  use instead of, or in conjunction with, their spoken 
  tongue: the language of feathers, also known as Feather 
  Speech or Pinion. Huginn and heruti can communicate 
  volumes without speaking a word through the dyeing, 
  arrangement, preening, and rustling of their plumage. 
  This language is inherent to ravenfolk and doesn’t require 
  spending an extra language slot to use—it is considered 
  part of learning the language. 
  Some non-ravenfolk in the Northlands, Nuria Natal, 
  and the Rothenian Plains understand at least a few 
  phrases in Feather Speech. A handful of people in Zobeck 
  do as well. Shamans and high-level initiates in the 
  secret societies of the dwarf cantons are fluent in it and 
  have developed a sign language that is recognizable to 
  ravenfolk as Feather Speech. This lets them communicate 
  with huginn on roughly the same level. Non-huginn with 
  access to such a mentor may learn Feather Speech as a 
  language via linguistics.
  rookeries And ghettoes
  Ravenfolk prefer to settle among or near other humanoid 
  races. Outsiders uncharitably claim that this is so that 
  huginn don’t have to go far in order to steal, but in truth, 
  this is part of their nature as creatures of Wotan. The All-
  Father learns more of events in Midgard if his agents live 
  among others—particularly in large settlements—than he 
  does if they keep to themselves out in the wilderness. 
  g
  some exAmples of ConCepts Conveyed through feAther speeCh
  I need help but cannot speak openly of it. 
  Please, leave me alone for this amount of time. 
  Leave me alone, period. 
  I would be glad of company. 
  I will pay for this. 
  I do not have enough funds to pay for this. 
  This item is mine, but I may be persuaded to part with it. 
  This item is mine. I will defend it fiercely and avenge  
  its loss. 
  I will “pick this up later.”* 
  I am interested but skeptical. 
  I am skeptical but interested. 
  I have a bad feeling about this. 
  That person is lying. 
  That person/statement is foolish. 
  This is not the whole story. 
  What I am telling you now is false. 
  Well done! 
  Oh, that was embarrassing. 
  This is the funny part of the story.** 
  Hear me out! 
  This conversation is over. 
  Let’s resume this at a later time. 
  I apologize. 
  Thank you. 
  You’re welcome. 
  It’s nothing. 
  The Norns have decreed it. 
  I mark this creature’s death and ask the gods to accord it 
  a place of honor in the realms beyond life.
  *  Untranslatable. Ravenfolk draw a distinction—baffling 
  to other races—between stealing an item and acquiring 
  through stealth and cunning an item that the huginn 
  has laid claim to in his or her mind but which currently 
  belongs to someone else. To them, the former is a 
  criminal act, and the latter is a legitimate transfer of 
  property. The ravenfolk continue to be perplexed that 
  other races don’t understand this concept.
  ** Ravenfolk never have to ask another huginn if they’re 
  joking. When storytellers relate a humorous tale or 
  anecdote, they ruffle their feathers in a certain way. 
  There are subtleties within this gesture. For example, a 
  storyteller might indicate through feather speech that 
  the events being related could be taken as funny, but the 
  tragedy of the situation makes it inappropriate to laugh.
  
  229
  Rookeries are sprawling, complex structures built high 
  off the ground. They comprise individual nests, shops, 
  shrines, and meeting places connected by bridges and 
  ladders made of wood and rope. If this is not possible, 
  a rookery might be built on tall, strong poles, wooden 
  beams, treetops, or on high rock formations. Currently, no 
  city or town in Midgard contains more than one rookery: 
  the cities aren’t large enough or the ravenfolk aren’t 
  numerous enough. Some ravenfolk live outside their local 
  rookeries—usually exiles, hermits, and ne’er do wells. 
  The ravenfolk design rookeries so that their full extent 
  isn’t obvious to ground-level dwellers: many humanoids 
  who ascend into rookeries are astonished to see how 
  strong a presence the huginn actually have in their city. 
  The ravenfolk’s habit of mimicking their host cultures 
  sometimes extends to planning their rookeries. Zobeck’s 
  rookery, for example, is constructed in a shape that looks 
  like a map of the city when viewed from above. 
  Whenever possible, ravenfolk use found materials 
  to build their rookeries. Anyone can buy lumber and 
  nails, but only highly intelligent and resourceful huginn 
  can build a fine home solely from things they’ve gotten 
  for free. Huginn in the midst of a building project 
  will tirelessly canvass a city looking for cast-off wood, 
  metal, and anything else they can use. They pester local 
  tradespeople daily to see if they have anything lying 
  around they’d be willing to part with, and they sometimes 
  “borrow” materials that no one seems to want. 
  The beauty of rookeries is not immediately obvious to 
  non-ravenfolk. Huginn believe that every stick, pottery 
  shard, and clump of hay has a particular place and find 
  it hard to rest until they’ve determined exactly where 
  that is. Working on the rookery is one of a huginn’s 
  chief pleasures. Ravenfolk adventurers can drive their 
  companions to distraction by constantly moving things 
  around in a campsite. 
  Midgard’s largest rookeries exist in Vidim, Zobeck, 
  Domovogrod, the Khanate of the Khazzaki, Tanserhall, 
  Thunder Mountain, the Free City of Siwal, and the River 
  Kingdom Nuria Natal, as well as Makuria, the Citadel of 
  Winged Truth in the Southlands.
  HUGINN OF VIDIM
  The Tsar of Vidim—a small but influential Rothenian 
  state—depends on two groups to maintain his rule: the 
  boyars and the huginn. The boyars are his nobles and 
  vassals, the knights and judges of the realm who possess 
  land, and serfs given to them by the tsar. The huginn are his 
  soldiers and spies. They inhabit the Perch of the Huginn, 
  a rookery near the tsar’s Scarlet Palace and the Temple of 
  Wotan. Their chieftain is Ukwak, a gray-feathered warrior. 
  Their most notorious spy, Viryeshka Krasny, has taken a 
  human name, and she sometimes disguises herself as a 
  human, so good is her mimicry. 
  Most boyars and huginn do not trust each other, and 
  the Perch of the Huginn is sometimes the site of duels, 
  murders, and outright assassinations. The tsar seems 
  unable to control both sides strongly enough to bring an 
  end to the heated rivalry.
  HUGINN OF ZOBECK
  Most huginn of Zobeck dwell in the Free City Rookery, 
  known as “Robber’s Roost” to those who don’t care much 
  for the ravenfolk. There is some truth to the name: many 
  of the huginn’s most accomplished spies, scoundrels, 
  and smugglers are drawn to Zobeck. Opportunities are 
  plentiful for someone with a quick wit, light fingers, and a 
  swift blade—qualities that describe the ravenfolk perfectly. 
  But in truth, most huginn in the rookery are decent folk 
  who honor the flock’s traditions and keep their word, 
  using their talents for legitimate ventures. The huginn who 
  use their talents for crime tend to live outside the rookery 
  in Ashmill or the Docks. 
  Rumor has it that the huginn chieftain T’chak Silverspur 
  recently made overtures to the Mouse King, lord of 
  all rodents and a powerful figure in Zobeck’s criminal 
  underworld. T’chak supposedly suggested that their two 
  peoples could come to an arrangement. With the Mouse 
  King’s people gathering secrets at ground level and below, 
  and the ravenfolk spying from their high perches, they 
  could join forces to create an unrivaled intelligence 
  network. Whether the Mouse King will accept this 
  proposal is unknown, but his difficulties with the rival 
  Spyglass Guild surely make it an offer worth considering.
  HUGINN OF NURIA NATAL
  Like most citizens of Nuria Natal, the heruti of the River 
  Kingdom fervently pursue the arts of warfare, magic, 
  and worship. The cleric Ukwa Ushteq, Beloved of Horus, 
  and the deadly warrior known only as the Wingless One, 
  Grandmaster of the Talons of Heru, lead the ravenfolk 
  population—an astounding 130,000 heru. The heruti are 
  viewed by the God-King Thutmoses as vitally important 
  to the life and defense of this ancient realm. 
  Nuria Natal’s rookery, known as the City in the Sky, 
  sits near the temples of Horus and Thoth-Hermes. Over 
  g
  A note on terms
  Throughout this book, “ravenfolk” and “huginn” are 
  used interchangeably to refer to any member of the 
  ravenfolk race. In context, “huginn” may also refer 
  specifically to ravenfolk living in the Northlands. 
  When “heru” or “heruti” is used (the terms are 
  interchangeable), it always refers to a member of the 
  ravenfolk race living in the deserts of the South.
  15
  
  230
  the years, devotees of these gods have offered objects of 
  gold, silver, polished wood, glass, fine fabrics, and semi-
  precious stones to the ravenfolk for use in building their 
  nests. As a result, the City in the Sky glitters in the sun 
  during the day and gleams with the reflected lights of 
  torches and lanterns at night.
  rAvenfolk rACiAl trAits
  +2 Dexterity, +2 Wisdom, −2 Constitution: 
  Ravenfolk are fast and observant but relatively fragile 
  and delicate. 
  Tengu: Ravenfolk are humanoids with the tengu subtype.
  Medium: Ravenfolk are Medium creatures and receive no 
  bonuses or penalties due to their size. 
  Normal Speed: Ravenfolk have a base speed of 30 ft. 
  Senses: Ravenfolk have low-light vision. 
  Sneaky: Ravenfolk gain a +2 racial bonus on Perception 
  and Stealth checks. 
  Gifted Linguist: Ravenfolk gain a +4 racial bonus on 
  Linguistics checks and learn two languages each time 
  they gain a rank in Linguistics rather than one language.
  Swordtrained: Ravenfolk are trained from birth in 
  swordplay and, as a result, are automatically proficient 
  with sword-like weapons (including bastard swords, 
  daggers, elven curve blades, falchions, greatswords, 
  kukris, longswords, punching daggers, rapiers, 
  scimitars, short swords, and two-bladed swords). 
  Natural Weapon: A ravenfolk has a bite attack that 
  deals 1d3 points of damage. If a ravenfolk is otherwise 
  unarmed, it is a primary attack. Otherwise, it is a 
  secondary attack.
  Languages: Ravenfolk begin play speaking Common and 
  Feather Speech. Ravenfolk with high Intelligence scores 
  can choose any languages they want (except for secret 
  languages, such as Druidic).
  AlternAte rACiAl trAits
  Over generations, some ravenfolk flocks that live among 
  other races adopt traits similar to those races. Others 
  revere mysticism and harbor a deep connection with 
  their race’s supernatural origins. Such ravenfolk often 
  possess different racial traits than more traditional 
  huginn and heru. 
  At the discretion of your GM, you can use the following 
  ravenfolk racial traits instead of existing racial traits. 
  Brother/Sister to Gulls: The call of the sea drew 
  you to a life of adventure as a privateer, raider, or 
  explorer. You dart through the rigging like a bird in 
  flight, swim like a seal, and have a keen eye for the value 
  of treasure. You gain a +1 racial bonus to Appraise, 
  Swim, and Climb checks. This racial trait replaces the 
  sneaky racial trait. 
  Random Starting Ages
  Race   
  Adulthood
  Intuitive1
  Self-Taught2   
  Trained3
  Ravenfolk  
  15 years
  +1d4 years           
  +1d6 years           
  +2d6 years           
  1 This category includes barbarians, bloodragers, oracles, rogues, sorcerers, and swashbucklers.
  2 This category includes bards, battle scions, brawlers, cavaliers, fighters, gunslingers, hunters, paladins, rangers, shamans, skalds, slayers, 
  shadowsworn, spell-less rangers, summoners, and witches.
  3 This category includes alchemists, arcanists, clerics, druids, inquisitors, investigators, magi, monks, theurges, warpriests,  
  white necromancers, and wizards.
  Aging Effects
  Race 
  Middle Age1 
  Old2 
  Venerable3 
  Maximum Age
  Ravenfolk  
  35 years    
  53 years
  70 years
  70 + 2d20
  1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.               3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  Random Height and Weight
  Gender 
  Base 
  Height 
   Height 
  Modifier
  Base 
  Weight 
  Weight 
  Modifier
  Ravenfolk, male     
  4 ft. 0 in.
  +2d6
  65 lb.
  2d6×3 lb.
  Ravenfolk, female
  3 ft. 10 in.
  +2d6
  55 lb.
  2d6×3 lb.
  
  231
  Edgeborn: While all huginn are comfortable with 
  swords, you have a natural talent for bladework. Pick one 
  particular type of sword (like longsword, shortsword, 
  and so on). You deal +1 precision damage when 
  successfully attacking with that weapon. This damage is 
  not multiplied by critical hits or other mechanics. It is 
  only added to the total damage after all other modifiers. 
  This racial trait replaces the sneaky racial trait. 
  Gifted Vocalist: Your nimble tongue and clever voice 
  skills serve you well. You gain a +1 racial bonus to Bluff 
  and Disguise checks made to deceive someone while 
  you are in costume or while you are unseen as well as 
  when making Perform (oratory) checks. Disguise is 
  always a class skill for you. This racial trait replaces the 
  gifted linguist racial trait. 
  Horus-Blessed: The eye of Horus shone on you as a 
  fledgling, marking you as one destined to challenge 
  creatures that lurk in the dark. Heru with this trait gain 
  a +1 racial bonus to skill checks made in conditions of 
  dim light and darkness. This racial trait replaces the 
  sneaky racial trait. 
  Ironclaw: While most ravenfolk train from an early age 
  with blades of varying lengths, you did not have access 
  to such weaponry. Nevertheless, the instinct to master a 
  martial form is rooted deep within the ravenfolk spirit. 
  Ravenfolk with this racial trait gain a single claw attack 
  as a primary natural weapon that inflicts 1d8 points of 
  slashing damage on a successful hit. Ravenfolk with this 
  alternate racial trait are treated as having the Improved 
  Unarmed Strike feat for the purpose of prerequisites. 
  This racial trait replaces the swordtrained racial trait. 
  Northern Mystic: You possess a special link with the 
  sacred ravens of Wotan, the Hanged God of wisdom 
  and secrets. Huginn with this racial trait gain a +2 
  racial bonus on Knowledge (planes). Huginn with a 
  Charisma score of 10 or higher can cast guidance once 
  per day as a spell-like ability. Huginn with a Charisma 
  score of 13 or higher can cast speak with dead once per 
  week as a spell-like ability. The caster level for these 
  effects is equal to the huginn’s level (DC 10 + spell’s 
  level + Charisma modifier). This racial trait replaces the 
  gifted linguist racial trait. 
  Skybound: Your avian appearance is a clear sign that 
  your race was meant to soar the skies. Known for 
  spending hours or days atop trees, buildings, mountains, 
  or any other structure of any height, eyes to the sun, 
  feeling the wind play across your feathers, you long to 
  float among the clouds. Ravenfolk with this racial trait 
  gain Fly as a class skill, can take ranks in Fly without 
  having a natural fly speed, and can use Fly to negate 
  falling damage (see Fly skill) without having a fly speed. 
  This racial trait replaces low-light vision and sneaky. 
  Southern Mystic: You possess a link with 
  Thoth-Hermes, god of knowledge and the arcane. 
  Heru with this racial trait gain a +2 racial bonus on 
  Knowledge (arcana). Huginn with a Charisma score 
  of 10 or higher can cast read magic once per day as a 
  spell-like ability. Huginn with a Charisma score of 13 or 
  higher can cast arcane sight once per week as a spell-like 
  ability. The caster level for these effects is equal to the 
  heru’s level (DC 10 + spell’s level + Charisma modifier). 
  This racial trait replaces the gifted linguist racial trait. 
  Strong Climber: Most ravenfolk climb well, but a few 
  are especially strong climbers. Heru with this racial trait 
  may use Strength instead of Dexterity while climbing 
  and always gain Climb as a class skill. This racial trait 
  replaces the gifted linguist racial trait. 
  Subtle: As your rookery grew, your humanoid neighbors 
  developed a mistrust of the ravenfolk. Rather than 
  remain invisible to the community at large and in 
  order to better appease their curiously distrustful 
  neighbors, your people go to great efforts to mask their 
  numbers within the community, purposely passing as 
  humans, dwarves, elves, or whatever race they live near. 
  Ravenfolk with this trait gain a +2 racial bonus on Bluff 
  and Disguise to pass as another race or person. This 
  racial trait replaces the sneaky racial trait. 
  Trustworthy: Other humanoid races are often 
  intolerant and territorial. By managing to live peacefully 
  g
  sCAling the rAvenfolk’s 
  power-level
  Ravenfolk are balanced against the core races. They 
  should not provide any difficulty when using a 
  conservative power level for races. If you’re looking 
  for a slightly stronger version approximately on 
  par with planetouched races, consider adding the 
  following alternate racial traits to their repertoire 
  without exchanging them for basic racial traits:
  Skybound
  Northern or Southern Mystic
  Wotan-Blessed (such a huginn may still 
  choose the Wotan-blessed alternate racial trait. 
  The effects stack.)
  For greater power, consider granting a choice of 
  either the Born of Huginn, Born of Munin, or Scion 
  of Horus feats as a 1st-level racial bonus feat. Also 
  add this line to the skybound alternate racial trait: 
  “Starting at 5th-level, your wings have become strong 
  enough to carry you through the skies, and you 
  receive a fly speed of 60 ft. (average).”
  15
  
  232
  alongside such races, you’ve become a natural diplomat 
  and negotiator. Huginn with this racial trait gain a +2 
  racial bonus to Diplomacy and Sense Motive. This racial 
  trait replaces the sneaky racial trait. 
  Well-Traveled: Your home rookery included a huginn 
  fluent in a secret language. You may learn this language 
  at character creation or after an appropriate return and 
  visit there (as well as spending the requisite skill points). 
  You gain a +1 circumstance bonus to Diplomacy 
  and Sense Motive checks made with speakers of this 
  language. This racial trait expands on the existing Gifted 
  Linguist trait but requires being trained in Linguistics.
  Wotan-Blessed: You have an instinctive sense for 
  the flow of the fates. Once per day, you may choose to 
  retroactively add a +1 racial bonus to a d20 roll after you 
  know the outcome. One of your eyes is a disconcerting 
  milky white, giving you a −1 penalty to Diplomacy 
  checks made to alter others’ attitudes. This racial trait 
  replaces natural weapon.
  fAvored ClAss options
  The following options are available to all ravenfolk who 
  have the listed favored class, and the bonus applies each 
  time you select the listed favored class reward.
  Bard: Add one spell known from the bard spell list. This 
  spell must be at least 1 level below the highest spell level 
  the bard can cast.
  Mystic ArcherNPC: Add +1/4 hp to the damage dealt 
  using the mystic archer’s precision feature.
  Oracle: Add 1/6 of a new revelation from the oracle’s 
  mystery.
  Rogue: Add +1/4 to the rogue’s trapsense ability and to 
  Disable Device checks to disarm traps.
  ShamanNPC: The shaman gains 1/6 of a new totem secret.
  Wizard: The wizard gains 1/6 of a bonus item creation 
  or metamagic feat.
  rAvenfolk ArChetypes
  The ravenfolk have a few particular kinds of oracles, 
  fighters, wizards, rogues, and shaman among their ranks. 
  Full details of the shaman class can be found in the New 
  Paths Compendium. 
  BLACK FEATHER (SHAMANNPC)
  These shamans of the plains mystically commune with 
  creatures that soar upon its fierce winds. Their spirit guides 
  are typically avian creatures, most often corvids. Croaking 
  and muttering their sacred chants, black feather shamans 
  see through the physical things of the world into realms 
  beyond. A black feather has the following class features. 
  Bonus Spells: In addition to the spells learned as they 
  gain levels, a black feather learns additional bonus spells. 
  These bonus spells are added as soon as the black feather 
  is capable of casting them and cannot be exchanged for 
  different spells at higher levels. The spells are as follows: 
  ill omen (2nd), steal voice (4th), screech (6th), contact 
  other plane (10th), summon flight of eagles (12th). 
  Drifting Feather (Sp): At 1st level, a black feather 
  can use feather fall at will as a spell-like ability, using the 
  black feather’s shaman level as the caster level. 
  Animal Whisperer (Ex): At 2nd level, a black feather 
  receives a +4 insight bonus to Handle Animals checks 
  and gains Animal Affinity as a bonus feat. This bonus 
  increases to +6 if the animal is a bird. This ability 
  replaces woodland step. 
  Summon Flock (Sp): At 3rd level, a black feather can 
  cast summon swarm once per day to summon a flock 
  of birds that attacks all other creatures in its area, using 
  the black feather’s shaman level as the caster level. (Treat 
  the flock as a Bat Swarm, minus the blindsense and 
  wounding extraordinary abilities.) 
  Avian Shape (Su): At 4th level, a black feather gains 
  the ability to use a limited form of wild shape once per 
  day in order to turn into a small natural bird such as 
  eagle, raven, sparrow, or owl. A black feather can use 
  this ability an additional time per day for every 6 levels 
  thereafter. At 10th level, the black feather may also 
  assume the form of tiny birds. In all other ways, this 
  functions identically to the wild shape class feature of a 
  druid of the same level as the shaman. 
  Flight (Sp): At 5th level, a black feather with the glide 
  or skybound alternate racial trait gains Tengu Wings as 
  a bonus feat. 
  New Spirit Guide: Corvid (Raven/Crow/Jackdaw)   
  Small; Speed 10 ft., fly 80 ft. (average); AC +1 natural 
  armor; Attack bite (1d4); Str 10, Dex 15, Con 12, Int 
  15, Wis 13, Cha 10; SQ low-light vision. Totem Spell 
  Granted: share language
  
  233
  DOOM CROAKER (ORACLE) 
  These oracles of Wotan wander the Northlands and 
  Rothenian Plain. Their visions come from the World 
  Tree, and they sing the doom of gods and mortals. A 
  doom croaker has the following class features. 
  Class Skills: A doom croaker adds Knowledge 
  (arcana), Knowledge (religion), Knowledge (planes), 
  and Intimidate to her list of class skills. These replace 
  the additional skills from her mystery. 
  Alignment: Any neutral. 
  Recommended Mysteries: ancestor, battle, bones, 
  fate, fire, lore, metal, moon, nature, stone, time, wood. 
  Bonus Spells: The doom croaker may choose the 
  following alternate bonus spells instead of the oracle’s 
  mystery bonus spells at these levels: comprehend 
  languages (2nd), crushing despair (4th), phantom steed 
  (6th), fear (8th), legend lore (12th), resonating word 
  (14th), prediction of failure (16th), astral projection (18th). 
  Revelation of Runes (Su): The doom croaker may 
  choose to master two runes instead of 
  learning a revelation, receiving the benefits 
  of the mastery bonuses of the chosen 
  runes ((See Northlands or Deep Magic)).
  Raven’s Eye (Sp): Starting at 7th level, 
  a doom croaker can use clairvoyance/
  clairaudience as a spell-like ability, using 
  the doom croaker’s oracle level as the 
  caster level. The doom croaker can use 
  this ability for a number of rounds per 
  day equal to twice the doom croaker’s 
  oracle level. These rounds do not need to 
  be consecutive. The doom croaker must 
  take this revelation at 7th level and cannot 
  exchange it via revelation of runes. 
  Wotan’s Eye (Sp): Starting at 11th level, a 
  doom croaker can use contact other planes 
  once per day as a spell-like ability, using 
  the doom croaker’s oracle level as the 
  caster level. The doom croaker must take 
  this revelation at 11th level and cannot 
  exchange it via revelation of runes. 
  Final Revelation: Upon reaching 20th 
  level, a doom croaker becomes mystically 
  united with Yggdrasil, the World Tree. 
  The doom croaker may cast legend lore at 
  will without paying a material component 
  cost as a spell-like ability, using the doom 
  croaker’s oracle level as the caster level. 
  The doom croaker automatically stabilizes 
  if reduced below 0 hp and is immune to 
  fear effects.  
   Should the doom croaker die, her spirit hangs on 
  the World Tree for 3 days. When the 3 days are ended, 
  a huginn egg appears at the site of the doom croaker’s 
  death and hatches. The doom croaker is reborn in a new 
  fledgling body, which matures over 7 days (treat this 
  as the reincarnate spell with a caster level of 20). This 
  ability can be used once per month. This replaces the 
  final revelation of the doom croaker’s mystery.
  SEA RAVEN (FIGHTER)
  Ravenfolk love swords, travel, wind, and treasure. It’s 
  not surprising that those who take to the sea quickly fall 
  in love with the world of salt spray, billowing sails, and 
  swashbuckling adventure. 
  Fledgling Sea Raven: At 1st level, a sea raven adds 
  Acrobatics and Profession (sailor) to his list of class 
  skills and removes Knowledge (dungeoneering) and 
  Knowledge (engineering) from his list of class skills. 
  Seasoned Sea Raven (Ex): At 3rd level, a sea raven 
  gains a +2 circumstance bonus on Appraise and 
  15
  
  234
  Knowledge (geography) checks, and a +4 circumstance 
  bonus to initiative, Perception, Stealth, and Survival skill 
  checks when on or under a body of water. This ability 
  replaces armor training 1. 
  Strike Your Colors (Ex): At 5th level, whenever 
  a sea raven hits an opponent, as a free action, he can 
  choose to deal only strength modifier damage to make 
  a free Intimidate check to demoralize the foe struck. 
  This choice has to be made before damage is rolled. This 
  replaces the bonus feat gained at 5th level. 
  Weather Eye (Ex): At 6th level, a sea raven knows the 
  stars and weather patterns like the back of his hand, 
  gaining a +4 circumstance bonus to Survival checks 
  when outdoors. 
  Swift Talon (Ex): At 10th level, a sea raven can 
  combine a full-attack action with a single move. He 
  must forgo the attack at his highest base attack bonus 
  but may take the remaining attacks at any point during 
  his movement. This movement provokes attacks of 
  opportunity as normal. This replaces the bonus feat 
  and modifies bravery +3 gained at that level. The sea 
  raven gains bravery +3 at 14th level and bravery +4 at 
  18th level instead.
  THIEF OF SECRETS (ROGUE)
  One of the smaller sects of ravenfolk in Nuria Natal 
  follows Thoth-Hermes, a southern god and rune-master 
  among the magocracy. Thoth-Hermes grants these 
  devout rogues magical abilities to help them gather 
  spells, items, and lorebooks for his priests, who consider 
  the ravenfolk a blessed race. Given the reputation they 
  have elsewhere, it’s no surprise that the ravenfolk find 
  this attitude refreshing. By tradition, thieves of secrets 
  prefer staves as weapons to symbolize their connection 
  to the arcane arts. 
  Weapon and Armor Proficiency: Thieves of 
  secrets are proficient with all simple weapons plus the 
  sap, shortbow, and short sword. They are proficient with 
  light armor but not with shields. This modifies weapon 
  and armor proficiency.
  Staff Expert: At 1st level, thieves of secrets receive 
  Weapon Focus (quarterstaff) as a bonus feat. This 
  replaces the lost weapon proficiencies.
  Acolyte of Thoth-Hermes: At 2nd level, a thief 
  of secrets adds Knowledge (religion) and Knowledge 
  (arcana) to his list of class skills. A thief of secrets 
  can also use read magic and detect magic at will as a 
  spell-like ability with a caster level equal to the thief of 
  secret’s character level. These abilities replace the rogue 
  talent gained at 2nd level. 
  Illuminating Whispers of Thoth-Hermes (Ex): 
  At 4th level, a thief of secrets constantly listens to Thoth-
  Hermes’ whispers and warnings. The thief of secrets 
  gains a wits pool equal to half her thief of secrets level 
  plus her Intelligence modifier (minimum 1). A thief of 
  secrets may spend one point from her wits pool as part 
  of any skill check to gain a +2 circumstance bonus to 
  that skill check. At 10th level, this bonus increases to +4.  
   Furthermore, a thief of secrets may spend 1 point 
  from her wits pool as an immediate action to grant 
  herself a +1 dodge bonus to her AC and Reflex saves 
  until the end of her turn. For every 4 class levels beyond 
  4th the thief of secrets possesses, this bonus increases 
  by +1 to a maximum of +5 at 20th level. The wits pool 
  is replenished each morning after 8 hours of rest or 
  meditation. These hours do not need to be consecutive. 
  This ability replaces the rogue talent gained at 4th level. 
  Hermetic Mists of Thoth-Hermes (Sp): At 6th 
  level, a thief of secrets can use obscuring mist once per 
  day as a spell-like ability with a caster level equal to her 
  rogue level. The thief of secrets may use this ability an 
  additional time per day for every 2 class levels beyond 
  the 6th. This ability replaces the rogue talent gained at 
  that level. 
  Kindly Instruction of Thoth-Hermes (Ex): 
  At 8th level, a thief of secrets receives Weapon 
  Specialization (quarterstaff) or Quarterstaff Master as a 
  bonus feat, even if she does not fulfill the prerequisites. 
  This ability replaces the rogue talent gained at 8th level.
  Sacred Key of Thoth-Hermes (Sp): At 10th 
  level, a thief of secrets can use passwall once per day 
  as a spell-like ability with a caster level equal to her 
  rogue level. The thief of secrets may use this ability an 
  additional time per day for every 5 class levels beyond 
  the 10th. This ability replaces the rogue talent gained at 
  10th level.
  TOMB RAVEN (WIZARD)
  Far to the south, myriad cults and secret societies 
  dedicate themselves to the mysteries of the dead. A tomb 
  raven is a heru cult initiate who explores crypts, tombs, 
  and burial grounds in search of dark knowledge. 
  Bonus spells: In addition to the spells learned as they 
  gain levels, a tomb raven learns additional bonus spells. 
  These bonus spells are added to the spellbook as soon as 
  the tomb raven is capable of casting them and cannot be 
  exchanged for different spells at higher levels. The spells 
  are as follows: hide from undead (7th), speak with dead 
  (9th), death ward (12th). 
  Thou Art Dust (Ex): At 5th level, the tomb raven 
  increases all variable, numeric effects of his spells 
  by half, including bonuses to those dice rolls, but 
  only when calculating the effects on creatures of the 
  undead type. Saving throws and opposed rolls are not 
  affected, nor are spells without random variables. This 
  
  235
  ability does not stack with Empower Spell and does 
  not increase the spell’s level but otherwise works like 
  Empower Spell. This ability replaces the bonus feat 
  gained at that level. 
  The Grave Shall Not Have You (Ex): At 10th 
  level, the tomb raven may cast a single prepared spell 
  with a casting time of a standard action or less as an 
  immediate action whenever an ally within line of sight 
  is reduced to 0 hp or below by an enemy. This ability can 
  be used each day a number of times equal to the tomb 
  raven’s Intelligence modifier (minimum 1).
  rAvenfolk equipment 
  Ravenfolk equipment is generally light and of good 
  quality. They also produce a few items that members of 
  other races consider simply odd. A few of these items are 
  also found among the distant tengu.
  False Flesh
  Price 35 gp; Weight 1 lb. 
  Only one huginn family knows the secret formula for this 
  rubbery, malleable, and resilient putty that lets ravenfolk 
  disguise their faces and hands to resemble the featherless 
  flesh of other humanoid races. Normally pale gray in 
  color, a parcel of false flesh includes dyes and powders 
  used to produce the desired skin hue. A parcel of false 
  flesh may be used once to add a +4 alchemical bonus to 
  Disguise checks. If used twice, that bonus drops to +2, 
  then +1. After that, it is unusable.
  Feather Dyes and Bleaches 
  Price 4 gp; Weight 1/2 lb. 
  As a part of Feather Speech, ravenfolk dye or bleach 
  certain feathers to indicate an intention or to signal others 
  about their status or condition. A single 1/2 lb. bottle can 
  be used 10 times. 
  Feather color Meaning 
  Scarlet 
  I’m looking for a fight. 
  Golden yellow 
  I’m looking for a mate. 
  Deep blue 
  I have a mate, so please, don’t  
  approach me. 
  Pale blue 
  I have a mate, but you may flirt 
  harmlessly with me if you wish. 
  Purple 
  I’m in mourning. 
  Pearl gray 
  I’m available for work. 
  Deep gray 
  I’m available for dangerous work. 
  Light green 
  I’m new to this place, so please, 
  assume that I don’t know directions 
  or local customs yet.
  Golden Tongue Lozenges 
  Price 15 gp; Weight 1/2 lb. 
  Ravenfolk are skilled at disguise, but it takes an effort 
  to change their raspy, cawing voices. When placed on 
  or under the tongue, these pale golden lozenges affect 
  the vocal chords, making it easier to alter one’s voice. 
  One lozenge gives disguised creatures +1 circumstance 
  bonus to Disguise checks involving the voice for 1 hour. 
  This does not stack with itself. A 1/2 lb. pouch of golden 
  tongue lozenges contains 50 lozenges. 
  Guide To Feather Speech 
  Price 40 gp; Weight 4 lb.
  The full title of this tome is A True and Reliable Dictionary 
  of the Sign Language of the Ravenfolk, Commonly Known 
  as Feather Speech or Pinion. Written in Common by an 
  unknown author who lived among the huginn, this book 
  allows non-ravenfolk to understand the basics of Feather 
  Speech. When referenced for 1d4 minutes within an hour 
  of encountering huginn, the book provides a +2 insight 
  bonus to any Diplomacy, Linguistics, or Sense Motive 
  check when dealing with the huginn. 
  Message feather 
  Price 50–500 gp; Weight 1/2 lb. 
  Ravenfolk like to issue formal declarations of war, 
  peace, love, and enmity on large, decorated feathers. 
  These feathers might be from a huginn’s own plumage 
  or taken from some other feathered avian creature. A 
  message feather has elaborate carvings on the quill and 
  calligraphy, artwork, and sometimes gold leaf on the 
  barbs (depending on the occasion and the finances of 
  the sender). Knotted leather cords with bright beads and 
  bits of glass hang from the quill. For truly momentous 
  proclamations, a small family heirloom or item of 
  national or clan significance might be tied to a cord, and 
  the feather will come from a rare or dangerous creature. 
  A message sent using a very common or poor-quality 
  feather, when the sender could clearly do better, is a sign 
  of contempt and often leads to a duel. 
  A skilled artisan can make a very good living crafting 
  message feathers for the ravenfolk. 
  Wodenscloak 
  Price 75 gp; Weight 2 lb. 
  This heavy cloak provides better-than-normal protection 
  against cold, rain, snow, and sleet, giving the wearer a +2 
  resistance bonus to Survival checks and saves against the 
  effects of exposure in such conditions. It’s also cleverly 
  designed with stout cords and flexible, strong wooden 
  rods carried within its inner pockets, allowing the cloak 
  to be set up as a small tent. Two Medium creatures 
  can take snug-but-comfortable shelter in the tent. The 
  Survival bonus extends to all creatures inside the tent.
  15
  
  236
  rAvenfolk weApons 
  Ravenfolk love blades in all forms and varieties, 
  especially those that enhance their own limbs and 
  features.
  Beak Razor 
  This metal sheath affixes to a huginn’s beak, giving it a 
  deadly pecking attack. However, using it as a weapon 
  leaves the wielder’s head vulnerable. 
  Special When the wielder makes a critical hit on a called 
  head shot with the beak razor, the target is blinded 
  for 1d4+Str rounds in addition to the usual effects 
  with a Fortitude save (equal to 10 + 1/2 character level 
  + Strength modifier) to negate. However, when the 
  wielder makes a melee attack with a beak razor, all 
  called shots targeting his own head are an easy called 
  shot rather than the normal tricky called shot until the 
  start of his next turn. 
  Note: See Pathfinder Roleplaying Game: Ultimate Combat 
  for rules regarding called shots. If you are not using 
  called shot rules in your game, the beak razor grants a 
  +1 to hit against a target without a helmet or other type 
  of armor (natural or otherwise) protecting its head. 
  Fighting Spur  
  This vicious weapon is a leather anklet with a curved 
  spike made of hardwood, bone, or metal. Ravenfolk may 
  wield fighting spurs at any time, but they’re most often 
  used when engaging in ritual combat, illicit fighting 
  contests, or when heading into battles where the odds are 
  poor and the cost of failure is great. 
  Special: When a wielder with the Bleeding Critical feat 
  confirms a critical hit against a target using a fighting 
  spur or when using fighting spurs while using the 
  Ironclaw Dance feat, she adds +1 damage per level 
  to the bleed damage. However, each time the wielder 
  makes a melee attack with a fighting spur, the amount 
  of attacks of opportunity the wielder can execute this 
  round decreases by 1 (minimum 0). 
  Wing Razor 
  These thin, keen blades may be hidden among the feathers 
  on a huginn’s arm (or any feathered avian creature’s wing), 
  turning a punch or buffet into a surprise slashing attack. 
  Opponents must succeed in a DC 15 Perception check or 
  opposed Sleight of Hand to spot the weapon. 
  Special: The wielder may apply his full Strength bonus to 
  off-hand attacks made with a wing razor.
  mAgiC items
  Ravenfolk magic items are sometimes stolen, forged by 
  dwarves to a huginn’s specification, or otherwise of strange 
  provenance. A few are said to be gifts from valkyries or the 
  gods of Valhalla, but as with so much the ravenfolk say, 
  this is best viewed with at least a little suspicion. 
  Spear of the Sun Hawk 
  Aura strong evocation; CL 10th 
  Slot none; Price 60,000 gp; Weight 9 lb. 
  Cousin to the sun blade, in normal combat this enchanted 
  weapon is equal to a +2 longspear. Against evil creatures, 
  its enhancement bonus rises to +4. Against undead 
  creatures, the spear deals double damage. 
  Once per day, as a move action that provokes attacks 
  of opportunity, the wielder can whirl the spear above his 
  head while speaking a command word. The spear of the 
  sun hawk then sheds a bright yellow radiance that acts 
  like bright light and affects creatures susceptible to light 
  as if it were natural sunlight. The radiance begins shining 
  in a 10-ft. radius around the spear wielder and extends 
  outward at 5 ft. per round for 10 rounds thereafter to 
  create a globe of light with a 60-ft. radius. 
  When the wielder stops whirling the spear, the radiance 
  fades to a dim glow that persists for another minute before 
  disappearing entirely. All spears of the sun hawk are 
  infused with the power of goodness and purity, and any 
  evil creature attempting to wield one gains 1 negative level. 
  The negative level remains as long as the spear is in hand 
  and disappears when the spear is no longer wielded. This 
  negative level cannot be overcome in any way (including 
  by restoration spells) while the spear is wielded. The most 
  powerful ability of these spears can only be activated by 
  good-aligned creatures of the tengu subtype.
  Limitless reach of Horus: The wielder can transform the 
  spear of the sun hawk into a shaft of light and throw 
  it at any target within line of sight regardless of range 
  without penalty to the attack roll. On a hit or miss, 
  the spear instantly returns to the wielder’s hand and 
  Weapon
  Cost
  Dam (S)
  Dam (M)
  Crit
  Weight
  Type
  Special
  Beak Razor 
  1d3 
  1d3 
  1d4 
  19–20 ×2 
  1 lb.
  Exotic, Piercing 
   See text 
  Fighting Spur 
  1d3 
  1d3 
  1d4 
  ×3
  1 lb.
  Exotic, Piercing 
  See text 
  Wing Razor 
  1d3 
  1d3
  1d4
  19–20 ×2
  1/2 lb.
  Exotic, Slashing 
  See text
  
  237
  resumes its normal form. When used in this manner, 
  the spear of the sun hawk temporarily expends all of its 
  magic power and becomes a non-magical masterwork 
  longspear for three days after which its powers return. 
  If the wielder attempts to use this ability again before 
  the 3 days have passed, it will work, but the spear will 
  be permanently destroyed, leaving nothing behind. 
  CONSTRUCTION REQUIREMENTS 
  Craft Magic Arms and Armor, daylight, creator must be 
  good; Cost 30,000 gp
  Sword of the Sea Raven 
  Aura moderate divination; CL 9th 
  Slot none; Price 64,000 gp; Weight 3 lb. 
  This +2 longsword bears the seal of a legendary sea raven 
  pirate on its pommel. It is a deadly instrument in anyone’s 
  hands, but when wielded by a ravenfolk, it tells its bearer 
  whether a ship within visible range carries a significant 
  amount of treasure. If a creature with the tengu subtype 
  points the sword in the direction of a single visible 
  seagoing vessel and concentrates for 1 full round, it will 
  give the wielder a sense of whether the vessel carries no 
  treasure, little treasure (a hoard 1 level lower than the 
  PCs’ average level), some treasure (matches the PCs’ 
  average level), or much treasure (one to three levels 
  higher). Activating the sword is a standard action. 
  CONSTRUCTION REQUIREMENTS 
  Craft Magic Arms and Armor, locate object; Cost 32,000 gp
  Thief of Many Things (Minor Artifact) 
  Aura strong enchantment and transmutation; CL 20th 
  Slot none; Weight 1 lb. 
  Once per day, the bearer of this small, carved wooden 
  raven (hardness 5) can whisper a command word 
  to animate it. The Thief of Many Things immediately 
  flies out of sight and returns within 1d6 × 10 minutes 
  carrying a Small to Medium random object it found 
  within a 1-mile radius of its bearer. The Thief of Many 
  Things cannot be instructed to seek out a specific item 
  or search within a specific place. It is not attracted 
  to any particular type of object—it might bring back 
  something beautiful or ugly, shiny or dull. 
  Determine the found object’s nature by a d20 roll on 
  the accompanying table. 
  Wotan’s Whisperer 
  Aura moderate enchantment and transmutation; CL 6th 
  Slot none; Price 3,800 gp; Weight 1 lb. 
  Once per day, when the bearer of this small stone raven 
  (hardness 8) whispers a message of 25 words or fewer to it 
  for a designated recipient, it animates and flies to wherever 
  that recipient is within 1d6 × 10 minutes, traveling by way 
  of the World Tree. When it arrives, it whispers the message 
  to the recipient in the sender’s voice and immediately flies 
  back, returning to the sender in another 1d6 × 10 minutes. 
  Wotan’s whisperer cannot be grabbed or shot down. 
  No one but the recipient can hear the message. If the 
  recipient dies before the item takes flight, the item will do 
  nothing. If the recipient dies while the item is in transit, it 
  will return to the sender immediately. 
  Precise directions are not necessary: this item’s 
  connection with Wotan’s ravens enables it to find its 
  destination unerringly. The sender does not have to have 
  visited or seen the recipient’s location before but does 
  need to precisely identify the recipient: for example, “the 
  current ruler of the centaur tribes” could be interpreted 
  in different ways if the succession is in doubt, and it is 
  beyond the item’s power to determine who the sender 
  means. “The man in the green cloak who I met at the 
  tavern yesterday,” would be sufficient. 
  Wotan’s whisperer cannot carry messages back, travel 
  to worlds or planes other than Midgard, or carry out any 
  other commands. 
  Whenever Wotan’s whisperer travels the branches 
  of the World Tree it has a 5% chance of attracting the 
  attention of a planar creature of the GM’s choice, which 
  follows the item to its destination out of curiosity. 
  CONSTRUCTION REQUIREMENTS 
  Craft Wondrous Item, animal messenger; Cost 1,900 gp
  D20 
  Result 
  1 
  Item that endangers the PCs to a high degree (for example, the ancestral sword of the supreme commander 
  of an empire’s armies, a rampaging clockwork construct, or an outlawed item that would get the owner a 
  prison term or death sentence) 
  2–3 
  Item that endangers the PCs to a moderate degree (for example, a local official’s ceremonial badge of office, 
  an unstable alchemical compound, or an outlawed item that would get the owner a large fine or jail time) 
  4–5 
  Item that endangers the PCs to a small degree (for example, a local tough’s favorite knife, a hornet’s nest, or 
  an outlawed item that would earn the owner a small fine) 
  6–10 
  Item not at all applicable to the PC’s current situation 
  11–16 
  Item moderately useful to the PCs in their current situation 
  17–20 
  Item highly useful to the PCs in their current situation
  15
  
  rAvenfolk feAts
  The ravenfolk have access to the following feats.
  Born of Huginn 
  You trace your lineage back to Huginn, Wotan’s raven 
  who embodies thought. You are not easily lulled or 
  controlled by magic that affects the mind. 
  Prerequisite: Tengu subtype. 
  Benefit: Once per day, you may re-roll a failed saving 
  throw against an enchantment spell or effect. 
  Special: You may not take this feat if you have taken the 
  Born of Muninn or Scion of Horus feat. 
  Born of Muninn 
  You trace your lineage back to Muninn, Wotan’s raven 
  who embodies memory. Your sense of self is unshakeable, 
  even when assailed by powerful magic. 
  Prerequisite: Tengu subtype. 
  Benefit: Once per day, you may re-roll a failed saving 
  throw against a transmutation spell or effect. 
  Special: You may not take this feat if you have taken the 
  Born of Huginn or Scion of Horus feat. 
  Carrion Crow 
  At one time, you embraced the aspect of ravens as heralds 
  of death and went to dwell among undead. You returned 
  with terrible knowledge. 
  238
  
  239
  Prerequisite: Tengu subtype. 
  Benefits: You gain a +2 competence bonus to Knowledge 
  skill checks related to undead, the Morgau and Doresh, 
  and the Ghoul Imperium. You also gain a +2 racial bonus 
  to saving throws against necromancy spells and effects. 
  Dwarf-Friend 
  You have spent much time among the dwarf secret 
  societies and learned some of their mysteries. 
  Prerequisite: Tengu subtype. 
  Benefits: You gain a +2 insight bonus to Craft skill 
  checks and a +2 circumstance bonus to Diplomacy 
  checks when dealing with dwarves. You may also treat 
  a weapon of your choice with the word “dwarven” in its 
  name as a martial weapon. 
  Ironclaw Dance (Combat)
  Your ironclaw martial arts may inflict horrible wounds.
  Prerequisites: Ironclaw Style, ki pool class feature.
  Benefits: If you successfully execute an attack with your 
  ironclaw while in ironclaw style, you may expend 1 
  point of ki as a free action to make a free 5-ft. step that 
  does not provoke attacks of opportunity and does not 
  count against your movement. Additionally, you may 
  spend 1 point of ki as a free action before executing 
  an attack with your ironclaw. If you successfully hit 
  your target, you deal +1 bleed damage to the target in 
  addition to the damage dealt by the attack.
  Special: This feat does not stack with itself, but does 
  stack with the effects of the Bleeding Critical feat.
  Ironclaw Reaver (Combat)
  Your ironclaw strikes can be truly devastating.
  Prerequisites: Ironclaw Dance, base attack bonus +7.
  Benefit: Whenever you score a critical hit with your 
  ironclaw while in Ironclaw Style, you may apply two 
  critical feats in addition to the damage dealt.
  Special: This feat is treated as the Critical Mastery feat 
  for the purpose of prerequisites. Its effects do not stack 
  with Critical Mastery.
  Normal: You can only apply the effects of one critical feat 
  to a given critical hit in addition to the damage dealt.
  Ironclaw Style (Style)
  You’ve learned to blend your deadly claw with martial arts.
  Prerequisites: Tengu subtype, ironclaw alternate racial 
  trait, unarmed strike class feature.
  Benefit: Upon entering this style, your claw attacks 
  granted by the ironclaw alternate racial trait are treated 
  as an unarmed attack for purposes of feats and abilities. 
  The base damage of your ironclaw increases as if it 
  were an unarmed attack. For example, 4th-level monks 
  increase the base damage of their ironclaw to 1d10.
  Special: You still only have one ironclaw. Your other 
  limbs adhere to the regular base damage scaling of the 
  unarmed strike class feature.
  Scion of Horus 
  You claim kinship with the hawk-headed god Horus, 
  princely foe of ancient abominations and their cults. 
  Prerequisite: Tengu subtype.
  Benefits: You gain a +2 insight bonus to Knowledge skill 
  checks related to aberrations and a +2 sacred bonus to 
  attacks against aberrations. 
  Special: You may not take this feat if you have taken the 
  Born of Huginn or Born of Muninn feat. 
  Spy Among the Scaly Folf 
  As an agent of the warm-blooded, you infiltrated the lands 
  of dragons, learning their ways and collecting their secrets. 
  Prerequisite: Tengu subtype. 
  Benefit: You gain a +2 insight bonus to Knowledge skill 
  checks related to dragons and reptilian creatures such as 
  drakes and lizardfolk. You also gain a +2 circumstance 
  bonus to Bluff and Diplomacy skill checks when dealing 
  with draconic creatures and creatures with the dragon 
  type or reptilian subtype.
  Special: You are treated as if you had the reptilian 
  subtype in addition to the tengu subtype for the purpose 
  of spells and effects. If a spell or effect would usually 
  affect scales, it instead affects your plumage. 
  rAvenfolk spells
  Ravenfolk magic focuses on trickery and oracular 
  elements and is often cast with sly invocation of Wotan 
  or Horus, even by wizards. The ravenfolk know who first 
  gave them magical runes and are grateful for the gift. 
  15
  g
  rAvenfolk spells
  The following spells from Deep Magic are common 
  among ravenfolk. Other races may also make use of 
  them with GM approval.
  Corvid’s Cunning
  Corvid’s Cunning, mass
  Drink Deep from Mimir’s Well
  Mine!
  Raven’s Revocation
  Shrieking Flock
  
  BLOOD AND THE SEA
  sAhuAgin
  16
  
  241
  R
  g
  Where is your heart?
  You give your blood to each thing in turn
  Carrying, you do not carry it ...
  To give your blood is to give your soul 
  To spill blood from an enemy is to know strength
  There is much blood to spill—everyone is your 
  enemy 
   —from the sahuagin Cal’mecac 
  (“sayings of the old”)
  avenous and cruel, the sahuagin—known as 
  sea devils and the devil men of the deep—are 
  unfortunately among the most prosperous of 
  oceanic races. Great cities raised by these creatures darken 
  the deep ocean trenches, and many are the near-coastal 
  fortresses where they launch endless raids against their 
  air-breathing enemies that dwell near the shore. 
  Culture And soCiety
  Sahuagin are a highly organized and civilized race with 
  keen intellects who crave order and structure. Their kings 
  hold sway over their cities beneath the waves, and the 
  most powerful of these barons are given the title Lord of 
  Blood and Battle.
  Cruel sea predators, sahuagin are the natural enemies 
  of aquatic elves—wars between sahuagin and aquatic elves 
  are often prolonged and bloody. Precisely why these two 
  races hate each other so much is unknown. Perhaps even 
  more mysterious is why the presence of an aquatic elf 
  community within several miles of a sahuagin community 
  occasionally causes some sahuagin to be born as malenti: 
  mutants who resemble aquatic elves. (The sahuagin hatred 
  toward tritons is only slightly less extreme.)
  The malenti are normally killed at birth although a 
  few are occasionally allowed to survive to act as spies 
  or assassins among the hated aquatic elves. Malenti are 
  disliked by normal sahuagin, but their unusual ability 
  to pass among their racial enemies also means they live 
  something of a privileged, if isolated, life. They often 
  serve as spies and assassins for sahuagin rulers, but 
  rumors of all-malenti tribes in remote reaches of the sea 
  continue to persist.
  Sahuagin life is cruel and brutal with the strongest 
  bullying the weak. Their laws are strict and unbending, and 
  their punishments are harsh and severe. They kill those of 
  their number who are injured, ill, or weak, feeding them 
  to the sharks or eating them themselves. Duels—always 
  fought with teeth and claw alone—are preferred for 
  settling disputes and determining social rank.
  Even mating is complex and violent, often resulting 
  in bite and claw scars. Such intentional wounds can also 
  occur during courtship as the men often bite women 
  to show interest. Women have even developed slightly 
  thicker skin to better withstand these bites. Mating 
  typically occurs for pleasure, power, or out of mutual 
  respect but rarely for what other races would call love. 
  Although sahuagin society places little value on family 
  or familial loyalties in the traditional sense, a great 
  amount of value is placed on blood ties, blood lines, 
  and important lineages. A sahuagin might place only 
  marginal importance in his relationship to his father or 
  siblings while being extremely reverent of his mother if 
  he can trace a direct bloodline through her to a famous 
  and powerful sahuagin warrior of old. 
  As soon as the young hatch, they enter a harsh life. 
  Sahuagin punish any seen as weak or lacking the proper 
  aggressive tendencies—such young are normally eaten 
  by the parents or other members of the tribe. In fact, 
  sahuagin are fixated on all aspects of consumption 
  and are eager to weed out anything they see as weak or 
  unworthy. Savage in every action, sahuagin ask for and 
  give no quarter. They ally closely with sharks and always 
  have sharks living near their lairs. (And much like sharks, 
  a sahuagin’s eyes remain open and it continues to swim 
  slowly in place while sleeping.)
  Sahuagin have long, possibly unlimited life spans—
  some elders have been known to live hundreds of years. 
  Their bodies do not decline with age. (This may be due to 
  their love of kraken and giant squid flesh. Perhaps not.) 
  Particularly old sahuagin are significantly larger than 
  their younger kin (growing into Large creatures as they 
  age). All ages despise infirmity and attempt to excise it 
  from their midst with atavistic, violent action. 
  Sahuagin society is divided into two main castes: the 
  noble or elite class and the commoners. (Their craftsmen 
  are renowned for their elaborately carved obsidian: 
  primarily idols and daggers and spears.) However, all 
  young sahuagin, regardless of social caste, receive the 
  same mandatory education. Much of this education 
  involves learning to fight intelligently, tactically, and 
  ruthlessly. Another important element of every sahuagin’s 
  education centers on learning the Cal’mecac (or “sayings 
  of the old”), which is the very embodiment of sahuagin 
  history, knowledge and religion.
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  ARENAS
  Battle is the song of a thousand cries  
  Let yours sound loudest 
  Your beating heart the most sought after prize  
  To give it, the most sacred gift 
   —from the Cal’mecac 
  Most sahuagin settlements have a central arena for battle 
  training, gladiatorial style fights, and even death matches 
  between various captured sea creatures. Typically, these 
  large spherical chambers are entered via various tunnels 
  leading into smaller side chambers. Carved stone sharks 
  often protrude from the stone walls like frightening 
  aquatic gargoyles.
  During these gladiatorial contests, rowdy and jeering 
  sahuagin spectators remain close to the walls, ceiling and 
  floor and watch the battles taking place in the center of 
  the arena. Occasionally, combatants receive spear and 
  trident thrusts from the spectators if they swim too close. 
  LIVING CHAMBERS 
  Sahuagin settlements and cities have a number of 
  communal living areas where most sahuagin of the lower 
  caste live. 
  Thick beds of kelp and seaweed, often as tall as 5 ft. 
  high, grow from the floors of these living areas, which 
  are covered with layers of sand and other organic matter. 
  In addition to providing an ongoing source of food, 
  many sahuagin prefer to sleep within these beds of kelp 
  and seaweed.
  Sahuagin are very spartan in their tastes, and 
  these chambers tend to be sparsely furnished.
  HATCHERIES
  The world is a grave and none escape it
   A warrior hastens to send blood to the  
  vast realm of the gods.
  Once exulted in pride, majesty, and power,
  Nothing recalls a warrior when gone  
  but his deeds.
  —from the Cal’mecac  
  Young sahuagin are born into clutches of up to 
  200 eggs in well-protected egg chambers or 
  hatcheries. The moment a newborn sahuagin 
  breaks from its egg, it immediately begins to 
  learn the cruel lessons of life among its kind. 
  The hatcheries serve as the primary place 
  for designated female sahuagin to communally 
  look after those newly hatched sahuagin who 
  prove clever, fast, or strong enough to survive their first 
  few days in the hatchery. These female sahuagin guardians 
  protect and instruct the sahuagin young for the good of 
  the tribe and often preside over life and death altercations 
  between infant sahuagin. Fought only with claws and 
  teeth, these battles are cruel and viscious. The female 
  guardians ensure that the other young sahuagin carefully 
  observe such battles so they can learn crucial life-lessons 
  and skill. 
  Cal’mecac teachings are always carved onto the walls 
  of sahuagin hatcheries, as are images of sahuagin slaying 
  kraken, dolphins, and whales.
  
  243
  ENVIRONMENT
  Sahuagin dwell in warm bodies of salt water at depths of 
  at least 100 ft. Although sahuagin can thrive at any depth 
  or temperature, most dislike fresh water. All sahuagin 
  think of the extreme ocean depths as a frightening and 
  otherworldly place in which nothing living can exist. 
  Their lairs are villages, towns and mighty cities normally 
  constructed of stone. Inhabitants of a sahuagin settlement 
  often range up to 50 miles from home on hunting and 
  raiding excursions. 
  Sahuagin lairs are honeycombed with spherical 
  chambers and cylindrical tunnels. Most tunnels are large 
  enough for sharks to swim through.
  PHYSICAL DESCRIPTION 
  A typical sahuagin stands 7 ft. tall and weighs about 250 
  lb. They are usually green skinned, darker on the back 
  and lighter on the belly. Many have dark stripes, bands, 
  or spots, but these tend to fade with age. Sahuagin are 
  highly fish-like with webbed feet and hands, gills, and a 
  finned tail. There is additional webbing down their back 
  and at the elbows and ears. 
  Sahuagin avoid bright light, but their senses are 
  otherwise remarkably sharp and keen. They can walk on 
  land for short periods of time, normally a few hours at 
  most, though many sahuagin are born with mutations 
  that allow them to survive out of water for longer periods.
  Sahuagin are prone to beneficial mutations, and when 
  a mutant is born, it almost always rises to the society’s 
  nobility or rulership. The most common sahuagin 
  mutation is an extra pair of arms (granting two additional 
  claw attacks or the opportunity to wield more weapons).
  Although rare, sahuagin can be infected by lycanthropy. 
  The resulting sahuagin weresharks are viewed with great 
  respect and awe.
  LANGUAGE
  Sahuagin do not have a unique, native language. They 
  speak a complex and unique dialect of Aquan when 
  among their own kind and Common when conversing 
  with those not of their race. 
  Sahuagin possess a single, complex name which can 
  morph or change as he or she ages. This name is normally 
  comprised of elements which include a personal name, 
  ancestral lineage, notable personal qualities or deeds, and 
  tribal leader. 
  Typical examples of sahuagin names include: 
  No’chilok, Tesozomoc, Anhual, Vol’Ocaan, Shalekol, 
  Ultolnnok, Toltacayotl , Xoltalol , and Analtalon.
  RELATIONS WITH OTHER RACES
  Where is your heart?  
  You give your blood to each thing in turn 
  Carrying, you do not carry it... 
  To give your blood is to give your soul 
  To spill blood from an enemy is to know strength 
  There is much blood to spill—everyone is  
  your enemy 
   —from the Cal’mecac 
  Warlike and proud, sahuagin rarely ally with others, and 
  they view most other aquatic races, such as the aboleths, 
  sea elves, merfolk, and their ilk, as competitors. The only 
  creatures they seem to respect and adore apart from their 
  own kind are sharks, for in these relentless predators, the 
  sahuagin see much of themselves.
  religion
  Blinding light and flowing dark, 
   Life, death, strength, weakness, blood and stone 
  From the Time of the Seven Caves, 
   to the Time of the End ... and all is for us! 
    
   
   
             —from the Cal’mecac 
  The priestesses of every sahuagin city or settlement 
  maintain the tlalloc (or “chronicle of the ages”), an 
  ancient and extremely accurate calendar that is intricately 
  tied to sahuagin religion. Every sahuagin temple or 
  shrine has a large circular tlalloc, most often carved of 
  stone, coral, or shell, which serves as an alter for religious 
  contemplation and study.
  According to the tlalloc, one of the most important 
  and sacred religious times is Nemaltem, a five-day holy 
  period that occurs once every 152 years. The sahuagin 
  believe that during one of the Nemaltem cycles, the entire 
  world will be consumed by the sea. When this happens, 
  the sahuagin will rise up and either kill or enslave every 
  living creature. 
  Sahuagin religion relates that the first shark men came 
  from a strange place in the deepest part of the ocean 
  known as Chaltlastoc (“the place of the seven caves”). 
  These ancient sahuagin are said to have brought the first 
  tlalloc calendar stone with them when they emerged into 
  the open oceans.
  Sharks are seen as holy creatures to the sahuagin. 
  Shark teeth are considered sacred objects and are 
  often enchanted with protective or other divine magic. 
  Dolphins, conversely, are hated for their friendship with 
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  244
  aquatic elves—dolphin bones are prized trophies that are 
  often carved into spear heads or worn as battle totems. 
  The sahuagin make regular, living sacrifices to their gods, 
  typically drawing the creature’s blood and then feeding 
  the creature to the sharks that are drawn to it. 
  Sahuagin clergy are always female and include clerics, 
  oracles, and druids. They are initiated in painful rites that 
  leave them sterile at a young age. They act as teachers and 
  holders of sacred lore, controlling every aspect of religious 
  life. Like all sahuagin, these priestesses determine rank 
  within the clergy through physical combat.
  Sahuagin have complex religious beliefs and practices, 
  most involving sharks and ritual blood sacrifice. 
  Sahuagin religion teaches that a living creature’s soul is 
  contained in its blood.
  SEPULCHER OF BONES 
  The most sacred of all holy places in any sahuagin 
  temple, the sepulcher of bones is a shrine in which the 
  bones of a sahuagin tribe’s honored dead are kept. The 
  bones are reverently tended by the hopaal (or “keeper 
  of the sacred bones”), whose task is to keep the memory 
  and lore associated with each of the bones alive in the 
  hearts and minds of the tribe.
  A sepulcher of bones is typically a large, spherical 
  chamber filled with a mass of sahuagin bones and the jaw 
  bones of various species of shark. The majority of these 
  bones have a combination of specific sahuagin names 
  and impressive or otherwise noteworthy deeds carefully 
  carved into them.
  A bizarre sculpture of interlocking bones, often 
  measuring more than 15 ft. in diameter, is always 
  attached to a wall opposite the sepulcher’s opening. The 
  hopaal periodically removes certain bones and replaces 
  them with others, based on complex religious tenets and 
  dogma only he understands.
  CAL’MECAC CHAMBER 
  No one comes to the world to stay 
   Not stone, not gods, not bone or sea 
  Yet blood is eternal, 
   Soul and forever, flowing like fire in the deep. 
                                                    —from the Cal’mecac 
  After the sepulcher of bones, the Cal’mecac Chamber is 
  the second most sacred place in a sahuagin temple, for 
  it houses the tribe’s tlalloc. Sahuagin learn to master the 
  Cal’mecac here. Every last inch of stone in this chamber 
  is intricately carved with Cal’mecac teachings, wisdom, 
  and laws, which radiate outward from the huge, circular 
  tlalloc which is situated at the very center. Although no 
  two tlalloc are exactly the same, a typical tlalloc consists 
  of strange writing, symbols, and pictograms, all delicately 
  arranged within carved spiraling rings and dividing lines.
  sAhuAgin Adventurers
  Sahuagin rarely venture on their own or among surface 
  dwellers. However, banishment or extreme need can drive 
  them to a more nomadic or vagabond lifestyle. Sahuagin 
  adventurers tend toward martial or religious roles.
  RACIAL TRAITS
  Sahuagin with the following racial traits balance well 
  with other player character races. The following traits 
  create a sahuagin with no racial Hit Dice. 
  +2 Strength, +2 Constitution, −2 Charisma: 
  Sahuagin are physically powerful but predatory and 
  dismissive. 
  Medium: Sahuagin are Medium creatures, and they have 
  no bonuses or penalties due to their size. 
  Aquatic: Sahuagin are monstrous humanoids with the 
  aquatic subtype. 
  Speed: Sahuagin have a base speed of 30 ft. and a swim 
  speed of 40 ft. They gain a +8 bonus on Swim checks 
  and always treat Swim as a class skill.
  Darkvision: Sahuagin have darkvision 60 ft. 
  Blood Frenzy (Ex): Once per day, a sahuagin that takes 
  damage in combat can fly into a frenzy in the following 
  round. It gains +2 Constitution and +2 Strength but 
  g
  seggotAn mystery Cult
  In Midgard, Seggotan is the neutral Lord of the Ocean 
  and Eternity, Keeper of Time, Oathbinder, Counter of 
  the Stars, the Water Dragon, Patron of the Sea Drakes.
  He is an ancient power who claims to have seen 
  the beginning and the end of time. All oaths sworn to 
  Seggotan must be kept, for he never forgets. Mortals 
  might dare to bargain with Seggotan and his servants, 
  though such bargains are fulfilled in mysterious ways 
  or have unintended consequences. Enigmatic and 
  unpredictable, Seggotan holds the sea and all in it as 
  his for eternity. 
  A mystery cult dedicated to Seggotan is quietly 
  gaining a foothold among some sahuagin, who are 
  drawn to the Water Dragon. These sahuagin embrace 
  Seggotan’s more balanced view of good and evil. They 
  also believe that Seggotan is the true creator of the 
  first tlalloc and that sahuagin culture has become 
  corrupted and forgotten this over the ages.
  
  245
  takes a −2 penalty to its AC. The frenzy lasts as long as 
  the battle or 1 minute, whichever is shorter.
  Natural Armor: Sahuagin have a +2 natural armor 
  bonus.
  Natural Attacks: Sahuagin have a bite (1d4 points 
  of damage) and two claw (1d4 points of damage each) 
  primary natural attacks.
  Speak with Sharks (Su): A sahuagin can 
  communicate telepathically with sharks to a distance 
  of 150 ft. This communication is limited to simple 
  concepts, such as “come here,” “defend me,” or “attack 
  this target.”
  Water Sense: Sahuagin have blindsense 30 ft. against 
  creatures touching the same body of water as them.
  Light Blindness (Ex): Sahuagin are blinded for 1 
  round if exposed to bright light, such as sunlight or the 
  daylight spell. Such creatures are dazzled as long as they 
  remain in areas of bright light.
  Languages: Sahuagin begin play speaking Common 
  and Aquan. They can also communicate telepathically 
  with sharks. Those with high Intelligence can choose 
  any additional bonus languages.
  VARIANT SAHUAGIN
  The following racial traits replace existing sahuagin 
  racial traits. 
  Air Breather: Sahuagin born close to the coast or 
  surface frequently develop gills that process air as easily 
  as water but lose their feel for minor fluctuations in 
  deeper currents. These specimens have the amphibious 
  racial trait. This replaces water sense.
  Deep Dweller: Sahuagin hatched more than 300 ft. 
  below water necessarily develop resistance to very cold 
  temperatures. These variants have cold resistance 5, but 
  their land and swim speeds are each reduced by 10.
  Fin Spines: Some sahuagin bear strong fins and spines at 
  their major joints. Those who do are trained as warriors 
  without exception. They gain an additional +1 natural 
  armor bonus and a +2 bonus to damage rolls made 
  while they control a grapple. This racial trait replaces 
  water sense and blood frenzy.
  Four Arms: Among the most honored mutations among 
  sahuagin warriors is an extra pair of arms complete with 
  clawed hands. Sahuagin with additional arms do not 
  have water sense and reduce their natural armor bonus 
  by 1.
  Merhuagin: A merhuagin has a long fish tail instead of 
  legs. These tortured wretches have a land speed of 5 ft. 
  and an increased swim speed of 60 ft.
  MALENTI RACIAL TRAITS
  The malenti are legendary among sahuagin, beautiful 
  humanoids with cool demeanors and natural intellect. A 
  malenti has the following racial traits.
  +4 Strength, −2 Con, +2 Int, +2 Wis, +2 Cha: 
  Malenti bear deceptive physical strength and powerful 
  minds but are more fragile than their cousins.
  Medium: Malenti are Medium-sized creatures with no 
  bonuses or penalties for size.
  Aquatic: Malenti have the outsider type and the aquatic 
  and native subtypes.
  Amphibious: Malenti breathe both water and air.
  g
  the legend of itzApAlotl
  Itzapalotl was a young sahuagin xok utal who became 
  trapped in a coastal sea cave after a sudden cave-in. He 
  was partially buried under rocks and suffered grave 
  injuries. Itzapalotl was eventually discovered by an old 
  human sailor who had also been trapped in the cave. 
  Although terrified at first to be alone in a cave with a 
  sahuagin, the old human quickly realized how severely 
  Itzapalotl was injured, and against his better instincts, the 
  old man did his best to tend to the wounds. 
  The two remained alone in the sea cave for many days. 
  The old man gathered and caught what sustenance he 
  could and always shared. Occasionally, the old man told 
  Itzapalotl stories of his village or even of his gods. When 
  the people of the old man’s village finally found the two, 
  they instantly reacted in terror at the sight of the 
  sahuagin and wanted to kill him at once. The old man 
  intervened, however, putting himself in the middle. 
  Reluctantly, the villagers allowed Itzapalotl to 
  go free. The sahuagin did not return to his people, 
  however. The time Itzapalotl had spent with the kind 
  old man had changed something within him. Instead, 
  Itzapalotl remained near the village and created a 
  spartan living chamber for himself in the sea cave. 
  The old man came and visited Itzapalotl often, telling 
  him stories of fantastic, far-away empires and sharing 
  more with him about his gods. Even long after the old 
  sailor died, Itzapalotl remained in his sea cave and 
  secretly protected the village. After the kindness and 
  respect the old man had showed him, it was the least 
  Itzapalotl could do.
  16
  
  246
  Speed: Malenti have a base speed of 30 ft. and a swim 
  speed of 30 ft. They gain a +8 bonus on Swim checks 
  and always treat Swim as a class skill.
  Darkvision: Malenti have darkvision 60 ft. 
  Energy Resistance: Malenti have cold and fire 
  resistance 5.
  Silver Tongued: Malenti gain a +2 racial bonus to 
  Bluff and Diplomacy checks. In addition, whenever they 
  use the Diplomacy skill to shift a creature’s attitude, they 
  can do so up to three steps up rather than just two. 
  Blood Frenzy (Ex): Once per day, a sahuagin that 
  takes damage in combat can fly into a frenzy in the 
  following round. It gains +2 Constitution and +2 
  Strength but takes a −2 penalty to its AC. The frenzy 
  lasts as long as the battle or 1 minute, whichever is 
  shorter.
  Speak with Sharks (Su): A sahuagin can 
  communicate telepathically with sharks to a distance 
  of 150 ft. This communication is limited to simple 
  concepts, such as “come here,” “defend me,” or “attack 
  this target.”
  Water Sense: Sahuagin have blindsense 30 ft. against 
  creatures touching the same body of water as them.
  Sorcerer Affinity: Malenti sorcerers with the fire, 
  infernal, or water bloodlines treat their Charisma 
  scores as 2 points higher for all sorcerer spells and class 
  abilities.
  fAvored ClAss options
  The following options are available to sahuagin who have 
  the listed favored class. Unless otherwise stated, the bonus 
  applies each time you select the listed favored class reward. 
  Druid: Increase the number of times the druid can wild 
  shape each day by 1/4.
  Fighter: Add a +1 to the fighter’s CMD against a specific 
  combat maneuver. The same or a different combat 
  maneuver can be chosen at each fighter level. 
  Oracle: Add one spell known from the oracle spell list. 
  This spell must be at least 1 level below the highest spell 
  level the oracle can cast. 
  Ranger/Spell-Less RangerNPC: Add +1 hp or +1 
  skill rank to the ranger’s animal companion. If the 
  ranger ever replaces his companion, the new companion 
  gains these bonus hp or skill ranks. 
  Sorcerer: Select one bloodline power at 1st level that 
  is normally usable a number of times per day equal 
  to 3 + the sorcerer’s Charisma modifier. The sorcerer 
  adds +1/2 to the number of uses per day of that 
  bloodline power. 
  Summoner: Add 1 ft. to one of the eidolon’s movement 
  speeds. This does not change its speed except to increase 
  it by 5 ft. once the same type of movement has been 
  taken 5 times.
  Random Starting Ages
  Race   
  Adulthood
  Intuitive1
  Self-Taught2   
  Trained3
  Sahuagin  
  17 years
  +1d6 years           
  +2d6 years           
  +3d6 years           
  1 This category includes barbarians, bloodragers, oracles, rogues, sorcerers, and swashbucklers.
  2 This category includes bards, battle scions, brawlers, cavaliers, fighters, gunslingers, hunters, paladins, rangers, shamans, skalds, slayers, 
  shadowsworn, spell-less rangers, summoners, and witches.
  3 This category includes alchemists, arcanists, clerics, druids, inquisitors, investigators, magi, monks, theurges, warpriests,  
  white necromancers, and wizards.
  Aging Effects
  Race 
  Middle Age1 
  Old2 
  Venerable3 
  Maximum Age
  Sahuagin    
  40 years    
  80 years
  140 years
  unknown
  1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.               3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  Random Height and Weight
  Gender 
  Base 
  Height 
   Height 
  Modifier
  Base 
  Weight 
  Weight 
  Modifier
  Sahuagin, male     
  6 ft. 6 in.
  +2d6 in.
  120 lb.
  ×2 lb.
  Sahuagin, female
  6 ft. 2 in.
  +2d6 in.
  110 lb.
  ×2 lb.
  
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  sAhuAgin ArChetypes
  Sahuagin excel in adapting traditional adventuring and 
  military occupations to their way of life. Though other 
  races might make use of the class options below, sahuagin 
  culture features them all. 
  BLOODBOUND (BLOODRAGER)
  The blood of those sahuagin influenced by gelugons runs 
  cold as ice.
  Bloodlines: The following bloodlines are appropriate 
  for the bloodbound archetype: destined, elemental (fire 
  or water), infernal.
  Bloodline Powers: The following bloodline powers 
  are modified by the bloodbound class, regardless of 
  which bloodline the bloodbound chooses.
  Bonus Feats: The bloodbound chooses bonus feats 
  from the following list: Combat Casting, Great 
  Fortitude, Intensify SpellAPG, Iron Will, Skill Focus 
  (Swim), Toughness, Weapon Focus
  Bonus Spells: icicle daggerUM (4th), frigid touchUM (8th), 
  sleet storm (12th), cone of cold (16th).
  Cold Resistance (Su): At 4th level, you gain cold 
  resistance 10. At 8th level, this improves to cold 
  resistance 15. At 12th level, you become immune to 
  cold damage. This replaces the normal bloodline power 
  gained at 4th level.
  Steadfast Soldier (Ex): The lawful nature of infernal 
  influence instills loyalty in even the most barbaric 
  troops. Beginning at 3rd level, a bloodbound gains a +4 
  bonus on saving throws against compulsions or other 
  effects that would cause him to act against his allies or 
  principles. This bonus only applies while the bloodbound 
  is raging. This ability replaces blood sanctuary.
  Reliable Rage (Su): Beginning at 14th level, a 
  bloodbound is immune to enchantment effects while 
  raging. This immunity does not extend to harmless 
  spells or effects. This replaces indomitable will. 
  SEA SHIFTER (MONK)
  The body of a sea shifter evolves into a deadly and 
  wondrous weapon.
  Beneficial Mutation (Su): Beginning at 1st 
  level, a sahuagin sea shifter gains a measure of 
  control over his body’s physical features, accelerating 
  physical mutations as he trains for them. At 1st level, 
  he chooses one mutation from the evolutions of a 
  summoner’s eidolon (see Pathfinder Roleplaying 
  Game: Advanced Player’s Guide). He can choose from 
  the climb, gore, pincers, scent, sting, tail, tail slap, or 
  tentacle evolutions. At 4th level, and every 4th level 
  thereafter, the sea shifter can choose another evolution 
  from the same list.  
   Beginning at 8th level, the sea shifter adds the 
  blindsense, constrict, grab, limbs, pounce, resistance, 
  rake, and rend evolutions to the list of available 
  mutations. 
   At 12th level, the sea shifter adds breath weapon, 
  damage reduction, large, poison, and spell resistance to 
  the list of available mutations. 
   Any effects or requirements of these mutations must 
  be met as if the sea shifter were an eidolon. Mutations 
  do not count as evolutions for other spells or effects, 
  so they cannot be added or removed by spells or feats. 
  This ability replaces flurry of blows and improved 
  unarmed strike.
  Fast Movement (Ex): A sea shifter’s fast movement 
  ability applies to his swim speed.
  Sea Hunter (Ex): Beginning at 4th level, a sea shifter 
  gains a bonus equal to half his level on Swim and 
  Survival checks in water. This ability replaces slow fall.
  Curved Charge (Ex): At 5th level, the sea shifter uses 
  fluid motion to propel himself toward a desired target. 
  The sea shifter may begin a charge or run by swimming 
  in a straight line from his starting square and change 
  his line of approach up to 5 ft. to the left or right. He 
  can make this shift up to twice in order to avoid a hard 
  corner or to curve around a Medium or smaller obstacle 
  (including an ally). While charging, his movement 
  provokes attacks of opportunity normally. The sea 
  shifter must still be able to see the object of his charge 
  before the charge begins. This ability replaces high jump.
  Ocean Step (Ex): A 12th level or higher, a sea shifter 
  gains the ability to move into any body of water and 
  emerge from a different location within that same body 
  of water. This functions as the dimension door spell, 
  except that the sea shifter must move in a straight line 
  and need not see his destination. He must still have line 
  of effect to his arrival point and is still disoriented once 
  he appears at his new location. This ability modifies 
  abundant step.
  TRIDENT MASTER (FIGHTER)
  Sahuagin trident masters maximize use of their preferred 
  melee weapon.
  Armor Proficiency: A trident master does not gain 
  proficiency in heavy armor. They are proficient with 
  bucklers but not shields.
  Trident Expert (Ex): At 5th level, the trident master 
  gains a +1 bonus on attack and damage rolls made with 
  tridents. This bonus increases by +1 for every 4 levels 
  beyond 5th to a maximum of +4 at 17th level. This 
  ability replaces weapon training 1.
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  Trident Thrower (Ex): Beginning at 7th level, the 
  range increment for throwing a trident increases to 
  20 ft. At 11th level, the penalty for throwing a trident 
  beyond each range increment is reduced to −1. At 15th 
  level, the trident master adds 1.5 × his Strength bonus 
  on damage rolls made when throwing a trident. This 
  replaces armor training 2, 3, and 4.
  Trident Style (Ex): Beginning at 9th level, a trident 
  wielded by a trident master gains the disarm weapon 
  quality. The trident master also gains a +2 bonus to his 
  CMD when resisting any disarm attempt while wielding 
  a trident. This ability replaces weapon training 2.
  Mancatcher (Ex): At 13th level, a trident master 
  becomes adept at controlling his opponent’s movements 
  with his trident. He gains a +2 bonus on reposition 
  combat maneuver checks made while wielding a trident. 
  In addition, if he confirms a critical hit with his trident 
  in melee, he can make a free reposition attempt against 
  the target of the attack. This ability replaces weapon 
  training 3.
  Long Trident (Ex): At 17th level, the trident master 
  learns maneuvers that increase his reach by 5 ft. 
  when making attacks with a trident. Additionally, any 
  movement from a trident master’s threatened squares 
  provokes an attack of opportunity, even a 5-ft. step or 
  attempt to withdraw from combat. This replaces weapon 
  training 4.
  Weapon Mastery (Ex): At 20th level, a trident master 
  must choose the trident for this ability. 
  TSUNAMI LORD (DRUID)
  A tsunami lord gains her power from the strength of 
  earth and water.
  Wild Empathy: A tsunami lord’s wild empathy 
  functions only on aquatic creatures that have a swim 
  speed or elementals with the earth or water subtype.
  Deep Senses: At 2nd level, the range of a tsunami 
  lord’s darkvision from racial traits increases by 30 ft. It 
  increases by another 30 ft. at 11th level. If the tsunami 
  lord does not have darkvision as a racial trait, her racial 
  darkvision counts as 0 before these increases. This 
  ability replaces woodland stride.
  Wild Shape: A tsunami lord gains the wild shape ability 
  at 6th level. For all shapes other than earth or water 
  elementals, the tsunami lord’s effective druid level is 
  equal to her levels in tsunami lord −2.
  Earthshaker (Su): Once per day, as a standard action, 
  the tsunami lord can cause the ground to shake, deep 
  water to become turbulent, or the air to fill with hard 
  rain and crashing waves. This turns all terrain within 
  30 ft. of the tsunami lord into difficult terrain, except 
  that the area counts as difficult terrain regardless of 
  a creature’s mode of movement. This ability replaces 
  venom immunity.
  Crashing Wave (Sp): At 13th level, the tsunami lord 
  gains the ability to cast hydraulic pushAPG as a spell-like 
  ability at will. The tsunami lord’s caster level for this 
  ability equals her druid level, and she uses her druid 
  level plus Wisdom bonus to determine her CMB. This 
  ability replaces a thousand faces.
  Wall of Water (Su): As a move action, a tsunami 
  lord can call into being a wall of rushing water that 
  obscures vision and buffets those passing through it. 
  This wall has up to the same dimensions and duration 
  as a wall of fire with a caster level equal to the tsunami 
  lord’s hit dice. The wall deals no damage unless a 
  creature attempts to move through it, in which case the 
  creature takes 2d6 points of bludgeoning damage, plus 
  one additional point of damage for each druid level the 
  tsunami lord possesses. The wall provides both cover 
  and concealment, though the tsunami lord can see or 
  move through it with no effect. The tsunami lord may 
  use this ability once per day at 15th level, and twice 
  per day beginning at 20th level. This ability replaces 
  timeless body.
  sAhuAgin orACles
  All sahuagin magic stems from the sea.
  THE DEEP (ORACLE MYSTERY)
  Oracles of the Deep understand the mystic strength of 
  the ocean floor and the horrors that live there.
  Class Skills: An oracle with the deep mystery 
  adds Intimidate, Knowledge (nature), Swim, and 
  Survival to her list of class skills.
  Bonus Spells: air bubbleUC (2nd), wave 
  shieldACG (4th), deeper darkness (6th), abated 
  breath* (8th), suffocateAPG (10th), the bends*, (12th), 
  vortexAPG (14th), earthquake (16th), call of the deep* 
  (18th).
  Revelations: An oracle with the deep mystery can 
  choose from any of the following revelations.
  Aquatic Conqueror (Su): You can march on land-
  dwelling or undersea settlements with equal ease. 
  You gain the amphibious and aquatic subtypes. This 
  revelation does not grant you a swim speed, but Swim 
  is always a class skill for you.
  Crushing Depths (Su): As a standard action, you can 
  impose on your subject the crushing weight of the 
  deep. This ability has a range of 60 ft. and affects an 
  area with a 30-ft. radius. Creatures within this area 
  
  249
  take 1d6 points of bludgeoning damage for each level 
  you possess. A successful fortitude save halves the 
  damage. You can use this ability once per day plus an 
  additional time per day at 15th and 20th level. You 
  must be at least 11th level to take this revelation.
  Fluid Motion (Ex): You gain a swim speed equal to your 
  normal land speed. You gain a +8 racial bonus to 
  Swim checks and can take 10 on Swim checks even if 
  threatened.
  Horrors of the Deep (Su): Whenever you cast a 
  conjuration spell to summon an aquatic creature or 
  elemental with the water subtype, that creature gains 
  damage reduction 2/– and a +1 enhancement bonus 
  on attack and damage rolls. At 11th level, and every 
  4th level afterwards, these numbers increase by +1, to 
  a maximum damage reduction of 5/– and a maximum 
  bonus of +4 at 19th level. You must be at least 7th 
  level to take this revelation.
  Lightless Realm (Su): You gain darkvision to a range of 
  60 ft. At 10th level, this range increases to 120 ft.
  Luring Light (Su): Once per day, as a standard action, 
  you can evoke a soft light within 30 ft. that penetrates 
  even magical darkness. This light is visible to creatures 
  within 60 ft. but does not shed light beyond its own 
  5-ft. square or change the level of illumination in any 
  way. Creatures with darkvision who see the light must 
  succeed at a Will save or become fascinated until the 
  beginning of your next turn. This ability does not 
  function except in areas of dim light, darkness, or 
  total darkness. You can use this ability an additional 
  time per day each at 10th, 15th, and 20th level.
  Ocean Chill (Ex): You are accustomed to the cold waters 
  of the ocean’s floor. You gain cold resistance 5. At 6th 
  level, this resistance increases to 10. At 11th level, the 
  resistance increases again to 15. At 16th level, you are 
  immune to cold damage.
  Undercurrent (Su): Your form is strong and dense like 
  the darkest waters of the sea. You gain a +2 bonus 
  to your CMD when resisting bull rush, grapple, 
  reposition, and trip combat maneuvers. At 7th level, 
  you gain Improved Bull Rush, Improved Grapple, 
  Improved Reposition, or Improved Trip as a bonus 
  feat. You need not meet any prerequisites for this 
  bonus feat. 
  Under Pressure (Su): You are accustomed to the crushing 
  pressure of deep water. You gain DR 5/piercing or 
  slashing. At 10th level and again at 15th level, the 
  value of this damage reduction increases by 5. You 
  must be at least 7th level to choose this revelation.
  Wave Magic (Su): Any spells with the word “wave” in its 
  name gains the strength of ocean tides. You cast every 
  such spell (such as waves of fatigue or worldwave) at 
  +1 caster level. If the spell has the [water] descriptor, 
  the spell adds your Charisma modifier to your caster 
  level to determine duration.
  Final Revelation: Upon reaching 20th level, 
  you become one with the deep. You are immune to 
  bludgeoning or crushing damage of any kind, including 
  abilities like crush or trample. You gain the ability 
  to see normally in darkness. Any spell you cast that 
  would move another creature (like hydraulic torrent or 
  telekinesis) gains the water descriptor and gains a either 
  +2 bonus to rolls to move objects or creatures or a +2 
  bonus to save DCs if they allow a saving throw.
  prestige ClAss
  Among the sahuagin, there are none more honored than 
  the Xok Utal.
  XOK UTAL
  The rocks shake, the seas boil
      Blood is divine wine poured out by teeth, by  
   spear and claw
  Fight, vanquish, triumph - die with no fear  
          Brothers in blood, we live and die as one
    
   
   
             —from the Cal’mecac
  The Xok Utal (literally, “brotherhood of the shark”) are 
  a force of elite sahuagin warriors sworn to protect their 
  tribe and, more importantly, the baron of the tribe 
  himself. Xok Utal are exclusively sahuagin—the warlike 
  race’s elite undersea cavalry and royal guard.
  Upon joining the brotherhood, each new Xok Utal gets 
  a ring of triangular-shaped shark’s teeth tattooed with a 
  mixture of squid ink, shark blood and ground obsidian 
  dust. These are tattooed around both of the sahuagin’s 
  forearms in order to signify that he is forever bound 
  to the protection of his baron, his tribe, and the other 
  members of the brotherhood.
  The Xok Utal possesses a unique bond to a specific 
  shark. The warrior and his shark live, hunt, and fight 
  together as one.
  Xok Utal are almost always rangers, spell-less rangers, 
  or hunters.
  Role: A Xok Utal is master of his watery environment. 
  They focus their tactics on fighting alongside their 
  shark companion, making a deadly and formidable 
  team. They are consummate scouts and versatile 
  warriors, willing to give their lives in the protection of 
  their charges.
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  Alignment: Although most are evil, in truth any 
  sahuagin can enter the brotherhood if they have 
  sufficient courage and skill.
  Hit Die: d10.
  Requirements
  To qualify to become a Xok Utal, a character must fulfill 
  all the following criteria.
  Base Attack Bonus: +4.
  Race: Sahuagin or sahuagin variant.
  Skills: Handle Animal 5 ranks, Knowledge (geography) 
  5 ranks, Knowledge (nature) 5 ranks, Survival 5 ranks.
  Special: Animal companion class feature (animal must 
  be a shark), must have a swim speed.
  Class Skills
  The Xok Utal’s class skills are Craft (Int), Handle Animal 
  (Cha), Heal (Wis), Intimidate (Cha), Knowledge 
  (geography) (Int), Knowledge (nature) (Int), Perception 
  (Wis), Profession (Wis), Ride (Dex), Sense Motive 
  (Wis), Survival (Wis), and Swim (Str).
  Skill Ranks at Each Level: 4 + Int modifier.
  Class Features
  The following are features of the Xok Utal prestige class.
  Weapon and Armor Proficiency: A Xok Utal 
  gains no proficiency with any weapon or armor.
  Bonded Shark (Ex): A Xok Utal’s class levels 
  stack with levels in all classes that grant an animal 
  companion for the purpose of determining his 
  shark companion’s abilities. The Xok Utal and his 
  shark companion have an empathic link with each 
  other up to 1 mile. The Xok Utal can communicate 
  Level
  BAB
  Fort Save
  Ref Save
  Will Save
  Special
  1st
  +1
  +1
  +1
  +1
  Bonded shark, coordinated companion
  2nd
  +2
  +1
  +1
  +1
  Shark senses
  3rd
  +3
  +2
  +2
  +2
  Aquatic harmony
  4th
  +4
  +2
  +2
  +2
  Teamwork
  5th
  +5
  +3
  +3
  +3
  No fear
  6th
  +6
  +3
  +3
  +3
  Fleet swimmer
  7th
  +7
  +4
  +4
  +4
  Scourge of the deep
  8th
  +8
  +4
  +4
  +4
  Titan of the deep
  9th
  +9
  +5
  +5
  +5
  Brothers in blood
  10th
  +10
  +5
  +5
  +5
  Soul of the Sshark
  Table: Xok Utal
  empathically with his shark, but cannot see through 
  its eyes. Because of the link’s limited nature, only 
  general emotions can be shared. The Xok Utal has the 
  same connection to an item or place that his shark 
  companion does. 
  Coordinated Companion (Ex): At 1st level, the Xok 
  Utal receives Coordinated Companion as a bonus feat.
  Shark Senses (Su): Beginning at 2nd level, the Xok 
  Utal can see through his shark’s eyes and benefits from 
  the shark’s keen scent, as long as they are within 1 mile 
  of each other. As a swift action, the Xok Utal  sees and 
  smells what the shark sees and smells, though the Xok 
  Utal cannot see or smell his own surroundings until he 
  ends this ability (requiring a free action). 
  Aquatic Harmony (Su): At 3rd level, a Xok Utal  
  receives a +2 competence bonus on Swim checks. 
  Teamwork (Ex): At 4th level, due to the deep 
  connection and constant training with his shark 
  companion, the Xok Utal receives a teamwork feat as a 
  bonus feat. He must meet the prerequisites for this feat. 
  His shark gains any teamwork feat the the Xok Utal has.  
   The Xok Utal’s may select an additional bonus 
  teamwork feat at 6th and 8th level.
  No Fear (Ex): At 5th level, the Xok Utal becomes 
  immune to the shaken and frightened conditions as 
  long as he is within 60 ft. of his shark companion.
  Fleet Swimmer (Su): At 6th level, a Xok Utal can take 
  10 on Acrobatics checks in water even while distracted 
  or threatened, and can take 20 on an Acrobatics check 
  once per day for every five Xok Utal levels he possesses. 
  His swim speed also increases by +20 ft. 
  Scourge of the Deep (Sp): Beginning at 7th level, 
  the Xok Utal’s shark companion gains the advanced 
  simple template.
  
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  Titan of the Deep (Ex): At 8th level, the Xok Utal’s 
  shark companion gains a third animal companion 
  advancement category:  
  Size Large; AC +2 natural armor; Attack bite (1d8); 
  Ability Scores Str +2, Dex –1, Con +2. 
  Brothers in Blood (Su): At 9th level, the Xok 
  Utal and his shark companion can transfer 
  some of their life essence to one another 
  as long as they are within 30 ft. of each 
  other. As an immediate action, three 
  times per day, the Xok Utal can 
  sacrifice an amount of his own hp 
  to transfer to his shark, or vice 
  versa. The number of hp able to be 
  transferred in this way equals 10 + 
  the Xok Utal’s Constitution score 
  + the Xok Utal’s level. These hp 
  immediately heal the subject 
  but cannot raise the subject’s 
  hp higher than its normal 
  hp total. 
  Soul of the Shark (Su): At 
  10th level, a Xok Utal’s bond 
  with his shark companion is 
  so strong that it transcends 
  distance and even death. 
  The shark’s devotion ability 
  increases to a +8 morale 
  bonus on Will saves against 
  enchantment spells and 
  effects. If his shark dies, he 
  can revive it with an 8-hour 
  ritual; this is treated as as raise 
  dead, except the only material 
  component required is a drop 
  of Xok Utal’s blood and the companion 
  does not gain any negative levels from the ordeal. 
  sAhuAgin feAts
  Sahuagin have many talents and tricks to aid them above 
  and below the waves.
  Aquatic Advantage
  Foes without a swim speed provoke attacks of 
  opportunity from you underwater.
  Prerequisites: Combat Reflexes, swim speed.
  Benefits: A creature that lacks a swim speed provokes 
  an attack of opportunity from you when it attacks you 
  underwater. You don’t get an attack of opportunity if the 
  attacker is under the effects of freedom of movement or 
  otherwise not inconvenienced by submersion.
  Aquatic Invisibility
  Your illusion spells account for displacement of water.
  Prerequisite: Aquatic subtype, minimum one spell that 
  confers invisibility known.
  Benefit: Whenever you cast a spell that makes yourself 
  or another creature invisible, that creature gains full 
  concealment even when submerged.
  Blood Tide
  In the throes of blood frenzy, you can unleash a 
  whirlwind of claws and teeth against your foes.
  Prerequisites: Sahuagin, combat Expertise, Greater Blood 
  Frenzy*, base attack bonus +6, blood frenzy ability.
  16
  
  252
  Benefits: When you make a full attack while in a blood 
  frenzy, you can give up your regular attacks to instead 
  make one melee attack at your highest base attack 
  bonus against each bleeding or wounded opponent 
  within reach. You must use a natural weapon with these 
  attacks, and you must make a separate attack roll against 
  each opponent. You do not need to use the same natural 
  weapon against each opponent. 
   When you use Blood Tide, you also forfeit any extra 
  attacks granted by other feats, spells, or abilities.
  Coordinated Companion 
  You are able to coordinate with your animal companion 
  extraordinarily well during combat. 
  Prerequisite: Hunter’s bond, nature’s bond, or similar 
  class feature; you must have an animal companion. 
  Benefit: Your animal companion is considered to have 
  any teamwork feat you possess. Your animal companion 
  must remain within 30 ft. of you and must be able to see 
  you, hear you, or otherwise be aware of your position in 
  order to benefit from this feat. Your animal companion 
  can only coordinate with you in this way.
  Coral Skin
  A beneficial mutation grows protective living coral from 
  your flesh.
  Prerequisite: Aquatic subtype, +2 or higher natural 
  armor bonus.
  Benefit: You natural armor increases by +1, and your 
  existing damage reduction from racial traits improves 
  by +1. If you have no racial damage reduction, you gain 
  DR 1/– instead.
  Special: You cannot benefit from armor heavier than 
  light armor once you take this feat. 
  Greater Blood Frenzy
  Your wounds move you into a deeper frenzy.
  Prerequisites: Sahuagin, blood frenzy racial trait.
  Benefits: You no longer take a penalty to AC while in a 
  blood frenzy. In addition, if you are reduced below 0 
  hp, you remain conscious and active for your next turn, 
  even if the damage you take before that turn is enough 
  to kill you. You become unconscious or die normally at 
  the end of your turn.
  Swim-By Attack
  This creature can swim up to a foe, attack, and then 
  quickly swim away before the foe can
  Prerequisite: Swim speed.
  Benefit: As a full-round action, the creature can move 
  up to its swim speed and make a single melee attack 
  without provoking any attacks of opportunity from 
  the target of the attack. The creature can move both 
  before and after the attack, but it must move at least 10 
  ft. before the attack and the total distance that it moves 
  cannot be greater than its speed. The creature cannot 
  use this ability to attack a foe that is adjacent to it at the 
  start of its turn.
  Normal: Without this feat, the creature cannot move 
  before and after an attack.
  sAhuAgin spells
  The sahuagin embrace the mysticism of the lightless 
  ocean floor where temples and towers teach powerful 
  magic focused on domination and conquest.
  ABATED BREATH
  School necromancy (curse)
  Level bard 4, cleric 5, druid 5, oracle 5, sorcerer/wizard 
  5, witch 5
  Casting Time 1 standard action
  Components V, S, M (a bit of natural sponge)
  Range close (25 ft. plus 5 ft./2 levels)
  Area 30-ft.-radius emanation 
  Duration 1 round/level
  Saving Throw Fort negates; Spell Resistance yes
  Your curse causes the pressure and current in a sphere 
  of water to fluctuate, buffeting swimmers and pulling or 
  squeezing air from their lungs. Air-breathing creatures 
  that hold their breath in this area use an additional 
  round of breath every round they remain in the area 
  of effect. Once a creature uses all available rounds, the 
  creature begins to suffocate normally. (The spell does not 
  accelerate drowning or suffocation.) This spell has no 
  effect on creatures that can breathe water.
  CALL OF THE DEEP
  School conjuration (summoning)
  Level cleric 9, druid 8, oracle 9, sorcerer/wizard 9
  Casting Time 1 round
  Components V, S, F/DF
  Range medium (100 ft. + 10 ft./level)
  Effect one summoned creature 
  Duration 1 min./level
  Saving Throw none; Spell Resistance no
  You call forth an aquatic animal or magical beast 
  available from any summon nature’s ally or summon 
  monster list. The creature behaves in all ways as if 
  summoned by one of those spells, but the summoned 
  creature is one size category larger than normal. 
  Creatures use the appropriate version of the beast shape 
  spell to determine size or other modifications to the 
  summoned creature (up to beast shape III for changing 
  
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  Large animals to Huge or beast shape IV for changing 
  Medium magical beasts to Large). A normally Huge 
  animal or Large magical beast increases in size and 
  gains a +8 size bonus to Strength, a +6 size bonus to 
  Constitution, and +4 to its natural armor.
  INK CLOUD
  School conjuration (teleport)
  Level alchemist 3, druid 3, ranger 4, sorcerer/wizard 3
  Casting Time 1 standard action
  Components S, V
  Range medium (100 ft. + 10 ft./level)
  Effect cloud of ink filling one 5-ft. cube/level
  Duration 1 round
  Saving Throw none; Spell Resistance no
  You vanish in an opaque cloud of ink, not unlike a giant 
  octopus. This ink fills a submerged area just as a fog cloud 
  spell for 1 round. You reappear at a point within sight 
  of your original location but are disoriented and cannot 
  take additional actions the round you cast this spell. You 
  are affected by the ink cloud if you choose to remain in 
  its area of effect.
  INK CLOUD, GREATER
  School conjuration (teleport)
  Level alchemist 5, druid 5, ranger 6, sorcerer/wizard 6
  Casting Time 1 standard action
  Duration 1 round/level
  This spell functions like ink cloud, except that the cloud 
  of ink remains for 1 round per caster level and obscures 
  sight exactly as the fog cloud spell.
  SCHOOL OF SHARKS
  School evocation (force)
  Level cleric 5, druid 4, ranger 4, sorcerer/wizard 5,  
  oracle 5, witch 4
  Casting Time 1 standard action
  Components V, S, F/DF (a collection of shark’s teeth 
  from different donors)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature/level, no two of which can be farther 
  than 30 ft. apart
  Duration instantaneous
  Saving Throw Reflex half (see below); Spell Resistance yes
  You unleash a school of shimmering sharks on your 
  enemies. A shark attacks each creature in the area of 
  effect, automatically hitting and dealing 1d4 points of 
  force damage per caster level, to a maximum of 10d4 
  at 10th level. If this spell is cast underwater, creatures 
  without a swim speed, freedom of movement, or similar 
  effects take a −2 penalty on the saving throw.
  SINK
  School transmutation
  Level druid 6, sorcerer/wizard 6, witch 6
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one object or creature
  Duration 1 round/level
  Saving Throw Will special; Spell Resistance yes
  You choose one floating or submerged target and cause 
  it to sink. A Large floating object sinks 5 ft. on the turn 
  you cast the spell and again at the beginning of your turn 
  each round. Objects receive no saving throw against this 
  spell unless they are boarded or otherwise attended, in 
  which case they save as attended objects. For every 3 
  caster levels over 10th, you can affect an object one size 
  larger until you can sink a Colossal object at 19th level. 
  Regardless of size, swimming creatures sink a total 
  of 5 ft. plus 5 ft. for every 3 caster levels over 10th, to 
  a maximum of 20 ft. per round at 19th level. Affected 
  characters can act normally on their turn, including 
  toward the bottom.
  At the beginning of your turn each round, the target 
  makes a new saving throw or sinks again. The spell ends 
  when its duration expires or the subject succeeds on two 
  consecutive saving throws.
  THE BENDS
  School transmutation
  Level cleric 7, druid 7, sorcerer/wizard 7, witch 7
  Casting Time 1 standard action
  Components V, S, M (a vial of foamy blood)
  Range medium (100 ft. + 10 ft./level)
  Target 1 living creature/level in a 60-ft.-radius area
  Duration 1 round/level
  Saving Throw Fortitude partial; Spell Resistance yes
  You cause your targets to experience painful swelling 
  from bubbles in their blood. Creatures affected by 
  the spell gain the nauseated condition and takes 1d6 
  points of Dexterity damage. A successful save halves the 
  Dexterity damage and instead reduces the nauseated 
  condition to sickened. At the spell’s conclusion, the 
  Dexterity damage remains and heals normally.
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  CHILDREN OF THE QUEEN OF NIGHT
  shAdow fey
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  T
  he enigmatic shadow fey dwell in their ebon spires 
  and moonlit keeps, encroaching on the mortal 
  world in places where barriers between the planes 
  are thin. They prowl the darkest recesses of the forest, 
  hunting mortal prey. They dance in the darkly luminous 
  halls of their shadow palaces, the lords and ladies of 
  twilight. They keep their history shrouded in mystery 
  and their actions filled with contradictions. They seek to 
  throw their observers off-guard, for anyone and everyone 
  are potential enemies.
  Although a beautiful race, they are described as 
  combining the worst features of elves and goblins. They 
  are at turns benign and cruel, purposeful and whimsical. 
  They vanish from the world and reappear apparently 
  at random, professing shock at the changes that have 
  occurred in their absence. To some, their actions seem 
  mad, but there is always a method in them. They advance 
  their goals subtly, and their victims are overtaken before 
  they become aware.
  While the shadow fey are often antagonists and usually 
  described as malevolent, they are not inherently evil. 
  Neither are they inherently good. They are fey. Like all 
  fey, mortals must be wary with their interactions or pay a 
  steep price. Loyalty. Devotion. Wealth. Memories. Lives. 
  Souls. The shadow fey deal in all of these things. And the 
  shadow fey are stirring once more.
  ORIGINS OF THE SHADOW FEY
  Even to most shadow fey, their history is secret, and 
  many stories of their origins exist. The most prevalent 
  story says that the shadow fey were elves who made pacts 
  with forces of darkness centuries ago, most likely during 
  the Black Sorceress’s Revolt when a group of beleaguered 
  elves turned to those powers out of desperation. 
  The official history of the Shadow Courts assumes this 
  version of events, and the Shadow Reckoning calendar 
  begins at that time. Sarastra, the Queen of Night and 
  Magic, is featured as both the divine patron and the 
  founder of the shadow fey in this tale, a fact which she 
  is pleased to exploit as necessary. It is certain that there 
  is some truth to this story. Both the records and the 
  memories of ancient elves support this particular version 
  of those events as they are commonly recalled.
  While the submission to dark magics is acknowledged, 
  other tales seem to deny this as the sole origin of the 
  shadow fey. The Queen of Night and Magic existed long 
  before the once-elven princess Sarastra came to rule 
  the shadow fey, and stories of their exploits exist dating 
  centuries prior to the Black Sorceress’s Revolt. Indeed, 
  many shadow fey seem more closely related to fey than to 
  elves, despite the relatively short span of time since their 
  supposed separation. Mentions of alternate planes, chaos, 
  and time magic—particularly in the environs of Zobeck 
  and Castle Shadowcrag—only contribute to the confusion.
  In the end, only the gods know the true origins of the 
  shadow fey. Speculation is rampant but not often shared. 
  As is commonly said in the Summer Court, it is unwise 
  to argue with a goddess. Sarastra’s accounting of events 
  suffices for most individuals.
  PHYSICAL DESCRIPTION
  Shadow fey resemble elves physically with a few striking 
  differences. Their skin color tends toward alabaster white, 
  ebon black, or subtle greys. A few have scintillating, 
  shimmering skin. Many shadow fey have horns, from 
  subtle nubs to large and obvious protrusions, either satyr 
  or fiend-like depending on the chronicler. Some shadow 
  fey have dangerously sharp teeth. And while most 
  shadow fey are Medium, a few are Small.
  Use the values for elves in Tables 7-1, 7-2, and 7-3 
  of the Pathfinder Roleplaying Game Core Rulebook to 
  determine starting ages, aging effects, and the heights 
  and weights of most shadow fey. That stated, one of the 
  defining characteristics of the shadow fey is their great 
  physical variance, so individuals may differ greatly. 
  Some shadow fey even appear to be effectively immortal, 
  showing no signs of aging.
  shAdow fey ChArACters
  Players have many racial options available to them. The 
  “standard” shadow fey is a misnomer. The shadow fey 
  have had different statistics and descriptions over time as 
  editions have changed and the Midgard Campaign Setting 
  has evolved. The most recent stat blocks for the shadow 
  fey can be found in the Midgard Bestiary and the Courts 
  of the Shadow Fey adventure. While it may be appropriate 
  for a high-level game, that depiction of the shadow fey is 
  too powerful for a 1st-level player character in a typical 
  game. Creating a PC race based on these variables—a 
  scaled-down iconic version and earlier depictions—
  provides players many options as they progress in the 
  world, eventually developing into something like the 
  “standard” shadow fey or into a character entirely of their 
  own making.
  Shadow fey are closely related to elves. Players may 
  elect to use the standard racial traits and abilities for elves 
  while altering their appearance to resemble shadow fey. 
  These players can select regional traits from the Shadow 
  Courts and choose archetypes usually restricted to the 
  shadow fey. These characters are treated as elves and have 
  all of the options normally available to elves. However, 
  other game features are restricted to the shadow fey race 
  (such as racial traits, feats, and alternate racial features). 
  All shadow fey qualify for the elven archer class (see New 
  Paths Compendium) whether or not they use this method 
  of character creation.
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  Players can also elect to use the shadow fey racial traits 
  available here. 
  SHADOW FEY RACIAL TRAITS
  +2 Dexterity +2 Charisma, −2 Constitution: 
  Shadow fey are graceful and alluring but relatively frail. 
  Fey: Shadow fey are creatures of the fey type. 
  Medium: Shadow fey are Medium creatures and have no 
  bonuses or penalties due to their size.
  Speed: Shadow fey have a base speed of 30 ft. 
  Senses: Shadow fey have darkvision 60 ft. and low-light 
  vision.
  Light Sensitivity: Shadow fey are dazzled in areas of 
  bright sunlight or within the radius of a daylight spell. 
  Secretive: Shadow fey are taught to conceal themselves 
  almost from birth. Bluff and Stealth are always class 
  skills for shadow fey. 
  Sneaky: Shadow fey receive a +2 racial bonus on stealth 
  checks.
  Spell-Like Abilities: Shadow fey can cast shadow 
  jump once per day as a spell-like ability, using their 
  character level as their caster level. 
  Status: Shadow fey receive a +2 racial adjustment to 
  their starting status if status rules are used (see Midgard 
  Campaign Setting). Shadow fey battle scions, savants, 
  and shadowsworn receive a further +1 adjustment 
  to their starting status. Shadow fey oracles receive 
  a −1 adjustment to their starting status. Shadow fey 
  alchemists and rogues do not receive a penalty to status 
  for their class selection.
  Swift as Shadows: Shadow fey can remain stealthy 
  even when moving. Shadow fey reduce the penalty for 
  using Stealth while moving by 5 and reduce the Stealth 
  check penalty for sniping by 10. 
  Languages: Shadow fey begin play speaking the Trade 
  Tongue and Umbral. Shadow fey with high Intelligence 
  scores can choose from the following: Caelmaran, 
  Elvish, Enochian, Gnomish, Infernal, Mharoti. 
  SMALL SHADOW FEY RACIAL TRAITS
  Although rare, some shadow fey are born Small sized. 
  Most believe that these shadow fey have particularly 
  strong fey blood. Small shadow fey modify the standard 
  shadow fey traits with the following.
  Small: Small shadow fey gain a +1 size bonus to their 
  AC, a +1 size bonus on attack rolls, a −1 penalty on 
  combat maneuver checks and their CMD, and a +4 
  size bonus on stealth checks. This replaces the standard 
  shadow fey size.
  Speed: Small shadow fey have a base speed of 20 ft. This 
  replaces the standard shadow fey speed.
  Spell-Like Abilities: Small shadow fey can cast 
  vanish once per day as a spell-like ability, using their 
  character level as their caster level. This ability is in 
  addition to the shadow jump spell-like ability of the 
  standard shadow fey. 
  Small shadow fey physically appear identical to their 
  Medium kin in all other ways, though they too have a 
  wide variance in outward appearance. 
  ALTERNATE RACIAL TRAITS
  Because shadow fey have such great physical variance, 
  you may use the following alternate racial traits instead 
  of existing racial traits.
  Deadly Smile: Your mouth is filled with sharp teeth. 
  You gain a natural bite attack that deals 1d4 damage 
  if you are Medium or 1d3 damage if you are Small. 
  The bite is a secondary attack if you are wielding 
  manufactured weapons. Otherwise, it is a primary 
  attack. This racial trait replaces sneaky.
  Poison Affinity: You focused your early efforts on 
  understanding the intricacies of poison use. You never 
  risk accidentally poisoning yourself when applying 
  poison to weapons. You can cast detect poison as a spell-
  like ability twice per day as a caster of your character 
  level. This racial trait replaces secretive.
  Scintillating Skin: Your skin seems to shift and pulse 
  in the light, demanding the attention of your observers. 
  You can cast hypnotic pattern as a spell-like ability once 
  per day as a caster of your character level. This racial 
  trait replaces the racial spell-like ability shadow jump. 
  Shadow Affinity: Your eyes are completely black, 
  and shadows stir deep within them. You add a +1 to the 
  saving throw DC of spells of the shadow subschool that 
  you cast. If you have a Charisma score of 11 or higher, 
  you gain the following spell like abilities once per day: 
  ghost sound, ray of frost, resize shadowPGC. The caster level 
  for these spell-like abilities is equal to your character 
  level. This racial trait replaces sneaky. 
  g
  whAt’s in A nAme?
  The shadow fey are referred to as the scathsidhè, 
  shadow elves, dark elves, shadow folk, lords and ladies, 
  dark fey and, occasionally, the unseelie. Confusingly, 
  these terms are also sometimes used to refer 
  collectively to denizens of the Shadow Courts, whether 
  or not they are of the shadow fey race. The shadow 
  fey accept this equivocation, unless they gain some 
  advantage by feigning offense.
  
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  Shadow Resistance: Your relationship to shadow 
  displays itself in your resistance to its power. You gain 
  cold resistance 5 and electricity resistance 5. This racial 
  trait replaces the spell-like ability shadow jump.
  ELFMARKED/HALF-ELF  
  ALTERNATE RACIAL TRAITS
  Some among the elfmarked are descended from the 
  shadow fey and exhibit some of their characteristics. 
  Shadow Fey Blood: Elfmarked with this trait count 
  as both shadow fey and humans for any effect related to 
  race. This racial trait replaces the elf blood racial trait.
  Shadow Fey Vision: Elfmarked with this trait have 
  darkvision 60 ft. and light sensitivity. This racial trait 
  replaces the low-light vision racial trait. 
  Shadow Travel: Elfmarked with this racial trait can 
  cast shadow jump once per day as a spell-like ability, 
  using their character level as their caster level. This 
  racial trait replaces the elven immunities racial trait. 
  FAVORED CLASS OPTIONS
  Battle ScionNPC: Add +1 to concentration checks when 
  casting battle scion spells.
  Magus: Add 1/4 point to the magus’s arcane pool.
  Shadowsworn: Gain 1/6 of a new shadowsworn talent. 
  Sorcerer: Select one bloodline power at 1st level that 
  is normally usable a number of times per day equal 
  to 3 + the sorcerer’s Charisma modifier. The sorcerer 
  adds +1/2 to the number of uses per day of that 
  bloodline power.
  Summoner: Add DR/1 cold iron to the summoner’s 
  eidolon. Each additional time the summoner selects this 
  benefit, the DR/cold iron increases by 1/2 (maximum 
  DR/10 cold iron).
  TheurgeNPC: Add one spell from the sorcerer/wizard 
  spell list to the theurge’s spellbook or one spell from the 
  cleric spell list to the theurge’s prayerbook. The spell 
  must be at least 1 level lower than the theurge can cast.
  shAdow fey soCiety
  Shadow fey live in a complex feudal society that is elitist 
  and hierarchical. All shadow fey believe they are vastly 
  superior to all other races. At the apex of society reigns the 
  individual ruler of the ascendant court. Noble shadow fey 
  families fight among themselves for status and prominence. 
  The Shadow Courts have a well-deserved reputation for 
  deadliness and treachery, and what constitutes acceptable 
  behavior in the fey courts is quite different from their 
  mortal counterparts. The two primary courts of the 
  shadow fey are the Summer Court, ruled by Sarastra 
  Aestruum, and the Winter Court, ruled by her consort 
  Ludomir Imbrium, the Moonlit King. Almost all shadow 
  fey align themselves with one of these courts, regardless of 
  their physical distance from the court or the shadow realm. 
  The ruler of the ascendant court reigns over all shadow 
  fey while that court is in power, and that court controls 
  the Winter Palace during their rule. Obscure rules known 
  only to the king and queen determine which court is 
  dominant at a given time. Although rulership once 
  changed hands more often, the Moonlit King’s growing 
  madness has caused his court to lose influence and power 
  during recent decades, leaving the Summer Court to 
  reign the majority of the time. Subordinate members of 
  the court and servants may serve at the Winter Palace 
  regardless of which court reigns. These courtiers are ever 
  wary of risking the ascendant ruler’s wrath.
  The Summer Court is the kinder and more open 
  venue although that is scarcely an achievement. Summer 
  courtiers tend to be more genteel and directly concerned 
  with propriety and status. The Summer Court regularly 
  hosts visitors, and grand feasts, masked balls, and other 
  celebrations are normal events at court. While “kinder,” 
  the Summer Court is no less deadly than its counterpart, 
  and its wrath is all the more terrible because of its facade. 
  The Winter Court is smaller and more prone to direct 
  and savage action. Darker and more malevolent fey of all 
  kinds—not just shadow fey but also quicklings, banshees, 
  and other horrors—are more likely to be members of the 
  Winter Court. Its influence has waned as the Moonlit King 
  has become more erratic. Since the advent of his madness, 
  he has been largely confined to the inaccessible Tower of 
  the Moon when the Summer Court is in power. While 
  many of his servants are isolated from the Moonlit King, a 
  few loyal courtiers continue to swear fealty and act on his 
  behalf within the Summer Court and abroad. They strive 
  to further his goals and solve the mystery of his madness, 
  which they attribute to malicious actions. 
  The shadow fey are the masters of the shadow realm, 
  a separate plane interwoven with the mortal world and 
  more accessible than most other planes. While the Shadow 
  Courts represent the most powerful of the shadow fey, 
  smaller keeps, castles, and forts exist scattered across the 
  dangerous plane, allied to one of the major courts and tied 
  together by the shadow roads. The Black Prince is the most 
  powerful fey noble outside of the Winter Palace, though 
  he is often in attendance at court. He rules a hidden city 
  of shadow fey near the Margreve, and he regularly traffics 
  with the darakhul. The prince and the ghouls, so it is said, 
  both enjoy hunting humans in the wilds of Doresh and the 
  depths of the Margreve Forest. 
  Various factions also influence the courts, either 
  groups of individuals with similar philosophies or groups 
  dedicated to furthering the goals of a particular leader. 
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  Shadow fey often align with one or more factions within 
  the courts. Notable factions follow.
  Courtesans: Courtesans can reach the highest levels of 
  the Shadow Courts although their individual popularity 
  waxes and wanes as trends change. Those that ally 
  themselves with particular courtesans, however, can 
  earn great status.
  Demon Servants: Akyishigal, the Roach Demon Lord, 
  is a fixture in the Shadow Courts. He and his servants 
  actively attempt to further their evil influence amongst 
  the fey.
  Elven or Fey Courts: Members of the River Court, 
  certain elfmarked nobles of the Grand Duchy of Dornig, 
  and even elves from the Bright Lands attend the Shadow 
  Courts for their own purposes.
  Lords of Light: The Lords of Light are comprised 
  largely of both arcane and divine spellcasters aligned 
  with the forces of the heavens. They seek to counter the 
  influence of the demonic in the Shadow Court.
  Shadow Fey Families: The nobility seek to advance 
  themselves and their families in status.
  Summer: Some shadow fey directly serve Sarastra, 
  seeking to undermine the other factions and further 
  consolidate her power.
  The Black Prince: The Black Prince is one of the 
  finest hunters in existence. He views himself as his 
  father’s proxy while the king is unwell.
  The Grey Ladies: The Grey Ladies are led by elderly 
  shadow fey and former courtiers who have partially 
  retired from court life. They still influence the court, 
  largely by trafficking information.
  The Ravens: The Ravens are the duelists of the shadow 
  fey, using their martial ability to prove themselves 
  and gain status. They are often associated with the 
  Black Prince, though he is certainly only first among 
  equals there. The duelists are most touchy about their 
  weapons, pride, and honor—all of which provide 
  excellent excuses for a duel. 
  Winter: Some courtiers still serve the Moonlit King and 
  hope to discover the cause of his madness. 
  MAGIC
  The shadow fey are a highly magical race. They have a 
  strong affinity to arcane magic of all types, and their ties 
  to Shadow and Illumination magics are unparalleled. 
  While some seek to master these arcane forces, many 
  shadow fey have strong ties to the natural world and the 
  divine magic associated with nature. The divine magic 
  of clerics is less accessible to them, so they have a strong 
  fascination with any kind of magic granted by deities. 
  One symptom of the Moonlit King’s madness has 
  expressed itself in twisted arcane experiments involving 
  combining or transferring physical characteristics of 
  two or more different creatures. Such experiments led to 
  the creation of the stryx and chimeric spells. Although 
  interested and even amused while the King experimented 
  with these magics on mortal creatures, the shadow fey 
  became alarmed when his experimentation extended to 
  the children of the shadow fey nobles.
  STATUS AND FASHION
  Status is paramount to shadow fey, beyond even normal 
  social implications. Additional uses for status are described 
  in Courts of the Shadow Fey. That adventure also provides 
  two status feats—Courtier of the Shadows and Dominion 
  of the Shadows—that are appropriate for shadow fey. This 
  chapter provides additional status related feats.
  Shadow fey dress customs represent an important 
  distinction of status. At court and in public, they wear the 
  finest garments crafted by skilled arcane tailors. Though 
  subtle monochromatic shades are generally preferred, 
  some of the bolder shadow fey flaunt quite garish colors 
  to draw attention. Trends are carefully observed and styles 
  of the mortal realm are borrowed as fashion. Outside of 
  court, shadow fey dress as appropriate to their vocation: 
  a hunter may dress in green and black leather, knights in 
  gleaming armor. Regardless of the audience, all shadow 
  fey scrutinize and deliberate on their apparel.
  ALIGNMENT AND RELIGION
  Other races usually consider the shadow fey as evil and 
  irredeemable. The shadow fey go to great lengths to gain 
  status and power, and they care little for others, so it is 
  not surprising that fey morality is often misunderstood. 
  They do not view their own actions as malevolent, 
  however, and both neutral and good shadow fey certainly 
  exist. The rare good shadow fey are uncomfortable with 
  the more treacherous status games, and they either ally 
  with the Lords of Light or avoid court when possible.
  The shadow fey have a unique and peculiar 
  relationship with their deities. Sarastra and the Moonlit 
  King, both considered deities, directly rule over them. 
  Their rulers interact with the shadow fey nobility 
  regularly, provided their status warrants, and some even 
  become their confidantes or lovers. Surprising to some, 
  the shadow fey are allowed to worship other deities, 
  and some do. The Winter Palace hosts a temple to other 
  gods, and both the heavens and hells have permanent 
  ambassadors to the Shadow Courts. 
  ROMANCE AND LUST
  The shadow fey value romance and passion. Flowers, 
  poetry, magic, memories—all of these and stranger things 
  can be used to court residents of the Shadow Courts. But 
  
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  pursuing any lover has a certain etiquette, and failure to 
  follow those rules leaves one alone, at best, and might 
  cause a catastrophic loss of status or even exile, at worst. 
  The shadow fey do marry, but they are not particularly 
  monogamous. Trysts are common and accepted, provided 
  one does not embarrass one’s spouse or cause a loss in 
  status over the affair. Even the rulers of the shadow fey 
  openly take lovers from among those they find worthy. 
  Being selected as the king or queen’s favorite in this 
  manner is considered a mark of distinction although 
  it entails associated risks, such as jealousy, love curses, 
  poetic insults, and even challenges to duel from rivals. 
  Consorts and courtesans hold places of high honor in the 
  courts, and the most powerful of them wield influence 
  equal to high nobles and visiting dignitaries.
  RELATIONS WITH OTHER RACES
  Shadow fey are incredibly elitist, and worse, some of their 
  arrogance is justified. They create works of great beauty, 
  they are fierce combatants, and they are inventive and 
  powerful spellcasters. They claim the elves’ history for their 
  own, so they speak of how they brought civilization to 
  the mortal realm. They speak of their direct connections 
  to their deities. They genuinely believe themselves to be 
  better than other races. Ordinary shadow fey are shocked 
  if members of other races feel less than honored simply by 
  being acknowledged. The more snobbish shadow fey never 
  address the lesser races directly, either speaking to their 
  shadows or using a servant to speak for them.
  The motivations of the shadow fey are often 
  difficult for other races to understand. They appear to 
  change their opinions at their whim. They may adhere 
  to apparently nonsensical rules, only to change them or 
  to vacillate without consideration. They may take offense 
  at the innocuous actions of non-fey. A fierce opponent 
  can become a valued ally once defeated, or an ally can 
  become an enemy during certain months of the year.
  shAdow fey Adventurers
  While some shadow fey are more than content to spend 
  their entire lives at court, many choose or are forced to 
  leave. Some of these shadow fey live in the shadow realm 
  outside the courts themselves, in service to minor lords 
  and ladies. Many shadow fey are fascinated with mortals 
  and the mortal realm, finding its denizens “simple” and 
  “authentic” and, thus, travel there regularly. More often, 
  shadow fey leave to explore other realms in their unending 
  search for more status, planning to return to the Shadow 
  Courts with treasures of items, magic, or knowledge. 
  Alchemist: Some shadow fey enjoy the creation of 
  magic concoctions, and shadow fey alchemists regularly 
  travel to obscure locales to search for exotic reagents 
  and components. Alchemists who discover new poisons 
  are particularly well regarded in shadow fey society. 
  Barbarian: Barbarians are rare among the shadow fey, 
  and most shadow fey find them primitive and uncouth. 
  Barbarian shadow fey almost always come from 
  changelings left in the mortal realm, though some few 
  are raised by trolls and trollkin.
  Bard: Bards are highly valued by the shadow fey, and 
  many shadow fey pursue the bardic tradition. Shadow 
  fey bards travel to record new tales, learn new music, 
  or find new inspiration. Shadow fey bards are common 
  attendants of the courts.
  Battle ScionNPC: The arcane and martial combination 
  of the battle scion is highly appealing to shadow fey, 
  who are impressed with both facets of the scion’s study. 
  Having a powerful battle scion as a member of one’s 
  household is considered a mark of status.
  Cavalier: Many shadow fey knights are cavaliers, 
  and cavaliers are considered valuable members of 
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  shadow fey factions. Shadow fey nobility with a martial 
  bent often become cavaliers. Some cavaliers serve as 
  guardians to noble fey or the fey roads. Others are fierce 
  mounted hunters.
  Cleric: Shadow fey find divine magic deeply intriguing, 
  but they are not terribly good at it and relatively few are 
  drawn to the priesthood. Sarastra and the Hunter are 
  the typical divine patrons of the rare shadow fey cleric, 
  but many shadow fey worship other deities as well. 
  Druid: Shadow fey druids can be found both in and 
  outside of the courts. They strongly reflect the shadow 
  fey’s ties to the natural world. Most shadow fey view 
  them as very respectable, albeit this respect is often 
  tinged with a hint of contempt at court. They are often 
  considered a bit rustic or muddleheaded by their 
  courtly cousins.
  Elven ArcherNPC: The shadow fey are some of the most 
  formidable elven archers—their skills are the subject 
  of song and story. The elven archer style of combining 
  archery, divine magic, and stealth is greatly favored by 
  the shadow fey. Many shadow fey combat groups have 
  one or more elven archers, particularly those responsible 
  for patrolling the shadow roads.
  Fighter: A fighter’s arms are always welcome by the 
  shadow fey. Shadow fey fighters favor tactics that can 
  reflect their grace and agility. Dueling is an honorable 
  pastime in the courts, and skilled fighters can earn great 
  prestige by participating in formal and informal duels.
  Inquisitor: Shadow fey inquisitors normally serve 
  Sarastra or the Moonlit King. They are less concerned 
  with status than other shadow fey, but their suspicions 
  greatly influence others’ status. They are publicly 
  welcomed amongst the shadow fey but secretly feared. 
  Magus: As with the battle scion, the shadow fey enjoy the 
  joining of the martial and the arcane. Shadow fey magi 
  are important members of many shadow fey circles.
  Monk: Monks are uncommon to the point of non-
  existence among the shadow fey. Few shadow fey wish 
  to submit themselves to the austere discipline necessary 
  to follow a monastic tradition. The whole idea of 
  unarmed combat and bodily discipline is considered 
  dangerous and “un-fey.”
  Oracle: Shadow fey are rarely called to be oracles—
  some surmise that Sarastra’s hold on the shadow fey is 
  too strong. Oracles are often shunned by other shadow 
  fey although some find their magic intriguing.
  Paladin: Paladins are rare among the shadow fey, 
  who tend to find the strictures of the traditional 
  paladin unappealing. They respect paladins for their 
  dedication but are far more likely to become cavaliers 
  or battle scions. 
  Ranger: Shadow fey rangers are found in both the 
  shadow and mortal realms. These rangers patrol the 
  territory of the shadow fey, and it is left to the rangers 
  to keep the shadow roads and portals to and from the 
  shadow realm free from threats.
  Rogue: Rogues are a natural path for the shadow fey, and 
  shadow fey rogues are ubiquitous. Their combination of 
  cleverness and trickery is respected, as is their affinity 
  with the shadows.
  SavantNPC: Shadow fey find savants highly entertaining. 
  A capable savant is welcome in most shadow fey courts 
  and households.
  ShadowswornPGC: The shadow fey developed and 
  created the skills used by the shadowsworn. Powerful 
  shadowsworn are said to be the favored of Sarastra.
  ShamanNPC: Shamans are uncommon among the shadow 
  fey, and they are regarded somewhat similarly to 
  druids. Some shadow fey do hear the call of the spirits, 
  however, and the rare shaman often leaves the courts 
  for the mortal realm.
  Sorcerer: Arcane magic is the lifeblood of the shadow 
  fey, and the prevalence of shadow fey sorcerers directly 
  reflects this. Arcane, fey, shadow, and shadow fey 
  bloodlines are found most often, and such sorcerers are 
  warmly embraced by the shadow fey. 
  Summoner: While summoners are not common, 
  some shadow fey do form bonds with otherworldly 
  creatures—though the rumors of various forms of 
  unnatural congress between summoners and their 
  eidolons is the subject of much fey gossip. Their 
  eidolons tend to resemble fey creatures, and many have 
  ties to shadow.
  TheurgeNPC: The shadow fey are fascinated with divine 
  magic, and many find that the path of the theurge 
  makes such magic accessible in a more comfortable way 
  than other divine paths. 
  White NecromancerNPC: Few shadow fey even know 
  the path of the white necromancer even exists, and 
  there are no known white necromancers currently in 
  the shadow realm. 
  Witch: The shadow fey love pacts, and shadow fey 
  witches are respected in the courts. 
  Wizard: While sorcerers are more common, shadow 
  fey value the choice of becoming a wizard just as 
  highly. Wizards are recognized and admired although 
  many in the courts view the traditional wizard as 
  somewhat stodgy. 
  
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  RACE TRAITS
  The following traits are available to the shadow fey. 
  Changeling: You were left to be raised by members 
  of another race. You were viewed with distrust by the 
  people of your village. You had to learn to read their 
  moods to avoid particularly difficult situations. You 
  gain a +1 trait bonus on Sense Motive checks, and 
  Sense Motive is always a class skill for you. 
  Moon-Scarred: You survived the experiments of a 
  mad king. You bear some scars, and you gain a +1 trait 
  bonus on Fortitude saves.
  Moonlit Hunter: You are skilled at tracking your prey 
  through darkness. You decrease the DC for tracking by 
  moonlight or moonless nights by 3. Additionally, you 
  treat trails as being up to 24 hours fresher when using 
  the Survival skill to follow tracks.
  Overfamiliar: You occasionally get away with doing 
  something that would normally turn others off. You can 
  ignore a −1 penalty to Status caused by your interactions 
  with nobility once per month.
  Shadow Traveler: You never suffer backlash when 
  you successfully use the walking the shadow roads 
  incantation and receive a +1 to skills checks used in that 
  incantation (see Midgard Campaign Setting, page 193).
  Summer Emissary: Your goddess or queen has selected 
  you to be an emissary to the mortal realm. You gain a 
  +1 trait bonus to Diplomacy checks, and Diplomacy is 
  always a class skill for you.
  REGIONAL TRAITS (SHADOW COURTS)
  Court Exile: You were summarily banished from 
  court and had to learn to survive alone in the wilds or 
  the mortal realm. You receive a −1 adjustment to your 
  starting status. You gain a +1 trait bonus to Survival, 
  and a +2 trait bonus to Diplomacy checks with enemies 
  of the shadow fey. 
  Court Observer: You have learned a great deal by 
  observing courtly actions. You gain a +1 trait bonus on 
  Perception checks, and a +2 trait bonus on Diplomacy 
  checks when using Diplomacy to determine an 
  individual’s status.
  Raven Apprentice: You once trained under the 
  duelists of a fey court. Choose a type of martial weapon 
  with which you are proficient. You treat any weapon of 
  that type as if it had the performance weapon quality, 
  and you gain a +1 trait bonus to confirm critical hits 
  with that weapon type.
  Status Hound: You have a knack for figuring out if a 
  given action is appropriate. You can attempt a DC 12 
  Intelligence or Wisdom check to determine whether a 
  specific action will result in a gain or loss of status. 
  feAts
  The following feats are available to the shadow fey. 
  Commend
  Your words can elevate your lessers.
  Prerequisites: Status 15, Court Noble or Noble Scion feat.
  Benefit: You gain a +2 bonus to Diplomacy skill checks. 
  Once per day, you can make a Diplomacy check to 
  publicly praise a target of lower status. The DC of this 
  Diplomacy check is the starting attitude of the listeners 
  towards your target. If successful, the target receives a +2 
  bonus to Charisma-based checks for the remainder of 
  the day involving those to whom you praised the target. 
  The target also receives a +1 adjustment to status and 
  the target’s attitude toward you improves by one step. An 
  individual can only receive the status adjustment from 
  this ability once per month.
  Concealed Shot [Combat]
  You can draw and fire a hidden crossbow in an instant.
  Prerequisites: Dexterity 15, Quick Draw, Weapon Focus 
  (hand crossbow).
  Benefit: You gain a +2 bonus to Sleight of Hand checks 
  used to conceal a hand crossbow.  
   Once per combat, as a standard action, you can draw 
  a concealed hand crossbow and make a single attack at 
  your highest attack bonus against a target. Your target is 
  considered flat-footed for this attack.
  Condescend
  You have a way of addressing people that can either make 
  them feel disheartened or angered.
  Prerequisites: Status 8+, Court Noble or Noble Scion feat.
  Benefit: You can use Diplomacy in place of Intimidate to 
  demoralize opponents. If such a check fails, the target 
  gains a +1 morale bonus on attacks against you for the 
  length of time he or she would have been demoralized. 
  Court Noble
  You hold a title in the Shadow Courts with all the 
  responsibilities and privileges such a title conveys.
  Prerequisites: Charisma 13, must be taken at 1st level.
  Benefit: You gain a +2 bonus to Knowledge (nobility), 
  and this skill is always a class skill for you. You gain a +1 
  bonus on Will saving throws against enchantment spells 
  and effects. You receive a +2 starting adjustment to your 
  status score and can use the title “Lord” or “Lady.” 
  Disparage 
  Your scathing words can harm the standing of lesser 
  creatures.
  Prerequisites: Status 15, Court Noble or Noble Scion feat.
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  Benefit: You gain a +2 bonus to Intimidate skill checks. 
  Once per day, you can make an Intimidate check to 
  denigrate a target of equal or lower status. A target that 
  you successfully intimidate in this manner takes a −2 
  penalty to Charisma-based checks for the remainder 
  of the day. If the disparagement occurred in public, the 
  target also receives a −1 adjustment to his or her status. 
  An individual can only receive the status adjustment 
  from this ability once per month. 
  Fey Birthright
  The blood of the fey sings in your veins.
  Prerequisites: Fey type, must be taken at 1st level.
  Benefit: You gain DR 2/cold iron. You are sickened any 
  round and for 1 round after coming into contact with 
  cold iron, including being wounded with a weapon 
  made of cold iron. 
  Fey Birthright, Greater
  Your fey blood has grown stronger over time.
  Prerequisites: Fey Birthright, character level 14th.
  Benefit: Your DR improves to DR 5/cold iron. You 
  are still sickened by the touch of cold iron as per Fey 
  Birthright.
  Flicker [Combat]
  Your form seems to fade in and out of vision.
  Prerequisites: Shadow fey, Charisma 13,.
  Benefit: You gain a +1 racial bonus to your AC. You 
  can select this feat a number of times equal to your 
  Charisma modifier.
  Shadow Affinity
  You can meld into the shadows with only a bit of effort.
  Prerequisites: Shadow fey, Charisma 15, Flicker, 
  character level 9th.
  Benefit: You can hide in plain sight as if using the 
  shadowdancer class ability. 
  Shadow Walker
  Your tie to shadow has grown and is reflected in your 
  increased ability with its gifts.
  Prerequisites: Shadow fey, shadow jump spell-like ability.
  Benefit: You can use shadow jump three times a day as a 
  spell-like ability.
  Normal: Shadow fey can use shadow jump once per day 
  as a spell-like ability.
  Stealth in Motion
  Even other shadow fey envy your superior gifts of grace 
  and concealment.
  Prerequisites: Shadow fey, Dexterity 14, character level 7th.
  Benefit: You can move at full speed and even run while 
  using the Stealth skill. You suffer no penalties on Stealth 
  checks due to movement.
  ChArACter options
  There are a number of class-specific options available to 
  the shadow fey.
  ORDER OF THE SWAN
  While some consider the shadow fey snobbish or effete, 
  shadow fey warriors and rogues bring their own special 
  talents and honor to the battlefield. 
  Edicts: The cavalier must protect fey nobility from 
  insult and harm. He must defend their honor when it 
  is questioned and intervene when any fey nobility are 
  physically threatened.
  Challenge: Whenever an order of the swan cavalier 
  issues a challenge, he receives a +1 bonus to confirm 
  critical hits against the target of this challenge as long 
  as he threatens that target. This bonus increases by 1 for 
  every 4 levels the cavalier possesses.
  Skills: An order of the swan cavalier adds Knowledge 
  (nobility) and Linguistics to his class skills. Whenever 
  an order of the swan cavalier uses Diplomacy to attempt 
  to influence the attitude of a noble, he receives a bonus 
  on the check equal to 1/2 his class level.
  Order Abilities: A cavalier to the order of the swan 
  gains the following abilities as he increases in level.
  Fey Knight (Ex): At 2nd level, the cavalier receives a +2 
  morale bonus on attack rolls when directly defending 
  a noble or fey creature. A cavalier with this ability 
  receives the title of knight and adds +1 to his status. 
  Shared Glory (Ex): At 8th level, an order of the swan 
  cavalier can use a standard action to inspire allies 
  within 30 ft. (including himself). Allies can choose to 
  receive a dodge bonus to AC or competence bonus to 
  attack rolls equal to the cavalier’s Charisma modifier. 
  This bonus lasts 1 round. The allies must be able to see 
  and hear the cavalier to receive this bonus. An ally can 
  benefit from this ability once per combat. 
  Bleeding Edge (Ex): At 15th level, the cavalier can 
  use a swift action to employ the tactics of the eala. 
  The cavalier receives a dodge bonus to AC equal to 
  his Charisma modifier (minimum 1). The cavalier 
  increases the critical threat range of a single weapon 
  he is wielding by 1. These benefits last for a number of 
  rounds equal to the cavalier’s Charisma modifier. This 
  ability can be used once per combat. 
  
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  ROGUE ADVANCED TALENTS
  Shadow fey rogues have great skill with words and shadow.
  Cloak of Shadow (Ex): Once per day, when a successful 
  attack is made against a rogue with this talent, the 
  rogue can surround herself with shadows as an 
  immediate action. The rogue gains concealment (50% 
  miss chance) against the attack, and the creature 
  that made the triggering attack must immediately 
  roll to determine whether the attack penetrates the 
  concealment. The concealment lasts until the end of 
  the rogue’s next turn. The rogue must have a Charisma 
  of at least 11 to select this talent. A shadowsworn can 
  select cloak of shadow as a shadow talent. 
  Fluster (Ex): A rogue’s biting words cause a target to 
  become distracted and disconcerted. Once per day, a 
  rogue with this talent can use a swift action to cause a 
  target to take a −2 penalty to attack and damage rolls 
  for a number of rounds equal to the rogue’s Charisma 
  modifier (minimum 1). This is a language-dependent, 
  mind-affecting effect. 
  Kingmaker (Ex): A rogue with this talent can add a +2 
  circumstance bonus to a Charisma-based check made 
  outside of combat a number of times per day equal to 
  her rogue level. Through storytelling and rumor, the 
  rogue can increase the status score of an individual 
  once per month. An individual can only receive this 
  benefit to status once per year. 
  Magic Mastery (Ex): A rogue that selects this talent 
  can take 10 on Use Magic Device checks a number 
  of times per day equal to 3 + her Intelligence or 
  Charisma modifier. When using this talent, she may 
  take 10 even if stress and distractions would normally 
  prevent her from doing so.
  SHADOWSWORN SHADOW TALENTS
  The shadowsworn’s realm of influence is as mutable as its 
  namesake.
  Blinding Shadows (Su): As a free action, a shadowsworn 
  with this talent can disable the sight of a victim he has 
  just hit with a sneak attack. The victim must make a 
  Will saving throw (DC 10 + 1/2 class level + Charisma 
  modifier) or become blinded for 1d4 rounds. The 
  shadowsworn can use this ability once per day plus 
  an additional time per day for every 4 shadowsworn 
  levels above 3rd. 
  Shadow Clone (Sp): As a standard action, a shadowsworn 
  with this talent can create 1d4 shadowy duplicates 
  of himself that conceal his true location. This ability 
  functions as mirror image, using the shadowsworn’s 
  class level as the caster level. A shadowsworn can use 
  this ability once per day plus an additional time per 
  day for every six shadowsworn levels he possesses. 
  Shadow Pin (Su): As a standard action, a shadowsworn 
  with this talent can immobilize a creature by pinning 
  its shadow to the ground or an adjacent surface. The 
  shadowsworn must declare the use of this talent before 
  the attack is made and must use a weapon that deals 
  piercing damage for the attack. The shadowsworn 
  must succeed on a touch attack if using a melee 
  weapon or a ranged touch attack if using a ranged 
  weapon against the target. On a successful hit, the 
  target takes no damage but is entangled as if anchored 
  to an immobile object for 1d4 rounds. A shadowsworn 
  can use this talent once per day plus an additional time 
  per day for every 4 shadowsworn levels above 3rd. 
  SHADOW FEY BLOODLINE 
  Shadow fey blood is sometimes also found among human 
  sorcerers or the elf-marked, among others. 
  Associated Bloodline: Shadow (see Deep Magic, 
  page 320)
  Bloodline Arcana: Whenever you cast a spell with 
  the darkness descriptor or from the shadow subschool, 
  you gain concealment for 1 round. This ability replaces 
  the shadow bloodline arcana.
  Bloodline Powers: Shadow fey excel at shifting and 
  manipulating forms and shadows, and negating the 
  magic of others..
  Imbue Nobility (Sp): You grant a portion of your essence 
  to another creature. That creature gains a bonus on 
  Bluff, Diplomacy, Intimidate, and Sense Motive rolls 
  equal to half your caster level (minimum +1) for 1 
  minute. You can use this ability a maximum number 
  of times per day equal to 3 + your Charisma modifier.
  Born Into Shadow (Su): At 3rd level, you gain 
  darkvision to a range of 60 ft. At 9th level, the range 
  of your darkvision increases to 120 ft. At 13th level, 
  you gain the ability to see in all darkness including 
  magical darkness.
  Unravel (Su): At 9th level, you can use dispel magic as 
  a swift action once per day as a supernatural ability. 
  The effective caster level is your sorcerer level. At 17th 
  level, you can use this ability twice per day. At 20th 
  level, you can use this ability three times per day. This 
  bloodline power replaces swirling shadows. 
  Alternate Form (Su): At 15th level, you can assume 
  a single alternate form as a swift action at will as 
  if casting beast shape II to take the form of a tiny 
  animal. When you gain this ability, you must choose 
  the form of a raven, dove, cat, owl, wolf, or fox. Once 
  selected, you cannot choose another form to use with 
  this ability. This animal form is always black, white, 
  or silver grey, and once chosen, the color does not 
  vary. Unlike beast shape II, you can remain in this 
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  form until you choose to return to your normal form 
  or move into an area of sunlight or daylight. This 
  bloodline power replaces shadowwalking.
  One With Shadow (Su): At 20th level, your unseelie 
  nature is fully realized. Whenever a creature fails a 
  save against one of your spells from the schools of 
  enchantment, illusion, or necromancy, that creature 
  takes 2 points of Strength damage and suffers one 
  negative level.
  new rACiAl ArChetypes
  The cavaliers, shadowsworn, and others who haunt the 
  shadow realm have specialties and archetypes rarely 
  found in the mortal realm.
  DREAD HUNTER (CAVALIER)
  The shadow fey are known for being avid hunters, and 
  among their favorite prey are mortals who have strayed 
  too far into their lands (Kobold Quarterly magazine #20). 
  Dread hunters are important members of their wild hunts, 
  stealthily stalking prey and then using their abilities to 
  inspire fear and drive their targets mad.
  Class Skills: A dread hunter adds Survival to his list of 
  class skills. 
  Dread Mount (Ex): A dread hunter may select a 
  shadhavar or nightmare (if evil) to serve as his cavalier 
  mount. A mount chosen in this manner is treated as 
  a cohort using the rules from the Leadership feat to 
  determine when he is eligible to select this mount. A 
  shadhavar is effectively a level 5 cohort for the purpose 
  of calculating whether a player is eligible to select it. A 
  nightmare is effectively a level 10 cohort for the purpose 
  of calculating whether a player is eligible to select it.  
   A mount selected in this manner advances as a cohort 
  and not as an animal companion. A cavalier who selects 
  a dread mount can take the Leadership feat but does 
  not acquire an additional cohort by selecting the feat. 
  Should a dread mount die, the dread hunter may not 
  summon another mount for 30 days or until he gains 
  a cavalier level, whichever comes first. This ability 
  otherwise works like the cavalier’s mount ability and 
  alters that ability. Other features of the mount ability 
  and other cavalier features that affect a mount can be 
  used normally with a dread mount.
  Silent Hunter (Ex): At 1st level, a dread hunter 
  receives Stealth Synergy as a bonus feat and treats any 
  mount he rides as if it possesses that feat. This ability 
  replaces tactician.
  Dread Rider (Ex): At 4th level, a dread hunter gains a 
  bonus equal to 1/2 his level on Intimidate checks while 
  mounted. Once per round, as a free action, he can make 
  an Intimidate check to demoralize a foe he has charged 
  in the previous round or against which he possesses 
  concealment. This ability replaces expert trainer. 
  Hunter’s Call (Ex): At 5th level, a dread hunter’s 
  unearthly cries inspire fear in his enemies. If the hunter 
  shouts his hunter’s call as a free action, all enemies 
  within 60 ft. who can hear it take a −2 penalty on saving 
  throws against fear for as long as they stay within the 
  ability’s range. If the hunter uses a move action to blow 
  a horn or drive his mount or hunting animals to make 
  fearsome cries, the range of this ability extends to 120 ft. 
  At 10th level and every 5 levels thereafter, this penalty 
  increases by −1. This ability replaces banner. 
  Tactician (Ex): At 9th level, the dread hunter receives 
  the cavalier’s tactician ability. The dread hunter can use 
  the ability once for every 5 cavalier levels he possesses. 
  A dread hunter does not receive greater tactician or 
  master tactician. 
  The Wild Hunt (Ex): At 14th level, the dread hunter’s 
  calls can drive his prey mad. If the huntsman uses a 
  standard action to howl, enemies within 30 ft. who can 
  hear him must succeed on a Will save (DC 10 + 1/2 
  the dread hunter’s level + the dread hunter’s Charisma 
  modifier) or become confused for a number rounds 
  equal to the huntsman’s Charisma modifier (minimum 
  1). An enemy who has been affected by this ability 
  cannot be affected by this ability again for 24 hours. An 
  enemy who succeeds at the saving throw is immune to 
  this effect for 24 hours. This ability is a mind-affecting 
  fear effect and replaces greater banner. 
  TWILIGHT ENVOY (SHADOWSWORN)
  The shadow fey have rejoined the world, recalling 
  their alliances and feuds with the mortal realm and the 
  Fair Lands, with intentions of reclaiming their former 
  holdings. The twilight envoys are shadowsworn who 
  receive specialized bardic training. They are sent to travel 
  across the planes to use diplomacy or espionage in foreign 
  lands as circumstances warrant. 
  Class Skills: A twilight envoy adds Disable Device, 
  Diplomacy, Disguise, and Sense Motive to her class 
  skill list.
  Bardic Spellcasting: A twilight envoy learns and 
  casts spells and cantrips as a bard. A twilight envoy 
  learns spells from the bard spell list, gains bonus spells 
  as a bard, and uses the bard Spells per Day and Spells 
  Known tables for her spellcasting progression. At 1st 
  level, a twilight envoy adds one 0-level spell and one 
  1st-level spell from the shadowsworn spell list to her 
  class spell list and adds one additional spell from that 
  list each time she gains access to a new spell level. This 
  ability replaces the spells class feature. 
  
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  Trapfinding: Beginning at 2nd level, a twilight envoy 
  gains trapfinding, identical to the rogue ability. This 
  ability replaces evasion. A twilight envoy may not select 
  the improved evasion shadow talent.
  Shadow Traveler (Su): At 1st level, a twilight envoy 
  can instantly recognize if a particular location can be 
  used to open a shadow road. A twilight envoy knows 
  the walking the shadow roads incantation (see Midgard 
  Campaign Setting, page 193), and can use Spellcraft in 
  place of any Knowledge checks used to open such a 
  portal. At 5th level, a twilight envoy takes the minimum 
  time required to travel the normally variable times 
  associated with traveling the shadow roads. At 8th level, 
  a twilight envoy gains the supernatural ability to use 
  a full-round action to open or close a shadow road at 
  an appropriate location without use of an incantation. 
  At 13th level, a twilight envoy can cast plane shift 
  once a day as a caster of her class level as a spell-like 
  ability, limited to travel to and from the shadow realm. 
  At 20th level, a twilight envoy can cast plane shift 
  at will to travel to and from the shadow realm. This 
  ability replaces the shadowsworn’s command shadow, 
  summon shadow, and shadow transformation abilities.
  shAdow fey spells  
  And high mAgiC
  The arcana of the shadow fey reaches its zenith in the 
  magic of its most powerful practitioners. Favoring 
  enchantment and illumination, the mythic spells of the 
  shadow fey hold terror for their enemies. 
  In particular, the shadow fey are very familiar with the 
  spells of shadow and illumination (see Deep Magic for 
  an entire school of Illumination magic). They are jealous 
  guardians of a few spells that are rarely taught outside 
  their own courts. Some of those spells are provided here.
  BLACK SWAN STORM
  School evocation [force, darkness]; Level sorc/wiz 3
  Casting Time 1 action
  Components V, S, M
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous and 1 round/level (see text)
  Saving Throw Reflex half (see text); Spell Resistance yes
  You call a whirlwind of swirling black feathers to surround 
  your target. These feathers deal 1d8 points of force 
  damage per 2 caster levels (maximum 10d8) to the target. 
  The wounds inflicted by these feathers seep and radiate 
  darkness, causing the illumination level within 20 ft. of 
  the target to drop by one step for 1 round/level. Creatures 
  within this radius have concealment. A successful Reflex 
  save halves this damage and negates the darkness effect. 
  BRING TO LIGHT
  School illumination (divination); Level bard 2, inquisitor 2, 
  sorcerer/wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S, M
  Range close (25 ft. + 5 ft./2 levels)
  Target 1 humanoid creature
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance  yes
  You cause a target’s shadow to come to life and reveal one 
  of the creature’s most scandalous secrets: some fact that 
  the target would not want widely known. You can choose 
  whether everyone present hears the secret, in which case 
  the shadow speaks loudly in a twisted version of the target’s 
  voice, or if the secret is only whispered to you. If the target 
  speaks multiple languages, the shadow speaks the language 
  the target uses most often. For example, the shadow of an 
  elf who adventures with humans would speak Common, 
  even though the elf’s native language is Elven.
  If the target creature does not have a scandalous 
  secret, the spell fails as if the creature had succeeded its 
  saving throw.
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  In addition to any information you obtain or scandal 
  it may provoke, if the secret was audible, the target takes 
  a −2 penalty to Charisma based checks with anyone 
  present at its utterance for the remainder of the day.
  Mythic: If you spend two uses of mythic power and you 
  elect to have the secret heard by everyone present, the 
  penalty to Charisma checks is increased to −6, and the 
  target’s status score is reduced by 1 for the remainder of 
  the day (see Midgard Campaign Setting for rules about 
  status). At the end of this time, the target makes a second 
  Will save at the same DC as the spell. If the target fails 
  this second saving throw, the loss of status is permanent. 
  CHIMERIC TRANSPOSITION I
  School transmutation (polymorph); Level alchemist 4, 
  sorcerer/wizard 4, witch 4
  Casting Time 1 full round
  Components V, S, M
  Range touch
  Target two adjacent creatures
  Duration 10 min./level (D)
  Saving Throw Fortitude negates (see text);  
  Spell Resistance  yes
  You switch a single physical characteristic between 
  two creatures. Each creature must be of the humanoid, 
  monstrous humanoid, vermin, or animal types (though 
  they need not both be exactly the same type). Both 
  creatures must be in the same size category. The creatures 
  must be alive or have died within 1 hour. (A dead 
  creature does not receive a saving throw.) You can switch 
  one of the following parts of a creature, which will also 
  remove one associated physical ability from one creature 
  and grant it to the other (and vice versa):
  Eyes (grants and removes low-light vision or darkvision)
  Feet (grants and removes Climb, Burrow, or Swim)
  Mouth (grants and removes a bite attack)
  Hands (grants and removes a claw attack)
  Nose (grants and removes scent)
  Skin (grants and removes a natural armor bonus)
  A successful Fortitude save from either creature causes 
  the spell to fail. A creature cannot be affected by more 
  than one chimeric transposition spell. Subsequent castings 
  of a creature already affected by such a spell fail. If both 
  creatures possess the same feature with different modifiers 
  (for example, darkvision 30 ft. and darkvision 60 ft.), those 
  modifiers are switched. Chimeric transposition I can be 
  made permanent with a permanency spell. 
  CHIMERIC TRANSPOSITION II
  School transmutation (polymorph); Level alchemist 6, 
  sorcerer/wizard 6, witch 6
  Casting Time 1 full round
  Components V, S, M
  Range touch
  Target two adjacent creatures
  Duration 10 min./level (D)
  Saving Throw Fortitude negates (see text);  
  Spell Resistance  yes
  This spell functions as chimeric transposition I, except you 
  can switch two sets of creature parts at once and affect 
  creatures of the magical beast and fey types. 
  CHIMERIC TRANSPOSITION III
  School transmutation (polymorph); Level alchemist 8, 
  sorcerer/wizard 8, witch 8
  Casting Time 1 full round
  Components V, S, M
  Range touch
  Target two adjacent creatures
  Duration 10 min./level (D)
  Saving Throw Fortitude negates (see text); SR yes
  This spell functions as chimeric transposition I, except 
  that you can switch two sets of creature parts at once 
  and additionally affect creatures of the magical beast, 
  fey, and dragon types, and targets can be up to two size 
  categories different. Switching features on creatures in 
  different size categories may result in other effects. For 
  example, a Small creature with Large claws is treated as 
  if it is using a Large weapon and takes penalties for the 
  difference in size category.
  Although creatures cannot be directly harmed by this 
  spell, its physical results can be particularly gruesome. For 
  example, a creature can appear to have incredibly stretched 
  skin or conversely be swimming in folds of skin. Such 
  grotesque changes have no mechanical effects beyond the 
  abilities conferred or removed by the spell, though the GM 
  may impose penalties to Charisma-based checks or have 
  NPCs offer stronger reactions when appropriate.
  COSMIC ALIGNMENT
  School illumination (conjuration); Level druid 9, 
  sorcerer/wizard 9
  Casting Time 1 hour
  Components V, S, M (a piece of quartz)
  Range personal
  Target you
  Duration 1 day
  Saving Throw none (harmless); Spell Resistance  no
  You arrange the very forces of the cosmos to your benefit. 
  Choose a cosmic event that affects spellcasting (see Deep 
  Magic). You cast spells as if under the effects of the cosmic 
  event until the next sunrise or 24 hours have passed. This 
  spell must be cast outdoors, and the casting of this spell 
  is obvious to anyone within 100 miles of its casting as an 
  appropriate symbol appears in the heavens above your 
  location while you are casting the spell. For example, the 
  
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  image of a flaming comet appears. If you do not possess 
  the Star and Shadow Casting feat (see Deep Magic, page 
  34), you must succeed on a DC 35 Knowledge (arcana) 
  check and expend a third use of mythic power at the 
  casting’s conclusion to receive the effects of the spell. 
  DANCE OF GLORIOUS ECSTASY
  School enchantment (compulsion) [mind-affecting]; 
  Level bard 6, sorcerer/wizard 6, witch 6
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration 1 round/2 levels; see text
  Saving Throw Will negates; Spell Resistance  yes
  The target drops all items held and begins dancing in 
  euphoric bliss. While dancing, the target is immune to 
  non-mythic fear effects. You can direct the dancer to move 
  where you wish as long as it remains within range of the 
  spell, though moving them in such a way that causes harm 
  (such as through fire or into a pit) immediately allows the 
  target a new save. Creatures affected are not considered 
  helpless, and any hostile action you or your allies take 
  against a target also allows the target a new save. Each 
  round in which you spend at least a standard action joining 
  in the dance does not count against the spell’s duration. 
  Mythic: If you expend two uses of mythic power, this 
  spell can affect up to one creature per your level. No two 
  creatures can be more than 50 ft. apart.
  Augmented (2nd): By spending two uses of mythic power, 
  at the end of the spell’s duration, an affected creature 
  must make a second Will saving throw equal to the DC 
  of the spell. If this second saving throw fails, the creature 
  gains a minor addiction (see Pathfinder Roleplaying 
  Game: GameMastery Guide) to the effects of the spell. If 
  the saving throw fails by more than 5, the creature gains 
  a moderate addiction, and if by more than 10, a severe 
  addiction. The base DC for the addiction is the spell’s DC.
  ENCROACHING SHADOWS
  School illumination (illusion) [shadow]; Level sorcerer/
  wizard 7, witch 7
  Casting Time 30 min.
  Components V, S, M (a drop of blood), F (a silver rod)
  Area up to 200 sq. ft./level (S)
  Duration 1 hour/level (D)
  You cause the shadows to invade the affected area. 
  Illumination in the area drops one step: from bright light 
  to normal light, from normal light to dim light, and from 
  dim light to darkness. Any non-mythic magical effect that 
  would cause the level of illumination to increase requires a 
  caster level check (DC 13 + spell’s caster level). Spells with 
  the light descriptor are cast at −1 caster level. Non-magical 
  effects cannot increase the level of illumination in the 
  affected area.
  Illumination spells with shadow in the title or spells 
  of the shadow subschool or with the shadow descriptor 
  are cast at +1 caster level in the affected area. Spells of 
  the shadow subschool that have their strength expressed 
  as a percentage (such as shadow conjuration and shadow 
  evocation) are 10% stronger in the affected area.
  An area affected by this spell can be used to open a 
  shadow road.
  Mythic: If you spend one use of mythic power, the 
  duration of the spell doubles to 2 hours/level.
  Augmented: If you spend two uses of mythic power, 
  the increased strength of shadow spells expressed as a 
  percentage is raised to 15%.
  SHADOW JUMP
  School illumination (conjuration)(teleportation)
  [shadow]; Level shadowsworn 2, sorcerer/wizard 2
  Casting Time 1 action
  Components V
  Range personal
  Duration instantaneous
  You may move from one shadow to another within 100 
  ft. + 10 ft./lvl and line of sight without passing through 
  intervening space. After moving, you can’t take any other 
  actions until your next turn. You can bring along any 
  object you are able to carry. You cannot bring creatures 
  along with you unless they are small enough to share 
  your space, such as a familiar. 
  SUMMER’S GLARE
  School enchantment (compulsion) [mind-affecting]; 
  Level sorcerer/wizard 8, witch 8
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature/2 levels, no two of which can be 
  more than 30 ft. apart
  Duration 1 round
  Saving Throw Fortitude negates; see text;  
  Spell Resistance  yes
  Your visage radiates the wrath of the shadow fey, which 
  bears down oppressively upon your targets in a brilliant 
  burst of light. All creatures that can see you are affected. 
  (Blind creatures are not affected.) This is not a gaze 
  attack and cannot be avoided by averting one’s eyes or 
  wearing a blindfold. Non-mythic affected creatures with 
  darkvision are stunned for 1 round. Non-mythic affected 
  creatures with low-light vision are dazed for 1 round. All 
  non-mythic affected creatures are blinded for 1 round. A 
  mythic creature that fails its saving throw is dazzled for 1 
  round but suffers no other effect.
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  268
  Mythic: If you expend one use of mythic power, mythic 
  creatures that fail their saving throw are affected by this 
  spell as normal.
  new weApons
  The shadow fey treat their weapons like they treat their 
  magic—with twisted delight.
  Eala Arrow
  Cost 18 gp
  Eala arrows are made from the sharp metallic feathers 
  of a magical beast. An eala arrow deals normal damage. 
  On a critical hit, the arrow deals 1 point of bleed damage 
  each round until the bleeding is stopped by a DC 12 Heal 
  check or magical healing. Creatures immune to critical 
  hits are immune to this bleed damage.
  Viscous (Weapon Property)
  Price +2 bonus; Aura moderate conjuration; CL 9th; 
  Weight —
  Tendrils of shadows emerge from a viscous weapon, 
  greedily wrapping themselves around their target. A 
  wielder of a viscous weapon gains a +2 bonus to CMB for 
  disarm and trip attempts made with the weapon. When 
  a wielder confirms a critical hit, the target creature is 
  entangled by the shadows for 1 round.
  When this weapon strikes a creature, the wielder can 
  spend a use of mythic power to cause shadows to attempt 
  to grapple the target. Such a target is affected as if caught in 
  the area of a web spell (DC 20). These grappling shadows 
  remain in the target’s square for 9 minutes and behave as 
  the web spell as cast by a 9th-level caster in all other ways.
  This property can only be placed on melee weapons.
  CONSTRUCTION REQUIREMENTS
  Cost +2 bonus
  Requirements Craft Magic Arms and Armor, Mythic 
  Crafter, web
  new mAgiC items
  Magic items are second nature to the shadow fey.
  Cloak of the Eala
  Aura moderate transmutation; CL 7
  Slot shoulders; Price 8,000 gp; Weight 1 lb.
  This finely made cloak has a set of stylized wings that lie 
  over the wearer’s shoulders. As a swift action, a wearer 
  can activate the cloak, from which small, feathered wings 
  burst forth. While the cloak is active, a wearer gains a +10 
  competence bonus on Acrobatics checks related to balance 
  and to making high and long jumps. A wearer can activate 
  this cloak three times a day for up to 5 minutes per use.
  CONSTRUCTION REQUIREMENTS
  Craft Wondrous Item, creator must have 10 ranks in the 
  Acrobatics skill; Cost 4,000 gp
  Prisoner’s Shroud
  Aura moderate conjuration; CL 9
  Slot none; Price 10,000 gp; Weight 1 lb.
  This thin grey shroud is used to entrap the shadow fey’s 
  prey for transport and later amusement. The shroud is 
  approximately 10 ft. × 4 ft. When placed over the body of 
  a sleeping, unconscious, or helpless creature of Medium 
  size or smaller, the shroud’s holder can utter a command 
  word to transport the victim to a small pocket dimension 
  accessible through the shroud. Only a single creature can 
  be sent to this dimension at a time. Enough air persists 
  in the pocket dimension to sustain a creature of Medium 
  size for 3 days. Teleportation spells and abilities are 
  ineffective within the shroud. A distorted image of the 
  target appears on the shroud’s surface while the victim 
  exists in that space. The shroud’s holder can release the 
  victim by again using the command word. 
  CONSTRUCTION REQUIREMENTS
  Craft Wondrous Item, secret chest; Cost 5,000 gp
  Umbral Blade
  Aura strong illusion; CL 14th
  Slot none; Price 86,310 gp; Weight 2 lb.
  This +2 shortsword appears to spread darkness and 
  flickers between solidity and intangibility as the wielder 
  wills. The blade continually radiates darkness as the spell, 
  and the wielder can see through this darkness even if 
  normally unable to do so (but not magical darkness from 
  any other source). The wielder gains a +4 circumstance 
  bonus to Bluff checks made to feint. If the wielder 
  possesses the sneak attack class feature, this damage is 
  increased by 1d6 on attacks made with the blade. The 
  wielder can suppress the darkness ability as a free action 
  and reactivate it as a standard action.
  By spending a use of mythic power while attacking, the 
  wielder can choose to ignore a target’s armor and shield 
  bonuses to AC (including enhancement bonuses) for 1 
  round. This effect only applies to armor and shields if 
  they are not made of cold iron. 
  If sundered by anything other than a weapon made of 
  cold iron, an umbral blade reforms the following evening 
  at sunset. If sundered by a weapon made of cold iron, the 
  umbral blade takes damage normally.
  CONSTRUCTION REQUIREMENTS 
  Craft Magic Arms and Armor, Mythic Craft, cat’s grace, 
  darkness, shadow weapon; Cost: 43,310 gp
  
  269
  CreAture
  This creature associated with the shadow fey is also a 
  native of the Shadow Realm.
  SHADHAVAR
  The strange melody seemed to be coming from the 
  clearing—but the creatures that once appeared as horses 
  now look like desiccated unicorns, their skeletons visible 
  beneath their taut flesh.
  SHADHAVAR (DREAD HORSE)  
             CR 2
  XP 600
  N Large magical beast
  Init +3; Senses darkvision 60 ft., low-light vision; 
  Perception +6
  Aura innocuous aura (DC 12)
  DEFENSE
  AC 14, touch 13, flat-footed 10 (+3 Dex, +1 dodge,  
  +1 natural, −1 size)
  hp 22 (3d10+6)
  Fort +5, Ref +6, Will +1
  OFFENSE
  Speed 50 ft.
  Melee gore +5 (1d8+1), 2 hooves 
  +0 (1d6+1)
  Space 10 ft.; Reach 5 ft.
  Special Attacks plaintive melody
  Spell-Like Abilities (CL 3rd)
   2/day—darkness (centered on self only)
  STATISTICS
  Str 13, Dex 16, Con 14, Int 8, Wis 10, Cha 12
  Base Atk +3; CMB +6; CMD 19 (23 vs. trip)
  Feats Dodge, Weapon Finesse
  Skills Perception +6, Stealth +12;  
  Racial Modifier +4 Stealth
  ECOLOGY
  Environment any forests, planar (shadow realm)
  Organization solitary, triad, or herd (6–12)
  Treasure standard
  SPECIAL ABILITIES
  Innocuous Aura (Su) A shadhavar can choose 
  to resemble either a horse or unicorn. 
  While the aura is active, an observer at 
  or more than 60 ft. away must succeed 
  on a DC 12 Will save to see the 
  creature’s true appearance. This DC is Charisma based. 
  This illusion is a supernatural effect that a shadhavar 
  can begin or end as a free action.
  Magical Strike (Ex) A shadhavar’s gore attack is treated as 
  a magic weapon for the purposes of damage reduction. 
  Plaintive Melody (Su) A shadhavar’s horn is hollow. As 
  a free action, a shadhavar can use its horn to play a 
  captivating melody. Creatures within 60 ft. must make 
  a DC 12 Will save or become fascinated as long as 
  the shadhavar plays. This DC is Charisma based. The 
  shadhavar can use this ability a number of rounds per 
  day equal to its Hit Dice. These rounds do not need to 
  be consecutive. This is a sonic, mind-affecting effect.
  Shadow Cloud (Su) A shadhavar can use darkness 
  centered on itself as a spell-like ability twice per 
  day. The caster level for this ability is equal to the 
  shadhavar’s Hit Dice.
  Shadhavar are horse-like natives of the plane of shadow. 
  Although they are living creatures, their true form 
  resembles undead unicorns. They are highly intelligent 
  creatures and use their hollow horn to play captivating 
  sounds for defense or to draw in prey. They hunt when 
  they must and are not discriminating about their 
  quarry. The shadhavar are largely carrion 
  eaters, however, and despite their fearsome 
  appearance, they are not naturally evil. 
  17
  
  A WHIFF OF BRIMSTONE
  tiefling
  18
  
  271
  m
  ore than 2,000 years ago, as Caelmarath’s 
  humans experimented with their newfound 
  arcane knowledge, whispers began circulating 
  about dark secrets in the West. 
  Time passed, the magocracies grew in power, and 
  generations later, the truth emerged: the West’s most 
  ambitious spellcasters had entered into dark pacts with 
  certain denizens of the Eleven Hells. In exchange for 
  breathtaking magical prowess, these corrupted humans 
  coupled with devils, demons, and other hellish beings, 
  ensuring their bloodlines would forever carry a fiendish 
  taint. The dark scions of these unions came to be known 
  as tieflings—the demonmarked, the hellborn. 
  Early in tieflings’ existence, entire families of 
  demonmarked were not uncommon in the nine 
  magocracies. This dark influence spread throughout 
  the West’s humans. Those families that did not already 
  carry a fiendish taint often were open to partnering 
  with hellspawn. To these crusading humans, including 
  Zobeck’s infamous House Stross, which so chafed 
  against the elves’ rule, any means of overthrowing their 
  overlords was justified. Their freedom was achieved, but 
  once the elves fled, these powerful spellcasters quickly 
  turned on each other. 
  As the magocracies vied for control of the land’s ley 
  lines, couplings with demons happened less frequently. 
  Spellcasters blighted the land while the tieflings’ 
  numbers slowly waned. Soon, even in the sole surviving 
  magocracy of Allain, tieflings were a rare minority. 
  By then, though, fiendish genetics were irreversibly 
  hardcoded into many bloodlines, ensuring that tieflings 
  could be born randomly to any tainted family. And so 
  new demonmarked infrequently surface, serving as 
  reminders of their ancestors’ greed, their blind ambition, 
  and—as most would agree—their utter foolishness. 
  Even at the height of their population, tieflings in 
  the magocracies were considered strange, foreboding 
  harbingers of ill fortune. Today, they are scattered 
  throughout Midgard, but the only place tieflings are 
  socially accepted, albeit begrudgingly, is in Allain. The 
  cities of Bemmea and Tintager are particularly friendly 
  to tieflings. 
  Tieflings are not tolerated outside of Allain, though 
  some hellborn have proven their worth elsewhere in spite 
  of their dark heritage. In some places, a tiefling’s mere 
  presence is considered sacrilege. They are particularly 
  vilified in the Seven Cities and in Magdar Kingdom, and 
  they are hunted as heretics in the Grand Duchy. In these 
  areas, the majority populations simply cannot see past 
  the fiendish characteristics that belie a simple reality: 
  though touched by demonic patrons, tieflings’ fates—like 
  those of humans—are theirs to decide.
  g
  tieflings of midgArd
  Although generally viewed with suspicion, if not outright 
  fear, tieflings exist in myriad corners of Midgard. In 
  addition to the principalities of Morgau and Doresh and 
  the Free City of Zobeck, the following places are those in 
  which tieflings are most numerous. 
  Demon Mountain: On the Rothenian Plain, south of 
  the Wormwood, exists a barren peak. It is the product 
  of the magical forces and demonic will of the Master, 
  the tiefling summoner who rules this demesne. For 360 
  years, the Master has sought to break the bonds that 
  tie him to the mountain, siring children in hopes of 
  producing a prophesied, untainted son, whom he must 
  sacrifice to null his nefarious contract. So far, this 7 ft. 
  tall behemoth has succeeded only in fathering dozens 
  of tieflings—a brood in which he takes great pride. 
  These children range from fiercely loyal protectors 
  to devilish ambassadors to even the odd spymaster 
  masquerading as a wine merchant. 
  Magocracy of Allain: Twenty thousand tieflings 
  call this mystical, dangerous land home. In fact, two 
  cities in Allain possess the largest number of tieflings 
  in Midgard: Bemmea and Tintager. In the former, 
  where diabolism was widespread while the elves ruled, 
  upwards of 3,000 tieflings roam the streets openly, 
  though their human counterparts often view them 
  with contempt. Because of the demonmarkeds’ innate 
  magical powers, the masters of the city’s many arcane 
  academies welcome tieflings into their institutions. In 
  Tintager, where all worthy adventurers are ushered 
  into martial service, tieflings’ unique strengths are 
  considered assets against potential elf invasions. 
  Nuria Natal: Much fewer in numbers than the 
  tieflings of the magocracies, the hellborn of Nuria 
  Natal can trace their origins to the bloody struggles 
  to fend off the Mharoti dragons. When the human 
  gods turned a deaf ear to their pleas for help, Nurian 
  spellcasters instead turned to demons for aid in 
  resurrecting former rulers. Inversely, knowing 
  the kingdom’s periodic desperation, many fiends 
  extracted bargains from everyone from nobles to 
  commoners. These two phenomena resulted in the 
  tainted bloodlines that produce Nurian tieflings—
  and have kept the proud country free of the dragons’ 
  influence—to this day. 
  18
  
  272
  PHYSICAL DESCRIPTION
  Tieflings’ connections to their fiendish heritage are 
  unmistakable and typically manifest physically at birth 
  or, rarely, at the onset of adolescence. Owing to the 
  diversity of sires, no two tieflings carry the same dark 
  physical characteristics. One might bear goat-like horns 
  and blackened eyes. Another might possess wicked fangs 
  and reddish skin. Still another might boast cloven hooves 
  and stunted, leathery wings. For some tieflings, the only 
  indication of their otherworldly origins might be the 
  general feeling of dread they instill in goodly folk, their 
  unmistakably sibilant speech, or the faint smell of smoky 
  hellfire emanating from their skin. 
  RELATIONSHIPS WITH OTHER RACES
  Some believe that, because we chose to live among you, 
  we want to be accepted by you. They are fools. What 
  do we care of your people and your race? It is your 
  arrogance that presumes you are superior to us. You say, 
  “Tieflings are contaminated blood of our kind.” We know, 
  however, that we are the refinement of your bloodline, 
  burning out the weakness that cripples you. Surely, it 
  must humble you to know you are the weaker race. There 
  is no doubt tieflings hold themselves superior to all other 
  races. They are, after all, the product of what they see as a 
  blessed mingling of bloodlines—human and devil. While 
  it might seem natural to hold humans in utter contempt, 
  most tieflings feel quite the opposite. 
  Humans: Humans are, if not a noble race, a rich 
  bloodstock to spring from. Tieflings see in humans 
  many positive qualities: the facility for lying, the casual 
  approach to virtue, and the untroubled acceptance of 
  hypocrisy to name a few. Tieflings favor those who are 
  adaptable and those who have a flexible understanding 
  of morality—in short, humans. 
  Dwarves: Tieflings view the small races as 
  usefully pragmatic, if perhaps too much so. Dwarf 
  predictability—both their passion and their temper—is 
  a weakness to be exploited. Tieflings like the fact that 
  dwarves are easy to manipulate but seldom feel they 
  have much in common with this race. To a tiefling, 
  a dwarf’s passion for gems and riches is crass and 
  shallow, a sign of their inability to defend themselves 
  psychologically from others. The other small races 
  deserve little more than condescension for their 
  cowardly attachment to their staid homebound lives. 
  Elves: It is the elves for whom tieflings reserve their 
  greatest scorn, even hatred. Tieflings have no use for 
  many aspects of elven culture: their sense of racial 
  purity, their obsessive love of nature and beauty, and 
  their overall arrogance. The first strikes at the very 
  essence of a tiefling, the second is a weakness to not 
  see the cruel purpose of nature, and the third is just 
  undeserved when compared to the greatness and history 
  of the tiefling past. Elves attempt to hide from the 
  pain and suffering of the world. Tieflings openly and 
  willingly embrace it. This, they maintain, makes them 
  the stronger, better bloodline. 
  It might seem natural for tieflings to ally themselves 
  with any of the various monstrous and vile races that 
  abound in the world. However, tieflings view most of them 
  with utter contempt. In their eyes, most of these races lack 
  sophistication in one form or another—too brutish, too 
  crass, too base, or too lacking in the refinements of pain, 
  suffering, and evil. For a tiefling, it is only natural to rule 
  and dominate these lesser brutes, to use them as pawns in 
  their plans and schemes, and to exploit them for whatever 
  gain and amusement they can provide. 
  TIEFLING RACIAL TRAITS
  +2 Dexterity, +2 Intelligence, −2 Charisma: 
  Tieflings are quick in body and mind but are inherently 
  strange and unnerving.
  Native Outsider: Tieflings are outsiders with the 
  native subtype.
  Medium: Tieflings are Medium creatures and receive no 
  bonuses or penalties due to their size.
  Normal Speed: Tieflings have a base speed of 30 ft.
  Darkvision: Tieflings see in the dark for up to 60 ft.
  Skilled: Tieflings gain a +2 racial bonus on Bluff and 
  Stealth checks.
  Spell-Like Ability: Tieflings can use darkness once 
  per day as a spell-like ability. The caster level for this 
  ability equals the tiefling’s class level.
  Fiendish Resistance: Tieflings have cold resistance 5, 
  electricity resistance 5, and fire resistance 5.
  Fiendish Sorcery: Tiefling sorcerers with the abyssal 
  or infernal bloodlines treat their Charisma score as 2 
  points higher for all sorcerer class abilities.
  Languages: Tieflings begin play speaking Common 
  and either Abyssal or Infernal. Tieflings with high 
  intelligence scores can choose from the following: 
  Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, 
  Halfling, Infernal, Orc.
  ALTERNATE RACIAL TRAITS 
  At the discretion of your GM, the following tiefling racial 
  traits may be used instead of existing racial traits. 
  Beguiler: Some tieflings may worm their way into the 
  confidence of others, resulting in strange behavior. 
  These tieflings can cast charm person once per day 
  as a spell-like ability with a caster level equal to their 
  character level. This racial trait replaces spell-like ability.
  
  273
  g
  You think you know us. 
  All that needs be mentioned is Caelmarath and those 
  dark pacts supposedly signed there, and now you think 
  you know everything about us. Look at the horns, the 
  wicked glimmer, the glide as we pass by—it’s all you need 
  to define our existence. 
  We are the Others, the Touched, the Kissed, the 
  Blessed, the Cursed. With a single word or phrase, you 
  seek to bind us. 
  The truth is, you know so little about us. Your ignorance 
  hides behind tales, legends, and stories that everyone 
  knows but cannot prove. The truth is, we are more—much 
  more—than your stories, your fears, and your dreams. 
  Just remember that truth is convenient and serves 
  many masters. 
  Caelmarath’s Legacy: Harkening to the days of 
  prominent tiefling families, some hellborn inherently 
  feel at ease around others of their kind. These tieflings 
  receive a +1 racial bonus to skill checks when in the line 
  of sight of other tieflings or half-fiends, even if these 
  creatures are opponents. The tiefling has to be aware of 
  the creature’s tiefling or half-fiendish nature to receive 
  this benefit. This racial trait replaces skilled. 
  Devilish Channeling: Magic flows through some 
  tieflings like water through a sieve. Particularly attuned 
  to the eldritch energy embedded into the land, these 
  tieflings receive a +2 racial bonus to all caster level 
  checks made to use ley lines. This racial trait replaces 
  fiendish sorcery. (For more information on ley line 
  magic, see Deep Magic, page 41)
  Hellstep: Some tieflings can tap into their infernal 
  powers to instantaneously teleport to any other spot 
  within 25 ft. + 5 ft./2 class levels in a blaze of harmless 
  fire. If the spot the tiefling chooses is within line of sight, 
  the tiefling arrives there unerringly. If the destination is 
  not in line of sight, the tiefling must be able to visualize 
  the spot or state the direction and distance to it, but the 
  hellstep has a 25% chance of a mishap, and the tiefling 
  cannot take any further actions upon arrival and is 
  flat-footed until the tiefling’s next turn.  
  the truth About tieflings by their CreAtor, 
  dAvid “zeb” Cook
  Thus all the elements which ye 
  Destruction, Sin, or briefly, Evil, name, 
  As my peculiar element I claim. 
          —Mephistopheles in Faust
  While a tiefling will often talk about himself and his 
  people as “we,” it is little more than a lie. Where humans 
  often prefer the bond of tribe, cult, and nation, tieflings 
  seldom feel such affections. Through painful lessons, 
  tieflings have learned it is best to never trust or rely on 
  others. They especially suspect those of their own kind 
  since each knows exactly why he should “never trust 
  a tiefling.” The idea that tieflings 
  share a common identity, 
  purpose, or goal is foreign 
  to all but those who seek the 
  restoration of the glories of 
  the ancient magocracy of 
  Caelmarath (cynics would 
  say, those few seek only 
  power). Even then, 
  they are only bound by 
  a common target as 
  each brings his own 
  goals and ambitions 
  to the endeavor.
  18
  
  274
   No matter what the tiefling’s destination, the tiefling 
  can transport only herself, her familiar, and a maximum 
  100 lb. (or maximum load, whichever is less) of objects 
  she can carry or touch. She cannot transport any 
  creature except for her own familiar, animal companion, 
  or cohort of up to Tiny sized (whose weight counts 
  against your load limit). If the tiefling suffers a mishap 
  or arrives in a place already occupied by a solid body, the 
  tiefling and any creatures with her take 1d6 hp of fire 
  damage per character level as the hellfire roars in fury, 
  and they are shunted to closest randomly determined 
  open space on a suitable surface of the intended location.  
   A tiefling can use this ability once per day plus an 
  additional time per day at 5th level and every 5 levels 
  thereafter. This is treated as a conjuration [teleportation] 
  effect and as a spell-like ability with a caster level equal 
  to the tiefling’s character level. This replaces fiendish 
  sorcery and spell-like ability.
  Improved Resistance: Some tieflings have a better 
  resistance to one of the elements. A tiefling with this 
  trait chooses one type of energy resistance granted by 
  fiendish resistance. This resistance is increased to 10. 
  This replaces fiendish sorcery.
  Infernal Pact: With a soul sworn to damnation, some 
  tieflings can tap into the power of the lower planes to 
  fuel their magic. These tieflings increase the saving 
  throw DC of all their spells by +1. However, this power 
  comes at a steep price. Tieflings with this racial trait die 
  upon reaching 1/2 Constitution score negative hp, as 
  their soul is dragged to the lower planes. Furthermore, 
  tieflings with this racial trait cannot by resurrected or 
  raised by any means. This replaces fiendish sorcery.
  Leering Visage: Some tieflings embrace and even 
  enhance their ghoulish appearance as an asset in 
  battle. These tieflings can cast cause fear once per day 
  as a spell-like ability with a caster level equal to their 
  character level. This racial trait replaces spell-like ability.
  Master’s Discernment: Some tieflings are so adept 
  at hiding their motives that they can both tell and detect 
  lies with remarkable cunning. These tieflings’ shrewd 
  skills grant them a +2 racial bonus to Bluff checks to 
  convince an opponent that they speak the truth, and 
  they grant them a +2 racial bonus to Sense Motive 
  checks to identify lies. This racial trait replaces skilled. 
  Maw or Claw: Some tieflings take on the more bestial 
  aspects of their fiendish ancestors. These tieflings exhibit 
  either powerful, toothy maws or dangerous claws. The 
  tiefling can choose a bite attack that deals 1d6 points 
  of damage or two claws that each deal 1d4 points of 
  damage. These attacks are primary natural attacks. This 
  racial trait replaces the spell-like ability racial trait.
  Scaled Skin: The skin of these tieflings provides some 
  energy resistance but is also as hard as armor. Choose 
  one of the following energy types: cold, electricity, or 
  fire. A tiefling with this trait gains resistance 5 in the 
  chosen energy type and also gains a +1 natural armor 
  bonus to AC. This racial trait replaces fiendish resistance.
  Random Starting Ages
  Race   
  Adulthood
  Intuitive1
  Self-Taught2   
  Trained3
  Tiefling  
  20 years
  +4d6 years           
  +6d6 years           
  +8d6 years           
  1 This category includes barbarians, bloodragers, oracles, rogues, sorcerers, and swashbucklers.
  2 This category includes bards, battle scions, brawlers, cavaliers, fighters, gunslingers, hunters, paladins, rangers, shamans, skalds, slayers, 
  shadowsworn, spell-less rangers, summoners, and witches.
  3 This category includes alchemists, arcanists, clerics, druids, inquisitors, investigators, magi, monks, theurges, warpriests,  
  white necromancers, and wizards.
  Aging Effects
  Race 
  Middle Age1 
  Old2 
  Venerable3 
  Maximum Age
  Tiefling    
  35 years    
  53 years
  70 years
  70 + 2d20 years
  1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.               3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  Random Height and Weight
  Gender 
  Base 
  Height 
   Height 
  Modifier
  Base 
  Weight 
  Weight 
  Modifier
  Tiefling, male     
  4 ft. 10 in.
  +2d10 in.
  120 lb.
  ×5 lb.
  Tiefling, female
  4 ft. 5 in.
  +2d10 in.
  85 lb.
  ×5 lb.
  
  275
  Serpentine Slither: Tieflings whose fiendish heritage 
  trace to mariliths and other serpentine horrors often 
  possess the thick, scaly lower bodies of snakes. These 
  demonmarked receive a +4 racial bonus to CMD when 
  resisting a trip attempt. In addition, these tieflings 
  gain the constrict extraordinary quality, dealing 1d3 
  bludgeoning damage on a successful grapple. The base 
  damage increases by +1d3 bludgeoning damage at 
  5th level and every 5 levels thereafter. A tiefling with 
  this alternate racial trait may not use magic items that 
  require the feet slot. This racial trait replaces the fiendish 
  resistance and spell-like ability racial traits. 
  Shadow’s Embrace: There is an ephemeral darkness 
  surrounding the souls of some tieflings that may 
  envelop them in its reflexive embrace. Once per day, 
  as an immediate action when subjected to an attack of 
  opportunity, these tieflings may clothe themselves into a 
  cloud of shadows that grants a 20% miss chance against 
  this one attack. A tiefling can use this ability once per 
  day plus an additional time per day at 5th level and 
  every 5 levels thereafter. This does not break line of sight 
  or line of effect and does not count as concealment. This 
  replaces fiendish resistance.
  Sheltering Wings: Some tieflings possess thin, flaccid 
  wings that do not allow them to fly but nonetheless 
  move as limbs might. As an immediate action, these 
  tieflings can wrap their bodies with their wings, gaining 
  the benefits of fighting defensively or total defense 
  until the end of their next turn. If an opponent misses 
  such tieflings due to the AC bonus granted by this, he 
  provokes an attack of opportunity from the tiefling. 
  Unwrapping from one’s wings is a swift action. This 
  racial trait replaces fiendish resistance.
  Slayer of Mortals: There are tieflings filled with 
  an all-consuming loathing for a certain race, bred to 
  bring about their demise. A tiefling chooses one race of 
  humanoids and increases sneak attack damage against 
  creatures of this type by +1d6. A tiefling must have 
  access to the sneak attack class ability to select this racial 
  trait. This replaces fiendish sorcery and skilled.
  Spawn of Asmodeus: Tracing a lineage back to the 
  lord of Hell itself, these tieflings can cast eagle’s splendor 
  once per day as a spell-like ability with a caster level 
  equal to their character level. This racial trait replaces 
  spell-like ability.
  Spawn of Baphomet: Tracing a lineage back to 
  dread Baphomet, these tieflings can cast bull’s strength 
  once per day as a spell-like ability with a caster level 
  equal to their character level. This racial trait replaces 
  spell-like ability.
  Spawn of Belphegor: Tracing a lineage back to 
  methodical, prodding Belphegor, these tieflings can, 
  as a swift action, cast adjuring stepUC once per day as 
  a spell-like ability with a caster level equal to their 
  character level. This racial trait replaces spell-like ability.
  g
  seCret histories
  What is the truth of the tiefling? Is it the tale of 
  Caelmarath? While for many it is no more than a 
  mumbled curse, scholars of the ancient describe it as the 
  source of our kind. But how could we be born out of a 
  promise, a few words spoken, and a handful of spells? Are 
  we naught but human blood perverted and corrupted? 
  That would make us lesser people—and that is the lie. 
  When humans barely knew of the secret arts, who 
  do you think walked among them and taught them the 
  words of power? Who showed them the ways of the 
  necromancer and the diviner? Certainly not the elves, 
  who hide their knowledge out of jealousy and fear. The 
  dwarves? Those lumpen dolts could only hoard and 
  covet, certainly not generously share their secrets with 
  outsiders. Nor did the dark races, the trollkin and other 
  fell creatures, shed light on arts they themselves were to 
  dim to perceive. No, it was us, your closest kin. 
  For we have always been among you, sometimes few 
  in number, sometimes greater, as in the Age of Empire. 
  How else could it be, for even if we are the product of 
  human dabbling, the consorting with devils, then 
  certainly humans fell long before Caelmarath. And 
  where they dabbled, we entered. 
  Nor are we just your polluted blood, the product of 
  your corruptions. Were that the case, we would have 
  overrun the land eons ago. No, we have been here since 
  the beginning, since before the age of human might. 
  We are old, and we know secrets you do not. 
  Tieflings as a group are a proud people, and while 
  many do not inquire into their origin, few if any, accept 
  the idea that they are an accident of human plotting. 
  That would diminish them and their powers and make 
  them subservient to humans in the grand order of 
  things. Even those tieflings who believe the tales of 
  Caelmarath (sometimes rendered as Caermalrath or 
  Caermarth in other tongues) and the blood pact deny 
  any such accidental creation. Instead, they hold that 
  tieflings were and are the agents of the infernal powers, 
  given a foothold in this reality because of the bargain 
  the old houses made with the devils in those days.
  18
  
  276
  Spawn of Mammon: As befitting of their lineage, some 
  tieflings are suffused by greed for magic. When another 
  creature within 15 ft. casts a spell with a range greater 
  than touch, tieflings can once per day roll d20 + 1/2 the 
  tiefling’s character level as an immediate action (DC 15 
  + spell’s level). If the tiefling succeeds at the check, he 
  receives the spell’s benefit instead of one of the spell’s 
  randomly determined intended targets. Tieflings may 
  not use this ability if they already are a target recipient 
  of the spell. This ability does not grant knowledge of the 
  spell being cast. This replaces fiendish sorcery.
  Spawn of Titivillus: The infernal master of 
  bureaucracy is among the tiefling’s ancestors. The 
  tiefling always treats Linguistics as a class skill and 
  learns two languages every time they gain a rank in 
  Linguistics. Furthermore, they gain a +2 racial bonus 
  to Use Magic Device checks. This replaces skilled.
  fAvored ClAss options
  Battle ScionNPC: Add +1/2 to the damage dealt by the 
  battle scion’s force blast ability.
  BloodragerACG: Add one to the number of rounds the 
  bloodrager can bloodrage each day.
  SavantNPC: The savant gains 1/6 of a new knack for his 
  personas.
  ShamanNPC: Add +1/4 to the shaman’s daily uses of the 
  blood divination ability.
  Spell-less RangerNPC: Add +1 ft. to the ranger’s 
  primary movement speed. This has no effect until the 
  bonus reaches 5 ft.
  TheurgeNPC: Add one spell to the theurge’s prayerbook 
  or spellbook. The spell must be at least 1 spell level 
  lower than the highest level spell the theurge can cast.
  RACE TRAITS
  Fallen’s Fortitude (Race): Vice runs deep within 
  you and protects you from the worst consequences of 
  indulging. You gain a +4 trait bonus to saving throws 
  against addiction from narcotics and drugs. 
  Flame’s Beloved (Race): Even a regular flame’s 
  echo bolsters your will as it ignites the primal fire of 
  your heritage. You gain a +2 trait bonus on Will saving 
  throws when in dim light, but only while you are within 
  line of sight of an open fire.
  Gear-Wrecker (Combat): You loathe the structure 
  and precision of the gearforged. You gain a +1 trait 
  bonus on weapon damage rolls made against humanoids 
  of the gearforged subtype and constructs.
  rACiAl ArChetypes 
  The following racial archetypes are available to tieflings. 
  DAMNED DEFENDER (FIGHTER) 
  Brutal efficiency and unmatched strength are the 
  trademarks of damned defenders. Possessing the means 
  to painfully avert otherwise lethal attacks, a damned 
  defender is a harsh ally. A damned defender has the 
  following class features. 
  Bonus Feat: A damned defender must take Combat 
  Expertise as his 1st-level bonus feat. He does not need 
  to fulfill the prerequisites of the feat. This modifies 
  bonus feats.
  Threatening Glare (Ex): Drawing on the confidence 
  and assurance of his hard won victories, a damned 
  defender gains a competence bonus equal to twice the 
  bonus granted by his bravery class feature on Bluff 
  and Intimidate checks made to deceive a creature or 
  demoralize foes. This ability modifies bravery. 
  Body Slam (Ex): At 5th level, while fighting defensively 
  or using the Combat Expertise feat, the damned 
  defender may make an extra attack per round that 
  is either a shield bash or a slam (even if he doesn’t 
  normally have a slam attack). If used as part of a full 
  attack action, the extra attack is made at the damned 
  defender’s full base attack bonus −5. The slam attack 
  deals 1d4 hp bludgeoning damage plus half the damned 
  defender’s Strength modifier. He can make this attack as 
  part of the action to maintain or break a grapple. This 
  attack is resolved before the grapple check is made. If 
  the attack hits, any grapple checks made by the damned 
  defender against the target this round receive a +2 
  bonus. This replaces weapon training 1.
  g
  sCAling the rACe
  Tieflings have been a staple of d20-based games for 
  quite a while and are only marginally stronger than 
  the core races. If you are running a particularly gritty 
  game, an easy way of balancing them is to strip away 
  two of their three energy resistances. To scale up for 
  more high-powered games, the above alternate racial 
  traits should provide ample ways: if you allow a tiefling 
  to, for example, take shadow’s embrace and sheltering 
  wings, which are usually balanced against one another 
  via what they replace, you’ll have an instant increase in 
  defensive capabilities. Consider granting hellstep for 
  free to all tieflings for some pretty interesting changes 
  in how the race works.
  
  277
  Painful Interception (Ex): At 9th level, as an 
  immediate action when a melee, ranged, or natural 
  weapon would successfully strike an adjacent ally, the 
  damned defender can choose to attack his ally instead, 
  painfully pushing the ally out of the way but completely 
  mitigating the incoming attack. The damned defender’s 
  attack automatically hits a willing ally (and misses 
  non-willing targets) and deals 1d4 + 1/2 the damned 
  defender’s level damage, regardless of the ally’s AC or 
  any miss chance in effect. The damage incurred bypasses 
  DR since the ally willingly lets himself be repositioned. 
  This brutal reposition moves the ally to another 
  unoccupied square adjacent to the damned defender. If 
  there is no unoccupied square or at the discretion of the 
  damned defender, the ally instead falls prone but still 
  evades the attack intercepted by the damned defender 
  (this damage does not strike the damned defender, 
  either). This movement does not provoke attacks of 
  opportunity. This replaces weapon training 2.
  Magical Interception (Ex): At 13th level, a damned 
  defender may use painful interception to also prevent 
  single target spells or spell-like abilities from striking 
  adjacent allies. This replaces weapon training 3.
  Eldritch Interception (Ex): At 17th level, a 
  damned defender may use painful interception to 
  prevent damage caused by spells or effects with an 
  area of effect as well as supernatural effects, even if the 
  damned defender himself and the target square to which 
  an ally is moved are also part of the spell’s or effect’s 
  target area. This replaces weapon training 4.
  HELLCALLER (SORCEROR)
  The influence of the Eleven Hells crackles within 
  hellcallers’ blood, warping their magic to fiendish heights. 
  Particularly attuned to chaotic demons and cruel devils, a 
  hellcaller has the following class features. 
  Spells: Whenever a hellcaller gains access to a new 
  level of spells, he must choose the appropriate summon 
  monster spell for this spell level.
  Master of Evil (Su): Beginning at 1st level, the 
  hellcaller receives Summon Evil Monster as a bonus 
  feat. A hellcaller can only summon creatures of the 
  outsider type with the evil subtype. This replaces the 
  1st-level bloodline power.
  Evil Alliance (Su): Whenever the hellcaller has 
  only one instance of a summon monster spell modified 
  by Summon Evil Monster in use, all his summoned 
  creatures gain a +1 luck bonus (minimum 1) on attack 
  and weapon damage rolls. At 3rd level and every 3 levels 
  thereafter, this bonus increases by one to a maximum of 
  +7 at 18th level. At 9th level, for purposes of smite good, 
  the summoned creatures use the hellcaller’s Charisma 
  modifier. At 15th level, all allies adjacent to one of 
  the summoned creatures gain half of the summoned 
  creature’s luck bonus as a luck bonus to attack and 
  weapon damage rolls. If the hellcaller uses his summon 
  monster spells again, these bonuses immediately end. 
  They resume if all summoned creatures of his are from 
  one use of a summon monster spell. This replaces the 
  bloodline abilities gained at 3rd, 9th, and 15th level.
  Vessel of Sin (Su): At 20th level, the hellcaller 
  becomes a conduit for a vile fiend’s hellish fury. His eyes 
  begin to gleam red, and he gains darkvision 120 ft. If 
  he already has darkvision, increase the range by 120 ft. 
  instead. His body sprouts demonic scales, giving him 
  DR 10/good. As a swift action, a hellcaller can look at 
  a creature he summoned via a summon monster spell 
  and will it to die, healing hp equal to twice the creature’s 
  Hit Dice. The summoned creature receives no save to 
  prevent this, though some creatures do not take kindly 
  to being vanquished this way. 
  g
  bloodlines And the  
  hellCAller
  Because the hellcaller sorcerer archetype revolves 
  around the summon monster spells—all of which 
  are available to sorcerers via their class spell list—
  any bloodline can allow these characters to tap into 
  fiendish powers. However, some bloodlines augment 
  this archetype better than others. Below is a list of 
  bloodlines that best complement the hellcaller. 
  Hellcallers require a bit more book-keeping than 
  the default summoning spellcaster but reward not 
  loading the battlefield with creatures. In playtest, this 
  archetype particularly suited groups that are weary of 
  the summoner base class but not generally opposed to 
  summoning casters.
  Abyssal: Perhaps the bloodline that fits most 
  seamlessly into the hellcaller concept, the abyssal 
  bloodline offers Augment Summoning and Skill Focus 
  (Knowledge [planes]) as bonus feats. 
  Daemon: Although this bloodline emphasizes spells 
  that deal direct damage, inclusion of Heal as a 
  class skill and Toughness as a bonus feat may be a 
  good choice for hellcallers expecting to encounter 
  particularly brutal enemies.
  Infernal: For hellcallers seeking to bind demons 
  to their cause, the infernal bloodline offers planar 
  binding of devils and fiendish creatures as a bonus 
  spell at 13th level. Skill Focus (Knowledge [planes]) is 
  a bonus feat. 
  18
  
  278
  MASTER’S AMBASSADOR (BARD)
  Originating from Demon Mountain, the Master’s 
  ambassador uses verbal performances to herald the power 
  and advance the interests of his eldritch domain’s ruler. A 
  Master’s ambassador has the following class features. 
  Bardic Performance: The Master’s ambassador gains the 
  following types of bardic performance. 
  Bombastic Herald (Su): A Master’s ambassador can use 
  his performance to spin awe-inspiring tales of his 
  patron’s sorceries and ley line control—and convince 
  his companions that these forces are on their side. 
  To be affected, an ally must be within 30 ft. and able 
  to hear the ambassador’s performance. An affected 
  ally gains a +1 morale bonus on Will saves and a +1 
  morale bonus to attack and weapon damage rolls. At 
  5th level, this ability allows the Master’s ambassador 
  to also grant affected allies the benefits of the haste 
  spell for a number of rounds equal to his bard level 
  whenever he is using a ley line (see Deep Magic, page 
  41). Bombastic herald is a mind-affecting ability 
  that uses audible components. This ability replaces 
  inspire courage. 
  Matchmaker (Su): A Master’s ambassador of 6th level 
  or higher can use his performance to convince 
  a creature subjected to his fascinate bardic 
  performance that a powerful diabolist or hellborn 
  wishes to woo it. This ability functions like a charm 
  person or charm monster spell. Using this ability 
  requires a standard action to activate and a free 
  action to continue the fascinate effect. It does not 
  disrupt the fascination. Charming a person or 
  monster this way does not count against a bard’s 
  total rounds per day of bardic performance. A Will 
  save (DC 10 + 1/2 the bard’s level + the bard’s Cha 
  modifier) negates the effect. This ability affects only 
  a single creature and has no effect against animals. 
  This is an enchantment (charm), mind-affecting 
  ability and relies on audible components. This ability 
  replaces suggestion. 
  Terrible Truth (Su): A Master’s ambassador of 
  20th level may use his performance to reveal the 
  terrifying, unadulterated power of his patron, 
  temporarily paralyzing nearby enemies with fear 
  and dread. To be affected, enemies must be able to 
  hear and see the Master’s ambassador perform for 
  1 full round and be within 30 ft. Enemies receive 
  a Will save (DC 10 + 1/2 the bard’s level + the 
  bard’s Cha modifier) to negate the effect. Creatures 
  that successfully save are shaken for 1d6 rounds. 
  Creatures that fail the saving throw are paralyzed for 
  1d6 rounds. Terrible truth is a mind-affecting effect 
  that relies on audible and visual components. This 
  ability replaces deadly performance. 
  Foolproof (Ex): At 2nd level, a Master’s ambassador 
  becomes resistant to charms and compulsions. He 
  gains a +2 bonus on saving throws made against 
  mind-affecting effects. This ability replaces well-versed. 
  Dark Confidant (Ex): A Master’s ambassador gains 
  a bonus equal to half his bard level on Diplomacy, 
  Knowledge (history), Knowledge (local), and 
  Knowledge (planes) checks (minimum +1). Once per 
  day, the Master’s ambassador may reroll a check against 
  one of these skills, though he must take the result of 
  the second roll even if it is worse. He may reroll one 
  additional check per day at 5th level and every 5 levels 
  thereafter. This ability replaces bardic knowledge. 
  REDEMPTION SEEKER (CLERIC)
  Following the example of Zhenya “Blue Mantle” 
  Yodorovic of Demon Mountain, these zealous 
  clerics choose to pursue goodness and virtue 
  in spite of their dark heritages. 
  A cleric who does 
  not serve a deity 
  cannot take the 
  
  279
  redemption seeker archetype. A redemption seeker has 
  the following class features. 
  Alignment: Any good. A redemption seeker’s alignment 
  must be within one step of his deity’s along either the 
  law/chaos axis or the good/evil axis. 
  Form of the Cherubim (Su): A redemption seeker 
  may be bound in the worldly flesh of one tainted by 
  evil, but his spirit aspires to the loftiest peaks of the 
  heavens. By tapping into an inner soul of purity, the 
  redemption seeker may take on aspects of the angelic 
  host. As a swift action, the he initiates the following: 
  a +2 enhancement bonus to Strength, Constitution, 
  and Intelligence; a +10 ft. enhancement bonus to 
  movement; a natural armor bonus of +5; and the 
  tiefling’s fiendish resistances are replaced by resistance 5 
  to acid, cold, and electricity. If the tiefling has additional 
  feats that influence his fiendish resistance, increase the 
  changed resistances accordingly.  
   While under the effects of this ability, he detects as a 
  good outsider and is treated as an aasimar for all racial 
  abilities, qualifying for the use of race-specific magic 
  items and such. Ending the form of the cherubim is a 
  free action. A redemption seeker can maintain the form 
  of the cherubim for 3 + his Wisdom modifier in rounds 
  per day. For each class level beyond 1st, the redemption 
  seeker can maintain this form for an additional 2 rounds 
  per level. At 8th level, the redemption seeker gains DR 
  5/evil while under the effects of form of the cherubim. 
  This damage reduction increases by +5 at 13th level and, 
  again, at 18th level. This replaces domains.
  SOMNAMBULIST (WIZARD)
  Students of ancient and esoteric magic, somnambulists 
  have learned the secrets of the eldritch forces that keep 
  the Great Old Ones shambling across the West. A 
  somnambulist has the following class features. 
  Master of Sleep (Sp): At 1st level, a somnambulist 
  learns how to optimize her own rest and that of her 
  allies. As a result, the somnambulist may prepare 
  restful sleep as if it were found on the wizard spell list. 
  Additionally, when the somnambulist casts sleep or 
  deeper slumber or any other sleep-based magic that has a 
  cap of creatures affected that is determined by the target 
  creature’s Hit Dice, she increases the maximum limit 
  of Hit Dice affected by 2 plus her Intelligence modifier. 
  This ability replaces scribe scroll. 
  Sleeping Puppets (Sp): At 10th level, a somnambulist 
  learns how to better control those she puppeteers while 
  they sleep. Whenever she casts somnambulance, she 
  does not need to cast an additional sleep or deep slumber 
  spell on a creature carrying out its suggested activity 
  to prevent it from waking up once the duration lapses. 
  Rather, the magical sleep lasts as long as the activity 
  takes to complete, provided it does not take longer than 
  3 × the somnambulist’s caster level in minutes. If the 
  activity takes longer, the magically induced sleep ends 
  and another such spell is required for the creature to 
  finish its suggestion. Targets of your somnambulance 
  spell that were subject to non-magical sleep instead do 
  not wake up on their own so long as they take damage. 
  This ability replaces the 10th-level bonus feat. 
  tiefling equipment 
  Tieflings sometimes create strange alchemical items. 
  Devilish Nectar: When tieflings imbibe this thick, 
  foul-smelling liquid, it momentarily empowers them 
  with more charm and panache than normal. While 
  under the effects of devilish nectar, a tiefling gains a +1 
  alchemical bonus to all Charisma-based skill checks. In 
  addition, a +1 alchemical bonus is added to the DC of 
  all spells they cast with the charm descriptor. Drinking 
  devilish nectar is a standard action that provokes 
  attacks of opportunity. Creatures other than tieflings 
  are sickened without a save if they drink it. The nectar’s 
  effects last for 1 minute. 
  Pit Pellets: These tiny, round pellets contain the 
  concentrated essence of the hellish regions within. When 
  thrown on the ground, they emit wafting smoke and the 
  noxious fumes of burning flesh. Creatures within a 5-ft. 
  radius of an activated pellet are nauseated (DC 14 Fort 
  negates). This effect lasts for 1d3 rounds after which the 
  pellet becomes useless. Dumping water on an active pit 
  pellet—or casting create water near it—ends the effect. 
  Pit pellets typically come in a pouch containing 10 
  pellets. To creatures other than tieflings, pit pellets are 
  simply pebbles and do not work as described. 
  Item
  Cost
  Weight
  Craft DC
  Devilish Nectar
  125 gp
  1 lb.
  22
  Pit pellets (10)
  300 gp
  1 lb.
  25
  tiefling mAgiC items 
  Tieflings have access to the following magic items. 
  Cape of the Shadow’s Past
  Aura moderate illusion; CL 5th 
  Slot shoulders; Price 8,000 gp; Weight 1 lb.  
  This matte-black cape is made of the cured skin of a slain 
  fiend and flutters as if in a faint, sulfurous breeze when 
  the wearer stands in an area of dim light or darkness. 
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  Once per day, when the command word is spoken, the 
  wearer is transported along a coiling path of shadow-stuff 
  to another dim or dark location within 100 ft. 
  CONSTRUCTION REQUIREMENTS 
  Craft Wondrous Items, shadow stepUM; Cost 4,000 gp 
  Master’s Gem
  Aura moderate enchantment (evil); CL 6th 
  Slot none; Price 86,000 gp; Weight — 
  This deceptively beautiful, fist-sized yellow sapphire hangs 
  from a pristine platinum setting and chain. Although it 
  is a gem any king would covet, this item is wholly evil. It 
  is imbued with the duplicitously charming essence of a 
  powerful devil or hellborn caster. 
  When the command word is spoken, the user may 
  display this gem to a good-aligned creature and use its 
  alluring beauty to implant within the target’s mind a lesser 
  geas. The target receives a Will save (DC 17) to resist this 
  effect. A creature that succeeds on this save cannot be the 
  target of a master’s gem for 24 hours. 
  CONSTRUCTION REQUIREMENTS
   Craft Wondrous Item, lesser geas, creator must be evil; 
  Cost 43,000 gp
  tiefling feAts 
  Tieflings have access to the following feats. 
  Champion of Hell
  Your fiendish blood has instilled in you a puerile pleasure 
  in committing evil. Your attacks often are particularly 
  deadly against good-aligned creatures. 
  Prerequisite: Tiefling, evil alignment, base attack  
  bonus +6. 
  Benefit: Once per day, you may reroll the damage you 
  cause to a good-aligned creature with a single target 
  attack, ability, or effect and choose the higher result. 
  Crown of the God-King (Mythic)
  Your demonic horns make some believe you are a 
  handmaiden to the lost rulers of a golden age. 
  Prerequisite: Tiefling. 
  Benefit: You gain a bonus to Bluff checks equal to your 
  mythic tier when attempting to fool religious individuals 
  and divine spellcasters. Non-mythic means of detecting 
  your alignment or discerning whether you are lying or 
  not automatically fail, instead supporting whatever guise 
  you have adopted. Additionally, upon taking this feat, 
  you may select a single 1st-tier trickster path ability and 
  replace a 1st-tier universal path ability you have with it.
  Special: You may not have both this feat and Iconoclast 
  of the West. 
  Demonic Speed
  You have harnessed the brute strength of your demonic 
  forebear, allowing you to move preternaturally quickly. 
  Prerequisite: Tiefling. 
  Benefit: Once per day, as a swift action, you can take an 
  additional move action to move on your turn.
  Disciple of Zhenya
  Your fierce dedication to defying your dark heritage has 
  earned you favor with benevolent deities. 
  Prerequisite: Tiefling, good alignment. 
  Benefit: Choose Reflex, Will, or Fortitude. Once per day, 
  you may reroll a failed save of the type you’ve chosen. 
  You have to take the result of the second roll, even if it 
  is worse. 
  Special: You may take this feat twice. Upon the second 
  time, chose a save that you have not enhanced with this 
  feat. Additionally, you gain a +1 bonus to the rerolls 
  granted by this feat. 
  Iconoclast of the West (Mythic)
  Your extended time away from civilized society has made 
  you churlish and intimidating to outsiders. 
  Prerequisite: Tiefling.
  Benefit: You gain a bonus to Intimidate skill checks equal 
  to your mythic tier when attempting to fool religious 
  individuals and divine spellcasters. Non-mythic means 
  of detecting your alignment or discerning whether you 
  are lying or not automatically fail, instead supporting 
  whatever guise you have adopted. Additionally, 
  upon taking this feat, you may select a single 1st-tier 
  champion path ability and replace a 1st-tier universal 
  path ability you have with it. 
  Special: You may not have both this feat and Crown of 
  the God-King. 
  Infernal Mage Armor
  Your extensive experience with spellcasters has prompted 
  you to develop some flexibility when fighting them.
  Prerequisite: Tiefling, character level 5th. 
  Benefit: As an immediate action, you may choose one of 
  your racial resistances to an energy type. You lose your 
  resistance to the chosen energy type and instead gain 
  resistance 5 against your choice of acid, cold, electricity, 
  fire, or sonic damage. 
  Steadying Tail
  You have learned how to balance yourself using your 
  fiendish tail. 
  Prerequisite: Tiefling. 
  Benefit: When performing or defending against a 
  grapple or trip, you gain a +2 bonus to CMB or CMD. 
  
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  Special: If you have the serpentine slither racial trait, 
  instead of a +2 bonus to CMB and CMD, you gain a +2 
  bonus to damage when dealing constrict damage.
  Wings of Damnation
  You have developed some control over the stunted, 
  demonic wings that sprout from your back. 
  Prerequisite: Tiefling, character level 5th, sheltering 
  wings racial trait. 
  Benefit: You can sprout a pair of giant black angel’s 
  wings (or demonic wings), granting you a fly speed 
  of 30 ft. (average maneuverability). You can maintain 
  these wings for a number of rounds equal to 2 × 
  your character level in rounds. This spell-like ability 
  otherwise functions as beast shape I (though you do not 
  gain any other benefits of that spell) with a caster level 
  equal to your level. 
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  oAthbreAkers
  The Oathbreakers are the rarest of all tieflings—those 
  who have turned their back on their own dark nature 
  to embrace the salvation promised by the gods. 
  Why have they dedicated themselves to the good 
  powers? Some hope to purge themselves of their 
  dark bloodline, some hope to atone for the evils they 
  have done, and some just find it an intriguing way to 
  infuriate and confound their enemies. 
  It is a path filled with struggle. It is no easy 
  thing to deny what runs even deeper than blood. 
  Oathbreakers follow obsessive rituals and exercises 
  intended to strengthen their will and fuel the 
  determination to hold to the virtuous path. These can 
  be physical exercises, sutras droned over and over, 
  even magical wards that deliver excruciating pain at 
  the first sign of corruption. Other tieflings may look 
  down on them for their folly, but it is impossible not 
  to admire their self-discipline. 
  Contempt is a problem they always face. Normal 
  tieflings consider them aberrations to be pitied or 
  despised. Most other races see only a tiefling to be 
  distrusted, feared, and hated. Even priests of their 
  own order can find it hard to accept that they have 
  truly reformed. Consequently, they almost never rise 
  in the ranks of the priesthood and serve only as lay 
  followers, bearing the standard of their adopted god 
  in battle.
  g
  tiefling spells
  Although eight of the nine magocracies fell long ago, 
  their powerful magic still resonates among the hellborn. 
  The following spell is available to tieflings. With GM 
  approval, non-tiefling spellcasters may make use of 
  these new spells. 
  Elfmarked for Death
  Enslave Thrall
  Patron’s Aspect
  Searing Rain
  Somnambulance
  Vampiric Fog
  
  HIVELESS FROM THE GOLDEN SWARM
  tosCuli
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  T
  he tosculi are known to most humanoids in the 
  Southlands as a danger to be either avoided or 
  destroyed. They are alien beings, operating under 
  a shared consciousness and typically hostile to (or at best 
  uncaring toward) all but their own hive-mates. Their 
  hive cities are run with a ruthless efficiency and ruled by 
  fearsome queens. Any that do not conform to the hive’s 
  society, mentally or physically, are destroyed or driven 
  out. Those that follow the archdevil Arbeyach are even 
  more draconian.
  A few drones do not fit seamlessly into the well-tuned 
  social mechanics of the hive. Some resist the orders of 
  the queen and the thoughts of the hive mind. Others are 
  physically unsuitable to the tasks for which they were 
  bred. Whatever the reason, they do not conform, and 
  nonconformity is not abided in tosculi society. Renegades 
  who aren’t killed are driven out or flee. Known as the 
  hiveless, these outcasts attempt to thrive in a world where 
  they are feared and reviled.
  renegAde tosCuli
  Tosculi resemble vaguely humanoid wasps. An average 
  specimen stands about 3 ft. in height and weighs 30 lb. As 
  drones, they are asexual and without gender. They have 
  large, compound eyes and small antennae. Their mouths 
  sport insectoid mandibles, though the jaws of the hiveless 
  lack the strength to be used as natural weapons. 
  Their bodies and angular-jointed limbs are covered 
  in a glistening, protective carapace. Carapace colors and 
  markings vary by region and by the hive to which they 
  were born. Black and yellow or black and white patterns 
  are common, as are tosculi of solid brown or black. Some 
  tosculi are brightly colored, sporting chitin of blues or 
  greens. Their arms end in thin-fingered claws.
  Two pairs of wings—usually vestigial, as separation 
  from the hive can keep them from fully developing—
  sprout from their shoulders. Tosculi wings are 
  translucent and iridescent. They run a gamut of colors 
  and patterns from simple, pale yellow to a rainbow-like 
  pattern akin to oil on water. 
  The nub of a stinger at the base of a tosculi’s abdomen 
  has no offensive value. It is a weapon of warriors and 
  queens that never fully matures in drones.
  Tosculi have little in the way of fashion sense, and most 
  humanoid clothing is not designed with their body shape 
  in mind. What they wear is mainly for protection, though 
  a few grasp the concept that other races often find nudity 
  unappealing or wrong. Most tosculi clothe themselves 
  in whatever scraps and pieces of clothing and armor are 
  available and fit, with a preference for bright colors. Tosculi 
  have an affinity for jewelry, especially pieces with large, 
  colorful stones. Some take jewelry they cannot wear, such 
  as earrings, and affix them to whatever clothing they have.
  SOCIETY
  The hiveless are outcasts, cut off from both the hivemind 
  and their fellow tosculi. They lack the numbers to create 
  settlements of their own, so they usually attempt to 
  integrate into whatever community they can find that 
  tolerates their presence—or at least one that does not 
  actively drive them out. If several hiveless find their way 
  to the same settlement, they share living quarters or 
  adjacent rooms in an attempt to create some semblance of 
  community—shadows of the hives they left behind. Being 
  genderless, many tosculi adopt sets of gendered pronouns 
  to fit in with their new neighbors. Others answer to any 
  pronoun tossed their way. Social-minded tosculi are 
  driven to fit into the community by providing it with the 
  benefits of whatever talents they possess.
  In some cases, this means tosculi become crafters, 
  providing necessary goods. Other times, they function 
  as defenders, using their skills to protect their adopted 
  community. Each tosculi takes a role best suited to 
  its abilities. Some tosculi do not find a community 
  where they feel a sense of belonging, or they are simply 
  aberrations who welcome a life of solitude. Such hiveless 
  are true exiles, wandering wherever their whims take 
  them. Whatever path they choose, tosculi are driven to 
  make the most of whatever life they find for themselves 
  as the lives of all drones are quite short.
  RELATIONS
  Tosculi find the industriousness and tradition of dwarves 
  familiar and comforting. The hiveless readily make 
  friends with them when possible. Likewise, they find 
  affinity in the creative, industrial natures of the kobolds 
  as well as their sometimes matriarchal society. They 
  are wary of humans, never certain how they will react. 
  Despite this, tosculi frequently find a community to join 
  among humans, due to the race’s more cosmopolitan 
  nature. Tosculi respect the strength and presence of 
  dragonkin. Minotaurs tend to find tosculi particularly 
  repulsive, and the two races rarely have anything to 
  do with one another. More vicious-minded tosculi get 
  along well with gnolls, who respect their dangerous 
  nature even if they are put off by the tosculi’s insect-like 
  appearance. Tosculi rarely have contact with gnomes or 
  halflings, relations being dependent upon the situation 
  and individuals involved. Tosculi who encounter the 
  gearforged find them fascinating as they are living 
  examples of integration and order.
  ALIGNMENT AND RELIGION
  The views on religion among tosculi outcasts vary from 
  individual to individual. Some find solace in joining a 
  spiritual community, feeling reaffirmed at being a part of 
  something larger once again. Others find faith in various 
  gods for their own reasons, their worship as independent 
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  and solitary as the tosculi themselves. Still others eschew 
  religion entirely, seeking meaning through philosophy or 
  simply forging their destiny through their actions.
  Tosculi alchemists are naturally attracted to the worship 
  of Bastet. Those living among humans and dwarves often 
  turn to the worship of Aten. Tosculi who wander or find 
  fulfilment in academic pursuits often worship Thoth-
  Hermes. Those hiveless of a darker bent sometimes turn 
  toward the gods of the Nurian cults—Set and Selket are 
  common choices. Those rare tosculi found outside of the 
  Southlands often gravitate to whatever local gods suit their 
  fancy, though Ariadne has a popular appeal to the hiveless 
  as well as Ceres for her community aspect.
  The tension between tosculi and other humanoids 
  often makes it difficult for the hiveless to develop any true 
  sense of altruism toward others. Many are neutral in this 
  aspect of alignment with good tosculi being incredibly 
  rare  and evil tosculi fairly common. How a tosculi 
  adapts to society outside the hive—finding a place in a 
  new social hierarchy, embracing individuality, or falling 
  somewhere in-between—ultimately determines the other 
  component of its alignment. Renegade tosculi are equally 
  likely to be lawful, chaotic, or neutral in this respect. 
  tosCuli Adventurers
  A wandering lifestyle is often adopted by the 
  mistrusted, outcast hiveless, which leads 
  many renegade tosculi to the adventuring 
  life. Some embrace their violent tendencies, 
  taking up lives as brawlers, fighters, and 
  slayers. Others use their natural mobility and 
  agility to become rogues. Some tosculi find 
  the ascetic and ordered lifestyle of the monk 
  appealing. Certain tosculi fall into the practice 
  of alchemy, pushing the boundaries of their physical 
  development with their experiments. Others follow the 
  path of druidism, forming a bond with the natural world 
  and often focusing on the insects they resemble.
  TOSCULI RACIAL TRAITS
  +2 Dexterity, +2 Wisdom, −2 Charisma: 
  Tosculi are quick and possess excellent instincts, 
  but most creatures find their verminous 
  appearance repulsive.
  Type: Tosculi are monstrous humanoids.
  Size: Tosculi are Small creatures and gain a +1 size bonus 
  to their AC and on attack rolls, a −1 penalty to their 
  CMB and CMD, and a +4 size bonus to Stealth checks.
  Speed: Tosculi have a base speed of 30 ft.
  Carapace: Tosculi gain a +1 natural armor bonus 
  to AC.
  Claws: Tosculi receive two claw attacks as primary 
  natural attacks that deal 1d3 damage.
  Stalker: Perception and Stealth are always class skills 
  for tosculi.
  Skittering: Tosculi are accustomed to living and 
  fighting communally with other members of their race. 
  Up to two tosculi can share the same square at once. If 
  two tosculi that are occupying the same square attack 
  the same foe, they are considered to be flanking that foe 
  as if they were in two opposite-facing squares.
  Gliding Wings:  Tosculi have vestigial wings which do 
  not allow them to fly but which do provide additional 
  options in the air. They take no damage from falling 
  (as if they were under a constant, non-magical feather 
  fall effect). While in midair, a tosculi can move up to 5 
  ft. in any horizontal direction for every 1 ft. it falls, at a 
  speed of 60 ft. per round. A tosculi cannot gain height 
  
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  with these wings alone. Instead, it merely coasts in 
  other directions as it falls. If subjected to a strong wind 
  or any other effect that causes a winged creature to 
  rise, it can take advantage of the updraft to increase the 
  distance it can glide.
  Hive Builder: Tosculi can use soften earth and stone 
  once per day as a spell-like ability. Their caster level is 
  equal to their character level.
  Languages: Tosculi begin play speaking Common. 
  Tosculi with high Intelligence scores can choose from 
  the following: Abyssal, Aklo, Auran, Goblin.
  Tosculi Names: Berrvam, Klekazzi, Klikit, Remarra, 
  Tekrik, Vezzek, Zetarri, Zhurra.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of 
  typical tosculi racial traits. 
  Binding Spittle: Once per day, a renegade tosculi can 
  spit a ball of viscous gloop at a target within 60 ft. This 
  requires a successful ranged touch attack and creates a 
  result like a tanglefoot bag. The saving throw DC for a 
  tosculi’s binding spittle is equal to 10 + 1/2 the tosculi’s 
  level + its Constitution modifier. This racial trait replaces 
  the hive builder racial trait.
  Bite: Some renegade tosculi develop mandibles strong 
  enough for a bite attack. This is a primary natural attack 
  that deals 1d4 damage. This racial trait replaces the 
  stalker racial trait.
  Hardened Carapace: Some renegade tosculi develop 
  additional defense at the cost of offensive ability. A 
  tosculi with this trait gains a +2 natural armor bonus 
  to its AC. This ability replaces the carapace and claws 
  racial trait.
  Latent Hive Mind: Occasionally, a renegade tosculi 
  develops the latent mental abilities necessary to tap into 
  the hive mind without those powers fully coming to 
  fruition. Tosculi with this trait can use detect thoughts 
  once per day as a spell-like ability with a caster level 
  equal to the tosculi’s level. Tosculi take a −2 penalty 
  on their saving throws against this ability. This ability 
  replaces the gliding wings racial trait.
  fAvored ClAss options
  The following options are available to all tosculi who 
  have the listed favored class, and unless otherwise stated, 
  the bonus applies each time you select the listed favored 
  class reward.
  Alchemist: Add +10 minutes to the duration of the 
  alchemist’s mutagens.
  Brawler: Add +1/2 bonus to damage with natural 
  attacks.
  Druid: Add +1/2 bonus to Knowledge (nature) checks 
  relating to vermin.
  Fighter: Choose a weapon from the following 
  list: bite, claws, dagger, punching dagger, scimitar, 
  Random Starting Ages
  Race   
  Adulthood
  Intuitive1
  Self-Taught2   
  Trained3
  Tosculi  
  10 years
  +1d4 years           
  +1d6 years           
  +2d6 years           
  1 This category includes barbarians, bloodragers, oracles, rogues, sorcerers, and swashbucklers.
  2 This category includes bards, battle scions, brawlers, cavaliers, fighters, gunslingers, hunters, paladins, rangers, shamans, skalds, slayers, 
  shadowsworn, spell-less rangers, summoners, and witches.
  3 This category includes alchemists, arcanists, clerics, druids, inquisitors, investigators, magi, monks, theurges, warpriests,  
  white necromancers, and wizards.
  Aging Effects
  Race 
  Middle Age1 
  Old2 
  Venerable3 
  Maximum Age
  Tosculi    
  20 years    
  30 years
  40 years
  40 + 1d10 years
  1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.               3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  Random Height and Weight
  Gender 
  Base 
  Height 
   Height 
  Modifier
  Base 
  Weight 
  Weight 
  Modifier
  Tosculi   
  2 ft. 6 in.
  +2d4 in.
  25 lb.
  ×1 lb.
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  shortspear, shortsword, spear, trident. Add a +1/2 
  bonus on critical hit confirmation rolls with that 
  weapon (maximum bonus +4). This bonus does not 
  stack with Critical Focus.
  Monk: Add +1 on Acrobatics checks made to jump.
  Rogue: Add +1/2 bonus on Acrobatics and Climb skill 
  checks.
  Slayer: Add +1/3 bonus to weapon damage when 
  attacking while gliding or flying.
  Witch: Add one spell from the witch spell list to the 
  witch’s familiar. This spell must be at least 1 level below 
  the highest spell level she can cast. If the witch ever 
  replaces her familiar, the new familiar knows these 
  bonus spells.
  rACiAl ArChetypes
  The following racial archetypes are available to tosculi.
  HIVEMASTER (DRUID)
  Unable to form a connection with others of its kind, the 
  hivemaster finds kinship with the insects of the natural 
  world, forming bonds with them and gaining the ability 
  to rouse them against its enemies.
  Nature Bond (Ex): A hivemaster’s nature bond differs 
  from the standard druid’s but still offers two forms 
  of bonding. The first is a close tie to the insect world, 
  granting the hivemaster the Vermin subdomain (see 
  Southlands or Demon Cults: The Cult of Selket). When 
  determining the powers and bonus spells granted by this 
  domain, the hivemaster’s effective cleric level is equal 
  to its druid level. A hivemaster that selects this option 
  receives additional domain spell slots, just like a cleric. It 
  must prepare the spell from its domain in this slot, and 
  this spell cannot be used to cast a spell spontaneously. 
   The second option is to form a close bond with a 
  vermin companion. A hivemaster may begin play with 
  any of the vermin companion options available (see 
  Pathfinder Roleplaying Game: Ultimate Magic). This 
  vermin is a loyal companion that accompanies the 
  hivemaster on its adventures. This replaces the existing 
  version of nature bond. 
  Wild Empathy (Ex): A hivemaster’s wild empathy 
  functions only on creatures of the vermin subtype. 
  A hivemaster can also influence magical beasts with 
  vermin-like qualities (such as ankhegs) with Intelligence 
  scores of 1 or 2 at a −4 penalty. A hivemaster gains a 
  +2 bonus to Bluff, Diplomacy, and Intimidate checks 
  against vermin-like magical beasts with Intelligence 
  scores of 3 or greater.
  Poison Resistance (Ex): At 3rd level, a hivemaster 
  gains a +2 bonus on all saving throws against poison. 
  This bonus increases to +4 at 5th level and +6 at 7th 
  level. This replaces trackless step.
  Wild Shape (Su): A hivemaster gains the wild shape 
  ability at 4th level. It can take the form of vermin as 
  vermin shape I. For all other forms, the hivemaster’s 
  level is considered its druid level −2. At 6th level, the 
  druid can take vermin form as vermin shape II.
  Swarm Form (Su): At 15th level, a hivemaster can use 
  its wildshape ability to assume the form of swarms 
  of vermin. The hivemaster’s entire body and gear are 
  incorporated into the swarms. All swarms are connected 
  by the hivemaster’s consciousness as a hive-mind, and 
  the hivemaster may use other abilities and actions 
  while controlling the swarms. This ability uses two of 
  the hivemaster’s daily uses of wildshape and otherwise 
  conforms to the wildshape rules. Use the table from the 
  swarm skinAPG spell to determine the number of swarms 
  the hivemaster can form but only use the vermin 
  swarms on the table.
  WAR-WARPER (ALCHEMIST)
  The war-warper uses alchemical techniques to transform 
  its drone body into a tosculi warrior, gaining a deadly 
  stinger envenomed with poisons of its own creation.
  Evolving Mutagen (Su): At 3rd level, a war-warper’s 
  mutagen grants it the ability to form a sharp, functional 
  stinger that functions as a primary natural weapon, 
  doing 1d4 points of damage. This ability replaces swift 
  alchemy.
  Poison Storage (Ex): At 4th level, the war-warper 
  can inject prepared poisons into the venom sacs in 
  its abdomen, allowing it to poison opponents with its 
  sting attack. These poisons must be of the injury type. 
  A war-warper can store a number of doses of poison in 
  its venom sacs equal to half its class level (minimum 1). 
  Injecting the poison into the poison sacs is a full-round 
  action per dose that generates attacks of opportunity. 
  The poison may be safely contained in this manner 
  until it is used with a stinger attack or the war-warper’s 
  mutagen effect ends, at which point any remaining 
  doses of poison are harmlessly ejected from its body and 
  wasted. This ability replaces the discovery for this level.
  False Ovipositor (Ex): At 8th level, the war-warper’s 
  mutagen can partially emulate the implant ability of a 
  tosculi warrior. As a full attack action, the war-warper 
  can make an attack with its stinger. On a successful hit, 
  the war-warper injects a mass of tumorous material that 
  tears through flesh and releasing enzymes that harms 
  the host as it attempts to free itself. Starting on the 
  round after the implantation and for 2 rounds thereafter, 
  
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  tosCuli power level
  The racial traits assigned make tosculi an 11-RP race, 
  equivalent to dhampir and dwarves.
  To make them a 10-RP race, replace gliding wings with 
  the jumper racial trait below.
  Jumper: Tosculi are always considered to have a 
  running start when making Acrobatics checks to jump.
  the host takes 1d6 points of damage +1 per war-warper 
  level plus 1d6 points of acid damage and is sickened and 
  staggered for 1 round. A successful Fortitude save (DC 
  10 + damage dealt) negates the staggered effect. On the 
  third round after dealing damage, the implanted mass 
  bursts free, resembling a writhing larva. It shrivels and 
  becomes inactive upon contact with air. Delay poison 
  stops the mass from dealing damage until after the 
  spell’s duration. A neutralize poison or any spell or effect 
  that cures poison or removes disease destroys the mass 
  and prevents any further damage. This ability replaces 
  the discovery for this level.
  Discoveries: The following discoveries complement 
  the war-warper archetype: concentrate poison, feral 
  mutagen, grand mutagen, greater mutagen, nauseating 
  flesh, poison conversion, wings.
  tosCuli weApons
  Tosculi have access to the following weapons.
  Abdominal Spike
  This sharp, curved metal spike is worn on a tosculi’s 
  abdomen, held in place by straps. Donning or removing 
  an abdominal spike is a full-round action. An abdominal 
  spike can be used as a light weapon. The wielder can 
  still wield weapons and shields normally in its hands but 
  can now make an additional off-hand attack with the 
  abdominal spike. Attack rolls made with an abdominal 
  spike take a −2 circumstance penalty on attack rolls in 
  addition to all other attack penalties unless the wielder is 
  flying or gliding.
  tosCuli equipment
  Tosculi have access to the following equipment.
  Blinding Powder
  This reddish powder, an alchemical mixture of ground 
  dried peppers, fine sand, and the hair of a particular 
  species of tarantula, causes great distress and visual 
  impairment when exposed to the eyes of living creatures. 
  A packet of blinding powder is a splash weapon with 
  a range increment of 10 ft. Anyone directly hit by the 
  attack must succeed at a DC 14 Fortitude save to resist the 
  powder while those in adjacent squares must make a DC 
  10 Fortitude save. Creatures failing the save are dazzled 
  and, on their turns each round for the next minute, must 
  succeed at a DC 14 Will save to resist rubbing their eyes 
  to try to relieve the pain and discomfort. Those that fail 
  exacerbate their condition and gain the blinded condition 
  for 1 round. Flushing out the eyes with water for 1 round 
  reduces the duration of the powder by half and decreases 
  the DC of any further saving throws by 2. Crafting this 
  item is a DC 30 Craft (alchemy) check. 
  Price 120 gp; Weight 2 lb.
  Tosculi Paper
  Wood, reeds, or other suitable plant materials pulped 
  with tosculi saliva and treated with certain alchemical 
  reagents becomes a durable, resistant material. While no 
  stronger than ordinary paper or parchment, tosculi paper 
  has fire resistance 1. Ink is trapped within the fibers of 
  tosculi paper, which makes the writing resistant to age, 
  smearing, and water damage. An hour of water exposure 
  or 30 minutes of full immersion is required to make ink 
  run or smear into illegibility. Items composed primarily 
  of tosculi paper cost double their normal price.
  tosCuli mAgiC items
  Tosculi have access to the following magic items.
  Hivebomb
  Aura moderate conjuration; CL 7th
  Slot none; Price 1,400 gp; Weight 1/2 lb.
  This fist-sized sculpture of clay or stone is shaped like a 
  beehive and breaks upon impact, releasing a wasp swarm 
  (see Pathfinder Roleplaying Game Bestiary) that attacks 
  any creature in its area or moves to pursue and attack 
  the nearest living creature. The wasp swarm continues to 
  attack for 4 rounds before dispersing.
  CONSTRUCTION REQUIREMENTS
  Requirements Craft Wondrous Item, greater summon 
  swarmCS, 1 rank in Craft (pottery or sculpture);  
  Cost 700 gp
  Weapon
  Cost
  Dam (S)
  Dam (M)
  Crit
  Range
  Weight
  Type
  Special
  Abdominal spike
  8 gp 
  1d3 
  1d4 
  ×2 
  —
  1 lb.
  Piercing
  Monk
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  Rod of the Hive Mind
  Aura strong divination; CL 18th
  Slot none; Price 40,000 gp; Weight 2 lb. 
  This slim, ceramic rod is hexagonal and hollow, about 2 
  ft. in length, and capped with steel on both ends. The top 
  of the rod has six other hexagonal chambers, each about 
  3 inches long, attached to each side of the rod, looking 
  from the top like the cells of a hive. When one or more 
  of these chambers are filled with the blood of a living 
  creature with an Intelligence score of 3 or higher and 
  then sealed, the rod’s owner can initiate a mental bond 
  between itself and all of the creatures whose blood is 
  bound in the rod. A faint, humming vibration can be felt 
  in the rod while it is active.
  This mental bond allows a mingling of senses and 
  general awareness between the creatures bound through 
  the rod, granting greater awareness of the surroundings 
  and reaction time to potential threats. All creatures 
  bonded to the rod receive the following bonuses while 
  any two of them are within 30 ft. of each other: a +1 
  insight bonus to initiative checks, a +2 insight bonus 
  on Perception checks, and if any one creature is able to 
  act during a surprise round, then all others are able to 
  act as well. For every two additional bonded creatures 
  within 30 ft., the insight bonuses increase incrementally 
  to a maximum of +3 on initiative checks and +6 on 
  Perception checks. The bearer of the rod receives these 
  bonuses so long as the rod is wielded but does not count 
  as a bonded creature for the purpose of increasing the 
  bonuses. The rod consumes the blood in each chamber in 
  turn, enabling the effect to be used in 1-hour increments 
  to a maximum of 6 hours if all chambers are filled. Each 
  chamber requires 1 hour to recharge before it can be 
  reused, and only one chamber can recharge at a time, but 
  the rod cannot recharge while it is in use.
  If all the chambers are filled with blood, the wielder 
  may instead, as a standard action, command the rod to 
  instantly consume all the stored blood. This provides the 
  normal benefits to the bonded creatures but also forms 
  a telepathic bond between the wielder and all bonded 
  creatures. Unlike the spell, the wielder may not leave 
  itself out of the telepathic bond. This use of the rod lasts 
  for 1 hour.
  CONSTRUCTION REQUIREMENTS
  Craft Rod, telepathic bond; Cost 20,000 gp
  Salve of Armoring
  Aura moderate abjuration and transmutation; CL 9th 
  Slot none; Price varies (Adamantine 2,500 gp; Cold Iron 
  1,800 gp; Magic 2,000 gp; Silver 1,800 gp); Weight —
  This waxy ointment can be applied to strengthen and 
  enhance natural armor. For 1 hour after being applied 
  to the body, it adds a +2 enhancement bonus to natural 
  armor and provides DR 5 that can be overcome by 
  weapons of the type indicated until a total of 50 points of 
  damage is negated by the salve. The natural armor bonus 
  provided by the salve remains for the full hour duration, 
  even when the DR has been expended.
  CONSTRUCTION REQUIREMENTS
  Craft Wondrous Item, barkskin, stoneskin; Cost varies: 
  adamantine 1,250 gp, cold iron 900 gp, magic 1,000 gp, 
  silver 900 gp 
  SilverstingBlade
  Aura strong evocation; CL 12th; 
  Slot none; Price 37,315 gp; Weight 2 lb. 
  This +1 mithral scimitar of speed has a hilt set with lapis 
  lazuli, and a silvery blade with banding in the metal that 
  resembles flowing water. When wielded, the patterns on 
  the blade flash and ripple in a way that inhibits the vision 
  of creatures with low-light vision or darkvision
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, flare, haste, hypnotic 
  pattern; Cost 19,315 gp
  tosCuli feAts
  Tosculi have access to the following feats.
  Expert Glider
  You can beat your wings rapidly, increasing your gliding 
  time.
  Prerequisites: Tosculi, Skill Focus (Fly), gliding wings 
  racial trait.
  Benefit: When using your gliding wings ability, you 
  can beat your wings in a rapid, intermittent, buzzing 
  movement that provides you greater motion than your 
  racial trait normally provides. When using this feat, you 
  can travel up to 10 ft. for every 1 ft. you fall.
  Normal: The gliding wings racial trait allows a tosculi to 
  travel 5 ft. for every 1 ft. it falls, at a speed of 60 ft. per 
  round.
  Fervent Flyer
  Your strengthened wings allow you to maintain altitude 
  for longer periods while gliding.
  Prerequisite: Expert Glider.
  Benefit: You can beat your wings furiously, allowing you 
  to maintain altitude for short periods of time. You can 
  use this feat for a consecutive number of rounds equal 
  to your Constitution score to maintain your current 
  altitude while still allowing you your 60 ft. movement 
  rate. When you cease using this feat, you are considered 
  fatigued for a number of rounds equal to twice the 
  number of rounds you used it to remain airborne.
  
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  Skittering Defense (Combat, Teamwork)
  You are adept at fighting communally with other tosculi, 
  providing you and your partner a defensive boost.
  Prerequisites: Tosculi, base attack bonus +1, skittering 
  racial trait.
  Benefit: While you occupy a square with a tosculi ally, 
  you gain a +2 circumstance bonus to AC against foes 
  that are considered flanked by you.
  Skittering Offense (Combat, Teamwork)
  You are adept at fighting communally with other tosculi, 
  gaining a greater opportunity to attack your foe.
  Prerequisites: Tosculi, base attack bonus +3, skittering 
  racial trait.
  Benefit: While you occupy a square with a tosculi ally, 
  once per round, if your ally makes a successful melee 
  attack against any opponent considered flanked by you, 
  you gain an attack of opportunity against that foe.
  Wing Fan
  You can use your wings to blow dusts or powders at your 
  enemies.
  Prerequisites: Tosculi, Strength 12, gliding wings racial 
  trait.
  Benefit: You can use your wings as a fan. If you have 
  alchemical powders that act as splash weapons or 
  magical dusts that normally affect a certain area, you 
  can use your wings to instead propel them in a direction 
  of your choice, as a full-round action, giving them a 
  15-ft. line as the area of effect with no splash area.
  STYLE FEATS: WASP STYLE
  Some tosculi emulate the predatory style 
  of the wasp in combat. They get in close, 
  grasp their prey, and proceed to tear it 
  asunder, using natural weapons to 
  destroy their opponents.
  Feat Path: Wasp Style, Wasp Embrace, 
  Wasp Rend, Stinging Flurry.
  Stinging Flurry (Combat, Style)
  While grappling an opponent, you can unleash a 
  flurry of strikes with a stinger or abdominal 
  spike.
  Prerequisite: Base attack bonus +6, 
  Wasp Rend.
  Benefit: If you maintain a grapple or pin on 
  an opponent, you may attack that opponent with 
  a stinger or abdominal spike in addition to using 
  Wasp Rend.
  Wasp Embrace (Combat, Style)
  You can grapple your opponents with your natural attacks.
  Prerequisite: Base attack bonus +3, Improved Grapple, 
  Wasp Style.
  Benefit: When you successfully hit an opponent with 
  a bite or claw attack, you can attempt a grapple as 
  a free action. If the attack was made while flanking 
  with another tosculi using the skittering racial trait or 
  while gliding or flying, you gain a +2 on your combat 
  maneuver check.
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  Wasp Rend (Combat, Style)
  While grappling, you can tear your foes asunder.
  Prerequisite: Base attack bonus +4, Strength 13, Wasp 
  Embrace.
  Benefit: On a round in which you maintain your grapple, 
  you can make a rend attack with either a bite or claw 
  attack. This deals your normal damage plus 1-1/2 × your 
  Strength modifier and inflicts bleed damage equal to the 
  damage die of the natural attack (for example, 1d6 bleed 
  for a 1d6 bite attack).
  Wasp Style (Combat, Style)
  You can increase the efficacy of your natural attacks 
  through martial training.
  Prerequisite: Tosculi, base attack bonus +1, bite or claw 
  natural attack, Weapon Focus (bite or claw).
  Benefit: You gain a +1 bonus to damage with any 
  natural weapons for which you have taken the Weapon 
  Focus feat. Additionally, you become increasingly 
  more effective with your natural attacks as you grow 
  in experience. At 4th, 8th, 12th, 16th, and 20th level, 
  increase the damage die of that natural weapon one step 
  (for example, 1d3 becomes 1d4). If you are a monk, you 
  can flurry with your natural attacks.
  tosCuli spells
  Tosculi have access to the following spells.
  GHOSTLY STINGER
  School evocation (force); Level cleric 4, inquisitor 3, 
  witch 4
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Effect magic stinger of force
  Duration 1 round/level (D)
  Saving Throw see text; Spell Resistance yes
  A ghostly image of a giant wasp with a very solid stinger 
  made of force appears and attacks foes at a distance as 
  you direct it. The stinger deals 1d8 points of force damage 
  +1 per 3 caster levels (maximum +5 at 15th level) and 
  has a ×3 critical modifier. It strikes the opponent you 
  designate, starting with one attack on the round the spell 
  is cast and continuing each round thereafter on your 
  turn. It uses your base attack bonus (possibly allowing 
  it multiple attacks per round in subsequent rounds) 
  plus your primary casting stat modifier as its attack 
  bonus. It strikes as a spell, not a weapon, so it ignores 
  damage reduction. It does not receive or provide flanking 
  bonuses. On your turn, you can direct the stinger to 
  attack a new target as a move action.
  On a successful hit, the target must succeed at a Reflex 
  save or be trapped by thin bands of force, rendering the 
  target pinned. A trapped target may attempt a combat 
  maneuver check or Escape Artist check each round on 
  its turn to escape the bands. The DC for the attempt is 
  10 plus your caster level plus your casting stat modifier. 
  The force bands remain in effect until the end of the spell, 
  vanishing with the stinger.
  HIVE HAVEN
  School conjuration (creation); Level druid 3, sorcerer/
  wizard 3, witch 3
  Casting Time 10 min.
  Components V, S, M (small ball of clay, mud, or stone)
  Range close (25 ft. + 5 ft./2 levels)
  Effect 15-ft. square structure
  Duration 2 hours/level (D)
  Saving Throw none; Spell Resistance no
  You conjure a small, hive-like structure, crafted of 
  whatever stone, earth, and clay happens to be readily 
  available in the area. This structure resembles a miniature 
  tosculi hive with a Small covered entrance (DC 18 to 
  break or burst) and ventilation passages for breathable 
  air, which cannot be traversed by creatures larger than 
  Fine (or those with special abilities that allow them to do 
  so, such as gaseous form).
  The structure is insulated to protect against extreme 
  temperatures of heat and cold, keeping the interior of the 
  hive at 70° F if the temperature outside is between 40° 
  F and 100° F. An exterior temperature below 40° F and 
  above 100° F lowers or raises the interior temperature 
  on a one-for-one degree basis. It is as strong as a normal 
  stone building and resists fire as if it were stone. It is 
  impervious to normal missiles (but not to the sort cast by 
  siege engines or giants) and can withstand winds of less 
  than hurricane force (75+ mph).
  The hive has no windows, leaving illumination limited 
  to that coming in the door, if open, or provided by the 
  occupants. It contains no furnishings. If created by a 
  caster of 9th level or higher, its walls contain reservoirs 
  of a nourishing, jelly-like substance—enough to provide 
  a single day’s nourishment for up to three tosculi. It 
  provides no nourishment for non-tosculi.
  SWARM CLOAK
  School conjuration (creation); Level cleric 4, druid 4, 
  inquisitor 3, magus 3, sorcerer/wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S, M (a dead insect)/DF
  Range personal
  Target you
  Duration 1 min./level (D)
  You create a swarm of magical insects that crawl or hover 
  over your body like a living vestment. These insects cause 
  
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  no harm to you, but they harm those that come into 
  contact with you. 
  When you first cast swarm cloak, you must choose 
  whether it is composed of crawling or flying insects. The 
  crawling version provides you with a +2 bonus to your 
  natural armor. The flying version provides concealment 
  for the duration of the spell, giving opponents a 20% 
  miss chance on attacks against you. Any creature striking 
  you with natural attacks, unarmed attacks, or hand-held 
  weapons deals normal damage but takes 2d6 points of 
  damage from the bites and stings of the insects. If the 
  attacker has spell resistance, it applies to the effects of this 
  spell suffered by making melee attacks against you.
   Creatures wielding melee weapons with reach are not 
  subject to the damage if they attack you.
  SWARM CLOAK, GREATER
  School conjuration (creation); Level cleric 5, druid 5, 
  inquisitor 4, magus 4, sorcerer/wizard 5, witch 5
  Casting Time 1 standard action
  Components V, S, M (a dead insect)/DF
  Range personal
  Target you
  Duration 1 min./level (D)
  As swarm cloak, but the cloak delivers 2d6 points of 
  damage +1 per caster level (maximum +15). Also, the 
  attacker must succeed at an additional Fortitude save or 
  be poisoned. This poison deals 1d2 points of Dexterity 
  damage each round for 6 rounds. Poisoned creatures can 
  make a Fortitude save each round to negate the damage 
  and end the affliction.
  UNCANNY SENSES
  School transmutation; Level alchemist 3, druid 4, ranger 
  3, sorcerer/wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 10 min./level (D)
  With this spell, you fine-tune your senses to extraordinary 
  levels. Your eyes enlarge, and your antennae lengthen and 
  become more sensitive to vibration. For the duration of 
  the spell, you gain a +1 competence bonus per caster level 
  on all Perception checks. You gain the all-around vision 
  ability (see Pathfinder Roleplaying Game Bestiary) and 
  blindsense to a range of 10 ft.
  WARRIOR EVOLUTION
  School transmutation (polymorph); Level alchemist 3, 
  druid 3, magus 4, sorcerer/wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S, M (a small amount of nectar)
  Range personal
  Target you
  Duration 1 min./level (D)
  Saving Throw special, see below;  
  Spell Resistance  special, see below
  When you cast this spell, you transform yourself into a 
  prime physical specimen of tosculi warrior with fully 
  functional wings and poisonous stinger. While the 
  spell is in effect, you gain a flight speed of 60 ft. with 
  average maneuverability. Your carapace thickens and 
  hardens, giving you a +1 bonus to your natural armor. 
  Your mandibles enlarge and toughen, giving you a bite 
  attack: this is a primary natural attack that does 1d4 
  damage. Your stinger lengthens, and your poison sacs 
  begin to generate venom. This gives you a sting attack 
  as a primary natural attack that deals 1d3 damage and 
  poisons its target. The poison inflicts 1d2 Dexterity 
  damage every round for 6 rounds unless the victim 
  makes a successful Fortitude saving throw. A poisoned 
  target can make a new saving throw every round to 
  negate the damage and end the affliction.
  WING REJUVENATION
  School transmutation; Level alchemist 2, druid 2, 
  sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S, M (wings from a bee or wasp)
  Range touch
  Target 1 creature
  Duration 1 min./level
  Saving Throw Fort negates (harmless);  
  Spell Resistance  yes (harmless)
  Your touch enlarges and strengthens the vestigial wings 
  of one of the hiveless, allowing it the strength and ability 
  to fly for the duration of the spell. The recipient of this 
  spell must possess the gliding wings racial trait. The 
  recipient gains a fly speed of 40 ft. If the spell ends while 
  the target is airborne, use the rules for the gliding wings 
  trait to determine its movement and descent.
  19
  
  FEAR AND SAVAGERY
  trollkin
  20
  
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  F
  ear is good. It’s that little voice that warns you off a 
  terrible decision. It’s the quickening of your limbs 
  that lets you keep your head when steel flashes in 
  the moonlight. 
  The trollkin know fear. To them, it is a weapon, not 
  a troubling voice in the back of the mind or a tightness 
  through the chest. They know it from a place deep in 
  their bones and feel it thundering through their veins. 
  They know why cities burn with enough light to push 
  back the night. They know it from the dark on the other 
  side of the world. Shadow is in their blood, and the 
  trollkin know why we fear the dark.
  The legacy of the trollkin is fear turned against the 
  world. Brutish appearances and towering strength strike 
  terror into any who see them. Warriors watch in horror 
  as the trollkin’s near-mortal wounds heal in seconds. 
  Nervous townsfolk scan the hills at dusk, trembling 
  and praying that the bogeyman doesn’t come tonight. 
  Whispered words from forgotten ages coax gifts from 
  shadows but always at a price. The trollkin don’t shrink 
  from fear; they breathe it. They feel the truth when 
  strangers cross the street in a sudden hurry. They see it 
  in the wide, sightless eyes of fallen foes. 
  Fear is good.
  monstrous legACy
  Trollkin are the spawn of unions between humanoids and 
  trolls, ogres, and other brutes that lurk in the shadows 
  of the world. Liaisons with dark fey creatures often lead 
  to trollkin offspring as well. This mixed heritage leaves 
  many marks on the trollkin, the most obvious being 
  their appearance. Though they may display a wide range 
  of specific features, the trollkin are generally larger and 
  sturdier than human forebears. They grow taloned fingers 
  and toes and sharp fangs or oversized tusks. 
  Beyond that, each individual is unique. Some have 
  scales or hair covering thick skin. Others sport bony 
  ridges or frills. Many have strangely colored eyes or speak 
  with disturbing voices. Skin tones most commonly range 
  from slate gray to pale green but can vary widely between 
  muted hues. Not all trollkin inspire anxiety in an obvious 
  sense. Some can be quite alluring or bear only minor 
  outward marks of their heritage. Fear takes many forms. 
  While trollkin can trace their ancestry back to a 
  specific inhuman creature, there has been so much 
  interbreeding and mingling of the various bloodlines that 
  any combination is possible. Even trollkin spending lives 
  in close-knit tribal groups may develop features out of 
  the ordinary for those families. 
  DEEPER THAN SKIN
  The fantastic variations in trollkin forms aren’t only 
  cosmetic. While the majority of the race shares similar 
  traits, there are a number of offshoots. These variations 
  express some major feature inherited from a different 
  kind of monstrous ancestor. For instance, underwater 
  bands of sleek-skinned trollkin inhabit the depths. They 
  wend through deep rivers, dark lakes, and coastal shoals. 
  In the far north, the trollkin breathe winter and relish the 
  cold, slaying foes with an icy grasp. Lean, slight trollkin 
  huddle in the shadows, their senses focused beyond the 
  world. The whispers are all they can hear—whispers of 
  the dead and of other, stranger spirits. 
  Most fearsome of all, and thankfully the rarest, are 
  the ogreborn: trollkin whose giant blood runs thick. 
  Ogreborn are massive brutes who wield breathtaking 
  strength, but their tempers dull any civilized thought. 
  When the ogreborn arise from a band of trollkin, they 
  are likely to take control of it or die in the attempt. 
  Ogreborn warlords and bandit leaders inspire terrifying 
  tales worthy of legend. Families of ogreborn dominate 
  the land surrounding their lair.
  Most trollkin exhibiting these variant traits hail from 
  groups of similar trollkin but exceptions occur. Like 
  the trollkin physical characteristics, sometimes these 
  prominent features arise with no apparent cause. This 
  often influences the trade a young trollkin takes up or 
  their leadership roles in a community.
  TRIBAL CULTURE
  Trollkin learn rejection at an early age. Their presence 
  inspires instant fear in more civilized races. Trollkin 
  depend on each other, and they developed tribal families 
  long ago for protection. This organization continued 
  through the ages with most trollkin living in tribal 
  settlements. Either the strongest warrior or the most gifted 
  sage of the tribe leads. Succession is usually clear cut with 
  a second ready to rise when the current chieftain falls. 
  More rarely, a tribe sees a rival challenge the chieftain for 
  the right to lead. Regardless of who leads, ancestor spirits 
  mark one member of the tribe, called the listener. This 
  individual interprets the will of the spirits and guides the 
  tribe in spiritual matters. In some cases, the listener also 
  serves as chieftain, but that practice is rare.
  Trollkin tribes are insular and distrustful of outsiders 
  with a small exception in the case of other trollkin. A 
  tribe subsists on hunting, gathering, and, if its territory 
  is fertile enough, some small amount of farming. Despite 
  their rustic lifestyle, it is a mistake to think the trollkin 
  are simple. The trollkin have a keen understanding of 
  crafts which they use to forge their tools and weapons. 
  Trollkin-wrought blades can rival the great smiths of the 
  dwarf kingdoms. Fanciful tales ascribe this skill to some 
  ancient bargain with dark creatures.
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  Despite some tribes’ efforts to forge peaceful relations, 
  many groups rely on raiding to take what they need or 
  want. These trollkin value strength of arms above all, 
  followed closely by cunning. Shock tactics and brutal 
  examples mark the forays of these brutes. Frontier 
  settlements live in quiet fear of the night when the 
  howling deathless savages come for them. That’s just how 
  the trollkin raiders want it. 
  URBAN TROLLKIN
  While the vast majority of trollkin live in frontier 
  communities, some thrive in civilization. Within cities, 
  the trollkin stick together, creating neighborhoods. 
  These communities begin to resemble a tribe over time. 
  Many urban trollkin find jobs that complement their 
  nature. Mercenary work is by far the most common, 
  but they sometimes lead city guard forces or perform 
  maintenance in dark places. Thieves’ guilds and 
  totalitarian governments alike love to use trollkin as 
  arm-breakers and debt-collectors. Artisans take on a 
  promising trollkin partner or apprentice to add an exotic 
  cultural flair to their offerings. 
  However they make their way, the trollkin of an 
  urban community band together under a powerful or 
  charismatic leader. In a trollkin neighborhood, this leader 
  may not be styled as a chief, but the function is the same. 
  Conversely, urban trollkin sometimes struggle to find 
  spiritual focus without a dedicated listener. The call of the 
  ancestors is there, but it is faint, drowned out by the din of 
  city life. It is a fortunate trollkin diaspora that boasts one 
  who can take up the mantle of listener, if not the title.
  Random Starting Ages
  Race   
  Adulthood
  Intuitive1
  Self-Taught2   
  Trained3
  Trollkin  
  14 years
  +1d4 years           
  +1d6 years           
  +2d6 years           
  1 This category includes barbarians, bloodragers, oracles, rogues, sorcerers, and swashbucklers.
  2 This category includes bards, battle scions, brawlers, cavaliers, fighters, gunslingers, hunters, paladins, rangers, shamans, skalds, slayers, 
  shadowsworn, spell-less rangers, summoners, and witches.
  3 This category includes alchemists, arcanists, clerics, druids, inquisitors, investigators, magi, monks, theurges, warpriests,  
  white necromancers, and wizards.
  Aging Effects
  Race 
  Middle Age1 
  Old2 
  Venerable3 
  Maximum Age
  Trollkin      
  35 years    
  45 years
  60 years
  60 + 2d10 years
  1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.               3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  Random Height and Weight
  Gender 
  Base 
  Height 
   Height 
  Modifier
  Base 
  Weight 
  Weight 
  Modifier
  Trollkin, male     
  4 ft. 10 in.
  +3d8 in.
  150 lb.
  ×7 lb.
  Trollkin, female
  4 ft. 6 in.
  +3d8 in.
  110 lb.
  ×7 lb.
  g
  Allies And rivAls
  Trollkin and dwarves maintain a bitter rivalry which 
  stretches to a time neither race remembers. The 
  animosity runs so deep with so many lost on both 
  sides that the origins long since cease to matter. 
  Conversely, trollkin tend to be on friendly terms 
  with gnomes. Most stable trade and cooperation with 
  trollkin tribes is with gnome settlements. Gnomes 
  sometimes act as ambassadors or brokers between 
  trollkin and other outsiders.
  In the Midgard Campaign Setting, the trollkin have 
  one last but profound source of allies—the shadow fey. 
  Trollkin often have access to shadow roads that others 
  avoid like death itself. In exchange, some shadow fey 
  can call upon a band of trollkin raiders in times of 
  peril. Rumor suggests some ancient bond between the 
  two races that goes back to their origins. If either the 
  trollkin or the shadow fey know the truth, they aren’t 
  sharing with outsiders.
  
  295
  THE BLOODING
  Isolation from without drives the trollkin to seek solace 
  within. Trollkin customs vary, but one tradition binds 
  them no matter where they dwell—the blooding. All 
  trollkin withstand this coming-of-age ceremony when 
  they reach maturity. The blooding is the unifying thread 
  across the tapestry of trollkin life. The day before a young 
  trollkin’s fourteenth birthday, the community puts aside 
  its usual business. The supplicant rises before the sun to 
  endure a grueling gantlet of challenges throughout the 
  day. Every adult trollkin of the community turns out to 
  take part in the ceremony. In the case of several young 
  trollkin who come of age around the same time, the 
  trollkin hold group bloodings. Trollkin who take part 
  in a group blooding always form strong bonds or bitter 
  rivalries with their fellows.
  Traditional belief holds that each trollkin’s path in 
  life is set within her blood, chosen by the will of the 
  ancestors. During the blooding, the supplicant engages 
  in all the trades and skills practiced by her fellows. Each 
  master takes the supplicant in turn and assesses her 
  ability. This means a long day of hard work with little 
  preparation under the gaze of a relentless procession 
  of overseers. Elders afford the supplicant little leeway, 
  holding her work to a high standard. Following this 
  long period of assessment, the final stage of 
  the blooding begins. 
  Trial by combat ends every blooding 
  ceremony. Physical struggle pervades trollkin 
  life. Every trollkin must understand what it means to 
  defend herself. While likely not the first time the young 
  supplicant wields a weapon, her blooding is the first time 
  she must defend against real injury. Her adult opponent 
  tests more than her resolve, talent, and courage. He 
  also deals her a battle wound under the scrutiny of 
  the assembled community. The community judges her 
  reaction to the wound and how she handles herself in the 
  aftermath. Death is rare but not unheard of. The injury 
  is quickly dressed with substances that ensure scarring, 
  despite the trollkin’s naturally rapid healing. All trollkin 
  bear their blooding scars with immense pride. 
  The masters who observed the supplicant through the 
  day join in a special council with the community leaders. 
  At midnight, the council calls the supplicant forth into 
  the sight of the entire community. If the supplicant 
  acquits herself well during the blooding, she emerges 
  as a full-fledged adult, free to take up a trade. While 
  the council chooses her path, her strengths and passion 
  receive equal weight in the decision. A council found 
  to subvert this decision for personal reasons faces dire 
  consequences. A full day of celebration, feasting, and 
  games follows a successful blooding. 
  This ceremony might seem rigid and brutal to 
  outsiders, but a blooding allows trollkin to pursue their 
  strengths for the good of the community. A child born 
  to a family of weavers is not destined to be a weaver. If 
  his blooding shows aptitude for the raising and training 
  of horses or another trade, that is the path she takes. 
  Trollkin parents show more pride in a child who excels 
  rather than one who follows in their footsteps. 
  A trollkin youth that fails or rejects the blooding is 
  an uncommon but profound turn of events. It rarely 
  happens, but lazy, disinterested, or weak youth are a mark 
  of deep shame. Failure this profound is usually enough to 
  motivate the young trollkin to put aside frivolous pursuits 
  and seek the path that calls to his blood. The community 
  considers the failed supplicant a child for the next year. 
  20
  
  296
  At his fifteenth birthday, the supplicant receives a chance 
  for redemption. This second blooding unfolds exactly 
  as the first, and a trollkin who improves is welcomed in 
  full. If the trollkin still does not perform or rejects the 
  blooding, she is cast out. Exiled trollkin are among the 
  most dangerous creatures who walk the world. They burn 
  with shame and the need to prove themselves. 
  ALONE IN THE CROWD
  No matter where they make their living, the trollkin 
  never fully escape the fear they spread. Traders who 
  earn the trust of a trollkin settlement still make their 
  deliveries nervously. Regular customers at the blacksmith 
  can’t help but jump when the trollkin apprentice slams 
  her hammer. A trollkin thug’s longtime partner feels the 
  familiar squeeze in his chest when the brute’s temper 
  flares. It’s a glint in the eye. A set to the bulging muscles. 
  The accidental scrape of talon tips across the polished 
  bar top. No outsider ever feels truly at ease around the 
  trollkin, and trollkin never forget it. 
  TROLLKIN RACIAL TRAITS 
  +2 Constitution, +2 Charisma, −2 Intelligence: 
  Trollkin are hardy and commanding but quick to resort 
  to savage means to deal with problems rather than 
  think things through.
  Trollkin: Trollkin are humanoids with the trollkin 
  subtype.
  Medium: Trollkin are Medium creatures and receive no 
  bonuses or penalties due to their size.
  Normal Speed: Trollkin have a base speed of 30 ft.
  Darkvision: Trollkin can see in the dark up to 60 ft.
  Inhuman Vigor: As a swift action, trollkin can call 
  upon their inhuman nature to heal wounds with 
  startling speed. The trollkin gains fast healing 2 for 1 
  round. The trollkin can heal up to 2 hp per level per day 
  with this ability after which it ceases to function. This 
  ability does not function if the trollkin suffered acid or 
  fire damage in the previous round.
  Fearsome: Trollkin gain a +2 racial bonus on 
  Intimidate checks.
  Natural Armor: Trollkin have thick hide, fur, or 
  scales, granting them +1 natural armor.
  Natural Attacks: Trollkin can make two claw attacks 
  as primary natural weapons that deal 1d4 points of 
  damage and one bite attack as a primary natural weapon 
  that deals 1d3 points of damage.
  Languages: Trollkin begin play speaking Common. 
  Trollkin with high Intelligence scores can choose from 
  the following languages: Draconic, Dwarven, Elven, 
  Giant, Gnome, Sylvan.
  subrACe: ogreborn 
  The hulking ogreborn are, thankfully, extremely rare. 
  The bloodline of these trollkin leads back to massive, 
  brutish, destructive creatures, and that power breeds 
  true. Note that ogreborn trollkin are more powerful than 
  standard races. The GM should consider them carefully 
  before allowing ogreborn PCs, but they can present a 
  challenging roleplay experience. Many of the traditional 
  avenues of adventure become difficult to navigate with a 
  hulking brute renowned for sowing terror and death.
  OGREBORN RACIAL TRAITS
  +4 Strength, +2 Constitution, −2 Dexterity, 
  −2 Intelligence: Ogreborn are powerful, hardy 
  creatures but are somewhat clumsy and lack refinement.
  Trollkin: Ogreborn are humanoids with the giant and 
  trollkin subtypes.
  Large: As Large creatures, ogreborn take a −1 size penalty 
  to AC, a −1 size penalty on attack rolls, gain a +1 bonus 
  on combat maneuver checks and their CMD, and take 
  a −4 size penalty on Stealth checks. Ogreborn take up a 
  space that is 10 ft. × 10 ft. and have a reach of 10 ft.
  Normal Speed: Ogreborn have a base speed of 30 ft.
  Darkvision: Ogreborn can see in the dark up to 60 ft.
  Fearsome: Ogreborn gain a +2 racial bonus on 
  Intimidate checks.
  Inhuman Vigor: As a swift action, ogreborn can 
  call upon their inhuman nature to heal wounds with 
  startling speed. The ogreborn gains fast healing 2 for 1 
  round. The ogreborn can heal up to 2 hp per level per 
  day with this ability after which it ceases to function. 
  This ability does not function if the ogreborn suffered 
  acid or fire damage in the previous round.
  Natural Armor: Ogreborn have extremely tough 
  hides, granting them +2 natural armor.
  Natural Attacks: Ogreborn can make two claw 
  attacks as primary natural weapons that deal 1d6 
  points of damage.
  Languages: Ogreborn begin play speaking Giant. 
  Ogreborn with high Intelligence scores can choose from 
  the following languages: Draconic, Dwarven, Elven, 
  Gnome, Sylvan.
  ALTERNATE RACIAL TRAITS
  The following racial traits are available to trollkin 
  characters. At your GM’s discretion, they may be taken 
  by other characters with an appropriate heritage.
  Dark-Dweller: Some trollkin are scions of powerful 
  creatures that dwell far from the light. A trollkin 
  
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  with this trait gains +2 Strength, darkvision 90 ft., 
  light blindness, and sunlight vulnerabilityARG. The 
  dark-dweller suffers a −2 penalty on saving throws 
  against effects with the light descriptor. The corpse of a 
  dark-dweller who dies as a result of Con damage from 
  sunlight vulnerability is petrified as a flesh to stone spell. 
  This trait modifies darkvision. 
  Demoralizing Presence: The trollkin’s presence is 
  so unsettling it shakes the nerve of his foes. All enemies 
  within 10 ft. of the trollkin suffer a −4 penalty to saves 
  against fear effects. This is a mind-influencing effect and 
  replaces natural attacks or inhuman vigor for ogreborn.
  Forgemaster: Some trollkin are born to shape the 
  world. The trollkin gains one bonus item creation feat 
  and counts as having the Master Craftsman feat for the 
  purposes of the chosen item creation feat. This trait 
  replaces natural attacks and natural armor.
  Frightful Mien: As a swift action, the trollkin exudes 
  waves of terror in a 10-ft. radius when he charges, attacks, 
  or successfully demoralizes a foe using the Intimidate 
  skill. Enemies within range must succeed on a Will 
  saving throw (DC 10 + 1/2 the trollkin’s Hit Dice + the 
  trollkin’s Charisma modifier) or be shaken for 5 rounds. 
  A trollkin may use this ability his Charisma modifier in 
  times per day (minimum 1), and its effects stack with 
  those from using the Intimidate skill to demoralize a 
  foe. A creature that saves is immune to the trollkin’s fear 
  aura for 24 hours. This trait replaces inhuman vigor.
  Frostborn: Trollkin with the thick blood of frost 
  trolls carry winter in their veins. The trollkin gains 
  cold resistance 5, and once per day, as a swift action, 
  the trollkin can shroud itself in cold for 1 round per 
  character level. While shrouded in this aura, the 
  trollkin’s melee attacks deal +1d6 points of cold damage. 
  This ability can be used an additional time per day at 
  10th and 20th level. The trollkin may end the effects 
  early as a free action. This trait replaces natural armor or 
  natural attacks for ogreborn.
  Know Fear: The trollkin cannot be demoralized 
  by using the Intimidate skill and receive a +4 racial 
  bonus to saves against spells and effects with the fear 
  descriptor. This replaces natural armor, or natural 
  attacks for ogreborn.
  Night Whisper: The night whisper is marked by the 
  spirit world. Night whisper trollkin gain the following 
  ability score adjustments: −2 Strength, +2 Constitution, 
  +2 Wisdom, and the ability to heed the wisdom of 
  the spirits. Once per day, as an immediate action, the 
  night whisper can gain a +2 insight bonus on a skill 
  check, ability check, or saving throw. This trait replaces 
  the normal trollkin ability score adjustments and the 
  trollkin’s bite attack. Ogreborn who take this trait reduce 
  their natural armor to +1 and have the following ability 
  score adjustments: +2 Strength, +2 Constitution, +2 
  Wisdom, −2 Dexterity. 
  Riverscale: Some trollkin are descended from water-
  dwelling troll stock. A trollkin with this racial trait gains 
  the aquatic subtype, the amphibious special quality, and 
  a swim speed of 30 ft. This trait replaces natural armor 
  and the trollkin’s claw attacks.
  Skilled Craftsman: The trollkin gains a +4 racial 
  bonus on a single Craft skill. This trait replaces fearsome.
  Stonehide: The trollkin’s has nearly impenetrable hide. 
  The trollkin gains DR 5/bludgeoning. This trait replaces 
  inhuman vigor and the trollkin’s claw attacks.
  rACiAl subtypes
  Trollkin trace their ancestry to a startling variety of 
  monstrous and fey creatures. As such, the race displays 
  a host of variant traits. Different racial traits can be 
  combined to create distinct bloodlines of trollkin.
  Darksworn: Some trollkin bloodlines swear ancient 
  pacts to darkness itself. They gain the dark dweller, 
  frightful mien, know fear, and night whisper racial traits. 
  Icefolk: Trollkin tribes from icy wastes become covered 
  in craggy permafrost and gain the frostborn and 
  stonehide racial traits.
  Shaper: Some trollkin possess uncanny ability to 
  work materials and gain the forgemaster and skilled 
  craftsman racial traits. 
  g
  nAtive tongue
  In the Midgard Campaign Setting, all trollkin begin 
  play speaking the Northern Tongue. 
  20
  g
  night whispers in midgArd
  Night whisper trollkin in the Midgard campaign 
  setting are naturally attuned to ley line energies. By 
  spending 10 minutes in meditation, a night whisper 
  can sense the presence of nearby ley lines within 2d8 
  miles. Make a DC 15 Knowledge (geography) check. 
  The DC reduces by 2 for strong ley lines and by 5 for 
  titanic lines. Success reveals the direction but not exact 
  distance to the strongest ley line within range. She 
  automatically senses the presence of ley lines within 1 
  mile but cannot make use of their power without the 
  appropriate feats.
  
  298
  RACE TRAITS
  Ancient Blood of Power: In Northern Tongue, 
  some call sorcerers and witches “trollmann,” and indeed, 
  some sort of connection to the supernatural resonates 
  within you, granting you resilience versus the powers 
  of ill omens. You gain a +2 trait bonus on saving throws 
  against hexes. Additionally, you treat your level at +1 
  for the purposes of the effects of abilities granted your 
  sorcerer bloodline. This does not provide earlier access 
  to such abilities.
  Artist of Curses: The other side of the “trollmann,” 
  trollkin commonly called “tryllekunstner” have an 
  empathy toward the arts of hexes and a resiliency against 
  the powers of sorcerers. You gain a +2 trait bonus on 
  saving throws against bloodline abilities and any spells 
  granted to a sorcerer by his bloodline. Additionally, you 
  increase the DC to resist your hexes by +1. 
  Child of Ruin: Your status as an outsider made you 
  appreciate the gloomy and lost places where the echoes 
  of civilization still linger but remain subdued under a 
  palpable sense of decay. Whenever you are in the ruins 
  of a building or structure, you receive a +2 trait bonus 
  on Initiative checks and a +1 bonus to saving throws 
  against haunts and natural hazards. 
  fAvored ClAss options
  The following options are available to all trollkin who 
  have the listed favored class, and unless otherwise stated, 
  the bonus applies each time you select the class reward. 
  Alchemist: Add +2 hp before the inhuman vigor racial 
  trait ceases to function for the day. 
  Bard: Add a +1/4 bonus to Intimidate checks while 
  under the effects of a bardic performance.
  Barbarian: Add a +1/4 bonus to Intimidate checks 
  while raging.
  Cavalier: Each time you take this favored class option, 
  decrease your and your mount’s armor check penalty by 
  1 for the purposes of Climb or Swim checks. Once you 
  suffer no more armor check penalty from a given armor, 
  increase the maximum Dexterity bonus allowed while 
  wearing it by +1 instead.
  Cleric: Select one domain power granted at 1st level that 
  is normally usable a number of times per day equal to 3 
  + your Wisdom modifier. Adds +1/2 to the number of 
  uses per day of that domain power.
  Druid: Add a +1/2 bonus to Wild Empathy checks 
  against magical beasts.
  Fighter: Choose a weapon from the following list: 
  battleaxe, eviscerator axe, flesh-hook javelin, greataxe, 
  handaxe, or pulverizer. Add a +1/2 bonus on critical hit 
  confirmation rolls with that weapon (maximum bonus 
  +4). This bonus doesn’t stack with those gained through 
  Critical Focus and similar effects.
  Inquisitor: Add +1/2 to initiative checks.
  Magus: Add +1/4 to the magus’s arcane pool.
  Monk: Add +1/4 natural armor bonus.
  Oracle: Add +1 ft. to the range of any fear spell the 
  oracle casts.
  Ranger/Spell-less RangerNPC: Add a +1/3 bonus 
  on Stealth checks made by the ranger or his animal 
  companion.
  Rogue: Add 1/6 of a rogue talent.
  ShamanNPC: Add one mind-affecting spell from the 
  sorcerer spell list that isn’t on the druid spell list to the 
  list of spells the shaman knows.
  Witch: Add 1/4 of a new hex to the witch’s known hexes.
  Wizard: Add +1/6 to the DC of spells with the fear 
  descriptor you cast.
  g
  sCAling the rACe
  As noted above, ogreborn are intended for high-
  powered games as their focus on the physical over 
  the mental side of attributes means that they’ll make 
  for more lopsided characters than traditionally 
  balanced races. Base trollkin, on the other hand, are 
  approximately up to the aasimar and tiefling races 
  in power and should result in no significant balance 
  issues. For low-powered games, eliminating the 
  natural attacks and the natural armor should result in 
  no issues whatsoever. 
  For an easy increase in power, increasing the daily 
  rounds of inhuman vigor would allow for a more 
  resilient trollkin. Alternatively, granting the fear and 
  Intimidate-themed alternate racial traits for free 
  would further increase this component of the race’s 
  identity while also bringing the trollkin in line with the 
  strongest races. Granting the benefits of the subraces at 
  no cost can yield some surprisingly versatile trollkin in 
  truly high-powered games.
  
  299
  trollkin ArChetypes
  The following archetypes are available to trollkin.
  DARK DELVER (ROGUE)
  Dark delvers become one with darkness, embodying fear 
  of the unknown. 
  Fear’s Edge (Su): At 1st level, the dark delver learns 
  to strike fear into the hearts of her enemies. When 
  she delivers a sneak attack, the dark delver can choose 
  to forgo 1d6 sneak attack damage to force the target 
  to make a Will save (DC 10 + 1/2 the rogue level + 
  the rogue’s Charisma bonus). On a failure, the target 
  is shaken for 1 round. At 5th level, she can reduce 
  her sneak attack damage by 2d6 to make a target 
  frightened. At 9th level, she can reduce her sneak attack 
  damage by 3d6 to make her target panicked. This ability 
  modifies sneak attack.
  Rogue Talents: The following rogue talent is available 
  to the dark delver.
  Blackened Eyes (Su): The dark delver’s sight grows 
  accustomed to gloom, and her eyes turn black in 
  dim light or darkness. She gains darkvision 30 ft. or 
  increases her existing darkvision range by 30 ft.
  Dark Heart (Ex): At 3rd level, the dark delver 
  becomes inured to effects that sway her thoughts and 
  emotions. She gains a +1 competence bonus on Will 
  saves made to resist mind-affecting spells and effects. 
  This bonus increases to +2 when the dark delver reaches 
  6th level, to +3 when she reaches 9th level, to +4 when 
  she reaches 12th level, to +5 at 15th, and to +6 at 18th 
  level. This ability replaces trap sense.
  Advanced Talents: The following advanced talents 
  are available to the dark delver.
  Midnight Blade (Ex): The dark delver can deliver 
  sneak attacks against a target with concealment but 
  not total concealment. 
  Shadow Strike (Su): Once per round, the dark delver 
  can step into an area of dim light or a shadow large 
  enough to cover her entire body. She instantly 
  travels through the plane of shadow to emerge from 
  another such area she can see within 30 ft. as part 
  of her movement. The distance traveled through 
  shadow does not count against her movement for 
  the round. If she makes an attack immediately upon 
  emerging, her target is flat-footed. This is treated 
  as a conjuration [teleportation] effect with a caster 
  level equal to the dark delver’s class levels for the 
  purpose of spells and effects.
  LONGSHADOW BERSERKER  
  (BARBARIAN)
  With a destiny marked by strength and violence, a 
  longshadow berserker’s rage dominates the battlefield.
  Longshadow (Su): A longshadow berserker physically 
  increases in size and power when angered. When using 
  her rage ability, she does not gain the normal morale 
  bonuses but instead gains the benefits of the monstrous 
  physique IUM spell. At 7th level, this benefit is replaced 
  by monstrous physique II. At 13th level, this benefit is 
  replaced by giant form I and then giant form II at 19th 
  level. The longshadow berserker cannot become smaller 
  in size through use of this ability and gains all normal 
  penalties for raging. This ability modifies rage.
  Strong Words (Ex): At 2nd level, a longshadow 
  berserker gains Intimidating Prowess as a bonus feat. 
  At 5th level, she gains Terrifying as a bonus feat. This 
  replaces uncanny dodge and improved uncanny dodge.
  Object of Wrath (Ex): At 3rd level, a longshadow 
  berserker can arm herself with any object within reach, 
  so long as that object is her current size or smaller. At 
  3rd level, the penalty for attacking with improvised 
  melee or ranged weapons or manufactured weapons 
  sized for larger creatures, is reduced by 1. This penalty 
  is reduced by an additional 1 at 6th, 9th, and 12th levels. 
  At 15th and 18th level, the longshadow berserker gains a 
  cumulative +1 morale bonus on attack and damage rolls 
  made with improvised weapons. This replaces trap sense.
  Rage Powers: The following rage powers complement 
  the longshadow berserker archetype: fearless rage, 
  increased damage reduction, intimidating glare, 
  knockback, mighty swing, powerful blow, scent, 
  strength surge.
  RIDDLED (SHAMANNPC)
  Trollkin shamans sometimes enter into a binding pact 
  for power with ancestor spirits. The riddled becomes 
  adept at twisting the fate of others through verbal or 
  written agreements.
  Power’s Price (Sp): At 1st level, the riddled shaman 
  learns to bolster a creature through a pact with the 
  riddled’s totem spirits. Once per day, as a full round 
  action, the riddled can cast the pact spell as a spell-like 
  ability. This pact is considered a spell of the highest 
  shaman spell level the riddled shaman is able to cast. The 
  riddled can end the pact as a standard action, similar 
  to dismissing an active spell. If this ability is used a 
  second time, any currently active pact created by it ends 
  immediately. This ability replaces animal spirit guide.
  Way With Words (Ex): At 1st level, the riddled gains a 
  +2 bonus on Bluff and Sense Motive checks. This ability 
  replaces nature lore.
  20
  
  300
  Totem Secrets: The riddled loses access to the spirit of 
  nature and speak with animals totem secrets. Instead, 
  she gains access to the following totem secrets.
  Bear Witness (Sp): The riddled oversees an agreement 
  between one or more individuals and seals that 
  agreement. The riddled can cast the oath spell as a 
  spell-like ability once per day.
  Takes One to Know One (Su): The riddled gains a +2 
  insight bonus to Sense Motive checks and to saving 
  throws against mind-affecting effects. At 7th level, any 
  ally within 10 ft. also gains this bonus. At 11th level, 
  the bonus to Sense Motive increases to +4, the riddled 
  is immune to mind-affecting effects, and allies within 
  10 ft. gain a +4 insight bonus to saving throws against 
  mind-affecting effects.
  Twisted Tongue (Sp): At 4th level, as a 
  standard action, the riddled can attempt to 
  sway a creature into a course of action. The 
  target must succeed on a Will save (DC 10 
  + 1/2 shaman level + the riddled’s Charisma 
  modifier) or comply with her request as per 
  the suggestion spell with a caster level equal to 
  her class level. This ability is usable once per day 
  plus one additional use for every 4 shaman levels 
  (maximum of 5 at 20th level). 
   At 8th level, the riddled can expend one 
  use of twisted tongue and spend 10 minutes in 
  conversation with a target to steer it into accepting a 
  binding agreement. The riddled makes a Bluff check 
  against the target. If the riddled succeeds, the target 
  is affected by a lesser geas (no save). A creature 
  subject to this that voices suspicion during the 
  10-minute conversation (subject to GM approval) 
  is entitled to a Knowledge (arcana) or Sense 
  Motive check against DC 10 + 1/2 the riddled’s 
  class level + the riddled’s Charisma modifier to 
  notice this. If the target’s check is successful, the ability 
  automatically fails. This is treated as a 4th-level spell. 
   At 12th level, the riddled can expend one use of 
  twisted tongue and spend 10 minutes in conversation to 
  trick a target into accepting a potent magical contract. 
  The riddled makes a Bluff check against the target. If 
  the riddled succeeds, the target is affected by a geas (no 
  save). A creature subject to this that voices suspicion 
  during the 10-minute conversation (subject to GM 
  approval) is entitled to a Knowledge (arcana) or Sense 
  Motive check against DC 10 + 1/2 the riddled’s class 
  level + the riddled’s Charisma modifier to notice this. If 
  the target’s check is successful, the ability automatically 
  fails. This is treated as a 6th-level spell. 
   At 16th level, the riddled can expend one use of 
  twisted tongue and spend 1 hour in negotiation to trick 
  a target into magical imprisonment, per the binding 
  spell. The riddled must convince the target to sign a 
  contract or otherwise make a mark on some kind of 
  written agreement. The riddled makes a Bluff check 
  against the target. A creature subject to this ability that 
  points out a valid loophole (subject to GM approval) is 
  entitled to a Knowledge (arcana) or Sense Motive check 
  equal to twice the modified DC in the chosen binding 
  method. If the riddled wins the contest, the target is 
  bound in the chosen manner. Recognizing the binding 
  for what it is usually turns a creature hostile. This is 
  treated as an 8th-level spell. 
   If the riddled is unable to lie for any reason or 
  if the target can magically discern lies, any use 
  of twisted tongue automatically fails. This is a 
  language-dependent, mind-affecting compulsion. This 
  ability replaces wild shape.
  
  301
  TERROR (ORACLE MYSTERY)
  Class Skills: An oracle with the terror mystery adds 
  Bluff, Intimidate, Perception, and Stealth to her list of 
  class skills.
  Bonus Spells: cause fear (2nd), terrorDM (3rd), death 
  knell (4th), terrifying gazeDM (5th), haunting mistsUM 
  (6th), crushing despair (8th), fear (10th), symbol of fear 
  (12th), insanity (14th), prediction of failureUM (16th), 
  energy drain (18th).
  Revelations: An oracle with the terror mystery can 
  choose from the following revelations.
  Abandon Hope (Su): Creatures that attack you lose 
  conviction. Challenges, smites, and morale effects 
  end immediately if their initial attack does not result 
  in a confirmed critical hit. An attack that results in a 
  critical threat that is not supplemented by a challenge, 
  smite, or morale effect and fails to confirm is treated 
  as a miss and deals no damage at all. You must be at 
  least 11th level to choose this revelation.
  Aura of Terror (Su): You radiate an aura of fear to a 
  distance of 30 ft. Creatures that enter the aura must 
  immediately succeed on a Will save (DC 10 + 1/2 
  the oracle’s level + the oracle’s Charisma modifier) or 
  become shaken. Your allies are immune to this aura. 
  At 10th level, creatures that fail are frightened instead. 
  At 15th level, creatures that fail this save by 4 or more 
  become panicked. The effect lasts for 1 minute after 
  the affected creature leaves the aura. You must be at 
  least 7th level to choose this revelation.
  Creeping Catatonia (Su): You bring about horrific 
  visions in one enemy. Once per day, as a standard 
  action, you may choose an intelligent creature within 
  60 ft. That creature must make a Will save (DC 10 + 
  1/2 the oracle’s level + Charisma modifier) or become 
  shaken and take 1 point of Wisdom damage. At the 
  start of your next turn, that creature gains another 
  save to end the effect. If it fails, it becomes frightened 
  and takes 1d4 additional Wisdom damage. At the 
  beginning of your following turn, the creature may 
  save again to end the effect. Failure means the creature 
  becomes paralyzed and the Wisdom damage from 
  this effect becomes Wisdom drain. The paralysis lasts 
  for 1 hour after the third save is failed. This is a mind-
  affecting fear effect. You can use this ability twice per 
  day at 8th level and three times  per day at 15th level.
  Erode Valor (Su): Effects that grant morale bonuses that 
  begin within 30 ft. of you use an additional round 
  of duration each round they remain in effect. Such 
  effects with durations greater than 1 minute have half 
  their normal duration when that effect begins within 
  this range. Effects that grant morale bonuses to you or 
  your allies are unaffected. At 5th level and every 5th 
  level after, this radius increases by 10 ft.
  Fearless (Ex): You gain a bonus on Will saves against 
  fear spells and effects equal to half your level. At 7th 
  level, you become immune to fear.
  Scared to Death (Su): Any creature that becomes 
  shaken due to your spells or abilities takes 1d6 hp 
  nonlethal damage. This damage increases to 2d6 for 
  the frightened condition and 3d6 for the panicked 
  condition. A creature with lethal damage that falls 
  unconscious from this effect takes 1 additional point 
  of bleed damage each round (or 2 bleed damage if 
  frightened or 3 bleed damage if panicked). This is a 
  mind-affecting fear effect.
  Sense Fear (Su): You can sense fear in creatures. As a 
  swift action, you can study a visible creature within 60 
  ft. You learn if the creature has any natural or magical 
  resistance or immunity to fear effects, the nature of 
  the resistance or immunity, and the severity of any 
  fear effect the creature is currently suffering (if any). 
  You may use sense fear on two creatures within at 
  7th level and an additional creature for every 4 levels 
  beyond 7th.
  Shocking Strength (Ex): Once per day, you can exploit an 
  opponent’s fear to gain physical power. As a standard 
  action, you can growl and tap into said foe’s growing 
  sense of dread. You add your Charisma bonus to attack 
  and damage rolls instead of Strength or Dexterity 
  when making melee or ranged attacks against any 
  creature with a fear condition. This ability lasts for 1 
  minute. You can use this ability one additional time 
  per day each at 11th , 15th, and 19th level. You must 
  be at least 7th level to choose this revelation.
  Unease (Su): Fear spells and effects that fail to affect 
  you turn on their caster. Whenever a fear spell or 
  effect fails to give you a fear condition for any reason 
  (including immunity to fear), the source of that effect 
  is shaken for 1 minute for every oracle level you 
  possess (no save). This ability has no range, so effects 
  cast through scrying or other means are affected, so 
  long as you and your opponent are on the same plane. 
  You must be at least 7th level to choose this revelation.
  Unmitigated Terror (Su): Any bonuses to saving throws 
  against your fear-based spells and effects are reduced 
  by half. At 7th level, creatures lose any immunity to 
  fear unless they are also immune to all mind-affecting 
  effects for the purpose of your spells and effects. At 
  13th level, intelligent creatures that are immune to 
  mind-affecting effects are not immune to your fear 
  spells or abilities.
  Final Revelation: Upon reaching 20th level, you 
  become an avatar of terror. You can apply any one of 
  the following metamagic feats to any fear spell you 
  cast without increasing the spell’s level or casting time: 
  Enlarge Spell, Extend Spell, Silent Spell, Still Spell. You 
  do not need to possess these feats to use this ability.
  20
  
  302
  trollkin equipment
  Trollkin have access to the following equipment.
  ALCHEMICAL EQUIPMENT
  The trollkin have long utilized the land for sustenance 
  and medicine. Over time, they have identified several rare 
  substances with unique properties and refined their use.
  Steelspine: The trollkin brew this bitter, salty draught 
  to steel the nerves of their allies. Steelspine grants the 
  drinker a +5 alchemical bonus on saves against fear 
  effects for 1 hour. 
  Trollblood Unguent: This thick, greenish brown 
  paste helps the recipient’s blood clot instantly. The 
  recipient is immune to bleed damage and effects and 
  automatically stabilizes if reduced to 0 hp. Additionally, 
  bladed weapons are slightly less effective. The recipient 
  gains DR 1/bludgeoning. The effects of trollblood 
  unguent last for 10 minutes. After applying the paste, 
  the recipient’s skin bears mottled green stains that fade 
  after 8 hours.
  Trollkin Alchemy
  Special Substances
  Cost
  DC
  Weight
  Steelspine (vial)
  50 gp
  12
  —
  Trollblood Unguent (jar)
  250 gp
  25
  1/2 lb.
  ARMOR
  Howling Chain: Trollkin smiths devised a painstaking 
  technique of crafting special chainmail links. The rings 
  shriek and wail when they shift against one another, 
  creating an unnerving sound. The armor has a dark, 
  jagged look caused by the unique texture of the links. 
  The more vigorously the wearer moves, the louder the 
  sound becomes. Moving at full speed or more while 
  wearing howling chain provides a +2 competence 
  bonus on Intimidate checks, and a −5 penalty to Stealth 
  checks involving silent movement for 1 full round. Only 
  chainmail and chain shirts can be comprised of howling 
  chain. Though other types of armor may include some 
  portions of chain links, there aren’t enough of the 
  special rings to produce the effect. 
  Juggernaut Plate: Crafted from thick slabs of metal 
  and covered in spikes and rivets, few warriors can 
  tolerate the bulk of juggernaut plate. Those who do 
  must be at least Large in size or Medium with the ability 
  to use larger equipment without penalty. Anyone else 
  suffers the suit’s armor check penalty, as if they were not 
  proficient in heavy armor, and moves at half speed.
  POISON
  Terror Dust: This poison is a black faintly glittering 
  powder of minerals, molds, and certain fungal spores. 
  When breathed, nightmare dust causes mild but 
  unnerving hallucinations. Shadows stretch and seem to 
  move. Objects twist in the corner of the eye. Creatures 
  distort in grotesque and nightmarish ways. When 
  thrown into the air, a packet or tube of terror dust 
  creates a 10-ft. cube that lasts for 1 round.
  Type poison, inhaled; Save Fortitude DC 15; Frequency 
  1/round for 10 rounds; Effect shaken 1 round; Cure 3 
  consecutive saves; Craft DC 23; Price 600 gp.
  TROLLBONE AND TROLLHIDE
  Long ago, trollkin discovered a process to treat the bones 
  and hides of creatures with regenerative properties. Most 
  often, these bones and skins come from actual trolls, 
  but other monsters or fey creatures can yield the same 
  results. Trollkin treat the materials in a jealously guarded 
  secret process. Under specific phases of the moon, the 
  trollkin combine alchemical reagents with mundane 
  chemicals. The resulting materials regenerate most 
  damage they suffer. 
  An item constructed of trollhide leather or trollbone 
  repairs 2 points of damage per round. The object can 
  remove the broken condition by rising to above half its 
  normal hp total. Even an item reduced to 0 hp regenerates.
  While this makes such objects difficult to destroy, they 
  are not invulnerable. Trollbone or trollhide leather that 
  suffers acid or fire damage cannot restore its hp on the 
  Armor
  Cost
  AC  
  Bonus
  Max Dex
  Check 
  Penalty
  Spell 
  Fail
  Speed
  Weight
  Light Armor
  Howling chain shirt
  500 gp
  +4
  +4
  −2
  20%
  30 ft. 20 ft.
  25 lb.
  Medium Armor
  Howling chainmail
  750 gp
  +6
  +2
  −5
  30%
  20 ft. 15 ft.
  40 lb.
  Heavy Armor
  Juggernaut Plate
  4,000 gp
  +10
  +0
  −10
  50%
  20 ft. 15 ft.
  90 lb.
  Trollkin Armor
  
  303
  next round. If the object is at 0 hp and does not restore hp, 
  then the object is destroyed and no longer repairs itself.
  Trollbone
  Properly treated trollbone makes an excellent material 
  for certain weapons and armor. Any weapon primarily 
  made of metal can be crafted from trollbone as can scale 
  mail, breastplates, banded mail, and wooden shields. 
  Equipment made of trollbone naturally repairs most 
  damage it suffers. A trollbone item regains 2 hp every 
  round. Trollbone has hardness 5 and 10 hp per inch of 
  thickness.
  Items made of trollbone are considered masterwork 
  quality (this is included in the price modifier). Trollbone 
  cannot be used to create objects and weapons with a lot 
  of intricate, moving parts like firearms.
  Type of Trollbone Item
  Price Modifier
  Weapon
  +2,000 gp 
  Shield
  +1,000 gp
  Medium Armor
  +2,000 gp
  Heavy Armor
  +4,000 gp
  Other Item
  +600 gp
  Trollhide Leather
  Trollhide leather is a thick, knobby, off-colored leather 
  that can be worked into leather armor, studded leather, 
  hide armor, or any other piece of clothing or equipment 
  primarily made of leather. Trollhide leather repairs 2 
  points of damage every round, and otherwise functions 
  as trollbone. 
  Items made of trollhide leather are considered 
  masterwork quality (this is included in the price 
  modifier). Trollhide cannot be used to create objects and 
  weapons with a lot of intricate, moving parts like firearms.
  Type of Trollhide Item
  Price Modifier
  Light armor
  +1,000 gp 
  Medium Armor
  +2,000 gp
  Other Item
  +600 gp
  trollkin weApons
  Trollkin weapons are not subtle, but are quite effective. 
  Some are forged with a particular look simply to instill fear. 
  Axe, Eviscerator: An eviscerator axe is a greataxe 
  with jagged, tearing teeth pointing down along the edge 
  of the blade. A critical hit from an eviscerator axe tears 
  horrible lacerations in the flesh of its target dealing 1d6 
  bleed damage and 1 point of Charisma damage. Any 
  amount of magical healing or a DC 15 Heal check stops 
  the bleeding.
  Javelin, Flesh-Hook: Flesh-hook javelins sport 
  wicked barbs along the entire head designed to hook 
  into the armor or flesh of its target. The shaft ends in a 
  metal ring to accommodate a cord or wire. A creature 
  damaged by the javelin is snared by the barbs. Until 
  removed, the target is entangled.  
   The flesh-hook can be removed as a standard action. 
  A successful DC 15 Heal check removes the weapon 
  with no damage. The flesh-hook can be wrenched out 
  as a move action with a DC 10 Strength check, causing 
  1d4 piercing damage to the target. If a flesh-hook 
  javelin hits its target in the first range increment, the 
  thrower can grasp a cord trailing from the javelin’s 
  shaft. As long as it remains within 30 ft. of the wielder, 
  the target must succeed on a combat maneuver check 
  against the wielder’s CMD to move farther away from 
  the wielder. The wielder may attempt a special bull rush 
  maneuver against the target. The result of this bull rush 
  pulls the target closer rather than pushing it away. The 
  cord is AC 10 with 5 hp.
  Pulveriser: A pulveriser is a massive maul. The great, 
  tapered head focuses a tremendous impact onto a small 
  area, delivering crushing force. A creature that suffers a 
  critical hit from a pulveriser must succeed on a DC 15 
  Fortitude save or have one of its limbs (of the attacker’s 
  choice) crippled. A crippled arm suffers −2 to attack 
  rolls and has a 20% chance to drop any object held at 
  the start of the creature’s turn. A crippled leg causes 
  the creature to fall prone, and reduces it to 1/2 speed. 
  Against a winged target, a crippled wing reduces the 
  creature’s fly speed to 0. A crippled limb is restored to 
  normal function by any amount of magical healing or 
  by successful long term care with the Heal skill. 
  20
  Exotic Weapons 
  Cost 
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Weight
   Type
  Special
  Two-Handed Melee Weapons
  Axe, Eviscerator
  200 gp
  1d10
  1d12
  ×3
  —
  12 lb.
  S
  —
  Pulveriser
  450 gp
  1d10
  2d6
  ×3
  —
  15 lb.
  B
  —
  Ranged Weapons
  Javelin, Flesh-Hook
  150 gp
  1d4
  1d6
  ×2
  30 ft.
  2 lb. 
  P
  —
                   
  
  304
  trollkin mAgiC items
  Trollkin have access to the following magic items.
  SCREAMING SHIELD
  Aura moderate necromancy; CL 7th
  Slot none; Price 34,410 gp; Weight 15 lb.
  This +2 heavy steel shield has the tanned face of a 
  humanoid stretched tight and nailed to its surface. The 
  face is frozen in a grotesque, silent scream. Three times 
  per day, as a standard action, the wielder can command 
  the face on the shield to resemble a creature within 
  60 ft. The face then animates and unleashes a blood-
  curdling wail. That creature must succeed on a DC 16 
  Will save or be frightened for 1 minute. On a successful 
  save, the creature is shaken for 1 round. This is a sonic 
  mind-affecting fear effect.
  CONSTRUCTION REQUIREMENTS 
  Craft Magic Arms and Armor, major image, scare; Cost 
  17,290 gp
  SHADOW TOKEN
  Aura moderate conjuration; CL 11th
  Slot none; Price 11,000 gp; Weight —
  The trollkin learned to bind the stuff of shadows into 
  small objects to act as keys to specific locations. Once per 
  day, when activated in a location containing an opening 
  to the shadow roads, a shadow token opens a path 
  through the plane of shadow. The user and up to 10 other 
  creatures are affected as a shadow walk spell but may only 
  move toward the area designated as the key’s destination 
  (usually a trollkin settlement, stronghold, or holy site).  
  As a full round action that provokes attacks of 
  opportunity, the user may activate the shadow token and 
  create a similar effect as described above but without a 
  specific destination. Using a shadow token in this way 
  destroys the token and deals 4d6 negative energy damage 
  to all creatures affected by the shadow walk. 
  CONSTRUCTION REQUIREMENTS 
  Craft Wondrous Item, shadow walk; Cost 5,500 gp
  TRAITOR’S GLASS
  Aura strong enchantment; CL 17th
  Slot none; Price 120,000 gp; Weight 50 lb.
  Made of tarnished silver or cloudy glass, this mirror is 
  set in an ebony frame and stands 5 ft. × 3 ft. Any creature 
  that sees its reflection in the traitor’s glass must succeed 
  on a DC 23 Will save or have its trust undermined by 
  creeping paranoia. A creature that succumbs to the glass 
  immediately treats all allies as enemies and its attitude 
  becomes hostile toward them. Trusted companions, 
  friends, and even family all seem to be plotting its death. 
  The affected creature might try to hide its “realization” for 
  a time, but a successful DC 25 Sense Motive check reveals 
  that something is amiss. This effect lasts for 8 hours. 
  Multiple creatures can be affected by a single traitor’s 
  glass, but the duration of the effect is divided evenly 
  among all creatures who fail their Will save (maximum 
  of 8 creatures affected for 1 hour each). Remove curse, 
  break enchantment, or dispel evil successfully cast upon 
  the subject ends the effect. This is a mind-affecting, 
  compulsion, fear effect.
  CONSTRUCTION REQUIREMENTS 
  Craft Wondrous Item, dominate monster, symbol of 
  insanity; Cost 60,000 gp
  TROLL KING’S BLADE
  Aura moderate transmutation; CL 10th
  Slot none; Price 23,900 gp; Weight 12 lb.
  This rusted, blood-stained weapon functions as a +1 
  keen vicious eviscerator axe. The troll king’s blade pushes 
  its wielder to exert rulership over those weaker than 
  himself without mercy or compassion. When the wielder 
  reduces a creature to 0 hp with the blade, he must 
  succeed on a DC 13 Will save or become obsessed with 
  proving his dominance. During this time the wielder 
  gains a +2 morale bonus to Strength and Constitution 
  and a +1 morale bonus to Will saves. 
  Additionally, every round, the wielder must attack a foe 
  with the blade or move toward a foe, charging if possible. 
  This state lasts for 10 minutes or until the wielder slays 
  as many Hit Dice worth of creatures as character levels 
  he possesses. If there are no foes visible, the wielder 
  must either actively seek more enemies to conquer, or 
  he must exert his dominance in some other way, such as 
  destroying objects or property of his enemies. 
  Once the wielder fails a saving throw against this effect, 
  it cannot trigger again in the same day.
  CONSTRUCTION REQUIREMENTS 
  Craft Magic Arms and Armor, enervation, keen edge, 
  rage; Cost 12,200 gp
  g
  shAdow tokens in midgArd 
  In the Midgard setting, the trollkin learned the secret 
  of making shadow tokens from their allies among 
  the shadow fey. Instead of a standard shadow walk 
  spell, Midgard shadow tokens open shadow roads 
  through the Shadow Realm. Roads created by a token 
  are usually safe, at least for travelers who came by the 
  shadow token honestly.
  
  305
  rACiAl feAts
  The following trollkin feats represent the gifts granted by 
  their inhuman heritage. At GM discretion, these feats may 
  also be used to represent gifts inherited by other creatures 
  with monstrous lineage or through mystical boons and are 
  not limited to the trollkin race specifically. 
  Deny Weakness
  Your inhuman vigor allows you to shrug off weakness.
  Prerequisites: Trollkin, Endurance, inhuman vigor 
  racial trait.
  Benefit: As a swift action, you can ignore the following 
  negative status conditions for 1 round: dazed, dazzled, 
  deafened, disease, fatigued, sickened. When ignoring 
  a negative status condition in this manner, you merely 
  suppress it for 1 round. This counts against rounds of 
  duration for ongoing effects. You can only ignore one 
  negative status condition each round. A swift action 
  spent ignoring a negative status condition in this 
  manner counts as using the inhuman vigor ability to 
  gain fast healing for the purposes of the maximum hp 
  you can heal each day. You do not gain regain hp from 
  fast healing in the round you use this ability. 
  Effortless Horror
  You terrify creatures with barely any effort.
  Prerequisites: Trollkin, Terrifying, Intimidate 3 ranks.
  Benefit: You can use Intimidate to change an opponent’s 
  attitude with 1d4 rounds of conversation. You can 
  demoralize an opponent as a move action.
  Fear Eater
  You can drink in your foe’s fear to heal your wounds.
  Prerequisites: Trollkin, Effortless Horror, Terrifying, 
  Intimidate 5 ranks, inhuman vigor racial trait.
  Benefit: When using a swift action for the inhuman vigor 
  ability, you do not reduce your available pool of healing 
  if you are within 30 ft. of an enemy creature suffering 
  from any fear condition.
  Hulking Build 
  You are massive compared to others of your race. 
  Prerequisites: Trollkin, Strength 16.
  Benefit: You can wear armor, wield weapons, and use 
  equipment sized for creatures one size category larger 
  than your own without penalty. You can carry double 
  the normal load for your Strength score for the purpose 
  of your carrying capacity and for determining your 
  thresholds for light, medium, and heavy load.
  Inhuman Resilience 
  You can ignore otherwise crippling weakness. 
  Prerequisites: Trollkin, Deny Weakness, Endurance, 
  inhuman vigor racial trait. 
  Benefit: When using the Deny Weakness feat, you can 
  suppress any of the following additional negative status 
  conditions for 1 round: disabled, exhausted, nauseated, 
  pain effects, poison, staggered, stunned.
  Rapid Scarring 
  Your flesh knits together quickly in thick knots before 
  smoothing out later.
  Prerequisites: Trollkin, inhuman vigor racial trait.
  Benefit: Whenever you suffer a critical hit or any 
  amount of precision damage (such as a precise strike 
  or sneak attack), you automatically regain double the 
  normal hp from inhuman vigor on your next turn, 
  and the hp regained do not count against your daily 
  limit of fast healing. This rapid healing leaves thick but 
  temporary scars, granting a +1 bonus to your natural 
  armor for 1 hour. 
  Reactive Healing 
  Your regenerative powers happen on instinct.
  Prerequisites: Trollkin, Dexterity 13, inhuman vigor 
  racial trait.
  Benefit: You can activate your inhuman vigor as an 
  immediate action. When you do, you regain your 
  normal of allotment of fast healing immediately. If you 
  use this feat in response to taking damage, the healing 
  may prevent you from falling unconscious or dying. 
  Regenerate
  Your trollkin heritage allows you to survive and heal 
  almost any wound.
  Prerequisites: Trollkin, Deny Weakness, Diehard, 
  Endurance, Inhuman Resilience, inhuman vigor racial 
  trait.
  Benefit: You may reattach a severed body part (such as 
  fingers, toes, hands, feet, legs) with 1 round of inhuman 
  vigor use if the severed member is present and you are 
  touching it. Otherwise, it takes 2d10 rounds of inhuman 
  vigor use to completely regrow a severed body member, 
  which may be spread out over multiple days. 
   You cannot die as long as your inhuman vigor 
  continues functioning. If your negative hp are equal to 
  or greater than your Constitution, you fall unconscious 
  but do not die. You automatically regain hp each round 
  as if using the inhuman vigor ability. If you run out of 
  healing from inhuman vigor or are subject to acid or fire 
  damage, you die. If you regain consciousness, you must 
  begin using a swift action each turn if you wish to heal 
  using inhuman vigor. 
  20
  
  306
  Shadewalker 
  You are at home in the shadows and can draw darkness 
  around you like a shroud.
  Prerequisites: Trollkin, Stealth 5 ranks.
  Benefit: Three times per day, as a full round action 
  that does not provoke attacks of opportunity, you can 
  draw shadows around yourself for 1 minute. While 
  so cloaked, you gain a +2 circumstance bonus to 
  Intimidate and Stealth checks. When within an area of 
  shadowy illumination, you can attempt a Stealth check 
  to hide even while you are being observed. 
  Strain the Limit 
  At great cost to your stamina, you can push your rapid 
  healing to extreme lengths.
  Prerequisites: Trollkin, Constitution 13, inhuman vigor 
  racial trait.
  Benefit: When you activate your inhuman vigor, you 
  can choose to increase your fast healing to 2d10, and 
  you become fatigued at the end of your turn. Using 
  inhuman vigor in this manner does not count toward 
  your daily limit of fast healing. Using the ability again 
  while fatigued renders you exhausted. You cannot use 
  this ability if you are exhausted.
  Terrifying
  Your trollkin heritage makes you seem far larger and 
  more frightening than you might truly be.
  Prerequisites: Trollkin, Intimidate 1 rank.
  Benefit: You count as one size category larger for the 
  purposes of the Intimidate skill. If you have 10 or more 
  ranks in Intimidate, you count as two size categories 
  larger for the purposes of the Intimidate skill.
  trollkin spells
  Trollkin have access to the following spells.
  ACCOMMODATION
  School transmutation; Level skald 2, sorcerer/wizard 3, 
  witch 3
  Casting Time 1 standard action
  Components V, S, M (a single coffee bean)
  Range touch
  Duration 10 min./level (D)
  Saving Throw Fortitude negates (harmless);  
  Spell Resistance  no
  You cause a creature to shrink in size while retaining 
  its physical power. The touched target shrinks by up to 
  one size category per 5 caster levels. While the smaller 
  subject’s AC, CMB, and CMD change due to the new 
  size, ability scores do not gain size bonuses or penalties. 
  If you choose to cast this spell on an unwilling creature, 
  you must succeed on a melee touch attack, and the target 
  receives a Fortitude save to negate the effect.
  CHANT OF THE ANCESTORS
  School necromancy; Level cleric 5, oracle 4, shaman 4
  Casting Time 10 minutes
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect spirit blessings for 1 creature/level
  Duration 1 hour/level; see text
  Saving Throw none; Spell Resistance no
  
  307
  You summon the departed spirits of your tribe’s ancestors 
  in a respectful ceremony. The spirits grant their blessing 
  to creatures that participated in the ceremony and follow 
  them into battle. The spirits are visible around the subjects 
  in brief glimpses for the duration of the spell. Every 
  creature that honors the ancestors is united in purpose 
  and fed by the wrath of the shades. Whenever two or more 
  of these creatures flank an opponent with one another, 
  the bonus to their attack rolls increases to +4. A creature 
  that honored the spirits gains 2 temporary hp whenever a 
  foe it can see gains a fear condition or fails a saving throw 
  against a fear effect. These temporary hp stack, but this can 
  only trigger once per given effect. For example, if a subject 
  witnesses a foe fail a save against the fear spell and become 
  panicked, it only gains 2 temporary hp, not 4.
  If the ceremony is interrupted for any reason, the spell 
  is ruined and all effects of the spell are negated.
  DREAD
  School illusion (glamer) [fear, mind-affecting]; Level 
  cleric/oracle 3, shaman 3, sorcerer/wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration 1 round/level
  Saving Throw Will negates (see below);  
  Spell Resistance  yes
  This spell causes a creature touched to appear monstrous 
  and gruesome to foes. When the creature attacks a target 
  as part of a charge, any target damaged must succeed on 
  a Will save to see through the illusion. On a failed save, 
  the target is panicked if they have less Hit Dice than 1/2 
  your caster level, frightened if they have less Hit Dice 
  than your caster level, or shaken if their Hit Dice exceed 
  your caster level for the spell’s duration.
  INSTILL FEAR
  School necromancy; Level cleric/oracle 4, shaman 4, 
  sorcerer/wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw none; Spell Resistance yes
  You create the capacity for fear within a brave, powerful, 
  or even mindless creature. If the creature is immune to 
  fear effects for any reason (including immunity to all 
  mind-affecting effects), then they lose the immunity for 
  the spell’s duration. If the creature has no immunity to 
  fear effects, then they count as 1/2 their normal Hit Dice 
  and take a −4 morale penalty against all fear effects for 
  the spell’s duration.
  20
  OATH
  School enchantment (compulsion) [language-dependent, 
  mind-affecting]; Level bard 2, cleric/oracle 3, druid 3, 
  paladin 2, shaman 3, sorcerer/wizard 3, summoner 2, 
  witch 3
  Casting Time 10 minutes
  Components V
  Range touch
  Target one living creature touched
  Duration permanent (D)
  Saving Throw none; Spell Resistance no
  You witness a binding pledge. The oath can be as simple 
  or complex as you and the target wish. You and the target 
  must fully understand the oath in word and spirit. There 
  can be no deception or obfuscation of language, unless it 
  is for the benefit of outside parties. 
  You know of any breaking of the oath in word or spirit 
  and gain a vague idea of the circumstances and severity 
  of the oath breaking. You may then declare the target 
  oath breaker foresworn as a standard action. A foresworn 
  creature takes a −2 penalty to each of its ability scores. 
  Each day, another −2 penalty accumulates, up to a total 
  of −8. No ability scores can be reduced to less than 1 
  by this effect. At any time thereafter, you may declare 
  the target oath breaker forgiven as a standard action. 
  Forgiving the creature removes all ability score penalties. 
  You and the creature must be on the same plane to be 
  foresworn or forgiven.
  A remove curse spell ends an oath spell only if its caster 
  level is at least 2 higher than your caster level. Break 
  enchantment does not end an oath, but limited wish, 
  miracle, and wish do.
  PACT
  School transmutation (polymorph); Level cleric/oracle 1, 
  druid 1, shaman 1, witch 1
  Casting Time 24 hours
  Components V
  Range touch
  Target one touched willing creature
  Duration permanent (D)
  Saving Throw none; Spell Resistance yes
  With this spell active, you cannot regain the spell-slot used 
  to cast it. You regain use of the spent spell slot only when 
  this spell ends. A creature cannot be the target of more 
  than one pact spell, and targeting a creature with an active 
  pact spell causes the spell to fail. You may cast as many 
  pact spells as you wish. You cannot target yourself.
  You forge a permanent connection between the 
  target creature and a spirit, god, or other force you 
  are empowered to represent. You select a balance of 
  appropriate blessings and weaknesses per the agreement.
  The sum of a creature’s total blessings and weaknesses 
  must be less than or equal to 1. You cannot select any 
  
  308
  type of blessing or weakness more than once. The value 
  of blessings and weaknesses are determined by the 
  following guidelines.
  Blessing   
  Increase  
  to Blessing
  +1 resistance bonus to one save   
  +1
  +2 competence bonus to one skill  
  +1        
  +1 enhancement bonus to natural armor   
  +2
  +1 deflection bonus to armor class 
  +2
  +2 enhancement bonus to one ability score
  +3
  Weakness  
  Decrease  
  to Blessing
  −2 penalty to one save     
  −1   
  −2 penalty to one ability score     
  −1
  Oath (lesser oath or oath)  
  −2
  Vulnerability to acid, cold, electricity, or fire      
  −3
  Oath: This spell can be cast in conjunction with an oath 
  spell. If the creature is foresworn due to breaking the 
  oath, they lose all blessings but retain all weaknesses 
  until forgiven or the spells are removed. If cast as part of 
  an oath spell, this spell can only be removed or dispelled 
  once the oath is removed.
  Vulnerability: The creature takes half again as much 
  damage (+50%) from the specified energy type.
  When casting pact, you may choose to sacrifice a 
  higher-level spell slot than 1st. Doing so increases the 
  total blessing and weakness limit to the level of the spell 
  slot sacrificed (to a maximum of 9 for a 9th-level spell). 
  The number of times a blessing type can be selected is 
  equal to 1/2 the spell slot sacrificed (to a maximum of 4 
  for an 8th-level spell slot). Multiple blessings of the same 
  type stack with each other. For example, you could grant 
  a +3 deflection bonus to AC as an 6th-level spell.
  The target creature is fully aware of all terms of the pact 
  and can refuse to accept it at any time. At GM discretion, 
  the greater force called upon might also refuse any 
  proposed pact.
  SPINEBREAKER WEAPON
  School evocation; Level antipaladin 2, hunter 3, magus 3, 
  ranger 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a pinch of bone dust)
  Range touch
  Target melee weapon touched
  Duration 1 round/level (D)
  Saving Throw Will negates (harmless, object); Spell 
  Resistance yes (harmless, object)
  This spell envelops a weapon in a shimmering field of 
  energy that adds weight and heft. For the duration of the 
  spell, the weapon deals bludgeoning damage in addition 
  to its normal type (a longsword deals 1d8 damage that is 
  both slashing and bludgeoning), and its critical multiplier 
  increases by 1. This spell can be cast only on piercing or 
  slashing weapons. 
  Multiple effects that increase a weapon’s critical 
  multiplier do not stack. This spell can affect natural 
  weapons. In the case of creatures with multiple natural 
  weapons, the caster chooses which one the spell affects.
  TROLLBLOOD GIFT
  School transmutation; Level cleric/oracle 2, druid 1, 
  shaman 1
  Casting Time 1 standard action
  Components V, S, M (a drop of blood from a troll or 
  trollkin)
  Range touch
  Target creature touched
  Duration 1 hour/level
  Saving Throw Will negates (see below); SR yes
  This spell transforms the target’s blood to take on a burst 
  of regenerative energy. The target gains fast healing 1. 
  The spell can heal a total of 4 points of damage per caster 
  level (maximum 20). As long as the spell persists, the 
  subject inspires feelings of unease in humanoids without 
  the trollkin or giant subtypes and suffers a −4 penalty to 
  Diplomacy checks with such creatures. 
  Non-trollkin and non-giant humanoids have a 
  starting attitude of unfriendly toward the subject and 
  cannot have their attitude improved above indifferent 
  through use of Diplomacy. Intimidate can still improve 
  attitudes as normal.
  VEIL OF TERROR
  School enchantment (compulsion) [fear, mind-affecting]; 
  Level cleric/oracle 2, shaman 2, sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Effect 20-ft.-radius emanation 
  Duration 1 round/level plus 2d6 rounds
  Saving Throw Will negates; see text; Spell Resistance yes
  Veil of terror creates a field that unnerves your foes with 
  whispers of their greatest fears. Any creature that enters 
  the field must succeed on a Will save or suffer a −4 penalty 
  to saves against fear effects for as long as it remains in the 
  area and for 2d6 rounds after it leaves. Any creature that 
  succeeds on its save but remains within the veil of terror 
  must continue to save each round on your turn. 
  When you cast veil of terror, you designate up to one 
  creature per caster level that are not affected by the spell.
  
  KINGS OF THE PRIDE
  werelion
  21
  
  310
  W
  erelions are humanoids with the ability to turn 
  into lions and lion-humanoid hybrids. Powerful 
  warriors and canny hunters, these lycanthropes 
  prowl warm grasslands and snow-capped mountains, 
  seemingly content in the superiority of their way of life.
  origins of werelions
  Were the first werelions men who became lions, or were 
  they lions who became men? Were they divinely awakened 
  lions or, perhaps, druids who abandoned civilization to 
  live the thrill of the hunt? The answers are uncertain, but 
  to the werelions, it doesn’t really matter.
  Like other lycanthropes, there are two types of 
  werelions: natural and afflicted. Born with this 
  ability, natural werelions have perfect control of 
  their shapechanging and live in purposefully isolated 
  communities in tropical savannahs and temperate 
  mountains alike. In comparison, afflicted werelions are 
  individuals who gained their abilities due to a curse 
  or disease. These victims often cannot control their 
  transformations and feel compelled to hunt, kill, and feed. 
  plAying A werelion
  Werelions are supremely proud individuals who view 
  themselves as superior to everyone they meet, including 
  other weres. Their combination of cunning, stealth, and 
  power gives them a sometimes foolhardy confidence 
  which infuses everything they do. 
  Male werelions tend to court conflict as a way to 
  establish dominance. Hierarchy is extremely important 
  as it indicates where the individual stands in relation 
  to the pride, a social dynamic that extends to werelions 
  traveling with non-werelions as well. Ever ambitious, 
  male werelions instigate arguments and physical contests 
  as a way to test themselves and attempt to raise their 
  standing in the group. This rarely results in actual combat 
  or injury. In the pride, male werelions are primarily 
  responsible for protecting the group against threats, 
  though they do hunt as well. The strongest of the alpha 
  males is called the tau, but he does not “rule” the pride as 
  such. Most important decisions are made by the females.
  Unlike their male counterparts, female werelions 
  take a more egalitarian approach, gravitating toward 
  cooperation to overcome obstacles or foes. Where the 
  male werelions tend to view themselves as individuals, 
  female werelions see the advantages in equality. In a 
  pride, every female is more or less equal. They are the 
  primary hunters as well as caretakers of the young. When 
  situations call for the female werelions to command, 
  discipline, or confront one of the males (even the tau), 
  they do so as a group, presenting a unified front against 
  which no male ever succeeds.
  Loyalty to the pride or group is hard-wired into all 
  werelions regardless of gender. It is fine for a werelion to 
  bully his or her pridemate, but heavens help an outsider 
  who attempts to do the same. 
  Werelions favor gods of animals, freedom, magic, 
  the hunt, nobility, and glory. They count among their 
  members a special kind of inquisitor known as a ndau, a 
  divine hunter who consumes the essence of her prey. 
  Natural werelions, as presented here, are not meant 
  to be seen or played as cursed creatures. They are not 
  struggling between their civilized and bestial natures. 
  They are a shapeshifting race, capable of adjusting their 
  form according to their whims and equally comfortable 
  in all three choices. They often pity other were-creatures, 
  especially those suffering the curse of lycanthropy, as 
  miserable wretches and consider afflicted werelions 
  unfortunate mistakes of the mad or careless.
  g
  werelions in midgArd 
  In the Midgard Campaign Setting, the Nkosi of the 
  Southlands are the primary werelion race. The creation 
  of one of the primordial titans, the Nkosi are bestial 
  humanoid shapeshifters with cat’s eyes, teeth, and fur 
  who can shift into lion form at will. In effect, Nkosi are 
  werelions who only have hybrid and animal forms. Nkosi 
  are not lycanthropes, however, and cannot turn those they 
  injure with bite or claw. Nonetheless, Nkosi are natural 
  werelions for the purpose of qualifying for the feats, traits, 
  and other character options presented in this book.
   
  Afflicted werelions also prowl Midgard. Cursed by the 
  goddess Bastet for the most offensive transgressions, these 
  wretched individuals are more monster than man. They 
  possess all of the benefits and drawbacks of normal 
  afflicted werelions as well as Bastet’s Hunger, a singular 
  penalty that modifies the Hunting Moon.
  Bastet’s Hunger
  The goddess’s curse fills you with a compulsion to 
  hunt and a ravenous hunger for the blood and flesh 
  of your prey. As you gain levels, your hunger during 
  the Hunting Moon grows, increasing the number of 
  creatures you must kill each month: 1 creature per 4 
  character levels each month. These kills can be spread 
  out across the three days of the Hunting Moon, but all 
  must be killed before the end of the final night or suffer 
  the usual penalty.
  
  311
  NATURAL VS. AFFLICTED WERELIONS
  There is a deep animosity between the two types of 
  werelions. Natural werelions look at afflicted werelions like 
  plague victims, aberrations which pollute the species. They 
  consider them tainted, unclean creatures that only deserve 
  scorn. Afflicted werelions, on the other hand, always react 
  poorly to natural werelions. They consider themselves to 
  be every bit the equal to natural werelions and resent the 
  animosity directed toward them by their natural cousins. 
  When these two werelions types encounter each 
  other, they always suffer a −2 penalty to their social 
  interactions, and their starting attitude automatically 
  begins one step lower than normal. 
  CreAting A  
  werelion ChArACter
  Players wishing to create a werelion PC must choose 
  between creating a natural werelion character using the 
  werelion racial progression rules or creating an afflicted 
  werelion character by adding the lesser werelion template 
  to a character of levels 1 to 4.
  Physical Characteristics
  When creating natural werelions, players and GMs can 
  draw upon the following information. Most afflicted 
  werelions look identical to members of their base race, 
  though they may have a slightly animalistic quality.
  Age, Height and Weight
  In humanoid form, natural werelions resemble strong, 
  muscular humans with long, thick hair, and fluid, 
  graceful movements. When shifting to their hybrid 
  forms, they become feline humanoids with sharp teeth 
  and claws. Some werelions have humanoid forms 
  resembling elves or dwarves. While their humanoid 
  appearance is similar to a member of that race, all natural 
  werelions have the same base abilities. 
  NATURAL WERELION
  Those born with the ability to shift into lions are natural 
  werelions. Usually raised among kin in close-knit prides, 
  natural werelions consider themselves the pinnacle of 
  the were-races. They stick to their own kind: imperiously 
  aloof, and satisfied with their simple communities, 
  purposefully bereft of manufactured goods.
  Natural werelions created at 1st level do not possess all 
  of the abilities usually found in the lycanthrope template. 
  They are usually young examples of their race who 
  have taken up the adventuring life. As they increase in 
  experience and level, they can gain these more advanced 
  abilities. This allows low-level characters to play as a 
  werelion without disrupting the game balance of the 
  ongoing adventure or campaign.
  Random Starting Ages
  Race   
  Adulthood
  Intuitive1
  Self-Taught2   
  Trained3
  Werelion  
  15 years
  +1d4 years           
  +1d6 years           
  +2d6 years           
  1 This category includes barbarians, bloodragers, oracles, rogues, sorcerers, and swashbucklers.
  2 This category includes bards, battle scions, brawlers, cavaliers, fighters, gunslingers, hunters, paladins, rangers, shamans, skalds, slayers, 
  shadowsworn, spell-less rangers, summoners, and witches.
  3 This category includes alchemists, arcanists, clerics, druids, inquisitors, investigators, magi, monks, theurges, warpriests,  
  white necromancers, and wizards.
  Aging Effects
  Race 
  Middle Age1 
  Old2 
  Venerable3 
  Maximum Age
  Werelion      
  70 years    
  106 years
  140 years
  140 + 2d20 years
  1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.               3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  Random Height and Weight
  Gender 
  Base 
  Height 
   Height 
  Modifier
  Base 
  Weight 
  Weight 
  Modifier
  Werelion, male     
  5 ft. 2 in.
  +2D10 in.
  130 lb.
  ×5 lb.
  Werelion, female
  4 ft. 10 in.
  +2D10 in.
  115 lb.
  ×5 lb.
  21
  
  312
  STANDARD RACIAL TRAITS  
  (LESSER NATURAL WERELION)
  Ability Score Racial Traits: +2 Wisdom, −2 
  Charisma in all of their forms. Natural Werelions 
  have their animalistic nature close to the surface, but 
  their sharp instincts make it hard for normal humanoids 
  to relate to them.  
   In addition, in their hybrid and animal shapes, the 
  natural werelion gains +2 Strength and +2 Constitution. 
   When shifting in hybrid or animal forms, the 
  werelion uses his own ability scores or those of his 
  animal form, whichever are higher. 
  Type: Natural werelions are humanoids with the 
  shapechanger subtype
  Size: Natural werelions are Medium creatures in their 
  natural form, but in hybrid or animal form, their size is 
  equal to that of their lion form.
  Base Speed: Natural werelions have a base speed of 40 ft.
  Languages: Natural werelions begin play speaking 
  Common and Sylvan. Werelions with high intelligence 
  scores can choose from the following languages: Catfolk, 
  Elven, Gnoll, Gnome, Halfling, Orc.
  Not Infectious: Natural werelions are not able to 
  infect anyone with the lycanthropic curse.
  Were-Animosity: Due to their age, natural 
  werelions who have not advanced using the methods 
  detailed below suffer in their interactions with other 
  lycanthropes. When dealing with other, natural 
  lycanthropes, they suffer a −2 penalty to their social 
  interactions, and the starting attitude toward them 
  begins one step lower than normal. This animosity ends 
  when they advance (see below).
  MAGICAL RACIAL TRAITS
  Change Shape: As a move action, natural werelions 
  have the ability to assume the form of a lesser lion or 
  a hybrid human-lion. Equipment does not meld when 
  assuming hybrid form (hybrid werelions have all the 
  same body slots as humanoids), but it does meld when 
  assuming animal form from both humanoid and hybrid 
  form. This ability functions as a polymorph spell, except 
  in hybrid or animal forms the werelion uses its own 
  ability scores or that of the lion, whichever are higher 
  (compare each ability score and choose the higher). A 
  werelion can remain in an alternate form indefinitely. If 
  slain, the werelion assumes its humanoid form.
  OFFENSIVE RACIAL TRAITS
  Bite: In hybrid form, the werelion gains a primary natural 
  bite attack that deals 1d6 points of damage.
  Claws: In hybrid form, the werelion gains two secondary 
  natural claw attacks that deal 1d3 points of damage.
  Lion Abilities: In animal form, the werelion gains all 
  of the abilities of their lion shape.
  SENSES RACIAL TRAITS
  Low-Light Vision: Natural werelions gain low-light 
  vision in all of their forms, allowing them to see twice as 
  far as humans in dim light.
  ADVANCING NATURAL WERELIONS
  Lower level natural werelions have two methods by 
  which they can advance to their full glory. Characters can 
  choose either method, but the total numerical benefits 
  cannot exceed those gained by the standard lycanthrope 
  template. Werelion characters created above 5th level also 
  use the rules presented here.
  Use Werelion Favored Class Bonuses and Feats: Players 
  wishing to pursue a normal character progression while 
  slowly improving their werelion form can do so through 
  feats and alternate favored class options. Any time a class 
  option provides a bonus feat, werelions may choose to 
  take a feat from the following list in conjunction with 
  those permitted by the bonus feat benefit. They must still 
  qualify for the feat, and other feats may be added to the 
  list at GM discretion:
  •  Bestial Roar, Fluid Transformation, Improved Lion 
  Form, Improved Natural Armor, Improved Natural 
  Attack, Multiattack.
   Additionally, instead of the normal benefits of a favored 
  class, a natural werelion can choose “werelion” as their 
  favored class in order to receive racial bonuses. When 
  they do so, they can elect to receive one of the following 
  benefits each time they gain a level.
  •  Werelion, or any chosen favored class: Add +1 to 
  Diplomacy checks with lions or lion-like animals 
  (maximum +4).
  •  Werelion, or any chosen favored class: Add +1/2 
  natural armor AC, maximum increase of +3 (for a 
  total bonus of +5).
  •  Werelion, or any chosen favored class, if natural armor 
  is +2 or greater: Add +1 DR/silver (max DR 10/silver).
  Through this process, the werelion character can gradually 
  gain all of the abilities and benefits of the werelion 
  creature. This should be considered the preferred method 
  of advancing the werelion’s form during play if the player 
  even wishes to do so. Such adjustments are optional.
  
  313
  Take a Werelion Racial Level: A less elegant but simple 
  option exists for players who don’t want to gradually alter 
  their character and don’t mind interrupting their class 
  progression. Any time after 5th level, a natural werelion 
  can choose to take a single werelion racial level instead of 
  a class level. A racial level counts as a character’s favored 
  class but offers no additional class skills. It grants +1 BAB, 
  +2 to Fortitude saves, skill points equal to the character’s 
  favored class, +1d8 hp, and the following powers:
  •  Greater Change Shape: The natural werelion can 
  now assume the form of a standard lion.
  •  Tough Hide: In hybrid or animal form the natural 
  werelion has a total natural armor bonus of +5.
  •  Animal Empathy: In any form, natural werelions can 
  communicate and empathize with lions or lion-like 
  animals. They can use Diplomacy to alter such an 
  animal’s attitude and, when so doing, gain a +4 racial 
  bonus on the check. They also no longer suffer the 
  penalties of were-animosity.
  •  Moon-Touched: Natural werelions gain DR 10/silver.
  AFFLICTED WERELION 
  While the full afflicted werelion template may not be too 
  powerful for characters starting later in their careers, 
  it’s often too much for characters of less than 5th level. 
  Therefore, those wishing to play afflicted werelions at 
  lower levels can use the lesser afflicted werelion template.
  Characters with this template have the potential to 
  become a more mature afflicted werelion or may forever 
  remain more limited. As they increase and level, they can 
  gain these more advanced abilities. This allows low-level 
  characters to play as a werelion without disrupting the 
  game balance of the ongoing adventure or campaign.
  Lesser Afflicted Werelion Template (+0 CR)
  Lesser afflicted werelion is an acquired template that can 
  be added to any humanoid (except natural werelions, 
  other types of natural lycanthrope, and other types of 
  afflicted lycanthrope) whose character level is five or less.
  Size and Type: The base creature gains the 
  shapechanger subtype. When changing, a lesser afflicted 
  werelion takes on the characteristics of a lesser lion. A 
  lesser afflicted werelion’s hybrid form is the same size as 
  the base creature or Medium, whichever is larger.
  Speed: Same as the base creature. In hybrid form, the 
  lesser afflicted werelion has a +10 ft. bonus to their base 
  speed. In animal form, lesser afflicted werelions use the 
  speed of the lesser lion.
  Special Attacks: A lesser afflicted werelion retains 
  all the special attacks, qualities, and abilities of the 
  base creature. In hybrid form, they also gain bite and 
  claw natural attacks. In animal form, they gain the 
  special attacks, qualities, and abilities of the lesser lion. 
  Additionally, lesser afflicted werelions gain low-light 
  vision in all their forms as well as the change shape 
  ability.
  Change Shape (Su): Lesser afflicted werelions have 
  three forms—a humanoid form, lesser lion form, and 
  a hybrid form. Equipment does not meld with the new 
  21
  
  314
  form between humanoid and hybrid form but does 
  between those forms and animal form. A lesser afflicted 
  werelion can assume animal or hybrid form as a full-
  round action by making a DC 15 Constitution check 
  or assume humanoid form as a full-round action by 
  making a DC 20 Constitution check. 
  • In addition, in their hybrid and animal shapes, the 
  lesser afflicted werelion gains +2 Strength and +2 
  Constitution.
  • Failing this check results in a −1 penalty to all 
  die rolls for 2 hours as an aborted transformation 
  contorts muscles and strains tendons. Lesser 
  afflicted werelions cannot attempt multiple checks 
  within the same 2-hour period. Failing to shift is 
  hard on the body, and they need time to recover. 
  • On nights when the full moon is visible, a lesser 
  afflicted werelion gains a +5 morale bonus to 
  Constitution checks made to assume animal or 
  hybrid form, but a −5 penalty to Constitution 
  checks made to assume humanoid form. A lesser 
  afflicted werelion reverts to its humanoid form 
  automatically with the next sunrise or after 8 hours 
  of rest, whichever comes first. A slain lesser afflicted 
  werelion reverts to its humanoid form, though it 
  remains dead.
  Curse of the Hunting Moon (Ex): One price all 
  lesser afflicted werelions must endure is the Hunting 
  Moon. For three nights each month, the night of the 
  full moon as well as the night before and after, the lesser 
  afflicted werelion uncontrollably changes to their lion 
  state as soon as the sun sets. Under the hunting moon, 
  the werelion must hunt, kill, and consume a Small-sized 
  (or larger) creature each night. Failing to do so results in 
  a 24-hour penalty that only increases with subsequent 
  missed nights. 
   Hunting and killing after the third missed night 
  reduces the penalties to only −1 on all die rolls, but this 
  penalty lasts until the next full moon. Spells like greater 
  restoration can completely eliminate the penalties but 
  only work after the Hunting Moon period has passed. 
   Lesser afflicted werelions usually consider their party 
  members to be part of their pride and will not attack 
  or hunt them during the Hunting Moon. However, 
  this assumes that relations are cordial. Disagreements 
  or arguments during a full moon can have messy 
  consequences.
  Curse of Lycanthropy (Su): Unlike natural 
  werelions, a lesser afflicted werelion’s bite can (with 
  the GM’s approval) infect a humanoid target with 
  lycanthropy, but this is somewhat rare (Fortitude DC 
  10 negates). If the victim’s size is not within one size 
  category of the lycanthrope, this ability has no effect. 
  Ability Scores: −2 Cha in all forms; +2 Str, +2 Con 
  in hybrid and animal forms. Werelions have enhanced 
  senses and stamina, but are not fully in control of their 
  emotions and animalistic urges. In humanoid form, 
  the lesser afflicted werelion’s ability scores, other than 
  Charisma, are unchanged from the base creature’s form. 
  In animal and hybrid form, the lycanthrope’s ability 
  scores are the same as the base creature’s or the base 
  animal’s, whichever are higher.
  ADVANCED AFFLICTED WERELIONS
  For characters created at levels higher than 5th, it is likely 
  easier to apply the normal lycanthrope template rather 
  than go through the process described previously. The 
  characters created at higher level should still be allowed 
  to take werelion feats and traits at the appropriate levels.
  Full Afflicted Werelion Template (+1 CR) 
  Afflicted werelions reaching their 6th character level gain 
  the following abilities in addition to the lesser template.
  AC: In hybrid or animal form, the full afflicted werelion 
  has a total natural armor bonus of +5. Defensive 
  Abilities: A full afflicted werelion gains DR 5/silver in 
  animal or hybrid form. 
  Change Shape (Su): Full afflicted werelions can now 
  assume the form of a normal lion instead of a lesser one. 
  Lycanthropic Empathy (Ex): In animal or hybrid 
  form, full afflicted werelions can communicate and 
  empathize with animals related to their animal form. 
  They can use Diplomacy to alter such an animal’s 
  attitude and, when so doing, gain a +4 racial bonus on 
  the check. 
  Ability Scores: The full afflicted werelion gains +2 
  Wisdom.
  Nights  
  Without a Kill
  Penalty
  1
  −1 to all die rolls for 24 hours
  2
  For 24 hours, the afflicted werelion must roll two d20s for each d20 roll and take the lower result.
  3
  Bloodlust: The afflicted werelion cannot assume human form and must succeed at a DC 25 + 
  character level Will save upon encountering any living creature or attack (and eat) them on sight.
  
  315
  THE FORM LEONINE
  At 1st level, werelions take a lesser form, one smaller and 
  not as powerful.
  LESSER LION                                                   CR 2
  XP 600
  N Medium Animal
  Init +8; Senses low-light vision, scent; Perception +9
  DEFENSE
  AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural,  
  +0 size)
  hp 22 (5d8)
  Fort +4, Ref +8, Will +2;
  OFFENSE
  Speed 40 ft.
  Melee bite +4 (1d6+1 plus grab), 2 claws +4 (1d3+1)
  Space 5 ft. Reach 0 ft.
  Special Attacks pounce, rake (2 claws +7, 1d4+5)
  STATISTICS
  Str 13, Dex 19, Con 11, Int 4, Wis 12, Cha 6
  Base Atk 3; CMB 6; CMD 21
  Feats Improved Initiative, Run, Skill Focus (Perception)
  Skills Acrobatics +13, Perception +9, Stealth +14; 
  Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in 
  undergrowth)
  ECOLOGY
  Environment warm plains
  Organization solitary, pair, or pride (3–10)
  Treasure none
  A cousin to the standard lion, the lesser lion has 
  something of a leopard’s rangy nimbleness. They are 4–6 
  ft. long and weigh 250–375 lb. The women are smaller but 
  use the same statistics. Not as heavy or powerful as other 
  great cats, the lesser lions instead use their higher intellect 
  to coordinate group attacks on their prey. They are usually 
  the top predator in their territories, though they have 
  trouble competing with standard lions due to their size. 
  ALIGNMENT AND ADVENTURING
  Naturally rebellious, they often leave packs when they 
  came of age under a powerful alpha male or female, who 
  banishes them from the pride.
  TRAITS
  Werelions have a number of traits specific to their race.
  Canopy Predator (Racial, Werelion): You 
  come from a pride of werelions accustomed to the 
  high branches of the jungle and the need for hunters to 
  remain silent while stalking game there.. You gain a +1 
  trait bonus to both Climb and Stealth checks. Stealth is 
  always a class skill for you.
  Desert Wanderer (Racial, Werelion): 
  Windswept dunes and rocky hamadas may seem 
  desolate and unforgiving to most, but to one raised by 
  a desert pride, it is a beautiful and rich landscape. You 
  gain a +1 trait bonus to both Knowledge (geography) 
  and Survival checks and may move at your normal 
  overland speed while still making Survival checks to 
  get along in the wild. Either Knowledge (geography) or 
  Survival is always a class skill for you.
  Fetish Hunter (Racial, Werelion): You learned 
  the value in creating a connection to your prey, in 
  creating a spiritual link between hunter and hunted. By 
  wearing a small talisman crafted from a body part of the 
  specific type of creature you wish to hunt, you gain a +1 
  trait bonus to damage and a +1 bonus to confirm critical 
  hits against the kind of creature represented by the fetish 
  for a single battle. The associated creature is a specific, 
  named type of creature, such as bugbears or djinn, but 
  not goblinoids or outsiders.  
   You may only have one fetish at a time. The fetish 
  only works for you and requires 1 full day to fashion 
  using 50 gp in materials. If you give the fetish to 
  anyone else, it provides no benefit. A fetish you create 
  and continue to wear retains its efficacy until you 
  attack an enemy of the proper type.
  Mountain Stalker (Racial, Werelion): Raised 
  along the narrow trails and wide vistas of a mountainous 
  region, you have both sure footing and keen eyes. You 
  gain a +1 trait bonus to both Acrobatics and Perception 
  checks in mountainous terrain. Perception is always a 
  class skill for you.
  Savannah Ironpaw (Racial, Werelion): The 
  blazing sun of the open plains is not as brutal for you. 
  You receive a +2 trait bonus to Constitution checks and 
  saving throws against the effects of deprivation, heat 
  effects, and long-distance travel.
  fAvored ClAss options
  Werelions often favor classes at ease in wild environments 
  or more comfortable in the thick of battle. They have 
  specific favored class bonuses for the following options.
  Werelion, or any chosen favored class: Add 
  +1/2 natural armor AC (maximum +3).
  Werelion, or any chosen favored class, if 
  natural armor is +2 or greater: Add +1 DR/
  silver (maximum DR 7/Silver).
  Note: If taken by an afflicted werelion, the “werelion” 
  favored class bonuses stack with the natural armor or DR 
  bonuses from the full afflicted werelion template but only 
  to the maximum indicated.
  21
  
  316
  Barbarian: Add +1/3 round of rage.
  Bard: Add savage skald archetype, +1 temporary hp for 
  inspiring blow ability.
  Battle ScionNPC: Add +1/4 bonus to arcane aura.
  Druid: Add +1/4 of wild shape per day.
  Oracle: Add ancestor mystery, +1/2 minute of use of 
  ancestral weapon.
  Oracle: Add life mystery, +1/4 channeling use. 
  Oracle: Add nature mystery, +1/4 bonus to nature’s 
  whispers. 
  Ranger/Spell-less RangerNPC: Add +1/3 round of 
  hunting bond (hunting companions) effect.
  Rogue: Add +1/3 bonus to trap sense.
  ShamanNPC: Add +1/4 of wild shape per day.
  Sorcerer: Select one bloodline power at 1st level that 
  is normally usable a number of times per day equal to 
  3 + the sorcerer’s Charisma modifier. Add +1/2 to the 
  number of uses per day of that bloodline power.
  Witch: Add one spell from the witch spell list to the 
  witch’s familiar. This spell must be at least 1 level 
  below the highest spell level the witch can cast. 
  If the witch ever replaces this familiar, the 
  new familiar knows these bonus spells.
  werelion  
  ArChetypes
  The following archetypes are  
  available to werelions. 
  LION-BLOODED (SORCERER)
  Powerful sorcerers often arise among the 
  werelions, and some other races claim to 
  have had werelion ancestors.
  Class Skill: Perception.
  Bonus Spells: expeditious retreat 
  (3rd), predator’s gaze (5th), 
  heroism (7th), greater magic 
  weapon (9th), shout (11th), 
  greater heroism (13th), ki shout 
  (15th), iron body (17th), wail of the 
  banshee (19th).
  Bonus Feats: Bestial Roar, Combat Casting, 
  Defensive Combat Training, Detect 
  Shapeshifter, Fluid Transformation, Greater 
  Lion Form, Improved Initiative, Improved 
  Lion Form, Lightning Reflexes, Silent Spell. 
  (Non-werelion lion-blooded sorcerers can take feats 
  which require being a werelion if those feats augment an 
  ability possessed in lion form.)
  Bloodline Arcana: You gain the Natural Spell feat 
  as a bonus feat, even though you may not qualify for 
  it. Replace any instance of “wild shape” with “alternate 
  animal form.”
  Bloodline Powers: You have a natural affinity to 
  the nobility and feral power of lions, even gaining or 
  improving the ability to become one.
  Form of the Pride (Sp): At 1st level and once every 
  4 levels thereafter (that is 5th, 9th, 13th, 17th), you may 
  take the shape of a lesser lion as a move action that does 
  not provoke attacks of opportunity. You may remain 
  in this form for a number of rounds equal to your 
  Charisma bonus +3. If you already possess the ability to 
  become a lion of any kind through another means, your 
  claw damage increases by one step. This stacks with 
  Improved Natural Attack, which you can take.
  Claws Which Always Find Purchase (Sp): At 
  3rd level, your transmutation spells augment 
  your attacks. By sacrificing a daily use of a 
  transmutation spell as a swift action, 
  you may add a bonus equal to 1 
  
  317
  + the sacrificed spell’s level to claw attack and damage 
  rolls. This damage is not multiplied on a critical hit. This 
  benefit remains for a number of rounds equal to your 
  Charisma modifier. This benefit does not radiate magic, 
  nor can it be eliminated by less than a greater dispel 
  magic spell.
  Leader of the Pride (Sp): At 9th level, once per day, 
  you gain an additional transformation into the form of 
  a Large lion (see Pathfinder Roleplaying Game Bestiary) 
  as a move action which does not provoke attacks of 
  opportunity for a number of rounds equal to your 
  caster level. You gain an additional daily use and +3 
  rounds every 3 levels thereafter (2 times for 15 rounds 
  at 12th, 3 times for 18 rounds at 15th, and so on). These 
  transformations are different from those granted by 
  Form of the Pride. If you already have the ability to 
  become a Large lion, your bite damage increases by one 
  step. This stacks with Improved Natural Attack.
  No Hide Too Tough (Sp): At 15th level, your natural 
  weapons are equivalent to magic, silver, and cold iron 
  weapons. You may sacrifice a transmutation spell 
  as a swift action to treat your claws as adamantine, 
  axiomatic, good, or evil for a number of rounds equal to 
  your Charisma modifier. This benefit does not radiate 
  magic, nor can it be eliminated by less than a greater 
  dispel magic spell.
  Paragon of the Pride (Sp): At 20th level, you may 
  increase the size of your lion form to that of a Huge dire 
  lion (see Pathfinder Roleplaying Game Bestiary) with 
  any ability which allows you to change into a lion. The 
  damage for this form increases by one step, and you gain 
  DR 8/– when in this form.
  NDAU (INQUISITOR)
  The hunters of a werelion pride use teamwork and skill 
  to chase down prey much larger than they are. They 
  can adapt their tactics to many kinds of opponents 
  and cherish the thrill of the hunt and the sweet prizes 
  of victory. The ndau consume portions of their prey, 
  absorbing some of their foe’s vitality to strengthen their 
  own. As a team, the ndau and her fellow hunters react 
  to danger with incredible speed, making them excellent 
  fighters, scouts, explorers, and saboteurs.
  Class Skills: Same as Inquisitor’s list.
  Consume Vitality (Sp): At 1st level, when the ndau 
  kills a living enemy, she may eat a portion of her prey’s 
  organs, absorbing their vitality and gaining an ongoing 
  benefit by spending 1 minute adjacent to its corpse. This 
  provokes attacks of opportunity. While in human or 
  hybrid form, the ndau can rush this and spend a full-
  round action that provokes attacks of opportunity, but 
  she only gains the rushed benefit (see below). In animal 
  form, rushing this ability only takes a standard action, 
  which provokes attacks of opportunity.  
   Each organ eaten grants either a rushed or an ongoing 
  bonus, depending on the method of consumption. The 
  consumed foe must have been killed by the ndau within 
  the last hour, and it must have had a minimum number 
  of Hit Dice equal to half the ndau’s character level. The 
  ndau can use this ability once for each enemy she kills, 
  and only one organ can be harvested from any given foe. 
  This ability has no effect on mindless creatures or those 
  with Intelligence 2 or less.  
   At 1st level, the ndau can only have one ongoing 
  benefit at a time. A newly consumed vitality replaces 
  an older one, if any. The ndau’s number of concurrent 
  Organ Type
  Rushed Benefit (Duration)
  Ongoing Benefit (Duration)
  Brain
  Re-roll failed saving throw
  Gain +2 on Will saves (1 hour/4 ndau levels)
  Eyes/Ears
  Gain see invisibility  
  (1 round/4 ndau levels)
  Gain +2 on Perception checks  
  (1 hour/4 ndau levels)
  Heart
  Add +1/4 ndau levels on attack rolls  
  (1 round/4 ndau levels)
  Gain +2 bonus to Strength  
  (1 hour/4 ndau levels)
  Kidney, Pancreas,  
  or Spleen
  Gain delay poison (1 hour/4 ndau levels)
  Benefit from a neutralize poison
  Liver
  Gain fast healing 5 (1 round/4 ndau levels)
  Gain +2 on Fortitude saves (1 hour/4 ndau levels)
  Marrow
  Add +1 temporary hp per ndau level
  Gain +2 bonus to Constitution (1 hour/4 ndau levels)
  Muscle
  Add +1 bonus/4 ndau levels to damage
  Gain +2 bonus to Dexterity (1 hour/4 ndau levels)
  Tendons
  Add +10 ft. bonus to speed  
  (1 round/4 ndau levels)
  Gain +2 bonus on Reflex saves  
  (1 hour/4 ndau levels)
  Throat or Tongue
  Benefit from a lesser restoration
  Speak and understand the prey’s language  
  (1 day/4 ndau levels) 
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  active vitalities increases by 1 for every 4 levels of this 
  class to a maximum of 6 at 20th level. Multiple vitalities 
  of the same type do not stack. 
   For benefits that mimic spells, the caster level of any 
  given effect is equal to the ndau’s level. The durations 
  of different effects for each organ are listed in the chart 
  below. With GM’s approval, other organs and parts of 
  a ndau’s prey can grant different benefits. This ability 
  replaces judgment, spells, orisons, and domains
  Wild Empathy (Ex): At 2nd level, the ndau gains 
  the ranger’s wild empathy ability. This replaces detect 
  alignment.
  Woodland Stride (Ex): At 5th level, the ndau gains 
  the ranger’s woodland stride. This ability replaces bane.
  Improved Consume Vitality (Su): At 8th level, the 
  numerical bonuses (if any) from the consume vitality’s 
  ongoing benefits increases by +2 (though the durations 
  remain the same). This replaces second judgment
  Quarry (Ex): At 12th level, the ndau gains the ranger’s 
  quarry ability. This replaces greater bane.
  Greater Consume Vitality (Su): At 16th level, the 
  numerical bonuses (if any) from the consume vitality’s 
  ongoing benefits increases by another +2 (durations 
  remain the same). This ability replaces third judgment 
  and slayer.
  Mimic Prey (Su): At 20th level, the ndau learns to 
  extend the duration of the vitality she consumes to 
  newfound lengths. The ndau can choose one rushed or 
  ongoing benefit that does not have an instantaneous 
  duration and have the duration of that benefit last for 
  a number of days equal to half her ndau levels. Using 
  mimic prey counts as two vitalities in terms of the 
  number of active vitalities the ndau can have at any one 
  time. This ability replaces true judgment.
  mAgiC items
  Werelions create a wide number of magic items for their 
  own use.
  Gloves of the Rending Hunter
  Aura minor transmutation; CL 5th
  Slot hands; Price 5,000 gp; Weight 1 lb.
  Fashioned from the rough, leathery hide of a crocodile or a 
  rhinoceros, these heavy fingerless gloves have no use unless 
  the wearer has a claw attack. If they do, the gloves provide 
  a +1 magical enhancement bonus to all the wearer’s claw 
  attacks and damage. If the gloves are used in conjunction 
  with a polymath’s torc, they allow the user to associate a 
  melee weapon in their possession with the gloves, making 
  the wearer’s claw attacks use all enhancement and magical 
  bonuses possessed by the weapon. Weapon traits, such as 
  trip or disarm, or poison applied to the melee weapon are 
  not applied to the claw attacks. 
  CONSTRUCTION REQUIREMENTS 
  Craft Wondrous Item, magic weapon; Cost 2,500 gp
  
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  Polymath’s Torc
  Aura minor transmutation; CL 5th
  Slot neck; Price 12,000 gp; Weight 1 lb.
  This bronze and copper torc does not meld into its 
  wearer’s form when changing shape but remains worn in 
  all forms. It allows the wearer to activate rings, wands, 
  potions, staves, and wondrous items which are melded 
  into the wearer’s form as if they were held in hand with 
  all the benefits, consequences, and risks (such as attacks 
  of opportunity) involved. 
  CONSTRUCTION REQUIREMENTS 
  Craft Wondrous Item, detect thoughts, unseen servant; 
  Cost 6,000 gp
  feAts
  Existing feats which might be useful for werelion 
  characters include: Endurance, Dazzling Display, Diehard, 
  Improved Natural Armor, Improved Natural Attack, 
  Multiattack, Run, Toughness, Weapon Focus (natural).
  Feats specific to werelions are described below. Feats 
  are available to both natural and afflicted werelions, 
  unless the feat specifies one or the other. Feats can also be 
  taken by other natural and afflicted lycanthropes, at the 
  GM’s discretion. 
  Bestial Roar
  Your terrible bellow strikes primal fear in those nearby. 
  Prerequisite: Werelion, character level 3rd.
  Benefit: As a move action, make an Intimidate check 
  to demoralize all foes within 30 ft. who can see 
  or hear your roar. This can be combined with the 
  Dazzling Display feat to provide a +4 bonus to the 
  check. This bonus stacks with that provided by Skill 
  Focus (Intimidation). When used in conjunction with 
  Dazzling Display, this becomes a full-round action.
  Normal: Demoralizing an opponent is a standard action.
  Capable Sprinter 
  Your swift, predatory nature makes you adept at running 
  down foes and prey. 
  Prerequisite: Werelion. 
  Benefit: You gain the following extraordinary ability in 
  all forms.
  Capable Sprinter (Ex): You gain a +10 ft. racial bonus 
  to your base speed when using the charge, run, or 
  withdraw actions. 
  Normal: You gain no bonus to your base speed when 
  using the charge, run, or withdraw actions.
  Detect Shapeshifter
  You can smell shapeshifters.
  Prerequisite: Werelion.
  Benefit: By spending a full-round action to make a DC 
  20 Perception check, you can determine if someone 
  within 10 ft. has the shapechanger subtype. A successful 
  DC 25 check tells you if someone within 5 ft. has the 
  subtype or if there are multiple individuals within 
  10 ft. A DC 30 check allows you to pinpoint the 
  square occupied by a shapechanger within 10 ft. or 
  determine the exact number of shapechangers within 
  10 ft. Increase the DC by 5 if there are aberration 
  shapechangers present, and decrease the DC by 5 if you 
  have the Scent ability. Each additional 5 by which you 
  exceed the DC allows you to determine an additional 
  detail of one creature, such as age category, gender, or 
  whether or not the creature is an afflicted or a natural 
  lycanthrope. If a spell with an olfactory-based effect 
  (such as pyrotechnics or stinking cloud) has been in effect 
  in the area during last 10 minutes, increase the DC by 
  twice the spell level.
  Normal: You cannot use Perception to determine a 
  creature’s subtype.
  Flawless Adaptation
  Your body has almost perfectly adapted to the 
  lycanthropic curse, embracing the change. 
  Prerequisite: Afflicted werelion. 
  Benefit: After taking this feat, your lycanthropy cannot 
  be cured with a remove curse spell but instead requires a 
  heal spell from a 15th-level caster, which you may save to 
  resist. If cured, you may choose to fail the saving throw if 
  later reinfected and retain this feat’s benefits. While you 
  no longer detect as an afflicted lycanthrope, you do not 
  detect as a natural lycanthrope either. You do count as 
  a natural lycanthrope for feats, werelion traits, and any 
  spell effects which consider your nature, but your race 
  remains unchanged. You can now change shape with the 
  same ease as a natural lycanthrope, using a move action.
  Normal: Afflicted werelions can assume animal or 
  hybrid form as a full-round action by making a DC 15 
  Constitution check or assume humanoid form as a full-
  round action by making a DC 20 Constitution check. On 
  nights when the full moon is visible, an afflicted werelion 
  gains a +5 morale bonus to Constitution checks made 
  to assume animal or hybrid form, but a −5 penalty to 
  Constitution checks made to assume humanoid form.
  21
  
  320
  Fluid Transformation
  You have mastered the art of the change.
  Prerequisite: Natural werelion or Flawless Adaptation, 
  character level 4th.
  Benefit: You have achieved mastery of your forms and 
  can shift between human, hybrid, and lion forms as 
  a swift, move, or standard action. You also gain a +1 
  bonus on saves against spells from the transmutation 
  (polymorph) subschool.
  Normal: A natural werelion can shift to any of its three 
  alternate forms as a move-equivalent action. 
  Greater Lion Form
  You are the king of beasts.
  Prerequisite: Werelion, character level 9th, Improved 
  Lion Form, Constitution 15.
  Benefit: The size of the hybrid and lion form you can 
  shift into increases from Large to Huge, and you 
  may use the statistics for the dire lion (see Pathfinder 
  Roleplaying Game Bestiary).
  Normal: Player character werelions are limited to 
  Medium-sized forms. Additionally, this allows werelion 
  PCs to choose to shift into dire lions or larger lion types 
  if they wish.
  Improved Lion Form
  You are a bigger, better beast.
  Prerequisite: Werelion, character level 5th,  
  Constitution 13.
  Benefit: The size of the hybrid and lion form you can 
  shift into increases from Medium to Large, and you may 
  use the statistics for the lion (see Pathfinder Roleplaying 
  Game Bestiary).
  Normal: Player character werelions are limited to 
  Medium-sized forms.
  Infectious Lycanthropy
  Your bite transmits lycanthropy. 
  Prerequisite: Afflicted werelion, requires GM approval.
  Benefit: Victims must make a Fortitude save (DC 15 + 
  your Constitution modifier + 1/2 your level) or gain the 
  lesser template. If the creature is already able to transmit 
  lycanthropy, then the DC to resist increases by +3.
  Normal: Player character werelions cannot transmit 
  lycanthropy.
  spells
  There are a few unique spells found amongst werelions.
  HUNTER’S DISCERNING SCENT
  School divination; Level cleric/oracle 3, druid 3, magus 3, 
  ranger 2, sorcerer/wizard 3, witch 2
  Casting Time standard action
  Components V, S
  Target personal
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
  You gain a powerful, magically augmented sense of smell 
  within a 5-ft. radius. This allows you to detect magic, lies, 
  or alignment using your new sense. By concentrating for 
  3 rounds (the first round to detect the adjacent square 
  where the scented object or creature is, a second round to 
  pinpoint the source, and a third round to determine the 
  strength of an object scent) or on a creature’s speech for 
  2 rounds, you can make a Perception check to learn the 
  information you desire. The lying creature can attempt 
  to deceive your sense of smell. If they succeed at a DC 
  30 Bluff check, then the GM secretly adds 5 to the DC of 
  your Perception check. 
   DC
  Information learned
  20
  One alignment component (Law-Chaos axis or 
  Good-Evil axis) or if magic is present.
  25
  Two alignment components or the strength of 
  the magic (minor, moderate, strong).
  30
  Determine if a falsehood has been spoken or 
  the school of magic associated with the object.
  PREDATOR’S GAZE
  School enchantment (compulsion) [fear]; Level cleric/
  oracle 3, magus 3, sorcerer/wizard 2, summoner 2, witch 2
  Casting Time standard action
  Components V, S
  Effect see text
  Target personal
  Duration 1 round + 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  You gain a gaze attack that you may use as a swift action 
  against any sighted creature within 30 ft. The target of 
  your gaze attack must make a Will save. Failure indicates 
  the target is unable to move from their current square 
  and is considered flat-footed for 1 round. They may still 
  defend themselves or drop prone but cannot otherwise 
  move unless they choose to take a run action to move 
  away from you. Success indicates the target is unaffected 
  by this spell for 24 hours.
  
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  Appendix
  harvest or to act as advisors to the worshipers of some 
  deity of wisdom or crafting. In some cases, a clan of 
  kitsune still maintains a strong connection to a specific 
  deity, acting as clerics, oracles, and even warpriests and 
  witches and working to advance that god’s interests.
  While the truth of their original purpose is likely lost 
  forever, it is generally agreed that in time the kitsune 
  simply proved too willful to remain servants of a single 
  god. Their love of tricks, desire to explore new places, 
  and clever ability to find loopholes drove a few kitsune in 
  every generation to find a new path outside their original 
  goals. Eventually, the kitsune in dedicated service to their 
  first patron were outnumbered by those who had moved 
  on to other tasks, and the truth of their creation was lost.
  However, kitsune retain the special nature that 
  originally served to benefit their creator. Unlike most 
  humanoids, kitsune have a flexibility of both flesh and 
  spirit. They are able to take two forms, and many discover 
  Random Starting Ages
  Race   
  Adulthood
  Intuitive1
  Self-Taught2   
  Trained3
  Kitsune
  15 years
  +1d4 years           
  +1d6 years           
  +2d6 years           
  1 This category includes barbarians, bloodragers, oracles, rogues, sorcerers, and swashbucklers.
  2 This category includes bards, battle scions, brawlers, cavaliers, fighters, gunslingers, hunters, paladins, rangers, shamans, skalds, slayers, 
  shadowsworn, spell-less rangers, summoners, and witches.
  3 This category includes alchemists, arcanists, clerics, druids, inquisitors, investigators, magi, monks, theurges, warpriests,  
  white necromancers, and wizards.
  Aging Effects
  Race 
  Middle Age1 
  Old2 
  Venerable3 
  Maximum Age
  Kitsune      
  32 years    
  50 years
  65 years
  65 + 3d12 years
  1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.               3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  Random Height and Weight
  Gender 
  Base 
  Height 
   Height 
  Modifier
  Base 
  Weight 
  Weight 
  Modifier
  Kitsune, male     
  4 ft. 10 in.
  +2d8 in.
  100 lb.
  ×5 lb.
  Kitsune, female
  4 ft. 5 in.
  +2d8 in.
  85 lb.
  ×5 lb.
  kitsune
  Though members of other races often see kitsune as the 
  fox-faced equivalent of catfolk, ratfolk, and gnolls, they 
  are much more than just “foxfolk.” Kitsune are a race 
  with natural shapechanging ability, strong connections 
  to the gods (even gods they don’t revere), and innate 
  spellcasting ability. These abilities hint at the greater 
  truth of kitsune—rather than mere animal folk, they are 
  a special race of creatures that once served as the gods’ 
  messengers and agents.
  Since kitsune are, on the whole, more interested 
  in playing tricks and getting into mischief, they have 
  generally proven to be poor archivists. As a result, 
  the exact nature of their creation and relationship to 
  the divine has been lost. Many kitsune clans have no 
  remaining knowledge of their special origin while others 
  believe they were created to serve specific gods of the 
  g
  ADDITIONAL RACES
  Many races are adaptable for use as player characters, and even a volume as large as the Advanced Races 
  Compendium cannot cover everything. Fortunately, this project’s backers commissioned extra details for the 
  kitsune, ratfolk, sulis, and weresharks, and this section provides additional options for their use as PCs or NPCs. 
  These and others can be adapted and explored more deeply with the assistance of the GM. 
  
  322
  a talent (through natural aptitude or dedicated practice) 
  to assume many more forms. Similarly, they can learn to 
  focus their spiritual energies into objects (creating star 
  balls) or use it to access powers granted by a bemused 
  god that are normally reserved for clerics.
  KITSUNE RACIAL TRAITS
  +2 Dexterity, +2 Charisma, −2 Strength: 
  Kitsune are agile and companionable but tend to be 
  physically weak.
  Medium: Kitsune are Medium creatures and have no 
  bonuses or penalties due to their size.
  Kitsune: Kitsune are humanoids with the kitsune and 
  shapechanger subtypes.
  Normal Speed: Kitsune have a base speed of 30 ft.
  Low-Light Vision (Ex): Kitsune can see twice as far as 
  humans in conditions of dim light.
  Change Shape (Su): A kitsune can assume the 
  appearance of a specific single human form of the same 
  sex. The kitsune always takes this specific form when she 
  uses this ability. A kitsune in human form cannot use 
  her bite attack but gains a +10 racial bonus on Disguise 
  checks made to appear human. Changing shape is a 
  standard action. This ability otherwise functions as the 
  alter self spell, except that the kitsune does not adjust her 
  ability scores and can remain in this form indefinitely.
  Agile (Ex): Kitsune receive a +2 racial bonus on 
  Acrobatics checks.
  Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of 
  any saving throws against enchantment spells that they 
  cast. Kitsune with a Charisma score of 11 or higher gain 
  the following spell-like ability: 3/day—dancing lights 
  (caster level equals the kitsune’s level).
  Natural Weapons (Ex): In her natural form, a 
  kitsune has a bite attack that deals 1d4 points of damage.
  Languages: Kitsune begin play speaking Common 
  and Sylvan. Kitsune with high Intelligence scores can 
  choose from the following: any human language, Aklo, 
  Celestial, Elven, Gnome, Tengu.
  KITSUNE FEATS
  As a result of their unusual nature, kitsune are capable of 
  manipulating their flesh and spiritual energies in ways 
  other races cannot.
  Attune Star Ball
  You can attune yourself to a special the star ball, and it 
  contains a small part of your kitsune power.
  Prerequisites: Kitsune, Charisma 13, Fox Form, able to 
  cast 1st-level spells.
  Benefit: You can attune yourself to an ioun stone or pearl 
  of power to use it as a “star ball,” or hoshi no tama, a 
  receptacle for some of your magic racial power. This 
  requires 24 hours with the magic item, and you can only 
  have one star ball at a time. If you attune yourself to 
  another star ball, any previous attunement ends. 
   You can attach a star ball to your forehead (using the 
  head slot) when you are in in any form or when in a 
  form with a tail you can attach it to the tip (using the 
  belt slot). The item continues to function as if worn or 
  held normally, and you can’t have any other magic item 
  in the body slot used. Although the star ball appears to 
  simply sit where attached, it is as difficult to wrestle free 
  as a ring. You must have the star ball attached in order 
  to use it: an ioun stone star ball is not able to orbit your 
  head as long as it is a star ball. 
   While you are in any form other than a fox, having an 
  attached star ball allows you to speak to foxes as if you 
  had a constant speak with animals spell. While in fox 
  form, it allows you to cast spells with somatic and verbal 
  components as if you had the Natural Spell feat.
  Flighty Forms
  You were blessed with more than one humanoid form.
  Prerequisites: Kitsune, Constitution 13, non-lawful 
  alignment,.
  Benefit: You can use your change shape ability to take 
  on the form of three of the following humanoid races 
  in addition to your human form: elf, dwarf, hobgoblin, 
  orc, samsaran, and vishkanya. (See the Pathfinder 
  Roleplaying Game: Advanced Race Guide for more 
  information on these races.) You choose the three races 
  when this feat is selected, and once made, the choice 
  cannot be changed. As with your human form, you 
  have one specific appearance for each humanoid race 
  (though your orc form may have no features in common 
  with your human form), the ability functions as the alter 
  self spell, and you do not adjust your ability scores.
  Special: This feat can be taken a second time, allowing 
  you to take the form of the remaining three humanoid 
  races as well.
  Fox Form 
  You can assume a fully fox form.
  Prerequisites: Kitsune, Charisma 13.
  Benefit: You can take the form of a fox whose appearance 
  is static and cannot be changed each time you assume this 
  form. Changing from kitsune to fox form is a standard 
  action. This ability otherwise functions as the beast shape 
  II spell, and your ability scores change accordingly.
  God’s Favor
  A specific deity smiles upon you and grants you a mote 
  of divine power as a result.
  Prerequisites: Kitsune, Charisma 13, Perform (any) 1 rank.
  
  323
  Appendix
  Benefit: Select a deity that shares your exact alignment. 
  That deity is entertained by you, sad for you, or hopeful 
  you will further the deity’s goals, even if you don’t 
  worship the deity. Select one domain granted by that 
  deity. You gain the abilities that domain grants to a 
  1st-level cleric. Your effective cleric level for these 
  domain powers is half your class level (minimum 1st 
  level).  You do not gain any domain spells, spell slots, or 
  other cleric abilities from the domain.
  Greater Attune Star Ball
  You can call on the power of your star ball to augment 
  your shapechanging abilities.
  Prerequisites: Kitsune, Charisma 17, Attune Star Ball, 
  Fox Form, Improved Attune Star Ball, able to cast 
  3rd-level spells.
  Benefit: While your attuned star ball is attached, you can 
  expend a spell slot or prepared spell to cast any of the 
  following spells that is of the same spell level or lower: 
  alter self, beast shape (I, II, III, or IV), monstrous physique 
  (I, II, III, or IV) (see Pathfinder Roleplaying Game: 
  Ultimate Combat). No matter what form you take, your 
  star ball remains visible, and if it is removed, your spell 
  immediately ends.
  Improved Attune Star Ball
  You can use your star ball as a bonded object.
  Prerequisites: Kitsune, Charisma 15, Attune Star Ball, 
  Fox Form, able to cast 1st-level spells.
  Benefit: Your attuned star ball acts as a bonded object (as 
  the wizard arcane bond class feature). If you already have 
  a bonded object, this feat allows you to have a second 
  and benefit from both normally. If you lose either, you 
  must make a concentration check to cast any spell. 
   If you have a familiar that holds your spells (as a 
  witch), you may use the bonded object to cast any one 
  spell in your familiar once per day (instead of casting any 
  spell in your spellbook). If you do not have a spellbook 
  or a familiar with spells, the star ball allows you to cast 
  any one spell you know (for spontaneous spellcasters) or 
  any spell you prepared without expending the spell slot 
  (for prepared spellcasters). As with a bonded object, if 
  you attempt to cast a spell without your attuned star ball 
  attached to you, you must make a concentration check or 
  lose the spell. The DC for this check is equal to 20 + the 
  spell’s level. If your star ball is damaged or destroyed, you 
  may replace it as with a bonded object. 
  Slip Away
  Like the fox you sometimes resemble, you can nip at a foe’s 
  heels only to slip away unseen when the foe turns on you.
  Prerequisites: Kitsune, Dexterity 13, Dodge, Mobility.
  Benefit: When you make a melee attack as a standard 
  action, if you successfully hit and damage your target, 
  you may take a withdraw action as a move action before 
  the start of your next turn.
  Normal: Withdrawing is a full round action.
  Trickster’s Fingers
  You can call upon the utility of your human form’s hands, 
  even when you don’t have them.
  Prerequisites: Kitsune, Intelligence 13, Charisma 13.
  Benefit: You can use the mage hand spell at will as a 
  spell-like ability while in your natural form. The spell 
  ends immediately if you assume another form.
  rAtfolk 
  Diminutive and rodent-like, ratfolk are nomadic 
  scavengers, tinkerers, and traders who live on the outskirts 
  around—or in the bowels below—other races’ settlements. 
  Clannish and jittery, ratfolk are cautious adventurers who 
  bond with their companions as if they were family. While 
  their expertise as tinkerers and alchemists makes them 
  valuable, if marginalized, members of larger humanoid 
  communities, many ratfolk shy away from society and 
  indulge in the feral tendencies of the lesser rodents from 
  which they evolved, playing in to the very stereotypes 
  other races assume about their people as a whole. 
  RATFOLK RACIAL TRAITS
  +2 Dexterity, +2 Intelligence, −2 Strength: 
  Ratfolk are agile and clever yet physically weak.
  Ratfolk: Ratfolk are humanoids with the ratfolk subtype.
  Small: Ratfolk are Small and gain a +1 size bonus to 
  their AC, a +1 size bonus on attack rolls, a −1 penalty on 
  combat maneuver checks and to their CMD, and a +4 
  size bonus on Stealth checks.
  Slow Speed: Ratfolk have a base speed of 20 ft.
  Darkvision: Ratfolk can see in the dark up to 60 ft.
  Rodent Empathy: Ratfolk gain a +4 racial bonus on 
  Handle Animal checks made to influence rodents.
  Swarming: Ratfolk are used to living and fighting 
  communally and are adept at swarming foes for their 
  own gain and their foes’ detriment. Up to two ratfolk 
  can share the same square at the same time. If two 
  ratfolk in the same square attack the same foe, they are 
  considered to be flanking that foe as if they were in two 
  opposite squares.
  Tinker: Ratfolk gain a +2 racial bonus on Craft 
  (alchemy), Perception, and Use Magic Device checks.
  Languages: Ratfolk begin play speaking Common. 
  Ratfolk with high Intelligence scores can choose from 
  the following: Aklo, Draconic, Dwarven, Gnoll, Gnome, 
  Goblin, Halfling, Orc, Undercommon.
  
  324
  ALTERNATE RACIAL TRAITS 
  The following racial traits may be selected instead of 
  existing ratfolk racial traits. 
  Feral: The sight of blood—particularly their own—
  brings out the vicious nature of some ratfolk. Ratfolk 
  with this racial trait gain a −4 penalty to Charisma-based 
  checks when they are below half hp but gain a +1 racial 
  bonus to attack and damage rolls and a −1 penalty to AC. 
  This Charisma penalty increases to −8 when they are 
  below 1/4 hp, but the bonus to attack and damage rolls 
  increases to +2 and the AC penalty to −2. This racial trait 
  replaces rodent empathy and swarming. 
  Skin Shifter: Skin shifters have some trace of ancestral 
  lycanthropy lingering in their blood and can take the 
  shape of a dire rat. Shifting to or from dire rat form in 
  this manner is a standard action. This ability otherwise 
  functions as the beast shape I spell, except the ratfolk 
  gains only a climb speed of 20 ft., low-light vision, and 
  scent. This racial trait replaces swarming. 
  Swarm Friend: Some ratfolk are talented at navigating 
  agitated swarms. Each round, when it would damage the 
  ratfolk, a swarm occupying the same space as a ratfolk 
  with this trait must succeed at a Will save (DC 10 + 1/2 
  ratfolk’s Hit Dice + its Constitution modifier) to damage 
  the ratfolk. If the swarm fails this check, it does not 
  deal damage to the creature that round. This ends if the 
  swarm friend attacks or takes any hostile action against 
  the swarm. This racial trait replaces swarming. 
  FAVORED CLASS OPTIONS
  The following options are available to all ratfolk who have 
  the listed favored class, and unless otherwise stated, the 
  bonus applies each time you select the class reward. 
  GunslingerUB: Add 1/6 to the gunslinger’s dodge bonus 
  from the nimble class feature.
  InvestigatorACG: Add 1/6 of an investigator talent.
  NinjaUC: Increase the ninja’s bonuses from his no trace 
  feature by +1/4.
  RoguePU: Add +1/4 to the rogue’s bonus from the danger 
  sense class feature.
  RATFOLK ARCHETYPES 
  The following archetype is available to ratfolk.
  SPECTRAL SHEPHERD (SPIRITUALIST)
  Some other ratfolk spiritualists find that unconventional 
  phantoms are drawn to their company: the feeble ghosts 
  of their tiny rodent cousins who died of hunger, poison, 
  or overzealous pest control. Singularly, the spirits of these 
  rats are quite inconsequential, but when hundreds flock to 
  a spiritualist willing to shepherd their restless phantoms, 
  the resulting swarm of voracious vermin becomes a 
  fearsome spectral horde of chittering, ectoplasmic death. 
  Spectral Horde: A swarm shepherd’s phantom 
  manifests as a swarm of spectral rodents that appears as 
  a roiling, ectoplasmic cloud of hundreds of skeletal and 
  Random Starting Ages
  Race   
  Adulthood
  Intuitive1
  Self-Taught2   
  Trained3
  Ratfolk
  12 years
  +1d4 years           
  +1d6 years           
  +2d6 years           
  1 This category includes barbarians, bloodragers, oracles, rogues, sorcerers, and swashbucklers.
  2 This category includes bards, battle scions, brawlers, cavaliers, fighters, gunslingers, hunters, paladins, rangers, shamans, skalds, slayers, 
  shadowsworn, spell-less rangers, summoners, and witches.
  3 This category includes alchemists, arcanists, clerics, druids, inquisitors, investigators, magi, monks, theurges, warpriests,  
  white necromancers, and wizards.
  Aging Effects
  Race 
  Middle Age1 
  Old2 
  Venerable3 
  Maximum Age
  Ratfolk      
  20 years    
  30 years
  40 years
  40 + 1d20 years
  1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.               3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  Random Height and Weight
  Gender 
  Base 
  Height 
   Height 
  Modifier
  Base 
  Weight 
  Weight 
  Modifier
  Ratfolk, male     
  3 ft. 7 in.
  +2d4 in.
  65 lb.
  ×3 lb.
  Ratfolk, female
  3 ft. 4 in.
  +2d4 in.
  50 lb.
  ×3 lb.
  
  325
  Appendix
  mummified rats. Unlike most swarms, this roiling mass 
  of Tiny chittering rodentia takes up a single 5-ft. square 
  when it begins play, though it occupies larger squares 
  at later levels. The spectral horde deals swarm damage 
  as a normal swarm of its Hit Dice and gains the traits 
  and abilities of the swarm subtype. The spectral horde 
  otherwise follows all rules for phantoms, including 
  incorporeal and ectoplasmic manifestation forms, 
  etheric tether, shared consciousness, bonded senses, 
  and other spiritualist class abilities. It does not gain an 
  emotional focus (see below). 
   The following skills are class skills for the spectral 
  horde: Acrobatics (Dex), Climb (Str), Disable Device 
  (Dex), Escape Artist (Dex), Perception (Wis), Sense 
  Motive (Wis), Stealth (Dex), Swim (Str).  
   In addition, at 1st level, the spectral shepherd can 
  choose one additional skill as a class skill for her spectral 
  horde. The spectral horde does not gain two class skills 
  from an emotional focus. Rather, it gains a total number 
  of ranks in Perception and Stealth equal to its number 
  of Hit Dice. These ranks can split between the two skills 
  however the spiritualist sees fit. While confined to the 
  spiritualist’s consciousness, the spectral horde grants the 
  spiritualist Skill Focus in each of these skills. 
   The spectral horde has the following base statistics, 
  which are modified as the spiritualist increases in level 
  (see Pathfinder Roleplaying Game: Occult Adventures ). 
  This ability alters the phantom.
  Spectral Horde Starting Statistics
  Outsider (phantom, swarm); Size: Tiny (5-ft. square); Speed: 15 
  ft.; AC: +2 dodge (in incorporeal form) or +2 natural armor (in 
  ectoplasmic form); Attack: swarm (1d6); Ability Scores: Str 2, 
  Dex 14, Con 13, Int 2, Wis 10, Cha 13.
  The spectral horde does not gain an emotional focus like 
  other phantoms but instead grows in power and abilities 
  as the spirits of dead rats join the ever-growing swarm. 
  Good Saves: Fortitude and Reflex. 
  Lightning Reflexes: The spectral horde gains 
  Lightning Reflexes as a bonus feat. Furthermore, 
  when the spectral horde is within its master’s 
  consciousness, it grants the benefits of Lightning 
  Reflexes to its master. 
  Ghost Plague (Su): If a creature is damaged by the 
  spectral horde, that creature must succeed at a Will 
  saving throw (DC 10 + 1/2 the spectral horde’s Hit 
  Dice + its Charisma modifier) or be sickened for 1d4 
  rounds, as if inflicted by some supernatural infection. 
  This is a mind-affecting fear effect.
  Ample Sufficiency of Feasters (Su): When 
  the spectral shepherd reaches 7th level, her ever-
  expanding horde of ectoplasmic companions grows 
  in size. Though still composed of hundreds of Tiny 
  ectoplasmic creatures, the spectral horde now occupies 
  a 10-ft. square, though its reach remains 0 ft., like its 
  component creatures. The area occupied by the swarm 
  is shapeable, though the spectral horde must remain in 
  contiguous squares.
  Chitter (Su): When the spiritualist reaches 12th level, 
  three times per day as a standard action, her spectral 
  horde can emit a disturbing, mind-rending chittering 
  in a 15-ft.-radius burst that acts as the confusion spell. 
  The spectral horde uses its Hit Dice as its caster level for 
  the effect, and the DC of the effect equals 10 + 1/2 the 
  spectral horde’s Hit Dice + its Charisma modifier. The 
  spectral horde can use this ability in either ectoplasmic 
  or incorporeal form.
  Voracious (Su): When the spiritualist reaches 17th 
  level, as a swift action, its spectral horde can grow more 
  ferocious and frightening for 1 round. The space it 
  occupies grows to 15 ft., and its attacks deal an additional 
  2d8 hp damage as it becomes more bloodthirsty and 
  ravenous. The spectral horde can use this ability for a 
  number of rounds per day equal to 1/2 the spiritualist’s 
  class level. These rounds do not need to be consecutive. 
  When the spiritualist reaches 18th level, the spectral 
  horde also gains the frightful presence extraordinary 
  ability (see Pathfinder Roleplaying Game Bestiary). 
  RATFOLK FEATS 
  Ratfolk have access to the following feats.
  Longtooth (Combat, Ratfolk) 
  Your incisors rend and tear at the flesh of foes.
  Prerequisite: Ratfolk.
  Benefit: You gain a bite attack. This is a primary natural 
  attack that deals 1d4 points of damage.
  Plague Carrier (Ratfolk) 
  You easily spread diseases afflicting your body. 
  Prerequisite: Ratfolk.
  Benefit: When suffering ability damage while under the 
  effects of a disease, you can transmit this disease through 
  your natural attacks. Instead of the disease’s normal DC, 
  its DC is equal to 10 + 1/2 of your Hit Dice + your Con 
  modifier. If the ability damage you are suffering is healed 
  in any way, you lose the ability to transmit this disease. 
  RATFOLK SPELLS 
  Ratfolk have access to the following spells.
  ACCELERATE DISEASE
  School transmutation; Level alchemist 2, bloodrager 2, 
  druid 2, ranger 2, sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S, M (a bloody bandage)
  
  326
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  You hasten the onset of a lingering disease in the target, 
  causing the disease’s symptoms to immediately trigger. If 
  the target is affected by more than one disease, randomly 
  determine which disease is affected.
  SYMPATHETIC SWARM
  School conjuration (summoning); Level bard 3, druid 3, 
  occultist 3, sorcerer/wizard 3, summoner 3
  Casting Time 1 round
  Components V, S, M/DF (a cloth stained with your blood)
  Range personal
  Target you
  Duration 1 round/level (D)
  This spell functions similarly to summon swarm, except 
  that the swarm is summoned and stays centered on 
  you, spreading out around you in a 5-ft. radius for the 
  duration of the spell. You gain a +2 deflection bonus to 
  AC due to the presence of the vermin and are immune to 
  the summoned swarm’s damage and distraction ability. 
  Any creatures occupying squares adjacent to you at the 
  end of your turn take the swarm’s damage and are subject 
  to the swarm’s distraction ability. If you move, the swarm 
  moves with you. If you move into an area that would not 
  allow the swarm to fully surround you in a 5-ft. radius (a 
  5-ft.-wide corridor for example), this spell ends.
  sulis
  Sulis are humans with a significant amount of genie blood 
  in their ancestry, specifically the blood of jann. Compared 
  to the other geniekin races, sulis are remarkably strong 
  both physically and emotionally. That said, their strength 
  and beauty has its costs. Humans often ostracize sulis due 
  to their physical perfection while jann often have little to 
  do with anyone, including sulis. 
  Physical Description: Sulis are indistinguishable 
  from humans, save for their vividly colored eyes and 
  hair as well as their magical ability to wreath their limbs 
  in elemental energy. All sulis have bronze skin, a gift 
  from their multi-elemental heritage. Despite being the 
  offspring of the weakest of true genies, they are among 
  the most physically and emotionally imposing of the 
  geniekin and are supernaturally beautiful by most 
  human standards.
  Society: As an offshoot of humanity, sulis have no true 
  society of their own. As youths, sulis pass well enough 
  for humans and easily blend into their surrounding 
  societies, but aging sulis often find themselves pushed 
  more and more away from their loved ones as their 
  elemental nature becomes apparent. Most sulis 
  remember the first time they discovered their elemental 
  powers with terror or disgrace.  
   Sulis who find themselves among jann fair little 
  better, for jann prefer solitude to company and often 
  view sulis as a nuisance at best. At worst, jann see sulis 
  Random Starting Ages
  Race   
  Adulthood
  Intuitive1
  Self-Taught2   
  Trained3
  Suli
  15 years
  +1d4 years           
  +1d6 years           
  +2d6 years           
  1 This category includes barbarians, bloodragers, oracles, rogues, sorcerers, and swashbucklers.
  2 This category includes bards, battle scions, brawlers, cavaliers, fighters, gunslingers, hunters, paladins, rangers, shamans, skalds, slayers, 
  shadowsworn, spell-less rangers, summoners, and witches.
  3 This category includes alchemists, arcanists, clerics, druids, inquisitors, investigators, magi, monks, theurges, warpriests,  
  white necromancers, and wizards.
  Aging Effects
  Race 
  Middle Age1 
  Old2 
  Venerable3 
  Maximum Age
  Suli      
  35 years    
  53 years
  70 years
  70+2d20 years
  1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.               3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  Random Height and Weight
  Gender 
  Base 
  Height 
   Height 
  Modifier
  Base 
  Weight 
  Weight 
  Modifier
  Suli, male     
  4 ft. 10 in.
  +2d10 in.
  120 lb.
  ×5 lb.
  Suli, female
  4 ft. 5 in.
  +2d10 in.
  85 lb.
  ×5 lb.
  
  327
  Appendix
  as a constant reminder of their superficial similarities to 
  humans, whom they view with disdain. As a result, sulis 
  often resort to wandering, staying in each settlement 
  just long enough to enjoy the fineries of society before 
  fearfulness and jealousy chases them away.
  Relations: In youth, sulis often have close relations 
  with humans, but as they age, their human peers tend 
  to become jealous of their physical perfection and 
  their elemental abilities. Most sulis find the attitudes 
  of their former friends and peers change drastically as 
  they age, eventually pushing sulis to leave their home 
  communities, willingly or otherwise. As a result, sulis 
  often find that they have the most in common with 
  half-elves and half-orcs, who have similar problems. 
  Mirroring the preferences of their genie parents, sulis 
  get along well with oreads and sylphs but find undines 
  proud and aloof and ifrits deceptive and manipulative.
  Alignment and Religion: Sulis are born from a 
  balance of elemental energy, and as a result, they too 
  seek balance in their lives, both ethically and religiously. 
  Sulis who eschew this balance tend toward alignment 
  extremes. Sulis typically revere deities who are associated 
  with all the elements rather than a god who favors one 
  particular element over all others. Of course, staunchly 
  good, evil, lawful, or neutral sulis tend to look toward 
  religions that are willing to indulge this preference. 
  Adventurers: Sulis frequently become adventurers 
  as young adults should they be asked (or forced) 
  to leave their childhood homes. Most sulis become 
  obsessed with the source of their elemental heritage and 
  seek ways to explore their powers, such as becoming 
  arcanists, bloodragers, magi, and sorcerers. Some 
  atypical sulis seek control and self-discipline, however, 
  and these sulis often become monks in pursuit of self-
  discovery, physical perfection, and enlightenment.
  Male Names: Ahmed, Chadia, Hysser, Jahilo, Kalmad, 
  Mahamet, Marim, Omyr, Rizza, Shahid, Tahed, Tetsi, 
  Xavlah, Yuosni, Zakarif.
  Female Names: Ala, Bayan, Betul, Bushra, Famia, 
  Ghafya, Habra, Hadeel, Iizetta, Lulu, Oladra, Namia, 
  Yasmire, Walnouf, Zefaya.
  SULI RACIAL TRAITS
  +2 Strength, +2 Charisma, −2 Intelligence: 
  Sulis are brawny and charming but slow-witted.
  Native Outsider: Sulis are outsiders with the native 
  subtype.
  Medium: Sulis are Medium creatures and have no 
  bonuses or penalties due to their size.
  Normal Speed: Sulis have a base speed of 30 ft.
  Low-Light Vision: Sulis can see twice as far as humans 
  in dim light.
  Negotiator: Sulis are keen negotiators and gain a +2 
  racial bonus on Diplomacy and Sense Motive checks. 
  Elemental Assault (Su): Once per day, as a swift 
  action, a suli can shroud her arms in acid, cold, 
  electricity, or fire. This lasts for 1 round per level and 
  can be dismissed as a free action. Unarmed strikes 
  with her arms or hands (or attacks with weapons held 
  in those hands) deal +1d6 points of damage of the 
  appropriate energy type. 
  Energy Resistance 5: Sulis have resistance to acid 5, 
  cold 5, electricity 5, and fire 5.
  Languages: Sulis begin play speaking Common and one 
  elemental language (Aquan, Auran, Ignan, or Terran). 
  Sulis with high Intelligence scores can choose from the 
  following: Aquan, Auran, Draconic, Ignan, Terran.
  FAVORED CLASS OPTIONS
  The following options are available to all sulis who have the 
  listed favored class, and unless otherwise stated, the bonus 
  applies each time you select the favored class reward.
  Arcanist: Add +1/4 to the arcanist’s effective class level 
  when determining the effects of the acid jet, bloodline 
  development, energy shield, flame arc, ice missiles, and 
  lightning lance arcanist exploits as well as any greater 
  exploits that list any of these as a prerequisite.
  Bloodrager: Add +1/4 to the bloodrager’s effective 
  class level when determining the power of her 
  bloodrager bloodline powers from the elemental 
  bloodline.
  Sorcerer: Add one bonus spell known from the 
  sorcerer spell list. This spell must be at least 1 level 
  below the highest spell level the sorcerer can cast, and it 
  must possess one of the following descriptors: air, acid, 
  cold, earth, electricity, fire, or water.
  Summoner: Select acid, cold, electricity, or fire. All 
  natural attacks made by the summoner’s eidolon deal an 
  additional +1/4 point of damage of the chosen energy 
  type. This bonus damage stacks with the energy attacks 
  evolution. The type of energy does not need to match 
  the type of the eidolon’s energy attacks.
  SULIS ARCHETYPE
  The following racial archetype is available to sulis.
  ELEMENTAL BLOODFURY 
  (BLOODRAGER)
  Born with elemental energy coursing through their veins, 
  elemental bloodfuries embrace that power in all of its 
  primal glory.
  Bloodline: An elemental bloodfury must select the 
  elemental bloodline. An elemental bloodfury adds all 
  
  328
  feats that list suli as a prerequisite to the list of bonus 
  feats that he can select from when he gains a bloodline 
  bonus feat.
  Bloodfury’s Assault (Su): At 3rd level, an elemental 
  bloodfury gains Incremental Elemental Assault (see 
  Pathfinder Roleplaying Game: Advanced Race Guide) as 
  a bonus feat. In addition, an elemental bloodfury may 
  expend rounds of duration from his elemental assault 
  ability to begin bloodraging or maintain his bloodrage 
  as though they were rounds of bloodrage. This ability 
  replaces blood sanctuary.
  Mutable Bloodline (Su): At 6th level, an elemental 
  bloodfury can use his innate blood to realign which 
  element he has selected with the elemental bloodline. 
  Starting at 6th level and at each level thereafter, he can 
  reselect which element his bloodline is associated with: 
  air, earth, fire, or water.  
   In addition, while bloodraging, an elemental 
  bloodfury can spend 1 round of elemental assault as 
  a free action to temporarily change which element his 
  bloodline is associated with until the start of his next 
  turn. This does not replenish the number of times per 
  day that he can use his bloodline powers (such as the 
  elemental strikes bloodline power), but if he is assuming 
  an elemental form via the elemental form bloodline 
  power, he may immediately alter which elemental form 
  he has taken to match the element of his bloodline (air 
  elemental for air, earth elemental for earth, and so on).  
   Maintaining this effect is a free action. This ability 
  replaces the bloodrager’s 6th-level bloodline feat.
  SULIS FEATS
  The following feats are available to sulis.
  Critical Elemental Assault (Combat, Critical)
  Your elemental powers become more effective when you 
  strike your foe with a deadly blow.
  Prerequisites: Suli, Critical Focus, Incremental 
  Elemental Assault (see Pathfinder Roleplaying Game: 
  Advanced Race Guide), elemental assault racial trait.
  Benefit: When you confirm a critical hit against an 
  opponent with an unarmed strike made with your 
  arms or hands (or a melee weapon held in those hands) 
  while your elemental assault ability is active, you can 
  spend 1 round of elemental assault to multiply your 
  elemental assault’s extra damage by your weapon’s critical 
  multiplier. If your weapon’s critical multiplier is ×3, you 
  must spend 2 rounds of elemental assault in order to use 
  this ability. If your weapon’s critical multiplier is ×4 or 
  higher, you must spend 3 rounds of elemental assault.
  Special: If you have the Ranged Elemental Assault feat, you 
  can apply the benefits of this feat to any thrown weapon 
  attacks and attacks made with projectile weapons.
  Raging Elemental Assault
  Your anger provides fuel to your elemental powers.
  Prerequisites: Suli; Incremental Elemental Assault; 
  bloodrage, rage, or raging song class feature.
  Benefit: You may use rounds of bloodrage, rage, or 
  ranging song and rounds of your elemental assault 
  interchangeably.
  Ranged Elemental Assault (Combat)
  You are able to stabilize your elemental powers, so they 
  linger long enough to cling to your ranged weapon attacks.
  Prerequisites: Suli, Point-Blank Shot, Precise Shot, 
  elemental assault racial ability.
  Benefit: While your elemental assault ability is active, 
  you can add your elemental assault’s additional damage 
  to any thrown weapons that you throw from your 
  element-shrouded hands or any ammunition that 
  you load into a projectile weapon held in your hands. 
  Ammunition affected by your elemental assault ability is 
  automatically destroyed after the attack is made unless it 
  has a special quality that prevents its destruction.
  wereshArks
  Weresharks are humanoids with the ability to transform 
  into a shark and a shark-humanoid hybrid. Powerful and 
  vicious hunters, they dwell in shore towns and coastal 
  cities where they can harass sailors and merchants on the 
  high seas. 
  ORIGINS OF WERESHARKS
  As with all lycanthropes, sages are unsure exactly when 
  the first wereshark came into being. Many speculate it 
  was divine intervention—though whether it was a curse 
  or blessing is unknown. Other sages take a more nuanced 
  view and believe that, unlike other forms of lycanthropy, 
  weresharks evolved from goblin sharks (see Midgard 
  Bestiary), possibly by interbreeding with sahuagin. 
  Whatever the cause, sailors are thankful these sadistic 
  creatures are still relatively rare.
  Weresharks come in two varieties: natural and afflicted. 
  A natural wereshark is simply born as such. Natural 
  weresharks have perfect control of their shapeshifting 
  ability, though they generally prefer their hybrid form 
  due to the terror their horrid visage inflicts. Afflicted 
  weresharks are typically the products of a curse or disease. 
  Afflicted weresharks have less control over their ability to 
  shift forms—especially during the light of the full moon.
  PLAYING A WERESHARK
  Weresharks are cruel, sadistic, vicious, and cunning. 
  In wereshark society—such as it is—there is little 
  
  329
  Appendix
  difference between males and females. Ironically, in this 
  way weresharks are more egalitarian than other races. 
  Everybody pulls their weight in the wereshark groups, 
  usually called schools, or they become the next meal. 
  They’re comfortable wandering solo but are equally 
  comfortable working with a partner or in groups.
  While each wereshark is its own individual, many share 
  common personality traits. They tend to anger quickly, 
  have little patience for learning new tasks, and are ruthless 
  when they sense weakness in their foes. Few weresharks 
  gain experience in classes that require patience and study, 
  such as alchemist, monk, and wizard. They prefer classes 
  that favor the bold and reward brashness, like barbarian 
  and rogue. Weresharks have keen hunting skills, so 
  many also take up the path of the spell-less ranger. Most 
  wereshark spellcasters are sorcerers or—rarely—oracles. 
  WERESHARK CHARACTERS
  Players wishing to create a wereshark PC must choose 
  between creating a natural wereshark or an afflicted 
  wereshark. Typically, the lycanthrope template is 
  inappropriate for characters below 6th level because 
  game balance becomes difficult to maintain. The “lesser” 
  versions presented below attempt to alleviate this issue 
  while offering players the opportunity to gain their full 
  power later in the campaign.
  The rules presented here present the natural wereshark 
  as its own race rather than as a template to add onto 
  an existing character. (A few additional rules for 
  afflicted weresharks are also presented for the player’s 
  convenience.) Most weresharks appear to be humans 
  when in humanoid form, though many resemble other 
  races such as elves or sahuagin. While the appearance 
  may present as a member of other races, all weresharks 
  have the same abilities.
  WERESHARK RACIAL TRAITS
  +2 Wisdom, −2 Charisma: Natural weresharks have 
  keen senses but often find it difficult to relate with other 
  humanoids. These modify the wereshark’s abilities 
  in all of its forms. In addition, in their hybrid and 
  animal forms, the wereshark gains +2 Strength and +2 
  Constitution.
  Size and Type: Weresharks are humanoids with the 
  shapechanger subtype. In their natural form, they’re 
  Medium creatures. In hybrid or animal form, their size 
  is that of their animal form. An afflicted wereshark 
  retains any subtypes it had previously.
  Bite: In hybrid form, the wereshark gains a bite attack. It 
  is a primary natural weapon that inflicts 1d6 hp.
  Weapon Proficiency: All weresharks are proficient 
  with the trident.
  Low-Light Vision and Scent: Weresharks gain low-
  light vision and scent in all of their forms.
  Languages: Natural weresharks begin play speaking 
  Common. Weresharks with high Intelligence scores can 
  choose from the following languages: Abyssal, Aquan, 
  Draconic, Giant, Infernal.
  Not Infectious: Natural weresharks are unable to 
  inflict the lycanthropic curse.
  Were-Animosity: Weresharks who have not advanced 
  using the methods detailed below suffer in their 
  interactions with other lycanthropes. They suffer a −2 
  penalty to their social interactions, and these creatures’ 
  starting attitude toward them begins one step lower than 
  normal. This animosity ends when they advance.
  Lesser Change Shape (Su): A wereshark has three 
  forms—humanoid, lesser shark, and hybrid. A natural 
  wereshark can switch between these forms as a move 
  action. (An afflicted wereshark can assume animal or 
  hybrid form as a full-round action with a successful 
  DC 15 Constitution check. The afflicted wereshark can 
  revert back to humanoid form as a full-round action 
  with a successful DC 20 Constitution check.)  
   Equipment does not meld when assuming hybrid 
  form (hybrid weresharks have all the same body slots as 
  other humanoids), but it does when assuming animal 
  form. This ability functions as a polymorph spell, except 
  that in hybrid or animal forms the wereshark uses its 
  own ability scores or that of the shark, whichever is 
  higher. A wereshark can remain in an alternate form 
  indefinitely with some exceptions for an afflicted 
  wereshark, as detailed below. If slain, the wereshark 
  reverts to humanoid form. 
   For an afflicted wereshark, failing the Constitution 
  check to change shape inflicts a −1 penalty to all die 
  rolls for 2 hours as an aborted transformation contorts 
  muscles and strains tendons. Afflicted weresharks 
  cannot attempt multiple checks within the same 2-hour 
  period. Failing to shift is hard on the body, and they 
  need time to recover. 
   On nights when the full moon is visible, an afflicted 
  wereshark gains a +5 morale bonus to Constitution 
  checks made to assume animal or hybrid form but a 
  −5 penalty to Constitution checks made to assume 
  humanoid form (see details below for what happens 
  to an afflicted wereshark during the full moon). An 
  afflicted wereshark reverts to its humanoid form 
  automatically with the next sunrise or after 8 hours of 
  rest, whichever comes first. 
  Curse of the Hunting Moon (Ex): One price 
  all afflicted weresharks must endure is the hunting 
  moon. For three nights each month—the night of the 
  full moon, the night before, and the night after—the 
  afflicted wereshark uncontrollably attempts to change to 
  
  330
  his shark form at sunset. The wereshark must hunt, kill, 
  and consume a Small (or larger) creature each of these 
  nights. Failing to do so results in a 24-hour penalty that 
  increases with subsequent missed nights. Note, this 
  ability does not permit the wereshark to breathe on land 
  while in shark form. 
   Hunting and killing after the third missed night 
  reduces the penalties to only −1 on all die rolls, but this 
  penalty lasts until the next full moon. Spells like greater 
  restoration can completely eliminate the penalties but 
  only work after the hunting moon period has passed. 
   Afflicted weresharks usually consider their party 
  members to be part of their school and will not hunt 
  them during the hunting moon. However, this assumes 
  relations are cordial: disagreements or arguments during 
  a full moon often have messy consequences.
  CHARACTER OPTIONS: NATURAL 
  WERESHARK ADVANCEMENT
  Low-level natural weresharks have two methods by 
  which they can advance. Characters can choose either 
  method, but the total numerical benefits cannot exceed 
  those gained by the standard lycanthrope template.
  RACIAL LEVEL
  Any time after 5th level, a natural wereshark can choose 
  to take a single racial level instead of a class level. A racial 
  level counts as a character’s favored class but offers no 
  additional class skills. It grants +1 base attack bonus, +2 
  to Fortitude saves, skill points equal to the character’s 
  favored class, +1d8 hp, and the following powers.
  Change Shape (Su): The natural wereshark can now 
  assume the form of a standard shark.
  Tough Hide: In hybrid or animal form, the natural 
  wereshark has a total natural armor bonus of +6.
  Random Starting Ages
  Race   
  Adulthood
  Intuitive1
  Self-Taught2   
  Trained3
  Wereshark
  12 years
  +1d4 years           
  +1d6 years           
  +2d6 years           
  1 This category includes barbarians, bloodragers, oracles, rogues, sorcerers, and swashbucklers.
  2 This category includes bards, battle scions, brawlers, cavaliers, fighters, gunslingers, hunters, paladins, rangers, shamans, skalds, slayers, 
  shadowsworn, spell-less rangers, summoners, and witches.
  3 This category includes alchemists, arcanists, clerics, druids, inquisitors, investigators, magi, monks, theurges, warpriests,  
  white necromancers, and wizards.
  Aging Effects
  Race 
  Middle Age1 
  Old2 
  Venerable3 
  Maximum Age
  Wereshark      
  30 years    
  43 years
  60 years
  60 + 2d10 years
  1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.               3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  Random Height and Weight
  Gender 
  Base 
  Height 
   Height 
  Modifier
  Base 
  Weight 
  Weight 
  Modifier
  Wereshark, male     
  4 ft. 6 in.
  +2d6 in.
  140 lb.
  ×7 lb.
  Wereshark, female
  4 ft. 3 in.
  +2d6 in.
  120 lb.
  ×5 lb.
  Nights 
  without a Kill
  Penalty
  1
  −1 to all die rolls for 24 hours
  2
  For 24 hours, the afflicted wereshark must roll two d20s for each d20 roll and take the lower result.
  3
  Bloodlust: The afflicted wereshark cannot assume human form and must succeed at a Will 
  saving throw (DC 25 + character level) upon encountering any living creature or attack  
  (and eat) them on sight.
  
  331
  Appendix
  Animal Empathy (Ex): In any form, natural 
  weresharks can communicate and empathize with 
  sharks and shark-like animals. They can use Diplomacy 
  to alter such an animal’s attitude and, when doing 
  so, gain a +4 racial bonus on the check. They also no 
  longer suffer the penalties of were-animosity.
  Moon-Touched (Ex): Natural weresharks gain DR/10 
  silver.
  Curse of Lycanthropy (Su): With GM permission, 
  the natural wereshark gains the ability to create 
  afflicted weresharks with his bite attack (Fortitude DC 
  15 negates).
  Favored Class Bonuses
  Instead of the normal benefits of a favored class, a natural 
  wereshark can choose “wereshark” as their favored class 
  in order to receive racial bonuses. When they do so, they 
  can elect to receive one of the following benefits each 
  time they gain a level.
  +1/2 natural armor bonus, maximum +3.
  +1 DR/silver to a maximum of DR 7/silver (requires 
  +2 or higher natural armor bonus).
  CHARACTER OPTIONS: AFFLICTED 
  WERESHARK ADVANCEMENT
  Upon reaching 6th level, afflicted weresharks 
  automatically gain the full afflicted wereshark template.
  For characters created at levels higher than 5th, it is 
  likely easier to apply the standard lycanthrope template. 
  Characters created at higher level should still be allowed 
  to take wereshark feats at the appropriate levels.
  Full Afflicted Wereshark Template
  The following is a summary of the changes necessary.
  AC: In hybrid or animal form, the afflicted wereshark has 
  a total natural armor bonus of +6.
  Defensive Abilities: An afflicted wereshark gains DR 
  5/silver in animal or hybrid form.
  Change Shape (Su): Afflicted weresharks can now 
  assume the form of a normal shark instead of a lesser 
  one.
  Lycanthropic Empathy (Ex): In animal or hybrid 
  form, afflicted weresharks can communicate and 
  empathize with sharks. They can use Diplomacy to alter 
  the animal’s attitude and, when doing so, gain a +4 racial 
  bonus on the check.
  SHARK FORM
  Until the wereshark completely matures, use the shark 
  entry in the Pathfinder Roleplaying Game Bestiary but 
  apply the young simple template. When the character has 
  advanced, such that it gains access to the full benefits of 
  the change shape ability, remove the young template.
  FAVORED CLASS OPTIONS
  The following options are available to all weresharks who 
  have the listed favored class, and unless otherwise stated, 
  the bonus applies each time you select the class reward. 
  BloodragerACG: Add one spell to the bloodrager’s list 
  of spells known. This spell must be at least 1 spell level 
  lower than the highest level spell he can cast.
  Druid: Add +1/2 to the druid’s wild empathy and 
  Intimidate checks.
  Ranger: Add +1/4 to the value of one of the ranger’s 
  favored terrain bonuses.
  WitchAPG: Add +1 hp or +1 skill rank to the witch’s 
  familiar.
  WERESHARK ARCHETYPE
  The following archetype is available to weresharks.
  Bloodfrenzier (Rogue)
  Weresharks love the taste of blood and the feeling of 
  viscera sliding through their fingers. The faintest hint of 
  fresh blood triggers primal urges that the bloodfrenzier 
  can barely control.
  Race: The character must be a wereshark to take this 
  archetype.
  Skills: Remove Knowledge (dungeoneering) and Use 
  Magic Device as class skills. Add Knowledge (nature) 
  and Survival.
  Frenzy (Ex): Whenever the bloodfrenzier rolls 
  maximum damage on a single sneak attack die, he also 
  inflicts 1 point of bleed damage to the target. (Should 
  the rogue have the ability to rero ll dice from another 
  class feature or feat, rolling a maximum result on the 
  reroll does not trigger this ability.) For example, a 5th-
  level rogue delivers a sneak attack with his bite. The 
  player rolls 3d6 and gets results of 2, 6, and 6. The sailor 
  takes 14 points of damage and 2 points of bleed damage.  
   Whenever the bloodfrenzier’s sneak attack deals bleed 
  damage in this way, he must make a Will save (DC 10 + 
  1/2 class level + Constitution modifier). On a failed save, 
  the smell of blood sends the wereshark into a frenzy. He 
  must continue to make melee attacks against the nearest 
  foe. He can still maneuver to acquire better position, 
  for example to gain a flanking bonus, but he must make 
  an attack if he is able. If he has not moved, he must 
  make a full attack. If no foes are in reach, he moves to 
  the nearest foe: a charge is permitted. If no foes remain, 
  the rogue suffers nonlethal damage equal to twice the 
  amount of bleed damage that caused the frenzy, and he 
  becomes fatigued for that many hours. In the example 
  
  332
  above, the rogue would suffer 4 points of nonlethal 
  damage and would be fatigued for 4 hours. This ability 
  alters sneak attack.
  Master Bleeder: At 2nd level, the bloodfrenzier must 
  select bleeding attack as his rogue talent.
  Frenzied Thrashing (Ex): At 8th level, the 
  wereshark’s reflexes are honed to a keen edge. When 
  in animal or hybrid form, he can make a second bite 
  attack during a full attack action while in a frenzy. In 
  hybrid form, he cannot use any manufactured weapons 
  as part of this full attack action—only his bite attack. He 
  makes the attack at his full base attack bonus, and he 
  still receives 1-1/2 × his Strength bonus on damage. This 
  ability replaces the rogue’s 8th-level rogue talent.
  FEATS
  The following feats are available to weresharks and, 
  possibly, other characters—especially other lycanthropes.
  Always Aware
  You are in tune with the smallest ripples in the air and 
  water around you.
  Prerequisites: Lycanthrope whose base animal has the 
  blindsight or blindsense ability, Constitution 13.
  Benefit: You gain blindsight to a range of 30 ft.
  Special: You can gain this feat multiple times (up to 
  three times total). Each time, increase the range of your 
  blindsight by 30 ft.
  Gills
  You are more closely related to sharks than many of your 
  kin.
  Prerequisites: Lycanthrope of a base animal with the 
  aquatic subtype.
  Benefit: You gain the aquatic subtype in your humanoid 
  and hybrid forms, the amphibious special quality while 
  in those forms, and a swim speed equal to 1/2 your base 
  land speed (rounded down to the nearest 5 ft.).
  Lockjaw
  Your tightened jaw muscles are like steel.
  Prerequisites: Bite attack.
  Benefit: You gain the grab ability with your bite attack. 
  You can grab opponents up to one size category smaller 
  than you. If you have your opponent grabbed at the 
  beginning of your turn, you automatically inflict bite 
  damage.
  The Smell of Blood
  Like your shark cousins, you can smell blood in the water.
  Prerequisites: Scent ability.
  Benefit: You gain the keen scent extraordinary ability.
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved. 
  	
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  version	of	this	License	to	copy,	modify	and	distribute	any	Open	Game	Content	originally	distributed	under	any	version	of	this	License.	
  	
  10.	Copy	of	this	License:	You	MUST	include	a	copy	of	this	License	with	every	copy	of	the	Open	Game	Content	You	Distribute.	
  	
  11.	Use	of	Contributor	Credits:	You	may	not	market	or	advertise	the	Open	Game	Content	using	the	name	of	any	Contributor	unless	You	
  have	written	permission	from	the	Contributor	to	do	so.	
  	
  12.	Inability	to	Comply:	If	it	is	impossible	for	You	to	comply	with	any	of	the	terms	of	this	License	with	respect	to	some	or	all	of	the	Open	
  Game	Content	due	to	statute,	judicial	order,	or	governmental	regulation	then	You	may	not	Use	any	Open	Game	Material	so	affected.	
  	
  13.	Termination:	This	License	will	terminate	automatically	if	You	fail	to	comply	with	all	terms	herein	and	fail	to	cure	such	breach	within	30	
  days	of	becoming	aware	of	the	breach.	All	sublicenses	shall	survive	the	termination	of	this	License.	
  	
  14.	Reformation:	If	any	provision	of	this	License	is	held	to	be	unenforceable,	such	provision	shall	be	reformed	only	to	the	extent	necessary	
  to	make	it	enforceable.	
  	
  15.	COPYRIGHT	NOTICE	
  	
  Open	Game	License	v	1.0a	©	2000,	Wizards	of	the	Coast,	Inc.
  	
  System	Reference	Document.	©	2000.	Wizards	of	the	Coast,	Inc;	Authors	Jonathan	Tweet,	Monte	Cook,	Skip	Williams,	based	on	material	
  by	E.	Gary	Gygax	and	Dave	Arneson.	
  	
  Pathfinder	Roleplaying	Game	Core	Rulebook,	©	2009,	Paizo	Publishing,	LLC;	Author	Jason	Bulmahn,	based	on	material	by	Jonathan	
  Tweet,	Monte	Cook,	and	Skip	Williams.	
  	
  50	New	Ways	To	Blow	Things	Up:	Evocation,	copyright	Silven	Publishing	and	Matthew	J.	Hanson
  	
  50	New	Ways	To	Turn	Things	Into	Other	Things:	Transmutation,	copyright	Silven	Publishing	and	Matthew	J.	Hanson
  	
  A	Dozen	Hazards	of	the	Dragon’s	Lair,	Copyright	2005	Philip	Reed,	published	by	Ronin	Arts	www.	roninarts.com
  	
  Advanced	Bestiary,	Copyright	2004,	Green	Ronin	Publishing,	LLC;	Author	Matthew	Sernett.
  	
  Advanced	Player’s	Guide,	©2004	White	Wolf,	Inc.
  	
  Advanced	Player’s	Manual,	Copyright	2005,	Green	Ronin	Publishing;	Author	Skip	Williams
  	
  Advanced	Races:	Aasimar.	©	2014,	Open	Design	Author:	Adam	Roy	www.koboldpress.com.
  	
  Advanced	Races:	Centaur.	©	2013	Open	Design	LLC;	Authors:	Karen	McDonald.
  	
  Advanced	Races:	Darakhul.	Copyright	2013,	Open	Design	LLC.	www.koboldpress.com.	Author:	Ben	McFarland.
  	
  Advanced	Races:	Derro.	©	2014,	Open	Design	Authors:	Wolfgang	Baur	dand	Nicholas	Milasich.	©	2014	Kobold	Press.	KoboldPress.com.
  	
  Advanced	Races:	Dragonkin.	Copyright	2013,	Open	Design	LLC.	Author:	Amanda	Hamon.	www.koboldpress.com
  	
  Advanced	Races:	Gearforged.	Copyright	2013,	Open	Design	LLC.	Authors:	Wolfgang	Baur,	Thomas	Benton,	Morgan	Boehringer,	Chris	
  Harris,	Adam	Roy,	and	Jason	Sonia.	www.koboldpress.com
  	
  Advanced	Races:	Gnoll.	©	2014	Open	Design	LLC;	Authors:	Mike	Franke	and	Chris	Harris.
  	
  Advanced	Races:	Kobolds.	©	2013	Open	Design	LLC;	Authors:	Nicholas	Milasich	and	Matt	Blackie.
  	
  Advanced	Races:	Lamia.	©	2014,	Open	Design	LLC.	Author:	Marc	Radle	www.koboldpress.com.
  	
  Advanced	Races:	Lizardfolk.	©	2015	Open	Design	LLC;	Authors:	Steven	T.	Helt,	Stephen	Rowe,	and	Dan	Dillon.
  	
  Advanced	Races:	Ravenfolk.	©	2013	Open	Design	LLC;	Author:	Wade	Rockett
  	
  Advanced	Races:	Shadow	Fey.	©	2014	Open	Design;	Authors:	Carlos	Ovalle	and	Holly	Ovalle.
  	
  Advanced	Races:	Tieflings	©	2013	Open	Design	LLC;	Author:	Amanda	Hamon
  	
  Advanced	Races:	Tosculu.	©	2015,	Open	Design	Author:	Jeff	Lee
  	
  Advanced	Races:	Werelions.	©	2015	Open	Design;	Authors:	:	Ben	McFarland	and	Brian	Suskind.
  	
  Akashic	Nodes:	The	Home	of	Memory,	Copyright	2005	Justin	D.	Jacobson
  	
  Anger	of	Angels.	©	2003,	Sean	K	Reynolds.
  	
  Animal	Lord,	Mouse	Lord	from	the	Tome	of	Horrors,	Copyright	2002,	Necromancer	Games,	Inc.;	Author	Scott	Greene	and	Erica	Balsely,	
  based	on	original	material	by	Gary	Gygax.
  	
  Ask	Dr.	Evil,	Copyright	2006	Green	Ronin	Publishing,	LLC;	http://www.greenronin.com/ask_dr_evil.php
  	
  Blood	of	the	Gorgon,	Copyright	2008,	Open	Design	LLC;	Author:	Nicolas	Logue
  	
  Bluffside:	City	on	the	Edge,	Copyright	2002,	Thunderhead	Games,	Inc.,	and	Mystic	Eye	Games,	LLC
  	
  Book	of	Eldritch	Might	II:	Songs	and	Souls	of	Power,	Copyright	2002	Monte	J.	Cook.	All	rights	reserved
  	
  Book	of	Eldritch	Might	III:	The	Nexus,	Copyright	2002	Monte	J.	Cook.	All	rights	reserved
  	
  Book	of	Fiends.	©	2003,	Green	Ronin	Publishing;	Authors:	Aaron	Loeb,	Erik	Mona,	Chris	Pramas,	Robert	J.	Schwalb.
  	
  Book	of	Templates:	Deluxe	Edition	Copyright	2003,	Silverthorne	Games;	Authors	Ian	Johnston	and	Chris	S.	Sims.
  	
  Castle	Shadowcrag,	Copyright	2007,	Wolfgang	Baur,	www.wolfgangbaur.com.	All	rights	reserved
  	
  Castlemourn	Campaign	Setting,	Copyright	2007,	Margaret	Weis	Productions,	Ltd.
  	
  Classic	Horrors	Revisited.	Copyright	2009,	Paizo	Publishing,	LLC;	Authors:	James	Jacobs,	Rob	McCreary,	F.	Wesley	Schneider
  	
  Courts	of	the	Shadow	Fey.	Copyright	2013,	Open	Design	LLC.	Authors:	Wolfgang	Baur,	Ben	McFarland.
  	
  Creature	Collection,	Copyright	2000,	Clark	Peterson
  	
  Crime	and	Punishment,	Copyright	2003,	Trident	Inc.	d/b/a	Atlas	Games;	author	Keith	Baker
  	
  Cry	Havoc,	Copyright	2003	Skip	Williams.	All	Rights	Reserved.
  	
  Curses!	Copyright	©2002	Kosala	Ubayasekara.	All	Rights	Reserved.	Author	Eytan	Bernstein
  	
  D20	Modern	System	Reference	Document,	Copyright	2002,	Wizards	of	the	Coast,	Inc.;	Authors	Bill	Slavicsek,	Jeff	Grubb,	Rich	Redman,	
  Charles	Ryan,	based	on	material	by	Jonathan	Tweet,	Monte	Cook,	Skip	Williams,	Richard	Baker,	Peter	Adkison,	Bruce	R.	Cordell,	John	
  Tynes,	Andy	Collins,	and	JD	Wiker
  OPEN GAME LICENSE Version 1.0a
  
  333
  	
  Dark	Creeper	from	the	Tome	of	Horrors,	Copyright	2002,	Necromancer	Games,	Inc.;	Author	Scott	Greene,	based	on	original	material	by	
  Simon	Muth.
  	
  Dark	Stalker	from	the	tome	of	Horrors,	Copyright	2002,	Necromancer	Games,	Inc.;	Author	Scott	Greene,	based	on	original	material	by	Rik	
  Shepard.
  	
  Deep	Magic.	©	2014	Open	Design	LLC.	Authors:	Wolfgang	Baur,	Tom	Benton,	Creighton	Broadhurst,	Jason	Bulmahn,	Ross	Byers,	
  Charles	Lee	Carrier,	Tim	Connors,	Adam	Daigle,	Jonathan	Drain,	Mike	Franke,	Ed	Greenwood,	Frank	Gori,	Jim	Groves,	Amanda	Hamon	
  Kunz,	Sam	Harris,	Brandon	Hodge,	Phillip	Larwood,	Jeff	Lee,	John	Ling,	Jr.,	Chris	Lozaga,	Ben	McFarland,	Nicholas	Milasich,	Carlos	Ovalle,	
  Richard	Pett,	Marc	Radle,	Stephen	Radney-MacFarland,	Wade	Rockett,	Stephen	Rowe,	Adam	Roy,	Amber	E.	Scott,	Neil	Spicer,	Owen	K.C.	
  Stephens,	Joshua	Stevens,	Christina	Stiles,	Matt	Stinson,	Stefen	Styrsky,	Dan	Voyce,	and	Mike	Welham.
  	
  Demon	Cults	3:	Cult	of	Selket,	©	2015,	Open	Design;	Author:	Jeff	Lee.
  	
  Divine	Favor:	the	Cleric.	Author:	Stefen	Styrsky	Copyright	2011,	Open	Design	LLC,	www.koboldquarterly.com.
  	
  Divine	Favor:	the	Druid.	Author:	Stefen	Styrsky	Copyright	2011,	Open	Design	LLC,	www.koboldquarterly.com.
  	
  Divine	Favor:	the	Inquisitor.	Author:	Stefen	Styrsky	Copyright	2011,	Open	Design	LLC,	www.koboldquarterly.com.
  	
  Divine	Favor:	the	Oracle.	Author:	Stefen	Styrsky	Copyright	2011,	Open	Design	LLC,	www.koboldquarterly.com.
  	
  Divine	Favor:	the	Paladin.	Author:	Stefen	Styrsky	Copyright	2011,	Open	Design	LLC,	www.koboldquarterly.com.
  	
  Dynasties	and	Demagogues,	Copyright	2003,	Trident,	Inc.	d/b/a	Atlas	Games;	Author	Chris	Aylott
  	
  E.N.	Guild	–	Monster	Hunters’	Guild,	Copyright	2005,	E.N.	Publishing;	Author	Aeryn	Rudel
  	
  Empire	of	the	Ghouls,	Copyright	2007	Wolfgang	Baur,	www.wolfgangbaur.com.	All	rights	reserved.
  	
  Encyclopedia	Arcane:	Necromancy	-	Beyond	the	Grave,	Copyright	2001,	Mongoose	Publishing
  	
  Fading	Suns:	D20,	Copyright	2001,	Holistic	Design,	Inc;	Authors	Bill	Bridges	and	Andy	Harmon
  	
  Imperial	Gazetteer,	Copyright	2010,	Open	Design	LLC,	www.koboldquarterly.com.	All	rights	reserved.
  	
  Interludes:	Brief	Expeditions	to	Bluffside,	Copyright	2001,	Thunderhead	Games,	Inc.,	and	Mystic	Eye	Games,	LLC
  	
  Iron	Kingdoms	‘Full	Metal	Fantasy’	Character	Guide,	copyright	©	2004,	Privateer	Press,	Inc.
  	
  Jade	Regent	Player’s	Guide	©	2011,	Paizo	Publishing,	LLC;	Authors:	James	Jacobs	and	Patrick	Renie.
  	
  Kobold	Ecologies	Kobold	Quarterly	issue	1,	Copyright	2007,	Wolfgang	Baur,	www.wolfgangbaur.com.	All	rights	reserved.
  	
  Kobold	Ecologies,	Volume	1.	Copyright	2009.	Open	Design	LLC.	www.koboldquarterly.com.	All	right	reserved.
  	
  Kobold	Press	Blog.	©	2010,	http://www.koboldpress.com/k/front-page6391.php
  	
  Kobold	Press	Blog.	©	2010,	http://www.koboldpress.com/k/front-page6401.php
  	
  Kobold	Press	Blog.	©	2010,	http://www.koboldpress.com/k/front-page6419.php
  	
  Kobold	Press	Blog.	©	2010,	http://www.koboldpress.com/k/front-page6444.php
  	
  Kobold	Quarterly	Blog,	2009,	http://www.koboldquarterly.com/k/front-page6138.php
  	
  Kobold	Quarterly	Blog,	2010,	http://www.koboldquarterly.com/k/front-page3595.php	
  	
  Kobold	Quarterly	Blog,	2010,	http://www.koboldquarterly.com/k/front-page6556.php
  	
  Kobold	Quarterly	Blog,	2010,	http://www.koboldquarterly.com/k/front-page6582.php
  	
  Kobold	Quarterly	Blog,	2010,	http://www.koboldquarterly.com/k/front-page6594.php
  	
  Kobold	Quarterly	Blog,	2010,	http://www.koboldquarterly.com/k/front-page6596.php
  	
  Kobold	Quarterly	Blog,	2010,	http://www.koboldquarterly.com/k/front-page6947.php
  	
  Kobold	Quarterly	Blog,	2011,	http://www.koboldquarterly.com/k/front-page10447.php
  	
  Kobold	Quarterly	Blog,	2011,	http://www.koboldquarterly.com/k/front-page5074.php
  	
  Kobold	Quarterly	Blog,	2012,	http://www.koboldpress.com/k/front-page14504.php
  	
  Kobold	Quarterly	Blog,	2013,	http://www.koboldpress.com/k/front-page14948.php
  	
  Kobold	Quarterly	Blog,	2013,	http://www.koboldpress.com/k/front-page14953.php
  	
  Kobold	Quarterly	issue	10,	Copyright	2009,	Open	Design	LLC,	www.koboldquarterly.com.	All	rights	reserved.
  	
  Kobold	Quarterly	issue	11,	Copyright	2009,	Open	Design	LLC,	www.koboldquarterly.com.	All	Rights	Reserved.
  	
  Kobold	Quarterly	issue	12,	Copyright	2009,	Open	Design	LLC,	www.koboldquarterly.com.	All	Rights	Reserved.
  	
  Kobold	Quarterly	issue	13,	Copyright	2010,	Open	Design	LLC,	www.koboldquarterly.com.	All	rights	reserved.
  	
  Kobold	Quarterly	issue	14,	Copyright	2010,	Open	Design	LLC,	www.koboldquarterly.com.	All	rights	reserved.
  	
  Kobold	Quarterly	issue	15,	Copyright	2010,	Open	Design	LLC,	www.koboldquarterly.com.	All	Rights	Reserved.
  	
  Kobold	Quarterly	issue	16,	Copyright	2011,	Open	Design	LLC,	www.koboldquarterly.com.	All	Rights	Reserved.
  	
  Kobold	Quarterly	issue	19,	Copyright	2011,	Open	Design	LLC,	www.koboldquarterly.com.	All	Rights	Reserved.
  	
  Kobold	Quarterly	issue	2,	Copyright	2007,	Wolfgang	Baur,	www.wolfgangbaur.com.
  	
  Kobold	Quarterly	issue	20,	Copyright	2012,	Open	Design	LLC,	www.koboldquarterly.com.	All	Rights	Reserved.
  	
  Kobold	Quarterly	issue	21,	©	2012,	Open	Design	LLC.,	www.koboldpress.com.
  	
  Kobold	Quarterly	Issue	22,	©	2012,	Open	Design	LLC,	www.koboldpress.com.
  	
  Kobold	Quarterly	issue	23,	“Slithering	in	Moonlight”,	©	2012,	Open	Design	LLC,	Author:	Marc	Radle	www.koboldquarterly.com.	All	Rights	
  Reserved.
  	
  Kobold	Quarterly	issue	23.	©	2012,	Open	Design,	LLC;	www.koboldpress.com.
  	
  Kobold	Quarterly	issue	3,	Copyright	2008,	Wolfgang	Baur,	www.wolfgangbaur.com.
  	
  Kobold	Quarterly	issue	4,	Copyright	2008,	Open	Design	LLC,	www.koboldquarterly.com.	All	rights	reserved.
  	
  Kobold	Quarterly	issue	5,	Copyright	2008,	Open	Design	LLC,	www.koboldquarterly.com.	All	Rights	Reserved.
  	
  Kobold	Quarterly	issue	6,	Copyright	2008,	Open	Design	LLC,	www.koboldquarterly.com.	All	rights	reserved.
  	
  Kobold	Quarterly	issue	7,	Copyright	2008,	Open	Design	LLC,	www.koboldquarterly.com.	All	rights	reserved.
  	
  Kobold	Quarterly	issue	8,	Copyright	2009,	Open	Design	LLC,	www.koboldquarterly.com.	All	rights	reserved.
  	
  Kobold	Quarterly	issue	9,	Copyright	2009,	Open	Design	LLC,	www.koboldquarterly.com.	All	rights	reserved.
  	
  Kobold	Quarterly,	Copyright	2007,	Wolfgang	Baur,	www.wolfgangbaur.com.
  	
  Legacy	of	the	Dragons,	Copyright	2004	Monte	J.	Cook
  	
  Legendary	IV:	Legendary	Shields	©	2011,	Purple	Duck	Games;	Author:	Marc	Radle.
  	
  Legendary	VI:	Legendary	Armor	©	2012,	Purple	Duck	Games;	Author:	Marc	Radle.
  	
  Liber	Mechanika,	copyright	2005	Privateer	Press,	Inc.
  	
  Lock	&	Load:	Iron	Kingdoms	Character	Primer,	copyright	©	2002	Privateer	Press	Inc.
  	
  Love	and	War,	Copyright	2004,	Trident,	Inc.	d/b/a	Atlas	Games;	Author	David	Chart
  	
  Material	from	http://home.gwi.net/~rdorman/frilond/,	Copyright	2001-2005	R.	Dorman.	All	rights	reserved.
  	
  Midgard	Bestiary	for	Pathfinder	Roleplaying	Game,	©	2012	Open	Design	LLC;	Author:	Adam	Daigle	with	Chris	Harris,	Michael	Kortes,		
  James	MacKenzie,	Rob	Manning,	Ben	McFarland,	Carlos	Ovalle,	Jan	Rodewald,	Adam	Roy,	Christina	Stiles,	James	Thomas,	and	Mike	
  Welham.
  	
  Midgard	Bestiary	for	Pathfinder	RPG.	©	2012	Open	Design	LLC;	Author:	Adam	Daigle	with	Chris	Harris,	Michael	Kortes,	James	
  MacKenzie,	Rob	Manning,	Ben	McFarland,	Carlos	Ovalle,	Jan	Rodewald,	Adam	Roy,	Christina	Stiles,	James	Thomas,	and	Mike	Welham.
  Midgard	Campaign	Setting.	©	2012	Open	Design	LLC;	Author:	Wolfgang	Baur	with	Jeff	Grubb,	Brandon	Hodge,	Christina	Stiles,	and	Dan	
  Voyce.
  	
  Midgard	Preview,	©	2012	Open	Design	LLC;	Authors:	Wolfgang	Baur,	Jeff	Grubb,	Ben	McFarland,	Wade	Rockett,	Adam	Roy,	and	
  Christina	Stiles.
  	
  Midgard:	The	Player’s	Guide	To	The	Crossroads,	Copyright	2012,	Open	Design	LLC.	Developer:	Christina	Stiles.	All	rights	reserved.
  	
  Minions:	Fearsome	Foes,	Copyright	2001,	Bastion	Press,	Inc.
  	
  Monsternomicon:	Volume	1,	Denizens	of	the	Iron	Kingdoms,	copyright	©	2002	Privateer	Press	Inc.
  	
  Monte	Cook’s	Arcana	Evolved,	Copyright	2005	Monte	J.	Cook.	All	rights	reserved.
  	
  Monte	Cook’s	Arcana	Unearthed	DM’s	Screen	and	Player’s	Guide,	Copyright	2003	Monte	J.	Cook
  	
  Monte	Cook’s	Arcana	Unearthed,	©	2003,	Monte	J.	Cook
  	
  Mystic	Secrets:	The	Lore	of	Word	and	Rune,	Copyright	2004	Monte	J.	Cook
  	
  New	Paths	Compendium.	©	2013	Open	Design	LLC;	Authors:	Marc	Radle,	Crystal	Frasier,	John	Ling,	Jr.,	and	Jerall	Toi.
  	
  New	Paths:	The	Expanded	Battle	Scion	©	2013,	Kobold	Press;	Author:	Marc	Radle.
  	
  New	Paths:	The	Expanded	Gunslinger	©	2013,	Kobold	Press;	Author:	Crystal	Frasier.
  	
  New	Paths:	the	Expanded	Monk	and	Ninja,	©	2013,	Open	Design,	LLC;	Author:	Jerall	Toi.
  	
  New	Paths:	The	Expanded	Shaman	©	2012,	Open	Design	LLC.;	Author:	Marc	Radle.
  	
  New	Paths:	The	Expanded	Spell-less	Ranger,	©	2013,	Open	Design	LLC;	Author:	Marc	Radle.
  	
  New	Paths:	The	Expanded	White	Necromancer	Copyright	2013,	Open	Design	LLC.;	Author:	Marc	Radle.
  	
  Northlands	©	2011,	Open	Design	LLC;	Author:	Dan	Voyce;	www.koboldquarterly.com.
  	
  Oathbound:	Arena,	Copyright	2004,	Bastion	Press,	Inc.
  	
  Oathbound:	Domains	of	the	Forge,	Copyright	2002,	Bastion	Press,	Inc.
  	
  Oathbound:	Wrack	&	Ruin,	Copyright	2003,	Bastion	Press,	Inc.
  	
  Occult	Lore,	Copyright	2002,	Trident,	Inc.	d/b/a	Atlas	Games;	Authors	Keith	Baker,	Adam	Bank,	Chris	Jones,	Scott	Reeves,	and	Elton	
  Robb
  	
  Original	Spell	Name	Compendium,	Copyright	2002	Clark	Peterson;	based	on	NPC-named	spells	from	the	Player’s	Handbook	that	were	
  renamed	in	the	System	Reference	Document.	The	Compendium	can	be	found	on	the	legal	page	of	www.necromancergames.com
  	
  Path	of	the	Magi.	©	2002	Citizen	Games/Troll	Lord	Games;	Authors:	Mike	McArtor,	W.	Jason	Peck,	Jeff	Quick,	and	Sean	K	Reynolds.
  	
  Pathfinder	Adventure	Path	#24,	Copyright	Paizo	2009.	All	Rights	Reserved.
  	
  Pathfinder	Campaign	Setting:	Inner	Sea	Gods	©	2014,	Paizo	Publishing;	Authors:	Sean	K	Reynolds,	with	Amanda	Hamon,	James	Jacobs,	
  John	Ling,	Mark	Moreland,	David	N.	Ross,	F.	Wesley	Schneider,	Amber	E.	Scott,	Tork	Shaw,	James	L.	Sutter,	Jerome	Virnich.
  	
  Pathfinder	Campaign	Setting:	Inner	Sea	Magic.	©	2011,	Paizo	Publishing;	Authors:	Jesse	Benner,	Jason	Nelson,	Sean	K	Reynolds,	Owen	
  K.C.	Stephens,	Russ	Taylor.
  	
  Pathfinder	Campaign	Setting:	Osirion,	Legacy	of	Pharaohs	©	2014,	Paizo	Publishing;	Authors:	Alex	Greenshields,	Amanda	Hamon,	
  Jonathan	H.	Keith,	Ron	Lundeen,	and	David	N.	Ross.
  	
  Pathfinder	Campaign	Setting:	The	Inner	Sea	World	Guide.	©	2011,	Paizo	Publishing,	LLC;	Authors:	Keith	Baker,	Wolfgang	Baur,	Clinton	
  J.	Boomer,	Jason	Bulmahn,	Joshua	J.	Frost,	Ed	Greenwood,	Stephen	S.	Greer,	Jeff	Grubb,	James	Jacobs,	Michael	Kortes,	Tito	Leati,	Mike	
  McArtor,	Rob	McCreary,	Erik	Mona,	Jason	Eric	Nelson,	Jeff	Quick,	Sean	K	Reynolds,	F.	Wesley	Schneider,	Leandra	Christine	Schneider,	
  David	Schwartz,	Amber	E.	Scott,	Stan!,	Owen	K.C.	Stephens,	Todd	Stewart,	James	L.	Sutter,	Greg	A.	Vaughan,	Jeremy	Walker,	and	JD	
  Wiker.
  	
  Pathfinder	Chronicles:	Princes	of	Darkness,	Book	of	the	Damned	Vol.	I.	Copyright	2009,	Paizo	Publishing,	LLC;	Author:	F.	Wesley	
  Schneider.
  	
  Pathfinder	Companion:	Elves	of	Golarion,	Copyright	2008,	Paizo	Publishing,	LLC;	Authors	Jeff	Quick	and	Hal	Maclean
  	
  Pathfinder	Player	Companion:	Blood	of	Angels	©	2012,	Paizo	Publishing,	LLC;	Author:	Amber	E.	Scott
  	
  Pathfinder	Player	Companion:	Blood	of	Fiends	©	2012,	Paizo	Publishing,	LLC;	Authors:	Hal	Maclean	and	Colin	McComb.
  	
  Pathfinder	Player	Companion:	Faiths	of	Purity.	©	2011,	Paizo	Publishing,	LLC;	Author:	Colin	McComb.
  	
  Pathfinder	Player	Companion:	Knights	of	the	Inner	Sea	©	2012,	Paizo	Publishing,	LLC;	Authors:
  	
  Pathfinder	Roleplaying	Game	Advanced	Class	Guide	©	2014,	Paizo	Inc.;	Authors:	Dennis	Baker,	Ross	Byers,	Jesse	Benner,	Savannah	
  Broadway,	Jason	Bulmahn,	Jim	Groves,	Tim	Hitchcock,	Tracy	Hurley,	Jonathan	H.	Keith,	Will	McCardell,	Dale	C.	McCoy,	Jr.,	Tom	Phillips,	
  Stephen	Radney-MacFarland,	Thomas	M.	Reid,	Sean	K	Reynolds,	Tork	Shaw,	Owen	K.C.	Stephens,	and	Russ	Taylor.
  	
  Pathfinder	Roleplaying	Game	Advanced	Player’s	Guide.	Copyright	2010,	Paizo	Publishing,	LLC;	Author:	Jason	Bulmahn.
  	
  Pathfinder	Roleplaying	Game	Advanced	Race	Guide	©	2012,	Paizo	Publishing,	LLC;	Authors:	Dennis	Baker,	Jesse	Benner,	Benjamin	
  Bruck,	Jason	Bulmahn,	Adam	Daigle,	Jim	Groves,	Tim	Hitchcock,	Hal	MacLean,	Jason	Nelson,	Stephen	Radney-MacFarland,	Owen	K.C.	
  Stephens,	Todd	Stewart,	and	Russ	Taylor.
  	
  Pathfinder	Roleplaying	Game	Bestiary	2,	©	2010,	Paizo	Publishing,	LLC;	Authors	Wolfgang	Baur,	Jason	Bulmahn,	Adam	Daigle,	Graeme	
  Davis,	Crystal	Frasier,	Joshua	J.	Frost,	Tim	Hitchcock,	Brandon	Hodge,	James	Jacobs,	Steve	Kenson,	Hal	MacLean,	Martin	Mason,	Rob	
  McCreary,	Erik	Mona,	Jason	Nelson,	Patrick	Renie,	Sean	K	Reynolds,	F.	Wesley	Schneider,	Owen	K.C.	Stephens,	James	L.	Sutter,	Russ	
  Taylor,	and	Greg	A.	Vaughan,	based	on	material	by	Jonathan	Tweet,	Monte	Cook,	and	Skip	Williams.
  	
  Pathfinder	Roleplaying	Game	Bestiary	3,	©	2011,	Paizo	Publishing,	LLC;	Authors	Jesse	Benner,	Jason	Bulmahn,	Adam	Daigle,	James	
  Jacobs,	Michael	Kenway,	Rob	McCreary,	Patrick	Renie,	Chris	Sims,	F.	Wesley	Schneider,	James	L.	Sutter,	and	Russ	Taylor,	based	on	
  material	by	Jonathan	Tweet,	Monte	Cook,	and	Skip	Williams.
  	
  Pathfinder	Roleplaying	Game	Bestiary,	©	2009,	Paizo	Publishing,	LLC;	Author:	Jason	Bulmahn,	based	on	material	by	Jonathan	Tweet,	
  Monte	Cook,	and	Skip	Williams.
  	
  Pathfinder	Roleplaying	Game	Bonus	Bestiary.	©	2009,	Paizo	Publishing,	LLC;	Author:	Jason	Bulmahn.
  	
  Pathfinder	Roleplaying	Game	Mythic	Adventures.	©	2013,	Paizo	Publishing,	LLC;	Authors:	Jason	Bulmahn,	Stephen	Radney-MacFarland,	
  Sean	K	Reynolds,	Dennis	Baker,	Jesse	Benner,	Ben	Bruck,	Jim	Groves,	Tim	Hitchcock,	Tracy	Hurley,	Jonathan	Keith,	Jason	Nelson,	Tom	
  Phillips,	Ryan	Macklin,	F.	Wesley	Schneider,	Amber	Scott,	Tork	Shaw,	Russ	Taylor,	and	Ray	Vallese.
  	
  Pathfinder	Roleplaying	Game	Ultimate	Combat.	©	2011,	Paizo	Publishing,	LLC;	Authors:	Jason	Bulmahn,	Tim	Hitchcock,	Colin	McComb,	
  Rob	McCreary,	Jason	Nelson,	Stephen	Radney-MacFarland,	Sean	K	Reynolds,	Owen	K.C.	Stephens,	and	Russ	Taylor.
  	
  Pathfinder	Roleplaying	Game	Ultimate	Magic.	©	2011,	Paizo	Publishing,	LLC;	Authors:	Jason	Bulmahn,	Tim	Hitchcock,	Colin	McComb,	
  Rob	McCreary,	Jason	Nelson,	Stephen	Radney-MacFarland,	Sean	K	Reynolds,	Owen	K.C.	Stephens,	and	Russ	Taylor.
  	
  Pathfinder	Roleplaying	Game:	Ultimate	Equipment.	©	2012,	Paizo	Publishing,	LLC;	Authors:	Dennis	Baker,	Jesse	Benner,	Benjamin	
  Bruck,	Ross	Byers,	Brian	J.	Cortijo,	Ryan	Costello,	Mike	Ferguson,	Matt	Goetz,	Jim	Groves,	Tracy	Hurley,	Matt	James,	Jonathan	H.	Keith,	
  Michael	Kenway,	Hal	MacLean,	Jason	Nelson,	Tork	Shaw,	Owen	KC	Stephens,	Russ	Taylor,	and	numerous	RPG	Superstar	contributors.
  	
  Pathfinder	RPG	Core	Rulebook.	Copyright	2009,	Paizo	Publishing,	LLC;	Author:	Jason	Bulmahn,	based	on	material	by	Jonathan	Tweet,	
  Monte	Cook,	and	Skip	Williams.
  	
  Player’s	Guide	to	Monks	and	Paladins,	©2004	White	Wolf,	Inc.
  	
  Player’s	Guide	to	the	Crossroads,	©	2012,	Open	Design,	LLC;	www.koboldpress.com.
  	
  Player’s	Guide	to	the	Dragon	Empire,	Copyright	2012,	Open	Design	LLC.	Design	Adam	Roy.	All	rights	reserved.
  	
  Player’s	Guide	to	the	Seven	Cities,	Author:	Adam	Roy.	Copyright	2013	Open	Design	LLC.	www.koboldpress.com
  	
  Plexus:	Open	Spells	Collection,	Copyright	2002	Mark	Alexander	Clover
  	
  Plexus:	Potent	Portals,	Copyright	2002	Mark	Alexander	Clover
  	
  Poisoncraft:	The	Dark	Art,	Copyright	2004,	Justin	D.	Jacobson
  	
  Possessors:	Children	of	the	Outer	Gods	Copyright	2003,	Philip	Reed	and	Christopher	Shy,	www.philipjreed.com	and	www.studioronin.
  com.
  	
  Relics	&	Rituals,	Copyright	2001,	Clark	Peterson
  	
  Relics	&	Rituals:	Excalibur,	©2004	White	Wolf,	Inc.
  	
  Relics	&	Rituals:	Olympus,	©2004	White	Wolf,	Inc.
  	
  Rise	of	the	Ghouls,	©	2005	Adam	Windsor.	
  	
  Secret	College	of	Necromancy,	Copyright	2002,	Green	Ronin	Publishing;	Authors	David	“Zeb”	Cook	and	Wolfgang	Baur.
  	
  Sinobian	from	Tome	of	Horrors	II.	Copyright	2004,	Necromancer	Games,	Inc.;	Author	Scott	Greene;	Additional	Authors:	Erica	Balsley,	
  Kevin	Baase,	Casey	Christofferson,	Jim	Collura,	Meghan	Greene,	Lance	Hawvermale,	Travis	Hawvermale,	Bill	Kenower,	Patrick	Lawinger,	
  Nathan	Paul,	Clark	Peterson,	Bill	Webb	and	Monte	Cook.
  	
  Skreyn’s	Register:	The	Bonds	of	Magic,	©	2002,	Sean	K	Reynolds
  	
  Skreyn’s	Register:	The	Bonds	of	Magic,	Vol.	1:	Cabal,	Copyright	2002	Sean	K	Reynolds.	All	rights	reserved
  	
  Skreyn’s	Register:	The	Bonds	of	Magic,	Vol.	2:	The	Faithful,	Copyright	2002	Sean	K	Reynolds.	All	rights	reserved
  	
  Southlands,	©	2015,	Open	Design;	Authors:	Wolfgang	Baur,	Eric	Cagle,	David	“Zeb”	Cook,	Adam	Daigle,	Dan	Dillon,	Steven	T.	Helt,	
  Amanda	Hamon	Kunz,	Steve	Kenson,	Ben	McFarland,	Richard	Pett,	Marc	Radle,	Stephen	Radney-MacFarland,	Ted	Reed,	Stephen	Rowe,	
  Adam	Roy,	Owen	K.C.	Stephens,	C.A.	Suleiman,	Brian	Suskind,	and	Henry	Wong.
  	
  Steam	&	Brass	Copyright	2006,	Wolfgang	Baur,	www.wolfgangbaur.com.
  	
  Steam	&	Steel	Copyright	2004	E.N.Publishing
  	
  Strange	Lands:	Lost	Tribes	of	the	Scarred	Lands,	©2004	White	Wolf,	Inc.
  	
  Streets	of	Zobeck.	Copyright	2011,	Open	Design	LLC,	Authors:	Ben	McFarland,	Mike	Franke,	Richard	Pett,	Christina	Stiles,	Matthew	
  Stinson.
  	
  Sunken	Empires.	Copyright	2010,	Open	Design,	LLC;	Authors:	Brandon	Hodge,	David	“Zeb”	Cook,	and	Stefen	Styrsky.	www.
  koboldquarterly.com
  	
  Tales	of	the	Old	Margreve,	Copyright	2010,	Open	Design,	LLC;	Authors:	Tim	and	Eileen	Connors,	Michael	Furlanetto,	Jonathan	McAnulty,	
  Ben	McFarland,	Richard	Pett,	Steven	Robert,	and	Dan	Voyce.	www.koboldquarterly.com
  Tales	of	Zobeck,	Copyright	2008,	Open	Design	LLC.	Authors:	Wolfgang	Baur,	Bill	Collins,	Tim	and	Eileen	Connors,	Ed	Greenwood,	Jim	
  Groves,	Mike	McArtor,	Ben	McFarland,	Joshua	Stevens,	Dan	Voyce.
  	
  The	Assassin’s	Handbook,	Copyright	2002	Green	Ronin	Publishing.	All	rights	reserved.
  	
  The	Book	of	Drakes,	©2011	Open	Design	LLC.	Authors	Adam	Daigle	and	Mike	Welham.
  	
  The	Book	of	Eldritch	Might,	Copyright	2001	Monte	J.	Cook.	All	rights	reserved
  	
  The	Book	of	Experimental	Might,	Copyright	2008,	Monte	J.	Cook.	All	rights	reserved
  	
  The	Book	of	Fiends,	©	2003,	Green	Ronin	Publishing;	Authors	Aaron	Loeb,	Erik	Mona,	Chris	Pramas,	Robert	J.	Schwalb.
  	
  The	Book	of	Hallowed	Might,	©	2002,	Monte	J.	Cook
  	
  The	Book	of	Roguish	Luck,	Copyright	2005	Wolfgang	Baur.	All	rights	reserved
  	
  The	Complete	Book	of	Eldritch	Might,	Copyright	2004	Monte	J.	Cook.	All	rights	reserved
  	
  The	Diamond	Throne,	Copyright	2003	Monte	J.	Cook
  	
  The	Expanded	Elven	Archer,	©	2012,	Open	Design	LLC;	Authors:	Charles	Lee	Carrier,	John	Ling,	Jr.,	and	Nicholas	Milasich.
  	
  The	Genius	Guide	To	Feats	of	Battle,	©	2010,	Super	Genius	Games.	Author:	Owen	K.C.	Stephens
  	
  The	Iconic	Bestiary:	Classics	of	Fantasy,	Copyright	2005,	Lions	Den	Press;	Author	Ari	Marmell
  	
  The	Pantheon	and	Pagan	Faiths,	©2004	Mystic	Eye	Games.
  	
  The	Psychic’s	Handbook,	Copyright	2004,	Green	Ronin	Publishing;	Author	Steve	Kenson
  	
  The	Sunken	Pyramid.	©Raging	Swan	Press	2013;	Authors:	Creighton	Broadhurst	and	Marc	Radle.
  	
  Thee	Compleat	Librum	ov	Gar’Udok’s	Necromantic	Artes,	Copyright	2002,	Ambient	Inc.;	Authors	M	Jason	Parent,	Denise
  	
  Tome	of	Horrors	III	Copyright	2005	Necromancer	Games,	Inc.;	Author:	Scott	Greene,	with	Casey	Christofferson,	Erica	Balsley,	Kevin	
  Baase,	Lance	Hawvermale,	Travis	Hawvermale,	Ian	S.	Johnston,	Patrick	Lawringer,	Nathan	Paul,	Clark	Peterson,	Greg	Ragland,	Robert	
  Schwalb	and	Bill	Webb.
  	
  Tome	of	Horrors	III,	Copyright	2005	Necromancer	Games,	Inc.;	Author:	Scott	Greene,	with	Casey	Christofferson,	Erica	Balsley,	Kevin	
  Baase,	Lance	Hawvermale,	Travis	Hawvermale,	Ian	S.	Johnston,	Patrick	Lawringer,	Nathan	Paul,	Clark	Peterson,	Greg	Ragland,	Robert	
  Schwalb	and	Bill	Webb.
  	
  Tome	of	Horrors.	Copyright	2002,	Necromancer	Games,	Inc.;	Authors:	Scott	Greene,	with	Clark	Peterson,	Erica	Balsley,	Kevin	Baase,	
  Casey	Christofferson,	Lance	Hawvermale,	Travis	Hawvermale,	Patrick	Lawinger,	and	Bill	Webb;	Based	on	original	content	from	TSR.
  	
  Traps	and	Treachery,	Copyright	2001,	Fantasy	Flight	Inc.;	Authors	Greg	Benage,	Kurt	Brown,	Mark	Chance,	Brian	Ferrenz,	Lizard,	David	
  Lyons,	Brian	Patterson,	Scott	Stoecker,	Wil	Upchurch
  	
  Unearthed	Arcana,	Copyright	2004,Wizards	of	the	Coast,	Inc.;	Authors	Andy	Collins,	Jesse	Decker,	David	Noonan,	Rich	Redman
  	
  Unhallowed	Halls.	Copyright	2002,	Trident,	Inc.	d/b/a	Atlas	Games;	author	Christina	Stiles.
  	
  Vilstrak	from	the	Tome	of	Horrors,	Copyright	2002,	Necromancer	Games.,	Inc.;	Author	Scott	Greene,	based	on	original	material	by	Gary	
  Gygax.
  	
  Wayfinder	#3	©	2010,	Paizo	Fans	United;	Magic	of	the	Inner	Sea:	Arcanamirium	Bond	Masters,	author	Marc	Radle
  	
  Wayfinder	#5	©	2011,	Paizo	Fans	United;	Of	Steel	and	Spell:	The	Battle	Scion,	author	Marc	Radle
  	
  White	Moon	Cove.	©Raging	Swan	Press	2013;	Author:	Marc	Radle.
  	
  Wild	Spellcraft,	Copyright,	2002	ENWorld
  	
  Wildwood,	Copyright	2004,	Bastion	Press,	Inc.
  	
  Witchfire	Trilogy:	The	Longest	Night,	Witchfire	Trilogy:	Shadow	of	the	Exile,	and	Witchfire	Trilogy:	Legions	of	Lost	Souls	are	copyrights	©	
  2001	Privateer	Press,	Inc.;	Monsternomicon:	Volume	1,	Denizens	of	the	Iron	Kingdoms	and	Lock	&	Load:	Iron	Kingdoms	Character	Primer	
  are	copyrights	©	2002	Privateer	Press	Inc.;	Iron	Kingdoms:	Full	Metal	Fantasy:	Character	Guide	is	a	copyright	©2004,	Privateer	Press,	Inc;	
  Iron	Kingdoms	World	Guide:	Full	Metal	Fantasy,	Volume	Two,	The	Monsternomicon	Volume	1:	Denizens	of	the	Iron	Kingdoms	V3.5,	and	the	
  Liber	Mechanika	are	copyrights	2005	Privateer	Press,	Inc.
  	
  Zobeck	Gazetteer	for	the	Pathfinder	RPG,	Copyright	2012,	Open	Design	LLC.	Authors:	Wolfgang	Baur	and	Christina	Stiles.	www.
  koboldquarterly.com
  	
  Zobeck	Gazetteer	Volume	2:	Dwarves	of	the	Ironcrags,	Copyright	2009,	Open	Design	LLC.,	www.koboldquarterly.com.	All	rights	reserved.
  	
  Zobeck	Gazetteer,	Copyright	2008,	Open	Design	LLC
  	
  Advanced	Races	Compendium.	©	2015	Open	Design	LLC.	Authors:	Alexander	Augunas,	Wolfgang	Baur,	Thomas	Benton,	Matt	Blackie,	
  Savannah	Broadway,	Clay	Clouser,	David	“Zeb”	Cook,	Dan	Dillon,	Mike	Franke,	Jim	Groves,	Brandon	Hodge,	Chris	Harris,	Steven	T.	Helt,	
  Victoria	Jaczko,	Jenny	Jarzabski,	Amanda	Hamon	Kunz,	Jeff	Lee,	John	Ling,	Jr.,	Stephen	Radney-McFarland,	Karen	McDonald,	Ben	
  McFarland,	Nicholas	Milasich,	Carlos	Ovalle,	Holly	Ovalle,	Marc	Radle,	Wade	Rockett,	Stephen	Rowe,	Adam	Roy,	Jason	Sonia,	Owen	K.C.	
  Stephens,	and	Brian	Suskind.
  
  DEEP MAGIC FOR A   
    DARK WORLD…
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  a master of ley line magic, 
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  grudge magic. Seek out hidden 
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  Midgard and the Kobold Press logo are trademarks of Open Design LLC. Pathfinder and associated 
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  here better to begin your journey than character creation? 
  This first step is where you forge your identity, and decide 
  how your new hero will meet the challenges of dark magic and 
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  of new options to create your new favorite PC. You’ll find 
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  enemies, prepared spells, summoned monsters and more
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  Kobold Press and New Paths are trademarks of Open Design LLC. 
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  Kobold Press logo is a trademark of Open Design. Pathfinder 
  and associated marks and logos are trademarks of Paizo Publishing, 
  and are used under license. See paizo.com/pathfinderRPG for more 
  information on the Pathfinder Roleplaying Game.
  
  Sometimes, unlikely heroes emerge from strange  
  and forbidden places: dragons’ dens, murky swamps,  
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SOURCE: textdata/thevault/Collections/Bestiaries/Bestiary 3/PFRPG - Kobold Press - Advanced Races Compendium.pdf