TEXT: Written by: Jason Stoffa   Art & Design by: Rick Hershey
  Edited by: Logan Foley   Published by: Fat Goblin Games
  Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/
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  ©2012 Fat Goblin Games. All rights reserved. www.fatgoblingames.com - Open Game Content: All material — including but not limited to art, place 
  and character names, character and setting descriptions, background, and new class descriptions—is Product Identity. All other content is considered 
  Open Game Content.
  APOSTLE
  Classifieds:
  To the common people it is often a mystery as to how God 
  works through mortal agents. The apostle is a member of the 
  clergy who has been gifted miraculous powers by The One True 
  God. In turn he has been deemed one of the chosen servants of 
  God within the lands of Vathak by the leaders of the great church. 
  Unlike most holy men that struggle through a lifetime of trials to 
  understand the meaning of their faith, the apostle did not choose 
  to follow God; instead, God has chosen him to be a messenger in 
  these dark times. These divine agents are granted their abilities 
  without choice, selected by The One True God to wield an inner 
  fire that even they do not fully understand. Unlike a cleric, who 
  draws divine magic through a lifetime of devotion, apostles garner 
  strength and power directly from a deity which has selected them 
  to serve as a worthy vessel for their power.
  Role: Apostles within Vathak are delivered their divine 
  powers to combat a rising darkness which threatens to engulf all 
  things. As mentioned above, those chosen to receive these divine 
  gifts are far from deserving . These individuals are typically no 
  more than common thieves, murderers, or worse. When asked 
  of how they discovered the presence of their powers, these 
  individuals often recall that they were struck down by The One 
  True God before they were able to commit a sin which would have 
  labeled them as lost souls by the doctrines of God. During this 
  time they describe being afflicted with intense visions of eldritch 
  
  horrors rising from the broken earth to consume and warp flesh, 
  creatures whose sole goal was to destroy all that remains of the 
  light.  It was, as many say, a chance for redemption that could not 
  be refused.
  Alignment: Lawful Good
  Hit Dice: d8
  CLASS SKILLS
  The apostle’s class skills are Craft (Int), Diplomacy (Cha), 
  Heal (Wis), Knowledge (history) (Int), Knowledge (planes) 
  (Int), Knowledge (religion) (Int), Linguistics (Int), Profession 
  (Wis), Sense Motive (Wis), and Spellcraft (Int).
  Skill Ranks per level: 2 + Int modifier.
  CLASS FEATURES
  The following are the class features of the Apostle.
  Weapon and Armor Proficiency: Apostles are proficient 
  with all simple and martial weapons, light armor, medium armor 
  and shields (except tower shields).
  Spells: An apostle casts divine spells which are drawn from 
  the inquisitor spell list. His alignment, however, may restrict 
  him from casting certain spells opposed to his moral or ethical 
  beliefs. An apostle must choose and prepare his spells in advance. 
  To prepare or cast a spell, an apostle must have a Wisdom score 
  equal to at least 10 + the spell level. The Difficulty Class for a 
  saving throw against an apostle’s spell is 10 + the spell level + the 
  apostle’s Wisdom modifier. Like other spellcasters, an apostle 
  can cast only a certain number of spells of each spell level per day. 
  His base daily spell allotment is given on the Apostle  Spells Per 
  Day Table. In addition, he receives additional bonus spells per 
  day if he has a high Wisdom score.
  Domains: All apostles within the setting of Shadows over 
  Vathak follow the church of the One True God and must adhere 
  to the stringent restriction of the imposed alignment of Lawful 
  Neutral. The following rules regarding the choice of alternate 
  domains can be used if a game master wishes to use the apostle 
  character class within a game outside of Shadows over Vathak. 
  An apostle’s deity influences his alignment, what magic he can 
  perform, his values, and how others see him. An apostle chooses 
  one domain from among those belonging to his deity. An apostle 
  can select an alignment domain (Chaos, Evil, Good, or Lawful) 
  only if his alignment matches that domain. The domain grants 
  a number of domain powers, dependent upon the level of the 
  apostle, as well as a number of bonus spells. An apostle gains 
  one domain spell slot for each level of apostle spell he can cast, 
  from 1st on up. Each day, an apostle can prepare one of the spells 
  from his domain in that slot.  Domain spells cannot be used to 
  cast spells spontaneously. In addition, an apostle gains the listed 
  powers from his domain, if he is of a high enough level. Unless 
  otherwise noted, using a domain power is a standard action. 
  Orisons: Apostles can prepare a number of orisons, or 
  0-level spells, each day. These spells are cast like any other spell, 
  but they are not expended when cast and may be used again.
  Prayers: Each apostle draws upon a divine being to grant his 
  powers. At first level the apostle gains the ability to use prayers. 
  Like his divine spells an apostle must choose and prepare his 
  prayers in advance. An apostle gains the use of one lesser prayer 
  upon taking his first level and again each level indicated. Unlike 
  most spell-like-abilities prayers have only a verbal component and 
  so cannot be used if the Apostle is unable to speak for any reason. 
  There are four types of prayers (Lesser, Moderate, Greater, and 
  True Prayer), an apostle may not make use of prayers from a 
  given type until he acquires the appropriate level. The DC for 
  any prayer is a Will save (DC 10 + 1/2 the Apostle’s level + the 
  Apostle’s Cha modifier). The number listed beside each prayer 
  are the total number of times that an apostle may make use of that 
  particular prayer type per day. While the apostle gains access 
  to any prayer of a type he may make use of, he must choose and 
  prepare his prayers in advance. Like his cleric spells, an apostle 
  must have a full nights rest to regain his uses of the prayer ability.
  Hymns (Su): The apostle can use this ability to help 
  companions and allies, or to use the word of the One True God 
  as a weapon to hinder his enemies. It is through these verbal 
  proclamations of faith that his god grants boons and power to his 
  chosen servant and any who lend an ear to his messages.  Divine 
  Hymns create magical effects on those around him, including 
  himself if desired. The apostle gains the ability to use hymns a 
  number of rounds equal to 3 + his Charisma modifier. At each 
  level after 1st an apostle can use Divine Hymn for an additional 
  1 round per day. Each round, the apostle can produce any one 
  of the types of Divine Hymn that he knows, as indicated by his 
  level. Starting a Divine Hymn is a standard action, but it can 
  be maintained each round as a free action. Changing a Divine 
  Hymn from one effect to another requires the apostle to stop 
  the previous Hymn and start a new one as a standard action. A 
  Divine Hymn ends immediately if the apostle is killed, paralyzed, 
  stunned, knocked unconscious, unable to speak or otherwise 
  prevented from taking a free action to maintain it each round. An 
  apostle cannot have more than one hymn in effect at one time.
  Divine Hymn (Sp): A 1st-level apostle can inspire his allies 
  through his devotion, bolstering them in combat for a cause 
  deemed worthy by the will of his god. To be affected, an ally 
  must be within 30ft of the apostle and be able to able to hear 
  the apostle’s hymn. An affected ally receives a +1 competence 
  bonus on attack and weapon damage rolls. At 5th level, and every 
  five apostle levels thereafter, this bonus increases by +1, to a 
  maximum of +5 at 20th level. Divine hymn is a mind-affecting 
  ability.
  Healing Hymn (Sp): An apostle’s prayers are devout and 
  through his unyielding faith, he is able to modify the effects of 
  
  any one item, spell, or spell-like-ability that restores hit points. 
  In addition to the healing offered by the above mentioned source, 
  the effects of the healing are increased by +1 point per apostle 
  level. 
  Hymn of Sermon (Su): Upon reaching 4th level the apostle 
  gains the ability to deliver a verbal message, speech, or sermon 
  that any creature will hear in their own native language (the 
  apostle gains the effects of a Tongues spell). Only creatures 
  within 90 feet, able to see and hear the apostle are affected 
  by this hymn. For every three levels the apostle has attained 
  beyond 1st, he can target one additional creature with this 
  hymn. Each creature within range receives a Will save (DC 10 
  + 1/2 the apostle’s level + the apostle’s Cha modifier) to negate 
  the effect. If a creature’s saving throw succeeds, that creature 
  become immune to the apostle’s sermon ability for 24 hours. If 
  its saving throw fails, the creature stops its actions and become 
  held in place by the conviction of the apostle’s words for as long 
  as the apostle continues to maintain the sermon it and becomes 
  fascinated. While fascinated, a target takes a –4 penalty on all 
  skill checks made as reactions, such as Perception checks and 
  THE APOSTLE
  Level
   BAB
  Fort
   Ref
   Will
   Special
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  1st 
  +0 
  +2
   +0
   +2
  Divine Hymn Lesser Prayer 1/day
  4
  2+1
  —
  —
  —
  —
  —
  2nd 
  +1
   +3
   +0
   +3
   Healing Hymn
  5
  3+1
  —
  —
  —
  —
  —
  3rd 
  +2 
  +3 
  +1
   +3
   Lesser Prayer 2/day
  6
  4+1
  —
  —
  —
  —
  —
  4th
   +3
   +4
   +1
   +4
   Hymn of Sermon
  6
  4+1
  2+1
  —
  —
  —
  —
  5th 
  +3 
  +4 
  +1 
  +4
   Lesser Prayer 3/day
  6
  4+1
  3+1
  —
  —
  —
  —
  4th
   +4
   +5
   +2
   +5 Hymn of Sanctuary
  6
  4+1
  4+1
  —
  —
  —
  —
  7th 
  +5 
  +5 
  +2 
  +5
   Moderate Prayer 1/day
  6
  5+1
  4+1
  2+1
  —
  —
  —
  8th 
  +6/+1
   +6
   +2
   +6 Vengeful Hymn
  6
  5+1
  4+1
  3+1
  —
  —
  —
  9th 
  +6/+1 
  +6 
  +3 
  +6 
  Moderate Prayer 2/day
  6
  5+1
  4+1
  4+1
  —
  —
  —
  10th
   +7/+2
   +7
   +3
   +7
   Commune
  6
  5+1
  5+1
  4+1
  2+1
  —
  —
  11th 
  +8/+3 
  +7 
  +3 
  +7
   Moderate Prayer 3/day
  6
  6+1
  5+1
  4+1
  3+1
  —
  —
  12th 
  +9/+4
   +8
   +4 
  +8
   Holy Incantation
  6
  6+1
  5+1
  4+1
  4+1
  —
  —
  13th 
  +9/+4 
  +8 
  +4 
  +8
   Greater Prayer 1/day
  6
  6+1
  5+1
  5+1
  4+1
  2+1
  —
  14th 
  +10/+5
   +9
   +4
   +9
   Hymn of Revelation
  6
  6+1
  6+1
  5+1
  4+1
  3+1
  —
  15th 
  +11/+6/+1 
  +9 
  +5 
  +9
   Greater Prayer 2/day
  6
  6+1
  6+1
  5+1
  4+1
  4+1
  —
  16th 
  +12/+7/+2
   +10
   +5 
  +10  Consuming Hymn
  6
  6+1
  6+1
  5+1
  5+1
  4+1
  2+1
  17th 
  +12/+7/+2 
  +10 
  +5 
  +10  Greater Prayer 3/day
  6
  6+1
  6+1
  6+1
  5+1
  4+1
  3+1
  18th 
  +13/+8/+3
   +11
   +6 
  +11
   Cause of Righteousness
  6
  6+1
  6+1
  6+1
  5+1
  4+1
  4+1
  19th 
  +14/+9/+4 
  +11 
  +6 
  +11
   True Prayer 1/day
  6
  6+1
  6+1
  6+1
  5+1
  5+1
  4+1
  20th 
  +15/+10/+5
   +12
   +6 
  +12 Revelation of Heaven
  6
  6+1
  6+1
  6+1
  6+1
  5+1
  5+1
  is flatfooted until the sermon ends. Any potential threat to the 
  target allows the target to make a new saving throw against the 
  effect. Any obvious threat, such as someone drawing a weapon, 
  casting a spell, or aiming a weapon at the target automatically 
  breaks the effect. Sermon is an enchantment (compulsion), mind 
  affecting ability. Sermon relies on audible and visual components 
  in order to function.
  Hymn of Sanctuary (Su): An apostle of 7th level is able to 
  use the word of his god to produce a divine barrier of protection 
  against the attacks of his enemies. When activating this ability 
  the apostle may choose to bestow its benefits onto multiple 
  targets or a single creature. When used on multiple creatures 
  the apostle may select a number of targets equal to his Charisma 
  modifier and replicate the effects of a Sanctuary spell. When 
  used in this way it requires the apostle to use a move action to 
  maintain the effects of this hymn. The saving throw to overcome 
  the Sanctuary effect is a Will save (DC 10 + 1/2 the Apostle’s 
  level + the Apostle’s Cha modifier). If bestowed onto a single 
  creature it creates a glowing light and replicates the effects of a 
  Sanctuary spell save that hostile actions by the warded creature 
  
  do not break the effects of the Sanctuary. When used in this 
  manner this hymn expends 3 uses of the apostle’s hymns per 
  day per round it is maintained.
  Vengeful Hymn (Su): An apostle of 8th level or higher can 
  use the power of his god’s word to inspire or to foster a sense of 
  growing dread in his wicked enemies, causing them to become 
  shaken. To be affected, an enemy must be within 30 feet and 
  able to hear the apostle’s Hymn. Each round the target creature 
  receives a Will save (DC 10 + 1/2 the Apostle’s level + the 
  Apostle’s Cha modifier) to negate the effect of the divine hymn. 
  If a creature’s saving throw succeeds, that creature becomes 
  immune to the apostle’s Vengeful Hymn ability for 24 hours. 
  If its saving throw fails the target becomes shaken for a number 
  of rounds equal to 1d4 + the apostle’s Charisma modifier. A 
  second failed save will cause the shaken creature to become 
  frightened. Finally, a third failed save results in bestowing the 
  panicked condition. The condition persists for the duration of 
  the effect. Vengeful Hymn is a mind-affecting fear effect, and it 
  relies on audible and visual components.
  Commune (Su): At 9th level the apostle becomes able to 
  ask his god for guidance. Once per day the apostle gains the 
  use of Commune as a spell like ability. Unlike the direct casting 
  of the spell, the apostle need not use material components or 
  a divine focus required in the casting. The answers provided 
  always prove truthful as relayed from the deity’s point of view. 
  An apostle that chooses to abandon his god loses access to this 
  ability until he atones.
  Hymn of Holy Incantation (Su): Through long study, an 
  apostle has committed powerful holy incantations to memory. 
  By expending 3 uses of his daily allotment of hymns, he may 
  replicate any divine spell of 4th level or lower. In order for this 
  hymn’s abilities to have the desired effect he must also “lose” 
  a prepared spell that is not an orison or domain spell in order 
  to cast the desired spell. All other requirements of casting the 
  desired spell (such as components and/or any divine focus) 
  must also be met.
  Hymn of Revelation (Su): At 14th level, an apostle can use 
  this divine hymn to compel creatures that are in hiding to reveal 
  themselves. All enemies within 30 feet must make a Will save 
  (DC 10 + 1/2 the Apostles level + the Apostle’s Cha modifier). If 
  they fail, they must cease using Stealth, unlock and open doors 
  between themselves and the apostle, and dismiss, suppress, or 
  dispel if necessary any magical effects that grant invisibility or 
  any other form of concealment from the apostle. As long as they 
  can hear the hymn, affected creatures may not attack or flee until 
  they have eliminated every such effect, though they are freed 
  from this compulsion immediately if attacked. Creatures in the 
  area must make this save each round the apostle continues his 
  hymn. This ability is language-dependent and requires audible 
  components.
  Consuming Hymn (Su): At 16th level, an apostle can 
  use this divine hymn to cause creatures he deems evil to burst 
  into a conflagration of divine fire. By expending 3 uses of the 
  apostle’s hymns the apostle forces a target enemy of a single 
  chosen type (the creature types are: Aberration, Animal, 
  Construct, Dragon, Humanoid, Fey, Monstrous Humanoid, 
  Magical Beast, Ooze, Outsider, Plant and Undead) within 30 
  feet to make a Fortitude save (DC 10 + 1/2 the Apostle’s level 
  + the Apostle’s Cha modifier). Those which failed the saving 
  throw suffer 1d6 damage per two apostle levels as holy sheets 
  of white fire burst from their forms consuming them. Half the 
  damage is fire damage, but the other half results directly from 
  divine power and is therefore not subject to being reduced 
  by resistance to fire-based attacks. Creatures which pass the 
  Fortitude save suffer 3/4 damage (rounded down) from the 
  attack but cannot be the target of the same apostle’s Consuming 
  Hymn for another 24 hours. Creatures of the chosen type which 
  failed their saves and remain in the area must make a new save 
  each round the apostle continues this hymn. This ability is 
  language-dependent and requires audible components.  
  Cause of Righteousness (Ex): At 18th level, the apostle 
  can lift a crowd’s emotions and turn them toward a common 
  purpose. The apostle must first start by using his Sermon 
  Hymn before a crowd which he wishes to lead. He must 
  continue using the Sermon Hymn for a minimum of 15 rounds 
  without interruption, at which time he fills them with purpose. 
  Fascinated creatures must make Will saves (DC 10 + 1/2 the 
  Apostle’s level + the Apostle’s Charisma modifier) to resist. 
  Those who fail are affected by Mass Suggestion of a plausible 
  idea that lingers with them for one day. Typical uses of this 
  ability are to spark rebellion, overthrow a wicked noble, build 
  a beneficial structure such as an orphanage or donate money to 
  a cause.
         Revelation of Heaven (Ex): At 20th level, an apostle is 
  gifted a secret of the heavens by his deity. The apostle may 
  choose any one Oracle Final Revelation. The apostle does not 
  gain any of the other effects associated with the Oracle mystery, 
  but gains all benefits of the Final Revelation.
  
  APOSTLE PRAYERS
  LESSER PRAYERS
  ARmoR of ConvICtIon
  Casting Time: 1 Standard Action
  Range: Personal
  Duration: 1 hour/level
  Saving Throw: none
  Spell Resistance: n/a
  Once activated this prayer adds a +2 sacred bonus to AC. This 
  prayer’s protection increases as the apostle grows in power and 
  providing an additional +1  bonus for every six levels the apostle 
  has gained (maximum +5 sacred bonus at 18th level).
  SkIn of BRonzE
  Casting Time: 1 Immediate Action
  Range: Close (25 ft. + 5 ft./ 2 levels)
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: yes (harmless)
  With this Prayer a single target is granted damage reduction 
  10/-. The protection lasts only a few fleeting moments, but is 
  long enough to protect the target of this prayer from a single 
  attack. This power must be used before the roll for damage 
  against the target is made.
  TOnguES
  Casting Time: 1 Standard Action
  Range: Personal
  Duration: 10 minutes / level
  Saving Throw: n/a
  Spell Resistance: n/a
  The apostle can understand all written and spoken languages as 
  per the Tongues spell.
  DIvInE SHIElDIng
  Components: V
  Casting Time: 1 Standard Action
  Range: Close (25 ft. + 5 ft./ 2 levels)
  Duration: 10 minutes / level
  Saving Throw: Will negates (harmless)
  Spell Resistance: yes (harmless)
  Activation of this Prayer grants a single target resistance 5 
  to one energy type of the apostle’s choice.  This prayer’s 
  protection increases as the apostle grows in power providing 
  an additional 5 points of resistance for every 5 levels (maximum 
  resistance 20 at 20th level).
  
  DIvInE knoWlEDgE
  Components: V
  Casting Time: 1Standard Action
  Range: Personal
  Duration: 10 minutes/ level
  Saving Throw: None
  Spell Resistance: No
  Once activated, the apostle may add his Charisma bonus to all 
  Knowledge skill checks.
  DIvInE REtRIButIon
  Components: V
  Casting Time: 1 Standard Action
  Range: Personal
  Duration: 1round/ level
  Saving Throw: None
  Spell Resistance: No
  Once activated the apostle may add his Charisma bonus to all 
  weapon damage rolls.
  mARk of DISfAvoR
  Components: V
  Casting Time: 1 Standard Action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Targeted creature
  Duration: 1 round / level
  Saving Throw: Will partial
  Spell Resistance: Yes
  With this prayer the apostle marks one of his opponents to 
  receive the disfavor of his god. On a failed save the target takes 
  a penalty equal to the apostle’s Charisma score bonus to all 
  attack rolls, saving throws, skill checks, and ability checks. On 
  a successful saving throw this penalty is reduced to a -1 to these 
  checks.
  SAvIng gRACE
  Components: V
  Casting Time: 1 Immediate Action
  Range: Close (25 ft. + 5 ft./ 2 levels)
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: yes (harmless)
  With this prayer the apostle grants himself or his allies the ability 
  to reroll a failed saving throw with a bonus equal to his Charisma 
  modifier. This ability must be used before the negative effects 
  resulting in the failed saving throw are revealed. The target of 
  this prayer must take the results of the second roll, even if it is 
  worse.
  HEAlIng HAnDS
  Casting Time: 1 Swift Action
  Range: Personal
  Duration: 1 minute/ level
  Saving Throw: none
  Spell Resistance: no
  The apostle gains a +1 per apostle level bonus to all Heal and 
  Diplomacy skill checks. 
  RESt of tHE fAItHful
  Components: V
  Casting Time: 1 Standard Action
  Range: Touch
  Duration: 8 hours
  Saving Throw: Will negates (harmless)
  Spell Resistance: yes (harmless)
  The apostle places his hand on the target and mutters a short 
  prayer, placing an enhancement upon them. When the target 
  next sleeps a full night’s rest (8 hours) he regains hit points as 
  if he had taken 2 days of full bed rest under the effects of Long 
  Term Care (see the Heal skill) and heals a total of 4 hit points 
  per level and 4 ability score points.
  SuSTEnAnCE
  Components: V
  Casting Time: 1 Standard Action
  Range: Touch
  Effect: touched creature
  Duration: 24 hours
  Saving Throw: Fort negates
  Spell Resistance: Yes
  The apostle is able to use divine energy to suppress the need 
  for food and water. The apostle may grant the benefits of this 
  prayer to a number of creatures equal to one-half his apostle 
  level. For the next 24 hours these selected creatures no longer 
  need to eat or drink and are immune to the effects of starvation 
  and thirst. In addition the creatures affected by this prayer 
  gain the benefits of the Endurance feat for the duration of the 
  prayer.
  MODERATE PRAYERS
  lIfE unWoRtHy
  Components: V
  Casting Time: 1 Standard Action
  Range: Touch
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  An apostle takes life from those who are unworthy before 
  the eyes of their god and grants the stolen energy to those in 
  need. The apostle charges his hand with divine energies and 
  
  makes a single melee touch attack that causes a living creature 
  1d8 damage per apostle level (maximum 10d8). Following 
  a successful use of this prayer the apostle may cause either 
  himself or one of his allies to heal an amount of hit points equal 
  to the damage dealt. Healing himself is a swift action, healing 
  another willing target is a move action (with a range of touch). 
  The healing provided by this prayer cannot be used to cause 
  damage to undead creatures.
  BREAkIng DEAtH’S gRASP
  Components: V
  Casting Time: 1 Standard Action
  Range: Touch
  Effect: creature touched
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  If the target of this prayer has any negative levels that have the 
  potential to result in level loss, he may immediately make a 
  Fortitude save (with a bonus equal to the apostle’s Charisma 
  modifier) to remove a number of negative levels from the 
  touched creature equal to the apostle’s Charisma modifier. The 
  DC of the Fortitude save to benefit from this prayer is the same 
  as the DC to avoid level loss. If the save succeeds, the target 
  loses a number of negative levels equal to ½ the apostle’s level. 
  If the save fails, the target keeps the negative level and cannot 
  benefit from this prayer again for 24 hours.
  REStoRAtIvE touCH
  Components: V
  Casting Time: 1 Standard Action
  Range: Touch
  Effect: creature touched
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  If the target of this prayer has suffered from ability damage they 
  may make a Fortitude save (with a bonus equal to the Apostle’s 
  Charisma modifier) to remove a number points of ability 
  damage equal to the apostle’s Charisma modifier. The DC of 
  the Fortitude save to benefit from this prayer is the same as the 
  DC to avoid the effect which caused the initial ability damage. 
  If the save fails, the target keeps the ability damage and cannot 
  again benefit from this prayer again for 24 hours.
  ClEAnSIng
  Components: V
  Casting Time: 1 Standard Action
  Range: Touch
  Effect: creature touched
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  If the target of this prayer is affected by any of the following 
  conditions: disease (magical or otherwise), poison, paralysis, 
  petrification, polymorph, curse, charm, dominate, or 
  compulsion, he may immediately make a new save (with a bonus 
  equal to the apostle’s Charisma modifier) to remove these 
  effects. If the save succeeds the listed effects end immediately. 
  Failure of the saving throw yields no effect and the target cannot 
  benefit from this prayer again for 24 hours. The DC and type of 
  the save is the same as was used to cause the initial effect. The 
  apostle may, if he chooses to, substitute a Heal check in place of 
  the new save. If used to remove a curse, any special requirement 
  listed in the curses description must be met before it can be 
  removed. 
  HAlo of PRotECtIon
  Casting Time: 1 Swift Action
  Range: Self
  Duration: Special
  Saving Throw: None
  Spell Resistance: No
  Once activated the apostle gains the effects of a Stone Skin spell 
  using the Apostle’s level as the caster level to determine the 
  effects of the spell. Once enough damage has been absorbed 
  to end the effects of the Stone Skin spell, the halo shatters into 
  dust and the prayer ends.
  TOuCH OF THE CHOSEn
  Components: V
  Casting Time: 1 Standard Action
  Range: Touch
  Effect: creature touched
  Duration: 1hr/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The target of the prayer receives a +2 sacred bonus to one 
  ability score of the apostle’s choosing. This bonus improves by 
  +1 as the apostle attains 12th level and each four levels beyond 
  12th (to a maximum of +5 at 20th level).No creature may benefit 
  from this prayer more than once in any 24 hour period.
  GREATER PRAYERS
  DIvInE IntERvEntIon
  Components: V
  Casting Time: 1 Immediate Action
  Range: Close (25 ft. + 5 ft./2 levels)
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  
  An apostle may call upon this prayer just as he or one of his 
  allies are struck by an attack or spell. Calling on the celestial 
  power of his God to spare the victim from the wounds 
  suffered, all the inflicted damage of the attack or spell (the 
  total damage including all modifiers) is halved (this is applied 
  before any damage reduction or resistance is applied). This 
  Prayer may be invoked after any attack or spell penetration roll 
  conformation.
  fAItH’S fREEDom
  Components: V
  Casting Time: 1 Standard Action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Targeted creature
  Duration: 10 minutes/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This prayer grants the target the effects of a Freedom of 
  Movement spell.
  SPEll RESIStAnCE
  Components: V
  Casting Time: 1 Standard Action
  Range: Touch
  Effect: Creature touched
  Duration: 10 minutes/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  Once activated this prayer grants the target a Spell Resistance 
  of 10 + the apostle’s level.
  TRUE PRAYERS
  CALm THE STORm
  Components: V
  Casting Time: 1 Immediate Action.
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 1 spell or attack.
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  Using the power of his god, the apostle is able to completely 
  negate all damage from a single attack or spell. For area effect 
  spells the damage is stopped at its source and so negates the 
  damage for every target. Any secondary effects that require the 
  target to fail a save are also ignored. This prayer has no effect on 
  any attack or spell that cannot deal damage. Because this prayer 
  requires calling on the power of the gods directly it cannot 
  be used more than once per round. This prayer must be used 
  before any save or damage roll but may be invoked after any 
  attack or spell penetration roll confirmation.
  DIvInE vIgoR
  Components: V
  Casting Time: 1 Swift Action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 1 willing ally
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  With this prayer the apostle wills either himself or an ally to 
  act. The target of this prayer may immediately take a standard 
  action. For example, an apostle could use this prayer to 
  interrupt an enemy spell caster by granting an ally an action that 
  is then used to attack the spell caster, if the attack is successful 
  it would then force the caster to make a caster check or lose the 
  spell. Once affected by this prayer the target cannot be affected 
  again until after 24 hours have passed.
  RAISE DEAD
  Components: V
  Casting Time: 1 minute
  Range: Touch
  Effect: Dead creature touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  With this prayer the apostle is able to bring the dead back to 
  life. The apostle can raise a creature that has been dead for no 
  longer than one minute per caster level. In addition, the subject’s 
  soul must be free and willing to return. If the subject’s soul is 
  not willing to return, the spell does not work; therefore, a subject 
  that wants to return receives no saving throw. Coming back from 
  the dead is an ordeal. The subject of the spell loses one level (or 1 
  Hit Die) when it is raised, just as if it had lost a level or a Hit Die 
  to an energy-draining creature. If the subject is 1st level, it loses 
  2 points of Constitution instead (if this would reduce its Con to 
  0 or less, it can’t be raised). This level/HD loss or Constitution 
  loss cannot be repaired by any means. A raised creature has a 
  number of hit points equal to its current Hit Dice. Any ability 
  scores damaged to 0 are raised to 1. Normal poison and normal 
  disease are cured in the process of raising the subject, but magical 
  diseases and curses are not undone. While the spell closes mortal 
  wounds and repairs lethal damage of most kinds, the body of the 
  creature to be raised must be whole. Otherwise, missing parts 
  are still missing when the creature is brought back to life. None 
  of the dead creature’s equipment or possessions is affected in any 
  way by this spell. A creature that has been turned into an undead 
  creature or killed by a death effect can’t be raised by this spell. 
  Constructs, elementals, outsiders, and undead creatures can’t be 
  raised. The spell cannot bring back a creature that has died of old 
  age. Once affected by this prayer the target cannot be affected 
  again until after 24 hours have passed.
  
  Apostle
   Archetypes
  Held to a higher standard by a calling from their god, the 
  apostle is thrust into the tradition of his religion, using his newly 
  found powers to forge a path through the madness of violence 
  and bloodshed. Driven by visions and a zealous devotion to the 
  One True God, they act as heralds bringing the news of salvation 
  to their allies and messengers of death and destruction to their 
  enemies. Although ordained as divine champions through 
  circumstances beyond their control, they are known to all as 
  the “true” servants of the One True God through the awesome 
  display of his divine power.
  Doomsayer (Apostle Archetype)
        Some apostles are pulled from the horror of their lives and 
  delivered a message of profound divinity. In but a few fleeting 
  moments they are shown the truth of all things. With these 
  revelations come the lasting visions of a terrifying consequence 
  to the world, a foretold doom for all of mankind, should they 
  fail in their new calling. While most apostles recover from this 
  vision and find true purpose, there are others who cannot shake 
  the visions of their dying world. Blessed with divine might, the 
  Doomsayer’s mind is wracked not with visions of a perfect world, 
  but of the dying world around him. These individuals walk the 
  lands of Vathak, proclaiming its ultimate fate and destruction, 
  all the while trying to forestall the dreaded prophecy they speak 
  through their actions.
  Prophetic Doom
  The Doomsayer’s hopes are for a better world despite the 
  knowledge which he has been granted. The dark visions of the 
  events that will eventually come to pass gnaws upon his every 
  waking thought, making each hymn sung a distorted and warped 
  version of what he considers to be true salvation – oblivion.  
  Prophetic Doom (Su) A 1st-level Doomsayer can tell of 
  the end times shown to him through his apocalyptic visions, 
  causing fear and instilling a sense of growing dread with each 
  truthful word spoken. To be affected, an enemy must be able to 
  see and hear the apostle. The Doomsayer may affect a number 
  of creatures up to the Doomsayer’s Charisma modifier. An 
  affected creature may choose to suffer a -2 penalty on all attack 
  and weapon damage rolls or make a Will saving throw to avoid 
  the hymn’s effect. Those who attempt to make a saving throw 
  must succeed a Will Saving throw equal to ( 10+ ½ the apostle’s 
  class level + Charisma modifier) or become shaken for a number 
  of rounds equal to ½ the apostle’s hit dice +3. At 5th level and 
  every 6 levels thereafter the penalty increases by a further -1 (-3 at 
  5th, -4 at 11th, -5 at 17th ). A failed save results in physical illness, 
  as the target of a hymn of Prophetic Doom begins to believe and 
  accept the truth at all hope is lost. At 5th level a failed save results 
  in a creature becoming frightened. At 10th level they become 
  panicked, at 15th level they become staggered and at 20th level 
  nauseated. Prophetic Doom is a mind-affecting ability. This 
  ability replaces the apostle Divine Hymn, Healing Hymn and 
  Hymn of Sermon class features.
  the face of fear (Ex) Being gifted the terrible visions of 
  the world’s end; the Doomsayer’s mind has grown abstract in his 
  thoughts. At 3rd level, a Doomsayer gains immunity to all fear 
  effects. At 5th the Doomsayer gains a +2 to all Will saving throws 
  
  made to avoid mind-affecting effects. Once the Doomsayer 
  reaches 10th level, he gains immunity to all mind-affecting effects 
  (charms, compulsions, morale effects, patterns, and phantasms). 
  This ability replaces the apostle’s Divine Health, Divine Grace 
  and Holy Incantation class features. 
  Apocalyptic visions (Su) At 9th level the apostle becomes 
  riddled with the visions of his dying world. It is through this 
  madness that he is reviled truth. Once per day as a swift action, 
  the apostle gains the use of True Seeing as a spell-like ability. 
  This ability replaces the apostle’s Commune class feature. 
  move to madness (Ex) At 18th level, the Doomsayer’s can 
  cause a crowd to panic by the weight of his dark truth. By his 
  words alone, the Doomsayer can turn a group of people into a 
  raging crowd of frenzied individuals who have been given preview 
  to the end of days and driven into rage induced madness. To use 
  Move to Madness the Doomsayer must expend 2 uses of his hymn 
  ability per size category of the group which are available to effect 
  with this ability. Gaining the Mob template, a mob gathered with 
  this ability also gains the following special attacks in addition to 
  its traits:
  Surge of madness (Ex) The horror of the mob’s violence 
  causes any creature which takes damage from the mob to make 
  a Will save (DC 10 + the mob’s Hit Dice + the Doomsayer’s 
  Charisma modifier) or suffer 1d6 points of Wisdom damage. 
  Leading the Mob: Once assembled, the Doomsayer must 
  continue to expend a use of his hymn each round to maintain the 
  mob. Directing the actions of the mob requires the Doomsayer to 
  expend a move action and succeed on a DC 15 Charisma check. 
  Failure of this check results in the mob acting as if they are under 
  the effect of a confusion spell until the Doomsayer once again 
  regains control. Acting until either the Doomsayer runs out of 
  hymns, chooses to end the effect, or are dealt enough damage 
  to dissipate. The mob continues to fight for a number of rounds 
  equal to 3+ the Doomsayer’s Charisma bonus, during which it 
  is under the effects of confusion. See the mob template in the 
  Creatures of vathak chapter. This ability replaces the Cause of 
  Righteousness class features. 
  Apostle/Inquisitor Spells 
  0-Level Apostle/Inquisitor Spells
  City Rumor I: The city whisper a rumor to caster; 50% chance of a true 
  rumor.
  Know Anatomy: +4 to Heal checks while treating humanoid creatures.
  1st-Level Apostle/Inquisitor Spells
  Bleeding Wounds:  Accelerates injuries and makes inflicted wounds 
  cause more damage.
  City Rumor II: The city whisper a rumor to caster; 75%chance of a true 
  rumor.
  Courage: + 1 deflection bonus to AC and temporary hit points.
  Draw Upon Faith:  Receive a surge of divine energy that grants you a 
  competence bonuses.
  Inflict Pain:  Deals nonlethal damage and targeted creature suffers 
  penalties. 
  Potent Weapon: Cause wielded  weapons to deal additional damage to 
  designated creature type.
  Protection from Aberrations:  Wards a creature from aberrant creatures. 
  2nd-Level Apostle/Inquisitor Spells
  City Rumor III: As city rumor 1, but 98% chance of a true rumor.
  Eyes of the Vigilant: +10 to Perception checks against Stealth checks plus 
  15 ft. blind-sense and tremor-sense.
  Fearless Mount: Mount gains immunity to fear.
  Infuse Madness: Gain benefit when using  holy symbol as a divine focus. 
  Infuse Sanity:  Gain benefit when using  holy symbol as a divine focus. 
  3rd-Level Apostle/Inquisitor Spells
  Bravery: Subject gains +2 to AC and temporary HP.
  4th-Level Apostle/Inquisitor Spells
  Infuse Madness: Gain benefit when using  holy symbol as a divine focus. 
  Mind Crush: target's brain begins to swell uncontrollably.
  Steady Hand:  Next ranged attack roll made with a firearm or crossbow is 
  consider a critical hit.
  5th-:Level Apostle/Inquisitor Spells
  Faithful Determination: Ignore the dead, disabled, dying, staggered, 
  and/or unconscious conditions.
  BrAVEry
  School abjuration; Level cleric 3, apostle/inquisitor 3, paladin 
  3
  Casting Time 1 standard action
  Components V, OF
  Range close (25 ft. + 5 ft./2 level)
  Target one creature
  Duration 10 min./level
  Saving Throw Will negates (harmless); Spell resistance yes 
  (harmless)
  This spell grants the target a +2 deflection bonus to AC and 
  a number of temporary hit points equal to the casters level + 10 ( 
  maximum of  25). A creature may only receive the benefit of this 
  spell once in any 24 hour period, regardless of the spells source. 
  If bravery is cast on a creature which has already received its 
  blessings, the spell simply fails and is wasted.  
  CITy    ruMor I 
  School divination; Level bard 0, cleric 0, apostle/inquisitor 0, 
  sorcerer/wizard 0
  Casting Time 1 minute
  Components V, S, M/DF (a pebble from the city)
  Range personal
  Target you
  Duration instantaneous
  When this spell is cast, the voice of the city whispers a rumor 
  in the ears of the caster. This is a rumor that has been whispered 
  or spoken to someone else within the last day or so and is true 
  50% of the times this spell is cast. These rumors can be just about 
  anything and it is really up to the GM to decide what the specific 
  details are. The caster must be within a city which can be as large 
  as a metropolis or as small as a hamlet. The size of the place also 
  helps to decide the complexity of the rumor. 
  CITy   ruMor II
  School divination; Level bard 1, cleric 1, apostle/inquisitor 1, 
  sorcerer/wizard 1
  This spell works exactly as city rumor I, but instead of there 
  being 50% chance of a true rumor, the chance is now 75%.
  
  CITy   ruMor III
  School divination; Level bard 2, cleric 2, apostle/inquisitor 2, 
  sorcerer/wizard 2 
  The chance of a true rumor is now 98%, but there may still 
  be times when these rumors have half-truths hidden within them.
  CourAgE
  School abjuration; Level cleric 1, apostle/inquisitor 1, paladin 1
  Casting Time 1 standard action
  Components V, DF 
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 10 min./level
  Saving Throw Will negates (harmless); Spell resistance yes 
  (harmless)
  This spell grants the target a + 1 deflection bonus to AC and 
  a number of temporary hit points equal to the casters level + 5 
  (maximum of  15). A creature may only receive the benefit of this 
  spell once in any 24 hour period, regardless of the spells source. 
  If courage is cast on a creature which has already received its 
  blessings, the spell simply fails and is wasted. 
  EyES oF THE VIgIlAnT
  School divination; Level apostle/inquisitor 2
  Casting Time 1 standard action
  Components S, DF
  Range personal
  Target you
  Duration 10 min./ level (D)
  For the duration of this spell, the inquisitor gains a + 10 
  enchantment bonus to Perception checks, but only for the 
  purposes of noticing creatures attempting to sneak towards, 
  past or away from the inquisitor, his party or their campsite. This 
  includes using the Stealth skill, visual and non-Visual clues of 
  invisible opponents and even the vibrations caused by burrowing 
  creatures. Also, for the duration of this spell the inquisitor gains 
  blindsense and tremorsense.
  FAITHFul DETErMInATIon 
  School abjuration; Level antipaladin/paladin 4, apostle/
  inquisitor 5
  Casting Time 1 standard action 
  Components V, S, DF
  Range personal 
  Target you 
  Duration I rd./ per level
  You ignore the dead, disabled, dying, staggered, and/or 
  unconscious conditions. You are also immune to all healing spells 
  and effects, such as: conjuration (healing) spells, fast healing, 
  regeneration, and even temporary hit points. Increases to your 
  Constitution score while this spell is in effect do no increase your 
  hit points; at the end of this spell’s duration, you suffer the effects 
  of all the conditions you were ignoring.
  FEArlESS MounT 
  School abjuration; Level druid 2, apostle/inquisitor 2, paladin 
  2, ranger 2, eldritch conjuror/summoner 2
  Casting Time 1 minute
  Components V, S, DF
  Range touch
  Target mount touched
  Duration 1 hour/ level
  Saving Throw Will negates (harmless); Spell resistance yes 
  (harmless)
  Your calming touch gives the mount immunity to fear. This 
  calming effect also makes the mount easier to handle. For the 
  duration, anyone who interacts with the fearless mount gains a 
  +4 morale bonus to Ride and Handle Animal skill checks. For the 
  purpose of this spell a mount is any creature that allows a rider.
  InFlICT PAIn
  School necromancy [evil]; Level antipaladin 1, cleric/oracle1, 
  apostle/inquisitor 1, magus 1, sorcerer/wizard 1, witch 1
  Casting Time 1 standard action 
  Components V, S
  Range close (25 ft. + 5 ft./2 levels) 
  Target one living creature 
  Duration special (see below) 
  Saving Throw Fortitude partial; Spell resistance yes
  Surrounding your hand with a dull red glow, this spell allows 
  you to send blindingly hot pinpricks through your target’s body. 
  This deals 2d6 points of nonlethal damage, plus 1 point per 
  caster level (maximum +5), and the target suffers a -1 penalty 
  to attack rolls, skill checks, and ability checks for 1 minute. A 
  successful saving throw results in half damage and negates the 
  penalty.
  InFuSE MADnESS 
  School transmutation [evil]; Level cleric/oracle 4, apostle/
  inquisitor 4, antipaladin/paladin 2
  Casting Time 1 standard action 
  Components V, DF
  Range personal 
  Target your unholy symbol 
  Duration 5 rounds 
  Saving Throw none; Spell resistance no
  Calling upon the power of the Old Ones, your unholy symbol 
  becomes temporarily infused with a dark energy, and begins to 
  emit a sickly yellow illumination. For the duration of the spell, all 
  channel energy and lay on hands attempts used to deal damage 
  are maximized; you also cast spells that require a divine focus as 
  if you were one caster level higher. In addition, whenever you 
  channel energy and a creature fails their Will save, they suffer the 
  effects of lesser confusion spell until the end of their next turn.
  InFuSE SAnITy 
  
  School transmutation; Level cleric/ oracle 4, apostle/
  inquisitor 4, paladin 2
  Casting Time 1 standard action 
  Components V, DF
  Range personal 
  Target your holy symbol 
  Duration 5 rounds 
  Saving Throw none; Spell Resistance no
  Calling upon the power of the One True God, your holy 
  symbol becomes temporarily infused with a divine energy, 
  and begins to glow with an amber-hued light. For the 
  duration of the spell, all channel energy and lay on hands 
  attempts used to heal damage are maximized; you also cast 
  spells that require a divine focus as if you were one caster 
  level higher. In addition, whenever you channel energy and 
  a creature is healed, they gain the benefits and effects of a 
  bless spell until the end of their next turn.
  KnoW AnAToMy
  School necromancy.; Level alchemist 1, cleric 0, druid 0, 
  apostle/inquisitor 0, ranger 1, sorcerer/wizard 0, witch 0
  Casting Time 1 round
  Components V, S
  Range personal
  Target you
  Duration 1 round/level
  The caster gains insight into humanoid anatomy. She 
  gains a +4 insight bonus to all Heal checks made while 
  treating humanoid subjects.
  MInD CruSH
  School evocation [death]; Level  antipaladin 4, apostle/
  inquisitor 4, sorcerer/wizard 6, witch 7
  Casting Time 1 standard action
  Components V, S, M (a small bit of brain matter)
  Range close (25 ft + 5 ft./2 levels)
  Target one living creature
  Duration concentration + 1 round/level (D)
  Saving Throw Fortitude negates Spell resistance yes
  Once the caster invokes this horrific spell, the target’s brain 
  begins to swell uncontrollably. Extremely gruesome to witness, 
  the physical effects of the spell cause the target to profusely bleed 
  from their nose, ears, mouth, and eyes. Each round that this spell 
  remains in effect, the target suffers 3d4 points of damage and 
  the loss of 1 point of Intelligence. A successful Fortitude save 
  negates the Intelligence damage dealt that round.
  PoTEnT WEAPon
  School transmutation; Level cleric/oracle 1, apostle/inquisitor 
  1, paladin 1, ranger 1
  Casting Time 1 standard action 
  Components V, S
  When you cast this spell, you designate a foe by creature type 
  (see bane special weapon property) and imbue a weapon you 
  touch with the power to deal additional damage to that foe. The 
  weapon gains a +1 enhancement bonus to attack rolls against 
  the designated foe and deals an additional 1d6 points of damage 
  when it hits those foes.
  ProTECTIon FroM ABErrATIonS
  School abjuration; Level cleric/oracle 1, apostle/inquisitor 1, 
  paladin 1, sorcerer/wizard 2, eldritch conjuror/summoner 1 
  Casting Time 1 standard action 
  Components V, S, M
  Range touch 
  Target creature touched 
  Duration 1 min/level (D) 
  Saving Throw Will negates (harmless); Spell resistance no 
  This spell wards a creature from attacks by creatures with the 
  aberration and pseudo-natural  type. First, against attacks made 
  by aberrations, the subject gains a +2 deflection bonus to AC 
  and a +2 resistance bonus on saves. Next, the subject becomes 
  immune to any effects caused by these creatures that can be 
  removed by the spells remove disease or remove curse. Lastly, the 
  subject immediately receives another save against any spells or 
  ongoing effects originating from an aberration that attempts to 
  gain mental control over the creature, with a +2 moral bonus. 
  STEADy HAnD
  School divination; Level apostle/inquisitor 4, ranger 3, 
  sorcerer/wizard 3, witch 4 
  Casting Time 1 standard action 
  Components V, F (a small iron replica of a firearm or crossbow)
  Range one creature touched 
  Target you 
  Duration see text
  You gain a limited precognition that allows you to aim your 
  attacks more precisely. Your next ranged attack roll made with 
  a firearm or crossbow (if it is made before the end of the next 
  round) automatically hits and is considered a critical threat. You 
  must still make an attack roll to confirm the critical threat.
  
  Feats
  Holy Inspiration 
  Your faith and worship to a god has given you the words to inspire 
  your allies.
  Prerequisites: Cha 13, Apostle level 1.
  Benefit: You can speak an inspiring word to your allies within 
  30 feet. Those allies receive a +2 divine bonus on attack rolls, 
  skill checks, ability checks, and saving throws for one round. You 
  can use this ability once per day.
  Overwhelming Faith
  The god of your faith shows his favor to you by granting you the 
  power to cripple his ancient enemies.
  Prerequisites: Apostle level 1.
  Benefit: Once per day as a swift action, the apostle may select 
  an enemy within 30 ft. that has damage reduction. This damage 
  reduction is reduced by 1/2 of your apostle level (minimum 0). 
  This effect lasts for one round per two apostle levels.  
  Touch of Faith 
  Calling upon the god of your faith, he instills in you great power 
  over your enemies.  
  Prerequisites: Apostle level 3, non-evil alignment.
  Benefit: Holy light surrounds your melee, ranged, or natural 
  weapon, causing half the damage inflicted to be holy damage and 
  causing the weapon to be treated as good-aligned for bypassing 
  damage reduction. Once per day as a swift action, the apostle may 
  call upon the powers of this feat. This ability remains active for a 
  number of rounds equal to 1/2 the apostle’s class level. 
  Shadows 
  over
  Vathak
  The Apostle Character Class is just one of many new classes you’ll 
  find in Fat Goblin Game’s setting, Shadows over Vathak.
  If you enjoy this class, we encourage you to pick up the premier 
  lovecraftian-survival setting for the Pathfinder Roleplaying Games 
  System as well as the many other products Fat Goblin Games pub-
  lishes as support for the setting.
  If you would like to know more, please contact us!
  fatgoblingames@gmail.com
  www.fatgoblingames.com
  www.facebook.com/FatGoblinGames
  
  Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® Roleplaying Game from Paizo
  Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder® Roleplaying
  Game. Paizo, Publishing, LLC does not guarantee compatibility, and does not endorse the product.
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   for more information on the compatibility license.
  CLASSifieds: The Apostle and all other Fat Goblin Games product names and their respective logos are trademarks of Fat Goblin Games 
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  an existing work may be recast, transformed or adapted; (c) “Distribute” means 
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  content does not embody the Product Identity and is an enhancement over 
  the prior art and any additional content clearly identified as Open Game Con-
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  or the associated products contributed to the Open Game License by the Con-
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  modify, translate and otherwise create Derivative Material of Open Game Con-
  tent. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must affix such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions may be applied to 
  any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed 
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  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE por-
  tion of this License to include the exact text of the COPYRIGHT NOTICE of any 
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  add the title, the copyright date, and the copyright holder’s name to the COPY-
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  9. Updating the License: Wizards or its designated Agents may publish updat-
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  10 Copy of this License: You MUST include a copy of this License with every 
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  12 Inability to Comply: If it is impossible for You to comply with any of the 
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  13 Termination: This License will terminate automatically if You fail to comply 
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Au-
  thors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights 
  reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based 
  on original content from TSR.
  Shadows over Vathak, Copyright 2012, Fat Goblin Games. Jason Stoffa and 
  Rick Hershey.
  CLASSifieds: The Apostle, copyright 2012, Fat Goblin Games.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Fat Goblin Games/CLASSifieds - The Apostle.pdf