TEXT: — A — 
  Heroes of the 
  Advent Imperiax
  Treyson 
  Sanders
  
  — 1 — 
  Author
  Treyson Sanders
  Development
  Mark Gedak, Perry Fehr
  Editing
  Perry Fehr
  Porphyra Logo
  Rick Hershey
  Art
  Gary Dupuis, Rick Hershey, Brett Neufeld
  Layout
  Mark Gedak
  Publisher
  Purple Duck Games
  Heroes of the Advent Imperiax is compatible with 
  the Porphyra Campaign Setting and the Porphyra Wiki located at:
  http://porphyra.wikidot.com/
  If you have trouble locating reference content on the site drop me an 
  email at gedakm@gmail.com and I will get the content updated and 
  point you to it.
  Heroes of the Advent Imperiax
  
  — 2 — 
  A Day in the Advent Imperiax
  There was no difficulty for either Nyirei or her mount in 
  following the trail left by Corin and his tag-alongs. Here in 
  the deepest reaches of the woods, far from the energy dome 
  of Yhadri- Izhaaf, the trees and underbrush pressed close to 
  one another, and Corin’s path was marked clearly by bro-
  ken branches and torn swaths of creepers and spider-webs. 
  Her own eyes strained in the fading light, but the otyugh 
  underneath her pressed onward, inexorable in its desire to 
  hunt. Jalharit was the eldest of Yhadri-Izhaaf’s armored 
  otyughs, just as Nyirei was the eldest outrider. They func-
  tioned as one creature, eyes and ears and minds focused 
  on a single task: returning the false ambassador and, more 
  importantly, the stolen goods he carried with him.
     Behind them rode the eldest four of Jalharit’s children, 
  and atop each of them was mounted one of Nyirei’s finest 
  outriders, hand-picked by both herself and Syary—the only 
  outrider of equal rank to her own—for this ride, and ride 
  they would, until the targets were captured.  
     Nyirei glanced behind her now to check in on her riders, 
  and she knew they had indeed chosen wisely for this charge. 
  Mhdiloi and Kthaea rode side-by-side, each of them silent 
  as the stars. Kthaea’s silence came from her inner calm, but 
  the twisted grimace of rage marred Mdhiloi’s face. Good. 
  Her anger now fueled Mdhiloi onward. Sisters Shuea and 
  Myria brought up the rear of their group, identical save for 
  the shock of silver that ran through the Myria’s cobalt hair. 
  As she returned her own silent stare to the dark reaches 
  of the forest ahead of them, Nyirei’s thoughts returned to 
  Corin Leigh. Liar! Thief! A false ambassador from If-
  fud, wriggling his way into their inner district as a worm 
  wriggles its way through the dirt. Never trust a human, she 
  had told all who would listen, much less one of such weak 
  flesh. But the others had not heeded her warning, and had 
  complied with what they had thought was Corin’s requests 
  made from a wide-eyed sense of childish wonder. He had 
  been allowed to hold a neuron cannon in his own filthy 
  hands—even permitted to fire the weapon!— the same 
  weapon he now carried in this accursed forest. Its removal 
  had been noticed a scant hour before, spare minutes after it 
  had been taken.
     Jalharit bucked underneath her, and in a flash of insight 
  Nyirei saw the nearly-invisible tripwire before she was sent 
  hurtling from her saddle. She tumbled through brambles 
  and fallen branches that tore at her clothes and flesh, 
  bright red tracks of blood running in rivulets down her 
  arms and face. Shuea screamed as five of the slaves set upon 
  her, stolen spears flashing in the fading light. Even from the 
  ground, grizzled Mdhiloi brought her own willow spear 
  into play, nearly decapitating the half-orc who had pulled 
  her from her mount. Two more wrestled the weapon from 
  her hands, holding her down while a third brought a large 
  angular rock down on her head. The sound was viscid, 
  horrible, and final.
     Dazed, Nyirei struggled to her feet, her finely-honed 
  battle reflexes pushing her to draw a wickedly-curved adder 
  blade from her boot. 
     She held the blade out, struggling to regain her balance, 
  when Corin Leigh stepped out from the shadows, the stolen 
  neuron cannon in his hands, its barrel aimed towards 
  Kthaea’s back. Nyirei flung herself at the liar with reckless 
  abandon, knocking the cannon from his hands as the foot-
  long blade slid between his ribs. Kthaea spun like a der-
  vish, the razor-sharp war talons strapped to her forearms 
  tearing through the half-dozen men surrounding her. The 
  ambassadors’ “retinue” must have expected little resistance 
  from the ambushed warriors, and did not put up much of 
  a fight.  After a few short moments filled with cries of ter-
  ror muddled with pain, the battle was done. 
     Her pain-filled violet eyes scanning the clearing, Nyirei 
  took in the carnage. Shuea and Mdhiloi lay upon the forest 
  floor, their forms nearly unrecognizable as a result of the 
  brutal fashion of their deaths. Kthaea was helping Myria 
  to her feet, the formerly invincible femanx warriors con-
  fused and staggering as if blind. Two of Jalharit’s children 
  had been slain as well, but not Jalharit herself, though two 
  of otyugh’s legs were twisted and broken by Corin’s tripwire, 
  a splintered length of wood jutting from her neck. She was 
  not dead, but certainly dying, spasms jerking her beloved 
  misshapen form. Kneeling before her mount, her friend, 
  her lifebond, Nyirei held Jalharit and ran her hand along 
  the creature’s pebbled skin. She spoke quietly, promising 
  Jalharit fermented meats, warm nests and days aplenty 
  running along the plains. With a great sob, she slid her 
  blade quickly and tenderly, into the otyugh’s neck, crying as 
  she watched the light leave Jalharit’s eye.
   
  
  — 3 — 
  Races of the Advent Imperiax
  The following is a description of the major racial popula-
  tions within the Advent Imperiax. Traits are listed along-
  side each race appropriate for the race and region.
  Purple Duck Note: The Lands of Porphyra are fraught 
  with terrible danger and menace. Likewise those adventur-
  ing races seen tend to be made of sturdier stuff. All playable 
  races are built from 10-12 race points. This cause some races 
  seen within this tome to be hardier than their more generic 
  form.
  Dhosari
  The bizarrely-formed, double-bodied dhosari, slaves 
  from ancient days of the chaos-loving erkunae of the 
  Misty Isle of Erkusaa, were sold in large numbers to the 
  femanx by their erkunae masters in recent decades. The 
  dhosari, ironically enough, have found a somewhat more 
  welcome home in the Advent Imperiax. Though they 
  remain slaves, the femanx concept of the institution dif-
  fers greatly from that of the rest of the lands of Porphyra. 
  Slaves who have served dutifully for an acceptable period 
  of time—typically one-half of the creature’s natural lifes-
  pan—they are released from their service with a stipend 
  reflecting their years of service.
    Even after being released from servitude, many dhosari 
  choose to remain associated with the households of their 
  previous masters. Some retain similar roles as handser-
  vants or bodyguards, but there are a goodly amount 
  of dhosari advisors, researchers, and skilled craftsman. 
  There are others still that, upon attaining freedom, 
  search for a place in the world to call their own.
    As a result of their treatment at the hands of the fe-
  manx people, dhosari within the Advent Imperiax tend 
  to be more outgoing and personable than their rela-
  tions on Erkusaa. A greater sense of racial unity grows 
  amongst their people, and the dhosari have begun to 
  foster the remnants of their ancient traditions.
    Tensions between dhosari and those erkunae within 
  the Advent Imperiax only increase with the passage 
  of time, however, the erkunae unable to see past what 
  they see as a perversion of the natural order. In return, 
  dhosari have grown increasingly emboldened by rights 
  many generations have considered forever out of reach.  
  While erkunae are reluctant to shed the blood of dho-
  sari— slaves or otherwise—while they remain guests of 
  the exotic femanx people, accidents continue to plague 
  unwary dhosari.
  Dhosari Racial Characteristics
  Dhosari player characters are defined by class levels—
  they do not possess racial hit dice. All dhosari characters 
  possess the following racial characteristics. Dhosari from 
  outside the Advent Imperiax—including those accompa-
  nying their erkunae masters to the land of the femanx— 
  should instead use the racial characteristics in Fehr’s 
  Ethnology Collected.
  • 
  +2 Strength, +2 Charisma, -4 Wisdom: Dhosari 
  have the strength befitting a double-bodied race, and 
  their millennia of slavery have developed personali-
  ties easy to like but lacking in willpower. The modifi-
  ers to ability scores from Large size have already been 
  calculated.
  • 
  Monstrous Humanoid: Dhosari are monstrous hu-
  manoids, but do not possess darkvision. Dhosari eat 
  and breathe, but do not sleep.
  • 
  Large Size: Dhosari have an upper torso extend-
  ing from the shoulders of a fully human-sized body. 
  They take a -1 penalty to their AC, a -1 penalty on 
  attack rolls, a +1 bonus on combat maneuver checks 
  and to their CMD, and a -4 penalty on Stealth 
  checks. They take up a space that is 10 feet by 10 
  feet and have a reach of 5 feet. Armor for dhosari 
  costs double normal, and may need special fitting.
  • 
  Normal Speed: Dhosari walk rather gingerly on 
  their lower arms and hind legs, and have a base speed 
  of 30 feet.
  • 
  Gregarious: Whenever a dhosari successfully uses 
  Diplomacy to win over an individual, that creature 
  takes a -2 penalty on attempts to resist any of the 
  member’s Charisma-based skills for the next 24 
  hours.
  • 
  Quadribrachial: Dhosari have four arms and two 
  legs, but typically move about on their lower set 
  of arms and their hind legs, and their legs are not 
  capable of full extension. They gain a +4 to CMD 
  against trip attempts, use weapons as if they were 
  Medium (instead of large) and gain a +2 bonus on 
  Climb checks. If they take a full-round action to rear 
  upward, they can bring all four arms into play, but 
  suffer a -1 penalty on all ability checks and to-hit 
  rolls while doing so.
  • 
  Paricharka: Dhosari in the Advent Imperiax are 
  typically bonded with a femanx, whether as a slave, 
  servant, or as a free creature. A dhosari serves the tar-
  get of its bond as a guardian, retainer, and confidant. 
  If this bond target is visibly targeted with an attack, 
  the dhosari receives a +1 on attack rolls against that 
  
  — 4 — 
  aggressor. A full 24 hours must pass before a dhosari 
  can change the target of its bond.
  • 
  Skill Training: Diplomacy and Knowledge (local) 
  are always considered class skills for dhosari.
  • 
  Languages: Dhosari in the Advent Imperiax begin 
  play speaking Common and Manxic. Dhosari of 
  high intelligence are sometimes taught other lan-
  guages by their masters, and free dhosari could learn, 
  as well. They can choose from the following: Abyssal, 
  Celestial, Giant, and Protean.
  Trait
  The following trait is available to dhosari player charac-
  ters from the Advent Imperiax.
  Femanx Weapon Training: Your Mistress has granted 
  me the privilege of learning the use of traditional femanx 
  weaponry. You are proficient in either the net, bola, or 
  blowgun, or any one weapon that requires the Alien 
  Weapon Proficiency.
   
  of Erkusaa—and the fact the island is almost entirely 
  encompassed by the City of Dreams—much effort has 
  been put into finding new methods of generating valu-
  able resources.
    While the psionic powers of the femanx do not interest 
  erkunae much at all—their cultural dedication to arcane 
  magic is far too ingrained—they see limitless possibilities 
  in the technological wonders of the Imperiax. The Opal 
  Throne has opened trade with the Imperiax, offering 
  dhosari slaves as a sign of goodwill, hoping to gain favors 
  in return.
    As of yet, the Imperiax Triumvirate has yet to authorize 
  the gifting, sale, or trading of powerful technology with 
  Erkusaa, though many smaller gifts have been sent to the 
  Opal Throne over the years. Despite the pleasant smiles 
  and honeyed words of erkunae ambassadors, the Opal 
  Throne grows weary. Several members out of each envoy 
  sent to the Advent Imperiax are in fact master burglars, 
  spies or other skilled agents working in tandem to attain 
  any and every type of technological item they can man-
  age—whatever the risk to themselves. The Opal Throne 
  has promised staggering amounts of wealth to those who 
  manage to smuggle functioning gear to their handlers. 
  Little do they know that some of their numbers have in 
  fact been replaced by Faceless Agents, the every move of 
  infiltrated cells carefully monitored.
  Erkunae Racial Characteristics
  Erkunae player characters are defined by class levels—
  they do not possess racial hit dice. All erkunae charac-
  ters possess the following racial characteristics. Visiting 
  erkunae should use the racial characteristics in Fehr’s 
  Ethnology Collected.
  • 
  +2 Strength, +2 Intelligence, -2 Constitution: The 
  erkunae have a long martial and academic tradition 
  of conditioning, but inbreeding has resulted in weak 
  overall health.
  • 
  Human Blood: Erkunae count as humans for effects 
  related to race.
  • 
  Medium: Erkunae are medium creatures with no 
  penalties or bonuses due to size.
  • 
  Normal Speed: Erkunae have a base speed of 30 ft.
  • 
  Court Intrigue: Erkunae are naturals to the Machia-
  vellian world of royal courts. They gain a +1 racial 
  bonus on Bluff, Knowledge (nobility), and Sense 
  Motive checks.
  • 
  Duel of Honor: Erkunae solve many of their con-
  flicts with ritualized combat, to various levels of 
  satisfaction, be it a “number of cuts” or to the death. 
  Magic Items and the Dhosari
  Dhosari have a quadribrachial anatomy the 
  interacts with magical items in different ways. 
  Due to their unique body plan, dhosari can 
  benefit from the following magic item groups:
  • 
  armor, belts, body, chest, eyes, head, 
  headband, neck, rings (up to four), shield, 
  shoulder, wrists
  Dhosari may not benefit from the following 
  magic item groups:
  • 
  feet, hands
  In total a dhosari can benefit from 15 magic 
  item groups just like any other character. 
  While they can wear and benefit from more 
  rings they are restricted from Wondrous Items 
  keyed to feet and hands.
  Erkunae
  Though the erkunae who dwell within the Advent 
  Imperiax are far removed from G’sho’laa’n’rr, the City of 
  Dreams, they are still controlled by the machinations of 
  the Opal Throne. Giving the remote nature of the island 
  
  — 5 — 
  They gain a +1 racial bonus on attack rolls when 
  they have no allies within 30 feet.
  • 
  Castle Dwellers: Equally at home within the domed 
  cities of the Advent Imperiax as the halls of their 
  ancient, endless castle homes. They gain a +2 racial 
  bonus on Knowledge (engineering) and Stealth 
  checks while inside a building or construction.
  • 
  Court Poisoner: Even removed from their ancestral 
  homes, most erkunae hold to the old methods of 
  removing obstacles. An erkunae with this racial trait 
  gains a +2 racial bonus on Craft (alchemy) to create 
  poisons and never risk accidentally poisoning them-
  selves when applying it to weapons.
  • 
  Scholastic Magic: Erkunae with an Intelligence 
  score of 11 or higher gain the following spell-like 
  abilities: 1/day—comprehend languages, heightened 
  awareness, memorize page. The caster level for these 
  effects is equal to the user’s character level.
  • 
  Urbanite: Masters of social scheming, erkunae gain a 
  +2 racial bonus on Diplomacy checks made to gather 
  information and Sense Motive checks made to get a 
  hunch about a social situation.
  • 
  Weapon Familiarity: Erkunae are fascinated by 
  blades of any kind, and gain a +1 racial bonus on 
  attack rolls with any one slashing weapon. This does 
  not grant any additional weapon proficiencies. As a 
  result of this martial focus, erkunae inflict -1 point 
  of damage when attacking with any bludgeoning or 
  piercing weapon.
  • 
  Languages: Erkunae characters begin play speaking 
  Common, Protean (their cultural language of pref-
  erence) and either Abyssal or Infernal. An erkunae 
  with a high Intelligence score can speak any language 
  that is neither secret nor prohibited.
  Trait
  The following trait is available to erkunae player charac-
  ters within the Advent Imperiax.
  Technology Hunter: There are many places in the cities 
  of the Advent Imperiax that are off-limits to you. The se-
  crets behind femanx technology, however, are worth the 
  risk. You gain a +1 trait bonus on Disable Device and 
  Sleight of Hand checks, and one of these skills is always 
  a class skill for you.
   
  Erkunae Witch with Familiar
  Femanx
  An alien race not native to Porphyra, or even the galaxy 
  which contains Porphyra’s star, the femanx were ma-
  rooned on this world due to the confluence of the arrival 
  of a large raiding ship, and the Genesis-Apocalypse of 
  The Calling, the arrival to the planet of a pantheon of 
  Gods that disrupted their craft and caused a permanent 
  crash on the world below. The femanx recovered to begin 
  the state that they call the Advent Imperiax, and have 
  prospered since.
    Physically, femanx carry themselves with unearthly 
  grace, their apparently human-like forms belied by their   
  antennae and tails. Femanx possess orange skin, ranging 
  from pale amber to the fullness of mahogany. Femanx all 
  possess the same piercing rose-colored eyes, glowing with 
  a cold fire. Typical hair colors include sea green, teal, 
  indigo, and plum, lighter hair colors corresponding with 
  darker skin.
  
  — 6 — 
    Femanx observe a strict hierarchy based not on lin-
  eage, but on practical contribution to society. Citizens 
  of lower status accommodate the requests of their social 
  superiors, lest they offend. While such offenses are not 
  considered crimes, they do mark oneself as a challenger 
  of the Imperiax’s tenets.
    Despite this, femanx are decidedly motivated by self-
  advancement, and while they will do whatever is neces-
  sary to advance their people as a whole, will sabotage 
  individuals in order to achieve their goals. Femanx be-
  lieve that one’s word is the most powerful bond between 
  two people, transcending the ties of family. Once given, 
  a femanx will not betray the subject of her vows, lest she 
  be stripped of all honor and stations.
    Having rid themselves of the male of the species aeons 
  ago, femanx do not view the males of any race as pos-
  sessing the faculties required to participate as productive 
  members of society. To those free outsiders living within 
  the lands of the Advent Imperiax, only females can earn 
  the barest of rights. Free males cannot own property or 
  even live within the city limits proper without being 
  invited to stay by a female citizen.
    Femanx do not typically have friendly relations with 
  outsider races, thought the Advent Imperiax has made 
  several trade agreements and diplomatic offerings to the 
  Opal Throne of Erkusaa, and a group of femanx have 
  constructed a grand resort, Ghlidra-Yaam, in the Rain-
  bow Isles.
    A people with no religious faith, the femanx care for 
  neither the Elemental Lords nor the New Gods. They 
  favor logic over morals, and are incredibly utilitarian in 
  their decision-making. Femanx are calculating and ratio-
  nal, yet are very open and communicative. Most femanx 
  are lawful evil, though those who hold government posi-
  tions are more likely to be lawful neutral.
    Quick and strong of personality, femanx are cunning 
  and devious rogues, fighters, and monks. Their natu-
  ral psionic talents lead many femanx down the path of 
  the psion, psychic warrior, and soulknife. While new 
  to studying the arcane arts, mostly from studying the 
  squole that arose in the lands surrounding their cities, 
  femanx possess the natural traits to become successful 
  bards and summoners. As femanx shun the worshipping 
  of deities, only a few renegades dedicate themselves to 
  an ideal. Such individuals are fiercely protective of their 
  communities.
  Names: Kpheri, Kturae, Mthiri, Myara, Ndelo, Nthiroi, 
  Stheay, Sthurei, Ydhala, Ytelai. Femanx do not typically 
  possess surnames, given their lack of a standard family 
  structure. Instead, femanx identify themselves with both 
  title and a truly unique name—a femanx who learns she 
  has a the exact same name as another can either choose 
  to change her own or, if her own renown is greater than 
  the other with the same name, seek to force the other 
  femanx to change hers.
  Femanx Racial Characteristics
  Femanx player characters are defined by class levels—
  they do not possess racial hit dice. All femanx characters 
  possess the following racial characteristics.
   
  • 
  +2 Dexterity, +2 Charisma, -2 Constitution: Fe-
  manx are agile, but their bodies are relatively fragile. 
  Their beauty and self-assurance is far beyond the 
  human average.
  • 
  Fey: Femanx are fey creatures with the extraterres-
  trial subtype. The extraterrestrial subtype confers a -2 
  penalty to saves vs. disease.
  • 
  Medium: Femanx are Medium creatures and have 
  no bonuses or penalties due to their size.
  • 
  Normal Speed: Femanx have a base speed of 30 ft.
  • 
  Alien Senses: Femanx have low-light vision and have 
  +2 racial bonus on Perception checks as their anten-
  nae grant them a greater range of stimuli to sense.
  • 
  Naturally Psionic: Femanx gain Wild Talent as a 
  bonus feat at 1st level. If a femanx takes a level in 
  a psionic class, she instead gains the Psionic Talent 
  feat.
  • 
  Ego Rend: Once per day, a femanx can lock eyes 
  with another creature within 30 feet as a standard 
  action. The creature must make a Will save (DC = 
  10 + 1/2 the femanx’s character level + Charisma 
  modifier) or suffer 1 point of Charisma drain, but 
  this attack deals 2 points of Constitution damage to 
  the femanx. Attempts by multiple femanx to target 
  the same individual always fail. A creature reduced 
  to zero Charisma by this attack can no longer distin-
  guish between the will of that femanx and its own. 
  Those that fall under the femanx’s sway are referred 
  to as thralls. Once a thrall, the creature considers 
  the femanx to be their mistress and will unquestion-
  ingly follow them even if their Charisma is restored. 
  A successful break enchantment spell can dispel the 
  thrall effect. A femanx may only have one thrall at a 
  time. This is a mind-affecting effect.
  • 
  Cold Vulnerability: The homeworld of the femanx 
  is significantly warmer than the world of Porphyra in 
  general. They are not used to sudden shifts in tem-
  perature and suffer vulnerability to cold attacks.
  
  — 7 — 
  • 
  Unnatural Grace: Femanx gain a +1 deflection 
  bonus to their AC and CMD if they possess a Cha-
  risma score of at least 12.
  • 
  Alien Weapon Familiarity: Femanx are proficient 
  with nets, bolas, blowguns, and any weapon that 
  requires Alien Weapon Proficiency.
  • 
  Languages: Femanx begin play speaking Common 
  and Manxic. Femanx with high Intelligence scores 
  can choose from the following: Abyssal, Aquan, Au-
  ran, Draconic, Ignan, Infernal, or Terran.
  Trait
  The following trait is available to femanx player charac-
  ters from the Advent Imperiax.
  Shake the Core: The sheer force of your mental assault 
  reverberates within your foes. A creature that fails its save 
  against your Ego Rend ability is shaken for a number of 
  rounds equal to your Charisma modifier (minimum 1).
   
  Half-Orc
  The presence of half-orcs in the Advent Imperiax (of 
  the Porphyran variety, being of orcish and elven stock) 
  are something of a paradox in that enclave, and many 
  embassies have hotly questioned their contacts as to why 
  they seem to exist with such impunity there, if typically 
  on the fringes and in the wild spaces of the region.  The 
  simple truth is that the vast majority of half-orcs in the 
  wilds of the Imperiax couldn’t care in the least about the 
  femanx’s technological marvels, don’t seem to be under 
  the sway of any other nation’s power, and generally have 
  nothing that the femanx want.  In the logical minds of 
  the Imperiax authority, there is really no reason to do 
  anything in particular about them, and it is likely that 
  in the turbulent decades after the end of the NewGods 
  Wars certain agreements and pledges were made that 
  ensured that these pureblooded half-orcs (see below) 
  would not interfere with the actions of the Imperiax, and 
  cause to come to grief any fifth-columnist that would 
  try to contact them regarding any invasion, covert or 
  military.  Those half-orc refugees that went west out of 
  Azagor, found no succor in the Great Green and hostility 
  and death in Iffud and Avandrool thought the strange, 
  shattered land and unearthly (and sealed) communities 
  of the Advent Imperiax a promised land, indeed. Though 
  some rebellious and ambitious of their number seek their 
  fortunes in the Glowing Cities, as they call them, most 
  half-orcs stick to the strange wildernesses of the Imperiax 
  region, broken and altered by the incursion of the great 
  vessel of the femanx, crippled so long ago.
  Half-Orc Racial Characteristics
  Half-orc player characters are defined by class levels—
  they do not possess racial hit dice. All half-orc characters 
  possess the following racial characteristics.
  • 
  +2 Strength, +2 Dexterity, -2 Wisdom: Half-orcs 
  are powerful and nimble, but reckless.
  • 
  Medium: Half-orcs are Medium creatures and re-
  ceive no bonuses or penalties due to their size.
  • 
  Normal Speed: Half-orcs have a base speed of 30 
  feet.
  • 
  Darkvision: Half-orcs can see in the dark up to 60 
  feet.
  • 
  Elven Immunities: Half-orcs are immune to magic 
  sleep effects and gain a +2 racial saving throw bonus 
  against enchantment spells and effects.
  • 
  Gatecrasher: Half-orcs gain a +2 racial bonus on 
  Strength checks to break objects and a +2 racial bo-
  nus on combat maneuver checks to sunder.
  • 
  Integrated: Half-orcs gain a +1 racial bonus on 
  Bluff, Disguise, and Knowledge (local) checks.
  • 
  Mixed Blood: Half-orcs count as both elves and orcs 
  for any effect related to race.
  • 
  Orc Ferocity: Once per day, when a half-orc is 
  brought below 0 hit points but not killed, he can 
  fight on for 1 more round as if disabled. At the end 
  of his next turn, unless brought above 0 hit points, 
  he immediately falls unconscious and begins dying.
  • 
  Weapon Familiarity: Half-orcs are proficient with 
  longbows (including composite longbows), greataxes, 
  and shortbows (including composite shortbows) and 
  treat any weapon with the word “elven” or “orc” in 
  its name as a martial weapon.
  • 
  Languages: Half-orcs begin play speaking Common, 
  Elven and Orc. Half-orcs with high Intelligence 
  scores can choose from the following: Abyssal, Dra-
  conic, Giant, Gnoll, Goblin, and Sylvan
  Trait
  The following trait is available to half-orc player charac-
  ters from the Advent Imperiax.
  Pureblooded Refugee: Half-orcs to half-orcs, for twenty 
  generations, we are our own people, and keep away from 
  the Glowing Cities. You gain +1 to Diplomacy with half-
  orcs and femanx, and +1 to Intimidate against humans, 
  elves and orcs. 
  
  — 8 — 
  Human
  The pervasive race of human beings on Porphyra are not 
  common in the Advent Imperiax, and are present almost 
  exclusively in two forms; diplomatic corps members 
  and slaves, for lack of a better word.  Though female 
  humans may be part of the former and male humans 
  uncommon, human males exclusively make of most of 
  the latter, with but a few female humans being owned as 
  property.  Total female dominance is the rule in the Im-
  periax, but one must remember that the femanx are not 
  human, and not even demihuman in the sense of elves 
  and orcs, or even near-humans like the various outsider-
  human mixes like aasimar, tieflings or elemental-kin.  
  Humankind in general is very interested in the techno-
  logical power of the femanx, and the social structures of 
  the Imperiax in which it is used, mostly to see how they 
  can manipulate it to get hold of that technology!  Nearly 
  every human in the Imperiax has a pressing agenda, a 
  strict reason for being there, that, if removed, would 
  result in them being quickly gone.  The diplomatic corps 
  of the various human-dominated nations have all been 
  warned of the price of over-curiousity, yet all have been 
  instructed to find out as much about the femanx, the 
  Imperiax, and their technology as they can!  This makes 
  the officially sanctioned humans in the Advent Imperiax 
  very edgy, and males in the Corps especially so. Through 
  some quirk of biology or convergent evolution, femanx 
  are generally very attractive to human males, and the 
  alien and incomprehensible needs of femanx females 
  (though it need hardly be said, for there are no males) 
  occasionally result in rendezvous between them.  That 
  those relationships typically end in “accidental” mishaps 
  befalling the overstepping visitor does not seem to slow 
  down their occurrence.  Human females typically expect 
  some sort of camaraderie with the femanx as a whole, 
  some “sisterhood”, but femanx know much of the mostly 
  patriarchal societies of the outside world, and often hold 
  them in scorn.  Human females cannot “become” honor-
  ary femanx- unless there is something going on in the 
  Hall of Knowledge that isn’t being talked about…  Hu-
  man slaves are a hotly debated topic among the nations, 
  as slavery is not very common on Porphyra, at least not 
  at nations that would be at war if they were not closer.  
  The existence of male “pleasure slaves” is pushed down 
  as a rumor, and other humans that seem to be slaves are 
  explained away as “indentured workers” or “trespassing 
  criminals in punishment cadres”.  Embarrassing ques-
  tions are not asked, when the nations involved may have 
  swapped undesirables for tantalizing tidbits of techno-
  logical marvels.
  Human Racial Characteristics
  Human player characters are defined by class levels—
  they do not possess racial hit dice. All human characters 
  possess the following racial characteristics.
  • 
  +2 to One Ability Score: Human characters gain a 
  +2 racial bonus to one ability score of their choice at 
  creation to represent their varied nature.
  • 
  Medium: Humans are Medium creatures and receive 
  no bonuses or penalties due to their size.
  • 
  Normal Speed: Humans have a base speed of 30 
  feet.
  • 
  Bonus Feat: Humans select one extra feat at 1st 
  level.
  • 
  Heart of the Streets: Humans from bustling cities 
  are skilled with crowds. They gain a +1 racial bonus 
  on Reflex saves and a +1 dodge bonus to Armor 
  Class when adjacent to at least two other allies. 
  Crowds do not count as difficult terrain for them.
  • 
  Skilled: Humans gain an additional skill rank at first 
  level and one additional rank whenever they gain a 
  level.
  • 
  Languages: Humans begin play speaking Common. 
  Humans with high Intelligence scores can choose 
  any languages they want (except secret languages, 
  such as Druidic).
  Drawback 
  The following drawback is available to human player 
  characters from the Advent Imperiax.
  Resentful of Matriarchy: The way that these femanx do 
  things, these arrogant woman-“things” is just too bizarre 
  to be contemplated… and what did they do with all the 
  men? Identifiably female beings gain a +2 bonus against 
  you when attempting to Intimidate or Sense Motive 
  against you, and you suffer a -1 penalty to your saving 
  throws against a femanx’s ego rend ability.
  Squole
  Half-oozes can appear in a variety of forms, the result of 
  a peculiar amalgamation of primal forces and an existing 
  race. The lands that would become the Advent Imperiax 
  were deeply affected by the crash-landing of the femanx 
  vessels. The impact destroyed what remained of the ves-
  sels’ propulsion systems, discharging vast quantities of 
  alien material upon the region. It is not known exactly 
  how the squole arose, but the femanx have come to the 
  undeniable conclusion that they contain within their 
  
  — 9 — 
  bodies traces of those materials.
    The first creatures the squoles encountered were hu-
  mans, and thus grew to shape themselves in their im-
  age. As time passed, they discovered the femanx people. 
  Infatuated not only with their appearance, but their 
  architecture and technology, the squole watched them 
  from afar. Over time, the squole grew to be more femi-
  nine in face and form, though they retained their human 
  manifestation.
    Squoles of all types are inquisitive creatures, longing to 
  understand the races they observe. In the case of squoles, 
  once they made their presence known to the femanx, a 
  relationship of mutual curiosity was born. The femanx 
  taught the squole much of their knowledge concerning 
  the natural world, studying the squoles’ genetic makeup 
  in turn. While these squole live on the outskirts of 
  femanx society, it is common knowledge that there are 
  small groups of their kind living deep in the wilds.
    Squole are neutral creatures, though they pick up the 
  lawful, chaotic, good, and evil tendencies of their nearest 
  neighbors. They do not possess a religious faith, but are 
  contantly in search of any knowledge that might shed 
  light on their strange origin- though few dedicate their 
  lives to such a study.
    Extremely curious by nature, squole are intrepid 
  explorers, and make for excellent barbarians, fighters 
  and rogues (especially contortionists). Those who tap 
  into their elemental origins often manifest as sorcer-
  ers. Squole are flighty, however, and as a whole do not 
  possess the discipline required to take up (and maintain) 
  intensive spiritual or mental training.
  Squole Racial Characteristics
  Squole player characters are defined by class levels—they 
  do not possess racial hit dice. All squole characters pos-
  sess the following racial characteristics.
  • 
  +2 Dexterity, +2 Constitution, -2 Intelligence: 
  Flexible and resilient, squole are physically quite 
  impressive though they rarely excel in a formal edu-
  cational setting. 
  • 
  Humanoid (Half-Ooze, Human): Squole are 
  humanoids with the half-ooze and human subtypes. 
  Squole eat and breathe, but do not sleep.
  • 
  Medium: Squole are Medium creatures and receive 
  no bonuses or penalties due to their size.
  • 
  Energy Composition: Squole have resistance 5 to 
  the two energy types corresponding to their elemen-
  tal composition.
  • 
  Half-Ooze Senses: Squole are blind, but gain blind-
  sense out to a range of 60 ft., and blindsight out to a 
  range of 10 feet. This renders the squole immune to 
  gaze attacks, visual effects, illusions, and other attack 
  forms that depend on sight.
  • 
  Malleable Form: Squole gain a +2 racial bonus on 
  Escape Artist checks.
  • 
  Resistant: Squole gain a +2 racial bonus on saving 
  throws against mind-affecting effects and poison.
  • 
  Languages: Squole begin play speaking Common. 
  Squole with high Intelligence scores can choose from 
  the following: Aquan, Auran, Ignan, or Terran.
   
  Squole Elemental Composition
  Squole can be found in a number of environments, 
  their bodies formed of the very elements from which 
  they arose. Players may choose one of the following six 
  elemental compositions for their squole characters, while 
  NPC squoles should have their compositions determined 
  randomly. Each elemental composition grants the char-
  acter two types of energy resistance. 
  Table: Squole Elemental Composition
  d6
  Elemental 
  Composition
  Energy Resistance
  1
  Crystal
  Acid, Electricity
  2
  Dust
  Fire, Electricity
  3
  Ice
  Cold, Electricity
  4
  Magma
  Acid, Fire
  5
  Steam
  Cold, Fire
  6
  Swamp
  Acid, Cold
  Trait
  The following trait is available to squole player characters 
  from the Advent Imperiax.
  Fluid Feint: Your sinuous moves are difficult for oth-
  ers to predict. You gain a +2 trait bonus on Bluff checks 
  made to feint. Once per day, when you successfully feint 
  a creature, you may move up to ten feet as an immediate 
  action that does not provoke attacks of opportunity. You 
  must end your movement adjacent to the target of your 
  feint.
   
  
  — 10 — 
  Government of the 
  Advent Imperiax
  The developed regions of the Advent Imperiax consists 
  of three cities, each of which is the remnant of part of 
  a great femanx vessel that traveled between the stars. 
  The only known members of their race, the femanx 
  were thrust into a world thoroughly alien to them. The 
  beautiful and incredibly exotic femanx people quickly 
  found themselves under close scrutiny from neighboring 
  regions. The traumatized race isolated itself with their 
  remaining drive-power for a decade after the Insertion, 
  to avoid curious enemies and the chaos of the NewGod 
  Wars.  When it was discovered that their technology far 
  surpassed that found elsewhere in Porphyra, many for-
  eign powers schemed to procure those wonders. In order 
  to survive, the femanx people protect their technological 
  marvels—and thus, their societies—by secluding them-
  selves from the outside world. 
     The Imperiax guards its technological secrets with 
  brutal efficiency. Trespassing in areas marked as off-limits 
  and (the attempted) trade of restricted goods earns an 
  automatic sentence of death, but not before being placed 
  in the care of the Questioners, the Imperiax’s interroga-
  tors. 
     Ambassadors are no exception to these laws, and their 
  deaths have earned the femanx people the ire of many a 
  realm. 
     Holding to their conviction that the regulation and 
  safe-keeping of their society is far too important to leave 
  in the care of the lowest common denominator, the 
  femanx sought to ensure that only the most qualified 
  could attain authority. Thus, the Advent Imperiax was 
  formed; a geniocracy in which all citizens defer to the 
  wisdom and collective knowledge of their society’s most 
  learned members. While all femanx are protected citi-
  zens, only those whose intelligence is at least 20% above 
  the racial average are allowed the privilege of voting or 
  holding minor government positions. Those in charge of 
  government ministries are required to place higher than 
  50% above average, with stations of greater importance 
  requiring an equally staggering intellect. 
     Through rigorous testing of one’s analytical, practi-
  cal, and creative capabilities, the Advent Imperiax seeks 
  out those most qualified to lead their people. Three 
  femanx are elected to serve as the Imperiax Triumvirate, 
  comprised of two Mxyiir and the Mxyiax. The position 
  of Mxyiax is largely a titular one, granted to she who 
  has longest served the Triumvirate, and thus holds the 
  respect of the femanx people. All citizens—even those 
  who cannot vote—have the right to seek the counsel of 
  the Triumvirate. The majority of issues are heard by and 
  ruled upon by the Mxyiir, with the Mxyiax stepping in 
  to settle the most convoluted of problems, as well as any 
  disputes between her colleagues. 
     Both Mxyiir and Mxyiax serve as members of the 
  Triumvirate until they die or are found to be no lon-
  ger competent to serve. All are required to prove their 
  continued capabilities through regularly-scheduled tests. 
  In the case that one of their number is found wanting—
  either through testing poorly or being unable to solve a 
  citizen’s case—a number of replacements are available to 
  immediately take over her place in the Triumvirate.  This 
  pool of eager successors is not given a formal name, but 
  is colloquially known as the Locum.
     The femanx keep slaves, mostly dhosari given as gifts 
  by the Opal Throne of Erkusaa. These dhosari fare much 
  better than those in the service of erkunae. Interlopers 
  from the surrounding regions who are captured—mostly 
  half-orcs and humans—are pressed into a similar form of 
  slavery, though they are most often tasked with main-
  taining farms and other resources outside city walls.  
  Ransom is rarely an issue, as the femanx pride themselves 
  on wanting nothing that the rest of the world has.
  In the infrequent case where a citizen commits a crime, 
  both judgment and punishment are swiftly delivered, 
  usually at the hands of the Triumvirate. Less severe 
  transgressions invariably require heavy fines, time spent 
  in the service of the wronged party, or both. Those who 
  have committed more serious crimes face indentured 
  servitude in the factories of Yhadri-Fhas (often a life 
  sentence) or execution within the Light of Redemption. 
  The Advent Imperiax has heard nary a whisper of insur-
  rection in over a thousand years. Those who expressed 
  such attitudes in the early days of the Imperiax quickly 
  learned that someone is always listening, and soon find 
  themselves falling under the jurisdiction of the Ques-
  tioners. 
     Assured in their nation’s stability, the Triumvirate has 
  ordered the military wing of the Imperiax to quietly gear 
  up for conflict, both for the inevitably-expected foreign 
  invasion- and perhaps the secretly whispered possibility 
  of turning the power of the Imperiax into a true empire, 
  expanding from the rough home beneath their shattered 
  mountains. The lands of Porphyra are cruel and danger-
  ous, but the Stars of the LostHome will be more than 
  enough to establish the femanx as a people to be feared 
  and respected the world over.
   
  
  — 11 — 
  
  — 12 — 
  Settlements of the Advent Imperiax
  There are three major settlements within the Advent 
  Imperaix.
  Myxhadriax
  Qalu waited, as still as a statue, his research duties done, 
  and his duties as Closest Ervant begun. Mistress Mdhalae, 
  sat with a group of her friends under the shade of a jhoila 
  tree, the broad leaves shading them from the afternoon sun. 
  There was laughter and Qalu could hear the women talk-
  ing, but he paid their words no heed. For the last twenty- 
  eight years he had listened only to Mistress Mdhalae, grate-
  ful for the chance to serve, learn, and discover.
    A small group of erkunae feigned boredom as they strolled 
  through the gardens, but Qalu saw how their eyes never 
  blinked, how their gazes lingered over every new detail. Be-
  hind them, two hunch-backed figures shuffled quietly, their 
  heads hung low. It was a moment before Qalu realized that 
  they were dhosari. Dhosari! Like him. Qalu began to frown, 
  then stopped himself before someone saw.
    Qalu could hardly believe his eyes. The two were most 
  certainly dhosari, like himself, but…not. They were being 
  led with ropes, ropes of linked silver and gold, but ropes 
  nonetheless, fastened to collars around their necks, and the 
  clothing they wore was far too revealing. Qalu had to look 
  away. How could the dhosari bare to be in such a state? 
  How could they let themselves be led around by the neck? 
  Qalu’s head swam with confusion.
    Mistress Mdhalae laughed prettily at a joke, setting her 
  fluted glass upon the table. With a start, Qalu realized 
  that it was almost empty. Quickly yet gracefully, as he had 
  been taught by the head of Mistress Mdhalae’s household, 
  Qalu poured the amethyst-colored jho into her glass. He felt 
  shame, having let his attention wander from Mistress Md-
  halae. Yet her eyes did not seek him out. She lifted the glass 
  to her lips and sipped before beginning to tell a joke of her 
  own, and Qalu knew that he had not disappointed Mistress 
  Mdhalae. He was, after all, a good dhosari.
  Myxhadriax  
  LE Large City
  Corruption +2; Crime -1; Economy +1; Law +2; Lore 
  +5; Society +3
  Qualities abstinent (meat), insular, magical polyglot, 
  public gardens, well-educated 
  Danger +10
  Demographics 
  Government Geniocracy
  Population 21,000 (13,000 femanx, 7,200 dhosari, 800 
  erkunae) 
  Notable NPCs
  Mxyiax Sdhira (LN femanx cryptic 11) 
  Mxyiir Kthela (LE femanx psion 8) 
  Mxyiir Mpirou (NE femanx vitalist 9)
  Researcher Qalu (N dhosari psion 8)
  Ambassador Ilinoric the 73rd (LE erkunae wizard 7)
  Marketplace
  Base Value 8,000 gp; Purchase Limit 50,000 gp Spell-
  casting 7th
  Minor Items 4d4; Medium Items 3d4; Major Items 
  2d4
  Myxhadriax, or “Supreme Matron City”, is the largest of 
  the femanx component vessels to crash on Porphyra. It 
  was here that the femanx founded the Advent Imperiax, 
  and it has served as the nation’s capital ever since.
    All three cities of the Advent Imperiax are protected by 
  two concentric rings, barriers of pure energy. While pri-
  marily serving as a powerful defense against assault, these 
  barriers also divide the cities in two sectors. Though the 
  majority of a city’s inhabitants reside in the outer sec-
  tor, all citizens, regardless of social rank, have the right 
  to enter the inner sector. Here they can seek specialized 
  tutelage within the Hall of Knowledge, or even seek the 
  counsel of the Imperiax Triumvirate.
    The Imperiax’s most politically affluent citizens main-
  tain permanent residence in the inner ring alongside 
  ambassadors from Erkusaa and the Rainbow Isles (grant-
  ed the honor of living quarters adjacent to the Hall of 
  Knowledge).
    Beyond its purpose as the foundation of femanx soci-
  ety, the inner sector of Myxhadriax contains several large 
  public gardens. Featuring elaborate twisting pathways 
  and plants both native and alien to the world of Por-
  phyra, these gardens are never empty. Groups of femanx 
  can be found within the gardens at all hours of the day, 
  scheming amongst allies, testing each other with puzzles 
  of logic and creative thinking, or simply discussing cur-
  rent events.
    The gardens of Myxhadriax also serve as a home to the 
  jhoila tree, originally cultivated on the femanx home-
  world in an age long past. Though incredibly long-lived, 
  less than a thousand of these trees remain. A powerful 
  reminder of their peoples’ history, and one of the few 
  remaining testaments to their storied history of life be-
  fore their voyage amongst the stars, these trees are closely 
  protected by both custom and law. To damage a jhoila 
  tree—outside heavily restricted harvesting of materi-
  als—within the barriers of the city is a grievous offense, 
  
  — 13 — 
  punishable with a year’s hard labor in the prison-factory 
  of Yhadri-Fhas.
    Holding to the traditions of their people as nomadic 
  spacefarers, the citizens of Myxhadriax abstain from eat-
  ing meat of any kind, though femanx in the other cities 
  have been known to indulge themselves with this delica-
  cy. Food is grown in the towering vertical farms that ring 
  the outer edge of the city. An extension to the botanical 
  gardens, these farms serve not only as but as a method 
  of preserving vegetation collection by the femanx people 
  over millennia.
    Near the center of Myxhadriax lies the Hall of Knowl-
  edge, a grand passageway that houses the majority of 
  the Imperiax’s government offices and sages. The lowest-
  ranking officials are located nearest the public entrance 
  to the Hall, while the Imperiax Triumvirate holds assem-
  bly at its far end. The length of the Hall of Knowledge 
  also serves as a permanent museum, displaying artifacts 
  from the time femanx still lived in LostHome. Though 
  the femanx people have no religious faiths, many view 
  these relics as more than mere symbols of their specie’s 
  history, revering the only tangible connection to their 
  ancestral home.
   
  Yhadri-Fhas
  Glancing one more time in both directions of the tunnel, 
  Nyhara tucked the small bag into her belt pouch. She could 
  feel the hard edges of the gemstones held within, and she 
  hid a smile. The erkunae, an esteemed visitor from the Opal 
  Throne, had approached her a fortnight ago with a simple 
  request: an energy cell.
    Nyhara had refused the erkunae’s request; such was treason, 
  and she knew very well, as did all in the Imperiax, what 
  became of traitors. But she had found a small pouch of gem-
  stones in her home that night, more wealth than she could 
  amass in two decades as a soldier. That pouch had been less 
  than a quarter of the size of the one she now carried.
    The erkunae opened his mouth to speak, but Nyhara 
  touched a gloved finger to her lips. The erkunae looked at is 
  he would still speak. His hands ran over the power core—
  wrapped tightly in a silk scarf—and after a moment he 
  nodded. Nyhara watched him walk down the tunnel before
  he rounded a corner and disappeared from view. Nyhara 
  headed in the opposite direction, her steps light as air. She 
  traced her fingers gingerly over her belt pouch.
    A scream echoed down the tunnel. No femanx voice, it was 
  high and shrill, and Nyhara knew it was the erkunae. She 
  had no idea how, but her treachery had been discovered. 
  Sweat beaded on her brow, and Nyhara wiped it away. She 
  walked slowly, purposefully, just as if she had not commit-
  ted an act of treason—the highest treason—before ducking 
  down a side-tunnel. It would take her to the outer sector. 
  The erkunae would surely be in the hands of the Questioners 
  in short time, which meant her time was running short. She 
  could arrange passage from the city, but to where would she 
  run? To where could she run?
  Yhadri-Fhas  
  LE Large City
  Corruption +1; Crime -3; Economy +0; Law +7; Lore 
  +4; Society -8
  Qualities academic, asylum, cruel watch, fascistic, laby-
  rinthine, racially intolerant (all races other than dhosari, 
  erkunae, and femanx)
  Danger +10 
  Demographics
  Government Geniocracy
  Population 17,000 (13,000 femanx, 3,000 dhosari, 
  1,000 erkunae) 
  Notable NPCs
  Sphurai, Commander of the Stars of the Lost Home 
  (LN femanx psychic warrior 11) 
  Head Questioner Ytuau (LE femanx dread 10) 
  Nyaroo (NE femanx investigator 7, faceless agent 4)
  Shielded City
  
  — 14 — 
  Marketplace 
  Base Value 8,000 gp; Purchase Limit 50,000 gp Spell-
  casting 8th
  Minor Items 4d4; Medium Items 3d4; Major Items 
  2d4
  The “First City” of Yhadri-Fhas is the seat of femanx 
  technological industry and scientific learning. It is here 
  that the marvels of the Advent Imperiax are designed 
  and constructed. Flying machines and moving sidewalks 
  provide speedy public transportation, and mechanical 
  servitors perform toil endlessly at their posts.
    Especially protective of its scientific secrets, the Advent 
  Imperiax has taken great pains to keep their knowledge 
  safe from prying eyes. The inner sector, which houses the 
  manufacturing annexes and research facilities, consists 
  of a convoluted network of tunnels that form a veritable 
  labyrinth. Femanx (and their dhosari) are generally 
  permitted to know only how to navigate these tunnels 
  in order to reach their specific jobs. Only those in the 
  highest positions have access to the complete maps of 
  Yhadri-Fhas.
    More so than in the other femanx cities, Yhadri-Fhas 
  harbors deep prejudices against outsiders. They believe—
  and rightfully so—that there are many organizations and 
  foreign powers who wish to gain access to their creations. 
  Any non-femanx (or their dhosari slaves) who wish to 
  enter the city’s inner sector may do so only after under-
  going extensive background checks, including no fewer 
  than five femanx vouching for the outsider in question.
    The inner barrier of Yhadri-Fhas serves as a harsh deter-
  rent to those who would attempt to steal their way into 
  restricted areas. Unlike the barriers of Myxhadriax and 
  Yhadri-Izhaaf, which simply block all passage, a creature 
  that comes in direct contact with this barrier is struck by 
  an enormous discharge of raw energy. Incapacitated for 
  several hours, these would-be intruders are quickly taken 
  into custody.
    An overwhelming majority deal of femanx espionage 
  and other covert operations are handled by the Faceless 
  Agents, femanx (and a few creatures of other races) who 
  have mastered the powers of manipulating their physical 
  form. Nyaroo, the only publically known member of the 
  Faceless Agents, serves as the face of the organization to 
  the rest of the femanx political machine.
    Yhadri-Fhas is also home to the Stars of LostHome, 
  the military wing of the Advent Imperiax. Ever-vigilant 
  in upholding the law, the Stars have earned a reputation 
  as merciless soldiers. Outsiders are routinely stopped 
  and questioned by patrols. Those who cannot properly 
  account for their activities, or who are found in areas 
  beyond their clearance often suffer their brutality.
    Feared by outsiders and citizens alike are the Question-
  ers, dread interrogators who possess the ability to read 
  others’ minds and forcefully compel them to reveal their 
  most closely-guarded thoughts. Once a subject is found 
  to be of no further use to the Questioners, they are con-
  fined in isolated cells where they await transport to their 
  trial at the Hall of Knowledge in Myxhadriax.
    Those persons—be they citizens, slaves, or outsiders—
  be convicted by the Imperiax Triumvirate of a serious 
  crime, they are returned to the Stars of LostHome to 
  receive their sentence. Deep within the inner sector of 
  Yhadri-Fhas is the unnamed domed factory in which 
  convicted criminals toil for the length of their sen-
  tence—most often the rest of their lives. Only the most 
  heinous of crimes are met with execution, though many 
  who receive the lesser sentence of forced labor would 
  prefer a quick death.
   
  Yhadri-Izhaaf
  Davor laughed raucously as the cards were revealed to the 
  table. He had lost, yes, but only a pittance, but Elurin had 
  staked a small fortune in smoky vials, a small fortune which 
  was now in the possession of a grinning Femanx.
    “Do not worry, pet. You can purchase these from me in the 
  market tomorrow.”
    She laughed, the sound rich and melodious, but Davor 
  could feel her scorn. Apparently
    Elurin heard it as well, for the fool half-elf’s jaw clenched 
  in fury. A swift kick in the leg drew his attention, and 
  Davor’s stare quelled the fire. He was sorry he had brought 
  Elurin on this trip, competent trader or no. The man just 
  did not know how to deal with these women, and his quick 
  temper could land him in trouble. Land them both in 
  trouble, if Davor was unlucky.
    Elurin stood, bowing dramatically to the table, and took 
  his leave. Though unsteady on his feet—Davor could almost 
  hear the wine sloshing with every step—Iluren successfully 
  made his way through the door and into the street.
    “Your friend is almost as good at reading the cards as you.” 
  This time, the femanx’s intense eyes were focused on Davor. 
  Her voice still held that air of superiority, but it was some-
  how softer now.
    Sinking back into his chair, Davor flashed her a smile. “I 
  use the cards as an excuse to drink.
    Iluren needs no such excuse, and so forgets he’s even play-
  ing.” She laughed at his small jest, placing her hand on his.
  Her skin was soft and cool to the touch, her eyes demanding 
  the whole of his attention. He opened his mouth, suddenly 
  
  — 15 — 
  dry, to speak. Her own smile was almost lascivious, but that 
  could not be right. Perhaps he had drunk more than his fill 
  after all.
    The woman stood and walked around the table to stand 
  beside him, not once releasing her tender hold on his hand. 
  An intoxicating scent filled Davor’s senses, and he somehow 
  knew it came from the orange-skinned woman.
    “My name is Sdhira. Come, my pet, and I shall tell you 
  where you sleep tonight.”
  Yhadri-Izhaaf  
  LE Metropolis
  Corruption +3; Crime +0; Economy +5; Law +2; Lore 
  +0; Society -1
  Qualities artist’s colony, decadent, gambling, prosper-
  ous, sexist (against males), trading post 
  Danger +20
  Demographics 
  Government Geniocracy
  Population 27,000 (14,000 femanx, 6,000 half-orcs, 
  4,000 dhosari, 1,500 erkunae, 1,000 humans, 500 
  squoles) 
  Notable NPCs
  Outrider Syary (LN femanx cavalier 12)
  Droghena, Champion of the Arena (CE half-orc bar-
  barian 8) 
  Da’harist Glowheart (N squole alchemist 9)
  Davor Dalobret (NE human aristocrat 5/bard 3)
  Marketplace
  Base Value 20,800 gp; Purchase Limit 285,000 gp 
  Spellcasting 8th
  Minor Items *; Medium Items 4d4; Major Items 3d4
   
  There is considerable physical and philosophical distance 
  between Yhadri-Izhaaf and the other settlements of the 
  Advent Imperiax. The “Outer City” lies much closer to 
  the border with Iffud than to either of its sister cities, 
  and has the highest concentration of non-Femanx. Slaves 
  and merchants compose the bulk of these foreigners, 
  both of which drive Yhadri-Izhaaf’s powerful economy.  
  There is far less bureaucracy to regulate and stifle such 
  interaction, and the city is as “dangerous” social as a 
  femanx community is allowed to get.
     In years long past, adventurers and refugees alike 
  crossed the border between Iffud and the Advent Im-
  periax, drawn further in by the rumors of a mysterious 
  land inhabited by a race of equally enigmatic and beau-
  tiful women. Those who wandered through the border 
  found the subjects of their curiosity, or rather, they were 
  found. The Otyugh Outriders, patrolling the borders of 
  the Imperiax atop their fearsome mounts, captured and 
  delivered these stray outsiders to Yhadri-Izhaaf, where 
  they were bound in slavery. 
     After lengthy debates in the Hall Knowledge, the Tri-
  umvirate freed all female slaves, granting them rights as 
  citizens of the Imperiax and providing them with resi-
  dences within the foreign sector. The femanx took these 
  women under their wing, and over generations have
  systematically instilled in them the knowledge that they 
  are the naturally superior gender. Many of these free 
  half-orcs and humans now own slaves of their own, 
  much to the delight of the femanx. One concession this 
  new class had to make was to sweara that they would 
  serve as shock troops, should an invasion of the Imperiax 
  come to pass.
     As the years passed, the outside world grew more and 
  more fascinated with the femanx people. Nearly six hun-
  dred years after their arrival on Porphyra, the Imperiax 
  Triumvirate seized the opportunity to control the dis-
  semination of their goods. The outriders were ordered to 
  cease their seizure of foreigners. Instead, they are directed 
  to the Yhadri-Izhaaf, where the city’s outer ring—now 
  coined as the Foreign Sector—merchants revealed the 
  first of the femanx treasures to be shared with the world.
  Even limited to the basest of creations—beverages, in-
  toxicants, and other luxury goods—a staggering amount 
  of wealth trades hands every day. Exotic pleasure houses 
  provide visitors with pleasures of both flesh and mind, 
  while massive gambling dens fleece their patrons of 
  whatever valuables with which they are foolish enough 
  to enter. At regular intervals throughout each cycle of 
  moons, the femanx hosts trials of gladiatorial combat for 
  the benefit of visiting dignitaries. 
     The foreign district of Yhadri-Izhaaf is renowned the 
  world over for its decadence and depravity, yet it pales in 
  comparison to the city’s inner sector. While slaves in the 
  foreign sector display joviality in serving guests, those 
  hidden from view in the city’s center are a truly broken 
  people. Within the private inner sector, femanx—and 
  those few half-orcs and humans who have risen to great 
  station—lead lives of extravagant wealth far beyond the 
  imagination of outsiders.  If the femanx can be said to 
  have been corrupted by the vices of Porphyra, it is here, 
  so close to the wealth that the outside world offers.  The 
  cultivated desire for representational art, the glitter of 
  intrinsic metal, rich foods, even forbidden sexual con-
  gress has “weakened” the femanx race in some maroon-
  colored eyes, and must needs purging.  
  
  — 16 — 
  Additional Settlement Options
  These qualities and government types were created by 
  Skortched Urf’ Studios and reprinted here, or are new to 
  this product.
  Abstinent (Quality)
  Special Restriction: Lawful communities only
  The settlement religious or moral convictions force it 
  to deny some of the world’s more common vices. The 
  settlement prohibits a common vice: usually alcohol is 
  prohibited, but other abstinent settlements might ban 
  stronger drugs, tobacco, prostitution, or even ‘indulgent’ 
  foods like fine pastries, meat, or similar.
  Adjustments
  Increase Corruption +2, Law +1; Decrease Society -2.
  Artist’s Colony (Quality)
  The settlement is renowned for the excellence of its local 
  artists, performers and craftsfolk.
  Adjustments
  Increase Economy +1, Society +1. 
  Add the settlement’s Economy modifier on all Craft 
  checks, not just those made to earn a living.
  Asylum (Quality)
  The settlement is host to an infamous madhouse or asy-
  lum (or perhaps a prison, gaol or notorious workhouse). 
  The presence of these dangerous, mad souls has hard-
  ened the townsfolk, making them suspicious of strangers 
  and paranoid about the possibility of an escape or other 
  tragedy.
  Adjustments 
  Increase Lore +1; Decrease Society -2.
  Cruel Watch (Quality)
  Special Restriction: Lawful communities only
  The settlement’s civic watch or police force is infamous 
  for its brutality, effectiveness, cruelty and corruption.
  Adjustments
  Increase Corruption +1, Law +2; Decrease Crime -3, 
  Society -2.
  Decadent (Quality)
  Special Restriction: Evil communities only
  The settlement’s vast wealth and proud, ancient heritage 
  has made it a haven for corruption and sin.
  Adjustments
  Increase Corruption +1, Crime +1, Economy +1, Soci-
  ety +1, Danger +10. 
  Increase Base Purchase Limit by +25%.
  Fascistic (Disadvantage)
  Special Restriction: Lawful communities only 
  The settlement is governed by a totalitarian regime. 
  Sadistic and legally all-powerful soldiers walk the streets, 
  enforcing the settlement’s brutal laws. Outsiders are mis-
  trusted and undesirables often simply disappear.
  Adjustments
  Increase Law +4, Decrease Society -4. If the settlement 
  has either the Pious or Racially Intolerant qualities, the 
  town’s military or police forces will usually kill, imprison 
  or enslave undesirables.
  Gambling (Quality)
  The settlement caters to vice and greed. Casinos, gaming 
  houses, opium dens and bordellos are all common here, 
  and serve as the town’s major industry.
  Adjustments
  Increase Crime +2, Corruption +2, Economy +2, Law 
  -1.
  Add +10% to the settlement’s Purchase Limit
  Geniocracy (Government)
  The settlement is ruled by the most intelligent citizens. 
  Only those who possess an intellect of at least 50% 
  above the regional average are eligible to govern. Some 
  regions may seek specialized forms of intelligence. For 
  example, a horticultural society may elect those most 
  knowledgeable about growing crops and seasonal pat-
  terns.
  Adjustments
  Increase Lore +2, Society +1; Decrease Corruption -1, 
  Law -1.
  Labyrinthine (Quality)
  The settlement is laid out in such a way so as to be par-
  ticularly difficult for outsiders to navigate.
  Adjustments
  Increase Law +1; Decrease Society -1.
  Outsiders must make Knowledge (local) checks to suc-
  cessfully navigate the settlement (DC = 10 + 1/2 the 
  settlement’s Danger rating) in a timely fashion. Failure 
  means the creature takes 50% longer to reach its desti-
  nation, while failure by 5 or more means the creature 
  becomes lost for 1d12x5 minutes. Outsiders treat the 
  settlement’s Society statistic as a penalty to these checks.
  Magical Polyglot (Quality)
  The settlement is blessed with a magical aura that allows 
  all sentient creatures within its borders to understand 
  one another as if they shared a common language. This 
  
  — 17 — 
  permanent magical effect is similar to the tongues spell, 
  and has no effect on written language, only the words 
  spoken by the settlement’s inhabitants.
  Adjustments
  Increase Economy +1, Lore +1, Society +1.
  Public Gardens (Quality)
  The settlement contains extensive gardens containing 
  either native or exotic plants for the enjoyment of all 
  citizens. These gardens may be small and frequently 
  placed, or may consist of a single large garden that winds 
  its way throughout the settlement.
  Adjustments
  Increase Lore +1, Society +2.
  Protected Species (Quality)
  The settlement there are prescripts against harming a 
  specific species of animal or plant life.
  Adjustments
  Increase Lore +1, Society +1, Economy -1
  Sexist (Quality)
  The settlement’s laws have completely disenfranchised 
  one gender or the other: the oppressed sex has no more 
  legal rights than a pet or a slave, and cannot buy prop-
  erty. While within the settlement, members of the op-
  pressed gender cannot legally make purchases of items 
  worth more than 5 GP, and are usually ignored by the 
  settlement’s inhabitants, and may suffer mockery, vio-
  lence or legal persecution.
  Adjustments
  Decrease Society -2.
  Trading Post (Quality)
  The settlement’s primary purpose is trade. Merchants 
  and buyers from all over the world can be found within 
  the settlement.
  Adjustments
  Double the Purchase Limit for the settlement.
  Well Educated (Quality)
  The settlement’s inhabitants are incredibly well educated 
  and known for their sharp wits.
  Adjustments
  Increase Lore +1, Society +1.
   
  Personages of the Imperiax
  These personages are all listed under their home cities in 
  the Government sections, and are characters of note in 
  the Advent Imperiax. A Knowledge (nobility) check of 
  DC 10 plus their character level will locate the specific 
  whereabouts of the first four notable personages, whereas 
  a Knowledge (local) check of 10 + CL will locate the 
  latter eight. All femanx characters can be assumed to 
  possess standard femanx skinsuits except where noted.
  Ambassador Ilinoric the 73rd 
  Typical Location: Embassy Square, Myxhadriax
  Important Possessions: cloak of resistance +1, headband 
  of vast intelligence +2, wand of magic missiles (25 charges), 
  wand of silent image (25 charges), 2 potions of eagle’s splen-
  dor
  Description
  This oily and cultured erkunae wizard of middling skill 
  is an iconoclast in his culture, rejecting the lure of Chaos 
  which is universally pervasive in his homeland. Close 
  kin to the Opal Emperor, he lives in splendid exile in the 
  Imperiax, in astoundingly spartan conditions, and is an 
  excellent spymaster and manager of intelligence for the 
  Empire abroad. The Triumvirate believe he is the “better 
  asteroid for that it misses closely” in their idiom- better 
  the devil you know.
  Da’harist Glowheart 
  Typical Location: The Experiment Room and Menag-
  erie, Yhadri-Izhaaf
  Important Possessions: 10 doses of all alchemical 
  goods, herbs, drugs and poisons listed in this document; 
  neuron pistol
  Description 
  Described by some as the mad pet of the Triumvirate, 
  and sequestered in Yhadri-Izaaf so as to mitigate any 
  possible “contingencies” this enthusiastic squole re-
  searcher is focused on its work to the degree that mind-
  ers have to remind it to eat and rest. Rumors abound 
  that miscreant and foreign exasperations are sent to the 
  Experimentation Room and Menagerie near its depart-
  ment, never to be seen again- in their original form.
  Davor Dalobret 
  Typical Location: Pleasure Sector, Yhadri-Izhaaf
  Important Possessions: ring of protection +2, cloak of 
  protection +1
  Description
  The epitome of a decadent nobleman in service abroad, 
  one must first consider, when one considers Davor, that 
  
  — 18 — 
  his ambassadorial assignment is one of the most danger-
  ous in Porphyra, second only to those assigned to the 
  Oncoming Wave of M^al. Davor has thus developed the 
  survival instinct of a cockroach, caring not for failures as 
  long as he lives to fight, steal, seduce and cajole another 
  day. The rumor that he specializes in seducing femanx of 
  any station earns him the awe of all who hear it- though 
  many do not believe it.
  Droghena, Champion of the Arena
  Typical Location: Stadium of the Fallen Stars, Yhadri-
  Izaaf
  Important Possessions: mwk gravity maul, otyugh 
  hide armor
  Description
  Yhadri-Izaaf is home to the Stadium of Fallen 
  Stars, the deadliest arena in Porphyra, 
  and one of the most popular, attracting 
  foreigners and masses of femanx from 
  the entire Imperiax. Droghena was 
  a slave foundling from the decadent 
  Foreign Quarter of Yhadri-Izaaf, 
  and rose to be the practical owner 
  of the Stadium, having a natural eye for exciting 
  competition.
  Head Questioner Ytuau
  Typical Location: Offices of Conversation, Yhadri-Fhas
  Important Possessions: psionatrix of telepathy, +2 war 
  talons
  Description
  A name pronounced with even more dread than Face-
  less Nyaroo, Ytuau of the Thousand Questions is where 
  secrets go to die. The power of the Questioners is such 
  that even the Triumvirate fear them, and it is only the 
  conflict within their own ranks – such as the so-called 
  “Fearless War” between Ytuau and Ntelia and the seri-
  ously busy work of rooting out actual foreign spies that 
  keeps Ytuau too busy to challenge the leaders of the Tri-
  umvirate. The appearance of those in the higher ranks of 
  the Questioners are not precisely known, either, though 
  small resistance movements are known to try very hard 
  to obtain them.
  Mxyiax Sdhira 
  Typical Location: Hall of Knowledge, Myxhadriax
  Important Possessions: mesmeric circlet of authority
  Description
  The titular head of the state that is the Advent Imperiax, 
  Mxyiax Sdhira is a ruler mostly in appearance, as she, as 
  Droghena,
  Champion of the Arena
  
  — 19 — 
  most Mxyiax before her, do little that is not sanctioned 
  by the two Mxyiir. But the femanx need a strong figure-
  head, and Sdhira plays the part well, and in return gets 
  to indulge herself in pleasures not allowed even most of 
  the aristocracy of the marooned race.
    Mxyiax Sdhira is known to have several bland-looking 
  servants that look like ordinary humans...
  Mxyiir Kthela 
  Typical Location: Hall of Knowledge, Mxyhadriax
  Important Possessions: crystal mask of discernment 
  Description
  Presenting a bland and conciliatory- even advisory- per-
  sonality is a trademark of the Mxyiir. In a deeply com-
  petitive and rules-oriented cultures as that of the femanx 
  in exile, Kthela smiles and wears traditional finery, 
  uttering phrases taken from ancient codes of The Lost 
  Home. Kthela rarely says anything of substance, though 
  she talks a lot, but thinks 10 steps ahead of whoever is 
  in front of her. Her dwelling in the plans of the future 
  sometimes make her susceptible to attempts to supplant 
  her in the now.
  Mxyiir Mpirou 
  Typical Location: Hall of Knowledge, Mxyhadriax
  Important Possessions: third eyes aware, white expan-
  sion card
  Description
  Mpirou has taken the symbolic position as co-advisor of 
  the “ruling” Mxyiax in the status of zealous patriot, con-
  stantly calling for “defense of the Imperiax” and “expul-
  sion of the foreigners”, “restore The Lost Home” etc. Full 
  of bluster and posturing, Mpirou got her position by 
  curing a plague affecting the nation, a truly heroic act, 
  but she is not fit for her position, and is rapidly growing 
  desperate to prove herself yet again or face the cruel and 
  efficient treatment of incompetents.
  Nyaroo 
  Typical Location: Not available
  Important Possessions: actor’s guise, coat of deft avoid-
  ance, neuron pistol, +2 kukri, signet ring of passage
  Defense
  Her identity and persona carefully manipulated by the 
  Faceless Agents, the secret police and spy agency of the 
  Imperiax, Nyaroo embodies all of the paranoid alien 
  fears that the femanx cling to, and- more importantly- 
  that foreign visitors envision that role in being. A say-
  ing in the Imperiax- “Nyaroo was here and saw you” is 
  meant to frighten the silly and the young, but it is not 
  far from being wrong.
  Outrider Syary 
  Typical Location: Otyugh Pens/ Training Compound, 
  Yhadri-Izhaaf
  Important Possessions: +2 keen adder blade, femanx 
  skinsuit +2
  Description
  Syary is an Outrider, one of the otyugh-mounted patrol-
  lers of Imperiax territory and co-leader of the first line 
  of defense of the Imperiax. She is seldom seen without 
  her mount, Gelbogg, a sleek otyugh possessing miracu-
  lous speed, or without her signature weapon, Starblood. 
  Syary has been known to keep secrets herself, and is 
  rumored to keep a stable of lovers somewhere in the city, 
  beyond even the prying eyes of the Faceless.
  Sphurai, Commander of the Stars of the Lost Home
  Typical Location: Imperial Barracks, Yhadri-Fhas
  Important Possessions: mwk AXOS suit, mwk gravity 
  hammer, +2 deathless heavy steel shield
  Description
  The Stars of the Lost Home are the dedicated and thor-
  ough police force of the connected cities, and serve as 
  the cream of the Imperiax’s military in times of military 
  defense. Sphurai herself delights in the hunt, and her 
  cold knowledge of the Regulations of the Triumvirate is 
  second to none. Her fighting abilities and ability to take 
  on the most aggressive miscreant mean that she is tough, 
  powerful, and a force that to reckon with means death.
  Researcher Qalu 
  Typical Location: Research Annex/West Nobility Quar-
  ters, Myxhadriax
  Important Possessions: obedience collar, red expansion 
  card
  Description
  A true example of the strange status of the admittedly 
  strange race of dhosari in the Imperiax, Qalu is both 
  slave and savant, servant and scientist- groveling one 
  hour and probing the limits of the sentient mind the 
  next. Her femanx overlords are somewhat confused 
  about their own treatment of Qalu, a male and a slave, 
  yet both dedicated and talented to the point of revolu-
  tionizing their practice of psionics. But Qalu is smart 
  enough to see that freedom has its merits, and has 
  contacts outside the Imperiax no one knows about but 
  him…
  
  — 20 — 
  Class Options
  The following is a list of optional archetypes, class fea-
  tures and prestige classes available to characters from the 
  Advent Imperiax.
  Faceless Agent (Prestige Class)
  Rumors abound in the lands of Porphyra of faceless 
  agents, paragons of deception and infiltration. Faceless 
  agents live in the shadows, melting away into thin air 
  before their actions are discovered. Supposedly spread 
  throughout the lands neighboring the Advent Imperiax, 
  they can be found in every realm’s government, though 
  none have officially been uncovered. While many pro-
  claim that these mysterious shapechangers are nothing 
  more than myth, others take this lack of evidence as 
  further proof of their unparalleled skill.
  In truth, faceless agents prefer to operate in broad day-
  light, whether employed as assassins, thieves, or deep-
  cover spies. Nearly all faceless agents are femanx, born 
  from the ranks of investigators, but members of other 
  races have been recruited from time to time. Most of 
  these members were talented spies and thieves who infil-
  trated the Imperiax and were caught. Those who impress 
  the faceless agents—and could be convinced to change 
  sides in the unseen wars— undergo strict training that 
  allows them to manipulate their form with incredible 
  skill. Able to become anyone at any time, faceless agents 
  are an incredibly effective—albeit incredibly expensive—
  force.
  Hit Die: d8.
  Requirements
  To qualify to become a faceless agent, a character must 
  fulfill all the following criteria: 
  Feats: Deceitful or Skill Focus (Disguise).
  Skills: Bluff 7 ranks, Diplomacy 5 ranks, Disguise 7 
  ranks, Stealth 5 ranks. 
  Psionics: Must have a power point reserve of at least 1 
  power point.
  Special: Studied combat class feature. A senior faceless 
  agent must invite the character into the organization.
  Class Skills
  The faceless agent’s class skills (and the key ability for 
  each skill) are Bluff (Cha), Disguise (Cha), Escape Artist 
  (Dex), Knowledge (all) (Int), Linguistics (Int), Percep-
  tion (Wis), Stealth (Dex), and Use Magic Device (Cha).
    Skill Ranks at Each Level: 6 + Int Modifier.
   
  Class Features
  The following are class features of the faceless agent.
  Weapon and Armor Proficiency: Faceless agents gain 
  no proficiency with any weapon or armor.
  Detect Psionics (Psi): At will, a faceless agent can 
  manifest detect psionics, as the power. A faceless agent 
  can, as a full-round action, concentrate on a single item 
  or individual within 60 feet, learning the strength of its 
  psionic aura as if having studied it for 3 rounds. While 
  focusing on one individual or object, the faceless agent 
  does not detect a psionic aura in any other individual or 
  object within range.
  Table 1.1 - Faceless Agent
  Level
  BAB
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1st
  +0
  +0
  +1
  +1
  Detect psionics, metamorphosis, peerless agent
  2nd
  +1
  +1
  +1
  +1
  Mask alignment, swaying guile, uncanny dodge
  3rd
  +2
  +1
  +2
  +2
  Investigator talent, urban tracker
  4th
  +3
  +1
  +2
  +2
  Distracting strike, fixed form
  5th
  +3
  +2
  +3
  +3
  Hard minded, improved uncanny dodge
  6th
  +4
  +2
  +3
  +3
  Hide in plain sight, investigator talent
  7th
  +5
  +2
  +4
  +4
  Lasting shapechange
  8th
  +6
  +3
  +4
  +4
  Escape detection, shifting strike
  9th
  +6
  +3
  +5
  +5
  Investigator talent
  10th
  +7
  +3
  +5
  +5
  Indomitable, permanent shift
  
  — 21 — 
  Metamorphosis (Psi): At 1st level, a faceless agent is 
  able to drastically alter her appearance. She gains meta-
  morphosis as a psi-like ability a number of times equal to 
  1 + her Charisma modifier (manifester level equal to her 
  character level). At 5th level, she can spend two uses of 
  this ability to manifest major metamorphosis. At 9th level, 
  she can instead spend three uses of this ability to mani-
  fest true metamorphosis.
  Peerless Agent (Ex): The class levels of a faceless agent 
  stack with investigator levels for determining the effect 
  of her inspiration, investigator talents, studied combat, 
  and studied strike class features.
  Mask Alignment (Su): At 2nd level, a faceless agent can 
  alter her alignment to deceive spells that discern align-
  ment (such as detect evil). She may choose to detect as 
  any specific alignment, or to detect as no alignment at 
  will. This ability does not protect against spells or ef-
  fects that cause harm based on alignment. Masking her 
  alignment aura is a standard action, and lasts until she 
  changes it again or ends the effect.
  Swaying Guile (Ex): At 2nd level, a faceless agent gains 
  a +2 bonus on Bluff and Diplomacy checks. In addition, 
  she can adjust a creature’s attitude up to three steps when 
  using Diplomacy, instead of the normal limit of two 
  steps.
  Uncanny Dodge (Ex): At 2nd level, a faceless agent can-
  not be caught flat-footed, even if the attacker is invisible. 
  She still loses her Dexterity bonus to AC if immobilized. 
  A faceless agent with this ability can still lose her Dex-
  terity bonus to AC if an opponent successfully uses the 
  feint action against her. If a faceless agent already has 
  uncanny dodge from a different class, she automatically 
  gains improved uncanny dodge instead.
   
  Investigator Talent (Ex) or (Su): At 3rd level, and every 
  3 levels thereafter, a faceless agent gains a special ability 
  that aids her and confounds her foes. This functions as 
  the investigator talent class feature. A faceless agent can-
  not select an individual talent more than once.
  Urban Tracker (Ex): A faceless agent gains Urban 
  Tracking as a bonus feat at 3rd level. Whenever a face-
  less agent uses inspiration while attempting a Diplomacy 
  check to find or follow the trail of an individual, she can 
  roll her inspiration dice twice and take the higher result.
  Faceless 
  Agent
  
  — 22 — 
  Distracting Strike (Ex): At 4th level, a faceless agent is 
  able to create opportune moments for her to disappear. 
  Each time faceless agent deals damage with studied com-
  bat or studied strike, she can use a move action to at-
  tempt to create a diversion to hide (see the Stealth skill).
  Fixed Form (Su): At 4th level, a faceless agent is able 
  to maintain her form against opposing effects. When 
  subjected to a hostile polymorph effect, she can expend a 
  use of her metamorphosis psi-like ability as a free action 
  to gain a +4 bonus to her saving throw.
  Hardened Mind (Ex): Starting at 5th level, a faceless 
  agent is extremely hard to fool with mind-affecting ef-
  fects. This functions as the rogue’s advanced talent of the 
  same name.
  Improved Uncanny Dodge (Su): At 5th level and 
  higher, a faceless agent can no longer be flanked. This 
  defense denies a rogue the ability to sneak attack the 
  faceless agent by flanking her, unless the attacker has at 
  least four more rogue levels than the target has faceless 
  agent levels.
  Hide in Plain Sight (Su): At 6th level, a faceless agent 
  can use the Stealth skill even while being observed.
  Lasting Shapechange (Su): At 7th level, a faceless agent 
  is able to maintain her change in form for extended pe-
  riods of time. When a faceless agent manifests one of the 
  metamorphosis powers as a psi-like ability, the power’s 
  duration becomes “10 minutes/level”.
  Escape Detection (Ps): Starting at 8th level, a faceless 
  agent gains the benefits of escape detection, as the power 
  (manifester level equal to the faceless agent’s character 
  level). The faceless agent can voluntarily lower or raise 
  this ability as a standard action that does not provoke 
  attacks of opportunity.
  Shifting Strike (Ex): At 8th level, a faceless agent can 
  change her appearance even as she strikes from the shad-
  ows. Each time faceless agent deals damage with studied 
  combat or studied strike, she can use a swift action to 
  manifest her metamorphosis, greater metamorphosis, or 
  major metamorphosis (or one of its greater) psi-like abil-
  ity.
  Indomitable (Ex): At 10th level, if a faceless agent suc-
  ceeds at a Will saving throw against an attack that has a 
  reduced effect on a successful save, she instead avoids the 
  effect entirely. This ability can be used only if the face-
  less agent is wearing light armor, medium armor, or no 
  armor. A helpless faceless agent does not gain the benefit 
  of the indomitable ability.
   
  Permanent Shift (Su): At 10th level, a faceless agent 
  reaches the pinnacle of her ability to change her form. 
  When manifesting one of the metamorphosis powers, 
  the power’s duration becomes “Permanent (D)”.
  LostHome Outrider (Femanx Cavalier Archetype)
  The LostHome Outrider is an archetype of the cavalier 
  class, available to femanx cavaliers.
  Having made their way to Porphyra in the bellies of the 
  Femanx ships, the majority of otyughs now reside in the 
  sewer system of the Advent Imperiax. Though the gen-
  eral populace avoids these fearsome and disease-ridden 
  creatures at all costs, a small number of Femanx feel a 
  strong connection to the otyughs, reminders of an age 
  long past, when their species roamed the stars.
    Taking a young otyugh into her care, a Femanx may 
  render herself immune to the otyugh’s disease, raising it 
  into a powerful companion and mount.
  Armor Proficiency: An otyugh outrider is proficient 
  with light and medium armor, and with shields (except 
  tower shields).
  Order (Ex): The LostHome outrider must select the 
  Order of the Imperiax as her cavalier order.
  Otyugh Mount (Ex): At 1st level, a LostHome outrider 
  begins raising a young otyugh. Though initially too 
  small to serve as a mount for the outrider to, the fear-
  some beast grows quickly. Her constant exposure to the 
  otyugh has bolstered her immunities against the beast’s 
  disease. She receives Early Exposure as a bonus feat, 
  receiving immunity to filth fever. This ability replaces the 
  standard cavalier’s mount and expert trainer abilities.
  Otyugh Mount Statistics
  Starting Statistics: Size Medium; Speed 30 ft.; AC 
  +4 natural armor; Attack bite (1d6), 2 tentacles (1d4); 
  Ability Scores Str 14, Dex 14, Con 10, Int 6, Wis 15, 
  Cha 10; Special Qualities low-light vision
    4th-Level Adjustment: Size Large; Speed 40 ft.; AC 
  +2 natural armor; Attack bite (1d8 plus disease [filth 
  fever: Injury; frequency 1/day; effect 1d3 Dex damage and 
  
  — 23 — 
  1d3 Con damage; cure 2 consecutive saves, Con-based 
  DC]), 2 tentacles (1d4); Ability Scores Str +8, Dex -2, 
  Con +4, Int +2; Special Qualities combat trained.
    7th-Level Adjustment: Speed 50 ft.; Attacks 2 ten-
  tacles (1d4 plus grab).
  Bonded Tactician (Ex): In addition, the LostHome 
  outrider gains Pack Flanking as a bonus feat, even if she 
  doesn’t meet the requirements. In addition, a LostHome 
  outrider automatically grants her teamwork feats to her 
  otyugh mount. Her mount doesn’t need to meet the 
  prerequisites of these teamwork feats. This ability replac-
  es the tactician, greater tactician, and master tactician 
  abilities.
  Mounted Combat: At 4th level, the otyugh has grown 
  to its full size, ready to carry the outrider into battle. The 
  LostHome outrider gains Mounted Combat as a bonus 
  feat. This replaces expert trainer.
  Favored Terrain (Ex): At 5th level, the LostHome out-
  rider may select a terrain type from the ranger favored 
  terrains table. Both the outrider and her otyugh receive 
  a +2 bonus on initiative checks and Knowledge (geogra-
  phy), Perception, Stealth, and Survival skill checks when 
  they are in this terrain. At 10th, 15th, and 20th level, the 
  LostHome outrider may select an additional favored ter-
  rain. Additionally, at each such interval, the skill bonus 
  and initiative bonus in any one favored terrain (includ-
  ing the one just selected, if so desired), increases by +2.
  This ability replaces the banner and greater banner abili-
  ties.
  Order of the Imperiax (Cavalier Order)
  Edicts: The cavalier must uphold the edicts of her settle-
  ment, obeying the commands of her superiors without 
  question. She must never decline any mission unless it 
  interferes with another task of greater importance, and 
  must never break a law unless specifically given approval 
  by the community’s leaders or the Imperiax Triumvirate.
  Challenge: Whenever an order of the imperiax cavalier 
  issues a challenge, she receives a +1 morale bonus on 
  attack rolls made against the target of her challenge. This 
  bonus increases by +1 for every four levels the cavalier 
  possesses. In addition, both the cavalier and her mount 
  increase their speed by 10 feet when moving toward the 
  target of her challenge.
  Skills: An order of the imperiax cavalier adds Knowledge 
  (local) and Survival to her list of class skills. An order of 
  the imperiax cavalier can make Knowledge (local) skill 
  checks untrained. In addition, whenever an order of the 
  imperiax cavalier makes a Survival check to track in an 
  urban environment, she receives a bonus on the check 
  equal to 1/2 her cavalier level (minimum +1).
  Order Abilities: A cavalier belonging to the order of the 
  imperiax gains the following abilities as she increases in 
  level.
    Community Warden (Ex): At 2nd level, an order of 
  the imperiax cavalier forms a bond with a community. 
  While inside the limits of this community, her move-
  ment is not impeded by crowds, and she gains a +1 bo-
  nus on Initiative checks and Diplomacy and Intimidate 
  skill checks made to influence crowds, and Diplomacy 
  checks made to gather information. At 8th level, and 
  every 6 levels thereafter, these bonuses increase by 1. For 
  the purpose of this ability, a community is any settle-
  ment consisting of 1,000 or more individuals, though 
  the community may be larger than this minimum. 
  Outlying farms, fields, and houses within 1 mile per two 
  cavalier levels (minimum 1 mile) are considered to be 
  part of this settlement.
    Swift Tracker (Ex): At 8th level, an order of the impe-
  riax cavalier can move at her normal speed when using 
  Survival to follow tracks without taking the normal -5 
  penalty. She only takes a -10 penalty (instead of the 
  normal -20) when moving at up to twice normal speed 
  while tracking.
    Act as One (Ex): At 15th level, the cavalier gains act as 
  one, as the order of the dragonAPG ability of the same 
  name.
  Probing Mindlock (Dread Terror)
  Benefit: When a creature fails its save against a dread’s 
  mindlock terror, she can read that creature’s surface 
  thoughts (as the psionic power mind probe) for a number 
  of rounds equal to the dread’s Charisma modifier. For 
  the duration of this terror, the dread can continue to 
  ask the target questions so long as it remains within the 
  range of her mindlock. This terror is used when mind-
  lock is activated and does not take a separate use of ter-
  rors to activate. The dread must be at least 6th level and 
  have the mindlock terror to select this option.
  Master of Disguise (Su) (Investigator Talent)
  Benefit: An investigator can always take 10 on any of 
  his Bluff or Disguise checks, even if he’s in immediate 
  
  — 24 — 
  danger or distracted. An investigator must have the un-
  derworld connections investigator talent and be at least 
  11th level to select this talent.
  Machines Spirit (Shaman Spirit)
  Not all shamans form ties with the natural world. A 
  shaman who selects the machines spirit takes on a 
  machine-like appearance. Her skin is unnaturally pale 
  and smooth, marked with pale tattoos, reminiscent of 
  circuitry. Her fresh wounds have a faint smell of burnt 
  wiring, but when her wounds heal (either naturally or 
  with the aid of magic or technology) her skin does not 
  scar or otherwise reflect her past injuries. When the sha-
  man calls upon one of this spirit’s abilities, her tattoos 
  glow with light like a torch for 1 round.
  Spirit Magic Spells: technomancy (1st), protection from 
  technology (2nd), recharge (3rd), remove radioactivity 
  (4th), destroy robot (5th), antitech field (6th), memory of 
  function (7th), greater remove radioactivity (8th), electro-
  magnetic pulse (9th).
  Hexes: A shaman who chooses the gears spirit can select 
  from the following hexes.
    Born Technologist (Ex): Both the shaman and her spirit 
  animal gain Technologist as a bonus feat. In addition, 
  she gains Disable Device and Knowledge (engineering) 
  as class skills.
    Lingering Charge (Su): As a full-round action, the 
  shaman can grant 1 temporary charge to a technologi-
  cal item, even if the item can no longer be recharged. 
  This charge must be used within 1 hour or it fades. The 
  shaman can grant temporary charges to multiple techno-
  logical items, but temporary charges do not stack with 
  themselves in the same technological item. At 10th level, 
  she can grant 2 temporary charges to a single technologi-
  cal item. The shaman can use this ability a number of 
  times per day equal to her shaman level. A technological 
  item granted temporary charges with this ability cannot 
  be the target of this hex again for 24 hours.
    Mending Channel (Su): The shaman can channel posi-
  tive energy like a cleric, except she can only use this 
  ability to heal or harm constructs with the clockwork or 
  robot subtypes. The shaman uses her shaman level as her 
  effective cleric level when determining the amount of 
  damage healed or dealt and the DC. The shaman can use 
  this ability a number of times per day equal to 3 + her 
  Charisma modifier (minimum 1).
    Pierce Armor (Ex): As a swift action, the shaman can 
  make a Knowledge (engineering) check against a DC of 
  10 + the creature’s hardness or CR (whichever is higher). 
  If the check succeeds, any attacks ignore she makes 
  against the target ignores the creatures DR or hardness 
  for a number of rounds equal to her Wisdom modifier 
  (minimum 1). The shaman can use this hex a number of 
  times per day equal to her Charisma modifier (minimum 
  1).
    Plasma Shield (Su): The shaman conjures armor made 
  of plasma that grants her a +4 armor bonus to AC. At 
  7th level, and every four levels thereafter, these bonuses 
  increase by +2. The shaman can use this shield for 1 
  hour per shaman level. At 8th level, this shield grants 
  the shaman resist electricity 5, fire 5. At 16th level, this 
  energy resistance increases to 10. The duration does not 
  need to be consecutive, but it must be spent in 1-hour 
  increments.
  Shaman of Machines
  
  — 25 — 
  Spirit Animal: The flesh of the shaman’s spirit animal 
  takes on a metallic quality, its natural markings outlined 
  by lines of circuitry. Whenever the animal is within 5 
  feet of the shaman or a functional technological item, its 
  markings give off a pale blue light like a candle.
  Spirit Ability: A shaman who chooses the machines 
  spirit as her spirit or wandering spirit gains the following 
  ability.
    Touch of Plasma (Su): As a standard action, the shaman 
  can make a melee touch attack that deals 1d6 points of 
  plasma damage plus 1 point of damage for every two 
  shaman levels she possesses. Half the damage dealt by 
  plasma is fire damage, and half is electricity damage. A 
  shaman can use this ability a number of times per day 
  equal to 3 + her Charisma modifier. At 11th level, any 
  weapon she wields functions as a construct-bane weap-
  on.
  Greater Spirit Ability: A shaman who chooses the 
  machines spirit as her spirit or wandering spirit gains the 
  following ability upon having access to the greater ver-
  sion of that spirit.
    Technological Empathy (Ex): The shaman can influence 
  creatures of the construct type with mind-affecting ef-
  fects. In addition, she gains a +3 bonus on all Charisma-
  based skill checks made against constructs. At 16th level, 
  this bonus increases to +6.
  True Spirit Ability: A shaman who chooses the ma-
  chines spirit as her spirit or wandering spirit gains the 
  following ability upon having access to the true version 
  of that spirit.
    Technological Companion (Su): The shaman’s spirit 
  animal takes the form of an animal companion of her 
  choice, using her shaman level -3 as her effective druid 
  level. The animal retains all the special abilities and the 
  intelligence score of the spirit animal, but also has the 
  statistics and abilities of an animal companion. If the an-
  imal is dismissed, is lost, or dies, it can be replaced in the 
  same way as a normal spirit animal. In addition, when 
  a critical hit or sneak attack is scored on the animal, it 
  has a 25% chance that the critical hit or sneak attack is 
  negated and the damage is instead rolled normally. This 
  does not stack with similar abilities that negate critical 
  hits and sneak attacks (such as fortification armor). At 
  20th level, this chance increases to 50%.
  Manifestation: Upon reaching 20th level, the sha-
  man becomes a spirit of machines. She completes her 
  transformation into a more mechanical state. She does 
  not need to breathe, eat, or sleep, and gains immunity 
  to death effects, disease, fatigue, exhaustion, paralysis, 
  poison, sleep, and stun effects.
  Metaphysical Rogue (Rogue Archetype)
  The metaphysical rogue augments his body with psionic 
  energy in order to elude his foes, managing to disappear 
  into thin air even in the midst of pitched battle.
  Class Skills: A metaphysical rogue adds Autohypnosis 
  and Knowledge (psionics) to his list of class skills.
  Skill Ranks Per Level: A metaphysical rogue gains skill 
  ranks each level equal to 6 + his Intelligence modifier.
  Psionic: At 1st level, a metaphysical rogue gains Wild 
  Talent as a bonus feat. If he already has levels in a psionic 
  class, he instead gains Psionic Talent.
  Bonus Feats: At 2nd level, a metaphysical rogue may 
  select the Access Psionic Talent feat in place of a rogue 
  talent. He does not need to meet the prerequisites for 
  this feat.
  Opportune Diversion: At 3rd level, when a metaphysi-
  cal rogue hits a creature with a melee attack that deals 
  sneak attack damage, he can expend his psionic focus to 
  create a diversion to hide (see the Stealth skill) as a move 
  action, gaining a +1 bonus to the check for each sneak 
  attack die rolled. This ability replaces trap sense +1 and 
  +4.
  Gifted Sneak: At 6th level, while maintaining psionic 
  focus, a metaphysical rogue gains a bonus on Disguise 
  checks equal to half his level. This ability replaces trap 
  sense +2.
  Psionic Feint: At 9th level, a metaphysical rogue can 
  expend his psionic focus to feint as a move action. If he 
  possesses the Improved Feint feat, he can instead feint as 
  a swift action.
    This ability replaces trap sense +3, +5, and +6.
  Rogue Talents: The following rogue talents complement 
  the metaphysical rogue archetype: distracting attack, fast 
  getaway, fast stealth, quick disguise, slow reactions.
  Advanced Talents: The following advanced rogue talents 
  complement the metaphysical rogue archetype: hide in 
  plain sight, master of disguise, slippery mind.
  
  — 26 — 
  Questioner (Dread Archetype)
  To be taking in by a questioner is a terrifying prospect, 
  and command equal parts respect and fear in cities 
  where they hold authority. As domineering interrogators, 
  questioners are masters of their art, latching onto and 
  pilfering through their victims’ minds until satisfied they 
  have nothing else to yield. A questioner on the battle-
  field is no less potent, though she prefers to subdue and 
  capture her foes.
  Weapon Proficiency: Questioners are proficient with all 
  simple weapons, plus the dire flail, flail, heavy flail, light 
  hammer, sap, and whip.
  Subjugating Touch (Su): A questioner focuses her abil-
  ity to inflict psychic pain, allowing her to deal nonlethal 
  damage with her devastating touch, though this reduces 
  her ability to deal lethal damage. When she makes a 
  devastating touch that deals lethal damage, she deals 1d4 
  points of damage plus 1 point per 2 class levels (mini-
  mum 1). This ability is identical in all other ways to 
  devastating touch, and supplements that ability.
  Take Them Alive (Ex): At 1st level, a questioner is 
  trained in the art of subduing her foes without dealing 
  grievous wounds. She does not take a -4 penalty on her 
  attack rolls when dealing nonlethal damage. When deal-
  ing nonlethal damage, a questioner receives a +1 bonus 
  on weapon damage rolls.
  Fearsome Intuition (Ex): A questioner receives an in-
  sight bonus to Sense Motive checks equal to 1/2 her level 
  (minimum +1). This ability replaces fearsome insight.
  Terrors (Su): A questioner must take the mindlock ter-
  ror at 4th or 6th level, and the probing mindlock terror 
  at 6th or 8th level.
  Channel Terror (Su): At 3rd level, a questioner gains 
  channel terror as normal, but she must choose to deal 
  nonlethal damage in order to channel a terror through a 
  melee weapon. This does not apply when she channels a 
  terror through her devastating touch.
  Aura of Weakness (Su): At 3rd level, a questioner 
  radiates an aura that causes all enemies within 10 feet 
  to take a -4 penalty on saving throws against fear and 
  on Bluff checks made to lie. At 8th level, and every five 
  levels thereafter, a questioner increases the range of her 
  aura by +10 feet, and the penalties worsen by -1 (to a 
  maximum range of 40 feet and a penalty of -7 at 18th 
  level). Creatures that are normally immune do not suffer 
  these penalties, instead lose that immunity while within 
  this aura. These penalties do not stack with overlapping 
  auras of interrogation. Instead, the penalties of the most 
  powerful aura affects the creature normally, increasing by 
  -1 for each overlapping aura, up to a maximum of -4 (in 
  the case of four overlapping auras). This ability replaces 
  the aura of fear ability and the bonus feats normally 
  gained at 13th level.
  Telepathy (Su): At 9th level, a questioner gains telepa-
  thy out to 100 ft., and while she maintains psionic focus, 
  can detect other creatures within her aura of weakness 
  using telepathy to communicate. This ability otherwise 
  functions as the psion telepathy discipline ability of the 
  same name. This ability replaces the bonus feat normally 
  gained at 9th level.
  Twinned Aura (Su): When a questioner of at least 11th 
  level has a shadow twin active, if any creature within her 
  aura of weakness suffers from the shaken, frightened, or 
  panicked condition at the start of the questioner’s turn, 
  her shadow twin uses a separate action pool instead of 
  sharing the round’s actions for that round.
  At 15th level, a questioner’s shadow twin radiates its 
  own aura of weakness, as a 3rd-level questioner. If any 
  creature within the questioner’s aura of weakness suffers 
  from the frightened or panicked condition, the shadow 
  twin’s aura is identical to the questioner’s own aura. This 
  ability replaces twin fear.
   
  Primeval Rager (Squole Barbarian Archetype)
  The primordial rager is an archetype of the barbarian 
  class, available to advent squole barbarians.
    While many squole attach themselves to another race, 
  others gives themselves over to the primal forces behind 
  their existence. Primeval ragers channel their elemental 
  composition into a powerful defense, bolstering them-
  selves against attacks that would fell lesser warriors.
  Elemental Fury (Ex): At 3rd level, a primeval rager 
  gains the ability to channel raw elemental energy into 
  fuel for his rage. This works like the elemental fury 
  ability of the elemental kin barbarian archetype, except 
  the primeval rager only gains the benefits of this ability 
  when taking energy damage of a type associated with his 
  elemental composition racial trait. This ability replaces 
  trap sense.
  
  — 27 — 
  Internal Fortification (Ex): At 7th level, a primeval 
  rager gains Internal Fortification as a bonus feat, even if 
  he does not meet the requirements. At 13th and 19th 
  levels, he gains this feat for a second and third time, 
  granting him a 75% chance to negate critical hits and 
  sneak attacks at 19th level. This ability replaces damage 
  reduction.
  Elemental Resistance (Ex): At 8th level, a primeval 
  rager’s bond with his primordial form grows stronger. 
  He gains energy resistance 10 for each of the two en-
  ergy types associated with his elemental composition 
  racial trait. This ability replaces the rage power normally 
  gained at 8th level.
  Rage Powers: The following rage 
  powers complement the primeval 
  rager archetype: elemental rage, 
  flesh wound, greater elemental 
  rage, lesser elemental rage, and 
  rolling dodge.
  Sworn Guardian
  Sworn Guardian 
  (Brawler Archetype)
  Sworn guardians dedicate their 
  lives to the protection of others. 
  No matter the circumstances, a 
  sworn guardian, a sworn guard-
  ian places his own life on the line 
  in order to prevent their wards 
  from coming to harm, so strong 
  is their commitment. Even with 
  their focus on safeguarding their 
  allies, sworn guardians are capable 
  combatants in their own right, able 
  to put down potential threats even 
  as they provide safety to others. 
  Some sworn guardians seek 
  to 
  protect the weak and downtrodden, while others find 
  themselves taking on work as bodyguards for hire.
  Bonus Feats: A sworn guardian gains the following 
  bonus feats at the indicated levels:
  • 
  2nd level — Bodyguard
  • 
  5th level — In Harm’s Way
  • 
  8th level — Intervening Guard
  This ability replaces the bonus feats normally granted at 
  2nd, 5th, and 8th levels.
  Guardian’s Ward (Ex): At 4th level, a sworn 
  guardian forms a bond with another creature, 
  swearing to defend that creature at all costs. Once 
  per day, the sworn guardian can spend a move 
  action to grant his ward a +2 shield bonus to AC 
  and a +2 circumstance bonus on saving throws. The 
  bonuses last for a number of rounds equal to the 
  sworn guardian’s Wisdom bonus (minimum 1). The 
  bonded ward must be adjacent to the sworn 
  guardian in order to receive this bonus, and the 
  sworn guardian cannot be grappled, helpless, 
  paralyzed, stunned, or unconscious. At 10th 
  level, the sworn guardian may use this abil-
  ity twice per day; at 16th level, he may use 
  it three times per day. This ability replaces 
  knockout.
  Protective Reach (Ex): At 5th level, a sworn 
  guardian gains Swap Places as a bonus feat. 
  He automatically treats all of your adjacent al-
  lies as if they possess this feat as well, but only 
  he can initiate this movement. This ability 
  replaces close weapon mastery.
   
  
  — 28 — 
  Feats
  The following feats were created, discovered or mastered 
  within the Advent Imperiax.
  Alien Weapon Proficiency (Combat)
  Laser pistols are common tools when repelling alien invad-
  ers.
  Prerequisites: Base attack bonus +1
  Benefit: Choose one type of exotic alien weapon, such as 
  the jhoila branch or war talon. You gain proficiency with 
  that weapon. So long as you are proficient with an alien 
  technological weapon, you do not need to make Knowl-
  edge (engineering) checks to activate any of its abilities. 
  You must still be proficient with the base weapon (e.g., 
  proficieny with greatclubs for the gravity maul) in order 
  to avoid the -4 penalty on attack rolls.
  Normal: A creature who uses an alien weapon with 
  which he is not proficient takes a -4 penalty on attack 
  rolls. If it is a technological weapon, he must make a 
  Knowledge (engineering) check as part of activating 
  item. The DC for this skill check varies, depending on 
  the type of weapon used: Standard DCs are 10 (simple 
  weapons), 15 (martial weapons), and 20 (exotic weap-
  ons). A creature who fails this check fails to activate the 
  weapon in the appropriate manner, instead triggering a 
  glitch as if the weapon was a piece of timeworn technol-
  ogy.
    A creature who does not possess this feat, but is oth-
  erwise proficient with a base weapon on which an alien 
  technological weapon is based, does not suffer the -4 
  penalty on attack rolls, but must still make Knowledge 
  (engineering) checks to activate any of that weapon’s 
  abilities.
  Special: You can take Alien Weapon Proficiency multi-
  ple times. Each time you take the feat, it applies to a new 
  type of exotic alien weapon.
  Attuned Senses
  Your antennae naturally adjust to your environment, pick-
  ing out sounds that might be lost to others.
  Prerequisites: Wis 13, alien senses racial trait, femanx
  Benefit: You ignore up to -5 in penalties due to distance 
  or obstructions on auditory Perception checks.
  Special: If you have the Psionic Talent or Wild Talent 
  feat, you may expend 1 power point as a standard action 
  to make a auditory single perception check, ignoring up 
  to -10 in penalties due to distance or obstructions.
  Court Charmer
  No stranger to the tangled web that is court plotting and 
  politics, you are particularly skilled in swaying others with 
  your words.
  Prerequisites: Cha 13, court intrigue racial trait, erku-
  nae
  Benefit: You may cast charm person twice per day as a 
  spell-like ability. The caster level for this spell-like ability 
  is equal to your Hit Dice. The spell-like ability’s save DC 
  is Charisma-based.
  Special: If you have spent at least three month in a 
  settlement within the Advent Imperiax, you treat femanx 
  as humanoid creatures for the purpose of being affected 
  by this spell-like ability.
   
  Constant Protector (Combat)
  Ever vigilant, you stand guard over your charge, ready to 
  defend at a moment’s notice. 
  Prerequisites: Bodygaurd, paricharka racial trait, dhosari
  Benefit: When attempting to improve the AC of your 
  paricharka bond target with the Bodyguard feat, you in-
  crease the bonus you grant by +1. This bonus stacks with 
  other abilities that modify the bonus granted by the aid 
  another action, including the servile racial trait.
  Craft Technological Vessel (Item Creation)
  You can craft technological vessels, be they land, sea, or air.
  Prerequisites: Technologist, Craft (mechanical) 9 ranks, 
  Knowledge (engineering) 9 ranks
  Benefit: You can create technological vessels. Creating a 
  technological vessel takes 1 day for every 1,000 gp in the 
  item’s price. To create the object, you must use up raw 
  materials costing half of this total price.
    You can also repair a broken technological vessel if it 
  is one that you could make. Doing so costs half the raw 
  materials and half the time it would take to craft the 
  item from scratch.
  Early Exposure
  You were exposed to a deadly disease earlier in life. Where 
  other femanx are weak against the pathogens of this planet, 
  your body fought off the disease, rendering your more resil-
  ient against future exposure.
  Prerequisites: Con 13, femanx
  Benefit: You do not take a penalty on saving throws 
  against disease due to your racial subtype. You gain a + 4 
  racial bonus on saving throws against one type of disease.
  Normal: Femanx normally suffer a -2 penalty on saving 
  throws against disease.
  
  — 29 — 
  Ego Assault (Psionic)
  You have learned how to channel your will into a creature 
  with a mere touch, the power of which can humble even the 
  stalwart of foes.
  Prerequisites: Cha 15, Potent Ego, femanx
  Benefit: If you have the Psionic Talent or Wild Talent 
  feat, you may choose to augment this ability in the fol-
  lowing ways:
  • 
  By expending 1 power point, you make deliver your 
  ego rend as a melee touch attack. A successful attack 
  deals 1d8 points of nonlethal damage, and the crea-
  ture must save or suffer Charisma drain as normal.
  • 
  For every 2 power points you expend, you may 
  expend another daily use of your ego rend ability 
  against the same target. The creature makes only one 
  saving throw. A successful saving throw prevents all 
  damage and ability drain, while a creature that fails 
  its saving throw suffers 1 point of Charisma drain for 
  each daily use of ego rend expended.
  Expanded Senses
  A far greater piece of the world is revealed as your senses 
  have grown in power over time. 
  Prerequisites: Improved Blind Fight, Perception 11 
  ranks, advent squole
  Benefit: The range of your blindsense extends by 60 feet.
  Special: You cannot take this feat if you already have the 
  Focused Sight feat.
  Fearful Devastation (Psionic)
  Your mere touch is enough to leave your enemies quivering 
  in fear. 
  Prerequisites: Base attack bonus +1, devastating touch 
  class feature, incite fear dread terror
  Benefit: If you critically strike with your devastating 
  touch, you can expend your psionic focus to cause the 
  foe struck by your attack to become shaken for 1 round.
  Focused Sight
  You can detect less of the world at one time than other 
  squole, but you pick out details they would miss.
  Prerequisites: Wis 13, Advent squole, must be taken at 
  1st level
  Benefit: The range of your blindsight extends by 20 feet, 
  but you lose your racial blindsense. 
  Special: You cannot take this feat if you already have the 
  Expanded Senses feat.
  Forceful Personality
  Rather than seeking to attain balance, you bend the con-
  straints of reality to your design. 
  Prerequisites: Cha 13, must be taken at 1st level, fe-
  manx
  Benefit: You use your Charisma modifier rather than 
  your Wisdom modifier when determining all monk spe-
  cial abilities that normally rely on Wisdom.
  Imperiax Dweller
  Your time spent in the majestic cities of the Advent Imperiax 
  have given you great skill in both navigation and under-
  standing of their architecture.
  Prerequisites: Castle dwellers racial trait, erkunae
  Benefit: You receive a +4 racial bonus on Knowledge 
  (engineering) and Stealth checks while inside a femanx-
  made building, construction, or vehicle. This replaces 
  the normal bonus from the castle dwellers racial trait.
  Special: The castle dwellers racial trait normally grants 
  a +2 racial bonus Knowledge (engineering) and Stealth 
  checks while inside a building or construction.
  Imposing Presence (Femanx)
  You are dismissive of all beneath your social rank, and can 
  easily keep them in line. 
  Prerequisites: Cha 13, Intimidate 1 rank, femanx
  Benefit: When dealing with those in a lower station, you 
  gain a +2 bonus on Diplomacy and Intimidate checks. 
  When dealing with males of any station, these bonuses 
  are doubled.
   
  Internal Fortification (Combat)
  Your body reacts on instinct, contorting to defend vital areas 
  from harm. 
  Prerequisites: Wis 13, Toughness, character level 6th, 
  advent squole
  Benefit: When a critical hit or sneak attack is scored 
  against you, there is a 25% chance that the critical hit 
  or sneak attack is negated and damage is instead rolled 
  normally.
  Special: This does not stack with similar abilities that 
  negate critical hits and sneak attacks (such as fortifica-
  tion armor). You can take this feat up to three times, 
  once at character level 6th, and again at 12th and 18th 
  levels.
  Intervening Guard (Combat)
  You pull your ally to the side, interposing yourself in the way 
  of peril. 
  
  — 30 — 
  Prerequisites: In Harm’s Way, Swap Places, base attack 
  bonus +5
  Benefit: When an adjacent ally is required to make a 
  Reflex saving throw against a spell or effect, you can 
  move into your ally’s space (as the Swap Places feat) and 
  interpose yourself in way of the attack as an immedi-
  ate action, taking full damage and any associated effects 
  from that attack. A creature cannot benefit from this feat 
  more than once per attack.
  Overriding Power (Metapsionic)
  Your understanding of artificial creatures allows your mind-
  affecting powers to control constructs.
  Prerequisites: Technologist, Knowledge (arcana) 9 
  ranks, Knowledge (engineering) 9 ranks
  Benefit: This feat only works on mind-affecting pow-
  ers. To use this feat, you must spend your psionic focus. 
  Doing so lets you manifest an overriding power. This 
  power affects constructs (even mindless constructs) as if 
  they weren’t immune to mind-affecting effects, but has 
  no effect on living creatures. Manifesting an overriding 
  power increases the power point cost of the power by 4. 
  The total cost cannot exceed your manifester level.
  Normal: Constructs are immune to mind-affecting ef-
  fects.
  Potent Ego
  You have practiced your ability to project your will on oth-
  ers, and can do so more often than other femanx.
  Prerequisites: Cha 13, ego rend racial trait, femanx.
  Benefit: You may suse your ego rend ability a number of 
  times per day equal to your Charisma modifier. You can-
  not use this ability against the same creature more than 
  once in a 24-hour period.
  Psionic Feint (Combat, Psionic)
  Expelling a small burst of psionic energy, you lead your op-
  ponents into a trap. 
  Prerequisites: Improved Feint, Bluff 7 ranks
  Benefit: While maintaining psionic focus, you gain a +2 
  bonus on Bluff checks made to feint. If you expend your 
  psionic focus, you can feint as a swift action.
  Normal: Feinting is a standard action (or a move action 
  with Improved Feint).
   
  Psionic Precision (Psionic)
  A flash of insight guides your weapon into a vital position. 
  Prerequisites: Manifester level 1st, sneak attack +1d6
  Benefit: When you succeed at a sneak attack, you may 
  expend your psionic focus to use d8s to roll sneak attack 
  damage instead of d6s.
  Psionic Targeting (Psionic)
  Your blows rain down with furious power upon your stud-
  ied target. 
  Prerequisites: Base attack bonus +5, studied combat and 
  studied strike class features
  Benefit: While you maintain psionic focus, your melee 
  attacks against the target of your studied combat deal 
  an extra 1 point of damage. Additionally, if you expend 
  your psionic focus as part of your studied strike, you in-
  stead deal an extra 1 point of damage per studied strike 
  die.
  Sickening Devastation (Psionic)
  By landing your devastating touch in a vital location, you 
  fill your opponent with fright. 
  Prerequisites: Base Attack bonus +5, devastating touch 
  class feature, sickening fear dread terror
  Benefit: If you critically strike with your devastat-
  ing touch, you can expend your psionic focus to cause 
  the foe struck by your attack to become sickened for 1 
  round.
  Swift Grace
  Your rapid movements when moving through harm’s way 
  make it strangely difficult for your foes to strike you.
  Prerequisites: Dodge, Psionic Talent or Wild Talent, un-
  natural grace racial trait, femanx
  Benefit: Once per encounter, if you take two actions to 
  move in a turn or a withdraw action, you may expend 
  two power points as a free action to gain a deflection 
  bonus to AC and CMD equal to your Charisma modi-
  fier for 2 rounds.
  Tormentor (Psionic)
  Intimidation comes easily to you, and you always known 
  how to intimidate. 
  Prerequisites: Cha 13, Intimidate 3 ranks
  Benefit: While you maintain psionic focus, you gain 
  a +2 enhancement bonus on Intimidate checks. If you 
  have at least 10 ranks in Intimidate, this bonus increases 
  to +4. Additionally, you may expend your psionic focus 
  to gain a +10 bonus on an Intimidate check to demoral-
  ize a creature. You must decide whether or not to use 
  this option before making an Intimidate check. If your 
  check fails, or if the opponent is immune to fear effects, 
  you still expend your psionic focus. If you have at least 
  
  — 31 — 
  10 ranks in Sense Motive, this bonus increases to +20 
  when you expend your psionic focus.
  Veiled Message
  You are well-practiced in delivering secret messages, even 
  when in the midst of an attentive crowd.
  Prerequisites: Cha 13, bardic performance class feature, 
  Bluff 1 rank, dhosari
  Benefit: You gain a +2 bonus on Bluff checks made to 
  pass secret messages. In addition, while you maintain 
  any bardic performance with verbal components, you 
  may attempt to pass a secret message once per round as a 
  move action. Any creature affected by the bardic perfor-
  mance (other than the intended target) takes a -2 penalty 
  on opposed Sense Motive checks made to intercept the 
  secret message. When you have 4 ranks in Bluff, and 
  every 4 ranks thereafter, the penalty on Sense Motive 
  checks to intercept this secret message increases by -1.
   
  New Psionic Powers
  The following psionic powers where first developed by 
  psionic manifesters within the Advent Imperiax.
  Aura of Intimidation
  Discipline telepathy [fear, mind-affecting]
  Level dread 3 
  Manifesting Time 1 standard action
  Display Me, Vi
  Range personal 
  Target you
  Duration 1 round/level
  Saving Throw Will negates; Power Resistance yes
  Power Points 5
  You gain a 10-foot-radius aura that lashes out at those 
  you strike in combat, exaggerating the strikes into night-
  marish wounds. Whenever you damage a creature with 
  a melee or ranged attack within the aura, the creature is 
  affected according to its HD.
  • 
  4 HD or fewer: the creature is panicked for 1 round, 
  then nauseated for 1 round, then sickened while it 
  can see the aura, and then shaken for 1 minute after 
  it was last within the aura.
  • 
  8 HD or fewer: the creature is nauseated for 1 round, 
  sickened while it can see the aura, then shaken for 1 
  minute after it was last within the aura.
  • 
  10 or more HD: the target is sickened while it re-
  mains within the aura.
  A successful saving throw renders the creature shaken for 
  1 round, but ignores all other effects of the aura. Sight-
  less creatures are not affected by an aura of intimidation.
    Augment: You can augment this power in one or more 
  of the following ways.
  1. For every additional power point you spend, this 
  power’s duration increases by 1 round.
  2. For every additional power point you spend, the 
  radius of the aura increases by 5 feet.
  3. For every 2 additional power points you spend, you 
  increase the number of Hit Dice affected by one for 
  each category.
    In addition, for every 2 power points spent on the 
  above augmentations, the save DC increases by 1.
  Concussive Weapon
  Discipline psychokinesis (force)
  Level dread 3, gifted blade 3, psion 4, psychic warrior 3
  Manifesting Time 1 standard action 
  Display Au, Ma, Vi
  Target melee weapon touched
  Effect weapon of force
  Duration 1 round/level
  Saving Throw none; Power Resistance yes
  Power Points dread 5, gifted blade 5, psion 7, psychic 
  warrior 5
  You create a weapon made of force that moves with you, 
  duplicate to the target of this power. This weapon shares 
  your space and has the same reach, threat range, and 
  critical multiplier as the original weapon. It does not 
  share, however, any enhancement bonus or other special 
  abilities of that weapon.
    Each round, starting with the round you manifest this 
  power, the concussive weapon attacks a creature within 
  reach, dealing 1d8 points of concussive force damage per 
  hit, +1 point per two manifester levels (maximum +5 at 
  15th level). It uses base attack bonus (possibly allowing 
  for iterative attacks in rounds after the first) plus your 
  Wisdom modifier as its attack bonus. It does not get 
  a flanking bonus or help a combatant get one; nor do 
  your feats, special abilities, or combat actions affect the 
  weapon or its attacks.
    If an attacked creature has Power Resistance, you make 
  a manifester level check (1d20 + manifester level) against 
  that Power Resistance the first time the concussive weap-
  on strikes it. If a creature successfully resists the concus-
  sive weapon, the weapon cannot attack that creature for 
  the duration of the power. If not, the weapon deals its 
  full effect on that creature for the duration of the power.
  
  — 32 — 
    Augment: You can augment this power in one or more 
  of the following ways.
  1. For every additional power point you spend, this 
  power’s duration increases by 1 round.
  2. For every 2 additional power points you spend, this 
  power’s damage increases by one die (d8).
  Leeching Touch
  Discipline telepathy (compulsion)
  Level dread 2 
  Manifesting Time 1 swift action
  Display Vi 
  Range touch
  Target living psionic creature touched 
  Duration instantaneous
  Saving Throw Will partial; Power Resistance yes 
  Power Points: 3
  This power causes your hand to glow with a dark light 
  that deals 2d6 points of damage on a successful melee 
  touch attack. Additionally, a successful attack drains the 
  target of 1d4 power points and adding 1 of those points 
  to your own reserve (unless that gain would cause you to 
  exceed your maximum). A Will save negates the power 
  point drain, but not the cold damage. Augment: For 
  every 2 additional power points you spend, this power’s 
  damage increases by 1d6 points and the save DC in-
  creases by 1.
  Adapted Psionic Powers
  The following psionic powers are adapted from existing 
  arcane and divine spells. Except for the given differences, 
  each of the following adapted powers functions identi-
  cally to the original spell.
  Equivalent 
  Spell (Power 
  Name)
  Discipline/
  Descriptor
  Level
  Antitech field
  Psychokinesis
  psion 7
  Destroy robot
  Psychometabolism
  psion 5
  Detect radiation
  Clairsentience
  cryptic 1, psion 
  1, vitalist 1
  Discharge
  Psychokinesis
  cryptic 3, psion 
  3
  Infuse robot
  Psychometabolism
  psion 7
  Irraditate
  Metacreativity 
  (creation)
  psion 3, vital-
  ist 3
  Rebuke technol-
  ogy
  Psychokinesis
  psion 4
  Recharge
  Psychokinesis
  cryptic 2, psion 
  2
  Remove radioac-
  tivity
  Psychometabolism 
  (healing)
  vitalist 4
  Technomancy
  Clairsentience
  cryptic 1, psion 
  1, sighted 
  seeker 1
  Antitech Field
  Discipline psychokinesis
  Level psion 7 
  Power Points 13
    Augment: For every 2 additional power points you 
  spend, this power’s save DC increases by 1.
  Destroy Robot
  Discipline psychometabolism
  Level psion 5 
  Power Points 9
    Augment: For every additional power point you spend, 
  the damage this power deals to a subject that fails its 
  saving throw increases by 2d6 points. Augmenting this 
  power does not change the amount of damage the target 
  takes if it succeeds on its saving throw. For every 4d6 ad-
  ditional damage, the power’s save DC increases by 1.
  
  — 33 — 
  Detect Radiation
  Discipline clairsentience
  Level cryptic 1, psion 1, vitalist 1
  Power Points 1
    Augment: For every 2 additional power points you 
  spend, you can detect radiation through barriers (1 foot 
  of dirt or wood, 6 inches of stone, or 1 inch of common 
  metal), though a thin sheet of lead continues to block 
  this power.
  Discharge
  Discipline psychokinesis
  Level cryptic 3, psion 3 
  Power Points 5
    Augment This power may be augmented in one of the 
  following ways.
  1. If you spend an additional 6 power points and 
  your discharge targets a creature, you can discharge 
  one randomly determined object from the target’s 
  charged or electrically powered possessions for every 
  four manifester levels you possess.
  2. If you spend an additional 6 power points, you may 
  choose to make an area discharge, affecting every-
  thing within a 20-foot-radius burst. Each creature in 
  the area is affected as though by discharge (affecting 
  only object in the creature’s possession). Each unat-
  tended object is similarly affected.
    For every 2 additional power points spent on the above 
  options, the power’s save DC increases by 1.
  Infuse Robot
  Discipline psychometabolism
  Level psion 7 
  Power Points 13
    Augment: For every 2 additional power points you 
  spend, this power’s save DC increases by 1.
  Irradiate
  Discipline metacreativity (creation)
  Level psion 3, vitalist 3 
  Power Points 5
    Augment For every 2 additional power points you 
  spend, this power’s save DC increases by 1. Special: 
  Manifesting this power floods the area with low-level 
  dangerous radiation. You must augment the power in 
  order to create an area of higher radiation levels.
  Augment: For every 2 additional power points you 
  spend, this power’s save DC increases by 1. In addition, 
  you can create an area of higher radiation levels based on 
  the number of additional power points you spend in this 
  way.
  Additional Power 
  Points Spent
  Radiation 
  Level
  2 or more
  Medium
  6 or more
  High
  12 or more
  Severe
  Rebuke Technology
  Discipline psychokinesis
  Level psion 4 
  Power Points 7
    Augment: For every 2 additional power points you 
  spend, both of this power’s save DCs increase by 1.
  Recharge
  Discipline psychokinesis
  Level cryptic 2, psion 2 
  Power Points 3
    Special: Manifesting this power allows you to restore 
  up to 1 charge per level (maximum 6) to a battery or 
  half that number of charges to a technological item.
  Augment: For every additional power point you spend, 
  the number of charges you can restore to a battery in-
  creases by 1. For every 2 additional power points spend 
  this way, this power’s save DC increases by 1.
  Remove Radioactivity
  Discipline psychometabolism (healing)
  Level vitalist 4 
  Power Points 7
    Augment: If you spend an additional 8 power points, 
  you manifest this power as greater remove radioactivity.
  Technomancy
  Discipline clairsentience
  Level cryptic 1, psion 1, sighted seeker 1 
  Power Points 1
   
  
  — 34 — 
  Additional Race Creation Options
  The following are two new special subtypes that can be 
  used to create interesting new races that still fall within 
  the standard power level for player character races. When 
  you apply either of these subtypes to the humanoid type, 
  choose another subtype as the creature’s other half, such 
  as a humanoid (half-ooze, elf) or humanoid (extraterres-
  trial, human).
  Extraterrestrial (1 RP): Extraterrestrial creatures origi-
  nate from a world both unfamiliar and strange to this 
  world. An extraterrestrial creature has the following 
  features:
  • 
  Extraterrestrial creatures’ immune systems have dif-
  ficulty tolerating native pathogens, and thus suffer a 
  -2 penalty on saving throws against disease.
  • 
  Extraterrestrial creatures gain proficiency with up 
  to two weapons native to their homeworld, and are 
  considered proficient with any weapons developed 
  by their race that require Alien Weapon Proficiency.
  Half-Ooze (10 RP): Half-ooze races are intelligent oozes 
  that mimic the shape and appearance of another type of 
  creature, albeit roughly. Half-oozes are not amorphous 
  creatures, but typically maintain some of their mutabil-
  ity. Half-oozes may occur naturally in wild, arise from 
  a magical event, or even be created intentionally by the 
  design of another creature. This subtype can be added 
  to any race type. When you apply this subtype to the 
  humanoid type, choose another subtype as the creature’s 
  other half. A half-ooze race has the following features:
  • 
  Half-oozes are blind, but gain blindsense out to a 
  range of 60 ft., and blindsight out to a range of 10 
  feet. This renders the half-ooze immune to gaze at-
  tacks, visual effects, illusions, and other attack forms 
  that depend on sight.
  • 
  Half-oozes gain a +2 racial bonus on saving throws 
  against mind-affecting effects and poison.
  • 
  Half-oozes eat and breathe, but do not sleep, unless 
  they want to gain some beneficial effect. This means 
  that a half-ooze can sleep in order to regain spells or 
  other abilities, but it is not required to survive or stay 
  in good health.
   
  Alchemical Goods
  The following are exotic alchemical goods that can be 
  found within the Advent Imperiax.
  Fertilizer, Otyugh
  Otyugh dung, though incredibly pungent and foul-
  smelling, is a potent fertilizer. Any crop planted in 
  this mixture of otyugh dung and other grows hardier 
  and more disease-resistant, gaining a +4 bonus against 
  diseases and spells or effects with the necromancy de-
  scriptor. Plants grown in otyugh fertilizer are allowed a 
  saving throw against defoliate and other similar spells 
  and abilities. A 50-lb. bag contains enough fertilizer for a 
  120-foot-square (1/3 acre) patch of land.
    Cost: 100 gp; Weight: 50 lbs.; Craft Alchemy DC 20
  Gel, Amplifying
  This viscous gel, when applied to the skin of a half-ooze 
  creature with the energy composition racial trait, tempo-
  rarily enhances the creature’s natural energy resistance. 
  The next time the affected creature takes energy damage 
  of a type associated with either (or both) of its elemental 
  composition, its natural energy resistance is increased by 
  5 points. Amplifying gel counts as resist energy for the 
  purpose of stacking multiple energy resistance effects. 
  Applying amplifying gel takes 1 minute, and lasts for 
  until it prevents 20 points of energy or 2 hours, which-
  ever comes first, before being fully absorbed into the 
  squole’s body. Multiple applications of amplifying gel do 
  not stack; applying more while a dose is active resets the 
  remaining duration.
    Cost: 200 gp; Weight: 2 lbs.; Craft Alchemy DC 25
   
  Herbalism
  Brought to Porphyra in the femanx ships, almost all 
  jhoila trees are found in the protected gardens of the 
  Advent Imperiax, though there are efforts to introduce 
  these tall, broad, and willowy trees to the surrounding 
  forests. Jhoila trees are a profound symbol to the femanx 
  people, one of the last remnants of their race before their 
  long journey through space. Barks, roots and sap alike 
  are harvested for use as medicine, alcoholic beverages 
  and food, but the jhoila tree is most often enjoyed as a 
  source of shade. Femanx often hold long high-spirited 
  debates and meetings under the branches of the jhoila, 
  using their the thick canopy both protection against the 
  elements and eavesdroppers.
    Herbs and plants are generally used with the Heal or 
  Knowledge (nature) skill. If the appropriate check is 
  
  — 35 — 
  failed, the herb or plant gives no benefits to the user, 
  but the user may still suffer any side effects. While some 
  shops may sell herbs, players can also gather any requi-
  site herbs with the Knowledge (nature) or Survival skills.
  Jhoila Root
  An exceptionally resilient tree, the jhoila owes much of 
  its continued existence to its impressive root system. 
  These hardy roots are especially resistant against expo-
  sure to cold, and can retain their leaves even in subzero 
  temperatures. A creature who chews on softened jhoila 
  root gains a +5 circumstance bonus on Fortitude sav-
  ing throws against cold exposure, and a +1 circumstance 
  bonus against cold-based spells and effects.
    Duration 4 hours
    Use Heal DC 15; Side Effects -5 penalty on Fortitude 
  saving throws against heat exposure and fire-based spells 
  and effects.
    Cost 25 gp; Gather Knowledge (nature) or Survival 
  DC 20
  Jhoila Sap
  The milky green sap of the jhoila tree is often connected 
  in femanx lore with charm and personality. Besides its 
  use in a variety of drinks and foods, the sap of the jhoila 
  tree is a potent aid for psionic manifestation. When 
  consumed in the proper manner, it increases the DC by 
  1 for the next mind-affecting power the user casts within 
  30 minutes. The user can use the sap in this way only 
  once per day.
    Duration 1 spell or power within 30 minutes
    Use Heal DC 15; Side Effects Fortitude save (DC 15) 
  to avoid a -1 penalty on saving throws against illusions 
  and mind-affecting effects for 1 day
    Cost 75 gp; Gather Knowledge (nature) or Survival 
  DC 25
  Tea, Jhoila Bark
  Drinking this dark purple tea renders the imbiber im-
  mune to pain for 1d4 hours. If a creature imbibes at 
  least four doses within 1 hour, it must make a DC 14 
  Fortitude save or fall unconscious for 1d4+1 hours; this 
  is a poison effect. A creature that intentionally forgoes a 
  saving throw against this effect instead falls into a dream-
  less sleep for 8 hours.
    Duration 1d4 hours
    Use Heal DC 10; Side Effects Unconsciousness
    Cost 30 gp; Gather Knowledge (nature) or Survival 
  DC 15
   
  Drugs and Poisons
  The following are exotic drugs and poisons found within 
  the Advent Imperiax.
  Blindwine
  This dull green beverage is brewed from a combination 
  of wormwood and sap from the jhoila tree. More potent 
  than absinthe, it is drunk not recreationally, but is often 
  given to unfortunate slaves suffering from disease. Those 
  who survive the illness may find themselves addicted 
  to the drink, repeated exposure to which can result in 
  permanent loss of both smell and taste.
    Type drug (ingested); Addiction moderate, Fortitude 
  DC 14; Price 35 gp
    Effects 2d4 rounds; blindness and nauseated, then sick-
  ened for 1d4 hours; Effects 1 day; loss of sense of smell 
  and taste, plus a +4 alchemical bonus on saving throws 
  against disease; Damage 1d3 Wis damage
  Drudge’s Blood
  Though often given to slaves and menial laborers, 
  drudge’s blood is also popular amongst explorers. When 
  injected, this almost clear liquid grants its user an im-
  mediate burst of speed and greater strength. Though the 
  rush of endorphins quickly passes, the user is able to 
  push his strength to greater limits for the rest of the day.
    Type drug (injected); Addiction major, Fortitude DC 
  18; Price 20 gp
    Effects 30 minutes; +10 ft. movement speed; Effects 
  1 day; +1d4 alchemical bonus to Strength (solely for 
  the purpose of determining skill checks as well as carry 
  weight and encumbrance); Damage 1d2 Con damage
  Jho
  This sparkling jade-colored beverage, like blindwine, is 
  a spirit made from the sap of the jhoila tree. Unlike its 
  cheap cousin, however, the sap is distilled several times 
  before the jho is ready for consumption. Most com-
  monly served to guests at parties and other social gather-
  ings, it is well-regarded for both its taste and feelings of 
  drunken clarity and creativity.
    Type drug (ingested); Addiction moderate, Fortitude 
  DC 10; Price 150 gp
    Effects 1 hour; +1d2 Cha; Effects 1d4 hours; -2 penal-
  ty on saving throws against illusions and mind-affecting 
  effects; Damage 1d2 Con and 1d2 Wis damage
  Nightleaf
  This finely ground powder is a mixture of tobacco and 
  the rugose leaves of the jhoila tree. When smoked, the 
  
  — 36 — 
  user is granted a short-term burst of heightened aware-
  ness, though at a slight expense of manual dexterity. 
  Nightleaf is most often used by sentries and night watch-
  men, though only the most reckless of pickpockets and 
  thieves partake. The effects are more obvious
  in those who smoke nightleaf in conjunction with all-
  night; the jittery, almost violent, shakes have earned such 
  users the nickname “rattlers”.
    Type drug (inhaled); Addiction moderate, Fortitude 
  DC 16; Price 15 gp
    Effects 2 hours; +2 alchemical bonus on saving throws 
  against illusions and mind-affecting effects, +2 alchemi-
  cal bonus on Perception checks, -2 penalty on attack 
  rolls and any skill checks requiring manual dexterity; 
  Damage 1 Con damage
  Otyugh’s Bite
  Otyugh’s bite, a particularly nasty poison, is found in the 
  areas surrounding the Advent Imperiax. Runoff from the 
  sewers carries the excrement of wild otyughs from the 
  sewer systems into nearby streams. In some places, this 
  filth is caught up in the roots of the sassone plant, infect-
  ing the plant’s already poisonous leaves with the leavings 
  of filth fever.
    Type poison (contact); Save Fort DC 16
    Onset 1 minute; Frequency 1/minute for 4 minutes
    Initial Effect 2d6 hit points and nauseated for 1 
  round; Secondary Effect sickened for 1d4 hours; Cure 1 
  save; Cost 350 gp
  Phantom Dust
  This pale violet dust shimmers faintly in the light. When 
  inhaled, its victims suffer violent hallucinations that 
  they are covered with fire, wriggling insects, or another 
  distracting vision. Additionally, these hallucinations 
  are especially distracting for victims attempting to cast 
  spells. 
    Type poison (inhaled); Save Fort DC 14
    Onset —; Frequency 1/round for 6 rounds
    Intitial Effect 1 Wis damage; Secondary Effect -2 
  penalty on all Intelligence-, Wisdom-, and Charisma-
  based ability and skill checks, and victim must make a 
  caster level check to cast spells, DC 15 + spell level; Cure 
  2 consecutive saves; Cost 150 gp
   
  Alien Weaponry
  The following are exotic weapons traditional to the 
  femanx people. In order to correctly wield any of these 
  weapons, a creature must have Alien Weapon Proficien-
  cy.
  Adder Blade
  Used to make quick, darting attacks, this slender dag-
  ger has a foot-long blade and no guard. Upon scoring a 
  critical hilt with an adder blade, the wielder can twist the 
  hilt (a free action) to release a pair of secondary spring-
  loaded blades laying just underneath the primary blade. 
  These secondary blades fan out, preventing the dagger 
  from being removed from the target; an opened adder 
  blade can be closed as a full-round action (a standard 
  action for creatures proficient with an adder blade), after 
  which it can be safely removed. Attempting to remove 
  an opened adder blade (a move action) causes 1 point of 
  bleed damage to the creature.
    An adder blade can be used as a thrown weapon, but 
  never releases its secondary blades on a critical hit.
  Jhoila Branch
  This traditional femanx weapon is carved to resemble a 
  jhoila tree in miniature. At one end of a jhoila branch 
  ends in a dozen foot-long lashes, each one tipped with a 
  wicked hook. At the other end of the weapon is a heavy 
  hammer-head that resembles a mass of tangled roots.
  War Talon
  Three parallel eight-inch claws protrude from this light 
  gauntlet. An attack made with a war talon turns un-
  Alien Weapons
  Price
  Dmg. 
  (M)
  Crit.
  Range Wt.
  Type
  Special
  Light Melee Weapons
  Adder Blade
  45 gp
  1d4
  x3
  10 ft.
  1 lb.
  P
  —
  One-Handed Melee Weapons
  War Talon
  35 gp
  1d6
  18-20 / x2 —
  2 lbs.
  S
  monk, see text
  Two-Handed Melee Weapons
  Jhoila Branch
  40 gp
  1d6 / 1d8
  x2
  —
  10 lbs.
  S or B
  blocking, double, monk
  Willow Spear
  75 gp
  1d10
  x3
  —
  8 lbs.
  P
  monk, reach, see text
  
  — 37 — 
  armed strikes into lethal slashing attacks. Your opponent 
  cannot use a disarm action to disarm you of a war talon. 
  A war talon provides its owner with a +2 circumstance 
  bonus on attempts to sunder swords of other weapons 
  with slender blades. While wearing a war talon, your 
  fingers are mostly exposed, allowing you to carry items 
  in that hand.
    The rigid blades prevents you from using that hand on 
  all precision-based tasks (such as opening locks).
    If you have the Two-Weapon Fighting feat, you treat 
  the war talon as if it were a light weapon for the purpose 
  of two-weapon fighting, though you still treat it as a 
  one-handed weapon for all other purposes.
  Willow Spear
  You receive a +2 circumstance bonus to your Com-
  bat Maneuver Defense to resist sunder attempts made 
  against a willow spear.
  Technological Items
  The following are exotic technological items that can be 
  found within the Advent Imperiax. Due largely to the 
  Imperiax’s isolated nature—both in terms of geography 
  and politics—possession of most of these items by out-
  siders and non-citizens within the Imperiax is a serious 
  offense.
     Possession of armor, weaponry, and other advanced 
  technological gear can land unauthorized creatures in 
  prison—or worse trouble, given the zealotry found 
  within the ranks of the Questioners of LostHome. Still, 
  there are those curious sorts who attempt to gain access 
  to these remarkable devices at any cost. Most of these 
  creatures are agents hired by major political powers—
  particularly the Clockwork Lands—but a few indepen-
  dent infiltrators and thieves tirelessly struggle to gain 
  uninterrupted access to any of these devices.
  Technological Armor
  The following are exotic technological weaponry that can 
  be found within the Advent Imperiax.
  AXOS Suit
  Short for “assistive exoskeleton,” an AXOS suit is an 
  incredibly heavy suit of powered armor that grants the 
  wearer considerable physical prowess. In addition to the 
  central armor, an AXOS suit includes heavy gauntlets, 
  legplates, and boots. While active, an AXOS suit grants 
  the wearer a +5 competence bonus on Acrobatics checks 
  made to make high or long jumps and on all Climb 
  checks. Additionally, the wearer treats its Strength score 
  as 10 higher than normal when determining its carrying 
  capacity.
  Construction 
  Requirements Craft Technological Arms and Armor, 
  production lab; Craft DC 30; Cost 4,000 gp
  Femanx Skinsuit
  A simpler form of the HEV Suit, the femanx skinsuit is a 
  form-fitting suit of woven polymers designed to protect 
  the wearer from the environmental hazards of a cold
  environment. A skinsuit’s sleeves end just above the 
  elbow, each terminating in a thick metal band that both 
  houses the suit’s environmental controls and regulates 
  the suit’s effects on the wearer’s extremities. While active, 
  a skinsuit protects the wearer from harm while in a cold 
  environment. Any gear stored in the skinsuit is similarly 
  protected.
  Construction 
  Requirements Craft Technological Arms and Armor, 
  production lab; Craft DC 25; Cost 250 gp
  Technological 
  Armor
  Price
  Armor 
  Bonus
  Max. 
  Dex
  Armor 
  Pen.
  Arcane 
  Spell 
  Failure
  Speed 
  (30 ft).
  Speed 
  (20 
  ft.)
  Capacity
  Usage
  Wt.
  Light Armor
  Femanx 
  Skinsuit
  500 gp
  +2
  +6
  0
  10%
  30 ft.
  20 ft.
  24
  1 
  charge/
  hour
  5 lbs.
  Heavy Armor
  AXOS Suit
  8,000
  +8
  +1
  -5
  40%
  20 ft.
  15 ft.
  24
  1 
  charge/
  hour
  70 
  lbs.
  
  — 38 — 
   Technological Weapons
  The following are unusual (and often outlandish) tech-
  nological weaponry that can be found within the Advent 
  Imperiax. As with alien weaponry, many of these weap-
  ons require Alien Weapon Proficiency.
  Gravity Glove
  This tight-fitting gauntlet grants its wielder increased 
  prowess in unarmed combat. By activating a control in 
  the glove’s wrist as a swift action, the wielder generates 
  a small gravitational field around the glove. When this 
  gravitational field is active, the wielder is treated as if it 
  were of a larger size category for the purpose of combat 
  maneuver attempts and determining unarmed strike 
  damage made with the gravity glove. This effect does not 
  stack with similar effects, such as those granted by the 
  spell lead blades. When it’s not activated, a gravity glove 
  functions as brass knuckles. A creature who is proficient 
  with brass knuckles or that has the Improved Unarmed 
  Strike feat is proficient with a gravity glove.
  Construction 
  Requirements Craft Technological Arms and Armor, 
  graviton lab; Craft DC 24; Cost 2,000 gp
   
  Gravity Hammer
  This ornately-etched metal hammer uses a small gravi-
  tational field generator to produce powerful shockwaves 
  that topple foes. The wielder of a gravity hammer may 
  bring the full brunt of the weapon to bear in a single 
  blow. As a standard action, she can make an attack 
  against a single 5-ft.-square within reach. The attack 
  unleashes a shockwave in a 10-ft. cone. One creature 
  within this area is subject to a trip attempt with a +2 
  competence bonus that does not provoke attacks of 
  opportunity. If her attack fails by 10 or more, she is not 
  knocked prone instead. A creature proficient with war-
  hammers is proficient with a gravity hammer.
  Construction 
  Requirements Craft Technological Arms and Armor, 
  graviton lab; Craft DC 25; Cost 2,015 gp
  Gravity Maul
  A gravity maul is a larger and more powerful version of 
  the gravity hammer, and functions as such except for the 
  differences listed here. Additionally, the shockwave gen-
  erated by a gravity maul increases in size to a 15-ft. cone. 
  A creature who is proficient with greatclubs is proficient 
  with a gravity maul.
  Construction 
  Requirements Craft Technological Arms and Armor, 
  graviton lab; Craft DC 25; Cost 2,050 gp
  Laser Discus
  This light-weight chakram has no sharpened edge. The 
  wielder may activate a laser discus when thrown as a free 
  action, causing the discus to burst into flame. Attacks 
  from a laser discus resolve as touch attacks and deal 1d6 
  points of fire damage. This damage is not further modi-
  fied by strength. Invisible objects and creatures can’t be 
  harmed by a laser discus. A character who is proficient 
  with chakram is proficient with laser discuses.
  Construction 
  Requirements Craft Technological Arms and Armor, 
  military lab; Craft DC 23; Cost 150 gp
  Neuron Pistol
  The neuron pistol is the most common firearm amongst 
  the femanx people. Its ability to deal a substantial 
  amount of nonlethal damage is a valuable tool for keep-
  ing the peace, especially when dealing with unruly slaves 
  or outsiders.
  Construction 
  Requirements Craft Technological Arms and Armor, 
  military lab; Craft DC 26; Cost 1,000 gp
  Neuron Cannon
  The neuron cannon is the most common military 
  firearm, given its great stopping power as a riot-control 
  weapon, capable of firing both lethal and nonlethal 
  blasts of semisolid ectoplasm; changing between lethal 
  and nonlethal attacks is a swift action. The neuron can-
  non fires has a 15-foot range increment when firing a 
  single blast, or in a 15-foot cone. When firing the neu-
  ron cannon as a scatter weapon, each attack consumes 2 
  charges.
  Construction 
  Requirements Craft Technological Arms and Armor, 
  military lab; Craft DC 29; Cost 1,500 gp
  Stun Staff
  This lightweight and unadorned metal staff is covered 
  with a layer of insulation along the center half of its six-
  foot-length. By activating a control in the center of the 
  staff’s length as a swift action, the wielder can generate a 
  sudden electrical charge. When activating the stun staff, 
  the wielder must decide how many charges she is con-
  suming, to a maximum of 10.
    The next creature damaged with the stun staff before 
  the start of the wielder’s next turn must make a Forti-
  tude saving throw (DC = 10 + ½ the number of charges 
  consumed by the attack) or be stunned for 1 round. 
  
  — 39 — 
  For example, if 2 charges are consumed, the target must 
  succeed at a DC 11 Fortitude saving throw to resist the 
  stun, but if all 10 charges are consumed in the attack, 
  the DC to resist the effect is 15. A stun staff otherwise 
  functions as a quarterstaff.
  Construction 
  Requirements Craft Technological Arms and Armor, 
  military lab; Craft DC 30; Cost 6,000 gp
  Volt Net
  The wielder may activate a volt net as a free action when 
  thrown. A creature entangled by a volt net takes 1d6 
  points of electricity damage in addition to suffering the 
  normal penalties for being entangled. Each round at the 
  beginning of your turn, a creature still entangled by the 
  volt net takes another 1d6 points of electricity damage. 
  An entangled creature can escape with a DC 25 Escape 
  Artist check or burst with a DC 25 Strength check. Each 
  time a creature attempts to escape or burst a volt net 
  (whether or not the attempt is successful), the creature 
  suffers 1 point of electricity damage. The volt net re-
  mains active for up to 5 rounds before deactivating, but 
  is immediately deactivated if burst. One deactivated, a 
  volt net functions as a normal net. A character who is 
  proficient with nets is proficient with a volt net.
  Construction 
  Requirements Craft Technological Arms and Armor, 
  military lab; Craft DC 24; Cost 150 gp
   
  Simple 
  Weapons
  Price
  Dmg. 
  (M)
  Crit.
  Range Capacity
  Usage
  Wt.
  Type Special
  Unarmed Attacks
  Gravity 
  Gauntlet
  4,000 gp
  1d3
  x2
  —
  10
  1 charge/ 
  round
  2 lbs.
  B
  monk, see text
  Martial 
  Weapons
  Price
  Dmg. 
  (M)
  Crit.
  Range Capacity
  Usage
  Wt.
  Type Special
  One-Handed Melee Weapons
  Gravity 
  Hammer
  4,030 gp
  1d8
  x2
  —
  20
  5 charges
  7 lbs.
  B
  see text
  Two-Handed Melee Weapons
  Gravity 
  Maul
  4,100 gp
  1d10
  x3
  —
  20
  5 charges
  18 lbs. B
  see text
  Stun Staff 2,050 gp
  1d6/1d6
  x2
  —
  10
  5 charges
  2 lbs.
  B
  double, monk, nonle-
  thal, see text
  Ranged Weapons
  Laser 
  Discus
  300
  1d8
  x2
  30 ft.
  1
  Dispos-
  able
  1 lb.
  F
  touch
  Exotic 
  Weapons
  Price
  Dmg. 
  (M)
  Crit.
  Range Capacity
  Usage
  Wt.
  Type Special
  Ranged Weapons
  Volt Net
  300 gp
  special
  —
  10 ft.
  Dispos-
  able
  7 lbs.
  —
  see text
  Firearms
  Price
  Dmg. 
  (M)
  Crit.
  Range Capacity
  Usage
  Wt.
  Type Special
  One-Handed Ranged Weapons (Firearms)
  Neuron 
  pistol
  2,000 gp
  2d6
  x3
  10 ft.
  10
  1
  4 lbs.
  B
  nonlethal, slow- firing, 
  touch
  Two-Handed Ranged Weapons (Firearms) —
  Neuron 
  cannon
  3,000 gp
  2d10
  x2
  special 20
  varies
  7 lbs.
  B
  nonlethal, scatter, slow- 
  firing, touch
  
  — 40 — 
  Top: Gravity Gauntlet, Gravity Mallet, Gravity Maul, Laser Discus
  Bottom: Neuron Pistol, Neuron Cannon, Volt Net, Stun Staff
  
  — 41 — 
  Technological Gear
  The following are exotic technological gear that can be 
  found within the Advent Imperiax.
  Actor’s Guise
  Price 3,800 gp; Slot head and shoulders; Weight 3 lb.
  Capacity 30; Usage 1 charge/minute 
  Description
  Originally used as an alternative to actual costume 
  changes, this lightweight hooded cloak is often used by 
  those who wish to retain anonymity. An actor’s guise 
  displays an image of the desired form, including ward-
  robe. In order to display an image, an actor’s guise must 
  receive a still image from a camera or other device; the 
  guise can retain memory of up to 10 separate images. 
  Designed for actors in nonspeaking or background roles, 
  an actor’s guise does not change its facial features accord-
  ing to the wearer’s mood, presenting only a fixed and 
  emotionless visage, thus granting its wearer a +10 com-
  petence bonus on Bluff checks made to lie.
  Construction
  Requirements Craft Technological Item, production lab; 
  Craft DC 22; Cost 1,900 gp
  Energy Sustainment Pod
  Price 33,000 gp; Slot none; Weight 850 lbs.
  Capacity 20; Usage 1 charge/hour
  Description
  An energy sustainment pod allows for speedy recovery 
  for multiple creatures. The inside of this vertically-stand-
  ing capsule is lined with plush padding and a series of 
  harnesses, capable of holding up to 4 Medium creatures 
  or 1 Large creature. Once the system is activated, the 
  pod quickly fills with a pale, odorless gas that eases any 
  creatures inside into a deep, restful sleep. Despite last-
  ing only 2 hours, this rest imparts a creature inside with 
  the benefits of a full night’s rest, including recovering hit 
  points and ability damage, though this does not allow 
  characters to regain use of daily abilities (such as prepar-
  ing spells). A creature may benefit from this quickened 
  rest up to four times in a single 24-hour period, but can 
  remain suspended in rest indefinitely. Furthermore, a 
  creature thus suspended may be granted life-sustaining 
  nutrition and hydration through an intravenous line. A 
  creature retains a semblance of consciousness during this 
  period, and may choose to wake up at any time.
  Construction 
  Requirements Craft Technological Item, medical lab; 
  Craft DC 32; Cost 16,500 gp
  FDS Checkpoint
  Price 2,000 gp; Slot none; Weight 240 lbs.
  Capacity 25; Usage 1 charge/hour 
  Description
  Short for “fixed detection sentry”, a FDS Checkpoint is 
  a pair of stationary screeners typically placed in a door-
  way or other barrier. The primary use for this checkpoint 
  is to detect a specific type of item or disturbance, deter-
  mined by an installed FDS expansion card. The check-
  point consists of a pair of gates, measuring 5 feet by 6 
  inches with a control panel readout.
    When a checkpoint detects an appropriate item or dis-
  turbance, it triggers one of two alarm types, determined 
  by the creature operating the checkpoint. The standard 
  alarm emits a high- pitched klaxon that persists until 
  cancelled, and can be heard clearly by creatures within 
  200 feet.
    The second alarm type, the silent alarm, responds 
  only on the digital readout panel on the sentry’s side of 
  the checkpoint. Only one FDS expansion card can be 
  installed in a single FDS checkpoint at a time; installing 
  an expansion card is a standard action that provokes an 
  attack opportunity. A FDS checkpoint only consumes 
  charges when an expansion card is installed. 
  Construction 
  Requirements Craft Technological Item; Craft DC 25; 
  Cost 1,000 gp
  FDS Expansion Card
  Price varies; Brown 1,000 gp; Black 1,000 gp; White 
  2,000 gp; Gray 2,000 gp; Green 2,000 gp; Red 2,000 
  gp; Blue 2,000 gp; Orange 8,000 gp; Prismatic 12,000 
  gp; Slot FDS checkpoint; Weight —
  Capacity —; Usage —
  Description
  A FDS expansion card is a thin, palm-sized disc that 
  may be inserted into a FDS checkpoint. Installing an ex-
  pansion card is a standard action that provokes an attack 
  opportunity. FDS expansion cards are color-coded items, 
  and provide the following benefits.
  • 
  Brown Expansion Card: This expansion card detects 
  magical items and auras.
  • 
  Black Expansion Card: This expansion card detects 
  poison (including poisoned creatures).
  • 
  White Expansion Card: This expansion card detects 
  diseased objects (including diseased creatures).
  • 
  Gray Expansion Card: This expansion card detects 
  metallic objects. 
  • 
  Green Expansion Card: This expansion card detects 
  
  — 42 — 
  living plants.
  • 
  Red Expansion Card: This expansion card detects 
  radioactive material. 
  • 
  Blue Expansion Card: This expansion card detects 
  technological objects. 
  • 
  Orange Expansion Card: This expansion card de-
  tects undead creatures.
  • 
  Prismatic Expansion Card: This expansion card 
  detects invisible creatures or objects. This does 
  not reveal, but merely detects the bending of light 
  around invisible objects or creatures.
  Construction Craft
  Cost
  Brown
  26
  500 gp
  Black
  26
  500 gp
  White
  27
  1,000 gp
  Gray
  27
  1,000 gp
  Green
  27
  1,000 gp
  Red
  27
  1,000 gp
  Blue
  27
  1,000 gp
  Orange
  27
  4,000 gp
  Prismatic
  28
  6,000 gp
  Construction 
  Requirements Craft Technological Item, production lab
  Grenade, Tear Gar
  Price 1,500 gp; Slot none; Weight 1 lb.
  Capacity —; Usage disposable
  Description
  A potent chemical weapon, tear gas grenades are used by 
  military forces as powerful riot control weapons. When 
  a tear gas grenade detonates, it creates a 20-foot-radius, 
  10-foot-high, cloud of toxic fumes that persists for 5 
  rounds. The vapors obscures all sight beyond 5 feet, 
  imparting concealment on all creatures within the cloud. 
  The cloud does deals no damage, but any creature in the 
  area who fails a DC 15 Fortitude save is blinded and 
  nauseated as long as it remains in the cloud, and for 1d4 
  rounds after it leaves. Creatures who remain in the cloud 
  for more than 1 round must make a second Fortitude 
  save (at the same DC) or be blinded for 1d4 rounds.
  Construction 
  Requirements Craft Technological Arms and Armor, 
  military lab; Craft DC 20; Cost 750 gp
  Obedience Collar
  Price 9,000 gp; Slot neck; Weight 1 lb.
  Capacity 20; Usage 1 charge
  Description
  This modified slave collar is used both as a torture device 
  and a training tool for willful and dangerous slaves. 
  Activating the paired detonator sends a jolt of electric-
  ity coursing through the obedience collar, dealing 1d8 
  points of nonlethal damage to its wearer, who must then 
  make a Fortitude saving throw (DC = 13 + the nonlethal 
  damage dealt) or be stunned for 1 round.
  Construction 
  Requirements Craft Technological Item, military lab; 
  Craft DC 24; Cost 4,500 gp
  Sensory Attenuation Pod
  Price 12,000 gp; Slot none; Weight 400 lbs.
  Capacity 10; Usage 1 charge/hour 
  Description
  This opaque horizontal tank can hold a single medium 
  creature inside. When activated, the tank fills part-
  way with a solution of semisolid ectoplasm and water, 
  supporting the full weight of the creature inside. The 
  creature’s head and limbs float on the surface of the 
  ectoplasm, the rest of their body cocooned in the skin-
  temperature solution. The electromagnetic current 
  within the shell of the sensory attenuation pod renders 
  the creature inside blind and deaf so long as it remains 
  inside the activated machine.
    Often used by monks and other ascetics as a meditation 
  and relaxation aid, a sensory attenuation pod can also be 
  used as a torture device when utilized for extended peri-
  ods of time, as it effectively strips the creature inside of 
  two of its primary senses—a creature held within cannot 
  hear so much as its own cries for help or mercy.
  Construction 
  Requirements Craft Technological Item, production lab; 
  Craft DC 25; Cost 6,000 gp
  Servant’s Aspect, Golden
  Price 18,500 gp; Slot head; Weight 1 lb.
  Capacity 20; Usage 1 charge/hour
  Description
  A golden servant’s aspect functions as a silver servant’s 
  aspect, but does not cover the wearer’s mouth. A golden 
  servant’s aspect is often worn by servants whose tasks 
  require them to speak to a variety of creatures. As a free 
  action, the wearer can designate a language; this desig-
  nation is independent of the ability shared by the silver 
  servant’s mask. Until the wearer designates a new spoken 
  language or cancel’s the mask’s translation (a free action), 
  the mask automatically translates the wearer’s words into 
  
  — 43 — 
  the designated language.
  Construction 
  Requirements Craft Technological Item, production lab; 
  Craft DC 25; Cost 9,250 gp
  Servant’s Aspect, Silver
  Price 2,600 gp; Slot head; Weight 1 lb.
  Capacity 20; Usage 1 charge/hour
  Description
  This delicately-engraved golden mask gives only the 
  barest impression of a face. A silver servant’s aspect 
  translates all spoken words in the vicinity of the wearer 
  into the language chosen by the wearer; the wearer can 
  designate this language as a swift action. Typically worn
  by slaves and lowly servants, this mask has exposes the 
  wearer’s eyes and provides nostril holes through which 
  the wearer can breathe, but provides no opening for the 
  wearer to speak.
  Construction 
  Requirements Craft Technological Item, production lab; 
  Craft DC 20; Cost 1,300 gp
  Stasis Gurney
  Price 25,000 gp; Slot none; Weight 150
  Capacity 25; Usage 1 charge/hour
  Description
  This translucent coffin-esque stretcher completely 
  encloses the creature within. An intricate control panel 
  provides detailed medical information on the creature 
  within, including heart and respiratory rate and the crea-
  ture’s general condition (dead, fragile, fighting off death, 
  healthy, or undead), as well as any conditions affecting 
  them. This detailed information grants any creature a 
  +4 competence bonus on Heal checks to any creature 
  providing aid to the creature within the gurney.
    Should a fresh corpse be placed within the gurney (or 
  a creature already within the gurney expire), the stasis 
  gurney automatically and indefinitely preserves the body. 
  This lasts only so long as the body remains within the 
  gurney; should the body be removed, or the gurney runs 
  out of power, it resumes its normal progression of decay 
  after 1 hour.
  Construction 
  Requirements Craft Technological Item, medical lab; 
  Craft DC 26; Cost 12,500 gp
  Waste-Elimination Probe
  Price 3,500 gp; Slot none; Weight 4 lbs.
  Capacity 25; Usage 1 charge/hour
  Description
  This tiny silver sphere flies in a continuous and steady 
  routine, scanning nearby homes, businesses, and other 
  facilities for activated waste hoppers within a range of 
  200 feet. A waste-elimination probe has a fly speed of 20 
  feet (perfect maneuverability) and hardness 5/—. When 
  a waste-elimination probe detects an activated hopper, it 
  sends a message to its linked wastecarrier, which adds the 
  location to its own lumbering route.
    Waste-elimination probes are equipped with a silent 
  alarm that alerts the wastecarrier should its programmed 
  route be altered for a period of longer than one round. 
  This alarm can be deactivated with a DC 25 Disable 
  Device check, which prevents the probe from broadcast-
  ing its location.
  Construction 
  Requirements Craft Technological Item, production lab; 
  Craft DC 24; Cost 1,750 gp
  Waste Hopper
  Price 2,000 gp; Slot none; Weight 50 lbs.
  Capacity 30; Usage 1 charge/hour
  Description
  This plain 10-ft.-cube serves as a receptacle for waste 
  chutes in residential areas. Once a waste hopper is full, 
  it transmits its location to all waste-elimination probes 
  within 1 mile. Larger waste hoppers can be found in in-
  dustrial areas, designed for high-volume waste disposal.
  Construction 
  Requirements Craft Technological Item, production lab; 
  Craft DC 22; Cost 1,000 gp
  Psionic Items and Artifacts
  The following are psionic items and artifacts that can be 
  found within the Advent Imperiax. While still coveted 
  by the citizens of the Imperiax, they are not restricted in 
  the same way as their technological goods, and many are 
  available for sale to outsiders.
  Coat of Deft Avoidance
  Aura moderate psychoportation; ML 7th 
  Slot chest; Price 7,550 gp; Weight 4 lbs.
  Description
  When worn, this lightweight black-and-grey coat shim-
  mers faintly in the light. This reflection of light accentu-
  ates and exaggerates the wearer’s movements, granting 
  her a +5 competence bonus on Bluff checks made to 
  feint and on Stealth checks. When the wearer’s hit points 
  would be reduced to 0 or fewer hit points by an attack 
  or spell that normally deals half damage on a successful 
  
  — 44 — 
  Reflex save, the coat dissolves into a shield of ectoplasm 
  and is destroyed, and she takes no damage from the at-
  tack or spell. If the wearer has a power pool, she can tele-
  port herself to any spot within 100 feet as if manifesting 
  the dimension slide power.
  Construction 
  Requirements Craft Wondrous Item, dimension slide, 
  evade burst, creator must have 5 ranks in the Bluff and 
  Stealth skills; Cost 3,775 gp
  Chromatic Suit
  Aura moderate metacreativity and psychoportation; ML 
  7th 
  Slot armor; Price 43,000 gp; Weight 5 lbs.
  Description
  Thinly-woven crystalline fibers line this skintight suit, 
  peculiarly reflecting light at odd angles. A chromatic 
  suit functions as a +1 gleaming prismatic scatterlight suit. 
  Once per day as an immediate action, when the wearer 
  of a chromatic suit is grappled or pinned, she may com-
  mand the armor to shed its crystalline fibers in a tangle 
  of adhesive ectoplasm. The wearer loses the grappled 
  or pinned and condition and can teleport up to 15 feet 
  away. In addition, the grappling creature must make a 
  DC 15 Reflex saving throw or be suddenly entangled for 
  5 rounds by the sticky fibers. The elastic nature of the 
  fibers renders them durable against pure physical force. 
  The fibers have hardness 8 and 30 hit points, and can be 
  burst with a DC 30 Strength check (a full-round action).
  The crystalline fibers reform in 24 hours. When a 
  chromatic suit is in the process of regrowing its crystal-
  line fibers (a process which takes 24 hours), it loses the 
  gleaming special ability.
  Construction 
  Requirements Craft Magic Arms and Armor, Craft 
  Technological Arms and Armor, military lab, ectoplasmic 
  coccoon, concealing amphora, fold space; Craft DC 32; 
  Cost 21,500 gp
  Grounding Fetters
  Aura faint psychokinesis; ML 5th
  Slot wrists; Price 2,600 gp; Weight 2 lbs.
  Description
  These bulky dark metal manacles punish their wearer 
  for attempting to escape. Grounding fetters can be placed 
  on the wrists or ankles of any Large or smaller helpless, 
  restrained, or willing humanoid. Grounding fetters have 
  hardness 20 and 30 hit points. They have a break DC 
  of 28 and an Escape Artist DC of 35. Once per round, 
  whenever the wearer fails an attempt to either break the 
  fetters or slip free using the Escape Artist skill, it takes 
  1d4 points of nonlethal damage and is knocked prone. 
  A successful Reflex save (DC 11) halves this damage 
  and prevents the wearer from being knocked prone. A 
  creature wearing grounding fetters on both its wrists and 
  ankles takes damage from each, but makes only a single 
  saving throw (DC 13) to remain standing.
  Construction 
  Requirements Craft Wondrous Item, stomp; Cost 1,300 
  gp
  Howling Bolt
  Aura faint metacreativity; ML 5th
  Slot none; Price 120 gp; Weight 1/10 lb.
  Description
  This +1 bolt is tipped with a small tracer, and emits a 
  steady high-pitched whine for 5 rounds once fired. If 
  the howling bolt strikes a foe so that it would normally 
  deal damage, it instead bursts into a mass of ectoplasmic 
  goo that holds the tracer fast to the creature. The sound 
  of a howling bolt is unmistakable, granting creatures a 
  +20 bonus on Perception checks to detect the tracer’s 
  presence or that of the creature to which it is stuck. A 
  creature can spend a full-round action to scrape off the 
  ectoplasmic goo, or forcibly remove the tracer with a DC 
  
  — 45 — 
  12 Strength check (a standard action). The ectoplasmic 
  goo crumbles to dry powder after 5 rounds, and the 
  tracer falls to the ground and loses all power.
  Construction 
  Requirements Craft Magic Arms and Armor, create 
  sound, entangling ectoplasm; Cost 60 gp
  Legionnaire’s Raiment
  Aura moderate telepathy; ML 6th
  Slot armor; Price 13,800 gp; Weight 5 lbs.
  Description
  This +1 linked femanx skinsuit is favored by mobile 
  femanx scouts and soldiers. In addition to the protection 
  from the ravages of cold environments, those wearing a 
  legionnaire’s raiment are capable of sharing their expertise 
  with their allies. Once per day as a standard action, the 
  wearer can grant a single psionic or metapsionic feat 
  that she possesses to an ally wearing another legionnaire’s 
  raiment within 30 feet with who she an active mindlink. 
  The ally retains use of this feat for 1 minute, and does 
  not need to meet the prerequisites of this bonus feat. 
  The ally loses access to this feat should they move further 
  than 60 feet from the wearer, or should the mindlink 
  between the two end.
  Construction 
  Requirements Craft Magic Arms and Armor, Craft 
  Technological Arms and Armor, production lab, feat 
  leech, mindlink; Craft DC 25; Cost 6,900 gp
  Mesmers’ Circlet of Authority 
  Aura moderate telepahy; ML 11th
  Slot head; Price 16,000 gp; Weight 1 lb.
  Description
  Fashioned of elegantly-wrought silver wires, this circlet is 
  inset with five glimmering sapphires. When the circlet’s 
  wearer manifests a psionic power from the telepathy 
  discipline, she increases the DC of that power’s saving 
  throw by 1.
    In addition, the wearer of a mesmers’ circlet of authority 
  may tap into the raw telepathic energy stored with an 
  inset sapphire as a standard action. When the wearer uses 
  a sapphire in this way, she may ask of a single creature a 
  favor (as the compelling voice power, DC 15 Will save). 
  Once she does, the sapphire loses its luster and falls from 
  the circlet, a worthless and blackened stone. Whenever 
  a creature who succumbs has succumbed to the wearer’s 
  request completes its task—or should six hours pass—
  the creature must make a second DC 15 Will save or 
  forget the circlet’s wearer requesting a favor. The creature 
  does not forget any actions it took to accomplish that fa-
  vor, only why it was doing so in the first place. Once the 
  fifth sapphire’s power has been used, the circlet breaks 
  into a useless collection of silver strands worth 75 gp.
  A circlet found with missing sapphires has its price re-
  duced appropriately; each gem is worth 1,500 gp.
  Construction 
  Requirements Craft Wondrous Item, compelling voice, 
  memory modification; Cost 83000 gp
  Mindbleeder
  Aura strong clairsentience; ML 15th 
  Slot none; Price 50,455 gp; Weight 1 lb.
  Description
  The blade of this +2 psibane adder blade grows dark with 
  malevolent energy when within 15 feet of a psionic crea-
  ture. When the wielder of a mindbleeder scores a criti-
  cal hit against a psionic creature, that creature takes an 
  additional 2 points of bleed damage. Each round that a 
  psionic creature suffers bleed damage from this weapon, 
  it bleeds out 1d3 power points.
    An affected creature can make a DC 16 Will save each 
  round to reduce this to negate the loss of power points, 
  but continues to bleed out power points each round 
  until the creature stops bleeding or 5 rounds have passed 
  (whichever comes first).
  Construction 
  Requirements Craft Magic Arms and Armor, bend real-
  ity, detect psionics, power leech; Cost 25,250 gp
  Periapt of Psychic Impressions
  Aura moderate clairsentience; ML 7th 
  Slot neck; Price 3,600 gp; Weight —
  Description
  This dull crystal periapt does not reflect light from near-
  by sources, but emits a soft glow all its own. By focusing 
  on the periapt (a move action), the wearer may cause the 
  crystal to glow in correspondence with the number of 
  psionic creatures within 90 feet, according to the follow-
  ing list of colors. The wearer may choose whether or not 
  to include itself in this detection.
  • 
  Red: 1 creature.
  • 
  Orange: 2-3 creatures.
  • 
  Yellow: 4-7 creatures.
  • 
  Green: 8-15 creatures.
  • 
  Blue: 16-31 creatures.
  • 
  Violet: 32 and more creatures.
  Three times per day, the wearer can learn the strength 
  and location of each aura within a 90-foot radius, as if 
  
  — 46 — 
  the user had concentrated for 3 rounds while using detect 
  psionics.
  Construction 
  Requirements Craft Wondrous Item, detect psionics; 
  Cost 1,800 gp
   
  Photosynesthete
  Aura moderate psychometabolism; ML 7th 
  Slot none; Price 750 gp; Weight —
  Description
  Anyone who drinks this thick yet cloyingly-sweet cobalt 
  liquid becomes blinded and sickened for 2d4 rounds. 
  A DC 14 Fortitude save reduces this duration to 1d4 
  rounds.
    Thereafter, the target gains a +6 circumstance bonus on 
  all visual perception checks for 1 hour. Additionally, the 
  target gains fast healing 2 for 5 minutes; this fast heal-
  ing only functions when the target is in an area of bright 
  light. Incredibly potent, each dose of photosynesthete 
  confers a cumulative -2 penalty on all saving throws 
  against all light type effects for the next 24 hours.
  Construction 
  Requirements Craft Wondrous Item, metamorphosis, 
  synesthete; Cost 375 gp
  Shunting Shield
  Aura faint clairsentience; ML 5th
  Slot shield; Price 26,600 gp; Weight 1 lb.
  Description
  The translucent barrier generated by this +2 hard light 
  shield possesses a stronger curvature than most shield of 
  its type, allowing its bearer to deflect incoming attacks. 
  Three times per day as an immediate action, the bearer 
  of a shunting shield can manifest the sidestep power, using 
  the shield to push the incoming attack safely away. If 
  she so chooses, the bearer can move up to ten feet as a 
  free action that doesn’t provoke attacks of opportunity. 
  She must end her movement adjacent to the attacking 
  creature.
  Construction 
  Requirements Craft Magic Arms and Armor, Craft 
  Technological Arms and Armor, graviton lab, burst, side-
  step; Craft DC 27; Cost 13,300 gp
  Snatching Sledge
  Aura faint psychoportation; ML 5th
  Slot none; Price 20,100 gp; Weight 18 lbs.
  Description
  The head of this +2 gravity maul constantly emits a faint 
  hum. Whenever the wielder scores a critical hit with 
  a snatching sledge, she may expend 5 charges from the 
  weapon to attempt a steal combat maneuver against an 
  item in the possession of the creature damaged. This 
  maneuver does not provoke attacks of opportunity.
  Construction 
  Requirements Craft Magic Arms and Armor, Craft 
  Technological Arms and Armor, Greater Steal or gravi-
  tational anchor, graviton lab; Craft DC 25; Cost 10,050 
  gp
  Terror Engine (Major Artifact)
  Aura strong telepathy; ML 20th 
  Slot none; Weight 6,400 lbs.
  Description
  This imposing monolith, 25 feet tall, 10 feet on each 
  side, rises to a sharp conical point. Its surface is com-
  pletely smooth to touch, and reflects no trace of light 
  whatsoever. Any attempt to attack the Terror Engine is 
  thwarted, its solid form immune to all forms of physi-
  cal damage. All items, effects, supernatural abilities, and 
  spell- or psi-like abilities cease to function while within 
  40 feet of the Terror Engine. Even when within 100 feet 
  of the monolith, all such items and effects have a 50% to 
  simply not function every round.
    In addition, the Terror Engine emits a deep and dolor-
  ous hum that resonates telepathically with all creatures 
  within 100 feet, filling them with mad whisperings of 
  suffering and the ecstasy of agony. A creature who makes 
  a successful DC 25 Will saving throw DC 25 is shaken 
  while within 100 feet of the Terror Engine and for 1d4 
  hours afterword. Failure means a character is unable 
  to ignore the voices in its head, and is frightened while 
  within a similar area and for 10 minutes afterword.
  When a creature moves within 70 feet of the Terror 
  Engine, the telepathic connection with the Terror Engine 
  tightens its hold on the creature’s psyche, forcibly dig-
  ging through their memories. Each creature must make 
  a DC 30 Will save or be panicked for 1 round. A suc-
  cessful saving throw reduces this to dazed for 1 round. 
  Creatures who remain in this area must make this save at 
  the beginning of each round.
    When a creature moves within 40 feet of the Terror 
  Engine, it cowers in fear for 1d4 rounds (no save) as 
  the worst of its memories and fears (real or imaginary) 
  play out in the clearest detail. Once the creature regains 
  control of its body, it is nauseated so long as it remains 
  within 40 feet of the Terror Engine. Creatures who 
  remain in this area must make a DC 40 Will save at the 
  beginning of each round or be stunned for 1 round as 
  the engine forces the creature to relive its most tortured 
  
  — 47 — 
  moments.
    So long as a creature touches the Terror Engine, it is 
  immune to any shaken, frightened, panicked, or cower-
  ing condition caused by the engine. While doing so, the 
  creature can tap into the monolith’s telepathic bond as 
  a full-round action, viewing the extracted memories of 
  any single creature currently within 70 feet of the Terror 
  Engine.
    The effects caused by the Terror Engine are mind-
  affecting fear effects, and can affect even those normally 
  immune to mind-affecting or fear effects (or both). 
  However, such creatures gain a +10 bonus on their Will 
  saves to resist these effects.
  Destruction
  If a creature touching the monolith examines the ex-
  tracted memories of six living creatures standing within 
  40 feet of the engine over the course of six consecutive 
  round, and can find no trace of fear among any of them, 
  the Terror Engine loses its immunity to physical damage 
  for 1 minute, and can be shattered by any attack that 
  deals at least 1 point of damage.
  History
  Terror Engine is a remnant of an era long past, the details 
  of which are lost to even the femanx’s detailed history. It 
  is unknown whether the monolith was crafted by femanx 
  hands, or if it was ever crafted at all. One legend states 
  that the monolith was discovered on the surfaced of a 
  dead world, surrounded by thousands of dead and dying 
  creatures. Whatever its origin, the Terror Engine has been 
  used by femanx Questioners as a device of torture and 
  interrogation thousands of years.
  Velocity Treads
  Aura faint psychometabolism; ML 4th 
  Slot feet; Price 11,600 gp; Weight 1 lb.
  Description
  These tall form-fitting boots grant the wearer a +10 foot 
  enhancement bonus to her base land speed. In addition 
  to this movement bonus, these treads grant the wearer a 
  powerful burst of speed. Three times per day as a free ac-
  tion, the wearer of velocity treads can grind her heels into 
  the ground, granting herself a burst of speed, allowing 
  her to move up to three times her speed when charging.
  Construction 
  Requirements Craft Wondrous Item, burst, hustle; Cost 
  5,800 gp
  Vehicles
  Vehicles produced in the Advent Imperiax use specialized 
  propulsion devices, relying on advanced field technology 
  rather than finicky alchemical engines or magical power 
  sources.
  Repulsor-Field: Several femanx vehicles use repulsor-
  field engines to operate. Powered by anti- gravity tech-
  nology, a vehicle with a repulsor-field engine requires 
  either a Knowledge (engineering) or Profession (driver or 
  pilot) check to be driven. The base DC to drive a vehicle 
  powered by repulsor-fields is 5 higher than normal. This 
  DC increases by an additional +10 when being piloted 
  by a creature from outside the Advent Imperiax, or that 
  is otherwise unfamiliar with such technology.
    Vehicles powered by a repulsor-field engine use a com-
  plex control panel (consisting of a throttle and at least 
  one flight stick. A driving device for such a vehicle has 
  AC 10, 30 hit points, and hardness 10. Larger vehicles 
  may contain multiple driving devices (in the case of both 
  a pilot and copilot). Repulsor-field engines have 30 hit 
  points per square and hardness 10. The engine can be 
  disabled, and is considered an extreme hi-tech device. 
  Repulsor-lift engines are fueled by semisolid ectoplasm. 
  Each square of engine can support up to 300 gp worth 
  of such fuel at a single time.
    When a driver makes a driving check to control a 
  vehicle powered by repulsor-fields with either a Wisdom 
  check or a skill he is not trained in and rolls a natural 1, 
  he temporarily loses control of the vehicle. To determine 
  the exact nature of this mishap, consult the following 
  table. Such vehicles cannot exceed a certain height (spe-
  cific for each vehicle) above the ground without becom-
  ing unstable. Each round that a vehicle remains at such a 
  height, roll on the mishap table, ignoring any “5” or “6” 
  results.
  Table: Repsulsor Field Engine Mishaps
  D6
  Mishap
  1
  Sudden Acceleration: Roll 1d8. The vehicle’s 
  speed increases by the result x 5 feet. This speed 
  can exceed the vehicle’s normal maximum speed 
  for 1d4 rounds. During this time, all driving 
  checks are 10 higher than normal.
  2
  Sudden Deceleration: Roll 1d8. The vehicle’s 
  speed decreases by the result x 5 ft. This speed 
  can reduce the vehicle’s movement to a standstill. 
  Unattended objects and creatures in the vehicle 
  must make a DC 15 Reflex save or fall prone.
  
  — 48 — 
  3
  Sudden Bank: Roll 1d8. Count around the ve-
  hicle in a clockwise direction (1 = Directly ahead 
  of the vehicle, 5 = The vehicle’s rear). The vehicle 
  violently turns to face this direction.
  4
  Sudden Drop in Altitude: Roll 1d8. The ve-
  hicle’s altitude drops by the result x 5 feet. If the 
  vehicle strike the ground or another solid object, 
  it suffers falling damage as normal (ignoring 
  hardness). Any occupants inside the vehicle suf-
  fer half the damage dealt to the vehicle.
  5
  Sudden Increase in Altitude: Roll 1d8. The 
  vehicle’s altitude increases by the result x 5 feet. 
  If this increase in altitude pushes the vehicle into 
  unsafe altitude, roll once on this table, ignoring 
  any “5” or “6” results.
  6
  Major Mishap: Roll twice more, ignoring any 
  “6” results.
  LostHome Otyugh-Class Gunship  
  Gargantuan air vehicle
  Squares 18 (15 ft. by 15 ft.; 10 feet high); Cost 180,000 
  gp
  Defense 
  AC 6; Hardness 10
  hp 360 (179)
  Base Save +3
  Offense 
  Maximum Speed 120 ft.; Acceleration 60 ft.; Maxi-
  mum Height 1,000 ft. 
  CMB +4; CMD 14
  Ramming Damage 4d8
  Description 
  This squat airship roughly resembles an otyugh. Three 
  legs support the craft, and three tentacle-esque append-
  ages extend from the center of mass. The centermost 
  “tentacle” contains a camera, while those on either side 
  contain powerful spotlights. Oytugh-class gunships are 
  primarily used as security patrols and close-air support 
  for the cities of the Advent Imperiax, though they are 
  ready to be sortied to quickly quell any attack upon the 
  populace.
    The cockpit’s cover lifts upward and outward, allowing 
  the pilot to step directly into her seat. The gunship’s con-
  trol panel includes an integrated commset, which allows 
  the pilot to communicate both with other ships and with 
  creatures outside the ship via external speakers.
    The cockpit only large enough for a single pilot and a 
  small supply of emergency gear (including survival ra-
  tions, emergency raft, and shelter).
  Propulsion repulsor-field (3 squares of repulsor-field 
  engines on the gunship’s bottom, 3 on the rear; hardness 
  10, hp 180)
  Power Source It costs 100 gp in semisolid ectoplasm to 
  fuel 1 hour of activity. 
  Driving Check Knowledge (engineering) or Profes-
  sion (pilot) +5 to the DC Forward Facing the gunship’s 
  forward
  Driving Device control panel
  Driving Space the forward-most square of the gunship 
  Crew 1 
  Weapons 1 forward-facing grenade launcher (cannot be 
  swiveled).
  Palanquin, Light (Sedan Chair)  
  Large land vehicle
  Squares 2 (5 ft. by 10 ft.; 6 feet high); Cost 75 gp
  Defense
  AC 9; Hardness 5
  hp 30 (14)
  Base Save +0
  Offense
  Maximum Speed twice the speed of the carrying crea-
  tures -10 ft.; Acceleration the speed of the carrying 
  creatures -5 ft.
  CMB +1; CMD 11
  Ramming Damage 1d8
  Description
  This covered litter can transport a single person. Two sets 
  of poles, extending from both the front and rear, pro-
  vide handles for the vehicle’s carriers. The sedan chair’s 
  roof can carry 100 pounds of cargo. This palanquin’s 
  price is representative of a plain wooden vehicle without 
  ornamentation. More expensive options exist, such as 
  lacquered paneling, silk cushions, and lace curtains. The 
  cost of these palanquins should reflect their ostentatious 
  appearance and comforts.
  Propulsion muscle (carried; 2 Medium creatures) 
  Driving Check Diplomacy or Intimidate 
  Forward Facing the palanquin’s forward 
  Driving Device n/a
  Driving Space the most forward square of the palanquin 
  Decks 1
   Palanquin, Heavy (Entertainer’s Sedan)  
  Large land vehicle
  Squares 4 (10 ft. by 10 ft.; 6 feet high); Price 150 gp
  Defense 
  AC 9; Hardness 5
  
  — 49 — 
  hp 60 (29)
  Base Save +0
  Offense 
  Maximum Speed twice the speed of the carrying crea-
  tures -10 ft.; Acceleration the speed of the carrying 
  creatures -5 ft.
  CMB +1; CMD 11
  Ramming Damage 1d8
  Description 
  This covered litter can comfortably transport two 
  medium-sized creatures or a single large creature. Most 
  such palanquins include privacy curtains and space for 
  refreshments. Two sets of poles, extending from both the 
  front and rear, provide handles for the vehicle’s carriers. 
  The sedan chair’s roof can carry 200 pounds of cargo. As 
  with the sedan this, this palanquin’s price is representa-
  tive of a plain wooden vehicle without ornamentation.
   
  Propulsion muscle (carried; 4 Medium creatures or 2 
  Large creatures) 
  Driving Check Diplomacy or Intimidate
  Forward Facing the palanquin’s forward 
  Driving Device n/a
  Driving Space the most forward square of the palanquin 
  Decks 1
  Repulsor Sled  
  Large land vehicle
  Squares 3 (5 ft. by 15 ft.; 4 feet high); Cost 16,000 gp
  Defense
  AC 9; Hardness 10
  hp 60 (29)
  Base Save +2
  Offense 
  Maximum Speed 20 ft.; Acceleration 10 ft.; Maximum 
  Height 10 ft. 
  CMB +1; CMD 11
  Ramming Damage 1d8
  Femanx quartermaster 
  with experimental cannon
  
  — 50 — 
  Description 
  The lightest of the femanx repulsor-field vehicles, the re-
  pulsor sled was constructed for urban transport. The sled 
  consists of a driver’s station and a level bed with two-
  foot-tall sides and no roof. The sides can be lowered to 
  the ground to serve as a ramp for easier loading of goods.
  The driver of sled typically stands, though a seat may be 
  attached for the elderly or infirm. Similarly, up to two 
  seats may be installed in the bed, transforming the repul-
  sor sled into a slow but reliable transport for citizens.
  In addition to their slow movement, repulsor sleds must 
  remain close to the ground, and must remain over a solid 
  surface in order to operate. Repulsor sleds can operate 
  over open air or water for a maximum of 1d4+1 rounds 
  before coming to a complete stop.
  Propulsion repulsor-field (1 square of repulsor-field 
  engines in the front of the vehicle; hardness 10, hp 30)
  Power Source It costs 10 gp in semisolid ectoplasm to 
  fuel 1 hour of activity. 
  Driving Check Knowledge (engineering) or Profession 
  (driver) +5 to the DC 
  Forward Facing the repulsorsled’s forward
  Driving Device control panel
  Driving Space the most forward square of the repul-
  sorsled 
  Crew 1
  Cargo The repulsorsled’s bed can carry 800 pounds of 
  cargo or two passengers.
  Wastecarrier  
  Colossal air vehicle
  Squares 64 (20 ft. by 20 ft.; 20 feet high); Cost 80,000 
  gp
  Defense 
  AC 2; Hardness 10
  hp 1,280 (639)
  Base Save +0
  Offense 
  Maximum Speed 40 ft.; Acceleration 20 ft.; Maximum 
  Height 100 ft. 
  CMB +8; CMD 18
  Ramming Damage 8d8
  Description 
  This lumbering cube is primarily used for large-scale 
  garbage collection. Save for the space allocation for the 
  two drivers and the repulsor-lift engines on the bottom 
  of the vehicle, the wastecarrier’s interior is dedicated to 
  storage. Both the rear and top of the wastecarrier can be 
  independently opened, depending on the purpose of the 
  individual vehicle.
    A wastecarrier’s control panel can be linked with up 
  to two dozen waste-elimination probes, each of which 
  relays its coordinates to the associated craft.
  Propulsion repulsor-field (8 squares of repulsor-field 
  engines one either side of the wastecarrier’s bottom; 
  hardness 10, hp 240)
  Power Source It costs 150 gp in semisolid ectoplasm to 
  fuel 1 hour of activity. 
  Driving Check Knowledge (engineering) or Profession 
  (pilot) +5 to the DC 
  Forward Facing the wastecarrier’s forward
  Driving Device control panel
  Driving Space the four forward squares at the base of 
  the wastecarrier 
  Crew 1-2
  Cargo 40 tons
   
  Common Equipment Available
  Most of the items below can be found on the Porphyra 
  wiki at porphyra.wikidot.com or on the d20pfsrd.com. 
  Alien Weapons
  Weapon
  Price
  Adder Blade
  45 gp
  Jhoila Branch
  40 gp
  War Talon
  35 gp
  Willow Spear
  75 gp
  Cybertech
  Cybertech Arm Slot 
  Cybertech
  Price
  Cybernetic arm
  4,750 gp
  Brain Slot Cybertech
  Skillslot
  2,000 gp
  Eyes Slot Cybertech
  Cybernetic eyes
  4,000 gp
  Head Slot Cybertech
  Cranial bomb
  4,500 gp
  Legs Slot Cybertech
  Cybernetic legs
  8,500 gp
  Body Slot Cybertech
  Cyberart
  100 gp
  
  — 51 — 
  Pharmaceutical
  Pharmaceutical
  Price
  Baseline
  2,250 gp
  Cardioamp
  4,550 gp
  Cureall
  1,400 gp
  Hemochem (Grade I)
  250 gp
  Hemochem (Grade II)
  500 gp
  Hemochem (Grade III)
  750 gp
  Hemochem (Grade IV)
  1,000 gp
  Hemochem (Grade V)
  1,250 gp
  Hype
  250 gp
  Torpinal
  300 gp
  Vive
  200 gp
  Zortaphen
  2,250 gp
  Technological Armor
  Name
  Price
  AXOS Suit
  8,000 gp
  Chameleon suit
  15,000 gp
  Femanx Skinsuit
  500 gp
  Gravity suit
  40,000 gp
  Hard light shield
  6,400 gp
  HEV suit
  61,000 gp
  Inssuit
  19,250 gp
  Scatterlight suit (brown)
  100 gp
  Scatterlight suit (black)
  150 gp
  Scatterlight suit (white)
  200 gp
  Scatterlight suit (gray)
  700 gp
  Scatterlight suit (green)
  1,000 gp
  Spacesuit
  90,000 gp
  Technological Weapons
  Name
  Price
  Arc pistol
  10,000 gp
  Arc rifle
  20,000 gp
  Autograpnel
  4,000 gp
  Chainsaw
  2,700 gp
  Dart gun
  3,000 gp
  EMP pistol
  12,000 gp
  EMP rifle
  24,000 gp
  Flare gun
  300 gp
  Gravity gauntlet
  4,000 gp
  Gravity hammer
  4,030 gp
  Gravity maul
  4,100 gp
  Gravity pistol
  95,000 gp
  Gravity rifle
  165,000 gp
  Laser discus
  300 gp
  Laser pistol
  10,000 gp
  Laser rifle
  20,000 gp
  Laser torch
  6,000 gp
  Mindrender
  56,000 gp
  Monowhip
  70,000 gp
  Neuron pistol
  2,000 gp
  Neuron cannon
  3,000 gp
  Sonic pistol
  13,000 gp
  Sonic rifle
  26,000 gp
  Stun baton
  5,000 gp
  Stun gun
  3,000 gp
  Stun staff
  2,050 gp
  Volt Net
  300 gp
  Zero pistol
  10,000 gp
  Zero rifle
  20,000 gp
  Technological Gear 
  Access and Locks
  Price
  Access card (brown)
  3 gp
  Access card (black)
  10 gp
  Access card (white)
  40 gp
  Access card (gray)
  90 gp
  Access card (green)
  160 gp
  Access card (red)
  250 gp
  Access card (blue)
  360 gp
  Access card (orange)
  490 gp
  Access card (prismatic)
  1,000 gp
  E-pick (brown)
  30 gp
  E-pick (black)
  100 gp
  E-pick (white)
  400 gp
  E-pick (gray)
  900 gp
  E-pick (green)
  1,600 gp
  E-pick (red)
  2,500 gp
  E-pick (blue)
  3,600 gp
  E-pick (orange)
  4,900 gp
  E-pick (prismatic)
  10,000 gp
  Lock coder (brown)
  600 gp
  Lock coder (black)
  2,000 gp
  Lock coder (white)
  8,000 gp
  
  — 52 — 
  Lock coder (gray)
  18,000 gp
  Lock coder (green)
  32,000 gp
  Lock coder (red)
  50,000 gp
  Lock coder (blue)
  72,000 gp
  Lock coder (orange)
  98,000 gp
  Lock coder (prismatic)
  200,000 gp
  Batteries and Power
  Name
  Price
  Battery
  100 gp
  Power cable
  500 gp
  Power receiver
  5,000 gp
  Grenades and Explosives
  Name 
  Price
  Arc grenade
  750 gp
  Bang grenade
  250 gp
  Concussion grenade
  750 gp
  Cylex
  3,600 gp
  Detonator
  500 gp
  EMP grenade
  750 gp
  Flash grenade
  750 gp
  Flechette grenade
  750 gp
  Fragmentation grenade
  750 gp
  Gravity grenade
  2,250 gp
  Inferno grenade
  750 gp
  Plasma grenade
  1,600 gp
  Soft grenade
  750 gp
  Sonic grenade
  1,000 gp
  Tear gas grenade
  750 gp
  Zero grenade
  750 gp
  Implants, Medical Devices, and Nanotech
  Name
  Price
  Chemalyzer
  2,500 gp
  Clonepod
  60,000 gp
  Filter mask
  4,500 gp
  Goo tube
  6 gp
  Medlance
  500 gp
  Nanite canister
  500 gp
  Nanite hypogun (brown)
  1,000 gp
  Nanite hypogun (black)
  6,000 gp
  Nanite hypogun (white)
  15,000 gp
  Nanite hypogun (gray)
  28,000 gp
  Neurocam
  36,000 gp
  Skillchip (mark I)
  400 gp
  Skillchip (mark II)
  1,600 gp
  Skillchip (mark III)
  3,600 gp
  Skillchip (mark IV)
  6,400 gp
  Skillchip (mark V)
  10,000 gp
  Trauma pack
  1,500 gp
  Trauma pack plus
  11,250 gp
  Veemod (brown)
  200 gp
  Veemod (black)
  400 gp
  Veemod (white)
  2,500 gp
  Veemod (gray)
  6,000 gp
  Veemod (green)
  10,000 gp
  Veemod (red)
  12,000 gp
  Veemod (blue)
  20,000 gp
  Veemod (orange)
  30,000 gp
  Veemod (prismatic)
  50,000 gp
  Veemod goggles
  1,000 gp
  Other Tools and Accessories
  Name
  Price
  Camera
  3,000 gp
  Chipfinder (brown)
  500 gp
  Chipfinder (black)
  3,000 gp
  Chipfinder (white)
  7,500 gp
  Chipfinder (gray)
  14,000 gp
  Chipfinder (green)
  22,500 gp
  Commset
  6,000 gp
  Emergency beacon
  900 gp
  Emergency shelter
  18,000 gp
  Fire extinguisher
  6,000 gp
  Flashlight
  30 gp
  Force field (brown)
  4,000 gp
  Force field (black)
  20,000 gp
  Force field (white)
  40,000 gp
  Force field (gray)
  60,000 gp
  Force field (green)
  80,000 gp
  Grippers
  100 gp
  Hologram generator (brown)
  500 gp
  Hologram generator (black)
  1,000 gp
  Hologram generator (white)
  2,000 gp
  Hologram generator (gray)
  4,000 gp
  
  — 53 — 
  Hologram generator (green)
  30,000 gp
  Inertial dampening belt
  10,000 gp
  Ion tape
  100 gp
  Jetpack
  18,000 gp
  Laser sight
  8,000 gp
  Lighter
  10 gp
  Magboots
  5,000 gp
  Motion tracker
  10,000 gp
  Quantum box
  40,000 gp
  Radiation detector
  2,000 gp
  Robojack
  30,000 gp
  Signal booster
  9,000 gp
  Signal jammer
  10,000 gp
  Tracker chip
  500 gp
  Zipstick
  20 gp
  Much of the technology in the Advent Imperiax is very 
  advanced. Mundane adventuring gear listed below 
  should be reflavored by players and gms to have a more 
  science fiction serial-type aesthetic.
  Adventuring Gear 
  Item
  Price
  Alchemist’s kit 
  40 gp
  Area map
  50 gp
  Astrolabe
  1,000 gp
  Backpack, common
  2 gp
  Backpack, masterwork
  50 gp
  Bandolier
  5 sp
  Banner
  1–20 gp
  Barbarian’s kit 
  9 gp
  Bard’s kit 
  41 gp
  Belt pouch
  1 gp
  Blue book
  5 gp
  Book of letters
  50 gp
  Caltrops
  1 gp
  Cavalier’s kit 
  23 gp
  Chain (10 ft.)
  30 gp
  Chest, small
  2 gp
  Chest, medium
  5 gp
  Chest, large
  10 gp
  Chest, huge
  25 gp
  Chirurgeon’s kit
  400 gp
  Chronicler’s kit
  40 gp
  Coffee pot
  3 gp
  Compass
  10 gp
  Cypher books
  150 gp
  Earplugs
  3 cp
  Entertainer’s kit
  5 sp
  Familiar satchel
  25 gp
  Fighter’s kit 
  9 gp
  Flask
  3 cp
  Gambler’s kit, common 
  75 gp
  Gambler’s kit, cheating
  300 gp
  Gear maintenance kit
  5 gp
  Grappling arrow
  1 gp
  Grappling hook, mithral
  1,001 gp
  Grooming kit
  1 gp
  Gunslinger’s kit 
  26 gp
  Gunsmith’s kit
  15 gp
  Hammock
  1 sp
  Heritage book
  50 gp
  Hip flask
  1 gp
  Hollowed pommel
  Journal
  10 gp
  Magus’s kit 
  22 gp
  Manacles, common 
  15 gp
  Manacles, masterwork
  50 gp
  Manacles, mithral
  1,000 gp
  Mirror
  10 gp
  Mock armor
  90 gp
  Monk’s kit 
  8 gp
  Perfume/cologne
  5 gp
  Poison pill ring
  +20 gp
  Poisoning sheath
  50 gp
  Ranger’s kit 
  9 gp
  Riding kit, exotic mount
  36 gp
  Rogue’s kit 
  50 gp
  Scroll box
  5 gp
  Scroll case
  1 gp
  Signal horn
  1 gp
  Signal whistle
  8 sp
  Signet ring
  5 gp
  Silent whistle
  9 sp
  Skeleton key
  85 gp
  Smoked goggles
  10 gp
  Sorcerer’s kit 
  8 gp
  
  — 54 — 
  Spider’s silk rope (50 ft.)
  100 gp
  Stationery 
  1 gp
  Summoner’s kit 
  8 gp
  Tattoo
  1 cp–20 gp
  Traveler’s dictionary
  50 gp
  Waterproof bag
  5 sp
  Waterskin
  1 gp
  Weapon cord
  1 sp
  Whetstone
  2 cp
  Wire saw, adamantine
  150 gp
  Witch’s kit 
  21 gp
  Wizard’s kit 
  21 gp
  Wrist sheath
  1 gp
  Tools and Skill Kits 
  Item
  Price
  Alchemist’s lab
  200 gp
  Alchemy crafting kit
  25 gp
  Antidote kit
  100 gp
  Artisan’s tools, common 
  5 gp
  Artisan’s tools, masterwork
  55 gp
  Climber’s kit
  80 gp
  Disguise kit
  50 gp
  Forger’s Kit
  200 gp
  Formula book
  15 gp
  Healer’s kit
  50 gp
  Mapmaker’s kit
  10 gp
  Masterwork tool
  50 gp
  Merchant’s scale
  2 gp
  Musical instrument, common
  5 gp
  Musical instrument, masterwork 100 gp
  Portable alchemist’s lab
  75 gp
  Portrait book
  10 gp
  Spell component pouch
  5 gp
  Spellbook
  15 gp
  Stretcher
  1 gp
  Surgeon’s tools
  20 gp
  Symptom kit
  25 gp
  Thieves’ tools, common 
  30 gp
  Thieves’ tools, masterwork
  100 gp
  Traveling formula book
  10 gp
  Traveling spellbook
  10 gp
  Veterinarian’s kit
  10 gp
  Pets and Familiars 
  Animal
  Price
  Badger
  15 gp
  Cat
  3 cp
  Cat, hunting
  100 gp
  Dog, lap
  15 gp
  Fox
  8 gp
  Lizard
  5 cp
  Owl
  10 gp
  Parrot
  50 gp
  Pseudodragon
  200 gp
  Rabbit
  2 gp
  Raccoon
  5 gp
  Rat
  1 cp
  Raven
  2 gp
  Snake, constrictor
  5 gp
  Turtle
  3 gp
  Weasel
  2 gp
  Guard and Hunting 
  Animals Animal
  Price
  Cat, Small
  100 gp
  Falcon
  40 gp
  Hawk
  18 gp
  Owl
  20 gp
  Pseudodragon
  200 gp
  Mounts 
  Animal
  Price
  Otyugh (combat trained) 
  2,000 gp
  Animal Related Gear 
  Animal
  Price
  Barding
  Medium creature
  ×2 armor price
  Large creature
  ×4 armor price
  Bit and bridle
  2 gp
  Falconry gauntlet
  10 gp
  Feed (per day)
  5 cp
  Saddle (exotic)
  Military
  60 gp
  Pack
  15 gp
  Riding
  30 gp
  
  — 55 — 
  Saddlebags
  4 gp
  Clothing 
  Item
  Price
  Artisan’s outfit
  1 gp
  Brooch
  Varies
  Caul
  10–100 gp
  Cold-weather outfit
  8 gp
  Courtier’s outfit
  30 gp
  Decorative trim
  1 sp–50 gp
  Entertainer’s outfit
  3 gp
  Furs
  12 gp
  Hennin
  10–100 gp
  Jewelry
  Varies
  Mask
  1 sp–50 gp
  Noble’s outfit
  75 gp
  Pocketed scarf
  8 gp
  Reversible cloak
  2 sp–100 gp
  Royal outfit
  200 gp
  Scholar’s outfit
  5 gp
  Soldier’s uniform
  1 gp
  Traveler’s outfit
  1 gp
  Lodging and Services 
  Item
  Price
  Bath (hot)
  6cp
  Companion
  5cp–10 gp
  Doctor
  1 gp
  Footman
  5 sp
  Inn stay (common)
  5 sp
  Inn stay (good)
  2 gp
  Inn suite (small)
  4 gp
  Inn suite (average)
  16 gp
  Inn suite (luxurious)
  32 gp+
  Laundry (technology)
  1 gp
  Lawyer (novice)
  5 sp
  Lawyer (competent)
  3 gp
  Lawyer (experienced)
  10 gp
  Messenger
  2cp per mile
  Nurse
  7 sp
  Lawyer, novice
  5 sp per day
  Messenger
  2 cp per mile
  Nurse
  7 sp per day
  Sage
  15 gp per day
  Scribe, map
  1 gp per day
  Scribe, text
  10 gp per day
  Slave, common
  75 gp
  Slave, hard labor
  100 gp
  Slave, specialized
  500 gp
  Spellcasting, arcane
  caster level x spell level x 
  15 gp
  Alchemical Remedies
  Item
  Price
  Alchemist’s kindness
  1 gp
  Antiplague
  50 gp
  Antitoxin
  50 gp
  Bloodblock
  25 gp
  Frost ward gel
  150 gp
  Meditation tea
  30 gp
  Smelling salts
  25 gp
  Soothe syrup
  25 gp
  Wismuth salix
  30 gp
  Alchemical Tools
  Item
  Price
  Amplifying gel
  200 gp
  Candlerod
  1 gp
  Defoliant
  30 gp
  Otyugh fertilizer
  100 gp
  Scent Cloak
  20 gp
  Smokestick
  20 gp
  Sunrod
  2 gp
  Tindertwig
  1 gp
  Water purification sponge
  25 gp
  Weapon blanch, cold iron
  50 gp
  Alchemical Weapons
  Item
  Price
  Acid
  10 gp
  Alchemist’s fire
  20 gp
  Bottled lightning
  40 gp
  Liquid blade
  40 gp
  Liquid ice
  40 gp
  Shard gel
  25 gp
  
  — 56 — 
  Drugs and Poisons
  Item
  Price
  Blindwine
  35 gp
  Drudge’s blood
  20 gp
  Jho
  150 gp
  Nightleaf
  15 gp
  Otyugh’s Bite
  350 gp
  Phantom Dust
  150 gp
  Herbalism Items
  Item
  Price
  Jhoila bark tea
  30 gp
  Jhoila root
  25 gp
   
  NPC Gallery
  Below are a selection of NPCs created with options from 
  this book and other sources
  Ahordel the 73rd 
  Places now! Clear out the vaults, then report back to me. I’ll 
  wait here, make sure we aren’t being followed. Quickly now, 
  quickly! We haven’t much time before the questioners arrive, 
  and I want to be long gone when they do.
  Ahordel the 73rd (CR 5; 1,600 XP)  
  Female erkunae rogue (metaphysical rogue) 6 
  NE Medium humanoid (human)
  Init +3; Senses Perception +11 
  Defense
  AC 15, touch 13, flat-footed 12
  (+2 armor, +3 Dex)
  hp 27 (6d8)
  Fort +2, Ref +8, Will +4
  Defensive Abilities evasion, uncanny dodge 
  Offense
  Speed 30 ft.
  Melee +1 short sword +8 (1d6+1/19-20) or dagger +7 
  (1d4/19-20)
  Ranged mwk hand crossbow +8 (1d4/19-20)
  Special Attacks sneak attack +3d6
  Psi-Like Abilities (ML 6th; concentration +6); 2 PP
     At-will—crystal light (F or W-DC 10), detect psionics, 
  far hand, know direction and location, my light 
  Spell-Like Abilities (CL 6th; concentration +8)
   1/day—comprehend languages, heightened awareness, 
  memorize page
  Statistics
  Str 10, Dex 16, Con 10, Int 15, Wis 14, Cha 10
  Base Atk +4; CMB +4; CMD 17
  Feats Access Psionic Talent, Combat Expertise, Im-
  proved Feint, Psionic Talent, Weapon Finesse
  Skills Acrobatics +9, Appraise +8, Autohypnosis +8, 
  Bluff +10, Diplomacy +6, Disguise +9, Knowledge
  (engineering) +8, Knowledge (local) +8, Knowledge 
  (psionics) +8, Perception +11, Sense Motive +9, Use 
  Magic Device +6; Racial Modifiers Craft (alchemy) +2 
  (create poisons), Knowledge (nobility) +1, Knowledge 
  (engineering) and Stealth +2 (while inside a building or 
  construction)
  Languages Abyssal, Common, Infernal, Manxic, Pro-
  tean
  SQ castle dwellers, court poisoner, duel of honor, gifted 
  sneak, opportune diversion, rogue talents (fast stealth, 
  quick disguise), weapon familiarity
  Combat Gear antitoxin, potions of cure light wounds [2]; 
  Other Gear +1 short sword, +1 quilted cloth, masterwork 
  dagger, masterwork hand crossbow with 20 bolts, 35 pp
  It took a surprisingly long time for the Opal Throne to 
  come to the realization that the best choice for an infil-
  tration specialist (ie. a spy and thief) as a part of their 
  Advent Imperiax mission would be a skilled and strong-
  willed female operative. It is not as though Erkusaa 
  denigrates the role of their women- they are far too 
  dedicated to the chance allocation of skill to overlook an 
  entire gender- but traditions are traditions, and rogue-
  ish behaviour is usually associated with the Shadow 
  Children, the under-city gutter-trash of the Misty City 
  of G’sho’laa’n’rr. Ahordel was the obvious choice for the 
  Imperiax mission schemers, as she was nominally part of 
  an ancient if debased noble house. Ahordel, like the 72 
  iterations before her is no fool, and knows that finances 
  and the illusion of power are more behind this lack of 
  repair. Not inclined to many of the vices typical of her 
  people, she is in the Imperiax to complete her missions, 
  line her pockets, and gain favor from the Opal Throne.     
     Her impression of the land of the femanx is like that of 
  a mite in the chimera’s nest; incredible opportunity for 
  obtaining what she wants, but almost constant, near –
  paralyzing fear. Meeting her is like meeting the child that 
  stole teacher’s apple; defensive. This is not to say that she 
  is not proficient at her job and advancing the cause- but 
  she is having a hard time relating to the lawful femanx 
  and thinks they are- well, creepy. But Ahordel, 73rd of 
  her name, is schooled in the arts of court behaviour as 
  much as any noble-born erkunae, and smiles and oohs at 
  the shiny toys of the aggressive star-women.
  
  — 57 — 
  Baelon Kell, Faceless Agent 
  Yes, ma’am, I understand. I’ll make sure no one will be able 
  to trace this back to us. But whose face should I wear for 
  this assignment?
  Baelon Kell (CR 10; 9,600 XP)  
  Male human investigator (infiltrator) 7, faceless agent 4 
  LN Medium humanoid (human)
  Init +5; Senses Perception +15
  Defense
  AC 20, touch 16, flat-footed 14
  (+4 armor, +5 Dex, +1 dodge)
  hp 49 (11d8)
  Fort +5, Ref +14, Will +10; +4 vs. poison 
  Defensive Abilities fixed form, uncanny dodge 
  Offense 
  Speed 30 ft.
  Melee +1 glamered rapier +13/+8 (1d6/18-20) or mwk 
  sword cane +13/+8 (1d6) 
  Ranged mwk shortbow +13/+8 (1d6/x3)
  Special Attacks studied combat, studied strike +4d6 
  Psi-Like Abilities (CL 11th; concentration +13)
     3/day—metamorphosis 
     At will—detect psionics
  Extracts Prepared (CL 7th)
     3rd—disable construct (W-DC 16), tongues 
     2nd—blur, invisibility, see invisibility, spider climb
     1st—comprehend languages, endure elements, heightened 
  awareness, see alignment, vocal alteration
  Statistics 
  Str 10, Dex 20, Con 10, Int 16, Wis 12, Cha 14
  Base Atk +7; CMB +7; CMD 22
  Feats Combat Expertise, Deceitful, Dodge, Extra In-
  vestigator Talent, Greater Feint, Improved Feint, Urban 
  Tracking, Weapon Finesse
  Skills Acrobatics +14 (+18 to move through a threatened 
  square), Bluff +18, Craft (alchemy) +12, Diplomacy
  +16, Disguise +18, Escape Artist +12, Knowledge (local) 
  +12, Perception +15, Sense Motive +15, Sleight of
  Hand +12, Spellcraft +11, Stealth +18, Use Magic De-
  vice +8 
  Languages Common, Manxic, Orc, Protean
  SQ alchemy, inspiration (8 points), investigator talents 
  (amazing inspiration, expanded inspiration, inspired in-
  telligence, master of disguise, peerless agent, underworld 
  inspiration), keen recollection, mask alignment, master 
  of disguise, mimic mastery, swaying guile, swift alchemy, 
  urban tracker, voice mimicry 
  Combat Gear potion of cure moderate wounds, wand of 
  cure light wounds (20 charges); Combat Gear +1 gla-
  mered rapier, +1 glamered studded leather armor, belt of 
  tumbling, cloak of resistance +2, shard of escape artist +5 
  [2], masterwork shortbow, 25 pp
  A truly outrageous secret in a land where secrecy and 
  plots are the stuff of morning jhoberry boil-juice, the 
  identity and purpose of Baelon Kell as personal agent, 
  advisor and confidant of the Mxyiax, Sdhira, often 
  thought a placid placeholder of the unenviable top posi-
  tion of the Triumvirate in the Advent Imperiax. Baelon 
  Kell is simply known to no other sentient being in the 
  Hall of Knowledge but Sdhira, a fact of internal intel-
  ligence that seems completely implausible, in a world 
  of technology and magic. Baelon Kell’s special skill is to 
  not look like anyone worth knowing, especially in the 
  Advent Imperiax, where a bland human functionary to 
  the Mxyiax would be assumed to be a brain-operated liv-
  ing automaton, a common enough presence in the Hall 
  of Knowledge, care of the Re-Education Centre. It seems 
  to be beneath the Mxyiirs and the Questioners to seize 
  and interrogate on of these nobodies (which are actu-
  ally one somebody) for interrogation, and the fear of the 
  Mxyiax having some attachment to one of those drones 
  holds them at bay. Baelon Kell, whatever his origin (for 
  no-one on Porphyra truly knows it but him) operates 
  with a primary rule, a Rule Number One: Always Get 
  Away. The Mxyiax has a vague suspicion that Baelon Kell 
  (if that is indeed his name) is far older than he appears, 
  and appeared one day in her private chambers, offering 
  his services as some sort of plot. Somewhat bored of her 
  situation, she agreed, and it has been ten years since. 
     The current situation in the Advent Imperiax has been 
  influenced to a certain degree by Baelon Kell’s activi-
  ties; the subtle machinations and manipulations of the 
  factions of the Questioners, faint encouragement and 
  tempting of the Erkusaan Mission, aggression, animos-
  ity and action against the northern Landed territories- a 
  steady march to some future political situation that no 
  femanx could hope to predict, fixed as they are in their 
  established way of doing things. What the Mxyiax is 
  completely oblivious to is Baelon’s very occasional visits 
  to a disused staging area in the southwest, at the dusty 
  and dry border marches with the Fourlands, but largely 
  ignored by the So’cha. The only thing that seems to live 
  there are armadillos and S’abarih cactus- but on cer-
  tain nights a light appears in the sky and a squat, metal 
  armored “flying boat” floats down unto the gravel, and 
  Baelon Kell enters…
  
  — 58 — 
  Jadu the Steadfast, 
  Beholden to Mxyiir Mpirou 
  Yes, Mistress. This one is pleased to stand guard throughout 
  the night. None shall pass this threshold that would desire 
  harm upon your person.
  Jadu the Steadfast (CR 7; 3,200 XP)  
  Male dhosari brawler (sworn guardian) 8 
  LN Large monstrous humanoid
  Init +2; Senses Perception +13 
  Defense
  AC 18, touch 13, flat-footed 15
  (+5 armor, +1 dodge, +2 Dex, -1 size)
  hp 60 (7d10+21)
  Fort +8, Ref +7, Will +1 
  Offense
  Speed 30 ft.
  Melee unarmed strike +11/+6 (1d10+4) or unarmed 
  brawler’s flurry +9/+9/+4/+4 (1d10+4) 
  Ranged dart +9 (1d4+3)
  Special Attacks knockout (DC 17, 1/day) 
  Statistics
  Str 16, Dex 14, Con 14, Int 14, Wis 8, Cha 10
  Base Atk +7; CMB +10 (+11 trip, +14 reposition); 
  CMD 23 (27 vs. reposition, 28 vs. trip)
  Feats Bodyguard, Combat Expertise, Combat Reflexes, 
  In Harm’s Way, Intervening Guard, Improved Reposi-
  tion, Swap Places
  Skills Climb +12, Intimidate +11, Knowledge (local) 
  +7, Perception +13, Sense Motive +9, Swim +10; Racial
  Modifiers Climb +2 
  Languages Common, Manxic
  SQ brawler’s cunning, brawler’s strike (magic), gregari-
  ous, guardian’s ward (1/day), martial flexibility (7/day), 
  martial training, paricharka, protective reach, quadribra-
  chial
  Combat Gear darts [5]; Other Gear amulet of mighty 
  fists +1, +1 chain shirt, silver servant’s aspect
  Contemplate the training of Jadu, dho-thrall to Lord 
  Kelibrex the 44th, of the House of the Greasy Spires; a 
  breeding program directed by the slave-druid Keepers to 
  produce a specialist fighter, a Great Paricharka dhosari, 
  a male of superior prowess. Other lesser dhosari would 
  be sacrificed to war demons and perhaps a devil or two, 
  for trainability. The child taken from his spawn-mother 
  at six years or so, when the Advent Imperiax mission was 
  in its infancy, the schemes in the Tower of White Flow-
  ers where the Opal Throne sits in the summer months 
  reaching a frenzy of preparation. Intensive training with 
  magically grown and controlled clones of the odd and 
  tempting femanx female –dominated race, to surprise 
  the alien trinket-holders with the immediacy of the 
  dho-thrall’s training. Subtle conditioning of control, 
  dominance, and influence by secret signs when the 
  Erkunae wish it. Fighting prowess in gladiatorial con-
  tests, a bonus, really, as the spectacle amuses the masses, 
  the Keepers evaluate the powers of the dho-thrall, “Jadu” 
  within the spectacle. And the nobles jockey for position 
  to present the paricharka-fighter to the femanx leaders, 
  which passes from Kelibrex to Airyok, to Thiruykil to, 
  finally, Lord Medarbres the Half-Breed. In the end, Jadu 
  was taken over in the mission’s first incursion and gifted 
  to the Mxyiir in the first exchange of presents, the highly 
  successful diplomatic foray.
     Jadu was instantly labeled “the Steadfast” by the re-
  ceiver of the sworn guardian bodyguard, Mxyiir Mpirou, 
  surprisingly accepting of the gender of her new servant, 
  as within a few days had to protect the Mxyiir from a 
  feral otyugh stampede when viewing the troops along 
  the Fudi marches. The bond seemed to be made very 
  quickly, and permanently. The Erkunae mission didn’t 
  know what to make of that, sure in their intelligence that 
  the maligned gender among the female-prime femanx 
  would put the leader on edge, unable to refuse such 
  an intricate gift. They also didn’t realize what effect the 
  truly alien culture of the femanx would have on Erkunae 
  works, be they magical or in the flesh- even though they 
  are slave-holdes, the femanx are entirely open to eman-
  cipation, though more attentive to female “aliens” of the 
  Porphyran variety. The future will tell if the conditioning 
  included in Jadu the Steadfast will be operant when the 
  time comes, if the time comes, when the Erkunae make 
  their move to seize the powers of femanx technology, 
  and their bodies for a bizarre breeding program! 
  
  — 59 — 
  Kirjaek Steamborn 
  Do not try to hide from me in the mist. You cannot see me 
  through the haze, though I possess no such weakness. Step 
  out into the open, or I shall come in after you, and I am not 
  likely to be gentle.
  Kirjaek Steamborn (CR 7; 3,200 XP)  
  Male squole barbarian (primeval rager) 8 
  N Medium humanoid (half-ooze, human)
  Init +3; Senses blindsense 100 ft., blindsight 20 ft.; 
  Perception +1 
  Defense
  AC 15, touch 11, flat-footed 12
  (+4 armor, +3 Dex, -2 rage)
  hp 92 (8d12+24)
  Fort +11, Ref +5, Will +5; +2 vs. mind-affecting effects, 
  +2 vs. poison 
  DR 1/—; Defensive Abilities improved uncanny dodge; 
  Resist cold 10, fire 10 
  Offense 
  Speed 40 ft.
  Melee +1 greataxe +15/+10 (1d12+10/3) or mwk ran-
  seur +15/+10 (2d4+9/3) 
  Ranged light hammer +13 (1d4+6) or throwing axe +13 
  (1d6+6)
  Special Attacks rage (21 rounds/day), rage powers 
  (knockdown, lesser elemental rage, strength surge) 
  Base Statistics
  When not raging, Kirjaek’s statistics are AC 17, touch 
  13, flat-footed 14; hp 76; Fort +9, Will +3; Melee +1 
  greataxe +13/+7 (1d12+7/3) or mwk ranseur +15/+10 
  (2d4+6/3); Ranged light hammer +11 (1d4+4) or 
  throwing axe +11 (1d6+4); Str 18, Con 16; CMB +12; 
  CMD 25; Skills Climb +11, Swim +11
  Statistics
  Str 22, Dex 16, Con 20, Int 8, Wis 12, Cha 8
  Base Atk +8; CMB +12; CMD 25
  Feats Expanded Senses, Furious Focus, Internal Fortifi-
  cation, Power Attack, Stealthy
  Skills Acrobatics +12, Climb +12, Escape Artist +6, In-
  timidate +10, Stealth +10, Swim +12; Racial Modifiers 
  Escape Artist +2 
  SQ elemental composition (steam), elemental fury, fast 
  movement
  Languages Common
  Combat Gear amplifying gel [4], throwing axe [2], light 
  hammer [2]; Other Gear +1 greataxe, masterwork ran-
  seur, masterwork chain shirt, belt of giant strength +2, kill 
  trophies worth 250 gp.
  Kirjaek is a squole, one of the protoplasmic emulators of 
  humanity that seem to defy description most of all, of all 
  the myriad races of Porphyra. Those strange people need 
  not complete many of the biological functions and so-
  ciological rituals of conventional flesh-an-blood beings, 
  but they insist on doing so, probably for the integrity 
  of their assumed identity, and to bulwark against the 
  slide into insensibility like their ooze forbears. But like 
  standard mortals on this short sojourn on solid ground, 
  tragedy can strike their ‘families’, like any other unfor-
  tunates. The squole named Kirjaek observed his entire 
  cave-clan being put to the sword by adventuring bravos 
  from the swashbuckling nation of Iffud, only escap-
  ing their fate by falling into a protoplasmic state in his 
  terror. Trite stuff, born of mistrel-carried tavern stories, 
  but true nonetheless. Kirjaek swore vengeance then on 
  all naturally-formed beings, and is the local equivalent 
  of the boogeyman around the shores of Lake Zax. The 
  natural steam vents of ruptured geothermic activity, 
  caused by the crash of the femanx’s ships conceal Kirjaek, 
  who seldom bothers the femanx- but enough for them 
  to be wary, as the odd one of their number is found 
  hacked into little pieces, displayed in gruesome form for 
  all those who travel by to see. The Triumvirate and their 
  underlings refuse to acknowledge that such a menace ex-
  ists in the heart of the Imperiax, and wave off the deaths 
  to loose space-monsters and foreign agents provocateur. 
     From what can be pieced together by those nearby 
  one of Kirjaek’s slaughter-missions, the squole ambushes 
  those selected for death, seemingly randomly, from the 
  steam-shrouded waters of Lake Zax or the rime-covered 
  salt-trees that ring its shore. An introduction and a calm 
  story is told to the cornered or wounded victims, sum-
  marizing the origin story as the words above. Those that 
  resemble the Fudi attackers are torn apart so fully the 
  birds and weng-toads are able to carry off the evidence, 
  and their embassies are given a femanx shrug of igno-
  rant uncaring. The pragmatic femanx, rather than waste 
  resources on a full-scale, likely fruitless hunt, occasion-
  ally release foreigners that have gotten into trouble into 
  Kirjaek’s hunting grounds, solving both problems for a 
  time. It is likely that an ambitious Outrider will put a 
  final end to Kirjaek Steamborn someday, for killing a fair 
  number of “innocent” femanx, but until then he will kill 
  at will, taking small trophies and brooding in his un-
  known lair among the myriad steam vents of lonely Lake 
  Zax.
   
   
  
  — 60 — 
  Questioner Netlia 
  Strap him down. Tightly, tightly, but not too tightly. I need 
  him to be in peak condition for my interrogation. Leave us 
  now. He and I have much to discuss, and many long days 
  ahead of us. He will tell me everything I need to know, and 
  then you can have him back. Eventually.
  Questioner Ntelia (CR 9; 6,400 XP)  
  Female femanx dread (questioner) 10 
  LE Medium fey (extraterrestrial)
  Init +1; Senses low-light vision; Perception +17 
  Defense
  AC 14, touch 12, flat-footed 12
  (+2 armor, +1 deflection, +1 Dex)
  hp 45 (10d8)
  Fort +4, Ref +9, Will +10 
  Offense
  Speed 30 ft.
  Melee +1 whip +10/+5 (1d3+3) or mwk heavy flail 
  +10/+5 (1d10+3/19-20) 
  Ranged mwk light crossbow +10 (1d8/19-20)
  Special Attacks bludgeoner, channel terror, devastating 
  touch (1d6+14), terrors (13/day, incite fear, mindlock, 
  probing mindlock, ranged mindlock, weakening fear), 
  unarmed devastation
  Powers Known (ML 10th; concentration +14); 50 PP 
   4th—mindwipe (F-DC 18)
   3rd—ectoplasmic form, mindhunter
   2nd—feat leech (W-DC 16), strength of my enemy, 
  thought shield, true terror (W-DC 16) 
   1st—distract (W-DC 15), lingering touch, slumber (W-
  DC 15)
   0th (at will)—detect psionics, empathy 
  Statistics
  Str 14, Dex 12, Con 10, Int 10, Wis 14, Cha 18
  Base Atk +7; CMB +9; CMD 20
  Feats Bludgeoner, Open Door, Potent Ego, Psionic 
  Talent, Touch of Terror, Weapon Focus (whip), Whip 
  Mastery
  Skills Acrobatics +10, Bluff +12, Escape Artist +10, 
  Intimidate +17, Perception +17, Sense Motive +22,
  Spellcraft +8, Stealth +15; Racial Modifiers Perception 
  +2 
  Languages Common, Manxic
  SQ alien weapon familiarity, aura of weakness (30 ft., 
  -6), fearsome intuition, naturally psionic, unnatural 
  grace 
  Combat Gear potion of cure moderate wounds [3]; Other 
  Gear +1 whip, femanx skinsuit, masterwork heavy flail, 
  masterwork light crossbow with 20 bolts, boots of stomp-
  ing, cloak of resistance +2, shard of intimidate +5, 25 pp
  Feared in reputation second only to the Head Ques-
  tioner of the Imperiax, Ytuau, Netlia is, ironically, the 
  only reason why Ytuau hasn’t made some kind of power 
  play for more control in the Imperiax. The so-called 
  Quiet War between these two personages provides 
  some breathing room for the lesser functionaries of the 
  totalitarian government that is the balance of Mxyiir, 
  Questioner, and the various sectors of the military. The 
  semicivil conflict is tolerated by the Triumvirate for this 
  reason, and the reality that is the fact that perpetrators 
  of crimes against the state are kept nicely in check when 
  factions are kept on their toes by conflict with each oth-
  er. Impressing the triumvirate is the best way for Netlia 
  and Ytuau to gain favor and position. Some femanx who 
  possess a degree of autonomy from the secret police have 
  begun to think seriously of the extent of power that the 
  factions of Questioners have, and whether they serve the 
  Imperiax well. Netlia would like to question those noble 
  femanx, and question them harshly… The truth is, 
  Netlia is more than a little mad- that is, insane. Within a 
  month of gameplay, Netlia will have to make a monthly 
  saving throw against the onset of paranoia and proceed 
  along a path of calculated persecution of those in her 
  outer circle of contact, moving inward. This progress 
  will not impede her abilities in her conflict with Ytuau, 
  unless, of course, one of the imagined betrayers escapes 
  Netlia’s clutches and flees to another faction, which will 
  start a chain reaction of attack and counter-attack which 
  will most likely end in Netlia’s gruesome demise and the 
  exodus of a large amount of femanx technology. After 
  all, the Questioners do serve a valuable purpose in the 
  Imperiax, let no mistake be made about that. 
     When not listening intently to the urgent whisper-
  ings of persecution at the back of her mind, Netlia is an 
  extremely competent, if somewhat sadistic Questioner. A 
  few questionings botched when the subject was termi-
  nated prematurely have been seized by Ytuau’s opera-
  tives and made much of in the audience chamber of the 
  Mxyiax, As a result, Netlia has tried to assume a calm 
  demeanor and leave some of the minor jobs to her lesser 
  functionaries, and roam the streets of Yhdari-Fhas for 
  relaxation… it isn’t working… a few abductions of for-
  eigners might assuage the problem, but the problem will 
  be the Imperiax’s if something doesn’t come to a head. 
  
  — 61 — 
  Mphiloe, Machine-Speaker 
  What was that? Oh, yes, yes, I do believe I can mend the 
  circuitry, improve upon its original design. Be quiet now, 
  I’m trying to listen, hear what it wants to tell me it needs…
  Mphiloe (CR 11; 12,800 XP)  
  Female femanx shaman 12
  NE Medium fey (extraterrestrial)
  Init +2; Senses low-light vision; Perception +8 
  Defense
  AC 21, touch 13, flat-footed 19
  (+8 armor, +1 deflection, +2 Dex)
  hp 54 (12d8)
  Fort +5, Ref +7, Will +13
  Defensive Abilities plasma shield (+8 armor, resist elec-
  tricity 5, resist fire 5, 12 hours/day) 
  Vulnerable cold
  Offense
  Speed 30 ft.
  Melee +1 dagger +10/+5 (1d4+2) 
  Ranged sonic pistol +11/+6 (1d8 sonic)
  Special Attacks ego rend, touch of plasma (1d6+6, 6/
  day) 
  Powers Known (ML 12th; concentration +15); 4 PP
     1st—telempathic projection (W-DC 15)
     0th (at will)—conceal thoughts, detect psionics, far hand, 
  psionic repair (W-DC 14), sense poison 
  Spells Prepared (CL 12th; concentration +16)
     6th—antitech fieldS (F-DC 20), cone of cold (R-DC 
  20), slay living (F-DC 20)
     5th—destroy robotS (F-DC 19), feast on fear (F-DC 
  19), major curse (W-DC 19), stoneskin 
     4th—bestow curse (W-DC 18), cure critical wounds, 
  familiar melding, fear (W-DC 18), remove radioactivityS 
  (F-DC 18)
     3rd—blindness/deafness (F-DC 17), deep slumber (W-
  DC 17), protection from energy, rechargeS (F-DC 17), 
  stinking cloud (F-DC 17), stricken heart
     2nd—barkskin, calm emotions (W-DC 16), cure moder-
  ate wounds, enthrall (W-DC 16), protection from tech-
  nologyS, scare (W-DC 16)
     1st—comprehend languages, cure light wounds, hex vul-
  nerability (W-DC 15), remove fear (W-DC 15), techno-
  mancyS
     0th (at will)—detect magic, light, mending, read magic 
  S spirit magic; Spirit machines
  Statistics 
  Str 12, Dex 14, Con 11, Int 10, Wis 18, Cha 16
  Base Atk +9; CMB +11; CMD 22
  Feats Access Psionic Talent, Craft Cybernetics, Craft 
  Magic Arms and Armor, Craft Technological Arms and 
  Armor, Technologist, Unlocked Talent, Wild Talent
  Skills Craft (mechanical) +15, Diplomacy +9, Disable 
  Device +15, Knowledge (engineering) +15, Spellcraft +9; 
  Racial Modifiers Perception +2
  Languages Common, Manxic
  SQ alien weapon familiarity, hexes (born technologist 
  [+1], lingering charge, mending channel [6d6, 6/day], 
  pierce armor [3/day], plasma shield [+8, 12 hours/day]), 
  naturally psionic, spirit animal, spirit magic, technologi-
  cal empathy (+3), unnatural grace
  Combat Gear EMP grenade [2]; Other Gear +1 dagger, 
  sonic pistol, cloak of resistance +1, headband of inspired 
  wisdom +2, thoracic nanite chamber +2, veemod (white), 
  veemod goggles, battery [4], e-pick (green), grippers, 
  radiation detector, 75 pp
  The femanx consortium of rulers, and the bureaucracy 
  –and technocracy- of that supports it is not particularly 
  inclined towards transparency and inward inspection; 
  too much knowledge can be a dangerous thing, which 
  is a cosmically universal statement. Mphiloe is a special 
  kind of trouble-shooter in femanx society, a special-
  ist in diagnosing the operating problems that occur in 
  machines, especially robots and clockwork. Whispers 
  of “robot-killer” and “machine executioner” are heard 
  sometimes when she passes by, but Mphiloe is usually 
  lost in a psycho-circuitry world of her own, one that she 
  has occupied since childhood, when her predilection 
  for listening intently to machinery was noticed in her 
  youngling-creche, the communal raising facility for im-
  mature femanx. Mphiloe slew a renegade cleaning device 
  when merely a teenager, and saved the life of a servant 
  for the Mxyiir when she came of age; she was quickly 
  spirited away to the Re-education Center for examina-
  tion and classification, a process which often results 
  in another addition to the Compost Repository in the 
  hydroponics gardens. 
     Today, Mphiloe has a great degree of autonomy in 
  any city she chooses to visit, though she always returns 
  to her odd little corner of the Re-Education Center in 
  Yhadr-Izhaaf. A femanx that can talk with, understand, 
  diagnose, heal, and execute with extreme prejudice many 
  types of machines and automata is not in the main 
  stream of femanx society, though there usually have been 
  one or two Technological Diagnosticians operating in 
  the Advent Imperiax every generation. 
  
  — 62 — 
  Ytheru, LostHome Outrider 
  I’ve received reports that an outsider—a human!—was seen 
  in this district. He’s wanted in regards to a series of recent 
  thefts. Have you seen anything suspici— What’s that, Chor-
  rak? What do you smell? You there, step into the light!
  Ytheru (CR 6; 2,400 XP)  
  Female femanx cavalier (LostHome outrider) 7 
  LE Medium fey (extraterrestrial)
  Init +1; Senses low-light vision; Perception +10 
  Defense
  AC 23, touch 13, flat-footed 21
  (+7 armor, +1 deflection, +2 Dex, +3 shield)
  hp 45 (7d10+7)
  Fort +6, Ref +4, Will +2 
  Vulnerable cold 
  Offense
  Speed 20 ft.
  Melee +1 lance +11/+6 (1d8+5/x3) or mwk scimitar 
  +11/+6 (1d6+3/19-20) 
  Ranged mwk composite longbow +10/+5 (1d8+3/x3) or 
  net +9
  Special Attacks cavalier’s charge, challenge (+8, +3, 3/
  day), ego rend 
  Statistics
  Str 16, Dex 15, Con 12, Int 10, Wis 12, Cha 10
  Base Atk +7; CMB +10; CMD 22
  Feats Early Exposure, Lookout, Mounted Combat, 
  Mounted Shield, Outflank, Ride-By Attack, Spirited 
  Charge, Weapon Focus (lance), Wild Talent
  Skills Handle Animal +10, Intimidate +10, Perception 
  +10, Ride +11; Racial Modifiers Perception +2 
  Languages Common, Manxic
  SQ alien weapon familiarity, bonded tactician (2/day, 
  6 rounds, standard action), favored terrain (forest +2), 
  naturally psionic, order of the imperiax (community 
  warden, swift tracker, act as one), otyugh mount, un-
  natural grace
  Combat Gear potions of cure light wounds [2], nets 
  [3]; Other Gear +1 lance, +1 breastplate, +1 heavy steel 
  shield, masterwork composite longbow (+3 Str pull) 
  with 30 arrows, 80 pp
  Chorrak  
  Otyugh mount
  N Large aberration
  Init +2; Senses low-light vision, scent; Perception +12
  Defense
  AC 25, touch 11, flat-footed 23
  (+4 armor, +2 Dex, +10 natural, -1 size)
  hp 45 (6d8+18)
  Fort +7, Ref +7, Will +4; +4 vs. enchantment 
  Defensive Abilities evasion
  Offense 
  Speed 50 ft.
  Melee bite +10 (1d8+6 plus disease), 2 tentacles +5 
  (1d4+3 plus grab) 
  Space 10 ft.; Reach 5 ft.
  Statitistics 
  Str 22, Dex 14, Con 14, Int 8, Wis 15, Cha 10
  Base Atk +4; CMB +10; CMD 22 (26 vs. trip)
  Feats Light Armor Proficiency, Skill Focus (Perception), 
  Toughness 
  Skills Acrobatics +8, Perception +12
  SQ combat trained, link, tricks (attack, come, defend, 
  down, guard, heel, stay) 
  Gear chain shirt barding
  Special Abilities
  Disease (Ex) Filth Fever—injury; save Fort DC 15; 
  frequency 1/day; effect 1d3 Dex damage and 1d3 Con 
  damage; cure 2 consecutive saves. The save DC is Consti-
  tution-based.
  Ytheru was chosen late for military training. She is a 
  glowering femanx, caring little for the synthetic ap-
  pearance-treatments whose fads come and go with the 
  passing of a season. Ytheru cares for the hunt, finally 
  showing her mettle at a regular skill-finding mission at 
  the Ordinaries Sub-Creche, the equivalent of a “finish-
  ing school” for extremely average femanx. Ytheru, by all 
  accounts, chased down an immature bulette let loose in 
  the training compound and shoved her writing stylus 
  under its dorsal scale, killing it. She was immediately 
  tested at the Re-Education Center and found receptive 
  to the training pheromones for otyugh riders. She has 
  risen through the ranks since then as the poster-femanx 
  for protectors of the realm.
     Ytheru is not one to profess the legendary “love” that 
  outriders have for their otyughs, to her they are beasts 
  like any other, a means to an end and far better than the 
  silly-looking horses that outlander males bring into the 
  Imperiax, as though their massed cavalry might could 
  make a dent against a barrage of neuron cannon. Chor-
  rak is looked after well, and she will admit to indulging 
  it with some heavy sludge-scaling when it has had a hard 
  day. The recent relaxing of the Imperiax’s borders con-
  cerns Ytheru and her fellow LostHome Outriders, as it 
  brings new ideas and new concerns which directly affect 
  them. Ytheru does not wish diplomacy to get in the way 
  of her work of hunting. 
  
  — 63 — 
  OPEN GAME LICENSE Version 1.0a
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  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document, © 2002, Wizards of the Coast, Inc.; Authors Bill Slavic-
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  JD Wiker
  Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Cityscapes: New Settlement Options for the Pathfinder RPG. Copyright 2012, Otherverse 
  Games. Author Chris A. Field
  Creature Weekly: Volume 1-7, Copyright 2004, Ronald Smith and Trent Troop
  Hyperconscious: Explorations in Psionics, © 2004, Bruce R Cordell. All rights reserved.
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  Mindscapes, © 2003–2004, Bruce R. Cordell. All rights reserved.
  Mutants & Masterminds © 2002, Green Ronin Publishing.
  Neo-Exodus Campaign Setting. Copyright 2011, LPJ Designs. Author: JP Chapleau, Louis 
  Porter Jr.
  Pathfinder Campaign Setting: Technology Guide © 2014, Paizo Inc.; Authors: James Jacobs and 
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  Pathfinder Companion: Sargava, the Lost Colony. Copyright 2010, Paizo Publishing, LLC; 
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  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Author: Cam Banks, 
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  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, 
  Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, 
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  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim 
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  Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Core Rulebook © 2011, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Ultimate Combat, © 2011, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim 
  Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K 
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  Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike 
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  way, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic, © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Psionics Augmented, © 2013, Dreamscarred Press
  Psionic Bestiary, © 2013, Dreamscarred Press.
  Psionics Unleashed, © 2010, Dreamscarred Press.
  Remarkable Races: Compendium of Unusual PC Races, Pathway to Adventure Edition. Copy-
  right 2009, Alluria Publishing; Author: J. Matthew Kubisz
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  The Book of Experimental Might © 2008, Monte J. Cook. All rights reserved. 
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  The Genius Guide To: Feats of Psionic Might. Copyright 2011, Super Genius Games. Author: 
  Owen K.C. Stephens
  The Iconic Bestiary: Classics of Fantasy, © 2005, Lions Den Press; Author Ari Marmell
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  Ultimate Psionics, © 2013, Dreamscarred Press
  Unearthed Arcana, © 2004, Wizards of the Coast, Inc.; Authors Andy Collins, Jesse Decker, 
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  Heroes of the Advent Imperiax © 2016, Purple Duck Games; Author Treyson Sanders.
  Open Game Content: All Text is Open Game Content.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Porphyra Campaign Setting/Heroes of the Advent Imperiax.pdf