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  LEGAL NOTICES 
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  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.  
  System Reference Document © 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson. 
  Pathfinder Roleplaying Game Reference Document © 2015, Paizo 
  Publishing, LLC; Author: Paizo Publishing, LLC. 
  NeoExodus: A House Divided Campaign Setting © 2011, Louis 
  Porter Jr. Design, Inc.; Author: Jean-Philipe Chapleau 
  Enemies of NeoExodus: The First Ones © 2011, LPJ Design, 
  Author JP Chapleau, Louis Porter Jr 
  Enemies of NeoExodus: Widowmaker Scarlet © 2011, LPJ Design, 
  Author JP Chapleau, Joshua Cole, Benjamin Wenham, Louis Porter Jr. 
  Temple of the Forbidden God © 2012, LPJ Design, Author JP 
  Chapleau, Louis Porter Jr. 
  Advanced Race Codex: Drow © 2007, Green Ronin Publishing, 
  LLC; Author Matthew Sernett. 
  A Dozen Drow Items © 2004, Ronin Arts, Author Michael Hammes 
  Drow Magic © 2004, Mongoose Publishing, Author Patrick Younts 
  Tyrants of Saggakar: The ArchDespotate of Faremh © 2015, First 
  Ones Entertainment; Author: JP Chapleau 
  Tyrants of Saggakar: Saggakar Primer © 2015, First Ones 
  Entertainment; Author: JP Chapleau 
   
   
   
  
   
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  TABLE OF CONTENTS 
  LEGAL NOTICES ......................................... I 
  TABLE OF CONTENTS ................................ II 
  WARNING! ............................................... 1 
  EVERYTHING HERE IS A LIE. ........................................ 1 
  GM WARNING ....................................................... 1 
  FIRST ONES OF SAGGAKAR ........................................ 1 
  THE TYRANTS ........................................... 2 
  UNDERSTANDING FIRST ONES.................................... 2 
  HISTORY ................................................................ 3 
  FIRST ONES CONCEPTS ............................. 4 
  CONCEPTS ............................................................. 4 
  CONCEPT TWIST...................................................... 5 
  USING THE FIRST ONES ............................................ 6 
  RELIGION ................................................. 7 
  THE DARK GODS ..................................................... 7 
  OTHER PANTHEONS AND FAITHS ................................ 7 
  FORBIDDEN CULTS ................................................... 9 
  RELATIONS............................................. 10 
  CELESTIAL BEINGS .................................................. 10 
  DEMONS ............................................................. 10 
  DEVILS ................................................................ 10 
  DROW AND ELVES ................................................. 10 
  ELEMENTAL .......................................................... 11 
  FEY AND FOREST CREATURES ................................... 11 
  GENIES ................................................................ 11 
  KYTONS ............................................................... 11 
  UNDEAD .............................................................. 12 
  OTHER FIRST ONES ................................................ 12 
  OTHER HUMANOIDS .............................................. 12 
  THE FIRST ONES OF SAGGAKAR .............. 13 
  DROVITE .............................................................. 13 
  EXODITE .............................................................. 14 
  GREXODITE  ......................................................... 15 
  HAROVITE  ........................................................... 16 
  NETHERLING  ........................................................ 17 
  SPIDERLING .......................................................... 18 
  AGE .................................................................... 20 
  HEIGHT AND WEIGHT ............................................ 20 
  NEW CLASS OPTIONS ............................. 21 
  CAVALIER ............................................................ 21 
  CLERIC ................................................................ 21 
  NEW FEATS ............................................ 22 
  NEW ITEMS ............................................ 26 
  NEW WEAPONS .................................................... 26 
  NEW ALCHEMICAL SUBSTANCES ............................... 26 
  NEW MAGIC ITEMS ............................................... 27 
  NEW POISONS ...................................................... 27 
  NEW PRESTIGE CLASSES ......................... 28 
  DARK DANCER ...................................................... 28 
  KARES’KOR  .......................................................... 29 
  MASTER OF THE VEILS ............................................ 30 
  ORDER OF THE JET ARROW ..................................... 31 
  ORDER OF THE SHADOW BLADE ............................... 32 
  NEW SPELLS ........................................... 34 
  BARD .................................................................. 34 
  CLERIC ................................................................ 34 
  DRUID ................................................................ 34 
  SORCERER/ .......................................................... 34 
  WIZARD .............................................................. 34 
  WITCH ................................................................ 34 
  NEW MONSTERS .................................... 40 
  NEW RULES ......................................................... 40 
  FIRST ONE SPAWN (CR +1) .................................... 40 
  ARAKNID ............................................................. 41 
  ARCANESLIME ...................................................... 41 
  MEDENITES  ......................................................... 42 
  SHOGLETH ........................................................... 43 
  NEW TRAPS............................................ 44 
  NEW TRAPS ......................................................... 44 
  
   
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  WARNING!
  Reviewers: Joshua T. Brumback, Chad 
  Newman, and Isabelle Robert  
  Cover Art: Ivanna Matilla 
  Art: 
  AFragileSmile, 
  Alfaguara, 
  Irene 
  Campos, James Hall, Heitomorrie, Indigartistic , 
  Pahko , Ryomo , SammyBzz , Thirteenth 
  Autumn, Jason Walton 
  Layout, Graphic Design and Logo JP 
  Chapleau 
  Additional Fonts: PixelSaga.com 
  EVERYTHING HERE IS A 
  LIE.  
  Only fools trust anything the First Ones say, 
  do or think. 
  This book uses First Ones to designate the 
  overall race, the magic type, and the creature 
  subtype all together to obfuscate the truth. 
  You have been warned. 
  GM WARNING 
  The First Ones are evil.  
  Period. 
  They are evil because it is in their nature 
  and it is what they enjoy. They have few 
  qualities we would value in them. They 
  blackmail, demean, enslave, kill, maim, murder, 
  plot, rape, sacrifice, scheme, and torture, as 
  some of the things they engage in on a daily 
  basis.  
  The goal of this book is not to focus on these 
  horrible aspects and elements of the First Ones 
  but to present them as they see themselves: a 
  group of people who are forced to take the 
  mantle of leadership and to do things their 
  lesser may not always be willing to do. 
  Never trust that a First One has any interest 
  other than his own, and maybe his family’s 
  wishes, but likely only his. 
  Whatever depraved and evil thing you can 
  think of is likely the tamest and nicest thing a 
  First One dreams of.  
  Make sure that your games are appropriate 
  for EVERYONE involved at the game table. 
  Remember that sometimes, the most effective 
  way to present something horrific is not to show 
  it, but let each PC’s mind present it, like the final 
  scene in The Godfather, where they say nothing, 
  but the door just closes on Diane Keaton. 
  FIRST 
  ONES 
  OF 
  SAGGAKAR 
  LPJ Design’s NeoExodus: A House Divided 
  Campaign Setting first introduced the First Ones 
  as a group of villains. Further information about 
  them was given in Enemies of NeoExodus: The 
  First Ones, and other products. The content in 
  the products above can be used in your 
  Saggakar campaign.  
  The First Ones of Saggakar are related to 
  First Ones in other parts of the universe. 
  However, one particular subgroup of First Ones, 
  the Exodite, conquered and established the 
  empire that spans the world of Saggakar.  
  Over the course of centuries, Exodites 
  crossbred with other races, creating offshoots of 
  their race. Today, the term Exodite is no longer 
  used, they instead call themselves First Ones as 
  a race, usurping the name and title. 
  Today, every First One subgroup exists in 
  the Empire marrying and plotting with and 
  against each other. The differences between 
  their abilities are not cosmetic, and it is hard to 
  tell for sure one’s abilities just by looking at him. 
  Because of the relatively small gene pool, any 
  First One regardless of their origin or family 
  could belong to any one of the races presented 
  here. 
  Although 
  presented 
  here 
  as 
  different 
  subraces, they all go by the name of “First 
  Ones.” The language “Exodite” is now tongue 
  of nobility. 
  In Saggakar… 
  The First Ones of Saggakar are the 
  dominant power. They are the ones who are the 
  target of every ambitious noble, every money-
  hungry adventurer, or every power-crazed 
  sibling.  
  Much like the Byzantine empire of the 
  twelfth through fifteenth century, the fortunes 
  of the First Ones’ empire wax and wane, but it 
  
   
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  somehow endures. It is an empire that could be 
  re-forged or that could die a slow, agonizing 
  death.  
  The First Ones hold on to power with tooth 
  and nail. The system is rigged in their favor. A 
  successful and victorious warlord could usher a 
  new era of peace, and a new regime. 
  THE TYRANTS
  UNDERSTANDING 
  FIRST ONES 
  The most important concept for one to 
  understand the First Ones is that they see 
  everyone around them as tools to further their 
  own 
  ambitions. 
  This 
  approach 
  permeates 
  everything they do; from how they see the 
  world to how they interact with it. Because of 
  this approach, they see things in terms of how 
  they can help or hinder their current goals.  
  The First Ones have a natural affinity for the 
  domination and subjugation of others. Even 
  those who are raised away from others of their 
  kind, grow up to become cruel and ruthless. It is 
  generally believed that they are naturally drawn 
  to such behavior, perhaps through inherited 
  characteristics. 
  Concepts like love, compassion, mercy and 
  kindness are understood by them, but it is 
  unclear whether they really feel these emotions. 
  They know how to invoke them in others to use 
  for their own advantages. 
  Good and Righteousness 
  The First Ones are evil, scheming, devious, 
  and amoral. However, they present an image of 
  righteousness: 
  stealing 
  and 
  usurping 
  the 
  trappings of good. Because, if the trappings and 
  representations of good no longer mean 
  anything, turning to the First Ones becomes 
  their only way to salvation. Thus, they 
  destroyed or perverted their opponents’ hopes 
  and prayers. 
  In spite of this, the forces of good are 
  present on Saggakar. They fight the First Ones, 
  but 
  do 
  so 
  covertly, 
  appearing 
  only 
  to 
  worshipers who can do the most good. That 
  way they do not confuse their true message with 
  the First Ones’. 
  Marriage and children 
  Weddings are almost always negotiated 
  affairs between parents who trade their children 
  like commodities. Spouses have little to no 
  feelings for each other. A successful marriage is 
  one where both parents have complementary or 
  non-competing ambitions. 
  First Ones approach sex and reproduction 
  with the same type of clinical approach. It is 
  understood that both spouses will enjoy 
  extramarital affairs throughout their lives. So 
  long as no scandal comes out, the First Ones are 
  happy to leave what happens in their bedroom 
  in their bedroom. However, a wife is expected 
  to produce children with her husband. 
  Children are seen as additional forces to 
  increase a house’s numbers or serve as new 
  recruits for their order or school. Blood relations 
  provide a base one can fall back on if things go 
  sour. As such, children increase or further their 
  parent’s prestige or are quickly involved in their 
  parent’s schemes. They are trained from an 
  early age in a profession they will be expected to 
  master before their majority. 
  The Elderly 
  The First Ones do not venerate or revere 
  their elderly. Elderly First Ones usually keep a 
  tight grip on whatever power they accumulated 
  over the years and refuse to let it erode. Most 
  firmly believe in the Law, supporting its clergy 
  and promoting their edicts. 
  Younger First Ones are often hesitant to 
  move against one of their elders. Not out of 
  respect, but because the young ones assume 
  their elders have set up traps and are testing 
  them. Therefore, they are more likely to have 
  unaffiliated mercenaries test the waters before 
  they move forward. 
  Schools and Orders 
  Since family ties mean relatively little to 
  most First Ones, they have created a number of 
  
   
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  orders and schools where they can train and 
  advance themselves. First Ones find a sense of 
  belonging and camaraderie in the harsh 
  discipline these schools provide. 
  HISTORY 
  Like most history of Saggakar, the Mists 
  have removed all memories, and most of what 
  early history exists was patched from written 
  records, made up, or simply guessed at. The 
  following is the generally accepted version. 
  The few written documents that came out of 
  the Mists with the early First Ones were 
  fragmented at best. They claim that the First 
  Ones are beings with an unholy divine essence. 
  These texts have gone missing many times, 
  leading to the dubious veracity of the content of 
  the few tomes and fragment still known today.  
  The most common theory is that the First 
  Ones were created out of the universe’s desire 
  for stability and order. The gods sought to rule 
  and enforce the laws of the universe. In answer 
  to their prayers, the First Ones sprang from the 
  multiverse, and as such, the First Ones do not 
  owe their existence to any one god or pantheon. 
  In essence, they created themselves and their 
  natural place in the world order is above all 
  others. Because of their origins, they believe all 
  other races and forms of life are inferior, and 
  their domination of those creatures is their 
  birthright. 
  The End of the First Age 
  The First Ones were first recorded in the last 
  days of the First Age, when they appeared on 
  the shores of Ilkada at the head of a large army 
  of warriors. They quickly conquered the 
  decadent Ilk’Ampyhr, subjugating its people, 
  dividing the lands between the warlords, and 
  ushering a new age under the Counsilarchy. 
  In these early days, the First Ones sent 
  legions of slaves out into the Mists to conquer 
  other planes and increase the empire. Few of 
  those legions ever returned, but enough of them 
  came back, usually with treasure and slaves. 
  Like everyone traveling through the Mists, they 
  remembered nothing about where they went or 
  how they obtained these treasures.  
  Counsilarchs turned to fighting each other, 
  seeking to increase their own power. Soon, these 
  expeditions 
  became 
  too 
  expensive 
  and 
  combatants 
  were 
  needed 
  locally. 
  So 
  the 
  expeditions stopped. 
  The Birth of the Empire 
  One day, a First One appeared from the 
  wilds of Pilusum. His name was Saggakar, and 
  through his will, he changed the world.  
  Leading a barbarian army, he stormed the lands, 
  sweeping all who dared to oppose him, leaving 
  only widows and orphans. 
  Following his conquest of Ilkada and the 
  Counsilarchy, he crowned himself emperor of 
  the world. He ruled the world for almost four 
  decades, creating the Empire. 
  The Successor States 
  The Empire would see many years of civil 
  war and rebellion, both at the hands of 
  subjugated races and ambitious warlords.  
  The Empire suffered through much turmoil 
  in the eight centuries since, the First Ones kept 
  control over nearly every nation. Their hand 
  and power are still very influential in every 
  nation. 
  Whenever the Empire weakens and is about 
  to crumble upon itself, it seems that a new 
  Emperor appears. This was the case of the Red 
  Empress Okareza during the fourth century 
  who came out of the Mists with a new race of 
  servant, the cat-like ptahn. Later, Empress Seral 
  reunified the Empire under her rule. Emperor 
  Vippa sponsored many voyages of exploration 
  leading to the discovery of the until-then 
  unknown continent of Vippar. 
  Today 
  Dowager-Empress 
  Gerapa, 
  Widow 
  of 
  Emperor Arem the Twelfth, acts as regent for 
  her son, Crown Prince Zalis. She spent the last 
  fourteen years ensuring her son’s rise to the 
  throne. As the prince approaches his majority, 
  many are noticing that his mother is keeping 
  him away from power and that she might seek 
  to keep the reins of power for herself. 
  Division among the imperial family may be 
  just the thing enemies of the empire may use to 
  forever sunder it. Or it could be the flame that 
  reforges it. 
  Only time will tell. 
  
   
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  FIRST ONES CONCEPTS
  The First Ones are creatures of flesh and 
  blood. Though they portray themselves as gods 
  above the concerns of their slaves, the basis of 
  the world’s economy and their own military 
  power rests slave labor. The duality of their 
  natural cruelty and wickedness is at the core of 
  many First Ones’ internal conflict. 
  CONCEPTS 
  The following is a number of possible 
  character concepts to create truly unique and 
  memorable First Ones. First Ones should never 
  be bland, boring nor run of the mill.  
  Cruel Noble 
  The cruel noble is one who uses his servants 
  as pieces of meat. Their lives are worthless and 
  meaningless to the cruel noble. They are there to 
  provide him with services and entertainment. 
  The cruel noble focuses only on what he wants, 
  when 
  he 
  wants 
  it. 
  Torture 
  and 
  bloody 
  repression are common. 
  A cruel noble is likely to have high ranks of 
  Intimidate skill. 
  Recommended Race: Any, this concept is 
  one that exemplifies the First Ones as a whole. 
  Recommended Class: Any. 
  Cult Leader 
  The cult leader has joined or formed a cult 
  and leads it with an iron fist. This First One 
  surrounds 
  himself 
  with 
  a 
  number 
  of 
  worshippers, usually the most fanatical. The 
  details of the faith matter little. They have 
  henchmen who believe in the divine connection 
  of the cult leader.  
  A cult leader is likely to have a high Bluff, 
  Diplomacy, and (maybe) Knowledge (religion) 
  skill. 
  Recommended Race: Drovite, harovite 
  Recommended Class: Bards, clerics, oracles 
  and rogues are likely choices. 
  Dilettante 
  The dilettante is the noble who is rich 
  enough to dabble into many things, but not 
  mastering any one. They go from one interest to 
  the next, enjoying themselves. Many First Ones 
  start out as dilettante, traveling and going from 
  experience to experience, before settling into one 
  role they enjoy. 
  Recommended Race: Grexodite, netherling 
  Recommended Class: A dilettante is likely 
  to have a number of classes, each with a few 
  levels. 
  General 
  The general is a career military officer. 
  Whether an up-and-coming officer or a veteran 
  campaigner, this First One is ready to crush his 
  enemies 
  underfoot, 
  with 
  military 
  power. 
  Successful or well-known generals gather the 
  loyalty of the troops, and can call upon them 
  whenever they are needed. 
  The general is likely to have ranks in Fly, 
  Intimidate, Ride, Profession (soldier), and a 
  variety of skills depending on the military 
  branch they belong to. 
  Recommended Race: Exodite, netherling, 
  spiderling 
  Recommended Class: Cavaliers, clerics, and 
  fighters are common. 
  Gentleman Farmer 
  The gentleman farmer is a noble who owns 
  large tracts of land, and who spends his time 
  researching or experimenting with the plants, 
  soil or land. These experiments could be of a 
  variety of type, but it is likely to involve some 
  dark means or purpose. 
  The gentleman farmer usually has high 
  ranks of Knowledge (nature) or Survival. 
  Recommended 
  Race: 
  Drovite, 
  exodite, 
  grexodite 
  Recommended 
  Class: 
  Clerics, 
  druids, 
  rangers and witches are likely choices. 
  Mastermind 
  The mastermind is one who works through 
  agents, slowly and invisibly moving things in 
  the direction they want. The mastermind is the 
  voice in the dark, the shadow behind the screen. 
  They are patient, cunning, and have long 
  memories. 
  
   
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  Page 5 
  A mastermind is likely to have many ranks 
  of Knowledge (local or nobility), along with 
  some high social skills.  
  Recommended Race:  Exodites, harovite, 
  spiderling 
  Recommended Class: Bards and rogues are 
  common. 
  Planar Scholar 
  The planar scholar seeks to understand the 
  relations between the planes and Saggakar. 
  They sponsor expeditions through the Mists, 
  collect books, and fight with others sharing the 
  same passion. 
  A planar scholar has many ranks in a 
  number of Knowledge skills and Linguistics. 
  Recommended Race: Exodite, harovite 
  Recommended Class: Bards, clerics, oracles, 
  wizard, or witch are the most common choices. 
  Reluctant Master 
  The reluctant master is one who appears not 
  to want to handle his slaves. Whether for 
  ideological or personal reasons, the reluctant 
  master is usually distant and uninvolved from 
  the day to day affairs of his domain. 
  Recommended Race: Harovite, netherling 
  Recommended Class: Any class can be a 
  reluctant master. However classes that require 
  much practice or study are prevalent. 
  Slave Lord 
  The slave lord constantly evaluates his 
  slaves and treats them as a herd. He constantly 
  seeks to improve them, whether by trading, 
  buying or breeding them. They are likely to seek 
  out new sources of slaves.  
  A slave lord is likely to have a high Heal 
  skill. 
  Recommended Race: Exodite, grexodites, 
  spiderling 
  Recommended Class: Barbarian, cleric, 
  monk, 
  ranger, 
  and 
  wizard 
  are 
  common 
  slavelord. 
  Temptress 
  The temptress uses seduction and sex to 
  play on the emotions of others to get what they 
  want. Half-veiled threats, unspoken promises, 
  and double-entendre are part of her arsenal. 
  A temptress is likely to have high ranks of 
  Bluff, Escape Artist and Sense Motive skill. 
  Recommended Race: Any 
  Recommended 
  Class: 
  Bard, 
  magus, 
  sorcerers and witches are common temptresses. 
  Warlord 
  Like the general, the warlord is used to the 
  rigors of war. Unlike the general, the warlord 
  rose to power not by working through a 
  hierarchy or a life of service. Instead, they 
  forged their own path, leaving a trail of bodies 
  behind. They see themselves as the center of the 
  universe. 
  A warlord has many ranks of Intimidate, 
  Stealth and Survival. 
  Recommended Race: Any 
  Recommended Class: Barbarian, cavalier, 
  fighter, or ranger are common warlords. 
  CONCEPT TWIST 
  A concept twist is a way to modify the 
  concept, by adding something different. They 
  are not a complete concept on their own. 
  For example: a Dilettante/ Good One or a 
  Cruel Noble/ Rebel Princess. 
  Adventurer 
  Unlike most masters, this First One is an 
  adventurer at heart, traveling with their 
  servants.  
  Fellow Slave 
  First Ones would rather die than submit to 
  the yoke of slavery, a small number are slaves. 
  Though this First One is a slave, he seeks to 
  either to atone, to seek revenge or to return to 
  grace and power.  
  Good One 
  The good one is a First One who appears as 
  if his alignment was good. Although not 
  impossible, such character is rare and is likely a 
  front or some type of elaborate con. Still, the 
  possibility that a First One may not be evil 
  drives a number of people to their banner. 
  Impoverished Master 
  This First One has fallen on hard times and 
  needs his slaves to help him return to a better 
  time. The impoverished master is likely to be 
  
   
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  closely in the activities of his servants. Such a 
  First One might be thankful to those who assist 
  in his return to wealth. 
  Rebel Princess 
  The rebel princess seeks to rebel against the 
  established order – usually that of her parents. 
  She challenges them and does things others 
  frown upon. Being somewhat naïve in the ways 
  of the world, she often seeks others whose lives 
  or views she idealizes. 
  The rebel princess is likely to have skills 
  similar to her parents but would seek to acquire 
  new ones. 
  Servant 
  The servant claims to be in the service of 
  someone – or something else – the simple fact 
  that a First One acknowledges this fact lends it 
  some measure of credence. This higher power 
  could be a new deity, extraplanar entity or 
  perhaps another First One. Who the servant 
  works for can be public or a secret. 
  The servant is most likely to have skills to 
  allow him to protect his master.  
  USING THE FIRST ONES 
  As Adversaries 
  The First Ones make natural adversaries as 
  they are evil and care little for others. This book 
  as a whole presents the First Ones as 
  adversaries.  
  As Master 
  Everyone belongs to someone.  
  Everyone in Saggakar serves a master, 
  whether they want it or not. The whole system 
  encourages one to find a master. The masterless 
  are constantly charged fees, taxes and other 
  similar dues. The First Ones present servitude as 
  a release, as an easier and simpler path. This is 
  exactly what the First Ones want and encourage, 
  that their slaves see the alternative as worse 
  than what they have.  
  The First Ones spent generations setting up, 
  perpetrating and supporting these lies, these 
  perversions of the truth. With time, the lies 
  became 
  perception, 
  perception 
  became 
  appearance, and appearance became truth. 
  Nowadays, very few natives would ever 
  think about living without a master to command 
  and guide their lives. Not only have the First 
  Ones propagated these lies, but the priests of 
  other pantheons were quite willing to impose 
  them upon their own people; the oppressed 
  supporting the oppressor and supporting the 
  oppressor’s supremacy.  
  Most masters are unlikely to travel and 
  adventure, preferring to send servants in their 
  stead. Away from their masters, servants have 
  some degree of freedom. As long as they do not 
  draw 
  too 
  much 
  attention 
  to 
  how 
  they 
  accomplish their master’s demands, they can 
  advance their own goals. 
  Having a master in Saggakar compels to the 
  servant to do things they may not want, they 
  also gain a protector and someone who looks 
  over them. A master rewards those who serve 
  well, and punish those who do poorly.  
  As Secret Allies 
  In this type of campaign, the PCs serve as 
  agents for a First One or a group of them. What 
  the PCs do depends heavily on whom they 
  serve and their goals. They could serve as a 
  secret police, as insurrectionists, as spies, as 
  kidnappers, or in any number of covert tasks. 
  Here, the PCs operate openly under some 
  type of subterfuge. They could be bandits 
  officially working for no one, or rebel fighting 
  tyranny, or do-gooders doing good upon the 
  world, but secretly doing the bidding of their 
  master. The connection could be known to all or 
  just some of them. Whatever the situation, the 
  PCs have a puppet master working from the 
  shadows guiding their actions. 
  First Ones Campaign 
  Why not have the PCs take on the role of the 
  First Ones and play the villains? Like all evil 
  campaigns, there needs to be a strong reason for 
  them to be and remain together. Are they all 
  part of the same house? Or are they merely 
  bored, spoilt rich scions? Or perhaps, they are 
  part of a new cult seeking to rise to prominence? 
  Could the PCs be the rare “good ones”? 
  This book should provide ample variety of 
  choices and unique character options.  
  
   
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  RELIGION
  THE DARK GODS 
  The First Ones’ religion is that of the Dark 
  Gods – also known as the First Ones Pantheon. 
  The First Ones do not believe in a god per se, 
  rather, they believe in perfected versions of their 
  own soul. Each First One is believed to possess a 
  shard of the divine within.  
  Prayers are said to call upon the universal 
  willpower and inner strength of all First Ones, 
  rather than to a god granting them power. The 
  idea of someone ruling over them is firmly 
  distasteful. 
  Although the codification of the faith found 
  today across the world is attributed to Emperor 
  Saggakar the First, there is little to no historical 
  evidence of this. It is generally accepted that the 
  clergy presented the codification to the Emperor 
  and he made it into law. 
  Non-First-One priests of the Dark Gods are 
  seen and treated like well-trained and obedient 
  slaves seeking favor from their masters, whereas 
  they see themselves as ambitious and forces of 
  stability, as they focus on the enemies of the 
  faith, mostly. The symbol of the crown is used 
  as a symbol of the faith as a whole.  
  “Service is Eternal” 
  The creed of the Dark Gods is generally 
  summed up in the following verses. Their origin 
  is lost to time and the Mists.  
  Of these, the last one is the most commonly 
  seen and repeated.   
  Ours is the hand that guides the whip.  
  Ours is the mind that keeps the world together. 
  We are the First Ones. 
  Lordship is our burden. 
  Obedience is our birthright. 
  Power is fickle. 
  Service is Eternal. 
  “Service is Eternal” is believed by non-
  worshippers to be the mantra of the faith, but it 
  is more complex than that. It is spoken 
  whenever they pass sentencing. Thus it has 
  become synonymous with any religious service. 
  “Service is Eternal” is a reminder to the 
  worshipper that once they become someone 
  else’s pawn, they remain a pawn forever.  
  The faith promotes that all who are not First 
  Ones themselves are little more than pawns to 
  be used and abused as one reaches for the 
  highest levels of power. Since Power is fickle, 
  they hold on to it with an iron fist, imposing it 
  whenever they need or want to. 
   
  OTHER 
  PANTHEONS 
  AND FAITHS 
  The First Ones rarely bow to any god or 
  deities. 
  However, 
  they 
  pragmatically 
  understand that their subjects see value in the 
  rituals of their deities. Therefore, many First 
  Ones attend religious ceremonies to a variety of 
  gods.  
  A First One dedicating himselves to such 
  deities, or becoming a priest of other faiths, is 
  almost unheard of. Most do so with an ulterior 
  motive or pretend to do so. 
   
  Deity 
  AL 
  Portfolio 
  Domains 
  Fav Weapon 
  Pantheon 
  - 
  - 
  Evil, War 
  - 
  The Law 
  LE 
  Nobility, rulers 
  Community, Nobility, 
  Protection 
  Thinblade 
  The Warrior 
  NE 
  Conquest, domination, 
  war 
  Destruction, Glory, Strength 
  First One Weapon 
  The Zeal 
  CE 
  Ambition, rebellion, 
  murder 
  Charm, Liberation, Trickery 
  Spiked Chain 
  
   
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  Page 8 
  The Law 
  The Unbending One 
  Alignment LE 
  Domains 
  Community, 
  Evil, 
  Nobility, 
  Protection, War 
  Favored 
  Weapon 
  Thinblade 
  Symbol Black Eagle 
  The Law is the 
  invisible 
  hand 
  that 
  guides 
  every 
  First 
  One to rule with both 
  ruthlessness and wisdom. It is that which 
  ensures stability. Disciples of the Law support 
  peaceful coexistence and promote the empire. 
  They are the most organized of all the clergies of 
  the Dark Gods. They often completely control or 
  at least firmly influence any legal system. 
  They blend in with the local nobility, 
  providing counsel and support. When the 
  nobility is not favorable to them, they support 
  rebel leaders, promoting closer ties with the 
  empire and the clergy of the Dark Gods. As 
  such, they are often believed to be the 
  Pantheon’s diplomats and ambassadors.  
  Of all the three aspects, this is the one with 
  the fewest non-First One devotees.  
  Priests of the Law use devils, inevitables, 
  and kytons as their messengers and unholy 
  allies, rarely using any other otherworldly 
  servants. They favor light armor and colorful 
  local clothing. A priest of the Law must use an 
  unholy symbol made of precious metal worth at 
  least his level in gold pieces, as a sign of 
  prosperity. The appearances of power are a way 
  to show and display power to the masses. 
  Inferior races are much more willing to 
  subjugate themselves to those whose power is 
  apparent. Those who do not display this power 
  tend to lose it to those people who think they 
  should have it. 
  In general, the clergy works well with that 
  of the Warrior, but they keep close tabs on 
  anyone professing allegiance to the Zeal. 
  Followers of the Warrior are seen as easy to 
  exploit and those of the Zeal as subversives. 
  The Warrior 
  The Pounding Heart 
  Alignment NE 
  Domains 
  Destruction, 
  Evil, Glory, Strength, 
  War 
  Favored Weapon Any 
  First One Weapon 
  Symbol Black bear 
  The 
  Warrior 
  is 
  the 
  pounding 
  in 
  each 
  First 
  One’s chest, the power 
  that makes each of 
  them seek to dominate 
  their inferiors and control the world around 
  them. The Warrior is never satisfied with what 
  he has accomplished, always seeking for the 
  next battle, the next campaign, or the next 
  crusade. 
  Disciples 
  of 
  the 
  Warrior 
  approach 
  everything as they would combat; a life-and-
  death struggle where only the strong thrive. 
  Sitting back and letting others do the work is 
  not the way of the Warrior. This does not mean 
  that they blindly charge into any situation, as 
  many are career generals, with a distinguished 
  history of leading their armies. Though they 
  may command their army from the rear, they 
  live among their troops, sharing their trials and 
  making sure morale is kept up and the army 
  ready to fight. 
  The Warrior has the most non-First-One 
  worshippers of all the Dark Gods. Victory in the 
  field is the ultimate decider of reputation and 
  rank. Those who lose battles rarely live long. 
  The clergy is willing to use any type of 
  creatures to serve as messengers. The more 
  martial of devils, daemons and demons are 
  common, but they have been known to use 
  elementals. 
  Priests of the Warrior often advance in 
  martial classes. This allows them added power 
  and training for the battle field. Cavaliers, 
  fighters, and rangers are common choices.  
  The clergy sees the followers of the Law as 
  lazy fools too concerned with their comforts. 
  They see the followers of the Zeal as random 
  and unfocused in their desires. 
  
   
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  The Zeal 
  The Ambitious One 
  Alignment CE 
  Domains Charm, Evil, 
  Liberation, 
  Trickery, 
  War 
  Favored 
  Weapon 
  Spiked Chain 
  Symbol Fox Rampant 
  The Zeal is the burning 
  ambition 
  living 
  inside 
  each First One. The Zeal 
  is 
  the all-consuming desire that 
  can 
  never be fulfilled. It pushes the First Ones to 
  challenge authority and improve one’s own 
  station. Followers of the Zeal hate serving others 
  and undermine any authority figure more than 
  other First Ones. This makes them join with 
  subversives, rebels and outlaws. But their goal is 
  to dominate such groups and bend them to their 
  whims and desires.  
  The cult is extremely disorganized and few 
  worshippers work together for any lengths of 
  time. This makes the cult unpredictable, but also 
  limits its effectiveness. Because of the loose 
  strictures of the cult, its members are very 
  creative but rarely have sufficient means to see 
  their plans to fruition.  
  Though 
  it 
  has 
  few 
  non-First-One 
  worshippers, its adherents are the most likely to 
  associate with others, as a way to further their 
  own goals.  
  The church uses demons most of all, but 
  they are not above using azatas and any 
  creature that can support or accomplish their 
  goals. Creatures of lawful alignment rarely 
  agree to help or support the church.  
  Priests of the church rarely live in the public 
  eye, preferring to work in the shadows, giving 
  them a better chance to blame someone else 
  should anything go wrong. Secrecy and 
  misdirection are part of their usual tools.  
  To the clergy, everyone is a tool to be used 
  and discarded. Bards and other Charisma-based 
  classes are highly sought by the clergy as new 
  recruits.  
  Serving the Dark Gods 
  The three deities of the pantheon guide 
  every First One’s life. They form a dark cycle 
  that most go through during their own lives. 
  Depending on his current situation a First One 
  will adapt and change their current worship.  
  Like most everything about them, the First 
  One keep who they worship a secret. Only 
  priests openly profess a religious allegiance. 
  This limits the chance of their enemies guessing 
  their associations and acting against them.  
  Throughout theirlives, First Ones are likely 
  to serve one, and possibly all three of the Dark 
  Gods. Youths are generally attracted to the Zeal, 
  which makes them seek out their fortune and 
  rebel against the existing authority. As they age, 
  they turn to the warrior as a way to focus their 
  ambitions and take them down. Having reached 
  the pinnacle of power, they turn to the Law to 
  impose 
  their 
  rules 
  upon 
  the 
  younger 
  generations. 
  Thus, the First Ones’ own religion is a 
  reflection of the First Ones themselves, rather 
  than of an external force requiring appeasement, 
  sacrifice and prayer. They are the divine. 
  FORBIDDEN CULTS 
  As long as a faith does not oppose or 
  support seditious activity, it is tolerated as long 
  as it pays the temple tax to the local ruler. Many 
  temples secretly support such groups, but 
  publicly denounce them. Priests found guilty of 
  such crimes are tortured and suffer brutal 
  punishment, often after being forced to violate 
  their own faiths, and therefore abandoned by 
  their gods. 
  Faith 
  Inquisitions 
  The Law 
  Anger, 
  Damnation, 
  Imprisonment, 
  Torture, 
  Vengeance 
  The 
  Warrior 
  Anger, 
  Damnation, 
  Torture, 
  Vengeance 
  The Zeal 
  Anger, Damnation, Possession, 
  Torture, Vengeance 
  
   
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  Page 10 
  RELATIONS
  Detailing the relations of the First Ones with 
  any other group always comes down to how 
  they can be dominated, coaxed or forces to serve 
  burning ambitions of the First Ones. Those 
  being who are deemed too powerful are usually 
  left alone. 
  CELESTIAL BEINGS 
  Because of their evil nature, creatures from 
  the celestial planes are rarely used by 
  the First Ones. When called upon, 
  they seek to inflict pain, to torture, 
  or to enslave the celestial. Such 
  creatures are usually enslaved 
  or blackmailed into assisting 
  the First Ones. 
  Celestial beings know of 
  the First Ones and actively 
  oppose them. Servants of the 
  forces of good occasionally 
  receive 
  direct 
  assistance 
  from 
  these 
  creatures. 
  However, the celestials most 
  often act secretly, providing 
  their 
  agents 
  with 
  indirect assistance. 
  As such, devoted 
  showing great promise 
  and enthusiasm in their 
  pursuit of good, may 
  receive 
  an 
  omen 
  or 
  unsigned letters from representatives 
  of the Heavens. However, anyone 
  known 
  to 
  associate 
  with 
  such 
  creatures becomes the target of the First 
  Ones, whether for retribution or blackmail. 
  DEMONS 
  Demons are an infinitely varied and unique 
  lot. Like celestial beings, they are often used by 
  the First Ones in their games and plots. 
  However, unlike the celestial beings, demons 
  usually try to find ways to make their newfound 
  master 
  sink 
  deeper 
  into 
  depravity 
  and 
  ultimately madness. 
  The more powerful demons have little issue 
  working for the First Ones or their agents, 
  offering power and rewards. Demons are fickle 
  and can easily work for any side of a conflict. 
  And even when serving, they often work to 
  doom their employers. The First Ones know this 
  and have learned much from demons. 
  The First Ones understand a demon’s 
  nature and very few make any long-term plans 
  or alliances with demonic beings. Almost all of 
  these alliances end in betrayal, from one side or 
  the other. In spite of this the two 
  groups 
  frequently 
  work 
  together against a common 
  enemy. 
  DEVILS 
  The forces of Hell 
  are split into a number 
  of 
  different 
  factions, 
  each with a different 
  outlook on the First 
  Ones. 
  Devils of the more 
  martial inclination are 
  often 
  hired 
  are 
  guardians and warriors 
  to 
  supplement 
  or 
  strengthen a First One’s 
  armies. 
  Such 
  associations often yield 
  positive results for both 
  sides.  
  Devils 
  of 
  a 
  more 
  bureaucratic nature tend to be 
  less inclined to help the First 
  Ones. The reasons are quite 
  diverse, but many slights and past treacheries 
  have made the devils cautious about dealing 
  with the First Ones.  
  However, if the price is right, many devils 
  are willing to enter into pacts and contracts, so 
  long as their own goals and aims are fulfilled. 
  DROW AND ELVES 
  The drow of other planes are highly prized 
  by the First Ones as slaves. Their natural 
  propensity for things the First Ones value makes 
  them natural allies. At the same time, elves are 
  
   
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  valued for their long lives and magical 
  aptitudes.  
  Slaving operations into other planes to 
  capture drow are fairly common. Because of 
  elves’ magical aptitudes, such expedition often 
  includes assassins and other warriors who can 
  take down spell casters quickly and easily. 
  Their shared interests resulted in a hybrid 
  race called the drovite. Drovite are a hybrid of 
  elvetypes and First Ones. Elven concubines and 
  pleasure slaves are extremely common among 
  the high nobility. 
  ELEMENTAL 
  Like everything and everyone else, 
  elementals forces are seen as tools 
  to be used when needed. The First 
  Ones have no specific connection or 
  attachment to any of the elements. 
  They 
  are 
  seen 
  as 
  brutish, 
  unintelligent creatures to 
  be used and abused. 
  Elementals 
  are 
  generally 
  bound 
  or 
  summoned as guardians in 
  places the First Ones want 
  to keep private. The fact 
  that few elementals speak 
  Common or Exodite does 
  not escape notice. Making 
  elementals 
  serve 
  as 
  uncommunicative brutes suits the 
  desires of their masters. 
  The clergy of the Warrior is the only 
  faction of First Ones who uses elementals 
  frequently. The clergy likes the brute force 
  and ability of most of elementals, and the 
  larger the elemental, the better. 
  FEY 
  AND 
  FOREST 
  CREATURES 
  The First Ones generally consider fey to be 
  little more than nuisances: they are hard to 
  catch, hard to contain, and hard to manipulate. 
  For these reasons, the First Ones tend to 
  eradicate fey creatures wherever they live, 
  replacing them with other, easier to control 
  servants. 
  This has led the fey to strike out fiercely 
  against the First Ones and their servants. The 
  notion of “who serves the First Ones” is very 
  broad and vague, as most fey consider anyone 
  they do not know to serve the First Ones. 
  Battle with the fey is especially brutal in 
  larger forests of Pilosum where fey used to be 
  plentiful. Of all the races of Saggakar, the 
  anukas and hareen are the only ones with 
  frequent friendly contacts with the fey. 
  Creatures 
  of 
  good 
  alignment 
  are 
  particularly sought after and targeted for 
  destruction by the First Ones, some of which 
  pay small fortunes for bodies of such creatures. 
  Unicorns in particular are sought after for 
  their flesh. 
  GENIES 
  Genies 
  are 
  viewed much like 
  elementals, but as 
  more 
  intelligent 
  tools. Genies are 
  clever and are willing 
  to submit to a number of 
  bindings in return for 
  some advantage. The great 
  lords of the genies are wary of the 
  First Ones as they have been the 
  victims of treachery in the past. 
  Some genies have long-standing 
  relations with families of First Ones, 
  a fairly rare occurrence. This is born 
  of the fact that these lords are hard to 
  reach, and both the First Ones and the 
  genie lord command sufficient power 
  to ensure compliance. 
  KYTONS 
  Kytons are a group of creatures 
  from the plane of shadow who thrive on fear 
  and pain. Because of this, many First Ones 
  believe they share a common ancestry with 
  them. This has yet to be proven – or disproved. 
  The two groups frequently work together for 
  extended periods. 
  The First Ones believe the ptahn were 
  created from an extensive program of breeding 
  
   
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  Page 12 
  with kytons. But like the origins of the First 
  Ones themselves, it remains a mystery.  
  UNDEAD 
  The First Ones have a strange relationship 
  with the undead. Undead, particularly mindless 
  or weak-willed ones, are tools to be used by the 
  First Ones. After all, “Service is Eternal” and 
  nothing means eternal like a mindless, undying 
  creature.  
  Intelligent 
  undead 
  are 
  viewed 
  with 
  suspicion by the First Ones as most of them seek 
  to convert or dominate living creatures. 
  Because of this, the First Ones seek to 
  destroy any such creature.  
  Some First Ones undead, created or 
  joined 
  large 
  necropolis, 
  such 
  as 
  the 
  dominion of Tyranem. These horrors often 
  have formed deals or alliances with groups 
  outside their domains and receive a small 
  measure of respect. 
   
  Many 
  First 
  One 
  masters 
  value 
  necromancers for their ability to provide 
  obedient servants. However, few First Ones 
  dedicate themselves to the study of the 
  necromantic arts. The First Ones favor dealing 
  with the living. 
  OTHER FIRST ONES 
  On those rare occasions where First 
  Ones encounter other of their kin from 
  other planes, a quick struggle of power 
  ensues. The winner rarely destroys 
  the loser however. Instead, they 
  plot against mutual enemies. 
  It 
  is 
  speculated 
  that 
  should two large 
  groups 
  of 
  First 
  Ones meet each other in 
  other planes, the chance 
  of them slaying each 
  other is low. Two 
  groups 
  are 
  most 
  likely 
  to 
  first 
  establish dominance, with the winner dictating 
  who they are to oppose next.  
  OTHER HUMANOIDS 
  Almost uniformly, are seen as slaves and 
  the First Ones are quick to adapt their strategies 
  to ensure supremacy. Thus, First Ones first 
  resort to Diplomacy to establish contact, often 
  through agents. Next, they turn to underhand 
  tactics such as causing wars on 
  other planes to promote and 
  hide disappearances. Finally, 
  they eliminate important or 
  dangerous rulers, leaving the 
  door open to invasion and take 
  over. 
  Lands 
  conquered 
  are 
  abandoned if their value is not 
  worth the occupation. Leaving 
  behind a small number of 
  survivors, 
  the 
  First 
  Ones 
  abandon 
  these 
  planes 
  for 
  generations, 
  returning 
  only 
  later once the survivors have 
  rebuilt and made their worlds 
  worth invading again. Any 
  such world is a jealously 
  guarded secret, as 
  sources of slaves 
  are 
  worth 
  killing 
  for. 
  Of all the races, 
  those that can breed 
  with 
  humans 
  or 
  halflings are most 
  prized as they 
  can be bred 
  on 
  Saggakar. 
  Tieflings, 
  elves and orcs have 
  a decent value in the eyes 
  of the First Ones. 
  In spite of frequent orc 
  influx, such communities are 
  few and far between as they are 
  used in near constant military 
  operations.  
   
  
   
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  THE FIRST ONES OF SAGGAKAR
  The following races are all offshoots of the 
  First Ones who came to Saggakar over the 
  centuries. Although given various names here, 
  these are all referred to as First Ones.  
  Because of the relatively small gene-pool, 
  families can have members from almost any one 
  of these subtypes  and very few families can 
  claim a completely pure bloodline. Anyone of 
  these sub-races can intermarry and breed with 
  any other First One. The child inherits from one 
  parent or another.  
  The following entries are by no means the 
  full list of existing First Ones. Many others exist 
  across the multiverse. 
  Society: First Ones organized themselves 
  around family units led by the most 
  powerful and most ruthless. Most 
  of the younger ones 
  seek to 
  overthrow their elders and the 
  elders work at keeping the younger 
  ones fighting among themselves.  
  Many First Ones of the 
  lower nobility join military 
  schools to further their skills. 
  After 
  joining 
  such 
  an 
  organization, many First 
  Ones take on the 
  name 
  of 
  their school 
  as their last 
  name.  
  Adventurers: 
  First Ones become 
  adventurers 
  for 
  one 
  reason: 
  to 
  prove 
  themselves 
  better 
  than 
  others. 
  They 
  often form groups with 
  their 
  peers. 
  Such 
  groups 
  travel 
  the 
  world, honing their skills 
  and emerging ready 
  to 
  further 
  their 
  ambitions.  
  Naming Convention: Most First Ones use 
  their title and their first name. If specifications 
  are required, they will use the name of their 
  town or domain. Thus if there are two Potentate 
  Koryo, one will go by Potentate Koryo of 
  Drizmet and the other by Potentate Koryo of 
  Kussul. 
  School 
  Names: 
  Althrezzar, 
  Eth’Gytha, 
  Na’Zathal, O’Feriz’Zar, Te’Bra’Vaar. 
  Male Names: Bakkah, Garnamin, Koryo, 
  Qaneth, Tektok 
  Female Names: Hellebora, Mandragora, 
  Marnee, Lucrezia, Orkid, Vronka 
  DROVITE 
  Drovites were originally the children of 
  First Ones and their elven, particularly 
  drow, concubines. With time, they became 
  numerous enough to form a powerful 
  faction of their own. Unlike the Exodite, 
  they are strong believer in personal 
  freedom – for themselves, not for those 
  who live under them. Drovites are the 
  social 
  butterflies 
  and 
  the 
  head 
  diplomats of the First Ones. 
  Although they have elven blood, 
  they feel little attachment to other 
  elves. Today, most elves in the empire 
  live in the closed harems of the 
  drovites.  
  Physical Description: Drovites are 
  very lithe and dexterous. Their 
  bodies are lean and attractive.  
  Society: Drovites enjoy the arts 
  and elegant forms. They value 
  artists 
  among 
  them, 
  and 
  most 
  drovite are proficient with one form 
  of performance or craft skill. Dance, 
  song and sculpture are the greatest 
  of arts.  
  Relations: Drovites are easily 
  the 
  most 
  
   
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  approachable of all First Ones. However, 
  working with them is like dating a spider. They 
  might turn on you at any time.  
  Alignment and Religion: Drovites strongly 
  lean towards CE alignments. A few are CN in 
  alignment. Of the Dark Gods, the Zeal is the 
  most commonly 
  worshipped deity. Many 
  drovites have joined other, smaller cults, usually 
  devoted to some nature aspect or some demonic 
  force. 
  Adventurers: Drovite favor classes where 
  Charisma is an important ability, such as bards 
  and sorcerers. Rogues are also very common. 
  Lands: 
  Lands 
  controlled 
  by 
  drovites 
  typically have complex strictures and law that 
  often contradict themselves.  
  Drovite Racial Traits 
  +2 Charisma, +2 Dexterity, -2 Constitution 
  Drovites are charming and dexterous but they 
  are lithe. 
  Medium As Medium creatures, Drovites 
  have no special bonuses or penalties due to size. 
  Normal Speed Drovite base land speed is 30 
  ft. 
  Humanoid Drovites are humanoids with 
  the elf and First One subtype. 
  Darkvision Drovites can see in the dark up 
  to 120 feet. 
  Mixed Blooded Drovites count as a drow, 
  an elf or a First One for the purpose of 
  qualifying for feats, abilities and prestige 
  classes. 
  Keen Senses: Drovites gain a +2 racial 
  bonus on Perception checks. 
  Poison Use: Drovites are skilled in the use 
  of poison and never risk accidentally poisoning 
  themselves. 
  Spell Resistance: Drovite possess spell 
  resistance equal to 6 plus their class levels. 
  Spell-Like 
  Abilities: A 
  drovite 
  can 
  cast dancing lights, darkness, and faerie fire, 
  once each per day, using her total character level 
  as her caster level. 
  Weapon Familiarity: Drovites are proficient 
  with the short bow and the rapier, and treat all 
  First One weapons as martial weapons. 
  Languages Drovites begin play speaking 
  Common and Exodite. Drovites with a high 
  Intelligence 
  score 
  can 
  choose 
  from 
  the 
  following: Abyssal, Aklo, Aquan, Elven, or any 
  local dialect. 
  EXODITE 
  Exodites claim to be the first and original 
  group of First Ones. One thing is for sure, they 
  are the most common group. Exodites are 
  drawn to shadows and darkness. They claim 
  that darkness is pure and even, thus they seek to 
  recreate the perfection.  
  Physical Description: Exodites have jet-
  black skin they often tattoo with geometric 
  patterns. Their bodies are thin and athletic. 
  Their eyes are often filled with intensity and 
  rage no other First One can match. 
  Relations: Exodites consider themselves the 
  most powerful and important group of First 
  Ones. They treat all others as wayward or 
  illegitimate at best. They enjoy the company of 
  cambions and ptahn above all other non-First 
  Ones. 
  Alignment and Religion: Exodites favor LE 
  and NE alignments. They almost universally 
  follow the Dark Gods. Their disciplined minds 
  have difficulty aligning with chaotic forces. As 
  such, very few of them favor the Zeal.  
  Adventurers: Exodites favor classes that 
  require a lot of dedication and focus over classes 
  where latent abilities are prized.  
  Lands: Exodites favor order and elegant 
  simplicity. Lands under their control tend to be 
  organized in a clear way to prevent commoners 
  and slaves from doubting their place or roles. 
  Exodite Racial Traits 
  +2 Dexterity, +2 Strength, -2 Charisma 
  Exodites are strong and agile but have little to 
  no social graces.  
  Medium As Medium creatures, Exodites 
  have no special bonuses or penalties due to size. 
  Normal Speed Exodite base land speed is 30 
  ft. 
  Humanoid Exodites are humanoids with 
  the First One subtype. 
  Darkvision Exodites can see in the dark up 
  to 120 feet. 
  Iron Will Exodites gain Iron Will as a bonus 
  feat. 
  Shadow Jump (Su) As a move action, an 
  Exodite can jump between shadows as if using a 
  
   
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  dimension door spell. The limitation requires the 
  Exodite to jump from a shadowy area to 
  another. An Exodite can jump up to 10 feet per 
  level each day. The total distance may be split 
  between jumps. Activating shadow jump does 
  not provoke attacks of opportunity. 
  Weapon Familiarity: Exodites are proficient 
  with any Exodite weapon. They treat any First 
  One weapon as martial weapons. 
  Languages Exodites begin play speaking 
  Common and Exodite. Exodites with a high 
  Intelligence 
  score 
  can 
  choose 
  from 
  the 
  following: Abyssal, Terran, or any local dialect. 
  GREXODITE   
  The origins of the grexodites are obscure. 
  Grexodites are believed to be the child of 
  humans and exodites. However, they are not 
  truly humans: their genetic heritage 
  includes 
  aberrations 
  and 
  monstrous 
  humanoids. They have a great love of all 
  things magical and delve into all forms 
  of magical research and depraved 
  study.  
  Physical Description: Grexodites 
  tend to look much like humans, with a 
  grey or dusky skin. They often tattoo their 
  skin and pierce their bodies in extremely 
  painful rituals.  
  Society: Grexodites are the least social of the 
  First Ones. They favor solitary work and often 
  appear to others as mad recluses. When forced 
  into social situations, they tend to remain quiet 
  and on the sidelines.  
  Relations: Grexodites see all others as mere 
  puppets 
  for 
  their 
  own 
  research 
  and 
  experiments. 
  However, 
  they 
  enjoy 
  the 
  cambions’ dedication to creatures from the 
  nether planes and the kalibans’ ruthlessness. 
  Although many believe them to be related to 
  humans, grexodites have no particular relations 
  or affinity with them.  
  Alignment and Religion: Grexodites can 
  be of any evil alignment, with no special 
  leaning toward law or chaos. They are not 
  particularly religious and are willing to adopt 
  any faith that will advance their own 
  personal goals. 
  Adventurers: 
  Grexodites 
  become 
  adventurers to advance their own research. 
  They favor spell casting classes that rely on 
  Intelligence, such as alchemist, wizard and 
  witch. 
  Lands: 
  Grexodite 
  lands 
  are 
  often 
  administered by proxy rulers, as the master 
  focuses on his own interests.  
  Grexodite Racial Traits 
  +2 
  to 
  One 
  Ability 
  Score: 
  Grexodite 
  characters gain a +2 racial bonus to one ability 
  score of their choice at creation to represent their 
  varied nature. 
  Medium As Medium creatures, grexodites 
  have no special bonuses or penalties due to size. 
  Normal Speed 
  Grexodite 
  base land 
  speed 
  is 30 ft. 
  
   
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  Humanoid Grexodites are humanoids with 
  the First One subtype. 
  Darkvision Grexodites can see in the dark 
  up to 60 feet. 
  Easy Breeder (Ex) Grexodites can breed 
  successfully with any living creature. They are 
  the ones who are believed responsible for the 
  creation of the First One Spawn creatures (see 
  New Monsters). 
  Great Casters Grexodites spell casters are 
  known across Saggakar for their magical 
  prowess. Once per day, a grexodite caster can 
  increase his caster level by his intelligence bonus 
  (min. 1) to determine the duration of one of their 
  spell, and the DCs of all dispelling attempts. 
  Hardy Grexodites gain Great Fortitude as a 
  bonus feat. 
  Shadow Jump (Su) Grexodites have the 
  shadow jump ability, like exodites. However, 
  they can only jump up to a limit of 5 feet per 
  level.  
  Languages Grexodites begin play speaking 
  Common and Exodite. Grexodites with a high 
  Intelligence 
  score 
  can 
  choose 
  from 
  the 
  following: any local dialect. 
  HAROVITE   
  Harovites 
  are 
  creatures of shadows. 
  They cultivate their 
  relations 
  with 
  shadows 
  and 
  illusions 
  and 
  expose themselves 
  to the power of the 
  planes. As such, they 
  are the most interested 
  in the planes and their 
  alignments. This fascination 
  draws 
  them 
  towards 
  the 
  study of philosophy and 
  religion, forming the core 
  of the clergy. 
  Physical 
  Description: 
  Harovites are squat 
  with 
  a 
  strong 
  build. 
  They 
  frequently 
  cover 
  their faces and bodies with cloth or armor.  
  Society: Harovite society focuses on insight 
  and philosophy over discourse. Rather than 
  military schooling, harovites create monasteries 
  and religious orders, studying through the 
  study ancient works.  
  Relations:  Harovites have few standing 
  relations with other races. They prefer the 
  company of their own over all others. 
  Alignment and Religion: Harovites have 
  strong leanings towards NE. Harovites join a 
  number of cults, not only those of the Dark 
  Gods, but others as well as they study others’ 
  beliefs, usually to exploit these cults later. 
  Adventurers: 
  Harovites 
  leave 
  their 
  monasteries to discover the mysteries of the 
  world. They often seek out to prove or disprove 
  theories presented by their masters. Cleric is the 
  preferred class of harovites. 
  Lands: Illusions and shadow plays are 
  common in harovite lands. Their lands are often 
  small and lightly populated. 
  Harovite Racial Traits 
  +2 Strength, +2 Wisdom, and –2 Charisma: 
  Harovites are strong and insightful, but lack the 
  social graces of other races. 
  Native Outsider: Harovites are 
  outsiders with the First One and 
  native subtype. 
  Medium: 
  Harovites 
  are 
  Medium creatures and receive no 
  bonuses or penalties due to their 
  size. 
  Normal 
  Speed: 
  Harovites have a base speed 
  of 30 feet. 
  Darkvision: 
  Harovites can see in the 
  dark up to 60 feet. 
  Shadow 
  Magic: 
  Harovites 
  who 
  spend 
  their time studying 
  the subtle magic of 
  their 
  adopted 
  plane gain arcane 
  insights on the use 
  of shadow spells. 
  They gain a +1 
  racial bonus to the 
  
   
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  DC of any illusion (shadow) spells they cast. 
  Shadow reflections: Once per day, a 
  harovite can reroll a Will save against any 
  illusion spell. If the spell is an illusion (shadow), 
  the harovite receives a +4 racial bonus to the 
  roll. 
  Shadowy Resistance: Harovites have cold 
  resistance 5 and electricity resistance 5.  
  Spell-Like Abilities (Sp): A harovite can 
  use disguise self once per day as a spell-like 
  ability. He can assume the form of any 
  humanoid creature using this spell-like ability. 
  When a harovite reaches 9th level in any 
  combination of classes, he gains shadow walk 
  (self only) as a spell-like ability usable once per 
  day, and at 13th level, he gains 
  plane shift (self only, to the Shadow 
  Plane or the Material Plane only) usable 
  once per day. A harovite's caster level is equal to 
  his total Hit Dice. 
  Languages: Harovites begin play speaking 
  Common and Exodite. Harovites with a high 
  Intelligence 
  scores 
  can 
  choose 
  from 
  the 
  following: Aklo, Auran, Draconic, Terran, and 
  any local dialect. 
  NETHERLING   
  The First Ones have long 
  used evil outsiders to spawn more 
  powerful 
  offspring. 
  Netherlings are one such 
  subrace. 
  Unlike 
  cambions, 
  which 
  are a race of their 
  own, 
  netherlings 
  belong 
  to 
  their 
  parents’ 
  family. 
  They are viewed as 
  unwanted cousins 
  and given lowly 
  tasks, 
  usually 
  some 
  that 
  place them in 
  direct contact with slaves, such as overseers and 
  low-ranking officers. 
  Physical Description: Netherlings appear 
  much like exodites but often have purple or red 
  undertones. Their hair color ranges the full 
  spectrum or human colors, from blonde to 
  browns to black.  
  Society: Netherlings are integrated into 
  other groups and have very few holdings of 
  their own. Only in Hellassam do they account 
  for a large section of the First One population. 
  
   
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  There, they integrated themselves with the local 
  cambion population, which seems to enjoy 
  them. Netherlings constantly seek to increase 
  their own power and to degrade other First 
  Ones. To this end, they constantly plot against 
  rivals.  
  Relations: Netherlings enjoy the presence of 
  cambions and humans over any other races. 
  Because their families force them into close 
  relations with the lowly races, they pass on their 
  bitterness onto others. However, this proximity 
  also makes them able to scheme and plot with 
  these subordinates. Very few rebellions ever 
  start 
  without 
  the 
  tacit 
  approval 
  of 
  the 
  Netherlings  
  Alignment and Religion: Netherlings lean 
  strongly towards NE. They are the most likely 
  First Ones to adopt other faiths, if not as 
  worshipers, than as allies. Of the Dark Gods, the 
  Zeal is the most revered of all. 
  Adventurers: Netherlings leave their lives 
  behind to escape and to seek their own domain. 
  Few succeed, but the freedom of the road 
  appeals to them. Allies made during this period 
  of their lives are often for life. Adventuring 
  Netherlings favor classes that do not put them 
  in close proximity with others; such as rangers, 
  rogues, or witches. 
  Lands: Netherlings claim no land of their 
  own. However, Hellassam is where they are 
  most numerous. There, they are integrated to 
  the ruling Covens. 
  Netherling Racial Traits 
  +2 Dexterity, +2 Intelligence, -2 Charisma, 
  -2 Constitution netherlings and smart and agile, 
  but are sickly and without social graces. 
  Medium: Harovites are Medium creatures 
  and receive no bonuses or penalties due to their 
  size. 
  Native Outsider: Netherlings are outsiders 
  with the First One and native subtype. 
  Normal Speed: Netherlings have a base 
  speed of 30 feet. 
  Darkvision: Netherlings can see in the dark 
  up to 60 feet. 
  Demonblooded: A netherling has demon 
  blood, giving them electricity resistance 5. This 
  resistance 
  increases 
  by 
  5 
  every 
  5 
  level 
  culminating with immunity at level 15. A 
  netherling also has a bonus equal to half their 
  level (minimum 1) to any save to resist poison. 
  At level 20, they become completely immune to 
  poison. 
  Mixed-blooded: A netherling counts as an 
  outsider (native) or a humanoid (First One), 
  when it is advantageous for it. 
  Shadow Jump (Su) Netherlings have the 
  shadow jump ability, like exodites. However, 
  they can only jump up to a limit of 5 feet per 
  level.  
  Vestigial wings (Ex) Netherlings have 
  vestigial wings they can use to slow down their 
  descents. A netherling may reduce their fall by 5 
  feet per level. This ability does not work if the 
  netherling is unconscious or bound. 
  Weapon 
  Familiarity: 
  Netherlings 
  are 
  proficient with any First One weapon. 
  Languages: 
  Netherlings 
  begin 
  play 
  speaking Common and Exodite. Netherlings 
  with a high Intelligence scores can choose from 
  the following: Aklo, Auran, Draconic, Hellish, 
  Ignan, Terran, and any local dialect. 
  SPIDERLING  
  Spiderlings were created by the First Ones 
  early after they arrived through the Mists. 
  Seeking ways to corrupt the halflings, First One 
  alchemists performed horrible experiments. 
  Finally, they created a creature similar to a 
  drider, but that could breed with halflings. 
  The resulting creature, the spiderling, 
  surprised the First Ones themselves. Spiderlings 
  became the unofficial representatives of the 
  halfling race among the First Ones. In spite of 
  their resemblance to driders, spiderlings have 
  nothing in common with them; the two races 
  firmly dislike each other. 
  Physical Description: A spiderling looks 
  like a large spider with the torso of a halfling. 
  They resemble small driders.  
  Society: 
  All 
  spiderlings 
  feel 
  a 
  firm 
  attachment to their mothers, but hate their 
  siblings. They form many short-term alliances 
  with other groups to ensure their own survival 
  and advancement. 
  Relations: Spiderlings prefer to live in or 
  near halfling communities. They create harems 
  of 
  halflings. 
  Though 
  not 
  particularly 
  
   
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  accomplished diplomats, they inherited the 
  halflings’ desire to involve themselves in any 
  community around them. As First Ones, they 
  believe it is their right to dominate those around 
  them. 
  Alignment and Religion: Spiderlings lean 
  firmly towards NE alignments. Unique among 
  the First Ones, many spiderlings are of non-evil 
  alignment. Spiderlings involve themselves in 
  the church of the halfling pantheon. 
  Adventurers: 
  Spiderlings 
  become 
  adventurers for one reason: they seek to enrich 
  themselves so they can surround themselves 
  with slaves and other luxuries. Most become 
  bards, rogues or sorcerers. 
  Lands: Spiderlings control very few lands 
  directly, working through other breeds of 
  halflings.  
  Spiderling Racial Traits 
  +2 Dexterity, +2 Constitution, -2 Strength, -
  2 Wisdom, spiderlings are dexterous and hardy, 
  but physically weak and they are easily 
  distracted 
  Aberration: Spiderlings are aberrations with 
  both the First One and halfling subtype. 
  Small: Spiderlings are Small creatures and 
  gain a +1 size bonus to their AC, a +1 size bonus 
  on attack rolls, a –1 penalty to their CMB and 
  CMD, and a +4 size bonus on Stealth checks. 
  Slow Speed: Spiderlings have a base speed 
  of 20 feet. 
  Ambush predator: spiderlings are expert 
  ambush predators and gain a +1 racial bonus to 
  attack rolls against flat-footed opponents. 
  Arachnid Because of their arachnid bodies, 
  spiderlings gain a +12 bonus to CMD against 
  trip attempts. They also have a climb speed of 
  20ft. 
  Darkvision: Spiderlings can see in the dark 
  up to 60 feet. 
  Mixed-blooded: A spiderling counts as an 
  aberration or a halfling when it is advantageous 
  for it. 
  Stealthy: A spiderling gains Stealthy as a 
  bonus feat.  
   
  
   
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  AGE 
  Random Starting Age 
  Race 
  Adulthood 
  Barbarian/Rogue/Sorcerer 
  Bard/Fighter/Paladin/Ranger 
  Cleric/Druid/Monk/Wizard 
  Drovites 
  25 years 
  +1d6 
  +2d6 
  +3d6 
  Exodite 
  15 years 
  +1d4 
  +1d6 
  +2d6 
  Grexodite 
  15 years 
  +1d4 
  +1d6 
  +2d6 
  Harovite 
  15 years 
  +1d4 
  +1d6 
  +2d6 
  Netherling 
  14 years 
  +1d4 
  +1d6 
  +2d6 
  Spiderling 
  20 years 
  +2d4 
  +3d6 
  +4d6 
  Aging Effects 
  Race 
  Middle-Age 
  Old 
  Venerable 
  Maximum Age 
  Drovite 
  60 years 
  90 years 
  125 years 
  125 + 3d20 years 
  Exodite 
  40 years 
  55 years 
  75 years 
  75 + 3d20 years 
  Grexodite 
  35 years 
  53 years 
  70 years 
  70 + 2d20 years 
  Harovite 
  40 years 
  55 years 
  75 years 
  70 + 3d20 years 
  Netherling 
  35 years 
  50 years 
  65 years 
  65 + 2d10 years 
  Spiderling 
  50 years 
  75 years 
  100 years 
  100 + 5d20 years 
  HEIGHT AND WEIGHT 
  Random Height and Weight 
  Race 
  Base Height 
  Base Weight 
  Modifier 
  Weight Multiplier 
  Drovite, male 
  5 ft. 5 in. 
  100 lbs. 
  2d8 
  ×3 lbs. 
  Drovite, female 
  5 ft. 5 in. 
  90 lbs. 
  2d6 
  ×3 lbs. 
  Exodite, male 
  5 ft. 3 in. 
  100 lbs. 
  2d8 
  ×5 lbs. 
  Exodite, female 
  5 ft. 3 in. 
  90 lbs. 
  2d8 
  ×5 lbs. 
  Grexodite, male 
  5 ft. 0 in. 
  120 lbs. 
  2d10 
  ×5 lbs. 
  Grexodite, female 
  4 ft. 6 in. 
  85 lbs. 
  2d10 
  ×5 lbs. 
  Harovite, male 
  4 ft. 6 in. 
  90 lbs. 
  2d10 
  ×5 lbs. 
  Harovite, female 
  4 ft. 5 in. 
  85 lbs. 
  2d10 
  ×5 lbs. 
  Netherling, male 
  4 ft. 10 in. 
  130 lbs. 
  2d12 
  ×7 lbs. 
  Netherling, female 
  4 ft. 5 in. 
  120 lbs. 
  2d12 
  ×7 lbs. 
  Spiderling, male 
  3 ft. 4 in. 
  75 lbs. 
  2d8 
  ×10 lb. 
  Spiderling, female 
  3 ft. 4 in. 
  80 lbs. 
  2d8 
  ×10 lb. 
   
   
   
   
   
   
  
   
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  NEW CLASS OPTIONS
  CAVALIER 
  Order of the Whip 
  The 
  Order 
  of 
  the 
  Whip was formed almost 
  a 
  millennia 
  ago. 
  Originally, dedicated to 
  the conquest of other 
  planes, 
  the 
  order 
  has 
  since turned its attention 
  to 
  the 
  gathering 
  and 
  forced integration of newly 
  arrived slaves into society. 
  The Order is mostly active in the west. Its 
  base, formerly in Markhem, was swallowed by 
  the Mists. With the loss of its fortress, the order 
  now operates slave caravans and slave markets.  
  Edicts: The cavalier must seek to maintain 
  Imperial rule and the supremacy of the First 
  Ones. Any unclaimed individual must be 
  claimed and sold according to local laws, with 
  any profit going to the Order. 
  Challenge: Whenever an order of the whip 
  cavalier challenges a target, he receives a +1 
  bonus to all damage rolls when dealing non-
  lethal damage. This bonus increases by +1 for 
  every four levels the cavalier possesses. 
  Skills: An order of the whip cavalier adds 
  Disguise (Cha) and Heal (Wis) to his list of class 
  skills. In addition, a cavalier of the order of the 
  whip, adds half his class level to any check 
  made to haggle for the price of slaves. 
  Weapons and armor: A cavalier of the order 
  of the whip is proficient with all whips in 
  addition to the usual weapons and armor. 
  Order Abilities: An order of the whip 
  cavalier receives the following abilities as he 
  increases his level. 
  I claim you (Su) At 2nd level, after the cavalier 
  spends a move action to detail his name and 
  allegiance to the Order, he may convert all 
  damage he inflicts to non-lethal damage for a 
  number of rounds equal to his class level. In 
  addition, the cavalier gains the ability to cast 
  minion mark three times per day as a spell-like 
  ability. Any creatures marked thusly are marked 
  as the property of the order. 
  Bow before me (Su) At 8th level, while under 
  his I claim you ability, he adds half his level to 
  any non-lethal damage roll. 
  Escape is futile (Su) At 15th level, the cavalier 
  automatically confirms any critical hits made 
  when making an attack that deals non-lethal 
  damage. Any weapon wielded by the cavalier is 
  considered to have the merciful enhancement. 
  CLERIC 
  Cult Leader 
  The First Ones see religion as a tool to use to 
  maintain their control over others. As such, they 
  have infiltrated almost every faith in Saggakar. 
  When they do join a cult, they frequently rise to 
  the top, ruling their flock and twisting their 
  teachings. Cult leaders are the embodiment and 
  sponsors of this perversion. 
  Alignment: Non-good 
  Class Skill: Cult leaders replace Appraise 
  and Linguistics with Bluff and Disguise 
  Domains Unlike clerics, a cult leader gains 
  access to a single domain (instead of two). 
  Pervert teachings (Su): Cult leaders twist 
  and modify the teachings of any faith they 
  infiltrate. If the cult leader’s alignment does not 
  match a cleric’s alignment restriction, any 
  energy channeling he does is halved. This 
  replaces a cleric’s usual alignment restriction. 
  Taint of Darkness (Su) Whenever a cult 
  leader casts a spell that deals damage, and 
  requiring an attack roll, a cult leader may infuse 
  the spell with dark energy as a swift action. The 
  spell deals an additional 1d6 points of negative 
  energy damage per two class level (minimum 1). 
  The cult leader may do this a number of times 
  equal to the number of channel energy he can 
  use daily. 
  Leadership At 7th level, a cult leader gains 
  the Leadership feat instead of increasing the 
  power of their channel energy. 
  
   
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  NEW FEATS 
  AURA OF DARKNESS 
  Undead creatures near you are protected from the 
  adverse effects of sunlight. 
  Prerequisites: Exodite, Cloak of Shadows 
  Benefit: You are surrounded by an unholy shadow 
  that emanates from you in a 50 ft. radius. Any 
  creature standing in that shadow that is harmed or 
  affected in any way by sunlight is treated as being 
  in darkness. The aura does not hamper vision in 
  any way, nor does it confer any special protection 
  from spells such as searing light, sunbeam or 
  sunburst. 
  BANEFUL AURA 
  Your presence fills your enemies with fear and doubt. 
  Feat Name 
   Prerequisite(s) 
  Effect 
  Aura of Darkness 
  Exodite, Cloak of Shadows 
  Surround yourself with an aura of shadows that protects 
  creatures harmed by sunlight 
  Baneful Aura 
  First One 
  Gain aura of fear 
  Blackened Blood 
  First One 
  Gain spell resistance 
  Blackened 
  Blood, 
  Improved 
  First One 
  Increase spell resistance 
  Cloak and Dagger 
  Two-Weapon Fighting 
  Gain bonuses to AC and Feint when wearing a cloak 
  Cloak of Shadows 
  Exodite 
  Increase the level of concealment around you.  
  Dark Heritage 
  First One 
  Gain profane bonuses to saving throws  
  Darksight 
  First One 
  Gain the see in darkness ability 
  Demon Wings 
  Level 12, vestigial wings 
  Gain flight speed 
  Disguise Worship 
  Bluff 1, Knowledge (religion) 
  1, ability to cast divine 
  spells 
  May cast divine spells with a holy symbol of another 
  faith 
  Feast of the Heart 
  First One 
  Consume an opponent's heart and gain bonuses 
  Grexodite Heritage 
  First One 
  Once per day, increase your caster level. 
  Kares’kor Smash 
  Baneful Aura, Power Attack 
  Intimidate opponent on a successful Power Attack. 
  Poison Focus 
  Poison use ability 
  Increase the DC of poison you use. 
  Pull into Shadows 
  Improved Grapple, Shadow 
  jump 
  Take an unwilling target through shadow jump. 
  Seductive 
  Charisma 15 
  Gain bonuses when dealing with member of a specific 
  gender 
  Spawn of Illness 
  Constitution 15 
  Gain bonuses against disease and some immunity to 
  disease 
  Spawn of Vileness 
  Charisma 15 
  Gain bonuses when dealing with vile creatures 
  Speed of Shadows 
  Exodite 
  Activate shadow jump as a free action that does not end 
  your turn 
  Tempered Rage 
  Exodite, lawful-aligned 
  Your lawful alignment does not impact you negatively 
  Training: 
  Althrezzar 
  School 
  Exodite or Int 15 
  You received special training at the Althrezzar School. 
  Training: 
  Eth’Gytha 
  School 
  Exodite or Wis15 
  You received special training at the Eth’Gytha School. 
  Training: 
  Na’Zathal 
  School 
  Exodite or Cha 15 
  You received special training at the Na’Zathal School. 
  Training: 
  O’Feriz’Zar 
  School 
  Exodite or Con 15 
  You received special training at the O’Feriz’Zar School. 
  Training: 
  Te’Bra’Vaar 
  School 
  Exodite or Cha 15 
  You received special training at the Te’Bra’Vaar School. 
  
   
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  Prerequisite: First Ones Subtype 
  Benefit: You are surrounded by a baneful aura that 
  emanates from you in a 50 ft. radius. Any enemy 
  that standing in your aura must succeed on a Will 
  saving throw (DC 10 + one-half your Hit Dice + 
  your Charisma modifier) or take a -1 penalty on 
  attack rolls and saving throws against fear effects. 
  The penalty lasts as long as they remain within 
  your aura. 
  This is a mind-affecting fear effect. A creature that 
  successfully saves against the effect remains 
  immune to your baneful aura for 24 hours. This 
  ability is always active.  
  BLACKENED BLOOD 
  Your blood has turned black and makes you highly 
  resistant to magic. 
  Prerequisite: First One 
  Benefit: You gain SR equal to 6 plus 1 per two levels. 
  Special: As the name of this feat indicates, your blood 
  has a dark black color. 
  BLACKENED BLOOD, IMPROVED 
  Your blood has turned black and makes you highly 
  resistant to magic. 
  Prerequisite: First One, Blackened Blood. 
  Benefit: Your SR increases by 2. 
  CLOAK AND DAGGER FIGHTING [COMBAT] 
  You incorporate the use of your cloak in your two-
  weapon fighting style. 
  Prerequisites: Two-Weapon Fighting 
  Benefits: While fighting with a light weapon in your 
  off-hand and wearing a cloak, you gain a +1 dodge 
  bonus to AC and to skill checks related to the Feint 
  combat maneuver. 
  CLOAK OF SHADOWS 
  You are wreathed in shadowy power, making you 
  difficult to detect or strike. 
  Prerequisites: Exodite 
  Benefits: As long as you remain in an area of partial 
  shadows, the level of concealment that affects you 
  is increased by one category. This feat has no effect 
  if you do not have concealment. 
  DARK HERITAGE 
  Some of your ancestors had their blood tainted by the 
  First Ones, a taint that remains to this day. 
  Prerequisite: First One 
  Benefit: Once per day as an swift action, you may call 
  upon your First One blood to gain a profane bonus 
  equal to your Wisdom or Charisma modifier 
  (whichever is higher) to saving throws for a 
  number of rounds equal to half your character 
  level (rounded down). 
  Special: You may take this feat more than once, each 
  time you may use its benefit one additional time 
  per day. 
  DARKSIGHT 
  You are able to see in any type of darkness. 
  Prerequisite: First One 
  Benefit: You can see perfectly in any type of natural 
  or magical darkness, including that created by the 
  deeper darkness spell.  
  DEMON WINGS 
  You wings grow and can now support your weight as 
  you move through the air. 
  Prerequisite: Level 12, vestigial wings racial trait 
  Benefit: You gain a flight speed equal to your land 
  speed with an average maneuverability. In 
  addition to this, you may always take 10 on Fly 
  checks, even when threatened or under stress. 
  DISGUISE WORSHIP 
  You mastered the art of pretending of pretending to 
  worship other deities, to the point that you are able 
  to use any divine focus without penalty. 
  Prerequisite: Bluff 1, Knowledge (religion) 1, ability 
  to cast divine spells  
  Benefit: Whenever you cast a divine spell or ability 
  requiring a divine focus, you no longer need to 
  provide a divine focus. This allows you to wield 
  any divine focus, making you appear as a 
  worshipper of another faith. 
  FEAST OF THE HEART  
  By feasting on your enemy’s heart, you temporarily 
  boost your physical prowess. 
  Prerequisites: First One subtype. 
  Benefit: You can absorb some essence from a slain 
  enemy that is your own size category or larger by 
  consuming its heart (a full-round action that 
  provokes attacks of opportunity) within 1 minute 
  of its death.  
  This essence grants you a +2 bonus to Strength, 
  Dexterity, or Constitution (your choice) for a 
  number of rounds equal to the target’s HD or level. 
  You can use this ability only once per slain enemy, 
  but you do not have to be the one who killed the 
  creature in order to gain this bonus from its heart.  
  This ability works only if the enemy was a living 
  creature that had a heart or similar organ. 
  Constructs, 
  undead, 
  and 
  creatures 
  without 
  discernable anatomies have no suitable body parts 
  that you can eat. You may only gain an advantage 
  when feasting on a creature of at least half your 
  level. 
  GREXODITE HERITAGE 
  You come from a family that has many ties with 
  grexodites 
  Prerequisite: First One 
  Benefit: Once per day, as an immediate action, you 
  can call upon your grexodite blood to increase 
  your caster level by 1 for one round. You may use 
  this ability one more time per day at level 15. 
  
   
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  KARES’KOR SMASH 
  You have been trained in the arts of demoralizing 
  your enemies whenever you hit them. 
  Prerequisite: Baneful Aura, Power Attack 
  Benefit: Whenever you hit an opponent with an 
  attack using the Power Attack feat, you may 
  attempt an Intimidate check as a swift action. 
  POISON FOCUS 
  You have a great affinity with poisons. 
  Prerequisites: Poison use ability 
  Benefits: When using poison, you can increase the 
  DC of any poison by your intelligence modifier by 
  taking a full round action that provokes attacks of 
  opportunity. After one minute, if unused, the 
  poison reverts to its usual DC. This feat can be 
  used with any type of poison. 
  PULL INTO SHADOWS 
  You can carry unwilling passengers into the shadow 
  realm 
  with 
  you. 
  Prerequisites: 
  Improved 
  Grapple, 
  Shadowjump. 
  Benefits: When grappling 
  an opponent, you may 
  carry him with you via 
  shadow jump. The size 
  limitations 
  remain 
  the 
  same 
  as 
  for 
  willing 
  passengers. The Will DC 
  to resist is 10 + half 
  Exodite’s level + Exodite’s 
  Wisdom modifier. 
  SEDUCTIVE 
  You are alluring and know 
  how 
  to 
  use 
  your 
  sensuality 
  to get what 
  you want. 
  Prerequisite: 
  Charisma 15 
  Benefit: You get a 
  +2 bonus on 
  all 
  Charisma-
  based social 
  skill 
  and 
  ability checks 
  against 
  living 
  creatures who might 
  be attracted to you. 
  Only creatures whose Intelligence score is at least 5 
  can be affected. This bonus does not apply to any 
  skill or ability check made in combat. When 
  actively using this feat, you gain a -1 penalty to the 
  same skills when using them on members of the 
  other gender. 
  Special: You may take this feat a second time, 
  allowing you to deal with both genders equally 
  and no longer take any penalties. Genderless 
  species are immune to the effect of this feat 
  SPAWN OF CONSUMPTION 
  In your blood flows the blood of ancient spirits of 
  disease and illness 
  Prerequisite: Constitution 15 
  Benefit: You gain a +2 racial bonus to resist disease. 
  Whenever you contract a disease, you can make a 
  second saving throw immediately after you failed 
  the first one. If this second saving throw succeeds, 
  you take no penalty from the disease, but become a 
  carrier. 
  Special: You always seem to be suffering from one 
  illness 
  or 
  another, 
  even 
  when 
  you 
  are 
  healthy. 
  You 
  appear ill, but 
  are not. 
  SPAWN 
  OF 
  VILENESS 
  In 
  your 
  blood 
  flows 
  a 
  darkness 
  that 
  speaks 
  of 
  a 
  strange 
  ancient 
  allegiance. 
  Prerequisite: Charisma 
  15 
  Benefit: You gain a +2 
  profane bonus to 
  all 
  Charisma-
  related 
  checks 
  when dealing with 
  aberrations, 
  chaotic 
  outsiders 
  and 
  oozes. In addition, 
  you 
  gain 
  a 
  +2 
  profane bonus to 
  any 
  Will 
  saves 
  made against any 
  effects caused by 
  aberrations, 
  chaotic 
  outsiders and oozes. 
  Special: You radiate faint evil, 
  
   
  Service Is Eternal 
   
  Page 25 
  even if you are not evil. 
  SPEED OF SHADOWS 
  You slip between shadows at dizzying speed.  
  Prerequisites: Exodite. 
  Benefits: You can use shadow jump as a free action 
  once per round. Shadow jumping does not force 
  you to end your turn. 
  TEMPERED RAGE 
  Your volcanic rage is bound by iron discipline - 
  chained when unwanted, loosed to devastating 
  effect when needed.  
  Prerequisites: Exodite, Lawful-aligned. 
  Benefits: Whenever it might not be beneficial to you, 
  you may ignore the lawful part of your alignment. 
  This includes being targeted by spells with 
  alignment-based effects (such as chaos hammer or 
  an anarchic weapon) or class abilities that would be 
  lost due to alignment (such as a barbarian’s rage 
  ability).  
  TRAINING: ALTHREZZAR SCHOOL 
  You trained in the Althrezzar School where you were 
  exposed to the great mysteries of the arcane world. 
  Prerequisite: Exodite or Intelligence 15 
  Benefits: You gain a bonus to saving throws versus 
  spells and spell-like abilities of the evocation 
  school equal to one third your level (min. 1). 
  Knowledge (arcana) is a class skill for you. 
  Drawback: You take a -2 penalty to Diplomacy 
  checks against any divine spellcaster. 
  TRAINING: ETH’GYTHA SCHOOL 
  You trained at the Eth’Gytha School in the secret halls 
  beneath the church of Khayne. 
  Prerequisite: Exodite or Wisdom 15 
  Benefits: You gain a bonus to saving throws versus 
  any fear effect equal to one third your level (min. 
  1). Knowledge (religion) is a class skill for you. 
  Drawback: You take a -2 penalty to Diplomacy 
  checks against members of other races. 
  TRAINING: NA’ZATHAL SCHOOL 
  You trained at the Na’Zathal School, studying the 
  dark recesses and creatures of Kayen’te. 
  Prerequisite: Exodite or Charisma 15 
  Benefits: You gain a bonus saving throws versus 
  poison equal to one third your level (min. 1). 
  Knowledge (dungeoneering) is a class skill for you. 
  Drawback: You take a -2 penalty to Diplomacy 
  checks against anyone without the wild empathy 
  ability. 
  TRAINING: O’FERIZ’ZAR SCHOOL 
  You trained at the O’Feriz’Zar School where you 
  were exposed and subjected to the many diseases 
  created in its unholy halls. 
  Prerequisite: Exodite or Constitution 15 
  You 
  Benefits: 
  gain 
  a 
  bonus 
  to 
  saving 
  throws 
  versus disease equal to 
  one third your level (min. 1). Knowledge (nature) 
  is a class skill for you. 
  Drawback: You take a -2 penalty to Diplomacy 
  checks against anyone not suffering from disease 
  or immune to diseases. 
  TRAINING: TE’BRA’VAAR SCHOOL 
  You trained at the Te’Bra’Vaar School and learned of 
  the many aspects of the world. 
  Prerequisite: Exodite or Charisma 15 
  Benefits: You gain a bonus to saving throws versus 
  language-dependent spells and spell-like ability 
  equal to one third your level (min. 1). Linguistics is 
  a class skill for you. 
  Drawback: You take a -2 penalty to Diplomacy 
  checks against anyone not trained in at least three 
  knowledge skills. 
   
  
   
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  NEW ITEMS
  NEW WEAPONS 
  A table of new weapons appears at the 
  bottom of this page. 
  Bladestaff The bladestaff is a two-hand 
  exotic double weapon. Its primary benefit is 
  that, by shifting his grip, its wielder can deal 
  slashing, piercing or bludgeoning damage with 
  either end. Bladestaves are not sold outside of a 
  dojo. 
  Broadsword 
  The 
  broadsword is a big sword 
  that swings partially like a 
  sword, partially like an axe. The 
  resulting weapon mixes the best of 
  both weapons. Broadswords are not 
  sold outside of a dojo. 
  Thinblade A thinblade is a 
  sword that resembles a rapier. 
  However, the end of the sword is 
  malleable, allowing the weapon to whip 
  around shields. When used again opponent 
  with a shield bonus to the Armor Class, the 
  wielder gets a +1 bonus to their attack roll. It 
  otherwise behaves exactly like a rapier. 
  Viper’s fang: These long daggers were 
  originally created of large-sized viper fangs. 
  Weapon smiths have since created them with 
  other material such as steel. A viper’s fang may 
  hold up to three doses of the same poison.  
  NEW 
  ALCHEMICAL 
  SUBSTANCES 
  Medenite slime item: The slime produced 
  by medenites can be harvested and by treating 
  with alchemical compounds, can be made into 
  permanent items. Extracted medenite slime 
  objects remain viscous no matter how long they 
  have been extracted from a medenite. Such 
  items have a reputation as cheap, weak and low 
  quality. Weapons of medenite slime commonly 
  make their ways to slaves units. The fact that 
  such weapons can be made quickly, 
  increases their value when war 
  preparations need to be made 
  quickly. 
  Objects of medenite slime 
  weigh 
  the 
  same 
  as 
  their 
  counterpart; cost half the cost; 
  take half the time to craft (when 
  crafted by a medenite); and have 
  a hardness of 4. Only items 
  without moving parts can be 
  made: ladders and swords can be 
  made, but ropes and whips 
  could not. Such items are 
  almost 
  impossible 
  to 
  find 
  outside of medenite quarters.  
  Skythian bone dust: The 
  dust of skythian bones can replace the cost of 
  material spell component. Skythian bone dust 
  only works when casting spells targeted at a 
  skythian. Thus, a cleric could raise a dead 
  skythian using skythian bone dust instead of 
  diamond dust. 
  With a DC 25 Craft (alchemy) check, an 
  alchemist can extract 10gp’s worth of skythian 
  bone dust. Doing so inflicts one point of 
  Constitution drain to the skythian. 
  Light Exotic 
  Cost 
  Dmg (S) 
  Dmg 
  (M) 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Viper’s fang 
  150gp 
  1d3 
  1d4 
  19-20 
  10ft. 
  1 lb. 
  P 
  First One, see text 
  One-Handed 
  Exotic 
  Cost 
  Dmg (S) 
  Dmg 
  (M) 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Thinblade 
  35gp 
  1d4 
  1d6 
  18-20 
  - 
  2 lbs. 
  S 
  First One 
  Two-
  Handed 
  Exotic 
  Cost 
  Dmg (S) 
  Dmg 
  (M) 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Bladestaff 
  75gp 
  1d4/1d4 
  1d6/1d6 
  19-20 
  - 
  8 lbs. 
  B,P,S 
  Double weapon, First One, 
  monk 
  Broadsword 
  150gp 
  1d6 
  1d8 
  19-20/ x3 
  - 
  9lbs. 
  S 
  First One 
  
   
  Service Is Eternal 
   
  Page 27 
  . Many First One alchemists seek battlefields 
  where many skythians fell to “harvest” them. 
  After death, a total of 10 gold pieces’ worth can 
  be harvested from dead skythian. 
  Gathering skythian bone dust from a living 
  skythian is an evil act. 
  NEW MAGIC ITEMS 
  Slave Collar  
  Slave 
  collars 
  are 
  believed to have come 
  through 
  the 
  Mists 
  with the First Ones 
  themselves. 
  These 
  wrought iron collars 
  are used to “bind” a 
  slave 
  to 
  a 
  specific 
  location, person or item. 
  Most slaves do not receive such collars, but 
  the threat of receiving one weighs on the mind 
  of 
  anyone 
  contemplating 
  rebellion. 
  Cruel 
  masters use these items on both rebellious and 
  valuable slaves. 
  SLAVE COLLAR 
  Aura moderate abjuration; CL 5th 
  Slot neck; Price 3,500 gp; Weight 1 lb. 
  DESCRIPTION 
  Once closed, this wrought iron collar has no opening 
  mechanism. While on a target, the user may speak 
  out loud the location, item, or person the slave has 
  to stay near. If the slave strays more than twenty 
  feet away from the specified location, a glyph of 
  warding goes off. As they approach the edge of the 
  area, the collar grows hot, warning the wearer to 
  return. The wearer of the collar gets no Reflex save 
  from the glyph. 
  When putting on the collar, it is possible to place a 
  spell glyph, at the user’s choice. This spell must be 
  cast by the user at the time. 
  Without using the command word, a slave collar can 
  be removed with a remove curse spell. 
  CONSTRUCTION 
  Requirements Craft Wondrous Item, contingency, 
  glyph of warding; Cost 1,650 gp and 200gp in spell 
  components. 
  NEW POISONS 
  Baneviper venom: The venom from these 
  massive snakes is highly reactive to body fluids. 
  The body burns from the inside, leaving 
  anything worn or carried undamaged. Should a 
  target be killed by baneviper venom, the body is 
  reduced to ash, similar to a disintegrate spell. 
  Cave Locust Spittle: cave locusts are a small 
  vermin living in deep caves. When touched, the 
  spittle gives the target excruciating headaches.  
  Deepspore: This hollow fungus is cultivated 
  by druids and many First Ones in extensive 
  garden. Deepspore take years to mature and are 
  extremely frail. When inhaled, the spores enter 
  the lungs and turn into a thick paste that makes 
  breathing extremely difficult. 
  Fear petals: This extract tastes of malt and is 
  frequently added to ale. It is a favorite among 
  the cambion. Fear petals are a fungus harvested 
  in volcanic caves. 
  Oshtabwe Paste: This thick and twisted 
  bush is grown in the deepest southern jungles as 
  a means of defense. The primary damage is 
  Wisdom and secondary damage calms the target 
  as though a calm emotions spell. 
  Slumberpaste: Made by distilling the entire 
  plant of the immature Deepspores. The resulting 
  is a light pink-colored paste. Slumberpaste is 
  much more common than deepspore. 
  Widow’s Tears: Milked from spider venom, 
  this poison is refined and allowed to ferment for 
  weeks. This poison is particularly common 
  among Aneishi and their servants.  
  Poison Name 
  Type 
  Fort 
  Onset 
  Frequency 
  Effect 
  Cure 
  Cost 
  Baneviper venom 
  Injury 
  25 
  - 
  1/rd for 5 rds 
  6d8 fire plus 
  paralysis/ 6d8 fire 
  2 saves 
  5,000gp 
  Cave Locust Spittle 
  contact 
  16 
  1 minute 
  1/rd for 4 rds. 
  1d4 Int 
  1 save 
  200 gp* 
  Deepspore 
  Inhaled 
  15 
  - 
  1/rd for 10 rds. 
  1d4 Str 
  2 saves 
  2,000 gp 
  Deepspore Paste 
  Injury 
  14 
  - 
  1/rd for 2 rds. 
  1 Con/ sleep 
  1 save 
  300 gp 
  Fear Petals 
  Ingested 
  15 
  Up to 1h 
  1/rd for 6 rds. 
  Target is dazed 
  1 save 
  100 gp 
  Ostabwe Paste 
  Contact 
  13 
  - 
  1/rd for 2 rds. 
  1 Wis/ calm emotions 
  1 save 
  150 gp 
  Widow’s Tear 
  Injury 
  15 
  - 
  1/rd for 3 rds. 
  1d3 Con and 1d3 Str 
  1 save 
  450 gp 
  
   
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  Page 28 
  NEW PRESTIGE CLASSES
  DARK DANCER 
  Although priests maintain the will of the 
  Dark Gods, the populace prefer the more 
  entertaining and exciting renditions of the 
  stories. The entertainers attached to a temple 
  gather many donations from commoners and 
  noble alike during their performances. 
  The master performers of these stories are 
  the dark dancers. Dark dancers perform for 
  crowds, but also serve their temple as a secret 
  information-gathering arm. They engage the 
  crowd, to locate those who appear genuine in 
  their faith and those who plot against it. 
  As they are often perceived as more 
  approachable than the priests, dark dancers 
  frequently obtain information voluntarily given 
  to them by locals. 
  Requirements  
  To qualify to become a dark dancer, a 
  character must fulfill all the following criteria. 
  Feats: Dodge, Mobility 
  Skills: Acrobatics 5 ranks, Knowledge 
  (religion) 3 ranks, Perform (any one) 5 ranks 
  Special: Must worship one of the Dark 
  Gods. 
  Class Features  
  All of the following are class features of the 
  dark dancer. 
  Hit Die: d8 
  Class Skills: The dark dancer’s class skills 
  (and the key ability for each skill) are Acrobatics 
  (Dex), Bluff (Cha), Diplomacy (Cha), Disguise 
  (Cha), Escape Artist (Dex), Knowledge (local) 
  (Int), Knowledge (religion) (Int), Perception 
  (Wis), Perform (Cha), Sense Motive (Wis), 
  Sleight of Hand (Dex), and Stealth (Dex). 
  Skill points at each level: 4 + Int Modifier 
  Weapon and Armor Proficiency Dark 
  dancers gain no armor or shield proficiency. 
  Bardic Performance: For every level, a dark 
  dancer stacks his level with his bard level to 
  determine the availability and power of his 
  bardic performance. This does not affect any 
  other class ability, only the bardic performance. 
  Dance of the Gods (Ex) A dark dancer may 
  substitute a Perform check to any Acrobatics 
  check they need to make. If the dark dancer can 
  already to this, replace this with the Skill Focus 
  (Perform (dance)) feat. 
  Bonus Feat: At 2nd and 4th level, a dark 
  dancer selects a bonus feat from the following 
  list. The dark dancer must still fulfill all the 
  prerequisites of the feat. Acrobatic, Acrobatic 
  Steps, Blind-Fight, Dazzling Display, Fleet, 
  Lightning Stance, Mobility, Nimble Moves, Skill 
  Focus, Spring Attack, or Wind Stance. 
  Favor of the gods (Su) Starting at 3rd level, 
  whenever a dark dancer starts a bardic 
  performance, he may dedicate this performance 
  to one of the dark gods. When doing so, the 
  dark dancer may add one of the following 
  effects to his performance. These bonuses are in 
  addition 
  to 
  the 
  usual 
  bonuses 
  of 
  the 
  performance. 
  The Law: Dedicating their performance to 
  the Law, all allies making a Diplomacy or Sense 
  Motive check can add the dark dancer’s class 
  level as a sacred bonus to the roll. 
  The Warrior: Dedicating their performance to 
  the Warrior, all allies making a Climb, 
  Intimidate, or Swim check can add the dark 
  dancer’s class level as a sacred bonus to the roll. 
  The Zeal: Dedicating their performance to 
  the Warrior, all allies making an Acrobatics, 
  Escape Artist, or Stealth check can add the dark 
  dancer’s class level as a sacred bonus to the roll. 
  Dance of death (Ex) At 5th level, whenever a 
  dark dancer uses Acrobatics to tumble around 
  Master of the Veils 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  1 
  +0 
  +0 
  +1 
  +0 
  Bardic Performance, dance of the gods 
  2 
  +1 
  +1 
  +1 
  +1 
  Bonus feat 
  3 
  +2 
  +1 
  +2 
  +1 
  Favor of the gods 
  4 
  +3 
  +1 
  +2 
  +1 
  Bonus feat 
  5 
  +4 
  +2 
  +3 
  +2 
  Dance of death.  
  
   
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  an opponent, he gets a class bonus to 
  attack and damage equal to his class 
  level until the start of his next turn.   
  KARES’KOR  
  The Kares’kor (from the Exodite 
  word 
  for 
  swordmaster) 
  is 
  the 
  quintessential warrior of the First Ones. 
  Ignoring the rules of combats, the 
  typical etiquette of duels or any respect 
  for the opponent, they focus their efforts 
  on 
  slaying 
  their 
  enemies, 
  using 
  whatever means possible. The Kares’kor 
  seeks only his own glory over the 
  mountains of bodies of his dead enemies. They 
  focus 
  on 
  aggressive 
  combat 
  tactics 
  over 
  defensive combat maneuver. 
  Few dojos train Kares’kors and those dojos 
  perform extensive tests before admitting any 
  candidate. Though First Ones form the majority 
  of the members of this prestige class, others 
  have occasionally been trained as one of them. 
  Requirements  
  To qualify to become a Kares’kor, a 
  character must fulfill all the following criteria. 
  Race: First One or base attack bonus +6 and 
  be evil 
  Feats: Iron Will, Kares’kor Smash, Power 
  Attack, and one other combat feats. 
  Class Features  
  All of the following are class features of the 
  Kares’kor. 
  Hit Die: d10 
  Class Skills: The Kares’kor’s class skills 
  (and the key ability for each skill) are Bluff 
  (Cha), 
  Disable 
  Device 
  (Dex), 
  Fly 
  (Dex), 
  Knowledge 
  (any) 
  (Int), 
  Linguistics 
  (Int), 
  Profession (Wis), Spellcraft (Int), and Use Magic 
  Device (Cha). 
  Skill points at each level: 2 + Int Modifier 
  Weapon and Armor Proficiency Kares’kor 
  gain no armor or shield proficiency. 
  Dirty Fighter At 1st level, a Kares’kor gains 
  the Improved Dirty TrickAPG feat as a bonus feat 
  even if he does not qualify for it. 
  No fear (Ex) At 1st level, a Kares’kor 
  becomes immune to fear. 
  Bloody Assault At 2nd level, a Kares’kor 
  gains the Bloody AssaultAPG feat as a bonus feat. 
  Sneak Attack (Ex) At 3rd level, a Kares’kor 
  gains sneak attack like a rogue. If the Kares’kor 
  gains sneak attack bonus from another source, 
  the bonuses on damage stack. 
  Dirty Fighter 2 (Ex) At 4th level, a Kares’kor 
  gains the Greater Dirty TrickAPG feats as a bonus 
  feat even if he does not qualify for it. 
  No trick too low (Ex) At 5th level, when a 
  Kares’kor hit with one of his melee attack, he 
  may make a free dirty trick attack once per 
  round.  
  Press the attack (Ex) At 6th level, when a 
  Kares’kor hits a shaken opponent, he gains a 
  bonus to attack and damage rolls equal to his 
  class level.  
  Damage Reduction (Ex) At 7th level, a 
  Kares’kor gains damage reduction 1/- like a 
  barbarian. This damage reduction stack with 
  any other damage reduction gained from a 
  racial 
  or 
  class 
  feature. 
  Bonus 
  feat At 8th 
  level, a 
  Kares’kor 
  may select a 
  Kares’kor 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  1 
  +1 
  +1 
  +0 
  +0 
  Dirty 
  fighter, 
  no 
  fear 
  2 
  +2 
  +1 
  +1 
  +1 
  Bloody Assault 
  3 
  +3 
  +2 
  +1 
  +1 
  Sneak attack +1d6 
  4 
  +4 
  +2 
  +1 
  +1 
  Dirty fighter 2 
  5 
  +5 
  +3 
  +2 
  +2 
  No trick too low 
  6 
  +6 
  +3 
  +2 
  +2 
  Press the attack 
  7 
  +7 
  +4 
  +2 
  +2 
  Damage reduction 
  1 
  8 
  +8 
  +4 
  +3 
  +3 
  Bonus feat 
  9 
  +9 
  +5 
  +3 
  +3 
  Undying terror 
  10 
  +10 
  +5 
  +3 
  +3 
  Merciless 
  
   
  Service Is Eternal 
   
  Page 30 
  bonus combat feat. 
  Undying Terror (Ex) At 9th level, once per 
  day, a Kares’kor may keep fighting at full 
  efficiency for a number of rounds equal to his 
  class level, even when below zero hit points. If 
  during that time, his hit points total ever drop 
  below his Constitution score below zero he dies 
  at the start of his next round. 
  Merciless (Ex) at 10th level, as a swift action, 
  a Kares’kor may automatically confirm a critical 
  hit.  
  MASTER OF THE VEILS 
  First Ones study magic with the same rabid 
  single-minded focus they put into whatever 
  they choose to dedicate themselves towards. 
  Masters of the veils considers themselves the 
  ultimate keepers of magical lore and the true 
  keepers of magical orthodoxy. Masters of the 
  veils see the world as formed of many layers of 
  shadow, lies, and deception.  
  The gathering of knowledge and magical 
  power serves to further their ambition and thirst 
  for power. They take their names because of 
  their deeply held belief that power is readily 
  available but requires one to remove the many 
  veils preventing the strong from taking it for 
  themselves. 
  Masters of the veils do not maintain any 
  school. Instead a prospective master must seek 
  out and find a member to be initiated into the 
  mysteries of the order. From there, each master 
  must find its own path. 
  Requirements  
  To qualify to become a master of the veils, a 
  character must fulfill all the following criteria. 
  Race: First One or 9th level caster 
  Feats: 
  One 
  item 
  creation 
  feat, 
  one 
  metamagic feat and Skill Focus (arcana or 
  religion) 
  Skills: 
  Knowledge 
  (arcana) 
  5 
  ranks, 
  Spellcraft 5 ranks, Use Magic Device 5 ranks 
  Spells: Must be able to cast 4th level spells. 
  Special: Must be accepted as an apprentice 
  by a master of the veils. 
  Class Features  
  All of the following are class features of the 
  master of the veils. 
  Hit Die: d6 
  Class Skills: The master of the veils’ class 
  skills (and the key ability for each skill) are Bluff 
  (Cha), 
  Disable 
  Device 
  (Dex), 
  Fly 
  (Dex), 
  Knowledge 
  (any) 
  (Int), 
  Linguistics 
  (Int), 
  Profession (Wis), Spellcraft (Int), and Use Magic 
  Device (Cha). 
  Skill points at each level: 2 + Int Modifier 
  Weapon and Armor Proficiency Masters of 
  the veil gain no armor or shield proficiency. 
  Spells per Day: At the indicated levels, a 
  master of the veils gains new spells per day as if 
  he had also gained a level in an arcane 
  spellcasting class he belonged to before adding 
  the prestige class. He does not, however, gain 
  any other benefit a character of that class would 
  have gained, except for additional spells per 
  day, spells known (if he is a spontaneous 
  spellcaster), and an increased effective level of 
  spellcasting. If a character had more than one 
  arcane spellcasting class before becoming a 
  master of the veils, he must decide to which 
  class he adds the new level. 
  Shadowjump (Sp) Starting at 1st level, a 
  master of the veil with the shadowjump ability 
  doubles the distance they can use the ability. If 
  the master of the veils does not have that ability, 
  they gain it with an effective level equal to half 
  their level. 
  Master’s Command (Sp) The master of the 
  veils may use mage hand or unseen servant as 
  spell-like abilities at-will, but may not maintain 
  more than one of either at any given time. 
  Shadow Channel (Sp) Starting at 2nd level, 
  Master of the Veils 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  Spellcasting 
  1 
  +0 
  +0 
  +0 
  +1 
  Innate Spell I, master’s 
  command 
  +1 level of existing arcane spellcasting class 
  2 
  +1 
  +1 
  +1 
  +1 
  Shadow Channel 
  +1 level of existing arcane spellcasting class 
  3 
  +1 
  +1 
  +1 
  +2 
  Bonus Feat 
  +1 level of existing arcane spellcasting class 
  4 
  +2 
  +1 
  +1 
  +2 
  Eldritch Mastery 
  +1 level of existing arcane spellcasting class 
  5 
  +2 
  +2 
  +2 
  +3 
  Bonus Feat 
  +1 level of existing arcane spellcasting class 
  
   
  Service Is Eternal 
   
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  once per day as a swift action a master of the 
  veils with the shadowjump ability may channel 
  10ft. of shadowjump movement to boost his 
  caster level by one on the next spell he casts.  
  Bonus Feat (Ex) at 3rd and 5th level, a master 
  of the veils may select a bonus feat from the list 
  of wizard bonus feats. At 5th level, they may 
  instead add another metamagic feat to his 
  eldritch mastery, instead of a bonus feat. 
  Eldritch Mastery (Ex) At 4th level, a master 
  of the veils gains greater understanding of 
  magic and may select one metamagic he 
  currently possesses and lowers the level cost of 
  that feat by 1 (min. 0). So a Bouncing charm 
  person could be prepared as a first level spell. 
  ORDER 
  OF 
  THE 
  JET 
  ARROW 
  The 
  founding 
  principles 
  of 
  the 
  Wash’Tek’Tsuru, or Order of the Jet Arrow, 
  arrived with a First One master archer some five 
  centuries 
  ago. 
  Although, 
  he 
  remembered 
  nothing, he had on him a treatise called “The Jet 
  Arrow: A Shot Out Of The Dark”. Spending 
  years studying the book, he took on a 
  few disciples and taught them his 
  findings. The Order maintains only a 
  few public schools and fortresses. 
  These are never used for training, 
  only for public meetings between 
  the 
  Order’s 
  leaders 
  and 
  powerful rulers seeking 
  the Order’s support or 
  services. 
  The 
  Order 
  now 
  serves 
  as 
  the 
  best 
  bounty hunters in 
  the Empire, 
  seeking and 
  retrieving 
  particularly 
  dangerous or valuable criminals. Their 
  services are extremely onerous, but they 
  are known to succeed or die trying, and they 
  never ask for payment up front. However, woe 
  upon those who do not pay their fees, for the 
  Order is quick to use their skills to exact 
  payment – or revenge.  
  Most members of the Order are First Ones, 
  but a few other individuals have been accepted 
  in the ranks. 
  Requirements  
  To qualify to become a member of the Order of 
  the Jet Arrow, a character must fulfill all the 
  following criteria. 
  Feats: Fleet, Far Shot, Stealthy 
  Skills: Acrobatics 5 ranks, Climb 5 ranks, 
  Stealth 5 ranks, Survival 5 ranks and Swim 5 
  ranks 
  Class Features  
  All of the following are class features of the 
  member of the Order of the Jet Arrow. 
  Hit Die: d8 
  Class Skills: The member of the Order of 
  the Jet Arrow’s class skills (and the key ability 
  for each skill) are Acrobatics (Dex), Climb (Str), 
  Escape 
  Artist 
  (Dex), 
  Knowledge 
  (geography) (Int), Knowledge (local) 
  (Int), Perception (Wis), Profession 
  (Wis), Stealth (Dex), Survival (Wis), 
  and Swim (Str). 
  Skill points at each level: 4 + Int 
  Modifier 
  Weapon 
  and 
  Armor 
  Proficiency Members of 
  the Order of the Jet Arrow 
  gain no armor or shield 
  proficiency. 
  Sneak Attack (Ex) 
  A member of the 
  Order of the Jet 
  Arrow 
  gains 
  sneak attack 
  like a rogue. 
  Order of the Jet Arrow 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  1 
  +0 
  +0 
  +1 
  +0 
  Sneak Attack +1d6 
  2 
  +1 
  +1 
  +1 
  +1 
  Fast Reflexes, Shot on the run 
  3 
  +2 
  +1 
  +2 
  +1 
  Slave raider, sneak attack +2d6 
  4 
  +3 
  +1 
  +2 
  +1 
  Shadow master 
  5 
  +3 
  +2 
  +3 
  +2 
  Positional mastery, Sneak Attack +3d6 
  
   
  Service Is Eternal 
   
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  If the member of the Order of the Jet Arrow 
  gains sneak attack bonus from another source, 
  the bonuses on damage stack. The bonus 
  increases at levels 3 and 5. 
  Fast Reflexes (Su) Starting at 2nd level, a 
  member of the Order of the Jet Arrow add his 
  class level to initiative rolls. 
  Shot on the run At 2nd level, a member of 
  the Order of the Jet Arrow gains the Shot on the 
  Run feat. 
  Slave raider (Ex) At 3rd level, once per day 
  per class level, when a member of the Order of 
  the Jet Arrow takes down an opponent with an 
  attack that deals sneak attack damage, he may 
  convert all the damage dealt with the attack into 
  non-lethal damage. 
  Master Shadow (Ex) At 4th level, a member 
  of the Order of the Jet Arrow may use Stealth 
  after taking a shot with a penalty of -10, instead 
  of -20. 
  Positional mastery (Su) At 5th level, during 
  a surprise round or the first round of combat 
  (the first time the member of the Order of the Jet 
  Arrow can act), a member of the Order of the Jet 
  Arrow gains an additional move action that can 
  only be used to move.  
  ORDER 
  OF 
  THE 
  SHADOW BLADE    
  The Danthla’rez’Tsuru – Order of the 
  Shadow Blade – is an extremely secretive 
  organization dedication to the elimination of 
  threats against the supremacy of the First Ones 
  across Saggakar. When a surgical strike is 
  needed, the Order steps in and acts.  
  The Order maintains a number of training 
  facilities and monasteries across the world and 
  many who serve the Order do so without 
  knowing their master. Obedience and loyalty 
  are the most valued traits to be accepted in the 
  Order. 
  The Order of the Shadow Blade is a spell 
  casting assassin that focuses on striking from the 
  shadows. They are the secret hand of the First 
  Ones, spell casters who specialize in discreet 
  murder. Those few who know about the Order 
  keep quiet about it. The few who speak out on 
  the subject have a tendency to end up dead.  
  Requirements  
  To qualify to become a member of the Order 
  of the Shadow Blade, a character must fulfill all 
  the following criteria. 
  Race: Must be evil 
  Feats: Skill Focus (Stealth) 
  Skills: Bluff 3 ranks, Disguise 3 ranks, 
  Stealth 6 ranks 
  Spells: Must be able to cast 2nd level spells, 
  including invisibility. 
  Class Features  
  All of the following are class features of the 
  member of the Order of the Shadow Blade. 
  Hit Die: d8 
  Class Skills: The member of the Order of 
  the Shadow Blade class skills (and the key 
  ability for each skill) are Acrobatics (Dex), Bluff 
  (Cha), Disguise (Cha), Escape Artist (Dex), 
  Knowledge (arcana) (Int), Perception (Wis), 
  Profession (Wis), Sleight of Hand (Dex), and 
  Stealth (Dex). 
  Skill points at each level: 4 + Int Modifier 
  Weapon and Armor Proficiency member of 
  the Order of the Shadow Blade gain no armor or 
  shield proficiency. 
  Spells per Day: At the indicated levels, a 
  member of the Order of the Shadow Blade gains 
  new spells per day as if he had also gained a 
  level in an arcane spellcasting class he belonged 
  to before adding the prestige class. He does not, 
  however, gain any other benefit a character of 
  that class would have gained, except for 
  additional spells per day, spells known (if he is 
  a spontaneous spellcaster), and an increased 
  effective level of spellcasting. If a character had 
  more than one arcane spellcasting class before 
  becoming a member of the Order of the Shadow 
  Blade, he must decide to which class he adds the 
  Order of the Shadow Blade 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  Spellcasting 
  1 
  +0 
  +0 
  +0 
  +1 
  Rogue Talent 
  - 
  2 
  +1 
  +1 
  +1 
  +1 
  Bonus feat, spider climb 
  +1 level of existing spellcasting class 
  3 
  +2 
  +1 
  +1 
  +2 
  Death attack 
  - 
  4 
  +3 
  +1 
  +1 
  +2 
  Rogue talent 
  +1 level of existing spellcasting class 
  5 
  +3 
  +2 
  +2 
  +3 
  Deadly spell 
  - 
  
   
  Service Is Eternal 
   
  Page 33 
  new level for purposes of determining spells per 
  day. 
  Rogue Talent at 1st and 4th level, a member 
  of the Order of the Shadow Blade may select one 
  talent from the list of rogue talents (see rogue 
  class in the Pathfinder RPG Core Rulebook). 
  Bonus Feat (Ex) at 2nd and 5th level, a 
  member of the Order of the Shadow Blade may 
  select a bonus feat from the following list: 
  Enlarge Spell, Extend Spell, Silent Spell, or Still 
  Spell.  
  Spider Climb (Sp) Starting at 2nd level, a 
  member of the Order of the Shadow Blade may 
  cast spider climb as a spell-like ability. They may 
  use this ability up to once per day per class 
  level. 
  Death Attack (Ex) Starting at 3rd level, a 
  member of the Order of the Shadow Blade gains 
  the ability to make a death attack, like an 
  assassin (see Pathfinder Core Rulebook). 
  Deadly Spell (Ex) At 5th level, a member of 
  the Order of the Shadow Blade may make a 
  death attack on any spell that requires an attack 
  roll to hit. Thus they might use it on a scorching 
  ray, but not on a magic missile.  
   
  
   
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  NEW SPELLS
  BARD 
  Level 0 
  Minion mark FO 
  Level 1 
  Minion brand FO 
  Level 2 
  Dispel minions FO 
  Mark of ignorance 
  Minion courier 
  Level 3 
  Aria of insanity 
  CLERIC 
  Level 0 
  Minion mark FO 
  Level 1 
  Augment Minion FO 
  Minion brand FO 
  Level 2 
  Defile air FO 
  Defile earth FO 
  Defile fire FO 
  Defile water FO 
  Dream thief FO 
  Minion courier 
  Venom focus 
  Level 3 
  Body of eyes FO 
  Dispel minions 
  Mark of ignorance 
  Minion sending 
  Swarm boils FO 
  Level 5 
  Master’s salvation FO 
  Touch of madness FO 
  Touch of slime FO 
  Level 7 
  Immediate possession FO 
  Level 9 
  Immediate possession, greater FO 
  DRUID 
  Level 1 
  Slicing brambles 
  Level 2 
  Venom focus 
  Viper strike 
  Level 4 
  Spider climb, greater 
  SORCERER/ 
     WIZARD 
  Level 0 
  Universal 
  Minion mark FO 
  Level 1 
  Evocation 
  Wall of darkness 
  Transmutation 
  Augment Minion FO 
  Universal 
  Minion brand FO 
  Level 2 
  Enchantment 
  Minion courier FO 
  Necromancy 
  Defile air FO 
  Defile earth FO 
  Defile fire FO 
  Defile water FO 
  Dream thief FO 
  Transmutation 
  Venom focus 
  Level 3 
  Conjuration 
  Swarm boils FO 
  Divination 
  Body of eyes FO 
  Enchantment 
  Mark of ignorance 
  Evocation 
  Minion sending 
  Necromancy 
  Dispel minions 
  Level 4 
  Enchantment 
  Aria of insanity FO 
  Evocation 
  Bolt of slime FO 
  Transmutation 
  Spider climb, greater 
  Level 5 
  Necromancy 
  Master’s salvation FO 
  Transmutation 
  Touch of madness FO 
  Touch of slime FO 
  Level 7 
  Necromancy 
  Immediate possession FO 
  Level 9 
  Necromancy 
  Immediate possession, greater FO 
  WITCH 
  Level 0 
  Minion mark FO 
  Level 1 
  Augment Minion FO 
  Minion brand FO 
  Slicing brambles 
  Level 2 
  Defile air FO 
  Defile earth FO 
  Defile fire FO 
  Defile water FO 
  Dream thief FO 
  Venom focus 
  Viper strike 
  Level 4 
  Spider climb, greater 
  Swarm boils FO 
  Level 5 
  Master’s salvation FO 
  Touch of slime FO 
  
   
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  ARIA OF INSANITY 
  School enchantment [First Ones, Mind-Affecting]; 
  Level bard 3, sorcerer/ wizard 4 
  Casting Time 1 full round 
  Component V 
  Range Close (25 ft. +5 ft./ 2 levels) 
  Target One creature 
  Duration 1 day/level 
  Saving 
  Throw 
  Will 
  negates, 
  see 
  text; 
  Spell 
  Resistance Yes 
  An aria of insanity is a specialized curse. The caster 
  whistles or otherwise intones a brief piece of 
  music. The spell embeds that tune into the target's 
  mind, where it continues to play, over and over 
  again, in perpetual repetition, never ceasing.  
  If the creature fails the Will save to resist the spell, the 
  aria is implanted. While under the effects of the 
  spell, the creature is considered to be "distracted by 
  a non-damaging spell," requiring a Concentration 
  check against the save DC of the aria to cast spells 
  or undertake any sort of complex action.  
  The creature also has difficulty sleeping, requiring 
  twice the normal amount of rest to recover hit 
  points and prepare spells. After two days under 
  the spell's effects, the victim is fatigued. After five 
  days, the victim is exhausted.  
  AUGMENT MINION 
  School transmutation [First Ones, polymorph]; Level 
  cleric 1, sorcerer/ wizard 1, witch 1 
  Casting Time 1 standard action 
  Component V, S 
  Range Touch 
  Target One minion touched 
  Duration 1 round/ level 
  Saving Throw None; Spell Resistance No 
  When cast on a creature you have marked with a 
  minion mark spell, all of the target’s natural attacks 
  deal damage as if they were one size category 
  larger. 
  A 
  skythian’s 
  bone 
  razor 
  ability 
  is 
  augmented with this spell. 
  BODY OF EYES 
  School divination [First Ones]; Level cleric 3, 
  sorcerer/ wizard 3 
  Casting Time 1 standard action 
  Component V, S, DF/M (a chameleon eye) 
  Range you 
  Duration 1 minute / level (D) 
  Saving Throw none; Spell Resistance no 
  Body of eyes covers the caster's body with eyes 
  granting it 360 degree vision. This gives the caster 
  the benefits of the uncanny dodge ability (as 
  barbarian). If the caster already has the uncanny 
  dodge ability, he instead gains the improved 
  uncanny dodge ability. It is not possible to close 
  one's eyes or avert gaze while under the effect of 
  this spell. 
  BOLT OF SLIME 
  School evocation [acid, fire, First One]; Level 
  sorcerer/ wizard 4 
  Components V, S, M (bit of ooze) 
  Casting Time 1 standard action 
  Range Long (400 ft. + 40 ft./level) 
  Area 20-ft. radius spread 
  Duration Instantaneous 
  Saving Throw Reflex half; Spell Resistance yes 
  Throwing a ball of gunk, goop or other protoplasmic 
  material at a target, the caster causes a ball of slime 
  to explode in all directions. The slime is not alive 
  but has the heat and consistency of molten lead. 
  The slimeball does 1d6 points of fire damage per 
  caster level (maximum 10d6). 
  Each round after the first, up to 1 round per five 
  caster levels (maximum 4 rounds at caster level 
  20th), the slimeball begins to eat through flesh 
  dealing 2d6 points of acid damage to the affected 
  creature. A successful Reflex save halves the initial 
  damage and avoids the secondary damage. 
  DEFILE AIR 
  School necromancy [evil, First Ones]; Level cleric 2, 
  sorcerer/ wizard 2, witch 2 
  Casting Time 1 standard action 
  Component V, S 
  Range Medium (100ft. + 10ft/level) 
  Area 10-ft radius of air 
  Duration 1 round/level (D) 
  Saving Throw Fortitude half; Spell Resistance Yes 
  The air in the area fills with dark energy. The area is 
  visible but does not provide concealment.  
  Entering or touching the area with exposed flesh 
  causes 1d6 points of negative energy damage per 
  round, as long as contact is maintained. Creatures 
  with the air subtype take 1d6 per two caster levels 
  per round (maximum of 10d6 at level 20). 
  DEFILE EARTH 
  School necromancy [evil, First Ones]; Level cleric 2, 
  sorcerer/ wizard 2, witch 2 
  Casting Time 1 standard action 
  Component V, S 
  Range Medium (100ft. + 10ft/level) 
  Area 10-ft radius of earth or stone 
  Duration 1 round/level (D) 
  Saving Throw Fortitude half; Spell Resistance Yes 
  The earth and stone in the area fills with dark energy. 
  The area is visible but does not provide 
  concealment.  
  Entering or touching the area with exposed flesh 
  causes 1d6 points of negative energy damage per 
  round, as long as contact is maintained. Creatures 
  
   
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  with the earth subtype take 1d6 per two caster 
  levels per round (maximum of 10d6 at level 20). 
  DEFILE FLAME 
  School necromancy [evil, First Ones]; Level cleric 2, 
  sorcerer/ wizard 2, witch 2 
  Casting Time 1 standard action 
  Component V, S 
  Range Medium (100ft. + 10ft/level) 
  Area 10-ft radius of fire 
  Duration 1 round/level (D) 
  Saving Throw Fortitude half; Spell Resistance Yes 
  Flames in the area fill with dark energy. The area is 
  visible but does not provide concealment. 
  Entering or touching the area with exposed flesh 
  causes 1d6 points of negative energy damage per 
  round, as long as contact is maintained. Creatures 
  with the fire subtype take 1d6 per two caster levels 
  per round (maximum of 10d6 at level 20). 
  DEFILE WATER 
  School necromancy [evil, First Ones]; Level cleric 2, 
  sorcerer/ wizard 2, witch 2 
  Casting Time 1 standard action 
  Component V, S 
  Range Medium (100ft. + 10ft/level) 
  Area 10-ft radius of water 
  Duration 1 round/level (D) 
  Saving Throw Fortitude half; Spell Resistance Yes 
  Water in the area fills with dark energy. The area is 
  visible but does not provide concealment. 
  Entering or touching the area with exposed flesh 
  causes 1d6 points of negative energy damage per 
  round, as long as contact is maintained. Creatures 
  with the water subtype take 1d6 per two caster 
  levels per round (maximum of 10d6 at level 20). 
  DISPEL MINIONS 
  School necromancy; Level bard 2, cleric 3, sorcerer/ 
  wizard 3 
  Casting Time 1 standard action 
  Components S, V, F/DF 
  Range you 
  Area burst with diameter of 100ft. + 10ft./level 
  Target all minion corpses in range 
  Duration Instantaneous 
  Saving Throw Will (harmless); Spell Resistance Yes 
  (harmless) 
  This spell is one of the main reasons the First Ones 
  have managed to remain undetected for such a 
  long time. This spell destroys the bodies of any 
  dead creatures marked by the minion mark spell of 
  the caster. Bodies turn into vile smelling ooze that 
  dries within a minute. All the equipment remains, 
  but the bodies disappear. 
  DREAM THIEF 
  School necromancy (evil, First One); Level cleric 2, 
  sorcerer/ wizard 2, witch 2 
  Components V, S 
  Casting Time 1 minute 
  Range Medium (100 ft. + 10 ft./level) 
  Target One creature 
  Duration 1 day/ level (D) 
  Saving Throw Will negates; Spell Resistance Yes 
  This spell steals the dreams from the subject’s mind 
  each time he sleeps. So long as the subject is 
  affected by this spell, he does not gain the benefits 
  of a good night’s sleep. That is, the subject does not 
  regain hit points or heal ability damage, arcane 
  casters do not regain lost spells, and the target is 
  fatigued. Creatures that do not sleep (such as 
  undead and constructs) cannot be affected by this 
  spell. The effective penalty to ability scores does 
  not stack from day to day.  
  The subject gets a new saving throw every night. 
  Remove curse automatically dispels dream thief. 
  IMMEDIATE POSSESSION 
  School necromancy [evil, First Ones]; Level cleric 7, 
  sorcerer/wizard 7 
  Casting Time 1 standard action 
  Components V 
  Range close (25ft. + 5ft. / 2 levels) 
  Target one creature of the First One subtype per level 
  Duration Permanent 
  Saving Throw Will negates; Spell Resistance Yes 
  This spell works in a manner similar to a magic jar 
  spell, except that it can be used only on creatures 
  of the First One subtype and it requires only that a 
  suitable target be present. If a target fails its saving 
  throw, the target is taken over and is transformed 
  immediately into the caster. The caster takes a 
  negative for each HD or level the target possessed.  
  The soul of the previous owner is destroyed and can 
  only be retrieved with a wish or miracle. 
  The caster gets the choice of which creature it affects 
  first. If there are eligible target in range, randomly 
  determine who is possessed. 
  IMMEDIATE POSSESSION, GREATER 
  School necromancy [evil, First Ones]; Level cleric 9, 
  sorcerer/wizard 9 
  Casting Time 1 immediate action 
  Range long (400ft. + 40ft. / level) 
  This spell works like an immediate possession spell 
  except as noted above. 
  MARK OF IGNORANCE 
  School enchantment [evil, mind-affecting]; Level 
  bard 2, cleric 3, sorcerer/ wizard 3 
  Casting Time 1 standard action 
  Components V 
  Range close (25ft. + 5ft. per 2 caster levels) 
  Target one intelligent living creature 
  Duration 1 hour / level 
  Saving Throw Will negates; Spell Resistance yes 
  
   
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  When this spell is cast, the target is unable to speak 
  to, look at, think about or disturb the caster 
  through direct or indirect means. If somehow 
  forced of compelled to do so, the target is wracked 
  in pain and is nauseated.  
  MASTER’S SALVATION 
  School necromancy [First Ones]; Level cleric 5, 
  sorcerer/ wizard 5, witch 5 
  Casting Time 1 standard action 
  Components S, V, F/DF 
  Range touch, see text 
  Target one of your living minions 
  Duration permanent until discharged (D) 
  Saving Throw none; Spell Resistance no 
  This spell is similar to a contigency spell. If the caster 
  is the target of an attack, he may, as an immediate 
  action, transfer the damage to one of his minions 
  within 5 feet per level of the caster. This transfer 
  happens after any saves and resistance are applied. 
  The caster must have line of sight to the minion to 
  use this. Any damage beyond that which kills the 
  minion is wasted and lost. A master may only have 
  a number of master’s salvations active equal to its 
  spellcasting ability (Intelligence for wizards and 
  witches, Wisdom for cleric, Charisma 
  for 
  oracles and sorcerers). 
  MINION COURIER 
  School 
  enchantment 
  [Mind-
  Affecting]; Level bard 2, cleric 2, 
  sorcerer/ wizard 2, witch 2 
  Casting Time 1 full round 
  Components S, V, F/DF 
  Range touch 
  Target one of your living minions 
  Duration 1 day/ level (D) 
  Saving Throw none; Spell Resistance no 
  You can hide a message of twenty five words plus 
  one word/ caster level in the target’s subconscious 
  mind. The target does not remember the message 
  until 
  a 
  pre-determined 
  command 
  word 
  or 
  condition is met. Then the minion recites the 
  message word for word, even if he does not speak 
  the language the message is in. Once the message 
  is delivered, the target remembers nothing of the 
  message. 
  MINION BRAND 
  School universal [First Ones]; Level bard 1, cleric 1, 
  sorcerer/ wizard 1, witch 1 
  Casting Time 1 minute 
  Components S, V, F/DF 
  Range one living creature 
  Target one creature 
  Duration Instantaneous 
  Saving 
  Throw 
  Will 
  negates, 
  see 
  text; 
  Spell 
  Resistance yes 
  This spell allows a First One to brand someone as a 
  one of their minions, like a minion mark spell. 
  However, the casting of the spell involves scarring 
  the target. This minion (willing or not) takes 1 
  point of damage – this damage cannot be saved 
  from. Once the mark is implanted, removing it 
  requires a break enchantment or remove curse. It can 
  also be removed by more traditional means, with 
  the target taking 1d4 points of Charisma 
  damage. 
  MINION MARK 
  School universal [First Ones]; Level 
  bard 0, cleric (First One Pantheon) 
  0, sorcerer/ wizard 0, witch 0 
  Casting Time 1 minute 
  Components S, V, F/DF 
  Range willing living creature 
  Duration Instantaneous, see text 
  Saving 
  Throw 
  none; 
  Spell 
  Resistance no 
  A minion mark spells allows the 
  First Ones to magically mark a 
  willing target as one of its own 
  minions in a manner similar to an 
  arcane mark. A minion mark can be 
  revealed the same way as an arcane 
  mark. Using a read magic reveals the 
  words “I belong to [name]”. 
  A creature may only have one minion 
  mark at a time. A subsequent casting 
  returns the mark, until the master 
  
   
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  dispels the mark or dies. 
  MINION SENDING 
  School evocation; Level cleric 3, sorcerer/ wizard 4 
  Casting Time 1 full round 
  Component V, S 
  Range See text 
  Target One creature 
  Duration 1 round (see text) 
  Saving Throw None; Spell Resistance No 
  As sending, except that you can simultaneously send 
  the same message to any and all creatures 
  currently your minion mark. You may exclude any 
  minion you want. 
  SLICING BRAMBLES 
  School transmutation; Level druid 1, witch 1Casting 
  Time 1 standard action 
  Component V, S 
  Area plants in a 20-ft.-radius spread 
  Range Medium (100ft. + 10ft./ caster level) 
  Duration 1 round/ level (D) 
  Saving Throw Reflex half, see text; Spell Resistance 
  no 
  This spell causes tall grass, weeds and other plants to 
  grow stiff thorns and razor-sharp, cutting every 
  creature passing through. Any creature moving 
  through the area takes 1d6 points of slashing 
  damage per two caster levels (to a maximum of 
  5d6 at level 10). A Reflex save halves the damage. 
  SPIDER CLIMB, GREATER 
  School transmutation; Level druid 4, sorcerer/ 
  wizard 4, witch 4 
  Casting Time 1 standard action 
  Component V, S, M (a spider's leg) 
  Range Touch 
  Target Creature touched 
  Duration 10 minute/ level (D) 
  Saving Throw Will negates (harmless); 
  Spell 
  Resistance yes (harmless) 
  This spell acts like spider climb, but four spiderlike 
  limbs sprout from the target, allowing a target to 
  climb leaving his hands free to carry objects or cast 
  spells. A target can use the run action while 
  climbing and under the effects of this spell. 
  SWARM BOILS 
  School conjuration [summoning, First Ones]; Level 
  cleric 3, sorcerer/ wizard 3, witch 3 
  Casting Time 1 standard action 
  Component V, S, M (a spider's leg) 
  Range close (25ft. + 5ft./ 2 caster levels) 
  Target one living target 
  Duration Instantaneous, see text 
  Saving Throw Fortitude partial, see text; Spell 
  Resistance yes 
  This spell causes the target’s skin to erupt in vile boils 
  from which thousands of spiders erupts forming 
  into a swarm of tiny spiders. Unlike the summon 
  swarm spell, these spiders are under the control of 
  the caster. 
  The boils cause 1d6 points of damage per two caster 
  levels (maximum of 10d6) as the spiders burst 
  from the boils. A successful fortitude save halves 
  that damage. 
  TOUCH OF MADNESS 
  School Enchantment [Compulsion, First Ones, Mind-
  Affecting]; Level cleric 5, sorcerer/ wizard 5 
  Casting Time 1 standard action 
  Component V, S 
  Target Creature touched 
  Duration Permanent (D) 
  Saving Throw Will negates; Spell Resistance Yes 
  As insanity, except the caster must make a successful 
  touch attack against the target.  
  TOUCH OF SLIME 
  School transmutation [First Ones]; Level cleric 5, 
  sorcerer/ wizard 5, witch 5 
  Casting Time 1 standard action 
  Component V, S, DF 
  Range touch 
  Target creature touched 
  Duration instantaneous, see text 
  Saving Throw Fortitude partial; Spell Resistance yes 
  Upon a successful touch attack, the target’s flesh 
  begins to turn into slime. On a successful Fortitude 
  save, the target takes 1d4 points of Constitution 
  damage, and the spell ends.  
  If the save is failed, the target takes 1d4 points of 
  Constitution damage, and the target continues to 
  make the save every round until it succeeds or its 
  Constitution reaches 0, , taking an additional 1d4 
  points of Constitution damage each round of a 
  failed save. Every failed saving throw also lower a 
  creature’s natural armor by one (minimum 0). 
  A creature whose Constitution score reaches 0 is 
  turned into an arcaneslime. 
  VENOM FOCUS 
  School transmutation; Level cleric 2, druid 2, 
  sorcerer/ wizard 2, witch 2 
  Casting Time 1 standard action 
  Component V, S, DF 
  Range touch 
  Target creature touched 
  Duration 1 minute/ level (D) 
  Saving Throw Fortitude negates (harmless); Spell 
  Resistance Yes (harmless) 
  When cast, the target creature's natural poison  
  damage dice increases by one type, using the same 
  chart as a weapon growing one size. This spell 
  would work on a spider's venom, but not an iron 
  cobra. It has no effect on poison spells or any 
  
   
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  poison effect that is not naturally produced by the 
  target.  
  VIPER STRIKE 
  School transmutation; Level druid 2, witch 2 
  Casting Time 1 standard action 
  Component V, S, DF 
  Target self 
  Duration 1 round/ level (D) 
  Saving Throw none; Spell Resistance no 
  This spell transforms one arm of the caster into a 
  serpentine tentacle with a viper’s head. The attack 
  deals 1d4 per two caster levels (to a maximum of 
  5d4 at level 10). The viper is considered a light 
  natural weapon. 
  At caster level 7, the viper gains a reach of 10 feet. At 
  caster level 11, the reach increases to 15 feet. 
  If the caster casts a poison spell, each attack with the 
  viper strike may deliver the poison.  
  WALL OF DARKNESS 
  School evocation [shadow]; Level sorcerer/ wizard 1 
  Casting Time 1 standard action 
  Component V, S 
  Effect a plane made of shadow, up to one 10ft. 
  square/level, or an hemisphere of shadow up to 
  3ft. +1ft./ level 
  Duration 1 minute/ level (D) 
  Saving Throw none; Spell Resistance no 
  This spell creates an opaque wall of darkness (as 
  darkness spell). The wall blocks line of sight, but not 
  line of effect. It otherwise behaves like a darkness 
  spell. The wall for not need to be anchored and can 
  be created in any direction, from vertical to 
  horizontal. 
  WORD OF KHAYNE 
  School 
  illusion 
  [First 
  Ones]; 
  Level 
  cleric 
  9, 
  sorcerer/wizard 9, witch 9 
  Casting Time 1 standard action 
  Components V 
  Range close (25ft. + 5ft. / 2 levels) 
  Target all First Ones in a circle with a radius of 100ft. 
  / level. 
  Duration Permanent, until discharged 
  Saving Throw Will, see text; Spell Resistance Yes 
  This powerful spell is often cast by extremely 
  powerful First Ones as a means of forcing their 
  subordinates to keep their secrets. The caster 
  stipulates a condition, like a contingency spell, and 
  when that condition happens, the target becomes 
  the victim of a heightened phantasmal killer spell (as a 
  level 7 spell). If the target resists the phantasmal 
  killer effect, the spell is discharged for that person 
  only. 
  Attempts have been made to affect non-worshippers 
  but such attempts have not been successful. 
  The effect is known to trigger if it is the target of a 
  dispelling attempt. 
  ZONE OF SLAUGHTER  
  School transmutation; Level cleric 5 
  Casting Time 1 standard action 
  Component V, S, DF 
  Range Touch 
  Area 30ft. radius emanation centered around you 
  Duration 1 minute/ level 
  Saving Throw none; Spell Resistance no 
  Upon casting this spell, every melee weapon used in 
  the area automatically confirms any critical threats 
  rolled. There is no way to exclude anyone in the 
  area. Also any living creature in the area cannot 
  stabilize on its own, however magic healing or a 
  successful 
  Heal check work normally. 
  
   
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  NEW MONSTERS
  NEW RULES 
  First One Subtype 
  Creatures with this subtype have the 
  following common traits and abilities. 
   
  Darkvision 60 feet. 
   
  Belong to the First Ones’ forces and 
  treated as such by others. 
   
  May breed with other First Ones 
  FIRST 
  ONE 
  SPAWN (CR +1) 
  The First Ones created a 
  number of creatures to serve 
  them, but they also modified a 
  number of others. Many of these 
  greatly deformed creatures are known 
  simply 
  as 
  “First 
  One 
  Spawn”. 
  These 
  creatures are usually dumb, stupid and 
  extremely hungry.  
  Creating a First One 
  Spawn 
  “First One Spawn” is an acquired 
  template that can be added to any living, 
  corporeal creature.  
  Rebuild: CR +1; Alignment shifts to evil; gain 
  the First Ones subtype; Senses: darkvision 
  30ft.; AC +1 natural; Melee gain two claws 
  as primary attack, if the creature already 
  has claw attacks, gain the Improved 
  Natural Attack (claws) as a bonus feat; 
  Abilities: Str +4, Con +2, Int -4 (min 1), 
  Wis -2 (min 1); Language gain Exodite 
  as a bonus language, creatures that 
  have no language do not gain the 
  ability to speak; Special Ability: 
  Create Spawn. 
  Create Spawn: A First One spawn that 
  breeds with a creature of the original 
  type produces children with this 
  template. 
  
   
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  ARAKNID 
  This spider’s lower belly ends in a barbed stinger 
  oozing with venom. Its eight eyes stare malevolently. 
  ARAKNID 
  CR 12 
  CE Large monstrous humanoid (First One) 
  Init +0; Senses darkvision 60ft.; Perception +9 
  DEFENSE 
  AC 20, touch 14, flat-footed 20 (+6 natural, -1 size); 
  hp 168 (16d10+80) 
  Fort +10, Ref +10, Will +11; +15 vs. fear 
  Defensive abilities uncanny dodge; Immune web 
  effects 
  OFFENSE 
  Speed 30 ft.; climb 30ft. 
  Melee two claws +22 (2d6+9/ 19-20) and bite +19 
  (1d8+6 plus poison) and sting +19 (1d6+6 plus 
  poison) 
  Space 10ft.; Reach 10ft. 
  Special Attacks web (+15 ranged, DC 23, 16hp) 
  Spell-Like Abilities (CL 16th; concentration +17) 
  At-will – spider climb 
  STATISTICS 
  Str 23, Dex 10, Con 20, Int 5, Wis 12, Cha 12 
  Base Atk +16; CMB +23; CMD 33 
  Feats Ability Focus (sting poison), Improved Critical 
  (claws) 
  Improved 
  Natural 
  Attack 
  (claws), 
  Multiattack, Poisonous Bite*, Weapon Focus 
  (claws) 
  Skills Climb +14, Perception +9, Stealth +15; Racial 
  Modifiers +8 Climb, +8 Perception 
  Languages Exodite 
  ECOLOGY 
  Environment: Any underground 
  Organization: solitary, pair or swarm (2-10) 
  Treasure standard 
  SPECIAL ABILITIES 
  Poison (Ex) Bite or String—injury; save Fort DC 23; 
  frequency 1/round for 10 rounds; effect 1d4 Str and 
  dazed for one round; cure 2 consecutive saves. The 
  save DC is Constitution based. 
  Spider Empathy (Ex) This ability functions as the 
  druid's wild empathy, save that an Aneishi can 
  only use this ability on spiders. An Aneishi gains a 
  +4 racial bonus on this check. 
  Araknid serve other First Ones as guards 
  and heavy infantry. They are not very bright so 
  they are usually placed under the command of a 
  group of officers who make sure they follow 
  orders. 
  ARCANESLIME 
  The ooze glows with a magical rainbow-colored 
  hue. 
  ARCANESLIME 
  CR 4 
  N Medium ooze 
  Init -5; Senses Blindsight 120ft.; Perception -5 
  DEFENSE 
  AC 5, touch 5, flat-footed 5 (-5 Dex) 
  hp 50 (4d8+32) 
  Fort +9, Ref -4, Will -4 
  Immune acid 
  OFFENSE 
  Speed 10 ft. 
  Melee slam +6 (1d6+4 plus 1d6 acid plus pull) 
  Special Attack acid splashback, poisonous fumes, 
  slime 
  Space 5ft.; Reach 5ft. 
  STATISTICS 
  Str 16, Dex 1, Con 26, Int -, Wis 1, Cha 1 
  Base Atk +3; CMB +6 (+8 pull); CMD 11 (can’t be 
  tripped) 
  SQ Collective sentience, infest 
  ECOLOGY 
  Environment: Koryth or underground 
  Organization: solitary or pair 
  Treasure none 
  SPECIAL ABITIES 
  Acid splashback (Ex) When an arcaneslime is hit by a 
  melee weapon, the attacker must make a DC17 
  Reflex save or take 1d6 points of acid damage. The 
  DC is Constitution-based. 
  Poisonous Fumes (Ex) Each opponent adjacent to an 
  arcaneslime must make a DC 17 Fortitude save or 
  be 
  sickened 
  for 
  one 
  minute. 
  The 
  DC 
  is 
  Constitution-based. 
  Slime (Ex) When a target is hit by an arcaneslime’s 
  slam attack, the target is covered with acidic slime 
  that automatically causes 1d6 acid damage each 
  round for 1d4 round. This damage attacks both the 
  target and its equipment (see Pathfinder RPG 
  Rulebook). 
  Arcaneslimes were first found on old magic-
  ravaged battlefields. Since then they have been 
  bred for study and are found in crypts and 
  caverns throughout the world. Scholars believe 
  arcaneslimes are magic-infused green slimes.  
  
   
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  MEDENITES  
  This humanoid creature looks grotesques and 
  deformed. It is covered with a layer of slime not 
  unlike mucus. The layers of hardened mucus on their 
  skin cracks as small spurts of slime ooze out and 
  reforms. 
  MEDENITE 
  CR 2 
  NE Medium aberration 
  Init +1; Senses darkvision 60ft.; Perception +7 
  DEFENSE 
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural) 
  hp 25 (3d8+12) 
  Fort +5, Ref +2, Will +4 
  OFFENSE 
  Speed 30ft. 
  Melee resin longsword +4 (1d8+3/ 19-20 plus psychic 
  strike) 
  Ranged shortbow +3 touch (1d6 /x3) 
  Special Attack psychic strike (DC11) 
  STATISTICS 
  Str 14, Dex 13, Con 16, Int 11, Wis 13, Cha 9 
  Base Atk +2; CMB +4; CMD 15 
  Feats Great FortitudeB, Stealthy, 
  Toughness 
  Skills Acrobatics +7, Climb +8, 
  Perception 
  +7, 
  Stealth 
  +7, 
  Survival +7 
  SQ resin weapons, vermin immunity 
  Languages Exodite 
  ECOLOGY 
  Environment: Underground 
  Organization: Solitary, pair or war 
  party (3-12 plus one barbarian or 
  ranger leader) 
  Treasure 
  resin 
  longsword, 
  short bow, 20 arrows 
  SPECIAL ABILITIES 
  Psychic Strike (Su) Targets 
  hit 
  by 
  a 
  medenite 
  wielding 
  a 
  melee 
  weapon, must make a 
  Will save DC 10 plus 
  half the medenites' hit 
  dice 
  plus 
  its 
  Wisdom 
  modifier 
  to 
  avoid 
  becoming shaken for one 
  round. 
  This 
  effect 
  functions 
  like 
  the 
  demoralize effect of the 
  Intimidate skill. 
  Resin weapons (Su) A medenite can spend an hour 
  to create a weapon out of his own resin. These 
  weapons must be covered with fresh slime every 
  hour or they break down. 
  Vermin Immunity (Su) Because of its slime coating, 
  medenites are not subject to damage from vermin 
  of size tiny or smaller – thus making them immune 
  to many swarms. 
  Medenites first came to Saggakar as part of 
  the First Ones’ armies. They are believed to be 
  ancestors to the skythians, but do not revel in 
  warfare or combat. Instead, they enjoy a lazy, 
  easy lifestyle. They enjoy living in areas other 
  races avoid. Thus, they occupy and set 
  themselves up as rulers of sewer systems or 
  particularly nasty swamps. 
  Medenite camps are often surrounded by 
  snares and traps composed of vile material or 
  made 
  to 
  attract 
  vermin. 
  They 
  live 
  in 
  underground chambers resembling palaces. 
  When called upon to assist their First One 
  masters, they always require payment in 
  services rather than money. They always do as 
  little as possible. However, their willingness to 
  go places few others will and their resistance to 
  diseases 
  and 
  toxins 
  make 
  them 
  highly 
  valuable 
  during 
  times 
  of 
  war.  
   
  
   
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  SHOGLETH 
  The man collapses to the ground, dissolving into 
  a roiling mass of toothed-maws, eyes and tentacles. 
  The creature roils and move about with a sickly, 
  squishing sound.  
  SHOGLETH 
  CR 4 
  CE 
  Large 
  outsider 
  (chaotic, 
  evil, 
  First 
  One, 
  shapeshifter) 
  Init +3; Senses darkvision 60ft., tremorsense 20ft.; 
  Perception +8 
  DEFENSE 
  AC 16, touch 12, flat-footed 13 (+3 Dex, +4 natural, -1 
  size) 
  hp 52 (5d8+30) 
  Fort +9, Ref +6, Will +6 
  Defensive Abilities ooze traits; SR 15 
  OFFENSE 
  Speed 30 ft. 
  Melee 1d6 bites +7 (1d6+3) 
  Space 10ft.; Reach 5ft. 
  STATISTICS 
  Str 16, Dex 16, Con 21, Int 9, Wis 10, Cha 13 
  Base Atk +5; CMB +9; CMD 22 (cannot be tripped)  
  Feats Iron Will, Lightning Reflexes, Toughness 
  Skills Acrobatics +11, Bluff +9, Climb +11, Disguise 
  +9, Stealth +11, Swim +11; Racial modifiers +4 
  Disguise 
  Languages Aklo, Undercommon 
  Special Abilities morphing 
  ECOLOGY 
  Environment: Any 
  Organization: solitary 
  Treasure 1,000gp in jewels 
  SPECIAL ABILITIES 
  Morphing (Su) A shogleth 
  may assume the shape 
  of 
  an 
  Medium 
  or 
  Large-sized 
  humanoid 
  or 
  monstrous 
  humanoid creature. 
  But 
  to 
  do 
  so 
  requires a lot of 
  concentration and 
  small 
  maws 
  and 
  tentacles 
  constantly 
  form on the skin. To spot 
  requires 
  a 
  DC 
  20 
  Perception check if the 
  shogleth is calm. The DC 
  drops to 10 if the shogleth is agitated or actively 
  doing something else. A shogleth can maintain this 
  form indefinitely, but reverts to their natural form 
  at the start of any combat. A Shoglet can return to 
  its true shape has a free action. While morphing, a 
  shogleth loses its ooze traits.  
  Shogleths are creatures created by the 
  crossbreeding of humanoid creatures with 
  shoggoths. They are a large mass of constantly 
  forming maws and tentacles. The breed is a 
  malevolent shape-shifting horror. Shogleths 
  serve under others, something they hate. 
  Shogleth have a great love for jewelry and 
  love to decorate their bodies with rings, 
  necklaces and bracelets they morph around all 
  the time. 
  The First Ones use shogleths to infiltrate 
  and spy on their enemies. Because of the 
  concentration that their morphing abilities 
  require, they rarely impersonate others. Rather, 
  they pass themselves off as nondescript peasant, 
  soldiers and warrior and spread terror by 
  morphing back into their own shapes. 
  
   
  Service Is Eternal 
   
  Page 44 
  NEW TRAPS 
  NEW TRAPS 
  Alchemist’s surprise 
  An alchemist’s surprise is a trap that uses 
  alchemist 
  fire 
  to 
  damage 
  unsuspecting 
  intruders. 
  ALCHEMIST’S SURPRISE 
  CR 1 
  Type mechanical; Perception DC 20; Disable Device 
  DC 20 
  EFFECTS 
  Trigger mechanical; Reset repair 
  Effect oil (Atk +10 ranged touch, no damage) and 
  alchemist fire (+10 ranged touch, one target, per 
  alchemist fire); multiple targets (all targets in a 10-
  ft. square area). Because of the splash effect, all 
  targets covered with oil take an additional 1d6 
  points of fire damage, but cannot catch fire. 
  Chamber of Madness 
  This room was not originally built as a trap, 
  but rather as a torture device. However, it has 
  since become a favorite among the elite. The 
  chamber 
  of 
  madness 
  is 
  now 
  used 
  as 
  entertainment. 
  First, a twenty-foot pit is dug under a room 
  where a gibbering mouther is placed. Then a 
  sturdy floor is built, with a grate or holes to 
  allow sound to pass through. Then fake traps 
  placed in the room above, such as spikes on the 
  ceiling, or a light water flow focus the attention 
  of the prospective trapsmith. 
  CHAMBER OF MADNESS 
  CR 3 (5) 
  Type mechanical; Perception DC 25; Disable Device 
  DC 25 
  EFFECTS 
  Trigger location; Reset repair 
  Effect all targets in the room, must make a DC 20 Will 
  save or suffer the effects of confusion for 1 round. 
  However, because of the acoustics, one does not 
  become accustomed to the gibbering mouther (see 
  Pathfinder RPG Bestiary). Slaying the mouther (CR 
  5) disables the trap.  
  Feeding Chamber 
  These traps were created by the First Ones 
  as a way to dispose of unwanted slaves. First 
  Ones love the humorous reference that a feeding 
  chamber is used to stop feeding a slave. Upon 
  entering the chamber, a stone door (the stone 
  door has a hardness 8 with 80 hit points) closes 
  shut. The room then fills with acid gas.  
  FEEDING CHAMBER  
  CR 8 
  Type mechanical; Perception DC 25; Disable Device 
  DC 25 
  EFFECTS 
  Trigger location; Reset automatic reset  
  Effect acid cloud (12d6 acid damage), DC 20 
  Fortitude half; multiple targets (all targets in a 10-
  ft. square area) 
  Flooding Portal 
  A flooding portal is a doorway behind 
  which is a large volume of water. When 
  designed on purpose, these portals are generally 
  used in tandem with pit traps. A flooding portal 
  leaves behind tiny puddles of water. 
  FLOODING PORTAL  
  CR 3 
  Type location (portal); Perception DC 20; Disable 
  Device DC 25 
  EFFECTS 
  Trigger location; Reset manual 
  Effect all targets in a 30ft. radius in front of the doors 
  are subject to a +20 bull rush attempt pushing 
  them away from the portal. 
  Rotting Portal 
  A rotting portal is not an immediately 
  threatening trap, but it destroys resources, and 
  wastes the time of opponents. 
  ROTTING PORTAL  
  CR 1 
  Type location (portal); Perception DC 20; Disable 
  Device DC 20 
  EFFECTS 
  Trigger location; Reset automatic 
  Bypass code word 
  Effect all targets passing through the portal sees all 
  non-magical food and water spoil and go bad. All 
  potions are allowed a single saving throw or spoil. 
  Slimed Floor 
  The First Ones are very fond of using this 
  type of trap as a method of alarm. Their guards 
  wait for someone to get stuck, move in as they 
  fight to break free. 
  SLIMED FLOOR  
  CR 1 
  Type mechanical; Perception DC 20; Disable Device 
  DC 20 
  EFFECTS 
  Trigger location; Reset automatic 
  
   
  Service Is Eternal 
   
  Page 45 
  Effect all targets stepping on a square covered with 
  slime sticks to it and cannot move, and gain the 
  entangled condition, the slime can be broken with 
  a DC15 Strength check; a Reflex DC20 avoids; 
  multiple targets (all targets in a 10-ft.-square area).  
  Spiked Floor 
  Spiked floors are a variation of the spike pit 
  trap. Here, spikes jet up from the floor on the 
  targets. 
  SPIKED FLOOR TRAP  
  CR 1 
  Type mechanical; Perception DC 20; Disable Device 
  DC 20 
  EFFECTS 
  Trigger location; Reset automatic 
  Effect spikes (Atk +10 melee, 1d4 spikes per target for 
  1d4 points of damage each); DC 15 Reflex avoids; 
  multiple targets (all targets in a 10-ft. square area) 
   
  
   
   
   
   
   
  We are the First Ones. 
  Lordship is our burden. 
  Obedience is our birthright. 
  Power is fickle. 
  Service is Eternal. 
   
  The First Ones, their names 
  conjures images of tyranny and 
  oppression. This book contains 
  all you need to add the First Ones 
  to your game.  
  Explore the dark minds of a 
  First One to discover who they are, 
  how they think, why they are that 
  way. Not only through their history, but 
  through a series of character concepts, 
  including concept twists. Discover the 
  religion of the Dark Gods, the relations of the First Ones with beings 
  from the multiverse.  
  Six type of First Ones, from the magic-obsessed Grexodite to the 
  demonic-infused netherlings to the mutated spiderlings 
  New class options, twenty new Feats, five new prestige classes, 
  twenty-eight new spells, four new horrible monsters, seven devilish 
  traps 
  Evil comes to the Pathfinder RPG.  
   
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/FOE/Tyrants of Saggakar - Service is Eternal .pdf