TEXT: Alex Riggs, Joshua Zaback
  
  A Necromancer’s Almanac
  2012
  Alex Riggs, Joshua Zaback
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either part of the public domain, 
  or is used with the express permission of the creator, or is the property of Can Stock Photo, Inc. Necromancers of the 
  Northwest, LLC claims no special rights or privileges to any art presented herein.
  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
  version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form 
  without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  9111 242nd St SW
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  Table of Contents
  An  Introduction......................................................................................................................4
  Best in Class...............................................................................................................................5
   
  Alchemist...............................................................................................................................6
   
  Barbarian................................................................................................................................9
   
  Bard.......................................................................................................................................11
   
  Cavalier.................................................................................................................................15
   
  Cleric.....................................................................................................................................16
   
  Druid.....................................................................................................................................18
   
  Gunslinger............................................................................................................................23
   
  Inquisitor..............................................................................................................................25
   
  Fighter...................................................................................................................................26
   
  Magus....................................................................................................................................27
   
  Monk....................................................................................................................................30
   
  Oracle....................................................................................................................................33
   
  Paladin...................................................................................................................................36
   
  Ranger....................................................................................................................................39
   
  Rogue.....................................................................................................................................43
   
  Samurai.................................................................................................................................47
   
  Sorcerer.................................................................................................................................49
   
  Summoner............................................................................................................................54
   
  Witch....................................................................................................................................56
   
  Wizard.................................................................................................................................60
   
  Prestige Classes....................................................................................................................64
  Extraordinary Feats..............................................................................................................73
  Magic Market.........................................................................................................................135
   
  Armor and Shield Special Abilities..................................................................................136
  	
  Specific	Weapons................................................................................................................137
   
  Rings....................................................................................................................................150
   
  Staves..................................................................................................................................156
   
  Wondrous Items.................................................................................................................157
   
  Intelligent Items.................................................................................................................193
   
  Magic Beverages.................................................................................................................196
  Obscure Arcana.....................................................................................................................199
   
  Spell Lists...........................................................................................................................200
   
  New Spells..........................................................................................................................223
  OGL...........................................................................................................................................298
  
  4
  An Introduction
   
  Thank you for purchasing this book. Whether you are a longtime fan of Necromancers of the 
  Northwest, or this is your first time hearing of us, and you’re still not quite sure why this book is called “A 
  Necromancer’s Almanac,” we are confident that you will not be disappointed by what we have assembled 
  in this tome.
   
  If you aren’t familiar with Necromancers of the Northwest, the content in this book is a 
  compilation of material from articles that we have produced on our website over the course of the last 
  year. Since the very beginning of our company a little over three years ago, we have been producing free 
  content on our website just about every week. The nature of the articles may have changed a few times, 
  and we’ve certainly grown as designers since those first, early days, but we’ve been pretty steady about 
  producing material.
   
  The only problem was that it wasn’t very organized, and digging through articles to find that one 
  spell or magic item could be a real pain. Plus, some people don’t have access to the internet while they’re 
  gaming (or just don’t want to be tempted). We want people to use our content (even the free stuff), and 
  so we wondered what we could do to try to solve this problem, and make things more accessible for 
  everyone. This book is the result.
   
  If there’s one thing that we learned in the course of compiling this product, it’s that we write a lot 
  of stuff in one year. For those of you who don’t know, our average books range from 20 pages (for a very 
  small book), up to 50 pages for a very large one, with our Advanced Arcana series being something of an 
  exception. This book is 300 pages long. And it’s just the content from the last year.
   
  A lot of time and effort went into gathering all the content from the website and putting it all 
  together in one nice, neat, easy-to-use place. More time and effort than it takes us to write some of those 
  20-50 page books. But now that it’s done, and it’s all put together, we’re confident that it was worth it, 
  and hope that you’ll feel the same way.
   
  So please, don’t waste any more time reading an introduction. Jump into the book. Find 
  something you like, something you can use in your game. Go play. And when you have, if you remember, 
  consider visiting our website. Not only will you get to see all the content that will be in next year’s 
  almanac, and be able to play with it right away, but you can also send us an e-mail. Let us know what 
  you’ve been playing, and how it’s been working out for you. What spells you like, what prestige classes 
  you’re hoping to take, what magic items you’re saving up for. We’d love to hear all about it.
   
  
  5
   
  The following chapter presents a number of 
  new archetypes, alternate class features, and pres-
  tige classes from the Best in Class articles through-
  out 2012. The archetypes and alternate class featur-
  ess are presented together, in alphabetical order 
  based on the class that they are for, and then the 
  name of the archetype or alternate class feature 
  itself. The prestige classes are presented at the end 
  of the chapter, in alphabetical order.
  Best in Class
  
  6
  New Alchemist Archetype 
   
  The following archetype can be taken 
  by characters of the alchemist class. For more 
  information on class archetypes, see the Advanced 
  Player’s Guide.
  Devotee of the Stone
   
              The art of alchemy has numerous uses and 
  practical application, but perhaps the most well-
  known reason for pursuing the alchemical arts is to 
  transmute lesser metals into gold.  There are some 
  alchemists so obsessed with attaining this singular 
  goal that they choose to forgo many other avenues 
  of study in order to focus solely on this particular 
  aim. They are the devotees of the stone, named for 
  the mystical philosopher’s stone which is said to 
  possess the power that they themselves seek.
              Transmute (Su): The devotee of the stone 
  possesses the ability to create a solution which 
  breaks items down into a fine powder of pure gold.  
  Creating this solution is a standard action, while 
  the process of breaking the item down takes about 
  1 minute, during which time the item continues to 
  function normally. The compound can only affect 
  items weighing no more than 1 lb. per alchemist 
  level of the devotee of the stone that prepared 
  it. This formula even functions on magical items, 
  converting the magical energy into the appropriate 
  quantity of gold.  Regardless of the weight of the 
  item, the amount of gold produced is equal in 
  value to the cost of the materials required to craft 
  the item (generally 1/3 the item’s market price, 
  for mundane items, and 1/2 its market price, for 
  magic items). The devotee of the stone can use 
  this ability a number of times each day equal to his 
  Intelligence modifier. 
              Because this solution is unstable, it must be 
  applied to the item within 1d4 rounds of creation, 
  or it becomes inert and unusable.  This ability 
  replaces the mutagen class feature.
              Metal Conversion (Su): Beginning at 2nd 
  level, the devotee of the stone learns how to create 
  a solution which can transform certain valuable 
  metals into different valuable metals.  Creating 
  and applying this solution is a standard action. The 
  transformation takes place over 1 minute, and 
  can be used to transmute copper, silver, gold, or 
  platinum into another of those kinds of metals.  
  The resulting metal is always in an amount equal 
  to the value of the original metal.  (For example, 
  a devotee of the stone could transmute 1 gold 
  coin into an amount of silver equal to 10 sp.) The 
  maximum value of materials to be transmuted 
  in this way with a single use of this ability cannot 
  exceed 1 gp per alchemist level the devotee of the 
  stone possesses.  The devotee of the stone may use 
  this ability a number of times each day equal to his 
  Intelligence modifier. 
              Because this solution is unstable, it must be 
  applied to the metal within 1d4 rounds of creation, 
  or it becomes inert and unusable.  This ability 
  replaces the poison use class feature.
              Improved Transmute (Su): The devotee 
  of the stone’s ability to transmute items into gold 
  dust improves. Beginning at 14th level, whenever 
  he uses his transmute ability on an item, he 
  creates an amount of gold dust worth 75% of the 
  item’s market price, instead of the item’s cost. 
  Additionally, he may affect an item weighing up to 
  5 lbs. per alchemist level with this ability.
   
  This ability replaces the persistent mutagen 
  class feature.
              Philosopher’s Stone (Su): The devotee of 
  the stone achieves the height of his art, learning 
  to create a philosopher’s stone.  At 20th level, 
  the devotee of the stone gains the philosopher’s 
  stone grand discovery, except that he can make a 
  philosopher’s stone as often as once per week.  He 
  gains no other benefit of the grand discovery class 
  feature. 
              This ability modifies the grand discovery 
  class feature.
  New Alchemist Discoveries
   
  The following section provides a number 
  of additional discoveries. An alchemist character 
  
  7
  may select one of the following discoveries 
  instead of one of the ones listed in the Advanced 
  Player’s Guide. The alchemist must still meet any 
  prerequisites required by the discovery.
  Alchemical Creation 
  Benefit: The alchemist can expend some of his 
  own magical energy to create alchemical items 
  more quickly. By expending one of his highest-level 
  extract slots, the alchemist can create such an item 
  as a full-round action, provided he can succeed 
  on the necessary Craft (alchemy) check to create 
  the item, and he has the necessary components on 
  hand.
              At 18th level, when the alchemist gains the 
  instant alchemy class feature, this discovery allows 
  him to expend one of his highest-level extract slots 
  to transmute an amount of gold whose value is 
  equal to the cost to create an alchemical item into 
  the necessary materials to make that item. This 
  change is made as part of the swift action to create 
  an alchemical item using the instant alchemy class 
  feature.
  Combine Poisons 
  Benefit: The alchemist can combine two doses of 
  different poisons, effectively creating a new poison 
  from the mixture. The two poisons to be used must 
  be of the same type (with the exception of contact 
  poisons, which can be mixed with injury 
  poisons. In such a case, the resulting poison 
  would be an injury poison). The new poison 
  has the longer of the two original poisons’ onset 
  periods (if any), and has a saving throw DC 
  equal to the lesser of the two original poisons’ 
  saving throw DCs, increased by +2. It has the 
  worse of the two original poisons’ frequencies, 
  though it lasts half again as long (so a poison 
  with a frequency of 1/round for 6 rounds 
  mixed with a poison that had a frequency of 1/
  minute for 6 minutes would have a frequency 
  of 1/minute for 9 minutes). The effect of the 
  resulting poison is the combined effects of 
  both of the original poisons, and the required 
  number of saves is equal to the lesser of the two 
  original poisons.
  Diseased Pustules 
  Prerequisite: Alchemist 12
  Benefit: When you brew a mutagen, you may 
  choose to have it cause the imbiber to break 
  out in horrible, disease-filled pustules which 
  ooze ichor and pus. As long as the imbiber is 
  under the effects of the mutagen, whenever an 
  adjacent creature successfully damages him 
  with a melee attack, that creature must succeed 
  on a Fortitude save (DC 12) or contract filth 
  fever. The imbiber cannot contract the disease 
  from his own pustules, but must succeed on 
  a Fortitude save (DC 12) when the mutagen’s 
  effects ends, or else contract the disease 
  himself. Creatures that would not normally be 
  able to benefit from the mutagen do not gain 
  the above benefits, but must still succeed on a 
  Fortitude save or else contract filth fever.
  Dismiss Mutagen 
  Prerequisite: Alchemist 9
  Benefit: By concentrating, you can end 
  the effects of a mutagen you have imbibed. 
  This is a full-round action, which does not 
  provoke attacks of opportunity. When you 
  end the effects of a mutagen in this way, you 
  are nauseated for 1 round, and sickened for 1 
  minute after that.
  Fiery Breath 
  Prerequisite: Alchemist 6
  Art © Copyright Can Stock Photo Inc.
  
  8
  Benefit: When you brew a mutagen, you may 
  choose to have it grant the imbiber the ability to 
  release a torrent of flame from his open mouth. 
  As a standard action, the imbiber may breathe a 
  30-foot line of fire or a 15-foot cone of fire. Either 
  way, each creature within the area takes 1d8 
  points of fire damage per two alchemist levels you 
  possess. A successful Reflex save (DC 10 + ½ your 
  alchemist level + your Intelligence modifier) halves 
  this damage. This ability can be used up to three 
  times throughout the mutagen’s duration, and the 
  imbiber must wait at least 1d4 rounds between 
  uses. Creatures that would not normally be able to 
  benefit from the mutagen do not gain this benefit.
  Harmful Extract 
  Prerequisite: Alchemist 6, infusion alchemist 
  discovery 
  Benefit: The alchemist can create extracts 
  designed to be harmful, rather than helpful. 
  The alchemist chooses two of the following 
  spells of a level he currently has access to, which 
  he immediately adds to his formula book. The 
  alchemist treats the rest of the spells as though 
  they were on the alchemist formula list, and can 
  learn them as he would any other formula. In 
  all cases, the person drinking the extract is the 
  “target” of the spell it replicates. Even if the spell 
  could normally have more than one target, or affect 
  more than one creature, it affects only the drinker. 
  In cases where an attack roll is normally required, 
  the drinker is treated as automatically being hit, 
  though he is still entitled to any saving throws 
  the spell allows. While it is conceivable that the 
  alchemist might want to consume an extract made 
  from one of these spells himself, they are typically 
  created with the infusion alchemist discovery and 
  given to the alchemist’s enemies.
              1st—charm person, chill touch, doom, inflict 
  light wounds, shocking grasp 
              2nd—blindness/deafness, daze 
  monster, ghoul touch, hideous laughter, inflict 
  moderate wounds, touch of idiocy 
              3rd—inflict serious wounds, slow
   
  4th—bestow curse, charm monster, 
  confusion, contagion, crushing despair, enervation, 
  phantasmal killer 
              5th—feeblemind, mind fog, slay living 
              6th—eyebite, flesh to stone, harm
  Heighten Alchemical Item 
  Benefit: The alchemist can expend some of his 
  own magical energy to empower an alchemical 
  item he creates. To do so, he must expend one of 
  his highest-level extract slots while he is creating 
  the item, and he must pay twice the normal cost 
  to create it. If the created item offers a saving 
  throw to resist some or all of its effects, the DC 
  of that saving throw is now equal to 10 + 1/2 the 
  alchemist’s level + the alchemist’s Intelligence 
  modifier, unless the usual DC for that item would 
  be higher. If the item does not allow a saving throw, 
  it is unaffected.
  Sickening Stench 
  Benefit: When you brew a mutagen, you may 
  choose to have it grant the imbiber a sickening 
  stench. If you do, then as long as the mutagen 
  is in effect, any creature within 30 feet of the 
  target (60 feet if downwind) must succeed on a 
  Fortitude save (DC 10 + 1/2 your alchemist level + 
  your Intelligence modifier) or be sickened for 1d4 
  rounds. After that period, they become used to the 
  stench, and are not affected by it again until they 
  stop smelling the imbiber and then do so again. 
  Creatures that would not normally be able to 
  benefit from the mutagen do not gain this benefit.
  True Infusion 
  Prerequisite: Infusion alchemist discovery 
  Benefit: When the alchemist creates an extract, he 
  may choose to do so in a way that allows the extract 
  to remain potent for a time even without investing 
  his own magical energy into it. Doing so requires 
  the alchemist to add a number of rare reagents to 
  the mix, the total price of which is equal to the 
  formula’s level x the alchemist’s level x 5 gp. The 
  resulting extract functions as one created with the 
  infusion discovery, except that it does not continue 
  to occupy one of the alchemist’s extract slots (the 
  slot is still expended for the remainder of the day it 
  was created on, but can be used as normal once the 
  alchemist rests and regains his daily uses of that 
  
  9
  ability).
               Such extracts spoil easily, however, and 
  remain at their full potency for only 1d4+1 days 
  before they begin to go bad. Once an extract 
  begins to spoil in this way, its effective caster level 
  is reduced by 2 for each day that passes, and any 
  creature that drinks it must succeed on a Fortitude 
  save (DC 10 + twice the formula’s level) or be 
  sickened for 1 minute after consuming the extract. 
  A creature that fails this save by more than 10 is 
  nauseated, instead. Once the extract’s effective 
  caster level is reduced to 0, it no longer has its 
  normal effect, though it can still sicken or nauseate 
  any who consume it.
  Undead Mutagen 
  Prerequisite: Alchemist 9
  Benefit: When you brew a mutagen, you may 
  choose to have it change the way the imbiber reacts 
  to positive and negative energy. If you do, then 
  as long as the mutagen is in effect, the imbiber is 
  healed by negative energy as though he is undead, 
  and is also harmed by positive energy in the 
  same way. At 15th level, you may instead choose to 
  have the imbiber be healed by both positive and 
  negative energy. Creatures that would not normally 
  be able to benefit from the mutagen do not gain 
  this benefit.
  New Barbarian Archetypes
   
  The following archetypes can be taken 
  by characters of the barbarian class. For more 
  information on class archetypes, see the Advanced 
  Player’s Guide.
  Fanatic
              Some barbarians turn to religion to fuel 
  their rage and passion.  Known as fanatics, these 
  men devote themselves wholly to their gods and 
  gain some divine power in exchange for their 
  zealous religious beliefs.  No matter how angry, 
  however, devoting time to faith causes fanatics 
  to lose some of the primal power which sustains 
  them.
              Tempered by Faith (Ex): A fanatic’s inner 
  rage is tempered by his devoted faith.  At 1st level he 
  can only rage for a number of rounds equal to 2 + 
  his Constitution modifier each day, and gains only 1 
  additional round of rage per level.
              Fanatic Revelry (Ex): When the fanatic 
  enters a rage, it is as much a religious trance as it 
  is an expression of anger. Whenever the fanatic 
  rages, he gains a +4 bonus to his Wisdom score and 
  can use any Charisma-, Dexterity-, or Intelligence-
  based skills, as well any ability that requires 
  patience or concentration.
              Divine Healing (Su): Fanatics possess 
  an innate ability to heal themselves by sacrificing 
  their internal rage.  Beginning at 7th level, as a 
  swift action the fanatic can expend one of his daily 
  rounds of rage in order to recover 1d6 hit points. At 
  10th level, and every 3 levels thereafter, the fanatic 
  heals an additional 1d6 hit points whenever he 
  expends a round of rage in this fashion.  
              This ability replaces the barbarian’s damage 
  reduction class feature.
   
  Saddleborn
   
  These barbarians hail from the steppes and 
  plains where horses and nomadic tribes are a way 
  of life.  Living life in the saddle almost from birth, 
  these barbarians are often closer to their beasts 
  than to other men.  The harsh life led by these 
  people, combined with their skill at horsemanship 
  and wild spirit, makes them a terror to behold for 
  “civilized people.”
              Horse Kin (Ex): Saddleborn spend most of 
  their lives around horses and develop close bonds 
  with their mounts. Any horse the saddleborn rides 
  gains +10 feet enhancement bonus to its movement 
  speed.   
              This ability replaces the fast movement class 
  feature.
              Mounted Warrior: Saddleborn fight from 
  the saddle whenever possible, and have trained 
  all their lives to master their techniques.  At 2nd 
  
  10
  level, the saddleborn gains Mounted Combat and 
  Mounted Archery as bonus feats.   
              This ability replaces the uncanny dodge 
  class feature.
              Horsemanship (Ex): The saddleborn’s 
  great experience with horses makes him a better 
  rider than all but the most practiced horsemen. 
  Beginning at 3rd level, the saddleborn gains a +1 
  bonus to his Ride and Handle animal skill checks. 
  At 6th level, and every 3 levels thereafter, this 
  bonus improves by an additional +1. 
              This ability replaces the trap sense class 
  feature.
              Mounted Guardian (Ex): Saddleborn rely 
  on their mounts for survival and will give their 
  own life to protect that of their mount.  Whenever 
  a creature the saddleborn is riding would suffer 
  damage, the saddleborn may choose to suffer that 
  damage instead.  
              This ability replaces the improved uncanny 
  dodge class feature.
   
  Trollsworn
              Mighty warriors, trollsworn are thought 
  to be unkillable due to their otherworldly ability 
  to heal their wounds. While not truly immortal, 
  trollsworn do share regenerative qualities with 
  the creatures for which they are named, which 
  allows them to fight on where lesser barbarians 
  lay dead around them. This capability ultimately 
  comes from a different application of their inner 
  rage, meaning that they cannot gain the berserk 
  combat strength of their peers.  Few trollsworn are 
  concerned about the loss of this ability, however, 
  instead focusing on fighting on as long as possible.
              Trollsworn Regeneration (Su): Through 
  intense meditation, trollsworn have learned to 
  channel their inner rage to recover wounds of the 
  body.  As a move action, the trollsworn can use 
  this ability to immediately recover a number of hit 
  points equal to his Constitution modifier.  Starting 
  at 1st level, the trollsworn can use trollsworn 
  regeneration for a number of times each day 
  equal to 4 + his Constitution modifier. At each 
  level beyond 1st, he gains an additional 2 uses of 
  trollsworn regeneration. 
              This ability replaces the rage class feature.
              Greater Regeneration (Su): At 2nd 
  level, and every 2 levels thereafter, the trollsworn 
  recovers an additional hit point every time he uses 
  his trollsworn regeneration ability.   
              This ability replaces the trollsworn’s rage 
  powers.
              Body Purge (Su): At 11th level, the 
  trollsworn may expend 3 uses of his trollsworn 
  regeneration in order to cure all diseases and 
  poisons that he is currently suffering from. Using 
  this ability is a full round action.  
              This ability replaces the greater rage class 
  feature.
              Back from the Brink (Su): At 17th level, 
  the trollsworn can use his trollsworn regeneration 
  even while unconscious and/or dying.  
              This ability replaces the tireless rage class 
  feature.
              Mighty Regeneration (Su): At 20th 
  level, the trollsworn has mastered the use of his 
  regeneration and can now use his trollsworn 
  regeneration as a swift action. 
              This ability replaces the mighty rage class 
  feature.
  New Rage Powers
   
  The following section provides additional 
  rage powers. Whenever the barbarian would 
  select a new rage power, he may select one of the 
  following rage powers, instead of those in the 
  Pathfinder Roleplaying Game Core Rulebook or 
  elsewhere. The barbarian must meet the minimum 
  level or other requirements specified by the rage 
  power, if any, in order to select it.
  
  11
   
  Avenging Strike (Ex): While raging, as a 
  standard action, the barbarian can make a single 
  melee attack against a creature that damaged 
  her since the end of her last turn. If she hits, roll 
  the damage dice for the attack twice and add 
  the results together, and add double the normal 
  bonus from Strength, but do not multiply weapon 
  abilities (such as flaming), or precision-based 
  damage (such as sneak attack). This bonus damage 
  is not multiplied on a critical hit. At 15th level, roll 
  the damage dice for the attack three times and add 
  the results together, and triple the normal bonus 
  from Strength, instead. The barbarian must be at 
  least 8th level before selecting this rage power.
   
              Furious Fortitude (Ex): At any time, the 
  barbarian can expend 3 or more of her daily rounds 
  of the rage class feature in order to gain a bonus 
  on the next Fortitude save she makes to resist the 
  effect of a poison or disease. The bonus is equal to 
  1/3 the number of rounds of rage sacrificed (so a 
  character who sacrificed 6 rounds would gain a +2 
  bonus, one who sacrificed 9 rounds would gain a +3 
  bonus, and so on).
   
              Heedless Blow (Ex): While raging, the first 
  time each round that the barbarian makes an 
  attack, she may choose to provoke an attack of 
  opportunity from each creature who threatens 
  her. If she does, she gains a bonus on all attack 
  and damage rolls made that round equal to 1/4 her 
  barbarian level (rounded down, minimum 1). The 
  attacks of opportunity are resolved prior to the 
  barbarian’s attack.
   
              Ignore Poison (Ex): If the barbarian is 
  subjected to poison while she is raging, she ignores 
  the effects of that poison until after her rage ends. 
  She still continues to make saving throws to resist 
  the poison, but any negative effects are not applied 
  until after her rage is ended, at which point they 
  are applied all at once. The barbarian must be at 
  least 12th level before selecting this rage power.
   
              Terrible Blow (Ex): While raging, as a 
  free action, the barbarian can cause her critical 
  multiplier for damage to increase by 1 for all attacks 
  made that round. The barbarian must use this 
  ability before the attack roll is made in order for 
  it to apply to a given attack. The barbarian can 
  use this ability a number of times equal to 1/4 her 
  barbarian level (rounded down) each time she 
  rages. A barbarian must be at least 8th level before 
  selecting this rage power.
   
              Tough Feet (Ex): While raging, the barbarian 
  can treat up to 10 feet of movement through 
  difficult terrain each round as though it were not 
  difficult terrain. Additionally, while raging, the 
  barbarian is immune to the effects of caltrops, and 
  the stone spike spell.
   
              Vengeful Rage (Ex): While raging, whenever 
  a creature successfully deals damage to the 
  barbarian with an attack, she gains a +2 morale 
  bonus to attack and damage rolls against that 
  creature until the end of her next turn.
   
              War Cry (Ex): While raging, as a full-round 
  action, the barbarian can let out a primal shout of 
  anger and fury. If she does, each creature within 10 
  feet of her must succeed on a Will save (DC 10 + 1/2 
  her barbarian level + her Charisma modifier) or be 
  shaken for 1d4 rounds. The barbarian must be at 
  least 8th level to select this rage power.
  New Bard Archetypes
   
  The following archetypes can be taken by 
  characters of the bard class. For more information 
  on class archetypes, see the Advanced Player’s 
  Guide.
   
  The Con-Man
              Short for “confidence man,” con-men 
  employ various schemes and tricks to charm or 
  beguile their marks into willingly taking them 
  in and giving up their deepest secrets and most 
  valuable possessions, never imagining that this 
  most trusted and charming individual could 
  possibly do them harm. Although some con-men 
  ply their trade without ever technically committing 
  a crime, the way that they prey on the trusting and 
  vulnerable makes them one of the most hated of 
  all thieves. Of course, some con-men reserve their 
  predations for those they feel deserve it, tricking 
  tricksters and outwitting crime lords and tyrants 
  
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  into giving up everything.
              Trustworthy (Ex): Though con-men are in 
  no way actually trustworthy, all successful con-men 
  are able to project an air of confidence and sincerity 
  that causes others to trust him implicitly. A con-
  man adds half his class level (minimum 1) to all 
  Bluff skill checks. 
   
  This ability replaces the bardic knowledge 
  class feature.
              Disguise Spellcasting (Ex): Con-men 
  can use spellcasting in a variety of clever ways to 
  help manipulate their marks, but it is much more 
  effective if they can cast their spells without anyone 
  being aware that they’re doing so. As a full-round 
  action, a con-man can expend three rounds of his 
  bardic performance ability in order to cast a spell 
  with a casting time of 1 full round or less, without 
  appearing to have done so. The con-man makes a 
  Perform check, opposed by the Perception checks 
  of anyone viewing him. Any observer whose 
  Perception check exceeds the con-man’s Perform 
  check can detect the casting of the spell, but 
  anyone else cannot tell that the con-man cast a 
  spell at all. If the spell has visible effects that make 
  it obvious who cast it (such as burning hands), 
  clever observers may come to the conclusion that a 
  spell was cast, anyway.
   
             This ability replaces the countersong and 
  distraction bardic performance abilities.
              Liar’s Recognition (Ex): At 2nd level, 
  a con-man is well-versed enough in his trade to 
  know when others are using the same sorts of 
  tricks he does. The con-main gains a +4 bonus on 
  opposed Perception checks made to see through 
  disguises or observe sleight of hand, as well as a +4 
  bonus on opposed Sense Motive checks made to 
  detect lies.
              This ability replaces the well-versed class 
  feature.
  Corpse Piper
              Despite the name, corpse pipers can be 
  performers of any kind. The common bond 
  between corpse pipers is not their instrument, 
  but rather that they have discovered a mysterious 
  and truly vile music, which can be used to 
  temporarily animate and control lifeless 
  humanoid corpses. Corpse pipers’ fascination with 
  necromancy doesn’t end with the music, and their 
  intense study into the subject offers increased 
  ability with regard to necromancy spells at the cost 
  of their performance abilities.
              Dancing Corpse (Su): Starting at 1st 
  level, a corpse piper with this ability can use his 
  bardic performance to animate a corpse, which 
  rises to fight for him. The corpse in question must 
  be one of a Medium-sized or smaller humanoid 
  creature, and must be within 120 ft. of the corpse 
  piper. Dancing corpse is treated as having audible 
  components, and anything that would prevent the 
  sound of the performance from reaching the corpse 
  prevents the ability from working. This ability can 
  only be used on corpses: sleeping or unconscious 
  creatures are unaffected. 
             The corpse in question rises as a zombie, 
  which obeys the corpse piper’s telepathic 
  commands for as long as the bard continues to 
  maintain the performance. Issuing a command 
  to the zombie is a move action. When the bardic 
  performance ends, or if at any time the animated 
  corpse can no longer see or hear the corpse piper, 
  the corpse immediately becomes lifeless, dropping 
  dead wherever it stands. 
              At 5th level, and every 6 levels thereafter, 
  the corpse piper may animate an additional corpse 
  with each performance. The corpse piper can issue 
  commands to more than one zombie with a single 
  move action, as long as they are all receiving the 
  same command. Otherwise, a separate move action 
  is required for each corpse being controlled. 
              This ability replaces the inspire courage 
  class feature.
              Song of the Dead (Su): Beginning at 3rd 
  level, any corpse animated by the corpse piper’s 
  dancing corpse ability gains a +2 morale bonus to 
  attack and damage. This bonus increases by +1 for 
  every four class levels beyond 3rd. 
  
  13
              This ability replaces the inspire competence 
  class feature.
              Necromantic Casting: A corpse piper is 
  a master of necromancy and can learn a number 
  of extra spells from that school. At 2nd level, the 
  corpse piper may immediately learn any sorcerer/
  wizard spell from the necromancy school of a 
  level he could cast.  At 6th level, and every 4 
  levels thereafter, the corpse piper may select one 
  additional spell in this fashion. 
              This ability replaces the versatile 
  performance class feature.
  The Jester
              Jesters are master entertainers and 
  professional fools, often employed by royalty 
  and wealthy nobles. They focus less on lore 
  and inspiring epics and more on beguiling and 
  entertaining their audience.
              Captivating Display (Su): A jester can use 
  his bardic performance ability to create a lively 
  and entertaining spectacle which demands the 
  attention of his foes. This affects all opponents 
  within 30 feet of the jester, and is treated as having 
  either audible or visual components, or both, 
  depending on the nature of the spectacle. An 
  affected creature cannot help but be distracted by 
  the jester’s wild display, and suffers a -1 penalty 
  on all attack rolls, weapon damage rolls, and 
  Perception checks which do not include the 
  jester. At 5th level, and every 6 levels thereafter, 
  this penalty increases by an additional -1, to 
  a maximum of -4 at 17th level. This is a mind-
  affecting effect. 
   
  This ability replaces the inspire courage 
  class feature.
              Comedic Versatility (Ex): A jester can 
  accomplish things through comedy and parody 
  that many would think impossible. Beginning at 
  2nd level, the jester can use his bonus for Perform 
  (comedy) in place of his bonus in any of the 
  following skills, albeit at a -5 penalty: Acrobatics, 
  Bluff, Diplomacy, Disguise, Fly, Handle Animal, 
  Intimidate, and Sense Motive. At 6th level, and 
  every 4 levels thereafter, this penalty is reduced by 
  1, to a minimum of -1 at 18th level. 
   
  This ability replaces the versatile 
  performance class feature.
              Daze (Su): A jester can single out a single 
  member of his audience during a performance, 
  catching him off-guard and dazing him. Beginning 
  at 5th level, the jester gains the ability to daze 
  a single creature for one round, provided that 
  creature has already been fascinated by the jester 
  or is under the effect of the jester’s captivating 
  display ability. Using this ability does not disrupt 
  the performance, but does require a standard 
  action in addition to the free action made to 
  maintain the performance. A creature affected by 
  this ability is allowed a Will saving throw (DC 10 
  + ½ the jester’s bard level + the jester’s Charisma 
  bonus) to resist the effect. The jester can use this 
  ability once per day at 5th level, and gains an 
  additional daily use every 6 levels beyond 5th, to 
  a maximum of 3 uses per day at 17th level This is a 
  mind-affecting effect. 
   
  This ability replaces the lore master class 
  feature.
              Inspire Laughter (Su): A jester can use 
  his bardic performance to cause a single target 
  to become so consumed with laughter that he 
  cannot act normally. Beginning at 9th level, as 
  a standard action, the jester can expend one 
  round of his bardic performance class feature in 
  order to attempt to disable a foe with laughter. At 
  the beginning of the target’s next turn, he must 
  succeed on a Will save (DC 10 + ½ the jester’s bard 
  level + the jester’s Charisma bonus) or else there 
  is a 5% chance per bard level of the jester (to a 
  maximum of 100% at 20th level) that the target is 
  unable to take any action that round, as he laughs 
  uncontrollably at the jester’s antics. This is a mind-
  affecting effect. Inspire laughter has both audible 
  and visual components.
   
  This ability replaces the inspire greatness 
  class feature.
              Inspire Madness (Su): A jester can use 
  his bardic performance to cause a single target to 
  
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  go mad. Beginning at 15th level, the jester can use 
  his bardic performance to drive a single creature 
  within 30 feet to madness. The target must 
  succeed on a Will save (DC 10 + ½ the jester’s bard 
  level + the jester’s Charisma bonus) or become 
  confused for as long as the jester maintains the 
  performance, and for 1d4 rounds thereafter. For 
  every five rounds that the bard maintains the 
  performance, the target gains a new saving throw. 
  A target that successfully saves (either initially, or 
  later) cannot be affected by this ability again for 24 
  hours. Inspire madness has both audible and visual 
  components. This is a mind-affecting effect. 
   
  This ability replaces the inspire heroics class 
  feature.
  Viking Skald 
   
  The viking skald is a poet of highest skill 
  and honor, required not only to compose epic 
  poems, but also to record the history of great 
  deeds and incorporate them into his compositions.  
  While he is an entertainer, often in high demand as 
  a court bard, he focuses less on entertaining large 
  groups and more on the deeds of a single great 
  hero.  Because a skald must record the deeds of 
  great warriors and kings, he often is forced to face 
  battles and worse in service of his craft, and he 
  knows that though the pen may be mightier than 
  the sword, it’s unlikely to protect you in the heat of 
  battle, and won’t earn you a trip to Valhalla in the 
  afterlife.
   
  Skaldic Form (Ex): A viking skald focuses 
  on complex biographical poetic form describing 
  the accounts and deeds of a single champion. 
  While these poetic verses can be less profound to 
  a wide audience, the subjects of these tales find 
  them incredibly inspiring and can be spurred 
  to even greater heights by the viking skald’s 
  performance. At 1st level, whenever the viking skald 
  uses bardic performance to inspire courage, he may 
  choose to affect only a single target; if he does, that 
  character gains twice the ordinary bonus granted 
  by the viking skald’s inspire courage ability.  
   
  At 6th level this ability improves, allowing 
  the viking skald to apply this ability to his inspire 
  competence bardic performance ability, provided 
  that the target has at least 1 rank in the skill which 
  the Viking skald is granting a bonus to.  
   
  At 12th level this ability improves further, 
  allowing the viking skald to apply this ability to his 
  inspire greatness bardic performance ability, and 
  at 18th level, he can apply this ability to his greater 
  heroics bardic performance ability.
   
  This ability replaces the countersong, 
  fascinate, suggestion, soothing performance, and 
  mass suggestion class features.
   
  Versatile Weapon Training (Ex): A viking 
  skald’s hazardous occupation causes him to value 
  martial prowess more than most bards.  At 2nd 
  level, the viking skald may choose a single weapon 
  and gain the appropriate Weapon Proficiency feat 
  as a bonus feat to become proficient with it.  At 6th 
  level, and every 4 levels thereafter, he may choose 
  another weapon with which to become proficient.
   
  This ability replaces the versatile 
  performance class feature.
   
  Weapon Expertise (Ex): Through a 
  combination of hard work and poetic study, the 
  viking skald becomes an expert in the use of a 
  single weapon of his choice.  At 2nd level, the viking 
  skald gains Weapon Focus as a bonus feat for any 
  weapon with which he is proficient.  
   
  This ability replaces the well-versed class 
  feature.
   
  Warrior Poet (Ex): Spending all his time 
  either around viking warriors or composing 
  complex poems about their skills and deeds has 
  made the viking skald a true expert on the warrior’s 
  craft, capable of not only understanding the 
  warrior trade on a theoretical level but also able 
  to understand those skills on a practical basis. 
  Beginning at 10th level, the viking skald counts as 
  a fighter of ½ his bard level for the purposes of 
  qualifying for feats.
   
  This ability replaces the jack of all trades 
  class feature. 
  
  15
  New Cavalier Order
   
  The following section presents a new order 
  that can be selected by cavalier characters. When 
  the cavalier chooses his order, he may choose the 
  following order, rather than one of the orders 
  included in the Advanced Player’s Guide.
  Order of the Nymph
              A cavalier who belongs to this order is 
  devoted to protecting the innocent and rescuing 
  those in dire need. Above and beyond that, 
  however, and the thing that sets this order apart 
  from orders with similar goals, such as the order 
  of the shield, are that members of this order are 
  devoted to the ideals of romance, and see such 
  things as true love or the passion of a great artist to 
  be the most pure and beautiful things in the world, 
  and swear to protect and uphold them.
              Edicts: The cavalier must seek out those in 
  particularly dire circumstances, or who have had 
  fate conspire cruelly against them, and render to 
  these people what aid he can. While it is still good 
  to aid the common folk with simple problems, a 
  true member of the order of the nymph knows 
  that his time is best devoted to the more grandiose 
  problems, above and beyond what most people 
  must confront. The greater the peril, and the 
  more innocent the victim, the better. The cavalier 
  must never stand in the way of true love or artistic 
  passion, and must always strive to protect not only 
  the bodies of those he saves, but also their purity 
  and innocence.
              Challenge: Whenever an order of the 
  nymph cavalier issues a challenge, he receives a +1 
  morale bonus to attack and damage rolls against 
  the target of his challenge, so long as the target’s 
  CR is at least 1 higher than the cavalier’s total Hit 
  Dice. This bonus increases by +1 for every four 
  levels the cavalier possesses.
              Skills: An order of the nymph cavalier adds 
  Perform to his list of class skills. Additionally, 
  an order of the nymph cavalier gain a bonus on 
  all Diplomacy checks he makes equal to 1/4 his 
  cavalier level (rounded down, minimum 1), even 
  if he is not trained in Diplomacy. Finally, if the 
  cavalier is trained in Diplomacy, he gains a +4 
  bonus to any Perform checks he makes which 
  include a verbal component (such as Perform 
  (oratory) or Perform (string instrument) if he sings 
  as part of his performance, etc.).
              Order Abilities: A cavalier belonging to the 
  order of the nymph gains the following abilities as 
  he increases in level.
              Grand Quest (Ex): At 2nd level, an order of 
  the nymph cavalier gains the ability to declare his 
  devotion to a grand quest, gaining great strength 
  of will from his devotion to this worthy cause. As 
  a full round action, the cavalier may swear an oath 
  that he will complete a specific great deed, such 
  as to slay a mighty dragon, rescue a kidnapped 
  princess, recover a lost holy relic, or bring every 
  member of a local thieves’ guild to justice. The 
  quest should be something suitably dangerous or 
  difficult, carrying substantial risk to life and limb, 
  as well as several days, if not weeks, of work or 
  travel. 
              Whenever the cavalier’s actions directly 
  correspond with his grand quest, the cavalier gains 
  a +1 morale bonus to ability checks, attack rolls, 
  combat maneuver checks, saving throws, and skill 
  checks. At 7th level, 13th level, and 20th level, this 
  bonus increases by +1. 
              At the same time, however, if the cavalier 
  ever goes an entire day without making any effort 
  to fulfill his grand quest, or if he ever willingly 
  takes an action that works against the fulfillment 
  of his grand quest, then the next day he suffers a -2 
  morale penalty to ability checks, AC, attack rolls, 
  combat maneuver checks, CMD, damage rolls, 
  saving throws, and skill checks for the entire day. 
              A cavalier can only benefit from a single 
  grand quest at any time. If he fails at his grand 
  quest in such a way that it cannot be completed, or 
  if he gives up on the quest entirely, he suffers the 
  above penalties for one week. After that time, he 
  cannot take another grand quest for one month. 
  If he fulfills his grand quest, however, he retains 
  the morale bonus for one day per three cavalier 
  levels he possesses (rounded down, minimum 1), 
  
  16
  and for that time the bonus applies to any action 
  the cavalier takes. After successfully completing 
  a grand quest, the cavalier may also immediately 
  choose to take on another grand quest.
              Token of Affection (Ex): At 8th level, an 
  order of the nymph cavalier can receive great 
  boosts of confidence from a token of esteem given 
  to him by a maiden he has saved. He may have 
  received the token itself prior to this time, but 
  only gains this benefit when he reaches 8th level. 
  As long as the cavalier is carrying the token, he 
  gains a +2 morale bonus to Fortitude and Will 
  saving throws. This bonus increases by +1 at 12th 
  level, and every 4 levels thereafter. The cavalier can 
  benefit from only one token at a time, though most 
  order of the nymph cavaliers nonetheless collect 
  many such tokens, both for the prestige they bring, 
  and so that if something happens to one such 
  token, he can still benefit from one of the others. 
  Common tokens include a scarf or shawl, a locket 
  necklace, a lock of hair, a ring, or similar.
              Undying Love (Ex): At 15th level, as a swift 
  action, an order of the nymph cavalier can declare 
  his love for a specific individual, extolling the great 
  lengths that he will go to in order to ensure her 
  safety and protection. In order for this ability to 
  have any effect, the individual in question must be 
  within 60 feet of the cavalier, and the must be able 
  to see and hear the cavalier. 
              For the next minute, any time a creature 
  attacks the chosen individual or casts a hostile spell 
  or spell-like ability at them (any spell that deals 
  damage, requires an attack roll, or allows a saving 
  throw that is not listed as “harmless”), the cavalier 
  may make a single melee attack at his highest base 
  attack bonus against that creature. If the cavalier 
  cannot reach the attacker, the attack is lost. If the 
  attack hits, the creature’s attack or spell is stopped. 
              The cavalier may use this ability once per 
  day at 15th level. He gains an additional daily use of 
  this ability at 17th level, and again at 19th level.
  New Cleric Archetypes
   
  The following archetypes can be taken by 
  characters of the cleric class. For more information 
  on class archetypes, see the Advanced Player’s 
  Guide.
  Devotee of Defense
              Devotees of defense are firm believers that 
  being able to defend and protect oneself and those 
  one loves is the cornerstone of true power and 
  happiness.
              Arcane Faith: A devotee of defense does 
  not choose domains and does not gain the usual 
  benefits of having a domain, including the bonus 
  domain spell per spell level.
              Abjurative Apostle: A devotee of defense 
  is a master of abjuration magic, and, as such, gains 
  a bonus spell per day for each spell level she can 
  cast, which can only be used to cast spells of the 
  abjuration school. 
              Abjurative Scholar: At each level, the 
  devotee of defense may choose to add a new 
  abjuration spell from the sorcerer/wizard list to her 
  list of spells known. The chosen spell must be of a 
  spell level that the devotee of defense is currently 
  capable of casting.
  Missionary
              While many clerics choose to take up the 
  adventurer’s call and serve their god’s interest in 
  the real world, missionaries take that process a 
  step further, making it their primary mission to 
  spread the faith of their deity. Missionaries use 
  many tools to accomplish their aims; chiefly they 
  rely on speech and debate, but many also focus 
  on redemption and on curing the sick, feeding 
  the hungry, and generally seeing to the needs of a 
  populace.
              Human Faith: Because missionaries focus 
  more on how their faith relates to mortals and on 
  spreading the word of their gods and goddesses, 
  they receive no domains, and, as such, they do not 
  
  17
  gain a gain any bonus spells from domains.
              Voice of Faith (Ex): A missionary devotes 
  his life to spreading his faith and may make a 
  special Knowledge (religion) check whenever he 
  makes a Diplomacy check to influence the attitude 
  of the target. The DC of this check depends on 
  the target’s familiarity with the missionary’s deity, 
  as defined on Table: Deity Familiarity, below. If 
  the missionary succeeds, he gains a bonus on 
  the Diplomacy check equal to 2 plus the number 
  by which he exceeded the DC of the Knowledge 
  (religion) check. Additionally, when a missionary 
  succeeds on this check, he improves the target’s 
  familiarity with his deity by one step, as he teaches 
  them facts about how his deity can improve their 
  life.
              Missionary Healing (Ex): A missionary 
  often has to tend to the medical needs of a 
  community. While this sometimes means using 
  his magic to cure grievous injuries and dire 
  afflictions, it often means simply providing a 
  higher standard of care than anyone else in the 
  community.  Because a missionary is trained in this 
  kind of long-term care, he adds half his class level 
  to any Heal checks he makes.
              Miraculous Treatment (Su): Beginning 
  at 3rd level, the missionary can channel the power 
  of his god in order to cure certain afflictions. By 
  expending a single use of his channel energy 
  ability, the missionary can cure fatigue and end 
  any fear effect the target might be suffering from 
  with a mere touch. At 5th level, the missionary 
  can also cure the target of blindness and deafness. 
  At 7th level, the missionary can also cure the 
  target of sleep or paralysis effects. At 9th level, the 
  missionary can also cure the target of petrification. 
  At 11th level, the missionary can also end the 
  harmful effects of any poisons and diseases the 
  target might be suffering from. At 13th level, the 
  missionary can end the harmful effects of any 
  curses that the target is suffering from. At 15th 
  level, the missionary can cure all ability damage 
  or ability drain the target has suffered. Finally, at 
  17th level the missionary can restore a dead target 
  to life, provided the target has not been dead for 
  more than 1 minute. This final use of miraculous 
  treatment requires that the missionary expend all 
  of his remaining channel energy uses for the day, 
  and he must have at least 3 daily uses to spend, or 
  the attempt fails.
  Necromantic Master
              Necromantic masters are adept at 
  manipulating death, and they hold both death 
  and undeath to be sacred states of being. Not only 
  does this grant them some amount of power over 
  undead creatures, and the ability to command 
  undead servants, it also leaves undead creatures 
  better disposed towards them. Only clerics with 
  access to the Death domain (those whose god 
  grants access to the domain, or who do not worship 
  a god, but worship an ideal that allows them to 
  take the Death domain) can take this archetype.
              Death Magic: A necromantic master must 
  select the Death domain, or one of its subdomains, 
  if she prefers. She does not gain a second domain. 
  In all other respects, this works like and replaces 
  the standard cleric’s domain ability.
              Corpsefriend (Su): A necromantic master 
  is marked by a subtle aura that makes undead 
  creatures less likely to attack her. Mindless undead 
  creatures will not attack a necromantic master 
  unless she attacks them first, or unless they are 
  being controlled, and receive orders to attack the 
  necromantic master, specifically (and even then, 
  they suffer a -2 penalty on attack rolls made against 
  the necromantic master). Intelligent undead 
  creatures can attack the necromantic master 
  without penalty if they desire, but the necromantic 
  master gains a +5 bonus on Diplomacy checks 
  made to influence undead creatures, and such 
  creatures have an initial attitude towards the 
  necromantic master that is one category higher 
  
  18
  than normal (so a vampire that would normally be 
  indifferent towards her is friendly, instead, while 
  one that would be friendly is helpful, and so on).
              Dread Commander (Su): Beginning 
  at 1st level, as a standard action, a necromantic 
  master can temporarily animate a nearby corpse 
  to fight for her. The corpse in question must be 
  mostly intact, and must actually be dead (undead, 
  inorganic, and living things cannot be targeted 
  with this ability). While animated, the corpse has 
  the same statistics it had while it was alive, except 
  that it is mindless, and loses all class features, feats, 
  skills, and extraordinary, supernatural, and spell-
  like abilities. The corpse retains any weapon and 
  armor proficiencies it may have had. The corpse is 
  also treated as an undead creature for the purposes 
  of positive and negative energy, and any effect 
  that specifically affects (or doesn’t affect) undead. 
  Despite this, the corpse retains a Constitution score 
  and does not gain any other benefits or drawbacks 
  of the undead type.
              The animated corpse acts immediately 
  after the necromantic master’s turn, and obeys her 
  orders to the best of its ability. The necromantic 
  master can give initial orders as a free action as 
  part of using this ability, and can subsequently 
  issue new commands as a swift action. The corpse 
  remains animated for one minute, unless its Hit 
  Dice exceed twice the necromantic master’s caster 
  level, in which case it remains animated for one 
  less round for every two Hit Dice it has beyond that 
  amount (to a minimum of one round). At the end 
  of this time, the corpse returns to lifelessness, and 
  can never again be affected by this ability, even if 
  the ability is used by another necromantic master 
  (although it may be able to be animated by other 
  means).
              The necromantic master can use this ability 
  once per day at 1st level, plus an additional time per 
  day at 6th level and every 5 levels thereafter.
  Ward Master
           Ward masters are experts at protecting people 
  with magical charms, but have also mastered the 
  art of creating deadly and dangerous sigils which 
  can harm their foes.
              Dedicated to Protection: A ward master 
  receives only one domain, and must choose the 
  Protection domain.
              Personal Ward (Su): The ward master can 
  create a powerful defensive charm as a full-round 
  action that can affect herself or a creature she 
  touches. The affected creature is granted a number 
  of temporary hit points equal to twice the ward 
  master’s class level. These hit points go away at the 
  end of one minute, although for each temporary 
  hit point remaining, the affected creature heals 
  one hit point. The ward master can use this ability 
  a number of times per day equal to her Charisma 
  modifier.
              Deadly Ward (Su): As a full-round action, 
  the ward master can place a special ward over a 
  5-foot area which explodes when touched, dealing 
  1d6 points of damage per two class levels the 
  ward master possesses (rounded down, minimum 
  1d6) to all creatures within 30 feet of the ward. 
  Wards of this kind are invisible, but a ward master 
  automatically remembers where he placed his 
  ward.  
             Deadly wards act in many ways as magical 
  traps, and can be found and disabled in the same 
  way as magical traps. The DCs for these actions 
  are both the same, and are equal to 20 + the ward 
  master’s class level + the ward master’s Wisdom 
  modifier. A ward lasts for 24 hours or until 
  triggered. A ward master can only create one ward 
  at a time and may not create a new ward until the 
  old one has been discharged. 
              This ability replaces the channel energy 
  class feature.
  New Druid Archetypes
   
  The following archetypes can be taken by 
  characters of the druid class. For more information 
  on class archetypes, see the Advanced Player’s 
  Guide.
  
  19
  Nature Priest
   
             While many druids are content to strive 
  to be at one with nature, a few elevate their 
  faith, practicing a codified dogma and actively 
  providing druidism with a center of faith. Because 
  these druids focus more on the traditions of 
  druidism, they must give up some of their personal 
  enlightenment.
              Enhanced Spontaneous Casting: A nature 
  priest focuses on a wide variety of natural magics, 
  rather than focusing on a single bond with nature. 
  As a result, a nature priest can spontaneously 
  channel stored spell energy into a number of other 
  spells which he does not prepare ahead of time. 
  This gives him the ability to sacrifice a prepared 
  spell in order to cast the domain spell of the same 
  level from any of the following domains: Air, 
  Animal, Earth, Fire, Plant, Water, or Weather. The 
  nature priest may use this ability a number of times 
  per day equal to 3 + his Wisdom modifier. 
   
  This ability replaces the nature’s bond class 
  feature.
              Animal Companion: At 4th level, the 
  nature priest gains an animal companion exactly 
  as if he had chosen the animal companion ability 
  of the nature’s bond class feature, except that he 
  treats his druid level as though it were 3 levels 
  lower than it actually is for determining the 
  benefits of his animal companion. 
   
  This ability replaces the resist nature’s lure 
  class feature.
              Many Lives (Su): Starting at 9th level, 
  the nature priest gains knowledge of his past and 
  future reincarnations, giving him an unnatural 
  resiliency to the process of returning to life from 
  death. As a result, the nature priest does not suffer 
  any negative levels or other adverse effects when he 
  is restored to life by means of the raise dead spell, 
  or similar abilities. 
   
  This ability replaces the venom immunity 
  class feature.
  Verdant Enchanter
              The world’s woods often look to powerful 
  enchantments to protect them, and creatures like 
  nymphs and dryads are always there to answer 
  the call, but what about the woods’ more civilized 
  defenders, the druids? Enter the verdant enchanter. 
  These powerful adepts of nature utilize all of 
  the charms of the natural world to ensnare their 
  enemies’ senses, both to protect what is sacred and 
  to punish the unworthy.
   
  Spontaneous Casting: A verdant 
  enchanter can channel stored spell energy into 
  enchantment spells that she hasn’t prepared ahead 
  of time. She can “lose” a prepared spell in order 
  to cast any spell of the enchantment school that 
  she knows, provided that spell is at least one level 
  lower than the level of the spell she chooses to 
  “lose” in this way.  
   
  This ability replaces a druid’s ability to 
  spontaneously cast summon nature’s ally spells, as 
  well as the nature sense class feature.
   
  Ensare (Sp): The verdant enchanter has 
  the ability to ensnare the mind of any living 
  creature that is foolish enough to stride into the 
  woods. So long as the verdant enchanter remains 
  within a natural setting (that is, one that hasn’t 
  Art © Copyright Can Stock Photo Inc.
  
  20
  been developed by intelligent creatures), she 
  may whisper bewitching nothings to any creature 
  within 10 feet as a standard action. Any living 
  creature who hears these words must succeed on a 
  Will save (DC 10 + ½ the verdant enchanter’s druid 
  level + the verdant enchanter’s Wisdom modifier) 
  or become affected as if by the spell charm 
  person if the target is a humanoid, or charm 
  animal, if the target is an animal.  
   
  At 7th level, this ability can affect targets as 
  though by the spell dominate animal, if the target 
  is an animal, or as charm monster, if the target is of 
  any other creature type.  
   
  Finally, at 13th level, this ability can affect 
  humanoids as though by the spell dominate 
  person (it can still be used to replicate charm 
  monster or charm person, if desired).  
   
  The caster level for this ability is equal to 
  the verdant enchanter’s druid level. A creature that 
  successfully resists this effect becomes immune to 
  it for the next 24 hours. This is a mind-affecting 
  effect, and, depending on the spell it replicates, is 
  also a charm or compulsion effect.  
   
  This ability replaces the nature bond class 
  feature.
   
  Nature’s Lure (Su): Starting at 4th level, 
  the verdant enchanter learns to harness nature’s 
  power in order to enhance the effects of some of 
  her spells. So long as she remains within a natural 
  area, the saving throw DCs of any spell of the 
  charm or compulsion subschools she casts are 
  increased by +1. This bonus is cumulative with the 
  Spell Focus feat and anything which would stack 
  with the Spell Focus feat.  
   
  This ability replaces the resist nature’s lure 
  class feature.
   
  Master Enchanter (Ex): Starting at 
  4th level, the verdant enchanter can learn new 
  enchantment spells to protect the natural beauty 
  of her home. At 4th level and every even numbered 
  level thereafter, the verdant enchanter may choose 
  to add a single spell of the enchantment school 
  from the sorcerer/wizard list to her list of druid 
  spells known. The verdant enchanter treats the 
  spell’s spell level as being the same level as it 
  appears on the sorcerer/wizard spell list. She may 
  not choose to learn a new spell that is of higher 
  level than the highest-level druid spell she could 
  cast.  
   
  This ability replaces the wild shape class 
  feature.
   
  Charm Immunity (Su): At 9th level, 
  the verdant enchanter’s familiarity with mind 
  magic allows her a potent defense against many 
  spells of that type. This effectively makes the 
  verdant enchanter immune to spells of the charm 
  subschool and all charm effects.  
   
  This replaces the venom immunity class 
  feature.
   
  Natural Allure (Su): At 13th level, the 
  verdant enchanter gains the ability to beguile the 
  senses of an observer into believing her to be a 
  stunning fey creature. As a standard action, she can 
  whisper a sacred sentence in the secret language 
  of the druids. If she does so, each creature within 
  10 feet of her must succeed on a Will save (DC 
  10 + ½ the verdant enchanter’s druid level + the 
  verdant enchanter’s Wisdom modifier) or view her 
  as a beautiful, fey-like creature, such as a nymph. 
  The exact appearance of the verdant enchanter is 
  determined by the mind of each affected creature 
  individually, and that being’s personal aesthetics. 
  The creature type of the chosen creature is 
  irrelevant to the function of this ability, and while 
  one character might see a nymph, another might 
  just as easily see a centaur, which might be viewed 
  as fey-like despite not actually being a fey.  
   
  Regardless of the vision, the verdant 
  enchanter gains a bonus on all Diplomacy checks 
  made to improve the attitude of the target or make 
  a request (but not to gather information or to any 
  other special Diplomacy checks the character 
  might make) equal to ½ her druid level (rounded 
  down) against an affected target.  
   
  This ability replaces the thousand faces class 
  feature.
  
  21
  Wild Rider
   
  Wild riders, like many druids, form close 
  bonds with their animal companions. In the case 
  of wild riders, though, the druid and animal 
  companion ride into battle together, acting as one 
  entity to bring down their foes, their movements 
  in perfect tandem and harmony. Each learns to 
  anticipate the other’s actions, and the two move in 
  concert.
   
  Nature Bond (Ex): The wild rider must 
  select the animal companion version of her nature 
  bond class feature, and cannot choose to gain 
  a domain instead. Additionally, the wild rider’s 
  animal companion counts as one size category 
  larger than it actually is for the purposes of what 
  size creatures it can carry (for example, a Medium-
  sized animal companion could carry a Medium-
  sized druid, etc.)
              Animal Companionship (Ex): The wild 
  rider gains a +2 bonus on Handle Animal and Ride 
  checks. 
   
  This ability replaces the nature sense class 
  feature.
              Bonus Feat: At 1st level, the wild rider 
  gains Mounted Combat as a bonus feat. At 4th 
  level, and every 4 levels thereafter, she gains an 
  additional bonus feat, chosen from the following 
  list: All-Around Offense*, Armored Cavalry*, Beast 
  Master*, Combat Dismount*, Combat Platform*, 
  Combined Whirlwind*, Dragoon Skirmisher*, 
  Equestrianism*, Expert Jumper*, Greater Ride-By 
  Attack*, Hobbling*, Horseman’s Evasion*, Joust*, 
  Improved Mounted Archery*, Improved Ride-
  By Attack*, Improved Saddle-Sure*, Improved 
  Unseat*, Master Ride-By Attack, Mounted Archery, 
  Mounted Mobility*, Mounted Shield (APG), 
  Mounted Skirmisher (APG), Mounted Surge*, 
  Mounted Warfare*, Parting Shot*, Ride-By Attack, 
  Saddle-Sure*, Spirited Charge, Trample, Trick 
  Riding (APG), or Unseat.  
              This replaces the additional uses of the wild 
  shape class feature gained at 8th, 12th, and 16th 
  level, and delays when the wild rider gains access to 
  some forms. The shapes normally available at 8th 
  level instead become available at 10th level. Those 
  normally available at 10th level are now available at 
  14th level. Finally, those forms normally available 
  at 12th level are now available at 18th level. At 20th 
  level, the druid is still able to use wild shape at will.
              Nature’s Stride (Ex): Starting at 2nd level, 
  the wild rider’s animal companion may move 
  through any sort of natural undergrowth (such 
  as natural thorns, briars, overgrown areas, and 
  similar terrain) at its normal speed and without 
  taking damage or suffering any other impairment. 
  Thorns, briars, and overgrown areas that have 
  been magically manipulated to impede motion, 
  however, still affect it. If the wild rider is riding her 
  animal companion, she is also unaffected by any 
  damage or impairment that the animal companion 
  avoids. 
   
  This ability replaces the woodland stride 
  class feature.
              Smooth Ride (Ex): Beginning at 3rd 
  level, the wild rider need not make concentration 
  checks in order to cast spells while riding her 
  animal companion. This affects only concentration 
  checks made as a result of vigorous motion. If the 
  wild rider is damaged, or something besides the 
  movement of her animal companion would cause 
  her to have to make a concentration check, she still 
  has to. 
   
  This ability replaces the trackless step class 
  feature.
  New Animal Companions
   
  The following section introduces several 
  new animal companions. Whenever a character 
  would gain an animal companion, he may choose 
  one of the following animal companions, instead 
  of one of the animal companions included in the 
  Pathfinder Roleplaying Game Core Rulebook, or in 
  other books. 
  Swarm Companions
   
  Swarm companions follow the same rules 
  
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  as normal animal companions, advancing their 
  Hit Dice and other abilities as normal for animal 
  companions. Swarm companions can be trained 
  as if they were normal animals using the Handle 
  Animal skill. If the swarm is comprised of vermin, 
  it also uses the vermin companion rules outlined in 
  Ultimate Magic.
   
  Traits: Swarm companions possess all 
  of the normal traits of a creature of the swarm 
  subtype, except as noted here. Regardless of the 
  size of the component creatures, a swarm animal 
  companion takes half damage from slashing 
  and piercing weapons (meaning that even if the 
  swarm is made up of Diminutive or Fine creatures, 
  it will still take half damage from slashing and 
  piercing weapons). Additionally, swarm animal 
  companions do not automatically possess the 
  distraction ability, or interfere with spellcasting, 
  concentrating on spells, or the use of skills that 
  require concentration or patience (although some 
  swarm animal companions may possess or gain 
  this ability, as indicated in their individual entries). 
  Finally, a swarm animal companion does not deal 
  swarm damage to its master (unless somehow 
  charmed or compelled to do so). Further, a swarm 
  animal companion can be taught not to harm other 
  specific individuals. Doing so counts as one trick 
  for the purposes of the number of tricks the swarm 
  possesses, but allows the swarm to be taught any 
  number of individuals not to harm.
   
  Dispersing: A swarm animal companion 
  that is reduced to 0 hit points disperses as 
  described under swarm traits. After 1d4 days, 
  the swarm has sufficiently recollected itself and 
  replenished its numbers, as the various component 
  creatures (and other, similar creatures that were 
  never part of the swarm before) instinctively 
  converge on the swarm’s master.
   
  Mindless: Swarm companions made up of 
  animas that have no Intelligence score possess the 
  mindless trait. In spite of this, such companions 
  may learn one trick, plus additional bonus tricks 
  as normal for an animal companion. If a mindless 
  swarm animal companion gains an ability score 
  increase (at 4 Hit Dice, 8 Hit Dice, and so on), the 
  druid can apply this increase to the companion’s 
  Intelligence, changing it from — to 1, at which 
  point the companion loses the mindless quality 
  and is able to know up to 3 tricks per point of 
  Intelligence, plus the additional bonus tricks, 
  as per Handle Animal. Mindless swarm animal 
  companions have no skill points or feats as long as 
  they have the mindless quality.
  Centipede Swarm
  Starting Statistics
  Size Diminutive; Speed 30 ft., climb 30 ft.; AC +4 
  size; Attack swarm (1d4 plus poison); Defensive 
  Abilities swarm traits; Ability Scores Str 1, Dex 
  19, Con 8, Int -, Wis 10, Cha 2; Special Qualities 
  darkvision 60 ft., tremorsense 30 ft.
  7th-Level Advancement
  Ability Scores Str +1, Dex +2, Con +2; Special 
  Attacks distraction (DC 10 + 1/2 the centipede 
  swarm’s Hit Dice + the centipede swarm’s 
  Constitution modifier)
   
  Poison (Ex): Swarm—injury; save Fortitude 
  DC 12 + 1/2 the centipede swarm’s Hit Dice + 
  the centipede swarm’s Constitution modifier; 
  frequency 1/round for 6 rounds; effect 1d4 Dex 
  damage; cure 1 save. 
  Rat Swarm
  Starting Statistics
  Size Tiny; Speed 15 ft., climb 15 ft., swim 
  15 ft.; AC +2 size; Attack swarm (1d6 plus 
  disease); Defensive Abilities swarm traits; Ability 
  Scores Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2; 
  Special Qualities low-light vision, scent
  7th-Level Advancement
  Attack swarm (2d6 plus disease); Ability 
  Scores Con +4
   
  Disease (Ex): Filth fever: Swarm—injury; 
  save Fort DC 10 + 1/2 rat swarm’s Hit Dice + the 
  rat swarm’s Constitution modifier; onset 1d3 days; 
  frequency 1/day; effect 1d3 Dex damage and 1d3 
  Con damage; cure 2 consecutive saves.
  
  23
  Vampire Bat Swarm
  Starting Statistics
  Size Diminutive; Speed 5 ft., fly 40 ft. (good); AC 
  +4 size; Attack swarm (1d6); Defensive Abilities 
  swarm traits; Ability Scores Str 3, Dex 15, Con 11, 
  Int 2, Wis 14, Cha 4; Special Qualities blindsense 
  20 ft., low-light vision
  7th-Level Advancement
  Attack swarm (2d6 plus blood drain); Ability 
  Scores Dex +2, Con +2
   
  Blood Drain (Ex): Whenever a vampire bat 
  swarm deals swarm damage to a living creature, 
  it regains a number of hit points equal to 1/2 the 
  damage dealt.
  Wasp Swarm
  Starting Statistics
  Size Diminutive; Speed 5 ft., fly 40 ft. 
  (good); AC +4 size; Attack swarm (1d6 plus 
  poison); Defensive Abilities swarm traits; Ability 
  Scores Str 1, Dex 13, Con 10, Int -, Wis 12, Cha 9; 
  Special Qualities darkvision 60 ft.
  7th-Level Advancement
  Attack swarm (2d6 plus poison); Ability 
  Scores Dex +4
   
  Poison (Ex): Swarm—injury; save Fort 
  DC 10 + 1/2 the wasp swarm’s Hit Dice + the wasp 
  swarm’s Constitution modifier; frequency 1/round 
  for 4 rounds; effect 1 Dexterity damage; cure 1 save. 
  The save DC is Constitution-based.
  New Gunslinger Deeds
   
  The following section provides a number of 
  alternate deeds. These deeds replace the existing 
  deeds granted by the gunslinger class. Whenever 
  the gunslinger would gain a deed, if that deed has 
  an alternate deed listed here that can be taken 
  instead, then the gunslinger may choose to take 
  the alternate deed, rather than the original. The 
  gunslinger may freely choose which alternate deeds 
  to take and which not to: she does not need to 
  select all or none. Each alternate gunslinger deed 
  specifies the standard deed that it replaces, as well 
  as the level at which it is gained.
   
  Headshot (Ex): The gunslinger is a master 
  of hitting her targets in just the right spot. By 
  spending 1 grit point, the gunslinger can draw upon 
  a combination of luck and skill to automatically 
  confirm a critical threat made with a firearm. The 
  gunslinger may decide to use this ability after 
  learning that her attack roll was a critical threat, 
  but before making a roll to see if she confirms the 
  threat. This does not count as a critical hit for any 
  purpose besides the normal effect of a critical hit 
  (such as the flaming burst weapon special ability, 
  or the death’s shot deed).
              The gunslinger may gain this deed at 1st 
  level. If she does, it replaces the deadeye deed.
              Collision Shot (Ex): The gunslinger can 
  shoot bullets and other projectiles right out of 
  the air. As an immediate action, when a ranged 
  attack is made, she can spend 2 grit points and 
  make an attack with a firearm she is wielding, in 
  an attempt to knock the projectile off course. The 
  firearm must be loaded and able to fire, or the 
  action is wasted. Treat this attack as though the 
  target projectile is located halfway between the 
  original shooter and the original shooter’s target 
  for the purposes of determining how many range 
  increments away the target is, whether or not 
  cover or concealment apply to the gunslinger’s 
  attack, and so on. If the result of the gunslinger’s 
  attack is higher than the result of the original 
  shooter’s attack, then the original shooter’s attack 
  automatically misses. Otherwise, the gunslinger’s 
  attack fails, and the original shooter’s attack is 
  resolved normally.
              The gunslinger may gain this deed at 1st 
  level. If she does, it replaces the gunslinger’s dodge 
  deed. This deed’s cost cannot be reduced by the 
  true grit class ability, the Signature Deed feat, or 
  any other effect that reduces the amount of grit a 
  deed costs.
              Deliberate Explosion (Ex): The gunslinger 
  can deliberately rig his firearm to explode. As a 
  full-round action, by spending 1 grit point, the 
  
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  gunslinger can automatically make his firearm 
  explode, as though it had misfired while it had 
  the broken condition. Unlike a standard firearm 
  explosion, the DC for the Reflex save to halve the 
  damage is equal to 10 + 1/2 the gunslinger’s level + 
  the gunslinger’s Intelligence modifier. Even if the 
  firearm is an advanced firearm, it still explodes as 
  though it were an early firearm when this deed is 
  used. Regardless of whether the firearm is magical 
  or not, a firearm that is exploded in this way is only 
  wrecked, meaning that it can still be restored by 
  the make whole spell or the Gunsmithing feat.
              At 5th level, the gunslinger can choose 
  to delay the explosion. She can either choose a 
  timed delay, in which case the firearm explodes 
  automatically after a number of rounds she 
  specifies when she uses the deed, up to a maximum 
  delay of 2 minutes, or she can choose a triggered 
  delay, in which case it explodes the next time any 
  creature attempts to fire it.
              The gunslinger may gain this deed at 1st 
  level. If she does, it replaces the quick clear deed.
              Shoot First (Ex): The gunslinger’s fingers are 
  always at her holster, and she’s always ready for a 
  fight. She can spend 2 grit points to automatically 
  be included in a surprise round of combat, even if 
  she would normally not be included. Alternatively, 
  if there is no surprise round, or if she would be in 
  it anyway, and her hands are free and unrestrained, 
  and if she has at least one unconcealed firearm 
  on her person, she can draw that firearm as a free 
  action as part of making her initiative check.
              Additionally, as long as the gunslinger has 
  at least 3 grit points remaining, she may make a full 
  round’s worth of actions during a surprise round.
              The gunslinger may gain this deed at 3rd 
  level. If she does, it replaces the gunslinger’s 
  initiative deed.
              Warning Shot (Ex): The gunslinger fires 
  wildly into the air, potentially frightening her foes. 
  As a full-round action, the gunslinger can expend 
  2 grit points and make one or more shots with her 
  firearm straight up into the air. The firearm must 
  be loaded and be capable of firing at least one 
  shot, or the ability is wasted, but the gunslinger 
  can choose to fire any number of shots in this 
  way, up to the number of shots remaining in the 
  gun (maximum 6). These shots are not aimed and 
  cannot hit or damage any creature.
              However, the gunslinger may then make a 
  special Intimidate check. This check functions as 
  an Intimidate check to demoralize an opponent, 
  except that it affects each creature within 30 
  feet of the gunslinger that can hear her, and the 
  gunslinger gains a cumulative +2 circumstance 
  bonus on the check for each shot she fired as part 
  of this action. Finally, if her check result beats the 
  DC of any creature by 10 or more, that creature 
  is frightened, rather than shaken (the duration 
  remains the same).
              The gunslinger may gain this deed at 7th 
  level. If she does, it replaces the startling shot deed.
              Crippling Shot (Ex): The gunslinger is an 
  expert at shooting in just the right places to disable 
  and weaken her foes. When she targets a living 
  creature with a firearm attack, she can spend 3 
  grit points as a free action to have that attack also 
  deal an additional 4 points of either Strength 
  or Dexterity damage (gunslinger’s choice). This 
  decision must be made before making the attack 
  roll.
              The gunslinger may gain this deed at 11th 
  level. If she does, it replaces the bleeding wound 
  deed. The deed’s cost cannot be reduced by the 
  true grit class ability, the Signature Deed feat, or 
  any other effect that reduces the amount of grit a 
  deed costs.
              Ricocheting Shot (Ex): The gunslinger is 
  a master of trick shooting, and can ricochet her 
  bullets off of objects in order to hit her true target. 
  Whenever the gunslinger misses with a firearm 
  attack, she can choose to spend 3 grit points as 
  a free action to make a second attack roll, as the 
  bullet ricochets off a nearby object and back 
  towards her target. This secondary attack roll 
  suffers a -5 penalty.
              Additionally, as long as the gunslinger has 
  at least 1 grit point, whenever she makes a firearm 
  
  25
  attack, if the target of that attack has any form of 
  cover, the AC bonus they receive from that cover 
  is reduced by 2 (so a creature with cover would 
  gain only a +2 bonus, while a creature with partial 
  cover would gain no AC bonus, and a creature with 
  improved cover would gain only a +6 AC bonus).
              The gunslinger may gain this deed at 15th 
  level. If she does, it replaces the menacing shot 
  deed. The deed’s cost cannot be reduced by the 
  true grit class ability, the Signature Deed feat, or 
  any other effect that reduces the amount of grit a 
  deed costs.
              Deft Shot (Ex): The gunslinger’s skill with a 
  gun allows her to perform truly extraordinary feats 
  with it. Whenever the gunslinger makes a firearm 
  attack, she can spend 2 grit points as a free action. 
  If she does, and the attack hits, she can perform 
  a bull rush, disarm, dirty trick, sunder, or trip 
  combat maneuver in addition to dealing normal 
  damage. She suffers a -5 penalty to her CMB for the 
  purposes of this check. In the case of a bull rush, 
  she cannot choose to move with the target, and in 
  the case of a disarm, she cannot pick up the item 
  dropped. In all cases, she does not provoke attacks 
  of opportunity, and there is no possibility of her 
  being tripped, disarmed, or otherwise negatively 
  affected by the attempt.
              The gunslinger may gain this deed at 19th 
  level. If she does, it replaces the stunning shot 
  deed. The deed’s cost cannot be reduced by the 
  true grit class ability, the Signature Deed feat, or 
  any other effect that reduces the amount of grit a 
  deed costs.
  New Inquisitor Archetype
   
  The following archetype can be taken 
  by characters of the inquisitor class. For more 
  information on class archetypes, see the Advanced 
  Player’s Guide.
  Mage Slayer
   
   
  While many inquisitors face down witches 
  and other practitioners of arcane magic, the mage 
  slayer views magic of all kinds as an abomination, 
  and seeks to destroy it wherever possible. As 
  many deities grant spells to their servants, mage 
  slayers are most often members of small obscure 
  faiths that preach magic as anathema, or else 
  are servants of humanist philosophies and non-
  ecclesiastical pseudo-religious orders and fraternal 
  societies. Because they strive to put an end to the 
  casting of spells, mage slayers focus their skills on 
  both combating enemy magic-users and on freeing 
  themselves from magic’s wicked influence.
   
  Spelless: Because mage slayers are radically 
  opposed to the use of magic of all kinds, they 
  cannot cast spells themselves. As such, a mage 
  slayer loses the spellcasting, domain, and orison 
  class features.
   
  Antimagic Philosophy: Mage slayers 
  abhor the use of magic of any kind, and thus 
  spurn the use of magic items except in extreme 
  circumstances.  If at any time a mage slayer uses 
  an item with spell completion, spell trigger, or a 
  command word activations, he loses the benefits of 
  all his class features until he undergoes a personal 
  ritual of atonement, which requires he go 1 week 
  without using magic and that he either slay a 
  spellcaster whose Hit Dice are at least 1/4 his class 
  level, or destroy a magic item worth at least 1,000 
  gp per class level. Additionally, if he ever wields a 
  magic weapon or wears any magic item, he cannot 
  use his judgment class feature until he removes the 
  item from his possession.
   
  Destroy Item Judgment (Ex): The mage 
  slayer gains access to the following judgment.
   
  Demolishing: The inquisitor is bathed in 
  pulsing red light.  The next magic item he touches 
  must make a Fortitude saving throw (DC 10 + ½ the 
  mage slayer’s inquisitor level + the mage slayer’s 
  Wisdom modifier) or suffer 1d10 points of sacred 
  damage, which bypasses all hardness the item 
  might possess.  This damage increases by 1d10 for 
  every three levels he possesses. 
   
  This replaces the piercing judgment.
   
  Spell Resistance (Su): A mage slayer’s 
  devotion to fighting off  magic has given him a 
  strong resistance to enemy magic, granting him 
  
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  spell resistance equal to 11 + his class level. 
   
  Specialist Training (Ex): At 1st level and 
  every 3 levels thereafter (4th, 7th, 10th, and so on), 
  the mage slayer may select one of the following 
  special abilities. Each of these abilities may be 
  gained multiple times. Unless otherwise noted, 
  their effects stack.
   
  Combat Skill: The mage slayer gains a +2 
  bonus on CMB checks and to his CMD.
   
  Improved Resistance: The mage slayer gains 
  a +2 bonus on all saving throws. 
   
   
  Spell Defense: The mage slayer gains an 
  additional +2 spell resistance. 
   
   
  Defensive Training: The mage slayer gains a 
  +2 dodge bonus to AC.
   
  Offensive Training: The mage slayer gains a 
  +2 bonus to damage rolls.
   
  Detect Magic (Ex): At 2nd level, the mage 
  slayer gains the ability to perceive the influence 
  of magic in the world around him. This ability 
  functions as the spell detect magic, except that the 
  duration is constant, the effect cannot be dispelled, 
  and the effect functions even in an antimagic field.
   
  This ability replaces the detect alignment 
  class feature.
   
  Lone Wolf (Ex): Mage slayers are often 
  forced to work alone, and must develop a diverse 
  set of skills. Whenever the mage slayer would gain 
  a bonus combat feat, he may choose instead to gain 
  any feat for which he qualifies as a bonus feat.
   
  Master of Interrogation (Ex): At 5th level, 
  the mage slayer gains a bonus on all Sense Motive 
  skill checks equal to ½ his inquisitor level.
   
  This ability replaces the discern lies class 
  feature.
   
  Great Fighter (Ex): The mage slayer’s focus 
  on non-magical combat makes him an exceptional 
  force on the battlefield.  Beginning at 8th level, 
  whenever the mage slayer makes a full attack 
  action, he gains a +2 bonus on all attack rolls he 
  makes as part of that action, other than the first 
  attack.  For example, a mage slayer with a base 
  attack bonus of +6/+1 and a Strength of 14 and no 
  other bonuses to attack would make one attack at 
  +8 and another at +5.
   
  Antimagic Judgment (Ex): Beginning 
  at 11th level, the mage slayer gains the following 
  judgment.
   
  Antimagic: The inquisitor begins radiating 
  an antimagic aura in a 5-foot-radius emanation 
  centered on himself. Any creature caught within 
  this aura is treated as though it were affected by 
  the spellantimagic field. At 20th level, this aura 
  expands to be a 20-foot-radius. 
   
  This ability replaces the stalwart and true 
  judgment class features.
  New Fighter Archetypes
   
  The following archetypes can be taken 
  by characters of the fighter class. For more 
  information on class archetypes, see the Advanced 
  Player’s Guide.
  Abjurative Champion
   
  Abjurative champions are fighters who use a 
  limited talent for abjuration magic to supplement 
  their already exceptional defensive skills.
              Enduring Abjuration (Su): Abjuration 
  spells which target the abjurative champion 
  automatically have their duration doubled as 
  though by the metamagic feat Extend Spell. This 
  benefit applies regardless of whether or not the 
  abjurative champion is also the spell’s caster. 
              This ability replaces the bravery class 
  feature.
              Abjurative Casting (Sp): When he 
  reaches 3rd level, and every 4 levels thereafter, an 
  aburative champion may choose any abjuration 
  
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  spell whose spell level is no greater than 1/3 his 
  class level (rounded down) and gain that spell as a 
  spell-like ability usable 3 times per day. The saving 
  throw DC for these spell-like abilities is equal to 
  10 + the spell’s level + the abjurative champion’s 
  Intelligence modifier. 
              This ability replaces the armor training class 
  feature.
              Banishing Blade (Su): When he 
  reaches 5th level, the abjurative champion 
  must choose a single type of weapon, such as 
  longsword. Whenever he deals damage with 
  the chosen weapon to an extraplanar creature, 
  that creature must succeed on a Will save (DC 
  10 + 1/2 the abjurative champion’s class level + 
  the enhancement bonus of the weapon, if any) 
  or be banished to its home plane as if by the 
  spell banishment. The caster level for this effect 
  is equal to the 1/2 the abjurative champion’s 
  class level, rounded down. For every four levels 
  the abjurative champion obtains beyond 5th, he 
  increases the saving throw DC for this ability by +1. 
              This ability replaces the weapon training 
  class feature.
  Main-Gauche 
   
  Named for a popular parrying dagger, the 
  main-gauche are masters of two-weapon fighting, 
  incorporating a dagger along with a one-handed 
  weapon to maximize defensive potential and 
  assist in expert strokes. Unlike many two-weapon 
  masters, the main-gauche scorn the use of larger 
  offhand weapons such as short swords and 
  handaxes due to their clumsy size and the difficulty 
  inherent in wielding such a weapon.
   
  Two-Weapon Mastery (Ex): Main-gauche 
  are experts in the two-weapon combat style, 
  allowing them increased proficiency with such 
  weapons. At 1st level, the main-gauche gains Two-
  Weapon Fighting as a bonus feat, even if he doesn’t 
  meet the prerequisites. 
   
  This ability replaces the bonus feat gained at 
  1st level.
   
  Off-hand Defense (Ex): The main-gauche 
  can use his off-hand dagger as a potent defensive 
  tool, eventually offering even more defense than 
  a heavy shield. Starting at 3rd level, the main-
  gauche gains a +1 shield bonus to AC and CMD 
  when wielding a dagger in his off hand. For every 4 
  levels beyond 3rd (7th, 11th, and so on), these bonus 
  increase by +1. These bonuses stack with those 
  granted by the Two-Weapon Defense feat. This 
  ability replaces armor training.
   
  Dagger Mastery (Ex): The main-gauche 
  emphasizes skill with a dagger as much as or more 
  than skill with other weapons. Starting at 5th level, 
  when the main-gauche gains the weapon training 
  class feature, he treats the dagger as belonging to 
  every class of weapons for the purpose of this class 
  feature. This ability modifies the weapon training 
  class feature.
  New Magus Archetypes
   
  The following archetypes can be taken 
  by characters of the magus class. For more 
  information on class archetypes, see the Advanced 
  Player’s Guide.
  Bow Magus
   
             Though most magi choose to blend their 
  Art © Copyright Can Stock Photo Inc.
  
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  arcane art with cold steel, or other melee weapons, 
  others prefer to deliver their spells from afar, 
  combining their art with archery, instead. Such 
  magi are frequently among the most terrifying 
  to their foes, for as deadly as a magus wielding a 
  sword or axe may be, when combined with the 
  archer’s ability to kill from hundreds of feet away, 
  they become truly deadly instruments of war.
              Weapon and Armor Proficiency: A bow 
  magus is not proficient in light armor. A bow 
  magus who becomes proficient in light armor 
  is able to cast spells while wearing light armor 
  without incurring the normal arcane spell failure 
  chance, like any other magus.
              Gesture Mastery (Ex): At 1st level, the 
  bow magus is able to make arcane gestures for his 
  spells even while wielding two-handed weapons. If 
  the bow magus is wielding a two-handed weapon 
  (such as a greatsword or a longbow) he can still 
  make arcane gestures for spells with somatic 
  components, as though he had a free hand. This 
  does not apply to other things that would prevent 
  him from casting spells with somatic components 
  (such as being tied up).
              Arcane Projectile (Ex): At 1st level, the 
  bow magus learns to channel spell energy into the 
  form of a projectile, which he can fire. Whenever 
  the bow magus uses the full attack action to 
  attack with a projectile weapon, he may choose to 
  expend a prepared spell in order to create and fire 
  an additional projectile made of pure energy. This 
  takes the form of an extra touch attack at his full 
  base attack bonus, and if it hits, it deals 1d6 points 
  of damage per level of the sacrificed spell. If the 
  sacrificed spell has the acid, cold, electricity, or fire 
  descriptors, then the projectile deals damage of 
  that type; otherwise, it deals piercing damage. In 
  either case, the arrow is subject to spell resistance, 
  if the target has any.
              Using this ability imposes a -2 penalty on 
  all attack rolls made as part of that full attack 
  action (including the extra touch attack), just like 
  the Rapid Shot feat. This ability cannot be used in 
  conjunction with the Rapid Shot feat.
              This ability replaces the spell combat class 
  feature.
              Spellshot (Ex): At 2nd level, whenever 
  the bow magus casts a spell with a range of touch, 
  or which requires a touch attack in order to hit 
  its target, he can deliver the spell with an arrow, 
  instead. Instead of the free melee touch attack or 
  ranged touch attack normally allowed to deliver the 
  spell, the bow magus can make one free attack with 
  a projectile weapon he is wielding (at his highest 
  base attack bonus) as part of casting the spell. If 
  successful, this attack deals its normal damage as 
  well as the effects of the spell. This attack uses the 
  weapon’s critical range and the weapon damage 
  uses the weapon’s critical multiplier, but the spell’s 
  damage, if any, is only doubled on a critical hit.
              If the spell in question has more than one 
  target (allowing more than one touch attack or 
  ranged touch attack to deliver the spell), you may 
  only deliver one of those attacks in this way: the 
  others are delivered normally. If you make the 
  ranged attack on a creature that is not a valid target 
  of the spell, or who is out of the spell’s range, the 
  attack deals its normal damage, but the spell has 
  no effect.
              This ability replaces the spellstrike class 
  feature.
              Weapon Focus: At 7th level, a bow magus 
  gains Weapon Focus as a bonus feat. The weapon 
  he selects for this feat must be a projectile weapon.
              This ability replaces the medium armor 
  class feature, and even if the magus becomes 
  proficient in medium armor in another way, he 
  suffers arcane spell failure while wearing it.
              Improved Arcane Projectile: Beginning 
  at 8th level, the bow magus can create and fire 
  more magical projectiles. When he uses his arcane 
  projectile class feature, he can choose to sacrifice 
  an additional spell to create and fire a second 
  magic projectile, which functions identically to the 
  first, except that it uses his full base attack bonus 
  -5. Using this ability does not increase the penalty 
  imposed by the arcane projectile class feature.
              This ability replaces the improved spell 
  combat class feature.
  
  29
              Weapon Specialization: At 13th level, 
  the bow magus gains Weapon Specialization 
  as a bonus feat, even if he does not meet the 
  prerequisites. The bow magus must choose a 
  projectile weapon for which he possesses the 
  Weapon Focus feat. If there is no such weapon 
  for which the bow magus possesses the Weapon 
  Focus feat, but does not also possess the Weapon 
  Specialization feat, he may gain one of the 
  following feats as a bonus feat, instead: Far Shot, 
  Improved Precise Shot, Manyshot, Mounted 
  Archery, Precise Shot, Rapid Reload, Rapid Shot, or 
  Shot on the Run.
              This ability replaces the heavy armor class 
  feature, and even if the bow magus becomes 
  proficient in heavy armor in another way, he suffers 
  arcane spell failure while wearing it.
              Greater Arcane Projectile: Beginning at 
  14th level, the bow magus can create and fire even 
  more magical projectiles. When he uses his arcane 
  projectile class feature, he can choose to sacrifice 
  a third spell to create and fire a third projectile, 
  which functions identically to the first two, except 
  that it uses his full base attack bonus -10. Using 
  this ability does not increase the penalty imposed 
  by the arcane projectile class feature.
              This ability replaces the greater spell combat 
  class feature.
              Spellbreaker (Ex): At 16th level, whenever 
  a character within one range increment of a 
  projectile weapon that the bow magus is wielding 
  casts a spell, the bow magus can make a free attack 
  against the caster with that projectile weapon. 
  This free attack otherwise functions as an attack 
  of opportunity (and counts against the number 
  of attacks of opportunity that the bow magus can 
  make in a round). If this attack hits, it may disrupt 
  the spell, as normal. Characters who successfully 
  cast defensively do not trigger this ability.
              This ability replaces the counterstrike class 
  feature.
              True Magus: The bow magus gains the 
  benefits provided by this class feature whenever he 
  uses his arcane projectile class feature, instead of 
  the spell combat class feature. Otherwise, this class 
  feature remains the same.
  Shield Mage
   
              Unlike the Skirnir magus, who focuses on 
  infusing his shield with magical prowess, the shield 
  mage focuses her training on learning to maximize 
  her defensive potential, leaning on her shield 
  for potent defense and counting on her magic to 
  provide her with the ability to fight her foes.
              Enhanced Spellcasting: A shield mage can 
  cast one additional spell per day of each spell level. 
   
  This ability replaces the spell combat class 
  feature.
              Weapon and Armor Proficiencies: A 
  shield mage is proficient only with simple weapons 
  and with one martial weapon of her choice, 
  and with light armor and shields (except tower 
  shields).  A shield mage suffers no chance of arcane 
  spell failure when casting a spell while wearing 
  light armor or wielding a shield (including tower 
  shields, if he becomes proficient with them).
              Empowered Shield (Su): Beginning at 2nd 
  level, the shield mage can utilize her arcane pool 
  to enhance the power of her shield.  By expending 
  1 point from her arcane pool as a swift action, she 
  can give her shield a +1 enhancement bonus for 1 
  minute. For every 4 levels beyond 2nd, this bonus 
  increases by +1, to a maximum of +5 at 18th level. 
              Alternatively, these bonuses can be used 
  to apply any special ability that could be applied 
  to a shield.  Only special abilities whose base 
  price is expressed in an equivalent enhancement 
  bonus can be applied in this way. Applying 
  these properties consumes a number of bonuses 
  equal to the ability’s base price. In order to apply 
  special abilities to your shield in this way, it must 
  have an enhancement bonus of at least +1 at the 
  completion of this ability, either as a result of this 
  ability or from another source.
              This ability replaces the spellstrike class 
  feature.
  
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              Bonus Feats: Beginning at 5th level, 
  whenever the magus would select a bonus feat, 
  she adds the following feats to the list of feats she 
  can choose from: Greater Shield Focus, Improved 
  Shield Bash, Shield Focus, Shield Mastery, Shield 
  Slam, Shield Specialization, Shield Wall, and Tower 
  Shield Proficiency. 
              Defensive Casting (Ex): Beginning at 8th 
  level, whenever the shield mage would cast a spell 
  while wielding a shield, she may choose to reduce 
  his caster level by 4 for the purposes of that spell 
  in order to gain a +2 dodge bonus to AC for the 
  remainder of the round.  
   
  This ability replaces the improved spell 
  combat class feature.
              Fighter Training: At 11th level, the shield 
  mage’s martial skill improves. She is treated as 
  having a number of fighter levels equal to her 
  magus levels for the purposes of qualifying for 
  bonus feats granted by the magus class.
   
  This ability replaces the improved spell 
  recall class feature.
              Improved Defensive Casting 
  (Ex): Beginning at 14th level, the shield mage’s 
  ability to defend herself while casting improves.  
  Whenever she uses the defensive casting class 
  feature, she gains a +4 dodge bonus to AC, instead 
  of +2. 
   
  This ability replaces the greater spell combat 
  class feature.
              Personal Spell (Su): Beginning at 16th 
  level, whenever the shield mage takes a full 
  defensive action, she may spend 1 point from her 
  arcane pool as an immediate action to cast a magus 
  spell she has prepared. The spell must have a 
  casting time of 1 standard action or less, a range of 
  personal, and must not have a material component 
  with a cost in excess of 1 gp.
   
  This ability replaces the counterstrike class 
  feature.
              Mage’s Shield (Su): At 20th level, the 
  shield mage has become such an expert at 
  combining defense and magic that she can channel 
  certain defensive spells into her shield.  So long as 
  she wields a shield, the shield mage is constantly 
  affected as though by the spells protection from 
  arrows, mind shield, and spell turning, each at a 
  caster level equal to her magus level.
   
  This ability replaces the true magus class 
  feature.
  New Monk Archetypes
   
  The following archetypes can be taken by 
  characters of the monk class. For more information 
  on class archetypes, see the Advanced Player’s 
  Guide.
  Monk Ascetic
              Monk ascetics spurn material opulence and 
  worldly desires in order to focus on meditation, 
  enlightenment, and the perfection of their 
  bodies. This isolationist perspective leaves them 
  disconnected with the world at large, and so many 
  of their spiritual abilities reflect this introspective 
  point of view.
              Ascetic Vow (Ex): The monk ascetic loses 
  the benefits of any class features gained by this 
  archetype if he owns material goods or benefits 
  from material goods whose value exceeds his monk 
  level x 1,000 gp.
              Sustenance (Su): The monk ascetic’s 
  control over his natural metabolism is so great that 
  he no longer needs to eat, drink, or sleep. Further, 
  the monk ascetic is immune to fatigue, exhaustion 
  and sleep effects.  
              This ability replaces the fast movement and 
  still mind class features. 
              Ascetic Devotion (Su): The monk ascetic’s 
  spiritual practices offer him substantial protection 
  from the physical world. At 4th level, the monk 
  ascetic gains DR 5/magic. At 10th level, this 
  
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  protection improves to grant the monk ascetic DR 
  5/lawful, and finally at 16th level, the monk ascetic 
  gains DR 10/adamantine and lawful. Additionally, 
  the monk ascetic’s unarmed attacks are treated 
  as magic weapons with an enhancement bonus 
  to attack and damage equal to ¼ his monk level 
  (rounded down). 
             Ki Pool (Su): The monk ascetic gains a ki 
  pool, as normal, but is not able to make ki strikes. 
  This ability otherwise functions as the monk class 
  feature of the same name.
              Ascetic Determination (Su): Beginning 
  at 12th level, the monk ascetic’s devotion to his 
  philosophy renders him immune to all slow and 
  stunning effects.  
              This ability replaces the abundant step class 
  feature.
              Ascetic Perfection (Su): Beginning at 17th 
  level, the monk ascetic’s devotion to self-perfection 
  protects him from deadly magic. Whenever the 
  monk ascetic would be the target of a death effect, 
  if he fails his saving throw, he suffers 3d6 points of 
  damage instead of the usual effect; if he succeeds 
  on his saving throw, he does not suffer any negative 
  effects.  
              This replaces the tongue of the sun and 
  moon class feature.
              Ascetic Incarnation (Su): Beginning at 
  19th level, the monk ascetic’s devotion to self-
  perfection is absolute, granting him immunity to 
  paralysis, petrification, and mind-affecting effects. 
              This ability replaces the empty body class 
  feature.
              Nirvana (Su): At 20th level, the monk 
  ascetic gains the ability to temporarily ascend to 
  a higher plane. For a number of rounds per day 
  equal to his monk level, the monk ascetic can 
  enter nirvana. While in this state, his physical 
  body appears to vanish and the monk ascetic loses 
  awareness of his former surroundings, entering 
  a realm of perfect thought. While in nirvana, the 
  monk ascetic cannot be harmed in any way, and 
  each round he spends in this state he recovers hit 
  points, ability damage, and spells as though he had 
  received a full day’s rest.  
              This ability replaces the perfect self class 
  feature.
  The Pugilist
              Alignment: A pugilist can be of any 
  alignment.
              Hit Dice: The pugilist uses a d10 Hit Dice.
              Skills: The pugilist adds Knowledge (local) 
  to his list of class skills, but removes Knowledge 
  (history) and Knowledge (religion). The pugilist 
  gains only 2 + Intelligence modifier skill ranks at 
  each level.
              Weapon and Armor Proficiency: The 
  pugilist is proficient with all simple weapons, and 
  with light armor, but not with shields. Though 
  the pugilist is proficient with light armor, when 
  he is wearing armor of any kind, using a shield, or 
  carrying a medium or heavy load, a pugilist loses 
  his AC bonus and flurry of blows abilities.
              Flurry of Blows: The pugilist cannot make 
  a flurry of blows with special monk weapons. He 
  may only use this ability with his fists. Otherwise, 
  this functions as the monk class feature flurry of 
  blows.
              Ready for a Fight (Ex): At 3rd level, the 
  pugilist gains a +4 bonus on initiative checks. At 
  6th level, and every 3 levels thereafter, this bonus 
  improves by +1. This bonus does not stack with the 
  Improved Initiative feat. This ability replaces fast 
  movement.
              Hearty (Ex): A pugilist of 3rd level or higher 
  gains a +2 bonus on saving throws made to resist 
  the exhausted, fatigued, nauseated, and sickened 
  conditions. This ability replaces the still mind class 
  feature.
              Fighting Spirit (Ex): This is identical to 
  the monk class feature ki pool, except that the 
  maximum number of points in the pool is equal 
  to 1/2 the pugilist’s class level + his Constitution 
  modifier, and at 10th level, instead of treating 
  
  32
  his unarmed attacks as though they were lawful 
  weapons, he increases the critical multiplier of his 
  unarmed attacks by 1 whenever he makes a ki strike 
  (typically, this would give them a critical multiplier 
  of x3).
              Resilient (Ex): At 4th level, a pugilist gains 
  Endurance and Diehard as bonus feats. This ability 
  replaces the slow fall class feature.
              Athletic (Ex): At 5th level, the pugilist can 
  spend 1 point from his ki pool as a swift action 
  to gain a +10 bonus on any Acrobatics, Climb, or 
  Swim check.
             Balls of Your Feet (Ex): At 5th level, the 
  pugilist is able to move at his full speed whenever 
  he uses Acrobatics to move through a threatened 
  square without provoking attacks of opportunity 
  without increasing the DC of the Acrobatics check. 
  Further, the DC for Acrobatics checks made to 
  avoid attacks of opportunity remains the same, 
  regardless of how many opponents are avoided.
              This ability replaces the high jump class 
  feature.
              Haymaker: At 7th level, the pugilist can 
  make a haymaker attack as a full attack action. 
  When doing so, he makes a single attack that deals 
  more damage than normal, as if using the Vital 
  Strike feat (even if the pugilist doesn’t meet the 
  prerequisites for this feat), except that the attack 
  also deals an additional amount of damage equal 
  to 1/2 his monk level. At 13th and 17th levels, this 
  attack deals more damage, as though the pugilist 
  were using the Improved Vital Strike and Greater 
  Vital Strike feats, respectively (even if he does not 
  meet the prerequisites for those feats).
              The pugilist cannot use any weapon other 
  than an unarmed strike for this attack. A pugilist 
  with a natural weapon cannot use it as part of 
  a haymaker, nor can he make natural attacks in 
  addition to his haymaker attack.
              This ability replaces the wholeness of body, 
  diamond soul, and tongue of sun and moon class 
  features.
              Second Wind (Ex): Beginning at 12th level, 
  the pugilist is able to press on when others would 
  be defeated. When the pugilist is reduced to 0 or 
  fewer hit points, or when his nonlethal damage 
  becomes equal to or greater than his current hit 
  point total, he may spend 5 ki points as a free 
  action to gain a number of temporary hit points 
  equal to twice his pugilist level. These hit points 
  last for 10 minutes. The pugilist can use this ability 
  as many times per day as he likes, as long as he has 
  enough ki points, but must wait at least 10 minutes 
  between each use of this ability.
              This ability replaces the abundant step class 
  feature.
              Knockout Punch (Ex): Starting at 15th 
  level, a pugilist can deliver a devastating blow 
  capable of laying an opponent low with a single 
  punch. As a full-attack action, he may make a 
  single attack with his unarmed strike. If the attack 
  hits, in addition to dealing normal damage, the 
  target must succeed on a Fortitude save (DC 10 
  + 1/2 the pugilist’s monk level + the pugilist’s 
  Strength modifier) or immediately take an amount 
  of nonlethal damage equal to its maximum hit 
  points.
              This nonlethal damage isn’t subject to 
  damage reduction or other effects that would 
  reduce the amount of damage taken, but if the 
  target is immune to nonlethal damage, it has no 
  effect. Creatures that have nonlethal damage in 
  excess of their current hit points immediately fall 
  unconscious.
              The pugilist can use this ability three times 
  per day. This ability replaces the quivering palm 
  class feature.
              Distraction (Ex): At 19th level, as a 
  swift action, a pugilist can spend 3 points from 
  his ki pool to attempt to distract his foe, either with 
  a feint, or by fooling him into turning his attention 
  elsewhere. The pugilist makes a Bluff check to feint 
  the opponent (as described under the Bluff skill in 
  the Pathfinder Roleplaying Game Core Rulebook), 
  and adds his monk level to the result of his check 
  (the DC remains the same).
  
  33
              This ability replaces the empty body class 
  feature.
  New Oracle Mystery
   
  The following section presents a new 
  mystery for oracles. When choosing her mystery, 
  an oracle may choose to select the following 
  mystery instead of one of the mysteries presented 
  in the Advanced Player’s Guide, or elsewhere.
  Visions
              While all oracles have a mystic connection 
  to the divine, and receive knowledge of various 
  mysteries and hidden knowledge from this 
  connection, you receive more knowledge in 
  this way than most, and something—a deity, an 
  ancestor, a lost loved one, or perhaps just the 
  cosmic force of the universe—uses this connection 
  as a direct line of communication, providing you 
  with visions of the past, present, and future.
   
  Class Skills: An oracle with the visions 
  mystery adds Knowledge (arcana), Knowledge 
  (local), and Perception to her list of class skills.
   
  Bonus Spells: detect secret doors (2nd), see 
  invisibility (4th), clairaudience/clairvoyance (6th), 
  divination (8th), scrying (10th), true seeing (12th), 
  greater arcane sight (14th), discern location (16th), 
  foresight (18th).
   
  Revelations: An oracle with the visions 
  mystery may choose from any of the following 
  revelations.
   
  Far Visions (Sp): You can call upon the 
  source of your visions to allow you to see far-off 
  places. This functions as the spell scrying, except 
  that instead of targeting a specific individual upon 
  which to scry, you target a specific place. No saving 
  throws are allowed for the creatures in that space; 
  however, you are limited by your familiarity with 
  the place in question, and you must determine 
  if you are able to steer your vision to the right 
  place. Roll on the following table, based on your 
  familiarity with the area (see the spell teleport for 
  more information about the levels of familiarity). 
  In the event of a mishap, your vision fails, and 
  there is a 50% chance that your attempt attracted 
  the attention of a powerful outsider or other force. 
  You can use this ability once per day at 7th level, 
  plus an additional time per day at 11th level and 
  every 4 levels beyond that. 
  You must be at least 7th level to select this mystery.
    
  Font of Lore (Su): You can willfully open 
  your mind to a stream of visions about the past, 
  searching through them for a specific piece of lore 
  or other information. This takes 1d6 rounds, as 
  flashes of dozens of different visions pass through 
  your mind. You can guide these visions, trying to 
  find something in specific, but doing so is difficult: 
  you must succeed on a DC 15 Wisdom check. If 
  you succeed, you gain a +5 insight bonus on a 
  single Knowledge check. Even if you fail, you still 
  gain a +2 insight bonus on the check. When using 
  this ability, you may make Knowledge checks 
  untrained. You can use this ability once per day 
  plus one additional time for every 4 oracle levels 
  you possess.
   
   
  Night Sight (Su): Your eyes can pierce 
  through the veil of darkness as easily as they can 
  the veil of ignorance and misinformation. You gain 
  darkvision 60 feet and low-light vision. Because 
  these modes of vision are supernatural in origin, 
  they do not function in an antimagic field, or 
  similar. In a small number of oracles with this 
  revelation (about 1 in 10), this causes the oracle’s 
  eyes to glow faintly in the darkness.
   
   
  See the Unseen (Sp): You can call upon the 
  source of your visions to show you that which is 
  hidden. You can use detect secret doors as a spell-
  like ability once per day per two oracle levels you 
  possess. At 4th level, you can expend two daily uses 
  of this ability to use see invisibility as a spell-like 
  ability, instead. Beginning at 13th level, you can use 
  
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  either of these spell-like abilities at will.
    
  Soul Gaze (Su): When you lock eyes with 
  an individual, you can see into his soul, gaining 
  information about his personality. In order to 
  use this ability, you must lock gazes with a single 
  creature within 30 feet as a standard action. If the 
  target knows to avoid your gaze, he can do so in 
  the same manner as he would a gaze attack (see 
  the Pathfinder Bestiary). Either way, the target may 
  then make a Will save (DC 10 + 1/2 your oracle level 
  + your Charisma modifier). If he succeeds, the soul 
  gaze does not take place. Otherwise, you gain a 
  vision of the target’s true nature.  
              This vision is very cryptic and metaphorical 
  in nature, but should always provide at least as 
  much information as a successful Sense Motive 
  check made to gain a hunch. A vision of a goodly 
  king might show him supporting the people of 
  his nation on his shoulders as he strides towards 
  a sunrise, while a vision of a demon-worshipping 
  cultist might show him as bound in barbed chains, 
  with a silent, demonic figure looming over him. 
              At the same time that you gain your vision, 
  the target also has a similar vision of your soul. You 
  have no way of knowing what the other person 
  sees, and he has no way of knowing what you see. 
  While it is possible for you to soul gaze with the 
  same person multiple times, there is rarely a reason 
  to do so, as the vision you have will always be the 
  same, unless the target’s personality truly changes, 
  a very rare event. Note that while a given oracle 
  always receives the same vision about a target, 
  another oracle might interpret what she sees 
  differently.
   
   
  Vision of Quests (Su): You can call upon 
  the source of your mystical visions to show you an 
  opportunity. The exact nature of the opportunity 
  depends on the oracle: evil oracles generally receive 
  visions of situations they can exploit to their 
  advantage, while good oracles tend to see visions 
  of helpless individuals in need of aid. The vision is 
  generally brief, lasting only a few rounds, during 
  which time you are blind and deaf to the world 
  around you. Such visions always contain enough 
  information for you to act: a vision showing a 
  forgotten temple filled with piles of gold might not 
  show an exact location, but could show a strange 
  symbol which, with research, could lead you to 
  the temple’s location. Alternatively, a vision of a 
  woman being accosted in an alley might not show 
  you her attackers, but would show you that the 
  alley is right next to the Red Dragon Inn, and that 
  the attack will take place at sunset. You can invoke 
  these visions once per week as a standard action. 
  Sometimes (at GM discretion), such visions may 
  come to you unbidden, in which case they do 
  not count against your weekly use of this ability. 
  You cannot “store” uses of this ability, nor do you 
  have any control over the nature of the vision you 
  receive.
   
   
  Vision of Weakness (Su): You can call upon 
  the source of your mystical visions to find an 
  enemy’s weak spot. This is a full-round action that 
  provokes attacks of opportunity, as your eyes roll 
  back into your head and you begin to seize up. You 
  must choose a single creature within 60 feet that 
  you can see. The next time you make an attack roll 
  against that creature, you gain a +10 bonus on the 
  roll. Alternatively, the next time you cast a spell 
  targeting that creature that allows a saving throw, 
  the saving throw DC is increased by +4. If this 
  benefit is not used within 1 minute, it is wasted. 
  You can use this ability once per day, plus one 
  additional time per day at 11th level.
   
   
  Visions of Morality (Sp): You can read the 
  Art © Copyright Can Stock Photo Inc.
  
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  auras of creatures, allowing you to determine 
  their alignment. This functions as the spell detect 
  evil, except that it detects all alignments (chaos, 
  evil, good, and law) separately, showing different 
  alignments as differently-colored auras. These 
  auras blend together at first, and so it still requires 
  three rounds of concentration to gain the full 
  effect, as detect evil. You can use this ability a 
  number of times per day equal to 1/2 your oracle 
  level (minimum 1).
   
   
  Visions of the Future (Sp): You can call upon 
  the source of your mystical visions to see into the 
  future, hopefully gleaning some of its secrets. At 
  1st level, this functions as the spell augury, and 
  can be used once per day per three oracle levels 
  you possess (minimum 1). At 8th level, you can 
  choose to trade in two daily uses of this ability to 
  have it function as divination, instead. At 11th level, 
  you can trade in three daily uses of this ability to 
  have it function as commune. Even though these 
  spell-like abilities usually involve asking questions 
  and receiving answers, they manifest to you in 
  the form of visions: you mentally (or sometimes 
  subconsciously) “ask” the questions, and then 
  receive the answer in the form of a brief flash of 
  vision, or, if more appropriate, as a mental “voice in 
  your head.”
   
   
  Visions of the Past (Sp): You can use your 
  mystical powers to peer into the past, seeing 
  things that once were. This functions as the legend 
  lore spell, with a few slight differences. First, the 
  kinds of things you can learn about depend on 
  the number of oracle levels you possess. Instead 
  of only being able to glean information about 
  legendary things (those associated with characters 
  of 11 or more Hit Dice), you can glean information 
  about things associated with characters whose Hit 
  Dice are equal to or greater than 20 – your oracle 
  level (for example, a 1st-level oracle would treat 
  only things associated with characters of 19 or more 
  Hit Dice as “legendary” for the purposes of this 
  spell, while a 15th-level oracle would treat anything 
  associated with characters of 5 or more Hit Dice as 
  “legendary”). You can attempt to gain information 
  about things that are less than your definition of 
  legendary, but doing so is difficult. For each Hit 
  Dice less than your threshold, the target is treated 
  as being one step further away (“at hand” becomes 
  “detailed information,” which becomes “rumors.” 
  Anything that would reduce the association 
  beyond “rumors” cannot be researched in this 
  way). On the other hand, for every 5 Hit Dice the 
  target is more than your threshold, they are treated 
  as being one step closer. You can use this ability 
  once per week, plus an additional time per week for 
  every 6 oracle levels you possess.
   
   
  Visions of Truth (Sp): You can use your 
  mystical power to see things as they really are. 
  You can use true seeing, as the spell, for a number 
  of minutes per day equal to twice your oracle 
  level. Switching between normal vision and true 
  seeing and back again is a swift action, and the 
  time need not be used all at once, but each use 
  takes up at least one minute (so a character 
  using true seeing for 1 round consumes a full 
  minute of her daily allotment, and one using true 
  seeing for 12 rounds consumes two full minutes, 
  etc.). You must be at least 11th level in order to 
  choose this revelation.
   
   
  Final Revelation (Su): Upon reaching 
  20th level, you can receive visions almost 
  instantaneously to guide you in making the right 
  choices. As an immediate action, you may declare 
  a single course of action (such as making an attack 
  against a specific target, casting a certain spell in 
  a specific location, etc). All rolls required for that 
  action are made, and the GM tells you the result. 
  If rolls would be required in later rounds, those 
  are not made yet, as this ability does not allow you 
  to see farther into the future than the end of the 
  round.  
              After seeing the result of the action, you can 
  either decide to keep that result (in which case all 
  the die results remain the same, and the visions 
  “comes to pass” exactly as you foresaw it, or you 
  can choose to take a different action (for example, 
  Kharisma the oracle uses this ability to foresee the 
  result of firing a crossbow bolt at a wounded orc. 
  She makes the attack roll, and the GM declares 
  it’s a success. She rolls damage, and tells the GM, 
  who informs her that the orc is dead. She decides 
  to keep the result. The next round, Kharisma uses 
  this ability to foresee the result of casting dominate 
  person on another orc. The GM knows that that orc 
  is actually a polymorphed dragon, and immune to 
  
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  the spell, but he makes a show of rolling the saving 
  throw anyway, declaring it a failure. Kharisma’s 
  player decides not to keep that result, and fires her 
  crossbow instead). 
              If you choose to take a different action, you 
  must actually take a different action. You cannot 
  simply use this ability to roll twice. Using the 
  above example, if Kharisma had missed with her 
  crossbow in the first round, she could choose to 
  shoot a different orc, or, if there was an obstacle 
  between her and her target, to move out of the 
  way of the obstacle and then shoot, but she 
  could not simply shoot the same target. Similarly, 
  she could choose to cast dominate person on a 
  different orc, or to cast a different spell on the orc 
  (even dominate monster), but in both cases if she 
  did not choose an action that was fundamentally 
  different in some way, the outcome would 
  automatically be the same. 
              You can use this ability a number of times 
  per day equal to ¼ your oracle level. You cannot use 
  this ability more than once in a single round.
  New Paladin Archetypes
   
  The following archetypes can be taken 
  by characters of the paladin class. For more 
  information on class archetypes, see the Advanced 
  Player’s Guide.
  Chevalier
              Many paladins ride noble mounts, and some 
  paladins are even devoted to fighting exclusively 
  on horseback, such as the shining knights, but 
  none of them bond as closely with their mounts 
  as the chevaliers. These paladins manifest their 
  divine power through their mounts, which gain 
  magnificent power and outshine the mounts of 
  other paladins. They also train heavily in mounted 
  combat, becoming experts of that style of fighting.
              Skilled Rider (Ex and Su): At 3rd level, a 
  chevalier does not take any penalty to her Ride skill 
  due to her armor check penalty. In addition, any 
  mount she is riding gains the benefit of her divine 
  grace class feature, adding her Charisma bonus 
  (if any) to its saving throws. This ability replaces 
  divine health.
              Bonus Feat: At 3rd level, the chevalier 
  gains Mounted Combat as a bonus feat. If she 
  already has Mounted Combat, she chooses a feat 
  from the list below, instead. At 6th level, and 
  every 3 levels thereafter, she gains an additional 
  bonus feat, chosen from the following list: All-
  Around Offense*, Armored Cavalry*, Beast 
  Master*, Combat Dismount*, Combat Platform*, 
  Combined Whirlwind*, Dragoon Skirmisher*, 
  Equestrianism*, Expert Jumper*, Greater Ride-By 
  Attack*, Hobbling*, Horseman’s Evasion*, Joust*, 
  Improved Mounted Archery*, Improved Ride-
  By Attack*, Improved Saddle-Sure*, Improved 
  Unseat*, Master Ride-By Attack, Mounted Archery, 
  Mounted Mobility*, Mounted Shield (APG), 
  Mounted Skirmisher (APG), Mounted Surge*, 
  Mounted Warfare*, Parting Shot*, Ride-By Attack, 
  Saddle-Sure*, Spirited Charge, Trample, Trick 
  Riding (APG), or Unseat.  
              This replaces the paladin’s mercy class 
  feature. The paladin is still treated as qualifying 
  for the Extra Mercy feat, and can select that feat 
  in order to gain mercies. She must still meet 
  the minimum level requirement and any other 
  prerequisites for any mercies she selects. This does 
  not allow the paladin to select Extra Mercy if she 
  somehow does not have the lay on hands class 
  feature.
              Divine Bond (Su): Upon reaching 5th 
  level, a chevalier must form a bond with a mount. 
  Additionally, the paladin’s mount gains some 
  additional benefits.  
              At 7th level, the mount’s natural attacks, if 
  any, overcome damage reduction as though they 
  were magic and good.  
              At 9th level the paladin’s mount gains the 
  advanced template, and at 13th level, the paladin’s 
  mount gains a fly speed equal to its base land 
  speed.  
              Finally, at 17th level, the mount gains a 
  breath weapon, which it can use once per day. This 
  
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  breath weapon is in the form of a 30-foot cone 
  which deals 1d8 points of damage per 2 paladin 
  levels the paladin possesses (maximum 10d8) to 
  all creatures within the cone’s range. A successful 
  Reflex save (DC 10 + 1/2 the paladin’s class level 
  + the mount’s Constitution modifier) halves this 
  damage. When his mount gains this ability, the 
  paladin must choose cold, electricity, or fire: half 
  the damage dealt by the breath weapon is of that 
  type, and the other half is untyped damage, in the 
  same manner as the flame strike spell.  
              This ability otherwise functions as the 
  paladin ability. This ability also replaces the 
  paladin’s spellcasting.
  Dragon Knight
   
              These mighty paladins are crusaders 
  against evil who share a powerful bond with 
  metallic dragons. Together with these custodians 
  of righteousness they strive against evil, and 
  particularly against evil dragons, believing these 
  creatures pose a great threat to civilization.
              Detect Dragons (Su): The dragon knight 
  is aware of any dragons within a radius of 1 mile 
  per class level. This ability is always active and 
  informs the paladin only of the presence or absence 
  of dragons. By spending one or more full rounds 
  concentrating on these presences, the dragon 
  knight can gleam additional information about the 
  dragons in the area. By spending one full round 
  concentrating on these presences, the dragon 
  knight can determine the number of dragons in 
  the area. By spending an additional round, he can 
  learn the direction and relative distance of each of 
  those creatures. A dragon knight may then spend 
  an additional round of concentration to focus on a 
  single dragon within the area, alerting him to the 
  creature’s alignment, color, and age category (if it is 
  a true dragon). 
   
  This ability replaces the detect evil class 
  feature.
              Draconic Bond (Sp): At 5th level, the 
  dragon knight gains the service of a powerful 
  draconic ally. This is a spiritual entity reflecting 
  the dragon knight’s own soul, and is fueled by holy 
  energy. When manifested, this draconic ally has 
  the same statistics as a metallic true dragon with 
  Hit Dice less than or equal to the dragon knight’s 
  Hit Dice, and which obeys the dragon knight’s will 
  as though it were created with the spell summon 
  monster I (the caster level is equal to the dragon 
  knight’s paladin level).  
              Manifesting this draconic ally is a standard 
  action, and it can be dismissed as a swift action. 
  You can manifest this draconic ally for a number 
  of rounds equal to your Charisma modifier each 
  day, though these rounds need not be consecutive. 
  At each level beyond 5th, you can manifest this 
  ally for an additional 2 rounds (for example, at 
  6th level you can manifest this ally for a number 
  of rounds equal to your Charisma modifier + 2, at 
  7th level you can manifest this ally for a number of 
  rounds equal to your Charisma modifier + 4, etc.). 
  Each time you use this ability, you may summon a 
  dragon of a different type.  
              If your draconic ally is slain in battle, you 
  cannot summon a new one for 1 week. During 
  this time, your detect dragons ability ceases to 
  function. Any damage sustained by the draconic 
  ally while manifested does not heal until he rests 
  and recovers his spells, even if the dragon knight 
  summons a dragon of a different color or of a 
  different age category, that creature will have 
  sustained damage equal to the damage accrued by 
  the previously manifested dragon. 
             This ability replaces divine bond.
  Holy Swordsman
              Holy swordsmen are the ultimate in divine 
  warriors. Honed and focused on the singular 
  purpose of hunting down and destroying evil, they 
  understand their place in the world: while others 
  might serve as guardians or healers, it is their place 
  to find evil and destroy it. They tend to live lives of 
  constant questing, attempting to rid the world of 
  evil one monster at a time.
              Sword Training (Ex): At 2nd-level, a holy 
  swordsman gains Weapon Focus as a bonus feat. 
  The weapon she chooses to gain the bonus with 
  must be from the following list: bastard sword, 
  
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  greatsword, falchion, longsword, rapier, scimitar, 
  short sword, or zanbato (available for free in Into 
  the Armory). 
              At 6th level, the holy swordsman’s training 
  improves, and she gains Weapon Specialization 
  as a bonus feat, even if she doesn’t meet the 
  prerequisites. She must choose the same weapon 
  for Weapon Specialization as she chose for Weapon 
  Focus.  
              This ability replaces the divine grace class 
  feature.
              Blade of Justice (Su): At 3rd level, the 
  holy swordsman learns to channel her divine fury 
  through her weapon. This power can manifest in 
  a number of ways, and the holy swordsman must 
  choose which version of the ability to use when she 
  uses it. At 3rd level, she knows one of the following 
  uses of the blade of justice ability. At 6th level, and 
  every three levels thereafter, the holy swordsman 
  gains access to another of these abilities. A holy 
  swordsman can use her blade of justice ability 
  a total number of times per day equal to 1/2 her 
  paladin level plus her Charisma modifier. 
              This ability replaces the lay on hands and 
  mercy class features.
              Banishing Strike: The holy swordsman’s 
  blade pushes her foe back to the depths from 
  which it came. As a standard action, the holy 
  swordsman makes a single melee attack against 
  an evil or chaotic creature with the extraplanar 
  subtype. If the attack hits, the target must succeed 
  on a Will save (DC 10 + the damage dealt + the holy 
  swordsman’s Charisma modifier) or be banished 
  to its plane of origin, as the spell banishment. 
  Additionally, if the holy swordsman’s level is 
  greater than the target’s CR, the target cannot leave 
  its home plane until one month has passed. A holy 
  swordsman must be at least 6th level to select this 
  ability.
              Blinding Blade: The holy swordsman points 
  her sword at her foe and it flashes with a brilliant 
  light, blinding him. As a standard action, the holy 
  swordsman can force a single evil creature within 
  60 feet succeed on a Fortitude save (DC 10 + 1/2 
  the holy swordsman’s level + the holy swordsman’s 
  Charisma modifier) or be blinded for 1d4 rounds. 
  Non-evil creatures are not affected.
              Deathstroke: The holy swordsman’s sword 
  is wreathed in pure divine fury, delivering death 
  to those wicked creatures who would evade it. As 
  a standard action, the holy swordsman makes a 
  single melee attack. If it hits, and the target has 
  regeneration or fast healing, that ability ceases to 
  function for the next 1d4 rounds.
              Dispelling Strike: The holy swordsman 
  uses her blade to not only slice through her foe, 
  but to sever a magical curse created by that foe. 
  As a standard action, the holy swordsman makes 
  a single melee attack. If that attack hits, the holy 
  swordsman deals damage as normal, and the 
  target must succeed on a Will save (DC 10 + 1/2 
  the holy swordsman’s level + the holy swordsman’s 
  Charisma modifier). If the target fails the save, 
  then any creatures within 60 feet of the creature 
  that are currently suffering from a curse or from 
  a compulsion effect that were caused by a spell, 
  spell-like ability, or supernatural ability of the 
  target, are immediately freed of that effect. A holy 
  swordsman must be at least 9th level to select this 
  ability.
              Guided Strike: The holy swordsman allows 
  her faith to guide her hand, knowing that her blow 
  will land true. As a full round action, the holy 
  swordsman makes a single melee attack. She gains 
  a bonus on the attack roll equal to her paladin 
  level, and a bonus on the damage roll equal to her 
  Charisma modifier.
              Hold at Bay: The holy swordsman presents 
  her blade as a warning to those who would oppose 
  her, and its holy radiance drives them back. As a 
  standard action, the holy swordsman prominently 
  holds her weapon aloft. All hostile evil creatures 
  within 30 feet must succeed on a Will save (DC 
  10 + 1/2 the holy swordsman’s level + the holy 
  swordsman’s Charisma modifier) or else retreat 
  to at least 30 feet away. Undead creatures suffer 
  a -4 penalty on this saving throw. If the creatures 
  have ranged attacks, they can still attack the holy 
  swordsman, but they suffer a -2 penalty on any 
  attack rolls made against the holy swordsman. 
  This effect lasts for as long as the holy swordsman 
  
  39
  continues to display the sword (a standard action 
  each round), and for 1d4 rounds thereafter.
              Holy Strike: The holy swordsman’s blade is 
  transformed into pure white holy energy, which 
  plunges into the foe. As a standard action, the 
  holy swordsman makes a single melee attack. If 
  the attack hits, all damage it deals is holy damage, 
  bypassing any damage reduction the target might 
  possess. This ability requires two daily uses of the 
  holy swordsman’s sword of justice ability, and a 
  holy swordsman must be at least 9th level to select 
  this ability.
              Pierce Defenses: The holy swordsman’s 
  blade cleaves through the magical defenses of her 
  foe, its holy power shattering them. As a standard 
  action, the holy swordsman makes a single melee 
  attack. If the attack hits, the target loses any 
  deflection or profane bonuses to its AC for 1d4 
  rounds. Additionally, if the target is evil, and has 
  spell resistance, that spell resistance is halved for 
  the same amount of time. A holy swordsman must 
  be at least 6th level to select this ability.
              Shatter Unholy Artifact: The holy 
  swordsman channels all of her holy power into 
  a single blow, designed to shatter objects of evil. 
  As a standard action, the holy swordsman makes 
  a special sunder attempt. She does not provoke 
  attacks of opportunity for this attempt, even if 
  she does not possess the Improved Sunder feat. 
  Additionally, if the object being sundered is evil 
  (for example, if it has an evil aura, or is enchanted 
  by a spell with the evil descriptor, etc.), the holy 
  swordsman ignores its hardness, and deals an 
  additional 2 points of damage per paladin level.
              Sword Bond: At 5th level, when the holy 
  swordsman chooses her type of divine bond, she 
  must choose the option that allows her to enhance 
  her weapon.
  New Ranger Archetypes
   
  The following archetypes can be taken 
  by characters of the ranger class. For more 
  information on class archetypes, see the Advanced 
  Player’s Guide.
  Arcane Skirmisher
   
              These rangers are deadly combatants, 
  using arcane magic to supplement their already 
  impressive combat abilities.
              Spellbook: The arcane skirmisher must 
  study his spellbook each day to prepare his spells. 
  He cannot prepare any spell not recorded in his 
  spellbook, except for read magic, which the arcane 
  skirmisher can prepare from memory.
              The arcane skirmisher begins play with 
  a spellbook containing all 0-level wizard spells. 
  Beginning at 4th level, each time he gains a new 
  ranger level, he gains two new spells of any spell 
  level he can cast (based on his new ranger level) 
  for his spellbook. These spells are chosen from the 
  sorcerer/wizard spell list, rather than the ranger 
  spell list. At any time, the arcane skirmisher can 
  also add spells found in other spellbooks to his 
  own (see Magic in the Pathfinder Roleplaying Game 
  Core Rulebook for more information).
              Magical Savant: The arcane skirmisher 
  is trained in the basics of the arcane arts, and, 
  beginning at 1st level, can prepare four 0-level spell 
  per day (see Spells, below, for more information). 
  Even though these are 0-level spells, they are still 
  expended upon being cast. Additionally, the arcane 
  skirmisher gains Knowledge (arcana) as a class 
  skill.
   
  Beginning at 4th level, the arcane 
  skirmisher’s 0-level spells are no longer expended 
  when cast, and function identically to the cantrip 
  class feature of the wizard. 
              This ability replaces wild empathy.
              Spells: Beginning at 4th level, an arcane 
  skirmisher gains the ability to cast a small number 
  of arcane spells, which are drawn from the 
  sorcerer/wizard spell list. An arcane skirmisher 
  must choose and prepare his spells in advance. 
              To prepare or cast a spell, the arcane 
  skirmisher must have an Intelligence score equal to 
  at least 10 + the spell’s level. The Difficulty Class for 
  
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  a saving throw against an arcane skirmisher’s spell 
  is 10 + the spell’s level + the arcane skirmisher’s 
  Intelligence modifier. 
              Like other spellcasters, an arcane skirmisher 
  can cast only a certain number of spells of each 
  spell level per day. His base daily spell allotment 
  is the same as that of a normal ranger (plus the 
  0-level spells provided by his magical savant class 
  feature), except that his spells are drawn from the 
  sorcerer/wizard spell list instead of the ranger spell 
  list. In addition, he receives bonus spells per day if 
  he has a high Intelligence score (see the Pathfinder 
  Roleplaying Game Core Rulebook for more 
  information). When the arcane skirmisher would 
  get 0 spells per day of a given spell level, he gains 
  only the bonus spells he would be entitled to based 
  on his Intelligence score for that spell level. 
              An arcane skirmisher must spend 1 hour 
  per day in quiet meditation to regain his daily 
  allotment of spells. An arcane skirmisher may 
  prepare and cast any spell on the sorcerer/wizard 
  spell list, but may not prepare or cast spells on 
  the ranger spell list (unless the spell is also on the 
  sorcerer/wizard spell list). 
              At 1st through 3rd level, a ranger has a caster 
  level of 1. At 4th level and higher, his caster level is 
  equal to his ranger level – 3. 
              This ability replaces the standard ranger 
  spellcasting, as well as the hunter’s bond class 
  feature.
  Archer
              These rangers are dedicated to the art of 
  bowmanship, to the exclusion of many of their 
  other skills.
              Called Shot (Ex): Beginning at 1st level, 
  the archer can make a single ranged attack as 
  a standard action with a longbow or shortbow 
  (including composite longbows and composite 
  shortbows) at a single target within 100 feet, which, 
  if successful, deals an amount of extra damage 
  equal to his class level. 
              This ability replaces the favored enemy class 
  feature.
              Dedicated Archer: The archer must choose 
  archery as his combat style at 2nd level.
              Skilled Marksman (Ex): Beginning at 
  3rd level, the archer gains a +1 bonus on all attack 
  rolls made with a longbow or shortbow (including 
  composite longbows and composite shortbows).  
  At 8th level, and every 5 levels thereafter, this 
  bonus increases by +1.   
              This ability replaces the favored terrain class 
  feature.
              Sniper Shot (Ex): Beginning at 4th level, 
  the archer can choose to treat any single attack 
  made with a longbow or shortbow (including 
  composite longbows and composite shortbows) as 
  a touch attack. He may use this ability a number of 
  times per day equal to 1/3 his class level (rounded 
  down).  
              This ability replaces the ranger’s 
  spellcasting.
  Dragon Hunter
   
              Unlike some dragon slayers, the dragon 
  hunter is not a questing knight. He isn’t concerned 
  with chivalry or the affections of princess. Whether 
  motivated by profit, a desire to protect, or a 
  genuine hatred of the winged beasts, a dragon 
  hunter is concerned with but one thing: killing 
  dragons. He uses whatever means are available to 
  him to accomplish his goal.
              Draconic Enemy (Ex): The dragon hunter 
  learns secrets of draconic anatomy and special 
  combat techniques for fighting his chosen foe. He 
  gains a +1 bonus to all attack rolls and a +1d6 bonus 
  to damage against creatures of the dragon type. At 
  5th level, and every five levels thereafter, this bonus 
  increases by an additional +1 to attack and +1d6 to 
  damage. 
   
  This ability replaces the favored enemy class 
  feature.
              Track Dragons (Ex): The dragon hunter 
  
  41
  adds his class level to any Survival checks made to 
  follow the tracks of creatures of the dragon type. 
  This ability replaces track.
              Dragon Slayer (Ex): At 20th level, the 
  dragon hunter is a master of his craft, capable of 
  slaying a dragon in a single blow. Whenever he 
  successfully hit a dragon who is currently flat-
  footed, the dragon must succeed on a Fortitude 
  saving throw (DC 10 +1/2 the ranger’s level + the 
  ranger’s Wisdom modifier) or die. Even creatures 
  who succeed on their saving throws suffer damage 
  as though the attack were a critical hit.
  Master Hunter
              All rangers are skilled hunters, but none 
  are more so than the master hunter. This ranger 
  forgoes some of his general combat training and 
  woodland lore in order to better devote himself to 
  the hunt.
              Expert Hunter (Ex): At 2nd level, the 
  master hunter gains an additional +1 bonus to 
  weapon attack and damage rolls made against all 
  of his favored enemies. At 6th level, and every 
  four levels thereafter, this bonus improves by an 
  additional +1. These bonuses stack with those 
  granted by the favored enemy class feature. 
              This replaces the combat style class feature.
              Supreme Tracker (Ex): At 3rd level, and 
  every five levels thereafter, the master hunter must 
  choose one of his favored enemies. Whenever he 
  makes a Survival skill check to track a creature 
  of the type selected with this ability, the master 
  hunter may choose to take 10.  
              This ability replaces the favored terrain class 
  feature.
              Extra Quarry (Ex): At 12th level, the master 
  hunter can choose to designate an additional 
  creature as his quarry, allowing him to have two 
  creatures designated as quarry at any one time.  
              This ability replaces the camouflage class 
  feature.
  Wilderness Warden
              Wilderness wardens strive to bring the 
  wonders of nature to mankind, opening the eyes 
  of civilization to nature’s beauty. They protect the 
  wild places from defilers, but also seek to guide and 
  protect those who wander those same places. Only 
  those dedicated to serving a bright future can call 
  themselves wilderness wardens.
              Wilderness Guide: Wilderness wardens 
  are experts on backwoods areas, capable of 
  passing on practical advice about the dangers 
  and wonders of a particular place. Beginning at 
  1st level, the wilderness warden must choose one 
  type of terrain from the ranger favored terrains 
  table. While in terrain of that type, the wilderness 
  warden gains a +2 insight bonus on AC and Reflex 
  Art © Copyright Can Stock Photo Inc.
  
  42
  saves. Additionally, the wilderness warden may use 
  Knowledge (nature) to identify creatures native 
  to that terrain type, regardless of their creature 
  type. At 5th level, and every 5 levels thereafter, the 
  wilderness warden chooses another type of terrain 
  to apply these bonuses to, and increases his bonus 
  to AC and Reflex saves by an additional +2. When 
  the wilderness warden gains the favored terrain 
  class feature, he must choose one of these terrains. 
   
  This ability replaces the favored enemy class 
  feature.
              Great Guide (Ex): Wilderness wardens 
  serve the public as guides and escorts. Starting at 
  4th level, as long as his allies can see and hear him, 
  the wilderness warden provides his allies with ½ 
  his bonus to AC and Reflex saves granted by his 
  favored terrain class feature, as well as ½ his bonus 
  to initiative, Perception, Stealth, and Survival 
  checks granted by his favored terrain class feature. 
   
  This ability replaces the hunter’s bond class 
  feature.
              Woodland Stride (Ex): At 7th level, when 
  the wilderness warden gains the woodland stride 
  class feature, allies who can see and clearly hear 
  him also gain the benefit of his woodland stride 
  class feature. This ability otherwise functions like 
  the woodland stride ability gained at 7th level.
              Improved Favored Terrain: At 9th level, 
  the wilderness warden truly becomes a master of 
  his terrain. Whenever he is in his favored terrain, 
  the wilderness warden gains twice the usual bonus 
  to initiative checks and Knowledge (geography), 
  Perception, Stealth, and Survival skill checks. 
   
  This ability replaces the evasion class 
  feature.
              Warden’s Charge (Ex): At 11th level, the 
  wilderness warden may select a special charge, to 
  whom he lends his experience and skill. As a swift 
  action, the wilderness warden may denote a single 
  creature within 30 feet as his charge. A warden’s 
  charge may take 10 on all Knowledge (nature) and 
  Survival skill checks and gains a +2 dodge bonus 
  to AC and to Fortitude and Reflex saving throws. 
  A wilderness warden may dismiss this effect as a 
  free action, but may not select a new charge for 24 
  hours. This ability replaces quarry.
              Master Favored Terrain: At 16th level, 
  the wilderness warden’s mastery of his terrain 
  makes him a true authority in whatever area he 
  travels. As long as he is within his favored terrain, 
  the wilderness warden gains triple the usual 
  bonus of +2 on initiative checks and Knowledge 
  (geography), Perception, Stealth, and Survival skill 
  checks. This ability replaces and does not stack 
  with improved favored terrain. 
   
  This ability replaces the improved evasion 
  class feature.
              Improved Warden’s Charge (Ex): At 19th 
  level, the wilderness warden’s ability to serve a 
  single charge improves, allowing his charge to take 
  20 on Knowledge (nature) and Survival checks, and 
  provides a total of a +4 dodge bonus to the charge’s 
  AC and to the charge’s Fortitude and Reflex saves. 
  Additionally, the wilderness warden may now 
  designate his charge as a free action (he must still 
  wait 24 hours before selecting a new charge).
   
  This ability replaces the improved quarry 
  class feature.
              King of the Wilds (Ex): At 20th level, the 
  wilderness warden becomes so in tune with the 
  land he champions that he is capable of inhuman 
  feats of expertise while within that land. As long 
  as he is within his favored terrain, he may take 15 
  on initiative checks and Knowledge (geography), 
  Knowledge (nature), Perception, Stealth, and 
  Survival skill checks. Additionally, he always moves 
  at full speed while using Survival to track. Finally, 
  once per day he may designate a single creature 
  within his favorite terrain; if the wilderness 
  warden’s next attack against that creature is 
  successful, he deals normal damage and that 
  creature must succeed on a Fortitude save (DC 10 
  + ½ the wilderness warden’s level + the wilderness 
  warden’s Wisdom modifier) or die. Alternatively, 
  the wilderness warden may choose to deal non-
  lethal damage equal to that creature’s current hit 
  points. If this attack misses, the attempt is wasted.
  
  43
   
  This ability replaces the master hunter class 
  feature.
  New Rogue Archetypes
   
  The following archetypes can be taken by 
  characters of the rogue class. For more information 
  on class archetypes, see the Advanced Player’s 
  Guide.
  Criminologist
              When they say that “it takes a thief to 
  catch a thief,” they’re usually talking about 
  criminologists. These reformed (or, in rare cases, 
  simply eccentric) rapscallions use their own 
  slippery mind and expertise in all things crime-
  related to give them an edge in outsmarting and 
  outmaneuvering criminals, using their skills for the 
  law, rather than against it.
              Intuitive (Ex): A criminologist adds 1/2 his 
  class level to Sense Motive checks made to make a 
  hunch about a person or to detect when creatures 
  are lying or otherwise obfuscating the truth 
  (minimum +1).
              This ability replaces the trapfinding class 
  feature.
              Crime Scene Investigator (Ex): Beginning 
  at 3rd level, a criminologist becomes more 
  proficient at dissecting the scene of a crime in 
  order to find clues about what occurred. By 
  spending 10 minutes reviewing the scene of a crime 
  (such as a murder, theft, or so on), and making 
  a special Perception check, he can glean certain 
  pieces of information.
              This special Perception check uses the 
  higher of the criminologist’s Intelligence or 
  Wisdom, and the base DC is 15. If someone (such 
  as the culprit) deliberately tried to hide or destroy 
  the evidence of what occurred, this check is instead 
  an opposed roll, with the person trying to hide the 
  evidence using the higher of either Sleight of Hand 
  or Stealth (although, in both cases, Intelligence is 
  used in place of Dexterity). For every four hours 
  since the crime occurred, the DC increases by +1, 
  and if the crime scene has been altered in some 
  other way (such as by someone else getting to 
  it first and moving things) the DC increases by 
  +5 (or, in the case of an opposed roll, the person 
  trying to hide the evidence gains a bonus equal 
  to that amount, instead). The criminologist may 
  make this check only once per crime scene.
              If the check succeeds, the criminologist 
  gains a piece of information about one of the 
  following topics (or similar information, at the 
  GM’s discretion). These clues are always relevant 
  to the case in some way, and even if they don’t 
  directly relate to the culprit, if interpreted correctly 
  they can help lead the criminologist to solve the 
  case (although, they can still be misleading, such 
  as if the culprit used beast shape, he might leave 
  paw prints like a dog instead of footprints, etc.). 
  These clues are always things that cannot simply 
  be gained by a quick glance at the crime scene, 
  but can be information that could normally be 
  gained by other means (such as the normal use 
  of a skill check, certain spells, etc.). It is up to the 
  criminologist to use these clues effectively.
              Method of Entry: The criminologist gains 
  some clue as to how the culprit entered and exited 
  the area. This might include dirt and scuffmarks on 
  a windowsill, or the fact that the broken glass fell 
  outside the window indicates that someone exited 
  that way, rather than entering, or even a complete 
  lack of evidence of entry or exit (which might 
  mean that the culprit teleported, or that they were 
  let in by the victim, etc.).
              Motivation of Culprit: The criminologist 
  learns some clue that might shed light on the 
  culprit’s motivation. This might include the fact 
  that a murder victim’s purse was not taken (from 
  which the criminologist might assume that money 
  was not the culprit’s concern), or the fact that 
  a stolen item was very obviously not the most 
  valuable item in the room (potentially indicating 
  that either the culprit was not very knowledgeable, 
  or that he was in a rush, or that there was 
  something specific about the stolen item).
              Physical Description of Culprit: The 
  criminologist learns something about the culprit’s 
  physical characteristics. This might include the 
  
  44
  fact that the wounds on a body indicate that the 
  attacker was a certain height, or footprints that 
  indicate a limp, or that the force of a blow gives a 
  good indication of the culprit’s strength, etc.
   
              For every 5 points by which the 
  criminologist beats the DC, he gains another clue. 
  At 6th level, and every 3 levels thereafter, the 
  criminologist gains a cumulative +2 bonus on the 
  special Perception checks made for this ability, as 
  well as on normal skill checks (including Appraise, 
  Heal, Perception, Spellcraft, and whatever else the 
  GM feels is appropriate) made to survey a crime 
  scene.
              This ability replaces the trap sense class 
  feature.
              Rogue Talents: The following rogue talents 
  complement the criminologist archetype: coax 
  information, fast picks, follow clues, hard to fool, 
  and minor magic.
              Advanced Talents: The following advanced 
  rogue talents complement the criminologist 
  archetype: hunter’s surprise, slippery mind, and 
  thought reexamining.
  Hard Knife
              Whereas a member of the assassin prestige 
  class represents someone who has taken extensive 
  schooling in an assassin school, or someone who 
  restricts their illicit activities only to killing for 
  profit, or, in some cases, just those with a little too 
  much pretension, a hard knife is a blade available 
  for hire who doesn’t mind doing things that get his 
  hands a little bit dirty. Practical, down-to-earth 
  wetworks men, a hard knife is usually someone 
  who wouldn’t think twice about killing his own 
  mother, and would always rather cheat than fight 
  fair.
              Underhanded Tactics (Ex): A hard knife 
  adds 1/2 his class level to Bluff checks made to feint 
  an opponent in combat. 
   
  This ability replaces the trapfinding class 
  feature.
              Deadly Attack (Ex): At 3rd level, a hard 
  knife becomes better able to deliver deadly attacks 
  against his foes. Whenever he uses sneak attack 
  against a target who is denied his Dexterity bonus 
  to AC (as opposed to being flanked, or something 
  else that would allow the hard knife to use sneak 
  attack), he may reroll any 6s, adding the new 
  amount to the total (for example, if he had sneak 
  attack +2d6, and got a 3 and a 6, he would add 
  those together, to get 9, and then roll the 6 again. 
  He receives a 4, for a total amount of sneak attack 
  damage of 13 points of damage). 
   
  This ability replaces trap sense 1 and trap 
  sense 2.
              Opportunistic Strike (Ex): At 9th 
  level, a hard knife becomes better at attacking 
  unsuspecting foes. Whenever he makes an attack 
  against a target that is denied its Dexterity bonus 
  to AC against him, he gains a +2 circumstance 
  bonus on attack and damage rolls for that attack. 
  This counts as precision-based damage. 
   
  This ability replaces trap sense 3.
              Improved Deadly Attack (Ex): At 
  12th level, the hard knife’s deadly attack ability 
  improves: he now rerolls a result of 5 or 6, instead 
  of just 6s. He still adds the original result of the die 
  to the total as well. 
   
  This ability replaces trap sense 4, trap sense 
  5, and trap sense 6.
              Rogue Talents: The following rogue 
  talents complement the hard knife archetype: 
  befuddling strike*, bleeding attack, offensive 
  defense*, powerful sneak*, surprise attack, and 
  underhanded**.
              Advanced Rogue Talents: The following 
  rogue talents complement the hard knife 
  archetype: another day*, confounding blades**, 
  crippling strike, deadly sneak*, knock-out blow*, 
  and opportunist.
  Master of Disguise
              Masters of disguise use trickery and deceit 
  
  45
  to outwit their foes. They specialize in disguises, 
  and are masters of making themselves appear as 
  other than what they actually are. Rather than 
  lurking in the shadows and hoping to avoid being 
  seen, they choose instead to hide in plain sight, 
  using their disguises to blend in and appear as 
  though they belong, the better allowing them to 
  slip past their targets’ defenses and accomplish 
  their goal.
              Disguise Artist (Ex): A master of disguise 
  adds 1/2 her class level to Disguise checks and to 
  Bluff checks made to support any disguise she is 
  currently using (for example, she could add the 
  bonus to a Bluff check made to explain why her 
  voice sounds different from that of the noblewoman 
  she is impersonating, saying she has a cold, or 
  similar, but could not apply it to a Bluff check 
  unrelated to a disguise, such as if she was trying to 
  convince her associate, who knew her identity and 
  that she was in disguise, that she had not taken 
  more than her share of the loot. Similarly, she also 
  could not apply the bonus to a Bluff check made to 
  feint in combat). 
   
  This ability replaces the trapfinding class 
  feature.
              Disguise Voice (Ex): At 3rd level, a master 
  of disguise becomes adept at adjusting her voice, 
  taking on a repertoire of voices for every occasion, 
  and becoming a master of impersonations. She 
  suffers no penalty for attempting to disguise 
  herself as a different gender, and only half the 
  normal penalties for attempting to disguise 
  herself as a different age category. Further, if she 
  is impersonating a specific individual, those who 
  are familiar with that individual receive only half 
  the normal bonus on their Perception rolls to see 
  through the disguise. 
   
  This ability replaces trap sense 1.
              Swift Disguise (Ex): At 6th level, a master 
  of disguise can don disguises more quickly. It takes 
  only 1d3x5 minutes to affect a mundane disguise, 
  instead of the usual 1d3x10 minutes. 
   
  This ability replaces trap sense 2.
              Disguise Connoisseur (Ex): At 9th level, 
  a master of disguise becomes an expert at the 
  techniques of disguise, allowing her to better 
  recognize disguises in others. She adds 1/2 her class 
  level to all Perception checks made to see through 
  disguises (but not other Perception checks, such 
  as to see someone hiding in shadows or to find a 
  secret door). 
   
  This ability replaces trap sense 3.
              Costume Artist (Ex): At 12th level, a 
  master of disguise is able to maximize the effect of 
  costumes, make-up, props, and disguise kits in her 
  disguises. She gains twice the normal bonus from 
  using a disguise kit, and, additionally, gains a +2 
  bonus on any disguise for which she has a specially-
  prepared costume. Preparing a costume in this way 
  takes 1 hour, and, depending on the costume, may 
  cost anywhere from nothing to 100 gp to create. 
   
  This ability replaces trap sense 4.
              Appraise Disguise (Ex): At 15th level, 
  a master of disguise is better able to ensure her 
  disguises are convincing. As long as she has access 
  to a mirror or another means of inspecting herself, 
  she can make a Perception check, opposed by her 
  own Disguise check, to see how good the disguise 
  is. This check is not made in secret, so the master 
  of disguise knows whether a Perception check of 
  a similar result will see through the disguise or 
  not. Further, if her Perception check exceeds her 
  Disguise result by 5 or more, she is aware of that 
  as well. Her bonus from her disguise connoisseur 
  class feature applies to this check. 
   
  This ability replaces trap sense 5.
              Instant Disguise (Ex): At 18th level, a 
  master of disguise gains the ability to don her 
  disguises almost instantly. It now takes her only 1d3 
  rounds to put on a mundane disguise. 
   
  This ability replaces trap sense 6.
              Rogue Talents: The following rogue talents 
  complement the master of disguise archetype: 
  convincing lie**, honeyed words*, major magic 
  (selecting disguise self), and quick disguise*.
  
  46
              Advanced Rogue Talents: The following 
  rogue talents complement the master of disguise 
  archetype: master of disguise* and skill mastery 
  (Bluff and Disguise).
  Silent Knife 
   
  While many rogues appreciate small and 
  concealable weapons such as daggers, few truly 
  take the time to master such a weapon. Those 
  rogues who do invest the effort to become experts 
  in dagger combat are true artists with the tiny 
  blade, capable of delivering precise, assassin-
  like strikes which make the dagger as deadly as a 
  battleaxe.
   
  Precision Strike (Ex): When a silent knife 
  has the edge on her opponent, she can effortlessly 
  slip a dagger between her target’s defenses to 
  reach his vitals. Beginning at 3rd level, whenever 
  the silent knife makes a melee attack to which she 
  could apply sneak attack damage, if that attack was 
  made with a dagger, she gains a +1 bonus to attack 
  and weapon damage rolls (even if the target would 
  ordinarily be immune to the sneak attack damage). 
  At 6th level, and every 3 levels thereafter, these 
  bonuses improve by +1. 
   
  This ability replaces the trap sense class 
  feature.
   
  Sudden Draw (Ex): A silent knife can 
  produce concealed daggers with lightning speed. 
  Starting at 4th level, a silent knife can draw a dagger 
  concealed upon her person as a swift action which 
  does not provoke attacks of opportunity. If the 
  silent knife possesses the Quick Draw feat, she can 
  draw concealed daggers as a free action. 
   
  This ability replaces the uncanny dodge 
  class feature.
   
  Surprise Draw (Ex): A silent knife can 
  draw concealed daggers with preternatural 
  speed, shocking her foes. Starting at 8th level, 
  whenever a silent knife attacks with a dagger that 
  was concealed at the beginning of the round, 
  the target is denied his dexterity bonus to AC for 
  the purposes of attacks made with that dagger. 
  Attacks made with other weapons the silent knife 
  is wielding are unaffected. If the target was aware 
  of the concealed dagger, he retains his Dexterity 
  bonus to AC. 
   
  This ability replaces the improved uncanny 
  dodge class feature.
  Thief of Hearts
              These dashing and debonair rogues may 
  steal gold, jewels, and other material possessions 
  to support their lavish lifestyle, or just for the thrill 
  of the deed, but their real focus is on another, less 
  tangible prize: the hearts and bodies of various 
  beautiful women (or, in some cases, men).
              Suave (Ex): A thief of hearts adds 1/2 his 
  rogue level to Diplomacy checks made to influence 
  the attitude of or request favors from characters 
  that would normally be attracted to individuals of 
  his race and gender. 
   
  This ability replaces the trapfinding class 
  feature.
              Slow Fall (Ex): Because a thief of hearts 
  often has to leave through bedroom windows in a 
  hurry, he becomes very proficient at surviving long 
  falls. At 3rd level or higher, a thief of hearts within 
  arm’s reach of a wall can use it to slow his descent. 
  When first gaining the ability, he takes damage 
  as if the fall were 20 ft. shorter than it actually is. 
  At 6th level, and every three levels thereafter, he 
  takes damage as though the fall were an additional 
  10 ft. shorter (30 ft. at 6th level, 40 ft. at 9th level, 
  and so on). At 20th level, the thief of hearts can 
  use a nearby wall to slow his descent and fall any 
  distance without harm. 
   
  This ability replaces the trap sense class 
  feature.
              Rogue Talents: The following rogue 
  talents complement the thief of hearts archetype. 
  Rogue talents denoted with APG can be found in 
  the Advanced Player’s Guide, while those denoted 
  with UC can be found in Ultimate Combat. The 
  list of complementary talents includes: charmer 
  (APG), coax information (APG), convincing lie 
  (UM), finesse rogue, getaway artist (UM), honeyed 
  
  47
  words (APG), and ledge walker.
              Advanced Talents: The following advanced 
  rogue talents complement the thief of hearts 
  archetype. Advanced rogue talents denoted 
  with APG can be found in the Advanced Player’s 
  Guide, while those denoted with UC can be found 
  in Ultimate Combat. The list of complementary 
  talents includes: another day (APG), getaway 
  master (UM), improved evasion, skill mastery, and 
  slippery mind.
  New Samurai Archetype
   
  The following archetype can be taken 
  by characters of the samurai class. For more 
  information on class archetypes, see the Advanced 
  Player’s Guide. For more information on the 
  samurai class, see Ultimate Combat.
  Uruwashii (Warrior-Poet)
              While most samurai hold a special 
  reverence for poetry, zen gardens, and other marks 
  of culture and learning, the uruwashii consider 
  themselves poets as much as warriors, and see 
  their fighting skills more as an art to be perfected, 
  and a thing of beauty, than as a base means of 
  defeating their opponents (though this does not 
  prevent them from using it to slay their opponents, 
  if pressed). To an uruwashii, something not done 
  perfectly and beautifully is not worth doing at all.
              Haiku (Ex): As a move action, an 
  uruwashii can recite a haiku, either one he creates 
  spontaneously, or one that he already knew. Such 
  haikus are typically declarations of the speaker’s 
  prowess, or his intentions, or else a denouncement 
  of his foe’s impotence. In either case, for one 
  minute after speaking his haiku, the uruwashii can 
  choose to reroll any one attack roll, ability check, 
  combat maneuver check, saving throw, or skill 
  check. The uruwashii can choose to use this ability 
  after the result of the original roll is determined. 
  He uses the better of the two results, even if that 
  was the first roll. If the uruwashii doesn’t use this 
  ability before one minute has passed, it is wasted. 
  The uruwashii can use this ability once per day at 
  1st level, and gains an additional daily use of this 
  ability for every two samurai levels beyond first. 
   
  This ability replaces the resolve class 
  feature.
              Declaration of Victory (Ex): Beginning 
  at 9th level, an uruwashii can spend a full round 
  action and use two of his daily uses of his haiku 
  class feature to declare his victory over his 
  opponent, in haiku or some other form of poetry. 
  Until the end of the next round, the uruwashii 
  gains a +4 morale bonus on attack rolls made 
  against the target of his challenge class feature. 
  Further, he automatically confirms any critical 
  threats made against the target of his challenge 
  before the end of his next turn, and the critical 
  multiplier of his weapon is increased by one for any 
  such critical hit. 
   
  This ability replaces the greater resolve class 
  feature.
              Death Poem (Ex): Beginning at 17th level, 
  an uruwashii can recite a death poem, resigning 
  himself to an honorable death in battle. This 
  requires a full-round action, but does not provoke 
  attacks of opportunity. Afterwards, the uruwashii 
  gains a +4 competence bonus to attack rolls, 
  armor class, damage rolls, and saving throws, but 
  takes 1d10 points of damage at the beginning of 
  each round. This damage is not subject to damage 
  reduction and cannot be prevented. An uruwashii 
  can end this effect as a move action, but if he does 
  so while still in combat, he loses all remaining uses 
  of his haiku class feature for the day, and cannot 
  use the death poem class feature until 1 week has 
  passed. 
   
  This ability replaces the true resolve class 
  feature.
  New Samurai Order
   
  The following section presents a new 
  order that can be selected by samurai characters. 
  When the samurai chooses his order, he may 
  choose the following order, rather than one of the 
  
  48
  orders included in the Advanced Player’s Guide or 
  Ultimate Combat.
  Order of the Temple Dog
              Samurai who belong to this order have 
  devoted themselves to the protection of a specific 
  individual, almost always a priestess or priest of a 
  local shrine. The samurai serves as the priestess’s 
  bodyguard as well as her companion, and sees that 
  no harm befalls her, whether in body or in spirit, 
  and helps to keep her anchored to her spiritual 
  path as much as her worldly one.
              Edicts: The samurai must protect his ward 
  at all times, guarding her with his life and ensuring 
  that no harm comes to her. He must ensure that 
  she remains true to her faith, and is not tempted 
  to stray from it. Unlike most samurai and cavalier 
  orders, an order of the temple dog’s edicts require 
  that the samurai have a ward to protect. This ward 
  can be an NPC, a PC, or even a cohort gained with 
  the Leadership feat. The samurai should begin play 
  with a ward already established.
              If he ever allows his ward to be injured 
  (reduced to below 3/4 of her maximum hit 
  points), or allows her to engage in activities that 
  are inappropriate for her spiritual path (subject 
  to GM discretion), the samurai suffers the normal 
  penalties for violating his edict. If his ward dies, 
  or turns completely from her spiritual path (such 
  as by dramatically changing alignments as a result 
  of her own willing choices), or he is otherwise 
  rendered permanently incapable of protecting 
  her, he loses all of the benefits of his order for one 
  month, during which he suffers a -2 morale penalty 
  to all d20 rolls. At the end of this time, he may join 
  a different order through the normal means, or 
  may seek out a new ward to protect.
              Challenge: When an order of the temple 
  dog declares a challenge, the target of the challenge 
  is surrounded in a karmic aura of retribution. For 
  every 5 points of damage that the target deals to 
  the samurai or the samurai’s ward (whether with 
  natural attacks, a manufactured weapon, spells or 
  spell-like abilities, etc.), the target of the challenge 
  takes 1 point of damage. This damage bypasses any 
  damage reduction the target might possess. At 11th 
  level, the target instead takes 1d6 points of damage 
  for every 5 points of damage he deals.
              Skills: An order of the temple dog samurai 
  adds Knowledge (religion) to his list of class 
  skills. He can make Knowledge (religion) checks 
  untrained, and, if he is trained in Knowledge 
  (religion), he gains a bonus on all Knowledge 
  (religion) checks equal to 1/2 his samurai level 
  (rounded down, minimum 1), as long as the check 
  relates to his ward’s religion or faith.
              Order Abilities: A samurai who belongs 
  to the order of the temple dog gains the following 
  abilities as he increases in level.
              Bond of Protection (Su): At 2nd level, the 
  samurai gains a supernatural tie to his ward. 
  As long as his ward is within 1 mile per samurai 
  level, the samurai knows the direction of his 
  ward, as well as a rough estimate of the distance 
  to her. Additionally, the samurai and his ward are 
  constantly affected as though by the spell shield 
  other, with the samurai taking 1/2 of the damage 
  that would be dealt to his ward. The samurai’s 
  caster level for this ability is equal to his samurai 
  level, and if the effect is dispelled for any reason he 
  can resume it as a standard action. If he chooses, 
  the samurai can suppress this ability as a standard 
  action as well, but few temple dog samurai find any 
  reason to do so.
              Willing Spirit (Su): At 8th level, the 
  samurai’s bond with his ward makes him more 
  receptive to her abilities. Any spell that the 
  samurai’s ward casts on the samurai has its 
  duration extended as though by the metamagic 
  feat Extend Spell. Additionally, any spell that the 
  samurai’s ward casts on the samurai which causes 
  him to heal hit point damage is affected as though 
  by the metamagic feat Empower Spell. These 
  benefits only apply to the spell as it affects the 
  samurai, so amass bull’s strength spell would act as 
  though it were extended for the samurai, if he were 
  a target, but not for any other targets of the spell.
              Resolved Defender (Su): At 15th level, an 
  order of the temple dog samurai is better able to 
  protect his ward. He can apply the benefits of his 
  resolve and greater resolve class features to his 
  
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  ward, spending his own resolve but having his 
  ward gain the effect. For example, he could expend 
  one daily use of resolve to allow his ward to roll 
  twice to resist an effect that allows a Fortitude 
  or Will saving throw, taking the higher result. 
  Similarly, using his greater resolve ability, he could 
  spend one use of resolve to treat a critical hit made 
  against his ward as a regular hit, instead. At 17th 
  level, when the samurai gains the true resolve class 
  feature, he may apply that to his ward in the same 
  way.
  New Sorcerer Bloodlines
   
  The following section presents several 
  new bloodlines for sorcerers. When choosing his 
  bloodline, a sorcerer may choose to select one of 
  the following bloodlines instead of one of the ones 
  presented in the Pathfinder Roleplaying Game Core 
  Rulebook, or elsewhere.
   
  Many of these bloodlines are designed 
  specifically to emulate specific families and 
  lineages with distinct background and character, 
  instead of the more generic bloodlines presented 
  in the Pathfinder Roleplaying Game Core Rulebook. 
  For the most part, these bloodlines function 
  mechanically identically to the more standard 
  bloodlines, and the only difference is a flavorful 
  one.
  Descendant of Marbus
              The Dread Lord Marbus was a powerful 
  sorcerer-king, though he began his life much more 
  humbly, as a cobbler’s son. He made a pact with a 
  powerful demon named Arthtorix, who granted 
  him great magical power, as well as the political 
  power that allowed him to carve out a kingdom for 
  himself. Part of Marbus’s pact was that his power 
  would pass on to his progeny throughout the 
  generations, and, as such, each generation of his 
  bloodline produces a single sorcerer who inherits 
  his powers. While the previous generation’s 
  sorcerer does not need to die in order for this 
  benefit to be passed on, there are rarely more than 
  three or four sorcerers with this bloodline active 
  at any one time. Marbus’s kingdom fell to ruin 
  some time ago, but his descendants still continue 
  to be bound to his pact with Arthtorix, some even 
  against their will. The powers the demon grants are 
  greater than those of some other bloodlines, but 
  come with a price.
              Class Skills: Diplomacy and Knowledge 
  (planes).
              Bonus Spells: bane (3rd), undetectable 
  alignment (5th),magic circle against evil and speak 
  with dead (7th), dimensional anchor and lesser 
  planar ally (9th), lesser planar binding and 
  unhallow (11th), planar ally and planar 
  binding (13th), destruction (15th), greater planar 
  ally and greater planar binding (17th), wish (19th).
              Bonus Feats: Augment Summoning, 
  Deceitful, Empower Spell, Great Fortitude, 
  Improved Familiar, Iron Will, Maximize Spell, 
  Quicken Spell, Skill Focus (Diplomacy), Skill Focus 
  (Knowledge [the planes]).
              Bloodline Arcana: Whenever you cast a 
  spell of the summoning subschool to summon 
  an evil-aligned creature, that creature has the 
  maximum possible hit points for its Hit Dice, and 
  the spell is automatically affected as though by the 
  metamagic feat Extend Spell. This places a strain 
  on your body, however, and you take 2 points of 
  damage per level of the spell. This damage cannot 
  be prevented or redirected. 
              Bloodline Powers: As a descendant of 
  Marbus, you have inherited the benefits of your 
  ancestor’s pact with Arthtorix. The further you 
  delve into your mystic abilities, the more benefits 
  you discover.
              Touch of Marbus (Sp): Beginning at 1st level, 
  you can wreathe your hands in negative energy that 
  damages your foes. Make a melee touch attack as 
  a standard action. This attack deals 1d6 points of 
  negative energy damage, plus one additional point 
  per sorcerer level you possess. You can use this 
  ability a number of times per day equal to 3 + your 
  Charisma modifier.
              Fiendish Affinity (Ex): At 3rd level, your 
  close association with evil outsiders grants you 
  
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  a certain resistance to them. You are constantly 
  affected as though by the spell protection from evil. 
  Additionally, when you cast a spell of the calling 
  subschool to summon an evil-aligned creature, 
  you gain a bonus equal to 1/4 your caster level on 
  any Charisma checks or Diplomacy checks made 
  to convince the creature to serve you, and if it 
  requires payment, that payment is reduced by 5% 
  per two sorcerer levels you possess (to a maximum 
  reduction of 50%).
              Otherworldly Blast (Sp): At 9th level, as a 
  standard action, you can unleash a powerful blast 
  of evil energy from the lower planes. This takes the 
  form of unearthly-looking fire, typically green or 
  blue in color. Treat this as a ranged touch attack 
  with a range increment of 30 feet and a maximum 
  range of 90 feet. If the blast hits, it deals 1d6 points 
  of damage plus an additional 1d6 points of damage 
  per two sorcerer levels beyond 1st (2d6 at 3rd level, 
  3d6 at 5th level, etc.). You can use this ability at 
  will.
              Soulcast (Sp): At 15th level, you can tap into 
  your own life energy in order to cast spells. You may 
  cast any spell you know without expending a spell 
  slot. This process is identical to the normal process 
  for casting that spell (including components, etc.), 
  except that it takes one additional round, and 
  causes you to take 1d10 points of damage per level 
  of the spell you are casting. Anything that prevents 
  this damage prevents the spell from being cast, and 
  this damage cannot be healed until the next time 
  you rest for at least 8 hours (after which it can be 
  healed normally).
              Wish Fulfillment (Sp): At 20th level, you 
  gain full access to the powers of the pact. Once 
  per month, you may cast wish without paying its 
  expensive material component.
              Weaknesses: As a descendant of Marbus, 
  you have been entered without your consent into 
  your ancestor’s pact with Arthtorix. The further 
  you delve into your arcane power, the more you 
  find the demon demanding his pay.
              Maddening Susurrations (Su): Beginning 
  at 1st level, you hear strange, otherworldly voices 
  whenever you cast spells. Some descendants of 
  Marbus report hearing the screams of the damned, 
  where others hear the taunting of imps, or the 
  promises of power of sly fiends. Whatever the case, 
  Art © Copyright Can Stock Photo Inc.
  
  51
  you suffer a -5 penalty on Concentration checks.
              Marked by Evil (Su): Beginning at 3rd level, a 
  powerful glyph appears on your forehead, hands or 
  other prominent location. This glyph is invisible, 
  except when you cast spells, at which point it 
  glows brightly, shining magically through any 
  apparel that may be used to cover it. Any character 
  that succeeds on a DC 20 Knowledge (arcana), 
  Knowledge (the planes), or Knowledge (religion) 
  check identifies this as a symbol associated with 
  demonic pacts. Further, even when not actively 
  casting spells, any creature viewing you with detect 
  magic or detect evil can see the seal clearly. 
  Any good-aligned outsider that sees this sigil 
  automatically has its attitude towards you reduced 
  by one step.
              Indentured Service (Sp): At 9th level, the 
  demon that provides your magic begins to demand 
  some repayment for his services. Once per month, 
  you are automatically affected as though by the 
  spell geas/quest (caster level 15th, no saving throw). 
  The nature of the geas is made known to you, and 
  is determined by the GM. These geases typically 
  require you to perform evil acts that further 
  Arthtorix’s goals.
              Do No Good (Su): At 15th level, Arthtorix’s 
  grip on your soul strengthens, and he prevents you 
  from casting good-aligned spells. You are unable 
  to cast any spell with the good descriptor, even 
  through use of scrolls, staves, wands, or other spell 
  trigger or spell completion items. You may still 
  benefit from such spells if they are cast upon you, 
  or if you drink a potion or use a wondrous item, for 
  example.
              Spell Possession (Su): At 20th level, your 
  bond with Arthtorix is close enough that the 
  demon sometimes gains control of your magic. 
  The first time you cast a spell of a given spell level 
  each day, you must succeed on a Spellcraft check 
  (DC 20 + twice the spell’s level) or else the spell 
  you cast is a different spell you know. You do not 
  choose the targets for this spell, or make any other 
  choices about it. If the spell has costly material 
  components, however, you do not have to pay 
  those. The GM makes all decisions about this cast 
  spell, including which spell it is, any targets it may 
  have, modal decisions, etc.
  Hagspawn
              While most of those with hags’ blood in 
  their veins are trained by their hideous progenitors 
  as witches, a few lose connection with their 
  ancestors, and the latent magic in their blood 
  eventually manifests as sorcery. Your unique blood 
  allows you access to powers other sorcerers can 
  only dream of.
   
  Class Skill: Intimidate
   
  Bonus Spells: ray of enfeeblement (3rd) 
  invisibility (5th), clairaudience/clairvouance (7th), 
  bestow curse (9th), dream (11th), veil (13th), vision 
  (15th), mind blank (17th), enervation (19th).
   
  Bonus Feats: Alertness, Blind-Fight, 
  Combat Casting, Deceitful, Great Fortitude, 
  Intimidating Prowess, Mounted Combat, Skill 
  Focus (Intimidate).
   
  Bloodline Arcana: Whenever you cast a 
  spell of the scrying subschool, double that spell’s 
  range and increase that spell’s saving throw DC by 
  +1. This ability is not cumulative with the Enlarge 
  Spell metamagtic feat, but does stack with the 
  Spell Focus and Greater Spell Focus feats.
   
  Bloodline Powers: As you continue to 
  grow in sorcerous powers, so too do you manifest 
  abilities tied to your twisted hag ancestry.
              Weakening Touch (Su): You can impose a 
  Strength penalty to any living creature by making 
  a melee touch attack. If you successfully touch 
  the target, he must succeed on a Fortitude save 
  (DC 10 + ½ your sorcerer level + your Charisma 
  bonus) or suffer a -2 penalty to his Strength score 
  for 1 minute. For every 4 sorcerer levels you posses 
  beyond 1st, the penalty to the target’s Strength 
  score increases by an additional -1. Multiple 
  instances of this ability do not stack; only the 
  highest penalty is applied. This ability cannot 
  reduce a target’s Strength score below 1. You may 
  use this ability a number of times equal to 3 + your 
  Charisma modifier.
  
  52
              Hideous Visage (Ex): Beginning at 3rd 
  level, your form twists to be more like that of a 
  terrifying hag, with your skin becoming warty, 
  your hair becoming lank and unkempt despite 
  your best efforts at grooming, and your teeth and 
  nails crack and yellow. You gain a bonus equal to ½ 
  your sorcerer level on all Intimidate checks made 
  against creatures who can see you. At 9th level, this 
  bonus increases to your full sorcerer level, and the 
  first time any given creature sees you in a 24-hour 
  period, that creature must succeed on a Will save 
  (DC 10 + ½ your sorcerer level + your Charisma 
  modifier) or suffer a -1 morale penalty to attack and 
  weapon damage rolls made against you for the next 
  1 minute. This is a mind-affecting fear effect. At 
  13th level, the penalty increases to -2.
              Monstrous Form (Ex): At 9th level, you grow 
  larger and misshapen, increasing your size and 
  strength. As a result, you gain a +2 size bonus to 
  your Strength and Constitution scores. While your 
  actual size does not increase, you count as one 
  size category larger for the purposes of squeezing 
  through narrow spaces because of the added 
  bulk. At 17th level, the size bonus to Strength and 
  Constitution increases to a total size bonus of +4 to 
  both ability scores.
              Eye of Evil (Sp): Beginning at 15th level, your 
  eyes start to reflect a dangerous dark presence. 
  Three times per day, as a standard action, you 
  can cast your dire gaze upon any single creature 
  within 30 feet. The target must succeed on a Will 
  saving throw (DC 10 + ½ your sorcerer level + your 
  Charisma modifier) or be stunned for 1d6 rounds, 
  as strange nebulous distress and a gnawing sense 
  of impending doom plagues the victim. If you 
  use your eye of evil bloodline power on someone 
  already stunned in this way, the victim must make 
  a Fortitude saving throw (DC 10 + ½ your sorcerer 
  level + your Charisma modifier) or be turned to 
  stone. Each day that passes, the petrified victim 
  must make a Fortitude save with the same DC, 
  or remain petrified for another day. A creature 
  that fails its save for 10 days no longer receives a 
  daily saving throw, and will remain petrified until 
  he receives the benefit of a stone to flesh spell or 
  similar effect. This is a mind-affecting fear effect.
              Soul Stone (Su): At 20th level, you can create 
  a special stone from any ordinary rock, which you 
  empower with your arcane energy. As long as this 
  stone is in your possession, you gain a bonus on 
  all saving throws equal to your Charisma bonus. 
  Additionally, so long as you possess the stone, you 
  can cast any spell of 2nd level or lower you know 
  without expending spell slots. This stone only 
  functions for you.
  Harbinger of Chorgthos
               Chorgthos is an inhuman and 
  incomprehensible entity that dwells in dimensions 
  better left undiscussed, lest their very names 
  weaken the boundaries between our world and 
  theirs. Chorgthos itself has been described 
  in thousands of different ways, and each 
  interpretation of its body is different; although 
  most agree that it has some number of tentacles, 
  they can agree on nothing else, including how 
  many heads it possesses, its color, its size, and 
  the number of limbs it has. It is undoubtedly an 
  enemy to most of humanity, however, and seeks 
  to eradicate all sentient life on this plane. Its 
  power is felt the strongest in dreams, where it can 
  occasionally call out to those unfortunates who 
  are cosmically in-tune with its dimensions, and 
  visit them. These visits generally leave the victims 
  at least partially mad, and often instill them with 
  magical powers from beyond this world.
              Class Skill: Knowledge (dungeoneering).
              Bonus Spells: chill touch (3rd), detect 
  thoughts (5th), stinking cloud (7th), black 
  tentacles (9th), contact other plane 
  (11th), repulsion (13th), insanity (15th), horrid 
  wilting (17th), weird (19th).
              Bonus Feats: Alertness, Augment 
  Summoning, Deceitful, Enlarge Spell, Extend Spell, 
  Great Fortitude, Greater Spell Penetration, Run, 
  Spell Penetration.
              Bloodline Arcana: Whenever you cast a 
  spell that offers a saving throw, you may choose 
  to take 2 points of Wisdom damage in order to 
  increase all saving throw DCs for that spell by +1. 
  This Wisdom damage cannot be restored by any 
  means, including wish or miracle, but recovers 
  naturally at a rate of 1 point per day.
  
  53
              Bloodline Powers: As a harbinger of 
  Chorgthos, you receive special and unique abilities 
  which manifest over time and through experience, 
  and stem from that otherworldly creature’s 
  unfathomable power.
              Third Eye (Su): Beginning at 1st level, you 
  manifest a magical third eye. Most harbingers of 
  Chorgthos have their third eye in the middle of 
  their forehead, but some have it on the palm of 
  their hands, in their chest, or other places. When 
  closed, the third eye melds seamlessly into the 
  flesh, and cannot be detected by mundane means. 
  You can open or close your third eye as a move 
  action. As long as the third eye is open, you gain 
  a +4 bonus on Perception checks and suffer a -2 
  penalty on Will saves. At 1st level, as long as your 
  third eye is open, you can cast detect magic at 
  will. At 5th level, three times per day, when you 
  cast detect magic in this way, you can also choose 
  to be affected as though by detect secret doors (and 
  can concentrate on both as a single action). At 
  9th level, three times per day, when you cast 
  detect magic in this way, you are also affected as 
  though by see invisibility for as long as the detect 
  magic effect remains. 
              Psychic Blast (Su): At 3rd level, you can 
  lash out at others with your mind. As a standard 
  action, you can inflict 2d6 points of damage on any 
  intelligent creature (one with an Intelligence score 
  of 3 or more) within 60 feet. A successful Will save 
  (DC 10 + 1/2 your sorcerer level + your Charisma 
  modifier) halves this damage. At 12th level, this 
  damage increases to 5d6. You can use this ability at 
  will.
              Non-Euclidean Aura (Su): At 9th level, you 
  gain spell resistance equal to 5 + your sorcerer 
  level.
              Shifting Organs (Sp): At 15th level, your 
  organs become semi-animate, and can readjust 
  their position within your body, when necessary. 
  Whenever you would be subject to a critical hit or 
  precision damage (such as a rogue’s sneak attack 
  class feature), there is a 25% you take normal 
  damage, instead. At 19th level, this increases to a 
  50% chance.
              Aberrant Body (Su): At 20th level, your type 
  changes to become aberration. Further, your mind 
  warps as well as your body, and you gain a +4 bonus 
  on saving throws made to resist mind-affecting 
  effects.
  Scion of Beltova
              The Beltovs have a long and proud standing 
  in the history of the nation of Beltova, and, in 
  fact, that family has ruled there for the last several 
  centuries. Like most royal families, their family tree 
  is quite extended, and has branched repeatedly in 
  that time, meaning that while the king or queen of 
  Beltova has been a Beltov for quite some time, most 
  members of the family are now distant cousins 
  once or twice removed, and most are barons or 
  other lesser lords. Still, the family as a whole is 
  popular throughout the nation, and are considered 
  to be divinely-appointed protectors of the land, so 
  anyone who bears the Beltov name is well-liked by 
  most of the country’s citizens. The sorcerous power 
  of Beltov blood is strongly associated with light 
  in general and the sun in specific, and the Beltov 
  family crest features a golden sunburst on a black 
  background.
              Class Skill: Diplomacy.
   
  Bonus Spells: sanctuary (3rd), scorching 
  ray (5th), daylight (7th), charm monster (9th), flame 
  strike (11th), symbol of persuasion (13th), spray (15th), 
  sunburst (17th), meteor swarm (19th).
              Bonus Feats: Arcane Strike, Heighten 
  Spell, Iron Will, Leadership, Magical Aptitude, 
  Persuasive, Skill Focus (Knowledge [nobility]), 
  Spell Penetration.
              Bloodline Arcana: Whenever you cast a 
  spell with the fire or light descriptor, if that spell 
  targets a creature, or if it damages a creature, you 
  may force that creature to succeed on a saving 
  throw (DC 10 + 1/2 your sorcerer level + your 
  Charisma modifier) or be dazzled for a number of 
  rounds equal to your Charisma modifier. Sightless 
  creatures are immune to this ability.
              Bloodline Powers: As a scion of the Beltov 
  bloodline, you are entitled to certain powers, which 
  
  54
  manifest themselves as you develop your arcane 
  inheritance.
              Dazzling Ray (Sp): Beginning at 1st level, 
  you can fire a ray of dazzling light. Most Beltov 
  sorcerers fire this ray from their hands, but some 
  do so from their eyes, their mouth, or a piece of 
  clothing, such as an amulet. Treat this ray as a 
  ranged touch attack against a single target within 
  30 feet. If it hits, the target takes 1d4 points of 
  damage and is dazzled for 1 round. You can use this 
  ability a number of times per day equal to 3 + your 
  Charisma modifier. Sightless creatures are immune 
  to this ability.
              Noble Bearing (Ex): At 3rd level, your 
  heritage manifests itself subtly in the way that you 
  move and speak, lending you an air of gravitas and 
  authority. You add double your Charisma bonus to 
  Diplomacy and Intimidate checks, rather than the 
  usual amount.
              Radiant Burst (Sp): At 9th level, you can 
  unleash a powerful blast of brilliant light once 
  per day. Each other creature within a 20-ft.-radius 
  burst centered on you takes 1d4 points of damage 
  per sorcerer level you possess, and must succeed 
  on a Fortitude save (DC 10 + 1/2 your sorcerer 
  level + your Charisma modifier) or be blinded for 
  2d6 rounds. A successful Reflex save (same DC) 
  halves the damage, and grants a +4 bonus on the 
  Fortitude save to resist blindness. At 14th level, you 
  can use this ability twice per day, and at 19th level 
  you can use it three times per day.
              Charming Aura (Sp): At 15th level, you are 
  constantly surrounded by an aura that causes those 
  who look upon you to view you more favorably. 
  Any creature that looks at you, and whose attitude 
  towards you is unfriendly or indifferent, must 
  succeed on a Will save (DC 10 + 1/2 your sorcerer 
  level + your Charisma modifier) or have their 
  attitude towards you increased by two steps (to 
  friendly, if previously unfriendly, or to helpful, if 
  previously indifferent). Additionally, any time you 
  use Diplomacy to request a favor from a creature, 
  that creature must succeed on a Will save (same 
  DC) or else you gain a +10 bonus on the check. You 
  can suppress or resume this effect as a standard 
  action. This is a mind-affecting charm effect.
              Light Form (Su): At 20th level, you gain a 
  light form, similar to that of the ghaele azata. You 
  can change between your normal form and light 
  form as a standard action. While in light form, 
  you and your equipment are incorporeal, and gain 
  a fly speed of 60 feet (perfect). You cannot make 
  melee attacks or cast spells while in light form, 
  but you can use spell-like abilities, including those 
  granted by this bloodline. Additionally, you can fire 
  a special ray of light once per turn. Treat this as a 
  touch attack that deals 1d6 points of damage per 2 
  sorcerer levels you possess.
  New Summoner Archetypes
   
  The following archetypes can be taken 
  by characters of the summoner class. For more 
  information on class archetypes, see the Advanced 
  Player’s Guide.
  Eidolon Master
              This sect of summoners has forgone the 
  study of the arcane arts in order to focus wholly 
  on improving their eidolons. Eidolon masters are 
  rarely seen outside the company of their eidolons, 
  and will often refuse to go anywhere their eidolon 
  is not welcome. 
              Spell-less: An eidolon master cannot cast 
  spells and loses both his cantrips and spellcasting 
  class features.  This ability affects only spellcasting 
  granted by the summoner class; spellcasting or 
  cantrips granted by another class, such as wizard, 
  are unaffected.
              Improved Eidolon (Su): At 1st level, and 
  again at each level beyond 1st, the eidolon master’s 
  eidolon gains an additional evolution point.
              Empowered Eidolon (Su): Beginning 
  at 4th level, the eidolon master treats his Hit 
  Dice as 2 higher than normal for the purposes of 
  determining his eidolon’s statistics and special 
  abilities. 
              Toughened Eidolon (Su): Beginning at 
  7th level, the eidolon master’s eidolon gains 2 
  
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  additional Hit Dice.  This ability may grant the 
  eidolon additional base attack bonus, base saving 
  throw bonuses, skill points, feats and ability score 
  increases, but doesn’t affect the eidolon’s armor 
  bonus, maximum attacks, evolution points, or 
  Strength or Dexterity adjustment.
              Restive Eidolon (Su): Beginning at 10th 
  level, the eidolon master’s eidolon recovers 1 hit 
  point per Hit Dice when it receives at least 8 hours 
  of rest.  The eidolon must be summoned in order 
  for this ability to have any effect.
   
  This ability replaces the aspect class feature.
              Heal Eidolon (Sp): Beginning at 13th level, 
  the eidolon master gains the ability to heal his 
  eidolon.  Once per day, the eidolon master can 
  use heal as a spell-like ability targeting his eidolon.  
  Unlike other spell-like abilities, this ability only 
  functions when targeting his eidolon.
              Enhanced Eidolon (Su): Beginning at 
  16th level, the eidolon master’s eidolon gains a +4 
  enhancement bonus to each of its ability scores.
   
  This ability replaces the merge form class 
  feature.
  True Summoner
              This summoner cannot summon an eidolon, 
  but does have incredible powers with regard to 
  summoning creatures. While true summoners 
  don’t form strong bonds with the creatures they 
  summon, they can summon creatures more often, 
  and the creatures they do summon are more 
  powerful than normal creatures of their kind.
              Summon (Sp): The true summoner can 
  cast summon monster I and summon nature’s ally 
  I as a spell-like ability at will. His caster level for 
  this ability is equal to his summoner level. At 3rd 
  level, the power of this ability increases by one 
  spell level, allowing him to cast summon monster II 
  and summon nature’s ally II, instead. At 5th level, 
  and every two levels thereafter, the summoner 
  gains access to even higher-level versions of 
  these spells, to a maximum of summon monster 
  IX and summon nature’s ally IX at 17th level). At 
  19th level, this ability can be used as gate, instead. 
  If used as gate, the true summoner must pay any 
  required material components.  
              A true summoner cannot have more 
  than one summon or gate spell active in this 
  way at one time. If this ability is used again, 
  any existing summon or gate spell cast in this 
  way immediately ends. These summon spells 
  are considered to be part of his spell list for the 
  purposes of spell trigger and spell completion 
  items. In addition, he can expend uses of this 
  ability to fulfill the construction requirements of 
  any magic item he creates, so long as he can use 
  this ability to cast the required spell.   
              This ability replaces the eidolon, life link, 
  and summon monster class features.
              Summoned Senses (Su): Beginning at 
  2nd level, creatures the true summoner summons 
  with his summon ability gain darkvision and low-
  light vision. Additionally, as a standard action 
  the summoner can concentrate on a creature 
  summoned by his summon ability in order to see 
  through its eyes, observing everything it sees from 
  its perspective for 1 full round.   
              This ability replaces the bonded senses class 
  feature.
              Summon Horde (Su): Beginning at 
  3rd level, when the true summoner uses his 
  summon ability to summon a greater number of 
  lesser creatures (such as using summon monster 
  III in order to summon 1d4+1 creatures from 
  the summon monster I list) he summons an 
  additional creature of that type.   
              This ability replaces the shield ally class 
  feature.
   
  Transport Summoned Creature  (Sp):                          
  Beginning at 6th level, the true summoner can 
  magically transport his summoned creature by 
  spending a standard action.  This ability functions 
  identically to the spell dimension door, except 
  that it can only affect creatures summoned by his 
  summon ability.   
  
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              This ability replaces the maker’s call class 
  feature.
              Banish Resistance (Su): Beginning at 8th 
  level, any creature the true summoner summons 
  with his summon ability cannot be dismissed 
  or dispelled with spells such as dispel magic or 
  banishment.   
              This ability replaces the transposition class 
  feature.
              Enhance Summoned Creature 
  (Su): Beginning at 10th level, any creature the true 
  summoner summons with his summon ability 
  gains an additional +2 enhancement bonus to its 
  Strength, Dexterity and Constitution scores.  This 
  ability stacks with Augment Summoning, but not 
  with spells such as bull’s strength.   
              This ability replaces the aspect class feature.
              Greater Summoning (Sp): Beginning 
  at 12th level, the true summoner can use his 
  summon ability to have up to two summon 
  monster, summon nature’s ally, or gate spells active 
  as a result of his summon ability at any one time.    
              This ability replaces the greater shield ally 
  class feature.
              Extended Summon (Sp): Beginning at 
  14th level, whenever the true summoner casts 
  summon monster or summon nature’s ally spells 
  with his summon class feature, the duration of 
  those spells is treated as one minute per caster 
  level, instead of one round per caster level.  
              This ability replaces the life bond class 
  feature.
              Powerful Summon (Su): Beginning at 16th 
  level, creatures summoned by the true summoner 
  gain a +2 enhancement bonus to their Intelligence, 
  Wisdom and Charisma scores.   
              This ability replaces the merge forms class 
  feature.
              Master Summon (Su): Beginning at 
  18th level, the enhancement bonuses granted by 
  his enhance summoned creature and powerful 
  summon abilities increase to +6.   
              This ability replaces the greater aspect class 
  feature.
              Summon Legion (Sp): At 20th level, the 
  true summoner may have up to three summon 
  monster, summon natures ally, or gate spells active 
  as a result of his summon ability.   
              This ability replaces the twin eidolon class 
  feature.  
  New Witch Archetype
   
  The following archetype can be taken by 
  characters of the witch class. For more information 
  on class archetypes, see the Advanced Player’s 
  Guide.
  Pact-Bound Witch
              All witches consort in some way, shape, or 
  form with otherworldly powers, but pact-bound 
  witches take this a step further, forging an intimate 
  relationship with her otherworldly patron and its 
  servants, and being able to call upon such servants 
  to aid her in her endeavors. To do this, the pact-
  bound witch performs a special ceremony that 
  summons an avatar of her patron into a magic 
  circle, and the two ritually consummate their tie. 
  After that, the patron grants her limited access to 
  its servants.
              Summon in Spirit (Su): This ability 
  allows the witch to perform a short ritual (which 
  takes one minute) that calls forth the spirit of an 
  otherworldly servant into the body of a Tiny or 
  smaller animal. The animal must be contained 
  in a cage or otherwise rendered helpless for the 
  duration of the ritual, and if it succeeds on a Will 
  save (DC 10 + ½ the witch’s class level + the witch’s 
  Intelligence modifier) then it is immune to the 
  effect for 24 hours. If the ritual is a success, then 
  an otherworldly entity takes control of the animal’s 
  
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  body for 24 hours, or until the witch banishes the 
  spirit, whichever comes first. 
              While under the effect of the ability, the 
  animal effectively gains Intelligence, Wisdom, and 
  Charisma scores of 14, and its alignment changes 
  to match that of the witch. It can speak Abyssal, 
  Celestial, Common, and Infernal. Generally, such 
  spirits do the witch’s bidding lest the witch decides 
  to torture them while they are in vulnerable 
  animal bodies, and in the hopes that they may be 
  rewarded by being given a chance to do as they 
  please. Anything that affects possession (such as 
  protection from evil) has the same effect on this 
  ability. For the duration of the effect, the animal is 
  treated as a magical beast, rather than an animal. 
              This ability replaces the witch’s 4th-level 
  hex.
              Minion (Su): The witch’s patron grants her 
  an additional servant, in addition to her familiar, 
  which remains with her and aids her as she sees fit. 
  This servant is not actually a familiar, and does not 
  gain any of the benefits of a familiar (including an 
  empathic link, the ability to deliver touch spells, 
  etc), but it can be used to store and prepare spells 
  as though it were a witch’s familiar. The exact type 
  of servant granted depends on the nature of the 
  witch’s patron, as outlined on the preceding table.  
              This ability replaces the witch’s 8th-level 
  hex.
              Witch’s Summoning (Sp): With this 
  ability, the witch is able to call forth an emissary 
  of her patron to aid her in a variety of ways. This 
  functions as the spell lesser planar ally, with a few 
  exceptions.  
              First, the limit on the number of Hit Dice 
  the called outsider may possess is equal to the 
  witch’s level.  
              Second, rather than payment in gold, the 
  
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  creature takes payment in the form of borrowing 
  the witch’s spellcasting ability. The witch offers up 
  access to her spell slots and/or hexes for a certain 
  period of time (as outlined below).  
              As soon as an agreement is reached, the 
  witch loses access to the bargained spell slots and 
  hexes. Once the called creature has performed 
  the agreed-upon task, it gains access to the spell 
  slots and hexes the witch gave up for the agreed-
  upon amount of time. The time spent performing 
  the task does not count towards this time, and 
  the called creature cannot use the witch’s abilities 
  during this time. That said, once the deal is struck, 
  the witch has no way to back out and “cheat” the 
  called creature of its access to her powers. 
              Giving up access to hexes and spells can be 
  equated to the gold piece value normally used to 
  bargain with creatures called by planar ally. The 
  equivalent values are indicated on the table on the 
  last page.
  New Witch Patron
   
  Instead of choosing a standard witch 
  patron, a 1st-level witch may choose to take the 
  following witch patron. If she does so, in addition 
  to the normal bonus spells a patron provides, 
  she also gains a number of special benefits and 
  drawbacks peculiar to her patron. These are 
  described under the patron’s Pact Boons and 
  Payments sections, respectively. Information is also 
  provided on the background and general character 
  of each of these patrons, as well as on the sorts of 
  familiars they typically grant, and what sorts of 
  services they require from those to whom they lend 
  their magic.
   
  Some of the spells provided by these 
  patrons do not appear on the witch spell list. In 
  these cases, the witch treats the spell as though it 
  were on the witch spell list at a spell level equal to 
  1/2 the witch level at which she receives it (so, in 
  the case of a witch whose patron is Elindra, who 
  receives the spell awaken at 10th level, she would 
  treat awaken as though it were a 5th-level witch 
  spell).
  Elindra, Lady of the New Forest
  A gentle hand, a nurturing mother.
   
  Elindra’s true nature is much debated 
  by her followers. At times she is considered to 
  be a goddess, at others an ancient spirit of the 
  natural world, and she has even been thought to 
  be nothing less than the mythical queen of the 
  fey. Regardless of her exact nature, Elindra is a 
  powerful immortal being embodying feminine 
  grace and motherly wisdom. Some believe that she 
  may be the inspiration for the mother-earth figures 
  common to folklore. She dwells in a demiplane 
  of her own creation called New Forest, a verdant 
  wonderland where the trees bear plentiful fruit and 
  the sweet air makes visitors forget their worries. 
   
  Whatever else Elindra is, she is an idealist 
  and a force for good (or, at least, for her perception 
  of good), and promotes peace and harmony above 
  all other philosophy. She abhors and disdains 
  violence and what she calls the wicked emotions of 
  anger, fear, and hate, and seeks to create a perfect 
  world free of those horrors. 
   
  Spells: 2nd—goodberry, 4th—animal 
  messenger, 6th—speak with plants, 8th— rusting 
  grasp, 10th—awaken, 12th—transport via plants, 
  14th—transmute metal to wood, 16th—animal 
  shapes, 18th—sympathy.
   
  Pact Boons: By taking Elindra as your 
  patron, you gain a number of special boons, which 
  those who serve other patrons do not receive. 
  As you gain levels in witch, and your association 
  with Elindra becomes stronger, you are granted 
  additional boons, as outlined below.
   
  Ward of the Lady (Su): All witches who 
  make pacts with Elindra are protected by the 
  goddess’s influence and generally need not fear 
  for their own safety. You are constantly treated as 
  though affected by the spell sanctuary, except that 
  the saving throw DC is equal to 10 +1/2 your witch 
  level + your Intelligence modifier. 
   
  Sactuary of the Nurturing Mother (Sp): 
  Beginning at 11th level, you may beseech Elindra 
  to grant you and those closest to you access to her 
  sacred home. This ability functions identically to 
  
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  the spell plane shift, except that it can only target 
  willing targets and the plane traveled to must be 
  Elindra’s own demiplane, the New Forest. The 
  New Forest is a beautiful realm with a number of 
  beneficial effects for those who visit. 
   
  First, all living things within the New Forest 
  are protected by Elindra’s magic and are affected 
  as though by the spell sanctuary with a DC of 35 to 
  resist the effect. Second, each creature on the plane 
  gains fast healing 1 for as long as they remain, and 
  such creatures also heal 1 point of ability damage 
  each hour. Finally, no character need eat or sleep 
  while within the New Forest, and never suffers any 
  penalty for starvation or fatigue. 
   
  However, the New Forest is not without its 
  dangers. First, the sweet air of the New Forest has 
  an intoxicating effect which causes those who enter 
  the realm to be forced to succeed on a DC 20 Will 
  save each hour or be unable to perform any action 
  other than to dance and sing for one hour. For each 
  failed save, the subject receives a cumulative -1 
  penalty on the Will save to resist the effect for the 
  next 24 hours. Secondly, time passes much more 
  slowly in the New Forest, and for every minute 
  which passes in the New Forest, one day elapses on 
  the Material Plane. Unlike many planes, the New 
  Forest cannot be reached from any plane other 
  than the Material Plane. 
   
  Payment: Elindra does not grant her boons 
  for free, and in serving her you must make certain 
  sacrifices, as outlined below.
   
  Peace of the Lady (Sp): Elindra is devoted 
  to the pursuit of peace and harmony at all costs, 
  and demands the same of her followers. Those who 
  make a pact with Elindra are forbidden from ever 
  harming any living creature. This ban includes 
  attacking, targeting or including said creatures in 
  the area of a spell which deals hit point damage, 
  ability damage, ability drain, level drain, or which 
  has a saving throw entry not denoted as harmless 
  (with the exception of spells of the charm or 
  polymorph subschools, and any spell whose only 
  effects include putting the target to sleep, or 
  imposing a penalty on attack rolls, damage rolls, 
  ability checks, or skill checks) as well as any other 
  action likely to cause harm to the target. 
   
  Elindra is capable of and often chooses to 
  warn her followers if an action they are taking 
  is likely to cause harm to a fellow creature. This 
  ban only applies physical and psychic harm; 
  damage done to a creature’s reputation or ego 
  is not included, unless doing so would likely 
  cause physical or mental injury to the target in a 
  foreseeable way. The servant of Elindra must also 
  take reasonable measure to limit the amount of 
  harm those around her do to others, and attempt 
  to persuade them to a path of peace. Elindra 
  understands that her servants may not be always 
  able to restrict or restrain those around her from 
  causing harm, and typically will not revoke her 
  boons if her servant fails in this aim, unless Elindra 
  is of the opinion that the servant is abusing this 
  policy. Typically, Elindra is satisfied if her servant 
  prevents her allies from killing to the best of her 
  ability.
   
  Call to Sanctum (Su): At 11th level, Elindra 
  can summon one of her charges directly into her 
  realm at will (DC 35 Will save negates). Though 
  Elindra rarely chooses to make frequent use of 
  this ability, she will typically call her servants once 
  a year to spend some time in her realm. Though 
  the motivation for this is unclear, it usually causes 
  the witch’s absence from the Material Plane for a 
  between one and four weeks. On occasion Elindra 
  will use this ability more frequently, either because 
  she is displeased with the witch, or because she 
  feels she must impart further knowledge to her.
   
  Familiars: Elindra commonly grants her 
  servants woodland animals to serve as familiars, 
  most commonly foxes and badgers. Unlike other 
  familiars, those granted by Elindra refuse to harm 
  any creature and can never be commanded or 
  compelled into doing so, except by magical means. 
  Those witches who select the Improved Familiar 
  feat may gain a nixie familiar at 7th level. This 
  familiar arrives knowing all the spells her former 
  familiar knew.
   
  Serving Elindra: Elindra is a devoted 
  servant to peace and requires her followers to 
  be the same. In addition to requiring that her 
  followers do no harm to others, and that they try 
  to prevent those closest to them from doing the 
  same, she demands that her servants seek out 
  
  60
  opportunities to increase the peace and prevent 
  violence. Typically, she asks her followers to do this 
  by promoting cooperation and harmony through 
  pleasant, nonviolent activities, including music, 
  sex, and inebriation.
   
   
  In addition to her general mandate of peace 
  through harmony, Elindra requires her servants 
  undergo a pair of tasks for her. These tasks are 
  usually very long and involved (running anywhere 
  from 10-15 encounters) and occur once near the 
  beginning of her career (levels 1-4) and once 
  near the end of her career (levels 16-20). Though 
  these tasks can be almost anything, they typically 
  symbolize the beginning of the witch’s journey and 
  its end, respectively, and after the witch’s second 
  task it is usually only a short time before she enters 
  the New Forest, never to return.
   
  Contact: In the early stages of the witch’s 
  career (before 11th level), Elindra appears to her 
  servants through natural phenomena, most often 
  as a beautiful female face in the ripples of a forest 
  pond. Once a witch has gained sufficient power to 
  enter Elindra’s realm, she speaks to them directly 
  within her own home, appearing as a gorgeous 
  woman of middle age and supreme grace. It is 
  unknown whether the being which speaks to the 
  witches in the New Forest is actually Elindra, 
  herself however, or merely an avatar she created.
  New Wizard Archetype
   
  The following archetype can be taken 
  by characters of the wizard class. For more 
  information on class archetypes, see the Advanced 
  Player’s Guide.
  Master of Unlife
              Masters of unlife are wizards who have 
  devoted themselves to the art of necromancy 
  and specifically focus on creating and controlling 
  undead minions to serve whatever nefarious ends 
  suit their circumstances.  
              Command Undead (Su): At 1st level, a 
  master of unlife gains Command Undead as a 
  bonus feat and can channel negative energy, as a 
  cleric of his level, a number of times per day equal 
  to 3 + his Charisma modifier. 
   
  This ability replaces the arcane bond class 
  feature.
              Undead Servitors (Su): Beginning at 1st 
  level, a master of unlife can create an undead 
  servitor to aid him in his journeys.  This ability 
  can animate the corpse of any Medium-sized or 
  smaller humanoid creature, provided it is mostly 
  intact, and requires an eight-hour ritual and 
  the expenditure of 100 gp worth of special oils 
  and dust, which are used to prepare the corpse.  
  This process destroys any trace of knowledge or 
  personality the corpse had in life and the animated 
  servitor is wholly mindless.  
              An undead servitor can be animated as 
  either a zombie or a skeleton, at the master of 
  unlife’s discretion, and has all the appropriate 
  statistics of a creature of that type with the 
  following exceptions: an undead servitor always 
  has total hit points equal to half the master of 
  unlife’s total hit points, Hit Dice equal to the 
  master of unlife’s Hit Dice, and uses the master of 
  unlife’s base attack bonus and base saving throw 
  bonuses.  
              While mindless, an undead servitor is a 
  perfect servant to the master of unlife, capable of 
  following nearly any explicit command, provided 
  it does not require independent thinking on the 
  part of the undead servitor. This ability can be used 
  once per day; however, a master of unlife can never 
  have more than one undead servitor at a time, and 
  creating a new servitor destroys the old one.
              At 5th, 10th, 15th, and 20th levels, the 
  number of undead servitors the master of unlife 
  can maintain at one time increases by one, to a 
  total of 5 undead servitors at 20th level. 
              This ability replaces the arcane school class 
  feature.
              Master Necromancer (Su): Beginning 
  at 10th level, a master of unlife is so skilled at the 
  necromantic arts that he can substitute raw talent 
  
  61
  for a certain amount of ritual components in his 
  necromancy spells. Any necromancy spells with a 
  costly material component cast by the master of 
  unlife require only half the special materials they 
  ordinarily would, effectively reducing the price of 
  the costly material components by half.  
   
             This ability replaces the bonus feat gained at 
  10th level.
  New Focused Arcane Schools 
   
  The following section provides a number 
  of new focused arcane schools. When a wizard 
  selects his arcane school, he may select one of the 
  following focused arcane schools instead of those 
  presented in the Advanced Player’s Guide. For more 
  information on focused arcane schools, see the 
  Advanced Player’s Guide.
  Elementalist
   
  Elementalists focus their magical abilities 
  on one of the four major energy types, allowing 
  them to wield that energy far more effectively, at 
  the cost of a certain amount of versatility.
    
  Associated School: Evocation
   
  Replacement Powers: The following 
  abilities replace the intense spells and force missile 
  class abilities of the evocation school.
              Devotee of Elements (Su): Choose an 
  energy type from the following list: acid, cold, 
  electricity, fire, or sonic. Whenever you cast an 
  evocation spell which deals damage of the chosen 
  energy type, you ignore an amount of energy 
  resistance to that energy type equal to your wizard 
  level. Choose another of the following energy 
  types: acid, cold, electricity, fire, or sonic. Any 
  evocation spell you cast which deals damage of 
  that type is subject to a -10 penalty to damage 
  (minimum 1). At 20th level, you can affect 
  creatures with immunity to the first chosen energy 
  type, dealing half the normal amount of damage to 
  them instead.
              Elemental Blast (Su): Choose one of the 
  following energy types: acid, cold, electricity, fire, 
  or sonic. You may create an energy blast of the 
  chosen type, which deals an amount of damage of 
  the chosen type equal to 1d6 + your caster level. 
  You may use this ability a number of times per day 
  equal to 3 + your Intelligence modifier. When you 
  reach 8th level, you must always choose the type 
  of energy you choose for this ability when you use 
  your elemental wall school power.
  Master of the Arcane Bond
              Masters of the arcane bond focus less 
  on the study of magical spells and more on the 
  development of their arcane bonds. The intense 
  study required to pursue this path precludes the 
  wizard from focusing on any single school of 
  magic.
   
  Associated School: Universalist.
   
  Replacement Powers: The following 
  abilities replace the hand of the apprentice and 
  metamagic mastery abilities of the universalist 
  school.
   
  Enhanced Bond (Ex): Your focus on your 
  arcane bond means that you treat your wizard level 
  as five levels higher than normal for determining 
  the intelligence, natural armor, and special abilities 
  of your familiar. If you choose the bonded item 
  application of the arcane bond class feature, you 
  instead gain an additional use of that ability, 
  allowing you to cast two spells without preparing 
  them ahead of time.
   
  Dual Bond (Su): Beginning at 8th level, 
  your focus on arcane bonds allows you to gain a 
  second arcane bond. You treat your wizard level 
  as though it were 7 levels lower for determining 
  the benefits of that arcane bond (for example, the 
  second arcane bond of a 10th-level wizard would 
  grant benefits as though he were a 3rd-level wizard, 
  and he would only be able to cast an extra spell that 
  he would have been able to cast at 3rd-level if he had 
  a bonded item as his second arcane bond).
   
  
  62
  Shaper
   
  Shapers specialize in fine and precise 
  control over the energies that they wield, allowing 
  them to create fireballs and lightning bolts with 
  pin-point accuracy, avoiding collateral damage, or 
  to turn even a simple shocking grasp into a searing 
  line of energy.
   
  Associated School: Evocation.
   
  Replacement Powers: The following 
  abilities replace the intense spells and elemental 
  wall abilities of the evocation school.
              Reshape (Su): Whenever you cast an 
  evocation spell with an area, you may choose to 
  use one of the following areas rather than the type 
  listed in the spell: a 60-foot line, a 30-foot cone, or 
  a 15-foot radius burst. These changes in area do not 
  affect the spell’s range, if any, nor the spell’s targets, 
  if the spell has additional target information. You 
  may use this ability a number of times per day 
  equal to 3 + your Intelligence modifier.
   
  At 20th level, these areas are all doubled, 
  allowing you to choose from the following: 120-foot 
  line, 10 feet wide; a 60-foot cone; or a 30-foot radius 
  burst.
              Blast Shape (Su): Beginning at 8th level, 
  whenever you cast an evocation spell with a single 
  target, you may choose to shape it into a line 5 
  feet wide, with a length equal to 5 feet per wizard 
  level you possess. The modified spell affects each 
  creature (or object, if applicable), in the line (for 
  example, a 10th-level wizard could cast shocking 
  grasp, but have it affect all creatures in 50-foot 
  line). If an attack is required, you make a single 
  attack roll and apply the result to the AC of each 
  creature in the area. In addition to any saving 
  throw normally offered by the spell, all creatures 
  in the area of the line are entitled to a Reflex save 
  (at the same DC) to negate the effects of the spell. 
  You may use this ability a number of times per day 
  equal to 3 + your Intelligence modifier. 
  Spell-Marked
              Spell-marked wizards are constantly under 
  the influence of one of a select handful of spells 
  useful to all wizards. Studying this discipline 
  requires a great deal of focus on a wide variety of 
  spells, and does not permit for the wizard to focus 
  Art © Copyright Can Stock Photo Inc.
  
  63
  on a single school of magic.
   
  Associated School: Universalist.
   
  Replacement Powers: The following 
  powers replace the hand of the apprentice and 
  metamagic mastery abilities of the universalist 
  school.
   
  Minor Spell Mark (Sp): At 1st level, 
  you must choose one of the following three 
  spells: detect magic, read magic, or resistance. 
  From that moment onward, you are constantly 
  affected by the chosen spell exactly as though it 
  had been made permanent by the permanency 
  spell. When you select this spell, the magic words 
  written in your spellbook are magically transcribed 
  around your eyes in a tight ring set into your 
  irises. Once chosen, the spell cannot be changed, 
  except by spending a 1 full day in meditation and 
  expending ritual components worth 100 gp. At the 
  completion of this ritual, you may choose another 
  of these three spells to replace the previously 
  chosen spell.
   
  Major Spell Mark (Sp): Starting at 8th 
  level, you must choose one of the following five 
  spells: comprehend languages, detect secret doors, 
  endure elements, enlarge person, or reduce person. 
  From that point onward, you are constantly 
  affected by that spell exactly as though it had been 
  made permanent by the permanency spell. When 
  you select this spell, the magic words written in 
  your spellbook are magically transcribed around 
  your eyes in a tight ring set into your irises. Once 
  chosen, the spell cannot be changed, except by 
  spending a 1 full day in meditation and expending 
  ritual components worth 1,000 gp. At the 
  completion of this ritual, you may choose another 
  of these five spells to replace the previously chosen 
  spell. 
   
  Additionally, you reduce the gp cost to make 
  any spell permanent with the permanency spell by 
  1,000 gp.
  Touch Specialist
   
  Touch specialists gain better control 
  over spells that they can channel through their 
  fingertips, whether that is in the form of more 
  accurate rays and bolts, or in sacrificing range in 
  order to make a spell far more potent by delivering 
  it by hand.
   
  Associated School: Evocation.
   
  Replacement Powers: The following 
  powers replace the force missile and elemental wall 
  abilities of the universalist school.
              Spell Accuracy (Su): You gain increased 
  accuracy with your spells. Whenever you cast an 
  evocation spell which requires a melee or ranged 
  touch attack, you add your Intelligence modifier as 
  a bonus on the attack roll. Additionally, once per 
  day, you may choose to have any touch attack you 
  make with an evocation spell automatically hit the 
  target. An attack made to automatically hit in this 
  way cannot result in a critical threat.
              Touch Spell Conversion (Su): Beginning 
  at 8th level, you may cast certain spells as touch 
  spells. You may choose to cast an evocation spell 
  you have prepared that has a range other than 
  touch as though it had a range of touch. You can 
  use this ability a number of times per day equal 
  to 3 + your Intelligence modifier. If you do, you 
  must succeed on a melee touch attack in order to 
  affect the spell’s target, and the target suffers an 
  -5 penalty on any saving throws made to resist or 
  negate the spell’s effects. If the original spell is 
  able to target more than a single creature (such as 
  with an area affect), it instead only affects a single 
  creature touched.
  Wishmaker
              Wishmakers focus their studies on the 
  nature of one of arcane magic’s most powerful 
  spells, and derive many of that spell’s secrets to fuel 
  their arcane powers. Because this powerful magic is 
  of a universal nature, it is essential that the wizard 
  spread his focus evenly across all schools of magic.
   
  Associated School: Universalist.
   
  Replacement Powers: The following 
  abilities replace the hand of the apprentice 
  and metamagic mastery abilities offered by the 
  universalist school.
  
  64
   
  Universal Cantrips: You begin play 
  knowing all 0th-level spells from all spell lists, and 
  you may prepare your cantrips from among all spell 
  schools.
   
  Universal spells: Beginning at 8th level, 
  and every even numbered level thereafter, you may 
  add one spell of any level lower than the highest-
  level sorcerer/wizard spell you can cast to your 
  spellbook, choosing from any spell list which offers 
  at least 6 levels of spellcasting. If the chosen spell 
  appears on multiple spell lists, use the highest spell 
  level it appears at from among those lists. These 
  spells must be prepared and cast exactly as though 
  they were sorcerer/wizard spells.
  New Arcane Bond
   
  The following section presents a new form 
  of arcane bond. When a character gains the arcane 
  bond class feature, he may select the following 
  option instead of a bonded item or a familiar.
  Athame
   
  At 1st level, when a wizard selects his arcane 
  bond, he may choose to select athame instead of a 
  bonded item or familiar. 
   
  Similar to a bonded item, an athame is 
  a dagger which can be used to focus magical 
  energies. An athame must be an item of personal 
  significance to the wizard who wields it and must 
  bear an inscription with his name somewhere upon 
  it. At 1st level, the athame counts as a focus for any 
  spell requiring a focus of 200 gp or less. At 2nd level, 
  and every subsequent level thereafter, this amount 
  increases by an additional 200 gp, to a total of 
  4,000 gp at 20th level. Additionally, once per day 
  the wizard may choose to temporarily expend the 
  magical power of his athame in order to cast a spell 
  with costly material components costing less than 
  the athame’s value as a focus without expending 
  any material components. If he does, the athame 
  becomes an ordinary dagger for 24 hours.
  New Prestige Classes
   
  The following section provides a number 
  of prestige classes. These prestige classes may be 
  selected by characters instead of those presented 
  in the Pathfinder Roleplaying Game Core Rulebook. 
  They are presented in alphabetical order.
  Master of Sensation
              Masters of sensation are true artisans 
  of illusion, capable of engineering perception 
  to their own ends.  Many masters of sensation 
  choose to use their powers merely for their own 
  entertainment, while others live their lives as 
  adventurers.
  Requirements
              To qualify to become a master of sensation, 
  a character must fulfill all the following criteria.
              Skills: Bluff 5 ranks or Perform (any) 5 
  ranks 
              Spellcasting: Ability to cast 2nd-level spells 
              Special: Must know at least one spell from 
  each of the following subschools: glamer, figment, 
  and phantasm.
  Class Skills
              The master of sensation’s class skills are 
  Bluff (Cha), Knowledge (arcana) (Int), Perception 
  (Wis), Perform (Cha), Sleight of Hand (Dex), and 
  Spellcraft (Int).
              Skill Ranks per Level: 4 + Intelligence 
  modifier.
              Hit Die: d6
  Class Features
              All of the following are class features of the 
  master of sensation.
  
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              Weapon and Armor Proficiency: A master 
  of sensation gains no proficiency with any weapons 
  or armor.
              Create Imaginary Creature (Su): As 
  a standard action, the master of sensation can 
  create an illusory creature made of translucent and 
  wispy substance, which appears in an unoccupied 
  location within 30 feet and attacks foes as the 
  master of sensations directs it.  
   
  Regardless of what form it takes, the 
  imaginary creature has two primary claw attacks 
  which deal 1d6 + the master of sensation’s class 
  level + the master of sensation’s Charisma modifier 
  points of illusory damage.  This damage is wholly 
  in the target’s mind, and though creatures who fail 
  their saving throw (see below) react to the damage 
  as though it were normal lethal damage, an 
  imaginary creature cannot actually cause physical 
  damage to a creature. As such, illusory damage is 
  tracked separately from regular lethal damage and 
  from nonlethal damage. 
   
  If the sum of the lethal damage a character 
  has received + the illusory damage that character 
  has received exceeds the his maximum hit points, 
  that creature falls into a coma until such a time as 
  the sum of his lethal damage and illusory damage 
  is less than his maximum hit points.  While 
  comatose in this fashion, a character is considered 
  helpless and unconscious. A character who goes for 
  10 minutes without receiving any illusory damage 
  is immediately cured of any illusory damage he 
  may possess (bringing that character out of any 
  coma that may have been caused by that illusory 
  damage).
              The imaginary creature can take the shape 
  of any creature the master of sensation wishes, 
  though typically an imaginary creature appears 
  as a humanoid creature with wicked claws. It 
  acts during your turn (including the turn that 
  this ability is used), and is completely under your 
  mental control. It uses your base attack bonus 
  plus your Charisma modifier as its attack bonus. 
  Its attacks ignore any damage reduction the target 
  might possess, but are subject to spell resistance: 
  whenever the imaginary creature hits a creature 
  with spell resistance, make a caster level check to 
  overcome that spell resistance, as normal. If you 
  succeed, the creature takes the normal amount 
  of illusory damage. If you fail, that attack has no 
  effect. 
   
  As an illusory effect, the imaginary creature 
  can affect even incorporeal creatures, though 
  because the effect is illusory, the imaginary 
  creature’s attacks have no effect on mindless 
  
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  creatures, nor on any creature who is immune 
  to mind-affecting effects, and such creatures 
  automatically disbelieve the imaginary creature 
  (see below). The imaginary creature does not 
  threaten any squares, and so cannot make attacks 
  of opportunity nor grant flanking, and it cannot 
  benefit from flanking. The imaginary creature 
  similarly gains no benefits from higher ground, 
  teamwork feats, or similar effects. 
              Each round after the first, you can use 
  a move action to redirect the creature to a new 
  target. If you do not, the creature continues to 
  attack its current target. On any round that the 
  creature switches targets, it gets one attack. 
  Subsequent rounds of attacking that target allow 
  the creature to make a full attack (provided your 
  base attack bonus is high enough for more than 
  one attack per round).
              An imaginary creature cannot be harmed 
  by physical, incorporeal, or even magical attacks, 
  but dispel magic and similar effects can dispel it. 
  In such cases, an imaginary creature is considered 
  to have a caster level equal to the master of 
  sensation’s class level.
              The first time a character interacts with an 
  imaginary creature, that character may attempt 
  a Will save (DC 10 + the master of sensation’s 
  class level + the master of sensation’s Charisma 
  modifier) to disbelieve the imaginary creature.  A 
  character who disbelieves the imaginary creature 
  is immune to the imaginary creature’s attacks, 
  including the attacks of any imaginary creatures 
  created by subsequent uses of this ability, for 
  24 hours.  A character under the effects of 
  a trueseeing spell or similar ability, as well as any 
  character immune to mind-affecting effects, or to 
  the effects of illusions, automatically disbelieve an 
  imaginary creature.
              A master of sensation can manifest an 
  imaginary creature for 1 minute per level; however, 
  this time need not be continuous.  At 1st level, a 
  master of sensation can only create 1 imaginary 
  creature at a time.  Beginning at 3rd level, and 
  every 2 levels thereafter, the master of sensation 
  may create an additional imaginary creature at 
  a given time, up to a maximum of 5 imaginary 
  creatures at 9th level. However, doing so is more 
  strenuous and each additional imaginary creature 
  summoned in this way causes this ability to 
  consume an additional round of the total time a 
  character can manifest an imaginary creature in a 
  day.  (For example, a 3rd-level master of sensation 
  summons 2 imaginary creatures for 6 rounds, 
  effectively consuming 1 minute and 2 rounds of his 
  3-minute allowance for the day.)
              Spellcasting: At each of the designated 
  levels, the master of sensation gains new spells per 
  day as if he had also gained a level in a spellcasting 
  class he belonged to before adding the prestige 
  class. He does not, however, gain other benefits a 
  character of that class would have gained, except 
  for additional spells per day, spells known (if he 
  is a spontaneous spellcaster), and an increased 
  effective level of spellcasting. If a character had 
  more than one spellcasting class before becoming a 
  master of sensation, he must decide to which class 
  he adds the new level for purposes of determining 
  spells per day.
              Phantom Speech (Su): Beginning at 2nd 
  level, the master of sensation can imbue his very 
  words with illusory magic, causing him alter the 
  way his speech is perceived.  As a move action, the 
  master of sensation can obscure his speech for the 
  next minute, allowing him to cause a number of 
  creatures equal to his master of sensation level who 
  can hear him to hear only a pleasant buzzing when 
  he speaks.  In addition to the obvious benefits, 
  this ability causes affected creatures to suffer a -10 
  penalty on Spellcraft checks made to identify a 
  spell the master of sensation casts, provided that 
  the spell has verbal components.
              Phantom Odor (Su): Beginning at 4th 
  level, the master of sensation can imbue the very 
  air around him with illusory magic, causing all 
  creatures who breathe it in to believe it to be 
  tainted with a horrible odor.  All creatures within 
  10 feet of the master of sensation who do not hold 
  their breath must succeed on a Will saving throw 
  (DC 10 + the master of sensation’s level +  the 
  master of sensation’s Charisma modifier) or be 
  sickened for 1 round.  A character which succeeds 
  his saving throw is immune to the ability for 24 
  hours.  The master of sensation may suppress or 
  
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  resume this ability as a standard action.  This is a 
  mind-affecting ability.
              Phantom Form (Su): Beginning at 6th 
  level, the master of sensation gains such control 
  over his magic that he can imbue his form with 
  illusory magic, causing him to become harder 
  to perceive. Whenever the master of sensation 
  remains in a single spot for 3 consecutive rounds, 
  he may become invisible as though with the spell 
  invisibility,except that the effect also ends if he 
  moves. 
              Phantom Pain (Su): At 8th level, the 
  master of sensation’s mastery of illusions is 
  such that he can cause a living creature to feel 
  pain without explanation. As a standard action, 
  the master of sensation may attempt a melee 
  touch attack which does not provoke attacks of 
  opportunity and which, if successful, causes the 
  target to suffer extreme pain.  The target must 
  succeed on a Will save (DC 10 + ½ the master of 
  sensation’s class level + the master of sensation’s 
  Intelligence modifier) or be nauseated for 1 round. 
  Even if the target succeeds on his saving throw, he 
  still is sickened for 1 round.
              True Phantasmal Creature (Su): At 10th 
  level, a master of sensation’s mastery of illusion is 
  such that he can cause the minds of his enemies 
  to create lethal wounds because they believe they 
  should have them. Whenever one of the master 
  of sensation’s imaginary creatures deals illusory 
  damage, the master of sensation may choose 
  to have them deal half of that damage as lethal 
  damage, instead.
  Monstrous Paragon
              Monstrous paragons are truly horrifying 
  exemplars of their kind, with strange and terrible 
  features that make them even more monstrous 
  than their kin. No two monstrous paragons are 
  exactly alike, as a monstrous paragon can belong 
  to one of any number of different terrible inhuman 
  races, and each monstrous paragon manifests its 
  strange features in different ways.
  Requirements
              To qualify to become a monstrous paragon, 
  a character must fulfill all the following criteria. 
              Base Attack Bonus: +6
              Special: The character must be of the 
  aberration, dragon, magical beast, monstrous 
  humanoid, ooze, outsider, plant, or vermin type. 
  This class is not intended for player characters, and 
  can only be taken with special GM permission.           
  Class Skills
              The monstrous paragon’s class skills 
  are Climb (Str), Fly (Dex), Intimidate (Cha), 
  Perception (Wis), Stealth (Dex), Survival (Wis), 
  Swim (Str). 
               
              Skill Ranks per Level: 4 + Intelligence 
  modifier.
              Hit Die: d10.
  Class Features
              All of the following are class features of the 
  monstrous paragon.
              Weapon and Armor Proficiency: A 
  monstrous paragon gains no proficiency with any 
  weapons or armor.
              Monstrous Feature: At 1st level, and every 
  odd-numbered level thereafter, the monstrous 
  paragon may select a single monstrous feature 
  from the following list.
              Acid Blood (Su): A powerful acid courses 
  through the monstrous paragon’s veins, rather 
  than normal blood. Any time the monstrous 
  paragon is dealt piercing or slashing damage, its 
  blood sprays forth in an adjacent square of the 
  monstrous paragon’s choice, dealing 2d6 points 
  of acid damage to any creatures in that square. 
  A successful Reflex save (DC 10 + the monstrous 
  paragon’s class level + the monstrous paragon’s 
  Constitution modifier) halves this damage.
  
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              Breath Weapon (Su): The monstrous 
  paragon gains a breath weapon. The breath weapon 
  takes the form of a 30-foot cone, and deals 3d8 
  points of damage to each creature in the area. The 
  damage is one of the following energy types: acid, 
  cold, electricity, or fire. The exact energy type 
  is chosen when this class feature is gained, and 
  cannot later be changed. A successful Reflex save 
  (DC 10 + the monstrous paragon’s class level + the 
  monstrous paragon’s Constitution modifier) halves 
  the damage. This breath weapon can be used once 
  per minute.
              This ability can be taken multiple times. 
  Each time it is taken beyond the first, the amount 
  of damage the breath weapon deals increases by 
  2d8, and the saving throw DC increases by +2.
              Death Curse (Su): The monstrous paragon 
  is able to utter a powerful curse upon his death. 
  When the monstrous paragon dies, as an 
  immediate action before dying, he can set this 
  curse upon a single creature within 120 feet that 
  he can see. The target is affected as though by the 
  spell bestow curse, except that there is no saving 
  throw allowed to resist the spell, and any attempt 
  to lift the curse (such as remove curse, or similar 
  effects) requires a caster level check (DC 10 + the 
  monstrous paragon’s class level + the monstrous 
  paragon’s Charisma modifier) in order to be 
  successful.
              Extra Eyes (Ex): The monstrous paragon 
  grows several new eyes. This grants a +8 racial 
  bonus on Perception checks made to see things, 
  and also allows the monstrous paragon to see in all 
  directions at once, so that he cannot be flanked.
              Eyes of the Deep (Ex): The monstrous 
  paragon’s eyes are adjusted for pitch blackness, and 
  he gains blindsight to a range of 60 feet.
              Hunter’s Reflexes (Ex): When the monstrous 
  paragon uses the charge action, he can make an 
  attack with each of his natural attacks, instead of 
  just one. If the monstrous paragon is wielding a 
  manufactured weapon, he cannot attack with that 
  weapon on the same turn that he uses this ability.
              Raging Temper (Ex): The monstrous paragon 
  gains the rage class feature of the barbarian. He 
  can rage for a number of rounds each day equal to 
  4 + his Constitution modifier (if he has the rage 
  class feature from another source, he can now 
  rage for a number of additional rounds equal to 
  4 + its Constitution modifier). The monstrous 
  paragon also gains a single rage power for which he 
  qualifies.
              Regeneration (Su): The monstrous paragon’s 
  body heals itself supernaturally. He gains 
  regeneration equal to 1/2 his class level, rounded 
  down (minimum 1). Choose two of the following 
  energy types: acid, cold, electricity, or fire. Damage 
  of either of these types causes the monstrous 
  
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  paragon’s regeneration to stop working on the 
  round after taking the damage. This choice must 
  be made when the ability is gained, and cannot 
  later be changed.
              Terrifying Roar (Su): The monstrous paragon 
  is capable of letting out a bellowing roar which 
  turns the bowels of even the most stalwart of 
  warriors to jelly. This is a standard action, and all 
  creatures within 120 feet of the character that can 
  hear him must succeed on a Will save (DC 10 + the 
  monstrous paragon’s class level + the monstrous 
  paragon’s Charisma modifier) or become panicked 
  for 1 minute. Even those that succeed on their save 
  are shaken for 1 minute. Any target that has at 
  least as many Hit Dice as the monstrous paragon, 
  however, is only shaken if he fails the saving throw, 
  and suffers no effect if he succeeds on the saving 
  throw. This ability can be used at will, but no more 
  than once per minute, and any creature that has 
  been subject to the ability in the last 24 hours, 
  whether they succeeded on their saving throw or 
  not, gain a +8 bonus on their saving throw to resist 
  the effect.
              Toxins (Ex): The monstrous paragon’s body 
  manufactures a poison, which he delivers with 
  one of his natural attacks. The natural attack to 
  be affected must be chosen when the ability is 
  gained, and cannot later be changed. Whenever 
  the monstrous paragon deals damage with that 
  natural attack, the target is exposed to the poison. 
  The poison has no onset period, and a frequency 
  of 1/round for 6 rounds. The DC of the Fortitude 
  save to resist the poison’s effects is equal to 10 + the 
  monstrous paragon’s class level + the monstrous 
  paragon’s Constitution modifier. The poison deals 
  either 1d2 points of Strength damage or 1d3 points 
  of Dexterity damage. This choice is made when 
  the ability is gained, and cannot later be changed. 
  A single successful save cures the victim of the 
  poison.
              This ability can be taken multiple times. 
  Each time it is taken after the first, the saving 
  throw DC increases by +1, and for every two times 
  it is taken beyond the first, the amount of ability 
  score damage dealt is increased by 1.
              Damage Reduction (Ex): At 2nd level, a 
  monstrous paragon gains damage reduction, or 
  improves its existing damage reduction, if it has 
  any. If the monstrous paragon does not possess 
  damage reduction, he gains DR 5/cold iron or DR 
  5/silver. This choice is made when the monstrous 
  paragon gains this class feature, and cannot later 
  be changed. When the monstrous paragon’s CR 
  (including his class levels) is 10 or higher, the DR 
  increases to 10/cold iron or 10/silver.
              If the monstrous paragon already has 
  damage reduction, the amount of that damage 
  reduction increases by 5. If the monstrous paragon 
  has more than one type of damage reduction (such 
  as DR/evil and DR/cold iron), only one instance of 
  damage reduction is increased, and, once chosen, 
  cannot later be changed.
              Resilience (Ex): At 4th level, the monstrous 
  paragon becomes particularly resilient to one type 
  of special ability. He must select Fortitude, Reflex, 
  or Will. Any time he is subject to an ability that 
  allows the chosen type of saving throw in order 
  to reduce an effect (such as a Reflex save for half 
  damage, or a Will save to be shaken, instead of 
  frightened), if he succeeds on the saving throw, 
  he is completely immune to the effect, instead of 
  simply suffering the lesser effect. The saving throw 
  in question must be chosen when the class feature 
  is gained, and cannot later be changed.
              Lethal Form (Ex): At 6th level, the 
  monstrous paragon’s natural weapons become 
  more efficient tools of death and destruction. His 
  natural attacks deal damage as though he were 
  one size category larger than he actually is. This 
  stacks with any other effect that would increase the 
  amount of damage a monstrous paragon’s natural 
  attacks deal, including the Improved Natural 
  Attack feat.
              Spell Resistance (Su): At 8th level, the 
  monstrous paragon gains spell resistance equal to 6 
  + its CR (including its class levels).
              Greater Monstrous Feature: At 10th level, 
  the monstrous paragon gains one of the three 
  abilities listed below.
  
  70
              Immortal (Su): The monstrous paragon is 
  extremely difficult to kill. The monstrous paragon 
  becomes immune to death effects, and does not 
  die as a result of being reduced to less than 0 hit 
  points, although he still falls unconscious. If the 
  monstrous paragon has the ferocity special ability, 
  or something else that would allow it to remain 
  conscious after being reduced to less than 0 hit 
  points, he automatically falls unconscious when his 
  negative hit point total exceeds his Constitution 
  score. The only way to kill a monstrous paragon 
  with this ability is to sever its head (this can 
  be done as a special application of the coup de 
  grace action. The headsman must be using a 
  slashing weapon, and must specifically declare that 
  he is attempting to behead the monstrous paragon, 
  otherwise the rules for a coup de grace remain the 
  same, and the monstrous paragon is subject to it 
  despite being otherwise immune to death effects. 
  A vorpal weapon’s special ability can also slay a 
  monstrous paragon with this ability).
              Even then, if the head is reattached to the 
  monstrous paragon’s body within a year and a day, 
  it will reattach and he will return to life in 1d4 days.
              Stone Gaze (Su): The monstrous paragon 
  gains a gaze attack that turns creatures to stone. 
  The gaze attack has a range of 30 feet, and any 
  creature affected by it must succeed on a Fortitude 
  save (DC 20 + the monstrous paragon’s Charisma 
  modifier) or be petrified permanently. A stone to 
  flesh spell, or similar, can reverse the effect. The 
  monstrous paragon can suppress or resume this 
  ability as a swift action. For more information on 
  gaze attacks, see the Pathfinder Bestiary.
              Wings (Ex): The monstrous paragon grows 
  a pair of huge, bat-like or insectile wings, which 
  grant him flight. He gains a fly speed equal to twice 
  his movement speed, with a maneuverability of 
  good. He also gains Hover and Wingover as bonus 
  feats.
  The Witch Doctor
              For good or ill, witch doctors tap into 
  dangerous magics and unconventional medicines 
  to interact with the physical and metaphysical 
  universe.  Many legends and myths exist 
  about witch doctors, leading to confusion and 
  misunderstanding about what those who choose 
  to practice this art are capable of and motivated 
  by. In truth, those who take on the role of witch 
  doctor combat the influence of spirits in the 
  natural world.  While numerous traditions exist 
  which define the societal and cultural roles of the 
  witch doctor, and ultimately serve to guide the 
  morality he adheres to and his individual mission, 
  all witch doctors practice a series of similar arts.  To 
  serve their goals, be they virtuous or wicked, witch 
  doctors employ curses, shamanistic dances, and 
  herbal medicine and remedies.
   
  Requirements
   
  To qualify to become a witch doctor, a 
  character must meet all the following criteria.
              Skills: Heal 5 ranks.
              Spells: Must be able to cast 2nd-level spells.
   
  Class Skills
   
  The witch doctor’s class skills are Craft (Int), 
  Heal (Wis), Perception (Wis), Perform (Cha).
              Skill Ranks per Level: 4 + Intelligence 
  modifier.
   
  Hit Die: d6
   
  Class Features
              All of the following are class features of the 
  witch doctor prestige class.
   
              Proficiencies: The witch doctor gains 
  no additional proficiencies with any weapons or 
  armor.
   
              Curse Board (Sp): The witch doctor may 
  enchant a piece of wood to become his curse board. 
  A witch doctor may only have one such board at 
  a time. A witch doctor can curse an individual by 
  performing a ten-minute ritual, speaking the name 
  of the individual to be cursed name (or giving a 
  
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  suitably accurate description of that individual 
  such as “the one-eyed man who killed my father”), 
  and driving a nail into his curse board. 
   
  This ability functions identically to the 
  spell bestow curse, except that no touch attack 
  is necessary, the target is affected regardless of 
  distance (provided he is on the same plane as the 
  witch doctor when the curse is laid), the saving 
  throw DC to resist the effect is equal to 10 + the 
  witch doctor’s class level + the witch doctor’s 
  Wisdom bonus, and that the effect endures only so 
  long as the nail remains in the board.  Removing 
  the nail is a move action, but is difficult for any but 
  the witch doctor; any other creature attempting to 
  remove the nail must succeed on a DC 15 Strength 
  check. Further, once a nail has been driven into the 
  witch doctor’s curse board, it cannot be removed 
  by any means short of a wish or miracle spell until 
  at least one week has passed (even if the witch 
  doctor himself tries to remove it). A witch doctor 
  may have a number of nails in his curse board at 
  any one time equal to his current witch doctor 
  level.  
              At 5th level, this ability improves, allowing 
  him to gain a more powerful curse, the equivalent 
  of a -8 decrease to an ability score (minimum 1), 
  or -6 to attack rolls, saves, ability checks, and skill 
  checks, or a 60% chance to take no action each 
  turn, or a similarly powerful effect.  At 10th level, 
  this ability improves further, allowing the witch 
  doctor to achieve the equivalent of a -10 decrease to 
  an ability score (minimum 1), or -8 to attack rolls, 
  saves, ability checks, and skill checks, or a 75% 
  chance to take no action each turn, or a similarly 
  powerful effect.
   
  A creature that succeeds on its saving throw 
  to resist this ability is immune to it for a year and a 
  day.
   
              Dance of Divination (Sp): Beginning at 
  2nd level, the witch doctor can perform a special 
  dance as a full-round action once per day in order 
  to cast any divination spell he knows as a spell-like 
  ability. If the spell in question has a casting time 
  longer than 1 full round, the witch doctor must 
  dance for an amount of time equal to the spell’s 
  casting time, plus an additional full round. The 
  saving throw DCs of a spell cast this way, if any, is 
  Wisdom-based.
   
              Herbal Remedies (Sp): Beginning at 3rd 
  level, the witch doctor can use certain natural 
  ingredients in order to create the effect of any 
  spell of 1st level or lower that could be made into a 
  potion.  He may use this ability a number of times 
  per day equal to his witch doctor level.  The potions 
  created in this way lose potency after 24 hours.  At 
  
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  6th level, the witch doctor can use this ability to 
  replicate the effect of any spell of 2nd-level or lower 
  which could be made into a potion.  At 9th level, 
  he may use this ability to replace the effect of any 
  3rd-level spell which could be made into a potion. 
  The process of crafting an herbal remedy in this 
  way takes 10 minutes.
   
              Dance of Conjuration (Sp): Beginning at 
  4th level, the witch doctor can perform a special 
  dance as a full-round action once per day in order 
  to cast any conjuration spell he knows as a spell-
  like ability. If the spell in question has a casting 
  time longer than 1 full round, the witch doctor 
  must dance for an amount of time equal to the 
  spell’s casting time, plus an additional full round. 
  The saving throw DCs of a spell cast this way, if 
  any, is Wisdom-based.
   
              Dance of Abjuration (Sp): Beginning at 
  6th level, the witch doctor can perform a special 
  dance as a full round action once per day in order 
  to cast any abjuration spell he knows as a spell-like 
  ability. If the spell in question has a casting time 
  longer than 1 full round, the witch doctor must 
  dance for an amount of time equal to the spell’s 
  casting time, plus an additional full round. The 
  saving throw DCs of a spell cast this way, if any, is 
  Wisdom-based.
   
              Mask: Beginning at 7th level, the witch 
  doctor can create a special mask which offers him 
  certain protective abilities. When he creates this 
  mask, he must choose a creature type.  Against any 
  creature of that type, he gains benefits as though 
  he were protected by the spell protection from 
  evil, except that the protection applies against 
  any creature of the chosen type, regardless of its 
  alignment. A witch doctor’s mask is often made 
  of wood, but might take the form of face paint or 
  ritual scarring. Regardless of its form, it does not 
  prevent the witch doctor from using a magic item 
  that occupies the head slot, even if it that item is 
  another mask. Once a witch doctor has chosen 
  the type of creature associated with his mask, he 
  may not use a different one without a ritual which 
  requires 24 hours and 100 gp worth of rare oils.
   
              Dance of Enchantment (Sp): Beginning 
  at 8th level, the witch doctor can perform a special 
  dance as a full-round action once per day in order 
  to cast any enchantment spell he knows as a spell-
  like ability. If the spell in question has a casting 
  time longer than 1 full round, the witch doctor 
  must dance for an amount of time equal to the 
  spell’s casting time, plus an additional full round. 
  The saving throw DCs of a spell cast this way, if 
  any, is Wisdom-based.
   
              Dance of Necromancy: Beginning at 10th 
  level, the witch doctor can perform a special dance 
  as a full-round action once per day in order to cast 
  any necromancy spell he knows as a spell-like 
  ability. If the spell in question has a casting time 
  longer than 1 full round, the witch doctor must 
  dance for an amount of time equal to the spell’s 
  casting time, plus an additional full round. The 
  saving throw DCs of a spell cast this way, if any, is 
  Wisdom-based.
  Art © Copyright Can Stock Photo Inc.
  
  73
  Extraordinary Feats
   
  The following chapter presents a number 
  of new feats from the Extraordinary Feats articles 
  throughout 2012. They are presented in 
  alphabetical order.
  Leadership Feats
   
  A handful of the feats listed in this book 
  are leadership feats. Leadership feats are feats that 
  augment or modify the leadership feat in some way. 
  There are no special rules that govern leadership feats, 
  but they have been set aside as a special feat type for 
  the purpose of future class features, feats, or other 
  things which may refer to leadership feats as a group 
  in the future.
  Wrestling Feats
   
  A handful of the feats listed in this book are 
  wrestling feats. A wrestling feat is a feat that provides 
  an option to use a specific wrestling technique which 
  you can apply during a grapple, modifying the way in 
  which the grapple works. For the most part, wrestling 
  feats are like other feats and function as described in 
  the individual feat’s description. However, there is one 
  special rule that applies to all wrestling feats: a given 
  character can only apply a single wrestling feat at one 
  time. If both participants in a grapple have a wrestling 
  feat, they can both apply their own wrestling feat 
  (assuming that both feats don’t require that the user 
  be in control of the grapple), but any given participant 
  can only apply one wrestling feat at a time.
  
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  Abjuration Adept 
  You are so skilled at working abjuration magic that 
  you gain extra protection from the spells you cast. 
  Prerequisite: Spell Focus (abjuration). 
  Benefit: Whenever you cast a spell of the 
  abjuration school, you gain a +1 competence bonus 
  to saving throws. This bonus lasts for a number of 
  rounds equal to the spell’s level.
  Accompaniment 
  A little music can help even the most tedious of 
  tasks go by in a flash, and with inspired results. 
  Benefit: You can make a special DC 15 Perform 
  (keyboard instruments, percussion, sing, string 
  
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  instruments, or wind instruments) check in order 
  to aid another character in one of the following 
  skills: Craft (any), Perform (any), or Profession 
  (any). If you succeed, you grant the target a +1 
  morale bonus on the check, and for every 5 points 
  by which you exceed the DC, this bonus increases 
  by a further +1. You must continue the performance 
  for the entire duration of the skill check in order 
  for the target to gain the benefit.
  Accomplished Haggler 
  Your intrinsic knowledge of objects’ value, combined 
  with your shrewd negotiation, allow you to get 
  substantial discounts. 
  
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  Prerequisites: Appraise 5 ranks, Diplomacy 5 
  ranks. 
  Benefit: Whenever you purchase an item, you 
  may make a special Diplomacy check, with the DC 
  equal to 20 + the merchant’s Charisma modifier 
  (between 20 and 22 for most merchants). For 
  every 5 ranks in Appraise you possess, you gain a 
  +1 bonus on this roll. If the Diplomacy check is a 
  success, you purchase the item at a 10% discount. 
  For every 10 points by which you exceed the 
  check’s DC, this discount increases by 5% (to a 
  maximum of a 20% discount). If you fail the DC 
  by 4 or less, the price of the item is unchanged. 
  If you fail the DC by 5 or more, the merchant 
  actually increases the price of the item by 10%.
  
  77
  Accustomed Mount (Monster) 
  Having served as a mount for some time, you have 
  grown so accustomed to the weight of a rider that 
  you no longer even feel it. 
  Prerequisites: Quadrupedal, Str 12. 
  Benefit: You may ignore the weight of one creature 
  that is riding you when determining your carrying 
  capacity and whether you are carrying a light, 
  medium, or heavy load. You still cannot carry 
  creatures that are too large to ride you. 
  Special: You may take this feat multiple times; 
  each time you do, you may ignore the weight of one 
  additional rider.
  
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  Adept Summoning 
  Studying magic theory has taught you a ritual 
  which allows you to summon a minor creature from 
  beyond the mortal realm to aid your cause. 
  Prerequisites: Spellcraft 5 ranks, Minor 
  Summoning. 
  Benefit: By performing an hour-long ritual, you 
  can summon a single creature of the outsider type 
  whose CR is 3 or less. This creature obeys your 
  commands to the best of its ability. The creature 
  returns to its home plane after 1 hour or when it is 
  slain, whichever comes first. To complete the ritual, 
  you must expend 50 gp in material components 
  and must also sacrifice some of your own blood, 
  which causes you to suffer 1d4 points of bleed 
  damage for at least 1d4+2 rounds. You may never 
  
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  summon more than one creature per day with this 
  ability
  Aerial Acrobatics 
  You know how to maneuver through the air to avoid 
  the attacks of lesser foes. 
  Prerequisites: Fly speed with at least good 
  maneuverability. 
  Benefit: Whenever you fly at least 20 feet in a 
  round, you gain a +4 dodge bonus to AC until the 
  beginning of your next round.
  Aerial Evasion (Combat) 
  Your skill at flying means that while you’re in the 
  air, few creatures can outmaneuver you.  
  Prerequisite: Fly 1 rank. 
  
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  Benefit: As long as you are currently flying at least 
  10 feet above the ground, when a combat maneuver 
  is used against you, you may make a special Fly 
  check, and substitute the result as your CMD for 
  the purposes of that maneuver. Use the higher of 
  your Fly check or your CMD. You may only use this 
  ability once per round.
  Aged Master 
  Your mastery of your chosen art, and your strong 
  inner will, has dramatically extended your lifespan. 
  Prerequisites: Timeless body class feature or 
  ability to cast 7th-level arcane spells. 
  Benefit: Your maximum age is doubled. You still 
  reach the middle-age, old, and venerable age 
  
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  categories at the same time that you normally 
  would, but you do not die until you are twice as old 
  as the age at which you would normally die of old 
  age.
  Special: You may take this feat multiple times. 
  Each time it is taken beyond the first, your 
  maximum age is increased by a number of years 
  equal to your original maximum age.
  Aid Rider (Monster) 
  You know that your rider’s health is directly related 
  to your own survival and will go out of your way to 
  keep him safe. 
  Prerequisites: Intelligence 5 or combat training. 
  
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  Benefit: You may choose to suffer a penalty to your 
  own AC in order to grant a circumstance bonus to 
  your rider’s AC equal to half that amount (rounded 
  down). You may choose the amount of the penalty 
  you take, but it cannot exceed your base attack 
  bonus.
  All-Around Offense (Combat) 
  You can defend your mount from all sides, acting as 
  a whirling circle of weaponry from saddleback.  
  Prerequisites: Base attack bonus +6, Combat 
  Expertise, Dodge, Mobility, Mounted Combat, 
  Ride-By Attack, Spring Attack, Trample, 
  Whirlwind Attack. 
  Benefit: When mounted, and your mount moves 
  
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  more than 5 feet in a round, if you make a melee 
  attack that round, you may apply the Whirlwind 
  Attack feat to that attack. Additionally, when you 
  use the Ride-By Attack feat, you may choose to 
  apply the Whirlwind Attack feat to the attack made 
  as part of the charge.
  Special: If you are wielding a lance, and use this 
  feat as part of a charge action, your lance does 
  normal damage, not the double damage that is 
  typically dealt when wielding a lance as part of a 
  mounted charge. 
  Anatomically Unstable Spell 
  (Metamagic) 
  Your transmutation spells leave their targets’ 
  organs reinforced, displaced, or otherwise 
  
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  protected, making it more difficult to deal precise 
  damage to them. 
  Prerequisite: Able to cast 5th-level transmutation 
  spells. 
  Benefit: An anatomically unstable spell shifts 
  or fortifies the target’s vital organs. In addition 
  to the spell’s normal effects, the target takes 
  only half as much damage as he normally would 
  from sources of precision damage (such as sneak 
  attack), and any rolls made to confirm a critical 
  threat against the target suffer a -5 penalty. An 
  anatomically unstable spell takes up a slot one 
  level higher than the spell’s actual level. Only spells 
  of the transmutation school can be affected by 
  Anatomically Unstable Spell. 
   
  
  85
  Ankle Lock (Combat, Wrestling) 
  A straightforward leglock in which you use your 
  legs to isolate and disable one of your opponent’s 
  legs. 
  Prerequisites: Improved Grapple, base attack 
  bonus +1. 
  Benefit: Whenever you are in control of a grapple, 
  you may attempt a grapple check in order to 
  attempt to apply the ankle lock. If this check is 
  successful, your CMD is treated as though it were 
  4 higher for purposes of escaping the grapple for 
  as long as you maintain control of the grapple. 
  Special: You may only apply one wrestling feat at a 
  time. 
  
  86
  Arcane Tuning 
  Magical aptitude and skill allow you to subtly alter 
  the power of certain magic items, such as wands or 
  scrolls, to be more powerful. 
  Prerequisite: Use Magic Device 1 rank. 
  Benefit: Whenever you use a magic item that uses 
  spell completion or spell trigger activation (such 
  as a scroll, staff, or wand), you increase any saving 
  throw DCs associated with that item by +1.  
   
  Armored Athletics 
  Intensive training allows you to perform common 
  feats of athleticism, even while in your heaviest 
  armor.  
  Benefit: You reduce the armor check penalty for 
  any armor with which you are proficient by 2 for 
  
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  the purposes of the Acrobatics, Climb, and Swim 
  skills. 
  Special: Fighters may select Armored Athletics as 
  one of their fighter bonus feats, as though it were a 
  combat feat. 
   
  Armored Cavalry (Combat) 
  Over the years, you have grown accustomed to 
  riding a horse while riding armor. 
  Prerequisites: Light Armor Proficiency, Ride 1 
  rank. 
  Benefit: You never suffer the armor check penalty 
  of your armor when making Ride checks while 
  mounted. 
   
  Attack From Above (Combat) 
  You can use your slow fall to great advantage, 
  attacking an opponent with great force. 
  Prerequisite: Slow fall class feature. 
  Benefit: Whenever you use your slow fall class 
  feature, when you reach the ground, if the length 
  of the fall did not exceed the amount of distance 
  you can slow fall, you can immediately make a 
  melee attack against a single opponent within 
  reach. You are treated as having higher ground (+1 
  to attack rolls) for this attack. If the attack hits, you 
  deal 2 additional points of damage for every 10 feet 
  by which you fell. 
   
  Augment Alchemy 
  A comprehensive study of alchemy allows you to 
  subtly alter the formula of common items to make 
  them more powerful. 
  Prerequisites: Craft Alchemy 1 rank, Skill Focus 
  (Craft [alchemy]). 
  Benefit: You are able to increase the potency of 
  alchemical items. To do so, you must have the 
  item in question, and expend an amount of raw 
  materials whose value is equal to twice the market 
  price of the item to be augmented. The process 
  takes one hour. Once the item has been modified, 
  the saving throw DC to resist its effect is equal to 10 
  + 1/2 the number of ranks you possess in the Craft 
  (alchemy) skill + your Intelligence modifier. Only 
  items that can be crafted with Craft (alchemy) can 
  be modified in this way, and items that do not offer 
  a saving throw are not affected. 
   
  Auspicious Portents 
  Omens are powerful signs of coming change, and 
  your skills as an augur allow you to interpret those 
  omens as good or bad. 
  Prerequisites: Take Auspices. 
  Benefit: Whenever you discover an omen, either 
  through the use of the Discover Omen feat or 
  through some other means, you may reroll the d% 
  roll allowed by the Take Auspices feat, using the 
  new result of the roll in the place of the old roll. If 
  you do, then any morale bonuses or penalties you 
  gain from that omen by using the Take Auspices 
  feat are increased by 2 (for a +4 bonus or -4 
  penalty, respectively). 
   
  Back From the Brink 
  You know how to keep a near-death experience from 
  becoming a death experience. 
  Benefit: Your will to live is strong enough that 
  you can be healed even after you’re technically 
  dead. For the first round after you die, plus one 
  additional round per point of Constitution bonus 
  
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  you possess, you can still be healed, although it is 
  harder to do so once you have reached this point. 
  If you are restored to 1 or more hit points before 
  this time ends, you become stable, but remain 
  unconscious for 1d10 minutes. If you are restored 
  to 0 or fewer, but your negative hit points are not 
  enough for you to be dead, you are unconscious 
  and dying. You cannot become stabilized until you 
  are restored to at least 1 hit point, so unless you are 
  magically healed you will continue taking damage 
  each turn until you die again. 
   
  Backflip 
  You leap gracefully through the air, turning and 
  twisting in a stunning feat of aerial acrobatics. 
  Prerequisite: Acrobatics 1 rank. 
  Benefit: As a swift action, you may make an 
  Acrobatics check to make a standing aerial 
  somersault that carries you through the air and 
  does not provoke attacks of opportunity. The DC 
  for this check is equal to twice the number of feet 
  to be jumped (for example, it would be DC 10 for 
  a 5-foot backflip, DC 20 for a 10-foot backflip, and 
  DC 30 for a 15-foot backflip, etc.). You may not 
  travel more than your movement speed in this 
  fashion. You may not use Backflip more than once 
  in a given round. If you fail this check, you fall 
  prone, landing 5 feet short of your target square for 
  every 10 points (rounded up) by which you failed 
  to meet the DC. If that square is occupied, you 
  suffer 1d6 points of damage and land in an adjacent 
  unoccupied square.  
  Special: You may not take a 5-foot step in any 
  round you use Backflip. 
   
  Barrel Roll 
  In mid-air, you spin your body at extreme velocity, 
  deflecting incoming attacks. 
  Prerequisite: Skill Focus (Fly) or a natural fly 
  speed. 
  Benefit: Whenever you take a total defense action, 
  if you are flying at least 10 feet above the ground, 
  you may make a special Fly check. If you do, you 
  gain a dodge bonus to AC equal to 1/10th the result 
  (rounded down) for 1 round. 
   
  Bear Hug (Combat, Wrestling) 
  Perhaps the simplest of all grapple holds, the bear 
  hug is still incredibly effective once locked in, 
  causing incredible pain the target. 
  Prerequisites: Str 13, base attack bonus +1. 
  Benefit: As long as you are in control of a grapple, 
  you may attempt a grapple check as a swift action 
  at a -4 penalty in order to apply the bear hug. If 
  this check is successful, you deal twice the normal 
  amount of damage whenever you use the grapple 
  action to deal damage for as long as you remain in 
  control of the grapple. So long as you have the bear 
  hug applied, you suffer a -4 penalty on CMD for the 
  
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  purposes of grappling.  
  Special: You can only apply one wrestling feat at 
  time. 
   
  Beast Master 
  You spurn horses and other traditional mounts, 
  instead electing a more dangerous and combat-
  ready creature. 
  Prerequisites: Handle Animal 1 rank, Ride 1 rank. 
  Benefit: You gain a +2 bonus on all Handle Animal 
  and Ride checks made to control or train magical 
  beasts, as well as to control or train animals that 
  are not horses. 
   
  Bestow Token 
  You can bestow a token of your affection in order to 
  inspire your companions to greater heights. 
  Benefit: You can bestow a personal object (such 
  as a scarf, a locket, a ring, a garter, or a lock of hair) 
  upon one of your allies. As long as the ally has the 
  token in his possession, he may reroll a single d20 
  roll once per day. The ally uses this ability as a free 
  action after rolling the first roll, but if the new 
  result is lower than the original result, he takes the 
  higher result. The ally may choose to reroll after the 
  result of the original roll is known. You can revoke 
  this bonus as a swift action at any time, though 
  doing so does not deprive the ally of the physical 
  token itself. Only one ally can benefit from this 
  ability at any time, and you cannot grant more than 
  one reroll per day, even if you grant the bonus to 
  several different allies throughout the course of the 
  day. You cannot bestow a token to yourself. 
   
  Bleeding Attack (Combat) 
  Prerequisite: Improved Critical with any weapon 
  that deals piercing or slashing damage. 
  Benefit: Whenever you successfully score a critical 
  hit with a weapon for which you have the Improved 
  Critical feat, you cause the target to suffer 1d6 
  points of bleed damage. 
   
  Blood of the Dragon 
  A small amount of dragon blood flows through your 
  veins and protects you. 
  Benefit: You gain a +2 bonus on saving throws 
  made to resist petrification, paralysis or sleep 
  effects.
  
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  Blood of the North 
  You were born in a frigid land and are used to the 
  chill touch of the north. 
  Benefit: You are affected by cold weather as 
  though it were one category warmer than it 
  actually is. In cold weather (between 40 degrees 
  Fahrenheit and 0 degrees Fahrenheit) you do not 
  suffer any ill effect. In conditions of severe cold or 
  exposure (between -1 degrees Fahrenheit and -20 
  degrees Fahrenheit), you suffer only the effects 
  normally associated with cold weather. Even in 
  conditions of extreme cold (-21 degrees Fahrenheit 
  or colder), you only suffer the effects normally 
  associated with severe cold or exposure. Further, 
  you gain a +1 bonus on saving throws made to resist 
  spells with the cold descriptor. 
  Special: This feat may only be taken at 1st level. 
   
  Boxing (Combat) 
  You prefer to do battle solely with your hands, 
  forgoing flashy martial arts or deadly weapons. 
  Benefit: As long as both your hands are free, you 
  gain a +1 dodge bonus to AC and a +1 competence 
  bonus on damage rolls for your unarmed strike 
  attacks. 
   
  Brawler (Combat) 
  While you lack training in more refined martial 
  arts, you are still a force to be reckoned with in any 
  tavern brawl. 
  Benefit: Your unarmed strikes deal 1d6 points of 
  nonlethal damage (for a Medium creature). This 
  increase in damage does not stack with the monk’s 
  unarmed strike class feature, or with other effects 
  which set your unarmed strike to deal a specific 
  amount of damage, but can benefit from effects 
  which cause your unarmed strikes to deal damage 
  as though you were one size category larger, allow 
  your unarmed strikes to deal lethal damage, or 
  similarly enhance your unarmed strike. 
   
  Breath Defense (Combat) 
  You have undergone rigorous training in order to 
  improve your ability to avoid the breath attacks of 
  dragons and similar creatures. 
  Benefit: You gain a +4 bonus on Reflex saving 
  throws made to resist or reduce the effects of 
  breath weapons. 
   
  Calm Animal 
  Your skill in relating to animals allows you to avoid 
  difficult situations with them. 
  Prerequisites: Diplomacy 3 ranks, Handle Animal 
  3 ranks. 
  Benefit: You can make a special Diplomacy check 
  to calm and quiet down domesticated animals. 
  Unlike most Diplomacy checks, this one takes only 
  1 round, but typically requires you be able to make 
  eye contact with the animal. For every 5 ranks in 
  Handle Animal you possess, you gain a +1 bonus on 
  this check. The typical DC to calm an animal in 
  this way is 15 + the animal’s Charisma modifier (for 
  an indifferent animal to give simple aid, such as not 
  Art © Copyright Can Stock Photo Inc.
  
  91
  barking or growling at a thief in the night), but 
  particularly hostile animals, or those well-trained 
  as guards, for instance, may have higher DCs. If the 
  animal is currently being handled by its owner, a 
  -10 penalty applies to this check. 
   
  Card Reading 
  The cards speak to you and you can hear the future 
  in their words. 
  Prerequisites: Wisdom 13, Knowledge (arcana) 1 
  rank or Knowledge (religion) 1 rank. 
  Benefit: You can use a deck of tarot or similar 
  cards to tell fortunes. In order to use this ability, 
  you must pose a question to the cards and spend at 
  least 1 minute conducting a reading. While you 
  conduct this reading, you cannot perform any 
  activity which would break your concentration. At 
  the end of this one-minute period, you gain a +4 
  bonus on the next Bluff, Diplomacy, or Knowledge 
  check you make to answer the question you asked. 
  The check is made immediately, and the bonus 
  cannot be held until a later time. You may not gain 
  any of these bonuses to a particular question more 
  than once until you gain another rank in the 
  appropriate skill.  
   
  Careful Aim (Combat) 
  You take a moment to observe your foe and judge 
  the best place to strike before making an attack.  
  Prerequisites: Perception 1 rank. 
  Benefit: As a swift action, you can take aim at a 
  target in order to gain a bonus on the next attack 
  roll you make against that creature this round. 
  When you aim at a creature, you must make a 
  special Perception check with a DC equal to the 
  target’s AC. If you succeed, you gain a +1 bonus on 
  the next attack roll you make against that target 
  this round. For each 5 points by which your check 
  exceeds the DC, this bonus is increased by +1. You 
  must be able to see a creature in order to use this 
  feat against it. 
   
  Cast Bones 
  You cast bones, entrails, or runes and infuse them 
  with your magical power, allowing you to gain 
  insight into the future. 
  Prerequisites: Spell Focus (divination), ability to 
  cast spells from the divination school. 
  Benefit: Once per day you may spend three full 
  rounds using stones, bones, entrails, or some other 
  assorted items in order to divine the future. As 
  long as you have at least one divination spell of 1st 
  level or higher prepared (or, if you are a 
  spontaneous caster, have a remaining spell per day 
  and know a divination spell of 1st level or higher), 
  you may pose a single yes or no question to the 
  gods. After three rounds, you have a chance of 
  receiving an answer equal to 10% per spell level of 
  the highest-level divination spell you have 
  prepared (or in the case of a spontaneous caster, 
  the highest-level divination spell known which you 
  can still cast today). Answers given this way are 
  always true. In the case of questions where a simple 
  yes or no will not suffice, you are made aware of 
  this fact but receive no answer. 
   
  Cast Without Charge 
  You know how to cast spells from wands and staves 
  without expending their magical energies. 
  Prerequisite: Use Magic Device 1 rank. 
  Benefit: When you cast a spell from a staff or 
  wand, you may make a special Use Magic Device 
  check with a DC equal to 25 + the item’s caster 
  level. If you succeed on this Use Magic Device 
  check, you may cast the spell without expending a 
  charge from the item. You may use this ability once 
  per day on a staff, or three times per day on one or 
  more wands, but not both. 
   
  Cavalry Killer (Combat) 
  You have mastered the art of stopping charging 
  knights in their tracks. 
  Prerequisite: Improved Brace. 
  Benefit: Whenever you successfully deal damage 
  to a charging creature after setting a brace weapon 
  against a charge, that damage cannot be prevented 
  with a Ride check (as with the Mounted Combat 
  feat) unless the character using the feat has at least 
  4 more ranks in the Ride skill than your base attack 
  bonus. Further, increase the critical multiplier for 
  any attacks made against mounted, charging 
  characters with a brace weapon that has been set 
  against a charge. 
   
  Challenge the Dragon 
  Your daring and valor know no bounds, and you will 
  challenge even mighty dragons to single combat, if 
  the situation calls for it. 
  Prerequisite: Challenge class feature. 
  Benefit: Whenever you use your challenge class 
  
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  feature on a creature of Huge category or larger, 
  you are treated as though your cavalier level were 8 
  higher than it actually is for the purpose of any 
  bonus you gain from your challenge based on your 
  order. 
   
  Chorus of Legends  
  You can use music to inspire your allies not only to 
  heroic deeds, but to the very heights of legend. 
  Prerequisites: Perform (keyboard instruments, 
  percussion instruments, sing, string instruments, 
  or wind instruments) 17 ranks, inspire heroics class 
  feature. 
  Benefit: Whenever you use your bardic 
  performance to inspire heroics, you can choose to 
  use this feat in order to grant affected characters an 
  additional dodge bonus to AC and a resistance 
  bonus on all saving throws equal to your Charisma 
  modifier. Using this feat to enhance your bardic 
  performance in this way is taxing and requires you 
  to expend an additional round of bardic 
  performance every round that you use this feat. 
   
  Class Distinction 
  While not adept at relating to the common rabble, 
  you are an expert socialite when dealing with the 
  upper crust of society. 
  Prerequisite: Diplomacy 1 rank. 
  Benefit: You suffer a -2 penalty on all Charisma-
  based skill checks made to influence the attitude of 
  characters who do not have at least one level in 
  aristocrat, but gain a +5 bonus to all Charisma-
  based skill checks made to influence the attitude of 
  characters who do have at least one level in the 
  aristocrat class. At 10th level, this bonus increases 
  to +8. 
   
  Close-Quarters Gun Fighter (Combat) 
  You’re adept at both firing your weapon at point-
  blank range and at using your gun as a bludgeon, 
  making you an exceptional combatant at close 
  range. 
  Prerequisites: Exotic Weapon Proficiency with a 
  firearm, Point-Blank Shot. 
  Benefits: When you make a ranged attack with a 
  firearm while in melee, you do not provoke attacks 
  of opportunity from the target of that attack. 
  Additionally, when you use your firearm as an 
  improvised weapon to bludgeon your foes, you do 
  not provoke attacks of opportunity. 
  Cluster Shot (Combat) 
  You can fire a tight grouping of arrows, potentially 
  wounding a group of closely-packed creatures. 
  Prerequisite: Rapid Shot. 
  Benefit: As a full round action you can make a 
  single ranged attack at your highest base attack 
  bonus, but with a -2 penalty, against all creatures in 
  a single 5-ft. square. Apply the result of the attack 
  roll to each creature in the targeted square: any 
  attack that hits deals damage as normal for the 
  weapon. Attacks against the largest target are 
  resolved first; in the case of two or more creatures 
  tied for size, the order of characters targeted is 
  determined randomly. For the purpose of this feat, 
  swarms are considered to be a single creature (but 
  this attack is treated as an area attack, and so deals 
  1.5 times as much damage against swarms). Cluster 
  Shot can only be used in conjunction with weapons 
  that can be reloaded as a free action. 
   
  Combat Dismount (Combat) 
  You are an expert at attacking foes while 
  dismounting  
  Prerequisites: Ride 1 rank, Mounted Combat. 
  Benefit: Once per round, when you dismount your 
  horse you may make a single melee attack against 
  an adjacent target as a free action. 
   
  Combat Platform (Combat) 
  You use your mount as a mobile combat platform, 
  dispatching foes from on high. 
  Prerequisites: Handle Animal 6 ranks, Ride 6 
  ranks, Mounted Combat, base attack bonus +6 
  Benefit: You may make a full attack from the back 
  of your mount, even if you take a move action in 
  the same round; however, you suffer a -5 penalty on 
  all attack rolls, Ride checks, and AC until the 
  beginning of your next turn. 
   
  Combat Pickpocket 
  For you, the heat of battle is the perfect time to rifle 
  through your foe’s pockets. 
  Prerequisite: Sleight of Hand 1 rank. 
  Benefit: You can use Sleight of Hand during 
  combat, even against a creature who observes you. 
  In order to use this ability, you must succeed on a 
  Sleight of Hand check with a DC equal to the 
  target’s CMD. Any potential observers must still 
  succeed on an opposed Perception check to 
  determine what item was taken. This ability cannot 
  be used to acquire equipped or worn items, but can 
  be used to lift items from within pockets or 
  backpacks (provided you can reach them). When 
  using this ability, you suffer a -5 penalty to your 
  
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  Sleight of Hand check. 
   
  Command of Nobility (Leadership) 
  Your noble upbringing has prepared you for being in 
  charge of others. 
  Prerequisite: Leadership. 
  Benefit: You gain a +3 bonus to your Leadership 
  score. 
   
  Combined Whirlwind (Combat) 
  You and your horse are a whirlwind of death and 
  destruction, striking down all those before you.  
  Prerequisites: All-Around Offense. 
  Benefit: When you are mounted and you use the 
  Whirlwind Attack feat, you may make a Ride check 
  (DC 20) to allow your mount to make an attack 
  action against each adjacent target. Targets hit by 
  your attack during this maneuver are considered 
  flat-footed against the mount’s attack. 
   
  Conman 
  Once you start lying to a person you can’t stop… 
  and they can’t tell. 
  Prerequisite: Skill Focus (Bluff). 
  Benefit: Whenever you succeed on a Bluff check 
  against a target, you gain a +2 bonus on any further 
  Bluff checks you make against the same target for 
  the next 24 hours. 
   
  Conceal Hideaway 
  Your knowledge of stealth and surviving in the 
  wilderness enables you to camouflage an area. 
  Prerequisites: Stealth 3 ranks, Survival 3 ranks. 
  Benefit: You can use Survival to attempt to conceal 
  a cave, camp, tent, or other structure in a 
  wilderness environment. This is a special Survival 
  check that takes 1 minute per square foot of the 
  area to be concealed. The size of the area to be 
  concealed affects the difficulty of the task: if the 
  area is a cave, or similarly natural structure, only 
  the entrance needs to be concealed. Otherwise, the 
  entire structure must be concealed. In the case of 
  an entrance, determine the size of the largest 
  creature that can enter the structure without 
  having to squeeze: this is the effective size of the 
  area to be concealed. In the case of an entire 
  structure, find its area and determine which size 
  category is most appropriate. In either case, the 
  size of the area imposes the same penalty as it 
  would on a Stealth check. If the area is larger than 
  Colossal, an additional -1 penalty is applied for 
  each 5-ft.-cube beyond Colossal size. For every 5 
  ranks in Stealth you possess, you gain a +2 bonus 
  on this roll. Your Survival check is opposed by the 
  Perception checks of those looking for the area you 
  are concealing. 
   
  Concealed Shot 
  Grasping the pistol hidden in your pocket, your foes 
  don’t know their danger until they see the muzzle 
  flare through the cloth and feel the bullet’s deadly 
  bite. 
  Prerequisites: Exotic Weapon Proficiency with a 
  firearm, Sleight of Hand 1 rank. 
  Benefits: You may attack with a pistol or similar 
  one-handed firearm concealed on your person. A 
  target that is not aware of the concealed weapon is 
  denied his dexterity bonus to AC against these 
  attacks. Because the bullet must pass through the 
  concealing object, the velocity is reduced 
  somewhat, imposing a -2 penalty to attack and 
  damage rolls for such attacks. Finally, the bullet 
  damages the item which was concealing the gun, 
  automatically damaging it without needing to 
  make an attack roll, and potentially breaking or 
  destroying it. If the damage does not exceed the 
  concealing object’s hardness, then the shot does 
  not penetrate the object, and no attack roll is 
  made. 
   
  Counterstab (Combat) 
  You punish foes who leave openings when they 
  attack by filling those openings with six inches of 
  cold, hard steel. 
  Prerequisites: Combat Reflexes, Weapon Focus 
  (dagger). 
  Benefit: Once per round, when a creature makes a 
  melee attack against you and misses, if you are 
  wielding a dagger, you may make an attack of 
  opportunity as an immediate action against that 
  creature with that dagger. If the attacking creature 
  is out of range (such as because it attacked with 
  reach), this ability has no effect. 
   
  Creative Melody 
  You can use music to inspire not only competence, 
  but creativity, in others, opening their minds to new 
  ideas. 
  Prerequisites: Perform (keyboard instruments, 
  percussion instruments, sing, string instruments, 
  or wind instruments) 5 ranks, inspire competence 
  class feature. 
  Benefit: Whenever you use your bardic 
  
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  performance to inspire competence, you may 
  choose to use this feat to grant the target a number 
  of temporary ranks in the chosen skill equal to ¼ 
  your bard level (rounded down). These temporary 
  ranks can never give a target more total ranks in a 
  skill than he currently has Hit Dice. A character 
  who gains these temporary ranks in a class skill for 
  which he did not previously have ranks also gains 
  the +3 bonus on that skill check for it being a class 
  skill. Using this feat to enhance your bardic 
  performance in this way is taxing and requires you 
  to expend an additional round of bardic 
  performance every round you use this feat.
  Cruel Aristocrat (Leadership) 
  Your people might not respect you, but they do fear 
  you, and that fear inspires their loyalty. 
  Prerequisites: Leadership, aristocrat level 1. 
  Benefit: You no longer suffer negative modifiers 
  to your Leadership score when determining the 
  maximum number of followers you can attract. 
  Additionally, since your followers are more afraid 
  of you than of anything else, they each gain a +1 
  moral bonus on Will saving throws made to resist 
  fear effects. 
   
  Crushing Blade (Combat) 
  Prerequisite: Weapon Focus with any weapon 
  that deals piercing or slashing damage. 
  Benefit: When you attack with a weapon that 
  deals slashing or piercing damage, and for which 
  you have the Weapon Focus feat, you may choose 
  to have that weapon deal bludgeoning damage 
  instead. However, your attacks are not as effective 
  when using your blade this way, and you suffer a -2 
  penalty to damage rolls.
  Danger Sense 
  Your finely-tuned ability to read others prevents 
  them from getting the drop on you. 
  Prerequisite: Sense Motive 3 ranks. 
  Benefit: As long as you are aware of a creature’s 
  presence, it is difficult for that creature to attack 
  you by surprise. If they initiate a combat and 
  would normally gain a surprise round (such as, for 
  example, by attempting to stab you by surprise in 
  the middle of a pleasant conversation) you may 
  automatically make a special Sense Motive check 
  as a free action (DC 20). If you succeed, you get 
  a hunch that something is wrong, and can act in 
  the surprise round as well. If this would cause all 
  combatants to act in the surprise round, there 
  is instead no surprise round. This feat offers no 
  protection against surprise attacks from enemies 
  you are not aware of (such as those sneaking up 
  behind you, for example).
  Deadly Whirlwind (Combat) 
  You are a master of whirlwind fighting, your 
  weapons spinning about you with hurricane force 
  and punishing all those nearby. 
  Prerequisites:  Int 13, Combat Expertise, Dodge, 
  Mobility, Simultaneous Swing, Spring Attack, 
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  Whirlwind Attack, base attack +16. 
  Benefit: When you use the full attack action, 
  you can give up your regular attacks and instead 
  make two melee attacks against separate targets 
  at your highest base attack bonus. Roll each of 
  these attacks only once, and apply the result to 
  each target’s AC individually. You deal damage as 
  normal against each target that you hit. 
  Debilitating Strike (Combat) 
  You don’t mess about when it comes to hitting your 
  opponents where it hurts. 
  Prerequisites: Improved Unarmed Strike, base 
  attack bonus +1. 
  Benefit: Whenever you would make an unarmed 
  strike against an opponent, you may choose 
  instead to attempt to strike a single particularly 
  vulnerable spot, causing the attack to suffer a -2 
  penalty. If the attack is successful, you deal only 
  half normal damage, and the target must succeed 
  on a Fortitude save (DC 10 + 1/2 your base attack 
  bonus + your Strength modifier) or be nauseated 
  for 1 round.
  Demand 
  You know how to get what you want.  
  Prerequisite: Intimidate 1 rank. 
  Benefit: By spending a full-round action speaking 
  to a creature that has the shaken condition, you 
  can make a special Intimidate check in order 
  to make a demand of the target. This ability 
  functions identically to the request function of 
  the Diplomacy skill, except that it only takes one 
  round, and the DC for the check is equal to 10 + the 
  target’s Hit Dice + the target’s Wisdom modifier. 
  This ability has no effect on creatures that are not 
  shaken.
  Detailed Knowledge 
  You draw on vast knowledge of a specific subject to 
  find out important facts relating to that subject. 
  Prerequisite: Knowledge (engineering, geography, 
  history or nobility) 1 rank. 
  Benefit: By spending a full day researching a 
  subject in a library or similar setting, you can 
  learn specific details about a person of noble rank, 
  historical significance, or a place of geographic 
  or architectural import. You must know enough 
  about the subject in order to properly identify it 
  and be able to research it. This requires a special 
  Knowledge check of the sort that would ordinarily 
  be associated with the subject you are researching. 
  If the subject of this check is a creature, the DC is 
  equal to 10 + the creature’s Hit Dice. If the subject 
  is a place or similar object, the DC is equal to the 
  DC to identify the location or structure. If you 
  succeed, you are provided with one piece of lore as 
  though you had cast the spell legend lore to gain 
  information about the subject. For every 5 points 
  by which you exceed the DC, you discover an 
  additional piece of lore.
  Determine Command Word 
  Your affinity for magic items allows you to 
  determine the correct way to activate them, instead 
  of just activating them blindly. 
  Prerequisite: Use Magic Device 5 ranks. 
  Benefit: You can use Use Magic Device to guess 
  the command word, or other special means of 
  activation, of a magic item. This takes 10 minutes 
  of uninterrupted concentration, and the DC is 
  equal to 20 + the item’s caster level. If you fail this 
  check, you may not attempt to use this ability again 
  for that particular item until you gain another rank 
  in Use Magic Device. Once you have determined 
  the command word for the item, you can activate 
  it normally, without needing to use Use Magic 
  Device to activate blindly. If the item has special 
  requirements you do not possess, you may still 
  need to use Use Magic Device to emulate those.
  Determine Spell 
  Your extensive knowledge of spellcasting allows you 
  to identify spells even after they have been cast. 
  Prerequisite: Spellcraft 1 rank. 
  Benefit: You may use Spellcraft to identify a spell 
  which is currently in effect. The DC for this check 
  is equal to 15 + twice the spell’s level. In order 
  to use this ability, you must first determine the 
  presence of magical auras, such as with the detect 
  magic spell. 
  Normal: A character may only use Knowledge 
  (arcana) to identify the school and strength of a 
  magical aura.
  Dilettante 
  Because of your noble blood, you didn’t have to 
  learn a trade or craft, and thus you were able to 
  
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  concentrate on more satisfying pursuits. 
  Benefit: You suffer a -2 penalty on all Craft and 
  Profession checks, but you gain a +1 bonus on all 
  Knowledge and Perform skill checks. At 10th level 
  this bonus increases to +2. 
   
  Discover Omen 
  You have a deep understanding of the natural and 
  the supernatural world and can interpret the omens 
  that surround all living people every day. 
  Prerequisites: Wisdom 13, Knowledge (arcana) or 
  Knowledge (religion) 1 rank. 
  Benefit: Once per day, you may meditate on the 
  events of the recent past in order to attempt to 
  discover an omen hidden among those events. 
  In order to use this ability you must succeed on a 
  Knowledge (arcana) or Knowledge (religion) check 
  with a DC of 20. If you succeed on this check, you 
  discover an omen which indicates a coming change 
  in fortune. The exact meaning of this omen is 
  always ambiguous, but you may interpret it in a 
  number of ways, gaining one of the following sets 
  of benefits and drawbacks.  
   
  •	 You may gain a +2 insight bonus to 
  your AC and suffer a -1 penalty to your 
  attack rolls. 
  •	 You may gain a number of temporary 
  hit points equal to your Hit Dice 
  and suffer a -2 penalty to all weapon 
  damage rolls. 
  •	 You may choose to gain a +2 luck 
  bonus to the saving throw of your 
  choice and reduce the saving throw 
  DCs of your spells, spell-like abilities, 
  supernatural abilities, extraordinary 
  abilities, class features, and feats by 1. 
  •	 You may choose to gain a +4 bonus to 
  your CMD and suffer a -4 penalty to 
  your CMB. 
  •	 You may choose to gain a +3 bonus on 
  all skill checks and suffer a -6 penalty 
  on all opposed skill rolls. 
   
  You may not select the same pair of bonuses 
  and penalties two days in a row. Interpreting these 
  omens may or may not confer additional insights 
  into the nature of the change to come. These 
  benefits and drawbacks last for 24 hours.
  Discover Weakness 
  Your knowledge of creatures allows you to strike 
  where it counts.  
  Prerequisite: Knowledge (arcana, dungeoneering, 
  local, nature, planes, or religion) 1 rank. 
  Benefit: As a move action, you can attempt to 
  discover any anomalies or tactical weakness 
  about a specific creature that could be exploited 
  to gain an edge in combat. This requires a special 
  Knowledge check of the same sort that would 
  normally be used to identify the creature (arcana 
  for magical beasts, religion for undead, the planes 
  for outsiders, etc.). The DC for this check is equal 
  to 15 + the creature’s Hit Dice. If you succeed on 
  this check, you gain a +1 insight bonus to attack 
  and weapon damage rolls against that creature. For 
  every 5 points by which you exceed this DC, this 
  bonus increases by an additional +1. This bonus 
  lasts for one minute. If you fail the check, you 
  cannot succeed on this check against that specific 
  type of creature (such as orc, red dragon, gray 
  ooze, etc.) until you spend at least 2 hours in a 
  library studying the creature, or until you gain 
  an additional rank in the Knowledge skill which 
  applies to creatures of that type.
  Disorienting Blow (Combat) 
  A single blow from your staff leaves opponents 
  unable to tell up from down. 
  Prerequisites: Stunning Blow, base attack bonus 
  +11. 
  Benefit: As a full-round action, you can make a 
  single attack with your quarterstaff at your highest 
  base attack bonus. If the attack hits, it deals 
  damage as normal, and the opponent must succeed 
  on a Fortitude save (DC 5 + damage dealt) or be 
  confused for 1d8 rounds.
  Diving Charge (Combat) 
  Like the majestic hawk, you dive down from the sky 
  to claim your victims. 
  Prerequisites: Fly 1 rank, Ride 1 rank, Mounted 
  Combat, Ride-By Attack, Spirited Charge.  
  Benefit: You deal triple damage (or quadruple 
  with a lance) on a successful charge attack made 
  from the back of your flying mount against a target 
  on the ground, provided that you began your 
  charge at least 20 feet in the air.  
  Special: You can only gain the benefit of this feat if 
  
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  your mount has the Flyby Attack feat.
  Dog Fighting (Combat) 
  You are adept at the intricacies of aerial combat 
  and use complex maneuvers in a three-dimensional 
  battlefield to gain an advantage on your sky-bound 
  foes. 
  Prerequisite: Skill Focus (Fly) or a natural fly 
  speed. 
  Benefit: Each round, the first time you make a 
  melee attack against a creature, if both you and 
  the target of your attack are at least 20 feet above 
  the ground, you may make a special Fly check 
  with a DC equal to 10 + the target’s Fly modifier. 
  If the check is successful, you gain a +2 bonus on 
  all weapon attacks made against that target this 
  round. If the check fails, you suffer a -2 penalty 
  on all weapon attacks made against the target this 
  round, instead.
  Domineering Personality 
  Your force of will is exceptionally strong, allowing 
  you to more easily best others in competitions of 
  will. 
  Benefit: You gain a +6 bonus on opposed 
  Charisma checks, such as those made when two 
  separate characters are exerting conflicting mental 
  commands to a third creature. This bonus does not 
  apply to opposed skill checks that are Charisma-
  based (such as the Bluff skill).
  Double Bluff 
  You are adept at convincing others that your ability 
  to deceive them is dramatically less than it actually 
  is, making it easy to bluff them when it counts. 
  Prerequisite: Bluff 1 rank. 
  Benefit: You can make a special Bluff check 
  against a target, who opposes it with a Sense 
  Motive check. If you succeed in this check, the 
  target believes that you are inept at deceit and are 
  incapable of lying to them. This overconfidence 
  causes all your lies to be more believable, 
  increasing their believability by one step. If you 
  fail the check, the target becomes aware of what 
  you are trying to do and becomes suspicious of 
  everything you say, decreasing the believability of 
  your lies by one step. This process takes one minute 
  and cannot be used on a single individual more 
  than once per day. The effects of this ability do 
  not stack, but they do end after one week. See the 
  Bluff skill in the Pathfinder Roleplaying Game Core 
  Rulebook for more information on the Bluff skill 
  and the believability of lies.
  Double Knife Fighter (Combat) 
  You can fight with two daggers more easily than 
  most. 
  Prerequisites: Two-Weapon Fighting, Weapon 
  Focus (dagger or punching dagger). 
  Benefit: When using the Two-Weapon Fighting 
  feat, if you are wielding two daggers, two punching 
  daggers, or one of each, you suffer only a -1 penalty 
  on your attack rolls as a result of two-weapon 
  fighting, instead of the normal -2 penalty. 
   
  Dragon Familiar 
  You have received the consent of a wyrmling 
  dragon—and, most likely, its much older parent—
  to take it as a familiar, taking it on much like you 
  would an apprentice. 
  Prerequisites: Ability to acquire a new familiar, 
  compatible alignment, sufficiently high level (see 
  below). 
  Benefit: When choosing a familiar, the creatures 
  listed below are also available to you (see 
  the Pathfinder Bestiary for statistics for these 
  creatures). You may choose a familiar with an 
  alignment up to one step away on each alignment 
  axis (lawful through chaotic, good through evil). 
  Dragon Heart 
  By consuming the heart of a dragon, you can gain 
  some of their power for a time. 
  Prerequisite: Character level 10. 
  Benefit: You can gain the ability to use a dragon’s 
  breath weapon by devouring its heart. You can 
  devour the heart of a true dragon that has been 
  
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  dead for no more than 1 day per Hit Dice it 
  possessed. Doing so takes 2d10 minutes. Once you 
  have consumed the heart, you may use the dragon’s 
  breath weapon (or breath weapons, if it had more 
  than one) once per minute for the next 24 hours 
  after consuming the heart. The type of energy, 
  area, damage, and any special effects of the breath 
  weapon are identical to that of the dragon whose 
  heart was consumed, but the  DCs of any saving 
  throws offered by the breath weapon are equal to 
  10 + ½ your Hit Dice + your Constitution modifier. 
   
  Dragon Sense 
  Through training or an innate quasi-magical 
  connection, you have learned to know when 
  dragons are near. 
  Prerequisites: Perception 3 ranks, Wis 13. 
  Benefit: Whenever you pass within one mile of a 
  dragon, you may make a Perception check (DC 10 + 
  the dragon’s CR) which, if successful, makes you 
  aware of the presence of the dragon. When you are 
  no longer within a one-mile-radius of the dragon, 
  you become aware of the absence of the dragon’s 
  presence. While this ability allows you to 
  determine the presence or absence of a dragon 
  within a one-mile-radius, it does not allow you to 
  determine the distance or direction of the creature, 
  or if there is more than one dragon. 
   
  Dragon Sight 
  Your vision is sharper than normal, much like that 
  of a dragon. 
  Prerequisite: Darkvision or low-light vision. 
  Benefit: The range of your darkvision, if any, 
  extends to 120 feet. If you do not possess 
  darkvision, this aspect of Dragon Sight has no 
  effect.  
   
              If you have low-light vision, you now 
  instead see four times as well as a human in dim 
  light and twice as well in normal light. If you do 
  not possess low-light vision, this aspect of Dragon 
  Sight has no effect. 
   
  Dragon Tongue  
  Through dangerous practice, you have learned how 
  to talk to dragons. 
  Prerequisite: Bluff 3 ranks, Diplomacy 3 ranks, 
  Sense Motive 3 ranks. 
  Benefit: You gain a +4 bonus on Bluff, Diplomacy, 
  and Sense Motive checks made against dragons. 
  Dragon Tracking 
  Years of practice have made you an expert at 
  tracking dragons. 
  Prerequisite: Ranger, Survival 5 ranks. 
  Benefit: You gain an additional +5 bonus to 
  Survival rolls made to track dragons and can even 
  track dragons on the wing if they passed through 
  an area no longer than 1 hour ago. 
   
  Dragon’s Greed 
  You possess a love of wealth as strong as that of a 
  dragon. 
  Benefit: You gain a +2 bonus on Appraise checks, 
  and, as a full-round action, can attempt an 
  Appraise check (DC 25) to determine the most 
  valuable item in a hoard. 
   
  Dragonfriend 
  You are well known as a friend of dragonkind, or 
  perhaps bear a mark of your loyalty and devotion to 
  their majestic race, and dragons look upon you 
  kindly. 
  Benefit: The initial attitude of any dragon NPC 
  towards you is one category higher than it would 
  normally be (for example, a dragon who would 
  normally be hostile is unfriendly, instead). 
   
  Dragonmaster Mage 
  You have trained in the art of making your magic 
  affect dragons, and you can work your spells on 
  them better than on others. 
  Benefit: Add +1 to the Difficulty Class for all saving 
  throws against spells you cast that target only 
  creatures of the dragon type. Additionally, you get 
  a +2 bonus on caster level checks (1d20 + caster 
  level) made to overcome the spell resistance of 
  dragons. These benefits stack with the benefits of 
  the Spell Focus and Spell Penetration feats, 
  respectively. 
   
  Dragonslayer (Combat) 
  Through conquest and intense training, you have 
  learned to battle dragons. 
  Prerequisites: Base attack bonus +2, must have 
  personally slain a dragon. 
  Benefit: You gain a +3 bonus to attack and damage 
  rolls made against dragons. 
   
  Dragonslayer’s Courage 
  Your experience fighting dragons has hardened your 
  heart to the awesome presence of terrifying 
  
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  monsters. 
  Prerequisite: Dragonslayer. 
  Benefit: You are immune to the frightful presence 
  ability of Large or larger creatures. 
   
  Dragontamer 
  You are among the few daring and skilled enough to 
  attempt to rear and train a wyrmling dragon. 
  Prerequisites: Handle Animal 5 ranks, Knowledge 
  (arcana) 5 ranks. 
  Benefit: You can use the Handle Animal skill to 
  rear a young wild dragon. You must come into 
  contact with the baby dragon within two weeks of 
  it hatching, and before it encounters any other 
  dragons, in order to use this feat. You suffer a -10 
  penalty on all Handle Animal checks involving the 
  dragon to be reared. A successfully reared dragon is 
  not so much domesticated in the sense of a wild 
  animal, as they are intelligent and capable of 
  speech, but such creatures do not see themselves as 
  inherently superior to the ones that rear them, and 
  are generally subservient to such individuals. You 
  can teach such a dragon tricks, as normal for the 
  Handle Animal skill, although once the dragon can 
  speak, such measures generally unnecessary. 
   
  Dragonwrack 
  Your righteous power is even more effective against 
  dragons than that of your peers. 
  Prerequisite: Paladin 
  Benefit: Whenever you deal damage to a dragon 
  who is the target of your smite evil ability, it 
  becomes dazed for one round unless it succeeds on 
  a saving throw (DC 10 + ½ your paladin level + your 
  Charisma modifier). 
   
  Dragoon Skirmisher (Combat) 
  Your skills learned in infantry skirmishes make you 
  a terror on horseback. As you charge your 
  opponents, weapon drawn, you suddenly hurl the 
  projectile into them, causing panic. 
  Prerequisites: Ride 1 rank, Mounted Archery, 
  Mounted Combat, Weapon Focus for any thrown 
  weapon. 
  Benefit: You do not suffer the normal penalties for 
  making ranged attacks while mounted when you 
  attack with a thrown weapon. Additionally, when 
  you hit a creature with a thrown weapon while 
  you’re mounted, that creature must succeed on a 
  Will save (DC 10 + ½ your ranks in Ride, rounded 
  down) or become shaken for 1d4 rounds. 
   
  Dying Strike (Combat) 
  Your furious warrior spirit allows you to make a 
  single last attack before dying. 
  Prerequisite: Diehard, Endurance, base attack +11. 
  Benefit: When you die, as an immediate action, 
  before dying, you may make a single melee attack. 
  This attack can be made against the creature that 
  killed you, if he is within range, or against another 
  creature, if desired. The target is treated as flat-
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  footed for the purposes of this attack, and the 
  attack threatens a critical hit on a roll of 11 or 
  higher, regardless of the weapon’s actual critical 
  threat range. Further, the weapon’s critical 
  multiplier is increased by 1 for the purposes of this 
  attack. This extra attack does not prolong your life 
  long enough for you to be healed, and even if you 
  regain hit points as part of this attack (perhaps due 
  to a magical weapon property on the weapon you 
  are wielding), you still die after the attack is made. 
   
  Elemental Blast (Metamagic) 
  You can transform spell energy into a powerful blast 
  of energy. 
  Prerequisite: Caster level 3rd. 
  Benefit: You may apply this metamagic feat to any 
  spell of the evocation school. When you prepare a 
  spell with Elemental Blast, choose an energy type 
  (acid, cold, electricity, or fire). The prepared spell 
  has the same range, targets, casting time, 
  components, and saving throw information as an 
  unmodified version of the spell, but has a wildly 
  different effect. Any creature that would be affected 
  by the spell suffers 1d6 points of damage of the 
  chosen energy type for each spell level of the 
  unmodified spell, instead of the spell’s normal 
  effect. If the spell would normally allow a saving 
  throw for half or no damage (or otherwise lessen or 
  negate the effects), the target or targets may still 
  make that saving throw: if it would normally be for 
  half damage or partial effect, they take half damage 
  if they succeed, and if it would normally negate the 
  effect, they take no damage if they succeed.  
   
   
  Further, the spell is not expended once cast; 
  however, the Elemental Blast feat is no longer 
  applied to it, so the next time it is cast, it will have 
  its normal effect. An elemental blast spell uses up a 
  slot 3 levels higher than the spell’s actual level, and 
  you cannot prepare more than one spell per three 
  caster levels with Elemental Blast in a given day. 
   
  Elusive Figment 
  The figments you create are exceptionally hard to 
  strike, making them better distractions for your 
  foes. 
  Prerequisite: Able to cast at least one illusion 
  (figment) spell. 
  Benefit: Figments created by your spells and spell-
  like abilities have an AC equal to 20 + your 
  Intelligence modifier + the figment’s size modifier. 
  Normal: Normally, a figment’s AC is equal to 10 + 
  its size modifier. 
   
  Epic Reduction (Monster) 
  You are a legendary creature of your kind, one of 
  the toughest and most powerful examples of your 
  species in existence, and only weapons beyond 
  mortal ken can harm you. 
  Prerequisites: Potent Reduction, damage 
  reduction/magic, 26 HD. 
  Benefit: Your damage reduction can only be 
  overcome by epic weapons (weapons with at least a 
  +6 enhancement bonus or which specifically 
  overcomes damage reduction/epic weapons), or by 
  the unarmed attacks of a monk with a number of 
  remaining points in his ki pool equal to or greater 
  than your Hit Dice. 
   
  Escape Grasp (Combat) 
  Your skill at escaping can get you out of the 
  clutches even of creatures who have not caught you 
  yet.  
  Prerequisite: Escape Artist 1 rank. 
  Benefit: Once per round, whenever you would be 
  subject to a melee touch attack, you may choose to 
  make a special Escape Artist check, with a DC 
  equal to 10 + the attacking creature’s attack roll 
  (including modifiers). If successful, you negate any 
  effect of the attack, exactly as though the attack 
  had missed. You must declare that you are using 
  this ability before determining whether or not the 
  attack would hit you normally. Further, dodging in 
  this way leaves you off-balance, and you suffer a -2 
  penalty to AC until the beginning of your next 
  turn. 
   
  Equestrianism 
  Through talent or training, you have a natural bond 
  with horses. 
  Benefit: You gain a +4 bonus to all Ride checks, so 
  long as your mount is pony, light horse, light war 
  horse, heavy horse or heavy war horse. 
   
  Expeditious Donning 
  Whether through years of rote routine or simply a 
  natural proclivity for accomplishing things quickly, 
  you have achieved great speed in removing and 
  donning armor. 
  Prerequisite: Base attack bonus +1, Dex 13. 
  Benefit: You do not suffer any penalty for hastily 
  donning any armor with which you are proficient. 
  
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  Additionally, you may don any armor without help; 
  however, you may not hastily don any armor which 
  would ordinarily require help. Finally, you are able 
  to remove armor in half the time normally 
  required. This feat has no effect on shields. 
  Special: Fighters may select Expeditious Donning 
  as one of their fighter bonus feats, as though it 
  were a combat feat. 
   
  Experienced Escape Artist 
  You’ve been tied up or grabbed enough times that 
  you’re becoming an expert on breaking free. 
  Benefit: You gain a +2 bonus on Escape Artist 
  checks. Further, you do not suffer the normal 
  penalty for making a Disable Device check with 
  improvised equipment (such as a hair pin). Finally, 
  you gain a +2 bonus to CMB for checks made to 
  escape a grapple, and a +2 bonus to your CMD 
  versus grapple attempts. 
   
  Expert Communicator 
  You have made a study of language itself as well as 
  of the tongues of many a land and people.  
  Prerequisites: Linguistics 1 rank. 
  Benefit: By observing the speech patterns of 
  another creature and comparing them to the 
  speech patterns of languages with which you are 
  familiar, you can discern certain commonalities 
  that make communication possible. This allows 
  you to accomplish a number of different things. 
  Firstly, you can gain a hint of the language being 
  spoken, and decipher some words, perhaps giving 
  you insight into what is being said. This requires 
  that you hear or observe the writing of an 
  unfamiliar language as well as a successful 
  Linguistics check with a base DC of 25. The 
  difficulty of this check might be modified by 
  additional circumstances, as outlined on the 
  following table. A failure on this check does not 
  prohibit you from trying again, but does impose a 
  cumulative -2 penalty on the roll until you gain a 
  new rank in Linguistics. Success on this check is 
  required for further use of this feat. 
              Once you have successfully identified the 
  language, as outlined above, you can attempt to 
  establish a baseline of communication with a 
  creature that is speaking the observed language. 
  This might entail learning a smattering of each 
  other’s speech, using words combined with 
  gestures to communicate in a primitive fashion, or 
  even constructing a translated alphabet or similar 
  common reference. The DC of this check, as well as 
  the time required, is outlined on the table below. 
              Finally, because of your familiarity with 
  languages, you receive a +1 bonus on all Charisma-
  based skill checks dependent on verbal 
  communication, as long as that communication is 
  done in a language you know.
  
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  Expert Conjurer 
  You can pour additional arcane energy into your 
  conjuration spells in order to vastly improve the 
  duration. 
  Prerequisites: Extend Spell, Novice Conjurer, 
  character level 5. 
  Benefit: Whenever you cast a conjuration spell 
  that has been affected by the Extend Spell feat, you 
  may choose to spend twice as long casting the spell 
  as you normally would. If you do, then the spell’s 
  duration is extended to 5 times the normal 
  duration, rather than twice the normal duration. 
   
  Expert Jumper 
  Practice jumping fences and low logs has allowed 
  you to leap further and higher than less experienced 
  riders. 
  Prerequisite: Ride 1 rank. 
  Benefit: Whenever you cause your mount to leap, 
  as long as the initial Ride check to make the leap is 
  successful, you use the higher of your Ride bonus 
  or the mount’s Acrobatics bonus for jumping, 
  whichever is higher. 
  Normal: Normally, you use the lower of your Ride 
  bonus or the mount’s Acrobatics bonus for 
  jumping. 
   
  Expert Thief 
  You always seem to have your hand in someone 
  else’s pocket, and have learned how to come away 
  with the best stuff most of the time. 
  Prerequisite: Improved Steal, Skill Focus (Sleight 
  of Hand). 
  Benefit: Whenever you would make a steal combat 
  maneuver check, you may choose to make a Sleight 
  of Hand skill check instead. Treat the results of 
  this skill check as though they were the results of 
  the combat maneuver check. 
   
  Explosive Evocation Spell (Metamagic) 
  When you take the time to focus on your evocation 
  art, you can unleash truly impressive spells capable 
  of extreme damage. 
  Prerequisites: Empower Spell, Maximize Spell, 
  Spell Focus (evocation), caster level 9th. 
  Benefit: You may apply this metamagic feat to any 
  spell of the evocation school to which you have 
  already applied either the Empower Spell or 
  Maximize Spell metamagic feats. The affected spell 
  deals double the normal damage. (For example, if 
  you apply the Maximize Spell and Explosive 
  Evocation Spell feats to a fireball spell that would 
  normally deal 10d6 points of damage, it would 
  instead deal 120 damage [twice the maximized 
  amount], whereas the same spell affected by 
  Empower Spell and Explosive Evocation Spell to 
  would deal 30d6 damage [twice the number of d6 
  that the Empower Spell feat would cause it to 
  deal].) An explosive evocation spell uses up a spell 
  slot an additional 3 levels higher than the spell’s 
  actual level. 
   
  Fastest Draw in the Land (Combat) 
  Your speed in drawing a firearm is the stuff of 
  legends, allowing you to pull your weapon, aim, and 
  fire, while your foe is still fumbling with his holster. 
  Prerequisites: Exotic Weapon Proficiency with a 
  firearm, Quick Draw. 
  Benefits: Whenever you draw a firearm, you may 
  make a single attack as a swift action against any 
  target within range, though doing so imposes a -2 
  penalty to your attack roll. This ability can be used 
  only once per round. 
   
  Art © Copyright Can Stock Photo Inc.
  
  103
  Fencer (Combat) 
  Your experience in the art of fencing has made you 
  a master of slipping past your opponents’ defenses. 
  Prerequisite: Weapon Focus (rapier). 
  Benefit: Whenever you make a melee attack with a 
  rapier, you may take a -2 penalty to your attack roll 
  in order to make a special combat maneuver check. 
  If you succeed, the target is denied any dodge or 
  shield bonus to AC for that attack. 
   
  Fencer’s Foil (Combat) 
  You have mastered the art of defending with your 
  weapon as well as attacking, and you deflect all but 
  the most determined attacks with your blade. 
  Prerequisite: Fencer, base attack +6. 
  Benefit: Whenever you make a full attack action 
  while wielding a rapier in one hand and holding 
  nothing in your other hand, you may choose to 
  sacrifice one or more of your attacks. If you do, you 
  gain a +4 shield bonus to AC until the beginning of 
  the next round, and for each additional attack 
  sacrificed beyond the first, this bonus increases by 
  +2. You can sacrifice a maximum number of attacks 
  in this way equal to 1 less than the total number of 
  attacks you would make (so a character with a base 
  attack bonus of +6 could sacrifice only 1 attack, 
  while a character with a base attack bonus of +11 
  could sacrifice 2 attacks, and so on). 
   
  Fencer’s Strike (Combat) 
  You are adept at waiting for the moment when your 
  foe creates an opening, and then seizing it. 
  Prerequisite: Combat Reflexes, Fencer’s Foil, base 
  attack +11. 
  Benefit: As a full-round action, you can enter a 
  defensive stance and ready yourself for attack. If 
  you do, then until the beginning of your next turn, 
  any time a creature makes a melee attack against 
  you, it provokes an attack of opportunity, allowing 
  you to strike it first. If you hit, in addition to 
  dealing damage, the target suffers a -4 penalty on 
  its attack roll for that attack.  
   
              You can’t make more attacks in this way 
  each round than you would be able to make with a 
  full attack action, even if you are able to make more 
  attacks of opportunity than that in one round. 
  Further, these attacks suffer a cumulative -5 
  penalty for each such attack already made since the 
  beginning of your last turn (just like attacks made 
  as part of a full attack). Other attacks of 
  opportunity you make during that round do not 
  count towards these penalties and do not suffer 
  such penalties. 
  Flying Jump Kick (Combat) 
  With a shout, you leap through the air and deliver 
  an extremely powerful strike to your opponent. 
  Prerequisites: Improved Unarmed Strike, +6 base 
  attack bonus. 
  Benefit: Whenever you charge a foe with your 
  unarmed strike, you may make an Acrobatics check 
  with a DC equal your target’s CMD. If successful, 
  you gain a +2 bonus on the attack roll and deal an 
  additional 1d12 points of damage.  
   
  Focus Strike (Combat) 
  Prerequisite: Base attack bonus +1. 
  Benefit: As a standard action, you may make a 
  single melee attack with a weapon that deals 
  piercing or slashing damage. You gain a +2 bonus 
  on attack and damage rolls for that attack. This 
  attack causes you to neglect your defenses, 
  however, and you suffer a -2 penalty to AC until the 
  beginning of your next turn. 
   
  Focused Spell Resistance 
  Your spell resistance is stronger against certain 
  schools of magic. 
  Prerequisite: SR 5. 
  Benefit: Choose a school of magic. Your spell 
  resistance increases by +2 against spells of the 
  chosen school. At 10th level, this bonus increases 
  to +4. 
   
  Free Dive 
  Years of training have conditioned you to be able to 
  stay underwater for lengthy periods of time. 
  Prerequisite: Swim 1 rank. 
  Benefit: When underwater, you may choose to 
  substitute a special Swim check for a Constitution 
  check made to continue to hold your breath. The 
  DC for this check is 10 + 1 per previous check. If 
  you fail one of these checks, you fail to hold your 
  breath and begin drowning. 
   
  Frenzied Slashes (Combat) 
  You use the dagger’s lightness for extreme speed, 
  filling the air with wild slashes. 
  Prerequisites: Weapon Focus (dagger), base 
  attack bonus +1. 
  Benefit: Whenever you make a full attack action 
  with a dagger, you may make an additional attack 
  with that dagger at a -5 penalty. When your base 
  attack bonus is 6 or higher, you can make another 
  additional attack at a -10 penalty. When your base 
  attack bonus is 11 or higher, you can make a third 
  additional attack at a -15 penalty. When your base 
  
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  attack bonus is 16 or higher, you can make a fourth 
  additional attack at a -20 penalty.  
   
   
  Whenever you use this ability, you suffer a 
  -2 penalty on all attack rolls made in the round 
  (this is in addition to the penalties listed above, for 
  total penalties of -7, -12, -17, and -22, respectively). 
  Further, due to the erratic nature of your attacks, 
  during any round in which you use this ability you 
  cannot deal precision-based damage (including 
  sneak attack) and suffer a -5 penalty on attack rolls 
  made to confirm a critical hit. 
  Special: You can use this ability in conjunction 
  with Two-Weapon Fighting, and, if you are fighting 
  with two weapons, can apply the ability to both 
  weapons (note that the penalties stack, so using 
  this in conjunction with Two-Weapon Fighting 
  would impose a -4 penalty on all attacks, instead of 
  -2, and using it with both weapons would impose a 
  total penalty of -6 on all attack rolls made in the 
  round). 
   
  Genteel Facade 
  You always put forth the precise persona you want. 
  Prerequisite: Bluff 5 ranks. 
  Benefit: Whenever any character uses the Sense 
  Motive skill to attempt to gain a hunch about you, 
  make a Bluff check, and compare it to the result of 
  their Sense Motive check. If your result is higher, 
  you may choose what kind of hunch they receive. 
  Additionally, you receive a +2 bonus on opposed 
  Bluff checks made to lie or maintain a disguise. 
   
  Get Away with the Loot 
  You don’t let a heavy sack of valuables get in the 
  way of your escape. 
  Prerequisite: Acrobatics 5 ranks. 
  Benefit: You can use Acrobatics to move past foes, 
  even if your speed is reduced due to carrying a 
  medium or heavy load, or wearing medium or 
  heavy armor. Further, you suffer only half of any 
  check penalty imposed by a medium or heavy load 
  on any Acrobatics check you make (including 
  Acrobatics checks made to jump or balance). 
  Finally, as long as you are not carrying a medium or 
  heavy load, or wearing medium or heavy armor, 
  you gain a +2 competence bonus on Acrobatics 
  checks made to move past foes. 
   
  Give ‘em the Slip 
  You hate to be restrained and have become adept at 
  escaping such situations quickly. 
  Prerequisite: Skill Focus (Escape Artist). 
  Benefit: You can make Escape Artist checks in 1/2 
  the normal time required for escaping a given 
  circumstance. For the purposes of this feat, half of 
  a full round action is a standard action, and half of 
  a standard action is a move action. 
   
  Good With Money 
  You have a knack for things relating to money. 
  Benefit: You gain a +2 bonus on Appraise checks, 
  and on any Profession check made to make money. 
  If you have 10 or more ranks in the skill in question, 
  the bonus increases to +4. 
   
  Grandmaster Conjurer 
  Your study of conjuration is the envy of the magical 
  community, and that school’s deepest secrets are 
  yours to wield. 
  Prerequisites: Master Conjurer, character 15. 
  Benefit: Whenever you apply a metamagic feat to 
  a conjuration spell, that spell takes up one spell slot 
  lower than it normally would. For example, a 
  quickened acid arrow would only take up a 5th-
  level spell slot (only 3 slots higher than normal, 
  rather than 4 slots higher). This benefit only 
  applies if the metamagic feat in question increases 
  the spell level of the spell by at least 1, and can be 
  applied to a given spell only once, even if more 
  than one metamagic feat is applied to that spell. 
   
  Grazing (Monster) 
  You can find food on the go, if it’s there, and eating 
  doesn’t slow you down much. 
  Prerequisites: Animal or magical beast, Survival 1 
  rank. 
  Benefit: You may move at full speed while using 
  Survival to forage for food. Additionally, you may 
  choose to move at half speed in order to take 10 on 
  Survival checks made to forage for food. 
   
  Great Professional 
  You are truly a master of your profession and can 
  do in a day what it takes a week for lesser men to 
  do. 
  Prerequisites: Profession 1 rank. 
  Benefit: By spending one full day working, you can 
  attempt to accomplish a week’s worth of work. This 
  requires a special Profession check, which results 
  in you earning an amount of gold equal to 1/2 the 
  check result. 
   
  Greater Blood of the Dragon 
  The resistances you gain from your draconic 
  heritage grow even stronger, granting you limited 
  
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  immunity. 
  Prerequisites: Con 16, Blood of the Dragon. 
  Benefit: Choose paralysis, petrification, or sleep 
  effects. You are immune to the chosen condition or 
  descriptor. 
  Special: You can take this feat multiple times. Its 
  effects do not stack. Each time, choose a different 
  condition or descriptor from the list. 
   
  Greater Ride-By Attack (Combat) 
  You charge through your foes, hacking at several of 
  them as they stand helplessly before your 
  onslaught.  
  Prerequisites: Base attack bonus +11, Improved 
  Ride-By Attack. 
  Benefit: When you use the Improved Ride-By 
  Attack feat, after making your second attack, you 
  may continue your movement (continuing the 
  straight line of the charge) and make a third attack 
  against a creature you have not yet attacked as part 
  of this charge action. You suffer a -10 penalty on 
  this attack (although you still gain the bonus from 
  charging). This attack is in addition to the extra 
  attack granted by Improved Ride-By Attack. 
   
  Greater Subtle Enchantment 
  Only a subject’s closest friends have any hope of 
  detecting that one of your enchantment spells has 
  affected his mind. 
  Prerequisite: Subtle Enchantment. 
  Benefit: Whenever a creature uses Sense Motive to 
  determine whether or not a creature you have 
  affected with an enchantment spell is under the 
  effects of an enchantment spell, the DC is 
  increased by +10. This bonus overlaps (does not 
  stack) with that provided by Subtle Enchantment, 
  and applies only to enchantment spells you have 
  cast: if the subject is also under the effects of 
  another character’s enchantment spell, the DC to 
  identify that he is under the effects of an 
  enchantment remain the same. 
   
  Greater Two-Weapon Strength (Combat) 
  Your muscular arms allow you to wield heftier 
  weapons in each hand than most could manage. 
  Prerequisites: Str 19, Two-Weapon Fighting, Two-
  Weapon Strength, fighter level 6th. 
  Benefit: You can wield a one-handed weapon in 
  your off-hand as though it were a light weapon. 
   
  Ground and Pound 
  You like to kick a man when he’s down, or better yet, 
  stab him. 
  Prerequisite: Base attack bonus +1. 
  Benefit: You gain an additional +2 bonus on all 
  attack and weapon damage rolls made against 
  opponents who are prone. 
   
  Guided Evocation Spell (Metamagic) 
  You can modify a ray spell to hit unerringly. 
  Prerequisite: Caster level 5th. 
  Benefit: You may choose to apply this feat to any 
  evocation spell which requires a ranged touch 
  attack. Any ranged touch attacks required by the 
  modified spell hit their targets unerringly. Such an 
  attack cannot result in a critical hit. A guided 
  evocation spell takes up a spell level two levels 
  higher than the spell’s actual level. 
   
  Gun in a Knife Fight (Combat) 
  You never let your foes get anywhere near close 
  enough for a fair fight. 
  Prerequisites: Combat Reflexes, Exotic Weapon 
  Proficiency (firearm). 
  Benefit: When wielding a firearm, you threaten all 
  squares within 10 feet of you, and can make attacks 
  of opportunity with the firearm against creatures 
  within that range. 
   
  Hammerlock (Combat, Wrestling) 
  You bend the arm of your opponent behind his back, 
  applying painful pressure to his shoulder and 
  restricting use of his arm. 
  Prerequisites: Improved Grapple, base attack 
  bonus +1. 
  Benefit: As long as you are in control of a grapple, 
  you may make a special grapple check to trey to 
  apply a hammerlock. If you succeed, you cause the 
  target to feel excruciating pain in his shoulder, 
  effectively causing him to be nauseated for 1 round. 
  Additionally, the target cannot make attacks 
  against you during this time. You must continue to 
  make a grapple check to apply the hammerlock 
  each round in order to maintain it, and this counts 
  as your grapple check for the round.  
  Special: You may only apply one wrestling feat at a 
  time. 
   
  Hamstring (Combat) 
  Prerequisite: Base attack bonus +1. 
  Benefit: As a full-round action, you may make a 
  single melee attack with a weapon that deals 
  slashing damage against a single target within 
  reach, which, if successful, deals normal damage 
  and reduces the target’s land speed by 10 feet (to a 
  
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  minimum of 5 feet). This reduction in movement 
  speed lasts until a successful Heal check (DC 25) is 
  applied to the wound, or until all of the damage 
  from the attack is healed. 
   
  Harmonious Tongue 
  The powers that allow you to speak with any living 
  thing put you in tune with the pulse of the universe, 
  and allow you to better influence those you speak 
  with. 
  Prerequisite: Tongue of sun and moon class 
  feature. 
  Benefit: You may choose to use this power any 
  time you speak. If you do, all creatures that can 
  hear you must succeed on a Will save (DC 10 + 1/2 
  your monk level + your Wisdom modifier) or be 
  affected as though by the spell calm emotions for as 
  long as you continue to speak, plus an additional 
  minute per monk level you possess. Additionally, 
  you gain a +4 bonus on Diplomacy checks made to 
  influence creatures who fail this saving throw. A 
  creature who successfully resists this ability 
  becomes immune to it for 24 hours. 
   
  Heirloom 
  You inherit an item of great value. 
  Benefit: You gain a single masterwork suit of 
  armor or masterwork weapon worth no more than 
  1,000 gp. Alternatively, you gain a spellbook whose 
  value (including the spells scribed therein) is 
  worth no more than 1,000 gp. 
  Special: This feat cannot be retrained, even if the 
  item is later lost, sold, or destroyed. This feat can 
  always be selected at 1st level. At GM’s discretion, it 
  can be taken at later levels, and more than once, as 
  you receive such items as gifts from benefactors, or 
  as inheritance from the death of distant relatives, 
  etc. 
   
  Hidden Spell (Metamagic) 
  You can cast spells in such a way that those 
  observing you can’t even tell that a spell has been 
  cast. 
  Benefit: When you cast a spell modified by this 
  feat, there are no visible signs that you are casting 
  it. As a side-effect of this, the spell is automatically 
  affected as though by the feats Silent Spell and Still 
  Spell. Additionally, unless the spell’s description 
  indicates to the contrary (such as if a blast of 
  lightning explodes from your fingertips), there is 
  nothing at all to indicate that a spell has been cast, 
  and even less to indicate you as its source. Anyone 
  
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  under the effects of detect magic, or another affect 
  that allows them to see or otherwise sense magic 
  can still tell that you cast the spell, but even those 
  who are somehow aware that a spell is being cast 
  suffer a -10 penalty on any Spellcraft checks made 
  to identify the spell. Creatures that are not aware 
  that a spell is being cast cannot attempt to counter 
  the spell. A hidden spell uses up a spell slot three 
  levels higher than the spell’s actual level. 
   
  Hide in Bright Light 
  By staying out of sight, you can conceal your exact 
  location even during day light hours, though doing 
  so is more difficult. 
  Prerequisite: Stealth 1 rank. 
  Benefit: You may use Stealth to conceal your 
  location against creatures that are unaware of you, 
  even in conditions of bright light. Any creature 
  attempting to detect you while you are in an area of 
  bright light gains a +2 bonus on his Perception 
  check. You still need cover or concealment to use 
  Stealth (see the Stealth skill for more information). 
   
  Hobbling  
  By carefully controlling the pace of your mount, you 
  can maintain overland journeys for much longer 
  than normal. 
  Prerequisites: Handle Animal 1 rank, Ride 1 rank. 
  Benefit: When traveling overland while mounted, 
  if your mount would suffer the penalties of making 
  a forced march, you may make a special Ride check 
  with a DC equal to 10 + the number of hours 
  traveled overland so far. If this check is successful, 
  then for the next hour of travel, your mount does 
  not suffer the negative effects of a forced march, 
  although its speed is treated as 10 feet less than it 
  actually is for the purposes of how far you travel 
  during that hour. You may continue to make this 
  check each hour until you either stop travelling or 
  you fail the check (and your mount begins to suffer 
  the penalties of a forced march). Your mount might 
  still suffer similar consequences from 
  environmental conditions, starvation, sleep 
  deprivation, or similar circumstances. 
   
  Hook Specialist 
  Your skill with a grappling hook is legendary, 
  allowing you to scale castle walls and foreboding 
  cliffs with ease. 
  Prerequisites: Base attack bonus +1. 
  Benefit: You gain a +5 bonus on ranged touch 
  attacks made to throw a grappling hook. This 
  bonus only applies to attack rolls made while using 
  the grappling hook as a tool, and does not apply to 
  other attack rolls made with a grappling hook. 
   
  Horde Pilferer 
  You have a gift for finding a needle in a haystack 
  and for processing vast quantities of goods, which 
  has made you the ideal person to loot dragons’ 
  hordes. 
  Benefit: It takes you only half the time to search a 
  creature, container, or room for goods, and you 
  gain +5 bonus on Perception checks to search for 
  goods or coin on a creature, or in a room or 
  container. 
   
  Horseman’s Evasion (Combat) 
  You can grab the reins of any mount and get it out 
  of harm’s way.  
  Prerequisites: Ride 1 rank, Mounted Combat. 
  Benefit: Whenever your mount would have to 
  make a Reflex saving throw, you may make a special 
  Ride check and substitute the result of this check 
  for your mount’s Reflex save. You may only use this 
  ability once per round. If you use this ability, you 
  may not use Mounted Combat or Mounted Warfare 
  to negate damage to your mount until 1 full round 
  after you use this ability.  
   
  House Retainers (Leadership) 
  As a noble you command powerful and loyal 
  followers. 
  Prerequisites: Command of Nobility, Leadership 
  score 20, character level 10. 
  Benefit: You can gain up to four 8th-level 
  followers; however, for each such follower you 
  have, your Leadership score is reduced by -1 for the 
  purposes of determining the power of your cohort.
  Humanoid Flight 
  Through willpower, meditation, and practice, you 
  have gained some ability to fly without magical 
  means. 
  Prerequisites: Dex 15, Fly 15 ranks, Acrobatic, Skill 
  Focus (Fly), humanoid. 
  Benefit: You gain a natural fly speed equal to 1/2 
  your land speed with average maneuverability. You 
  may only fly for a number of continuous rounds 
  equal to your ranks in the Fly skill before you 
  must land. If you are in the air at the end of this 
  duration, you immediately fall, suffering damage as 
  appropriate. You must remain on the ground for at 
  least 1 round after landing before you can resume 
  flight.
  
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  Improved Abjuration Adept 
  The extra defense you draw from your abjuration 
  spells improves. 
  Prerequisite: Abjuration Adept, caster level 11th. 
  Benefit: Whenever you cast a spell of the 
  abjuration school, you become resistant to 
  potentially harmful energies. You ignore the first 2 
  points of acid, cold, electricity, or fire damage that 
  would be dealt to you. This protection does not 
  stack with other forms of energy resistance, and 
  lasts for a number of rounds equal to the spell’s 
  level. Multiple instances of this ability do not stack.
  Impervious Accessories 
  You have been in dangerous situations enough to 
  know how to keep your clothing and possessions 
  from coming to undue harm. 
  Benefit: You are not subject to the rule that a 
  natural 1 on a saving throw to resist a damaging 
  spell’s affects may also damage items in your 
  possession. Even if you roll a natural 1 on a save to 
  resist a damaging spell, your items are unaffected 
  by the spell unless the spell’s description 
  specifically states to the contrary. Even then, any 
  item in your possession receives a saving throw 
  to resist effects made against it, even if it is not 
  magical and isn’t carried or worn. Items in your 
  possession use your saving throw bonuses or their 
  own (if any), whichever is higher. Further, any item 
  in your possession gains a +2 circumstance bonus 
  on all saving throws (regardless of whether it uses 
  your bonuses or its own).
  Improved Bestow Token 
  Your tokens offer exceptional inspiratory power.
  Prerequisite: Bestow Token. 
  Benefit: Whenever a character rerolls a d20 roll as 
  a result of your Bestow Token feat, he gains a bonus 
  on the roll equal to your Charisma modifier.
  Improved Brace (Combat) 
  Nothing stops an enemy charge quite like a braced 
  pole arm, and experience has taught you how to 
  position yours for the most damage. 
  Prerequisite: Base attack bonus +1. 
  Benefit: Whenever you set a brace weapon against 
  a charge, you deal triple damage on a successful hit 
  against a charging character. 
  Normal: If you set a brace weapon against a 
  charge, you deal double damage on a successful hit 
  against a charging character.
  Improved Dragon Sense 
  Through meditation, you have learned to master the 
  semi-mystical connection you have with dragons. 
  Prerequisite: Dragon Sense, Perception 10 ranks, 
  Wis 17. 
  Benefit: Whenever you pass within 5 miles of a 
  dragon you may make a Perception check (DC 
  10 + the dragon’s CR) which, if successful, makes 
  you aware of the presence of a dragon, as well as 
  the number of dragons and, in the case of true 
  dragons, their color and age category. When 
  you are no longer within a 5-mile-radius of a 
  dragon, you become aware of the absence of the 
  dragon’s presence. While this ability allows you 
  to determine the presence or absence of a dragon 
  within a 5-mile-radius, it does not allow you to 
  determine the distance or direction of the creature.
  Improved Fencer (Combat) 
  Prerequisite: Fencer. 
  Benefit: Whenever you use the Fencer feat, if the 
  attempt is successful, in addition to denying the 
  target any dodge or shield bonus to AC, the target 
  also adds only half his Dexterity bonus to AC. 
  This does not count as being denied his Dexterity 
  bonus for the purposes of sneak attack and similar 
  abilities.
  Improved Hamstring (Combat) 
  Prerequisites: Base attack bonus +6, Hamstring. 
  Benefit: Whenever you successfully use the 
  Hamstring feat, you also inflict bleed damage 
  equal to 1/3 the damage dealt with the hamstring 
  special attack (rounded down, minimum 1). This 
  bleed damage is removed as soon as the movement 
  penalty from Hamstring is removed, or in 5 rounds, 
  whichever comes first. The bleed damage does not 
  count against the damage that needs to be healed 
  in order to remove the movement penalty from 
  Hamstring.
  Improved Mounted Archery (Combat) 
  You are a master archer from horseback, far out-
  performing your peers.  
  Prerequisites: Ride 5 ranks, Mounted Archery. 
  Benefit: When you make a ranged attack while 
  
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  mounted, you reduce the penalty on your attack 
  rolls by half again, from -2 to -1 if your mount is 
  double-moving, or from -4 to -2 if your mount is 
  running.
  Improved Rake (Monster) 
  In combat you are a raging blur of claws and teeth, 
  leaving nothing behind but bloody corpses and 
  tragic memories. 
  Prerequisites: Acrobatics 5 ranks, rake special 
  attack, pounce special attack. 
  Benefit: Whenever you make a full attack action, 
  you may use your rake special attacks even if you 
  are not grappling your target.
  Improved Ride-By Attack (Combat) 
  You ride by atop your glorious steed, striking down 
  one foe only to continue your attack, striking 
  another of his allies in the same pass.  
  Prerequisites: Base attack bonus +6, Dodge, 
  Mobility, Mounted Combat, Ride-By Attack, 
  Spring Attack. 
  Benefit: When you are mounted and use the 
  charge action, you may move and attack as if with a 
  standard charge, and then move again (continuing 
  the straight line of the charge) and make an 
  additional attack against another target. You suffer 
  a -5 penalty on this second attack (although you 
  still gain the bonus from charging). Your total 
  movement for the round still can’t exceed double 
  your mount’s movement speed. You and your 
  mount do not provoke an attack of opportunity 
  from any opponent that you attack.
  Improved Saddle-Sure 
  Prerequisites: Ride 5 ranks, Saddle-Sure. 
  Benefits: You gain a +4 bonus to your CMD 
  against all combat maneuvers that would unseat 
  you from your horse. Additionally, you increase 
  the chance to stay in the saddle when knocked 
  unconscious by 25%.
  Improved Spell Defense 
  Choose a school of magic to which you have already 
  applied the Improved Spell Focus and Spell Defense 
  feats. You are even better at resisting spells from 
  this school. 
  Prerequisite: Improved Spell Focus, Spell 
  Defense. 
  Benefit: Whenever you fail a saving throw to resist 
  a spell of the chosen school, you may immediately 
  make a second saving throw, albeit with a -2 
  penalty. If this second saving throw succeeds, you 
  resist the spell as though the first saving throw had 
  been a success. 
  Special: You may take this feat multiple times. 
  Each time you do, select a new school of magic for 
  which you meet the prerequisites.
  Improved Surprise Attack (Combat) 
  You draw your blade fast enough to get the drop on 
  any opponent. 
  Prerequisites: Quick Draw, Surprise Attack, 
  Sleight of Hand 8 ranks. 
  Benefit: Whenever you draw a melee weapon, you 
  gain a +2 competence bonus on attacks with that 
  weapon until the end of your turn. This bonus does 
  not stack with itself.
  Improved Two-Weapon Block (Combat) 
  While you press your foes with the weapon in one 
  hand, you use the other to deftly swat away their 
  attacks. 
  Prerequisites: Dex 17, Improved Two-Weapon 
  Fighting, Two-Weapon Defense, Two-Weapon 
  Fighting, base attack +6. 
  Benefit: You can use the benefit of your Two-
  Weapon Block feat on any number of attacks 
  with your off-hand weapon, rather than just the 
  first one. Each one uses its normal attack bonus 
  (including any -5 or -10 penalties for being second 
  or third attacks). When you attempt to block an 
  attack, you declare which of your off-hand attacks 
  you are using to attempt to block: they need not be 
  made in order (for example, Rowan the swordsman 
  forgoes an attack at +7 and an attack at +2. He is 
  attacked by a zombie, and attempts to block the 
  attack, but because he is more worried about the 
  zombie’s necromancer master, he uses his +2 bonus 
  attack. He fails to match the zombie’s result and is 
  hit. Next, though, the necromancer attacks with his 
  ebony blade, and Rowan uses his +7 attack bonus. 
  This time, his roll is higher than his attacker’s, and 
  he blocks the attack). 
              You may not choose to forgo more attacks 
  with your off-hand weapon than you actually 
  possess.
  
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  Improved Unarmored 
  Specialist (Combat) 
  Prerequisites: Unarmored Specialist, evasion 
  class feature. 
  Benefit: As long as you do not have any armor 
  bonus to AC (such as from wearing armor, or from 
  the spell mage armor), double your Dexterity 
  bonus for the purposes of your AC (for example, a 
  character with a Dexterity score of 15 would have 
  a +4 Dexterity bonus to AC, because the normal 
  bonus is +2, and doubled it becomes +4). Anything 
  that would cause you to be denied your Dexterity 
  bonus to AC still causes you to lose the entire 
  bonus.  
  Normal: Normally you add your Dexterity bonus, 
  rather than twice your Dexterity bonus, to AC. 
   
  Improved Unseat (Combat) 
  Prerequisites: Str 13, Ride 1 rank, Improved Bull 
  Rush, Mounted Combat, Power Attack, Unseat, 
  base attack bonus +1. 
  Benefit: You gain a +1 bonus to CMB for bull rush 
  attempts made when you use the Unseat feat. 
  Additionally, targets that fall prone as a result 
  of this bull rush attempt take 1d6 points of fall 
  damage.
  Incredible Escape 
  You have an amazing knack for avoiding terrible 
  situations. 
  Prerequisites: Improved Great Fortitude, 
  Improved Iron Will, Improved Lightning Reflexes. 
  Benefit: Instead of being able to reroll a single 
  Fortitude save, a single Reflex save, and a single 
  Will save each day, as a result of having Improved 
  Great Fortitude, Improved Iron Will, and Improved 
  Lightning Reflexes, you may instead reroll a total 
  of five saving throws in whatever combination you 
  choose. For example, you could reroll two Reflex 
  saves, two Will saves, and one Fortitude save, 
  or five Fortitude saves. You need not choose the 
  combination in advance. This otherwise functions 
  as the Improved Great Fortitude, Improved Iron 
  Will, and Improved Lightning Reflexes feats.
  Indirect Shot (Combat) 
  Sometimes it’s more effective to fire near a 
  target than directly at a target, causing a deadly 
  distraction. 
  Prerequisite: Rapid Shot. 
  Benefit: As a standard action you may fire a volley 
  with a ranged weapon you are wielding at any 
  target square within range. This special attack 
  requires a ranged attack roll against an AC of 10, 
  which consumes three pieces of ammunition. If 
  the attack is successful, each character in the target 
  square suffers a -1 penalty to AC and to attack and 
  damage rolls for 1 round. For every 10 points by 
  which your attack beats the target square’s AC, 
  increase these penalties by 1.
  Inspire Followers (Leadership) 
  Your noble upbringing has taught you how to rally 
  those who follow your leadership. 
  Prerequisite: Leadership. 
  Benefit: You can make a rallying speech to your 
  followers in order to increase their effectiveness 
  in combat. In order to use this ability, you must 
  spend at least 10 minutes talking to your followers 
  and succeed on a special Diplomacy check (DC 
  10 + the number of followers to be influenced). If 
  you succeed on this check, your followers gain a 
  morale bonus equal to your Charisma modifier to 
  their attack rolls and on Will saving throws made 
  to resist fear effects. This effect lasts one hour per 
  point of Charisma bonus you possess. You may 
  choose to use this ability on only a small portion of 
  your followers or on all of them, but each follower 
  to be affected must be able to see and hear you 
  when you deliver your speech. Characters affected 
  by this ability cannot be affected by it again until 
  1 week has passed or your Leadership score has 
  increased. You may only affect your followers (such 
  as those granted by the Leadership feat or similar 
  abilities) with this speech.
  Invisibility Master 
  You are skilled at gaining the most out of 
  invisibility. 
  Benefit: When you are invisible, you retain the full 
  +40 bonus to Stealth checks regardless of whether 
  you are immobile or not.
  Journeyman Summoning 
  Having made a study of summoning creatures, you 
  are able to call more powerful servants. 
  Prerequisites: Spellcraft 10 ranks, Adept 
  Summoning. 
  
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  Benefit: By performing an hour-long ritual, you 
  can summon a single creature of the outsider type 
  whose CR is 6 or less. This creature obeys your 
  commands to the best of its ability. The creature 
  returns to its home plane after 1 hour or when it is 
  slain, whichever comes first. To complete the ritual, 
  you must expend 500 gp in material components 
  and must also sacrifice some of your own blood, 
  which causes you to suffer 2d6 points of bleed 
  damage for 1d4+2 rounds. You may never summon 
  more than one creature a day with this ability
  Joust (Combat) 
  You are well practiced in the art of the joust, and are 
  a master of dueling while on horseback. 
  Prerequisites: Ride 1 rank, Mounted Combat. 
  Benefit: When mounted, you gain a +2 bonus 
  to attack rolls and weapon damage rolls against 
  opponents who are also mounted.
  Kidney Punch (Combat) 
  So called “clean fights” are for fighters who lack the 
  skill to land blows where they really matter. 
  Prerequisite: Improved Unarmed Strike. 
  Benefit: Whenever you make a successful 
  unarmed attack against an opponent you are 
  flanking, you can choose to deal only half the 
  normal damage and instead inflict incredible pain 
  on your opponent, causing them to be sickened for 
  1 round.
  Knee Strikes (Combat) 
  When you have your foe in a grapple, you know how 
  apply the pressure with powerful knee strikes to the 
  gut, head, or other sensitive area. 
  Prerequisites: Improved Unarmed Strike, 
  Improved Grapple. 
  Benefit: When you choose to do damage in a 
  grapple using your unarmed strike, you can make 
  a combat maneuver check. If successful, you 
  automatically do maximum damage. (For example, 
  if you would ordinarily deal 1d8+2 damage, you 
  automatically deal 10 damage, instead.)
  Knife Twist (Combat) 
  You twist your blade inside the target before 
  wrenching it back out, opening a vicious, bleeding 
  wound. 
  Prerequisites: Weapon Focus (dagger or 
  punching dagger), base attack +6. 
  Benefit: Whenever you successfully hit a target 
  with a dagger or punching dagger while using the 
  full attack action, if you have at least one more 
  attack left to make as part of that full attack action, 
  you may choose to forgo all other attacks you 
  would make as part of that full attack action. If 
  you do, you twist the dagger in the target’s wound 
  before removing it, instead, inflicting 1d3 points 
  of bleed damage on the target for each attack you 
  forwent in order to use this ability (roll the bleed 
  damage when you use this ability, and the target 
  takes the resulting amount of bleed damage each 
  round until it is healed). 
  Special: When used in conjunction with Two-
  Weapon Fighting, or similar abilities, you only 
  forgo any attacks that would be made with the 
  dagger or punching dagger in question. Attacks 
  with the other weapon you are wielding can still 
  be made as normal, and do not count towards the 
  amount of bleed damage inflicted on the target. 
  Special: The amount of bleed damage inflicted 
  depends on your size. If you are Small, you deal 
  only 1d2 points of bleed damage per attack you 
  forgo, whereas if you are Large, you deal 1d4 points 
  of bleed damage, instead. 
   
  Leg Sweep (Combat) 
  You have mastered the art of using your staff to 
  knock your foes’ feet out from under them. 
  Prerequisites: Improved Trip, Weapon Focus 
  (quarterstaff). 
  Benefit: When wielding the quarterstaff as a two-
  handed weapon (instead of a double weapon), 
  you may treat it as a trip weapon, and make trip 
  attempts with it. Further, when using a quarterstaff 
  to trip your opponent in this way, you cannot be 
  knocked prone, even if your combat maneuver 
  check fails to meet the target’s CMD by 10 or more. 
   
  Lethally Endowed Spell (Metamagic) 
  Your transmutation spells create sharper claws and 
  teeth than most. 
  Prerequisite: Ability to cast 2nd-level 
  transmutation spells. 
  Benefit: A lethally endowed spell enhances the 
  natural attacks of any creature it targets. If the 
  creature possesses a natural attack (whether it 
  possesses it normally, or it is granted by a spell or 
  effect, including the lethally endowed spell itself), 
  then that natural attack deals damage as though 
  
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  the creature were one size category larger than 
  it actually is. This does not stack with any other 
  effect that causes the target’s natural attacks to be 
  treated as though the target were larger. A lethally 
  endowed spell takes up a slot one level higher 
  than the spell’s actual level. Only spells of the 
  transmutation school can be affected by Lethally 
  Endowed Spell. 
   
  Light Sleeper 
  You have trained yourself to sleep lightly, to better 
  defend against nighttime threats. 
  Benefit: You suffer only a -5 penalty to Perception 
  checks made while you are sleeping. At 10th level, 
  the penalty is reduced still further, to a mere -2. 
  Normal: Characters who are asleep suffer a -10 
  penalty to Perception checks. 
   
  Lingering Affections 
  Your charm spells leave your target with good 
  opinions of you. 
  Prerequisite: Ability to cast one or more spells of 
  the charm subschool. 
  Benefit: When a spell of the charm subschool 
  that you have cast ends (whether its duration 
  expired, or it is dispelled, or it ends for some other 
  reason), the target’s attitude towards you is treated 
  as one step higher than it would normally be. If 
  the target is unaware that you cast a spell of the 
  charm subschool on him, or if he did not mind 
  having it cast on him (for reasons besides the 
  spell’s effects), then his new attitude would be one 
  step better than whatever attitude he had when 
  the spell was first cast. If the target is aware that he 
  was magically manipulated, then his attitude shifts 
  to whatever attitude this would normally cause 
  him to have (typically hostile or unfriendly), and 
  then it becomes one step higher than that. Further 
  interaction can change the target’s attitude towards 
  you, as normal (including changing it to hostile, if 
  your interaction warrants it). 
   
  Long Shot (Combat)  
  An expert marksman, you are able to accurately fire 
  your weapon at much greater distances than your 
  peers. 
  Prerequisite: Far Shot. 
  Benefit: You suffer no penalties to attack when 
  making a ranged attack within the first two range 
  increments of a ranged weapon with which you 
  are proficient. Attacks made beyond the weapon’s 
  second range increment are calculated as normal; 
  thus, an attack made into the weapon’s third range 
  increment would suffer the appropriate penalties 
  for an attack made into the third range increment. 
   
  Lord of the Land (Leadership) 
  Your leadership abilities extend directly from your 
  authority as a noble. 
  Prerequisites: Leadership, aristocrat level 1. 
  Benefit: The number of followers of any given 
  level that you may attract is increased by 10% 
  (rounded up).  
   
  Lucky Coin 
  You have a special coin that provides you with good 
  luck. 
  Benefit: One of your coins is lucky. As long as you 
  have that coin in your possession, once per day, 
  you may choose to add +1 to any roll you make. You 
  may choose whether or not to do so after the result 
  of the roll is known. 
   
  Magical Auspices  
  The magic of true divination truly empowers your 
  expertise in determining the will of fate. 
  Prerequisites: Take Auspices, ability to cast 
  divination spells. 
  Benefit: Whenever you use your Take Auspices 
  feat, you may choose to expend a prepared 
  divination spell, or expend a spell slot of any level 
  
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  for which you could cast a divination spell if you 
  are a spontaneous caster, in order to increase the 
  bonus to a single dice roll of your choice by an 
  amount equal to 1/2 the level of the spell or spell 
  slot expended in this way, rounded down. 
   
  Manly Attitude 
  You are truly burly and imposing, and are a true 
  man’s man. 
  Prerequisite: Male. 
  Benefit: You gain a +2 bonus on Intimidate checks 
  made against male characters, a +2 bonus on 
  Diplomacy checks made against female characters, 
  and a +2 bonus on Bluff checks made to convince 
  characters of either gender about your battle 
  prowess, strength, or other “manly” features (as 
  determined by the GM). Further, the DC for any 
  male character to intimidate you is increased by 
  +4. 
   
  Master Conjurer 
  Years of practice and dedication to otherworldly 
  study has given you insight into summoning more 
  powerful creatures. 
  Prerequisites: Expert Conjurer, character level 10. 
  Benefit: Creatures you summon with conjuration 
  (summoning) and conjuration (calling) spells 
  always have maximum hit points, as if they had 
  rolled the highest possible result for all their Hit 
  Dice. 
   
  Master Fencer (Combat) 
  Prerequisite: Improved Fencer. 
  Benefit: Whenever you use the Fencer feat, if the 
  attempt is successful, in addition to the normal 
  effects, you may choose to take a -3 penalty to the 
  damage roll. If you do, you also deal an additional 
  point of bleed damage to the target on a hit. This 
  bleed damage stacks with itself, so multiple hits 
  will increase the amount of bleed damage the 
  target suffers. 
   
  Master of Illusion 
  You are particularly skilled at creating realistic 
  figments and glamers. 
  Prerequisites: Greater Spell Focus (illusion), Spell 
  Focus (illusion), caster level 11th. 
  Benefit: The saving throw DCs of all spells of 
  the figment and glamer subschools that you cast 
  are increased by +2. This bonus stacks with those 
  provided by Spell Focus and Greater Spell Focus. 
  Master of the Skies 
  You were born to fly, and the sky is your kingdom. 
  Prerequisite: Fly speed. 
  Benefit: You gain a +10 enhancement bonus to 
  your fly speed and treat your maneuverability as 
  though it were 1 step better than it actually is. 
  Special: You can select this feat multiple times; its 
  effects stack. This feat cannot give you a 
  maneuverability of better than perfect 
  maneuverability. 
   
  Master Parry (Combat) 
  Prerequisites: Base attack bonus +6, Improved 
  Disarm, Parry. 
  Benefit: Whenever you negate an attack using the 
  Parry feat, you may attempt a disarm combat 
  maneuver against your attacker as a free action. 
   
  Master Ride-By Attack (Combat) 
  Your foes stand helpless before you and horse as 
  you charge them, striking them down one by one.  
  Prerequisites: Base attack bonus +16, Greater 
  Ride-By Attack. 
  Benefit: When you use the Greater Ride-By Attack 
  feat, after making your third attack, you may 
  continue your movement (continuing the straight 
  line of the charge) and make a fourth attack against 
  a creature you have not yet attacked as part of this 
  charge action. You suffer a -15 penalty on this attack 
  (although you still gain the bonus from charging). 
  Your total movement for the round still can’t 
  exceed double your mounted speed. You and your 
  mount do not provoke an attack of opportunity 
  from any opponent that you attack. 
   
  Masterful Divination 
  You are truly a great diviner, even the most powerful 
  defenses are nothing before your skill. 
  Prerequisites: Spellcraft 17 ranks, Greater Spell 
  Focus (divination). 
  Benefit: Your divination spells can affect even 
  creatures that would normally be immune, 
  including creatures affected by the mind blank 
  spell. Any creature who would be immune to the 
  spell in question gains a +4 bonus on his saving 
  throw. 
   
  Medical Magician 
  Your skill at mundane healing enhances your ability 
  to cure wounds with your spells. 
  Prerequisite: Heal 1 rank. 
  Benefit: Whenever you would cast a spell of the 
  healing subschool that has a single target, you may 
  increase that spell’s casting time to a full-round 
  
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  action (if it had a casting time of one standard 
  action or less), or to twice the spell’s casting time 
  (if its normal casting time is longer than 1 standard 
  action), in order to make a special Heal check on 
  the target as part of casting the spell. If you do, the 
  spell heals a number of additional hit points equal 
  to 1/2 the result of the Heal check (rounded down). 
  You can use this ability at will, but only once on any 
  given creature each day. 
   
  Meister Summoning 
  Having made a complete study of summoning 
  creatures, you are able to call extremely powerful 
  servants. 
  Prerequisites: Spellcraft 15 ranks, Journeyman 
  Summoning.  
  Benefit: By performing an hour-long ritual, you 
  can summon a single creature of the outsider type 
  whose CR is 9 or less. This creature obeys your 
  commands to the best of its ability. The creature 
  returns to its home plane after 1d4 hours or when it 
  is slain, whichever comes first. To complete the 
  ritual, you must expend 1,000 gp in material 
  components and must also sacrifice some of your 
  own blood, which causes you to suffer 4d6 points 
  of bleed damage for 1d4+2 rounds. You may never 
  summon more than one creature per day with this 
  ability. 
   
  Merry Tune 
  You can use music to inspire not only courage in 
  your allies, but also happiness and a general sense 
  of well-being. 
  Prerequisites: Perform (keyboard instruments, 
  percussion instruments, sing, string instruments, 
  or wind instruments) 3 ranks, inspire courage class 
  feature. 
  Benefit: Whenever you use your bardic 
  performance to inspire courage, you may choose to 
  use this feat in order to create a merry tune, 
  effectively rendering every creature affected by 
  your inspire courage ability immune to fear effects 
  so long as they remain affected by inspire courage. 
  Using this feat to enhance your bardic performance 
  in this way is taxing and requires you to expend an 
  additional round of bardic performance every 
  round you use this feat. 
   
  Mighty Charge 
  It is well-established that charging cavalry can be 
  devastating to their foes; it is somewhat less secret 
  that a footman with a spear can be equally 
  devastating. 
  Prerequisite: Base attack bonus +1. 
  Benefit: Whenever you make a charge attack with 
  a two-handed weapon that deals piercing damage, 
  you deal twice the normal weapon damage against 
  the target on a successful hit. Any other modifiers 
  (including your Strength score and any 
  enhancement bonus to damage that the weapon 
  may possess, as well as special abilities like 
  flaming) are not doubled. 
   
  Mimicry 
  You are practiced at replicating voices and speech 
  patterns and can produce impressions that would 
  fool even close friends of the subject.  
  Prerequisite: Disguise 1 rank. 
  Benefit: You may make a Disguise check to mimic 
  the voice and manner of speech of any creature for 
  1 minute, provided you have heard that creature 
  speak for at least 1 minute and you are fluent in 
  that creature’s language. You gain a +1 bonus to this 
  check for each continuous minute you speak in this 
  fashion, to a maximum of a +5 bonus. This 
  Disguise check is opposed by Perception. Creatures 
  who can see you and do not believe you to be the 
  subject gain a +2 bonus on their Perception check. 
  Creatures who believe you are the subject suffer a 
  -2 penalty on their Perception check. 
   
  Minor Summoning 
  Even without arcane power, you can summon minor 
  creatures to aid you. 
  Prerequisite: Spellcraft 1 rank. 
  Benefit: By performing an hour-long ritual, you 
  can summon a single celestial or fiendish animal 
  whose CR is no more than 1/2 to aid you. This 
  creature obeys your commands to the best of its 
  ability. The creature returns to its home plane after 
  1 hour or when it first takes damage, whichever 
  comes first. You may never summon more than one 
  creature a day with this ability. 
   
  Mounted Mobility 
  An expert rider, you can execute dramatic turns at 
  high speed, even reeling about at a full gallop. 
  Prerequisite: Ride 1 rank. 
  Benefit: While mounted, you can make a single 
  90° turn while making the run action. 
  Special: You may take this feat multiple times; 
  each time you do, you may make an additional 
  90° turn during your run action. You must move at 
  least 10 feet between turns. 
   
  Mounted Surge 
  You can push your mount to achieve great bursts of 
  speed, but doing so tires your mount. 
  
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  Prerequisite: Ride 5 ranks. 
  Benefit: As a full round action, you can make a DC 
  20 Ride check to push your mount to new heights 
  of speeds. If successful, your mount can make 2 
  run actions as part of this Ride check. Neither you 
  nor your mount may make additional actions or 
  substitute actions when you use this ability, and 
  even if you fail the check, your mount cannot take 
  additional actions. Your mount only suffers the 
  penalties for taking the run action once. After the 
  action is complete, regardless of whether or not 
  you succeeded the Ride check, your mount 
  becomes fatigued. If your mount is exhausted, you 
  automatically fail this check. 
   
  Mounted Warfare (Combat) 
  You are well accustomed to fighting long battles in 
  the saddle and can endure in combat far longer 
  than others.  
  Prerequisites: Ride 5 ranks, Mounted Combat. 
  Benefit: You may use Mounted Combat to negate 
  damage to your mount with a ride check a number 
  of additional times each round equal to your 
  Dexterity bonus (minimum of +1). 
   
  Mugger 
  It’s always easier to steal from someone if you bash 
  their brains in a little bit first. 
  Prerequisite: Improved Dirty Trick, Improved 
  Steal. 
  Benefit: You gain a +2 bonus on all dirty trick and 
  steal combat maneuvers made against a creature 
  you have damaged since the beginning of your last 
  round. Damage dealt to your opponent must be hit 
  point damage; ability damage or similar does not 
  count towards this feat, though nonlethal damage 
  does count for this purpose. 
   
  Music and Lyrics 
  You are adept at performing, not just with an 
  instrument, but also with your voice. 
  Benefit: Whenever you would use the Perform 
  (keyboard instruments, percussion instruments, or 
  string instruments) skill(s) to impress an audience 
  with a performance, you may also use Perform 
  (sing) to further enthrall your audience. You use 
  the higher of the two checks as your result, and, if 
  the lower check’s result was 21 or higher, you also 
  gain a further +2 bonus on the higher check (for 
  example, if Devvyn the bard used this feat to 
  enhance his violin performance with some singing, 
  and rolled a 25 on Perform [string instruments] and 
  a 23 on Perform [sing], he would use the Perform 
  [string instruments] result, and would add a +2 
  bonus because the lower roll was also above 21, for a 
  total result of 27). 
   
  Naturalist 
  Your extensive travels in a specific region have given 
  you knowledge of the creatures that live there. 
  Prerequisite: Survival 1 rank. 
  Benefit: When you gain this feat, choose a single 
  type of terrain (see the ranger’s favored terrain 
  class feature). You may use Survival to identify a 
  creature native to that type of terrain, exactly as 
  though you were using the appropriate Knowledge 
  skill to learn about the creature. This ability only 
  functions on creatures which are native to the 
  chosen terrain type, and cannot be used to identify 
  creatures not native to the terrain, even if they are 
  currently in it. At the same time, though, the 
  creature need not currently be in the chosen 
  terrain type in order for you to make use of this 
  ability, as long as creatures of that type are native 
  to the chosen terrain type. 
  Special: You can gain this feat multiple times. 
  Each time you take the feat, it applies to a new type 
  of terrain. 
   
  Necroanima 
  The dark energies which power your spells allow you 
  to impart the spirit of your familiar into the body of 
  dead animal. 
  Prerequisites: Ability to cast 1st level necromancy 
  spells, familiar. 
  Benefit: By completing a ritual which takes 13 
  minutes, you can impart the spirit of your familiar 
  into the corpse of any creature of the animal type 
  that has fewer total Hit Dice than 1/2 your class 
  level in whatever class grants you the familiar 
  (minimum 1 Hit Dice). This ability functions 
  identically to the spell magic jar, except that no 
  gem is required. For the purpose of this ability, the 
  statistics derived from the target (Strength, 
  Dexterity, hit points, etc.) are those that the corpse 
  had when it was alive. Any ability score damage or 
  hit point damage the corpse suffered before dying 
  does not apply for the purpose of this ability. This 
  effect lasts for a number of hours equal to your 
  caster level.
              In order to use this ability, you must also 
  sacrifice a number of prepared spells of the 
  necromancy school (or spell slots of a level which 
  could be used to cast a spell of the necromancy 
  school that you know, if you cast spells 
  spontaneously) whose total combined spell level 
  
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  is equal to or greater than 1/2 the Hit Dice of the 
  corpse (for example, to use this ability on a corpse 
  with 8 Hit Dice, you could sacrifice an 8th-level 
  spell, two 4th-level spells, a 5th-level spell and a 3rd-
  level spell, and so on). Spells sacrificed in this way 
  are expended exactly as though they had been cast, 
  and are unavailable until the next time you prepare 
  spells. 
  Necrocorpus 
  Through the dark magic of your necromancy spells, 
  you can transfer your spirit into the lifeless body of 
  a humanoid creature. 
  Prerequisites: Greater Spell Focus (necromancy), 
  Necroanima, Necromantia, Spell Focus 
  (necromancy), ability to cast 5th-level necromancy 
  spells. 
  Benefits: You can undertake a special ritual which 
  requires 13 hours in order to transfer your life-force 
  into an empty vessel. In order to accomplish this, 
  you must inscribe your name on the corpse of a 
  humanoid creature and intone a special chant, 
  alternating between a high-pitched shriek and a 
  low, bass moan. One round prior to the completion 
  of the ritual, you must place your hand on the 
  forehead of the corpse and plunge a blade into 
  your chest, and you begin dying as your hit points 
  are instantly reduced to -1, and your life blood is 
  spilled upon the target.
              At the completion of the ritual, you attempt 
  to possess the corpse. As part of this process you 
  immediately lose all prepared spells (or all your 
  remaining spell slots, if you are a spontaneous 
  caster). Spells lost in this fashion are expended as 
  though they had been cast, and are unavailable 
  until the next time you regain spells per day. If the 
  total spells lost in this fashion have a combined 
  spell level equal to or higher than the total Hit Dice 
  of the target creature, then you successfully possess 
  the corpse. 
   
  This ability functions identically to the 
  spell magic jar, except that the effect is permanent 
  and that no gem is required. Additionally, due to 
  the corrupting nature of the magical effect, your 
  new body suffers a -4 penalty to its Strength and 
  Constitution scores, and you retain your own 
  Hit Dice and maximum hit points (though your 
  maximum hit points are modified by your new 
  Constitution score). If you successfully possess the 
  corpse, you return to life at 1 hit point. If you fail to 
  possess the corpse, you are returned to your body 
  with no other ill effects, though due to the nature 
  of the ritual itself you will still be at -1 hit point 
  (and dying).
   
  Necromantia 
  You can channel the dark energies of your 
  necromancy spells in order to fill a vacant body with 
  the soul of a dead humanoid so that you may learn 
  secrets from beyond the grave. 
  Prerequisites: Spell Focus (necromancy), ability 
  to cast 3rd-level necromancy spells. 
  Benefit: You can attempt a ritual which requires 13 
  minutes in order to temporarily recall the deceased 
  spirit of a corpse you touch to its former body. 
  In order to use this ability, you must sacrifice a 
  prepared spell of the necromancy school of 3rd 
  level or higher (or a spell slot which could be used 
  to cast a necromancy spell of 3rd level or higher 
  that you know, if you are a spontaneous caster). 
  Spells sacrificed in this way are lost exactly as 
  though they had been cast.
   
             The spirit of the creature is allowed a Will 
  saving throw with a DC equal to the spell saving 
  throw DC of the sacrificed spell (use the Will save 
  modifier the target possessed in life if he is dead, or 
  their current Will save modifier, if he is undead). 
  If the creature succeeds on the Will save, then this 
  ability has no effect. If the creature fails the Will 
  save, it is bound to its body for one hour or until 
  you have asked (and received answers for) up to 
  three questions, whichever comes first. 
   
  The creature answers truthfully to the best 
  of its ability, unlike the speak with dead spell, but 
  may not possess the knowledge you seek. Some 
  spirits are able to recall things that have occurred 
  since their death (especially in the case of those 
  that remained as spectral undead for any period 
  of time), but there is no way to tell for certain if a 
  given spirit will have any recollection of anything 
  after its death. Many do not. If the creature 
  does not know the answer to your question, that 
  question is wasted (you may not ask a replacement 
  question).
              You can use this ability on a corpse that has 
  
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  been deceased for any amount of time, but the 
  body must be mostly intact to be able to respond. 
  You may only use this ability on a given corpse 
  once per month, and the spirit gains a cumulative 
  +1 bonus on its saving throw to resist the effect 
  for each time you have used this ability on it. A 
  damaged corpse may be able to give partial answers 
  or partially correct answers, but it must at least 
  have a mouth in order to speak at all. This ability 
  does not affect a corpse that has been turned into 
  an undead creature.
  Necrovival 
  Of all necromantic arts, the practice of returning 
  the fallen to life in a new body is held in the highest 
  regard. 
  Prerequisites: Necrocorpus, Spell Focus 
  (necromancy), ability to cast 7th level necromancy 
  spells. 
  Benefit: By performing a special ritual which takes 
  24 hours, you can attempt to fill a vacant corpse 
  with the spirit of any creature which has been dead 
  for at least 1 year, but for no more than 5 years per 
  caster level. In order to use this ability, you must 
  sacrifice three prepared spells of the necromancy 
  school of at least 7th level (or a spell slot which 
  could be used to cast a spell of the necromancy 
  school of at least 7th level, if you are a spontaneous 
  caster). If you do, you may attempt to force the 
  spirit of a deceased creature into the corpse of 
  a different creature. The racial Hit Dice of the 
  corpse must not exceed the racial Hit Dice of the 
  creature whose spirit you are attempting to return 
  to life. The spirit of the creature may attempt to 
  make a Will save in order to resist this ability; the 
  DC for this saving throw is equal to the DC of the 
  sacrificed spell. If the spirit fails its Will save, it 
  possesses the dead body, returning to life in the 
  former corpse. This effect functions identically to 
  the spell reincarnate, except that the spirit must 
  return to life in the corpse targeted in this ritual. 
   
  Nelson (Combat, Wrestling) 
  You encircle your opponents’ arms with your own, 
  applying pressure on his head and neck while 
  restricting the use of his arms. 
  Prerequisites: Improved Grapple, base attack 
  bonus +1. 
  Benefit: As long as you are in control of a grapple, 
  you may choose to apply the nelson to the creature 
  you are grappling. While the nelson is applied, 
  you cannot use grapple to damage your opponent, 
  but gain a +4 bonus to CMD for the purposes of 
  maintaining the grapple. Additionally, the creature 
  you are grappling must gain control of the grapple 
  in order to attack you with a held weapon.  
  Special: You may only apply one wrestling feat at a 
  time. 
   
  Noble Merchant 
  Your noble background means you don’t have to pay 
  full price for common goods, though sometimes you 
  must convince others of that fact. 
  Prerequisite: Diplomacy 1 rank. 
  Benefit: You get a 5% discount when buying goods 
  with merchants whose attitude towards you is 
  helpful. This discount is in addition to any other 
  discounts or benefits granted by the target’s helpful 
  attitude.
  Novice Conjurer 
  Your study of conjuration has made your spells 
  harder to counter and dispel. 
  Prerequisite: Spell Focus (conjuration). 
  Benefit: Others treat the Spellcraft DC to identify 
  conjuration spells you cast as 2 higher than it 
  actually is. Additionally, anyone attempting to 
  dispel a conjuration spell you cast with dispel 
  magic or a similar effect suffers a -2 penalty on 
  their caster level check.
  Offensive Blocking (Combat) 
  When you block a foe’s strike you take control of 
  him, putting him in a deadly hold. 
  Prerequisites: Improved Grapple, Improved 
  Unarmed Strike, Unarmed Block. 
  Benefit: Whenever an opponent misses you in 
  melee while you are using the total defense action, 
  you may attempt to start a grapple with that 
  target as a free action. If you succeed, you lose the 
  benefits of the total defense action, but are now 
  grappling the opponent.
  Open-Handed Strike (Combat) 
  For you, choosing unarmed attacks is a means 
  of subduing your foes in a wholly nonlethal 
  fashion, and that philosophy has given rise to an 
  improvement in your striking technique. 
  Benefit: You gain a +1 bonus on all attack rolls 
  made to deal nonlethal damage with an unarmed 
  
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  strike.
  Opportune Throw (Combat) 
  You watch for your opponents to make a mistake, 
  and hurl an unforgiving axe in their face the second 
  they do. 
  Prerequisites: Weapon Focus (throwing axe), 
  base attack bonus +11. 
  Benefit: As long as you are wielding a throwing 
  axe, you threaten all squares within one range 
  increment of the throwing axe (typically 10 feet). 
  If a creature within melee range provokes an 
  attack of opportunity, you may choose whether to 
  make a melee attack or a ranged attack with the 
  axe (or, if you are also wielding another weapon, 
  to attack with it). If a creature outside of melee 
  range provokes an attack of opportunity, you may 
  only choose to make that attack as a ranged attack 
  with the throwing axe (if you choose to make it 
  at all). You may not make more ranged attacks 
  of opportunity in this way than the number of 
  throwing axes you were wielding at the end of your 
  last turn, even if you possess the ability to make 
  more attacks of opportunity and to replace thrown 
  axes before your next turn.
  Ordered Mind 
  Your mind is well-structured to resist chaos and 
  confusion. 
  Benefit: You gain a +2 bonus on any saving 
  throw made to avoid the confused condition. 
  Additionally, when you are confused, and must roll 
  a d% at the beginning of your round to determine 
  how you act, you may roll twice and take the better 
  result.
  Parry (Combat) 
  Prerequisites: Base attack bonus +1, Combat 
  Expertise. 
  Benefit: Once per round, when you are attacked 
  with a melee weapon while you are fighting 
  defensively or taking a total defense action, you 
  may choose to make a combat maneuver check as 
  an immediate action. The DC of this check is equal 
  to the result of the attacker’s CMD. If you succeed, 
  the attack automatically misses you. If you fail, 
  the attack automatically hits, though the target 
  still rolls an attack roll to determine if the hit is a 
  critical hit.
  Partial Defense (Combat) 
  You are trained to shore up your defenses in battle 
  more quickly. 
  Benefit: You gain access to the partial defense 
  action. As a move action, you can grant yourself 
  a +2 dodge bonus to AC for 1 round. Your AC 
  improves at the start of this action. You cannot 
  combine a partial defense action with fighting 
  defensively or with the benefit of the Combat 
  Expertise feat, nor can you combine it with the 
  total defense action. You can’t make attacks of 
  opportunity while using partial defense. 
  Special: When using the partial defense action, 
  you gain any bonuses from feats, class features, 
  or other sources which normally apply only when 
  using the total defense action.
  Personal Guardian 
  You have a guardian who protects you from danger. 
  Prerequisite: Must not have Leadership. 
  Benefit: You have a guardian who is devoted to 
  Art © Copyright Can Stock Photo Inc.
  
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  your protection and well-being. This guardian is 
  identical to a cohort, using the leadership score 
  you would possess if you had that feat in order 
  to determine his class level. Instead of gaining 
  followers, however, your close bond with your 
  personal guardian grants a number of special 
  abilities.
              First, you and your guardian share an 
  empathic link. This functions as the empathic 
  link ability of a wizard’s familiar, except that it 
  functions regardless of distance, even if you and 
  your guardian are on different planes of existence. 
  Further, you and your guardian each know the 
  direction that the other is in, as well as the 
  approximate distance (assuming you are on the 
  same plane). Additionally, your guardian gains 
  the ability to cast shield other as a spell-like ability 
  three times per day, except that he can only target 
  you with this ability.
    
            If your guardian is slain, and you are unable 
  or unwilling to resurrect him, you may either seek 
  out a new guardian, or choose to remain without 
  a guardian. In the former case, one month must 
  pass before you can take a new guardian, but this 
  is otherwise identical to the process of replacing 
  a lost cohort. In the latter case, you must wait one 
  week, after which you may retrain this feat. If you 
  do choose to retrain this feat in this way, you may 
  never again gain the Personal Guardian feat. While 
  you can gain Leadership after losing this feat, you 
  cannot retrain Personal Guardian for Leadership 
  directly: you must select Leadership separately. 
  Special: As long as you possess this feat you may 
  not take Leadership.
  Plausible Lie 
  You’re so used to telling lies that you can glibly pass 
  on falsehoods without raising suspicion. 
  Prerequisite: Bluff 5 ranks. 
  Benefit: Whenever you tell a lie that your audience 
  has no reason to distrust (for example, introducing 
  yourself under a false name to a complete 
  stranger), you may choose to take 10 on the Bluff 
  check. If your opponent is actively scrutinizing 
  your statement, or would be suspicious of it for 
  any reason (subject to GM discretion), this benefit 
  cannot be used.
  Plead 
  You are especially adept at convincing others that 
  they don’t want to do you harm.  
  Prerequisite: Diplomacy 1 rank. 
  Benefit: As a standard action, you may plead with 
  a creature, making a special Diplomacy check with 
  a DC equal to 10 + the target’s base attack bonus + 
  the target’s Wisdom bonus; if the target has ranks 
  in Sense Motive, the DC is instead equal to 10 + 
  the target’s base attack bonus + the target’s ranks 
  in Sense Motive (if that would be higher). If you 
  succeed on the check, then until the beginning of 
  your next turn, the target suffers a penalty equal 
  to your Charisma bonus on all attack rolls made 
  against you. The target must be able to see and 
  hear you for this ability to be effective.
  Pike Defense (Combat) 
  You have learned to use your hafted weapon as a 
  defensive tool. 
  Prerequisite: Base attack bonus +1. 
  Benefit: You gain a +2 shield bonus to AC 
  whenever you wield a weapon with the brace or 
  reach special qualities.
  Potent Reduction (Monster) 
  Unlike other creatures of your kind, it takes 
  especially potent magic to pierce your hide. 
  Prerequisite: Damage reduction/magic. 
  Benefit: Your damage reduction can only 
  be overcome by magical weapons with an 
  enhancement bonus equal to or greater than 1/5 
  your Hit Dice (rounded down, maximum +5), or by 
  the unarmed attacks of a monk with a number of 
  remaining points in his ki pool equal to or greater 
  than your Hit Dice. 
   
  Power Critical (Combat) 
  You swing your weapon with wild abandon, making 
  it less likely to hit, but more likely to deal incredible 
  damage if it does. 
  Prerequisite: Power Attack, base attack bonus +6. 
  Benefit: You can choose to take a -2 penalty on all 
  melee attack rolls and combat maneuver checks 
  in order to increase the critical threat range of 
  the weapon you are wielding by 1. If the weapon 
  is a two-handed weapon, this also increases the 
  weapon’s critical multiplier by 1. These bonuses do 
  stack with Improved Critical and similar bonuses, 
  
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  but are always applied last, and can never result in 
  an increase to the critical threat range or critical 
  multiplier of more than one. 
   
   
  You must choose to use this feat before 
  making the attack roll, and its effects last until 
  your next turn. The bonuses do not apply to touch 
  attacks. 
   
  Powerful Throw (Combat) 
  You put all your strength into throwing a dagger, 
  and allow its momentum to make it deliver even 
  more force than you could ever do on your own. 
  Prerequisite: Weapon Focus (dagger). 
  Benefit: Whenever you make a ranged attack with 
  a dagger, you gain a +1 bonus on the damage roll. At 
  10th level, this bonus increases to +2. Additionally, 
  if you use a dagger to make a ranged attack against 
  an object with hardness of less than 8, you may 
  choose to have the dagger automatically stick in 
  the target, dealing damage to it as normal (if it 
  overcomes the hardness), but remaining lodged in 
  place in the object’s surface. 
   
  Practical Performance 
  You are skilled at performing and can use that skill 
  to enhance your other pursuits. 
  Prerequisites: Perform 1 rank. 
  Benefit: Whenever you make a skill check, as a 
  free action, you may make a Perform check of a 
  certain type in order to enhance your use of the 
  skill. The DC for this check is equal to the DC of 
  the skill check being modified, or 20 in the case 
  of checks with no specific DC. If you succeed on 
  this Perform check, you gain a +2 bonus on the 
  associated skill roll. For every 5 points by which 
  you exceed the DC, this bonus increases by an 
  additional +1. 
   
  The perform skills, and the skills they 
  are associated with, are as follows: act (Bluff, 
  Disguise), comedy (Bluff, Intimidate), dance 
  (Acrobatics, Fly), keyboard instruments 
  (Diplomacy, Intimidate), oratory (Diplomacy, 
  Sense Motive), percussion instruments (Handle 
  Animal, Intimidate), sing (Bluff, Sense Motive), 
  string instruments (Bluff, Diplomacy), and wind 
  instruments (Diplomacy, Handle Animal). You can 
  only use this feat to grant yourself a bonus on skills 
  that are listed for the Perform skill you are using.
  Prone Shot (Combat) 
  You have mastered the exotic archery technique of 
  using your feet as well as your hands in order to 
  generate greater tension in your bow and achieve 
  additional firing power. 
  Prerequisites: Far Shot, Weapon Focus (longbow) 
  or Weapon Focus (shortbow). 
  Benefit: You may make ranged attacks with a 
  longbow or shortbow while you are prone. In 
  addition, whenever you make an attack with a 
  longbow or shortbow while prone, you treat that 
  weapon’s range increment as though it were 25 feet 
  longer than normal.
  Reasonable Argument 
  You are adept at using logic in persuasion, 
  demonstrating to the person you are talking with 
  why it is in their best interest to do as you ask. 
  Benefit: Add your Intelligence modifier to 
  Diplomacy skill checks, in addition to your 
  Charisma modifier.
  Recycle Goods 
  You never let goods go to waste.  
  Prerequisite: Craft (any) 1 rank. 
  Benefit: By spending 1 hour per 1,000 gp of the 
  cost of an item (rounded up), you can break it 
  down into raw material components. This requires 
  you succeed on the appropriate Craft check 
  required to make a week’s progress in creating the 
  item, and compensates you with raw components 
  equal to that item’s cost, which can be used to 
  craft similar items. Magic items can be broken 
  down in this way, but any items created from those 
  materials must carry at least one special ability or 
  magical property that the original item had (or, 
  at the GM’s discretion, a related ability, such as 
  breaking down a wand of fireballs and using the 
  material to craft a +2 flaming longsword).
  Reflective Mind 
  Your inner peace allows you to use your opponent’s 
  enchantments against them. 
  Prerequisites: Still mind class feature or 
  Improved Iron Will, and character level 9th. 
  Benefit: Whenever you succeed on a Will save to 
  resist an enchantment spell or effect by 5 or more, 
  you can turn the attack back on its source. The 
  spell’s caster must succeed on a Will save as though 
  
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  he were the target of the spell, and if he fails, he 
  suffers from the spell’s effects.
  Reinforced Abjuration 
  Your abjuration spells are reinforced to give you 
  extra protection. 
  Prerequisite: Caster level 7th. 
  Benefit: Whenever you cast an abjuration spell 
  that protects the target from a certain amount of 
  damage before the spell is discharged (such as 
  stoneskin and protection from energy), the amount 
  of damage it can protect against before being 
  discharged is increased by 15% (rounded down, 
  minimum 1).
  Retreating Shot (Combat) 
  You feign retreat, but when you get up to speed, you 
  suddenly twist your body and fire your bow into 
  stunned opponents. 
  Prerequisites: Ride 12 ranks, Mounted Archery, 
  Mounted Combat. 
  Benefit: Whenever you use the withdraw action 
  while mounted, you may make a Ride check (DC 
  25) in order to make a ranged attack as a free 
  action. The target must succeed on a Sense Motive 
  check (DC equals the result of your Ride check) or 
  be considered flat-footed for this attack.
  Riposte (Combat) 
  Prerequisite: Base attack bonus +1. 
  Benefit: You may prepare to counterattack a foe 
  that attacks you. If you do, then the first time that 
  you are attacked in melee before the beginning of 
  your next turn, you strike first: as an immediate 
  action, you may make an attack roll against your 
  attacker with a single melee weapon you are 
  holding that deals piercing or slashing damage. 
  This attack is made before the target’s attack 
  resolves, and if your counterattack is successful, 
  in addition to dealing normal damage, the target 
  suffers a -2 penalty on the attack roll.
  Ritual Summoning 
  Fueling your magic with the lifeforce of a sentient 
  being, you can call upon the services of a powerful 
  outsider. 
  Prerequisites: Spellcraft 15 ranks, Meister 
  Summoning, must be of a non-good alignment. 
  Benefit: By sacrificing a living helpless creature 
  with an Intelligence score of at least 3 at the end 
  of a 10-minute ritual, you can attempt to summon 
  an outsider to aid you in your cause. This outsider 
  cannot have more Hit Dice than the CR of the 
  sacrificed creature, and appears in the spot where 
  the creature was sacrificed. Whenever you use this 
  ability, there is a 10% chance that you accidentally 
  call an outsider whose alignment is directly 
  opposed to that of the one you were trying to call. 
              The summoned outsider is under no 
  compulsion to follow your commands, but it never 
  views the summoner with a disposition worse than 
  unfriendly (outsiders unintentionally summoned 
  by this feat, such as those called by the 10% chance 
  of accidental summoning, are generally hostile, 
  and this does not apply to them). The creature 
  can return home through any normal means, but 
  automatically returns to its home plane after 24 
  hours.
  Ritualistic Divination 
  You utilize a number of ritual components that 
  increase the power of your divination spells. 
  Prerequisite: Spell Focus (divination). 
  Benefit: Whenever you cast a spell, you may 
  choose to spend three times the normal casting 
  time of that spell in casting it, incorporating 
  additional ritual components. If you do, increase 
  the saving throw DC of that spell by an additional 
  +1. This feat may only be used to augment spells 
  with a casting time of at least 1 standard action.
  Roll With It (Combat) 
  Whenever you get knocked down, you spring right 
  back up. 
  Benefit: The first time that you are knocked prone 
  each turn, you may stand up as an immediate 
  action. Additionally, any time you attempt to 
  get up from prone you may make an Acrobatics 
  check. The DC for this check is equal to 5 + the 
  CMD of any opponent that would make an attack 
  of opportunity against you for standing up. If the 
  check succeeds, you do not provoke an attack of 
  opportunity from that creature (if there are more 
  than one creatures that would make an attack 
  of opportunity, make a single Acrobatics check 
  and apply the result to each attacker’s CMD 
  individually).
  
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  Run ‘em Through (Combat) 
  Prerequisite: Base attack bonus +1. 
  Benefit: As a standard action, you may make a 
  single melee attack with a one-handed weapon that 
  deals piercing damage against a flat-footed target 
  within reach, which, if successful, deals normal 
  damage and causes the target to become nauseated 
  for 1 round.
  Sabotage (Combat) 
  You are an expert at causing mechanical things to 
  suddenly cease functioning.  
  Prerequisite: Disable Device 1 rank. 
  Benefit: As a full-round action that provokes 
  attacks of opportunity, you can attempt to sabotage 
  a construct. This ability requires a melee touch 
  attack that, if successful, allows you to make 
  a special Disable Device check to damage the 
  creature. This damage is equal to the result of your 
  Disable Device check minus 10, and overcomes all 
  damage reduction the creature might possess.
  Saddle-Sure 
  Prerequisites: Ride 1 rank. 
  Benefits: If you would ever be knocked from 
  your mount, such as from being the victim of a 
  successful bull rush attempt made with the Unseat 
  feat, you may make a Reflex saving throw (DC 15) 
  to land on your feet. You may not use this feat if 
  you are unconscious.
  Sense Danger 
  You always know when trouble’s coming.  
  Prerequisites: Sense Motive 1 rank. 
  Benefit: Whenever you get a hunch about an 
  individual, you may make a special Sense Motive 
  check with a DC equal to 10 + the target’s Hit 
  Dice. If you succeed the check, you get a feeling of 
  whether or not interacting with this person will 
  be good or bad. This functions as the spell augury, 
  except that there is always a 100% chance of 
  receiving an answer.
  Scholarly Appraisal 
  By looking at the markings and styling of an item 
  and comparing it to those in the records, you can 
  learn the secrets of its past.  
  Prerequisite: Appraise 1 rank. 
  Benefit: You may use the Appraise skill on any 
  item whose value you have accurately determined 
  to learn about that item’s history. This process 
  typically takes 1 full day of research, but may take 
  longer or shorter depending on the fame and 
  reputation of the item. This ability functions like 
  the spell legend lore, except that it only functions 
  for items. In order to use this ability, you must 
  succeed on an Appraise check with a DC equal to 
  20 + the caster level of the item to be appraised in 
  this fashion. If the item does not have a caster level 
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  (such as because it is not magic), treat its caster 
  level as 0.
  Scoundrel’s Luck 
  You’re just plain luckier than most people. 
  Benefit: Once per day, before making an attack 
  roll, ability check, saving throw, or skill check, 
  you may roll twice and take the better result. 
  Alternatively, once per day when you are the target 
  of an attack, before the attack roll is made, you 
  may have the target roll twice and take the worse 
  result. As a final option, once per day when you 
  are subject to a d% chance (such as the chance to 
  arrive in the correct location with a teleport spell, 
  or to act normally while under the effects of the 
  confused condition, or to hit a character with 
  concealment), you may declare before the roll is 
  made that you want to use this ability, in which 
  case, after the roll is made, you may add or subtract 
  up to 10 from the roll’s result. Regardless of which 
  of the three options is used, a character can benefit 
  from this feat only once per day. 
  Special: This feat can be taken more than once. Its 
  effects do not stack. Instead, each time it is taken 
  grants an additional daily use of the feat.
   
  Sensory Spell (Metamagic) 
  Your transmutation spells bestow greater senses. 
  Prerequisite: Ability to cast 2nd-level 
  transmutation spells. 
  Benefit: A sensory spell grants the target 
  the darkvision, low-light vision, scent, and 
  tremorsense special abilities, in addition to its 
  normal effects. These benefits last for as long as 
  the spell does. A sensory spell takes up a spell slot 
  two levels higher than the spell’s actual level. Only 
  spells of the transmutation school can be affected 
  by Sensory Spell. 
   
  Shoot ‘em in the Back (Combat) 
  When your foes try to run, you just see a target on 
  their cowardly backs. 
  Prerequisites: Combat Reflexes, Weapon Focus 
  with any ranged weapon. 
  Benefit: Whenever a character takes the run 
  action, if his movement begins within one range 
  increment of a ranged weapon you are wielding, 
  you may make a single attack against that creature. 
  If you do, you reduce the number of attacks of 
  opportunity you can make this round by 1. You 
  cannot use this feat if you cannot make any more 
  attacks of opportunity this round 
   
  Shoot from the Hip (Combat) 
  Your skill with firearms is such that you can fire a 
  quick shot while the other man is still setting his 
  stance. 
  Prerequisites: Exotic Weapon Proficiency with a 
  firearm, base attack bonus +1. 
  Benefits: If you have not already made an attack 
  on your turn, you may make a single attack with a 
  firearm as a move action, though doing so imposes 
  a -5 penalty to your attack roll. If you do so, you 
  may not make further attacks in the round, but 
  may take any other action requiring a standard 
  action, such as casting a spell or using the total 
  defense action. 
   
  Shoulder Throw (Combat) 
  When locked in combat with an opponent, you 
  effortlessly fling him over your shoulder, slamming 
  him into the ground. 
  Prerequisites: Improved Grapple, Improved 
  Unarmed Strike. 
  Benefit: When you gain control of a grapple, or 
  maintain control of a grapple, you may choose to 
  throw your opponent down, dealing damage equal 
  to your unarmed strike +1d6, ending the grapple 
  and leaving your foe prone in any adjacent square. 
   
  Sickening Transmutation Spell 
  (Metamagic) 
  Your transmutation spells leave your target’s 
  innards warped and twisted, creating intense 
  stomach distress. 
  Prerequisite: Ability to cast 3rd-level 
  transmutation spells. 
  Benefit: In addition to its normal effects, a 
  sickening transmutation spell also adjusts the 
  orientation of the target’s innards. If the spell has 
  its full effect on the creature (any attack rolls hit, 
  spell resistance is overcome if applicable, and the 
  target fails its saving throw if applicable), then 
  the target is also sickened for the spell’s duration, 
  and 1d4 rounds thereafter. This has no effect on 
  creatures that were already sickened: they do not 
  become nauseated. A sickening transmutation 
  spell takes up a slot one level higher than the spell’s 
  actual level. Only spells of the transmutation 
  school can be affected by Sickening Transmutation 
  Spell. 
   
  
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  Skeleton Key 
  You can do amazing things with even the simplest 
  tools, and in your hands an old nail and some 
  chicken wire serve as well as the finest thieves’ tools 
  money can buy. 
  Prerequisite: Craft (locks) 1 rank, Skill Focus 
  (Disable Device). 
  Benefit: As a full-round action, you can jury-
  rig virtually any material into a fine set of 
  improvised thieves’ tools which function exactly 
  like masterwork thieves’ tools, providing you with 
  a +3 competence bonus to Disable Device checks 
  made with them. In order to construct such a set 
  of tools, you must consume raw materials worth at 
  least 1 gp, though these materials could be virtually 
  anything. A newly-created set of fine improvised 
  thieves’ tools can be used 1d4 times before they 
  break, becoming worthless. 
   
  Skillful Concealer 
  You know how to hide objects more effectively. 
  Prerequisite: Sleight of Hand 5 ranks. 
  Benefit: You can use Sleight of Hand to conceal 
  slightly larger items than normal, including a 
  one-handed weapon, such as a short sword, or 
  similarly-sized items, including a light crossbow or 
  even a warhammer, although when trying to hide 
  items of this size, you suffer a -4 penalty on the 
  Sleight of Hand check. 
   
  Simultaneous Swing (Combat) 
  You have mastered the art of attacking with 
  both ends of a double weapon at the same time, 
  attacking two targets at once. 
  Prerequisites: Dex 15, Two-Weapon Fighting, base 
  attack +6. 
  Benefit: When making a full attack action with a 
  double weapon (such as a quarterstaff, dire flail, or 
  orc double axe), your first attack is made with both 
  ends of the weapon at once, each against a separate 
  target. Make only a single attack roll for this attack, 
  and apply the result to both targets’ AC. You deal 
  damage as normal against each target that you hit. 
   
  Sniper’s Shot (Combat) 
  You prefer to dispatch your targets from long 
  range, executing them with precision and without 
  revealing your presence. 
  Prerequisites: Exotic Weapon Proficiency with a 
  firearm, Far Shot, base attack bonus +6. 
  Benefits: As a full-round action, you may make 
  a single attack with a two-handed firearm which 
  ignores all penalties to attack due to range, though 
  the maximum distance at which an attack can be 
  made with the weapon still applies. You must still 
  be able to see the target clearly. 
   
  Social Intimidation 
  Simply because you don’t resort to shouting like a 
  common barbarian doesn’t mean you can’t make 
  your foes quake with a word. 
  Prerequisite: Diplomacy 1 rank. 
  Benefit: You can use Diplomacy to demoralize 
  opponents. This works exactly like using 
  Intimidate to demoralize your foes, except that the 
  check requires 1 minute to make and the effects last 
  for 1d4 days. 
   
  Song of the Champion 
  You can use music to inspire not only greatness 
  in your allies, but also to show them the depths of 
  their own character 
  Prerequisites: Perform (keyboard instruments, 
  percussion instruments, sing, string instruments, 
  or wind instruments) 11 ranks, inspire greatness 
  class feature. 
  Benefit: Whenever you use your bardic 
  performance to inspire greatness, you may choose 
  to use this feat to grant those allies affected by your 
  performance an additional bonus Hit Dice (d10) 
  and the corresponding number of temporary hit 
  points; add the targets’ Constitution modifier, if 
  any, to these temporary hit points gained from 
  this Hit Dice. The targets also gain an additional 
  +1 competence bonus on attack rolls and a +1 
  competence bonus to Reflex and Will saves. Using 
  this feat to enhance your bardic performance in 
  this way is taxing and requires you to expend an 
  additional round of bardic performance every 
  round you use this feat. 
   
  Spawn Lord (Monster) 
  The creatures that rise as a result of your spawn are 
  more powerful than normal. 
  Prerequisites: Create spawn special ability, must 
  have a template applied. 
  Benefit: Any creature that is created as a 
  consequence of your create spawn special ability 
  gains any templates which are applied to you, as 
  long as that template could be applied to the base 
  creature (for example, a vampire with the advanced 
  template would cause any creatures he created 
  with his create spawn ability to gain the advanced 
  template as well).
  
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  Spell Defense 
  Choose a school of magic to which you have already 
  applied the Spell Focus feat. Your familiarity with 
  that school makes it easier for you to resist its 
  spells. 
  Prerequisite: Spell Focus. 
  Benefit: You gain a +2 bonus on all saving throws 
  made to resist spells of a single school of magic. 
  This school is chosen when the feat is selected and 
  cannot later be changed. This bonus applies to 
  such spells even if they are cast from magic items 
  (such as wands or scrolls) or are cast as spell-like 
  abilities. 
  Special: You may take this feat multiple times. 
  Each time you do, select a new school of magic for 
  which you meet the prerequisites.
  Spell Protection (Monster) 
  Magic is innate in your blood, a part of your being, 
  and you have tapped into that potential to become 
  protected from similar magics. 
  Prerequisites: Base Will save +5, ability to cast a 
  spell as a spell-like ability. 
  Benefit: You cannot be affected by any spell you 
  can cast as a spell-like ability. Such spells have 
  absolutely no effect on you. You can choose to 
  waive or resume this protection as a move action. 
  This feat only grants you protection from spell-like 
  abilities innate to creatures of your type, and not 
  spell-like abilities gained from other sources, such 
  as feats, magic items, class features, or spells.
  Spell Tolerance 
  You have built up a resistance to a single, specific 
  spell. 
  Benefit: Choose a single spell. You gain a +6 bonus 
  on any saving throws made to resist that spell, and 
  any damage that would be dealt to you by that 
  spell is halved. This protection applies to the spell’s 
  effect whether it is cast normally, or via a magic 
  item (such as a wand or scroll), or if it is used as a 
  spell-like ability, but does not apply to supernatural 
  or extraordinary abilities that mimic the spell’s 
  effect. The feat protects against only a single spell, 
  even if there are numerous very similar spells (for 
  example, choosing charm person would not protect 
  you from charm monster, and choosing magic 
  circle against evil would not protect you from magic 
  circle against chaos, etc.). 
  Special: You may take this feat multiple times. 
  Each time you do, select a new spell against which 
  you are protected.
  Spell Ventriloquism 
  You can apply your ventriloquism to casting spells, 
  as well. 
  Prerequisite: Ventriloquism. 
  Benefit: Whenever you cast a spell with a verbal 
  component, you may throw your voice, to make it 
  sound as though the verbal component of the spell 
  were coming from somewhere or someone else. As 
  part of this, you can make a Sleight of Hand check 
  to try to conceal any somatic components you are 
  performing (the DC for this check is 20, but anyone 
  directly scrutinizing you can attempt an opposed 
  Perception check to spot your movements). None 
  of this causes another individual to appear to be 
  making somatic components, or moving his lips.
  Spider’s Defense (Combat) 
  You can scramble out of the way of oncoming 
  attacks while climbing, much the same way a spider 
  can.  
  Prerequisite: Climb 1 rank. 
  Benefit: Once per round, whenever you are the 
  target of an attack while climbing, you may choose 
  to make a special Climb check with a DC equal to 
  the attacking creature’s attack roll. If successful, 
  the attack misses you. Using this ability also 
  requires you make an additional Climb check 
  against the DC of the surface you are climbing, as 
  you scramble for new hand- and footholds; if you 
  fail this check, you lose your grip and fall. You must 
  declare you are using this ability before learning 
  the result of the attacker’s attack roll.
  Split (Monster) 
  You can separate your form into two distinct and 
  original entities 
  Prerequisite: Ooze type. 
  Benefit: As a full round action, once per week, you 
  can undergo a mitotic split, becoming two separate 
  creatures of your type and Hit Dice, distinct from 
  each other and from your original self. One of 
  the creatures that results from this ability retains 
  your memories and personality, while the other 
  is a distinct individual under no compulsion to 
  obey you (though it may still retain traces of your 
  
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  personality and memories). Each of these creatures 
  has current hit points equal to half your current 
  hit points at the time you use this ability (although 
  each retains maximum hit point total equal to 
  your maximum hit points before the split). Only 
  the ooze which retains your memories has this feat 
  after the splitting process, though the other ooze 
  may select it as it gains Hit Dice.
  Spread the Rage 
  Your heartfelt and eloquent words allow you to stir 
  a rage in others that matches the one in you. 
  Prerequisites: Perform (oratory) 5 ranks, 
  barbarian level 1. 
  Benefit: Once per day, you may spend a minute 
  and 5 of your daily rounds of rage to work up 
  those around you into a rage. You make a special 
  Perform (oratory) check with a DC of 20. If you 
  succeed, all creatures that can hear you (to a 
  maximum number of creatures equal to your ranks 
  in Perform [oratory]) are affected as though by 
  your rage class feature for 1 minute. For every 5 
  points by which your check exceeds the DC, you 
  grant one additional round of rage to each listener. 
  The listeners do not gain the benefits of any rage 
  powers you possess, and a single character cannot 
  benefit from this ability more than once per day, 
  even from a different speaker. You cannot benefit 
  from your own speech.
  Sprinter 
  You can keep up sprints even longer than other 
  animals of your kind. 
  Prerequisite: Con 15. 
  Benefit: You can run twice as long as you would 
  ordinarily be able to before you need to start 
  making Constitution checks.
   
  Stab and Throw (Combat) 
  You are a master of fighting with two throwing 
  weapons at a time, fending off an attacker with one 
  while throwing the other at a further foe. 
  Prerequisites: Two-Weapon Fighting, Weapon 
  Focus (light hammer, starknife, or throwing axe). 
  Benefit: Whenever you make a ranged attack with 
  a light hammer, starknife, or throwing axe, if you 
  are also wielding a melee weapon in your other 
  hand, you do not provoke attacks of opportunity 
  for making a ranged attack.
  Stab em’ in the Eye 
  A thumb to the eye is a good way to temporarily 
  blind your foe, but a dagger to the eye is even better. 
  Prerequisites: Improved Dirty Trick, Weapon 
  Focus with a melee weapon that can do piercing 
  damage. 
  Benefit: As a full-round action, you can make 
  a single melee attack with a weapon that can do 
  piercing damage. If the attack is successful it deals 
  damage as normal, and you may use the dirty 
  trick combat maneuver (see the Advanced Player’s 
  Guide for more information) as a free action in 
  order to blind your opponent. If the maneuver 
  is successful, the duration of the blindness is 
  automatically doubled.
  Staff Mage 
  You can channel your spells through your staff for 
  greater accuracy. 
  Prerequisites: Weapon Focus (quarterstaff), 
  ability to cast 2nd-level arcane spells. 
  Benefit: Whenever you cast a spell that requires a 
  touch attack or a ranged touch attack as part of its 
  effect, if you are wielding a quarterstaff, you may 
  add that quarterstaff’s enhancement bonus, if any, 
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  127
  to the attack roll.
  Step Back (Combat) 
  You know how to make the most out of your 
  weapon’s long reach to keep your foes at bay. 
  Prerequisite: Base attack bonus +1. 
  Benefit: Whenever a character leaves your threat 
  range and moves at least 5 feet closer to you, 
  you may move 5 feet directly opposite and away 
  from that character as an immediate action. This 
  movement never provokes attacks of opportunity. 
  You may not move in this way more than once in 
  any given round.
  Strong-Minded 
  Your sense of self is strong, and it is difficult for 
  others to exert their will over you. 
  Benefit: You gain a +3 bonus on Will saves made 
  to resist effects of the compulsion subschool.
  Stunning Blow (Combat) 
  You know how to use a quarterstaff to deliver a 
  sharp, disorienting knock to the head. 
  Prerequisites: Stunning Fist, Weapon Focus 
  (quarterstaff). 
  Benefit: You may make stunning fist attempts 
  using your quarterstaff, instead of your unarmed 
  strike. All other aspects of your stunning fist attack 
  remain the same. Additionally, when fighting 
  with a quarterstaff, you can choose to have it deal 
  nonlethal damage without suffering a penalty on 
  attack rolls.
  Subtle Enchantment 
  You are a master of using enchantment magic 
  subtly, making it much more difficult for others to 
  detect your presence in your subjects’ minds. 
  Prerequisite: Ability to cast one or more 
  enchantment spells. 
  Benefit: Whenever a creature uses Sense Motive 
  to determine whether or not a creature you have 
  affected with an enchantment spell is under 
  the effects of an enchantment spell, the DC 
  is increased by +5. This bonus applies only to 
  enchantment spells you have cast: if the subject 
  is also under the effects of another character’s 
  enchantment spell, the DC to identify that he is 
  under the effects of an enchantment remain the 
  same.
  Supernatural Charm 
  You have learned to draw upon certain enchantment 
  spells to make yourself more charming. 
  Prerequisite: Ability to cast one or more spells of 
  the charm subschool. 
  Benefit: As long as you have at least one spell of 
  the charm subschool prepared (or, if you are a 
  spontaneous caster, as long as you know a spell of 
  the charm subschool and have an unused spell slot 
  you could use to cast it), you gain a +2 competence 
  bonus to any Bluff or Diplomacy checks you make.
  Surprise Attack (Combat) 
  You are able to catch your foe off-guard by 
  attacking with a hidden weapon. 
  Prerequisites: Quick Draw, Sleight of Hand 3 
  ranks. 
  Benefit: As a full-round action, you can draw a 
  single concealed weapon and attack with it. If you 
  do, the target is flat-footed against that attack.
  Sweeping Trip (Combat) 
  Your weapon passes through your foes’ legs like a 
  storm, knocking them all off their feet. 
  Prerequisites: Dex 15, Int 13, Combat Expertise, 
  Dodge, Improved Trip, Mobility, Spring Attack, 
  Weapon Focus with any double weapon, 
  Whirlwind Attack, base attack +9. 
  Benefit: As a full-round action, you make a trip 
  attempt against each opponent within reach. Make 
  a single combat maneuver check and apply the 
  result against each target’s CMD individually. Each 
  target whose CMD you meet or exceed is tripped, 
  as normal.
  Swoon 
  Your natural affinity for passing out in the face of 
  danger helps to ensure that the battle stops before it 
  turns lethal. 
  Benefit: Whenever you are reduced to 1/5 
  your maximum hit points, or 10 hit points or 
  less (whichever is less), you immediately fall 
  unconscious unless you succeed on a Will save 
  (DC 10). A natural 1 on this Will save always results 
  in a failure. This unconsciousness lasts for 1d4 
  hours. While you are unconscious in this way, any 
  creature with an Intelligence score of 3 or greater 
  must succeed on a Will save (DC 10 + ½ your Hit 
  Dice + your Charisma modifier) each time it tries 
  
  128
  to attack you or be unable to do so. Creatures with 
  an Intelligence score of 2 or less can attack you 
  regardless.
  Swordplay (Combat) 
  You know how to deliver truly lethal blows with the 
  flick of your wrist.
  Prerequisite: Weapon Focus with any weapon 
  that deals slashing or piercing damage. 
  Benefit: As a standard action, you can make 
  a single melee attack with a weapon that deals 
  slashing or piercing damage and for which you 
  have Weapon Focus. This attack treats the critical 
  threat range of the weapon as though it were 1 
  more than normal (For example, a longsword 
  with a normal threat range of 19-20 would instead 
  threaten on an 18-20, while a scimitar with a normal 
  threat range of 18-20 would instead threaten on 
  a range of 17-20). This expanded threat range is 
  applied after any other effect which would increase 
  the threat range, such as the Improved Critical 
  feat (for example, a longsword affected by the 
  Improved Critical feat would have its threat range 
  doubled to 17-20, and then improved by 1 to be 16-
  20).
  Take Auspices 
  Each day you can observe the movement of birds, 
  the position of clouds, and the shadows cast by the 
  sun in order to determine if a course of action is 
  favored by fortune. 
  Prerequisites: Wisdom 15, Knowledge (arcana) or 
  Knowledge (religion) 1 rank, Spellcraft 1 rank. 
  Benefit: At the beginning of each day you may 
  attempt to divine whether or not a specific, 
  decided-upon action is favored by the gods. You 
  must choose either attack rolls, saving throws, or 
  skill checks, then roll a d%. On a result of 1-40, 
  your augury determines that the chosen action is 
  ill-fated and you suffer a -2 morale penalty to the 
  chosen type of dice rolls for the next 24 hours. On 
  a result of 41-100, your augury determines that 
  the chosen action is auspicious and you gain a +2 
  morale bonus on the chosen type of dice rolls for 
  the next 24 hours.
  Tamer 
  Your expertise in getting animals to obey you allows 
  you to push them to their limits with ease. 
  Prerequisite: Handle Animal 1 rank. 
  Benefit: When you use the Handle Animal skill 
  to handle an animal or push an animal, you may 
  choose to double the DC in order to take the action 
  more quickly. If you are handling an animal, a 
  successful check allows you to handle your animal 
  as a free action. If you are trying to push an animal, 
  a success indicates that you use only a move action. 
  In either case, a failure not only indicates that the 
  animal does not perform the desired command, 
  but the attempt uses the type of action it normally 
  would (a move action to handle, or a full-round 
  action to push).
  Targeted Shot (Combat) 
  When presented with a stationary target, you take 
  your time and make sure your shot counts. 
  Prerequisites: Point Blank Shot, Precise Shot, 
  base attack bonus +6. 
  Benefit: Whenever you make a ranged attack 
  against a target that has remained stationary 
  within the same square since the beginning of your 
  last round, you gain a +2 bonus to your attack and 
  weapon damage rolls.
  Thaumaturgic Divination 
  You understand the connection between people and 
  things and can use that to enhance your divination. 
  Prerequisite: Spell Focus (divination). 
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  129
  Benefit: If you possess an item that was owned by 
  the target of a divination spell you cast, that spell is 
  treated as though your caster level is 2 higher than 
  it actually is. 
   
  Thick-Skinned Spell (Metamagic) 
  Your transmutation spells leave their targets with 
  incredibly thick, impenetrable hides. 
  Prerequisite: Ability to cast 4th-level 
  transmutation spells. 
  Benefit: A thick-skinned spell grants a greater 
  natural armor bonus than that granted normally 
  by the spell. If the spell does not normally grant 
  a natural armor bonus to the target, it now grants 
  a +2 natural armor bonus to the target. If it does 
  normally grant a natural armor bonus to the target, 
  the amount of natural armor it grants is increased 
  by an amount equal to the spell’s level or 1/2 the 
  amount the spell normally grants, whichever is less 
  (so barkskin cast by a 12th-level druid, a 2nd-level 
  spell that would normally grant +5 natural armor, 
  would instead grant +7). A thick-skinned spell 
  takes up a slot one higher than the spell’s actual 
  level. Only spells of the transmutation school can 
  be affected by Thick-Skinned Spell.
  Throat Punch (Combat) 
  Even though it’s considered dirty fighting, you know 
  that a quick jab to your opponent’s throat is the 
  best way to end a fight quickly. 
  Prerequisites: Improved Unarmed Strike, base 
  attack bonus +6. 
  Benefit: As a standard action, you may make a 
  single attack with your unarmed strike at your 
  highest base attack bonus, which, if successful, 
  deals damage as normal, and also causes the target 
  to become dazed for 1 round.
  Throwing Axe Specialist (Combat) 
  You know how to make a throwing axe especially 
  deadly. 
  Prerequisite: Weapon Focus (throwing axe), 
  fighter level 4th. 
  Benefit: The critical multiplier of any throwing 
  axe you wield is increased by 1 (typically from x2 to 
  x3), and the range increment is increased by 5 feet 
  (typically from 10 feet to 15 feet). 
  Special: Throwing Axe Specialist counts as 
  Weapon Specialization (throwing axe) for the 
  purpose of qualifying for feats or other abilities 
  (you can still take both Throwing Axe Specialist 
  and Weapon Specialization [throwing axe], if 
  desired). 
   
  Thunderous Strikes (Combat) 
  Your extreme strength allows you to use a whip to 
  strike with the force of a steel gauntlet. 
  Prerequisite: Str 15. 
  Benefits: You may choose to deal lethal damage 
  with a whip against creatures with a natural armor 
  bonus of less than +3, or an armor bonus of less 
  than +1. Additionally, because of your extreme 
  strength, you may damage creatures with a whip, 
  regardless of their armor bonus or natural armor 
  bonus.
  Too Fast to Dodge (Combat) 
  Prerequisites: Too Fast to Fight, movement speed 
  of 80 feet or greater. 
  Benefit: Whenever you use the charge action, you 
  gain the benefits of your Too Fast to Fight feat. 
  Additionally, you do not suffer a penalty to your 
  AC, and your bonus to the attack roll is increased 
  to +4. Anything that would prevent you from using 
  your Too Fast to Fight feat also prevents you from 
  using Too Fast to Dodge.
  Too Fast to Fight (Combat) 
  Your incredible speed allows you to move so fast 
  that by the time the enemy realizes you’re there, 
  you’re already gone. 
  Prerequisite: Movement speed of 60 feet or 
  greater. 
  Benefit: When you take the run action, you don’t 
  provoke attacks of opportunity for leaving squares 
  that opponents threaten. You still provoke attacks 
  of opportunity for attempting to move through the 
  opponent’s square, as well as for movement made 
  when not running. Anything that reduces your 
  movement speed below 60 feet (such as having 
  a heavy load or wearing cumbersome armor) 
  prevents the use of this ability. If you have more 
  than one movement speed (such as a swim speed 
  or a fly speed), this applies only to run actions 
  made using forms of movement whose speed is 60 
  feet or greater.
  
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  Total Defense Expert (Combat) 
  You are exceptionally skilled at defending yourself. 
  Benefit: Whenever you take a total defense action, 
  the dodge bonus you gain to AC is increased to +6. 
  Normal: The total defense action only grants a +4 
  dodge bonus to AC.
  Traveler’s Lingo 
  You can cry for help in a dozen languages. 
  Benefit: While you may not be fluent in any extra 
  languages, you have taken the time to pick up some 
  of the important bits from a wide variety of them. 
  You can say things like “help,” “danger,” “surrender,” 
  and “peace” in any language. Additionally, when 
  you hear someone talking in a language you don’t 
  know, you may make a Linguistics check to see 
  if you recognize part of what they’re saying. The 
  DC for this check depends on what’s being said. 
  Simple concepts about particularly dangerous 
  things (i.e., “murder,” “poison,” or “dragon”) or a 
  description of you, are DC 15. More complicated 
  and less alarming things can be anywhere from DC 
  20 to DC 30. Depending on what’s being discussed, 
  success may not be possible. For example, a 
  discussion about the relative merits of different 
  styles of music will likely contain few words you 
  have bothered to learn.
  Treat Blindness/Deafness 
  You can use your medical knowledge to restore 
  sight to the blind and hearing to the deaf. 
  Prerequisite: Heal 7 ranks. 
  Benefit: You can use the Heal skill to attempt to 
  negate the blind and deaf conditions. This is a full-
  round action, and requires 1 use from a healing 
  kit. If successful, the target is immediately cured 
  of the blind or deaf conditions for 1 hour. If the 
  cause of the blindness or deafness is gone by that 
  time (such as, for example, if its duration was only 
  one minute), it remains cured. This treatment 
  does not in any way protect the target from further 
  blindness or deafness, and he can become blind 
  or deaf again during that hour. The DC to cure 
  either blindness or deafness is 25. Curing each of 
  these conditions requires a separate use of this 
  ability (so a blind and deaf creature would require 
  two separate actions to be restored both sight and 
  sound).
  Treat Discomfort 
  You can use your medical knowledge to quell an 
  upset stomach and overcome otherwise debilitating 
  effects. 
  Prerequisite: Heal 5 ranks. 
  Benefit: You can use the Heal skill to attempt to 
  negate the sickened and nauseated conditions. 
  This is a standard action, and requires 1 use from a 
  healing kit. If successful, the target is immediately 
  cured of the sickened or nauseated conditions 
  for 1 hour. If the cause of the sickness or nausea 
  is gone by that time (such as, for example, if its 
  duration was only one minute), it remains cured. 
  This treatment does not in any way protect the 
  target from further sickness or nausea, and he can 
  become sickened or nauseated again during that 
  hour. The DC to cure sickness is 20, and the DC to 
  cure nausea is 25.
  Treat Paralysis 
  You can use your medical knowledge to restore 
  motion to paralyzed bodies. 
  Prerequisites: Treat Discomfort, Heal 10 ranks. 
  Benefit: You can use the Heal skill to attempt 
  to negate the paralyzed condition. This is a full-
  round action, and requires 2 uses from a healing 
  kit. If successful, the target is immediately cured 
  of paralyzed condition for 1 hour. If the cause of 
  the paralysis is gone by that time (such as, for 
  example, if its duration was only one minute), it 
  remains cured. This treatment does not in any way 
  protect the target from further paralysis, and he 
  can become paralyzed again during that hour. A 
  character can benefit from this treatment only once 
  per day. The DC to cure paralysis is 30.
  Triangle Choke (Combat ,Wrestling) 
  Using your legs to form a triangle shape, restricting 
  one of your opponent’s arms and his neck, you can 
  apply simple pressure in order to strangle him. 
  Prerequisites: Improved Grapple, base attack 
  bonus +1. 
  Benefit: As long as you are in control of a grapple, 
  you may attempt a grapple check in order to apply 
  a triangle choke. If your check is successful, you 
  can restrict the target’s airways, so that he is forced 
  to hold his breath or begin to suffocate. For as long 
  as you maintain control of the grapple, you may 
  attempt to apply additional pressure with a special 
  
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  grapple check to reduce the number of remaining 
  rounds the target can hold his breath by 1. This 
  special action requires a standard action. See the 
  Pathfinder Roleplaying Game Core Rulebook for 
  more information on suffocation.  
  Special: You can only apply one wrestling feat at a 
  time.
  Tutelage
  As a noble, you have received a vastly superior 
  education, making you more competent at 
  intellectual tasks than other learned men.
  Prerequisite: Aristocrat level 1.
  Benefit: You gain a bonus on all Intelligence- and 
  Charisma-based skills equal to 1 + 1 for every 4 
  levels of aristocrat you possess.
  Twin Axe Specialist (Combat) 
  You are able to slice and dice your foes in a 
  whirlwind of axe attacks. 
  Prerequisites: Double Slice, Two-Weapon 
  Fighting, Weapon Focus (throwing axe). 
  Benefit: Whenever you use the full attack action 
  to make at least one melee attack each with two 
  different throwing axes, if you successfully hit the 
  opponent once with each axe, you deal an extra 
  2d6 points of slashing damage. This extra damage 
  occurs only once per round, even if you successfully 
  hit an opponent two or more times with each axe.
  Two-Length Fighting (Combat) 
  You can quickly shift your grip with the quarterstaff 
  to attack nearby foes, or far ones. 
  Prerequisites: Lunge, Two-Weapon Fighting, 
  Weapon Focus (quarterstaff). 
  Benefit: When you are two-weapon fighting or 
  using the flurry of blows action with a quarterstaff, 
  if you use the Lunge feat at the same time, you may 
  choose to only increase your reach for some, rather 
  than all, of your attacks, allowing you to attack 
  adjacent creatures with some of your attacks and 
  further creatures with others. Additionally, you 
  may choose to suffer a -2 penalty on all attack rolls 
  in the round, instead of the normal -2 penalty to 
  AC when using the Lunge feat, when using it with a 
  quarterstaff.
  Two-Weapon Block (Combat) 
  You wield two weapons, but don’t use the second 
  one to attack, using it instead to parry and block. 
  Prerequisites: Dex 15, Two-Weapon Defense. 
  Benefit: When making a full-attack action while 
  wielding two weapons or a double weapon, you 
  may choose to forgo your attack with your off-
  hand weapon. If you do, the next time you are 
  attacked in melee before the start of your next 
  turn, you may attempt to deflect the blow. Make 
  an attack roll using the bonus for your off-hand 
  weapon, including the penalties for fighting with 
  two weapons, as though you had attacked with it 
  during your full attack action, before. If the result 
  is equal to or higher than the attacker’s roll, the 
  attack misses. Even if the block is unsuccessful, if 
  the attacker’s result is not as high as your AC, he 
  still misses you.
  Two-Weapon Charge (Combat) 
  You lash out furiously with both weapons in a bid to 
  down your foe as quickly as possible. 
  Prerequisite: Dex 17, Double Slice, Improved Two-
  Weapon Fighting, fighter level 8th. 
  Benefit: When using the charge action, you may 
  choose to attack with your off-hand weapon, as 
  well as with your main weapon. If you do, neither 
  attack suffers the normal -2 penalty for fighting 
  with two weapons. Instead, your AC is reduced by 
  an additional -2 (making the total from the charge 
  -4). If you are wielding a one-handed weapon in 
  your off-hand (as opposed to a light weapon), your 
  AC is reduced by a further 2 (for a total of -6 until 
  the beginning of your next turn).
   
  Two-Weapon Disarm (Combat) 
  You use your two weapons together to wrest 
  weapons from your foes’ grasp. 
  Prerequisite: Dex 15, Improved Disarm, Two-
  Weapon Fighting. 
  Benefit: As part of a full-attack action when 
  fighting with two weapons or a double weapon, 
  you may choose to forgo your first attack with your 
  off-hand weapon to gain a +4 circumstance bonus 
  on a single disarm attempt made with your other 
  weapon as part of this full-attack action.
  Two-Weapon Specialization (Combat) 
  You are skilled at using the momentum of one 
  attack to put power into another. 
  Prerequisites: Dex 15, Two-Weapon Fighting, 
  fighter level 4th. 
  
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  Benefit: You gain a +1 bonus on damage rolls 
  made when fighting with two weapons or a double 
  weapon. This bonus stacks with the Weapon 
  Specialization feat.
   
  Two-Weapon Strength (Combat) 
  While most rely on grace and dexterity to wield two 
  weapons at once, you use brute strength. 
  Benefit: For the purposes of the Two-Weapon 
  Fighting feat, and any feat that requires Two-
  Weapon Fighting as a prerequisite, you can use 
  your Strength score instead of your Dexterity score 
  to meet any prerequisites the feat requires (for 
  example, you could take Two-Weapon Fighting by 
  having a Strength score of 15, even if your Dexterity 
  was below 15).
  Two-Weapon Throw (Combat) 
  You throw both your weapons in a single quick 
  attack. 
  Prerequisites: Dex 15, Two-Weapon Fighting. 
  Benefit: As a standard action, you can throw up 
  to two weapons you are wielding at a single target. 
  Both weapons must be thrown at the same target, 
  and both attacks suffer a -2 penalty, in addition to 
  any normal penalties for throwing weapons not 
  intended to be used in that way, if applicable.
  Unarmed Block (Combat) 
  The best offense is a good defense, and you know 
  how to keep your foes’ fists from landing. 
  Benefit: When taking a total defense action while 
  unarmed, you gain an additional +2 dodge bonus 
  to AC.
  Unarmored Specialist (Combat) 
  You are so well-trained at fighting without armor 
  that you find yourself better protected without it. 
  Benefit: As long as you do not have any armor 
  bonus to AC (such as from wearing armor, or from 
  the spell mage armor) you gain a +2 dodge bonus 
  to AC. At 10th level, this bonus increases to +4.
  Unavoidable Evocation Spell 
  (Metamagic) 
  You can modify an evocation spell so that it cannot 
  be dodged. 
  Prerequisite: Caster level 5th. 
  Benefit: You may choose to modify any evocation 
  spell with this feat. Any evocation spell modified 
  by this feat that offers a Reflex save for half damage 
  affects creatures with evasion and improved 
  evasion as though they did not have those abilities. 
  An unavoidable evocation spell takes up a spell slot 
  two levels higher than the spell’s actual level.
  Vast Evocation Spell (Metamagic) 
  You can cast evocation spells with incredible area. 
  Prerequisites: Spell Focus (evocation), Widen 
  Spell, caster level 9th. 
  Benefit: You may apply this metamagic feat to 
  any evocation spell that has already been modified 
  by the Widen Spell metamagic feat. Any spell 
  modified by Vast Spell has its widened area 
  increased by 100% again, effectively quadrupling 
  the area of the spell. (For example, if you 
  applied the Widen Spell and Vast Evocation Spell 
  metamagic feats to a fireball, its radius would 
  increase from 20 feet to a total of 80 feet.) A vast 
  spell takes up a spell slot three levels higher than 
  the spell’s actual level.
  Ventriloquism 
  You have mastered the art of throwing your voice. 
  Benefit: You can use Bluff to attempt to throw your 
  voice, making it sound as though it were coming 
  from somewhere else. The DC to accomplish this 
  is 15, and any character that is actively scrutinizing 
  the noise may make an opposed Perception check 
  to identify the true source of the noise. If you are 
  trying to disguise your voice to sound like someone 
  else’s, this increases the DC by at least 5, possibly 
  more at the GM’s discretion (for particularly 
  difficult voices).
  View Aura 
  Experience with people and a talent for mystical 
  divination allow you to read the auras of those 
  around you, learning important information about 
  their core person. 
  Prerequisites: Wis 13, Sense Motive 5 ranks. 
  Benefit: As a full round action, you may make a 
  Sense Motive check against any creature you can 
  see within 10 feet (DC 15 + the target’s Hit Dice). If 
  successful, you can identify any aura that creature 
  has, such as the evil aura possessed by an evil 
  cleric. If you exceed the DC by 10 or more, you 
  may also discern the target’s alignment, unless he 
  
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  is under the effects of undetectable alignment or a 
  similar spell or effect.
   
  Viking Sailor 
  You are trained in the Viking ways of seafaring. 
  Benefit: You gain a +1 bonus on Profession 
  (sailor) checks and Swim checks. Additionally, 
  Profession (sailor) is a class skill for you, and you 
  can use Strength instead of Wisdom when making 
  Profession (sailor) checks. Further, you can use 
  Profession (sailor) instead of Survival in order to 
  predict the weather. Finally, you gain a +2 bonus on 
  Acrobatics and Climb checks made while on a ship. 
   
  Warrior of the North (Combat) 
  You are able to use cold conditions to your 
  advantage, and fight better in cold environments. 
  Prerequisite: Blood of the North, base attack 
  bonus +4. 
  Benefit: As long as you are in an area with a 
  temperature of 20 degrees Fahrenheit or colder, 
  you gain a +1 bonus on attack and damage rolls. 
  If the temperature is -20 degrees Fahrenheit or 
  colder, this bonus increases to +2. 
   
  What They Want to Hear 
  You know what people want to hear, and so are 
  better able to tell them lies they will believe. 
  Prerequisite: Bluff 5 ranks, Sense Motive 5 ranks. 
  Benefit: Add your Wisdom modifier to Bluff skill 
  checks in addition to your Charisma modifier. This 
  bonus applies only to Bluff checks made to lie, not 
  those made to feint or to pass secret messages. 
   
  Where it Counts (Combat) 
  You have no compunction about using the painful 
  flick of your whip to cause extreme discomfort to 
  your foes by striking sensitive areas such as the eyes 
  or genitals.  
  Prerequisite: Weapon Focus (whip). 
  Benefit: Whenever you deal damage to a creature 
  with a whip, you may attempt a dirty trick combat 
  maneuver check against the target of the attack as 
  a free action. 
   
  Whip Defense (Combat) 
  You can focus on defending with your whip, striking 
  out against those near you with lighting speed. 
  Prerequisites: Combat Reflexes, Weapon Focus 
  (whip), base attack bonus +6. 
  Benefit: When you take the total defense action 
  while wielding a whip, you threaten every square 
  within reach with that whip until the beginning of 
  your next turn. 
   
  Whip Grapple (Combat) 
  You have learned to wrap your whip around the 
  body of your foes, impeding their movement and 
  making it difficult to combat you or others. 
  Prerequisite: Weapon Focus (whip). 
  Benefit: As a standard action, you may attempt 
  a combat maneuver check against any creature 
  within range of your whip, which, if successful, 
  causes that creature to gain the entangled 
  condition until the beginning of your next turn. 
  You cannot make further attacks with the whip, 
  including attacks of opportunity, before the 
  beginning of your next turn without unentangling 
  the target. 
   
  Whip Mastery (Combat) 
  You are a true master of the whip, capable of 
  incredible feats of whipmanship that dazzle 
  onlookers, even as they punish those who dare to 
  stand against you. 
  Prerequisites: Weapon Focus (whip), base attack 
  bonus +6. 
  Benefit: When using the full attack action to 
  attack with a whip, you may choose to substitute 
  any combat maneuver check that you could make 
  with a whip instead of making an attack. 
  Normal: Normally, only certain combat maneuver 
  checks can be made instead of an attack roll. 
   
  Whip Tricks (Combat) 
  Practice with a whip has made you an expert at 
  using its shape and flexibility to more effectively 
  trip and disarm your foes. 
  Prerequisite: Weapon Focus (whip). 
  Benefits: You gain an additional +2 bonus on all 
  combat maneuver checks made to disarm and trip 
  creatures while using your whip. 
   
  Whirling Polearm (Combat) 
  You know how to use the entire pole arm as a 
  weapon, striking with both the weapon’s edge and 
  its pole to accomplish your ends. 
  Prerequisites: Base attack bonus +1, Two-Weapon 
  Fighting. 
  Benefit: You may use any two-handed weapon 
  with a wooden or metal haft as a double weapon, 
  using the weapon’s normal statistics for the bladed 
  
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  end, and making a second attack with the butt of 
  the weapon, which deals 1d6 points of bludgeoning 
  damage and has a critical multiplier of x2. If you 
  choose to use this ability, you incur all the normal 
  attack penalties associated with fighting with two 
  weapons, just as if you were using a one-handed 
  weapon and a light weapon. Weapons with reach 
  retain that quality, though in this case you incur 
  penalties for fighting with two weapons as though 
  you were using two one-handed weapons, instead.
  Wild Swing (Combat) 
  It may not be elegant, but you know how to put the 
  most power into one of your blows. 
  Benefit: As a swift action, you may choose to use 
  this feat, causing you to suffer a -2 penalty to all 
  attacks until the end of the round. While using this 
  feat, your unarmed attacks deal an additional 1d4 
  points of damage, and have their critical multiplier 
  increased to x3.
  Wild Throw (Combat) 
  You have learned how to throw your weapons so 
  they spin in unpredictable ways, making them 
  difficult to avoid. 
  Prerequisite: Weapon Focus (light hammer, 
  starknife, or throwing axe). 
  Benefit: Whenever you make a ranged attack with 
  a light hammer, starknife, or throwing axe, you 
  may choose to take a -2 penalty on the attack roll in 
  order to make it a wild throw. If you do, the target 
  adds only half of any Dexterity, dodge, insight, or 
  shield bonuses to AC that they may possess, for 
  the purposes of that attack. The target does not 
  count as being denied his Dexterity bonus to AC as 
  a result of this ability, and it is impossible to deal 
  precision-based damage (such as a rogue’s sneak 
  attack) with a wild throw.
  Wing Pierce (Combat) 
  You have mastered the art of disabling the flight of 
  larger creatures. 
  Prerequisites: Base attack +6, Weapon Focus with 
  any weapon that deals piercing damage. 
  Benefit: As a full-round action, you may make 
  a single attack against a Huge or larger creature 
  that has wings with a weapon that deals piercing 
  damage and for which you have the Weapon Focus 
  feat. You suffer a -4 penalty on this attack. If the 
  attack hits, in addition to dealing normal damage, 
  the target’s fly speed is halved, and it suffers a -10 
  penalty on Fly checks, until the damage from that 
  attack has been completely healed.
  Yoked Titan (Monster) 
  Pulling is in your blood, and while you may not 
  serve as a mount, you can carry chariots and even 
  whole wagons by yourself. 
  Benefit: You may pull and drag twice the amount 
  of weight you would ordinarily be able to.
  Zen Mindset 
  Your spiritual oneness and inner peace have granted 
  you great resistance to mental attacks. 
  Prerequisites: Improved Iron Will, level 13th. 
  Benefit: Any time you are forced to make a Will 
  save, you may choose to “take 8” on that save, 
  treating it as though the result of the die roll 
  had been 8 (you still add any bonuses as normal, 
  including the bonus from Iron Will).
  
  135
   
  The following chapter presents a number of 
  new magic items and magic item special abilities 
  from the Magic Market articles throughout 2012. 
  These items are presented in groups, based on the 
  type of item, with the groups in roughly 
  alphabetical order, and each individual item within 
  each group presented in alphaebetical order.
  Magic Market
  
  136
  Magic Armor and Shield Special 
  Abilities
   
  The following are a number of magic shield 
  special abilities that can be included in your 
  game, in addition to those found in the Pathfinder 
  Roleplaying Game Core Rulebook and other 
  sources. They are presented in alphabetical order.
  Avenging
              Among the most potent of any shield 
  special ability, avenging shields have the power to 
  turn attacks back against their originator. Up to 
  three times per day, the wielder of a shield with 
  this special ability can speak a command word to 
  activate the shield’s magic. If he does, then the 
  next attack which successfully damages him deals 
  only half of its damage to the wielder, and deals the 
  other half to the attacker.
  Aura: faint abjuration; CL: 3rd; Craft Magic Arms 
  and Armor, shield other; Price: +5 bonus.
   
  Dragon Warding
              Originally crafted for dragon slayers, shields 
  of this sort offer a potent protection useful to 
  adventurers of all kinds. A shield with this special 
  ability reduces the damage the wielder suffers from 
  cones and lines by blocking some of the damaging 
  energy. Whenever the wielder of a dragon warding 
  shield is subject to a special attack or spell that has 
  an area of effect that is expressed as either a cone 
  or a line, and which requires a saving throw, any 
  damage that would be dealt to him as a result of 
  that special attack or spell is reduced by half. This 
  shield has no effect on cones or lines which do not 
  deal hit point damage, and in the case of cones or 
  lines which deal hit point damage and also have 
  additional effects, a dragon warding shield only 
  halves the damage, and offers no protection against 
  the additional effects.
  Aura: moderate transmutation; CL: 7th; Craft 
  Magic Arms and Armor, resist energy; Price: +4 
  bonus.
  Georgian
             Anyone wearing armor with this ability is 
  immune to any extraordinary or supernatural fear 
  effects (but not spells or spell-like abilities with the 
  fear descriptor). Further, he is completely immune 
  to breath weapons of all kinds. This magical 
  protection does not grant him any immunity to 
  attacks that resemble breath weapons, but aren’t: 
  for example, a knight in Georgian armor would be 
  immune to the breath weapon of a red dragon, but 
  would take full damage from a fireball spell. Finally, 
  the wearer gains an additional +4 deflection bonus 
  to AC versus attacks from creatures of the dragon 
  type.
  Aura moderate abjuration; CL 7th; Craft Magic 
  Arms and Armor, mage armor, resist energy; Price 
  +2 bonus.
  Protection
              Shields with this special ability are versatile, 
  in that they provide the wielder with protection 
  against traditional violence, as well as against 
  the unconventional dangers adventurers so often 
  face. As a swift action, the wielder of a protection 
  shield may choose to “exchange” some of his 
  shield’s enhancement bonus to AC in order to 
  gain a like resistance bonus to all saving throws. 
  When he uses this ability, the wielder chooses an 
  amount of enhancement bonus to exchange, up 
  to the item’s total enhancement bonus, and gains 
  an equal resistance bonus to his saving throws. 
  A second swift action can be used to regain any 
  enhancement bonus exchanged in this fashion 
  (losing the resistance bonus to saving throws at 
  the same time). This ability does not stack with 
  any resistance bonuses the wielder possesses from 
  
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  another source, such as a cloak of resistance.
  Aura: faint abjuration; CL: 1st; Craft Magic Arms 
  and Armor, resistance; Price: +1 bonus.
   
  Rushing
              Rushing shields are the favorite of warriors 
  who use their shields as weapons. Whenever 
  the wielder of a shield with this special ability 
  successfully damages a creature with a shield 
  bash, he may choose to make a bull rush combat 
  maneuver as a free action against the target of this 
  attack. The wielder gains an enhancement bonus to 
  the bull rush combat maneuver check equal to the 
  enhancement bonus of the rushing shield.
  Aura: faint evocation; CL: 5th; Craft Magic 
  Arms and Armor, Improved Bull Rush, gust of 
  wind; Price: +2 bonus.
   
  Soldier’s Friend
              Typically applied to tower shields, this 
  special ability makes shields exceptionally easy to 
  use. As a result, the wielder never suffers a penalty 
  to attack rolls that would be incurred by wielding 
  the shield. This includes penalties for not being 
  proficient with the shield, as well as penalties that 
  are an innate property of the shield (such as the 
  constant -2 penalty to attack inherent to wielding a 
  tower shield).
  Aura: faint transmutation; CL: 1st; Craft Magic 
  Arms and Armor, magic weapon; Price: +2 bonus.
   
  Thorny
              Shields with this special ability surround 
  their wielder in an invisible barrier of foot-long 
  thorns, which reach out at those with hostile 
  intentions towards the wielder, and shy away 
  from those offering assistance. Whenever the 
  wielder of a thorny shield is damaged in combat 
  by a natural attack or by a melee attack made 
  by a manufactured weapon without reach, the 
  attacker suffers damage equal to twice the thorny 
  shield’s enhancement bonus to AC. For the 
  purposes of overcoming damage reduction, the 
  damage dealt by a thorny shield is treated as 
  though it were dealt by a magic weapon with 
  an enhancement bonus equal to the thorny 
  shield’s enhancement bonus to AC.
  Aura: moderate conjuration; CL: 9th; Craft Magic 
  Arms and Armor, wall of thorns; Price: +3 bonus.
  Specific Weapons
   
  The following are a number of specific 
  magic weapons that can be included in your 
  game, in addition to those found in the Pathfinder 
  Roleplaying Game Core Rulebook and other 
  sources. They are presented in alphabetical order.
   
  Made from the braided hair and hide of 
  a woolly mammoth, this powerful whip smells 
  strongly of tanned leather. The heavy whip seems 
  to vibrate slightly when coiled, as if eager to be let 
  fly. 
   
   
  This +1 animal bane whip is prized by 
  those who would seek to control mighty beasts. 
  In addition to its ordinary magic, any creature of 
  the animal type that is damaged by the whip must 
  succeed on a Will save (DC 15) or be affected by 
  the spell dominate animal. If the attack that hit 
  the creature was a critical hit, the DC of the saving 
  throw is increased by +3. Finally, a character with 
  a beastmaster’s lash may use Intimidate in place of 
  Handle Animal to push an animal or magical beast.
              Each of these +1 longswords is made with 
  a specific purpose in mind, and no two are quite 
  alike. Their form is often a clue as to their origin, 
  though it is not always readily apparent. A blade 
  of devotion made to slay devils might have silver 
  
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  adornments on its pommel, and have an angelic 
  motif, while one made to protect a king might bear 
  symbols of royal authority.
              Each blade of devotion has a specific 
  purpose for which it was forged, and it is more 
  potent while its wielder is acting in accordance 
  with that purpose. These purposes are relatively 
  specific, and usually involve slaying a specific 
  individual, protecting a specific individual, 
  conquering or defending a particular area (such 
  as a town or valley, rather than a kingdom or 
  continent), defending a specific treasure trove, etc.
              Any time that it is wielded specifically 
  in pursuit of its purpose, a blade of devotion’s 
  enhancement bonus is treated as 2 higher than it 
  actually is, and its wielder gains a +2 circumstance 
  bonus to AC and to any saving throws he makes. 
  The blade must actively be held in order to confer 
  this bonus, and the wielder must be currently 
  engaged in an activity directly related to the blade 
  of devotion’s specific purpose. Once crafted, a blade 
  of devotion’s purpose can never be changed, even 
  with a wish or miracle spell.
              When attempting to further enchant a blade 
  of devotion, its special ability is equivalent to a +1 
  enhancement bonus, making it a +2 equivalent 
  weapon.
              The blade of this dagger appears to be a 
  simple blade of bright green grass approximately 7 
  inches in length, which waves about in the breeze.  
   
  Despite its flimsy appearance, the blade on 
  a blade of grass is exactly as sharp and as strong as 
  though it were made of good quality steel.
              This +2 plant bane dagger is prized by men 
  of the wilderness for its unique magical properties.  
  When in a plains or hills environment, the blade 
  of grass is considered to be a +3 weapon. In 
  forested terrain, the blade of grass functions as a 
  +4 weapon. Additionally, once per day, the wielder 
  of a blade of grass can speak a command word 
  in order to cause the blade to grow to prodigious 
  size, and wrap around a single creature within 30 
  feet.  In order to successfully encompass a creature 
  in this fashion, the wielder of a blade of grass 
  
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  must make a combat maneuver check against 
  that creature.  If the attempt is successful, the 
  creature takes damage equal to 1d4 + the blade of 
  grass’s enhancement bonus, and is entangled. This 
  continues for 1d4 rounds or until the target escapes 
  (with either an Escape Artist check or a Strength 
  check, the DC for both being 10 + the blade of 
  grass’s enhancement bonus). During this time, the 
  blade of grass’s hilt remains in your hand. If you 
  drop or let go of the blade of grass, then the effect 
  ends immediately.
  is bleed damage. Damage dealt by a bloodletter 
  does not stack, but higher bleed damage replaces 
  lower bleed damage amounts.  Additionally, as a 
  standard action, any creature who has taken bleed 
  damage from a bloodletter may touch the handle 
  of that blade in order to staunch his own bleeding 
  wounds, effectively curing himself of bleed damage 
  (though this ability cannot cure bleed damage 
  incurred from other sources).
              This rapier features a number of razor-like 
  barbs along its length, though at a glance they 
  appear to be simply an intricate and decorative 
  pattern carved onto the blade. They are especially 
  prized by cultists devoted to gods of pain and 
  torture, as well as by vampires, who see a sense of 
  irony in wielding them.
              Whenever a character scores a critical hit 
  with a bleeding blade, the weapon leaves a vicious 
  tear in the target’s flesh, inflicting them with 
  1 point of bleed damage. Unlike most magical 
  weapons, a bleeding blade does not possess an 
  enhancement bonus, and is not, by default, 
  masterwork. While a bleeding blade that is not 
  masterwork cannot later be made to become 
  masterwork, it can still be further enchanted as 
  long as an additional 300 gp is spent at the time 
  that it is first further enchanted.
   
  The handle of this foul and wicked blade 
  resembles a human heart and pulsates slightly in 
  the wielder’s hand.  From the bloated, organ-like 
  handle extends a wicked 13-inch curved crimson 
  blade that shines as though slick with blood.
   
  This +4 dagger opens terrible wounds which 
  bleed horribly. All damage dealt by a bloodletter 
              This unassuming dagger has a natural-
  looking wood handle, which curves slightly and 
  seems to naturally mold to the grip of whoever is 
  holding it. The blade resembles that of a butcher’s 
  cleaver: large and flat and unsubtle.
              Once per day, when drawing the bloodroot 
  blade, as a free action, its wielder can cause it 
  to coat itself in a dose of bloodroot poison. The 
  next time the blade deals damage to a creature, 
  that creature is exposed to a dose of bloodroot 
  poison (Fort DC 12; onset 1 rd.; frequency 1/rd. 
  for 4 rds.; effect 1 Con and 1 Wis damage; cure 1 
  save). This poison lasts for one minute or until 
  the first time the blade hits a creature, and there 
  is no chance of the wielder accidentally poisoning 
  himself.
   
  Unlike most magical weapons, a bloodroot 
  blade does not possess an enhancement bonus, and 
  is not, by default, masterwork. While a bloodroot 
  blade that is not masterwork cannot later be made 
  to become masterwork, it can still be further 
  enchanted as long as an additional 300 gp is spent 
  at the time that it is first further enchanted.
              This massive greatclub is made from a single 
  
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  twisted and gnarled piece of ironwood.  Eight-
  inch iron spikes form a crude ring around the 
  bludgeon’s crown, giving it the appearance of a 
  murderous scepter.
              In addition to functioning as a +2 oak 
  greatclub, bonebreaker bears a simple but deadly 
  enchantment that allows it crush its opponents’ 
  body and mind. Whenever bonebreaker’s wielder 
  successfully confirms a critical hit with it, the 
  target suffers horrible pain, as tiny fractures form 
  in all his bones, the trauma of which is enough 
  to terrify even the bravest of foes. This effectively 
  causes the target to become sickened and shaken 
  for 1 minute.
              A cutpurse’s companion is a popular 
  weapon among street thieves and assassins 
  alike. Functioning as a +1 dagger, a cutpurse’s 
  companion is crafted to be exceptionally easy to 
  conceal, granting its wielder an additional +2 
  bonus on all Sleight of Hand checks made to 
  conceal the dagger. Additionally, the ring which 
  serves as the blade’s handle makes the weapon 
  exceptionally difficult to disarm, and any creature 
  attempting to disarm the blade treats it as a one-
  handed weapon rather than a light weapon. In 
  addition to the benefits of the dagger’s unusual 
  construction, it bears an enchantment which 
  improves the wielder’s ability to steal pouches and 
  similar items with ease. This effectively grants a +6 
  bonus on all Steal combat maneuver checks to take 
  items fastened to a foe with rope, cord, wire, or 
  similar material.
              This deadly concoction is contained within 
  a paper cartridge, and can only be loaded into a 
  weapon with the scatter weapon quality. When 
  fired, it unleashes a thick and heavy cloud of 
  smoke that obscures vision within the area of 
  the cone, granting all characters within the area 
  concealment. After being exposed to the air for 
  1 full round, the smoke-like powder combusts, 
  becoming a fearsome conflagration that deals 3d6 
  points of fire damage to all creatures within the 
  area. A successful Reflex save (DC 14) reduces this 
  damage by half.
              This miniscule dagger fits easily in the 
  palm of child’s hand, making it exceptionally easy 
  to conceal. In place of a true handle, the dagger 
  has an iron ring designed to be worn around 
  the thumb of a creature wielding it. Despite the 
  weapon’s diminutive stature, the thin iron blade 
  delivers blows as though it were a 12” fighting knife.
              This long dagger features a rectangular iron 
  blade of unusual thickness, adorned with the small 
  engraved image of a hammer and chisel at its base. 
  The handle is solid oak carved heavily with magical 
  sigils and strange pictograms, though they are 
  obscured by a tight leather grip that expertly covers 
  the whole of the blade’s handle. This heavy knife 
  uses a small chunk of gneiss for a pommel stone 
  and is magically enchanted to balance perfectly, no 
  matter where the blade is gripped.
              While it functions as a +3 dagger, the dagger 
  of exceptional use bears a second enchantment 
  which allows it to transform its shape when its 
  wielder speaks a command word. The shapes the 
  dagger can assume are: crowbar, grappling hook, 
  and thieves’ tools. Regardless of its form the 
  transmuted dagger grants a +3 enhancement bonus 
  to all ability checks, attack rolls, and skill checks 
  made with the item. The same command word can 
  be used to return the item to its original form.
  
  141
   
  This +1 dagger was custom-made for the 
  leader of a powerful assassin’s guild. Its appearance 
  is plain and nondescript, with a serviceable 
  steel blade and a simple black handle. Its only 
  concession to adornment is an inscription on 
  the handle, which reads “It is a blessed man who 
  knows not his time.”
   
  As a spell-like ability three times per day, 
  the wielder of death’s whisper may cast either 
  invisibility or silence as a spell-like ability.
              This beautiful handcrafted pistol is made 
  from magically strengthened and expertly polished 
  yew. The grip and barrel are each worked with the 
  aged ivory of dragon’s horn, and the muzzle has 
  been carefully carved into the form of a roaring red 
  dragon and is plated in real silver.
              A dragon’s breath is a +2 pistol that does 
  not consume ammunition, and each is associated 
  with a type of true dragon. Instead of using 
  bullets, the pistol fires energy projectiles which 
  deal energy damage, according to breath weapon 
  of the type of true dragon with which the pistol 
  is associated. In the case of a true dragon whose 
  breath weapon does not deal energy damage, 
  these magical projectiles instead deal piercing 
  damage. A dragon’s breath must still be reloaded 
  as normal for a pistol. Additionally, once per day, as 
  a standard action, the user can speak a command 
  word to fire a shot which replicates the breath 
  weapon special attack possessed by an adult 
  dragon of the type associated with the pistol.
   
  This +1 scythe is rumored to have been 
  crafted from the souls of the restless dead, though 
  in fact it is forged from more mundane materials: 
  the blade is finely-carved ebony, and the long 
  handle is actually made from the spine of the 
  necromancer Kel-suth. In fact, the weapon serves 
  as a prison for Kel-suth’s soul, and it is his spirit 
  that grants it its power. The weapon was crafted 
  by Kel-suth’s apprentice, who slew his master and 
  bound his spirit to the scythe not only to prevent 
  his master from returning, but also to grant himself 
  a powerful weapon.
   
  Ebon reaper has three special abilities. First, 
  once per day, the wielder may cast phantasmal 
  image as a spell-like ability (DC 18). Second, any 
  time ebon reaper deals damage to a living creature, 
  it deals an additional 1d4 points of negative 
  energy damage. This second ability counts as a +1 
  equivalent magic weapon special ability for the 
  purposes of further enchanting the blade. Third, 
  once per day, the wielder may confer with the spirit 
  of Kel-suth for advice and guidance. Consulting 
  the spirit in this way takes 10 minutes, and provides 
  a +4 circumstance bonus to a single Knowledge 
  (arcana), Knowledge (religion), or Spellcraft check. 
  In the case of Knowledge checks, this ability also 
  allows the check to be made untrained.
              Made entirely from stone harder than iron 
  and partially covered in an unscourable moss 
  stained red with blood, this gigantic hammer is 
  etched with crude pictograms. A short scrawl in 
  
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  the Giant tongue reads “sky death hammer,” plainly 
  stating the item’s purpose without subtlety or 
  elegance.
              This +3 vicious sledge (see Into the Armory 
  for more information on sledges) can only be 
  effectively wielded by characters with a Strength 
  score of 20 or greater; all other creatures are not 
  considered proficient with it. In addition to its 
  ordinary properties, any character wielding the 
  sledge may make a single melee attack with it 
  as a standard action. If this attack hits, it deals 
  damage as normal, and causes the target to be 
  propelled through the air 10 feet directly away 
  from the wielder without provoking any attacks of 
  opportunity. When the target lands, he suffers an 
  additional 1d6 points of damage and is prone.
   
  This truly enormous whip is enchanted to 
  let creatures of any size wield it without difficulty. 
  This Huge +3 whip can deal lethal damage at the 
  wielder’s discretion, and can damage creatures 
  regardless of their armor bonus or natural armor 
  bonus to AC.
              A mixture of cold iron, salt, and lead, 
  this ammunition is magically augmented to be 
  especially effective against incorporeal creatures. It 
  can only be loaded into a weapon with the scatter 
  weapon quality. Though the ghost disrupter deals 
  no damage to incorporeal creatures, the mixture is 
  anathema to their ethereal forms, causing them to 
  wink out, as though they had entered an antimagic 
  field, for 1d4 rounds in the event of a successful hit.
   
  An enormous whip constructed from the 
  hide of a brass dragon, the giant’s scourge was 
  originally produced by fire giants as a means of 
  disciplining new troops. Eventually, the whip 
  found its ways into the hands of a dwarven hero 
  whose clansmen had been enslaved by the giants. 
  The hero’s rage was so intense and righteous that 
  the dwarven gods blessed the whip to allow him to 
  use it to chastise the giants who had wronged his 
  people.
              Created from a single piece of iron, this 
  revolver was constructed without flourish or 
  artistic intention, but is of the finest functional 
  quality. Though the weapon gives off no outward 
  sign of magical ability, any humanoid creature that 
  grasps the weapon can’t help but feel it is special 
  somehow. While the true origins of these firearms 
  are shrouded in mystery, they were first used by the 
  Order of Steel, who championed the position that 
  firearms heralded a new age in which magic would 
  no longer dominate society, and in which civilized 
  folk would no longer need to fear monsters.
              A revolver of supremely high 
  quality, humanity’s hope never suffers a chance 
  of a misfire. When wielded against a humanoid 
  creature of the human, dwarf, elf, gnome, or 
  halfling subtypes, this is the weapon’s only special 
  quality; however, when the weapon is turned 
  against any other creature type, its true magic 
  manifests. Against such creatures, humanity’s 
  hope is treated as though it were a +5 revolver for 
  
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  wielder of an ice shard can point the blade of 
  the weapon at a target and fire off a blast of cold 
  energy that functions identically to the spell ray 
  of frost. Additionally, the ice shard is capable of 
  freezing a creature solid: whenever the wielder 
  of an ice shard confirms a critical hit with it, the 
  victim must succeed on a Fortitude save (DC 19) 
  or be completely frozen. A character frozen in 
  this fashion is petrified for 1 hour, at which time 
  the magical ice melts. Since the ice is magical, its 
  hardness is equal to that of stone, and destroying a 
  creature that has been frozen in this way is exactly 
  as difficult as destroying one made of stone.
  the purposes of attack and for overcoming damage 
  reduction (but not for the amount of damage that 
  the weapon deals on a successful hit).  
   
  Additionally, regardless of whether or not 
  the target is a humanoid creature, any successful 
  hit with humanity’s hope deals an additional 1 point 
  of damage per level of the highest-level spell the 
  target could cast, or for the highest-level spell-like 
  ability the target can use.
   
  This magical longbow is crafted from wood 
  harvested from the frozen north, in places where 
  frost stays on the ground the entire year. Its strings 
  are made from the tendons of winter wolves, and it 
  was personally blessed by a powerful priest of the 
  god of winter. It is always cold to the touch, even in 
  the warmest environments.
              For most of its history, icicle has been 
              This long dagger is obviously enchanted 
  and sports a diamond-shaped blade made from 
  enchanted ice which never melts, and constantly 
  gives off streams of frozen vapor. The handle is cool 
  to the touch and can cause minor damage to the 
  wielder’s hands if not handled with gloves.
              The ice shard is a +1 frost dagger with 
  additional enchantments that make it a deadly 
  weapon capable of great devastation. The 
  Art © Copyright Can Stock Photo Inc.
  
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  held by various barbarian chieftains in the frozen 
  north, who use it not only as a source of limitless 
  ammunition (see below), but also as a status 
  symbol. It is believed that the winter gods smile 
  on any tribe whose leader wields icicle, and that 
  such tribes will not be visited as heavily by winter 
  weather as their rivals. In recent years, icicle has 
  been seen outside the frozen north, most recently 
  in hot and steamy jungles.
              While icicle does not have an enhancement 
  bonus, it does have magical properties. As a 
  standard action, the wielder can have the bow 
  create a single arrow made of pure frost and fire it. 
  This spell-like ability functions identically to the 
  spell ray of frost, and can be used at will.
  should the attacker be concealed from the target at 
  the time of the attack.
              The blade and handle of this dagger are 
  both black as night, and it is enchanted so that the 
  area about 1 inch around the weapon is constantly 
  shrouded in darkness. The blade is elegantly 
  curved and engraved carefully with words of 
  magic in the Elven script. Though the shadows 
  surrounding the blade make it difficult to discern 
  the careful lettering, the handle of the blade has 
  been carved into the form of a nude woman with 
  such precision that anyone gripping it can tell the 
  details of the sculpture without trouble.
              This wicked +2 dagger was considered so 
  devious that only ten were made before the cleric 
  enchanting the weapons was arrested and executed 
  without trial. The item’s enchantment dulls the 
  pain of any creature damaged by the dagger for a 
  short time, delaying his reaction to the trauma for 
  a few seconds. Any creature damaged by a knife of 
  subtlety is unaware of the pain, failing to notice 
  that he was struck. Since the enchantment is 
  imperfect, the feelings of pain associated with 
  the trauma of the injury return at the end of the 
  attacker’s next turn. Because creatures struck by 
  this dagger are unaware they were attacked for 1 
  round, they may remain unaware of their attacker, 
              Often bearing feminine nicknames like 
  Mirabelle, Bleu, or Maxine, these rifles typically 
  appear well-used and battle-tested, though they 
  still fire as though they were brand new. Typically, 
  these weapons bear some minor variations and 
  customizations added throughout the years. 
  Though no two look quite the same, all such 
  weapons bear a small carving of a woman in a full 
  gown, carrying a parasol in one hand and a rifle in 
  the other.
              These +3 muskets are especially effective 
  at great range, reducing the range increment 
  penalties to attack rolls the weapon’s wielder 
  suffers by half (-1 per range increment). 
  Additionally, a lady of battle deals an additional 
  +1 damage for every range increment beyond the 
  first that the bullet travels before hitting the target. 
  Finally, the flintlock on a lady of battle resets 
  automatically, and the weapon is capable of firing 
  bullets without need of gunpowder, meaning 
  that the musket can be reloaded as a free action, 
  and that no powder or powder horn is required to 
  operate the firearm.
              Forged from a single piece of steel, this 
  weapon gleams with the light of the natural 
  world, gathering sunlight, starlight, and even 
  candlelight and casting it out in a field of radiance 
  with surrounds the wielder. This +3 lance can be 
  wielded in one hand without penalty, even when 
  the wielder is not mounted, and whenever it is 
  used to deal damage to a creature whose CR is at 
  
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  least 2 higher than the wielder’s Hit Dice, it deals 
  twice the normal weapon damage on a successful 
  hit (not including extra damage dice from any 
  special abilities the weapon possesses or Strength 
  bonus the wielder might have, but including the 
  weapon’s enhancement bonus. For a Medium-
  sized creature, this is 2d8+6 plus other appropriate 
  modifiers).
   
  Unlike most magical weapons, a portalfinder 
  does not possess an enhancement bonus, and is 
  not, by default, masterwork. While a portalfinder 
  that is not masterwork cannot later be made 
  to become masterwork, it can still be further 
  enchanted as long as an additional 300 gp is spent 
  at the time that it is first further enchanted.
              Like a terrifying and oversized miner’s 
  pick, this heavy weapon has a spike made from 
  adamantine that seems to swim with an eerie 
  light.  The haft is made from a human femur and 
  is scribed with bloody Dwarven runes spelling out 
  the phrase “All that is made can be broken.”
              This +1 adamantine heavy pick is 
  particularly prized by those who look to sunder 
  their foes’ weapons and armor, and it bears a 
  powerful enchantment which aids in that aim.  
  Whenever a pick of the destroyer is used in Sunder 
  combat maneuver that would normally result in 
  the item gaining the broken condition, that item 
  is destroyed instead, reduced to dust as though it 
  were the target of a disintegrate spell.
              These +2 rapiers are favored by fencers, who 
  consider them to be amongst the most elegant of 
  weapons. They are also favored by any warrior who 
  would rather disarm his opponent than harm him. 
  Firstly, a rogue’s foil grants a +5 competence bonus 
  to any Bluff checks its wielder makes to feint an 
  opponent in combat. This bonus only applies while 
  the rapier is held, and only to Bluff checks made to 
  feint, not other Bluff checks.
              Further, the wielder gains a +4 competence 
  bonus to his CMB for any attempts made 
  with the rogue’s foil to disarm his opponent. 
  Additionally, if the disarm attempt is successful, 
  the dropped item flies through the air, landing 2d4 
  squares in a random direction from the target. If 
  the wielder beats the target’s CMD by 10 or more, 
  he may choose the exact square that the weapon 
  lands in, as long as that square is within 40 feet of 
  the target.
              This masterwork dagger has a black, 
  wrought-iron blade and handle, though the grip 
  is made of a soft, black silk. When the dagger 
  is passed over a page of writing or drawings, its 
  wielder can speak a command word. If he does so, 
  the text on the page is erased, as the spell erase. 
  Further, erased pages can be “stored” in the blade, 
  and, by passing the blade over a blank sheet of 
  paper and speaking a second command word, 
              This short sword is broad but 
  straight, in the form of a gladius. Whenever 
  a portalfinder comes within 30 feet of a secret door, 
  it begins to glow a faint purple. Additionally, within 
  this range, the sword can be used like a dowsing 
  rod, glowing more brightly when pointed towards 
  the secret door, and brighter still the closer it gets. 
  This grants a +2 bonus on Perception checks made 
  to find a secret door, as well as on checks made to 
  find a way to open it, but does not automatically 
  reveal the method of opening the door.
  
  146
  the secret slayer can magically cause the erased 
  text to appear on the page. Only 5 such pages 
  can be stored in this way at any given time, and 
  if a 6th page would be stored, the oldest page 
  currently stored is lost. The secret slayer cannot 
  copy magical text in this way, such as that found in 
  a spellbook or scroll, or a glyph of warding, though 
  it can erase such writing (within the restrictions of 
  erase).
   
  Unlike most magical weapons, a secret 
  slayer does not possess an enhancement bonus, 
  and is not, by default, masterwork. While a secret 
  slayer that is not masterwork cannot later be 
  made to become masterwork, it can still be further 
  enchanted as long as an additional 300 gp is spent 
  at the time that it is first further enchanted.
  enhancement bonus equivalent, and it costs only 
  10,000 gp to increase its enhancement bonus to +3 
  (or grant it a special ability that is equivalent to a +1 
  enhancement bonus).
   
  Made from snakeskin, this emerald green 
  whip is slick to the touch and hisses softly through 
  the air. Stylized serpent’s eyes adorn the whip near 
  its forked head, seeming to gleam with menace.
   
  In addition to functioning as a +2 whip the 
  serpent’s whip has a magical property which allows 
  its wielder to transform it into a living weapon. 
  By speaking a command word, the wielder of 
  a serpent’s whip can transform the head of the 
  whip into that of a living viper, which bites any 
  creature hit by the whip. While animated in this 
  way, any time that the serpent’s whip successfully 
  hits a creature, whether it damages that creature 
  or not, it makes a bite attack at a +7 bonus against 
  the target, dealing 1d4+2 points of damage on a 
  successful hit and injecting the target with viper 
  poison (injury; save Fort DC 9; frequency 1/round 
  for 6 rounds; effect 1d2 Con damage; cure 1 save.). 
  This transformation lasts for one minute each 
  time it is activated, and cannot be activated until 1 
  minute has passed since its last use.
   
  If a serpent’s whip is further enchanted, 
  any improvement to its enhancement bonus will 
  similarly increase the attack bonus and damage 
  bonus for the animated viper’s attacks. The special 
  abilities of a serpent’s whip do not count as an 
   
  This +1 battleaxe was forged with the blood 
  of over a dozen barbarian chieftains mixed into its 
  steel, in order to grant their battle prowess to those 
  who wield it.
              If the wielder has the rage class feature, 
  he can use that class feature for an additional 
  15 rounds each day. Otherwise, the wielder can 
  cast rage as a spell-like ability three times per day. 
  If the weapon changes wielders after one of these 
  abilities is used at least once in the day, every 5 
  rounds of additional rage (rounded up) reduce the 
  number of times the rage spell-like ability can be 
  cast by 1, and vice versa.
              Additionally, whenever  skullcrusher  
  confirms a critical hit, it deals an additional 1d8 
  points of damage to the target. This additional 
  damage is not modified by the weapon’s critical hit 
  modifier.
             This +1 greatsword is exceptionally light. A 
  pattern of whirls and designs are engraved into the 
  blade, reminiscent of flowing breezes or furious 
  zephyrs. They are largely disdained by dedicated 
  swordsmen, but are highly prized by battle mages 
  and warriors who tap into arcane power.
              When held, a steel dancer is little more than 
  a simple +1 greatsword. But, with a command word, 
  the sword can be tossed into the air, at which point 
  it animates, flying through the air at the control 
  
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  of its wielder. As a move action, the wielder can 
  direct the sword to move up to 30 feet through the 
  air (its maneuverability is considered clumsy). As 
  a standard action, he can have the sword make a 
  single attack at his full base attack bonus, and as 
  a full-round action he can have the sword make 
  attacks as though he had made a full attack action. 
  In either case, instead of the wielder’s Strength 
  modifier, the steel dancer uses the lesser of his 
  Intelligence or Charisma modifier as a bonus to 
  attack and damage for any attacks made while it is 
  animated in this way (attacks made with the sword 
  while it is held use Strength, as normal). A steel 
  dancer’s wielder does not suffer penalties for not 
  being proficient with the weapon for the purposes 
  of any attacks made while the weapon is animated, 
  but does suffer the normal penalties for not being 
  proficient for any attacks made with the weapon 
  while she is holding it.
              If the wielder does not use any actions in a 
  round to direct the steel dancer, it does nothing, 
  merely hanging in the air. If three rounds pass in 
  this way without the wielder directing the steel 
  dancer, it falls to the ground, and must be retrieved 
  before it can be controlled in this way again.
              While being telepathically controlled, 
  the steel dancer has an AC equal to 12 + its 
  enhancement bonus + the higher of its wielder’s 
  Intelligence or Charisma modifiers. Its hardness 
  and hit points are unchanged. The steel 
  dancer cannot be telepathically controlled while it 
  has the broken condition.
  make the weapon invisible, effectively making it 
  impossible to detect while concealed (and granting 
  a +20 bonus to the Sleight of Hand check made 
  to conceal the weapon). Second, whenever the 
  wielder scores a critical hit with the stiletto of 
  debilitation, the target is affected as though by the 
  spell eyebite (Fortitude save DC 19 negates).
              The thin blade of this wicked enchanted 
  dagger is pure black and just over two inches long.  
  The handle is actually the finger bone of an adult 
  elf, and is carved with script that reads, “Pain to 
  punish—death is too sweet—suffering endless.”
              In addition to functioning as a +2 wounding 
  dagger, a stiletto of debilitation bears two 
  enchantments. First, the wielder of the stiletto 
  of debilitation can speak a command word to 
             Made wholly from a single piece of silver 
  and chased with polished copper in the images 
  of beautiful women in provocative positions, 
  this +1 longsword is sure to inspire more curiosity 
  than dread in those who face the blade, a mistake 
  which rarely leads to a deadly end, but often to 
  one far worse. Any time the blade’s wielder strikes 
  a creature in melee combat, he may immediately 
  choose to cast a spell of the enchantment school 
  he knows and has prepared (or would otherwise be 
  able to cast, in the case of spontaneous casters or 
  those with spell-like abilities). This spell must have 
  a single target, which must be the creature struck 
  by the blade, and it cannot be of a level higher 
  than the total number of pieces of the raiment 
  of the grand master enchanter that the wielder is 
  currently wielding or wearing. This item is a piece 
  of the raiment of the grand master enchanter.
             Not truly a sword at all, this item is actually a 
  naturally petrified white rose which once belonged 
  to Oliver Swift, considered by many to be the 
  greatest illusionist to ever live. While Oliver used 
  his talents primarily to dazzle onlookers and 
  terrify neophyte adventurers into taking up nice 
  quiet lives as town guards, occasionally he found 
  himself in circumstances when he would have 
  to defend himself. During his career he became 
  an accomplished swordsman, but found that he 
  disliked taking heavy and unsightly pieces of iron 
  
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  with him everywhere he went, and so to further his 
  ego, he simply enchanted one of his favorite pieces 
  of eccentricity to assume the form of a blade when 
  he needed it.  Unfortunately, Oliver had neither 
  any talent with creation magic nor transmutation, 
  luckily for him he had achieved such a talent for 
  illusion magic that false reality was as lethal as the 
  real thing. 
   
              Any creature holding the sword of 
  illusions can cause the beautiful fossilized flower 
  to assume the form of a magical bastard sword 
  merely by speaking Oliver’s famous magic 
  words: perfidium vera! Whenever the command 
  words are spoken, the rose assumes the guise of 
  a +5 bastard sword, whose exact appearance is a 
  product of the wielder’s imagination. At the user’s 
  discretion, each time he speaks the command 
  word, he may choose to “trade in” some of the 
  sword’s enhancement bonus, replacing it with an 
  equivalent amount of special weapon abilities, 
  such as flaming. Only special abilities whose value 
  is expressed as an enhancement bonus equivalent 
  (+1, +2, etc.) can be selected in this way.  
   
   
  While the sword functions identically 
  to a real magical bastard sword, the first time it 
  interacts with a creature (makes an attack against a 
  particular creature, or is used to perform a combat 
  maneuver check against a particular creature, 
  or any other kind of interaction, subject to GM 
  discretion), the target is allowed a Will save (DC 
  16) to disbelieve the weapon and suffer no ill effects 
  from interacting with the blade. 
   
              A character with the Spell Focus (illusion) 
  feat who speaks the command words can choose 
  to sacrifice a single illusion spell he has prepared 
  (or, in the case of spontaneous spellcasters, a 
  single unexpended spell slot that he could use to 
  cast an illusion spell he knows).  If he does so, he 
  substitutes the saving throw DC of the sacrificed 
  spell or spell slot for the item’s saving throw DC.  
   
              The transformation lasts for one minute. 
  If a spell was sacrificed during the activation of 
  this ability, the transformation instead lasts as 
  long as that spell’s duration (or for the duration of 
  whichever illusion spell you know that you could 
  have cast using the sacrificed spell slot, in the case 
  of spontaneous casters).
              This masterwork short sword does not have 
  an enhancement bonus, but can be used by clever 
  fighters to gain a great advantage in combat. Three 
  times per day, the blade can be used to cast any of 
  the following spells as a spell-like ability: enlarge 
  person (on the wielder only), magic weapon (on 
  the trickster’s blade only), mount, or true strike.
              A trickster’s blade can be enchanted with 
  an enhancement bonus and magic weapon special 
  abilities as though it were a normal, unenchanted 
  blade.
              This wicked flamberge is the height of a 
  tall man and was forged from a single piece of 
  blackened iron. Red leather wraps the handle and 
  a dragon’s vertebra separates the severe wave-like 
  blade from the humble grip.
              As its name suggests, this +4 greatsword was 
  forged to kill trolls, but its potent enchantment 
  proves effective against many of the world’s more 
  resilient creatures. Attacks with the trollslayer 
  automatically stop the regeneration of any 
  creature it strikes exactly as though it possessed 
  the appropriate quality to stop that creature’s 
  regeneration. The trollslayer can only stop 
  regeneration which can be halted, and creatures 
  whose regeneration cannot ordinarily be stopped 
  (such as the tarrasque) are unaffected.
  
  149
         This +1/+1 two-bladed sword contains 
  the trapped essence of a malicious spirit that 
  controlled the winds to cause mayhem and 
  mischief throughout the land. The spirit was 
  eventually subdued by Jorg Steelsoul, a warrior and 
  renowned smith, who forged its spiritual essence 
  into this fine sword, which he then presented to 
  the local lord as proof of his conquest over the 
  spirit.
              This unique origin gives vengeful cyclone a 
  number of unique powers. First, once per day, the 
  wielder can harness the power of the winds. This 
  spell-like ability functions as either the spell gust of 
  wind or the spell protection from arrows. Second, 
  whenever vengeful cyclone confirms a critical hit, it 
  deals an additional 1d6 points of sonic damage to 
  the target. This additional damage is not modified 
  by the weapon’s critical hit modifier.
  enhancement bonus.
   
  Composed of the vines of 6 different 
  flowering plants, this whip is a feast of color when 
  in bloom. Tiny thorns cover the whip, which 
  discourage birds and other animals from landing 
  on it, but which fail to penetrate stiff gloves, 
  making them unlikely to cause discomfort to the 
  wielder.
   
  Normally a +2 whip, the vine whip is prized 
  by druids, rangers, and nature’s other defenders for 
  its unique magical properties. Firstly, the vine whip 
  allows characters to prepare any spell from the 
  plant domain as though it were on their spell list, 
  using the spell level at which the spell appears on 
  the plant domain. 
   
  Additionally, as long as the wielder has 
  the entangle spell prepared, he can cast it as a 
  spell-like ability at will. When cast this way, the 
  spell is centered on the wielder and has a 15-foot 
  radius. While the entangle effect created by this 
  spell-like ability is in effect, the vine whip loses its 
              A beautifully designed weapon, the war 
  cleaver is a double-edged greataxe made from the 
  highest quality steel. Complex images are engraved 
  in the blade, which show a lone massive warrior 
  facing down an army single-handedly on one side, 
  and the same warrior standing on a heap of corpses 
  on the other.
              This +4 mighty cleaving greataxe was 
  created to be the weapon wielded by a one-man 
  army, and it bears a powerful enchantment to 
  imbue the wielder with the spirit of a barbarian 
  warchief. Those who wield the weapon are 
  transformed into whirlwinds of death and 
  destruction, capable of dispatching entire forces 
  of enemies single-handedly. The weapon’s 
  enchantment allows the wielder to take a single 
  5-foot step and make an additional attack at his 
  highest base attack bonus whenever he reduces a 
  creature to 0 hit points with it (for example, Elric 
  the barbarian is wielding a war cleaver and makes 
  a full-attack action and makes an attack against 
  a goblin. He kills it with his first attack, and so he 
  may immediately make a 5-foot step and make a 
  single attack with the war cleaver at his full base 
  attack bonus. If that attack fails to kill the target, or 
  there is another target he can attack, he may then 
  continue his full attack action, making his second 
  attack, and any subsequent attacks as normal. If 
  any of these attacks reduce a creature to 0 or fewer 
  hit points, he may make another 5-foot step and 
  another free attack).
              This +1 bastard sword glows with runes 
  of power that have been carved down the length 
  of its blade, and which emit an eerie, green light 
  
  150
  whenever the sword is within 30 feet of any 
  creature that can cast arcane spells. The blade itself 
  is made of a dull, lusterless black metal, and the 
  hilt is made of gold, and carved in the shape of 
  two intertwined serpents, their heads forming the 
  crossguard, and with small rubies for their eyes.
              The first witch’s bane was made by Jargan 
  Voor, the Sorcerer King of Voormount. The last in 
  a long line of sorcerer kings, the magic had run 
  thin in Jargan, and he feared that a more powerful 
  mage would rise up in his domain and challenge 
  him for power. From this fear for his throne, 
  he crafted a dozen or so of these blades, and 
  appointed a number of knights as witch-hunters, 
  outlawing the practice of magic within his realm 
  by any but himself and those to whom he directly 
  granted permission. These witch-hunters loyally 
  slaughtered those who continued to practice magic 
  within Voormount, until eventually one of them 
  decided that Jargan Voor himself was no better 
  than the witches they had slain, and the Sorcerer 
  King was brought low by the very agents intended 
  to protect his throne.
              In addition to its enhancement bonus, 
  and its warning glow when in proximity to an 
  arcane spellcaster, the blade has a number of 
  other magical properties. First, when used to 
  attack a creature capable of casting arcane spells, 
  its enhancement bonus is treated as 2 higher 
  and it deals an additional 2d6 points of damage 
  with each successful hit. Second, whenever its 
  wielder successfully hits a creature with it, witch’s 
  bane tears through any magical enhancements or 
  protections that might be on that creature. This 
  functions as the targeted version of the spell dispel 
  magic, except that it only dispels beneficial effects, 
  and only those that are arcane in origin. Finally, 
  the blade emits an aura that interferes with arcane 
  spellcasting: creatures within 5 feet of a witch’s 
  bane cannot cast spells defensively (though 
  they can still cast them in the normal method, 
  provoking an attack of opportunity).
              When attempting to further enchant 
  a witch’s bane sword, these additional abilities, 
  taken together, are equivalent to a +3 enhancement 
  bonus, making it a +4 equivalent weapon.
              This masterwork dagger is rusted along 
  the edges, but its handle is black as midnight, and 
  carved so that the pommel resembles a screaming 
  (or possibly wailing) face, twisted in agony. 
  Once per day, when the wielder hits a creature 
  with witherer, before rolling damage, instead of 
  having it deal its damage as normal, he may choose 
  to have it deal an amount of Strength damage 
  equal to 1d4 plus his Strength modifier.
   
  Unlike most magical weapons, a witherer 
  does not possess an enhancement bonus. If 
  witherer gains an enhancement bonus, that 
  enhancement bonus is also added to the 
  amount of Strength damage that is dealt when 
  witherer’s ability is used. When attempting to 
  further enchant witherer, its ability counts as a 
  +1-equivalent ability, and so in order to make a 
  witherer into a +1 witherer, 6,800 gp (the difference 
  between the cost of a +2 dagger and the cost of a 
  witherer) would need to be paid. 
  Rings
   
  The following are a number of specific rings 
  that can be included in your game, in addition 
  to those found in the Pathfinder Roleplaying 
  Game Core Rulebook and other sources. They are 
  presented in alphabetical order.
  Art © Copyright Can Stock Photo Inc.
  
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  to make a normal character’s unarmed attacks be 
  treated as though the character was armed.
   
              If the ring bears a personal seal, then 
  whenever the wearer deals fire damage with the 
  ring, the target suffers a brand in the form of that 
  seal. This brand lasts for 1d6 days before fading, 
  and has no further effect, but may serve as a source 
  of shame or embarrassment.
              These rings are typically made from iron 
  or steel, and usually are adorned with the owner’s 
  personal seal, although in rare cases they have 
  gems, instead. The ring is always faintly warm to 
  the touch, but its true power becomes apparent 
  when the wearer swings his fist in anger: a creature 
  wearing a branding ring deals an additional 1 point 
  of fire damage any time it hits with an unarmed 
  attack or a claw or slam natural attack. This bonus 
  does not stack, so a character wearing two branding 
  rings will still only deal 1 point of fire damage. The 
  damage dealt by a branding ring is not sufficient 
              Each energy ring is aligned with a specific 
  energy type: acid, cold, electricity, or fire. They 
  typically consist of a brass or copper band, with 
  a small gem set into it. Energy rings aligned with 
  acid usually have emeralds or turquoise stones, 
  while those associated with cold often have 
  sapphires or small diamonds, those associated with 
  electricity often have amber or amethyst, and those 
  associated with fire tend to use rubies.
              As a standard action, the wearer can fire a 
  ray of energy from the gem in the ring. Treat this 
  as a ranged touch attack that deals 1d6 points 
  of damage of the appropriate energy type on a 
  successful hit. If the target has spell resistance, it 
  applies to this attack. This ability can be used at 
  will.
              Finally, at the wearer’s command, the ring 
  can release all the energy trapped within it in an 
  explosion. This deals 5d6 points of damage of the 
  appropriate energy type to each creature other than 
  the wearer in a 20-foot-radius area. A successful 
  Reflex save (DC 14) halves the damage. Doing this 
  completely destroys the energy ring.
  
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            These rings come in pairs, one for the 
  familiar, and one for the familiar’s master. The 
  master’s ring is typically worn on the finger, but 
  the familiar’s ring might be worn on a tail, or an 
  ear, or even as a nose ring, depending on the type 
  of familiar. As long as the two rings are worn, 
  they grant the familiar the ability to cast spells on 
  behalf of its master. As a full round action which 
  provokes attacks of opportunity, the familiar’s 
  master can “transfer” a single prepared spell to 
  his familiar. The spell in question must have a 
  casting time no greater than 1 round, or it is lost 
  without any benefit. On the familiar’s next turn, 
  it can cast the transferred spell as a full-round 
  action that provokes attacks of opportunity. If the 
  familiar doesn’t cast the spell on its next turn, the 
  spell is lost without benefit. The familiar makes 
  any choices required by the spell (such as what to 
  target, where to place the area of effect, any modes 
  that need to be selected, and so on).
  removed, it imposes no other penalty on the 
  wearer, except for denying him one of his magic 
  ring slots. In theory, if the wearer could find 
  someone who were capable of enchanting a ring 
  that was currently being worn, the wearer could 
  overcome this difficulty by having the inescapable 
  ring enchanted with whatever magical effects he 
  would want to have.
              These rings are always quite gaudy, and 
  incredibly ostentatious, with many precious gems 
  set into them. Most of the time, they are fashioned 
  so that the band of the ring appears to be an open 
  mouth, and that the ring is swallowing the wearer’s 
  finger. The ring does not seem to do anything when 
  worn, and, in fact, does not radiate a magic aura. 
  However, once the wearer tries to remove it, he’ll 
  find that he is completely unable to, and the harder 
  he tries, the more the ring bites into his finger.
   
             There are two ways to remove an inescapable 
  ring. The first is to disable the ring, either with 
  a mage’s disjunction spell or by bringing it into 
  an anti-magic zone, etc. A remove curse spell is not 
  powerful enough to allow the ring to be removed. 
  The other way is to sever the finger on which it is 
  worn. This deals 1d4 points of damage and 1 point 
  of bleed damage, and may have an impact on the 
  wearer’s ability to use that hand unless the finger is 
  restored (such as with the spell regenerate).
              Though an inescapable ring cannot be 
              This simple silver band holds three 
  emeralds cut into the shape of hearts, which are set 
  in a cluster in the ring’s central setting. Whenever 
  a creature other than the wearer sees the ring, if 
  that creature’s attitude towards the wearer is not 
  hostile, he must succeed on a Will save (DC 23) 
  or have his attitude towards the wearer increased 
  by one step for the next 10 minutes. Characters 
  affected by this ability cannot be affected again 
  by the same ring’s ability for 24 hours. See the 
  Pathfinder Roleplaying Game Core Rulebook for 
  more information on the Diplomacy skill and NPC 
  attitudes.
              These rings are often made of gold, and 
  always bear a compass rose for decoration, usually 
  studded with myriad gems. A ring of certain 
  location always comes in pairs: a master ring, and 
  a signal ring. As long as the signal ring is worn, 
  the wearer is always capable of finding north by 
  spending a full-round action to concentrate. Any 
  attempts to discern the magical properties of the 
  ring, short of a legend lore spell or more powerful 
  magic, reveal only this property.
              In addition to this ability, though, the signal 
  ring also serves to constantly alert the wearer of 
  the master ring to the signal ring’s exact location. 
  The wearer of the master ring treats the location of 
  
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  the signal ring as familiar for the purposes of spells 
  like teleport, and imposes the maximum possible 
  penalty on the wearer of the signal ring for the 
  purposes of spells like scrying.
              A series of brilliant, brightly colored 
  gemstones adorns this copper band and seem to 
  give off a faint, multi-hued light. Once per day, as 
  a standard action, the ring’s wearer can activate 
  its magic to surround himself in an aura of bright, 
  prismatic light, which captures the imagination.  
  While the ring’s magic is active, any character 
  who looks at the ring’s wearer must succeed on a 
  Will save (DC 12) or be fascinated by him for one 
  minute.  This effect persists for up to one hour, and 
  can be dismissed as a move action.
             This gaudy thumb ring is adorned with tiny 
  thorn-shaped rubies hidden between the costume 
  jewels, which gives the ring the appearance of a 
  tumor made from colored glass. The ring’s opulent 
  appearance belies its potent magical charm. 
  As a standard action that provokes attacks of 
  opportunity, the ring’s wearer may make a melee 
  touch attack. If the attack hits, the target is forced 
  to bow to his spoken will. This functions exactly 
  like the spell command, except that no saving 
  throw is allowed to resist the effect. Unlike most 
  rings, the ring of command does not take up a ring 
  slot, and can be worn alongside other magic rings.
              These rings vary widely in appearance, 
  though there is usually some indication (such 
  as a fire motif, or an engraved lightning bolt) as 
  to the energy types it is associated with. A ring 
  of energy alignment functions as a lesser ring of 
  energy resistance, except that it also makes its 
  wearer vulnerable to one of the other four energy 
  types (acid, cold, electricity, fire). Both the type 
  of energy the ring is resistant to and the type that 
  it is vulnerable to are determined when the ring 
  is created and cannot later be changed, and they 
  cannot be the same energy type.
              These rings are always plain, unadorned 
  bands of gold. As soon as the ring is donned, its 
  wearer’s skin takes on a faintly golden hue, which 
  resembles little more than a healthy tan. He also 
  gains damage reduction 2/adamantine.
              Each day the ring is worn, however, the 
  wearer must succeed on a Fortitude save (DC 22) 
  or take 1d2 points of Dexterity damage, as his skin 
  slowly hardens and turns more and more to gold. 
  This ability score damage cannot be healed so 
  long as the ring of golden form is worn, though it 
  vanishes immediately should the ring be removed 
  (see below). For every 2 points of Dexterity damage 
  inflicted by the ring, the damage reduction it 
  grants increases by 1. If the wearer is reduced to 0 
  Dexterity in this way, he is permanently petrified, 
  as the spell flesh to stone, except that he is turned 
  to gold, instead.
              Once donned, a ring of golden form can be 
  removed only by casting remove curse, or similarly 
  powerful magic, on it, or by severing the finger 
  it is worn upon. This deals 1d4 points of damage 
  and 1 point of bleed damage, and may have an 
  impact on the wearer’s ability to use that hand 
  unless the finger is restored (such as with the spell 
  regenerate).
  
  154
              Each of these rings is specially made for a 
  single individual, and a drop of that individual’s 
  blood is mixed in with the metal when the ring is 
  forged. They are almost universally signet rings, 
  bearing the owner’s personal seal. If the ring is ever 
  worn by anyone other than that individual, the ring 
  glows a bright red, and emits a piercing alarm noise 
  that is clearly audible for up to 200 feet. The noise 
  ceases once the ring is removed, but the glowing 
  light remains until a specific command word is 
  spoken.
              In addition to serving as a way to prove one’s 
  identity, such rings also protect the wearer from 
  attempts at mental control. As long as the ring is 
  worn, it grants complete immunity to all spells of 
  the compulsion subschool. This immunity applies 
  even if the spell is cast from a magic item (such as 
  a wand or scroll), or is cast as a spell-like, or even 
  supernatural ability. It does not protect against 
  extraordinary abilities that mimic such spells.
              These rings are nearly always made of gold, 
  although in rare cases they are instead made of 
  even more valuable metals. They always bear a 
  single, large gem, typically disproportionately sized 
  in relation to the rest of the ring. The gem is always 
  of the highest quality, and sparkles in any light 
  conditions.
              The ring grants its wearer a +5 competence 
  bonus on Diplomacy and Intimidate checks. 
  Additionally, any time a creature willingly kisses 
  the ring and then swears an oath to the ring’s 
  wearer, that oath is enforced as though by the 
  spell geas/quest.
             These rings tend to be made of ivory, and 
  adorned with pearls. They typically bear engravings 
  that resemble clouds blowing in the wind. As 
  soon as a ring of misty form is donned, its wearer 
  is affected as though by the spell gaseous form, 
  except that all of his gear remains solid, falling to 
  the ground and out of his possession. This includes 
  the ring of misty form. Further, this transformation 
  is permanent, unless the caster is affected 
  by remove curse, or equally powerful magic.
              These rings have copper bands, and feature 
  a single gem whose color seems to shift depending 
  on how the light strikes it: sometimes red, 
  sometimes blue, sometimes green or yellow. Three 
  times per day, as a free action made while casting 
  a spell, the ring’s wearer can alter that spell so that 
  it is better able to overcome the energy resistance 
  of its targets. Any creature damaged by such a 
  spell applies only half of any applicable energy 
  resistance to the damage the spell deals, and if the 
  target has immunity to an energy of the same type 
  as the damage the spell deals, the spell still deals 
  half its normal damage to the target, instead of no 
  damage. 
   
  These rings are highly valued by mages, and 
  many mage academies and arcane universities give 
  the less powerful versions of these rings to their 
  
  155
  graduates, engraved with the school’s seal. As long 
  as the ring is worn, the wearer gains a bonus to his 
  caster level for all spells he casts. This bonus ranges 
  from 1 to 5, depending on the power of the ring’s 
  enchantment. This bonus does not stack with any 
  other bonuses to the wearer’s caster level. 
             This plain silver band is often worn by 
  miserly individuals looking to find the best 
  possible deal on an item.  The ring’s wearer can 
  always determine the exact market price of an item 
  he holds with the hand on which he wears the ring 
  of wealth. The market price provided is what the 
  item would sell for in an “average” market. If an 
  item’s value is unusually high or low in a certain 
  location (such as because there is an iron shortage, 
  or because there is little use for a boat in a land-
  locked town), that is not factored into the market 
  price the ring provides. The ring’s magic only 
  reveals the material value of items, and does not 
  offer any insight into the item’s function or history.
              This ornately-crafted ring bears a massive 
  sapphire set in the center of the golden setting.  
  The ring’s attractive appearance, however, conceals 
  a wicked and powerful magical charm. Any 
  character who willingly kisses the ring is affected 
  by the spell dominate person unless he succeeds on 
  a Will save (DC 17). 
              These golden rings always come in pairs, 
  one set with a deep red ruby and one set with an 
  extremely bright blue sapphire. The two rings are 
  connected by magic, and the wearer of the ruby 
  ring can utter a command word which immediately 
  causes the wearer of the sapphire ring to become 
  aware of the direction and approximate distance 
  of the ruby ring. This effect remains until a second 
  command word is spoken by the ruby ring’s wearer, 
  or the sapphire ring is removed, or the rings come 
  into physical contact with one another. If the 
  wearer of the ruby ring enters an antimagic field or 
  is similarly suppressed, the wearer of the sapphire 
  ring remains aware of the ruby ring’s last known 
  location. 
              A newly-created ring of value typically 
  resembles a humble wicker band with some runes 
  hastily scratched into it. However, whenever a 
  command word is spoken and the ring is placed 
  next to an unattended non-magical object for at 
  least one minute, the ring absorbs the other item. 
  Absorbed items are destroyed without a trace, as 
  the ring of value magically transmutes the item 
  into improvements for itself: changing its band 
  to brass or copper, or even more valuable metals, 
  growing gemstones, and generally increasing in 
  beauty and value. Whenever the ring of value 
  absorbs an item, the ring’s own market value (the 
  amount for which it can be sold) increases by 
  an amount equal to 110% of the absorbed item’s 
  market value. every time the ring’s magic is 
  activated, its appearance changes to reflect its new 
  value. Regardless of how much wealth is absorbed, 
  a ring of value can never exceed 50,000 gp in actual 
  value.
  
  156
              The inner circumference of this plain gold 
  band is etched with artful magical runes which 
  lend their magic to the custom signet affixed to 
  the ring. When placed upon a piece of parchment 
  or paper which has been written on with ink, 
  the ring’s magic takes effect.  First, the ring 
  brands your signet into the paper or parchment 
  without need for wax.  Second, the ring rewrites 
  whatever was on the parchment or paper in a 
  more elegant fashion, using all the modern styling 
  while correcting spelling and grammatical errors.  
  Finally, the ring changes the handwriting on the 
  paper to a predetermined flowing hand that is both 
  artful and clearly legible.
  from the staff in order to have it cast a spell upon 
  striking the target. This is a free action, but the 
  wielder must declare that he is using this ability 
  before making his attack roll. If the attack hits, the 
  spell automatically hits, even if it would normally 
  require an attack roll (the target may still make any 
  appropriate saving throws, however). The number 
  of charges expended in order to cast a spell in this 
  way is calculated in the same way as for a standard 
  staff.
              A battlestaff can only contain spells 
  that have one or more targets, and even if the 
  spell would normally be able to have more than 
  one target, only the hit creature is affected. 
  A battlestaff functions in all other ways as a normal 
  staff, and the process to create a battlestaff is 
  identical to that used to create a normal staff, but 
  the cost in materials is 1.5 times that of a normal 
  staff of the same sort, and the market price is 
  similarly increased.
   
  Consumption Staves
              Very powerful magic items, these function 
  as normal staves, except that they have some 
  extra features. Anyone wielding a consumption 
  staff gains an amount of SR equal to 3 + twice the 
  highest-level spell the staff is capable of casting. 
  Whenever this spell resistance causes you to not 
  be affected by a spell, if that spell was of the same 
  spell level or higher than the highest-level spell 
  that the staff can cast, then the consumption 
  staff regains 1 charge.
              A consumption staff otherwise functions 
  as a normal staff, and the process to create 
  a consumption staff is identical to that used 
  to create a normal staff. The market price of 
  a consumption staff is equal to that of a normal 
  staff of its kind, plus an additional amount of gold 
  based on the highest-level spell the staff can cast, 
  as indicated on the table below.
  Counterstaff
              Popular amongst spellcasters who regularly 
  engage in arcane duels, these staves function in 
  all ways as a normal staff, but have an additional 
  feature. Three times per day, as an immediate 
             This platinum band is covered with obvious 
  and glowing magical runes and bears the personal 
  signet of the ring’s owner.  This magical signet ring 
  functions identically to the writer’s signet ring, but 
  with one additional utility.  The greater writer’s 
  signet ring can translate written text into any 
  language at the discretion of the ring’s user.
  Staves
   
  The following items are designed to serve 
  as alternative variations of the standard staff. They 
  function identically to staves as described in the 
  Pathfinder Roleplaying Game Core Rulebook, except 
  as noted in the individual staff’s description. They 
  are presented in alphabetical order.
  Battlestaff
              These staves are prized by any spellcaster 
  who regularly engages in melee combat. While 
  a battlestaff functions in most ways like a normal 
  staff, it cannot actually be used to cast the spells it 
  contains in the normal fashion. Instead, whenever 
  the staff’s wielder makes a melee attack with the 
  staff, he may choose to expend a number of charges 
  
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  action, the wielder can cast one of the spells stored 
  by the staff as a counterspell. Doing so expends 
  twice the normal amount of charges that would 
  normally need to be expended by the staff to cast 
  the spell in question, and the spell is only able to 
  counter spells that it would normally be able to 
  counter. If the spell is able to counter any spell, but 
  requires a caster level check to do so (such as dispel 
  magic), you suffer a -5 penalty on that check, due 
  to the difficulty of channeling the spell through the 
  staff.
              The process to create a counterstaff is 
  identical to that used to create a normal staff. The 
  market price of a counterstaff costs the same as a 
  normal staff of the same sort, with an additional 
  cost based on the spells it contains. The price 
  is increased by an amount equal to 1,000 gp x 
  the highest-level spell that the counterstaff can 
  cast, plus 200 gp x spell level for each other 
  spell it can cast. The cost in materials to create 
  the counterstaff is half of this modified amount.
  Wondrous Items
   
  The following are a number of specific 
  wondrous items that can be included in your 
  game, in addition to those found in the Pathfinder 
  Roleplaying Game Core Rulebook and other 
  sources. They are presented in alphabetical order.
           This longship has particularly long and thick 
  oars, which jut out from its sides, appearing like 
  nothing so much as the legs of a huge insect. The 
  oars work automatically, at the command of the 
  helmsman, propelling the ship forward without 
  any need of a crew to row them. Additionally, the 
  “oars” can transform into legs, allowing the ship 
  to walk on land at a pace of up to 2 miles per hour 
  (20-ft. movement speed), although when it is in 
  the water it has a normal movement speed for a 
  longship (3 miles per hour, or a 30-ft. movement 
  speed). The amphibious longship has sails, and can 
  be propelled by them while on the water, but few 
  captains find a need to do so, unless the oars are 
  broken or otherwise in need of repair.
              This elaborate amulet features a massive 
  jewel pendant hanging from a chain of braided 
  silver and gold. Far from being merely fashionable, 
  this amulet conceals an ingenious protective 
  charm which prevents its wearer from being 
  bound by ropes or chains for long periods of 
  time.  Whenever the wearer has been tied by rope 
  or chains for at least one full hour, the amulet 
  automatically destroys her bonds, without any 
  intervention or action on the part of the wearer.  
  Nonmagical ropes, chains, and manacles are 
  immediately destroyed as though affected by the 
  spell disintegrate, potentially freeing the wearer 
  from captivity.  Magical bonds, such as a rope of 
  entanglement, are entitled to a saving throw (DC 
  13) to avoid this effect. The amulet of bonds has no 
  effect on nets, cages, or other devices which may be 
  used to imprison the wearer without binding them.
  
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              Highly valued amongst the undead, the 
  wearer of one of these amulets is completely 
  immune to the effects of the channel energy class 
  feature, including alternate uses of the ability, such 
  as those provided by the Command Undead and 
  Turn Undead feats.
              This amulet consists of a simple golden 
  chain which suspends 12 glass jewels of different 
  colors. An amulet of clear warning bears a 
  powerful enchantment which serves to warn its 
  wearer of potential dangers. Each of the colored 
  gems is enchanted to respond to the presence 
  of a particular creature type, and glows brightly 
  whenever a creature of the corresponding type is 
  within 500 feet of the wearer. Amulets of this kind 
  include 12 gems which typically correspond to each 
  of the non-humanoid creature types, but could be 
  made to include humanoids instead of some other 
  kind of creature. An amulet of clear warning makes 
  no distinction between creatures of different 
  subtypes, and responds identically to the presence 
  of a good lantern archon and an evil balor.
   
  These amulets are usually made of gold, and 
  bear a large, clear gem in their center. The wearer 
  of the amulet is constantly affected as though 
  by endure elements. Additionally, the gem begins 
  to glow a faint red color if the air around the wearer 
  becomes impure, such as with smoke, airborne 
  diseases, or a cloudkill spell. This light grants the 
  wearer enough warning to begin holding his breath 
  before the tainted air can affect him, though it 
  offers no other protection against such dangers.
              Finally, the wearer’s clothing and gear 
  remain dry, even if he is completely submerged 
  
  159
  in water. This does not protect the wearer or his 
  possessions from other dangerous liquids, such as 
  acid, lava, or even boiling-hot water.
             This amulet, which dangles from a chain of 
  large, golden links, resembles a hand, palm open, 
  made entirely of gold. Oftentimes a single large 
  ruby or emerald is placed in the center of the palm, 
  and glows when the hand’s power is used, but just 
  as often the palm is unadorned.
              Once per day, the wearer of an amulet of 
  Midas touch can turn a single touched creature 
  or object into gold. If the target is an object, 
  this functions as transmute mud to rock, except 
  that it can transform objects of any material, 
  and transforms them into gold. If the target is a 
  creature, this functions as flesh to stone, except 
  that the target is transformed to gold, instead of 
  stone.
              Regardless of whether the target is a 
  creature or an object, the larger the target is, the 
  less pure the gold, and the more it is mixed with 
  other, baser metals. Though the resulting object 
  always looks like pure gold, close examination 
  reveals that it is not. The resulting gold object is 
  never worth more than 500 gp.
   
  This amulet usually takes the form of a 
  plain stone disc, engraved with a simple circle, 
  or occasionally a four-pointed star. Its wearer 
  is constantly affected as though by each of the 
  following spells: protection from chaos, protection 
  
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  from evil, protection from good, and protection 
  from law. In the case of the deflection bonuses 
  to AC and resistance bonuses to saving throws, 
  these stack in the case of creatures that have two 
  of these alignments, but the other effects of the 
  spells do not stack (for example, a the wearer would 
  gain a +4 deflection bonus to AC versus chaotic 
  evil creatures, and a +4 resistance bonus to saving 
  throws from chaotic evil sources, but would still 
  only gain one additional saving throw to resist a 
  dominate person spell from a chaotic evil source).
            This amulet features a large sapphire on a 
  golden chain, which glows when the item’s magic 
  is in use. Three times per day, as a free action made 
  while casting a spell, the wearer can choose to have 
  that spell be unaffected by spell resistance.
   
  This humble wondrous item is not actually 
  a wand in the traditional sense, though it is the 
  same basic size and shape, and has overtly magical 
  effects. All such items were once a part of a table or 
  similar piece of furniture, and are enchanted with a 
  potent magic to affect items of a mundane nature.
   
  When the end of an animus wand is placed 
  in contact with an unattended non-magical item, 
  the wand’s wielder may speak a command word to 
  activate the wand’s magic. Each time the animus 
  wand is activated, roll on the following table to 
  determine what happens.
  Art © Copyright Can Stock Photo Inc.
  
  161
             This plain-looking backpack is sturdy and 
  well-built, but has clearly seen a lot of use. It 
  functions in every way like a mundane backpack, 
  except that, once per day, its owner can speak 
  a special command word while opening the 
  backpack (this command word is usually, but not 
  always, stitched or engraved into the backpack 
  somewhere on the inside). If he does so, he can 
  also name a single mundane item no larger than 
  Small size and worth no more than 25 gp. Once 
  he does so, and opens the pack, he finds that it 
  contains the named item (and only the named 
  item). The next time he opens the pack, it contains 
  whatever contents he had stored in it before he 
  activated the backpack for the day.
  of the owner, adjusting the color of its paint and 
  the style of the engravings and other adornments 
  that decorate the outside. This redecoration also 
  allows the owner to change the crest or symbol 
  displayed on the side of the carriage, if any. No 
  matter what decoration scheme you choose, 
  the paint always appears fresh, and the carriage 
  appears expensive and ostentatious.
              The inside of the carriage is well-furnished 
  and incredibly comfortable, and remains relatively 
  still and peaceful even on the bumpiest of roads. 
  The temperature of the inside of the carriage is 
  magically controlled, and can be adjusted with a 
  command word, setting the internal temperature 
  to anywhere from 40 to 80 degrees Fahrenheit. 
  The carriage’s inside also contains an enchantment 
  that, with a command word, allows the owner to 
  create a silence effect. This effect can be one way 
  (typically allowing those inside the carriage to hear 
  those without, but not those outside to eavesdrop 
  on those inside), or both ways (preventing any 
  sound from passing through the carriage’s walls in 
  either direction).
              The carriage does not require separate 
  horses, and, with a command word, can summon 
  4 fine horses already harnessed and ready to 
  go. These horses are all identical, and are fine 
  specimens of their kind, but fade into nothingness 
  1d4 rounds after being unharnessed from the 
  carriage. If desired, the owner can harness more 
  mundane horses to the carriage, instead.
              The carriage has a hardness of 15, and 100 
  hit points. It is magically buoyant, and cannot be 
  made to sink. It has enough room to comfortably 
  seat 4 Medium-sized creatures, as well as an 
  additional 20 cubic feet of extradimensional 
  storage space in the form of compartments that 
  function identically to a bag of holding.
              This ornate carriage is made of the finest 
  wood and is expertly crafted. With a command 
  word, its appearance can change to suit the whims 
   
  These crimson, knee-high boots are 
  decorated with images of thunderbolts and hawk 
  
  162
  wings. The wearer of these boots can run for 5 
  times as long as normal before he has to start 
  making Constitution checks, and may choose to 
  take 10 on Constitution checks made to continue 
  running.
  in battle. Further, a creature wearing a bridle of 
  domination cannot attack its rider or handler, and 
  will obey any and all commands from its handler 
  that it understands (or has been trained to respond 
  to).
              Similar bridles have been made that work 
  on humanoid creatures, and while popular rumor 
  states that these were made by goblins (who use 
  them to harness and ride giants, to devastating 
  effect), they are in fact used primarily by 
  particularly eccentric and cruel wizards.
              These iron bracers magically alter their 
  size to fit any creature, and are designed to lock 
  into place. Though they are called bracers, they 
  are designed to be easily applied to the forelimbs 
  of non-humanoid creatures, including various 
  animals. As long as the bracers are worn, the 
  wearer’s claw, hoof, slam, and talon natural attacks, 
  if any, are treated as though the wearer were 
  two size categories larger than it actually is (so a 
  Medium creature would deal 1d8 points of damage 
  with a claw attack, instead of 1d4). The bracers do 
  not actually increase the wearer’s size, and he gains 
  no other benefits of an increased size, nor do the 
  benefits of the bracers apply to unarmed strikes or 
  to other forms of natural attack, even if the wearer 
  has them.
              These bridles are the prize of exotic animal 
  trainers who specialize in difficult animals, as 
  well as unscrupulous animal handlers, though 
  many expert animal trainers claim that they aren’t 
  a proper substitute for real, long-term training. 
  Animals or magical beasts wearing a bridle of 
  domination are perfectly obedient to their handlers 
  or riders, negating the need for any Handle Animal 
  checks made to handle or “push” the animal, and 
  reducing the DC of any other Handle Animal 
  check made regarding the animal (such as teaching 
  it a trick) by 10. If the animal is being used as a 
  mount, the bridle also removes the need for a Ride 
  check in order to spur the animal, or to control it 
              This unassuming piece of transportation 
  equipment appears to be a perfectly plain wooden 
  cart. Once per day, with a command word, its 
  owner can cause it to become instantly filled to the 
  brim with hay. This hay is conveniently bundled 
  into four 5-ft. cubes. It can easily feed a dozen or 
  more horses for a single day, and may be used to 
  create crude barriers or other features. The entirety 
  of the hay produced in a day can be sold for 5 sp. 
  When it is not filled with hay, the cart can be used 
  to carry other objects.
              These chains are made of iron, and often 
  fashioned in such a way that each link of the chain 
  has a long, sharp metal barb protruding from it, in 
  the shape of a jagged tooth or fang. The chain as a 
  whole forms a loop, like a collar or necklace, and 
  magically alters its size to fit whatever creature it 
  is placed on, though when it is not being worn it is 
  usually about a foot in diameter.
              Any creature wearing the chain that has 
  the swallow whole ability can swallow creatures 
  up to two size categories larger than it normally 
  could, as the magic of the amulet expands its gut to 
  immense proportions. This may cause the creature 
  
  163
  to be able to swallow things that are larger than 
  itself. In this case, the wearer’s space is increased 
  to match the space of the swallowed creature, but 
  the wearer does not gain any of the other benefits 
  or penalties associated with increasing its size 
  category. This increase in space lasts only as long 
  as the creature remains swallowed. If the creature 
  dies while swallowed, it is sufficiently broken down 
  for the wearer to return to normal size when the 
  swallowed creature is reduced to -100 hit points.
              The shape of the breath weapon and the 
  type of damage it deals depends on the type of 
  dragon associated with that in particular choker of 
  dragon breath. If the breath weapon takes the form 
  of a line, it is a 30-foot line. If it takes the form of 
  a cone, it is a 15-foot cone. In either form, those in 
  the area can attempt a Reflex save (DC 17) for half 
  damage, and the attack deals 6d6 points of the 
  appropriate type of damage.
              This thin crimson leather band fits closely 
  around the neck of the wearer and is decorated 
  with alternating stylized hearts and skulls. A 
  powerful enchantment placed on the choker allows 
  the wearer to trade his life force for a temporary 
  boost in vitality.  As a free action, the wearer may 
  choose to suffer 1d10 points of damage in order to 
  immediately gain 3d10 temporary hit points. These 
  temporary hit points fade after 1 minute. Activating 
  a chocker of deadly vitality is a swift action which 
  does not provoke attacks of opportunity.  
             These decorative chokers are each associated 
  with a specific color of dragon, and are often 
  brightly painted or plated in that dragon’s color. 
  Further, many are engraved to resemble a long, 
  serpentine dragon wrapped around the wearer’s 
  neck. A choker of dragon breath allows the wearer 
  to create a breath weapon similar to that of the 
  dragon it is associated with (the dragon’s color 
  is chosen at the time of the item’s creation and 
  cannot later be changed). This breath weapon can 
  be used three times per day as a standard action.
              This large cloak fits close to its wearer, 
  allowing for little comfortable motion. The cloak’s 
  silvery shimmering color gives it the appearance 
  of being made from fluid, and this slick garment is 
  held fast by chain made from interwoven links of 
  electrum.
              A cloak of elusiveness offers its wearer some 
  ability to escape from dangerous situations. The 
  cloak’s enchantment grants its wearer a constant 
  +2 enhancement bonus on all Escape Artist checks. 
  Additionally, once per day, by biting both of his 
  cheeks (the equivalent of a command word, which 
  can be performed even while pinned), the wearer 
  can flee from any situation which could be escaped 
  with a successful Escape Artist check. This ability 
  functions identically to the spell dimension door, 
  
  164
  except that it affects the wearer only.
  creature wearing a cloak of true darkness is warded 
  against darkvision, causing the special senses that 
  allow such creatures to see in the dark to simply fail 
  to detect the wearer. As a result of this, a creature 
  with darkvision cannot see someone wearing 
  a cloak of true darkness, unless he would be able to 
  see the wearer with another form of visual sense, 
  such as ordinary vision or blindsight. Additionally, 
  the wearer gains a +2 bonus on Stealth checks 
  made in areas of dim light and a +4 bonus on 
  Stealth checks made in areas of no light.
   
  This drab purple cloak is favored by thieves 
  and spies who wish to remain unnoticed in a 
  crowd.  The wearer of this cloak can activate it as a 
  move action. If he does, then over the course of the 
  next minute, the cloak wraps its wearer in disguise, 
  magically altering the appearance of the wearer, 
  as well his possessions, to more closely resemble 
  others nearby. For instance, if the cloak’s wearer 
  were a human knight, spending time in an orcish 
  temple might cause the cloak to alter the knight’s 
  features and outfit to make him appear to be a half-
  orc in acolyte’s robes. 
   
  This adjustment to the wearer’s appearance 
  is slow and subtle, and can only be noticed with 
  a Perception check (DC 20). Further, once the 
  change is complete, the disguise cannot be spotted 
  with a Perception check at all (although anyone 
  closely scrutinizing the wearer is entitled to a 
  DC 13 Will save to see through the effect). The 
  cloak cannot make the wearer look like another 
  individual, even though it could change him to 
  look fairly similar.
              Cut from a dark cloth and dyed with an 
  assortment of dark hues, the color of this cloak 
  is hard to discern with any certainty. The fiber, 
  though incredibly thin, remains perfectly opaque 
  even when a bright light is shone upon it. The 
  whole thing is fastened with a chain somehow 
  crafted from black volcanic stone.
              A cloak of true darkness is a valued 
  commodity of many thieves who delve the world’s 
  depths to find their ill-gotten fortunes. Any 
             This heavy steel collar can be fitted around 
  the neck of any living creature and greatly restricts 
  the wearer’s ability to move.  Once donned, the 
  wearer cannot move more than 20 feet from the 
  location at which she put on the collar. When 
  she reaches this boundary, she intuitively knows 
  that she’s about to leave the zone of movement 
  allowed by the collar. If she strays beyond this 
  boundary, she must succeed on a Fortitude save 
  each round (DC 15+1 per consecutive round she 
  has spent outside the boundary) or suffer one 
  point of Dexterity damage.  If the wearer suffers 
  enough Dexterity damage to reduce her Dexterity 
  to 0, she is dragged by an unseen force (similar to 
  the unseen servant spell) back to the point where 
  she donned the collar. While such collars can be 
  removed, they typically come with complex and 
  enchanted locking mechanisms, requiring a DC 
  50 Disable Device check (or the proper key) to 
  remove.
              As its name might imply, the crimson 
  cloak is a hooded cape of bright red cloth. Though 
  it is not readily apparent, the garment bears a 
  
  165
  powerful, if subtle, enchantment. The wearer 
  of this cloak is regarded by all who see him as 
  innocent and helpless, and it provides the wearer 
  with a +5 circumstance bonus on all Diplomacy 
  and Bluff checks made to convince another of his 
  innocence. Additionally, this cloak reduces the 
  Diplomacy DC to make a request of any creature by 
  -5. The wearer does not gain these bonuses against 
  evil creatures, or creatures immune to mind-
  affecting effects.
  memory stored in the crown or to release it. The 
  crown can only store one memory at a time.
   
  This polished golden circlet features a 
  large ruby in the center. As a standard action, the 
  crown’s wearer can activate the crown’s magic. 
  While the crown is activated, the ruby in the center 
  glows brightly, and the crown stores the memory of 
  everything the wearer sees and hears for the next 
  5 minutes. As a standard action, the crown can 
  recall the memory of the stored data, allowing the 
  wearer of the crown to relive the moment (even if 
  the current wearer is not the one who was wearing 
  the crown when the memory was recorded). 
  Once recalled, the wearer may choose to leave the 
  Sidebar: Raiment of the Grand Master Enchanter
   
  Several of the items in this book refer to items that are “pieces of the raiment of the grand master 
  enchanter,” and most items from that item set grant additional bonuses if you are wearing a certain 
  number of additional items from the set. The following list details all the items that count as a piece of 
  the raiment. Because three of the items listed need to be held, it is generally not possible to use the orb 
  of enchantment, the master enchanter staff, and the sword of the enchanter all at once, and those who 
  collect the pieces of the set are generally content to have any two of those three items.
  •	 Crown of the enchanter
  •	 Gloves of the enchanter
  •	 Orb of Enchantment (found in The Ebon Vault: Orbs of Power)
  •	 Master enchanter staff (found in The Ebon Vault: Secrets of the Staff)
  •	 Robe of the enchanter
  •	 Sword of the enchanter
  •	 Voice of the enchanter
              This beautiful golden crown features not 
  only a circlet, but also an elaborately decorated 
  turban-style miter, and is adorned heavily with 
  gems. This crown allows the enchanter to hold 
  additional enchantment spells in his memory and 
  generally enhances his casting power, allowing him 
  to prepare additional spells of the enchantment 
  school. Each day, he may prepare an additional 
  spell of each spell level from 1st through 4th level, 
  though these spells must be of the enchantment 
  school. If he is wearing or wielding at least 3 
  other pieces of the raiment of the grand master 
  enchanter, he also may prepare an additional spell 
  of each spell level from 5th through 9th. These 
  spells must also be of the enchantment school. 
  This item is a piece of the raiment of the grand 
  master enchanter.
  
  166
              Unlike many similar items, this crystal 
  ball does not allow for remote viewing, but rather 
  allows you to learn specific facts about a subject’s 
  past, present, or future. Appearing as an 8-inch 
  diameter crystal sphere, the interior of this item 
  is usually filled with a swirling violet mist until its 
  magic is invoked. In order to invoke the crystal 
  ball’s magic, the user must stare into the swirling 
  mists for at least 1 minute and speak the name of 
  a specific person you wish to know more about 
  (the target). You may then speak aloud three 
  questions that you wish the sphere to answer.  The 
  first question must relate to the target’s past, the 
  second to the target’s present circumstances, and 
  the third to the target’s future. Each question must 
  be no more than 13 words and must relate directly 
  to the subject; thus, a question such as, “What was 
  the local sheriff doing when the target was born?” 
  would be unacceptable, while a question like “Will 
  I ever find a husband?” would be acceptable.  
              Once asked, the crystal ball clears the 
  swirling mist and shows you three visions, first 
  of the target’s past, then of the target’s present, 
  and then of the target’s future. After each vision, 
  your question is answered telepathically. These 
  answers are always accurate, but are never more 
  than 8 words long. In the case of ambiguous 
  questions relating to the future, the answer given 
  is always the most likely outcome given the current 
  circumstances, and comes accompanied by a 
  feeling of the likelihood of that occurrence. While 
  sometimes these answers can be very explicit, they 
  can also be vague if the question is particularly 
  obscure, but in such cases the answer is always as 
  accurate as circumstances dictate. The crystal ball 
  of foretelling can be used three times per day and 
  all three questions for any one use must relate to 
  the same target. Further, the crystal ball cannot 
  be used to ask about the same person again until 
  at least one full week has passed. A crystal ball 
  of foretelling cannot be used to answer questions 
  about a creature who is immune to mind-affecting 
  effects, or under the influence of a ring of mind 
  shielding or similar effect.
              Appearing as nothing more than a short 
  blade bound to a humble chain of fine nickel 
  links, this simple piece of jewelry belies a potent 
  enchantment that makes it a deadly defense in 
  close quarters combat. Whenever the wearer of 
  a daggered chain begins his turn with the grappled 
  condition, whether or not he is in control of the 
  grapple, the daggered chain becomes animated, 
  attacking the creature the wearer is grappling. 
  The daggered chain makes a single attack each 
  round at a +11 attack bonus and deals 1d4+3 
  points of damage on a successful hit.  The blade 
  of a daggered chain can be enchanted to increase 
  its effectiveness in combat. The cost to do so is 
  the same as enchanting any other weapon. For 
  the purposes of enchanting the blade, a daggered 
  chain is considered to be masterwork weapon. The 
  blade of a daggered chain can also be wielded as 
  a normal dagger, but in order to do so it must be 
  removed from the wielder’s neck (preventing it 
  from animating), and it deals 1d4 + the wielder’s 
  Strength modifier points of damage with a 
  successful hit, rather than 1d4 + 3.
              This grand piano is constructed of a 
  polished mahogany that is always cold to the 
  touch, and features keys of ruby-stained ivory and 
  petrified ebony. The cords themselves are created 
  from steel forged from the captured weapons of 
  planetars, and the hammers are covered with 
  velvet, rather than felt. The sound produced by the 
  instrument is striking and powerful. An inscription 
  
  167
  in an older dialect of Infernal explains the piano’s 
  function.
              First, the pianist must give up his soul in 
  exchange for the talent to use the piano. The ritual 
  involved in this process is explained in detail in 
  the inscription and requires 24 hours to perform. 
  A character who has surrendered his soul in this 
  way can play the piano in order to use one of the 
  following abilities each day. Should a character who 
  has given up his soul in this manner die, he cannot 
  be brought back to life. A wish or miracle spell can 
  be used to restore the character’s lost soul, at which 
  time he may be returned to life through normal 
  means. A character who gives up his soul in this 
  way immediately becomes evil, though he retains 
  any other aspect of his alignment (thus a lawful 
  good character would become lawful evil, etc.).
              Chord of Discord: To use this ability, the 
  pianist must succeed on a DC 15 Perform (keyboard 
  instruments) check. Any creature with a soul who 
  hears this tune must succeed on a Will save (DC 
  equal to 1/2 the result of the Perform check) or 
  become hostile to the next creature with a soul that 
  he meets.
              Chord of Fear: To use this ability, the pianist 
  must succeed on a DC 20 Perform (keyboard 
  instruments) check. Any creature with a soul who 
  hears this tune must succeed on a Will save (DC 
  equal to 1/2 the result of the Perform check) or 
  be stricken with fear, becoming panicked for 1d4 
  minutes. While the actual source of the affected 
  creature’s fear is indefinable, affected creatures flee 
  from the piano.
              Chord of Soul Snaring: To use this ability, 
  the pianist must succeed on a DC 40 Perform 
  (keyboard instruments) check. If he succeeds, the 
  pianist may choose a single creature with a soul 
  that can hear the performance, and that creature 
  must succeed on a Will save (DC equal to 1/2 the 
  result of the Perform check) or lose his soul as 
  though he had given it up to the piano, except that 
  the target gains no benefit from this. This ability 
  can be used once per day.
              This pair of dice is painfully unremarkable 
  in appearance, and came to be when a wizard with 
  a gambling problem determined that there must 
  be a better way to cheat with dice than trying to 
  weight them. Whenever the dice are rolled, the 
  roller can give a command word to determine 
  what face they land on. Usually, this command is 
  simply the result desired, ensuring that every time 
  the user calls “Come on, give me a seven,” he will 
  receive that result, but they can conceivably be set 
  to anything, such that “blue” might result in snake 
  eyes, while “red” would result in two 6’s, and so on.
              While the dice appear perfectly normal 
  and give no signs of being tampered with 
  when examined with mundane means, a detect 
  magic spell belies their enchantment.
              This polished wooden board is divided into 
  two sections, one for heaven and one for the earth. 
  Each of the two halves is divided into 32 sections 
  marked with unusual symbols, representing 
  animals and the phases of the moon. The normal 
  purposes of this board are varied and its use in the 
  art of divination is extensive.  As a result, whenever 
  you cast a spell of the divination school you may 
  increase the casting time to twice its normal 
  casting time and incorporate this divining board as 
  a focus. If you do, then you treat your caster level as 
  four higher for the purposes of that spell, and the 
  spell’s saving throw DC (if any) is increased by +1.
  
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             These powerful flutes are actually carved 
  from the bones of dragons, and, in addition, are 
  almost always carved into the shape of a dragon, 
  with its wings outspread, and its long, serpentine 
  body making the body of the flute. The wings 
  contain several openings as well, causing these 
  instruments to create sounds much more complex 
  than most flutes, and also making it much more 
  difficult to play.
              More importantly, though, these flutes 
  contain powerful magical abilities, which allow 
  those who play them to charm dragons and 
  bring them under their sway. Once per week, 
  a dragonbone flute can be used to cast dominate 
  monster on a single creature of the dragon 
  type if its user succeeds on a Perform (wind 
  instruments) check (DC 28). If the check fails, the 
  target is automatically aware of the nature of the 
  performance, and may become hostile towards the 
  performer.
              Additionally, a dragonbone flute can be used 
  at will to bring dragons under its user’s sway in a 
  different fashion. As a standard action, the flute’s 
  user can play it, attempting to affect all creatures of 
  the dragon type that can hear him. This functions 
  as dominate monster, except that the musician 
  can give instructions to all the affected dragons 
  with a single move action (the actual instructions 
  are conveyed in the form of musical notes), and 
  it lasts only so long as the dragon continues to 
  hear the music. This means that if the dragon 
  moves out of earshot, or the musician ceases to 
  play, the effect immediately ends (likely causing 
  the dragon to attack the musician). Further, in 
  order to successfully play the flute each round, 
  the musician must succeed on a Perform (wind 
  instruments) check (DC 23). Note that extended 
  periods of performance (over an hour) may require 
  Constitution checks in order to continue playing.
           As the name implies, these devious devices 
  were crafted to serve as prisons for the most 
  dangerous of evil dragons. Since their creation, 
  however, use of the dragon’s cage has grown, 
  becoming popular as both a torture device and 
  as a convenient means for transporting large and 
  dangerous animals. A dragon’s cage is very heavy 
  and typically requires a team of 12 horses to drag.
              Appearing as a massive 25-foot by 25-foot 
  iron cage with a single door manufactured with a 
  superior lock that is only accessible from the cage’s 
  outside, the dragon’s cage is a formidable prison, 
  even without the magic which oppresses those 
  held within. Any creature that remains within 
  the dragon’s cage for at least 1 minute ceases to 
  heal either hit point damage or ability damage or 
  drain until he spends at least 1 minute outside of 
  the dragon’s cage. Additionally, any creature who 
  remains within the dragon’s cage for at least 1 hour 
  suffers a -4 penalty to each of his ability scores 
  until he spends at least 1 hour outside the dragon’s 
  cage.
  
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  While “dragon ship” is a common colloquial 
  term for Viking longships of all kinds, few are 
  so deserving of the name as this vessel. Where 
  ordinary longships would have oars, a dragon 
  ship features two massive crimson draconic wings 
  which sweep along the ship of their own accord. 
  While the ship has no sail, a massive armored 
  canopy protects exposed crew from missiles. At the 
  head of the ship, the bow has been carved into a 
  perfect replica of a great wyrm dragon. 
   
  A dragon ship is an ordinary longship in all 
  ways except as follows. Because of the animated 
  dragon wings, the pilot can effectively take 10 
  on any sailing checks he makes to control and 
  maneuver the dragon ship. The sailing skill for 
  the dragon ship is Spellcraft. The armored canopy 
  grants cover to all crew on the deck of the dragon 
  ship against missiles and siege weapons fired 
  from a range of 30 feet or greater. Additionally, 
  up to three times per day, the dragon-like head of 
  a dragon ship can breathe fire in a 90-foot cone. 
  Ships and creatures caught within the fire must 
  succeed on a DC 19 Reflex save or suffer 13d6 points 
  of fire damage. Flammable substances that take 
  damage catch fire.
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              This potent substance is similar to an elixir 
  of fire breathing, but harnesses the power of a 
  dragon’s breath weapon. Upon drinking the elixir, 
  the imbiber gains a breath weapon he can use 
  three times. The shape of the breath weapon and 
  the type of damage it deals depends on the type of 
  dragon associated with that in particular elixir of 
  dragon breath, which is chosen when the elixir is 
  created and cannot later be changed. If the breath 
  weapon takes the form of a line, it is a 30-foot line. 
  If it takes the form of a cone, it is a 15-foot cone. In 
  either form, those in the area can attempt a Reflex 
  save (DC 17) for half damage, and the attack deals 
  6d6 points of the appropriate type of damage.
              This pair of items resembles two human 
  eyes, one with a clear and pale-blue iris, and 
  one with a dark brown one. The eyes feel like 
  glass, and can meld into the existing eye of 
  any living humanoid creature seamlessly by 
  speaking a command word and placing it gently 
  against the living eye. It can be removed with a 
  different command word. The brown eye causes 
  no discomfort, and indeed, if their natural eye 
  color were similar to the brown of the item, they 
  might not notice its presence at all. The blue eye, 
  however, causes the wearer to see everything the 
  brown eye sees exactly as though he were seeing it 
  in person. This functions regardless of whether the 
  brown eye is currently being worn, of if it is simply 
  left unattended. The wearer of the blue eye can 
  switch between her own vision and that provided 
  by the eye as a move action. While seeing through 
  the eye, she is considered blind for the purposes of 
  her own surroundings. She can also choose to see 
  through both eyes at once, but doing so is difficult, 
  and causes her to be sickened for as long as she 
  does so.
              This pale grey liquid is both odorless and 
  tasteless, and any living creature that consumes 
  the liquid becomes helpless for a short time. 
  Living creatures that consume a dose of the elixir 
  of helplessness must succeed on a DC 17 Fortitude 
  save or become paralyzed for 1d4 rounds.
              Each of these items is a small feather that 
  has a power to suit a special need. The kinds of 
  tokens are described below. Each token is usable 
  once. A particular feather token has no specific 
  features to identify it unless its magic aura is 
  viewed—even tokens with identical powers can be 
  wildly different in appearance.
  
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              Armor: A token that creates a mundane 
  suit of breastplate armor, which magically appears 
  on the user instantaneously. If the user is already 
  wearing armor, then the breastplate appears on 
  the ground at his feet. Once it is created, there is 
  nothing to distinguish the armor from any other 
  suit of breastplate.
              Cabin: A token that creates a log cabin, 10 
  feet by 20 feet, and 10 feet tall, with one door and 
  one room. If the token is used in a place that is 
  not large enough to support the cabin, or if there 
  are living creatures in the way, the magic fails to 
  activate, and nothing happens, although the token 
  can be re-used again later. The cabin remains 
  indefinitely after being created, and is not, itself, 
  magical in any way.
              Carriage: A token that creates a magnificent 
  golden carriage, as well as six light horses to draw 
  it. The horses come pre-harnessed to the carriage, 
  and are fully trained and obedient. The carriage 
  remains for 24 hours before it, and the horses, 
  vanish into mist.
              Noise: A token that creates a sound or 
  other noise when used. This functions as ghost 
  sound, except that the exact nature of the sound 
  is determined when the token is first created, and 
  cannot later be changed. The sound can last for 
  up to 5 minutes, though if the item is made with a 
  shorter sound, it will only last that long, instead. 
  These tokens are often used to carry private 
  messages, or by those who want to listen to opera 
  or other fine music from the comfort of their home.
              Rain: A token that causes rain to begin 
  falling within a 1-mile radius of where it is used. 
  The rain begins falling within 1d4 rounds, and 
  lasts for 2d10 minutes. See Rain, Snow, Sleet, and 
  Hail, in the Pathfinder Roleplaying Game Core 
  Rulebook for more information on the effects of 
  rain.
              Spyglass: A token that creates a magical 
  spyglass, which functions as a normal spyglass, 
  but also allows the user to see through walls, if 
  he desires, as well. Anyone looking through the 
  spyglass intuitively knows how to use it to look 
  through walls, and can choose which walls to look 
  through, if any. The spyglass lasts for 1 hour, then 
  fades into mist.
              Sword: A token that creates a single 
  mundane bastard sword, dagger, longsword, rapier, 
  scimitar, or short sword, which appears in the 
  user’s hand (or, if his hands are full, at his feet). 
  The user can choose the type of weapon created 
  by naming it when he uses the token. Otherwise, 
  determine the exact weapon created randomly. 
  Once created, there is nothing to distinguish the 
  sword from any other weapon of its type.
              This silver statuette resembles a crouching 
  imp, with a wicked, leering grin on its face, its 
  wings curled about itself and its clawed hands 
  making a lewd, reaching gesture. When animated, 
  it functions in all ways as a normal imp under the 
  command of its possessor, with two additional 
  abilities.
   
  First, its possessor can spend a standard 
  action to see through the imp’s eyes, instead of his 
  own. While viewing in this way, the possessor is 
  treated as though blind, and cannot see through 
  his own eyes, but instead sees everything the imp 
  does. He can end this effect as a standard action. 
  Second, the imp can cast hideous laughter as a 
  spell-like ability up to three times each time it is 
  activated.
   
  The figurine can be activated once per week, 
  and can remain animated for up to eight hours 
  each time it is activated.
              These rowboats are always painted a dark 
  grey color, though they are trimmed in silver, or, 
  more rarely, gold. By speaking a command word, 
  
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  anyone in the boat can cause it to levitate about 3 
  feet off the ground. Further, by rowing the boat, 
  passengers can cause it to not only move through 
  the air as though it were on water, but can also 
  cause it to move up or down in elevation, as well.
              A passenger in the flying rowboat can spend 
  a full-round action to row the boat, propelling it 
  up to 15 feet. No more than two such actions can 
  be made each round, regardless of the number 
  of passengers rowing. The maximum upward or 
  downward angle of movement is 45 degrees, at 
  half the rate listed above (15 feet per two rowing 
  actions).
              Each flying rowboat can comfortably seat 
  two Medium-sized creatures, and can carry up to 
  1,200 lbs.
             This costume is simple in appearance, 
  appealing only to the most frugal and apathetic of 
  revelers. It consists only of an oversized white sheet 
  with awkward holes cut out to provide eyeholes, 
  and allow the wearer to speak and breathe easily. 
  However, the outfit’s humble appearance belies 
  a powerful enchantment which appeals strongly 
  to thieves and adulterous lovers alike. The cloak 
  allows the wearer a limited form of incorporeality. 
   
  Once per day, by speaking a command word, 
  the wearer shifts slightly out of phase, allowing 
  him to pass through walls. This ability lasts for 1 
  minute, and allows the wearer to move through 
  wooden barriers up to 5 feet thick, or stone barriers 
  up to 1 foot thick. This limited incorporeality only 
  allows the ability to pass through walls, and offers 
  the wearer no protection against magical or even 
  non-magical attacks. Additionally, if the wearer 
  possesses a cloak of etherealness, he may use that 
  cloak for an additional 10 minutes each day.
   
  This unusual and potent magic item 
  appears to be nothing more than a humble spoon 
  with a wooden handle and an iron head. When 
  grasped firmly, the spoon hums a simple laborer’s 
  tune, revealing its magical nature.
   
  The giant’s spoon possesses a number 
  of unique magical qualities that make it highly 
  prized by both rural farmhands and by successful 
  adventurers of all bents. First, any substance 
  placed on the spoon is affected by the spell purify 
  food and drink. 
   
  Second, by speaking a command word, 
  the spoon magically transforms into a spade that 
  moves through the earth with little effort; it is 
  capable of digging to depth of 5 feet over a 10-foot 
  by 10-foot area in only 10 minutes (this only works 
  on areas of earth that could ordinarily be dug with 
  a spade). While this digging can create trenches 
  and potentially cause collapses, it is much too 
  slow a process to collapse the ground from under a 
  creature without very precise timing and cannot be 
  used for tunneling unless the tunnel is abnormally 
  well reinforced. 
   
  Finally, a second command word can 
  transform the giant’s spoon into a Large heavy 
  mace (requiring 2 hands for a Medium creature to 
  wield and dealing 2d6 + 1-1/2 times the wielder’s 
  Strength modifier points of damage). Speaking the 
  same command word again returns the spoon to its 
  original form.
              This ornate and beautiful coffin is made 
  from a single piece of exquisite crystal, with perfect 
  clarity and exceptional luster. In bright light, this 
  crystalline casket casts forth prisms of dazzling 
  light, highlighting the beauty of the piece. This 
  
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  coffin was clearly designed to hold a single Medium 
  creature, and has a potent magical enchantment 
  which perfectly preserves any creature placed 
  within. Any living creature placed within the coffin 
  is affected by the spell temporal stasis for as long as 
  she remains sealed within the coffin. Additionally, 
  for each day the target remains within the coffin, 
  she becomes cured of one affliction, as though 
  affected by one of the following spells: break 
  enchantment, neutralize poison, remove disease, 
  or remove curse.  These afflictions are cured in the 
  order they were initially incurred. 
  is cone-shaped, the wearer can halve the cone’s size 
  in order to create a second cone originating from 
  the opposite side (or opposite corner) of his square. 
  If the spell’s area has a radius, the wearer can 
  choose any number of squares within the spell’s 
  area to be unaffected by the spell.
              These black satin gloves are gilded with 
  images of kneeling sycophants, and always fit 
  supernaturally comfortably, regardless of who put 
  them on and the size of his hands. These gloves 
  also bear a powerful enchantment, which allows 
  the wearer to cast a spell of the enchantment 
  school with a range other than touch as though 
  it had a range of touch. If he does, he increases 
  the saving throw DC of the spell by +2. If he 
  has at least 3 other pieces of the raiment of the 
  grand master enchanter, this bonus increases to 
  +4, instead. If the spell does not allow a saving 
  throw, this has no effect. This item is a piece of 
  the raiment of the grand master enchanter.
              These gloves are made of red silk, with 
  lightning bolts or similar designs sewn onto the 
  backs of the hands in golden thread. Three times 
  per day, as a free action made while casting a spell, 
  the wearer can use these gloves to alter the area of 
  that spell. If the spell’s area is line-shaped, he may 
  have its length halved in order to double its width 
  (so a line 5 feet wide by 60 feet long could become 
  a line 10 feet wide by 30 feet long). If the spell’s area 
            This beautiful, hand-crafted spinning 
  wheel can be used by a skilled craftsman to spin 
  ordinary fibers and materials into yarn of pure 
  gold. This process typically requires a week’s worth 
  of work, (about 48 hours of labor), and requires 
  the user make a special Craft (cloth) or Profession 
  (seamstress) check (at the GM’s discretion, similar 
  Craft and Profession checks may be substituted 
  for the above examples). The result of this check 
  determines the amount of golden thread produced 
  this way.
              Typically the raw materials cost about 5 gp 
  for every 10 lbs. This thread can be sold at value; 
  gold is typically worth 50 gp per pound (slightly 
  over 3 gp per ounce). Additionally, this thread can 
  be woven by a character with a relevant Craft skill 
  into golden rope which functions identically to silk 
  rope, except that the bonus it grants is increased 
  to +5, and it is especially resistant, granting it an 
  additional 5 points of hardness. One pound of 
  thread is required to make 5 feet of gold rope.
             These magical stones appear as nothing 
  more than mere pebbles until they are exposed 
  to moonlight, at which point a bright, azure 
  phosphorescence enshrouds the rough, earthen 
  
  174
  spheres, revealing their magical nature. These 
  stones always come in pairs. So long as a person 
  holds one stone, he has perfect knowledge of the 
  direction and distance of the other stone (this 
  knowledge is enough to treat the location of the 
  other stone as “very familiar” for the purposes of 
  a teleport spell, or similar effects). If one of the 
  stones is ever destroyed, the possessor of the other 
  stone immediately becomes aware of this fact.
  (roughly 20% + 5% for each point by which the 
  harpist exceeds 30, to a maximum of 95%).
             These supple leather gloves are crafted 
  from the hide of an extremely pale creature, 
  and are fitted with heavy lead weights at each of 
  the knuckles. The wearer of these gloves can lift 
  objects overhead as though his Strength score were 
  twice as high as it actually is. This has no effect 
  on his ordinary carrying capacity, including what 
  constitutes a light, medium, or heavy load, and 
  does not affect his ability to push or drag objects.
            This beautifully-crafted harp of polished 
  yew glows a soft gold and features strings 
  made from tail hair freely given by a unicorn. 
  The sound produced by the strings is airy and 
  soothing to all who hear it. It also features an 
  additional string, which, when plucked, perfectly 
  tunes the instrument. A brief inscription in the 
  Celestial tongue contains a prayer to an obscure 
  demigoddess of light and music called Oriania. 
  Any character who speaks this prayer before a 
  performance using the harp of heavenly melodies is 
  granted a blessing by the demigoddess, giving him 
  a +5 bonus on his Perform (string instruments) 
  check. Additionally, all performances made to 
  impress an audience with this harp which result in 
  a check of 30 or higher have an increased chance of 
  attracting the interest of a good-aligned outsider 
              This headband is blue, with a pattern of 
  yellow lightning bolts and an enormous tiger-eye 
  quartz set in the center. As long as it is worn, all 
  spells the wearer casts that deal electricity damage 
  deal an additional point of electricity damage per 
  damage dice (so a lightning bolt that normally did 
  6d6 damage would deal 6d6+6 damage, instead).
             This headband is black, with a pattern of red 
  comets and an enormous ruby set in the center. As 
  long as it is worn, all spells the wearer casts that 
  deal fire damage deal an additional point of fire 
  damage per damage dice (so a fireball that normally 
  did 6d6 damage would deal 6d6+6 damage, 
  instead).
            This headband is dark blue, with a pattern 
  of white snowflakes and an enormous sapphire 
  set in the center. As long as it is worn, all spells 
  the wearer casts that deal cold damage deal an 
  additional point of cold damage per damage dice 
  (so a cone of cold that normally did 9d6 damage 
  would deal 9d6+9 damage, instead).
  
  175
             These helms are rarely shaped for human 
  heads, instead being shaped for the elongated 
  faces of dragons and similar creatures. Whatever 
  the case, with a command word, the helm can be 
  pressed to the face of any creature, and will adjust 
  itself to fit that creature, in both size and shape.
              Three times per day, when the wearer of 
  the helm uses its breath weapon special ability, 
  it may choose to have its breath weapon deal the 
  maximum possible damage, instead of rolling to 
  determine the damage it deals. This is a free action 
  made as part of using the ability, but must be used 
  before damage is actually rolled. If the wearer does 
  not possess a breath weapon, the helm has no 
  effect.
             These horseshoes are nearly always made 
  of gold, and are engraved with images of wings or 
  pegasi. Despite their name, they do not actually 
  grant the power of flight, though they do offer 
  the next best thing. As long as they are worn, 
  they allow the affected horse to walk on air, as the 
  spell air walk. Additionally, the enchantment of 
  the horseshoes of flight makes this movement feel 
  more natural to the horse, negating the need for 
  any special training (while wearing the horseshoes 
  of flight, the horse is treated as though it has the 
  trick that allows it to move using air walk). All four 
  horseshoes must be worn by the same creature in 
  order to grant any benefit.
             While these magical keys will work on any 
  lock, they are far more a source of frustration to 
  enterprising thieves than they are helpful to them. 
  Rather than unlocking any lock, when this key is 
  inserted into a lock and turned, it automatically 
  locks the door, chest, or object in question, as the 
  spell arcane lock, increasing the DC to open that 
  lock by +10. Unlike arcane lock, it has no effect on 
  objects that do not already have some kind of lock 
  built into them.
   
             Reinserting the key into a lock that has 
  been previously locked by it will allow the user 
  to remove his arcane lock, though not arcane 
  locks created by other skeleton keys or cast 
  separately.
              Typically, these keys are relatively 
  unassuming in appearance, being made of 
  common metals like iron or steel, although 
  occasionally they are made of metals like brass or 
  copper, instead. Some are carved with intricate 
  decorations on the end of the handle, but most are 
  quite plain. The one striking feature that all such 
  keys have in common is that the end of the key is 
  smooth, without the normal teeth that would be 
  used to open or close a lock.
             These horseshoes tend to come in different 
  colors: one gold, one silver, one adamantine and 
  one mithral, and are engraved with images of 
  various outsiders. Once per day, the rider of a horse 
  wearing these shoes can issue a command word to 
  cause himself, the horse, and anyone else riding 
  the horse (up to 6 additional riders, if they can 
  all be gathered onto the horse) to be affected as 
  though by the spell plane shift. The ability can be 
  used only once per day, even if the shoes are moved 
  to a different horse. A horse must be wearing all 
  four shoes in order to gain any benefit.
  
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            Created as a cheaper alternative to 
  the horseshoes of a zephyr, these horseshoes 
  are made from a blue-green coral, which rubs 
  against the horse’s hooves, and, in addition to its 
  other effects, serves to keep them trimmed. More 
  importantly, however, as long as they are worn, 
  they grant the horse the ability to walk on water, 
  as the water walk spell. Unlike the horseshoes of 
  the zephyr, the horse does physically contact the 
  surface in question, meaning that while they can 
  be used to cross, for example, lava or acid, doing 
  so will cause the horse to take damage. All four 
  horseshoes must be worn by the same creature in 
  order to grant any benefit.
  particularly dangerous criminals away from the 
  public.
              While the chains and locking mechanism 
  of the manacles largely function identically 
  to normal manacles (apart from a very minor 
  enchantment which allows them to be opened 
  or shut with a command word), these manacles 
  possess a powerful magic which makes them ideal 
  for keeping undesirables away from society. By 
  uttering a command word, the manacles freeze in 
  place, hanging suspended and unmoving in midair. 
  Clever jailors often use this function to imprison 
  their wards high above the ground, isolated from 
  the rest of the world; this also ensures that, should 
  the prisoner ever escape, he can look forward to 
  little more than a quick plummet to his death. This 
  immobilizing effect lasts indefinitely until a second 
  command word is spoken to release the bonds, 
  which fall to the ground.
             The true origins of these apparently ordinary 
  manacles have been lost to history. They were first 
  discovered hanging from thin air in an unoccupied 
  portion of the Abyss, clearly revealing their 
  magical nature to the wizard who had found them. 
  Though the entity the manacles was meant to hold 
  had long since died or escaped, the manacles bore 
  such an unusual enchantment that the wizard 
  who discovered them made a long study of their 
  properties, and upon his return to the Material 
  Plane, he began producing replicas in order to keep 
   
  These jars are usually made of clay, and 
  tend to be about two feet tall and about a foot in 
  diameter. They are typically painted or engraved 
  with images of spiders, scorpions, and other 
  unpleasant creatures, and feature large stoppers 
  with complicated and secure clasps. Three times 
  per day, as a full round action, a jar of endless 
  vermin can be opened, spewing forth a swarm 
  of bats, rats, or spiders. This functions as the 
  spell summon swarm, except that the swarm 
  ignores the person who opened the jar, and even 
  if he shares a space with the swarm they do not 
  damage him. He still does not control the swarm 
  however, and cannot dictate where it moves or who 
  it attacks. At the end of the effect’s duration, such 
  swarms dissolve as their component members flee 
  in different directions.
              Alternatively, by using all three daily uses of 
  the jar, it can instead be opened to release a swarm 
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  177
  of centipedes, leeches, or wasps.
              Finally, if the jar is ever destroyed, it 
  immediately releases 1d6 swarms of bats, rats, or 
  spiders and 1d4 swarms of centipedes, leeches, or 
  wasps (determine the types of swarms individually 
  and randomly, or at GM discretion). Unlike swarms 
  summoned by opening the jar, these swarms 
  persist until destroyed, and will attack any creature 
  they encounter, including whoever destroyed the 
  jar (they do not, however, attack the jar’s destroyer 
  preferentially).
             A simple mask made from plaster painted 
  silver and gold has been carved into the rough 
  outline of an androgynous face. White feathers 
  adorn the simple disguise, and cheap glitter has 
  been glued around the eye holes. Despite its cheap 
  and trashy appearance, any living creature who 
  dons the mask can’t help but feel a great sense of 
  well-being and safety.
              The mask of the angels is a deceptive 
  magical item, created by a carnival performer to 
  look after him during his sordid activities. The 
  rogue jokingly called the mask his “guardian 
  angel,” which is where the item gets its name. The 
  mask allows the wearer to use a number of unique 
  abilities prized by its former owner. First, once 
  per day, the mask allows the wearer to look at any 
  container, be it a coin purse, backpack, chest or 
  barrel, and magically know the exact value (in 
  gold pieces) of any and all items contained within 
  the object. Second, once per day, the wearer may 
  pluck a single feather from the mask in order to 
  be affected as though by the spell feather fall for 
  6 rounds. Finally, once per week, the wearer can 
  invoke the mask’s magic in order to speak a more 
  eloquent lie, allowing him to roll a single Bluff 
  check twice and take the higher result.
             These maps are beloved by thieves and 
  scoundrels of all sorts, as well as archaeologists, 
  adventurers, and other treasure-seekers. The map 
  is enchanted to always display the area around 
  its bearer, to a range of five miles. The map is 
  technically accurate as far as terrain and buildings 
  are concerned, but tends to be heavily stylized, 
  making them more a guideline to navigating the 
  area than a truly accurate depiction, and rendering 
  the map useless for fine navigation, such as finding 
  a way through a maze, or similar.
              The real power of the map is that it displays 
  the locations of any accumulations of wealth in 
  the area it is displaying, including vaults, buried 
  treasure, and so on. While still stylized, the 
  depictions are larger and more brightly colored the 
  more valuable the cache is, and give some idea of 
  what its nature is (a pile of gold coins, a handful of 
  fine jewelry, a magic item, and so on).
              The map does not show the locations of 
  creatures, or of anything that may be protecting 
  the treasures.
             Wrought of blackened iron and stained 
  with the blood of an astral deva, this horrid mask 
  is twisted in a vague and horrifying image of a 
  grinning demon.  The iron burns to the touch, 
  as though constantly exposed to a low fire, and 
  the faint smell of sulfur fills the air around the 
  mask. Those foolish enough to don the mask feel 
  a maddening sense of elation, accompanied by a 
  rush of dark power.
              The wearer of a mask of demons feels 
  invincible, as he is infused with dark power. This 
  energy allows the wearer of this mask to speak 
  
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  words infused with demonic essence, causing his 
  foes to suffer terrible pain, bouts of maddening 
  laughter, or even to lose control of their own 
  actions. Once per day, he may use one of the 
  following abilities.
              Word of Pain: The wearer speaks a dreaded 
  word that causes a single living creature within 
  30 feet who can clearly hear the wearer to suffer 
  terrible, wracking bouts of pain, causing the target 
  to become nauseated for 1 minute. Creatures with 
  126 or more hit points are immune to this effect. 
  This is a mind-affecting pain effect.
              Word of Madness: The wearer speaks a 
  dreaded word that causes a single living creature 
  within 30 feet who can clearly hear the wearer 
  to begin laughing uncontrollably. For the next 
  minute, at the beginning of each of that creature’s 
  turns, it must make a d% roll. On a result of 51 
  or higher, he is unable to do anything but laugh 
  uncontrollably this turn. Creatures with 101 or 
  more hit points are immune to this effect. This is a 
  mind-affecting effect.
              Word of Uncontrollable Moves: The wearer 
  speaks a dreaded word that causes a single living 
  creature within 30 feet who can clearly hear the 
  wearer to begin to thrash and dance uncontrollably, 
  and with a self-destructive abandon. For the next 
  minute, at the beginning of each of its turns, the 
  target must succeed on a Will save (DC 16 + the 
  wearer’s Charisma modifier) or be forced to spend 
  the entire round dancing in place, provoking 
  attacks of opportunity from all creatures that 
  threaten him, and preventing him from taking any 
  other action. Further, if the target fails this saving 
  throw he also suffers 10 points of damage. This 
  damage is not subject to damage reduction and 
  cannot be prevented by any means. Creatures with 
  76 or more hit points remaining are immune to this 
  effect. This is mind-affecting effect.
             This shining alabaster mask is carved into a 
  perfect representation of an idealized human male, 
  complete with a shining crown of gold. Copper 
  studs adorn the face of this exquisite mask, and 
  seem to collect an unnatural amount of light from 
  their surroundings. Any living creature who dons 
  the mask can’t help but feel extremely attractive 
  and personally powerful.
              The wearer of a mask of kings gains 
  exceptional powers of personal persuasion. By 
  merely pressing the mask’s lips to a living creature 
  and whispering a command word, the mask’s 
  wearer can invoke the mask’s power to perform one 
  of the following actions, each usable once per day.
              Kiss of Animal Kinship: If the wearer of the 
  mask presses the mask’s lips to any creature of the 
  animal or magical beast type, he gains a +10 bonus 
  to Handle Animal checks made to handle that 
  creature for the next week.
              Kiss of the Kindly Lord: If the wearer of the 
  mask presses the mask’s lips to any creature of 
  the humanoid or monstrous humanoid type, he 
  increases the attitude of that character towards 
  himself by one step for 24 hours. (For more 
  information on adjusting the attitudes of NPCs, see 
  the Pathfinder Roleplaying Game Core Rulebook.)
              Kiss of the Compelling King: If the wearer 
  of the mask presses the lips of the mask to any 
  creature of the outsider type, he gains a +5 bonus 
  on all Charisma checks and Charisma-based skill 
  checks made to deal with that outsider for the next 
  hour.
              In order to press the lips of the mask to an 
  unwilling creature, the mask’s wearer must succeed 
  on a melee touch attack which provokes attacks of 
  opportunity.
  
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             This shining and ornate full-length mirror 
  does not show the reflection of those who look 
  upon it. Instead, any who look upon the mirror 
  see a demonic figure within it. The exact nature of 
  the figure is a mystery, and different individuals 
  have reported the figure as having wildly different 
  appearances. Most scholars who study such things 
  believe that the beings within these mirrors are 
  some unknown race of demon, but dissenting 
  groups argue that they may be another type of 
  outsider entirely, or even some kind of psychic 
  reflection of the user (at least four such mirrors 
  can be confirmed to have existed simultaneously, 
  leading to the belief that the figure in the mirror 
  is not a single, unique entity, but rather separate 
  individuals of an unknown race).
   
  Whatever its nature, the being will provide 
  the user with any information he desires—except 
  for information about the mirror-creature’s own 
  name or nature. The reflection effectively has a 
  +20 bonus to all Knowledge skills, giving him a 
  vast repository of knowledge upon which to draw. 
  Additionally, he may visit other mirrors, both 
  mundane and magical, and can see out of them as 
  though they were windows, then return to report 
  his findings. The creature seems to be able to travel 
  any distance instantly in this fashion, and can hear 
  those looking into his mirror perfectly, regardless 
  of his actual location. Finally, once per day, the 
  reflection may cast legend lore (caster level 20) at 
  the user’s request.
  only produce as much wealth (in coins) as it has 
  consumed. For example, if one were to put 100 
  gold pieces into the purse, he could produce 10 
  platinum coins, or 100 gold coins, or 1,000 silver 
  coins, or whatever combination of coins added up 
  to the appropriate amount, after which the purse 
  would cease to produce coins until more coins had 
  been placed inside it and lost.
             These purses are typically made of silk, or 
  another fine, light cloth, and are often embroidered 
  with symbols of trade, wealth, or status. Any coins 
  placed into the moneychanger’s purse immediately 
  vanish, never to be seen again. However, as long 
  as there are no other items in the purse, its owner 
  can reach in and speak a command word, and 
  magically produce coins as if from nowhere. The 
  produced coins can be of any denomination the 
  user desires (platinum, gold, silver, copper), and 
  can be the currency of any specific nation, region, 
  race, etc. However, the moneychanger’s purse can 
              The core of the mummy costume is formed 
  from a single long piece of rotting silk gauze which 
  the wearer wraps around his entire body, even 
  covering his head and face. A minor enchantment 
  serves both to keep the fabric from tearing to 
  pieces, as well as to allow the wearer to move and 
  breath comfortably. Often mummy costumes 
  come with additional adornments which add 
  to the aesthetic appeal of the item. Despite the 
  often comical appearance of such outfits, mummy 
  costumes are highly sought after by treasure 
  hunters and especially unscrupulous merchants 
  for its powerful enchantment, which protects 
  the wearer from curses. As long as the wearer is 
  wearing a mummy costume, he is protected from 
  cursed items and never suffers ill effects from 
  cursed items, instead treating them as though 
  they were simply normal items of their type. 
  Additionally, the wearer of a mummy costume may 
  wear both a scarab of protection and a golembane 
  scarab without either of those items using up his 
  neck slot.
             These paintings are quite large: six feet tall 
  by four feet wide. Most such paintings bear images 
  of idyllic landscapes, and often have had several 
  different images painted on top of each other over 
  the years. By speaking a command word (usually 
  engraved on the painting’s frame or worked into 
  
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  the image somewhere), one can turn the painting 
  into a portal to a special extra-dimensional space. 
  Only the speaker (and whatever gear he is carrying) 
  can pass through, though other creatures that 
  speak the command word can pass, in the same 
  way.
              The extra-dimensional space is a 50-foot 
  cube, and its environment roughly resembles 
  whatever picture was painted on it, though 
  everything is made of crude proto-matter, so any 
  creatures and plants are inanimate, and objects 
  are not capable of being used in their normal 
  capacity, etc. Regardless of the appearance the 
  extra-dimensional space takes, it always possesses 
  a single painting somewhere in it that depicts the 
  area around the actual painting (although it does 
  not show any creatures or other transitory objects 
  in the area), and this painting serves as a gateway 
  back through the painting.
              Any objects stored inside the painting’s 
  extra-dimensional space appear clearly on the 
  painting in the same art style as the rest of the 
  painting, but cannot be painted over: it always 
  appears on top of any actual painting on the 
  canvas. Creatures do not appear in this way.
  (from summon nature’s ally IV) or 1d6+2 giant 
  crabs (from summon nature’s ally III), or 1d6+3 
  wolves (from summon nature’s ally II), or 1d6+4 
  riding dogs (from summon nature’s ally I)).
             These talismans are prized by druids 
  and others who make use of summon nature’s 
  ally spells. Any time the wearer casts a summon 
  nature’s ally spell, and chooses to summon a 
  number of creatures from the next-lowest-level 
  version of the spell, he may summon 1d4+1 
  of those creatures, instead of the normal 1d3. 
  Additionally, if he chooses to summon a number 
  of creatures from an even lower-level version of 
  the spell, he summons 1d6 of those creatures plus 
  1 per spell level of difference between the spell 
  cast and the spell appropriate for the creatures 
  summoned. (For example, a druid casting summon 
  nature’s ally V could summon 1d4+1 grizzly bears 
             A pouch of surprises is often covered with 
  fake jewels and gaudy doo-dads, and they are often 
  seen in the hands of travelling circuses and fairs as 
  a sort of curiosity game. Once per day, the pouch’s 
  user can place a single item in the pouch and speak 
  its command word. If he does, the item placed in 
  the pouch vanishes, and another item appears in 
  its place. This item can be just about anything, 
  and the user has no influence whatsoever over the 
  item that appears, but there are a few restrictions. 
  First, the item must be small enough to fit within 
  the pouch (roughly 1 cubic foot, no side longer 
  than 14 inches). Second, the item must be worth 
  somewhere between 80% and 120% of the item 
  that was placed in the pouch in the first place (for 
  those who want to determine the value randomly, 
  the value will be 80 + 2d20 % of the original item’s 
  value. This roll should be made in secret by the 
  GM, who can instead choose to arbitrarily decide 
  the value of the new item, as long as it is within 
  the given range). Magic items can be gained in this 
  way, if they are of an appropriate value.
              Note that items that disappear into a pouch 
  of surprises eventually wind up in another pouch of 
  surprises, potentially making it a good way to hide 
  or get rid of items temporarily.
            These beautifully-detailed and intricately-
  styled tarot cards come in an oak box hand-painted 
  with roses and birds. While these cards can be used 
  to conduct ordinary tarot readings and can be used 
  
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  as a focus for the augury spell, they have a special 
  magic all their own. Once per day, as a move action, 
  the user can shuffle the deck and draw single 
  card from the top of the deck.  No matter how 
  he shuffles or arranges the cards, the card drawn 
  is always one of the three following cards not 
  included in an ordinary tarot deck.  Each card has 
  a special effect, and the card drawn is determined 
  randomly on a roll of 1d6.
  attached to its wearer. Whatever the case, while 
  in its hazy, mist-like form, the purse of mists is 
  incorporeal, and so is immune to nonmagical 
  attack forms (and combat maneuvers). With a 
  command word, the purse’s owner can cause it to 
  become substantial again, allowing him to place 
  items inside or take them out, etc. Note that the 
  purse’s contents are also made incorporeal, and 
  do not fall out of the pouch when it becomes 
  insubstantial.
              Rose: When this card is drawn, the user 
  experiences a vivid and beautiful vision of a 
  future full of romance and elegance. For the next 
  24 hours, he gains a +3 competence bonus on all 
  Charisma-based skill checks.
              Dove: When this card is drawn, the user 
  experiences a dreamy vision of a peaceful and 
  comfortable future. For the next 24 hours, he gains 
  a +1 luck bonus to AC and saving throws.
              Raven: When this card is drawn, the user 
  experiences a violent and brutal vision of death 
  and carnage. For the next 24 hours, he gains a +2 
  morale bonus to attack and damage rolls.
              No matter how many times the deck is 
  searched, these cards will only appear once per day, 
  when the deck’s magic is invoked.
             Perhaps the greatest form of protection 
  against pickpockets and purse-cutters, a purse of 
  mists is normally completely insubstantial, little 
  more than a hazy, purse-shaped brown cloud. 
  Even the string that tethers it to its wearer’s belt is 
  made of mist, and it is a mystery to all but the most 
  wizened of sages (and those who enchant such 
  purses themselves) how the purse of mists remains 
             This handy magical quiver is constructed 
  from simple brown leather, emblazoned with a 
  single piece of silver worked into the shape of 
  an arrow with a heart-shaped head.  Though the 
  quiver could easily hold 20 or even 25 arrows or 
  bolts, the quiver’s magic only functions when 
  exactly one arrow or bolt is placed inside the 
  quiver, and any attempt to activate the item 
  while more than one arrow or bolt is placed 
  inside the quiver causes all ammunition within 
  the quiver to be utterly destroyed, as though by 
  the disintegrate spell. Once per day, by speaking 
  the command word associated with the quiver 
  (which can typically be found engraved around the 
  heart-shaped decoration), the wearer of the quiver 
  can magically produce 5 perfect duplicates of the 
  ammunition placed inside the quiver.
              The newly created ammunition is perfectly 
  identical to the arrow or bolt placed within the 
  quiver, except that if the duplicate ammunition is 
  removed from the quiver for more than 2 rounds, 
  the duplicates crumble to dust.  This effect has 
  no impact on the damage dealt by the duplicates, 
  but may limit certain other effects that require the 
  ammunition to be intact, at GM’s discretion. A 
  basic quiver of endless ammunition is only capable 
  of duplicating non-magical ammunition, though 
  it is capable of duplicating ammunition composed 
  of special or unusual materials, as well as quasi-
  magical and alchemical items.
  
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              More powerful quivers of endless 
  ammunition are said to exist which have the 
  power to replicate even magical ammunition. 
  These quivers have an additional cost equal to 
  the gp value of the most powerful equivalent 
  enhancement bonus that could be replicated.  (For 
  example, a quiver of endless ammunition that 
  could replicate magical ammunition that had up 
  to a +3 equivalent enhancement bonus would cost 
  an additional 18,000 gp.). Because this adjustment 
  affects the cost to construct the item, the price of 
  such an item would likely be increased by twice the 
  additional cost.
              Quivers of endless ammunition can only 
  replicate arrows and bolts placed within them, 
  though similar items exist for other kinds 
  of ammunition, such as a pouch of endless 
  ammunition, dart case of endless ammunition, or 
  even an ammo cart of endless ammunition.
  by concentrating as a move action he can adjust 
  the radius by 10 ft., though he cannot exceed the 
  maximum of a 20-ft. radius. If he reduces the 
  radius to 0 ft. in this way, the mists dissipate, 
  though he can increase the radius to 10 ft. once 
  again as a move action. While the mist can still be 
  blown away by strong wind or burned, in the same 
  way as obscuring mist, they automatically reform 
  in 1d4 rounds.
              Additionally, once per day, the wearer can 
  cause the fog to instead function as a stinking 
  cloud spell. The fog remains centered on him, and 
  the wearer is immune to its effects, but otherwise 
  this functions identically to the spell, and remains 
  that way for 1 minute before the mists return to 
  normal.
              These robes are always made of soft, 
  luscious-feeling materials, usually fur but 
  sometimes velvet or other, similar materials. In 
  addition to being mundanely comfortable, they 
  are also magically comfortable. The wearer is 
  constantly affected as though by the spell endure 
  elements. Additionally, he gains a +2 resistance 
  bonus on Fortitude saves and Constitution checks 
  made to resist the fatigued condition.
              True to their name, these robes possess 
  numerous pockets, some sewn inside the sleeves, 
  some at the waist, some inside its folds, and others 
  in stranger places. By touching a pocket and 
  speaking a command word, the wearer can cause 
  that pocket to meld seamlessly into the rest of the 
  outfit, seemingly making it disappear. It can be 
  made to appear again in the same way. In addition 
  to the robe’s mundane pockets, it also has four 
  magical pockets, which can also be made to appear 
  and disappear in the same way. These magical 
  pockets function similarly to a bag of holding, and 
  can hold up to 1 cubic foot or 10 lbs. of material 
  each. Finally, the robe contains one last magical 
  pocket, which can also be made to appear or 
  disappear at will. If the wearer speaks a command 
  word and opens this pocket, he may name any 
  non-costly spell component, and the pocket will 
  contain that component. This final ability can be 
  used up to one dozen times per day.
             These robes tend to be a dark grey or 
  midnight blue in color, and are always slightly 
  cool to the touch. The wearer is constantly 
  surrounded by misty vapors as though affected by 
  the spell obscuring mist. By default, these mists 
  extend in a 20-ft.-radius area from the wearer, but 
  
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              These robes tend to be made of thick wool, 
  and are warm and practical, in addition to their 
  magical function. They are usually dyed a deep 
  blue or dark red, but other colors are not unknown, 
  though they are rarely very bright, and almost 
  never bear extensive decoration. Whenever the 
  wearer casts an arcane spell, he may choose to treat 
  his caster level as one higher than it actually is for 
  one of the following aspects of the spell: the range, 
  the area, the number of targets, or the duration. 
  The wearer can only choose to have his caster level 
  be augmented for one of these things, and if that 
  aspect of the spell does not depend on the caster’s 
  level, this ability has no effect (for example, this 
  ability could be used to increase the range of a spell 
  with a range of close, or to allow a spell that can 
  target up to one creature per caster level to target 
  an additional creature, but would have no effect on 
  the range of a spell that has a range of touch, or 
  the duration of a spell whose duration is exactly 1 
  minute).
            These robes generally have various small 
  mirrors or thin metal plates sewn all over them, 
  causing them to look reflective, like a myriad of 
  tiny mirror panels. By speaking a command word, 
  the wearer can cause the robe to create the illusion 
  of two copies of himself, as though with the 
  spell major image, which emerge from his person 
  and act as he mentally dictates. He can actively 
  direct the actions of these illusory copies by 
  concentrating on the effect, as with major image, 
  except that he can concentrate on both copies 
  simultaneously as a single action. As with major 
  image, the effect lasts for 3 rounds after the wearer 
  ceases to concentrate.
             These robes have arcane runes stitched into 
  them along the sleeves and down the front, which 
  offer the wearer some protection against spells. 
  A robe of resist spells grants its wearer a resistance 
  bonus on all saving throws (Fortitude, Reflex, and 
  Will) made to resist the effects of spells and spell-
  like abilities. A lesser robe of resist spells grants a +1 
  bonus, a moderate robe of resist spells grants a +3 
  bonus, and a greater robe of resist spells grants a +5 
  bonus.
              These robes have a number of arcane glyphs 
  and sigils of protection woven into the seams, 
  designed to protect the caster against one or 
  more specific spells. As long as the robe is worn, 
  the wearer is affected in a manner similar to the 
  spell spell immunity. The spell or spells to which 
  the wearer is immune are chosen when the robes 
  are created, and cannot later be changed.
              The number and nature of the spells that 
  the robe grants protection from are determined by 
  its type, as outlined below.
              Initiate: The most basic version of the robe, 
  an initiate’s robe of spell immunity protects its 
  wearer from a single spell of 3rd level or lower.
              Novice: A somewhat more useful version of 
  the robe, a novice’s robe of spell immunity protects 
  
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  its wearer from two spells of 4th level or lower.
              Mage: Notably more powerful than the 
  novice version of the robe, a mage’s robe of spell 
  immunity protects its wearer from one spell of 4th 
  level or lower, one spell of 5th level or lower, and 
  one spell of 6th level or lower.
              Archmage: The most comprehensive 
  version of the robe, an archmage’s robe of spell 
  immunity protects its wearer from five spells of 8th 
  level or lower.
  Finally, when using a saddle of horsemanship, you 
  need not make a Ride check at all in order to guide 
  your mount with your knees, nor to make a fast 
  mount or fast dismount.
             This brocaded silk robe is a deep crimson, 
  like fresh blood on snow, and features a wide array 
  of elaborate and eye-catching scrollwork that 
  seems to shift and pulsate with raw arcane power, 
  drawing in the attention of living creatures. This 
  effectively increases the power of any enchantment 
  spells cast by the wearer against creatures who 
  can see him, increasing his effective caster level 
  by +2 in such cases. If the wearer possesses at 
  least 3 other pieces of the raiment of the grand 
  master enchanter, this effective increase in caster 
  level is equal to +4, instead. This item is a piece of 
  the raiment of the grand master enchanter. 
              This lovely silken scarf is dyed with an 
  indigo pigment which never fades, and offers a 
  measure of protection against powerful creatures. 
  As long as she wears the scarf, the wearer is 
  invisible to all creatures whose CR is at least 5 
  higher than her Hit Dice. This functions as the 
  spell invisibility, except that it lasts indefinitely and 
  affects only certain creatures. If the wearer does 
  something which causes the spell to end  (such as 
  attacking a creature), she must remove the scarf 
  and don it again in (each a move action) in order to 
  be rendered invisible once more.
              These saddles are usually made of fine 
  leather, and typically bear minor enchantments 
  that keep dust from settling on them, or that make 
  the rider more comfortable, giving a smoother 
  ride. Their main feature, however, is to increase 
  the rider’s ability to control his mount. The rider 
  gains a +5 bonus on all Ride checks made while 
  in the saddle. Additionally, if you are knocked 
  unconscious while in a saddle of horsemanship, 
  there is no chance that you fall out of your saddle. 
             This large trunk is made of cheap, flimsy 
  wood, but has been stained and painted to appear 
  to be fine oak. It bears engraved, decorative metal 
  trimming which appears at a glance to be silver, but 
  is in fact just polished steel. The front of the chest 
  carries a massive lock, which is all-but-impossible 
  to open (Disable Device DC 40), and has no key. 
  The top of the chest has a small slit, however, 
  about an inch wide and four inches long. A plaque 
  mounted on the back of the trunk explains the way 
  that it functions.
              By speaking the name of a mundane item 
  and placing an amount of coin into the trunk 
  worth at least as much as the market price of the 
  named item, the user can open the trunk, revealing 
  that its contents are not the coins (which are 
  teleported away), but the item that was named. 
  
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  The next time the chest is closed again, it locks, 
  and will not open until the next time an item is 
  named and the appropriate number of coins are 
  deposited. Any items that are in the box when 
  an item is summoned this way (whether excess 
  payment, or something that was placed in the 
  trunk the last time it was opened) vanish.
              Even items larger than the trunk can be 
  summoned in this way. These items appear in 
  the trunk in miniature, and grow rapidly to their 
  appropriate size over the course of 1 minute after 
  they are removed from the trunk.
              Picking the lock on the box opens it, but 
  immediately destroys the enchantment, though 
  does allow access to whatever is currently held in 
  the trunk.
  single move action. The wearer has no control over 
  the distance travelled, and cannot choose to travel 
  less than the standard distance.
              The magic of these boots allows the wearer 
  to move through and around any obstacles which 
  would ordinarily impede his movement. Because 
  the movement is so fast, it is impossible for the 
  wearer to observe his surroundings as he travels, 
  and the magic of the boots effectively renders the 
  wearer incorporeal during this travel, preventing 
  him from colliding with any physical obstacles in 
  the intervening space. If the wearer’s movement 
  would place him within a solid object, he is 
  automatically shunted to the nearest empty space. 
  This movement is incredibly disorienting, and 
  renders the wearer nauseated for 1 minute after 
  use, and sickened for 10 minutes after that. After 
  each use, the wearer must wait at least 10 minutes 
  for the boots to recharge before he can use them 
  again, and the boots can be used up to three times 
  each day.
              This belt is made from the hide of a dozen 
  serpents and has been styled to resemble a snake 
  eating its own tail, with the snake’s head being 
  made from bronze and serving as the belt’s buckle.  
  The belt confers a +2 bonus on Fortitude saves 
  made to resist poison, and reduces the number of 
  saving throws the wearer must succeed on to be 
  cured of poison by 1 (minimum 1 save).
              This simple drum is made from unworked 
  oak and wolf hide, and produces an oddly distant 
  and hollow sound. Music produced by this drum is 
  especially pleasing to animals, and in natural areas 
  the local fauna are often attracted by even routine 
  performances with the drum. These animals have 
  a starting attitude of indifferent towards drummer 
  and any other nearby living creatures for as long 
  he plays the drum, and for 1d4 hours thereafter. A 
  character who succeeds on a DC 30 Perform check 
  while playing this drum attracts the attention 
  of Laniu, the spirit wolf, who appears to him in 
  his dreams the following night and explains how 
  to use the magic of this drum. With the proper 
  knowledge, once per day this drum can produce 
  one of the following effects.
              Call the Sky Father: This ability requires the 
  drummer succeed a DC 15 Perform (percussion 
             The humble appearance of this pair of travel-
  worn and rotted leather boots belies a powerful 
  enchantment which allows the wearer to travel 
  vast distances with great alacrity. As a standard 
  action, the wearer of these boots can activate their 
  magic, allowing him to move with such speed as 
  to cover the same distance as he could in 7 hours 
  of overland travel (typically 14 miles for characters 
  with a movement speed of 20 ft., or 21 miles for 
  characters with a movement speed of 30 ft.) in a 
  
  186
  instruments) check, and calls a lightning bolt 
  from the clear sky, which deals 5d6 points of 
  electricity damage to a single creature. During 
  a thunderstorm or similarly stormy condition, 
  this lightning bolt instead deals 10d6 points of 
  electricity damage to the target. A successful Reflex 
  save (DC equal to 1/2 the result of the Perform 
  [percussion instruments] check) halves this 
  damage.
              Call the Earth Mother: This ability requires 
  the drummer succeed on a DC 15 Perform 
  (percussion instruments) check, and brings to life 
  plants from the ground, as though with the spell 
  entangle, except that the effect persists for as long 
  as the drummer continues the performance (it is 
  a move action to maintain this performance for 
  most characters, but a character with the bardic 
  performance class feature can maintain this 
  effect as a free action). The user must make a new 
  Perform check each round that he continues to use 
  the ability. The saving throw DC to resist this effect 
  during a given round is equal to 1/2 the result of 
  the last Perform (percussion instruments) check.
            This costume consists of a fine black silk suit 
  which is adorned with real bones from a human 
  male who was condemned to death for his violent 
  crimes. The bones are laid about in a pattern 
  which resembles an intact skeleton rendered in 
  two dimensions, with the entire skeleton being 
  on the costume’s front. Such costumes never 
  include skulls or masks. In addition to providing 
  a gruesome façade, sure to please all the vilest 
  of wicked spirits and terrify the local children, 
  the costume has a practical enchantment which 
  renders the wearer immune to bleed damage. 
  Additionally, if the wearer is wearing a mask of the 
  skull, he may use its ability an additional time per 
  day.
  Art © Copyright Can Stock Photo Inc.
  
  187
   
  Though this ship appears to be little more 
  than an ordinary longship, it belies a very powerful 
  enchantment which allows those who propel it to 
  maneuver it through the air. Doing so is difficult 
  but often can mean the edge in a battle. Because of 
  this ability to fly, sky ships are prized by sea raiders 
  who wish to attack land-bound targets.
   
  A sky ship functions identically to a 
  mundane longship, except as noted here. If a sky 
  ship is being propelled by oars, the rowers can 
  attempt to cause the ship to fly. The sailing skill DC 
  to cause the ship to ascend 30 feet is 25. The DCs 
  of all sailing checks made while the ship is flying 
  are increased by +5. If the rowers cease rowing, 
  the ship immediately falls, taking fall damage as 
  normal. If a sky ship drops on to another ship, it 
  deals ramming damage to the other ship, as well as 
  to all crew on the decks and any sails. The sky ship 
  also suffers additional damage equal to the target 
  ship’s ramming damage. Both the ships and the 
  crew on the decks of the target ship may attempt 
  a Reflex save (DC 18) for half damage. Following 
  the crash landing, the two ships are considered 
  grappling.
  known bag of holding, a smuggler’s pouch contains 
  an extra-dimensional space inside, although, 
  unlike most objects containing extra-dimensional 
  spaces, it isn’t to provide for more storage space. 
  Instead, there are effectively two different “insides” 
  to the pouch, both identical in every way, except for 
  whatever objects the user chooses to place inside. 
  A command word (usually something innocuous 
  that can easily be slipped into conversation with a 
  customs official, such as “officer,”) allows the user 
  to determine which version of the pouch’s “inside” 
  will appear the next time the pouch is opened. For 
  example, one might fill one of the pouch’s “insides” 
  with something innocuous, like marbles, or hay, 
  while filling the other with contraband or stolen 
  property. If someone were to inspect the pouch’s 
  contents, the owner could ensure that they found 
  only the innocent items, and not the hidden ones.
              Because only one of the two “insides” of 
  the smuggler’s pouch is an extra-dimensional 
  space (the other is just the normal inside of the 
  bag), the items in that version of the pouch can 
  still be accessed if it is brought within an extra-
  dimensional space (such as a rope trick or a bag of 
  holding).
             These pouches tend to be fashioned from 
  plain, unassuming brown leather, with little or 
  no indication to set them apart from a perfectly 
  mundane pouch. Similar to the much better-
              Made from blue dyed leather with white-
  gold embellishments, this exquisite quiver is 
  covered in runes and arcane sigils which do little 
  to hide its magical nature. While the large quiver 
  features a padded lining which keeps any arrows 
  placed inside cushioned from harm, the quiver’s 
  magic has no effect on the items placed inside, and 
  filling the quiver to excess often makes activating 
  the item’s magic tricky. Individual spell quivers are 
  often decorated or customized by their creators to 
  provide some indication of which spell is tied to 
  the quiver, and as a result, the percent chance that 
  a randomly generated spell quiver would offer a 
  clue as to its function is increased to 50%, instead 
  of the normal amount.
  
  188
             The spell quiver offers archers a potent 
  boost of magical offence. Each spell quiver is tied 
  to single spell, which must have no more than a 
  single target, and either have a range of touch or 
  require a ranged touch attack. Up to 5 times per 
  day, the wearer of a spell quiver can reach into 
  the spell quiver and speak the name of the spell 
  the quiver is associated with. If he does, the arrow 
  he draws is made from pure spell energy. This 
  arrow can be fired as normal, but any creature hit 
  with this special arrow is affected as though by 
  the spell the quiver is associated with, in addition 
  to taking normal damage from the arrow. If this 
  special arrow misses the target it is automatically 
  destroyed even if it would not normally be.
              In addition to the other costs of creating 
  a spell quiver, the item’s cost is increased by 1,000 
  gp x the level of the associated spell x the spell’s 
  caster level. Spells with costly material components 
  (any material component in excess of 1 gp) increase 
  the cost of the item by the value of the costly 
  material component x 25 gp. The market price 
  of the item is generally increased by twice this 
  additional amount. Finally, the associated spell is 
  always considered a required spell for constructing 
  a spell quiver.
  with the box serving as the new prison for the 
  soul, which replaces the old soul (the old soul is 
  destroyed utterly, and cannot be restored into 
  existence with anything short of a wish or miracle 
  spell). Destroying the summoner’s charm frees 
  the soul inside (though the creature is still dead).  
  A summoner’s charm may be activated no more 
  than 3 times each day.
              This magical device consists of a heavy iron 
  chain inscribed with exotic runes and a 4-inch 
  by 4-inch cubic box of six different metals which 
  hangs from the chain. Contained within the box 
  is the soul of a slain creature, typically a CR 7 
  humanoid. By speaking the command word, the 
  wearer of a summoner’s charm may summon any 
  creature of the elemental subtype of a CR less 
  than or equal to the CR of the creature whose soul 
  powers the gem. This ability functions identically 
  to the spell summon monster I, except as noted 
  above, and that the duration for the effect is always 
  1 minute. A new soul can be placed into the box 
  provided it is contained in a gem or similar non-
  living, non-sentient, inanimate object. Such vessels 
  placed within the box are immediately destroyed, 
              Unlike many magic items, a summoning 
  circle is not intended to be worn or even carried by 
  its user. Rather, it must be installed in the floor of a 
  room, fixed in place. Such circles are wrought from 
  pure silver, and bear a number of intricate and 
  arcane glyphs and sigils inscribed on their surface. 
  Once properly installed, a summoning circle 
  functions as an inward-focused magic circle spell 
  for the purposes of calling extradimensional 
  creatures (such as with the planar binding spell). 
  The summoning circle can be used to trap any 
  extraplanar creature, regardless of its alignment, 
  and is automatically treated as though the circle 
  had employed a calling diagram (preventing 
  trapped creatures from using their spell 
  resistance to escape the circle, and increasing 
  the Charisma check to escape the circle by +5). 
  Finally, any extraplanar creature called into the 
  circle is automatically affected as though by the 
  spell dimensional anchor.
              Because the summoning circle’s effects 
  are continuous, it can imprison a called creature 
  indefinitely, although the creature may make 
  a new saving throw to escape (at the same DC 
  as the original saving throw made to resist the 
  trap) each week. The summoning circle cannot 
  be used to trap a new extradimensional creature 
  while other creatures are still trapped inside 
  
  189
  of it. The summoning circle has no effect on 
  extradimensional creatures that enter it by 
  means other than a spell or effect with the calling 
  subschool (such as planar binding).
  the warships that hunt them down, to simple 
  merchants who just want to reduce the amount of 
  time it takes their shipments to travel.
   
  A swift ship functions identically to an 
  ordinary longship in all ways, except that the 
  maximum speeds of each of its propulsion 
  methods is three times the normal amount. This 
  increase to maximum speed does not affect the 
  ship’s acceleration.
   
  This magical longship may not offer a 
  direct advantage in firepower or maneuverability, 
  but its ability to reach incredible speeds makes 
  it incredibly valued by anyone from pirates 
  and smugglers in need of quick getaways, to 
              These small badges are typically made of 
  silver, and carved in the shape of a pair of wings, 
  or the silhouette of a running man, or some other 
  indicator of fast travel. There is always a spherical 
  gem set in the middle of the badge, which can be 
  detached. In order to use it, the badge must be 
  placed on a person or object (in the case of the 
  former, the badge may be stuck on the person’s 
  clothing or armor, and will transport the person 
  as well as what they are wearing and/or carrying, 
  up to their maximum load). With a command 
  word (and, in the case of unwilling targets, a touch 
  attack), the badge can be magically affixed to any 
  surface. A different command word (or a DC 15 
  Strength check) can detach it again.
              Meanwhile, the spherical gem can be 
  detached with ease, and the badge’s user typically 
  does so before or while affixing it. At any point, 
  the gem can be shattered, causing the badge (as 
  well as the person or object it was affixed to, up to 
  a maximum weight of 1,300 lbs and a maximum 
  volume of 13 cubic feet) to be transported to the 
  now-broken sphere’s location as though by the 
  spell greater teleport. Unwilling targets may resist 
  this effect with a Will save (DC 20). Whether the 
  target is transported or not, after the attempt is 
  made the badge itself becomes inert and falls off of 
  whatever it was attached to.
  
  190
  the costume’s magic makes it easy to speak, even 
  while wearing the oversized fangs in one’s mouth. 
   
  A more potent, if somewhat grim, charm on 
  the costume allows its wearer to gain sustenance 
  and power from human blood. Once per day, by 
  consuming one liter of human blood (a human 
  body typically contains 5 liters of blood) over 
  the course of 1 minute, the wearer of a vampire 
  costume can gain benefits as though he had 
  received a full night’s rest (a spellcaster does 
  not regain new spells per day as a result of this, 
  however). Additionally, if the wearer of a vampire 
  costume is also wearing a cloak of the bat, he 
  can use either of the cloak’s flight abilities for an 
  additional 7 minutes before being forced to land.
             These powerful urns are typically made 
  of clay, and are richly painted with vibrantly-
  colored images of dragons, depicting their power 
  and majesty. All urns of dragon summoning are 
  sealed with a large stopper made of dragon bone, 
  and are completely airtight. An urn of dragon 
  summoning is always baked in dragonfire, making 
  it incredibly durable and difficult to destroy 
  (hardness 12, 50 hit points).
              The act of opening the urn, however (a full-
  round action), causes it to shatter into a thousand 
  pieces, and calls forth an ancient dragon. The 
  dragon’s color (such as gold, green, red, etc.) is 
  determined when the urn is created, and cannot 
  later be changed. The summoned dragon serves 
  whoever opened the urn loyally for 1 hour, after 
  which time the dragon is returned whence it came. 
  Any dragon summoned in this way resents his 
  servitude and the indignity of being summoned, 
  and most will bear a grudge against the summoner 
  for some time thereafter. Evil-aligned dragons 
  may even actively attempt to get revenge on the 
  summoner.
             This stylish garment of red and black velvet 
  wouldn’t be out of place at high court, were it not 
  for the frighteningly rendered ivory fangs and 
  irrepressible stench of grave dirt. A minor part of 
              This magical veil is made from a single piece 
  of unnaturally sheer grey silk, fastened to a cap of 
  colorful wildflowers so that the veil falls to cover 
  the entire face of a creature wearing it.  The cloth 
  seems damp to the touch, though any attempt to 
  extract moisture from the veil is wholly in vain.  
  Though the garment is unscented, any character 
  that dons it is immersed in the unmistakable smell 
  of crushed blackberries.
              Once per day, the wearer of a veil of the 
  sorceress can spend one minute describing the 
  form of any living creature aloud, at the end of 
  which time the wearer is immediately enshrouded 
  in a powerful illusion that makes the character 
  appear as the creature described, as though he had 
  been affected by the spell veil.  
   
  The quality of a disguise is dependent 
  on the quality of the description given by the 
  character wearing the veil of the sorceress, with the 
  item granting only a +5 bonus on Disguise checks 
  if the character provides only a loose description 
  of the creature (such as a “a large black dragon 
  with horns and plenty of scars”), or a +10 bonus for 
  an accurate description of the creature (requiring 
  
  191
  either that the character succeed on an appropriate 
  Knowledge check made to identify the creature, 
  or that the character have firsthand experience 
  dealing with the creature). If a character can 
  deliver a suitably poetic description of the creature, 
  he gains a +15 bonus on any Disguise checks made 
  to appear as the creature in question (including 
  checks to appear as a specific individual).  This 
  typically requires a DC 20 Perform (oratory) skill 
  check, though poems of a certain quality may 
  confer this bonus even in the face of poor delivery.  
  If a character fails to succeed on either a Perform 
  or Knowledge check, he receives only the +5 bonus 
  granted for giving a loose description of the form 
  to be assumed.
  hungry mouth is filled with razor sharp teeth. As 
  long as the mask assumes the lion form, the wearer 
  gains a bite primary natural attack that deals 2d6 + 
  Strength modifier points of damage on a successful 
  hit.
   
  Viper: The versatile mask assumes the 
  form of a snake’s head, with a pair of oversized 
  fangs which drip venom. As long as the mask 
  assumes the viper form, the wearer gains a bite 
  primary natural attack that deals 1d4 + Strength 
  modifier points of damage on a successful hit, and 
  also injects the target with viper poison (injury; 
  save Fort DC 10 + 1/2 wearer’s Hit Dice + wearer’s 
  Constitution modifier; frequency 1/round for 6 
  rounds; effect 1d2 Con damage; cure 1 save.)
             Among the more unusual (although, 
  according to its creators, also among the more 
  effective) anti-pickpocketing enchantments is 
  the vicious purse. This semi-animated purse 
  bites anyone who attempts to put their hand 
  within its opening unless they first speak the 
  proper command word. The bite automatically 
  hits, dealing 1 point of damage, and the vicious 
  purse then attempts to hold the thief’s hand fast, 
  preventing him from running off. It attempts 
  to start a grapple (CMB +15). It cannot deal any 
  further damage to the thief, nor can it perform any 
  of the other special actions that can generally be 
  performed in a grapple, but it can keep the thief 
  from moving away. A second command word will 
  cause the vicious purse to release a thief that it has 
  caught.
   
  This faceless leather mask magically binds 
  to the wearer’s skin, adapting perfectly to the 
  contours of his face and adopting his skin tone. 
  Minor enchantments allow the wearer of the mask 
  to see and hear clearly and to breathe normally. 
  When donned, the versatile mask occasionally 
  ripples and stretches horrifically. 
   
  In addition to its rather spooky appearance, 
  a versatile mask bears a powerful enchantment 
  which allows its wearer to assume the face and 
  biting jaws of one of several different creatures. 
  Activating the mask requires a standard action 
  which does not provoke attacks of opportunity, and 
  each time the mask is activated, the effect lasts for 
  one minute. A versatile mask can assume each of 
  the following forms once per day.
   
  Crocodile: The versatile mask elongates 
  into a crocodilian face, complete with a long, 
  tooth-filled snout. As long as the mask assumes 
  the crocodile form, the wearer gains a bite primary 
  natural attack that deals 1d8 + Strength modifier 
  points of damage on a successful hit. The wearer 
  also gains the grab universal monster ability for his 
  bite attack.
   
  Lion: The versatile mask explodes with 
  a shaggy mane of golden fur as it assumes the 
  fearsome face of a large predatory lion, whose 
              Legend holds that the first bralani was a 
  great bard, and that when he was killed, his voice 
  shattered and fled his body in many directions. 
  Eventually, the fragments of the fallen azata’s 
  
  192
  voice would settle and became these magical 
  talismans, which can be found throughout the 
  planes. Whether or not the legends are true is a 
  matter of debate for scholars, but the magic of 
  these plain, clay, 1-inch talismans is very real. Any 
  creature that can speak who swallows the talisman 
  gains a +2 bonus on all Perform (sing) checks for 
  24 hours. Additionally, a creature who swallows 
  this talisman can summon the powerful voice of a 
  great virtuoso, allowing him to use a single round 
  of bardic performance to inspire courage as though 
  he were a bard with a level equal to his Hit Dice. 
  Using this ability expends any magic remaining in 
  the talisman, and it ceases to function for the rest 
  of the duration.
  with improved cover from the front), and when the 
  viewing hatch is closed, only a few small slits allow 
  vision in or out of the wagon.
              The wagon has two special cannons 
  attached to the outside, one or both of which can 
  be loaded and fired as a single full-round action. 
  The cannons have a range increment of 100 feet 
  and deal 6d6 points of bludgeoning and piercing 
  damage on a hit, with a x4 critical modifier. Each 
  cannon’s magazine can hold up to 5 cannonballs at 
  a time. Once these run out, the cannons must be 
  manually reloaded. This requires a standard action 
  per cannonball, which must be performed from the 
  outside of the wagon.
              Additionally, the front of the wagon 
  features a device which, at the driver’s option (a 
  standard action) can spew forth flames. This is 
  a 15-ft. cone that deals 6d6 points of fire damage 
  to each creature caught in the blast. A successful 
  Reflex save (DC 18) halves this damage. The war 
  wagon requires 1d4 rounds to cool down before it 
  can fire this breath weapon again, and it only stores 
  enough fuel for 3 such blasts. Adding more fuel 
  requires two full-round actions, and each “dose” of 
  fuel requires 250 pints of oil (250 lbs. and 25 gp).
              Finally, the wagon itself is spiked, and any 
  creature attempting to board or otherwise climb 
  upon the wagon takes 1d6 points of damage per 
  turn as the spikes writhe and shift beneath their 
  hands.
              The wagon has a hardness of 20 and 300 hit 
  points, and has enough room to comfortably hold 
  4 people. It has murder holes allowing characters 
  to fire out of the wagon without losing their 
  cover or exiting the wagon. The wagon’s speed is 
  determined by the creatures moving it, bearing in 
  mind its exceptional weight.
             This heavy golden locket contains a single 
  piece of carved jade and another of ivory, held in 
  relief on the locket’s inner panels and depicting on 
  one side a man in triumph, and a man in despair 
  on the opposite. This amulet bears a powerful 
  enchantment that increases any morale bonuses or 
  penalties resulting from spells of the enchantment 
  school cast by the wearer by +2 or -2, respectively. 
  This includes bonuses or penalties to attack rolls, 
  weapon damage rolls, AC, and skill checks. If he 
  possesses at least 3 other pieces of the raiment of 
  the grand master enchanter, these adjustments 
  increase to +4 and -4 respectively. This item is a 
  piece of the raiment of the grand master enchanter.
             This sturdy wagon is made primarily of iron, 
  and is covered in spikes and instruments of war. A 
  metal shield extends over the area where beasts of 
  burden would be harnessed to pull it (providing 
  them with total cover on top and to the sides, and 
             These black links are all meticulously 
  
  193
  Intelligent Magic Items
   
  The following are three specific intelligent 
  items that can be included in your game, in 
  addition to those found in the Pathfinder 
  Roleplaying Game Core Rulebook and other 
  sources. In addition to their game statistics, a 
  detailed background on the item’s origin and 
  personality has been provided to aid in roleplaying 
  these items. They are presented in alphabetical 
  order.
  engraved with extremely fine images of men-
  at-arms doing battle with one another, and are 
  joined in a chain designed to be worn around the 
  neck. The wearer of a warrior’s chain is better able 
  to string his blows together, making him a deadly 
  force on the battlefield. Whenever the wearer of 
  a warrior’s chain makes a full attack action, he may 
  make an additional two attacks. The attacks are 
  made with the same base attack bonus as the last 
  attack the wearer would normally make as part of 
  his full attack action (for example, a fighter with 
  an attack bonus of +16/+11/+6/+1 would make these 
  attacks at the +1 bonus).  In the case of characters 
  who are two-weapon fighting, one additional 
  attack is granted with each weapon, instead.
            This alchemically-treated substance can 
  actually be a wide variety of different horse feed, 
  from pellets to oats to alfalfa, but typically comes 
  in the form of hay. An animal fed on wonder 
  feed gains a +20 enhancement bonus to its 
  movement speed for 24 hours, and is treated as 
  having a Strength score 10 higher than it actually 
  is for the purposes of how much it can carry. These 
  effects do not stack, and feeding an animal more 
  than one dose of wonder feed within 24 hours has 
  no effect. If an animal has been consistently fed 
  on wonder feed every day for a week or more, it 
  suffers withdrawal if it ever stops receiving wonder 
  feed, and is fatigued for 2 weeks or until it is fed 
  more wonder feed. Only animals and magical 
  beasts can benefit from wonder feed: other 
  creatures gain no benefits from it and are sickened 
  for 1d4 hours if they attempt to eat it.
            Dominate Person: Once per day, Benin can 
  force any creature whose attitude toward the 
  wearer is friendly or helpful to become the wearer’s 
  willing slave, as though affected by the spell 
  dominate person, except that the effect lasts for one 
  hour. A Will save (DC 19) negates the effect.
              Origins: Benin the Lecherous Hat is an 
  intelligent hat of disguise with unusual appetites. 
  In an age now long past, in a minor border 
  kingdom in a forgotten part of the world, there 
  lived a great and righteous king, wed to a queen 
  whose beauty was like the sun at the height 
  of summer. The king and his queen were both 
  beloved by the simple peasant folk and by the 
  civilized nobility alike. Secretly, however, the 
  couple harbored a terrible secret: the queen was 
  unloved by her husband and longed for true 
  
  194
  companionship. Not wanting to hurt the king, she 
  sought her romance with a blacksmith’s son while 
  in disguise. All was going well, until the scheme 
  was discovered by the king’s wicked and ambitious 
  sister.
              Herself a great witch, the king’s sister 
  created this hat from an ordinary hat of 
  disguise and the soul of a demon of lust. Under the 
  ruse of championing true love, she then presented 
  the wondrous hat to her sister-in-law as a gift to aid 
  her in her excursions. After she donned the hat, the 
  demon soul went to work, whispering poisonous 
  thoughts to the queen, subtly subverting her will 
  and leading her to ever greater disgrace. Realizing 
  what was happening to her, the queen tried to 
  throw the hat away, but the item overwhelmed her 
  and completely subverted her will. While under 
  Benin’s horrible influence, the queen was forced to 
  give herself to every man in the village. Of course, 
  word got around to the king in short order and he 
  put a stop to the affair. Benin, still in control of 
  the queen, mocked the king when he demanded 
  an explanation, and so his wife was sentenced 
  to die by fire. Suddenly fearful for his existence, 
  should she burn while still wearing him, Benin 
  told the king of his sister’s role in this betrayal. 
  Seeing the true circumstances, the king ordered his 
  treacherous sister and her foul hat buried alive in a 
  pit of serpents, and ordered his wife exiled for her 
  infidelity.
              Years later an ogress discovered the pit 
  and the remains of the magic hat, which she used 
  to satiate her own appetites. Since then, the hat 
  has passed hands many times, leaving a wake of 
  debauchery behind it.
              Personality: Benin is a spirit of lust and 
  is deeply perverse. He often uses his powers to 
  “disguise” his wearer as more comely versions of 
  themselves dressed in highly revealing and erotic 
  clothing. His primary motivations are to humiliate 
  his wearer and corrupt him or her into a debased, 
  lust-crazed beast. Completely evil, Benin often 
  finds himself actively working against his wearer to 
  serve his own perversions.
              Experienced Navigator: While wearing 
  Captain Georg, the Unlucky Navigator, its wearer is 
  prevented from becoming lost.
              Origins: Captain Georg, the Unlucky 
  Navigator is an intelligent ring of swimming. 
  Georg was once a great sea captain, and in the past 
  he charted much of the world’s oceans and seas. 
  One day, while exploring a particularly exotic and 
  foreboding sea, a mighty storm struck his trireme 
  and cast the captain into the sea. Georg would 
  surely have drowned if not for the intervention of 
  a mermaid who offered to save his life if he would 
  spend all his remaining time with her. Desperate 
  and running out of air, Georg agreed to spend the 
  rest of his life with the beautiful mermaid. Smiling 
  sweetly, she breathed air into Georg’s lungs, 
  granting him the ability to breathe water as she did 
  so.
              Upon seeing the creature up close, Georg 
  became horrified to discover that she was actually 
  an ugly sea hag. Still bound by his word, Georg 
  stayed with the hideous creature and over time 
  grew to love her. For a while they lived happily, 
  until one day Georg’s son, Heath, learned of his 
  father’s fate and tracked down the sea hag. Furious 
  that the hag had kept Georg from his mother, 
  Heath slew the witch, thinking to carry his father 
  back to his home. When they surfaced the water, 
  however, it was discovered that Georg had lost the 
  ability to breathe air and he began to suffocate, 
  
  195
  cursing his son for bringing him to this fate. 
  Heath became angry, and shouted that he merely 
  wished to carry Georg back to his home where he 
  belonged. Heath’s shouting was overheard by a 
  sea dwarf sorcerer, who offered to grant Heath’s 
  wish in exchange for a pouch of gold. Unable to 
  watch his father suffocate, Heath eagerly agreed to 
  the dwarf’s price, begging the dwarf to allow him 
  to safely carry his father home, over land, sea, or 
  air, and to always keep him safe like a child in his 
  hand. After taking the coin pouch, the dwarf spoke 
  words of magic and transformed Georg into a ring 
  of living gold. 
   
  Unaware that his father would retain his 
  senses and memories in this state, Heath became 
  panicked, pleading with the dwarf to turn his 
  father back. The dwarf insisted that the boy need 
  only provide him with another bag of gold and he 
  would make it so. Unfortunately, Heath had given 
  all his gold to the dwarf the first time, and he had 
  no more to give. When the dwarf explained that if 
  that were the case, he would not return his father, 
  Heath became struck with such terrible grief that 
  he drowned himself. The dwarf left Georg in the 
  sand and returned to his home with his bag of 
  gold.
              Personality: Georg is blustery in the 
  manner of sea captains and speaks with the 
  authority of one who has shouted orders across 
  many a deck in his lifetime. However, Georg’s past 
  is colored heavily with tragedy, and he tries not to 
  get too close to any individual lest he or she should 
  meet as tragic an end as the sea hag he loved or his 
  own son, both of whom died before his eyes. Georg 
  will also not suffer any individual to drown and will 
  go to the greatest of lengths to stress marine safety.
             Invulnerability: Once per day, Gurdiur can 
  make its wielder invulnerable for 1d6 rounds, 
  granting him DR 20/- and spell resistance equal to 
  10 + twice the wielder’s Hit Dice. At the end of this 
  duration, Gurdiur teleports to a random location 
  on the same plane, as though with the spell greater 
  teleport.
              Origins: Gurdiur is an intelligent +5 
  heavy steel shield. Gurdiur began life as a sword 
  commissioned for a cruel and warlike baron. 
  When the iron was being forged, a faerie queen 
  who opposed the baron’s unabashed wickedness 
  hid in the forge and whispered to the iron as it 
  was formed. She taught it of good and evil and of 
  all the things worth protecting, and instructing 
  that it should only take action to do what is right. 
  She then imparted some of her own magic into 
  the metal. To the blacksmith’s surprise, try as he 
  might, he could not form the molten metal into 
  a sword. On a whim, he formed the iron into a 
  shield instead, and was rewarded with as fine a 
  kite shield as any had ever seen. The baron was 
  furious and he ordered his retainers to kill the 
  blacksmith. Frightened for his life, he raised the 
  shield to protect himself against his attackers. To 
  his amazement the shield seemed to act on its own, 
  turning every cut and frustrating his assailers to no 
  end. After one day and night of constant fighting, 
  the edges of the swords dulled to uselessness 
  and the baron’s men were forced to give up their 
  assault.
              During this time, some of the villagers 
  attracted the attention of a passing prince. After 
  hearing of the happening, the prince arrived just in 
  time to hear the baron send for more fighters, and 
  leapt straight into action without any hesitation. 
  
  196
  He rescinded the baron’s order and chastised him 
  and his men with a cane before seizing their lands 
  and titles, and exiling the baron to a land across 
  the sea. In gratitude for his life, the blacksmith 
  gave the prince the splendid shield as a gift. 
  Gurdiur would serve the noble prince in his quests 
  for 11 years, keeping him safe and providing him 
  with a valuable tool to protect the innocent.
              In time, the shield passed to the prince’s 
  son, who himself had become a great and valiant 
  knight. Put in charge of a great army of well-
  equipped knights and devout warriors, this king 
  left his home to lead a crusade into heathen lands, 
  taking the shield with him. When he met the foes, 
  who were a filthy lot of desperate rabble, armed 
  with crude weaponry, he was sure of his coming 
  triumph. In the first days of the conflict, generals 
  from both sides met at a summit to discuss the 
  terms of the coming war, and while many of the 
  lesser generals found the heathen host to be a 
  cultured and decent people, the prince’s son could 
  not be dissuaded from his path. 
   
  When, later, his lieutenant asked him if 
  he felt what they were about to do was wrong, he 
  responded that though at several times he felt an 
  overwhelming desire to negotiate and bring this 
  to a peaceful end, he knew this to be a temptation 
  by the enemies of their god, and that they must 
  remain on the path set out for them by that 
  god. During the night, the shield left the devout 
  crusader, but before it did so he felt a feeling of 
  absolute invincibility, and so when the morning 
  came he utterly destroyed the heathen host, 
  protected only by his faith.
              Personality: Gurdiur is a deeply moral 
  individual who cannot stand to see harm come to 
  the just or innocent, and will go far out of his way 
  to ensure that situations resolve themselves with 
  the least possible bloodshed. He even does his best 
  to prevent his wielder from killing evil creatures if 
  they have not been given the chance to surrender 
  first. Lacking the ability to speak, over the years 
  Gurdiur has become a master of communicating 
  empathically, using feelings as others might use 
  languages to convey a wide variety of thoughts and 
  sensations in a way which is more visceral than 
  traditional speech.
  Magic Beverages
   
  Magic beverages are beverages that have 
  been infused with magical abilities, and affect 
  those who drink them. In many ways they are 
  similar to potions, but they are made differently, 
  and often have effects which are outside the 
  bounds of any given spell, and so cannot be 
  replicated in a potion.
              While magic beer, cider, and wine are sold 
  in glasses or tankards (the minimum amount 
  required to have their effect), they are typically 
  created in barrels. A barrel contains 100 doses 
  of the beverage, and requires a number of hours 
  of preparation equal to the beverage’s effective 
  caster level. After this period, the beverage must 
  be allowed to ferment for one day per 1,000 gp of 
  the cost to create the barrel. The cost to create a 
  barrel of a magical alcoholic beverage is equal to 
  75 times the cost to create a single glass or tankard 
  (that is, 1/2 the market price of the item times 75), 
  the substantial discount being the reason why such 
  substances are so often brewed by the barrel. Even 
  if smaller amounts are brewed at a time, it takes 
  the same amount of time for the drink to ferment.
              If you don’t care about ruining the flavor 
  and drinkability of the beverage, you can just 
  infuse an existing beer, cider, or wine with the 
  distilled magic and exotic ingredients. This only 
  requires one hour per 1,000 gp in the market price 
  of a glass or tankard of the beverage (minimum 1 
  hour). Those who drink a magical beverage created 
  in this fashion must succeed on a Fortitude save 
  (DC 12 + 1/2 the beverage’s effective caster level, 
  rounded down) or be sickened for 1d4+1 rounds.
  
  197
              Even though magical beverages have an 
  effective caster level, no spells are required to cast 
  them. Instead, special exotic ingredients must be 
  acquired. If these ingredients are readily available 
  for purchase, they can be used without increasing 
  the cost required to brew the beverage. Otherwise, 
  they must be obtained through adventure.
              A bottle of magical beverage can be 
  purchased (market price) for 5 times the market 
  price of a glass or tankard. It contains 6 doses of 
  the beverage. A barrel can be purchased for 75 
  times the market price of a glass or tankard, and 
  contains 100 doses of the beverage.
   
  Some magical beverages have negative 
  effects, and require a Fortitude save from the 
  imbiber. If a character drinks more than one such 
  drink, he must make a separate saving throw for 
  each drink, and the DC increases by +2 for each 
  such drink the character has already imbibed in the 
  last four hours. The effects of magical beverages do 
  not stack, however, so once the imbiber fails the 
  saving throw, this rarely continues to be an issue.
  no effect on that particular spell.
              This protection comes at a cost to the 
  drinker’s morale, however, and he loses any morale 
  bonuses he might have as long as he is under the 
  effects of the beer of bitter disillusion. These effects 
  last for one hour after drinking.
             This potent brew sends all who drink it into 
  a bitter and cynical stupor, and even those who 
  are usually considered “happy drunks” become 
  surly and short-tempered after a drink of beer of 
  bitter disillusion. The beer itself has an incredibly 
  pungent taste, and the drinker must succeed on 
  a Fortitude save (DC 16) or be staggered for one 
  round. After that, though, the drink immediately 
  takes effect, rendering the drinker immune to 
  all charm and compulsion spells and effects, and 
  granting a +4 circumstance bonus on saving throws 
  made to disbelieve illusions. If the drinker is 
  already under the effects of a charm or compulsion 
  spell when he drinks the beer, he is immediately 
  allowed a new saving throw at a +4 bonus. If he 
  succeeds, the effect immediately ends as though he 
  had resisted his initial save. If he fails, the beer has 
              When consumed, this wine causes the 
  drinker to become overwhelmed with guilt and a 
  desire to confess all his misdeeds, as well as share 
  any secrets he has been keeping, whether his own 
  or those of others. The drinker must succeed on a 
  Will save (DC 15) or volunteer all of his secrets to 
  the nearest person who will listen to him. This is 
  a mind-affecting compulsion effect. The drinker 
  reveals his most important secrets first, but keeps 
  going for 1d4 hours or until stopped (for example, 
  someone who secretly murdered his wife, or is 
  an international cat-burglar, would reveal this 
  information before revealing that his middle name 
  is Ernest and he finds it embarrassing, or that he 
  lied when he said his wife looked good in that 
  dress). Even if the drinker fails his save, he will 
  not reveal secrets to anyone he dislikes (attitude 
  unfriendly or hostile if the drinker is an NPC).
              It takes one hour after drinking for the wine 
  to have its effect.
  
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              This wine is favored by mystics, cultists, 
  and others who seek to commune with higher 
  powers. The wine is strongly spiced, though each 
  drinker claims it tastes like something different. 
  It has a strong effect on the mind, and can cause 
  highly intense and spiritual visions. It takes 1d20 
  minutes after drinking the wine for it to have 
  its effects, at which point the drinker is affected 
  as though he had cast the spell contact other 
  plane. Alternatively, if the drinker consumes 
  the meditation wine as part of casting contact other 
  plane, he does not need to make an Intelligence 
  check to avoid a decrease to his Intelligence and 
  Charisma: he is treated as though he automatically 
  succeeded on this check. This extra protection only 
  applies to those who both drink the meditation 
  wine and cast contact other plane. Simply drinking 
  two doses of meditation wine does not have the 
  same effect.
             This particularly sweet and mellow red wine 
  is favored by those who have difficulty sleeping, 
  or are plagued by nightmares. Within an hour of 
  drinking the wine, the drinker must succeed on 
  a Will save (DC 14) or fall asleep. This is a mind-
  affecting compulsion and sleep effect. The drinker 
  sleeps for 8 hours or until awakened, whichever 
  comes first. While sleeping in this way, the drinker 
  receives a +8 bonus on Will saves made to resist 
  the effects of bad dreams (such as those caused by 
  the nightmare spell).
              This sweet and festive ale is a favorite 
  holiday tradition in many villages. Those who 
  drink it are affected as though by the spell endure 
  elements, except it protects the drinker from 
  temperatures of -100 to 50 degrees Fahrenheit. 
  Additionally, the drinker can walk on top of snow, 
  rather than trudging through it. Treat this as the 
  spell water walk, except it only works on snow, 
  ice, and freezing water. Finally, the beer makes 
  the drinker exceptionally affable. Any Bluff or 
  Diplomacy checks made against the drinker gain 
  a +5 bonus, and the drinker suffers a -4 penalty on 
  Will saves to resist charm effects.
              Once consumed, the effects of winter cheer 
  beer begin after 1d10 minutes, and last for 1 hour.
  
  199
   
  The following chapter presents a number 
  of new spells from the Obscure Arcana articles 
  throughout 2012. The chapter begins with lists of 
  all the spells added to each spell list, and these lists 
  are presented in alphabetical order. Then, each 
  new spell is presented in alphabetical order, as 
  well.
  Obscure Arcana
  
  200
  Spell Lists
   
  This section begins with a spell list for every 
  spellcasting class that gains access to new spells in this 
  tome, indicating which spells they gain and at what 
  spell level. An M or F appearing at the end of a spell’s 
  name in the spell lists denotes a spell with a costly 
  material or focus component, respectively. The spell 
  lists are presented alphabetically by the name of the 
  class, and the individual spells therein are presented 
  alphabetically by name as well, except for those whose 
  name begins with “greater,” “lesser,” “mass,” or similar, in 
  which case the spell is alphabetized by the second word 
  of the spell’s name, instead.
  Alchemist Spells
  1st-Level Alchemist Spells
  Ardesalf’s Instant Appraisal You can see 
  the value of items as a glowing aura.  
  Earthen Fist Target’s unarmed strikes deal
  lethal damage. 
  Nosicar’s Independent Eye You pluck out 
  one of your own eyes and are able to 
  manipulate it psychically.
  Racial Acclimation The target gains a racial
  subtype.
  Ready Potion Increase caster level of a 
  potion.
  Unstable Flight You can fly for 1 min./level,
  but must make concentration checks or fall
  to your death.
  2nd-Level Alchemist Spells
  Nosicar’s Helping Hand You sever your  
  own hand and are able to manipulate it
  psychically.
  Pierce Glamer Detect glamors in a 60-ft.
  cone. 
  Stabilize Bomb You make one bomb able
  to last for up to 1 day/3 levels.
  3rd-Level Alchemist Spells
  Fleshy Tendrils You transform your fingers
  into tentacles that can grapple foes.
  High Explosive The target bomb deals 
  additional splash damage. 
  Nosicar’s Assimilation You can replace one 
  of your lost body parts with a body part of
  the same kind from another creature.
  Protection From Decapitation Target
  cannot be decapitated or dismembered.
  Venomous Bite You grow mandibles that
  grant a poisonous bite attack.
  4th-Level Alchemist Spells
  Bear’s Endurance, Greater The target
  gains a +6 enhancement bonus to
  Constitution.
  Bull’s Strength, Greater The target gains a
  +6 enhancement bonus to Strength.
  Cat’s Grace, Greater The target gains a +6
  enhancement bonus to Dexterity.
  Digestive Enhancer Allows mutagen to be
  consumed by non-alchemists.
  Eagle’s Splendor, Greater The target gains
  a +6 enhancement bonus to Charisma.
  Fox’s Cunning, Greater The target gains a
  +6 enhancement bonus to Intelligence.
  Lightning Fist Target gains +2 Strength, 
  Dexterity, and Consititution, and deals 1d6 
  electricity damage with natural attacks.
  Mutagenic Potency Double bonuses and 
  negates penalties from mutagen, but may  
  make you confused.
  Owl’s Wisdom, Greater The target gains a
  +6 enhancement bonus to Wisdom.
  Tail of the Scorpion You gain a poisonous 
  sting natural attack. 
  X-ray Vision You can see through solid 
  substances as though they were not there.
  5th-Level Alchemist Spells
  Rage, Greater As rage, but the effects are
  more pronounced, and there are more
  targets.
  6th-Level Alchemist Spells
  Gelatinous Form The target takes on a 
  gelatinous state for 1 round/level.
  Gold FormM Target becomes a statue of
  
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  living gold, gaining construct traits, DR 5, and 
  SR. 
  Antipaladin Spells
  1st-Level Antipaladin Spells
  Destroy Corpse Causes a corpse to rot and
  crumble.
  Dominate Peasant As dominate person, but
  target must be a peasant with 5 Hit Dice or
  less. 
  Illimar’s Lesser Corrosion Deal 1d6/level  
  acid damage with melee touch attack, or 
  1d6/2 levels damage with ranged attack.
  Overwhelming Aura of Evil Your evil aura
  harms those who look at it for 1 hour/level.
  Unstable Summons IF As summon monster I,  
  but you can grant the summoned creature
  bonuses by shortening the duration.
  2nd-Level Antipaladin Spells
  Agony Bolt Ray deals 2d6 points of damage 
  target suffers -2 penalty on Will saves.
  Empower Ammunition Makes a single piece 
  of ammunition magical. 
  Enhance Poison Increases the DC of a 
  poison by +2, and makes it harder to cure.
  Extreme Cruelty Makes your cruelties more
  effective for 1 round/level.
  Unstable Summons IIF As summon monster  
  II, but you can grant the summoned creature
  bonuses by shortening the duration.
  3rd-Level Antipaladin Spells
  Bull’s Strength, Shared Grant enhancement
  bonus to Strength divided among multiple
  targets.
  Eagle’s Splendor, Shared Grant a bonus
  to Charisma divided among multiple targets.
  Terrifying Aura You are surrounded by an
  aura that frightens your foes.
  Unstable Summons IIIF As summon monster  
  III, but you can grant the summoned
  creature bonuses by shortening the duration.
  Venomous Bite You grow mandibles that
  grant a poisonous bite attack.
  Wrap in Flames Flames deal 4d6 points of
  fire damage and attempt to grapple target.
  4th-Level Antipaladin Spells
  Bull’s Strength, Greater The target gains a
  +6 enhancement bonus to Strength.
  Eagle’s Splendor, Greater The target gains
  a +6 enhancement bonus to Charisma.
  Hateful Smite Your smite good ability can
  affect non-good creatures, and is more
  effective against good creatures.
  Shriveling Decay Target suffers 2d6 damage
  each round, and suffers negative conditions.
  Tail of the Scorpion You gain a poisonous 
  sting natural attack. 
  Unstable Summons IVF As summon monster  
  IV, but you can grant the summoned
  creature bonuses by shortening the duration.
  Weapon of Unholy Wounds Your weapon
  delivers unholy wounds for 1 round/level.
  Bard Spells
  0-Level Bard Spells
  Detect Gold Learn the amount and
  location of nearby gold.
  1st-Level Bard Spells
  Animate Trinket A tiny or smaller object
  becomes animated for 1 round/level.
  Ardesalf’s Instant Appraisal You can see 
  the value of items as a glowing aura.  
  Ardesalf’s Preservation  You alter a jar or
  container so that its contents are preserved
  for 1 day/level.
  Augment Courage The bonus from your
  inspire courage ability is increased by +1.
  Cloak of Fog You gain miss chance equal to
  5% per level for 1 round.
  Dazed Trance Target becomes fascinated, 
  and completely ignores non-hostile 
  creatures. 
  
  202
  Discern Value Learn the value of a single
  touched item.
  Dispel Magic, Lesser As the targeted version
  of dispel magic, but only one effect can be
  dispelled.
  Easy Ride You do not make concentration 
  checks to cast spells while riding.
  Flash-Bang Temporarily blinds and deafens
  creatures in a 10-ft.-radius burst.
  Hand of the Thief Creates an invisible hand
  which you can direct to steal for you.
  Hawk’s Alertness The target gains a +4
  bonus to Perception checks.
  Heridus’s Fickle Command Change the
  command word associated with target item.
  Instant Swordsman Touched creature gains
  proficiency with swords. 
  Mage Blade You conjure a powerful magic
  daggerwhich deals damage equal to 1/2
  your caster level.
  Negate Fall You treat falls as though they 
  were 10 ft. shorter per caster level.
  Phantasmal Noise Creates a sound that only
  a specific target can hear.
  Secret Stash Creates a hidden compartment
  in the touched item.
  Siegfried’s Far Shot The range increment of
  touched weapon is doubled for 1 round/level.
  Siegfried’s Siege ArrowF One arrow or bolt
  per level is more effective in assaulting a
  fortified position.
  Terrifying Performance Expend a single
  round of bardic performance to frighten a
  creature, lasts 1 round/level.
  Unstable Summons IF As summon monster I,  
  but you can grant the summoned creature
  bonuses by shortening the duration.
  Voice of Command You gain a +10 bonus on
  a single Diplomacy, or Intimidate check,
  with no signs of casting a spell at all.
  2nd-Level Bard Spells
  Advanced Enegineering Transform an early
  firearm into an advanced firearm.
  Alter Performance You create a visual or
  auditory illusion to accompany your
  performance.
  Ardesalf’s Opportune Moment Modifies
  the next spell you cast, making it harder to
  resist.
  Balthavius’s Potent Charm As charm 
  person, but the saving throw DC is treated
  as though it were a 3rd-level spell.
  Childishness Targets behave as though they
  were children for 1 hour/level.
  Dancing Daggers You summon flying
  daggers that attack at your command.
  Dragon’s Bane Target dragon suffers penalty 
  to attack rolls, damage rolls, AC, and saves.
  Energy Blade Touched weapon deals all
  damage as cold, electricity, or fire for 1
  round/level.
  Enhance Poison Increases the DC of a 
  poison by +2, and makes it harder to cure.
  Extra SpaceM You create additional space
  within an object.
  Freeze in Place Ray deals 3d4 cold damage,
  and may cause the target to freeze in place.
  Heridus’s Early Warning You gain a bonus 
  on initiative checks for 10 min./level.
  Heridus’s Hold Item Holds an object
  suspended in place.
  Nosicar’s Helping Hand You sever your  
  own hand and are able to manipulate it
  psychically.
  Phantasmal Image As silent image, but only
  visible to a specific target.
  Pierce Glamer Detect glamors in a 60-ft.
  cone. 
  Proof Against the Senses Touched creature
  is immune to faerie fire, see invisibility, true 
  seeing, and scent, but not normal sight.
  Reset Trap Return a sprung trap to its
  original state.
  
  203
  Siegfried’s Summon Bow Summons a magic
  bow and arrows for 1 min./level.
  Spell Reflector Augments the next spell you
  cast, causing it to occur twice.
  Summon BrownieM You summon a brownie
  that serves you loyally unless it is mistreated.
  Sword Breaker Target object gains the 
  broken condition.
  Unstable Summons IIF As summon monster  
  II, but you can grant the summoned
  creature bonuses by shortening the duration.
  3rd-Level Bard Spells
  Autoloader Automatically conjures ammo
  into touched weapon for 1 round/level.
  Cat’s Grace, Shared Grant an enhancement
  bonus to Dexterity, divided among
  multiple targets.
  Certain Shot Imbues weapon with magical
  energy to make it more accurate.
  Destroy Item Surpresses or destroys magic 
  items.
  Eagle’s Splendor, Shared Grant a bonus
  to Charisma divided among multiple targets.
  Fox’s Cunning, Shared Grant a bonus to
  Intelligence divided among multiple targets.
  Magical Muse Gain additional daily rounds
  of bardic performance.
  Open Pit Creates a 20-ft.-deep pit.
  Unstable Summons IIIF As summon monster  
  III, but you can grant the summoned
  creature bonuses by shortening the duration.
  Veltannia’s Subtle Command As suggestion,
  but allows for more complex and
  long-lasting suggestions.
  4th-Level Bard Spells
  Cat’s Grace, Greater The target gains a +6
  enhancement bonus to Dexterity.
  Curse of the Red Hand Anyone who touches
  the target item has his hand stained red.
  Eagle’s Splendor, Greater The target gains
  a +6 enhancement bonus to Charisma.
  Enforced Docility Target cannot undertake
  violent actions without succeeding on a
  Will save for 1 day/level.
  Fox’s Cunning, Greater The target gains a
  +6 enhancement bonus to Intelligence.
  Mage’s Pistol Creates a magical pistol made
  of pure force, which lasts for 1 round/level.
  Reflections of the Past You receive a vision
  of the past as it was reflected in the target’s
  surface.
  Siegfried’s Summon Greater Bow Summons
  a magic bow that fires bolts of energy.
  Unstable Summons IVF As summon monster  
  IV, but you can grant the summoned
  creature bonuses by shortening the duration.
  X-ray Vision You can see through solid 
  substances as though they were not there.
  5th-Level Bard Spells
  Aura of Imposition You are surrounded by
  an aura of menace which makes it difficult
  for foes to attack you.
  Aura of Majesty You are surrounded by
  an aura of nobility which makes it difficult
  for foes to attack you.
  Harmonious Melodies Use two bardic 
  performances simultaneously.
  Illusory Double Creates a figment in your
  likeness, which can act with basic artificial
  intelligence.
  Invisibility Sphere, Stationary Makes a 
  large area invisible, minus some specific
  things the caster chooses not to affect.
  Kabaz’s Deep Sleep Target falls into a deep,
  sustaining, and restful sleep for 1 day/level.
  Rage, Greater As rage, but the effects are
  more pronounced, and there are more
  targets.
  Unstable Summons VF As summon monster  
  V, but you can grant the summoned
  creature bonuses by shortening the duration.
  
  204
  6th-Level Bard Spells
  Childishness, Greater As childishness, but
  it can affect any creature with less HD than
  you, and has a larger area.
  Legend Lore, GreaterF, M As legend lore, 
  except that the subject need not be known
  to you, or even be legendary.
  Siren’s Song Your voice causes creatures to
  move mindlessly towards you.
  Spreading Corrosion Acid deals 5d6 acid
   damage per round to the target’s worn or 
  carried gear for 1 round/level.
  Unstable Summons VIF As summon monster  
  VI, but you can grant the summoned
  creature bonuses by shortening the duration.
  Veltannia’s Betrayal Target attacks another
  creature in a blind rage. 
  Cleric Spells
  0-Level Cleric Spells
  Alter Apparel Change the appearance of
  of one article of clothing per level.
  Detect Gold Learn the amount and
  location of nearby gold.
  Stone Throw Ranged attack deals 1d6 points
  of bludgeoning damage. 
  1st-Level Cleric Spells
  Banishment, Lesser Return a recently
  summoned creature to its own plane.
  Dazed Trance Target becomes fascinated, 
  and completely ignores non-hostile 
  creatures. 
  Discern Value Learn the value of a single
  touched item.
  Dispel Magic, Lesser As the targeted version
  of dispel magic, but only one effect can be
  dispelled.
  Earthen Fist Target’s unarmed strikes deal
  lethal damage. 
  Easy Ride You do not make concentration 
  checks to cast spells while riding.
  Hawk’s Alertness The target gains a +4
  bonus to Perception checks.
  Heridus’s Fickle Command Change the
  command word associated with target item.
  Instant Swordsman Touched creature gains
  proficiency with swords. 
  Negate Fall You treat falls as though they 
  were 10 ft. shorter per caster level.
  Racial Acclimation The target gains a racial
  subtype.
  Siegfried’s Siege ArrowF One arrow or bolt
  per level is more effective in assaulting a
  fortified position.
  Unstable Summons IF As summon monster I,  
  but you can grant the summoned creature
  bonuses by shortening the duration.
  Voice of Command You gain a +10 bonus on
  a single Diplomacy, or Intimidate check,
  with no signs of casting a spell at all.
  Winds of FortuneM You create a strong wind
  behind you.
  2nd-Level Cleric Spells
  Agony Bolt Ray deals 2d6 points of damage 
  target suffers -2 penalty on Will saves.
  Animate Trinket A tiny or smaller object
  becomes animated for 1 round/level.
  Ardesalf’s Opportune Moment Modifies
  the next spell you cast, making it harder to
  resist.
  Hand of the Thief Creates an invisible hand
  which you can direct to steal for you.
  Heridus’s Early Warning You gain a bonus 
  on initiative checks for 10 min./level.
  Hide From Dragons Conceal your presence
  from dragons for 10 min./level.
  Mind Dour Target gains a bonus on Will 
  saves vs. charm effects, and Diplomacy is
  less effective against him for 10 min./level.
  Mold Shadows Increases or decreases light
  
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  by 1 or 2 steps in a flexible area.
  Phantasmal Noise Creates a sound that only
  a specific target can hear.
  Protection from Enchantments Target
  gains a +2 bonus on saves against
  enchantment spells and effects for 1 hour/level.
  Room Warding Protects walls and doors 
  from magical spells. 
  Shield of the Faithful (priest only) One or
  more targets gains a +5 deflection bonus to
  AC for 1 min./level.
  Siegfried’s Summon Bow Summons a magic
  bow and arrows for 1 min./level.
  Spell Reflector Augments the next spell you
  cast, causing it to occur twice.
  Summon BrownieM You summon a brownie
  that serves you loyally unless it is mistreated.
  Touch of Flame Your touch deals fire
  damage in small increments, for a total of
  1d6/level.
  Unstable Summons IIF As summon monster  
  II, but you can grant the summoned creature
  bonuses by shortening the duration.
  3rd-Level Cleric Spells
  Bear’s Endurance, Shared Grant a bonus
  to Constitution, divided among multiple
  targets.
  Bull’s Strength, Shared Grant enhancement
  bonus to Strength divided among multiple
  targets.
  Crushing Sphere As flaming sphere, but the
  sphere crushes foes instead of burning them.
  Destroy Item Surpresses or destroys magic 
  items.
  Eagle’s Splendor, Shared Grant a bonus
  to Charisma divided among multiple targets.
  Energy Blade Touched weapon deals all
  damage as cold, electricity, or fire for 1
  round/level.
  Heridus’s Hold Item Holds an object
  suspended in place.
  Imbue Weapon Weapon gains a number of
  special abilities for 1 min./level.
  Owl’s Wisdom, Shared Grant a bonus to
  Wisdom, divided among multiple targets.
  Proof Against the Senses Touched creature
  is immune to faerie fire, see invisibility, true 
  seeing, and scent, but not normal sight.
  Protection from Curses Target is immune
  to bestow curse and gains a +4 bonus on 
  saves made to resist curses for 1 hour/level.
  Protection from Thieves Gain a bonus to 
   Perception checks and CMD against steal.
  combat maneuvers for 10 min./level.
  Smite the Unbeliever (priest only) Your
  deity damages the target. The spell is more
  effective on enemies of your deity.
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  Spectral Sword Creates a spectral sword,
  which deals 2d10 points of damage on a hit.
  Spell Sturdy Augments the next spell you 
  cast, making it harder to counter or dispel. 
  Summon Nightmare You summon a 
  nightmare to serve you for 1 round.
  Unstable Summons IIIF As summon monster  
  III, but you can grant the summoned
  creature bonuses by shortening the duration.
  4th-Level Cleric Spells
  Autoloader Automatically conjures ammo
  into touched weapon for 1 round/level.
  Bear’s Endurance, Greater The target
  gains a +6 enhancement bonus to
  Constitution.
  Bless, Greater Allies gain a +2 bonus to
  attack rolls, AC, and saving throws.
  Bless Water, GreaterM Transforms water 
  to grant one of numerous magic benefits
  in excess of normal holy water.
  Bull’s Strength, Greater The target gains a
  +6 enhancement bonus to Strength.
  Conjure Maddened SpiritM Summon an
  uncontrolled incorporeal undead.
  Detect Metal and Minerals As detect gold, 
  but up to 3 different minerals, and a larger
  area of detection.
  Dragon Sight You gain darkvision 120 ft. 
  and a superior form of low-light vision.
  Eagle’s Splendor, Greater The target gains
  a +6 enhancement bonus to Charisma.
  Earthen Armor Conjures armor made of 
  stone to protect the target for 1 min./level.
  Empower Ammunition Makes a single piece 
  of ammunition magical. 
  Mantle of Protection (priest only) You
  lose favor instead of taking damage for 1
  round/level.
  Open Pit Creates a 20-ft.-deep pit.
  Owl’s Wisdom, Greater The target gains a
  +6 enhancement bonus to Wisdom.
  Protection From Decapitation Target
  cannot be decapitated or dismembered.
  Righteous Light Blinds creatures in a 30-ft.
  burst. Creatures gain bonus or penalty on
  saving throw based on their alignment.
  Tend to the Faithful (priest only) You heal
  the target. The spell is more effective if the
  target is a worshipper of your deity.
  Unstable Summons IVF As summon monster  
  IV, but you can grant the summoned
  creature bonuses by shortening the duration.
  5th-Level Cleric Spells
  Aura of Imposition You are surrounded by
  an aura of menace which makes it difficult
  for foes to attack you.
  Aura of Majesty (oracle only) You are 
  surrounded by an aura of nobility which 
  makes it difficult for foes to attack you.
  Curse of Misfiring Causes target firearm to
  misfire more frequently and dramatically.
  Enforced Docility Target cannot undertake
  violent actions without succeeding on a
  Will save for 1 day/level.
  Focus Energy Target recovers hit points as
  though affected by your channel energy, 
  and gains various bonuses for 1 round/level.
  Otherworldly Possession (oracle only) The
  target’s body is possessed by an outsider of 
  your choice.
  Siegfried’s Summon Greater Bow Summons
  a magic bow that fires bolts of energy.
  Unstable Summons VF As summon monster  
  V, but you can grant the summoned
  creature bonuses by shortening the duration.
  Warrior’s Fate Apply either a +2 bonus or -2
  penalty to attack, damage, AC, and saves
  for 1 round/level from any distance.
  Wrap in Flames Flames deal 4d6 points of
  fire damage and attempt to grapple target.
  Zone of Warding Creates magical ward to 
  cripple, damage, or exhaust intruders. 
  
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  6th-Level Cleric Spells
  Curse of the Red Hand Anyone who touches
  the target item has his hand stained red.
  Reflections of the Past You receive a vision
  of the past as it was reflected in the target’s
  surface.
  Skeletal Servitude You animate the target’s
  while he’s still alive, and can control his
  body as his flesh sloughs off and he
   becomes a skeletal champion. 
  Summon Elder You summon an elder 
  elemental to fight for you for 1d6 rounds. 
  Unstable Summons VIF As summon monster  
  VI, but you can grant the summoned
  creature bonuses by shortening the duration.
  7th-Level Cleric Spells
  Alignment Reversal Changes the target’s
  alignment permanently.
  Burning Slavery As dominate person, but
  1 round/level and the target takes damage.
  Heal, Shared Cures conditions and heals 15 
   hit points/level, divided among multiple
  targets.
  Unstable Summons VIIF As summon monster
  VII, but you can grant the summoned
  creature bonuses by shortening the duration.
  8th-Level Cleric Spells
  Call Proxy Request the aid of a powerful 
  outsider.
  Clear Minds Dispels and prevents spells and
  effects of the enchantment school.
  Conversion (priest only) You cause the
  target to convert to worship of your deity.
  Einherjar’s CallM You grant the target the 
  ability to fight on for a short time after
  dying.
  True Seeing, GreaterM As true seeing, but
  you can see objects at greater distances,
  and use other divination spells with it.
  Unstable Summons VIIIF As summon monster 
  VIII, but you can grant the summoned
  creature bonuses by shortening the duration.
  Vorpal Edge Any weapon you hold gains
  the vorpal special ability for 1 min./level.
  9th-Level Cleric Spells
  Black Horse You summon a powerful
  mount, which grants a number of 
  benefits as long as you are mounted on it.
  Inner KnightM Target gains additional Hit 
  Dice equal to the difference between your
  and his Hit Dice.
  Pale Horse You summon a powerful
  mount, which grants a number of
  benefits as long as you are mounted on it.
  Red Horse You summon a powerful
  mount, which grants a number of
  benefits as long as you are mounted on it.
  Spell SealF The target cannot cast spells for
  1 hour/level.
  Summon Marilith You summon a marilith 
  to fight for you for 1d4 rounds.
  Unstable Summons IXF As summon monster  
  IX, but you can grant the summoned
  creature bonuses by shortening the 
  duration.
  White Horse You summon a powerful
  mount, which grants a number of
  benefits as long as you are mounted on it.
  Druid Spells
  0-Level Druid Spells
  Stone Throw Ranged attack deals 1d6 points
  of bludgeoning damage. 
  1st-Level Druid Spells
  Banishment, Lesser Return a recently
  summoned creature to its own plane.
  
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  Dazed Trance Target becomes fascinated, 
  and completely ignores non-hostile 
  creatures. 
  Earthen Fist Target’s unarmed strikes deal
  lethal damage. 
  Easy Ride You do not make concentration 
  checks to cast spells while riding.
  Hawk’s Alertness The target gains a +4
  bonus to Perception checks.
  Heridus’s Fickle Command Change the
  command word associated with target item.
  Negate Fall You treat falls as though they 
  were 10 ft. shorter per caster level.
  Racial Acclimation The target gains a racial
  subtype.
  Sword Breaker Target object gains the 
  broken condition.
  Tremors You cause a minor earthquake,
  knocking creatures down and dealing 1d6
  damage to prone creatures.
  Voice of Command You gain a +10 bonus on
  a single Diplomacy, or Intimidate check,
  with no signs of casting a spell at all.
  Winds of FortuneM You create a strong wind
  behind you.
  2nd-Level Druid Spells
  Crushing Sphere As flaming sphere, but the
  sphere crushes foes instead of burning them.
  Destroy Corpse Causes a corpse to rot 
  and crumble.
  Dragon’s Bane Target dragon suffers penalty 
  to attack rolls, damage rolls, AC, and saves.
  Empower Dragon Target dragon gains a
  bonus to attack and damage rolls, and DR.
  Enhance Poison Increases the DC of a 
  poison by +2, and makes it harder to cure.
  Hide From Dragons Conceal your presence
  from dragons for 10 min./level.
  Illimar’s Lesser Corrosion Deal 1d6/level  
  acid damage with melee touch attack, or 
  1d6/2 levels damage with ranged attack.
  Illusory Swarm You create illusory swarms
  which can nauseate creatures that believe
  in them.
  Protection from Enchantments Target gains
  a +2 bonus on saves against enchantment
  spells and effects for 1 hour/level.
  Spell Reflector Augments the next spell you
  cast, causing it to occur twice.
  Strength of Form Augments the next 
  polymorph spell you cast to increase any
  bonuses to Strength, Dexterity, or 
  Constitution by +4.
  Summon BrownieM You summon a brownie
  that serves you loyally unless it is mistreated.
  Touch of Flame Your touch deals fire
  damage in small increments, for a total of
  1d6/level.
  3rd-Level Druid Spells
  Bear’s Endurance, Shared Grant a bonus
  to Constitution, divided among multiple
  targets.
  Bee Form You take the form of a normal
  bee, but pack a particularly deadly sting.
  Bull’s Strength, Shared Grant enhancement
  bonus to Strength divided among multiple
  targets.
  Cat’s Grace, Shared Grant an enhancement
  bonus to Dexterity, divided among multiple
  targets.
  Destroy Item Surpresses or destroys magic 
  items.
  Dragon Sight You gain darkvision 120 ft. 
  and a superior form of low-light vision.
  Earthen Armor Conjures armor made of 
  stone to protect the target for 1 min./level.
  Heridus’s Hold Item Holds an object
  suspended in place.
  Illimar’s Insidious Bile Cone of acid deals
  1d8 acid damage/2 levels, sickens creatures.
  Madden Beasts Animals in a large area 
  become violent, and attack weaker targets.
  Open Pit Creates a 20-ft.-deep pit.
  Owl’s Wisdom, Shared Grant a bonus to
  Wisdom, divided among multiple targets.
  Protection from Curses Target is immune
  to bestow curse and gains a +4 bonus on 
  saves made to resist curses for 1 hour/level.
  
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  Protection from Thieves Gain a bonus to 
   Perception checks and CMD against steal.
  combat maneuvers for 10 min./level.
  Venomous Bite You grow mandibles that
  grant a poisonous bite attack.
  Wild Form As beast shape III except that you
  may become trapped as an animal and lose
  his personality.
  4th-Level Druid Spells
  Bear’s Endurance, Greater The target
  gains a +6 enhancement bonus to
  Constitution.
  Bull’s Strength, Greater The target gains a
  +6 enhancement bonus to Strength.
  Call Centipedes Summons a number of
  centipede swarms based on the type of
  terrain the spell is cast on.
  Cat’s Grace, Greater The target gains a +6
  enhancement bonus to Dexterity.
  Curse of Misfiring Causes target firearm to
  misfire more frequently and dramatically.
  Freeze in Place Ray deals 3d4 cold damage,
  and may cause the target to freeze in place.
  Imbue Weapon Weapon gains a number of
  special abilities for 1 min./level.
  Owl’s Wisdom, Greater The target gains a
  +6 enhancement bonus to Wisdom.
  Protection From Decapitation Target
  cannot be decapitated or dismembered.
  Spell Sturdy Augments the next spell you 
  cast, making it harder to counter or dispel. 
  Tail of the Scorpion You gain a poisonous 
  sting natural attack. 
  Temporary Lycanthropy Transform the
  into an animal, which attempts to slay the
  nearest living creature.
  Wild Hunt You summon a pack of 
  supernatural hounds to serve you.  
  5th-Level Druid Spells
  Enforced Docility Target cannot undertake
  violent actions without succeeding on a
  Will save for 1 day/level.
  Warrior’s Fate Apply either a +2 bonus or -2
  penalty to attack, damage, AC, and saves for
  1 round/level from any distance.
  Wrap in Flames Flames deal 4d6 points of
  fire damage and attempt to grapple target.
  Zone of Warding Creates magical ward to 
  cripple, damage, or exhaust intruders. 
  6th-Level Druid Spells
  Acid Rain An acidic rainstorm deals 2d6 acid
   damage/round to creatures and objects in a
  20-ft./level-radius area for 1 min./level.
  Illimar’s Greater Corrosion You deal 1d6
  acid damage/level as a touch attack, or less
  damage as a ranged touch attack.
  Reflections of the Past You receive a vision
  of the past as it was reflected in the target’s
  surface.
  Shriveling Decay Target suffers 2d6 damage
  each round, and suffers negative conditions.
  Spreading Corrosion Acid deals 5d6 acid
   damage per round to the target’s worn or 
  carried gear for 1 round/level.
  Stoneskin, SharedM As stoneskin, but the
  benefit is divided among multiple targets.
  7th-Level Druid Spells
  Awaken VerminM Makes target vermin 
  intelligent, but not necessarily friendly.
  Wolfen Curse Target becomes a feral beast-
  man until the next full moon.
  8th-Level Druid Spells
  Heal, Shared Cures conditions and heals 15 
   hit points/level, divided among multiple
  targets.
  Inquisitor Spells
  1st-Level Inquisitor Spells
  Dazed Trance Target becomes fascinated, 
  and completely ignores non-hostile 
  creatures. 
  Hawk’s Alertness The target gains a +4
  bonus to Perception checks.
  
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  Heridus’s Fickle Command Change the
  command word associated with target item.
  Mind Dour Target gains a bonus on Will 
  saves vs. charm effects, and Diplomacy is
  less effective against him for 10 min./level.
  Phantasmal Noise Creates a sound that only
  a specific target can hear.
  Secret Stash Creates a hidden compartment
  in the touched item.
  Siegfried’s Siege ArrowF One arrow or bolt
  per level is more effective in assaulting a
  fortified position.
  Voice of Command You gain a +10 bonus on
  a single Diplomacy, or Intimidate check,
  with no signs of casting a spell at all.
  2nd-Level Inquisitor Spells
  Agony Bolt Ray deals 2d6 points of damage 
  target suffers -2 penalty on Will saves.
  Dancing Daggers You summon flying
  daggers that attack at your command.
  Destroy Corpse Causes a corpse to rot and
  crumble.
  Dominate Peasant As dominate person, but
  target must be a peasant with 5 Hit Dice or
  less. 
  Energy Blade Touched weapon deals all
  damage as cold, electricity, or fire for 1
  round/level.
  Freeze in Place Ray deals 3d4 cold damage,
  and may cause the target to freeze in place.
  Heridus’s Early Warning You gain a bonus 
  on initiative checks for 10 min./level.
  Phantasmal Image As silent image, but only
  visible to a specific target.
  Pierce Glamer Detect glamors in a 60-ft.
  cone. 
  Siegfried’s Far Shot The range increment of
  touched weapon is doubled for 1 round/level.
  Siegfried’s Summon Bow Summons a magic
  bow and arrows for 1 min./level.
  3rd-Level Inquisitor Spells
  Certain Shot Imbues weapon with magical
  energy to make it more accurate.
  Heridus’s Hold Item Holds an object
  suspended in place.
  Open Pit Creates a 20-ft.-deep pit.
  X-ray Vision You can see through solid 
  substances as though they were not there.
  4th-Level Inquisitor Spells
  Curse of the Red Hand Anyone who touches
  the target item has his hand stained red.
  Siegfried’s Summon Greater Bow Summons
  a magic bow that fires bolts of energy.
  5th-Level Inquisitor Spells
  Reflections of the Past You receive a vision
  of the past as it was reflected in the target’s
  surface.
  Stoneskin, SharedM As stoneskin, but the
  benefit is divided among multiple targets.
  6th-Level Inquisitor Spells
  Detention Sphere As resilient sphere, but
  not immobile, and difficult to escape from.
  Veltannia’s Betrayal Target attacks another
  creature in a blind rage. 
  Magus Spells
  0-Level Magus Spells
  Athame Attunement The touched dagger
  becomes charged with elemental energy
  when you cast spells.
  1st-Level Magus Spells
  Dancing Daggers You summon flying
  daggers that attack at your command.
  Dragon Wrack Deal 1d12 damage/level
   to dragons with a ranged touch attack.
  Earthen Fist Target’s unarmed strikes deal
  lethal damage. 
  Energy Blade Touched weapon deals all
  damage as cold, electricity, or fire for 1
  round/level.
  Flickershield You create a magic shield that
  grants a +4 shield bonus to AC, but only for
  
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  so many attacks, before it fails.
  Mage Blade You conjure a powerful magic
  daggerwhich deals damage equal to 1/2 your
  caster level.
  Negate Fall You treat falls as though they 
  were 10 ft. shorter per caster level.
  Siegfried’s Far Shot The range increment of
  touched weapon is doubled for 1 round/level.
  Siegfried’s Siege ArrowF One arrow or bolt
  per level is more effective in assaulting a
  fortified position.
  Xelar’s Energy Selector Augments the next
  spell you cast to deal the most effective kind
  of energy damage to the target.
  2nd-Level Magus Spells
  Destroy Corpse Causes a corpse to rot and
  crumble.
  Freeze in Place Ray deals 3d4 cold damage,
  and may cause the target to freeze in place.
  Heridus’s Early Warning You gain a bonus 
  on initiative checks for 10 min./level.
  Illimar’s Lesser Corrosion Deal 1d6/level  
  acid damage with melee touch attack, or 
  1d6/2 levels damage with ranged attack.
  Siegfried’s Summon Bow Summons a magic
  bow and arrows for 1 min./level.
  Spell Reflector Augments the next spell you
  cast, causing it to occur twice.
  Touch of Flame Your touch deals fire
  damage in small increments, for a total of
  1d6/level.
  Unstable Flight You can fly for 1 min./level,
  but must make concentration checks or fall
  to your death.
  3rd-Level Magus Spells
  Bear’s Endurance, Shared Grant a bonus
  to Constitution, divided among multiple
  targets.
  Bull’s Strength, Shared Grant enhancement
  bonus to Strength divided among multiple
  targets.
  Cat’s Grace, Shared Grant an enhancement
  bonus to Dexterity, divided among multiple
  targets.
  Certain Shot Imbues weapon with magical
  energy to make it more accurate.
  Daggerstorm A torrent of daggers falls in a
  20-ft.-radius area, dealing 1d4 piercing
  damage per caster level.
  Imbue Weapon Weapon gains a number of
  special abilities for 1 min./level.
  Nosicar’s Helping Hand You sever your  
  own hand and are able to manipulate it
  psychically.
  Protection From Decapitation Target
  cannot be decapitated or dismembered.
  Spell Sturdy Augments the next spell you 
  cast, making it harder to counter or dispel. 
  Xelar’s Fiery Intensifier Augments the next
  fire spell you cast, making it more intense.
  4th-Level Magus Spells
  Bear’s Endurance, Greater The target
  gains a +6 enhancement bonus to
  Constitution.
  Bull’s Strength, Greater The target gains a
  +6 enhancement bonus to Strength.
  Cat’s Grace, Greater The target gains a +6
  enhancement bonus to Dexterity.
  Sigfried’s Summon Greater Bow Summons
  a magic bow that fires bolts of energy.
  Venomous Bite You grow mandibles that
  grant a poisonous bite attack.
  5th-Level Magus Spells
  Illimar’s Greater Corrosion You deal 1d6
  acid damage/level as a touch attack, or less
  damage as a ranged touch attack.
  Stoneskin, SharedM As stoneskin, but the
  benefit is divided among multiple targets.
  Tail of the Scorpion You gain a poisonous 
  sting natural attack. 
  6th-Level Magus Spells
  Vorpal Edge Any weapon you hold gains
  the vorpal special ability for 1 min./level.
  
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  Paladin Spells
  1st-Level Paladin Spells
  Dragon Wrack Deal 1d12 damage/level
   to dragons with a ranged touch attack.
  Easy Ride You do not make concentration 
  checks to cast spells while riding.
  Hawk’s Alertness The target gains a +4
  bonus to Perception checks.
  Merciful Touch Temporarily gain the use of
  a single mercy.
  Pierce Glamer Detect glamors in a 60-ft.
  cone. 
  Protection from Enchantments Target
  gains a +2 bonus on saves against enchantment
  spells and effects for 1 hour/level.
  Protection from Thieves Gain a bonus to 
   Perception checks and CMD against steal.
  combat maneuvers for 10 min./level.
  Siegfried’s Far Shot The range increment of
  touched weapon is doubled for 1 round/level.
  Siegfried’s Siege ArrowF One arrow or bolt
  per level is more effective in assaulting a
  fortified position.
  2nd-Level Paladin Spells
  Empower Ammunition Makes a single piece 
  of ammunition magical. 
  Energy Blade Touched weapon deals all
  damage as cold, electricity, or fire for 1
  round/level.
  Heroic Horseman Automatically succeed 
  on most Ride checks for 1 hour/level.
  Protection from Curses Target is immune
  to bestow curse and gains a +4 bonus on 
  saves made to resist curses for 1 hour/level.
  Protection From Decapitation Target
  cannot be decapitated or dismembered.
  Sigfried’s Summon Bow Summons a magic
  bow and arrows for 1 min./level.
  3rd-Level Paladin Spells
  Bull’s Strength, Shared Grant enhancement
  bonus to Strength divided among multiple
  targets.
  Certain Shot Imbues weapon with magical
  energy to make it more accurate.
  Channel Mercy Creatures affected by your
  channeled energy are also affected by your
  mercy.
  Eagle’s Splendor, Shared Grant a bonus
  to Charisma divided among multiple targets.
  Earthen Armor Conjures armor made of 
  stone to protect the target for 1 min./level.
  Hold Dragon One dragon is held immobile
  for 1 round/level or until it succeeds on a
  Will save.
  Owl’s Wisdom, Shared Grant a bonus to
  Wisdom, divided among multiple targets.
  Righteous Light Blinds creatures in a 30-ft.
  burst. Creatures gain bonus or penalty on
  saving throw based on their alignment.
  Siegfried’s Summon Greater Bow Summons
  a magic bow that fires bolts of energy.
  Sword of Light Creates a weapon made of
  pure light, which lasts for 1 min./level.
  4th-Level Paladin Spells
  Armor of the Champion Your armor is
  empowered with holy protective energies
  for 1 round/level.
  Bless, Greater Allies gain a +2 bonus to
  attack rolls, AC, and saving throws.
  Bless Water, GreaterM Transforms water 
  to grant one of numerous magic benefits
  in excess of normal holy water.
  Bull’s Strength, Greater The target gains a
  +6 enhancement bonus to Strength.
  Demon Slayer’s Sword Your weapon is more
  effective against evil outsiders for 1 round
  per caster level.
  Eagle’s Splendor, Greater The target gains
  a +6 enhancement bonus to Charisma.
  Enforced Docility Target cannot undertake
  violent actions without succeeding on a
  Will save for 1 day/level.
  Focus Energy Target recovers hit points as
  though affected by your channel energy,
  and gains various bonuses for 1 round/level.
  Greater Smite Deal additional damage 
  
  213
  when you smite evil.
  Holy Steed An animal or magical beast is
  imbued with holy power for 1 round/level.
  Owl’s Wisdom, Greater The target gains a
  +6 enhancement bonus to Wisdom.
  Ranger Spells
  1st-Level Ranger Spells
  Cloak of Fog You gain miss chance equal to
  5% per level for 1 round.
  Easy Ride You do not make concentration 
  checks to cast spells while riding.
  Hawk’s Alertness The target gains a +4
  bonus to Perception checks.
  Heridus’s Early Warning You gain a bonus 
  on initiative checks for 10 min./level.
  Hide From Dragons Conceal your presence
  from dragons for 10 min./level.
  Protection from Thieves Gain a bonus to 
   Perception checks and CMD against steal.
  combat maneuvers for 10 min./level.
  Secret Stash Creates a hidden compartment
  in the touched item.
  Siegfried’s Far Shot The range increment of
  touched weapon is doubled for 1 round/level.
  Siegfried’s Siege ArrowF One arrow or bolt
  per level is more effective in assaulting a
  fortified position.
  Summon BrownieM You summon a brownie
  that serves you loyally unless it is mistreated.
  Twin Blade Touched creature gets +2 to
  attacks made while two-weapon fighting. 
  2nd-Level Ranger Spells
  Autoloader Automatically conjures ammo
  into touched weapon for 1 round/level.
  Certain Shot Imbues weapon with magical
  energy to make it more accurate.
  Destroy Corpse Causes a corpse to rot and
  crumble.
  Empower Ammunition Makes a single piece 
  of ammunition magical. 
  Far Sight Halves any penalties on Perception
  checks due to distance for 10 min./level.
  Racial Acclimation The target gains a racial
  subtype.
  Sigfried’s Summon Bow Summons a magic
  bow and arrows for 1 min./level.
  3rd-Level Ranger Spells
  Bear’s Endurance, Shared Grant a bonus
  to Constitution, divided among multiple
  targets.
  Cat’s Grace, Shared Grant an enhancement
  bonus to Dexterity, divided among 
  multiple targets.
  Earthen Armor Conjures armor made of 
  stone to protect the target for 1 min./level.
  Owl’s Wisdom, Shared Grant a bonus to
  Wisdom, divided among multiple targets.
  Reflections of the Past You receive a vision
  of the past as it was reflected in the target’s
  surface.
  Siegfried’s Summon Greater Bow Summons
  a magic bow that fires bolts of energy.
  Spectral Arrows Creates spectral arrows that
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  can harm incorporeal creatures, and ignore 
  armor.
  Twin Blade, Greater Touched creature gets
  +4 bonus on attack rolls while two-weapon
  fighting.
  Venomous Bite You grow mandibles that
  grant a poisonous bite attack.
  4th-Level Ranger Spells
  Bear’s Endurance, Greater The target
  gains a +6 enhancement bonus to
  Constitution.
  Cat’s Grace, Greater The target gains a +6
  enhancement bonus to Dexterity.
  Owl’s Wisdom, Greater The target gains a
  +6 enhancement bonus to Wisdom.
  Protection From Decapitation Target
  cannot be decapitated or dismembered.
  Split Arrow Causes an arrow to split into
  numerous duplicates moments before
  impact, for a devastating hit.
  Tail of the Scorpion You gain a poisonous 
  sting natural attack. 
  Sorcerer/Wizard Spells
  0-Level Sorcerer/Wizard Spells
  Alter Apparel Change the appearance of
  of one article of clothing per level.
  Athame Attunement The touched dagger
  becomes charged with elemental energy
  when you cast spells.
  Detect Gold Learn the amount and
  location of nearby gold.
  Stone Throw Ranged attack deals 1d6 points
  of bludgeoning damage. 
  1st-Level Sorcerer/Wizard Spells
  Ardesalf’s Instant Appraisal You can see 
  the value of items as a glowing aura.  
  Ardesalf’s Preservation  You alter a jar or
  container so that its contents are preserved
  for 1 day/level.
  Banishment, Lesser Return a recently
  summoned creature to its own plane.
  Dancing Daggers You summon flying
  daggers that attack at your command.
  Dazed Trance Target becomes fascinated, 
  and completely ignores non-hostile 
  creatures. 
  Discern Value Learn the value of a single
  touched item.
  Dispel Magic Lesser As the targeted version
  of dispel magic, but only one effect can be
  dispelled.
  Easy Ride You do not make concentration 
  checks to cast spells while riding.
  Flash-Bang Temporarily blinds and deafens
  creatures in a 10-ft.-radius burst.
  Flickershield You create a magic shield that
  grants a +4 shield bonus to AC, but only for
  so many attacks, before it fails.
  Hand of the Thief Creates an invisible hand
  which you can direct to steal for you.
  Hawk’s Alertness The target gains a +4
  bonus to Perception checks.
  Heridus’s Fickle Command Change the
  command word associated with target item.
  Illimar’s Lesser Corrosion Deal 1d6/level  
  acid damage with melee touch attack, or 
  1d6/2 levels damage with ranged attack.
  Instant Swordsman Touched creature gains
  proficiency with swords. 
  Mage Blade You conjure a powerful magic
  daggerwhich deals damage equal to 1/2
  your caster level.
  Negate Fall You treat falls as though they 
  were 10 ft. shorter per caster level.
  Nosicar’s Independent Eye You pluck out 
  one of your own eyes and are able to 
  manipulate it psychically.
  Phantasmal Noise Creates a sound that only
  a specific target can hear.
  Protection from Enchantments Target
  gains a +2 bonus on saves against enchantment
  spells and effects for 1 hour/level.
  
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  Racial Acclimation The target gains a racial
  subtype.
  Secret Stash Creates a hidden compartment
  in the touched item.
  Siegfried’s Far Shot The range increment of
  touched weapon is doubled for 1 round/level.
  Siegfried’s Siege ArrowF One arrow or bolt
  per level is more effective in assaulting a
  fortified position.
  Unstable Flight You can fly for 1 min./level,
  but must make concentration checks or fall
  to your death.
  Unstable Summons IF As summon monster I,  
  but you can grant the summoned creature
  bonuses by shortening the duration.
  Voice of Command You gain a +10 bonus on
  a single Diplomacy, or Intimidate check,
  with no signs of casting a spell at all.
  Winds of FortuneM You create a strong wind
  behind you.
  Xelar’s Energy Selector Augments the next
  spell you cast to deal the most effective
  kind of energy damage to the target.
  2nd-Level Sorcerer/Wizard Spells
  Advanced Engineering Transform an early
  firearm into an advanced firearm.
  Agony Bolt Ray deals 2d6 points of damage 
  target suffers -2 penalty on Will saves.
  Animate Trinket A tiny or smaller object
  becomes animated for 1 round/level.
  Ardesalf’s Opportune Moment Modifies
  the next spell you cast, making it harder to
  resist.
  Balthavius’s Potent Charm As charm 
  person, but the saving throw DC is treated
  as though it were a 3rd-level spell.
  Cloak of Fog You gain miss chance equal to
  5% per level for 1 round.
  Destroy Corpse Causes a corpse to rot and
  crumble.
  Dominate Peasant As dominate person, but
  target must be a peasant with 5 Hit Dice or
  less. 
  Dragon Wrack Deal 1d12 damage/level
   to dragons with a ranged touch attack.
  Extra SpaceM You create additional space
  within an object.
  Heridus’s Early Warning You gain a bonus 
  on initiative checks for 10 min./level.
  Hide From Dragons Conceal your presence
  from dragons for 10 min./level.
  Illusory Swarm You create illusory swarms
  which can nauseate creatures that believe
  in them.
  Mage Armor, Shared Grants an armor bonus
   to AC, divided among multiple targets.
  Mage’s Charge Grant a single target the
  defensive benefits of being your familiar for
  1 round/level.
  Mold Shadows Increases or decreases light
  by 1 or 2 steps in a flexible area.
  Nosicar’s Helping Hand You sever your  
  own hand and are able to manipulate it
  psychically.
  Phantasmal Image As silent image, but only
  visible to a specific target.
  Siegfried’s Summon Bow Summons a magic
  bow and arrows for 1 min./level.
  Spell Reflector Augments the next spell you
  cast, causing it to occur twice.
  Summon BrownieM You summon a brownie
  that serves you loyally unless it is mistreated.
  Sword Breaker Target object gains the 
  broken condition.
  Touch of Flame Your touch deals fire
  damage in small increments, for a total of
  1d6/level.
  Unstable Summons IIF As summon monster  
  II, but you can grant the summoned creature
  bonuses by shortening the duration.
  3rd-Level Sorcerer/Wizard Spells
  Abhorrent Growth The target is covered in
  
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  fatty tumors, imposing all the penalties of
  a size increase without the benefits.
  Bear’s Endurance, Shared Grant a bonus
  to Constitution, divided among multiple
  targets.
  Bull’s Strength, Shared Grant enhancement
  bonus to Strength divided among multiple
  targets.
  Cat’s Grace, Shared Grant an enhancement
  bonus to Dexterity, divided among 
  multiple targets.
  Childishness Targets behave as though they
  were children for 1 hour/level.
  Crushing Sphere As flaming sphere, but the
  sphere crushes foes instead of burning them.
  Daggerstorm A torrent of daggers falls in a
  20-ft.-radius area, dealing 1d4 piercing
  damage per caster level.
  Destroy Item Surpresses or destroys magic 
  items.
  Detect Metal and Minerals As detect gold, 
  but up to 3 different minerals, and a larger
  area of detection.
  Dragon’s Bane Target dragon suffers penalty 
  to attack rolls, damage rolls, AC, and saves.
  Eagle’s Splendor, Shared Grant a bonus
  to Charisma divided among multiple targets.
  Energy Blade Touched weapon deals all
  damage as cold, electricity, or fire for 1
  round/level.
  Enhance Poison Increases the DC of a 
  poison by +2, and makes it harder to cure.
  Fox’s Cunning, Shared Grant a bonus to
  Intelligence divided among multiple targets.
  Freeze in Place Ray deals 3d4 cold damage,
  and may cause the target to freeze in place.
  Heridus’s Hold Item Holds an object
  suspended in place.
  Imbue Weapon Weapon gains a number of
  special abilities for 1 min./level.
  Mind Dour Target gains a bonus on Will 
  saves vs. charm effects, and Diplomacy is
  less effective against him for 10 min./level.
  Nosicar’s Assimilation You can replace one 
  of your lost body parts with a body part of
  the same kind from another creature.
  Open Pit Creates a 20-ft.-deep pit.
  Owl’s Wisdom, Shared Grant a bonus to
  Wisdom, divided among multiple targets.
  Pierce Glamer Detect glamors in a 60-ft.
  cone. 
  Proof Against the Senses Touched creature
  is immune to faerie fire, see invisibility, true 
  seeing, and scent, but not normal sight.
  Room Warding Protects walls and doors 
  from magical spells. 
  Spectral Sword Creates a spectral sword,
  which deals 2d10 points of damage on a hit.
  Spell Sturdy Augments the next spell you 
  cast, making it harder to counter or dispel. 
  Strength of Form Augments the next 
  polymorph spell you cast to increase any
  bonuses to Strength, Dexterity, or 
  Constitution by +4.
  Summon Nightmare You summon a 
  nightmare to serve you for 1 round.
  Unstable Summons IIIF As summon monster  
  III, but you can grant the summoned
  creature bonuses by shortening the duration.
  Wild Form As beast shape III except that you
  may become trapped as an animal and lose
  his personality.
  Xelar’s Fiery Intensifier Augments the next
  fire spell you cast, making it more intense.
  4th-Level Sorcerer/Wizard Spell
  Autoloader Automatically conjures ammo
  into touched weapon for 1 round/level.
  Bear’s Endurance, Greater The target
  gains a +6 enhancement bonus to
  Constitution.
  Bee Form You take the form of a normal
  bee, but pack a particularly deadly sting.
  BriberyM The target must stand down, guard
  
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  you, or perform a specific task.
  Bull’s Strength, Greater The target gains a
  +6 enhancement bonus to Strength.
  Cat’s Grace, Greater The target gains a +6
  enhancement bonus to Dexterity.
  Conjure Maddened SpiritM Summon an
  uncontrolled incorporeal undead.
  Curse of Misfiring Causes target firearm to
  misfire more frequently and dramatically.
  Dragon Sight You gain darkvision 120 ft. 
  and a superior form of low-light vision.
  Eagle’s Splendor, Greater The target gains
  a +6 enhancement bonus to Charisma.
  Earthen Armor Conjures armor made of 
  stone to protect the target for 1 min./level.
  Empower Ammunition Makes a single piece 
  of ammunition magical. 
  Extraplanar Stash Alters target item to add
  an extradimensional storage space for 1 day
  per caster level.
  Fleshy Tendrils You transform your fingers
  into tentacles that can grapple foes.
  Fox’s Cunning, Greater The target gains a
  +6 enhancement bonus to Intelligence.
  Hold Dragon One dragon is held immobile
  for 1 round/level or until it succeeds on a
  Will save.
  Illimar’s Insidious Bile Cone of acid deals
  1d8 acid damage/2 levels, sickens creatures.
  Mental Struggle You and the target struggle
  for control of the target’s actions.
  Minor Servitor You summon a mephit to
  serve you for 1 day/2 levels.
  Owl’s Wisdom, Greater The target gains a
  +6 enhancement bonus to Wisdom.
  Pepper Breath You can spit fire in a line or
  cone up to 3 times, dealing 1d10/2 levels fire
  damage or 1d6/2 levels fire damage.
  Prison of Screams Create sonic walls around
  a 5-ft.-cube, imprisoning, damaging, and
  deafening all within for 1 round/level.
  Protection from Curses Target is immune
  to bestow curse and gains a +4 bonus on 
  saves made to resist curses for 1 hour/level.
  Protection from Thieves Gain a bonus to 
   Perception checks and CMD against steal.
  combat maneuvers for 10 min./level.
  Psychic Possession You transfer your spirit
   into the target, but must fight for control
  of his body.
  Reset Trap Return a sprung trap to its
  original state.
  Shriveling Decay Target suffers 2d6 damage
  each round, and suffers negative conditions.
  Unstable Summons IVF As summon monster  
  IV, but you can grant the summoned
  creature bonuses by shortening the duration.
  Veltannia’s Subtle Command As suggestion,
  but allows for more complex and
  long-lasting suggestions.
  Venomous Bite You grow mandibles that
  grant a poisonous bite attack.
  X-ray Vision You can see through solid 
  substances as though they were not there.
  5th-Level Sorcerer/Wizard Spells
  Call From the Pit Summon demonic spirits
  to possess lifeless corpses.
  Caustic Prison A sphere of force traps the 
  target, who also suffers 1d6 acid damage
  per 3 caster levels for up to 1 round/level.
  Certain Shot Imbues weapon with magical
  energy to make it more accurate.
  Enforced Docility Target cannot undertake
  violent actions without succeeding on a
  Will save for 1 day/level.
  Final Frenzy Target gets +8 Strength and
  Dexterity, but suffers Constitution damage
  and becomes confused for 1 minute.
  Gelatinous Form The target takes on a 
  gelatinous state for 1 round/level.
  Illimar’s Greater Corrosion You deal 1d6
  acid damage/level as a touch attack, or less
  damage as a ranged touch attack.
  
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  Kabaz’s Deep Sleep Target falls into a deep,
  sustaining, and restful sleep for 1 day/level.
  Otherworldly Possession The target’s body
  is possessed by an outsider of your choice.
  Stoneskin, SharedM As stoneskin, but the
  benefit is divided among multiple targets.
  Tail of the Scorpion You gain a poisonous 
  sting natural attack. 
  Unstable Summons VF As summon monster  
  V, but you can grant the summoned
  creature bonuses by shortening the duration.
  Warrior’s Fate Apply either a +2 bonus or -2
  penalty to attack, damage, AC, and saves for
  1 round/level from any distance.
  Wild Hunt You summon a pack of 
  supernatural hounds to serve you.  
  Wrap in Flames Flames deal 4d6 points of
  fire damage and attempt to grapple target.
  Zone of Warding Creates magical ward to 
  cripple, damage, or exhaust intruders. 
  6th-Level Sorcerer/Wizard Spells
  Aura of Imposition You are surrounded by
  an aura of menace which makes it difficult
  for foes to attack you.
  Aura of Majesty You are surrounded by
  an aura of nobility which makes it difficult
  for foes to attack you.
  Fiscal WrathM Inflicts 1d8+1 damage per
  250 gp spent in material components.
  Illusory Double Creates a figment in your
  likeness, which can act with basic artificial
  intelligence.
  Invisibility Sphere, Stationary Makes a 
  large area invisible, minus some specific
  things the caster chooses not to affect.
  Lightning Fist Target gains +2 Strength, 
  Dexterity, and Consititution, and deals 1d6 
  electricity damage with natural attacks.
  Mage’s Pistol Creates a magical pistol made
  of pure force, which lasts for 1 round/level.
  Rage, Greater As rage, but the effects are
  more pronounced, and there are more
  targets.
  Reflections of the Past You receive a vision
  of the past as it was reflected in the target’s
  surface.
  Siegfried’s Summon Greater Bow Summons
  a magic bow that fires bolts of energy.
  Summon Elder You summon an elder 
  elemental to fight for you for 1d6 rounds. 
  Unstable Summons VIF As summon monster  
  VI, but you can grant the summoned
  creature bonuses by shortening the duration.
  Veltannia’s Betrayal Target attacks another
  creature in a blind rage. 
  7th-Level Sorcerer/Wizard Spells
  Burning Slavery As dominate person, but
  1 round/level and the target takes damage.
  Curse of the Red Hand Anyone who touches
  the target item has his hand stained red.
  Detention Sphere As resilient sphere, but
  not immobile, and difficult to escape from.
  Dragon Breath You gain a breath weapon,
  which dels 1d8 damage/level of a specific 
  energy type.
  Molten BeastM Create a powerful warrior
  from gold, who serves you for 24 hours.
  Nosicar’s Dismemberment Sever one of
  the target’s limbs, inflicting 1d4 damage per
  level, and preventing use of the lost limb.
  Skeletal Servitude You animate the target’s
  while he’s still alive, and can control his
  body as his flesh sloughs off and he
  becomes a skeletal champion. 
  Suicide The target attempts to kill himself. 
  Unstable Summons VIIF As summon monster 
  VII, but you can grant the summoned
  creature bonuses by shortening the duration.
  8th-Level Sorcerer/Wizard Spells
  Acid Rain An acidic rainstorm deals 2d6 acid
  
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   damage/round to creatures and objects in
  a 20-ft./level-radius area for 1 min./level.
  Childishness, Greater As childishness, but
  it can affect any creature with less HD than
  you, and has a larger area.
  Legend Lore, GreaterF, M As legend lore, 
  except that the subject need not be known
  to you, or even be legendary.
  Major Servitor You summon a genie to
  serve you for 1 day/2 levels.
  Spreading Corrosion Acid deals 5d6 acid
   damage per round to the target’s worn or 
  carried gear for 1 round/level.
  Unstable Summons VIIIF As summon monster 
  VIII, but you can grant the summoned
  creature bonuses by shortening the duration.
  Vorpal Edge Any weapon you hold gains
  the vorpal special ability for 1 min./level.
  9th-Level Sorcerer/Wizard Spells
  Alignment Reversal Changes the target’s
  alignment permanently.
  Black Horse You summon a powerful
  mount, which grants a number of
  benefits as long as you are mounted on it.
  Inner KnightM Target gains additional Hit 
  Dice equal to the difference between your
  and his Hit Dice.
  Pale Horse You summon a powerful
  mount, which grants a number of
  benefits as long as you are mounted on it.
  Red Horse You summon a powerful
  mount, which grants a number of
  benefits as long as you are mounted on it.
  Spell SealF The target cannot cast spells for
  1 hour/level.
  Summon Marilith You summon a marilith 
  to fight for you for 1d4 rounds.
  True Seeing, GreaterM As true seeing, but
  you can see objects at greater distances,
  and use other divination spells with it.
  Unstable Summons IXF As summon monster  
  IX, but you can grant the summoned
  creature bonuses by shortening the duration.
  White Horse You summon a powerful
  mount, which grants a number of 
  benefits as long as you are mounted on it.
  Summoner Spells
  1st-Level Summoner Spells
  Banishment, Lesser Return a recently
  summoned creature to its own plane.
  Earthen Fist Target’s unarmed strikes deal
  lethal damage. 
  Easy Ride You do not make concentration 
  checks to cast spells while riding.
  Empower Dragon Target dragon gains a
  bonus to attack and damage rolls, and DR.
  Unstable Summons IF As summon monster I,  
  but you can grant the summoned creature
  bonuses by shortening the duration.
  2nd-Level Summoner Spells
  Mage Armor, Shared Grants an armor bonus
   to AC, divided among multiple targets.
  Spell Reflector Augments the next spell you
  cast, causing it to occur twice.
  Summon BrownieM You summon a brownie
  that serves you loyally unless it is mistreated.
  Unstable Flight You can fly for 1 min./level,
  but must make concentration checks or fall
  to your death.
  Unstable Summons IIF As summon monster  
  II, but you can grant the summoned
  creature bonuses by shortening the duration.
  3rd-Level Summoner Spells
  Bear’s Endurance, Shared Grant a bonus
  to Constitution, divided among multiple
  targets.
  Bull’s Strength, Shared Grant enhancement
  bonus to Strength divided among multiple
  targets.
  
  220
  Cat’s Grace, Shared Grant an enhancement
  bonus to Dexterity, divided among multiple
  targets.
  Dragon Sight You gain darkvision 120 ft. 
  and a superior form of low-light vision.
  Eagle’s Splendor, Shared Grant a bonus
  to Charisma divided among multiple targets.
  Fox’s Cunning, Shared Grant a bonus to
  Intelligence divided among multiple targets.
  Minor Servitor You summon a mephit to
  serve you for 1 day/2 levels.
  Owl’s Wisdom, Shared Grant a bonus to
  Wisdom, divided among multiple targets.
  Unstable Summons IVF As summon monster  
  IV, but you can grant the summoned
  creature bonuses by shortening the duration.
  Vampiric Consumption Your eidolon can
  heal itself and gain special abilities by
  eating the hearts of fallen foes.
  4th-Level Summoner Spells
  Bear’s Endurance, Greater The target
  gains a +6 enhancement bonus to
  Constitution.
  Bull’s Strength, Greater The target gains a
  +6 enhancement bonus to Strength.
  Cat’s Grace, Greater The target gains a +6
  enhancement bonus to Dexterity.
  Eagle’s Splendor, Greater The target gains
  a +6 enhancement bonus to Charisma.
  Earthen Armor Conjures armor made of 
  stone to protect the target for 1 min./level.
  Fox’s Cunning, Greater The target gains a
  +6 enhancement bonus to Intelligence.
  Owl’s Wisdom, Greater The target gains a
  +6 enhancement bonus to Wisdom.
  Unstable Summons VF As summon monster  
  V, but you can grant the summoned
  creature bonuses by shortening the duration.
  5th-Level Summoner Spells
  Lightning Fist Target gains +2 Strength, 
  Dexterity, and Consititution, and deals 1d6 
  electricity damage with natural attacks.
  Rage, Greater As rage, but the effects are
  more pronounced, and there are more
  targets.
  Stoneskin, SharedM As stoneskin, but the
  benefit is divided among multiple targets.
  Unstable Summons VIIF As summon monster
  VII, but you can grant the summoned
  creature bonuses by shortening the duration.
  6th-Level Summoner Spells
  Call Aspect Summon an exact duplicate of
  your eidolon, though both take damage
  each round as long as it remians.
  Major Servitor You summon a genie to
  serve you for 1 day/2 levels.
  Unstable Summons VIIIF As summon monster 
  VIII, but you can grant the summoned
  creature bonuses by shortening the duration.
   
  Witch Spells
  0-Level Witch Spells
  Alter Apparel Change the appearance of
  of one article of clothing per level.
  Stone Throw Ranged attack deals 1d6 points
  of bludgeoning damage. 
  1st-Level Witch Spells
  Ardesalf’s Preservation  You alter a jar or
  container so that its contents are preserved
  for 1 day/level.
  Dazed Trance Target becomes fascinated, 
  and completely ignores non-hostile 
  creatures. 
  Hawk’s Alertness The target gains a +4
  bonus to Perception checks.
  Heridus’s Fickle Command Change the
  command word associated with target item.
  Instant Swordsman Touched creature gains
  proficiency with swords. 
  Mage’s Charge Grant a single target the
  defensive benefits of being your familiar for
  1 round/level.
  Negate Fall You treat falls as though they 
  were 10 ft. shorter per caster level.
  
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  Nosicar’s Independent Eye You pluck out 
  one of your own eyes and are able to 
  manipulate it psychically.
  Phantasmal Noise Creates a sound that only
  a specific target can hear.
  Secret Stash Creates a hidden compartment
  in the touched item.
  Tremors You cause a minor earthquake,
  knocking creatures down and dealing 1d6
  damage to prone creatures.
  Unstable Flight You can fly for 1 min./level,
  but must make concentration checks or fall
  to your death.
  Unstable Summons IF As summon monster I,  
  but you can grant the summoned creature
  bonuses by shortening the duration.
  Voice of Command You gain a +10 bonus on
  a single Diplomacy, or Intimidate check,
  with no signs of casting a spell at all.
  Winds of FortuneM You create a strong wind
  behind you.
  2nd-Level Witch Spells
  Agony Bolt Ray deals 2d6 points of damage 
  target suffers -2 penalty on Will saves.
  Animate Trinket A tiny or smaller object
  becomes animated for 1 round/level.
  Ardesalf’s Opportune Moment Modifies
  the next spell you cast, making it harder to
  resist.
  Balthavius’s Potent Charm As charm 
  person, but the saving throw DC is treated
  as though it were a 3rd-level spell.
  Destroy Corpse Causes a corpse to rot and
  crumble.
  Dominate Peasant As dominate person, but
  target must be a peasant with 5 Hit Dice or
  less. 
  Hand of the Thief Creates an invisible hand
  which you can direct to steal for you.
  Heridus’s Early Warning You gain a bonus 
  on initiative checks for 10 min./level.
  Illusory Swarm You create illusory swarms
  which can nauseate creatures that believe
  in them.
  Mage Armor, Shared Grants an armor bonus
   to AC, divided among multiple targets.
  Nosicar’s Helping Hand You sever your  
  own hand and are able to manipulate it
  psychically.
  Phantasmal Image As silent image, but only
  visible to a specific target.
  Spell Reflector Augments the next spell you
  cast, causing it to occur twice.
  Summon BrownieM You summon a brownie
  that serves you loyally unless it is mistreated.
  Unstable Summons IIF As summon monster  
  II, but you can grant the summoned
  creature bonuses by shortening the duration.
  3rd-Level Witch Spells
  Abhorrent Growth The target is covered in
  fatty tumors, imposing all the penalties of
  a size increase without the benefits.
  Enhance Poison Increases the DC of a 
  poison by +2, and makes it harder to cure.
  Heridus’s Hold Item Holds an object
  suspended in place.
  Madden Beasts Animals in a large area 
  become violent, and attack weaker targets.
  Mind Dour Target gains a bonus on Will 
  saves vs. charm effects, and Diplomacy is
  less effective against him for 10 min./level.
  Nosicar’s Assimilation You can replace one 
  of your lost body parts with a body part of
  the same kind from another creature.
  Spell Sturdy Augments the next spell you 
  cast, making it harder to counter or dispel. 
  Unstable Summons IIIF As summon monster  
  III, but you can grant the summoned
  creature bonuses by shortening the duration.
  Veltannia’s Subtle Command As suggestion,
  but allows for more complex and
  long-lasting suggestions.
  Wild Form As beast shape III except that you
  may become trapped as an animal and lose
  his personality.
  4th-Level Witch Spells
  Bee Form You take the form of a normal
  
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  bee, but pack a particularly deadly sting.
  Call Centipedes Summons a number of
  centipede swarms based on the type of
  terrain the spell is cast on.
  Curse of Misfiring Causes target firearm to
  misfire more frequently and dramatically.
  Destroy Item Surpresses or destroys magic 
  items.
  Dragon Sight You gain darkvision 120 ft. 
  and a superior form of low-light vision.
  Illimar’s Insidious Bile Cone of acid deals
  1d8 acid damage/2 levels, sickens creatures.
  Open Pit Creates a 20-ft.-deep pit.
  Protection From Decapitation Target
  cannot be decapitated or dismembered.
  Psychic Possession You transfer your spirit
   into the target, but must fight for control
  of his body.
  Shriveling Decay Target suffers 2d6 damage
  each round, and suffers negative conditions.
  Temporary Lycanthropy Transform the
  into an animal, which attempts to slay the
  nearest living creature.
  Unstable Summons IVF As summon monster  
  IV, but you can grant the summoned
  creature bonuses by shortening the duration.
  Venomous Bite You grow mandibles that
  grant a poisonous bite attack.
  5th-Level Witch Spells
  Aura of Imposition You are surrounded by
  an aura of menace which makes it difficult
  for foes to attack you.
  Aura of Majesty You are surrounded by
  an aura of nobility which makes it difficult
  for foes to attack you.
  Kabaz’s Deep Sleep Target falls into a deep,
  sustaining, and restful sleep for 1 day/level.
  Otherworldly Possession The target’s body
  is possessed by an outsider of your choice.
  Tail of the Scorpion You gain a poisonous 
  sting natural attack. 
  Art © Copyright Can Stock Photo Inc.
  
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  Unstable Summons VF As summon monster  
  V, but you can grant the summoned
  creature bonuses by shortening the duration.
  Warrior’s Fate Apply either a +2 bonus or -2
  penalty to attack, damage, AC, and saves
  for 1 round/level from any distance.
  Wrap in Flames Flames deal 4d6 points of
  fire damage and attempt to grapple target.
  6th-Level Witch Spells
  Curse of the Red Hand Anyone who touches
  the target item has his hand stained red.
  Enforced Docility Target cannot undertake
  violent actions without succeeding on a
  Will save for 1 day/level.
  Invisibility Sphere, Stationary Makes a 
  large area invisible, minus some specific
  things the caster chooses not to affect.
  Rage, Greater As rage, but the effects are
  more pronounced, and there are more
  targets.
  Unstable Summons VIF As summon monster  
  VI, but you can grant the summoned
  creature bonuses by shortening the duration.
  Veltannia’s Betrayal Target attacks another
  creature in a blind rage. 
  7th-Level Witch Spells
  Dragon Breath You gain a breath weapon,
  which dels 1d8 damage/level of a specific 
  energy type.
  Illusory Double Creates a figment in your
  likeness, which can act with basic artificial
  intelligence.
  Skeletal Servitude You animate the target’s
  while he’s still alive, and can control his
  body as his flesh sloughs off and he
   becomes a skeletal champion. 
  Suicide The target attempts to kill himself. 
  Unstable Summons VIIF As summon monster
  VII, but you can grant the summoned
  creature bonuses by shortening the duration.
  8th-Level Witch Spells
  Alignment Reversal Changes the target’s
  alignment permanently.
  Heal, Shared Cures conditions and heals 15 
   hit points/level, divided among multiple
  Legend Lore, GreaterF, M As legend lore, 
  except that the subject need not be known
  to you, or even be legendary.
  Nosicar’s Dismemberment Sever one of
  the target’s limbs, inflicting 1d4 damage per
  level, and preventing use of the lost limb.
  Spreading Corrosion Acid deals 5d6 acid
   damage per round to the target’s worn or 
  carried gear for 1 round/level.
  Unstable Summons VIIIF As summon monster
  VIII, but you can grant the summoned
  creature bonuses by shortening the duration.
  9th-Level Witch Spells
  Einherjar’s CallM You grant the target the 
  ability to fight on for a short time after
  dying.
  True Seeing, GreaterM As true seeing, but
  you can see objects at greater distances,
  and use other divination spells with it.
  Unstable Summons IXF As summon monster  
  IX, but you can grant the summoned
  creature bonuses by shortening the duration.
  Spells
   
  The following spells are presented in 
  alphabetical order.
  
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  When you cast this spell, you cause the 
  target to balloon to mammoth proportions as his 
  body is overcome with fatty tumors, causing his 
  size to greatly increase, without increasing his 
  muscle mass. The target immediately increases 
  dramatically in size, increasing in size by two size 
  categories. The target gains all the appropriate 
  adjustments for a creature growing by two size 
  categories, except that his Strength score and 
  Constitution score are not affected by this spell (for 
  example, a Medium creature would become Huge, 
  and gain a +4 bonus to natural armor and a +2 size 
  bonus to CMB and CMD, and take a -2 size penalty 
  to AC and attack rolls, a -2 penalty to Dexterity, a 
  -4 size penalty to Fly checks and a -8 size penalty 
  to Stealth checks). The target’s space and reach are 
  adjusted accordingly, and any gear he is holding or 
  wearing changes magically to match his new size, 
  increasing the damage of the weapons he wields 
  by two size categories. A creature’s speed does not 
  change as a result of this spell.
   
  If the target is already Gargantuan size, this 
  spell only increases it to Colossal size (its Strength 
  and Constitution scores remain unaffected). If 
  the target is already Colossal size, this spell has no 
  effect.
  damage (although whatever is sheltering them 
  will be taking damage, and may eventually be 
  destroyed by the acid rain, leaving the character 
  vulnerable again). The acid deals full damage 
  (before hardness) to any and all objects in the area 
  each round. Objects that gain the broken condition 
  are no longer able to offer cover or protect creatures 
  and objects from the rain.
              This spell can be cast inside or 
  underground, but will always cause rain to fall 
  from natural clouds above, meaning that if it is 
  cast in such locations, you will not be able to see 
  the effects unless the acid rain destroys the roof or 
  other surface separating you from the sky.
   
  This spell causes the skies in the affected 
  area to fill with menacing, sickly-looking storm 
  clouds which immediately begin to pour forth 
  caustic, acid rain. For the spell’s duration, the area 
  is affected as though by rain and severe wind (see 
  the Pathfinder Roleplaying Game Core Rulebook for 
  more information).
              Further, each creature and object within 
  the area suffers 2d6 points of acid damage per 
  round from the caustic rain. There is no saving 
  throw to reduce or negate the damage, but any 
  character who can protect himself from the rain 
  (such as by finding shelter) does not suffer the 
   
  This spell magically alters the interior 
  workings of the target, allowing it to function more 
  efficiently and safely. For the spell’s duration, the 
  target is treated as though it is an advanced firearm 
  for the purposes of how attacks are resolved, the 
  type of action required to load it, and the effects of 
  a misfire.
              Advanced engineering can be made 
  permanent with the permanency spell. The 
  minimum caster level required is 9th, and the cost 
  to do so is 1,000 gp.
  
  225
   
  You fire a ray of pulsing red and black 
  energy which bores into the target, causing 
  extremely debilitating pain. Treat this as a ranged 
  touch attack with a  maximum range of 60 feet. 
  If the attack hits, the target suffers 2d6 points 
  of damage, and must succeed on a Will save at 
  a -2 penalty. If he fails, he suffers a -2 penalty on 
  Will saves for one round, as his will to resist is 
  subsumed by agonizing pain.
  well, even if you do not know what alignment the 
  target will become.
   
  This spell warps the target’s mind, reversing 
  his moral and ethical outlook. The affected 
  creature’s alignment becomes the opposite of what 
  it normally is (a Lawful Good character becomes 
  Chaotic Evil, a Chaotic Neutral character becomes 
  Lawful Neutral, etc.). If the target’s alignment 
  is Neutral, it instead goes to a random extreme 
  on both alignment axes: roll a d4 to determine 
  whether the target’s new alignment becomes 
  Lawful Good, Chaotic Good, Lawful Evil, or 
  Chaotic Evil.
              An alignment reversal spell can be dispelled 
  by dispel magic and similar spells, or removed 
  by remove curse or similarly powerful magic, 
  returning the character to his or her original 
  alignment. Additionally, if the target willingly 
  undergoes an atonement spell and chooses to 
  return to his original alignment, the alignment 
  reversal spell is automatically dispelled. Note that 
  because alignment reversal warps the character’s 
  perceptions of good, evil, law, and chaos, the 
  target is extremely unlikely to want to return to his 
  original alignment.
              An alignment reversal spell that causes the 
  target to become evil gains the evil descriptor, and 
  one that causes the target to become chaotic, good, 
  or lawful gain the corresponding descriptors, as 
   
   They say that clothing makes the man, 
  and this spell is prized by those who understand 
  the truth of that statement. The touched 
  clothing transforms to have the shape, color, 
  and consistency you desire. This spell cannot be 
  used to make the outfit function in ways that the 
  original object could not (for example, it can’t 
  cause a cloth tunic to offer an armor bonus, even 
  if it is transformed into a leather hauberk, nor 
  can it cause an evening gown to offer the kind of 
  protection against the cold that would be provided 
  by a cold weather outfit). It can be used to change 
  the outfit into any style you desire, however, and 
  also to adjust the dimensions of the outfit to fit you 
  (or, if desired, someone else) perfectly.
   
  You magically alter your own performance, 
  causing it to manifest in an unusual way. Alter 
  performance is cast as a free action as part of 
  initiating a bardic performance, and modifies that 
  performance. You choose whether the performance 
  will have an audible component, a visual 
  component, or both. In the case of a performance 
  that is normally audible becoming visual, the spell 
  creates fanciful colors or images, “translating” the 
  sound into a visual effect. Similarly, a performance 
  that is normally visual is made audible by 
  magically creating noise. All of the normal rules 
  
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  for the new type of component the performance 
  is using apply (for example, if the spell is used to 
  make a performance have an audible component, 
  the target must be able to hear it, and if the bard is 
  deaf, there is a 20% chance of failure, etc.). All other 
  aspects of the performance remain the same.
   
  Alter performance has verbal components 
  if you choose to have the performance have an 
  audible component, and has somatic components 
  if you choose to have the performance have a visual 
  component.
  objects in the spell’s area radiate a faint, golden 
  aura. Objects that are more valuable have stronger 
  or brighter auras, allowing you to quickly identify 
  the relative value of several items. Additionally, by 
  concentrating on a single object for 1 round, you 
  can determine its value in gold pieces. In the case 
  of objects whose value is relative (for example, food 
  commands a much higher price in areas stricken 
  with famine, and a much lower price in areas where 
  there is plenty to go around), the value determined 
  is the more common, generally accepted value (for 
  example, using this on a loaf of bread in a town 
  struck by famine would not reflect its increased 
  value. At the same time, using it on a gold coin in a 
  city that uses iron coins for its currency and places 
  little value on gold would not reflect the lesser 
  value that gold commands in that city). The spell 
  can penetrate barriers, but 1 foot of stone, 1 inch 
  of common metal, a thin sheet of lead, or 3 feet of 
  wood or dirt blocks it.
              A spellcaster can make Ardesalf’s instant 
  appraisal permanent on himself (but not others) 
  with the permanency spell. The minimum caster 
  level is 10, and the cost is 5,000 gp.
   
  This lesser version of the animate 
  objects spell allows a single mundane item of 
  Tiny size or smaller, which is not magical, to 
  become animated. See the Pathfinder Bestiary for 
  more information on animated objects. For the 
  spell’s duration, the object acts as you designate, 
  attacking your foes or performing other tasks, if 
  it is able. This spell cannot affect objects worn or 
  carried by another creature.
              Like animate objects, an animate 
  trinket spell can be rendered permanent with 
  a permanency spell. The minimum caster level is 
  9th, and the cost is 2,500 gp.
   
   You gain a temporary, intuitive insight into 
  the flow of magic, allowing you to cast a single spell 
  that is more difficult to resist. The next spell you 
  cast that allows a saving throw has the DC of that 
  saving throw increased by +2. Additionally, you 
  gain a +10 bonus on any rolls made to overcome 
  spell resistance for that spell. If these benefits are 
  not used before the end of your next round, they 
  are wasted.
   
  This spell allows you to determine the value 
  of objects within the spell’s area. To your eyes, 
  
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   This spell is prized by wizards and witches 
  who view themselves as “naturalists,” and collect 
  various specimens for research, as well as by those 
  who work with spell components that must be 
  used “fresh,” but which can be difficult to acquire, 
  especially on short notice. When the spell is cast, 
  it causes all non-living organic material contained 
  in the spell’s target to be perfectly preserved for 
  the spell’s duration. Such objects remain fresh, and 
  do not decay in any way. They do not dry out, if 
  they are usually moist or damp, and, in the case of 
  food items, they do not grow stale. The objects are 
  immune to any mundane funguses, molds, or other 
  bacteria that may be within the container, but not 
  to monstrous funguses, molds, or bacteria, nor 
  are they protected from any vermin that might be 
  within the storage container.
              Living creatures, undead creatures, 
  and inorganic objects within the container 
  are unaffected. The container can be opened 
  and closed again without breaking the spell, 
  though leaving the container open for longer 
  than 10 minutes at any given time ends the spell 
  immediately. If the spell is re-cast again on the 
  same container before the first spell’s duration 
  expires, the duration of the effect is extended by 
  that amount of time.
              Ardesalf’s preservation can be made 
  permanent with a permanency spell. The minimum 
  caster level for this is 9, and the cost is 2,000 gp.
  divine power into your armor (or, at your 
  discretion, your shield). The armor acts as +5 
  light fortification armor (+5 enhancement bonus 
  to AC, 25% chance of ignoring sneak attack or 
  critical hits). It also emits a magic circle against 
  chaos effect, as the spell. If the magic circle effect 
  ends (such as by being dispelled), the armor 
  creates a new one on your turn as a free action. 
  Additionally, all allies within the area of the magic 
  circle spell are treated as though you had 
  cast shield other on them (they gain a +1 deflection 
  bonus to AC, a +1 resistance bonus to saves, and 
  take only half of the damage dealt to them, the 
  other half being dealt to you, instead).
              The spell automatically ends 1 round after 
  you lose contact with the armor or shield, and 
  you cannot have more than one armor of the 
  champion at one time. If this spell is cast on a 
  magic shield or a suit of magic armor, the powers 
  of the spell supersede any that the item normally 
  has, rendering the normal enhancement bonus 
  and special abilities of the item inoperative for the 
  duration of the spell. This spell is not cumulative 
  with any other spell that might modify the armor 
  in any way. This spell does not work on artifacts.
   
  You create a magical harmonic resonance 
  between yourself and the dagger, which causes 
  the dagger to respond to spells you cast. For the 
  duration of the spell, whenever you cast a spell 
  with the acid, cold, electricity, fire, or sonic 
  descriptors, the dagger becomes charged with that 
  energy type. The dagger can only be charged with 
  one energy type at a time. If you later cast another 
  spell with a different energy type, the dagger 
  becomes charged with that energy type, instead. 
  Similarly, the dagger cannot be “double charged” 
  by casting more than one spell of the same energy 
   
  This spell allows you to channel glorious 
  
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  type.
              For the spell’s duration, as long as the 
  dagger is charged, it deals an extra 1 point of 
  damage of the appropriate energy type, plus an 
  additional point of damage of that energy type for 
  every 5 caster levels you possess.
              If the dagger is used to attack a creature 
  with spell resistance, roll to determine whether 
  or not you beat the creature’s spell resistance with 
  each hit. If you succeed, the spell resistance has 
  no effect for that attack. If you fail, that dagger 
  does its normal damage, but does not deal the 
  extra damage granted by this spell. Either way, the 
  next time you hit that creature, roll to determine 
  whether or not you beat its spell resistance for the 
  purposes of that hit.
              At the end of the spell’s duration, the dagger 
  loses any charge it possesses.
   
  With this spell, you can augment your 
  inspire courage bardic performance ability. The 
  spell is cast as a free action made as part of the 
  inspire courage ability. The bonuses granted by 
  that use of the inspire courage ability are increased 
  by +1. This increase to the bonus lasts until you fail 
  to maintain the performance or until the spell’s 
  duration ends, whichever comes first.
   
  If the performance is using audible 
  components, augment courage has verbal 
  components. If the performance is using visual 
  components, augment courage has somatic 
  components.
   
  This spell causes you to exude a palpable 
  aura of noble majesty and righteous anger, which 
  unnerves your foes. All creatures within the area 
  of the spell (and those who enter that area during 
  the spell’s duration) must succeed on a Will save or 
  become frightened for the duration of the spell. 
   
  Even those who succeed on the saving 
  throw must succeed on an additional Will save 
  in order to attack you, as the spell sanctuary. 
  Unlike sanctuary, you can attack without ending 
  the effect, but any attack or hostile spell that 
  would normally end the sanctuary effect does end 
  it for the purposes of the target of that attack or 
  hostile spell (for example, if you attack the goblin 
  chieftain, he will be able to attack you normally, 
  but his goblin bodyguards will still be affected 
  by the sanctuary effect). Finally, even those who 
  succeed on both Will saves still struggle with 
  doubts about attacking someone as imposing as 
  you, and suffer a -2 penalty on attack rolls made 
  against you for the duration of the spell. Creatures 
  that are immune to fear effects are also immune to 
  this penalty, and to the sanctuary effect.
             This spell causes you to exude a palpable 
  aura of charm and grace, which makes your foes 
  reconsider whether they should be fighting you, 
  or serving you. All creatures within the area of the 
  spell (and those who enter that area for 1 round 
  per caster level after the spell is cast) must succeed 
  on a Will save or be affected as though by charm 
  person. The duration of this charm effect, if they 
  
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  fail their save, is 1 hour per caster level. 
   
  Even those who succeed on the saving 
  throw must succeed on an additional Will save 
  in order to attack you, as the spell sanctuary. 
  Unlike sanctuary, you can attack without ending 
  the effect, but any attack or hostile spell that 
  would normally end the sanctuary effect does end 
  it for the purposes of the target of that attack or 
  hostile spell (for example, if you attack the goblin 
  chieftain, he will be able to attack you normally, 
  but his goblin bodyguards will still be affected 
  by the sanctuary effect). Finally, even those who 
  succeed on both Will saves still struggle with 
  doubts about attacking someone as majestic as 
  you, and suffer a -2 penalty on attack rolls made 
  against you for the duration of the spell. Creatures 
  that are immune to charm and compulsion 
  effects are also immune to this penalty, and to 
  the sanctuary effect.
   
  This spell instantly and automatically 
  conjures mundane ammunition into the target 
  weapon, ensuring that its wielder need not worry 
  about reloading it. Any time that the weapon is 
  unloaded (such as immediately after it is fired), 
  the spell instantly conjures mundane ammunition 
  of the appropriate type, effectively reloading the 
  weapon as a free action. There is no way to use 
  this spell to load the weapon with enchanted 
  ammunition, or other specific ammunition 
  the wielder has in his possession, and, in fact, 
  it actually prevents this from occurring by 
  automatically reloading the weapon as soon as any 
  ammunition is removed, so that there is never a 
  way to fit such ammunition into the target. At the 
  end of the spell’s duration, all ammunition created 
  by the spell vanishes.
   
  You awaken a vermin to human-like 
  sentience. To succeed, you must make a Will save 
  (DC 10 + the vermin’s current HD). The awakened 
  vermin is neutral toward you. You have no special 
  empathy or connection with a creature you awaken, 
  and unless you can convince it that a task is in its 
  best interest (whether with bribes, diplomacy, 
  intimidation, or other means) it will not act on 
  your behalf.
              An awakened vermin gets 3d6 Intelligence, 
  +1d3 Wisdom, and +1d6 Charisma. Its type 
  becomes magical beast (augmented vermin), and 
  it is no longer considered mindless (meaning 
  that it is no longer immune to mind-affecting 
  effects). The vermin immediately gains skill points 
  appropriate for its new Intelligence score and its 
  Hit Dice, as well as a number of feats appropriate 
  for its Hit Dice. An awakened vermin’s class skills 
  are Climb, Escape Artist, Fly, Perception, Stealth, 
  and Survival. An awakened vermin can’t serve as an 
  animal companion, familiar, or special mount.
              An awakened vermin can speak one 
  language that you know, plus one additional 
  language that you know per point of Intelligence 
  bonus it possesses (if any). This spell does not 
  function on vermin with an Intelligence score.
  
  230
   
  This spell was developed by the eccentric 
  sorcerer Balthavius, who used it to ensure that 
  his attempts to charm women were nearly always 
  successful. The spell functions identically to the 
  spell charm person, except that the saving throw 
  DC to resist the effect is 1 higher than it would 
  normally be (For example, the saving throw DC 
  is typically 13 + your primary spellcasting ability 
  modifier, instead of 12 + your primary spellcasting 
  ability modifier, and if it were heightened to be a 
  5th-level spell with Heighten Spell, the saving throw 
  DC would be 16 + your primary spellcasting ability 
  modifier, etc.).
   
  The affected creature gains intense vitality 
  and stamina. This spell grants a +6 enhancement 
  bonus to Constitution, which adds the usual 
  benefits to hit points, Fortitude saves, Constitution 
  checks, and so forth. Hit points gained by a 
  temporary increase in Constitution score are not 
  temporary hit points. They go away when the 
  subject’s Constitution drops back to normal. They 
  are not lost first as temporary hit points are.
   
  Additionally, for the spell’s duration, 
  the target gains an additional +2 bonus on all 
  Constitution checks and Fortitude saves made to 
  resist the fatigued and exhausted conditions.
   
  This spell provides you with the ability 
  to banish summoned creatures whence they 
  came. This spell can banish any creature 
  summoned with a spell from the summoning 
  subschool to its home plane, unless it succeeds 
  on a Will save. The target gains a bonus on its 
  saving throw equal to the number of rounds since 
  it was summoned (to a maximum bonus of +10 for 
  creatures that were summoned a full minute before 
  lesser banishment was cast).
   
  This functions as the spell bear’s endurance, 
  with the following exceptions. First, the 
  enhancement bonus to Constitution is equal to 4 
  + 1 per 3 caster levels (to a maximum of +8 at 12th 
  level). Second, this bonus is divided as you choose 
  among all targets. No individual target may receive 
  an enhancement bonus greater than +4 from this 
  spell.
   
  When you complete the casting of this 
  spell, your body shrinks enormously as you assume 
  the shape of a common bee. This has the effect 
  
  231
  of reducing your size to Fine, which grants you 
  a +8 size bonus to AC and attack rolls, and a +8 
  bonus to Fly skill checks, as well as a +16 bonus to 
  Stealth checks, although you also suffer a -8 size 
  penalty to your Strength score and a -8 penalty to 
  your CMB and CMD. Your land speed is reduced 
  to 5 feet, but you gain a fly speed of 20 feet (good 
  maneuverability). You cannot speak or cast spells 
  while in bee form, even if a class feature, feat, or 
  special ability (such as Wild Spell) would normally 
  allow you to do so. While in bee form, you lose any 
  natural attacks you normally possess.
   
  While in bee form, you gain access to a 
  special sting attack. In order to use this attack, you 
  must enter the target’s square (provoking an attack 
  of opportunity) and succeed on a melee attack. 
  If the attack hits, both you and the target take 
  1d8 points of damage per caster level you possess. 
  Damage reduction does not apply to this damage, 
  but any spell resistance the target possesses does 
  (any spell resistance you may possess does not 
  apply). Both you and the target may attempt a 
  Fortitude save (DC equal to bee form’s saving throw 
  DC) to negate the damage. 
   
  If you are a non-living creature, or are 
  otherwise immune to effects that require a 
  Fortitude save, this spell has no effect on you, as 
  your anatomy is too inhuman to be compatible 
  with the spell.
  make Ride or Handle Animal checks in order to 
  make the Black Horse act.  
   
              While mounted on the Black Horse, you 
  gain a number of benefits. First, you do not need 
  to eat, drink, or sleep, and you are immune to all 
  diseases and poisons, any food you touch instantly 
  rots and becomes devoid of nutritional value, and 
  any time a creature fails a saving throw made to 
  resist the effects of a spell that you cast, in addition 
  to the spell’s normal effect, that creature becomes 
  exhausted for 1 minute. You continue to gain these 
  benefits only as long as you remain mounted on 
  the Black Horse, though if you dismount and then 
  mount the Black Horse again later, you regain the 
  benefits.
   
   This spell summons a powerful Black 
  Horse from an otherworldly realm normally 
  inaccessible to mortals, and forces it to serve 
  you for the spell’s duration. The Black Horse is 
  a combat trained heavy horse with 10 Hit Dice 
  and an Intelligence score of 12. It is completely 
  unaffected by damage of any kind, and can hear 
  your telepathic commands. The Black Horse will 
  obey any telepathic commands you give it perfectly 
  and to the best of its ability, but only while you 
  are mounted on its back. This negates the need to 
   
  This more powerful version of the bless spell 
  is generally reserved for truly dire circumstances. 
  Each target gains a +2 bonus to attack rolls, and a 
  morale bonus on AC and saving throws equal to 1/3 
  your caster level (rounded down, maximum +6) for 
  the spell’s duration.
   
  This spell imparts a great deal of holy 
  energy into the transmuted water, granting it 
  magical properties greatly in excess of normal 
  
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  holy water. Regardless of the amount of water in 
  the flask, only 1 pint of it is transmuted, which is 
  enough for a single dose. The transmuted water 
  can be used in any of the following ways.
   
  If used to anoint the brow of a non-evil 
  character, the water acts as a protection from 
  evil spell.
   
  If consumed by a neutral character, the 
  water acts as a cure light wounds spell.
   
  If consumed by a good character, the water 
  acts as bear’s endurance, bull’s strength, cat’s 
  grace, or cure moderate wounds. If the imbiber is 
  conscious and aware of the nature of the water, he 
  may choose which effect it has. Otherwise, it has 
  the most advantageous effect for that character at 
  that time.
   
  If brought into contact with an evil 
  character (whether by being thrown as a splash 
  weapon, or otherwise), the water deals 1d4 points 
  of damage.
   
  If brought into contact with an evil undead 
  creature, an outsider with the evil subtype, or an 
  evil dragon (whether by being thrown as a splash 
  weapon, or otherwise), the water deals 4d6 points 
  of damage.
   
  If consumed by an evil creature, that 
  creature must succeed on a Fortitude save (DC 
  equal to greater bless water’s DC) or be sickened 
  for 1 minute.
   
  If consumed by an evil undead creature, an 
  outsider with the evil subtype, or an evil dragon, 
  that creature must succeed on a Fortitude save (DC 
  equal to greater bless water’s DC) or be nauseated 
  for 1d4 rounds, and sickened for 1 minute 
  thereafter.
   
              All of the spell effects listed above use 
  the caster level and ability score information 
  for greater bless water’s caster. The water retains 
  the above properties for 24 hours, after which it 
  becomes normal holy water.
   
  You hold out a fistful of gold coins, which 
  disintegrate into a cloud of golden dust that 
  swirls about the target’s head. With this spell, you 
  can force the target to behave in a fashion you 
  designate. Choose one of the following effects:
              Stand Down: If you issue this command, 
  the target takes no action on his turn, though 
  he is not considered helpless. If the target is 
  attacked or targeted by a spell not designated as 
  harmless, bribery is immediately dispelled, and the 
  target may act normally. If you use this command, 
  the target suffers a -2 penalty to his saving throw to 
  resist bribery.
              Perform Task: You may designate a single 
  task which the target must make its best efforts 
  to perform within the spell’s duration. This task 
  cannot be obviously harmful to the target, and the 
  command cannot be longer than 25 words.
              Attack: You force the target to lay down 
  his life, attacking the opponents you designate 
  and serving as your bodyguard. As a swift action, 
  you may designate a single creature the spell’s 
  target can see, and on his turn he attacks that 
  creature to the best of his ability, using physical 
  attacks or spells at his own discretion. If you use 
  this command, the target gains a +2 bonus on his 
  saving throw to resist bribery.
  
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  destroys his body. This spell functions identically 
  to the spell dominate person, except as noted 
  above, and that the target must succeed on a 
  Fortitude saving throw each round, or take an 
  amount of damage equal to your caster level.
   
  The subject becomes stronger. The spell 
  grants a +6 enhancement bonus to Strength, 
  adding the usual benefits to melee attack rolls, 
  melee damage rolls, and other uses of the Strength 
  modifier.
   
  Additionally, the target gains an additional 
  +2 bonus on Climb and Swim checks for the spell’s 
  duration.
   
  This powerful spell summons a second 
  aspect of your eidolon, creating a creature which 
  is in all ways identical to your eidolon, except that 
  it has only half your eidolon’s current hit points. 
  This summoned aspect acts in all ways as a second 
  eidolon, and obeys your commands. Appearing 
  in two aspects at once is incredibly taxing on 
  the eidolon, however, and each round that you 
  concentrate on the spell, both your eidolon and 
  the summoned aspect suffer damage equal to 
  twice your caster level. Damage reduction, spell 
  resistance, and energy resistance do not apply to 
  this damage, and, further, this damage is difficult 
  to heal: it does not heal naturally, and cannot 
  be undone by magical means unless the caster 
  succeeds on a DC 25 caster level check. If the 
  summoned aspect is reduced to 0 Hit Points, the 
  spell immediately ends.
   
   This spell summons a number of 
  centipede swarms, which fight on your behalf. The 
  summoned centipede swarms appear wherever 
  you desire within the spell’s area, though all 
  swarms must appear adjacent to each other. As 
  long as you remain within 100 feet of the swarms, 
   
  This functions as the spell bull’s strength, 
  with the following exceptions. First, the 
  enhancement bonus to Strength is equal to 4 + 
  1 per 3 caster levels (to a maximum of +8 at 12th 
  level). Second, this bonus is divided as you choose 
  among all targets. No individual target may receive 
  an enhancement bonus greater than +4 from this 
  spell.
   
  You suffuse the target in bright crimson 
  energy, which binds him to your will even as it 
  
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  you may issue telepathic commands to them as a 
  swift action, and the swarms obey your telepathic 
  commands to the best of their ability. 
   
  The exact number of swarms that is 
  summoned depends on the type of terrain that 
  you’re on when you cast the spell, as indicated 
  below.
  control in this way. Success indicates that the 
  demons obey the letter (but not necessarily the 
  spirit) of your commands to the best of their 
  ability for the duration of the spell, while failure 
  indicates that they may do as they please until the 
  spell’s duration ends. Even demons bound to your 
  will may attempt to thwart you or otherwise do 
  you harm if you do not exercise caution in your 
  commands.
   
  When you cast this spell, you call the spirits 
  of one or more demons, whose total CR cannot 
  exceed your caster level, into one or more of the 
  target corpses (each affected corpse can harbor 
  only the spirit of exactly one demon’s spirit. You 
  cannot have more than one demon spirit in a single 
  corpse, nor can you split up a single demon spirit 
  amongst multiple corpses). The effect is similar 
  to the spell magic jar, using the statistics that the 
  corpses had when they were alive, except that there 
  is no need for a “jar,” as the corpses have no spirit.
   
  The demons called in this way cannot 
  return to their own bodies until the spell’s duration 
  is complete, nor may they possess another body, 
  though the demons do not die at the end of the 
  spell’s duration, or if the body they are possessing 
  is destroyed, and instead their spirits return to 
  their own body at that point, even though that 
  body is on another plane of existence. 
   
  When the spell is first cast, you may attempt 
  to force the demons to do your bidding for the 
  spell’s duration. You must make an opposed 
  Charisma check with each demon you wish to 
   
  By casting this spell, you request your deity 
  to send you a powerful outsider (of 15 HD or less) 
  who aids you on the deity’s behalf. If you serve no 
  particular deity, the spell is a general plea answered 
  by a creature sharing your philosophical alignment. 
  If you know an individual creature’s name, you 
  may request that individual by speaking the name 
  during the spell (though you might get a different 
  creature anyway).
              The creature is completely free-willed 
  and acts as it chooses, although generally such 
  creatures can be counted on to aid you in combat, 
  provided that you are fighting creatures that are 
  also foes of your deity (and/or the called creature). 
  Depending on the nature of the creature, and the 
  task you require of it, you may need to convince 
  it (whether through diplomacy, bribes, threats, 
  or other means) to do anything, and in some rare 
  cases—especially if you are not in your deity’s 
  favor—the called creature may attack you, instead 
  of helping. At the end of the spell’s duration, the 
  called creature is returned whence it came, even 
  if it would rather stay and help (although nothing 
  prevents the creature from returning by other 
  means, if it is able).
  
  235
   
  The transmuted creature becomes 
  incredibly graceful, agile, and coordinated. The 
  spell grants a +6 enhancement bonus to Dexterity, 
  adding the usual benefits to AC, Reflex saves, and 
  other uses of the Dexterity modifier.
   
  Additionally, for the spell’s duration, the 
  target gains an additional +2 bonus on Acrobatics, 
  Escape Artist, and Sleight of Hand checks.
   
   With this spell, you surround the target in a 
  magical bubble of acid, which entraps him even as 
  it melts away his body. This functions similarly to 
  a resilient sphere, except as noted here. First, it has 
  a hardness of only 10, and 5 hit points per caster 
  level. Second, it is filled with acid, which deals 
  1d6 points of acid damage per 3 caster levels you 
  possess to the target each round that he remains in 
  the sphere.
              The target can attack the sphere from the 
  inside to attempt to break it, and those outside the 
  sphere can attack it from the outside as well. The 
  target can also leave the sphere by magical means, 
  such as dimension door. If the sphere is reduced to 
  less than 1/2 its maximum hit points, it is pierced 
  and the acid leaks out harmlessly, leaving the 
  target imprisoned but no longer subject to acid 
  damage each round. If the sphere is reduced to 0 
  hit points, it is destroyed and the target is freed. 
  The sphere is immune to acid damage of all kinds.
              If you cease concentrating on the spell, its 
  effects end, and the sphere and its acidic contents 
  dissipate harmlessly.
   
  You fill the target with magical energy, 
  which it imbues upon the projectiles it fires, 
  guiding them around obstacles and towards their 
  target without fail. For the spell’s duration, any 
  creature you attack with the target weapon does 
  not benefit from any bonuses to AC caused by 
  cover (this does not allow you to attack creatures 
  with total cover). Further, any time you must roll 
  a miss chance for an attack with the target weapon 
  due to attacking a creature with concealment, after 
  the miss chance is rolled, you may choose to add or 
  subtract 10 from the die result before determining 
  whether or not the attack missed.
   
   This functions as the spell cat’s grace, with 
  the following exceptions. First, the enhancement 
  bonus to Dexterity is equal to 4 + 1 per 3 caster 
  levels (to a maximum of +8 at 12th level). Second, 
  this bonus is divided as you choose among all 
  targets. No individual target may receive an 
  enhancement bonus greater than +4 from this 
  spell.
  
  236
   
   For the duration of this spell, whenever 
  you use your channel energy ability to heal living 
  creatures, you can imbue the channeled energy 
  with the power of your mercies. Any creature that 
  recovers hit points as a result of your channel 
  energy ability also benefits from each mercy you 
  possess.
   
  You cause all creatures within the spell’s 
  area to begin acting as though they where 
  children. Affected creatures suffer a -4 penalty 
  on all Intelligence-, Wisdom-, and Charisma-
  based skill checks and ability checks, and suffer 
  a -1 penalty on Will saving throws made to resist 
  charm and compulsion effects.  In addition, 
  affected creatures act and behave exactly as they 
  would if they were children. They still retain their 
  memories and knowledge, but suffer changes in 
  their personalities: typically, this manifests in a 
  greater adherence to the philosophies that they 
  idealize, a childish sense of humor, a poor ability to 
  focus, impatience, less willingness to compromise, 
  and a greater emphasis on romantic notions and 
  ideals. The exact changes in personality vary 
  from individual to individual. The spell ends 
  immediately if you are slain. Creatures with 5 or 
  more Hit Dice are immune to this effect.
   
   As the spell childishness, except as 
  indicated above, and it can affect any creature with 
  fewer Hit Dice than you.
   
  All ongoing spells and effects of the 
  enchantment school within the spell’s range are 
  automatically dispelled, as though by a successful 
  application of the spell dispel magic, and all 
  effects within the spell’s area which can be cured 
  or ended by the spell break enchantment are also 
  immediately ended.  Furthermore, spells of the 
  enchantment school cannot be cast within the 
  spell’s radius for 24 hours after clear minds is 
  cast, unless its caster succeeds on a caster level 
  check (DC 10 + 1/2 your caster level + your primary 
  spellcasting ability score modifier).
   
  When you cast this spell, thick fog obscures 
  your form, enshrouding you and the 5-foot square 
  you occupy. Until the beginning of your next turn, 
  all attacks against you suffer a miss chance of 5% 
  
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  per caster level you possess (to a maximum of 100% 
  at 20th level). Each attack made against you during 
  this time reduces this miss chance by 10% for the 
  purposes of any subsequent attacks (to a minimum 
  of 5%).
  would leave behind some remains.
   
  This spell grants you no special control over 
  the conjured spirit. Because of the nature of the 
  spell, any creature which is created by this spell 
  has its alignment immediately change to become 
  chaotic evil, as the spell’s magic warps and twists 
  their very soul. Creatures created by this spell act 
  violently and irrationally, torturing, killing, and 
  spreading misery as it pleases until it is slain.
   
  If you cast this spell on a corpse that has 
  already successfully been used to create a creature 
  with this spell, the spell fails, as there is no spirit to 
  conjure. In the same fashion, if the corpse’s former 
  spirit is in some way trapped, special protected, 
  or otherwise inaccessible, the spell simply fails (if 
  you free the spirit or remove it from its protection, 
  you can try again). If the target’s spirit succeeds on 
  its Will save, then the corpse cannot be targeted 
  by this spell by you for a year and a day, but other 
  casters may target the same corpse with the spell.
   
   In order to cast this spell, you must inscribe 
  the spell’s incantation upon the skull of a mostly 
  intact corpse. This process takes the same amount 
  of time that it would take to scribe this spell into a 
  spellbook, and is separate from the regular casting 
  of the spell and must be completed before the spell 
  is cast. When you cast this spell, you cause the 
  maddened spirit of the corpse’s former occupant to 
  rise from that corpse. The target’s spirit may make 
  a Will save, and, if the saving throw is successful, 
  no maddened spirit is conjured and the spell is 
  wasted. 
              The type of spirit summoned depends on 
  the strength of the corpse targeted with this spell. 
  The corpse of a creature that had 5 Hit Dice or 
  fewer conjures a wraith. The corpse of a creature 
  with 6 to 10 Hit Dice conjures a specter, instead. 
  Finally, the corpse of a creature with 11 or more 
  Hit Dice conjures a ghost with the same race, 
  class, level, and equipment it had when it died.  In 
  addition to the ordinary powers of the conjured 
  spirit, creatures created with this spell gain an 
  additional amount of channel resistance equal 
  to 1/2 your caster level, and gain the rejuvenation 
  special quality granted by the ghost template, if 
  they did not already posses this ability. Creatures 
  created by this spell re-form at their corpse, and 
  can only be laid to rest if their corpse is destroyed. 
  This destruction is symbolic; thus, decapitating the 
  corpse or burning it would be sufficient to destroy 
  the creature, even though both these methods 
   
  You allow the target a mental glimpse of 
  your god in all his or her glory, and impress upon 
  him the virtues of your faith. Unless the target 
  succeeds on a Will save, he immediately converts 
  to your faith, becoming a devout worshipper of 
  your deity and taking to heart all of your deity’s 
  teachings and values. His alignment immediately 
  changes to the closest alignment to his own that 
  is within one step of your deity’s alignment (so if 
  a priest of a lawful good deity cast this spell on 
  a lawful evil baron, the baron’s alignment would 
  become lawful neutral, but if he cast it on a 
  lawful good paladin of another deity, the paladin’s 
  alignment wouldn’t change).
              This shift in attitude is instantaneous 
  
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  and lasts indefinitely, but can be undone with 
  an atonement spell, or any other effect which 
  changes a character’s alignment and values, though 
  the target himself will resist such attempts to 
  the best of his ability. While the target becomes 
  a devout and true worshipper of your deity, he 
  does not necessarily share your goals, nor do you 
  have any direct control over him. If your deity’s 
  teachings can be interpreted in multiple ways, or 
  special circumstances occur, he may even be at 
  odds with you.
              For each step the target’s alignment is 
  from your deity’s alignment, this spell costs an 
  additional 3 points of favor to cast (so a priest of a 
  lawful good deity would need to spend a total of 23 
  points to cast conversion on a chaotic evil target).
              All damage dealt by a crushing sphere is 
  subject to damage reduction, but automatically 
  overcomes DR/magic.
   
  This spell functions as flaming sphere, with 
  a few differences. The conjured sphere is made of 
  stone, and is not on fire. It has a hardness of 8, and 
  300 hit points. The sphere has a movement speed 
  of 60 ft., rather than 30 ft., and, because it is not 
  flaming, it cannot set things on fire.
              It is, however, more effective at crushing 
  them. If the crushing sphere enters a space with 
  a creature, that creature takes 3d6 points of 
  bludgeoning damage. A successful Reflex save 
  halves this damage. Either way, if the sphere 
  still not yet moved its full speed, it can continue 
  moving, damaging further creatures in its path. If 
  you desire, the crushing sphere can attempt to bull 
  rush creatures it hits, carrying them along with 
  it. It uses your caster level as its CMB, with a +4 
  bonus, and uses your primary spellcasting ability 
  score as its Strength score for this purpose.
   
  This spell wraps the touched object in 
  magical energies, which allow it to pass a curse 
  on to any creature that touches it. If the object is 
  held or worn, or is magical, it may make a Will 
  save to resist the spell, and if the saving throw 
  is successful, the spell has no effect. If the spell 
  takes hold, then the next creature to touch the 
  item before the spell ends must succeed on a Will 
  save (DC equal to the spell’s DC) or have whatever 
  part of their body that is touching the item be 
  stained red. If desired, you may create a specific 
  password or designate up to one individual per 
   
  You point your finger and fire forth a ray 
  of pulsing red energy towards the target, creating 
  a magical resonance which causes it to become 
  highly volatile. For the spell’s duration, the target’s 
  misfire range is increased by +1 per 3 caster levels 
  (to a maximum of +6 at 18th level). Further, if 
  the target is an early firearm, then it explodes on 
  its first misfire, even if it doesn’t have the broken 
  condition. If it is an advanced firearm, if it misfires 
  while it has the broken condition, it explodes, as 
  though it were an early firearm.
  
  239
  caster level when you cast the spell. If you do, then 
  anyone who speaks that password, or any of the 
  specified individuals, can touch the object without 
  triggering the curse.
              The red stains created by the spell cannot 
  be washed off, although they can be hidden by 
  mundane means or through glamers. Removing 
  the skin in the affected area removes the stains for 
  a while, but any new skin grows in with the same 
  red stains already upon it. The stains last for a 
  year and a day, or until removed via remove curse, 
  atonement, or more powerful magic.
              Once the target item bestows this curse 
  once, the spell’s effect is discharged, and the item is 
  safe to be touched once again.
              Curse of the red hand can be made 
  permanent with the permanency spell. This 
  causes the affected object to bestow the curse on 
  whoever touches it, no matter how many times it 
  is touched. Doing so requires a caster level of 11th, 
  and costs 7,500 gp.
   
  Daggers appear from nowhere and begin 
  to hover around you in the air, flying forward to 
  attack whoever you point at. When you cast this 
  spell, you conjure a number of daggers equal to 
  your caster level (to a maximum of 10 daggers at 
  10th level). For the spell’s duration, as a standard 
  action, you can direct up to three of these daggers 
  to fly through the air at up to three targets. Treat 
  these as ranged attacks with a range increment and 
  maximum range both equal to the spell’s range. 
  If the attack hits, it deals 1d4 points of slashing 
  damage plus your primary spellcasting ability 
  score modifier. Because the damage is dealt by a 
  mundane (albeit magically propelled) dagger, this 
  damage is subject to the target’s damage reduction, 
  if any.
              Once a dagger has been used to attack, it 
  is destroyed, meaning that a given dagger cannot 
  be used to make more than one attack. Once all of 
  the daggers have been destroyed, the spell ends. 
  Similarly, at the end of the spell’s duration, any 
  remaining daggers vanish in a puff of smoke.
   
  You summon a cloud of daggers which rain 
  down from the sky in the spell’s area, slashing 
  creatures therein to ribbons. Each creature in 
  the affected area takes 1d4 points of slashing 
  damage per caster level (to a maximum of 10d4 
  at 10th level). Because this damage is inflicted 
  by mundane daggers, any damage reduction 
  possessed by creatures in the area applies as 
  normal. The daggers created by this spell remain 
  for 1 minute, after which they vanish in a puff of 
  smoke.
   
  This spell overwhelms the target’s mind 
  with feelings of mild euphoria, distracting 
  him from the world around him. The target 
  is fascinated for the duration of the spell. 
  Additionally, for the spell’s duration, the target 
  completely disregards any non-hostile creatures it 
  
  240
  sees, to the extent that he does not even remember 
  having seen them, even after the spell’s duration 
  expires. The target is not helpless, though, and, 
  like any other fascination effect, the target receives 
  a new saving throw in the case of any potential 
  threat, such as an obviously hostile creature 
  approaching, and any obvious threat (such as an 
  attack against him or even the act of drawing a 
  weapon) immediately ends the effect.
   
  With a touch, you cause the target to shrivel 
  and rot in mere moments, leaving only a faint 
  trace of fine dust. The target’s possessions (if any) 
  remain undamaged. This spell only affects corpses, 
  and has no effect on other organic material or on 
  undead creatures.
   
  This spell allows you to channel divine 
  wrath into your sword, or another melee weapon 
  of your choice. The sword acts as +4 holy evil 
  outsider bane weapon (+4 enhancement bonus 
  to attack and damage rolls, and additional +2 to 
  attack and damage as well as an additional 2d6 
  damage against outsiders with the evil subtype, 
  and a further 2d6 additional damage against all 
  evil targets). Additionally, any evil outsider with 
  the extraplanar subtype that is reduced to 0 hit 
  points by the sword is banished to its home plane 
  (as the spell banishment), and cannot return to the 
  plane it was banished from until a year and a day 
  has passed (no save). This functions whether the 
  creature actually dies as a result of being reduced 
  to 0 hit points or not, and even if he dies and is 
  somehow returned to life, the banishment effect 
  remains.
              The spell automatically ends 1 round after 
  the weapon leaves your hand, and you cannot have 
  more than one demon slayer’s sword at one time. 
  If this spell is cast on a magic weapon, the powers 
  of the spell supersede any that the item normally 
  has, rendering the normal enhancement bonus 
  and powers of the item inoperative for the duration 
  of the spell. This spell is not cumulative with any 
  other spell that might modify the weapon in any 
  way. This spell does not work on artifacts.
   
    By means of this spell you can suppress 
  or even destroy magical items. If you succeed 
  on a caster level check (DC 10 + the target item’s 
  caster level), the magical properties of the item 
  are suppressed for the spell’s duration. If you 
  exceed the DC by 10 or more, you may instead 
  choose to destroy the item utterly, reducing it to 
  useless ashes unless it succeeds on a Fortitude save. 
  Artifacts are immune to this spell.
   
  You can detect gold in the spell’s area. The 
  
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  spell only detects gold, either in bulk or in the 
  form of coins, and has no effect on other objects 
  of value such as gems, silver, or magic items. 
  The exact effects depend on how long you spend 
  concentrating on the spell.
              1st round: You become aware of the presence 
  or absence of gold within the spell’s area.
              2nd round: You become aware of the total 
  amount of gold within the spell’s area: in the case 
  of coins, you become aware of the number of coins; 
  in the case of sources of gold other than coins, 
  the amount is expressed in weight. Finally, if both 
  coins and other bulk sources of gold are present, 
  you become aware of both figures separately.
              3rd round: You become aware of the 
  locations of all the gold within the spell’s area, as 
  well as the exact weight of each individual non-
  coin objects made of gold within the spell’s area.
              While detect gold cannot be used to 
  discover silver, copper or adamantine, clever mages 
  have created identical spells for other forms of 
  metal. In each case, the spell can only detect and 
  discern a single type of metal. In the case of metals 
  other than gold, a single coin of the chosen metal is 
  substituted for the spell’s focus.
   
  You surround the target in a shimmering 
  globe of force energy. This functions as the 
  spell resilient sphere, except as noted here. First, 
  the sphere is not immobile: while the creature 
  inside the sphere is unable to move it, those 
  outside it can push or drag it as normal (the 
  sphere itself weighs nothing, but the weight of 
  anyone or anything inside the sphere remains the 
  same). As with telekinetic sphere, the sphere falls 
  at a rate of only 60 feet per round, which is not 
  enough to cause fall damage to anything inside 
  the sphere. Also, any attempts to leave the sphere 
  through extradimensional travel (including spells 
  like dimension door, teleport, plane shift, ethereal 
  jaunt, and similar spells) are blocked by a 
  phenomenon similar to spell resistance. In order to 
  use such a method of escape, you must succeed on 
  a caster level check (1d20 + escapee’s caster level + 
  any bonuses the escapee might possess that apply 
  to overcoming spell resistance) with a DC equal to 
  10 + your caster level + your primary spellcasting 
  ability score modifier.
              Additionally, you can extend the spell by 
  spending a full round action and sacrificing a 
  prepared spell or unused spell slot at any time 
  during the spell’s duration. If you do so, the spell’s 
  duration is extended by 1 hour per level of the spell 
  you sacrifice (so if you sacrifice a 3rd-level spell it 
  will be extended by 3 hours, and if you sacrifice a 
  5th-level spell it will be extended by 5 hours, etc.).
   
  As the spell detect gold, except that up to 
  three kinds of metals or specific minerals can be 
  chosen when the spell is cast, and it detects objects 
  of the chosen metals, instead of gold. Objects 
  of different materials are easily differentiated, 
  allowing you to easily distinguish which objects are 
  made of which materials.
  
  242
   
  Unlike a typical extract, a digestion 
  enhancer extract is not consumed in like a potion, 
  but must be applied to a mutagen in order to have 
  any affect.  Applying a digestion enhancer to a 
  mutagen is a move action that provokes attacks of 
  opportunity.  A mutagen that has been affected by 
  a digestion enhancer extract is considerably easier 
  to digest, allowing it to be safely consumed even by 
  non-alchemists. In addition, a mutagen which has 
  been affected by digestion enhancer allows non-
  alchemists to gain a benefit as though they were 
  the alchemist who created it.
   
  When you cast this spell, you immediately 
  become aware of the exact market price of the 
  target object. The value perceived with this spell 
  is equal to the value, in gp, that the item can be 
  bought for. The spell not only reveals the item’s 
  true market price, but also reveals the average price 
  that merchants within 1 mile of your location at the 
  time of casting would be willing to pay for the item, 
  allowing the spell to account for greater or lesser 
  demand for that item in your current area. Since 
  the spell is not a window into the future, the value 
  given by the spell does not necessarily reflect the 
  amount of gold the character will receive for the 
  item: for example, a collector of similar items may 
  be willing to pay you a substantially higher price, 
  and a store owner bent on cheating his customers 
  will likely pay less than the given amount.
   
  This lesser version of dispel magic functions 
  identically to the targeted version of dispel magic, 
  except that you may only attempt to dispel a single 
  spell effect, and if you fail, you may not attempt to 
  dispel the spell effect with the next-highest caster 
  level.
   
  This spell functions like dominate 
  person, except that it only functions on those of 
  particularly weak will, who are used to taking 
  orders. You can only target a humanoid creature 
  with less than 5 Hit Dice. Additionally, you must 
  have at least two more Hit Dice than the target, 
  and the target must not have any levels in classes 
  besides commoner or expert. You do not know 
  in advance whether or not a specific individual 
  will meet these criteria (unless you have some 
  other way to do so), and if they do not there is 
  no particular indication whether the target did 
  not meet the criteria (and so the magic had no 
  effect), or if the target simply succeeded on his 
  saving throw. It otherwise functions identically to 
  the spell dominate person, except that you do not 
  gain any ability to issue commands telepathically: 
  the commands must be instead issued verbally, or 
  through some other medium. Finally, you cannot 
  concentrate on the spell to receive sensory input 
  
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  from the target, like you can with dominate person.
   
  This spell is a favorite of dragonslayers both 
  heroic and villainous. With a successful ranged 
  touch attack, you deal 1d12 points of damage per 
  caster level (to a maximum of 10d12 at 10th level) to 
  the target.
   
  While a creature needs to be of the dragon 
  type in order to be affected by this spell, it does not 
  need to be a “true dragon,” and any creature of the 
  dragon type is affected by this spell equally.
   
  This spell grants you a powerful breath 
  weapon like that of a dragon. For the spell’s 
  duration, as often as once every 1d4 rounds, you 
  can unleash a powerful breath that deals your 
  choice of energy damage (acid, cold, electricity, 
  or fire). The choice of energy type must be made 
  when the spell is cast, and cannot be changed 
  until the next time you cast the spell. Regardless 
  of the energy type chosen, this breath weapon can 
  take one of two forms: a 60-foot cone or a 120-foot 
  line, both of which deal 1d8 points of damage per 
  caster level (to a maximum of 15d8 at 15th level). A 
  successful Reflex saving throw reduces this damage 
  by half. 
   
  This powerful spell is the bane of draconic 
  creatures everywhere. For the duration of the spell, 
  the target suffers a -4 penalty on all attack rolls, 
  AC, saving throws, and weapon damage rolls.
   
  While a creature needs to be of the dragon 
  type in order to be affected by this spell, it does not 
  need to be a “true dragon,” and any creature of the 
  dragon type is affected by this spell equally.
              This potent spell gives you access to a 
  dragon’s impressive sight, granting you darkvision 
  to a range of 120 feet, as well as an improved 
  version of low-light vision, which allows you to see 
  four times farther than a normal human could in 
  conditions of dim light.
   
  The transmuted creature becomes 
  exceptionally poised, articulate, and personally 
  forceful. The spell grants a +6 enhancement 
  bonus to Charisma, adding the usual benefits to 
  Charisma-based skill checks and other uses of the 
  Charisma modifier. Bards, paladins, and sorcerers 
  
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  (and other spellcasters who rely on Charisma) 
  affected by this spell do not gain any additional 
  bonus spells for the increased Charisma, but the 
  save DCs for spells they cast while under this spell’s 
  effect do increase. 
   
  Additionally, the spell grants a further 
  +2 competence bonus to any Bluff, Diplomacy, 
  Intimidate, or Perform checks the target makes for 
  the spell’s duration.
  This armor weighs 100 lbs. The armor also grants 
  DR 8/adamantine to the wearer for the duration of 
  the spell.
   
  This functions as the spell eagle’s 
  splendor, with the following exceptions. First, the 
  enhancement bonus to Charisma is equal to 4 + 
  1 per 3 caster levels (to a maximum of +8 at 12th 
  level). Second, this bonus is divided as you choose 
  among all targets. No individual target may receive 
  an enhancement bonus greater than +4 from this 
  spell.
   
  With this spell, you transform the target’s 
  hands, making them hard as rock. This causes the 
  target’s fists to deal bludgeoning damage, rather 
  than nonlethal damage, and the target may make 
  unarmed attacks with his or her hands without 
  provoking attacks of opportunity. The target’s 
  natural attacks also ignore any hardness less than 
  8. Further, the target’s unarmed attacks made with 
  the earthen fist deal more damage than normal, as 
  if the target’s size had increased by two categories. 
  For a Small humanoid, this generally causes their 
  unarmed attacks to deal 1d4 damage, and for a 
  Medium humanoid, this generally causes their 
  unarmed attacks to deal 1d6 damage.
              The increase to damage granted by earthen 
  fist does not stack with a monk’s unarmed strike 
  class feature: a monk targeted by this ability uses 
  either the unarmed damage granted by earthen 
  fist or by his class feature, whichever is better.
   
  This spell makes riding horses somewhat 
   
  With this spell, you conjure armor made 
  of earth and stone, which wraps around the target 
  and protects him from harm. This armor grants an 
  armor class bonus of +12, has a maximum Dexterity 
  bonus of 0, an armor check penalty of -10, and 50% 
  arcane spell failure. The target’s movement speed is 
  halved while wearing this armor (rounded down). 
  
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  easier for spellcasters. For the duration of this spell, 
  you no longer need to make concentration checks 
  to cast spells while mounted.
   
   With this spell, you imbue a touched 
  piece of ammunition with incredible and deadly 
  power. For the duration of the spell, the affected 
  ammunition has a +5 enhancement bonus 
  to attack and damage, and gains any two of 
  the following weapon special abilities of your 
  choice: flaming, frost, merciful, seeking, shock, 
  or thundering. Finally, the affected ammunition 
  can be loaded as a move action, even if it would 
  normally take longer to load whatever weapon it 
  is being loaded into. If the weapon can normally 
  be loaded with less than a move action (such as a 
  shortbow), then the ammunition can instead be 
  loaded in the normal amount of time. Once the 
  ammunition has been fired, regardless of whether 
  the attack hits or misses, the spell is expended, 
  so each use of this spell is good for only a single 
  attack.
   
  You invigorate the target with the power of 
  glory and honor in battle, allowing him a chance to 
  fight on beyond death. For the spell’s duration, the 
  target does not die as a result of having negative hit 
  points in excess of his Constitution score (or any 
  other amount of negative hit points). The target 
  does not become disabled at 0 hit points and can 
  act normally, though he takes 1 point of damage 
  in any round in which he takes more than a single 
  move action, unless his current hit points increases 
  to 1 or more by the end of his turn.
   
  While this spell can be used to extend 
  the target’s life long enough to provide him with 
  healing, it is not well adapted for this, as its true 
  purpose is simply to allow the target to fight a 
  particularly glorious final battle. If the target is 
  reduced to -1 or fewer hit points at any point during 
  the spell’s duration, then at the end of the spell, he 
  must succeed on a Fortitude save (DC equal to the 
  amount of damage he received during the entire 
  duration of the spell) or instantly die, regardless 
  of his current hit point total and any immunity to 
  death effects he might possess, as the trauma of 
  enduring beyond death becomes too much for his 
  spirit. The target must make this Fortitude save 
  even if he is healed to a positive hit point total 
  before the end of the spell’s duration, but not if 
  he is never reduced to -1 or fewer hit points. Even 
  if the target succeeds on his saving throw, if he is 
  currently at negative hit points he may die or begin 
  dying, as normal, unless special circumstances 
  would prevent him from doing so.
   
  Anything that breaks your concentration 
  immediately ends the spell.
   
  This spell allows you to enhance the combat 
  capabilities of a single dragon, granting it a morale 
  bonus to attack and damage rolls equal to 1/4 
  your caster level (rounded down). Additionally, 
  if the dragon has damage reduction, that damage 
  reduction cannot be overcome by any means for 
  the spell’s duration.
  
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  You transmute the blade of the weapon 
  into energy—either brilliant flame, crackling 
  electricity, or solid, frozen ice. When you cast 
  energy blade, choose cold, electricity, or fire. For 
  the spell’s duration, all damage that the target deals 
  is the chosen damage type. This does not cause 
  the weapon to deal more damage, just changes the 
  type of damage dealt. This change applies to all 
  damage the weapon deals, including those caused 
  by special weapon properties like flaming or holy.
              If the target is used to attack a creature with 
  spell resistance, roll to determine whether or not 
  you beat the creature’s spell resistance with each 
  hit. In the case of a success, you deal damage with 
  that attack as normal. If you fail, that attack does 
  no damage. Either way, the next time you hit that 
  creature, roll to determine whether or not you beat 
  its spell resistance.
              Energy blade has the same descriptor as the 
  energy type chosen when it is cast.
  denoted as “harmless,” or another action that will 
  directly result in damage or death to another living 
  creature), he must succeed on a Will save or be 
  unable to perform that action. Further, even if he 
  succeeds on the Will save, the very act of violence 
  is enough to make him physically ill: as soon as 
  he performs the action, he is nauseated for 1d4 
  rounds, and then sickened for 1d4 minutes after 
  that.
   
  The target’s mind is filled with an intense 
  dislike for the idea of harming anything. When you 
  initially cast the spell, the target is allowed a Will 
  save to resist. If he succeeds, he is not affected by 
  the spell at all. Otherwise, for the spell’s duration, 
  any time the target would make a violent action 
  (such as attacking a creature, casting a spell that 
  deals damage or allows a saving throw that is not 
   
  This spell makes poisons more virulent and 
  difficult to resist. If the target is a creature, then 
  any natural poisons that creature possesses are 
  enhanced for the spell’s duration (for example, the 
  poison delivered by a spider’s bite or a scorpion’s 
  tail would be enhanced, but a vial of poison in the 
  possession of a drow assassin would be unaffected). 
  Alternatively, if the target is a poison (such as a vial 
  of poison or poison already applied to a weapon), 
  only that dose of poison is enhanced.
              In either case, an enhanced poison has its 
  saving throw DC increased by +2, and requires one 
  additional consecutive save in order to be cured. 
  Further, any attempt to magically cure the poison 
  (such as the neutralize poison spell) automatically 
  fails.
              You create additional space in a container 
  
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  equal to one 5-foot cube of space per 2 caster levels. 
  The extra space is extradimensional in nature, 
  and this expansion has no effect on the physical 
  space outside of the spell’s area. No air or other 
  gasses are created in this extradimensional space, 
  though air can flow into the space by natural 
  means. The space created is featureless, though 
  it appears to have borders of the same sort as the 
  affected container. The opening of the container is 
  also magically affected by this spell, allowing you 
  to fit an object of any size that the new space in 
  the container could fit, even if the opening would 
  normally be too small. Living creatures within the 
  container may exit at any time as a free action, so 
  long as they are touching at least one surface of 
  the created space. Objects and creatures within 
  the extra space at the end of the spell’s duration 
  appear adjacent to the container without harm.
   
  You channel incredible malice and hatred, 
  allowing you to make your touch of corruption 
  even crueler. For the spell’s duration, whenever you 
  use your touch of corruption ability, you may apply 
  the effects of two cruelties you know, instead of 
  just one. The target makes only a single Fortitude 
  save: if he is successful, he resists both cruelties, 
  and if he fails, he is subject to both. If your caster 
  level is 12th or higher, you may apply three cruelties, 
  rather than two.
   
  This spell functions as secret stash, except 
  as noted here. The space created is extraplanar, 
  meaning that the size of the object is no longer 
  a factor. You could now, for instance, create your 
  storage space inside a thin sheet of paper, and 
  still be able to store a dagger inside it without any 
  outward signs of its presence. The storage space is 
  slightly larger now, and can hold a total volume of 
  five cubic feet (although, depending on the target 
  object, the opening may be much smaller). The DC 
  to locate the secret compartment of an extraplanar 
  stash is 35.
              At the end of the spell’s duration, any items 
  stored in the space appear in the nearest empty 
  space adjacent to the target object. If there is no 
  empty space within 100 feet, the objects are instead 
  deposited in the ethereal plane.
              An extraplanar stash can be made 
  permanent via the permanency spell. The 
  minimum caster level for this is 11, and the cost is 
  10,000 gp.
   
  This spell doubles the target’s vision and 
  hearing, allowing him to see and hear much further 
  than normal. This effectively reduces any penalty 
  due to distance on all Perception checks by half. 
  This includes both visual and auditory Perception 
  checks, and has no effect on penalties imposed by 
  obstacles or other obstructions.
   
  This spell causes the target’s body to go into 
  a furious battle frenzy, pushing the target beyond 
  his limits as more and more adrenaline is pumped 
  through his body, until he finally dies from 
  exertion. For the duration of the spell, the target 
  
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  gains a +8 enhancement bonus to his Strength 
  and Dexterity scores, but also gains the confused 
  condition.
              Additionally, while the spell is in effect, each 
  round, at the beginning of the target’s turn, he 
  must succeed on a Fortitude save or suffer 2 points 
  of Constitution damage, as his body is pushed 
  beyond its limits. Creatures that die as a result of 
  this Constitution damage do so from heart attack, 
  shock, or other apparently natural causes.
   
  You extend your hand, and your coins 
  accelerate to near imperceptible speeds to strike 
  their mark. You make a ranged touch attack, 
  which, if successful, inflicts damage based on the 
  amount of gold you expend when casting this spell. 
  The damage dealt by this spell is equal to 1d8 + 1 for 
  every 250 gp expended. You may not spend more 
  than 250 gp per caster level when casting this spell.
   
  When you cast this spell, you create a bright 
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  light and an incredibly loud bang. Other creatures 
  within the spell’s area must succeed on a Will save 
  or become blinded and deafened for 1d4 rounds. 
  Additionally, even creatures who succeed on their 
  saving throws suffer a penalty equal to your caster 
  level (to a maximum of -10 at 10th level) on all 
  Perception checks for 1d4 rounds.
              The energy invested in the shield can 
  only withstand so much abuse before the shield 
  collapses: the shield can grant its AC bonus to a 
  total number of attacks equal to 20 + your caster 
  level before it dissipates into nothingness.
   
  As you complete the casting of this spell, 
  your fingers lengthen to elephantine proportions, 
  gaining in both girth and musculature. Your fingers 
  become 15-foot-long tentacles. As a result, while 
  under the effects of this spell, you cannot cast 
  spells with somatic components, nor can you wield 
  weapons of any kind. The finger-tentacles are too 
  delicate to make tentacle attacks, but by bunching 
  them together you can make two slam natural 
  attacks (1d6 + Strength modifier points of damage 
  on a successful hit), which have a range of 15 feet. 
  For the purposes of these slam attacks, you have 
  the grab universal monster ability, as well as the 
  constrict special attack (1d6 + Strength modifier 
  points of damage). Further, you gain an additional 
  circumstance bonus on grapple checks equal to 1/2 
  your caster level.
   
    This spell causes a floating shield of 
  shimmering golden force to appear before you. It 
  hovers in the air, and does not provide any armor 
  check penalty or arcane spell failure chance. The 
  shield grants you a +4 shield bonus to AC, though 
  you can choose to remove this protection as a swift 
  action, during which time the shield floats limply 
  at your side, and provides no benefit until you use 
  another swift action to resume its protection.
   
  With this spell, you channel positive energy, 
  but do so in a more focused and beneficial way 
  than that of the channel energy class feature. 
  When you cast this spell, you must expend one 
  daily use of your channel energy class feature, or 
  it has no effect. The spell also has no effect if you 
  channel negative energy with your channel energy 
  class feature, instead of positive energy.
              The target recovers hit points as though he 
  had been affected by your channel energy class 
  feature. Additionally, he gains a +4 enhancement 
  bonus to his Strength and Constitution scores for 1 
  round/level.
   
  The target becomes incredibly smarter. 
  The spell grants a +6 enhancement bonus 
  to Intelligence, adding the usual benefits to 
  Intelligence-based skill checks and other uses 
  of the Intelligence modifier. Wizards (and other 
  spellcasters who rely on Intelligence) affected by 
  
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  this spell do not gain any additional bonus spells 
  for the increased Intelligence, but the save DCs for 
  spells they cast while under this spell’s effect do 
  increase. This spell doesn’t grant extra skill ranks.
   
  Additionally, for the spell’s duration, the 
  target may make untrained Knowledge checks with 
  a DC of higher than 10, even without access to a 
  library or similar resource.
  trapped are unable to move from their square, but 
  are otherwise able to act normally. Creatures with 
  a mode of movement that does not involve their 
  legs (such as flying) can still do so, but suffer a -8 
  penalty on any Climb, Fly, or Swim checks, and a 
  -16 penalty on any Acrobatics checks, due to the 
  cumbersome ice block.
              The ice persists for up to 1 minute per level, 
  and inflicts 1d4 points of cold damage on the 
  target per minute. The ice can be damaged, but it 
  is not normal ice, and doing so is difficult: it has 
  hardness 5 and 10 hit points per caster level. If it is 
  reduced to less than half its maximum hit points, 
  the target can move, albeit at half speed, and the 
  penalties above are halved. If the ice is reduced to 
  0 hit points, the target can move normally, and no 
  longer suffers cold damage every minute.
   
   This functions as the spell fox’s cunning, 
  with the following exceptions. First, the 
  enhancement bonus to Intelligence is equal to 4 
  + 1 per 3 caster levels (to a maximum of +8 at 12th 
  level). Second, this bonus is divided as you choose 
  among all targets. No individual target may receive 
  an enhancement bonus greater than +4 from this 
  spell.
   
  A ray of icy cold shoots from your 
  outstretched hand and straight at the feet of your 
  target, where it causes a block of ice to form, 
  trapping him. If the ray hits, the target takes 3d4 
  points of cold damage, and must succeed on a 
  Reflex save or become trapped as a block of ice 
  forms around his legs. Creatures that become 
   
  You transmute the target’s flesh and organs 
  into an acidic gelatin. The target retains his 
  humanoid shape and type, as well as his ability 
  scores, but, for the duration of the spell, the 
  target gains immunity to critical hits due to his 
  amorphous biology. Additionally, whenever the 
  target damages a creature with a natural attack or 
  unarmed strike, he deals an additional amount of 
  acid damage equal to 1d4 per 4 caster levels you 
  possess (to a maximum 5d4 at 20th level). Similarly, 
  any creature that hits the target with a natural 
  weapon or a manufactured weapon without reach 
  takes the same amount of acid damage. 
   
  Because the gelatinous form incorporates 
  the target’s brain, thinking becomes exceptionally 
  difficult while under the effects of this spell, and 
  while the target retains a semblance of his mental 
  faculties, including the ability to make distinctions 
  between friend and foe, discern his surroundings, 
  and make decisions based on instinct and animal 
  
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  cunning, he is incapable of higher thought. 
  This makes him unable to cast spells, use any 
  Intelligence- or Charisma-based skills, or use 
  any ability requiring concentration or complex 
  reasoning.
   
  This potent extract allows the alchemist 
  to transmute the flesh of a living humanoid 
  into living gold for a short period of time. Once 
  consumed, the subject is instantly transformed 
  into a living statue composed of pure gold. A 
  creature who has been so affected gains a number 
  of benefits.  First, he gains construct traits, 
  except that he retains his Constitution score 
  and any hit points gained as a result of a high 
  Constitution. Second, he gains 5 points of damage 
  reduction which cannot be overcome by any 
  means. Finally, the subject gains an amount of spell 
  resistance equal to 10 + your alchemist level for the 
  spell’s duration.
   
  When you cast this spell, you create 
  an invisible copy of the hand used as a focus 
  when casting this spell. As a move action, you 
  can telepathically direct the hand, with several 
  options to choose from. You may direct the hand 
  to move (it has a 30-ft. fly speed with perfect 
  maneuverability), or to use the Sleight of Hand 
  skill, or to perform steal combat maneuvers, or 
  to drop anything that it is currently holding. The 
  hand uses your skill modifier for any Sleight of 
  Hand checks it makes, and your CMB for steal 
  combat maneuvers it performs. In either case, 
  the hand receives a bonus on all such checks 
  equal to +1 for every 2 caster levels you possess 
  (to a maximum of +5 at 10th level). In the case of 
  steal combat maneuvers, if you possess the feats 
  Improved Steal and/or Greater Steal, the hand is 
  treated as though it also had those feats. The hand 
  cannot perform steal combat maneuvers if it is 
  already holding an object.
              The hand cannot perform any other 
  actions, such as opening doors or chests. A hand 
  of the thief has an AC of 15 and 10 hit points, and 
  is constantly invisible, granting it all the benefits 
  normally associated with that condition.
   
  This spell enhances your ability to smite 
  evil. When you cast this spell, you must designate 
  a single creature who is the target of your smite evil 
  ability. For the duration of this spell, you deal an 
  additional 1d6 points of damage per caster level to 
  that creature instead of adding your paladin level 
  to damage. This extra damage is not increased 
  against targets who are evil-aligned dragons, 
  outsiders with the evil subtype, or undead, and is 
  not multiplied in the case of a critical hit.
   
  This spell uses magic to blend two separate 
  performances into one. While this spell is in effect, 
  you can maintain up to two bardic performance 
  abilities at a time. You must still activate those 
  performances, and each performance uses up one 
  
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  daily round of your bardic performance ability (so 
  if you have two bardic performances activated at 
  the same time, you use two rounds of performance 
  each round).
              The two bardic performance abilities must 
  be different (for example, you can use inspire 
  courage and countersong at the same time, but 
  not two separate instances of inspire courage), and 
  they do not stack with each other. You can end one 
  of the two performances, or both of them, and start 
  new performances without ending the spell’s effect. 
  Maintaining both songs requires a move action, 
  instead of a free action (although if you choose to 
  maintain only one of the songs, and let the other 
  lapse, you need use only a free action, as normal).
              When the spell’s effect ends, if you are 
  currently maintaining two bardic performance 
  abilities, you may choose one to continue 
  maintaining. Otherwise, they both end 
  immediately.
   
  You channel all your evil will, allowing 
  you to unleash your dark powers to crush any foe, 
  regardless of his alignment. Until the end of your 
  turn, if you use your smite good class feature, then 
  as long as the smite good remains in effect, you 
  add your Charisma bonus to all attack rolls and 
  antipaladin level on all damage rolls made against 
  the target of the smite, even if the target isn’t good-
  aligned. 
   
  If the target is good-aligned, then the bonus 
  to damage on the first successful attack increases 
  to 2 points of damage per antipaladin level you 
  possess. If the target is an outsider with the good 
  subtype, a good-aligned dragon, or a good creature 
  with levels of cleric or paladin, then the bonus to 
  damage on the first successful attack each round 
  is increased to 2 points of damage per antipaladin 
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  level you possess, instead of just the first successful 
  attack. The smite good ability otherwise functions 
  as normal.
  caster level, to a maximum of 225 points. These hit 
  points of healing are divided as you choose among 
  all targets, except that no individual creature may 
  regain more than 10 hit points per caster level per 
  casting of this spell.
   
  You focus the target’s mind on his 
  surroundings; heightening his awareness and 
  making him better able to detect things around 
  him. The target gains a +4 bonus on all Perception 
  checks for the duration of the spell.
   
  This spell gives you flashes of insight, 
  warning you when danger is about to befall. For the 
  spell’s duration, you gain an insight bonus on all 
  Initiative checks equal to your primary spellcasting 
  ability score modifier.
   
  This spell enables you to channel positive 
  energy into a number of creatures to wipe away 
  injury and afflictions. If any of the targets are 
  suffering from any of the following conditions, 
  one target may be immediately cured of each of 
  the following conditions: ability damage, blinded, 
  confused, dazed, dazzled, deafened, diseased, 
  exhausted, fatigued, feebleminded, insanity, 
  nauseated, poisoned, sickened, and stunned. Each 
  of these conditions can only be cured on a single 
  target for each casting of the spell, so if more than 
  one target is deafened, only one of them will be 
  cured of that condition, but if one is deafened, 
  another is confused, and the third is blinded, each 
  will be cured of that specific condition. 
   
  It cures a total of 15 hit points of damage per 
            With this spell, you are able to alter any 
  magical effects laid upon the touched object which 
  require a command word, password, or similar 
  phrase of power, rewriting the existing phrase with 
  one of your choosing. This allows you to choose 
  a new command word for items that require a 
  command word to function. If you don’t speak 
  the item’s current command word or password as 
  you cast the spell, it gains a +6 bonus on its saving 
  throw.
              This spell is most often used by adventurers 
  who are unable or unwilling to learn the 
  command words of magic items they find. Its 
  original, paranoid, creator invented it so that he 
  could change all of his passwords and command 
  
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  words on a regular basis, to prevent anyone from 
  uncovering those words and using them against 
  him.
              With this spell, you magically lock a single 
  touched object into place, preventing it from being 
  moved by just about any force. The touched object 
  must be no larger than 1 cubic foot per caster level 
  you possess, or else the spell has no effect. As long 
  as the spell is in effect, the target does not move 
  from the place it was in when the spell was cast, 
  even if staying in place defies gravity or other 
  forces. The object can support up to 1,000 lbs. per 
  caster level (to a maximum of 10,000 lbs.) before 
  falling, and any character attempting to move the 
  object must succeed on a Strength check (DC 25 + 1 
  per 2 caster levels you possess).
              Heridus’s hold item can be made permanent 
  with the permanency spell. Doing so requires a 
  caster level of 11th, and costs 9,000 gp.
   
  This spell grants the target exceptional skill 
  at horsemanship. For the duration of the spell, 
  whenever the target would make a Ride check to 
  accomplish any of the normal uses of the Ride skill, 
  he automatically succeeds at the task without need 
  for a skill roll. This spell does not apply to other 
  uses of the Ride skill, such to negate damage dealt 
  to your mount with the Mounted Combat feat.
   
  This potent spell renders you undetectable 
  to dragons, through both mundane and magical 
  means of detection. First, this spell makes you 
  completely invisible to dragons, as the spell 
  invisibility, except that only creatures of the 
  dragon type are unable to see you. Second, this 
  spell also prevents you from being detected by 
  the blindsense, blindsight, scent, or tremorsense 
  special abilities, but only by creatures of the 
  dragon type. Third, this spell renders you immune 
  to any magical attempt by a dragon to discern 
  your location or alignment, including spells such 
  as locate person, scrying, and detect evil.
   
  Finally, in addition to the actions that 
  normally end invisibility, if you touch any item 
  that is part of a dragon’s treasure hoard, the spell 
  immediately ends, even if you aren’t aware that that 
  item is part of a treasure hoard, or that the hoard 
  belongs to a dragon.
   
  Unlike an ordinary extract, a high 
  explosive extract is not consumed like a potion 
  but must be added to a bomb the alchemist 
  creates. Applying a high explosive extract to a bomb 
  can be done as part of the standard action required 
  to draw the components of, create, and throw a 
  bomb. A bomb that has been affected by the high 
  explosive extract has a much higher explosive 
  potential, and the bomb’s splash damage is equal 
  to the normal damage for the bomb, rather than 
  
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  the bomb’s minimum damage.
   
  This exceptional spell allows you to paralyze 
  a dragon for a number of rounds equal to your 
  caster level. The dragon is aware and breathes 
  normally, but cannot take any actions, including 
  speech. Each round on its turn, the dragon may 
  attempt a new saving throw to end the effect. This 
  is a full-round action that does not provoke attacks 
  of opportunity. A winged dragon who is paralyzed 
  cannot flap its wings and falls. A swimming dragon 
  can’t swim and may drown. This paralysis comes 
  from magically severing the dragon’s ability to 
  control its body, rather than from actual paralysis, 
  and so it affects even creatures that are otherwise 
  immune to paralysis.
   
  While a creature needs to be of the dragon 
  type in order to be affected by this spell, it does not 
  need to be a “true dragon,” and any creature of the 
  dragon type is affected by this spell equally.
  instead gain a +30 foot enhancement bonus to their 
  fly speed and have their maneuverability improved 
  to perfect for the duration of the spell.
   
  As with Illimar’s lesser corrosion, this 
  spell causes caustic acid to spray forth from your 
  fingertips. You must make a touch attack with the 
  acid in order to hit the target. If you are adjacent 
  to the target, or otherwise able to touch him, you 
  can do so with a melee touch attack. Otherwise, 
  you must make a ranged touch attack. If the target 
  is outside of long range (400 ft. + 40 ft./ level), 
  you cannot make an attack at all, and the spell is 
  wasted.
              If the touch attack hits, the amount of 
  damage it deals depends on how the attack was 
  made. If it was a melee touch attack, it deals 1d6 
  points of acid damage per caster level (maximum 
  20d6 at 20th level). If it was a ranged touch attack, 
  it deals 1d10 points of acid damage per two caster 
  levels (maximum 10d10 at 20th level). Additionally, 
  if the target was farther away than a short range (25 
  ft. + 5 ft./2 levels) would allow, then the damage 
  roll suffers a -1 penalty per die, and if the target was 
  farther away than a medium range (100 ft. + 10 ft./
  level), there is an additional -2 penalty per die, for 
  a total penalty of -3 per die (for example, if a 15th-
  level caster cast this spell on an adjacent target 
  and hit him with a melee touch attack, it would 
  deal 15d6 points of damage. If he cast it on a target 
  100 feet away, which is more than close range but 
  within medium range, it would deal 7d10-7 points 
  of damage. If he cast it at a target who was 300 feet 
  away, which is more than medium range but within 
  long range, it would deal 7d10-21 points of damage).
   
   By means of this spell, you can empower a 
  single living creature of the animal or magical best 
  type with holy energy. The target gains the celestial 
  template for the duration of the spell. In addition, 
  the target is constantly affected by the spell magic 
  circle against evil, as though you had cast the spell 
  on it. Finally, the target is granted the ability to 
  fly at a speed equal to its land speed with perfect 
  maneuverability. Creatures that could already fly 
  
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              With this spell you spray forth a cone 
  of stinking, acidic bile from between your 
  outstretched hands. All creatures in the affected 
  area take 1d8 points of acid damage per two 
  caster levels (to a maximum of 10d8 points of acid 
  damage at 20th level). A successful Reflex save 
  halves this damage.
              Additionally, the conjured bile creates 
  a cloud of noxious fumes in the same area. All 
  creatures that enter or begin their turn within the 
  affected area must succeed on a Fortitude save or 
  be sickened for as long as they remain within the 
  cloud, plus 1d6 rounds thereafter. These fumes 
  persist for 1 round/level before dissipating.
  damage it deals depends on how the attack was 
  made. If it was a melee touch attack, it deals 1d6 
  points of acid damage per caster level (maximum 
  5d6 at 5th level). If it was a ranged touch attack, 
  it deals 1d6 points of acid damage per two caster 
  levels (maximum 5d6 at 10th level).
   
  You create a figment that looks, sounds, 
  smells, and even feels exactly as you do. By default, 
  the figment seems to wear clothing identical to 
  whatever you are wearing as you cast the spell, but 
  you can choose to have it appear to be wearing 
  something else, instead, if desired. By actively 
  concentrating on the illusion, you can directly 
  control its actions, but the real utility of the spell 
  comes in the double’s ability to react on its own, 
  without your direct intervention.
              You can give the double general instructions 
  on how to act, and it will carry out those orders 
  to the best of its ability, even without your direct 
  input. You might direct the double to “patrol the 
  battlements,” in which case it would do so, without 
  needing to be told exactly which battlements or 
  in what way to patrol them. The double is capable 
  of speech, and can even carry on a conversation 
  without your direct control, although it is not 
  intelligent, and if the conversation becomes 
  particularly complicated or difficult in any way, it is 
  likely to respond in odd ways or make strange non 
  sequiturs. In the same way, it has limited ability 
  to respond to other situations on its own: if the 
  figment is hit by an arrow or a sword, it will react 
  accordingly, developing a wound, being knocked 
  back, and so forth. This pseudo-intelligence is 
  limited as well, and sometimes the double may 
  respond incorrectly, such as by acting wounded 
  when someone pins a medal on him, or something 
  similar.
              This spell causes acid to spray forth from 
  your outstretched fingers, damaging your foe. You 
  must make a touch attack with the acid in order to 
  hit the target. If you are adjacent to the target, or 
  otherwise able to touch him, you can do so with a 
  melee touch attack. Otherwise, you must make a 
  ranged touch attack. If the target is outside of close 
  range (25 ft. + 5 ft./2 levels) you cannot make an 
  attack at all, and the spell is wasted.
              If the touch attack hits, the amount of 
  
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              Because of this occasional odd behavior, any 
  character who spends at least an hour interacting 
  with the double is entitled to a new Will save to 
  disbelieve, with a +4 bonus.
   
  You create an illusion of thousands of tiny 
  insects, including the sound, smell, and feel of the 
  creatures. Each illusory swarm takes up a square (if 
  it is made of non-flying creatures) or cube (if it is 
  made of flying creatures) 10 feet to a side, and can 
  be moved up to 20 feet as part of concentrating on 
  the spell. You create one swarm per three caster 
  levels you possess, to a maximum of 3 swarms at 
  9th level.
              If you direct one of the swarms to enter a 
  square occupied by another creature, that creature 
  may make a Will save to disbelieve the swarm. If 
  the save is successful, that creature disbelieves all 
  illusory swarms created by this casting of illusory 
  swarm, and is immune to the spell’s effects. A 
  creature can only attempt to disbelieve illusory 
  swarm once per casting, even if another swarm 
  moves into its square later. Similarly, the first time 
  that an illusory swarm enters the same square 
  as a creature with spell resistance, if you fail to 
  beat that creature’s spell resistance, that creature 
  automatically disbelieves the swarm.
              Creatures that fail to disbelieve the swarm, 
  and who occupy the same square as one or more 
  of the illusory swarms at the beginning of their 
  round, must succeed on a Fortitude save or be 
  nauseated for one round. If a creature’s square is 
  occupied by more than one such swarm, they do 
  not need to make separate Fortitude saves. Instead, 
  they make a single Fortitude save, though the DC is 
  increased by +1 per illusory swarm beyond the first.
   
  This spell allows you to magically improve 
  a single weapon you touch, granting it a number 
  of magic special abilities. This spell allows 
  you to grant the target weapon a number of 
  special abilities whose price is expressed as an 
  enhancement bonus equivalent (such as flaming or 
  merciful). The total equivalent enhancement bonus 
  of the special abilities must not exceed 1/5 your 
  caster level (rounded down), to a maximum of a +4 
  enhancement bonus equivalent at 20th level.
   
  This incredibly potent spell empowers 
  a weak individual with the strength to fight for 
  themselves. The target gains a number of bonus 
  Hit Dice equal to the difference between their 
  character level and your caster level. These bonus 
  hit dice grant the target a number of temporary hit 
  points equal to 1d10 per Hit Dice gained (plus his 
  Constitution bonus, if any). Further, for each such 
  Hit Dice gained, the target’s base attack bonus 
  increases by +1 (including gaining additional 
  attacks, as normal), and for every three Hit Dice 
  gained, each of his saving throw bonuses increase 
  by +1, as well. The bonus Hit Dice count as regular 
  Hit Dice for determining the effect of spells that 
  are dependent on Hit Dice.
  
  258
   
  You grant the target an insight into the use 
  of a number of bladed weapons. For the spell’s 
  duration, the target is proficient with the following 
  weapons: bastard sword, elven curve blade, 
  falchion, greatsword, longsword, scimitar, short 
  sword, and rapier.
   
  This spell functions like invisibility, except 
  that it makes a large area invisible, rather than 
  a single object. All creatures and objects in the 
  affected area, except for the ground and any plants 
  or foliage (such as grass, shrubs, trees, etc.), are 
  rendered invisible so long as they remain within 
  the spell’s area. Creatures and objects that enter 
  the area (or leave and re-enter) become invisible as 
  soon as they enter the affected area. Any creature 
  inside the affected area can see the other creatures 
  and objects within the spell’s area, as though they 
  were not invisible.
              When stationary invisibility sphere is 
  cast, you may attempt to exempt certain objects 
  from the spell’s effect (such as allowing a castle 
  to remain visible, while hiding the defenders, for 
  example, or ensuring that large and prominent 
  boulders or other landmarks remain visible, so as 
  not to arouse suspicion from casual observers). In 
  order to do so, you must make a Spellcraft check. 
  The result of the check provides you with a number 
  of discretion points that can be spent on negating 
  the spell’s effects for individual things. The cost 
  of each item depends on its size and nature, as 
  outlined on the table below.
   
  This spell causes a single creature to fall into 
  an enchanted slumber, immediately falling asleep 
  where he stands. While sleeping in this way, the 
  target does not need to eat or drink, and does not 
  suffer the normal penalties for starvation or thirst. 
  The sleeping creature is helpless.
              Normal noise has no chance of waking a 
  creature affected by Kabaz’s deep sleep, but there 
  are ways to awaken an affected creature early. Any 
  time the creature takes damage, he receives a new 
  Will save to wake up (with a bonus on the saving 
  throw equal to 1/4 the damage he took, rounded 
  down). Slapping or shaking the affected creature 
  also allows a new Will save, but without the bonus.
              A creature who remains under the effects 
  
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  of this spell for an entire day recovers hit points 
  and heals ability score damage as though he had 
  undergone complete bed rest for two whole days.
   
  This functions as the spell legend lore, 
  except as noted here. Unlike legend lore, you 
  can use this spell to gain information about any 
  subject, whether legendary or not, although in the 
  case of particularly non-legendary subjects there 
  may not be much worth knowing. Additionally, 
  you can use greater legend lore to learn about 
  subjects about which you do not even have 
  rumors, although in this case you must provide a 
  description of some sort. In this case, the result 
  of the spell is 1d4 rumors about things that fit the 
  description. For each such rumor, there is 25% 
  chance it is completely false, a 25% chance that it is 
  completely true, and a 50% chance that it contains 
  some elements of both truth and falsehood (for 
  example, you could use the spell to inquire about 
  “powerful green dragons,” in which case you would 
  receive 1d4 rumors about specific powerful green 
  dragons. These could be 1d4 rumors about the same 
  powerful green dragon, but more likely would be 
  about different green dragons. Assuming a given 
  rumor had enough truth to it, you could then use 
  a separate casting of greater legend lore to further 
  research the subject.).
  target’s body, causing energy and power to course 
  through every nerve and muscle, visibly increasing 
  his bulk and causing tiny bolts of electricity to 
  occasionally arc across his skin. For the spell’s 
  duration, the target gains a +2 enhancement bonus 
  to Strength, Dexterity, and Constitution. Further, 
  the target’s body becomes electrically charged, 
  causing his natural attacks to deal an additional 
  1d6 points of electricity damage, and also causing 
  any creature that hits him with a melee attack with 
  a natural weapon or a weapon made primarily of 
  metal to suffer 1d6 points of electricity damage, as 
  well.
   
  With this spell, you super-charge the 
   
  When you cast this spell, you cause all 
  creatures of the animal and vermin type within the 
  spell’s area to behave violently, attacking those they 
  perceive as weaker than themselves.  Creatures 
  affected by this spell never attack other creatures 
  of the animal or vermin type, and ignore anything 
  with a CR higher than their own. Otherwise, they 
  attack mercilessly, attempting to kill anything they 
  see, even at the cost of their own life. Creatures 
  whose CR is greater than your caster level are 
  immune to this spell.
   
  This spell functions as mage armor, with the 
  following exceptions. First, the armor bonus to AC 
  that the spell provides is equal to 4 + 1 per 2 caster 
  
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  levels (to a maximum of +9 at 10th level). Second, 
  this bonus is divided as you choose among all 
  targets. No individual target may receive an armor 
  bonus greater than +4 from this spell.
   
  This spell calls to your hand a magical 
  dagger made from an unidentifiable metal that 
  seems to shimmer like quicksilver. The dagger deals 
  1 point of damage per 2 caster levels you possess, 
  rounded down (minimum 1), plus your Strength 
  modifier, and overcomes damage reduction as 
  though it were magic.
  Art © Copyright Can Stock Photo Inc.
  
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  This humble spell grants you the ability to 
  offer potent defensive abilities to the defenseless. 
  For the duration of this spell, the subject gains all 
  the defensive abilities that would be granted to any 
  familiars you possessed. For the purposes of this 
  spell, “defensive abilities” include the following: 
  any natural armor adjustment, Alertness, improved 
  evasion, empathic link, and spell resistance. The 
  target only gains the defensive abilities that you 
  are of a high enough level to grant (for example, 
  you must be 11th level before you can grant spell 
  resistance with this spell). For more information 
  on familiar abilities, see the wizard class in 
  the Pathfinder Roleplaying Game Core Rulebook. 
  You may not target yourself with this spell, nor do 
  you gain any benefit from it at all (other than the 
  empathic link between yourself and the target).
  shot you fire.
              The mage’s pistol does have some 
  downsides, however: first, it remains in existence 
  only as long as you continue to hold it. If it 
  is dropped, or given to another character, it 
  immediately winks out of existence. Second, if an 
  attacked creature has spell resistance, you make 
  a caster level check (1d20 + caster level) against 
  that spell resistance the first time the mage’s 
  pistol strikes it. If the weapon is successfully 
  resisted, the mage’s pistol is unable to damage 
  that creature. Otherwise, it has its normal full 
  effect on that creature for the duration of the spell. 
  Finally, if the mage’s pistol ever misfires, the spell 
  immediately ends.
   
  This spell fills your mind with images of the 
  most glorious triumphs, tragic losses, undeniable 
  passions, and other great moments and subjects 
  of song and story. This brief flash of inspiration 
  grants you 4 additional rounds of your bardic 
  performance ability, which must be used by the 
  end of the day.
              The additional inspiration provided 
  by magical muse tires mortal minds, and each 
  successive casting of the spell is less effective. For 
  each time that you have previously cast magical 
  muse in a given day, it grants you one less round of 
  bardic performance (so the second time you cast 
  it, it grants you only 3 rounds, and the third time it 
  grants 2, etc.).
   
  This spell creates a fully-functioning pistol 
  made of force energy, which appears in your hand. 
  You are automatically considered proficient with 
  this weapon, even if you would not normally 
  be proficient with a pistol. Further, the pistol 
  is treated as though it has a +1 enhancement 
  bonus, all damage it deals is force damage (and, 
  as such, bypasses most damage reduction), and 
  it automatically reloads as a free action after each 
  
  262
   
  This spell allows you to lock minds 
  with your opponent, mentally forcing him into 
  submission. You and the target make an opposed 
  Charisma check. If desired, both you and the 
  target can draw on your own life energy to power 
  this spiritual battle, willingly taking any amount 
  of points of damage that you choose. For every 
  5 points of damage taken in this way, you gain a 
  cumulative +1 bonus on the opposed Charisma 
  check. This damage must be taken before the 
  check is actually made.
   
              If you succeed on the opposed check, the 
  target falls under your control as though affected 
  by the spell dominate monster, except that the 
  target is not entitled to additional saving throws 
  to end the effect. Instead, each day at dawn, a new 
  opposed Charisma check is made. This continues 
  until the spell’s duration ends, or the target 
  succeeds on an opposed Charisma check with you.
   
              If the target succeeds on any of these 
  opposed checks, you take 1d4 points of 
  Intelligence, Wisdom, and Charisma damage, and 
  the spell immediately ends.
   
   With this spell you can call on a genie to 
  serve you. While the genie to be called can be of 
  any type (such as djinni, efreeti, shaitan, etc.), his 
  total Hit Dice cannot exceed half your caster level. 
  For the spell’s duration, the genie serves your verbal 
  commands to the letter, and will do his best to 
  follow the spirit of your commands, for the spell’s 
  duration. At the end of the spell’s duration, the 
  genie returns whence it came.
   
  The summoned genie can be made to 
  remain on the plane to which you summoned 
  it indefinitely by casting the permanency spell. 
  This special use of the permanency spell must be 
  cast by the same person who cast major servitor, 
  costs 5,000 gp, and requires a minimum caster 
  level of 13th. While the genie remains on the 
  plane indefinitely, he can still leave by any means 
  available to him (including any spells or spell-like 
  abilities he may know, such as plane shift), and 
  once the normal duration of major servitor ends, 
  the genie is under no compulsion to serve you 
  or even remain. That said, the genie can still be 
  bribed, coerced, persuaded, or magically enslaved, 
  as any other genie could be.
   
  When you cast this spell, you may select 
  a single mercy which you do not possess, and for 
  which you meet all of the listed prerequisites. For 
  the spell’s duration, whenever you use your lay on 
  hands ability to cure hit point damage, the target 
  also receives the benefit of the chosen mercy.
   
  You call upon your god to intervene and 
  shelter you from harm. For the spell’s duration, 
  any damage you take does not cause you to lose 
  hit points. Instead, for every 3 points of damage 
  you would take, you lose 1 point of favor. If you do 
  not have any favor remaining, you take damage 
  as normal. This does not apply to effects that do 
  not deal hit point damage, including ability score 
  damage, death effects, and so on.
  
  263
  it indefinitely by casting the permanency spell. 
  This special use of the permanency spell must be 
  cast by the same person who cast major servitor, 
  costs 3,000 gp, and requires a minimum caster 
  level of 9th. While the mephit remains on the 
  plane indefinitely, he can still leave by any means 
  available to him (including any spells or spell-like 
  abilities he may know, such as plane shift), and 
  once the normal duration of minor servitor ends, 
  the mephit is under no compulsion to serve you 
  or even remain. That said, the mephit can still be 
  bribed, coerced, persuaded, or magically enslaved, 
  as any other mephit could be.
   
  A strong form of mental protection against 
  enchanters and the charismatic, this spell wraps 
  the target’s mind in gloom and bitterness, making 
  him cynical and jaded, and causing him to view 
  others in the least-flattering light. The affected 
  creature gains a +8 bonus on saving throws made 
  to resist charm effects, and, if he is subject to a 
  charm effect that does not allow a saving throw, he 
  may make a saving throw to resist its effects anyway 
  (although, in such cases, he does not gain the +8 
  bonus). Further, any attempt to use Diplomacy to 
  adjust the target’s attitude or request a favor from 
  the target suffers a -10 penalty for the duration of 
  the spell.
              As a side-effect of the spell, the target 
  becomes somewhat morose, and suffers a -2 morale 
  penalty to attack rolls, damage rolls, ability checks, 
  and skill checks for the spell’s duration.
   
  You call a mephit from another plane of 
  existence and force it to serve you. You may call any 
  of the following types of mephit with this spell: air, 
  dust, earth, fire, ice, lightning, magma, ooze, salt, 
  smoke, steam, or water. The summoned mephit 
  serves you to the best of its ability for the duration 
  of the spell, obeying all of your commands to the 
  letter. At the end of the spell’s duration, the mephit 
  returns whence it came.
   
  The summoned mephit can be made to 
  remain on the plane to which you summoned 
   
  You cause the light level in the affected area 
  to increase or decrease by one step. The affected 
  5-foot cubes need not be contiguous, but they 
  must all be within the spell’s range. By spending 
  two of your 5-foot cubes on a single 5-foot-cube 
  area, you can effectively increase or decrease the 
  light level by up to two steps, though you cannot 
  adjust it further than that. The areas need not be 
  contiguous, but must all be within the spell’s range.
              This spell does not stack with itself (except 
  as described above), though it does stack with 
  similar spells, like darkness.
   
  As you wave your hands over the heap of 
  coins, the gold melts, rolling forth in a seething 
  mass of molten metal before forming a roughly 
  
  264
  humanoid shape.
              This spell creates a creature made from 
  living gold to serve you. The creature has 1 Hit Dice 
  (d10) for every 100 gp you expend when casting 
  this spell, a base attack bonus equal to its Hit 
  Dice, saving throw bonuses equal to +1 per three 
  Hit Dice it possesses, and a natural armor bonus 
  to AC equal to your caster level. Its ability scores 
  are the same as your own, except that it does not 
  have Constitution or Intelligence scores. The 
  creature has a slam attack, which deals 1d6 points 
  of bludgeoning damage plus 1d6 points of fire 
  damage on a successful hit. The creature serves you 
  willingly and to the best of its ability for the spell’s 
  duration. It cannot speak, but understands your 
  verbal command. Creatures created from this spell 
  are unable to gain feats or learn skills. At the end of 
  the spell the creature cools and hardens into lead, 
  effectively destroying it.
   
  When you consume this extract, you 
  become more in tune with the effects of your 
  mutagen, causing you to undergo a more powerful 
  and more dangerously unstable transformation. 
  For the spell’s duration, the alchemical bonuses 
  of your mutagen are doubled and the penalties to 
  your mental ability scores are negated. However, 
  the extract does have a negative impact on your 
  impulse control, and every 10 minutes you are 
  under the effect of a mutagen that has been 
  modified by this extract, you have a 10% chance 
  of losing control and becoming confused. This 
  confusion lasts until you succeed on a Will 
  save (DC 10 + 1/2 your alchemist level + your 
  Intelligence modifier). You may make a new Will 
  save to end the confusion once per minute. At the 
  end of the extract’s duration your mutagen would 
  still be affecting you, it has its normal effects.
   
  When you cast this spell, you are protected 
  from future falls, as the magic cushions you from 
  the effects of gravity. For the spell’s duration, 
  whenever you would fall 10 or more feet, you take 
  fall damage as thought the distance you had fallen 
  were 10 feet shorter per caster level you possess (to 
  a maximum of 200 feet shorter, at 20th level). 
   
  Any other effects which depend on the 
  amount of distance you fall (such as certain feats 
  or class features that grant bonuses when you fall, 
  or traps that deal additional damage, besides fall 
  damage, based on the distance fallen, etc.) are not 
  affected by negate fall.
   
  With this spell, you can take a severed body 
  part from another humanoid and use it to replace 
  one of your own that has been lost. The body part 
  in question must have belonged to a humanoid 
  creature, and the spell only functions if you are 
  a humanoid, as well. The body part must also 
  originally have belonged to a creature whose size 
  category is within one step of your own. The body 
  part must be relatively fresh: it must not have been 
  removed from its original body for more than 5 
  minutes per caster level.
              The body part in question must be held to 
  
  265
  the place where your original body part of the same 
  type was lost. If the original body part has not yet 
  been removed, it must first be cut off, which may 
  inflict damage to you (at the GM’s discretion). As 
  the spell is completed, the target body part melds 
  with your body, as though your original body part 
  had never been lost.
              You cannot use this spell to gain body parts 
  you never had, or to attach body parts in unusual 
  places. Any body part that is sufficiently alien 
  (such as claws that allow for a natural attack being 
  put in place of normal hands) or which is placed 
  somewhere it doesn’t belong (such as attempting 
  to give yourself extra arms) causes your body to 
  reject the body part, which withers and decays over 
  the next 24 hours before putrefying and becoming 
  unusable. This putrefaction, if it occurs, inflicts 1d4 
  points of Constitution damage to you.
              If the body parts are similar enough that 
  they are not rejected, they last indefinitely, and 
  function as though they were a natural part of your 
  body. The body part may or may not be obviously 
  different from the rest of your body, depending on 
  the source (for example, if you have brown eyes, 
  and take an eye from a person with green eyes, one 
  of your eyes will now be green. Similarly, if you take 
  a hand from a creature with scales for skin, your 
  hand would be obviously scaly, etc.).
  only one limb can be detached per casting of the 
  spell. Some creatures (like most oozes) do not 
  have limbs to detach, though they still suffer the 
  damage.
              The creature loses any natural attacks that 
  involve that limb (claw attacks on arms with such 
  claws, tentacle attacks for dismembered tentacles, 
  etc.). If the limb was used as part of a creature’s 
  movement speed, that speed is halved (at GM 
  discretion, creatures with large numbers of such 
  limbs, such as a giant centipede, may have its speed 
  reduced by a lesser amount, or possibly not at all). 
  In the case of a wing, if it is used for flight, the 
  creature loses its fly speed completely.
              If the creature possesses regeneration, it 
  regrows the limb eventually. If the description of 
  the regeneration does not say how long this process 
  takes, the limb is regrown in 24 hours. Even if the 
  creature doesn’t possess regeneration, the limb 
  can be reattached or regrown with regenerate, or 
  similar spells.
  ` 
  This spell allows you to sever one of the 
  target’s limbs. The target takes 1d4 points of 
  damage per caster level (to a maximum of 20d4 at 
  20th level), and one of its limbs dislocates from its 
  body, falling lifelessly to the ground. You choose 
  which limb is detached. Arms, legs, wings, and 
  tentacles can all be detached, though a creature’s 
  head cannot be. Regardless of a creature’s anatomy, 
   
  You detach one of your hands, forming 
  a mental link that allows you to psychically 
  manipulate it. As the spell is cast, you must sever 
  your own hand, taking 2d4 points of damage. 
   
  The hand is treated as a Diminutive creature 
  with 6 hit points, and an AC of 16 + your primary 
  spellcasting ability score modifier. While the hand 
  can take no actions on its own, you can actively 
  direct its actions. You can direct it to move up to 20 
  feet as a move action. You can also direct it to grab 
  or manipulate an object as a standard action. The 
  hand can pull levers, push objects, and similarly 
  interact with its environment. Its Strength score 
  is equal to your own. Because it uses its fingers to 
  move, though, it cannot move while carrying an 
  object larger than Fine size (at GM’s discretion, 
  other objects might be able to be carried if doing 
  
  266
  so while still being able to walk or crawl with its 
  fingers is feasible). The hand has a Stealth modifier 
  of +12.
              The hand can also deliver spells you cast 
  with a range of touch. Doing so provokes an attack 
  of opportunity from the target, and the hand uses 
  the same attack bonus you would use if you were 
  delivering the touch yourself, except with a -4 
  penalty. The hand can deliver spells that you cast 
  after casting this spell.
              By closing your eyes and concentrating (a 
  standard action), you can get a hazy view of the 
  hand’s surroundings, allowing you to direct its 
  movements even when it leaves your line of sight. 
  As long as you concentrate in this way, the hand 
  effectively has blindsight to a range of 20 feet, 
  which you can use to guide it.
              As long as the hand is within your reach, 
  you can return it to your body as a full-round 
  action. If you do not do so before the spell’s 
  duration ends, then the hand falls lifeless in place 
  as the magic fades, and must be retrieved. Every 15 
  minutes that the hand is separated from your body 
  after the spell ends, it takes 1 point of damage. If 
  the hand is reduced to 0 hit points for any reason, 
  it is destroyed.
              A destroyed hand is worthless, and cannot 
  be used to manipulate objects. Such a hand can be 
  replaced with regenerate, or a similar spell.
   
  You detach one of your eyeballs, 
  maintaining a mental link to it that allows you to 
  psychically manipulate it. As the spell is cast, you 
  must pluck out your own eye, taking 1d4 points of 
  damage. The eye is treated as a Fine creature with 
  4 hit points, and an AC of 18 + your spellcasting 
  ability score modifier (Intelligence for wizards, 
  Charisma for sorcerers, etc.). While the eye can 
  take no actions on its own, it magically floats in 
  the air, and, as a move action, you can direct it 
  to fly up to 30 feet through the air (it has perfect 
  maneuverability). The eye has a Stealth modifier of 
  +20.
              Even though the eyeball is detached, you 
  continue to receive visual input from it, allowing 
  you to use the eyeball to scout ahead or otherwise 
  secretly observe events. “Seeing” from two 
  entirely separate locations at once is somewhat 
  disorienting, however, and you are sickened as 
  Art © Copyright Can Stock Photo Inc.
  
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  long as the spell is in effect. You can negate this 
  condition by closing your remaining eye, but in 
  that case you are blinded to your surroundings.
              As long as the eyeball is within your reach, 
  you can return it to your body as a full-round 
  action. If you do not do so before the spell’s 
  duration ends, then the eyeball falls to the ground 
  in place as the magic fades, and must be retrieved. 
  Every 15 minutes that the eyeball is separated from 
  your body after the spell ends, the eyeball takes 1 
  point of damage. If the eyeball is reduced to 0 hit 
  points for any reason, it is destroyed.
              A destroyed eyeball is worthless, and cannot 
  be used to see. Such an eyeball can be replaced 
  with regenerate, or a similar spell.
  to be pushed gently but firmly out and onto the 
  surface above, inflicting no additional damage. 
  Once the pit has closed again, there is no visible 
  indication it was ever there.
              This spell only functions on areas of earth or 
  natural rock, and cannot be cast on worked stone, 
  wood, crystal, metal, or other materials.
   
   When you cast this spell, you cause the 
  earth to open up in a specified place, creating 
  a large hole in the ground. The hole takes up 
  a 10-foot-square area, and is 20 feet deep. Any 
  creature standing on the area as the spell is cast 
  may attempt a Reflex save to move to an adjacent 
  square. If he fails his saving throw, or if there are 
  no adjacent squares to move to, he falls.
              Any creature that falls in the pit, whether 
  during its initial creation or afterward, takes 2d6 
  points of falling damage. He can attempt to climb 
  back out again as normal (DC 15 to climb the walls 
  of a pit created this way), or escape by other means 
  if they are available.
              At the end of the spell’s duration, the walls 
  of the pit slowly close and fill in. This is incredibly 
  alarming to those within the pit, but the process 
  actually causes any creatures or objects in the pit 
   
   You open a channel between the target and 
  an outsider of your choice, allowing that outsider’s 
  spirit to inhabit the target’s body. The outsider 
  in question must have a CR that is less than your 
  caster level. The outsider’s body remains on its 
  home plane, and its spirit is transported to that 
  of the target. While most outsiders are perfectly 
  willing to be called into the spirit of a mortal in 
  this way, some may be opposed to the idea, and are 
  entitled to a Will save to resist the effect, just as the 
  target is.
   
  By default, the spirit of the outsider does 
  not automatically control the target’s body. 
  Instead, the outsider remains an observer, and 
  is able to see and hear everything that the target 
  sees and hears. Additionally, the outsider and the 
  target are able to communicate to one another 
  telepathically, but cannot automatically read one 
  another’s thoughts.
   
  For as long as the target remains possessed, 
  the outsider may choose to grant the target a +2 
  bonus (either a divine or profane bonus, depending 
  on the type of outsider) to the physical ability 
  score of the outsider’s choosing. The outsider can 
  grant or revoke this bonus as a swift action, and 
  can change which ability score the bonus applies 
  to in the same way, but can provide only one such 
  
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  bonus at a time. Additionally, as a swift action, 
  the outsider may choose to grant the target access 
  to one or more spell-like abilities the outsider 
  possesses. The outsider may choose which specific 
  spell-like abilities to grant access to, and any times 
  that the target uses these spell-like abilities count 
  against the outsider’s daily uses of those abilities. 
  If the target uses these spell-like abilities, they 
  function exactly as though the outsider itself had 
  used them (including caster level, saving throw 
  DCs, and so on).
   
  Alternatively, the outsider can attempt to 
  take control of the target directly. Once per hour, 
  the outsider may attempt to gain control of the 
  target’s body. The target may attempt a Will save 
  (DC 10 + 1/2 the outsider’s Hit Dice + the outsider’s 
  Charisma modifier) to retain control. If the 
  outsider successfully gains control of the target’s 
  body, this functions as the spell magic jar, except 
  that the target remains within his own body. At 
  the outsider’s discretion, the target either remains 
  able to see and hear everything that happens, 
  and continue to communicate telepathically with 
  the outsider (but not otherwise act), or the target 
  simply “blacks out” while the outsider is in control. 
  Either way, after one hour, the target may attempt 
  a new Will save to wrest control back from the 
  outsider.
   
   
  The outsider’s spirit remains within the 
  target for the duration of the spell. If the outsider 
  wants to leave the target’s body before the spell 
  ends, he may make a new Will save each day to do 
  so. At the end of the spell’s duration, the outsider 
  may choose whether to remain in the target’s body 
  or return whence it came. If it chooses to remain, 
  then each day, the target may choose to make a 
  Will save (DC equal to otherworldly possession’s 
  saving throw DC) in order to force the outsider out 
  of his body.
   
  If the outsider’s body dies while he is in the 
  target’s body, then when he leaves the target’s body 
  he forms a new body in a random location on his 
  home plane. If the target dies while the outsider is 
  in his body, then the target dies, as normal, and the 
  outsider returns to his own body (or forms a new 
  one, as outlined above).  
               
   
  Dispel magic, anitmagic fields, and similar 
  effects do not end the effects of this spell, but they 
  do suppress them (for 1 hour, in the case of dispel 
  magic, and similar effects, or until the target leaves 
  the area, in the case of antimagic field). However, 
  a mage’s disjunction spell will force the outsider 
  back to its home plane unless it succeeds on a Will 
  saving throw, as will banishment.
   
  You call upon dark powers to heighten the 
  intensity of your evil aura, creating a miasma of evil 
  around yourself. For the spell’s duration, whenever 
  anyone attempts to discern your alignment (such 
  as with detect good, know alignment, or similar 
  spells or abilities), that creature must succeed 
  on a Will save (DC 10 + 1/2 your antipaladin level 
  + your Charisma modifier) or reel at the dark 
  atrocities they see written on your soul. The exact 
  effect depends on the difference between your 
  antipaladin level and the target’s Hit Dice, as 
  indicated on the table below.
  
  269
   
  The transmuted creature becomes 
  incredibly wiser. The spell grants a +6 
  enhancement bonus to Wisdom, adding the 
  usual benefit to Wisdom-related skills. Clerics, 
  druids, and rangers (and other Wisdom-based 
  spellcasters) who receive greater owl’s wisdom 
  do not gain any additional bonus spells for the 
  increased Wisdom, but the save DCs for their spells 
  increase.
   
  Additionally, for the spell’s duration, the 
  target gains an additional +2 bonus on all Heal and 
  Sense Motive checks.
  heavy horse with 8 Hit Dice, the vampire template, 
  and an Intelligence score of 12. It is completely 
  unaffected by damage of any kind, and can hear 
  your telepathic commands. The Pale Horse will 
  obey any telepathic commands you give it perfectly 
  and to the best of its ability, but only while you 
  are mounted on its back. This negates the need to 
  make Ride or Handle Animal checks in order to 
  make the Pale Horse act.  
   
  If a living creature mounts the Pale Horse, 
  it must succeed a Fortitude save (DC equal to pale 
  horse’s saving throw DC) or suffer 10 points of 
  damage per caster level you possess. This is a death 
  effect. Living creatures who remain mounted on 
  the Pale Horse gain 1 negative level every hour they 
  remain mounted on the Pale Horse.
   
              While mounted on the Pale Horse, you gain 
  a number of benefits. First, your channel resistance 
  increases by +10. Additionally, as a standard 
  action, you can channel some of the Pale Horse’s 
  deathly energy into your hand and make a single 
  melee touch attack. If this attack hits, you inflict 1 
  temporary negative level on the target. Finally, the 
  saving throw DC to resist the effects of your spells, 
  spell-like abilities, supernatural abilities, and 
  extraordinary abilities with the death descriptor 
  are increased by +1. You continue to gain these 
  benefits only as long as you remain mounted on 
  the Pale Horse, though if you dismount and then 
  mount the Pale Horse again later, you regain the 
  benefits.
   
  This functions as the spell owl’s wisdom, 
  with the following exceptions. First, the 
  enhancement bonus to Wisdom is equal to 4 + 
  1 per 3 caster levels (to a maximum of +8 at 12th 
  level). Second, this bonus is divided as you choose 
  among all targets. No individual target may receive 
  an enhancement bonus greater than +4 from this 
  spell.
   
   This spell summons a powerful Pale Horse 
  from an otherworldly realm normally inaccessible 
  to mortals, and forces it to serve you for the spell’s 
  duration. The Pale Horse is a combat trained 
   
  When this spell is cast, you feel an intense 
  burning sensation deep within your belly. For the 
  duration of this spell, you can spit a burst of flame 
  from your mouth. This flame can take either of the 
  following forms: a 30-foot line of fire that deals 
  1d10 points of fire damage per 2 caster levels (to a 
  maximum of 10d10 at 20th level) to each creature 
  within the line, or a 30-foot cone that deals 1d6 
  
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  points of fire damage per 2 caster levels (to a 
  maximum of 10d6 at 20th level) to each creature 
  within the area. Breathing fire in this way is a 
  standard action, but you can breathe fire in this 
  way only three times each time the spell is cast. 
  Any creature caught in the burst of flame, whether 
  it is a line or a cone, can attempt a Reflex save 
  (DC equal to pepper breath’s DC) to take only half 
  damage.
  amiss, or not even realize that that is the sound 
  it was supposed to be). You can make the sound 
  seem to originate from any point within the spell’s 
  range. Each target hears the same sound, though 
  other creatures in the area hear nothing. If so 
  desired, you can make the noise loud enough to 
  be distracting, in which case the spell imposes a -4 
  penalty on Perception checks made to detect noise. 
  It cannot be made loud enough to be deafening, or 
  to impose any other penalty.
              A creature who succeeds on his Will save 
  is aware that the noise is not real, but can still 
  hear the sound (and still suffers the -4 penalty, if 
  applicable).
   
  As silent image, except that the image is 
  visible only to the targets of the spell: no one else 
  can see them. Additionally, because of the nature 
  of the spell as a phantasm, instead of a figment, 
  the target is automatically entitled to a Will save 
  to disbelieve the image, even if he doesn’t interact 
  with it directly. A successful Will save allows the 
  target to identify that the image is false, but does 
  not prevent him from seeing it.
   
  This spell creates an illusory noise that 
  only the targets can hear. The exact nature of the 
  noise can be whatever you like, including human 
  speech, but you cannot replicate sounds that you 
  are not familiar with (you can attempt to guess 
  what an unfamiliar noise or voice might sound like, 
  but if the target is more familiar with the sound 
  than you are, they may detect that something is 
   
  This useful spell functions similarly 
  to detect evil, except that it is used to detect and see 
  through glamers, rather than to detect sources of 
  evil. As with detect evil, the amount of information 
  revealed depends on how long you study an object, 
  person, or area.
   
              1st Round: Presence or absence of glamers.
   
              2nd Round: Location of individual glamers 
  (which creatures or objects are glamered).
   
              3rd Round: After three rounds of study, you 
  can see through the glamer, viewing (or feeling or 
  hearing or tasting, as appropriate) the subject as 
  they really are. The glamer remains apparent to 
  you, but seems hazy and insubstantial, and is easily 
  identified as fake or ignored entirely.
              Note that this spell only allows you to see 
  through illusions of the glamer subschool. Other 
  illusions (such as figments and phantasms) are 
  
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  unaffected. Further, the spell does not actually 
  disturb the glamer, and others continue to perceive 
  the glamer even if you don’t.
              Each round, you can turn to look for 
  glamers in a new area. The spell can penetrate 
  barriers, but 1 foot of stone, 1 inch of common 
  metal, a thin sheet of lead, or 3 feet of wood or dirt 
  blocks it.
  reduces the chance of being deafened to 10%. A 
  creature deafened in this way remains deafened for 
  10 minutes.
              A silence spell whose area overlaps that of 
  the prison of screams halves all damage the spell 
  would deal and grants a +4 circumstance bonus on 
  Fortitude saves made to resist the spell’s effects.
   
  With a word, you create a visible cyclone 
  of sonic energy around your target, entrapping 
  him within. The target may attempt a Reflex save 
  to escape the spell’s effect in time, otherwise he 
  becomes trapped.
              Regardless of whether the target escapes 
  or not, his square is surrounded by walls of sonic 
  energy which are difficult to pass through. Any 
  creature attempting to enter or exit the square 
  must succeed on a Fortitude save to do so. Failure 
  indicates he is unable to push his way through 
  the howling wind and noise. Unattended objects 
  (including ammunition fired by projectile 
  weapons) automatically fail this saving throw. 
  Whether the save is successful or not, the creature 
  suffers 4d6 points of sonic damage. The barrier 
  also blocks sound, preventing those inside from 
  hearing any sound coming from the outside, and 
  those outside from hearing any sound issuing from 
  inside.
              Simply remaining in the prison does not 
  save one from hardship. Each round, anyone 
  inside the prison’s area suffers 3d6 points of sonic 
  damage and has a 50% chance of being deafened. 
  A successful Fortitude saves halves the damage and 
   
  This potent protective spell grants the 
  target magical protection against a number 
  of nontraditional means to determine his 
  location. First, the spell renders the target immune 
  to the effects of the following spells: faerie fire, see 
  invisibility, and true seeing. Additionally, the target 
  cannot be detected by the scent special quality. 
  This spell does not render the target invisible, or 
  otherwise protect them from normal sight, but can 
  be used in conjunction with spells or effects that 
  do.
   
  This simple spell repels most curses and can 
  offer the subject substantial protection against an 
  assortment of supernatural dangers. For the spell’s 
  duration, the subject is immune to the effects of 
  the spell bestow curse. Additionally, the subject 
  receives a +4 bonus on all saving throws made to 
  resist the harmful effects of curses.
  
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   This spell protects its targets from 
  decapitation, and, in fact, from any form of 
  dismemberment of their limbs. Any attempt 
  to sever the creature’s head or limbs (such as 
  with a vorpal weapon or the spell Nosicar’s 
  dismemberment) fail. Any damage that would 
  normally be dealt as part of the attempt (such 
  as the damage dealt by the vorpal weapon on a 
  confirmed critical hit, or the damage listed for the 
  spell Nosicar’s dismemberment) is still dealt as 
  normal, but the detached head or limb instantly 
  reattaches in the blink of an eye.
              Each time you cast this spell, you may have 
  it affect up to one creature per caster level.
   
  When you cast this spell, you protect all 
  items in your possession from would-be thieves. 
  For the spell’s duration, you gain a bonus to 
  Perception checks and to CMD versus steal 
  combat maneuvers equal to your caster level (to a 
  maximum of +20 at 20th level).
   
  This protective spell wards the subject 
  against certain mind-affecting spells. The subject 
  gains a +2 bonus on all saving throws made to 
  resist spells of the enchantment school that have 
  the mind-affecting descriptor.
   
  This spell allows you to transfer your 
  consciousness into a nearby creature, possibly 
  taking control of their body. Unlike the similar 
  magic jar spell, however, the target’s mind and 
  spirit remain in their body, and struggle for control 
  against you, making the spell a risky proposition to 
  all but the most iron-willed of mages.
              While your mind is away, your body remains 
  comatose and all but lifeless. A successful Heal 
  check (DC 15) reveals that you are not dead, but 
  you are unable to control your body, and it is 
  considered helpless and unaware of everything 
  around it.
              Once your mind enters the target, you and 
  the target immediately make opposed Will saves. 
  There is no DC for these Will saves: whoever gets 
  the higher result is considered the “winner.” If 
  you lose, the target retains control of its body. If 
  you lose by more than 5, the target may choose 
  to repel your mind from his body and return it to 
  your own body, ending the spell. If you win, you 
  gain control of the target’s body, and if you win by 
  more than 5, the target may not make any more 
  Will saves to attempt to retain control of its body 
  for the rest of the spell’s duration. Otherwise, a 
  
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  new opposed Will save is made every hour that the 
  spell continues. Regardless of who is in control, 
  the target is aware of your presence in his body, 
  and you can communicate telepathically with the 
  target.
              While you are in control of the target’s 
  body, you retain your Intelligence, Wisdom, and 
  Charisma scores, as well as your level, class, base 
  attack bonus, base saving throws, alignments, 
  and mental abilities. You use the target’s Strength, 
  Dexterity, Constitution, hit points, natural 
  abilities, and automatic abilities. Even if the target 
  has extra limbs, you cannot use them to make 
  more attacks (or more advantageous two-weapon 
  attacks), and you can’t choose to activate the 
  target’s extraordinary or supernatural abilities, nor 
  can you make use of any spellcasting or spell-like 
  abilities the target may have possessed (although 
  you can use your own spellcasting or spell-like 
  abilities). As long as you are in control, you can 
  choose whether or not to allow the target’s mind to 
  observe your actions, or to remain “blacked out,” 
  and unaware of what you are doing.
              While the target is in control of his body, 
  you are unable to take any action, but can see and 
  hear everything that the target does. The target 
  retains complete control of his actions, and retains 
  his own ability scores and special abilities.
              You can attempt to leave the target’s body 
  and return to your own at any time as a full-round 
  action. If you are in control, or the target does 
  not want to stop you from leaving his body, you 
  automatically succeed. If the target is in control, 
  however, and does not want to let you leave, you 
  must succeed on a Will save (DC 10 + the target’s 
  Intelligence modifier + the target’s Wisdom 
  modifier) or be unable to do so for 1 hour. Similarly, 
  any time that the target beats you on an opposed 
  Will save by more than 5, and would be able to 
  repel you from the target’s body, he can instead 
  choose to keep your mind trapped in his body for 
  the spell’s duration, at which point you are unable 
  to leave the target’s body until the spell’s duration 
  expires, and cannot make further attempts to gain 
  control of the body.
              At the end of the spell’s duration, you are 
  automatically returned to your body. You also 
  return to your body if the target is slain, or through 
  the various methods outlined above. No matter 
  what causes you to return to your body, you do so 
  immediately, regardless of distance. If your body is 
  dead, is on another plane, or is currently occupied 
  by someone or something else, your mind is 
  left without anywhere to return to, and you die. 
  Those that die in this way often become ghosts, 
  maddened by their experience.
   
  By means of this spell, you can alter the 
  target’s biology in subtle ways to make him 
  technically belong to two races at once. When you 
  cast this spell, chose a subtype of humanoid (such 
  as human, elf, orc, halfling, and so on). For the 
  spell’s duration, the target is treated as having the 
  chosen subtype in addition to any other subtypes 
  he already possessed for the purposes of class 
  features, feats, magic items, or special abilities 
  which require a character be of a certain subtype. 
  This does not grant the target the racial traits 
  (including ability score bonuses, special abilities, 
  skill bonuses, or other aspects of being a creature 
  of that type. For example, using this spell to gain 
  the dwarf subtype would not grant the target the 
  stonecunning ability).
  
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  Each affected creature gains a +4 morale 
  bonus to Strength and Constitution, and a +2 
  morale bonus to Will saves, but suffers a -2 penalty 
  to AC. The effect is otherwise identical to the 
  barbarian’s rage ability, including the fact that the 
  targets are fatigued at the end of the rage. Further, 
  when you cast the spell, you may choose any four 
  rage powers that do not have any prerequisites. For 
  the spell’s duration, creatures affected by the spell 
  gain the benefits of those four rage powers.
   
  As soon as you cease concentrating on the 
  spell, you become exhausted. Once the spell’s effect 
  actually ends, this is reduced to fatigued (if you 
  are cured of your exhaustion before then, this does 
  not apply). If you are one of the creatures affected 
  by the spell, then you do not become exhausted 
  when you cease concentrating, but instead become 
  exhausted at the end of the spell’s duration, and 
  remain exhausted until cured of that condition by 
  the normal means.
   
   This spell summons a powerful Red Horse 
  from an otherworldly realm normally inaccessible 
  to mortals, and forces it to serve you for the spell’s 
  duration. The Red Horse is a combat trained heavy 
  horse with 10 Hit Dice and an Intelligence score 
  of 12. It is completely unaffected by damage of any 
  kind, and can hear your telepathic commands. 
  The Red Horse will obey any telepathic commands 
  you give it perfectly and to the best of its ability, 
  but only while you are mounted on its back. This 
  negates the need to make Ride or Handle Animal 
  checks in order to make the Red Horse act.  
   
              While mounted on the Red Horse, you 
  gain a number of benefits. First, you gain a +4 
  competence bonus on attack and damage rolls 
  for all attacks you make with a sword of any kind. 
  Additionally, as long as you are wielding a sword, 
  you may make an additional attack at your full base 
  attack bonus each turn. This stacks with the haste 
  spell, speed weapons, and similar effects. Finally, 
  whenever you cast a spell of the evocation school 
  that deals damage, that spell deals an additional 
  point of damage for each damage dice (so a fireball 
  that would normally deal 6d6 points of damage 
  would instead deal 6d6+6 points of damage). You 
  continue to gain these benefits only as long as you 
  remain mounted on the Red Horse, though if you 
  dismount and then mount the Red Horse again 
  later, you regain the benefits.
   
  Unlike ordinary extracts the alchemist 
  prepares, a ready potion extract is not consumed 
  like a potion but must rather be added to an 
  existing potion. Applying a ready potion extract 
  in such a way takes the same amount of time 
  as imbibing a normal extract. Once added to a 
  particular potion, a ready potion extract imbues 
  the potion with your magical energy, increasing 
  the caster level of the potion (and thus any level-
  dependent effects of that potion) to that of your 
  alchemist level (for example, a potion of cure 
  moderate wounds created by a 3rd-level cleric that 
  was affected by a ready potion extract created by 
  a 7th-level alchemist would function as a potion 
  of cure moderate wounds with a caster level of 
  7). This ability can only affect substances created 
  with the Brew Potion feat, and has no affect on 
  alchemical extracts.
  
  275
   
  With this spell, you touch a single reflective 
  object (such as a mirror, a well-polished blade or 
  metal shield, or a lake or stream), and concentrate 
  on a specific time or event, such as “noon 
  yesterday” or “when the duchess was murdered.” 
  Then, that event is reflected in the surface of the 
  reflective object, exactly as it was reflected when 
  it happened. At most, the spell can show events 
  that occurred as far back as 1 day per caster level, 
  and the vision shows no more than 1 minute of 
  events. If the event was not reflected in the surface 
  at the time (for example, if it occurred just out of 
  sight of a mirror, or the blade was sheathed), then 
  the surface shows anything relevant (such as the 
  edge of the killer’s arm, or the horrified face of an 
  onlooker) that it may have reflected, or, if it has 
  nothing to show, the spell simply fails.
   
              If the reflected surface is a body of water 
  (such as a river or lake), it is the body of water itself 
  that is important, not the actual water droplets. 
  As such, water removed from a lake and put into 
  a bowl would not work for this spell, but water 
  from a river would work normally, even though it is 
  not the same water that was there when the event 
  occurred.
   
   A brilliant white light of holy energy 
  explodes from your body in every direction, 
  surrounding you with heavenly radiance. This light 
  blinds creatures in the affected area, and affects 
  evil creatures more strongly. All creatures in the 
  area must succeed on a Reflex save or be blinded 
  for 2d6 rounds. Good creatures gain a +4 bonus 
  on their saving throw, and evil creatures suffer a 
  -4 penalty on theirs. Even creatures that succeed 
  on their saving throws are dazzled for 1d4 rounds. 
  Creatures immune to sight-based effects are 
  immune to righteous light, and you are immune to 
  the effects of your own righteous light.
   
  This excellent spell provides safety and 
  security against magical attempts to breach a 
  wall or door.  With it, you render one or more 
  surfaces immune to magical penetration by the 
  spells passwall, knock, phase door, or similar spells 
  and effects. The surfaces can still be breached by 
  mundane means such as lockpicks or battering 
  rams, and this spell does not ward against entry 
  by teleport or similar spells.
   
  This spell magically returns a trap that has 
  been sprung to its original state, so that it is ready 
  to be used again. The trap in question must be 
  mechanical in nature, and must have a reset entry 
  of manual or repair, or else the spell has no effect. 
  The trap is instantaneously reset, with all of the 
  parts put back in their place, primed and ready to 
  go.
  
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  This spell creates a secret compartment 
  in a mundane object, hollowing out a space and 
  creating a way to access it. A book, for example, 
  might have its pages hollowed out to create an 
  empty space, or a statue may become hollow 
  inside. The maximum area the spell can create is 
  enough for a single object of Tiny size or smaller 
  (about the size of a small dog or large cat), but is 
  limited by the amount of space actually available 
  in the object (a single sheet of paper, for example, 
  wouldn’t have room to hide any objects).
              The secret compartment is difficult to detect 
  (Perception DC 25), but can be opened by anyone 
  who can find it. The inside of the compartment 
  is treated as though it is lined with a thin sheet of 
  lead for the purpose of spells such as detect magic, 
  which can be blocked by such a substance (no 
  actual lead is used, however). The compartment 
  does not radiate a magic aura, and it cannot be 
  dispelled.
   
  Your hand, wreathed in undulating 
  tendrils of purplish-black energy, leaves a black 
  mark on the spot that you touch. For the spell’s 
  duration, each round, on your turn, the target 
  must succeed on a Fortitude save or suffer as the 
  mark of corruption and putrefaction spreads. If 
  the target fails this save, he takes 2d6 points of 
  negative energy damage, and suffers one or more 
  harmful effects, as outlined below. In the event of 
  a successful Fortitude save, the target takes half 
  damage, and does not suffer any harmful effects, 
  but must still continue to make saving throws 
  each round until the spell ends. If the target 
  succeeds on three Fortitude saves in a row, the spell 
  automatically ends.
              The effect inflicted upon the target depends 
  on how many saving throws the target has already 
  failed, as outlined on the following table. Each 
  condition lasts until the end of the spell’s duration, 
  and (with the exception of effects that are 
  enhanced versions of lesser effects, like exhausted 
  and fatigued), the target retains all previous 
  negative effects he has suffered (so a target who 
  fails three saves would be fatigued, sickened, and 
  shaken).
   
  With this spell, you grant the sheltering 
  protection of your deity to the target. By default, 
  the spell has only a single target, but for every 
  additional point of favor spent to cast the spell 
  beyond the normal amount, you may choose two 
  additional targets within range. Each target gets a 
  +5 deflection bonus to AC for the spell’s duration.
  
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  Through subtle manipulation of the target’s 
  pressure, flexibility, and other factors, you make 
  it able to fire projectiles farther, and with greater 
  accuracy. For the spell’s duration, the target’s range 
  increment is doubled.
              This spell has two effects on the targets, 
  both of which can be very useful in assaulting a 
  building or fortification. The first effect is that, 
  for the spell’s duration, if you fire the affected 
  projectile at an object, it will penetrate the object 
  and stick fast in it, even if it would not normally 
  be able to damage the object (such as because 
  of hardness). The projectile also will not break 
  for the spell’s duration, meaning that if a rope is 
  attached to it, it can be used in a fashion similar to 
  a grappling hook (the projectile is still considered 
  “destroyed,” and cannot be recovered or fired 
  again).
   
  The second effect is that any flames on 
  the projectile (whether magical, such as due to 
  the flaming weapon special ability, or mundane, 
  such as having been covered in oily rags and lit) 
  are more effective, and those flames ignore the 
  hardness of any object that the projectile strikes. 
  Any flammable object that takes at least 1 point of 
  fire damage from a projectile affected by Siegfried’s 
  siege arrow catches on fire and begins to burn.
   
  You summon a bow and arrows. The 
  summoned bow can be any type of longbow or 
  shortbow, or a crossbow of any sort, including 
  composite bows, repeating crossbows, and so 
  on, as long as the weapon’s market value is worth 
  no more than 50 gp per caster level you possess. 
  Whatever the exact nature of the weapon, it 
  possesses a +1 enhancement bonus to attack and 
  damage, and is considered a magic weapon.
   
  Further, for the spell’s duration, you can 
  snap your fingers at any time (a free action) and 
  have an arrow or crossbow bolt (whatever is 
  appropriate for the weapon you summoned) appear 
  in your hand, ready for you to load it (if necessary) 
  and fire it. This ammunition is mundane, and has 
  no special features.
   
  At the end of the spell’s duration, the 
  summoned weapon, as well as all the ammunition 
  conjured with the spell, vanish. Damage dealt by 
  the weapon remains.
              You summon a magical bow that fires bolts 
  of energy. The bow takes one of the following 
  forms, chosen by you when you cast the spell, and 
  can count as any one of these weapons for the 
  purposes of feats like Weapon Focus: a shortbow, 
  a longbow, a heavy crossbow, or a light crossbow. 
  Regardless of its shape, it does not fire projectiles, 
  but rather rays of crackling energy. Each attack 
  made with the bow (which can be used as part of 
  a full attack action) is a touch attack, and deals 
  2d6 points of electricity damage on a successful 
  
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  hit. The bow has a range increment of 120 feet, 
  and a maximum range of 600 feet. The bow can be 
  reloaded as a free action, even if it takes the form 
  of a crossbow or other weapon that could normally 
  not be reloaded as a free action.
   
  If you fire on a creature with spell resistance, 
  make a caster level check (1d20 + your caster level) 
  each time you hit, to see if you overcome its spell 
  resistance. If you do, the target takes damage, as 
  normal. Otherwise, that attack has no effect.
              At the end of the spell’s duration, the 
  summoned bow vanishes.
   
  An aura of midnight-black energy begins 
  to radiate from the target, as you suffuse his body 
  with necromantic energy and begin to animate 
  his skeleton—while he’s still alive. If the target 
  succeeds on an initial Fortitude save, the spell has 
  no effect. Otherwise, you control the target as the 
  spell dominate person, except as listed here.
              In addition to the controlling effect, the 
  energy used to animate the target’s skeleton 
  also begins to rot and decay his flesh, which, 
  if left unchecked, begins to slough off in large 
  chunks. Each round, the target takes 4d6 points 
  of negative energy damage. A successful Fortitude 
  save halves this damage. If, at any point during 
  the spell’s duration, the target is slain (whether by 
  the damage caused by skeletal servitude, or from 
  some other source), he immediately gains the 
  skeletal champion template and is restored to full 
  hit points. Skeletal champions created in this way 
  remain under your control for the spell’s duration 
  (and continue to take negative energy damage 
  for that time, healing them if they take damage). 
  At the end of the spell’s duration, the skeletal 
  champion is treated as though it were created by 
  the animate dead spell (meaning that you can only 
  continue to control it if the sum of the skeletal 
  champion’s Hit Dice plus the total Hit Dice of all 
  undead you control that were created by animate 
  dead is less than four times your caster level).
              If you are unable to control the skeletal 
  champion at the end of the spell’s duration, you 
  may either choose to cease animating it (in which 
  case it falls lifeless to the ground), or to release it 
  (in which case it becomes free to act as it pleases). 
  In either case, the target’s memories of its previous 
  life are vague at best, and such creatures rarely 
  remember their enmity to you. At the end of the 
   
  When you cast this spell, your voice 
  becomes enchanting, causing any creature who 
  hears you speak to be drawn towards you. For the 
  spell’s duration, at the beginning of each creature’s 
  turn, as long as that creature can still hear your 
  voice, it must succeed on a Will save or spend its 
  turn doing nothing other than moving towards 
  you. Affected creatures move in a straight path 
  directly towards you without stopping, regardless 
  of the danger. This doesn’t cause affected creatures 
  to do things which will not help them reach you, 
  such as falling off of a cliff in the way, but would 
  force them to attempt to cross the chasm as quickly 
  as possible, or may cause them to swim through 
  shark-infested waters or wade through a pit of 
  acid. A creature that ceases to hear your voice is 
  no longer affected by the spell, and may do as he 
  pleases. A creature that is adjacent to you at the 
  beginning of its turn that fails its Will save spends 
  the entire round basking in your presence, and can 
  take no actions at all.
  
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  spell’s duration, regardless of whether the target 
  has become a skeletal champion or not, he stops 
  taking negative energy damage.
  then the target takes 1d8 points of damage per two 
  caster levels (to a maximum of 5d8 at 10th level).
   
  If the target’s alignment is opposed to your 
  deity’s alignment on one or more axes (such as 
  if the priest of a chaotic good deity cast this on 
  a chaotic evil cultist), or if the target worships 
  a deity that is directly opposed to your deity, or 
  if the target has specifically made himself an 
  enemy of your deity (defiling your deity’s shrines, 
  systematically attacking your deity’s servants, 
  and so on), then the target takes 1d6 points of 
  damage per caster level (to a maximum of 10d6 at 
  10th level). Additionally, if the target falls into this 
  category, there is a 20% chance that the spell does 
  not consume any favor points when cast.
   
  At your GM’s discretion, certain targets may 
  fall into different categories than normal, due to 
  special, extenuating circumstances. (For example, 
  if the target is an orc, and your deity hates orcs on 
  principle, the spell may have its greater effect, even 
  if the orc wouldn’t otherwise fall into that category. 
  If the deity was particularly well-disposed towards 
  orcs, the opposite might be true).
   
  You call upon your deity to bring down 
  vengeance upon the target. The more offensive 
  that the target is in the eyes of your deity, the more 
  effective the spell is. If the target is of the same 
  alignment as your deity, or is a servant of your deity 
  in good standing, the spell has no effect on the 
  target at all.
   
  If the target is of a different alignment 
  than your deity, but is not opposed to the deity’s 
  alignment on either axis (such as if the priest of 
  a chaotic good deity cast this on a true neutral 
  druid), and the target does not worship your deity, 
  Art © Copyright Can Stock Photo Inc.
  
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  This spell instantly creates 1 spectral arrow 
  per four caster levels you possess, which appear 
  in your hand. These arrows may be fired normally 
  from any bow, but must be used within 1 round 
  of casting the spell, after which time they fade 
  to nothingness. The arrows have two special 
  properties: first, they function as though they had 
  the ghost touch special ability, and second, any 
  attack made with the arrows is considered a touch 
  attack.
   
  By means of this spell, you modify the next 
  spell you cast, causing it to take effect twice. The 
  spell to be affected must be cast before the end of 
  your next turn, and must be at least one spell level 
  lower than the spell slot used to cast spell reflector. 
  Note that while, by default, this only allows spell 
  reflector to affect 1st- and 0-level spells, those who 
  are able to prepare it in a higher-level spell slot 
  can use it to affect higher-level spells. Any increase 
  in the spell’s level caused by the application of 
  a metamagic feat does not apply to the level of 
  the spell slot spell reflector was cast with for this 
  purpose (so a spell reflector affected by Still Spell, 
  which causes it to take up a spell slot one level 
  higher than normal, which was cast using a 4th-
  level spell slot, could affect spells of 2nd-level or 
  lower).
              When the modified spell is cast, it is 
  treated as though you had cast the spell twice. 
  Any decisions made about the spell (such as any 
  targets, or where the effect takes place, or any 
  modes or other decisions the spell calls for) may be 
  different for each version of the spell. Even if one of 
  the two versions of the spell is countered, the other 
  must be countered separately. They are treated in 
  all ways as separate spells, except that you still only 
  expend one spell slot (plus the spell slot expended 
  for spell reflector), and the spell’s casting time takes 
  no longer than normal (although it can’t have a 
  casting time of greater than 1 round, or else you 
  won’t be able to cast it in time for spell reflector to 
  have its effect).
   
  This powerful spell conjures a spectral 
  sword to your hand. The sword can take any form 
  you choose, from a simple dagger to an ornate 
  greatsword, but due to the sword’s spectral nature, 
  its form is irrelevant. Regardless of the sword’s 
  form, you are considered proficient with it and can 
  wield it as a one-handed weapon, which deals 2d10 
  points of slashing damage on a successful hit, and 
  has a critical multiplier of x2.
   
  You magically block the target from being 
  able to access the source of his or her magic, 
  making it impossible to cast spells. For the spell’s 
  duration, the target is unable to cast spells or use 
  
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  spell-like or supernatural abilities. He may still 
  activate spell-trigger and spell-completion items, 
  such as wands, scrolls, and staves, and he retains 
  access to his extraordinary abilities, if any.
   
  A globule of slime and acid bubbles up from 
  the ground beneath your target’s feet, and begins 
  destroying his gear. Each round, the acid deals 5d6 
  points of acid damage to one of the target’s pieces 
  of worn or equipped gear. This damage is subject 
  to hardness, but otherwise deals full damage 
  to objects of any sort. A single piece of gear is 
  damaged each round, until it is destroyed, at which 
  point the spell begins to damage another piece of 
  gear. The gear is affected in a specific order, based 
  on the slot on the body that the item occupies (see 
  the Pathfinder Roleplaying Game Core Rulebook for 
  more information about magic items on the body). 
  If the target is not wearing gear that occupies a 
  certain slot, the acid continues to the next type of 
  gear as it slowly makes its way up the target’s body. 
  The order is presented on the following table.
   
  The acid is not damaging to human flesh, 
  but is also impossible to completely remove, and 
  quickly multiplies. Attempting to scrape it off with 
  a weapon or other object only causes it to deal 
  damage to that object in addition to whatever it 
  is currently damaging, at which point it begins to 
  spread from that object as well (essentially moving 
  backwards up the table from 14th). Submersion in 
  water or other liquids has no effect, either.
              The target can remove a piece of gear in 
  order to prevent it from being affected, throwing 
  it away completely. If the gear has not yet been 
  damaged by the spell, it is safe, provided the target 
  stays away from it for the spell’s duration. If the 
  discarded item is currently being damaged by the 
  spell, it continues to be damaged each round. In 
  such a case there is a 50% chance that all of the 
  acid was on the discarded object, and the acid 
  stops spreading on the target, and a 50% chance 
  that some of the acid remains on the target, in 
   
  You fortify the next spell you cast against 
  the interference of other casters, making it 
  more difficult to counter or dispel. The spell to 
  be affected must be cast before the end of your 
  next turn. For the purposes of caster level checks 
  made to dispel or counter the affected spell, your 
  caster level is treated as 5 higher than it actually 
  is. Additionally, any attempts to counter the spell 
  (but not attempts to dispel it) which would not 
  normally require a caster level check, now require a 
  successful caster level check (1d20 + the countering 
  caster’s caster level vs. 11 + your caster level + 5) in 
  order to successfully counter it.
   
  This spell causes the target arrow to 
  magically split moments after being fired, sending 
  numerous projectiles into the target. The total 
  number of projectiles created from the arrow is 
  equal to 1 per 4 caster levels you possess. You make 
  a single attack roll: if the attack hits, all of the fired 
  projectiles hit. Each projectile deals damage as 
  normal for the weapon in question (including any 
  enhancement bonuses to damage, and Strength 
  bonus, if applicable, but not any extra damage 
  dice, such as from sneak attack or the flaming 
  special ability). If the arrow is not fired before the 
  beginning of your next turn, this benefit is lost.
  
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  which case it begins damaging the next piece of 
  the target’s gear, even while the discarded item 
  continues to take damage.
  time the bomb is used (for example, an 18th-
  level alchemist uses a stabilize bomb extract on 
  one of his bombs and reaches 19th level before he 
  actually uses the bomb; it still only deals 9d6 + the 
  alchemist’s Intelligence modifier points of damage, 
  even though the alchemist could produce bombs 
  capable of dealing 10d6 + his Intelligence modifier 
  points of damage). At the end of the extract’s 
  duration, the bomb still becomes inert. 
   
  Unlike an ordinary extract, a stabilize 
  bomb extract that an alchemist prepares is not 
  consumed like a potion, but rather must be added 
  to a bomb that he creates. A stabilize bomb extract 
  has no effect on a bomb which has already become 
  inert. Applying a stabilize bomb extract to a bomb 
  takes the same amount of time as using an extract. 
  A bomb affected by the stabilize bomb extract does 
  not become inert after creation, and retains its 
  explosive potential for an amount of time equal to 
  the extract’s duration.  
   
  A bomb affected by this extract otherwise 
  has the same properties it had when it was created, 
  even if the alchemist gained levels sufficient 
  enough to create a more powerful bomb by the 
   
  You conjure a small stone which flies 
  through the air towards a target you designate. 
  This is a ranged attack that deals 1d6 points 
  of bludgeoning damage on a successful hit. 
  Unlike most spells, the damage dealt by stone 
  throw is subject to damage reduction, although it 
  overcomes DR/magic. The stone crumbles to dust 
  upon contact with any object, and even the dust 
  fades completely within 1 round.
   
  This spell functions as the spell stoneskin, 
  except that it can target any number of creatures. 
  When the spell has prevented a total of 10 points 
  of damage per caster level (to a maximum of 150 
  points at 15th level), from amongst all targets, the 
  spell is discharged.
  
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  This spell enhances the next polymorph 
  spell you cast. The spell to be affected must be cast 
  before the end of your next turn, and must be of 
  the polymorph subschool. Any bonus that that 
  spell grants to Strength, Dexterity, or Constitution 
  is increased by +4. If the spell does not grant a 
  bonus to one or more of those ability scores, it 
  now grants a +4 enhancement bonus to any of 
  those scores it does not already grant a bonus to. 
  These bonuses last for as long as the affected spell’s 
  duration does.
  himself.
              If someone restrains the target, or otherwise 
  attempts to prevent him from performing his 
  task (such as by taking his weapon, standing in 
  his way, etc), he does his best to perform his task 
  anyway, struggling to break free of his restraints, 
  attempting to grab his weapon back, or walking 
  around the subject, as necessary. He will not attack 
  such creatures, however, nor will he use any more 
  force than necessary to overcome such obstacles.
   
  This dark spell causes the target to 
  immediately and mindlessly attempt to kill himself 
  in the most immediate way possible. If he is 
  wielding a weapon, he attacks himself each round, 
  making a single attack as a full-round action, which 
  automatically hits and deals damage as though it 
  were a critical hit.
              If he is not wielding a weapon, he 
  immediately seeks out some other means of 
  bringing about his own demise, such as a nearby 
  cliff from which he can leap, or a nearby body of 
  water he can attempt to drown himself in, etc. The 
  target seeks ways to end his life himself—he does 
  not simply stand and wait for an enemy to slay him, 
  even in a combat situation. If no immediate means 
  of suicide is apparent, the target sets off in search 
  of a weapon or other means by which he can slay 
   
  You summon a brownie who does your 
  bidding for the duration of the spell. This functions 
  as summon monster I, except that the creature 
  summoned is always a brownie, and there are a 
  few specific instances that may allow the brownie 
  to end the spell early and return to where it came 
  from.
   
  First, if you ever direct the brownie to take 
  an obviously dangerous action, including engaging 
  in combat with a creature whose CR is 1/2 or 
  higher, then the brownie can make a Will save (DC 
  equal to summon brownie’s DC). If it succeeds, 
  the spell ends and the brownie returns whence it 
  came. If the creature is CR 4 or higher, the brownie 
  automatically succeeds on this saving throw.
   
  If you ever insult the brownie, threaten it, 
  or raise your voice at it, the brownie is entitled to 
  a Will save (as above) to end the spell and return 
  whence it came. Similarly, if you direct the brownie 
  to “do whatever this person says,” or otherwise 
  attempt to bestow the brownie on another 
  character, the brownie may make a Will save to try 
  to end the spell.
   
  Finally, up to three times each time this 
  spell is cast, when you tell the brownie to perform a 
  task, it may ask you for milk, honey, or some other 
  
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  foodstuff, trinket, or bauble worth no more than 2 
  gp. If you decline to give the brownie this gift, it is 
  entitled to a Will save to try to end the spell.
  summoned nightmare has not already used its 
  plane shift spell-like ability that day. This spell 
  otherwise functions like the spell summon monster 
  I.
   
  This spell summons a single elder 
  elemental, whose type is chosen at random from 
  amongst air, earth, fire, or water, which serves 
  you for 1d6 rounds before returning to its home 
  plane. This spell otherwise functions like the 
  spell summon monster 1.
             This spell summons a single marilith to serve 
  you for 1d4 rounds before returning to its home 
  plane. This spell otherwise functions like summon 
  monster I.
   
  This spell is prized by wizards who fight 
  against foes armed with weapons. The target 
  item immediately gains the broken condition. 
  Furthermore, the item cannot regain hit points via 
  magical means, and remains broken until repaired 
  by mundane means.
              This spell creates a nightmare which 
  serves you for one round before departing to 
  its home plane. This nightmare cannot make 
  attacks, but can use its smoke ability and spell-
  like abilities. There is a 60% chance that the 
   
  With this spell, you create a weapon made 
  of pure, brilliant energy. Despite the name of the 
  spell, sword of light can create any type of melee 
  weapon (such as a dagger, quarterstaff, greataxe, 
  ranseur, etc.). The created weapon acts as a normal 
  weapon of its type, with a few exceptions.
              First, the sword of light overcomes damage 
  reduction as though it were magic, good, and 
  lawful. Second, the sword of light deals additional 
  damage based on the wielder’s Charisma, rather 
  than his Strength, although the wielder still uses 
  his Strength score when calculating his attack 
  bonus with the weapon (for example, a 10th-level 
  paladin with a sword of light in the form of a 
  longsword, a Strength score of 14, and a Charisma 
  score of 18, would have an attack bonus of +12, and 
  deal 1d8+4 damage on a successful hit).
  
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              The sword of light cannot be disarmed or 
  sundered. If you lose contact with the sword for 
  any reason (such as by putting it down or handing 
  it to someone else), it vanishes.
  a compulsion to attack the first living creature 
  he finds. He continues to do so until he is slain, 
  or until he successfully kills a creature, at which 
  time he is returned to his natural form and falls 
  asleep. If you die while this spell is in effect, 
  the duration immediately ends. Each night, the 
  target may attempt a Fortitude save to resist 
  the transformation (DC equal to temporary 
  lycanthropy’s DC), and if he succeeds, he falls 
  asleep normally.
   
  If the target consumes a single dose of 
  belladonna, the spell ends immediately.  
   
   With this spell, you grow a new appendage 
  as a massive, armored, jointed tail tipped with a 
  barbed stinger and dripping with poison erupts 
  from your body. For the spell’s duration, you gain a 
  secondary sting natural attack that deals 1d8 points 
  of damage (if you are a Medium creature), and has 
  a reach of 10 feet. Additionally, the sting delivers a 
  virulent poison, described below. The saving throw 
  DC to resist the poison is equal to 10 + 1/2 your 
  class level + your Constitution modifier.
   
  You heal the target’s wounds, mending his 
  flesh, and leaving him whole and healthy. The 
  target immediately heals 3d8 hit points, plus an 
  additional d8 for every two additional favor spent 
  on the spell beyond its normal cost. If the target is 
  a devout worshipper of your deity, he instead heals 
  5d8 hit points, plus an additional 1d8 for every 
  point of favor spent on the spell beyond its normal 
  cost.
   
  You wreathe yourself in malevolent energy, 
  which enhances your already fearsome aura, 
  making it truly terrifying. For the spell’s duration, 
  if a creature that is affected by your aura of fear 
  class feature would become shaken, that creature 
  becomes frightened instead. Similarly, a creature 
  affected by the aura that would normally become 
  frightened instead becomes panicked. Creatures 
  that would normally become panicked still become 
  panicked, and are not affected by this spell.
   
  You cause a single creature to undergo 
  horrible transformations at night, becoming a 
  violent killer. For the spell’s duration, whenever 
  the target falls asleep, he immediately transforms 
  into an animal (typically a wolf or dog) as though 
  affected by the spell beast shape, and falls under 
  
  286
   
  This spell enhances your performing ability, 
  allowing you to completely terrify your target. For 
  the spell’s duration, as a standard action, you can 
  expend one daily use of your bardic performance 
  ability to attempt to terrify a single creature within 
  60 feet of you that can see and hear you. The target 
  must succeed on a Will save (with the DC equal to 
  what terrifying performance’s DC would be) or else 
  become frightened for 1d4+1 rounds. If the target 
  has more Hit Dice than 4 + 1/2 your caster level 
  (rounded down), it is immune to this effect. This is 
  a mind-affecting, emotion, and fear effect.
   
  This spell allows you to wreathe your 
  hands in magical flames which don’t harm you, 
  but do harm those you touch. Each round, for the 
  duration of the spell, you may make a melee touch 
  attack, which, if successful, deals some amount of 
  fire damage to the target. The amount of damage 
  is up to you: it can deal either 1d6, 2d6, or 3d6 
  points of fire damage. No matter how many dice 
  are chosen, it also deals an additional point of fire 
  damage per caster level you possess.
              The spell only provides enough energy to 
  deal a total of 1d6 points of damage per caster 
  level, to a maximum of 15d6 points of fire damage, 
  and once a total of 15d6 have been used, the spell 
  immediately ends (the additional 1 point of fire 
  damage per caster level added to each touch attack 
  does not apply to this limit). The target is not 
  allowed a saving throw to resist this effect, but spell 
  resistance (if the target has any) applies to each 
  touch attack separately.
  Art © Copyright Can Stock Photo Inc.
  
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  This spell causes a minor localized 
  earthquake, spreading from the spot you touched. 
  When the spell is first cast, and at the beginning 
  of each round for the spell’s duration, all creatures 
  in contact with the ground in the spell’s area must 
  succeed on a Reflex save or be knocked prone. 
  Creatures that are already prone at this time take 
  1d6 points of bludgeoning damage per three caster 
  levels you possess (no save).
  whenever he uses the full attack action while 
  wielding two weapons, he gains a +2 bonus to all 
  attack rolls for the round.
   
  This functions as the spell true seeing, 
  except as noted here. The effects of greater true 
  seeing apply to anything you see, regardless of 
  how far away it is, instead of being limited to 
  objects within 120 feet. Additionally, unlike true 
  seeing, the benefits of greater true seeing can be 
  used in conjunction with other magic, such as 
  clairaudience/clairvoyance.
   
   As the spell twin blade, except that the 
  target receives a +4 bonus on attack rolls whenever 
  he uses the full attack action while wielding two 
  weapons.
   
  This spell improves the target’s ability to 
  fight with two weapons. For the spell’s duration, 
   
   Unstable flight allows you to fly by 
  wrapping you in magical energies that propel you 
  through the air. These energies are difficult to 
  control, however, and can be very taxing on the 
  mind. You are affected as though by the spell fly, 
  except that each round that you end your turn 
  not on solid ground, you must succeed on a 
  concentration check or begin to fall. The DC for 
  this concentration check is 15, plus 2 for every 10 
  feet you are off of the ground. Additionally, you 
  suffer a cumulative -2 penalty for each consecutive 
  minute you have been off of the ground. Landing 
  on the ground, even for 1 round, removes this 
  penalty. If you ever fail one of these concentration 
  checks, the spell ends immediately.
  
  288
              This functions as the spell summon 
  monster IV, except that, as a swift action each 
  round, you can grant the summoned creature a +3 
  enhancement bonus to your choice of attack rolls, 
  damage rolls, AC, or saving throws. If you do, then 
  the remaining duration of the spell is decreased 
  by 1 round. If this would reduce the remaining 
  duration to 0 rounds, the summoned creature 
  vanishes immediately. If more than one creature 
  was summoned by this spell, all of the creatures 
  summoned gain the chosen benefit.
   
   This functions as the spell summon 
  monster I, except that, as a swift action each 
  round, you can grant the summoned creature a +2 
  enhancement bonus to your choice of attack rolls, 
  damage rolls, AC, or saving throws. If you do, then 
  the remaining duration of the spell is decreased 
  by 1 round. If this would reduce the remaining 
  duration to 0 rounds, the summoned creature 
  vanishes immediately.
              This functions as the spell summon monster 
  II, except that, as a swift action each round, you can 
  grant the summoned creature a +2 enhancement 
  bonus to your choice of attack rolls, damage rolls, 
  AC, or saving throws. If you do, then the remaining 
  duration of the spell is decreased by 1 round. If this 
  would reduce the remaining duration to 0 rounds, 
  the summoned creature vanishes immediately. If 
  more than one creature was summoned by this 
  spell, all of the creatures summoned gain the 
  chosen benefit.
              This functions as the spell summon monster 
  V, except that, as a swift action each round, you can 
  grant the summoned creature a +4 enhancement 
  bonus to your choice of attack rolls, damage rolls, 
  AC, or saving throws. If you do, then the remaining 
  duration of the spell is decreased by 1 round. If this 
  would reduce the remaining duration to 0 rounds, 
  the summoned creature vanishes immediately. If 
  more than one creature was summoned by this 
  spell, all of the creatures summoned gain the 
  chosen benefit.
              This functions as the spell summon 
  monster III, except that, as a swift action each 
  round, you can grant the summoned creature a +3 
  enhancement bonus to your choice of attack rolls, 
  damage rolls, AC, or saving throws. If you do, then 
  the remaining duration of the spell is decreased 
  by 1 round. If this would reduce the remaining 
  duration to 0 rounds, the summoned creature 
  vanishes immediately. If more than one creature 
  was summoned by this spell, all of the creatures 
  summoned gain the chosen benefit.
              This functions as the spell summon 
  monster VI, except that, as a swift action each 
  round, you can grant the summoned creature a +4 
  enhancement bonus to your choice of attack rolls, 
  damage rolls, AC, or saving throws. If you do, then 
  the remaining duration of the spell is decreased 
  by 1 round. If this would reduce the remaining 
  duration to 0 rounds, the summoned creature 
  vanishes immediately. If more than one creature 
  
  289
  was summoned by this spell, all of the creatures 
  summoned gain the chosen benefit.
  duration to 0 rounds, the summoned creature 
  vanishes immediately. If more than one creature 
  was summoned by this spell, all of the creatures 
  summoned gain the chosen benefit.
              This functions as the spell summon 
  monster VII, except that, as a swift action each 
  round, you can grant the summoned creature a +4 
  enhancement bonus to your choice of attack rolls, 
  damage rolls, AC, or saving throws. If you do, then 
  the remaining duration of the spell is decreased 
  by 1 round. If this would reduce the remaining 
  duration to 0 rounds, the summoned creature 
  vanishes immediately. If more than one creature 
  was summoned by this spell, all of the creatures 
  summoned gain the chosen benefit.
             This functions as the spell summon monster 
  VIII, except that, as a swift action each round, 
  you can grant the summoned creature a +5 
  enhancement bonus to your choice of attack rolls, 
  damage rolls, AC, or saving throws. If you do, then 
  the remaining duration of the spell is decreased 
  by 1 round. If this would reduce the remaining 
  duration to 0 rounds, the summoned creature 
  vanishes immediately. If more than one creature 
  was summoned by this spell, all of the creatures 
  summoned gain the chosen benefit.
   
   You suffuse your eidolon with magic that 
  allows it to consume the strength of fallen foes. 
  For the spell’s duration, your eidolon can consume 
  the heart of a fallen foe, your eidolon can absorb 
  its power, healing a number of hit points equal to 
  the fallen creature’s Hit Dice. Additionally, if the 
  creature possessed any special attacks or special 
  qualities that the eidolon could gain by spending 
  evolution points, the eidolon gains those attacks 
  and qualities for the spell’s duration. This spell 
  has no effect on the maximum number of attacks 
  an eidolon can make in a round. Consuming a 
  creature’s heart in this way is a standard action, 
  and the creature in question must not have been 
  dead for more than one minute, or the heart has no 
  effect on the eidolon.
   
  This spell causes the target to see a single 
  creature you designate that is within the spell’s 
  range as a hated enemy, and to immediately attack 
  that creature in a blind rage. The target attempts 
  to kill the chosen creature to the best of his ability, 
  even if other enemies are present. The target is not 
  suicidal, however, and will not, for example, wade 
             This functions as the spell summon 
  monster IX, except that, as a swift action each 
  round, you can grant the summoned creature a +5 
  enhancement bonus to your choice of attack rolls, 
  damage rolls, AC, or saving throws. If you do, then 
  the remaining duration of the spell is decreased 
  by 1 round. If this would reduce the remaining 
  
  290
  through a pool of lava in order to reach the chosen 
  creature. The threat posed by the chosen creature 
  is not a factor, however: the target will attack the 
  chosen creature even if he is clearly outmatched.
              If the chosen creature was an ally of the 
  target’s, then the target is entitled to a new Will 
  saving throw each time he successfully damages 
  the chosen creature, to a maximum of one Will 
  save each round. Additionally, if the chosen 
  creature is 4 or more CRs higher than the target 
  creature, then the target is entitled to a new Will 
  saving throw each round that he engages in combat 
  with that creature. In either case, even if the target 
  succeeds on his saving throw and ends the effect, 
  the creature he was attacking may not be willing to 
  simply let him walk away.
  the suggested task is completed, or the subject 
  has spent that amount of time working towards 
  it. However, if you choose to specify conditions 
  that would trigger the suggested action (such 
  as, for example, “If you see the queen, give her 
  this message.”), then the target will retain the 
  instructions for up to 1 day per caster level you 
  possess.
   
  This spell functions similarly to the 
  spell suggestion, but allows for more complicated 
  suggestions, and provides a longer period of time 
  for triggered suggestions to occur. The suggested 
  course of activity is no longer limited to a sentence 
  or two, although particularly complex sets of 
  instructions may only be completed partially, or 
  may be performed incorrectly. Additionally, you 
  need not make the suggestion sound reasonable, 
  and can make completely unreasonable 
  suggestions in this way without penalty, though the 
  target will not perform any act which is obviously 
  suicidal (such as jumping off a cliff, cutting his own 
  throat, or attacking a creature far more powerful 
  than he is).
              While the spell’s duration can be as much 
  as 1 day per level, it can only compel the target to 
  perform the suggested action for roughly 2 hours 
  per caster level you possess, and the spell ends after 
   
  Your face twists and mutates, until your 
  mouth resembles that of a poisonous insect, with 
  vicious mandibles and wicked, venom-tipped 
  barbs. For the spell’s duration, you gain a secondary 
  bite natural attack that deals 1d6 points of damage 
  (if you are a Medium creature). Additionally, this 
  bite delivers a virulent poison, outlined below. The 
  saving throw DC to resist the poison is equal to 10 + 
  1/2 your class level + your Constitution modifier.
   
  This spell laces your words with arcane 
  power, giving them greater weight to those who 
  hear you speak. As part of casting the spell, you 
  
  291
  make a single Bluff, Diplomacy, or Intimidate 
  check, consisting of only a short sentence or 
  two—no more than 25 words. Each creature 
  that the Bluff, Diplomacy, or Intimidate check is 
  directed towards must succeed on a Will save, or 
  else you gain a +10 bonus to his check against that 
  individual target.
              Though the spell has a verbal component, 
  no magic words are required to cast the spell: 
  you merely speak the desired words, and they are 
  laced with arcane power. Because of this, it is very 
  difficult to tell that a spell has been cast at all. 
  Only characters with ranks in Spellcraft, or who 
  are currently under the effects of detect magic or 
  a similar spell, can tell that a spell was cast at all, 
  and the DC to identify the spell with Spellcraft is 
  increased by +5.
  either helping or hindering him. You can either 
  grant the target a +2 bonus on attack rolls, damage 
  rolls, AC, and saving throws, or you can impose a 
  -2 penalty on those things. This spell can affect the 
  target regardless of distance, as long as you are on 
  the same plane as the target. If you are granting the 
  target a bonus, the spell is considered harmless. If 
  you possess a piece of the target (hair, fingernails, 
  etc.) or an item of importance to the target, then 
  the target suffers a -4 penalty on his saving throw 
  to resist this spell.
   
  This powerful spell makes any blade you 
  hold incredibly sharp, possibly allowing you to kill 
  your foes in a single blow. For the spell’s duration, 
  any bladed weapon you hold gains the vorpal 
  special ability, in addition to any other special 
  abilities it may already possess. If the weapon is not 
  capable of having the vorpal special ability (such as 
  because it does not deal slashing damage) this spell 
  has no effect on the item.
   
  You meddle with the target’s combat ability, 
   
  You surround the touched weapon in 
  an aura of corruptive energy, which causes it to 
  leave festering and unholy wounds. For the spell’s 
  duration, whenever you successfully hit a living 
  creature with the weapon, that creature must 
  succeed on a Fortitude save (DC equal to weapon of 
  unholy wounds’ DC), or suffer an amount of bleed 
  damage equal to your Charisma modifier. This 
  bleed damage stacks with itself, so multiple hits 
  will increase the bleed damage accordingly. Even 
  if the target succeeds on the saving throw, he still 
  takes an amount of regular damage equal to your 
  Charisma modifier with each successful hit from 
  the weapon.
   
   This spell summons a powerful White 
  Horse from an otherworldly realm normally 
  inaccessible to mortals, and forces it to serve 
  you for the spell’s duration. The White Horse is 
  a combat trained heavy horse with 10 Hit Dice 
  
  292
  and an Intelligence score of 12. It is completely 
  unaffected by damage of any kind, and can hear 
  your telepathic commands. The White Horse will 
  obey any telepathic commands you give it perfectly 
  and to the best of its ability, but only while you 
  are mounted on its back. This negates the need to 
  make Ride or Handle Animal checks in order to 
  make the White Horse act.  
   
              While mounted on the White Horse, you 
  gain a number of benefits. First, you gain a +4 
  competence bonus on attack and damage rolls 
  made to attack with bows of any kind. Additionally, 
  you gain a +6 bonus on all Charisma-based skill 
  checks. Finally, the saving throw DCs of all spells of 
  the enchantment school that you cast are increased 
  by +2. You continue to gain these benefits only as 
  long as you remain mounted on the White Horse, 
  though if you dismount and then mount the White 
  Horse again later, you regain the benefits.
  any part of your memory or personality, and 
  instead act as a normal specimen of the new form 
  you have transformed into, potentially running off, 
  attacking your allies, or worse. Finally, if you fail 
  this Will save you cannot dismiss the spell’s effect.
              If you do fail the Will save, then when the 
  spell’s duration ends, there is a 10% chance that 
  you do not return to normal, but instead remain 
  trapped in your new form, with your new mind. In 
  this case, you may make a new Will save to regain 
  your mental faculties after 24 hours, and again 
  after one week, one month, and one year. If any 
  of these saves is successful, the spell’s effect ends, 
  and your body and mind both return to normal 
  immediately. Further, during this time, the spell 
  can be ended with remove curse, dispel magic, or 
  more powerful spells, and this restores your mental 
  abilities, as well. After one year, however, your 
  mind is sufficiently eroded that even if your body is 
  restored, your mental faculties cannot be recovered 
  without the use of limited wish, or more powerful 
  magic.
   
  With this spell, you transform your body 
  into that of a wild creature, but the weak-willed 
  find that it transforms their minds as well, 
  overwhelming them with animal instinct. The spell 
  functions as beast shape III, except that you must 
  succeed on a Will save (DC equal to the spell’s 
  saving throw DC) immediately upon transforming, 
  or else be transformed mentally, as well as 
  physically.
              If this Will save fails, then for the spell’s 
  duration, you lose any extraordinary, supernatural, 
  and spell-like abilities, lose the ability to cast spells, 
  and gain the alignment, special abilities, and 
  Intelligence, Wisdom, and Charisma scores of your 
  new form, in place of your own. You still retain 
  your class and level, as well as all benefits deriving 
  from them (such as base attack bonus, base saving 
  throws, and hit points). You also retain any class 
  features other than spellcasting and extraordinary, 
  supernatural, and spell-like abilities. Additionally, 
  for the duration of the effect, you no longer retain 
   
   You call into being 3d10 supernatural 
  hounds, which serve your will for the duration 
  of the spell. These hounds resemble ordinary 
  riding dogs in all respects, except that each 
  has an Intelligence score of 9 and can speak 
  Common. Additionally, whenever you cast one 
  of the following spells on one of the supernatural 
  riding dogs created by this spell, it affects 
  all of them: endure elements, fly, gaseous 
  form, invisibility, telepathic bond, and water 
  walking.
  
  293
              Regardless of whether the target succeeds 
  on the Fortitude save, he must also succeed on a 
  secondary Will saving throw, the spell damages 
  his mind as well, turning him into a violent killer 
  compelled to attempt to murder the nearest living 
  creature, until he collapses from exhaustion. 
  A remove curse spell is sufficient to remove the 
  physical transformation, but has no effect on 
  the mental transformation. On the other hand, 
  a break enchantment spell removes the metal 
  transformation but has no effect on the physical 
  change. If the target is dealt at least 1 point of 
  damage from a silver weapon, both the physical 
   
  You toss a handful of golden coins into the 
  air, and watch as they vanish without so much as a 
  sound; a moment later, a powerful wind begins to 
  roar in behind you.
              You cause a strong wind (25 mph) to blow in 
  the area about you. The wind follows you as move 
  and always blows in the direction you are currently 
  facing. Because the wind is magical, it has no effect 
  on any ranged attack or Fly checks you make. In 
  conditions of wind stronger than 25 mph, this spell 
  increases the wind speed in the spells area by 25 
  mph, possibly raising it to a different wind category 
  if you are facing in the same direction as the wind 
  is currently blowing (or if the wind is blowing all 
  about), or reduces the wind speed by 25 mph if you 
  are facing into the wind.
   
  You cause the target to undergo a monstrous 
  transformation, becoming half-man, half-beast. 
  Unless the target succeeds on a Fortitude save, 
  his form becomes twisted and vile, as hair covers 
  his skin and his hands grow wicked claws. This 
  grants the target a +2 bonus to his natural armor 
  as well as the use of two primary claw natural 
  attacks, which each deal 1d6 points of damage 
  (for a Medium creature) and overcome damage 
  resistance as though they were magic and silver 
  weapons. The claws are large and bulky, preventing 
  the use of manufactured weapons, and preventing 
  the affected creature from using his hands for 
  fine manipulation. Additionally, the target 
  becomes incapable of human speech, and instead 
  everything he says comes out as wild howling and 
  bellowing growls.
  and mental aspects of the spell end immediately.
   
  A line of fire emerges from your fingertip 
  and flies through the air towards your target, 
  coiling itself around him and holding him fast, 
  even while he burns. The target takes 4d6 points of 
  fire damage, and you may have the flames make a 
  special grapple check in order to hold him in place. 
  The modifier for this grapple check is equal to 
  your caster level + your primary spellcasting ability 
  score modifier. If the check is a success, the target 
  is considered grappled and pinned by the flames. 
  Each round that you continue to concentrate, 
  the fire continues to grapple the target, and, if 
  successful, deals 4d6 points of fire damage. The 
  target can attempt to escape the grapple as normal, 
  and the flames’ effective CMD is equal to 10 + your 
  caster level + your primary spellcasting ability 
  score modifier + your choice of either of your 
  other mental ability score modifiers (Intelligence, 
  Wisdom, or Charisma). The fire is magical, and 
  cannot be put out in the same way that a mundane 
  fire can, but complete submersion in water 
  
  294
  fiery intensifier causes the spell to be more 
  effective, causing it to deal an extra two points of 
  fire damage per damage die (so a spell that dealt 
  3d6 fire damage would instead deal 3d6+6 fire 
  damage). Only damage dice for fire damage are 
  affected (so a spell that deals 2d6 acid and 2d6 fire 
  would do 2d6 acid damage plus 2d6+4 fire damage). 
  In addition, any creature that takes fire damage 
  from the affected spell automatically ignites with 
  supernatural fire, taking 2d6+4 points of fire 
  damage per round until the fire is put out. The fire 
  can be extinguished in the normal means, and it 
  extinguishes itself automatically after a number of 
  rounds equal to the affected spell’s level. Finally, 
  any saving throw DCs of the affected spell are 
  automatically ends the effect.
   
   You alter the energy type of another 
  spell you cast. The spell to be affected must be 
  cast before the end of your next turn, must have 
  a single target, and must deal damage of one 
  of the following types of energy damage: acid, 
  cold, electricity or fire. The type of energy that 
  the affected spell deals is changed to be the 
  most advantageous of those four, based on the 
  resistances and weaknesses of the target. For 
  example, if the target were immune to acid, and 
  vulnerable to fire, than an acid arrow affected by 
  this spell would be altered to deal fire damage 
  instead of acid damage. If, on the other hand, the 
  target were resistant to both acid and fire, with 
  no weakness to either cold or electricity, the spell 
  would have a 50% chance of dealing cold damage 
  and a 50% chance of dealing electricity damage. 
  If the target has no resistances, immunities, 
  or weaknesses to any of the four energy types, 
  then Xelar’s energy selector has no effect.
              The change to the spell is visible and 
  apparent, so you can easily see which of the four 
  energy types the spell is dealing, and clever casters 
  use this to determine any elemental weaknesses 
  increased by +1.
   
  This spell allows you to see into and through 
  solid matter. This x-ray vision only functions up to 
  a range of 30 feet, although you can see as though 
  you were looking at something in normal light, 
  even if there is no illumination. X-ray vision can 
  penetrate 1 foot of stone, 1 inch of common metal, 
  or up to 3 feet of wood or dirt. Thicker substances 
  the target may possess.
   
  By means of this spell, you increase the 
  potency of the next fire-based spell you cast. The 
  spell to be affected must be cast before the end of 
  your next turn, and must deal fire damage. Xelar’s 
  or a thin sheet of lead blocks the vision.
   
  This potent spell allows you to create a 
  series of wards to guard an area from outside 
  intrusion. Any creature who passes through the 
  outer boundary of the spell and into the spell’s area 
  
  295
  suffers one of the follow effects, chosen by you at 
  the time of casting.
   
              Damage: Creatures entering the spell’s area 
  suffer 1d6 points of force damage per two caster 
  levels.
   
              Exhaustion: Creatures entering the spell’s 
  area become exhausted for 1 hour.
              Crippled: Creatures entering the spell’s area 
  suffer a -2 penalty to all their ability scores for one 
  hour.
   
  No creature can be affected by a single 
  casting of zone of warding more than once, even if 
  they leave the spell’s area and re-enter it.
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  title and interest in and to that Product Identity.  
   
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
  are Open Game Content.  
   
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized 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 
  
  299
  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 Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved. 
  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. 
  Liber Vampyr Copyright 2010, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback, and Justin Holloway. 
  Into the Armory: The Complete Guide to Weapons, Armor, and 
  Equipment Copyright 2010, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback, Justin Holloway 
  The Book of Beginnings Copyright 2010 Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway 
  The War of the Goblin King Copyright 2010 Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway 
  Advanced Arcana Volume I Copyright 2010 Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshya Zaback, Justin Holloway 
  A Necromancer’s Grimoire: The Book of Purifying Flames Copyright 
  2010 Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Marchen der Daemonwulf Copyright 
  2011 Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback, Justin Holloway 
  The Ebon Vault: Secrets of the Staff Copyright 2011 Necromancers of 
  the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin 
  Holloway 
  Ancient Warriors: Way of the Ninja Copyright 2011 Necromancers of 
  the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin 
  Holloway 
  Necromancers of the Northwest Presents: The Blackshire Mercenary 
  Company Copyright 2011 Necromancers of the Norhtwest, LLC; 
  Authors Alex Riggs, Joshua Zaback, Justin Holloway 
  The Ebon Vault: Orbs of Power Copyright 2011 Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway 
  A Necromancer’s Grimoire: The Book of Faith Copyright 2011 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Spirit Warriors Copyright 2011 
  Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  Ancient Warriors: Sons of Sparta Copyright 2011 Necromancers of 
  the Northwest, LLC; Authors: Joshua Zaback, Alex Riggs, Justin 
  Holloway 
  A Necromancer’s Grimoire: The Fabricant Copyright 2011 
  Necromancers of the Northwest, LLC; Authors: Justin Holloway, Alex 
  Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: The Art of Traps Copyright 2011 
  Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback, Justin Holloway, Rosa Gibbons 
  The Ebon Vault: Swords of Legend Copyright 2011 Necromancers of 
  the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin 
  Holloway 
  A Necromancer’s Grimoire: Secrets of the Witch Copyright 2011 
  Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Faces of the Rakshasa Copyright 2011 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback, Justin Holloway, Rosa Gibbons 
  GM’s Gallery: Useful and Interesting NPCs Copyright 2011 
  Necromancers of the Northwest, LLC; Authors Joshua Zaback, Justin 
  Holloway 
  The Ebon Vault: Adamant Armors Copyright 2011 Necromancers of 
  the Northwest, LLC; Authors Alex Riggs, Joshua Zaback, Justin 
  Holloway 
  A Necromancer’s Grimoire: Paths of the Druid Copyright 2011 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Marchen der Daemonwulf II Copyright 
  2011 Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  Advanced Arcana Volume II Copyright 2011 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: Steeds and Stallions Copyright 2011 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Spirit Warriors II Copyright 2012 
  Necromancers of the Northwest, LLC; Authors: Justin Holloway, Alex 
  Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: Mysteries of the Oracle Copyright 2012 
  Necromancers of the Northwest, LLC; Authors Joshua Zaback, Justin 
  Holloway, Alex Riggs 
  A Necromancer’s Grimoire: The Wonders of Alchemy Copyright 2012 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback 
  A Necromancer’s Grimoire: Masters of the Gun Copyright 2012 
  Necromancers of the Northwest, LLC; Authors Alex Riggs 
  The Ebon Vault: Power of the Ring Copyright 2012 Necromancers of 
  the Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  Necromancers of the Northwest Presents: Knights of the Crucible 
  Copyright 2012 Necromancers of the Northwest, LLC; Authors Alex 
  Riggs 
  Character Guide: The Gentleman Thief Copyright 2012 Necromancers 
  of the Northwest, LLC; Authors Joshua Zaback, Alex Riggs, David 
  Mesick 
  A Necromancer’s Grimoire: The Secret of Herbs Copyright 2012 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback 
  A Necromancer’s Grimoire: Bows of War Copyright 2012 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback 
  Advanced Arcana Volume III Copyright 2012 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  Ancient Warriors: The Vikings Copyright 2012 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  A Necromancer’s Almanac: 2012 Copyright 2012 Necromancers of 
  the Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
   
  END OF LICENSE 
  
  A Year in the Making...
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/A Necromancer's Almanac 2012.pdf