TEXT:  PG 1
  Crossroads
  player’s guide to the
  Campaign Setting
  TM
  
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  ©2012 Open Design, LLC. All rights reserved.
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  TM
  Developer Christina Stiles
  Editing  Spike Y Jones
  Additional Design Wolfgang Baur, Scott C. 
  Bourgeois, Jarrod Camiré, Maurice de Mare, 
  Scott Gable, Spike Y Jones, Ben McFarland, Chad 
  Middleton, Adam Roy
  Graphic Design Marc Radle
  Cover Art Pat Loboyko
  Interior Art  Rick Hershey, Jonathan Roberts
  Zobeck & the Crossroads 
   
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  Dark Holidays of Zobeck-Morgau-Doresh           7
  PC Races of the Crossroads  
   
               9
  Character Options of the Crossroads  
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  Skills   
   
    
   
   
             24
  Feats    
   
    
   
   
             24
  Traits   
   
    
   
   
             31
  Equipment  
    
   
   
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  Open Game License                                                36
  Crossroads
  player’s guide to the
  Contents
   Player’s Guide 1
  
  3
  PG1
  The Free City of Zobeck lies at the heart of the Crossroads region 
  of Midgard, an area that includes the Margreve Forest, the Ironcrag 
  Cantons, the Magdar Kingdom, the Duchy of Perun’s Daughter 
  (Perunalia), Krakova, and the undead lands of Morgau and Doresh 
  and the Ghoul Imperium. 
   
  Zobeck’s citizens, with help from Rava’s gearforged and the 
  city’s kobold miners, overthrew the despotic Stross family some 
  80 years ago, thereby gaining their freedom. The revolutionaries 
  executed or exiled the Stross loyalists, most of whom were nobles, 
  and established a Free City Council, with a sitting Lord Mayor, to 
  govern them. 
  The Free CiTy  
  oF ZobeCk
  Ruler: Lord Mayor Karillian Gluck and the 
  Free City Council 
  Population: 14,000 (11,000 humans, 400 
  dwarves, 2,200 kobolds, 200 gearforged) 
  Great Gods: Rava (patron), Lada, Ninkash, Perun, Porevit and 
  Yarila, Svarog/Volund
  Rava, the patron goddess of Zobeck, shines her blessings daily on 
  the hard-working Zobeckers, giving them the gift of the clockwork 
  knowledge fueling the Clockwork City’s ticking heart, and 
  protecting them from a host of neighbors who seek to subjugate the 
  city. Under Rava’s aegis, Zobeck’s population has burgeoned and the 
  city has blossomed into a thriving trade hub, with land access along 
  the Great Northern Road and the Great Southern Road and river 
  traffic up the River Argent. 
  People and Places of Zobeck
  The Arcane Collegium: Guildmaster Orlando runs the 
  Arcane Collegium, a university for magical and alchemical studies 
  consisting of a dozen or more two-story buildings, 40 employees, 
  and 24 students.  The Collegium recognizes clockwork, divination, 
  elementalism, enchantment, illusion, necromancy, stars and 
  shadows, and summoning as the proper schools of arcane study, 
  with alchemy being a lesser school of study. 
  Castle Shadowcrag: The former home of House Stross (and 
  called Castle Stross at that time), this black stone ruin lies in the 
  Margreve Forest and is sparsely inhabited by dour dwarves and 
  a few human holdouts.  The castle has an evil reputation and is 
  believed to be haunted.
  The Margreve Forest and the Griffon Towers: The 
  Great Northern Road winds through the dangerous Margreve 
  Forest, a former holding of House Stross, on its way toward the 
  Principality of Morgau and Doresh. The Griffon Knights guard the 
  road, and their eight Griffon Towers lie along the road, while four 
  others protect other areas in the ancient forest.
  The Silk Scabbard: Tyron, Lord Greymark’s fixer, runs 
  the Silk Scabbard brothel and fighting pit, which occupies a 
  nondescript two-story brick structure near the junction of Upper 
  and Lower Zobeck and the Kobold Ghetto. This den of excess 
  draws in patrons of all social strata.
  Zobeck & the Crossroads
  
  Player’s Guide to The Crossroads
  4
  The Temple of Celestial Dawn (Dawn Temple): This 
  pink-stone building dedicated to Lada, the Golden Goddess, glows 
  in the early morning light. Zobeckers line up at the temple’s gates 
  to receive the clerics’ healing services, as the temple provides for 
  all, whether they can offer tribute or not. Lucca Angeli is the high 
  priestess of Lada in Zobeck. The temple is a sacred site, and Lada’s 
  avatar has appeared within it on several occasions.
  eleCToral kingdom 
  oF krakova
  Rulers: King Eynryk Walerska and 
  Queen Urzula
  Population: 4,620,000 (4,300,000 
  humans, 270,000 dwarves, 50,000 
  gnomes) 
  Great Gods: Wotan (patron), Perun, Porevit and Yarila, Sif, 
  Svarog/Volund
  A monarchy north of the Principality of Morgau and Doresh, 
  Krakova is burdened with problems from the ever-warring undead, 
  diabolist gnomes to the east in Niemheim, and Northlands reavers 
  from Trollheim. Its king is known as a cunning politician, able 
  to navigate the games of nobles with ease and keep his country 
  safe and prosperous. The queen, having received her education 
  in Perunalia, is a proponent for women’s causes throughout 
  the kingdom. She inspires women to strive for greatness and to 
  seek professions in the army or clergy if they so desire.
  People and Places of Krakova
  Mermaid’s Island: An island in the harbor of Krakova 
  city, where the first kings and queens of Krakova were 
  crowned. To this day, the Slahta meet on the island to elect 
  new kings. 
  Heiderbirg Castle: A castle built of bricks at the mouth 
  of the Yoshtula River defends the entire river system against 
  human and dwarven reavers from the north, who come 
  primarily in longships and sometimes carracks, both capable 
  of navigating 50 miles or more up the river if unopposed.
   Tannenbirg Castle: A great stone castle sitting atop a 
  huge earthen rampart, Tannenbirg looks out over the forest 
  toward the Grand Duchy of Dornig. This quiet posting is the 
  place where armies are raised, outfitted, and trained for the 
  push to recover Vallanoria.
  World Tree Temple to Wotan: High Priest Rundolf 
  Runsen oversees this unusual tree-shaped temple in the city 
  of Varhava. Most Krakovan clerics of the Northern gods meet 
  here once each year to ordain new members, choose new 
  leaders, and perform the rites of the World Tree. Pilgrimages 
  from here to the World Tree in distant Domovogrod begin in 
  the month of Sowing.
  Yarosbirg Castle: The third great castle of Krakova is 
  Yarosbirg, a combined home of the Order of the Spear and 
  monastery devoted to light, faith, and the destruction of the 
  undead. Yarosbirg holds the line against Morgau and Doresh.
  The Free CanTons  
  oF The ironCrags
  Ruler: None; each canton chooses its own leaders
  Population: 310,000 (130,000 dwarves, 180,000 humans) 
  Great Gods: Donar-Perun, Khors, Lada, Ninkash, Svarog/
  Volund
  The Ironcrag Cantons currently number 14, each defined by a 
  settlement existing for at least 100 years that contains both free and 
  cloistered dwarves and that encompasses a set of halls—not just 
  mines and simple shelters. 
   
  The 14 settled cantons are Bareicks, Bundhausen (Liadmura), 
  Grisal, Gunnacks, Hammerfell (Mazzot), Juralt, Kubourg 
  (Friunsgorla), Nordmansch, St. Mishau, Templeforge (Favgia 
  Baselgia), Tijino, Vursalis, and Wintersheim (Inviernusa); opinions 
  differ on whether Upper and Lower Nordmansch should be 
  counted separately, whether the royalist canton of Melana in the 
  Seven Cities is one of the Free Cantons, or whether one of the 
  various lost halls is the 14th canton. 
   
  Some of the cantons have two or three names: one in the Trade 
  tongue, one in the Southern speech, one in the Dwarvish speech 
  of the Northlands. While the majority of the Cantons lie in the 
  
  5
  PG1
  Ironcrags, there are two outliers: Wintersheim to the north, and the 
  dark canton of Grisal, which stands across the River Argent, near 
  the Morgau and Doresh border.
  Peoples and Places  
  of the Ironcrag Cantons
  Grisal, the Black Canton: The Grand Duchy of Dorngi 
  and the Principality of Doresh both claim ownership of this 
  canton, which lies on the northern or eastern bank of the River 
  Argent. The pious folk of Grisal keep the undead from expanding 
  their territory in this direction. 
  Hammerfell, Canton of the Forge: A great iron-
  working hall that recently withdrew into itself, sealing its hall 
  doors for an entire summer. It reopened after that season, and 
  theories as to why it closed are rampant. 
  Tijino, the Gateway Canton: The southernmost free 
  canton, Tijino lies near the royalist canton of Melano and the 
  human city of Triolo. Tijino is known for ironwork and weapons 
  sold to humans, gnomes, and anyone else with money to pay, 
  and also as a source of good wood for spears, axe handles, and 
  crossbows. Free Companies gather in the canton in the springtime 
  to sell their services to Friula, Valera, Triolo, and the feuding cities 
  of the south. 
  Wintersheim, the Dragon Canton: The northernmost 
  canton, Wintersheim is famous for its ranger society, the Order of 
  the Wolf, and for its dragon, Hrothvengr, who guards the entrance 
  to the canton’s hall. Wintersheim is also known for its quality 
  jewelry and runecarving. 
  The empire oF  
  The ghouls
  Ruler: Emperor Nicoforus the Pale and 
  the Council of the Darakhul (60 nobles)
  Population: 120,000 (60,000 slaves 
  (human, derro, drow, dwarf), 10,000 
  darakhul, 30,000 lesser ghouls and ghasts, 10,000 imperial ghouls, 
  2,500 gnolls, 5,000 kobolds, 500 dragonkin, 150 flesh golems, 850 
  other)
  Great Gods: Anu-Akma, Mavros, Sarastra, Vardesain the 
  Demon Lord of Ghouls, the Hunger God (aka Mordiggian)
  (patron) 
  Deep beneath the tiny principality of Morgau and Doresh lies 
  the heart of a dark empire: the Empire of the Ghouls (or Ghoul 
  Imperium), flesh-eating and blasphemous worshippers of the 
  Gods of Death, Hunger, and Darkness, who come to the surface 
  only to feed. 
   
  While Emperor Nicoforus’s empire consists of just six small 
  underground cities, with populations in the lower thousands, 
  he commands 12 deadly legions (a total of about 9,000 ghouls 
  and ghasts, plus another 1,000 zombies and skeletons) who 
  willingly march anywhere to further their emperor’s dreams of 
  expansion. Indeed, Nicoforus’s legions have already tested their 
  mettle in conquests against the dark elves, dwarves, dark creepers, 
  svirfneblin, and other underworld races. It’s just a matter of time 
  before he turns his attentions above ground.
  Peoples and Places  
  of the Ghoul Imperium
  Darakhan, the White City: The Imperium’s capital is 
  besieged by its hordes of poor and starving beggar ghouls. Two 
  legions guard the city and keep the masses in line.
  The Necrophagi: A society of ghoulish necromancers whose 
  symbol is the triple skull. They turn the bones and corpses of non-
  humanoid creatures into useful necromantic technology for the 
  Imperium. 
  Lillefor: An independent kobold trade city resting at the edge of 
  the Imperium, Lillefor survives because it provides valuable goods 
  to the Imperium, and because its many tunnels are too small for 
  the legions to march through to conquer. Lillefor has ties to the 
  Kobold Ghetto in Zobeck. The city’s ruler is King Kekarrack. 
  Ruins of the Shrine of Eight Eyes: Elven globes of 
  purple and blue fill this cavern, illuminating a domed, spider-
  shaped structure in its center and the curved, pillared buildings 
  surrounding it. 
  The Hunger Oracle: The darakhul travel to the abandoned 
  royal tombs, where an ancient shrine of the Hunger God remains 
  active. Here, they ask questions of their former royalty or seek out 
  the famous Hunger Oracle, an undead drow priestess.
  The magdar kingdom
  Ruler: King Stefanos Ywencal
  Population: 2,904,000 (2,300,000 
  humans, 300,000 dwarves, 250,000 
  kobolds, 50,000 centaurs, 4,000 gnomes) 
  Great Gods: Khors (patron), Lada, 
  Perun, Porevit and Yarila, Svarog/Volund
  The rolling hills and grasslands south of Zobeck are provinces of the 
  Magdar Kingdom, a place rich in traditions of chivalry and warfare, 
  where good King Stefanos holds tourneys every summer and hires 
  a great many mercenaries from the Ironcrags when war threatens. 
  Magdar is almost always at war, as it must defend its eastern borders 
  against the wild tribes of the Rothenian Plain, but also protect its 
  southern border against the akinji, the skirmish troops, and the 
  dragon-blooded sorcerers of the Mharoti Empire. The kingdom 
  sometimes takes aggressive action against Perunalia, desiring its 
  lands, though the two countries generally ally with one another to 
  prevent Mharoti expansion.
   
  The Magdar Kingdom is most famous for its war wagons, 
  fortifications the Black Army uses in battle on the open plains. 
  These wagons are easy to circle into a tall wall of iron-reinforced 
  wood, a laager against attack almost as good as a wooden palisade: 
  crossbows and even ballistae can be mounted and fired from behind 
  their protective firing slits, and they provide defenses kept strong 
  by sharp-eyed gearforged or mountain rangers. The army’s tools 
  and discipline make it doubly effective; it’s no peasant army, but a 
  professional corps that serves the kingdom year in and year out. 
  Peoples and Places of the Magdar
  The Black Army: Magdar’s infamous army, whose soldiers roll 
  across the plains in their war wagons, decimating the foes they 
  encounter. 
  
  Player’s Guide to The Crossroads
  6
  Castle Valtros: A major commandery of the Order of 
  the Undying Light, Castle Valtros serves an important role in 
  protecting Magdar from Sultana Azrabahir’s expansionistic 
  ambitions. Already the Sultana’s forcers have taken most of eastern 
  Illyria, bringing the Empire’s border to within a few day’s march of 
  the Magdar capital. Valtros has thus far withstood three seiges by 
  the Mharoti dragonkin.
  The Order of the Storm: Grand Master Larina Perunal, a 
  daughter of the Baroness Margit of Sveretska, leads this group of 
  outriders of Perun. Human, dwarves, and centaurs are found in its 
  ranks. The Order is known as an excellent light cavalry unit.
  The Order of the Undying Sun: Ödon Vencelsohn, the 
  Protector and Grand Marshall of the Order of the Undying Sun, 
  leads an elite group of paladins dedicated to Khors. Known for its 
  outstanding heavy cavalry, the Order also raises most other sorts 
  of troops, although rarely archers. These include companies of 
  warrior-priests of Khors in war wagons, swift White Riders who 
  primarily act as scouts and skirmishers, and even companies of 
  devout pikemen who serve a season for pay and honor (the Sunset 
  Regiments, so-called because their service sees an end).
  Urbittal (King’s Seat): The royal palace of Magdar, 
  Urbittal is a small, heavily fortified palace of five towers located 
  in the capital city of Cronepisht, the Crown of Magdar. A moat 
  surrounds the fortress, and within the inner courtyard is an 
  astounding garden, rivaling the beauty of the Perunalian gardens 
  in Sephaya. 
  perunalia, The 
  duChy oF perun’s 
  daughTer
  Ruler: Her Divine Transcendence, the 
  Duchess Vasilka Soulay—also called 
  Perun’s Daughter
  Population: 190,500 (186,000 humans (some are nomadic 
  kariv), 4,500 centaurs) 
  Great Gods: Lada, Ninkash, Perun (patron), Porevit and Yarila, 
  Sarastra, Sif, Svarog
  The Duchy of Perun’s Daughter, as outsiders call it, lies several days 
  downriver from the Free City along the Argent, where it controls 
  the river’s connection to much land and many trade venues on the 
  shores of the Ruby Sea. The duchy is rich in the trade of the fish 
  and oysters and in the crafts of timber, fine jewel work, and divine 
  magic.  
   
  The demi-goddess Vasilka Soulay, daughter of Perun (god 
  of war and thunder and the greatest god of the East), rules this 
  duchy. Vasilka is a woman of wisdom and learning, and a goddess 
  of courage, teaching, and stern mercy. She has inherited a deep 
  understanding of battle tactics from her father’s bloodline, but is 
  truly more interested in knowledge and providing an education for 
  the women of her duchy.
  Peoples and Places of Perunalia
  The Perunalian Palatial Library and the 
  Academies of Learning: Duchess Soulay’s palace hosts the 
  Perunalian Palatial Library. Several grandiose academies form an 
  outer circle around the palace, forming the educational hub of the 
  capital. Sephaya boasts one of the largest literacy rates, at 25% of 
  its female population. The male population is mostly uneducated.
  Sephaya: An ancient city of the elves, abandoned in the Great 
  Retreat, Sephaya briefly served as an elvish capital. Sephaya is 
  now the capital of Perunalia, and is often besieged by the Mharoti. 
  Known for beautiful architecture and its elaborate gardens, 
  diligently cared for by 100 gardeners, it’s said that sometimes 
  Duchess Soulay converses with Lada, Sif, Porevit and Yarila 
  therein.
  The White Citadel: The commandery of the White Lions 
  paladin order, the White Citadel lies outside the small city of 
  Clarsaya. High Commander Shihara Poulimas commands the 
  citadel. 
  prinCipaliTy oF  
  morgau and doresh
  Ruler: Prince Lucan
  Population: 549,000 (490,000 humans, 
  59,000 assorted undead)
  Great Gods: Marena (patron), Mavros, 
  Mordiggian, St. Charon
  The Princes of Morgau and Doresh are exclusively ghouls, 
  vampires, and other intelligent undead, who war constantly with 
  their neighbors, as they believe themselves surrounded by a sea of 
  enemies. They favor waging winter wars and night fighting because 
  weather and darkness don’t bother their undead soldiers. These 
  tactics succeed in terrifying their neighbors, and they prove the 
  strength and power of the undead. When the undead subjugate 
  a village or town, they rob its graveyards to bolster their own 
  numbers. 
   
  For those living beings unfortunate enough to reside in the 
  Principality, Morgau and Doresh are places of utter suffering and 
  fear. The future for those individuals is quite bleak.
  Peoples and Places  
  of Morgau and Doresh
  Cantri Abbey: Also called the Home Abbey of the Red 
  Sisters, this temple of Marena rests at the base of the Cloudwall 
  Mountains. Mother Abbess Calle of the Cradle rules the Home 
  Abbey, which watches over pregnant women and priestesses. 
  Mothers-to-be often make a pilgrimage here if the augers predict a 
  difficult birth. Men are not allowed in the Cantri Abbey. 
  Bratislor: The capital city of the Principality, Bratislor is a grey-
  walled city near the Great Northern Roads. Bratis Castle rests on a 
  crag in the city’s center, and is home to only undead soldiers. The 
  Prince’s Feast is held here annually.
  Cloudwall Mountains: These tall, snow-covered mountains 
  are in the upper reaches of the Principality. Overrun with 
  Cloudwall leopards, two-headed Krakovan eagles, ogres, and yeti, 
  the Cloudwall Mountains are the private hunting grounds of the 
  Princes of Morgau and Doresh and their vampire coterie. Baba 
  Yaga sometimes traverses the dangerous mountain range in her 
  dancing hut.
  
  7
  PG1
  Ghost Knights (Knights Incorporeal): The living 
  and the dead serve in this knighthood, and they bind themselves 
  to a vampire, necrophagus, or priestess of Marena. The Ghost 
  Knights are feared far and wide, and can often be encountered in 
  the Margreve Forest or along the Great Northern Road. Princess 
  Hristina oversees the Ghost Knights as their Grand Marshall.
  Walker’s Wood: Technically a part of the Margreve Forest, 
  Morgau and Doresh claims this northwestern section as part of its 
  holdings. Zombies, skeletons, and Ghost Knights wander Walker’s 
  Wood. The Manor of Lord Fandrin, a shadow fey, lies within the 
  forest as well, and contains a great library and laboratories.
  Dark Holidays of Zobeck  
  & Morgau & Doresh
  The most horrific festivals in Midgard are held in Morgau. The 
  holidays and festivals of the Undead Lords follow the points of the 
  compass and the turn of the seasons and invariably involve blood 
  and human sacrifice.
  Verhangnisvoll
  The Morgau midwinter festival is held in northern Vallanoria. 
  Known as Verhangnisvoll (meaning “Gathering In The Darkness”), 
  it is held on the eve of the winter’s solstice and is a celebration of 
  the Red Goddess’ dominance and strength, as well as a period of 
  purification and preparation for the next season’s campaigns and 
  conquests.  The festival displays Marena’s (and Mavro’s) cults as 
  engines of mass destruction: Sacred whetstones grind weapons to 
  vorpal sharpness in preparation for the coming slaughters, barbed 
  spears and poisoned swords are blessed by the priests of Mavros, 
  and practice melees often become bloody brawls of dominance 
  between brigades. Many slaves are sacrificed and sacred blood is 
  spilled in horrifically creative ways.  
   
  The midwinter rites ritualized in Zobeck are slightly less bloody, 
  if no less solemn.  The turning of the winter equinox is known in 
  Zobeck as Dunkelfinster (meaning “Winter’s Gate”). It’s solemnized 
  with bonfires, the sacrifice of burnt grains and breads, the burning 
  of husk figures representing the spirits of winter, and prayers that 
  commemorate the turn from longer, colder nights back towards 
  longer, warmer days.
  Imbrue
  The next Morgau festival is held on the spring equinox.  Known as 
  Imbrue (“The Planting”), it celebrates the spring plantings and the 
  fecundity of the land and its people.  Great pilgrimages are made to 
  Cantri Abbey in the eastern mountains. There, seeds and livestock 
  are ritually “fertilized” with fresh blood to ensure plentiful harvests 
  - the better to feed warhorses, field slaves, and other beasts – and 
  mothers-to-be and children are “blessed” with the blood of favored 
  servants and captives. 
   
  This is also the time when the hobgoblin tribes celebrate their 
  War Feast of Mavros (see Dark Holidays Adventure Hooks sidebar, 
  page 8): a week of feasts and war games, and a coming-of-age rite 
  for young warriors that divides those worthy to fight for the glory 
  of Marena from the weaklings who become burnt offerings to the 
  Merciless One.
   
  It is said the kobolds of Lillefor also celebrate the return of 
  spring (a vague concept underground) with athletic competitions 
  and war-games.
   
  Zobeck, Perunalia, Krakova, Magdar, Verrayne, Illyria, 
  and the Cantons all have their spring festivals as well, which 
  generally revolve around some sort of blessing of the fields, 
  usually by picnicking and fornicating on the newly plowed earth, 
  accompanied by the prayers of local clerics or druids.
  Vielfraz
  The Vielfraz (also known as the Feast of Mammon) is held every 
  summer at the solstice in Bratislor and Hengksburg.  It celebrates 
  the unbridled indulgence of the flesh (food, drink, sex, drugs, 
  pain, etc.).  All Morgaunts are expected to celebrate with abandon 
  under the hot lusty sun or beneath the cool, sensuous moon. These 
  ritual orgies and bulimic feasts are encouraged and organized by 
  the Mother of Lust from her southern temple under Castle Crag in 
  Bratislor.
   
  The flying merchants of Sikkim are known to celebrate an 
  equally sensuous and expansive feasting version of the holiday, 
  which they call the Beni-al-Caliphata (“Rise of the First Caliph”). It 
  celebrates the legendary founder of their culture and the creation 
  of their flying cities.  One visit to the orgiastic celebrations of the 
  Veiled City of Attimahl during the Caliphata is said to ruin you 
  forever for any other earthly pleasure.
  Messern
  The autumn equinox festival of Messern (“The Reaping”) is held in 
  honor of the Red Goddess’s consort, Mavros (also known as Perun 
  to Easterners), and is a celebration of that season’s conquests and 
  slaughters. Held in the western temple of Aprostala, the offerings 
  are captives, iron, and shattered shields, which the Red Priests burn 
  on carmine altars. Captives and traitors are also ritually tossed off 
  the nearby Cliffs of Ulleraab during the festival.  This re-enacts and 
  commemorates the original, literal overthrow of the former (living) 
  monarchy.
   
  Harvest festivals are also held in Hengksburg and Bratislor at 
  this time of year, and the first casks of full-bodied blood wine of the 
  most recently matured vintage are also unsealed at this time.
  Harvest festivals in Zobeck, Perunalia, and the Sultanate are also 
  common at the equinox, but revolve less around blood and bodies 
  and more around simple agricultural products. 
  
  Player’s Guide to The Crossroads
  8
  • Every spring, starting on the equinox, the hobgoblin 
  tribes and war clans celebrate the War Feast of Mavros in 
  preparation for the summer campaigns.  There is massive 
  feasting and numerous war tourneys are fought over a 
  period of five days and nights in order to determine the clan 
  and war leaders for that year’s campaigns. If the War Feast 
  is disrupted, it may delay the campaign against the PCs’ 
  homeland by days, weeks, even a whole year.  Or if the PCs 
  can find a way to join and win the tourneys, they could direct 
  parts or the entirety of the horde away from their homelands.
  • A family member of one of the consuls or praetors (or 
  perhaps someone beloved by one of the PCs) has been 
  kidnapped by agents of Morgau and must be ransomed or 
  rescued before the Verhangnisvoll, when he will be sacrificed 
  to the Scourging Goddess.
  • The darakhul are conducting a ritual on Verhangnisvoll to 
  counter an ancient dwarven seal that protects a besieged 
  dwarven clan holding.  If the ritual is completed, the doughty 
  dwarves could be overrun in mere hours. One of the clan’s 
  dwarves comes to Zobeck begging the party to help.
  • The adventurers have been hired by a master of the Arcane 
  Collegium to find out more about the mysterious moon 
  rituals of the Spider Crones of the Margreve. Are they a 
  threat to the Free City, as the arcanists’ divinations indicate? 
  The heroes must penetrate the forest and find the homes of 
  Baba Mavra and Baba Jedza to see if the threat is real, and to 
  deal with it if it is.
  • Kobold King Hrodik has found a scroll with an ancient ritual 
  that he believes will give him and his faction the power to 
  overthrow the current king of kings and the prince of the 
  night ghetto.  He will perform the ritual on the next new 
  moon. The PCs may be hired to stop him or, alternately, hired 
  to protect him while he performs the ritual.
  • Lemenerak the Wicked has hired the adventurers to obtain 
  (at least) six rare and difficult items that can only be found 
  outside of Zobeck (e.g., dust from the tomb of Darrakh, a 
  finger bone of St. Charon, the beating heart of a cave dragon), 
  all of which must be delivered to him by the autumn festival 
  of Messern. What the heroes aren’t told is that Lemenerak 
  has finally found the ritual that will make him a demigod.  
  This is only revealed right after the party has delivered the 
  final component and his agents try to dispose of the PCs. The 
  heroes can try to prevent the Messern-night ritual or, perhaps, 
  throw in with Lemenerak in hopes of becoming his divine 
  servitors after his ascension. They need not be reminded that 
  most of his schemes go horribly wrong.
  • The Keeper in White has finally scryed the location of the 
  mithral key that will relock his chest.  Unfortunately, it is in 
  the locked vault under a shrine of Anu-Akma on an island 
  in the Sulphur Sea near Vandekhul.  The PCs are hired to 
  retrieve the key so the Keeper can perform the relocking 
  ritual on or before Verhangnisvoll to keep the Nameless Evil 
  locked in his chest for another hundred years and prevent the 
  fulfillment of a dark prophecy.
  DARK HOLIDAYS ADVENTURE HOOKS
  • A kobold emissary from Lillefor seeks the PCs’ help 
  preventing derro cultists of Addrikah from creating a portal 
  to the Far Realms of Madness during Verhangnisvoll.
  • Heirs to the royal lines of Morgau and Doresh and Zobeck 
  have joined forces and collaborated on a Messern ritual 
  that will grant them control of all clockworks in Midgard, 
  including self-aware constructs, the Puffing Bridge, and 
  even the Great Stross Clock!  The scions plan to use this 
  mechanical horde to recapture their hereditary lands. Many 
  rare components across Zobeck must be acquired for the 
  ritual, such as the soul gem of one of the original gearforged. 
  As criminal incidents mount, the adventurers are hired to 
  investigate the thefts and bloody murders.
  • The PCs must prevent darakhul wizards from enacting 
  an Imbrue ritual that will break ancient seals and release 
  Darrakh and his servitors upon the surface world. 
  • Some Zobecker arcanists, perhaps ambitious students from 
  the Arcane Collegium, seek to capture the White Hart 
  and sacrifice it on Imbrue, in order to wrest control of the 
  Margreve from the shadow fey and rule it as their own.  The 
  characters can be hired by the arcanists to help in the hunt 
  or by the Margreve Witch to protect the White Hart, or can 
  receive a vision from a god saying that neither the Witch nor 
  the arcanists can be trusted with the White Hart.
  
  9
  PG1
  DARAKHUL
  Darakhul arise from members of other races who fall to ghoul 
  fever, but darakhul PCs can start play directly as darakhul. Any 
  bonuses, penalties, and abilities of the previous race are gone; only 
  memories, skills, and cosmetic features remain. Most darakhul are 
  defined by their class levels—they do not have racial Hit Dice. 
  Physical Description
  Darakhul are the size of their original race, and still retain 
  semblances of those features. This includes their hair and eye color, 
  but their skin takes on the gray pall of the undead and their flesh 
  withers somewhat. Their fingers are clawed, and their teeth grow 
  longer and more pointed.
  Society
  Darakhul in the Empire of the Ghouls lead the Imperium’s army, 
  serving their emperor with fervor. Darakhul venturing outside of 
  this environment don’t become a part of other societies, as their 
  undead nature makes them outcasts in human or demi-human 
  lands – and they have serious problems keeping their hunger for 
  flesh in check. 
  Relations
  Outside of their ghast and ghoul servants, the darakhul do not have 
  positive relations with other races. Most fear them. The vampires of 
  Morgau and Doresh use them when possible, especially as officers 
  in their armies, but generally distrust them, believing them to be 
  Imperium spies.
  Alignment and Religion
  Most (but not all) darakhul share the lawful evil alignment of the 
  Ghoul Imperium. The darakhul generally worship the Hunger God, 
  Mavros, or Mordiggian. They also favor St. Bratislor. 
  Adventurers
  Surface darakhul are often itinerant, seeking a place to fit in, or a 
  place to build a home for themselves—generally, away from others. 
  Like other adventurers, they have an interest in gaining treasures 
  and magic: things that can increase their status and access to 
  material comforts.
  Names
  Darakhul names favor the character’s original race.
  PC Races of the Crossroads
  
  Player’s Guide to The Crossroads
  10
  +2 Charisma, No Constitution: You have no 
  Constitution. You use your Charisma score in place of your 
  Constitution score when calculating hp, Fortitude saves, 
  and any special ability that relies on Constitution. These 
  racial adjustments supersede and replace any previous racial 
  adjustments. (When generating a darakhul character using a 
  point-buy system, you must still spend sufficient points for a 
  Constitution score of 10.)
  Small or Medium: Reflecting their origins as 
  members of other races, almost all darakhul are 
  Small or Medium creatures. If Medium, you 
  have no bonuses or penalties due to your size. 
  If Small, you gain a +1 size bonus to your AC, 
  a +1 size bonus on attack rolls, a –1 penalty to 
  your CMB and CMD, and a +4 size bonus 
  on Stealth checks. No matter your size, 
  you retain some resemblance to 
  your stock race, but your nature 
  as darakhul is immediately 
  apparent.
  Normal Speed: You have 
  a base speed of 30 feet if 
  Medium, 20 feet if Small. 
  You gain a burrow speed of 
  10 feet.
  Darkvision: You can see in 
  the dark up to 60 feet.
  Undead: You have the 
  undead subtype and its 
  associated traits. You gain immunity 
  to ability damage and drain, death 
  effects, disease, energy drain, 
  exhaustion/fatigue, mind-affecting 
  effects, nonlethal damage, paralysis, 
  poison, sleep effects, and stunning. 
  Your connection to negative and 
  positive energy is reversed; that is, 
  you are healed by negative energy 
  and damaged by positive energy. 
  You are immune to effects requiring 
  a Fortitude save, but are susceptible to 
  effects that target undead. You are not at 
  risk of death from massive damage, but 
  are immediately destroyed at 0 hp. You 
  cannot be returned to life/undeath 
  by raise dead or reincarnate, and 
  resurrection and true resurrection 
  return you to life as your original 
  stock race. You do not breathe, eat, 
  or sleep.
  DARAKHUL CHARACTERS
  Channel Resistance: You are susceptible to the effects of 
  channel energy but gain channel resistance +2.
  Natural Weapons: Your heavy jaw is powerful enough to 
  crush bones to powder, and you have a 1d8 bite attack. This 
  bite does not transmit darakhul fever; in fact, those killed by 
  your bite do not rise as undead.
  Daylight Weakness: You suffer a –4 penalty to attacks, 
  skill and ability checks, and saving throws when in full 
  daylight. A daylight spell inflicts a similar –2 penalty on you 
  as long as you remain in the affected area.
  Hunger for Flesh: You must consume a meal of 
  raw meat each day or suffer the effects of starvation. 
  You use your Charisma 
  when making checks 
  regarding starvation 
  and always suffer lethal 
  damage from its effects. 
  If you suffer damage from 
  starvation, you become 
  “fatigued” until the damage is healed. 
  (Undead are not typically susceptible 
  to fatigue; hunger, however, will make a 
  darakhul feel effects identical to fatigue.) 
  Damage from starvation cannot be healed 
  by magic or anything else but spending 
  1 hour consuming an amount of raw meat 
  equal to a Small creature. Separate from the 
  starvation hazard, if you’re a darakhul spellcaster, 
  you only recover your spells after enjoying a 
  leisurely, 1-hour-long meal of raw meat. If you 
  need to heal starvation damage and recover spells, 
  you must eat two Small creatures over a 2-hour 
  period. While you will gladly devour any meat 
  any time you can, you can regain spells only 
  once every 24 hours.
  Weapon Familiarity: Darakhul are 
  proficient with weapons by class and base race.
  Languages: A darakhul begins play speaking 
  Common and whatever languages the character 
  spoke in life. A darakhul with high Intelligence 
  can choose bonus languages from the following: 
  Abyssal, Aklo, Draconic, Drow Sign Language, 
  Gnome, Goblin, and Undercommon, as well as 
  the bonus languages available to his base race.
  
  11
  PG1
  GEARFORGED
  The gearforged are the children of Rava, the Gear Goddess of Fate 
  and Industry. Her priests were the first to forge bodies of brass 
  and copper with cunningly wrought gears and well-balanced 
  mechanisms to support thought and action. Each such body is 
  the safe harbor of a soul that once lived in flesh; a special ritual is 
  required to transfer a living creature’s soul into the housing that 
  makes it gearforged. Once created, a gearforged can, in theory, live 
  forever, although in practice most wind down or are destroyed by 
  the ravages of time and the difficulty of surviving even as a well-
  crafted machine.
  Physical Description
  Without exception, the gearforged are shaped as humanoids, and 
  the vast majority of those are one of two styles: roughly human-
  sized, with articulated joints, hands, feet, and magical eyes; or a 
  rather stouter version made by the dwarves, sometimes called 
  geardwarves. These dwarf-like gearforged are more common in the 
  Cantons of the Ironcrags than in Zobeck itself, but are accepted as 
  receptacles for dwarf souls. In the south, minotaur gearforged are 
  rare but not entirely unknown. A very few gearforged are built to 
  even smaller sizes, believed to be intended for kobold souls, but 
  these are subject to frequent failure and even the extinction of the 
  souls they carry.
   
  The core fact of all gearforged is that they were once something 
  else, and now they are somewhat standardized with cylinders, 
  springs, and articulated joints of varying quality. Each is made as 
  distinctive in appearance as any other people are distinctive in their 
  hair and eyes, but the basic framework is always humanoid.    
  This is what separates them from the devices, which are merely 
  servants responsive to orders and capable of little more than a 
  limited amount of memorization. Gearforged are thinking, free-
  willed creatures.
      Their mechanisms are more than mechanical, of course, 
  because all gearforged are machines with souls. Their arms and legs 
  depend on actuators powered by everwound springs. Their minds 
  depend on memory gears, transverse cognition gearing, and the 
  marvel of a soul gem connected directly to a maze of silver and 
  mithral, steam, spark, and magical conduits. These elements are all 
  held in a shell of iron, brass, and steel, and the bulk of the things 
  is quite remarkable: A large and heavily armored gearforged can 
  weigh 400 pounds, as its armor is often built in.
  Everwound Springs: These magical springs provide energy 
  over long periods, effectively acting as the power sources for most 
  of the gearforged’s limbs and fingers. A broken everwound spring 
  results in the loss of function in that digit or limb.
  Soul Gem: The mind of a gearforged creature is as sharp as 
  that of any flesh-and-blood soul, but it is more portable. The 
  animating, vital principle of a gearforged—its will, its personality, 
  and its mind—is contained in one or (for an extra 8,000 gp) two 
  soul gems. The destruction of a gearforged’s soul gem means the 
  death of that creature. It can be raised from the dead as a member 
  of its original race.
  Memory Gears: Separate from the soul gems are a gearforged’s 
  memory gears. These are more delicate constructions: scroll-like 
  ribbons pierced with thousands of pin-sized holes, and others 
  wound about with tiny enchantments of great complexity. The gears 
  store all the gearforged’s memories since the day of its creation; 
  most older gearforged have many such gears, and the magic to 
  create them seems to require one new gear/two levels attained or 
  every 10 years of life. Installing one requires one day’s work and 
  2,000 gp.
   
  Memory gears can be taken from a dead gearforged and read 
  by others. This is a lengthy process and viewed with some alarm by 
  most gearforged; it is akin to peering into the most private details of 
  a life, although without any associated emotions. 
   
  Installing an existing, used memory gear in a different 
  gearforged requires a new Ritual of Soulforging and at least one 
  week for the recipient to remember and understand the results. The 
  process is dangerous, requiring a Fortitude save (DC 10 + 1/2 level 
  of dead gearforged + Cha modifier of dead gearforged) to succeed.
  Society 
  Gearforged do not have a separate society of their own; instead, 
  they insinuate themselves into existing societies as best they can. 
  Having metal bodies and longer lifespans than most alienates them 
  to some extent. In Zobeck, however, they are treated with great 
  reverence.
  Relations
  Gearforged are generally respected individuals in the realms 
  they hail from, and especially so in Zobeck, where they played a 
  significant part in gaining the city’s freedom from the tyrannical 
  Stross family. They get along well with members of their base race, 
  but treat other races as would their base race. Most try to maintain 
  good relations with dwarves and kobolds, as they rely on these 
  crafters to keep them running. 
  Alignment and Religion
  Gearforged may be of any alignment. Most revere Rava, their 
  patroness, and many also worship Volund. They may also pay 
  homage to the deities worshipped by their base race. 
  Adventurers
  Many gearforged embark on adventures out of boredom, their lives 
  having been extended past their race’s normal lifespan. Others 
  seek to experience the world around them fully, deciding to see 
  its awesome all because they can. Others are merely wanderers in 
  search of places to call home.
  Names
  Gearforged names favor the character’s original race.
  
  Player’s Guide to The Crossroads
  12
  Medium: Most PC gearforged are Medium creatures, and 
  have no special bonuses or penalties due to their size. 
  Larger or smaller gearforged received bonuses and penalties 
  appropriate to their size.
  Normal Speed: Gearforged base land speed is 30 feet.
  Clockwork Construct Traits: As constructs, 
  gearforged have no Constitution scores and are immune to 
  disease, poison, magical sleep effects, enchantment effects, 
  paralysis, and effects that require a Fortitude save (unless 
  those effects can also affect objects). They cannot become 
  fatigued or exhausted. Gearforged do not need to eat, sleep, 
  or breathe. As living creatures, though, they do not have any 
  other immunities common to constructs.
    
  Gearforged cannot heal damage on their own. Cure 
  spells, wands, and potions heal gearforged for the minimum 
  amount per charge or dose, and the psionic repair damage 
  power works normally. The mending spell heals 1 point of 
  damage for a gearforged, while make whole heals 2d8 points 
  of damage +1 per caster 
  level (maximum +10). 
    
  Rather than sleep, 
  gearforged must rewind 
  their springs, repair gears, 
  and oil and clean their parts 
  each day for a four-hour period 
  to ensure normal functioning. 
  They are fully aware during this 
  period, but any interruption in their 
  routine during these four hours forces 
  them to start again from the beginning. 
  A gearforged can function a number of 
  days equal to his character level without 
  performing this maintenance, but each day 
  without such a repair period applies a cumulative 
  –2 penalty on all attack and damage rolls, saving throws, 
  and skill checks. If a gearforged neglects his repair period 
  a number of days equal to his character level, he becomes 
  immobile and helpless until repaired by someone else. One 
  four-hour repair period eliminates all accumulated penalties.
    
  Gearforged gain a +2 racial bonus on Craft (clockwork) 
  and Intimidate checks; gearforged intimately understand 
  how their own race works and can apply that knowledge 
  elsewhere, while most living creatures find gearforged a little 
  unsettling. 
  Weapon Familiarity: Gearforged are proficient with the 
  weapons of their base class and race. They are also proficient 
  with any weapon attachments they may have.
  GEARFORGED CHARACTERS
  Languages: A gearforged begins play speaking Common and 
  his base race’s language. A gearforged with a high Intelligence 
  score can choose from the following: Draconic and Dwarven, 
  as well as the bonus languages available to his base race.
  
  13
  PG1
  KOBOLDS 
  More than anything, kobolds are survivors. Their keen night vision 
  and sensitive snouts make them quick to sense danger, their clawed 
  feet move them out of danger with a certain cowardly speed, and 
  their scaly skin protects them when they have to stand and fight. 
  Small and fierce, they survive on their own terms, their weight 
  of numbers helping them in battle and in places where large but 
  less numerous races simply cannot sustain settlements. They 
  are great miners, good gearsmiths, modest alchemists, and have 
  curiosity about the world that often gets them into trouble. They 
  are merchants to the underdark and the surface world, with their 
  greatest cities hidden deep below the earth. Their enemies are 
  the diabolical gnomes and the dwarves, other mining races that 
  would seek to overthrow the kobold dominion over dark and rich 
  territories.
   
  The kobolds are closely allied and related to the dragonkin, the 
  drakes and dragons. The kobold kings (and there are oh so many 
  kobold kings, for no kobold ruler is ever satisfied with being just a 
  chieftain) look up to the dragons. 
  Physical Description
  Kobolds are short reptilian humanoids with draconic snouts and 
  scales of rust-red, black, white, or gray. Their small claws and short 
  tails are reminiscent of tiny dragonkin, but much less threatening. 
  Society
  Kobolds are servants to dragons, and seem to prefer a clear 
  hierarchy in all their social dealings. They organize around 
  mining gangs, workshops for smithwork and gearcrafting, or even 
  around underworld trade caravans. The basic unit of kobold social 
  organization is the egg-clutch, a set of four to ten kobolds hatched 
  together. All kobold cities and ghettos are ruled by one or more 
  kings; kobold queens are surprisingly rare, although more common 
  in the Dragon Empire.
  Relations
  Kobolds get along to some degree with humans but dislike dwarves, 
  gnomes, darakhul, and other burrowing races. They despise elves. 
  Kobolds are cowardly and quick to knuckle under to stronger races, 
  which in practice means everyone but halflings and goblins.
  Alignment and Religion
  Kobolds can be of any alignment, although they tend toward lawful. 
  They worship local gods such as Volund and Rava, and often also 
  the elemental gods of the Dragon Empire.
  Adventurers
  Many adventuring kobolds are those who have lost their clutch-
  mates, and thus all their immediate family. These kobolds 
  sometimes seek solace in travel and novelty. Most kobolds prefer 
  the company of their own kind, but these “brotherless and 
  sisterless” kobolds adopt adventuring parties as family.
  Names
  Male Names: Many male kobold names begin with B, K, or J, and 
  end with a –tek or –o suffix. Duplicated syllables are not uncommon. 
  Brandorek is typical, as are Jiro, Znatek, or Mipo.
  Female Names: Female names among kobolds are often taken 
  from the names of goddesses or local human names, and vary widely.
  –4 Strength, +4 Dexterity, –2 Constitution: 
  Kobolds are fast but weak.
   Small: Kobolds are Small 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.
  Normal Speed: Kobolds have a base speed of 30 feet.
  Darkvision: Kobolds can see in the dark up to 60 feet.
  Armor: Kobolds have a +1 natural armor bonus.
  Crafty: Kobolds gain a +2 racial bonus on Craft 
  (trapmaking), Perception, and Profession (miner) checks. 
  Stealth is a class skill for a kobold, as is one Craft skill: 
  alchemist, gearsmith, or trapmaking.
  Weakness: Light sensitivity.
  Weapon Familiarity: Kobolds are proficient with light 
  and heavy picks, and a miner’s pick is never considered an 
  improvised weapon for a kobold.
  Languages: All kobolds begin with both the Trade tongue 
  and Draconic as known languages. Kobolds who have 
  high Intelligence scores can choose any of the following 
  bonus languages: Dwarven, Minotaur, Southern, and 
  Undercommon.
  KOBOLD CHARACTERS
  
  Player’s Guide to The Crossroads
  14
  CAVALIER
  Griffon Knights 
  Devastated since the fall of House Stross, the griffon riders of 
  Zobeck are a shadow of their former glory. Most are mercenaries 
  and hedge knights these days, and only a few are members of the 
  Order of the Griffon Knights, noble defenders of the realms.
  Edicts: A cavalier sworn to the order is a partner to his mount. 
  Cavaliers of the order put the safety and health of their mounts 
  above all else. He is not a Griffon Knight without a griffon to ride.
  Challenge: Whenever a Griffon Knight issues a challenge, he 
  receives a +1 morale bonus to his damage rolls vs. the target 
  of his challenge. The griffon also gains this bonus while the 
  opponent is targeted. The bonus increases by 1 for the cavalier 
  and his mount for every 5 levels gained by the cavalier. 
  Skills: A Griffon Knight can add Knowledge (local: Zobeck/
  Margreve) and Knowledge (nobility) to his class skills. In 
  addition, when the cavalier makes an Intimidate check, he adds a 
  +2 bonus to the roll. 
  Griffon Ally (Ex): At 2nd level, the cavalier can use the aid 
  another combat action on his griffon mount. The griffon gains 
  a +3 bonus to one of the following for 1 round: Armor Class, 
  attack roll, saving throw, or skill check. At 8th level and every 6 
  levels thereafter, the bonus increases by another +1. 
  Griffon’s Fury (Ex): At 8th level, the cavalier gains the ability 
  to make an attack of opportunity against an opponent that has 
  made a critical hit against the cavalier or his mount. This is an 
  immediate action, so he can make the attack even if he or his 
  mount is knocked unconscious or otherwise disabled as a result 
  of the attack. 
  Death from Above (Ex): At 15th level, the cavalier gains the 
  ability to increase the threat and damage of critical hits from 
  his griffon mount when the griffon is using its pounce ability. 
  A number of times per day equal to the total of the cavalier’s 
  Charisma and Wisdom modifiers, he may increase the threat 
  range of his mount’s rake attack while pouncing by 1 (19-20) and 
  all critical threats are automatically confirmed. Use of this ability 
  must be announced before the attack roll is made, and the use is 
  lost even if the attack misses or does not threaten a critical hit. 
  Mount (Ex): A Griffon Knight must have a griffon as his chosen 
  mount, or lose access to all of his order abilities. All other rules 
  for cavaliers’ mounts apply normally. For a griffon mount, use 
  the Horse template for druid animal companions, but add “fly 
  80 ft. (average)” to Speed and change Attacks to “bite (1d6+3), 2 
  talons (1d6+3)
  Character Options  
    of the Crossroads
  
  15
  PG1
  PALADIN
  Order of the Undying Sun  
  (Sun Archetype)
  A chivalric order founded in the Magdar Kingdom, the Order of 
  the Undying Sun is dedicated to Khors. Members wear striking 
  white- and yellow-plumed helmets and blue cloaks. They favor 
  white or dappled gray horses. Their light shines brighter than 
  most, and their bright swords cut through the darkness. Zobeck’s 
  council gives them little respect because of the order’s support for 
  the wrong side during the Revolt, but everywhere else, the plumes 
  of Khors are a sign of righteous might and outstanding skill.
       The paladin gives up Divine Bond to gain this archetype.
  Sacred Torch: At 5th level, the paladin glows with the light of 
  a torch. He gains a +2 sacred bonus on Perception skill checks 
  and a +2 sacred bonus on melee attack and damage rolls against 
  undead. These bonuses increase to +4 at 11th level and to +6 at 
  17th level. 
  Holy Warmth: At 8th level, the paladin and all allies within 10 
  feet of him gain resist cold equal to the paladin’s level. 
  Divine Light: At 11th level, the paladin radi ates light as a 
  daylight spell and gains a +4 sacred bonus on saves against gaze 
  attacks and blinding effects. 
  Blinding Light: At 14th level, whenever the paladin 
  scores a critical hit with a melee attack, the target must 
  also make a Fortitude save (DC = 10 + paladin’s base 
  attack bonus) or be blinded for 1d4+1 rounds. A 
  creature that saves is instead dazzled for 1 round. 
  Hammer of the Undead: At 20th level, the 
  paladin is immune to cold. He gains a +8 
  sacred bonus on melee attack and damage  
  rolls against undead.
  Order of the White Lion
  A chivalric order founded in Perunalia 
  and dedicated to Perun, Lada, 
  and the Green Gods, the Order 
  of the White Lion is known for its 
  members’ fierceness in battle as well as 
  their powers of healing and bonds with 
  nature and the divine. Only Perunalian 
  women may join this order.
  Divine Mercy (Su): Mercies are chosen as 
  per the normal mercy ability, but the mercy 
  actually cures the underlying affliction, as 
  well as the condition. This ability replaces the 
  mercy and aura of courage abilities. 
  Celestial Bond (Sp): Upon reaching 5th 
  level, the paladin forms a divine bond with 
  her gods. This bond can take one of two 
  forms. Once the form is chosen, it cannot 
  be changed.  
      The first type of bond allows the 
  paladin to enhance her abilities as a 
  standard action by calling on the aid of a 
  celestial spirit for 1 minute per paladin 
  level. When called, the spirit causes the 
  paladin to shed light as a torch. At 5th level, this spirit grants the 
  paladin a +1 sacred bonus to all saving throws. For every three 
  levels beyond 5th, the paladin gains another +1 sacred bonus, to 
  a maximum of +6 at 20th level and/or she can add any one of the 
  following resistances: acid, cold, electricity, or fire with the same 
  level of sacred bonus. They may be split; i.e., a +5 bonus may be 
  used as a +2 to saving throws and grant a 3 fire resistance. The 
  bonuses granted by the spirit are determined when the spirit is 
  called and cannot be changed until the spirit is called again. The 
  celestial spirit imparts no bonuses to anyone other than the 
  paladin. A paladin can use this ability once per day at 5th 
  level, and one additional time per day for every four levels 
  beyond 5th, to a total of four times per day at 17th level.  
     Should the paladin die and be resurrected while 
  possessed by the celestial spirit, the paladin may 
  not summon another spirit for 30 days 
  or until she gains a paladin level, 
  whichever comes first. During this 
  30-day period, the paladin takes 
  a –1 penalty on attack and 
  weapon damage rolls.  
     The second type of bond 
  allows a paladin to gain the 
  service of a celestial familiar to 
  serve her in her crusade against 
  evil. This celestial familiar 
  functions as a wizard’s familiar, 
  using the paladin’s level as 
  her effective wizard level. 
  Add the celestial template to 
  any standard familiar for abilities 
  and ability scores. The familiar 
  gains DR and energy resistance from the 
  celestial template based on its effective Hit Dice, 
  which are equal to the paladin’s class level. Instead 
  of gaining spell resistance when the paladin reaches 
  11th level (as a standard familiar would), a paladin’s 
  familiar gains spell resistance equal to the paladin’s 
  level +11 when the paladin reaches 15th level.  
     If it is not already nearby, once per day, as a full-
  round action, a paladin may magically call her 
  familiar to her side. The familiar immediately 
  appears adjacent to the paladin. A paladin can 
  use this ability once per day at 5th level, and 
  SUGGESTED PALADIN 
  ARCHETYPES FOR THE 
  CROSSROADS
  The Hospitaler paladin archetype in the Pathfinder 
  Roleplaying Game Advanced Player’s Guide should be used 
  for paladins of Lada. They are called the Healing Hands of 
  Lada, however.
  The Shining Knight or the Warrior of the Holy Light paladin 
  archetypes in the Pathfinder Roleplaying Game Advanced 
  Player’s Guide can be used as alternative archetypes for 
  paladins of the Order of the Undying Sun.
  
  Player’s Guide to The Crossroads
  16
  one additional time per day for every four levels thereafter, to a 
  total of four times per day at 17th level.
    
  Should the paladin’s celestial familiar die, the paladin may not 
  summon another for 30 days or until she gains a paladin level, 
  whichever comes first. During this 30-day period, the paladin 
  takes a –1 penalty on attack and weapon damage rolls. 
    
  This ability replaces the divine bond ability.
  ROGUE
  The Fixer
  One sort of rogue works as an enabler, making connections 
  between thugs and burglars, trap-smiths and second-story men. 
  That scoundrel is a fixer. The fixer knows people, knows where to 
  find what you need, and knows who to pay to get things done. He 
  realizes that the most valuable currency is knowledge and makes 
  very sure to be flush with its coin. 
  Class Skills: Replace Knowledge (dungeoneering) with 
  Knowledge (nobility) in a fixer’s class skills.
  Scrounge (Ex): A fixer can locate a buyer or seller of an exotic 
  weapon, alchemical concoction, rare component, or even a 
  minor magic item (worth 250 gp per class level) with a successful 
  Diplomacy (gather information) check, with a DC of 20 (+1 
  per 250 gp value of the item). Mundane items or services worth 
  1/10th that amount can be found for free, once per week, at the 
  GM’s discretion. This ability replaces trapfinding.
  Names and Faces (Ex): At 3rd level, a fixer has either invested 
  the time to gain personal access, or knows the right people, and 
  can easily reach influential members of the community. He gains 
  a +1 bonus to Knowledge (local), Knowledge (nobility), and 
  Diplomacy (gather information) checks used to identify or locate 
  an important person.
    
  The bonus increases by +1 for every 3 levels beyond 3rd. This 
  ability replaces trap sense.
  A Jaded Eye (Ex): At 4th level, the fixer gains a bonus equal to 
  half his class level on Perception and Sense Motive checks. This 
  ability replaces uncanny dodge. 
  A Magpie Among Songbirds (Ex): At 8th level, a fixer 
  gains a bonus equal to half his class level on opposed Bluff 
  and Disguise checks made in an attempt to deceive someone. 
  This does not apply to feint attempts or attempts to pass secret 
  messages. This ability replaces improved uncanny dodge.
  Rogue Talents: The following rogue talents are well-suited 
  to fixers: canny observer, charmer, coax information, guileful 
  polyglot, hard to fool, honeyed words, minor magic, strong 
  impression.
  Advanced Rogue Talents: The following advanced rogue 
  talents are well suited to fixers: another day, master of disguise, 
  skill mastery, slippery mind, thoughtful reexamining.
  Shadowsworn
  While rogues hide in shadows and wizards cast spells to 
  defeat opponents, amass treasure, or accomplish other goals, 
  shadowsworn use shadows and magic with the goal of becoming 
  one with the shadows. It is said that the first shadowsworn were 
  elven agents of Sarastra, trained in the Courts of the Shadow Fey. 
  These original shadow mages have long since traded their mortal 
  lives for a darker and more powerful existence. 
  Role: With their mastery of darkness and shadow magics, 
  shadowsworn can sneak about with ease, confound their enemies, 
  strike using spells or steel, and then escape unseen through their 
  beloved shadows
  Alignment: Any non-good
  Hit Die: d8  
  Starting Wealth: As per rogue
  Class Skills
  The shadowsworn’s class skills are Acrobatics (Dex), Appraise (Int), 
  Bluff (Cha), Craft (Int), Escape Artist (Dex), Intimidate (Cha), 
  Knowledge (arcana) (Int), Knowledge (the planes) (Int), Linguistics 
  (Int), Perception (Wis), Profession (Wis), Spellcraft (Int) and 
  Stealth (Dex).
  Skill Ranks per Level: 6 + Int modifier
  Class Features
  The following are class features of the shadowsworn.
  Weapon and Armor Proficiency: Shadowsworn are 
  proficient with all simple weapons, plus the hand crossbow, 
  rapier, sap, shortbow, and short sword. They aren’t proficient 
  with any type of armor or shield. Armor interferes with a 
  shadowsworn’s movements, which can cause his spells with 
  somatic components to fail.
  Darkvision (Ex): Beginning at 1st level, a shadowsworn gains 
  increasingly powerful darkvision. If he has no darkvision, he 
  gains it out to 30 feet. If he already has darkvision, he gains an 
  additional 30 feet to his existing range. This range increases by 
  another 30 feet at 6th, 12th, and 18th levels. At 18th level, he also 
  gains the ability to see through deeper darkness.
  Spells: A shadowsworn casts arcane spells drawn from 
  the shadowsworn spell list. Unlike a wizard or a cleric, a 
  shadowsworn need not prepare his spells in advance. He can cast 
  any spell he knows at any time, assuming he has not yet used up 
  his spells per day for that spell level.
      
  To learn or cast a spell, the shadowsworn must have an 
  Intelligence score equal to at least 10 + the spell level. The 
  Difficulty Class for a saving throw against a shadowsworn’s spell 
  is 10 + the spell level + the shadowsworn’s Intelligence modifier.
      A shadowsworn can cast only a certain number of spells of 
  each spell level per day. His base daily spell allotment is given on 
  Table 3-2 Shadowsworn Spells per Day. In addition, he receives 
  bonus spells per day if he has a high Intelligence score.
      A shadowsworn’s selection of spells is limited. A shadowsworn 
  begins play knowing two 0-level spells and one 1st-level spell 
  of his choice. At each new shadowsworn level, he gains one 
  or more new spells, as indicated on Table 3-3 Shadowsworn 
  Spells Known. (Unlike spells per day, the number of spells a 
  shadowsworn knows is not affected by his Int score.) 
      Upon reaching 5th level, and at every third shadowsworn level 
  after that (8th, 11th, and so on), a shadowsworn can choose to 
  learn a new spell in place of one he already knows. In effect, he 
  loses the old spell in exchange for the new one. The new spell’s 
  level must be the same as that of the spell being exchanged. A 
  shadowsworn may swap only a single spell at any given level, and 
  must choose whether or not to swap the spell at the same time 
  that he gains new spells known for the level.
  Sneak Attack: If a shadowsworn can catch an opponent when 
  he is unable to defend himself effectively from his attack, he can 
  strike a vital spot for extra damage.
  
  17
  PG1
      The shadowsworn’s attack deals extra damage any time his 
  target would be denied a Dexterity bonus to AC (whether 
  the target actually has a Dexterity bonus or not), or when the 
  shadowsworn flanks his target. This extra damage is 1d6 at 1st 
  level, and increases by 1d6 every three shadowsworn levels 
  thereafter. Should the shadowsworn score a critical hit with a 
  sneak attack, this extra damage is not multiplied. Ranged attacks 
  can count as sneak attacks only if the target is within 30 feet.
      With a weapon that deals nonlethal damage (like a sap, whip, 
  or an unarmed strike), a shadowsworn can make a sneak attack 
  that deals nonlethal damage instead of lethal damage. He cannot 
  use a weapon that deals lethal damage to deal nonlethal damage 
  in a sneak attack, not even with the usual –4 penalty.
      The shadowsworn must be able to see the target well enough 
  to pick out a vital spot and must be able to reach such a spot. A 
  shadowsworn cannot sneak attack while striking a creature with 
  concealment.
  Evasion (Ex): At 2nd level and higher, a shadowsworn can avoid 
  even magical and unusual attacks with great agility. If he makes 
  a successful Reflex saving throw against an attack that normally 
  deals half damage on a successful save, he instead takes no 
  damage. Evasion can be used only if the shadowsworn is wearing 
  light armor or no armor, and only if there are shadows large 
  enough to cover his entire body that he can duck into. A helpless 
  shadowsworn does not gain the benefit of evasion.
  Shadow Talents: As a shadowsworn gains experience, he 
  learns a number of talents that aid him and confound his foes. 
  Starting at 3rd level, a shadowsworn gains one shadow talent. He 
  gains an additional shadow talent at 8th, 13th, and 17th levels. A 
  shadowsworn cannot select an individual talent more than once.
  Crippling Strike* (Ex): A shadowsworn with this ability 
  can sneak attack opponents with such precision that his blows 
  weaken and hamper them. An opponent damaged by one of his 
  sneak attacks also takes 1 point of Strength damage.
  Feather Step (Sp): A shadowsworn with this talent moving 
  through an area of darkness or dim light can ignore the effects 
  of difficult terrain as if he’d cast the feather step spell (see the 
  Pathfinder Roleplaying Game Advanced Player’s Guide). This 
  ability can be used as often as desired, up to a total number of 
  minutes equal to 10 times the shadowsworn’s class levels.
  Improved Evasion (Ex): This works like evasion, except that 
  while the shadowsworn still takes no damage on a successful 
  Reflex saving throw against attacks, he henceforth takes only half 
  damage on a failed save. A helpless shadowsworn does not gain 
  the benefit of improved evasion.
  Off Balance* (Ex): When a shadowsworn with this talent hits 
  a creature with a melee attack that deals sneak attack damage, 
  for 1 round the shadowsworn gains a +1 dodge bonus to AC for 
  each sneak attack die rolled.
  Powerful Sneak* (Ex): Whenever a shadowsworn with this 
  talent takes a full attack action, he can elect to take a –2 penalty 
  on all attack rolls until the start of his next turn. If an attack 
  during this time is a sneak attack, he treats all 1s on the sneak 
  attack damage dice as 2s.
  Shadow Speed (Ex): This ability allows a shadowsworn 
  to move at full speed using the Stealth skill without penalty. 
  He can also move along narrow surfaces at full speed using 
  Acrobatics without penalty, and is not flat-footed when using 
  Acrobatics to move along narrow surfaces. Shadow speed can 
  Table 3-1: Shadowsworn
  LEVEL
  BASE ATTACK  
  BONUS
  FORT  
  SAVE
  REF  
  SAVE
  WILL  
  SAVE
  SPECIAL
  1st
  +0
  +0
  +2
  +0
  darkvision +30 ft., sneak attack +1d6
  2nd
  +1
  +0
  +3
  +0
  evasion
  3rd
  +2
  +1
  +3
  +1
  shadow talent
  4th
  +3
  +1
  +4
  +1
  shadow familiar, sneak attack +2d6
  5th
  +3
  +1
  +4
  +1
  command shadow
  6th
  +4
  +2
  +5
  +2
  darkvision +60 ft.
  7th
  +5
  +2
  +5
  +2 
  sneak attack +3d6
  8th
  +6/+1
  +2
  +6
  +2
  shadow talent
  9th
  +6/+1
  +3
  +6
  +3
  summon shadow
  10th
  +7/+2
  +3
  +7
  +3
  sneak attack +4d6
  11th
  +8/+3
  +3
  +7
  +3
  12th
  +9/+4
  +4
  +8
  +4
  darkvision +90 ft.
  13th
  +9/+4
  +4
  +8
  +4
  shadow talent, sneak attack +5d6
  14th
  +10/+5
  +4
  +9
  +4
  15th
  +11/+6/+1
  +5
  +9
  +5
  16th
  +12/+7/+2
  +5
  +10
  +5
  sneak attack +6d6
  17th
  +12/+7/+2
  +5
  +10
  +5 
  shadow talent
  18th
  +13/+8/+3
  +6
  +11
  +6
  darkvision +120 ft.
  19th
  +14/+9/+4
  +6
  +11
  +6
  sneak attack +7d6
  20th
  +15/+10/+5
  +6
  +12
  +6
  shadow transformation
  
  Player’s Guide to The Crossroads
  18
  only be used if at least part of the movement occurs in areas of 
  darkness or dim light.
  Shadow Stretch (Su): The shadowsworn can alter the 
  shadows in his vicinity in order to use the Stealth skill even while 
  being observed and without cover or concealment, as long as he’s 
  within 5 feet of a shadow other than his own. If the shadowsworn 
  has a shadow familiar, the range is extended to 10 feet.
  Sniper’s Eye* (Ex): A shadowsworn with this talent can 
  apply his sneak attack damage on ranged attacks targeting foes 
  within 30 feet that benefit from concealment. Foes with total 
  concealment are still immune. 
  Stealthy Sniper (Ex): When a shadowsworn with this talent 
  uses the Stealth skill to snipe from an area of darkness or dim 
  light, he only suffers a –15 penalty on the Stealth check, instead 
  of –20.
  Surprise Attack (Ex): During the surprise round, opponents 
  are always considered flat-footed to a shadowsworn with this 
  ability, even if they have already acted.
  Shadow Familiar (Su): If the shadowsworn has the Improved 
  Familiar feat, at 4th level, he can conduct an all-day ritual that 
  permanently releases his own shadow to serve as a familiar for 
  him. A shadowsworn cannot have a standard familiar (gained from 
  another class) and a shadow familiar; he can only have one familiar.
      A shadow familiar has the statistics and abilities common to all 
  wizards’ familiars, but it doesn’t grant its master a special ability 
  bonus. It is not undead, so cannot be commanded by a cleric. It 
  can be cured with normal curative spells. It’s incorporeal, and 
  cannot interact with physical objects. The shadow familiar can 
  move under doors and through other tiny openings, can stretch 
  to 10 times the shadowsworn’s height, is invisible in partial or full 
  darkness, and can hide completely by posing as its master’s normal 
  shadow. The shadow familiar uses the shadowsworn’s Stealth skill 
  to remain hidden, and gains a +4 bonus to Stealth checks in dim 
  lighting but a –4 penalty in brightly lit areas.
      The shadowsworn can communicate with his unbound 
  shadow normally as soon as he gains it. The alignment of the 
  shadow familiar is the same as the shadowsworn’s.
      If his shadow familiar is killed, a shadowsworn no longer casts 
  a normal shadow. He may only create another shadow familiar 
  after one month or after spending 24 continuous hours in 
  complete darkness, replenishing his shadow.
      The shadowsworn cannot cast the shadow projection spell if he 
  has a shadow familiar.
      Note: The shadowsworn can take Improved Familiar at an 
  early level when he’s not yet eligible to use the feat.
  Command Shadow (Su): As a standard action, the 
  shadowsworn can channel negative energy through his body 
  to enslave undead shadows within 30 feet. The shadows receive 
  a Will save (10 + 1/2 shadowsworn’s class level + his Charisma 
  modifier) to negate the effect. Undead shadows that fail the save 
  fall under his control, obeying his commands to the best of their 
  ability, as if under the effects of control undead. The shadows 
  receive a new saving throw each day to resist the shadowsworn’s 
  command. He can control any number of shadows, so long as 
  their total Hit Dice do not exceed his shadowsworn level. If an 
  undead shadow is under the control of another creature, the 
  shadowsworn must make an opposed Charisma check whenever 
  their orders conflict.
  Summon Shadow (Sp): At 9th level, a shadowsworn can 
  summon undead shadows through nearby naturally occurring 
  shadows. He can do this as a standard action once per day plus 
  Table 3-2: Shadowsworn Spells per Day
  Level
  0
  1st
  2nd
  3rd
  4th
  5th
  1st
  1
  0
  —
  —
  —
  —
  2nd
  1
  1
  —
  —
  —
  —
  3rd
  2
  1
  —
  —
  —
  —
  4th
  2
  1
  0
  —
  —
  —
  5th
  2
  1
  1
  —
  —
  —
  6th
  2
  2
  1
  —
  —
  —
  7th
  3
  2
  1
  0
  —
  —
  8th
  3
  2
  1
  1
  —
  —
  9th
  3
  2
  2
  1
  —
  —
  10th
  3
  3
  2
  1
  0
  —
  11th
  4
  3
  2
  1
  1
  —
  12th
  4
  3
  2
  2
  1
  —
  13th
  4
  3
  3
  2
  1
  0
  14th
  4
  4
  3
  2
  1
  1
  15th
  4
  4
  3
  2
  2
  1
  16th
  4
  4
  3
  3
  2
  1
  17th
  4
  4
  4
  3
  2
  1
  18th
  4
  4
  4
  3
  2
  2
  19th
  4
  4
  4
  3
  3
  2
  20th
  4
  4
  4
  4
  3
  2
  Table 3-3: Shadowsworn Spells Known
  Level
  0
  1st
  2nd
  3rd
  4th
  5th
  1st
  3
  2
  —
  —
  —
  —
  2nd
  2
  2
  —
  —
  —
  —
  3rd
  3
  2
  —
  —
  —
  —
  4th
  3
  2
  1
  —
  —
  —
  5th
  3
  2
  2
  —
  —
  —
  6th
  3
  3
  2
  —
  —
  —
  7th
  4
  3
  2
  1
  —
  —
  8th
  4
  3
  2
  2
  —
  —
  9th
  4
  3
  3
  2
  —
  —
  10th
  4
  4
  3
  2
  1
  —
  11th
  5
  4
  3
  2
  2
  —
  12th
  5
  4
  3
  3
  2
  —
  13th
  5
  4
  4
  3
  2
  1
  14th
  5
  5
  4
  3
  2
  2
  15th
  5
  5
  4
  3
  3
  2
  16th
  5
  5
  4
  4
  3
  2
  17th
  5
  5
  5
  4
  3
  2
  18th
  5
  5
  5
  4
  3
  3
  19th
  5
  5
  5
  4
  4
  3
  20th
  5
  5
  5
  5
  4
  3
  
  19
  PG1
  his Charisma modifier. He can summon 1d3 shadows plus one 
  for every three shadowsworn levels above 9th. Once summoned, 
  the shadows obey the shadowsworn’s mental commands, 
  although they can only actively communicate with him when 
  they are within 10 feet per shadowsworn level. The shadows last 
  1 round per shadowsworn level or until destroyed or banished. 
  The shadowsworn can dismiss them as a free action.
      After a shadowsworn reaches 15th level, he can substitute 
  one greater shadow for every three shadows he would normally 
  summon.
  Shadow Transformation: Upon reaching 20th level, the 
  repeated use of Shadow energy overcomes the shadowsworn 
  and he is completely given over to shadow. At this time he must 
  choose whether to permanently transform into a greater shadow, 
  a shae (Pathfinder Roleplaying Game Bestiary 3), or a shadow fey 
  (Midgard Bestiary).
      The shadowsworn gains all the abilities and features of that 
  creature type while keeping all of his class abilities forever (this 
  choice cannot be changed), and is treated as a native fey.
  Shadowsworn Spells
  0-Level Shadowsworn Spells (Cantrips)
  Illumination
  Douse: Douse a small source of natural light. (ZG)
  Lengthen Shadows: Darkened area causes creatures to suffer a –2 
  penalty to Perception checks. (ZG)
  Shadow Bite: Prick creature with a needle of sharp pain. (ZG)
  Shadow Blindness: Impair darkvision. (ZG)
  Silhouette: Create shadow figures against a screen or wall. (ZG)
  Transmutation
  Resize Shadow: Alter the size of natural shadows. (see below)
  Universal
  Arcane Mark: Inscribes a personal rune on an object or  
  creature (visible or invisible). (CR)
  Prestidigitation: Performs minor tricks. (CR)
  1st-Level Shadowsworn Spells
  Evocation
  Silent Sound: Inflict 1d6 points of sonic damage/level (5d6 max). 
  (ZG)
  Illumination
  Compelling Question: Compels creature to answer a question. 
  (ZG)
  Light Warding M: Barrier of light wards against creature type. (ZG)
  Orb of Light, Lesser: Ranged touch attack deals 1d8 points of 
  positive energy/2 caster levels. (ZG)
  Shadow Hands: Hands deal 1d6 points of cold damage/level (max 
  5d6). (ZG)
  Illusion
  Shadow Weapon: Create a quasi-real masterwork weapon. (UM)
  Transmutation
  Keen Senses: Subject gains +2 Perception, low-light vision. (APG)
  Light Blindness: Blind creatures that see in daylight. (ZG)
  Rogue’s Stab: May sneak attack creatures denied Dexterity bonus to 
  AC. (ZG)
  Shadow Shape: Alter the shape of shadows, and cause pain to 
  shadow creatures. (see below)
  2nd-Level Shadowsworn Spells
  Conjuration
  Dust of Twilight: Black particles extinguish light sources within  
  area. (APG)
  Divination
  Shadow Sight: See at a distance through an intervening shadow. 
  (see below)
  Evocation
  Darkness: 20-ft. radius of supernatural shadow. (CR)
  Protective Penumbra: Shadow protects the target from light. (UM)
  Illumination
  Shadow Jump: Move through shadows within medium range (100 
  ft. + 10 ft./level). (ZG)
  Slither M:  Become a two-dimensional shadow.  (ZG)
  Transmutation
  Darkvision: See 60 ft. in total darkness. (CR)
  Silent Combat: Subject of spell is rendered utterly silent. (ZG)
  
  Player’s Guide to The Crossroads
  20
  3rd-Level Shadowsworn Spells
  Evocation
  Deeper Darkness: Objects shed supernatural shadow in 60-ft. 
  radius. (CR)
  Twilight Knife: Floating knife attacks with you. (APG)
  Illumination
  Compelling Fate M: View actions through the influence of stars. 
  (ZG)
  Orb of Light: Ranged touch attack deals 1d6 hp positive  
  energy/level.  (ZG)
  Terror M: Panic one living creature. (ZG)
  Transmutation
  Darkvision, Communal: Divide darkvision benefits between 
  multiple creatures. (UC)
  Ghostbane Dirge: Incorporeal creature takes half damage from 
  nonmagical weapons. (APG)
  Shadow Snare: Animate mundane shadow to entangle. (see  
  below)
  4th-Level Shadowsworn Spells
  Illumination
  Black Hand: Touch attack deals 1d3 Strength, Dexterity, and 
  Constitution damage. (ZG)
  Flickering Fate: Gain +4 Insight bonus to attack rolls by  
  glimpsing foes’ future actions. (ZG)
  Starfall: Cast up to 3 bolts at different target (1 bolt/level), which 
  deal 3d12 points of damage. (ZG)
  Illusion
  Shadow Conjuration: Mimics conjuration before 4th level, but only 
  20% real. (CR)
  Shadow Step: Teleport from one shadow to another. (UM)
  Necromancy
  Shadow Attack: Damage targets through their shadows. (see below)
  Shadow Projection: Temporarily become a shadow. (APG)
  5th-Level Shadowsworn Spells
  Illumination
  Solid Darkness: A cloud of darkness impedes movement and sight. 
  (see below)
  Starry Vision M: See the fate of all creatures up to 4-5-ft squares/
  level. (ZG)
  Wall of Darkness: Blocks sight and causes damage to those  
  within. (see below)
  Illusion
  Shadow Evocation: Mimics evocation before 5th level, but only 
  20% real. (CR)
  Transmutation
  Shadow Plane Adaptation: Resist harmful effects of negative 
  energy and the Shadow Plane. (see below)
  Note: An M appearing at the end of a spell name denotes a 
  spell with a material component not normally found in a spell 
  component pouch.
  Spell descriptions are found in: 
  (CR) the Pathfinder Roleplaying Game Core Rulebook
  (ZG) the Zobeck Gazetteer for the Pathfinder RPG
  (APG) the Pathfinder Roleplaying Game Advanced Player’s Guide
  (UC) the Pathfinder Roleplaying Game Ultimate Combat
  (UM) the Pathfinder Roleplaying Game Ultimate Magic
  new shadowsworn spells
  0 Level
  Resize Shadow
  School transmutation; Level shadowsworn 0, sorcerer/wizard 0
  Casting Time 1 standard action 
  Components S 
  Range close (25 ft. + 5 ft./2 levels) 
  Effect one shadow 
  Duration 10 minutes/level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless) 
     This simple spell changes the size of a natural shadow. A shadow 
  can be distorted to appear as small as 1/10 its normal size or as 
  large as 10 times its normal size. The shape of the shadow is always 
  the same as it was before; only the size is altered. Resize shadow 
  has no effect on shadow-based creatures or illusions.
     The GM may grant up to +3 or –3 modifiers to Stealth checks 
  based on smaller or larger shadows, depending on the situation.
  1st Level
  Shadow Shape
  School transmutation; Level shadowsworn 1, sorcerer/wizard 1
  Casting Time 1 standard action 
  Components S 
  Range close (25 ft. + 5 ft./2 levels) 
  Effect one shadow 
  Duration 10 minutes/level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless) 
     This spell can be used to change the shape of any shadow, 
  allowing the caster to depict an outline of his choosing accurately. 
  The total area covered by the shadow is unchanged, although if 
  resize shadow is cast on the shadow immediately before shadow 
  shape, the caster can shape the resized shadow until the duration 
  of the former spell ends.
     Shadow shape can cause 1d6 damage/level (maximum 5d6) against 
  any one shadow-based creature or illusion that fails its saving throw.
  2nd Level
  Shadow Sight
  School divination [shadow]; Level shadowsworn 2,  
  sorcerer/wizard  2
  Casting Time 1 standard action 
  Components S, M (black tar or oil rubbed on the eyelids)
  Range touch 
  Effect one touched creature 
  Duration 10 minutes/level (D)
  Saving Throw Will negates (harmless); Spell Resistance 
  yes (harmless) 
     This spell allows its subject to look into any mundane shadow 
  within 30 feet + 5 feet/caster level and peer out of the same 
  shadow as if he was standing in that shadow looking in any 
  direction he chose. Therefore, he could look into a nearby shadow 
  and see out of another part of that shadow around a corner, 
  
  21
  PG1
  beyond an obstacle, behind himself, or at any distance so long as 
  there is an uninterrupted connection between the point in the 
  shadow he’s looking into and the point he wants to look out from.
     While under the effect of the spell, the subject can shift back and 
  forth between normal vision and shadow sight as a free action.
  3rd Level
  Shadow Snare
  School transmutation; Level shadowsworn 3,  
  sorcerer/wizard  3
  Casting Time 1 standard action 
  Components S 
  Range medium (100 ft. + 10 ft./level) 
  Effect one shadow 
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
     When cast on a natural shadow, this spell transforms it into a 
  long, thick tentacle. The tentacle stays rooted to the object that cast 
  it (or to the point on the wall or floor it originally fell on if there’s 
  no direct connection to the casting object), but can extend 5 feet 
  per level to attack an opponent.
      The tentacle is intangible. Attempts to physically sever or break 
  it simply pass right through it, while the shadow instantly reforms 
  itself or flows around interposing objects.
      When shadow snare is cast, the tentacle attacks the target 
  indicated by the caster. A successful touch attack means the shadow 
  has entangled a victim (the tentacle seems quite solid to the victim). 
  An entangled victim suffers –2 to attack rolls and a –4 penalty to 
  effective Dexterity. An entangled spellcaster must make a DC 15 
  concentration check to cast a spell.  Since the animated shadow is 
  considered anchored, it can hold a victim motionless, if the caster 
  so desires. Otherwise, the victim can move at half speed up to 
  the length of the shadow away from the shadow’s anchor point. A 
  standard action allows the caster to indicate a new target.
     If the victim is attacked by his own shadow, he cannot be held 
  motionless by it, but the penalty to attack rolls is –3 and to effective 
  Dexterity is –6.
     Strength and Escape Artist checks (DC 15 + caster’s shadowsworn 
  level) can be used to break free of the entanglement.
  4th Level
  Shadow Attack
  School necromancy [shadow]; Level shadowsworn 4, 
  sorcerer/wizard 4 
  Casting Time 1 standard action 
  Components S 
  Range personal
  Target you
  Duration 1 round/level (D)
     After casting shadow attack, a dark nimbus surrounds the 
  caster’s hands, and he gains the ability to cause damage to others 
  by attacking their shadows instead of their bodies. His targets’ 
  shadows only need to be hit with touch attacks (either with his 
  bare hands or with handheld weapons), and all blows against a 
  shadow inflict normal damage on the shadow’s owner. Touch 
  spells such as black hand can be transmitted through the target’s 
  shadow, but he receives all normal saving throws and spell 
  resistance benefits to any such magical attacks.
     Shadow attack is especially deadly when used in conjunction with 
  other spells, such as resize shadow and shadow shape, which allow 
  the caster to make an opponent’s shadow more accessible to him.
  5th Level
  Shadow Plane Adaptation
  School transmutation [shadow]; Level shadowsworn 5 
  Casting Time 1 standard action 
  Components V, S 
  Range touch
  Target creature touched
  Duration 1 hour/level (D) 
  Saving Throw Will negates (harmless); Spell Resistance 
  yes (harmless) 
     Shadow plane adaptation gives the caster immunity to the 
  harmful environmental effects of the Shadow Plane, including 
  cold, darkness, and the confusion the plane causes to those 
  unfamiliar with it. Additionally, he gains immunity to negative 
  energy effects (but the spell does not remove negative levels that 
  the subject has already gained, or their effects).
     If shadow plane adaptation is cast when on another plane, it 
  grants resist energy 3 (negative), but no other benefits.
  Solid Darkness
  School illumination (conjuration) [creation]; Level 
  shadowsworn 5, sorcerer/wizard 6 
  Casting Time 1 standard action 
  Components V, S 
  Range medium (100 ft. + 10 ft./level) 
  Effect darkness spreads in a 30-ft. radius 
  Duration 1 minute/level 
  Saving Throw none; Spell Resistance no 
      A cloud of inky darkness billows out from the point the caster 
  designates. The darkness completely obscures all sight, including 
  darkvision. 
      A creature within the cloud is considered to have full 
  concealment: attacks suffer a 50% miss chance, and the attacker 
  can’t use sight to locate the target.
      Solid darkness is so thick that any creature attempting to move 
  through it progresses at 1/10th normal speed (minimum of 5 feet 
  per round, although he cannot take a 5-foot step), and all melee 
  attack and melee damage rolls suffer a –2 penalty. The darkness 
  prevents effective ranged weapon attacks by physical objects, but 
  immaterial magic rays and the like are unaffected. A creature or 
  object that falls into solid darkness is slowed, so that each 10 feet 
  of darkness that the creature or object falls through reduces the 
  damage of a fall by 1d6 points, with a minimum damage of 0. For 
  example, if a creature falls 30 feet, then passes through 20 feet of 
  solid darkness before striking the ground, the total damage of the 
  fall is 5d6–2d6 (total fall of 50 feet, with 20 feet of the fall being 
  through solid darkness). 
  Wall of Darkness
  School illumination (evocation) [shadow]; Level shadowsworn 
  5, sorcerer/wizard 5 
  Casting Time 1 standard action 
  Components S 
  
  Player’s Guide to The Crossroads
  22
  Range medium (100 ft. + 10 ft./level) 
  Effect wall up to 20 ft. tall and 10 ft. long/level or sphere or 
  hemisphere with a radius up to 5 ft. + 1 ft./level 
  Duration concentration plus 1 round/level (D)
  Saving Throw Reflex negates or none plus Fortitude negates (see 
  text); Spell Resistance yes 
      A wall of darkness cannot be seen through with any sort of 
  vision, magical or otherwise, including divination spells up to 
  the 5th level. While dimension door and similar spells can bypass 
  the wall, anyone who attempts to physically pass through it 
  immediately sustains 3d6 + 1 hp/caster level (maximum +20) of 
  cold damage and must also make a Fortitude check or take 1 point 
  of Strength damage.
      If the spherical or hemispherical construction of the wall is 
  used to entrap a victim, then a Reflex save means he was able to 
  avoid imprisonment.
   
  A light spell can weaken a wall of darkness (increasing the 
  illumination in the area to dim light, reducing damage sustained 
  by those passing through it to 1d6 +1 hp/caster level, and 
  eliminating the Strength damage), but only for a single round. 
  Daylight completely negates a wall of darkness for 1 round. 
  Sunburst dispels a wall of darkness.
      A wall of darkness can be made permanent with a 
  permanency spell.
   
  SORCERER
  ghoulish sorCerer bloodline
  Perhaps one of your an cestors was enslaved in the Ghoulish 
  Empire, or was wounded by a darakhul but survived the sickness. 
  However it happened, now you are fortified by that dark power. 
  Class Skill: Knowledge (Dungeoneering) 
  Bonus Spells: cause fear (3rd), command undead (5th), halt 
  undead (7th), contagion (ghoul fever) (9th), wave of fatigue (11th), 
  create undead (13th), control undead (15th), create greater undead 
  (17th), energy drain (19th)
  Bonus Feats: Combat Casting, Diehard, Endur ance, Iron Will, 
  Silent Spell, Skill Focus (Knowledge: dungeoneer ing), Still Spell, 
  Toughness
  Bloodline Arcana: Whenever you cast a spell against a 
  creature with the undead subtype/key word, increase the DC by 2. 
  Bloodline Powers 
  Ghoul Touch (Sp): At 1st level, you can make a melee touch 
  attack that causes a living creature to become sickened for a 
  number of rounds equal to 1/2 your sorcerer level (minimum 1). If 
  you touch a sickened creature, it becomes nauseated for 1 round if 
  it has fewer levels or Hit Dice than your sorcerer level. You can use 
  this ability a number of times per day equal to 3 + your Charisma 
  modifier.
      You also gain darkvi sion to 30 feet. 
  Rigor Mortis (Su): At 3rd level, you gain resist cold 10, +4 
  to saving throws against poison, and immunity to disease. 
  Unintelligent undead ignore you unless you attack them.
    
  You also gain Stealthy as a bonus feat. 
  Ghoulish Chill (Sp): At 9th level, you can make a melee touch 
  attack that causes a living crea ture to become immobilized for 
  a number of rounds equal to 1/2 your sorcerer level (minimum 
  1—save DC is 10 + your sorcerer level). You can use this ability a 
  number of times per day equal to 3 + your Charisma modifier.
      Your darkvision also increases to 60 feet. 
  Ghoul Spittle (Sp): At 15th level, you gain the ability to 
  spray spittle infected with ghoul fever in a cone-shaped area to 
  a distance of 15 feet three times per day. The spittle causes 1d8 
  damage, 1 Constitution damage, and 1 Dexterity damage im-
  mediately (a Fortitude save against your casting DC negates the 
  score losses). All affected targets that fail their Fortitude saving 
  throws become infected with ghoul fever. (See the Pathfinder 
  Roleplaying Game Bestiary for details on ghoul fever.) 
  Death’s Gate (Ex): At 20th level, your ghoulish nature becomes 
  fully manifest. You no longer have a pulse or a body temperature. 
  You gain immunity to cold, poison, paralysis, and sleep. Ghouls, 
  ghasts and other intelligent undead consider you one of them 
  unless you attack them.
       You also gain the stench ability of ghasts (10-foot-radius, DC 
  15 Fortitude save negates, sickened for 1d6+4 minutes) and the 
  ability to paralyze elves with your bite.
  vampiriC sorCerer bloodline
  While you don’t experience the hunger of a vampire, you do enjoy 
  the undead might provided by a necrotic taint that entered your 
  bloodline sometime in the past.
  Class Skill: Perception
  Bonus Spells: chill touch (3rd), darkness (5th), vampiric touch 
  (7th), animate dead (9th), blight (11th), circle of death (13th), finger 
  of death (15th), symbol of death (17th), power word kill (19th)
  Bonus Feats: Alertness, Combat Casting, Combat Reflexes, 
  Dodge, Extend Spell, Improved Initiative, Lightning Reflexes, Skill 
  Focus (Perception), Silent Spell, Still Spell, Toughness
  Bloodline Arcana: Whenever you cast a mind-affecting spell, 
  increase the DC +2.
  Bloodline Powers 
  Vampiric Touch (Su): At 1st level, you gain a 1d6 slam attack: 
  Your touch causes mortal creatures to bleed. This is as the spell, 
  but affects non-dying creatures (1 hp/round until healed or 
  stabilized by the Heal skill). You can use this ability a number of 
  times per day equal to 3 + your Charisma modifier.
  You also gain darkvision to 30 feet.
  Vampiric Power (Su): At 3rd level, you gain DR5/silver, resist 
  cold and electricity 10, you no longer have a reflection in a mirror 
  or cast a shadow, and you can use beast form II as a spell-like 
  ability (dire rat, dire bat, or wolf) three times per day.
  Vampiric Swarm (Su): At 9th level, you can summon rats, bats, 
  or wolves, as per the Children of the Night special attack in the 
  vampire listing in the Pathfinder Roleplaying Game Bestiary.
  Your darkvision increases to 60 feet.
  Vampiric Mist (Su): At 15th level, you gain the ability to assume 
  gaseous form at will as a standard action (caster level 9th), but can 
  remain gaseous indefinitely with a fly speed of 20’ with perfect 
  maneuverability.
  
  23
  PG1
  Death Supreme (Su): At 20th level, your 
  vampiric nature becomes fully manifest. You 
  no longer have a pulse or a body temperature. 
  You gain DR10/silver, immunity to poison, 
  paralysis, and sleep attacks, as well as fast 
  healing 2. Undead creatures consider you one 
  of their own unless you attack them. You also 
  gain the slam, blood drain, and domination 
  attacks of a true vampire.
  WIZARD
  CloCkwork sChool
  The clockworker focuses on the study of 
  combining magic with machines.
  Clockworker’s Charm (Su): Whenever 
  you cast an animate construct spell, increase the 
  duration by a number of rounds equal to ½ your 
  wizard level (minimum 1). At 20th level, you 
  can change the duration of animate construct 
  spells to permanent. You can have no more than 
  one animate construct spell made permanent in 
  this way at one time. If you designate another 
  animate construct spell as permanent, the 
  previous spell immediately ends. 
  Repairing Touch (Sp): As a standard action, 
  you can touch a metal object or construct, 
  sealing up rents and bending steel back into 
  place, repairing it for 1d6 points of damage +1 
  for every 2 wizard levels you have. You may 
  repair up to 1 pound of metal per wizard level. 
  You can do this a number of times per day 
  equal to 3 + your Intelligence modifier.
  Clockwork Body (Sp): At 8th level, you 
  can change your body into a construct body 
  for a number of rounds per day equal to your 
  wizard level, gaining +2 natural armor, 1d4+1 
  temporary hp per wizard level, darkvision 60 
  feet, and construct traits for the duration of 
  the effect. The metal body adds 60 pounds to 
  your existing weight, reducing movement as per full plate (30-feet 
  movement rate becomes 20 feet; 20-feet movement rate becomes 
  15 feet), and adds a –6 armor check penalty to Dexterity- and 
  Strength-based skills. The metal does not affect arcane casting. At 
  12th level, the AC bonus increases to +3 and the temporary hit 
  points increase to 1d6+1 per wizard level. 
  illuminaTion sChool
  The illuminationist focuses on the study of combining star and 
  shadow magic.
  Insight of the Stars (Su): The stars provide you glimpses 
  of fate, granting you a +1 insight bonus to initiative. This 
  bonus increase by +1 for every five wizard levels you have, to a 
  maximum of +5 at 20th level. 
  Orb of Light (Sp): As a standard action, you can unleash an orb 
  of light targeting any foe within 30 feet as a ranged touch attack. 
  The orb of light deals 1d6 points of positive energy damage +1 
  for every two wizard levels you have. You can use this ability a 
  number of times per day equal to 3 + your Intelligence modifier.
  Bend Light (Sp): At 8th level, as a swift action, you can bend 
  the light around your body, causing your opponents to suffer a 
  50% miss chance as if you had total concealment, for a number 
  of rounds per day equal to your wizard level. These rounds do 
  not need to be consecutive. This ability otherwise functions as a 
  displacement spell.  
  
  Player’s Guide to The Crossroads
  24
  NEW SKILLS OF THE 
  CROSSROADS
  With a profusion of devices and automatons in the city, it seems 
  that many of the citizens do nothing but wind keys, feed boilers, 
  and repair gears all day long. Most Zobeckers know a thing or two 
  about the gearforged and the automatons that surround them, but 
  real skill is required to make a lasting repair beyond the simple 
  restoration of fuel or resetting of a valve. 
  Several skills are useful here.
  Craft (Clockwork) 
  This skill operates just like any other Craft skill, but because of the 
  complexity of clockwork devices the DCs start at 10 for the most 
  basic items and skyrocket to 40 or higher to create a gearforged. 
  A clockworker can attempt to create a clockwork item in half the 
  normal amount of time by adding +5 to the DC of the desired item.
  Disable Device
  This skill allows a character to turn off a clockwork device if 
  he knows the method of its construction and has the proper 
  clockworking tools. For a typical household device, this requires 
  a DC 10 check, while larger and more elaborate devices can have 
  DCs of 30 or higher. Each device is made differently and requires 
  a different check; even those that are superficially similar or made 
  by the same clockworker can be very different on the inside, so a 
  check is needed even in these situations. Using Disable Device in 
  this way requires 1 minute.
     Clockworks meant to fight, stand sentry, or otherwise thwart 
  rogues and rascals are very difficult to turn off. For a hardened 
  device meant to evade this sort of tampering, the DC is 20 + CR. 
  Attempting such a check provokes attacks of opportunity and 
  requires the disabling character to succeed on a melee attack. 
  No retry is possible once a construct is aware of such an attempt. 
  Using Disable Device to deactivate a clockwork device requires a 
  full-round action.
  Knowledge (Architecture and Engineering)
  This skill gains new uses in a city where gearforged and other 
  clockwork devices are common, as shown on the following table.
   
  CHECK DC
  TASK
  5
  Determine mode of power for a clockwork 
  device
  10
  Restore power from springs or boilers to an 
  immobile clockwork device, or shut it down
  15
  Repair 1d3 hp damage of an automaton
  20
  Safely shut down a dangerous clockwork 
  device
  25
  Determine the maker or workshop that built 
  a  clockwork
  Varies
  Disable a clockwork device, such as a steam 
  gate, lift, or bridge
  Use Magic Device
  This skill can be helpful in activating an inactive clockwork device, 
  finding its mode of arcane power (if it has one), and determining 
  how much energy remains in its alchemical or arcane weaponry. 
  It is also the skill used when attempting to trigger the power of a 
  disassembled device.
  CHECK DC
  TASK
  20                            Activate clockwork
  25
  Analyze clockwork power source
  30
  Trigger disabled device
   
  NEW FEATS AND TRAITS 
  OF THE CROSSROADS
  FEATS
  Affinity With Air 
  You gain more advantage with the Air Domain. 
  Prerequisite: Cleric of Perun
  Benefit: You gain resist electricity 5 at 1st level.
  In addition, when you use a Lightning Arc, you deal 1d6 points of 
  electricity damage + 1 point for every cleric level you have and 
  you can use this ability a number of times per day equal to 4 + 
  your Wisdom modifier.
  A Firm Word (Combat)
  Your commanding voice snaps listeners to attention.
  Prerequisites: Heal 4 Ranks, Diplomatic Strike
  Benefit: You can awaken anyone rendered unconscious by 
  nonlethal damage, adjusting his accumulated nonlethal damage 
  total to equal 1 hp less than his current hp. A person awoken 
  in this way gains the benefits of the Alertness feat for 1 minute 
  but is shaken afterward for a number of minutes equal to their 
  Constitution modifier (minimum 1). 
  Bank Shot (Combat)
  Cover is no protection.
  Prerequisite: Precise Shot
  Benefit: By taking a –4 penalty to your attack, you can bounce a 
  sling stone off a hard object or armored creature to attack a target 
  behind cover or not in your direct line of sight. A hard object is 
  required for this attack.
  Battlefield Scavenger (Combat)
  You collect a bit of battlefield debris to aid yourself. 
  Prerequisite: Combat Expertise
  Benefit: You may retrieve an unattended item in a square 
  adjacent to you as a swift action.
  Normal: Picking up an unattended item is a move action.  
  Bend Spell (Metamagic)
  You direct a spell beyond your direct line of sight.
  Benefit: You bend a spell once within its standard range to 
  
  25
  PG1
  target a creature or point not in your direct line of sight (even if 
  partially obscured). You still require line of effect, and that can 
  be bent as well.
    
  A bent spell uses a spell slot one level higher than the spell’s 
  actual level.
  Blindsided (Combat)
  You know how to instantly attack with a concealed weapon.
  Prerequisite: Quick Draw
  Benefit: You can draw a concealed weapon as a free action.
  Normal: Drawing a concealed weapon is a standard action.
  Blood of Lada
  You carry the blood of the Golden Goddess in your veins. 
  Prerequisite: This feat must be chosen at 1st level. 
  Benefit: Three times per day, as a spell-like ability, you can 
  make a touch attack to stabilize any living creature that has –1 or 
  fewer hit points, as per the stabilize spell. 
  Blood of Perun
  You carry the blood of the Storm God in your veins. 
  Prerequisite: This feat must be chosen at 1st level. 
  Benefit: Three times per day, as a spell-like ability, you can 
  make a touch attack that delivers 1d3 electrical damage.  
  Born in the Saddle
  You have a knack for horsemanship and are considered 
  blessed among the Kariv.
  Prerequisites: Kariv, Ride 4 ranks, must be taken at 1st 
  level
  Benefit: Any horse you ride gains a +10 ft. circumstance 
  bonus to its speed while you ride it. In addition, you gain a 
  +2 bonus on Ride checks made when on a horse.
  Brutal Brawler (Combat)
  Nobody’s immune to your powerful fists.
  Prerequisites: Str 15, BAB +4, Diplomatic Strike
  Benefit: You can deal nonlethal damage to opponents 
  normally immune to it. Opponents immune to nonlethal 
  damage are never knocked unconscious, but are staggered 
  as long as their nonlethal damage total exceeds their 
  current hp total.
  Caruth Practitioner
  You are descended from a long line of crab diviners, or 
  you have been taken in and trained by one. You hear the 
  whisper of Mother Crab, and she guides your path.
  Prerequisites: Kariv only (typically female), able to cast 
  charm person or charm animal, oracle, sorcerer, witch, 
  or wizard level 4, minimum 1 rank in Profession (crab 
  diviner), minimum 2 ranks in Craft (alchemy)
  Benefit:  You receive a +2 bonus circumstance to your 
  Animal Handling skill when dealing with crabs and 
  spiders.
    
  With 4-9 ranks in Profession (crab diviner), you can 
  use speak with animals 1/day (spiders and crabs only) as 
  a spell-like ability as a caster of your character level. With 
  10+ ranks in Profession (crab diviner), you can cast divination 1/
  day (only when practicing Caruth) as a spell-like ability at your 
  character level.
  Special: With 4-9 ranks in Profession (crab diviner), only yes-
  or-no questions may be directed to the crab. With 10+ ranks 
  in Profession (crab diviner), this is effectively equivalent to a 
  divination spell with a base chance of success of 70% + 1% per 
  rank in Profession (crab diviner). Failure means that the future is 
  clouded or that either the client or the crab diviner has displeased 
  Mother Crab, and she is unwilling to part with her truth.
    
  This success rate is halved (rounded down) if a spider is used, 
  and failure means the spider gives a false prophecy.
    
  A crab diviner must use the proper tools: masterwork dagger 
  (302 gp), ivory comb (400 gp), soothing bowl (priceless, usually 
  from the soothsayer’s mentor), polished finger bone (priceless, 
  usually from the diviner’s deceased mentor’s hand), fine gloves 
  (5 gp), ceremonial ash (priceless), and an alchemical concoction 
  of rock salt and powdered silver (25 gp material cost, consumed 
  with each reading, Craft (alchemy) DC 13 to create). A crab 
  diviner, on average, can earn 100 gp per rank in Profession 
  (crab diviner) per reading, although a host of other factors may 
  influence the price.
  
  Player’s Guide to The Crossroads
  26
  Cheap Shot (Combat)
  You’ll use any underhanded trick to gain an advantage in combat.
  Benefit: When you successfully attack an opponent denied 
  his Dexterity bonus to AC, you inflict bonus damage equal to 
  half your base attack bonus (minimum 1). Do not multiply this 
  damage with a critical hit.
  Child of the Wander Curse
  The Kariv are said to possess an ill luck that brings misfortune 
  to those around them. You seem to embody this aspect of Kariv 
  culture.
  Prerequisites: Kariv, must be taken at 1st level
  Benefit: Once per day, you may choose to activate this ability. 
  When you do so, randomly select a single non-Kariv humanoid 
  opponent within 30 feet hostile toward you or any other Kariv. 
  That opponent takes a –1 penalty on all attack rolls made 
  against any Kariv and a –1 penalty on all saving throws for the 
  remainder of the encounter.
  Special: An opponent robbed, cheated, or attacked by a Kariv is 
  immune to the effects of this feat for that encounter.
    
  You may gain this feat multiple times. Each time you do, you 
  may randomly select one additional opponent affected by the –1 
  penalty, although those victimized by a Kariv remain immune.
  Clan Seer
  Your visions are stronger, clearer, and more penetrating than those 
  of your peers.
  Prerequisites: Kariv, divine spellcaster, must be taken at 1st 
  level
  Benefit: All non-instantaneous, non-permanent divination 
  spells you cast last an additional 3 rounds.
  Collapse Crawler
  You’ve crawled out from your fair share of tight spaces. 
  Prerequisites: Kobold, Dex 15
  Benefit: You gain a +4 competence bonus to your Escape 
  Artist checks to move through tight spaces, and your required 
  movement time is halved (5 rounds/30 seconds minimum).
  Constructs’ Bane 
  To know your own structure is to know that of the enemy, or at 
  least that of some of them. 
  Prerequisite: Gearforged
  Benefit: You gain a +2 bonus on your Knowledge (arcana) 
  checks related to constructs, and this skill is a class skill for you. 
  You also gain a +1 bonus on your melee and ranged attacks made 
  against constructs. 
  Special: These bonuses stack with the Favored Enemy class 
  feature of the ranger.  
  Crippling Blows (Combat)
  You can cause real damage with your fists and feet.
  Prerequisite: Heavy Hitter, any non-good alignment
  Benefit: You may choose to deal 1d3 ability damage once per 
  day to the ability score of your choice to an opponent if you 
  render him unconscious with nonlethal damage twice within a 
  24-hour period. 
    
  Additionally, you gain a +2 morale bonus to Bluff and 
  Intimidate checks and a –2 penalty to Diplomacy checks against 
  the opponent until the ability damage heals. These bonuses stack 
  with Diplomatic Strike.
  Diluted Brewing (Item Creation)
  You learned to water down your potions, making them weaker 
  and unpredictable but cheaper to brew.
  Prerequisite: Brew Potion
  Benefit: A diluted potion costs 30% less to create than a normal 
  potion but doesn’t immediately take effect when consumed. 
    
  Effects are delayed 1d6 rounds before activating, and any 
  numeric effects are reduced by –1 per die (minimum of 1).
  Diplomatic Strike (Combat)
  You can blunt your attacks, even with a sharp weapon.
  Benefit: You do not suffer penalties to hit when using a weapon 
  that deals lethal damage to deal nonlethal damage instead.
    
  Additionally, you gain a +2 morale bonus to Bluff and 
  Intimidate checks and a –2 penalty to Diplomacy checks against 
  any opponent rendered unconscious by nonlethal damage dealt 
  by you within the last 24 hours.
  Echoes of Former Flesh
  Your soul-link to your gearforged chassis is so strong it allows you 
  to interact with magics and effects or take feats as if you were still 
  a member of your original race. 
  Prerequisite: Gearforged
  Benefit: You retain the racial traits of a human along with your 
  gearforged traits.
  Echoes of Lives Past
  Your memory gears can draw on distant memories of a flesh-and-
  blood life long past.  
  Prerequisite: Gearforged 
  Benefit: You gain a +1 competence bonus on four skills having 
  Intelligence as their key ability, and the selected skills become 
  class skills for you. 
  Special: You can take this feat multiple times. Each time you 
  take this feat, it applies to four new skills having Intelligence as 
  their key ability.  
  Ever-Vigilant
  You are seldom welcome where you travel, thus you’re always on 
  the lookout for those who might wish you harm.
  Prerequisite: Kariv
  Benefit: You gain a +2 bonus on Spot checks and a +1 bonus on 
  initiative rolls.
  Eye Gouge (Combat)
  You’re skilled at blinding opponents.
  Prerequisite: Cheap Shot
  Benefit: When you successfully attack an opponent denied 
  his Dexterity bonus to AC, you may leave him blinded for 1d4 
  rounds. A successful Reflex save negates this. The DC of this 
  Reflex save is 10 + your Dexterity bonus + your base attack 
  bonus.
  
  27
  PG1
  Follow Through (Combat)
  In the moment right after your strike, you clip your enemy with 
  your weapon’s hilt, a piece of your armor, or maybe just your 
  elbow or knee.  
  Prerequisites: Dex 13, Str 11
  Benefit: Once per round as part of a full attack action you may 
  deal an opponent you just hit nonlethal damage equal to your 
  Strength modifier.  
  From The Crucible
  You are highly resistant to heat and fire thanks to the alloys that 
  comprise most of your body. 
  Prerequisites: Gearforged, taken at 1st level as
     gearforged
  Benefit: You gain DR 2/fire and a +2 bonus on all saves made 
  against fire-based attacks such as a fireball.  
  Fury of Lhasa-Ankar
  Lhasa-Ankar is an angel of vengeance. In return for his aid, you 
  agree to seek out and punish the wicked. 
  Prerequisites: Kariv, you must slay someone in single combat 
  who took the life of an innocent
  Benefit: You gain a +1 bonus on the first attack roll you make in 
  an encounter against an evil creature. You gain this bonus only 
  once per encounter. You gain this bonus every encounter, even if 
  you face the same evil creature in multiple encounters.
    
  In addition, once per day, while in the process of seeking or 
  punishing a wrongdoer, you may smite evil as a paladin of your 
  level. The bonuses from the smite evil stack with the normal 
  bonus of this feat, if appropriate.
  Gearforged Utility
  A tool of your trade was reborn with you. 
  Prerequisites: Gearforged, must be taken at 1st level as 
  gearforged
  Benefit: Choose one piece of your starting equipment, a single 
  weapon, your armor, or a shield. This item is of masterwork 
  quality and was forged as part of your body. As such, its weight 
  does not count against your encumbrance. Because it was 
  designed to fit only you, it performs as if broken when used by 
  any other creature.
  Note: Because this feat allows a character to start with a 
  masterwork item, the GM’s permission is needed before selecting 
  Gearforged Utility. 
  Gorgeous Gearforged 
  Your entire body is a unique objet d’art thanks to acid etchings, 
  gilding patterns, welding techniques, or other features.  
  Prerequisite: Gearforged
  Benefit: You gain a +1 bonus to Charisma-based skills.
  Special: You can take this feat only once and must invest at least 
  2,500 gp to enhance your whole appearance.  
  Graft Clockwork (Item Creation)
  You can combine the living with the mechanical.
  Prerequisites: 5 ranks Heal, 5 ranks Craft (clockwork)
  Benefit: You can create clockwork grafts and apply them to 
  other living creatures and yourself. Creating a graft takes 1 day 
  per 1,000 gp in price (see Clockwork Hand in Chapter 8 of the 
  Zobeck Gazetteer for Pathfinder).
  Haunted Eyes
  Faced with persecution and death many times, your eyes reflect 
  what you have endured, and you are the stronger for it.
  Prerequisite: Kariv
  Benefit: You gain a +2 bonus on saving throws made to resist 
  fear or death effects.
  Heavy Hitter (Combat)
  You hit hard, even with a weak weapon.
  Prerequisites: Str 13, Diplomatic Strike.
  Benefit: You deal double the usual weapon damage when using 
  a weapon that is normally capable of dealing only nonlethal 
  damage. Without a damage penalty, you can use a weapon that 
  normally deals lethal damage to inflict nonlethal damage with a 
  Sneak Attack.
  Normal: Wielders suffer a –4 penalty when attacking for 
  nonlethal damage with a lethal weapon.
  Improved Bank Shot
  Your trick shots are as good as your straight ones.
  Prerequisite: Bank Shot
  Benefit: You make Bank Shot sling attacks without taking a 
  –4 penalty.
  Kariv Trick-Riding
  As a skilled Kariv rider, you know several trick-riding maneuvers.
  Prerequisites: Kariv, Born in the Saddle or Mounted Combat, 
  Ride 5 ranks
  Benefit: You may use the following abilities, which expand 
  on what you can do using the Ride skill and which require a 
  successful Ride check to perform. Unless otherwise noted, using 
  them requires a standard action.
  Concealed Rider (DC 15): By flattening your body and hanging 
  onto the side of your horse, you gain total concealment from 
  all creatures on the other side of the horse. Any attack or spell 
  effect made against you by creatures against which you have 
  concealment instead target your horse. You may make a Stealth 
  check with a –5 penalty to hide from those against whom you 
  have total concealment and make the horse appear riderless.
    
  If you fail the initial Ride check, you fall from your horse and 
  take 1d6 points of damage.
  Stirrup-Hang (DC 20): By leaving one leg in a stirrup and 
  hooking the other under the horse, you can reach out from the 
  side of the horse and grab objects or people, extending your 
  reach by 5 feet. If you grab another person’s hand, the other 
  person can swing up onto the saddle with you if he succeeds on a 
  DC 15 Acrobatics check.  
   
  If you fail the initial Ride check or your target fails his 
  Acrobatics check, you must immediately make another DC 20 
  Ride check or fall from the horse and take 1d6 points of damage.
  Running Remount (DC 25): With a successful Ride check, you 
  can time a leap from your horse to match your horse’s gallop 
  and, while maintaining a hold on the saddle, bounce in time to 
  the gallop and retake your saddle. Using this maneuver, you may 
  
  Player’s Guide to The Crossroads
  28
  make another Ride check, adding a dodge bonus to your AC 
  equal to 1/10th this Ride check result.  
   
  If you fail the initial Ride check you fall from your horse and 
  take 1d6 points of damage.
  Kobold Trap Crafter 
  You conceive and install traps in the Kobold Ghetto of Zobeck
  Prerequisite: Kobold 
  Benefit: You gain a +4 circumstance bonus on your Craft 
  (alchemy), Craft (carpentry), Craft (stonemasonry), and Craft 
  (traps) skills dealing with traps inside the Kobold Ghetto. You get 
  only a +2 circumstance bonus elsewhere. 
  Krinomancy
  You are a shrive and can determine falsehoods, both spoken and 
  written, made by anyone whose blood you have tasted. On the 
  other hand, you, yourself, cannot lie.
  Prerequisites: Kariv, Wis 15, must be taken at 1st level
  Benefit: You can detect with absolute accuracy any lie told to you 
  or written in your presence by someone whose blood you have 
  tasted within the last year. In effect, you under a constant discern 
  lies effect, but it only applies to creatures whose blood you have 
  ingested. This ability does not protect you from any consequence 
  of ingesting a creature’s blood (for example, if a creature’s blood is 
  poisonous, you suffer the full effects of exposure).
    
  The amount of blood required is minimal, but you cannot 
  ingest it along with any other substance and must be able to taste 
  it for the ability to function. The creature need not willingly give 
  up its blood for you to use it. 
  Special: You are incapable of lying, but you may refrain from 
  speaking or leave out parts of the truth that do not turn the truth 
  into a falsehood. 
    
  All shrives are hermaphrodites, but many identify more 
  closely with one sex or the other.
  Little Nipper 
  You gain a bite attack.
  Prerequisites: Kobold, must be taken at 1st level
  Benefit: You gain a bite attack that deals 1d4 +Str modifier.  
  Low Blow (Combat)
  You are a sneaky combatant, skilled at delivering blows beneath 
  the belt.
  Prerequisite: Cheap Shot
  Benefit: When you successfully attack an opponent denied his 
  Dexterity bonus to AC, you leave him nauseated for 1d4 rounds. 
  A successful Fortitude save negates this. The DC of this Fortitude 
  save is 10 + your Strength bonus + the damage inflicted.
  Martyr of Grajava
  Grajava was once a penitent dwarf maiden who died a martyr. 
  Like her, you seek to alleviate the suffering of others.
  Prerequisites: Kariv, you must have saved someone from 
  certain death
  Benefit: Whenever you make a skill check or attack roll to aid 
  another, you gain a +2 bonus on the check or roll.
    
  In addition, after the first time each day you take damage 
  in combat, you gain the ability to lay on hands one time, as a 
  paladin of your level. This can only heal a creature with fewer Hit 
  Dice than you.
  Mechanical Universe
  You see all the gears and mechanisms of the world as so many 
  challenges. 
  Prerequisite: Gearforged
  Benefit: You gain a +2 bonus on two of the following skills, 
  chosen in advance: Craft (locks), Craft (traps; mechanical only), 
  Disable Device, Knowledge (engineering), Profession (architect), 
  Profession (engineer), and Profession (siege engineer) checks.
  Special: You can gain Mechanical Universe multiple times. Each 
  time you take the feat, it applies to two different skills from the 
  list above.  
  Perform Spell
  You are adept at secretly weaving spellcasting into musical 
  performances.
  Prerequisites: 8 ranks Perform, bardic performance class 
  feature
  Benefit: You may attempt to disguise your spellcasting as part 
  of a musical performance. You must make an opposed Perform 
  skill check; observers may notice the spellcasting if they make a 
  successful Perception roll against your Perform. If they have 5 or 
  more ranks in Spellcraft, they gain a +2 circumstance bonus to 
  this check. If successful, they notice the casting. 
    
  Attacks of opportunity, defensive casting and the rest apply. If 
  not, the source of the spell is not traced back to you—and a spell 
  without a visible form may not be noticed at all.
  Polymath
  You are learned and wise in many disciplines. 
  Prerequisites: Int 13+, Wis 13+
  Benefit: All Knowledge skills are considered class skills for you, 
  and you receive a +1 trait bonus to all Knowledge rolls.  
  Quiet Spell (Metamagic) 
  You can cause your spell effects to make no sound whatsoever.
  Benefit: A quiet spell is only audible to its targets, or makes no 
  sound if it has no targets. A quiet spell takes up a spell slot one 
  level higher than the spell’s actual level.
  Run the Ghetto’s Gauntlet 
  You are from the Kobold Ghetto and can easily navigate across a 
  trap-filled terrain. 
  Prerequisites: Kobold, born and raised in the Ghetto
  Benefit: You gain a +2 circumstance bonus on your Disable 
  Device and Perception checks made in relation to traps
  Special: If you also have the feat Kobold Trap Crafter, you gain a 
  +4 circumstance bonus instead. 
  Rust-Proof Armor 
  Your body constantly exudes an alchemical oil that acts as an  
  anti-corrosive. 
  Prerequisites: Gearforged, must be taken at 1st level as 
  gearforged 
  Benefit: You gain DR 5/acid and a +2 circumstance bonus on 
  
  29
  PG1
  your Escape Artist checks. If you are targeted by a rust 
  monster’s antennae or a rusting grasp spell, the damage of 
  the attack is reduced by 1d6 hit points. 
  Special: Trackers get a +2 circumstance bonus on their 
  Survival checks to find you.  
  Sacrifice Weapon (Combat) 
  Your strikes are harder and more vicious, at the cost of 
  your weapon’s integrity.  
  Prerequisite: Power Attack
  Benefit: When you declare you are using this feat, 
  you gain a +2 to your next attack, its damage, and 
  its roll to confirm a critical if you threaten one, but 
  your weapon gains the broken condition. If your 
  weapon already has the broken condition, it is instead 
  destroyed.
   
  Sacrifice Weapon, Greater (Combat) 
  The larger your weapons are, the more pieces you have to put into 
  people.  
  Prerequisite: Improved Sacrifice Weapon
  Benefit: Immediately after making an attack using Improved 
  Sacrifice Weapon, you may make a Reflex save (DC 10 + the 
  damage you dealt with the last use of  Improved Sacrifice 
  Weapon) to save your weapon. If you succeed, the weapon is not 
  destroyed but retains the broken condition, and it may again be 
  used with Improved Sacrifice Weapon. However, its damage dice 
  are reduced by two steps until repaired. If the weapon’s damage 
  dice are reduced to less than 1d4, the weapon is still destroyed. 
  Sacrifice Weapon, Improved (Combat)
  You snap off your weapon’s blade inside your opponent, then 
  destroy the hilt by driving its pommel through his head.  
  Prerequisites: BAB +4, Sacrifice Weapon
  Benefit: When you successfully use the Sacrifice Weapon feat 
  in an attack, you continue to gain the benefits of that feat if you 
  use the same weapon in your next attack; except that the bonus 
  to damage and roll to confirm a critical are increased by an 
  additional +2 (maximum +4). Your weapon retains the broken 
  condition, and if this attack hits, your weapon is destroyed. If 
  you miss with this weapon or do not use it for your next attack, 
  you lose the benefit of this feat.
  Self-Mechanic 
  Your diligence when it comes to daily maintenance pays off. 
  Prerequisite: Gearforged 
  Benefit: You gain a number of temporary hit points equal to 
  your level after an uninterrupted daily repair period. You can 
  also use a Knowledge (engineering) check in place of a Heal 
  check when you try to repair yourself or another gearforged.  
  Sling Anything (Combat)
  You can use any on-hand item as a sling projectile.
  Benefit: You suffer no penalties when slinging any improvised 
  ammunition. You receive a +1 circumstance attack or defense 
  bonus when slinging splash weapons. 
  Supplicant of Abraxas
  Your quest for forbidden lore and things best left unknown led 
  you into the service of Abraxas, the Whispering Lord. 
  Prerequisites: Kariv, Linguistics 1 rank, you must divulge a 
  secret to cause harm to someone in your family or clan
  Benefit: Choose Knowledge (arcana) or Knowledge (religion) at 
  the time this feat is taken. You gain a +2 bonus on all checks for 
  that skill.
    
  In addition, once per day you can make a Linguistics check 
  with a DC equal to 10 + 1/2 your level. If successful, you gain the 
  following spell-like ability for the next 24 hours: 1/day—deeper 
  darkness. The caster level equals one-half your level.
  Svarog’s Chosen
  Svarog grants you abilities to protect and guide your people.
  Prerequisites: Kariv, must be taken at 1st level
  Benefit: You gain the following spell-like abilities  
  (CL 1st): 1/day—alarm, create water, guidance.
  Swift Bypass 
  You are skilled at disabling traps. 
  Prerequisites: Kobold, trapfinding class feature
  Benefit: You may disable and bypass simple devices and normal 
  locks as a standard action and complex devices as a full-round 
  action. 
  Normal: Disabling simple devices and locks takes a full-round 
  action and doing so to complex devices takes 1d4 to 2d4 rounds.
  Tall Tail (Combat) 
  You can trip an enemy with your tail. 
  Prerequisite: Kobold
  Benefit: You can attempt to trip an adjacent opponent with your 
  tail in place of a melee attack.
  Tithe of Mammon
  You seek wealth by whatever means possible, paying homage to 
  Mammon, the Gilded Lord of Avarice.
  Prerequisites: Kariv, you must acquire at least 300 gp from one 
  person through illegal means
  Benefit: You gain a +2 bonus on Sleight of Hands checks and a +1 
  bonus on Appraise checks.
  
  Player’s Guide to The Crossroads
  30
    
  In addition, once per day, you can tithe at least 150 gp of coins, 
  gems, or jewelry acquired through illegal means to Mammon to 
  gain a +1 profane bonus on all attack rolls for 24 hours.
  Special: You must at all times openly wear jewelry you acquired 
  through illegal means worth at least 150 gp or else lose all benefits 
  of this feat. If you remove this jewelry or it is taken from you, you 
  must illegally acquire different jewelry worth at least 150 gp and 
  openly wear it for at least 24 hours to regain the feat’s benefits.
  Underhanded Strike (Combat)
  Your cheap shots are lethal.
  Prerequisites: Cheap Shot, base attack bonus +6
  Benefit: When you successfully attack an opponent denied his 
  Dexterity bonus to AC, your attack is considered a critical threat 
  regardless of your die roll.
  Urban Spell (Metamagic)
  You can modify the damage caused by your spells so they only 
  damage living things.
  Benefit: An urban spell does no damage to non-living objects. 
  An urban spell takes up a spell slot one level higher than the spell’s 
  actual level.
  War Daughter 
  Regardless of your role in society, you know something about war.  
  Prerequisite: Perunalian woman
  Benefit: You are proficient with light armor and shields, except 
  the tower shield, and are proficient with four martial weapons 
  of your choice. You gain a +4 circumstance bonus on Profession 
  (soldier) checks and this skill is a class skill for you. 
  TRAITS
  COMBAT TRAITS
  Butcher’s Son
  Not every adventurer comes from an inspiring background. You 
  arose from common stock, but you always ate well, and it shows. 
  Plus you’ve seen a lot of blood. You gain a +1 trait bonus to your 
  Fortitude save.
  Callous Thug
  Others were hard on you growing up, and now you make it hard 
  on others. You deal additional damage equal to half your Strength 
  modifier (round up, minimum 1) when inflicting nonlethal 
  damage. This damage is added to the final total and not multiplied 
  on a critical hit. This is a trait-based bonus.
  RACE TRAITS
  Adamant (Gearforged)
  Your crafters made your body more resilient than normal. You 
  gain a +1 bonus to AC. 
  Friends in Low Places (Kobold)
  You grew up in the Kobold Ghetto and know your way around the 
  Docks. You gain a +1 trait bonus to Diplomacy checks to gather 
  knowledge when in the Kobold Ghetto or Docks area of Zobeck. 
  Hidden Compartment (Gearforged)
  Your body has a secret compartment and you can discretely access 
  it. You can hide an object no bigger than a dagger or wand and 
  gain a +4 circumstance bonus on your Sleight of Hand checks 
  when you draw it from the compartment.  
  REGIONAL TRAITS
  Alley Wise, Ghetto Smart (Zobeck)
  You spent your youth in the darker parts of Zobeck, near the 
  Kobold Ghetto. You start play with Draconic as a bonus language 
  and you receive a +2 trait bonus on Diplomacy checks with 
  kobolds. Diplomacy is a class skill for you.
  Amazonian Archer (Perunalia)
  As a woman of Perunalia, you’ve held a bow in your hand since you 
  could stand. You gain a +1 trait bonus to ranged attacks with bows. 
  The bow is always a class-allowed weapon for you. This applies to 
  regular and composite versions of the longbow and shortbow.
  Amazonian Artisan (Perunalia)
  The art of crafting is in your blood. You gain a +1 trait bonus to 
  Craft (bows), Craft (jewelry), and Craft (weapons) checks. Craft 
  (bows, jewelry, and weapons) are class skills for you.  
  Arcane Apprentice (Zobeck)
  You spent time as an apprentice of the Arcane Collegium. Your 
  studies have provided you insight into the fabric of magic. You 
  gain a +1 trait bonus to Knowledge (arcana) and a +1 trait bonus 
  to either Craft (clockwork) or Spellcraft (chosen at the time you 
  gain this trait).
  Black Knight (Magdar) 
  You served as a black knight and are known as a dangerous and 
  fearsome opponent. You gain a +1 trait bonus on Intimidate and 
  Diplomacy checks. 
  Black Marketeer (Zobeck)
  You satisfy the hunger for items that even a trade city like Zobeck 
  find distasteful. You gain a +1 trait bonus to initiative, and to 
  Appraise and Profession (black marketeer) checks to always stay 
  one step ahead of the authorities.
  Cartways Explorer (Zobeck)
  You once met lovers or attended secret gatherings in the galleries 
  and tunnels of the Cartways. You gain a +1 trait bonus to both 
  Knowledge (dungeoneering) checks and Knowledge (local) checks 
  involving the Cartways. Knowledge (dungeoneering) is a class skill 
  for you.
   
  Catacomb Crawler (Morgau and Doresh)
  Burial places located underground – like catacombs and crypts – 
  
  31
  PG1
  withhold no secrets from you. You gain a +2 bonus on Knowledge 
  (dungeoneering) and Knowledge (religion) checks.  
  Chivalrous (Magdar Kingdom)
  You were raised on tales of Khors’ heroic knights and valiant 
  clerics, and you try to emulate their great deeds. You gain a +1 
  trait bonus on Diplomacy and Knowledge (history) checks.  
  Clockworker Apprentice (Zobeck)
  You tried life as an apprentice in the Clockworker’s Guild. While 
  the guild didn’t suit you, you learned the craft. You gain a +1 trait 
  bonus to Disable Device checks involving clockworks and to Craft 
  (clockwork) checks. Disable Device is a class skill for you. This 
  bonus stacks with Clockwork Scholar.
   
  Clothed in a Shroud (Morgau and 
  Doresh)
  You have learned to adopt a low profile while living amongst 
  undead by emulating them. You gain a +2 competence bonus 
  on your Bluff and Disguise checks when you imitate an undead 
  creature. These bonuses stack with those of the Deceitful feat.  
  Court-Born (Magdar)
  You know how to behave in the presence of the nobility. You gain 
  a +1 bonus on your Diplomacy and Knowledge (nobility) checks.  
  Crossroads-Born (Zobeck)
  Being a center of trade, Zobeck attracts all sorts, and you’ve 
  rubbed shoulders with a number of unusual travelers. You begin 
  play speaking one additional language of your choice.
  Downhill Charge (Magdar)
  Like the other knights and soldiers of the Magdar Kingdom, 
  you’re trained to make charges from the rolling hills of your 
  country. When you charge from a higher position, you can move 
  up to three times your speed and attack during the action.  
  Former Cultist (Zobeck)
  You spent some misguided time in one of Zobeck’s darker cults. 
  While you’ve left the cult, you kept your interest in things Man 
  Was Not Meant To Know. You gain a +1 trait bonus to Knowledge 
  (planes) checks and Knowledge (planes) is a class skill for you.
  Holy Heart (Morgau and Doresh) 
  A special blessing has been bestowed on you: undisturbed death. 
  When you die, you can’t be animated as an undead and can’t 
  become an undead spawn regardless of the circumstances of your 
  death. You cannot acquire an undead template, nor can you have 
  the ghoulish, undead, or vampiric sorcerer bloodlines.
  You are, though, still subject to raise dead, reincarnation, and 
  resurrection spells. 
  Holy Source of Life (Morgau and Doresh)
  Holy water is a precious weapon not to be wasted. You gain a +1 
  bonus to your ranged touch attacks when you use thrown holy 
  water, and always deal maximum damage (8 points) when you hit 
  your target. 
  Imperial Experience (Any Crossroads)
  A chance encounter with members of the Ghoul Imperium left a 
  mark on you. You gain a +1 trait bonus to Knowledge (religion) 
  and Knowledge (local) checks involving the Empire. Knowledge 
  (religion) is a class skill for you. 
  Learned Daughter (Perunalia)
  You have studied at the Perunalian Academies of Learning. You 
  receive a +1 trait bonus to Knowledge (engineering), Knowledge 
  (geography), and Knowledge (history).
  Legion of Lions (Perunalia)
  You were trained from a very young age to fight side-by-side with 
  your sister Perunalian soldiers. You gain a +1 dodge bonus to 
  Reflex saves and AC when adjacent to at least two other allies. You 
  do not provoke attacks of opportunity when moving through a 
  threatened square if that square is occupied or adjacent to an ally. 
  Muscle (Zobeck)
  You’ve spent long hours working for a Zobeckan crime lord, as a 
  guard, bouncer, or low-level enforcer. You’re adept at frightening 
  away people and gain a +2 trait bonus on Intimidate checks. 
  Intimidate is a class skill for you.  
  One of Ours (Zobeck)
  You performed simple tasks for one of Zobeck’s gangs, such as 
  unloading wagons or rowing a boat. Afterwards, you celebrated 
  with the gang in a public place. You gain +1 to Diplomacy (gather 
  information) checks and +1 to Intimidate. Intimidate is a class 
  skill for you.
  Partners in Crime (Zobeck)
  You maintain a small circle of close collaborators – just not too 
  close. A group of three to five co-conspirators willingly work with 
  you on nearly any job. They aren’t followers or henchmen, but you 
  can count on them to follow the Thieves’ Code, to help out in a 
  pinch, and to keep your secrets – for the most part.
  (Prerequisite: Thick as Thieves) 
  Raised on the Argent (Zobeck, 
  Perunalia)
  You grew up around the River Argent, and you are comfortable on 
  all sorts of watercraft. You gain a +1 trait bonus to both Acrobatics 
  checks for balance and Profession (sailor) checks. Acrobatics is a 
  class skill for you.
  Regal Daughter (Perunalia)
  You inherited your mother’s title and know much about court and 
  political intrigues in Perunalia. You gain a +1 trait bonus on your 
  Diplomacy, Knowledge (nobility), and Sense Motive checks.  
  
  Player’s Guide to The Crossroads
  32
  Riot Rouser (Zobeck)
  Bar brawls, political protests, and street fights are seldom man-to-
  man. You learned how to start and finish them. You gain a +1 trait 
  bonus to Bluff and Intimidate checks when influencing a crowd. 
  Either Bluff or Intimidate (your choice when the trait is taken) is a 
  class skill for you.
  Squire of the Griffon Knights (Zobeck)
  You either are a Griffon Knight or spent considerable time 
  training to be one. Your eyes are keen and your riding skills are 
  advanced. You gain a +1 trait bonus to Perception and a +1 trait 
  bonus to your Ride. Ride is a class skill for you.
  Thick as Thieves (Zobeck)
  You spend a lot of social time with criminal elements. You gain 
  a +1 bonus to Bluff checks and a +1 bonus to Knowledge (local) 
  checks. Any government authority figure you interact with has a 
  starting demeanor of unfriendly rather than indifferent.
  Trade Daughter (Perunalia)
  Your family plied the trade routes with you in tow, and you 
  learned the game of trade. You gain a +1 trait bonus to all 
  Appraise, Bluff, and Sense Motive checks related to trade.   
  Trained in the Old Ways (Zobeck or 
  Morgau and Doresh)
  Born and bred in the Margreve Forest, you know the old ways of 
  that place. You gain a +1 trait bonus to both Knowledge (nature) 
  checks and Survival checks involving the Margreve. Survival is a 
  class skill for you.
  Vigilante (Zobeck)
  You are a former member or associate of the Spyglass Guild, 
  trained in skullduggery. You gain a +1 trait bonus to Perception or 
  Stealth. Stealth is a class skill for you.
  Wagon Warrior (Magdar)
  A lifetime on the wagons has taught you how to use them to 
  good effect. When you fight from a war wagon, you gain a +1 
  circumstance bonus on both your melee and ranged attacks. The 
  melee bonus provided by this feat stacks with the +1 attack roll 
  modifier gained when the attacker is on higher ground, if applicable.
  War Wagon Teamster (Magdar) 
  You drive a war wagon and must keep the vehicle functional 
  and the animals that haul it in good health. You gain a +2 
  circumstance bonus on the following skills: Craft (carpentry), Craft 
  (leatherworking), Handle Animal, Heal (draft animals only), and 
  Profession (driver) checks related to war wagons and their animals.  
   
  White Knight (Magdar)
  You have traveled the world as a knight-errand in search of 
  adventure. You gain a +2 trait bonus to one of the following: 
  Knowledge (geography), Knowledge (local), or Knowledge 
  (nobility) checks. Your chosen skill (picked when you take this 
  trait) is a class skill for you.
  RELIGION TRAITS
  All Flesh Fails (Marena) 
  You are a member of the Cult of Marena. Your sensuality attracts 
  others, providing a +1 trait bonus to Diplomacy. Your vast 
  knowledge of the flesh grants a +1 trait bonus to Heal checks. Heal 
  and Diplomacy are class skills for you.
  Anvil Pilgrim (Volund)
  You are dedicated to your craft. Choose one of the following skills 
  at the time the trait is taken: Craft (armor), Craft (weapons), or 
  Craft (blacksmith). You gain a +2 trait bonus to the selected skill, 
  and it is a class skill for you.
  Clockwork Scholar (Rava)
  You are a hard-working follower of the Gear Goddess. You 
  gain a +2 trait bonus to Diplomacy checks with gearforged and 
  constructs. Gain a +1 trait bonus to Profession (scribe) or to any 
  one Craft skill (chosen when the trait is taken).
  Cultist of St. Charon 
  You dedicated yourself to the destruction of undead. You gain +1 
  to all attacks and damage against undead. Knowledge (religion) is 
  a class skill for you.
  
  33
  PG1
  Devotee of St. Helba 
  The exorcist of House Stross has taught you of freedom, nobility, 
  and the dangers of devils. Choose two of the following skills: 
  Escape Artist, Knowledge (nobility), and Knowledge (the Planes). 
  You gain a +1 trait bonus to those two skills and one is always a 
  class skill for you. 
   
  Devotee of St. Piran  
  Your service to the King of Kobolds has familiarized you with 
  his domain. You gain the the Stonecunning trait (found in the 
  dwarf racial description in the Pathfinder Roleplaying Game Core 
  Rulebook), but only in areas of natural, unworked stone, such as 
  in caves or mines. If you already have the Stonecunning trait, 
  increase its range by 5 feet.
  Green Harvester (Porevit and Yarila)
  You participate in the harvest every year. You gain a +1 trait bonus 
  to Knowledge (nature) and Profession (farmer) checks. One of 
  these skills (your choice) is a class skill for you.
  Mark of Rava 
  You can feel the warp and weft of the world’s fabric, and 
  understand both its mundane and magical workings. You gain 
  a +1 trait bonus to Knowledge (engineering) and Knowledge 
  (arcana) checks, and one of these skills (your choice) is a class skill 
  for you.
  Merciful Patron (Lada)
  You trained at Lada’s healing school. You gain a +1 trait bonus to 
  Heal checks and begin play with a masterwork healer’s kit. Heal is 
  a class skill for you.
  Red Bull (Perun)
  You yearn for action and keep your martial skills honed. You 
  gain a +1 trait bonus to initiative and a +1 trait bonus to starting 
  hit points.
  EQUIPMENT
  DWARVEN WEAPONS 
  In addition to the urgrosh and dwarven waraxe, dwarves of the 
  Cantons and far north developed two other specialized weapons: 
  the Nordmansch greataxe and Tijino poleax. They also adopted the 
  estoc, a weapon developed in Vael Turog and Balinor.
  Estoc 
  A hand-and-a-half weapon designed to pierce heavy armor and 
  sharpened only at its tip, an estoc looks like a 4-foot long sword, 
  sometimes with a second crossguard to optimize leverage and 
  maximize hand protection. It is said to have been used first by the 
  knights of Vael Turog and Balinor against the elves, but now is used 
  by dwarven mercenaries and human knights who expect to fight 
  other heavily armored warriors. Its anti-armor properties make it 
  popular with monster hunters and dragon slayers as well. 
  Nordmansch Greataxe 
  The Nordmansch greataxe likely originated with the foresters and 
  lumberjacks of the Ordenn Forest, who found a secret way of making 
  axe heads they continue to keep secret. The Nordmansch now make 
  more axes than their woodsmen really need. 
     
  The Nordmansch greataxe is a two-handed weapon built to sunder 
  other weapons. Its edge is hardened especially for this purpose, and its 
  haft is set with trapping prongs to catch and hold a foe’s weapon. 
     
  If the wielder has the Improved Sunder feat, the Nordmansch 
  greataxe provides a +2 circumstance bonus on all sunder attempts, in 
  addition to the usual +4 for using a two-handed slashing weapon in a 
  sunder attempt. 
  Tijino Poleax 
  The Tijino poleax bears a long axe blade in front, with a long, 
  looping backhook designed to unhorse riders. The Tijino poleax 
  has reach; users can strike opponents 10 feet away with it, but 
  cannot use it against adjacent foes. 
   
  When a Tijino poleax strikes a mounted rider, the rider must 
  immediately make a DC 25 Ride check or fall from his mount. Even 
  Martial Melee Weapons
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Weight
  Type
  Special 
  Poleax, Tijino*
  25 gp
  2d4
  2d6
  ×3
  —
  12 lbs.
  Slashing
  two-handed
  Exotic Melee Weapons
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Weight
  Type
  Special 
  Estoc
  40 gp
  1d8
  1d10
  ×2
  —
  3 lbs.
  Piercing
  armor-piercing, hand-and-
  a-half 
  Greataxe, Nordmansch
  50 gp
  1d10
  1d12
  ×3
  —
  8 lbs.
  Slashing
  two-handed 
  * Reach weapon 
  Armor-Piercing: When you wield an armor-piercing weapon in two hands, you may treat an opponent’s armor bonus or natural 
  armor bonus as if it were 1 lower (to a minimum of a +0 AC bonus).
  Hand-and-a-Half: Hand-and-a-half weapons are too large to use in one hand without special training, making them exotic 
  weapons. You may also use one as if it were a two-handed martial weapon.
  Dwarven Weapons
  
  Player’s Guide to The Crossroads
  34
  if he succeeds, he suffers a –5 penalty on all other Ride checks until 
  the beginning of his next turn.
   
  A Tijino poleax can be used to make trip attacks. If the wielder 
  is tripped during his own trip attempt, he can drop the Tijino 
  poleax to avoid being tripped.
  GANG WEAPONS
  The various gangs and criminal rings have access to fine weaponry 
  in a city as filled with forges as Zobeck, and they have invented 
  some odd weapons of their own.
  Kariv Switchpikes
  The Kariv are notorious for developing and using a type of 
  telescoping spear, up to 3 feet long when collapsed. Also called 
  spikes, these metal rods can be used as large switchblades; one end 
  unsheathes a spring-loaded blade with a simple twist, allowing the 
  rod to be used as a shortspear, an unexpected and deadly blade in 
  close quarters. By twisting the opposite end, the rod fully telescopes 
  and becomes an even deadlier weapon, somewhat like a longspear.
   
  These switchpikes are easily concealed and are thus perfect for 
  less-than-legal Kariv activities. “Got spiked” has become a common 
  slang term in the poorer areas of Zobeck, referring to the Kariv 
  tendency to stab first in any disagreement and ask questions later.
      Young Kariv men (who like to show off) often use an especially 
  large version of the pike. These are usually not terribly effective 
  in tight city streets, but it is a matter of status and looks, so 
  functionality rarely enters into it.
   
  Use of the switchpike requires an Exotic Weapon Proficiency.
  Kobold Picks
  Kobold mining picks find a surprising amount of use outside the 
  silver mines of the Margreve Forest, as they are small, sharp, and 
  rather quiet.
   
  While some consider them inferior weapons because of 
  the unbalanced weight (an advantage while mining), they have 
  compensating virtues.
   
  Their ubiquity means that killers who use them are 
  untraceable; there are thousands of the things in every mining 
  camp. Human and dwarven thugs sometimes leave a kobold pick 
  at the scene of a murder, to throw the Watch off the scent.
  Rat Poniard
  These parrying daggers are made for very small hands and are said 
  to have first been made for the Mouse King’s court, although they 
  have since become common eating utensils among kobolds. Many 
  have hollow handles to allow them to deliver poison, providing a 
  +2 bonus to poison checks.
  Spyglass Scorcher
  This odd weapon requires a large supply of alchemical fire, which is 
  projected from a nozzle and hose that connects to a glass or ceramic 
  jar. The Spyglass Guild has one as a gift from the Collegium’s 
  alchemists, but few others even know what it does, and it is rarely 
  used within the city walls except in urgent cases. Using it requires 
  two hands, and it can be filled with up to five 1-round bursts of 
  an especially volatile alchemical fire. Unlike throwing a vial of 
  alchemical fire, though, the nozzle makes it easier to direct the 
  flames, and only a touch attack is required to hit.
   
  A full fuel charge costs 150 gp and consists of five bursts. 
  Refilling the tank requires two full-round actions.
   
  The nozzle and hose can be used as an improvised club. The 
  ceramic tank, though, can be easily broken. It has hardness 2 and 
  4 hit points, and if it’s shattered, the wearer takes all damage from 
  whatever alchemical fire remains within the tank as a single attack.
  MUNDANE ITEMS
  Alchemical Smoke Bomb
  This fist-size ceramic orb contains a mixture of volatile chemicals 
  that, on contact with air, forms a dense smoke that covers a 10-
  foot square area. This smoke blocks vision beyond 5 feet, blocks 
  line of sight, and grants concealment. Specialized versions of 
  smoke bombs exist that include poisonous or acidic fumes. Smoke 
  bombs can be thrown with a range increment of 10 feet.  
  Price:  12 gp
  Clockwork Caltrops
  Clockwork caltrops resemble and work like regular caltrops 
  with the following exceptions. A 2-pound bag of clockwork 
  caltrops covers a 10-foot square area because they hop and move 
  about erratically for 5 rounds once activated. Because of their 
  Weapons
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Weight
  Type
  Special 
  Switchpike, blade
  120 gp
  1d4
  1d6
  19-20, ×2
  —
  10 lbs.
  Slashing
  —
  Switchpike, 
  telescoped*
  —
  1d6
  1d8
  ×3
  —
  —
  Piercing
  two-handed
  Kobold Pick
  12 gp
  1d6
  1d8
  ×4
  —
  4 lbs.
  Piercing
  two-handed
  Rat Poniard
  4 gp
  1d2 (T)
  1d3 (S)
  18-20, ×3
  —
  1 lb.
  Piercing
  —
  Spyglass Scorcher
  1,250 gp 
  +fuel
  2d6+1d6 
  next round
  ×2
  10 ft. 
  12 lbs. 
  Fire
  two-handed
  * A fully extended switchpike is a reach weapon, and it can be braced to deal double damage against a charging opponent.
  Gang Weapons 
  
  35
  PG1
  movement, a creature must move at quarter speed or less to pick 
  its way through a bed of clockwork caltrops without risking 
  injury. Clockwork caltrops can be wound as part of a move action 
  as long as the user has one hand free to shake their bag vigorously.  
  Price: 25 gp 
  NARCOTICS 
  The following narcotics can be purchased on the black market or 
  in back alleys and tavern back rooms.
  Akiri Blossom
  Type poison (drug), ingested; Save Fortitude DC 13
  Onset 1 minute; Frequency —
  Addiction Fortitude DC 12;  
  Withdrawal –1 to all Int- and Wis-based skills
  Effect Subject dreams awake for 4d6 minutes; Cure two 
  consecutive saves
  Price 20 gp
  A bitter-sweet hallucinogenic powder mixed into teas or other 
  beverages. Once you ingest akiri blossom, you drift off into a 
  dream state while awake. If you have the ability to foresee the 
  future (e.g., if you have the Caruth Practitioner feat), you gain 
  bonuses equivalent to +4 Insight on any skills-based checks in 
  regard to divining or +20% to any divination percentage-based 
  rolls to your ability while under the drug’s effects. If not, there is 
  a 10% chance of viewing a dream of relevance to your future (the 
  GM should make this roll in secret), although some type of dream 
  takes place regardless. 
   
  When the dreams wear off, you experience euphoria for 30 
  minutes thereafter.
   
  Akiri blossom is the drug of choice for the Kariv, who use it in 
  many of their rituals. Wealthy non-Kariv partake of it as well, and 
  it has a strong presence in many of the salons. 
  CONSTRUCTION
  Requirements Craft (alchemy), akiri flower blossoms; 
  Cost 10 gp
  Requiem
  Requiem is a potent and highly addictive drug, giving users 
  visions of the dead. It comes in two varieties: clay and bliss.
  Requiem Clay
  Type poison (drug), inhaled; Save Fortitude DC 13
  Onset 1 minute; Frequency —
  Addiction Fortitude DC 13 +1/question asked; 
  Withdrawal cumulative –2 penalty to all saving throws, 
  attacks, ability checks, and skill checks
  Effect speak with dead, nonlethal damage, see text; Cure 
  remove disease, heal, or two consecutive saves
  Price 750 gp
  Made from death’s head mushrooms and various other unsavory 
  components, this potent and highly addictive euphoric drug gives 
  users visions of the dead. (Unwilling users can make a DC 13 save 
  to avoid effects.)
   
  Upon smoking requiem clay, you summon the spirit of a 
  single deceased person that you personally knew in life. The 
  spirit’s image is visible, and its voice can be heard in whispers, but 
  it cannot touch you.
      You are granted the benefits of a speak with dead spell and 
  may ask 10 questions. The spirit cannot refuse to answer your 
  questions, but it may attempt to deceive using Bluff. The spirit 
  receives a +3 bonus to any Bluff checks.
   
  Afterwards, you suffer 2 hp of nonlethal damage per question 
  asked and must make a Fortitude save (DC 13 +1/question asked) 
  or become addicted to the drug. Once addicted, each week that 
  requiem clay is not smoked, you suffer a cumulative –2 penalty 
  to all saving throws, attacks rolls, ability checks, and skill checks. 
  Smoking either requiem bliss or requiem clay eliminates all 
  accumulated penalties from abstaining. Breaking the addiction 
  requires a remove disease or heal spell or abstaining at least two 
  weeks with a DC 20 Will save at the end of each week. Two 
  consecutive successful saving throws are necessary to break the 
  addiction through abstinence.
  CONSTRUCTION
  Requirements Craft (alchemy), cremated ashes of a sentient 
  being, speak with dead; Cost 375 gp
  Requiem Bliss
  Type poison (drug), inhaled; Save Fortitude DC 15
  Onset 1 minute; Frequency —
  Addiction Fortitude DC 15 + 1/question asked;
  Withdrawal cumulative –3 penalty to all saving throws, attack 
  rolls, ability checks, and skill checks 
  Effect speak with dead, contact other plane, nonlethal damage, 
  see text; Cure remove disease, heal, or three consecutive saves
  Price 4,500 gp
  Made from death’s head mushrooms and various other unsavory 
  components, this more potent and addictive form of the requiem 
  drug gives users visions of the dead. (Unwilling users can make a 
  DC 15 save to avoid effects.)
   
  By smoking requiem bliss, you summon the spirit of a single 
  deceased person whose name you know. The spirit takes on the 
  physical characteristics it had in life and may actually touch you, 
  though it may not harm you. 
    
  You are granted the benefits of a speak with dead spell 
  (CL 10th), and the spirit may not lie. Additionally, you are 
  simultaneously granted the benefit of the contact other plane 
  spell (Outer Plane, greater deity option), as the summoned spirit 
  consults with others and relates information about a single question 
  that would otherwise be unknown to it.
    
  Afterwards, you suffer 3 hp of nonlethal damage per question 
  asked and must make a Fortitude save (DC 15 +1/question asked) 
  or become addicted to the drug. Once addicted, each week that 
  requiem bliss is not smoked, you suffer a cumulative –3 penalty 
  to all saving throws, attack rolls, ability checks, and skill checks. 
  Smoking either requiem bliss or requiem clay eliminates all 
  accumulated penalties from abstaining. Breaking the addiction 
  requires a remove disease or heal spell or abstaining for at least 
  three weeks with a DC 20 Will save at the end of each week. Three 
  consecutive successful saving throws are necessary to break the 
  addiction through abstinence.
  CONSTRUCTION
  Requirements Craft (alchemy), cremated ashes of a sentient 
  being, crushed pearl, speak with dead, contact other plane; Cost  
  2,250 gp
  
  Player’s Guide to The Crossroads
  36
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). 
  All Rights Reserved.
  	
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  The	Assassin’s	Handbook,	Copyright	2002	Green	Ronin	Publishing.	All	rights	reserved
  	
  The	Book	of	Eldritch	Might,	Copyright	2001	Monte	J.	Cook.	All	rights	reserved
  	
  Book	of	Eldritch	Might	II:	Songs	and	Souls	of	Power,	Copyright	2002	Monte	J.	Cook.	All	rights	reserved
  	
  Book	of	Eldritch	Might	III:	The	Nexus,	Copyright	2002	Monte	J.	Cook.	All	rights	reserved
  	
  The	Complete	Book	of	Eldritch	Might	Copyright	2004	Monte	J.	Cook.	All	rights	reserved
  	
  The	Book	of	Roguish	Luck,	Copyright	2005	Wolfgang	Baur.	All	rights	reserved
  	
  Castle	Shadowcrag,	Copyright	2007,	Wolfgang	Baur,	www.wolfgangbaur.com.	All	rights	reserved
  	
  A	Dozen	Hazards	of	the	Dragon’s	Lair,	Copyright	2005	Philip	Reed,	published	by	Ronin	Arts	www.roninarts.com
  	
  The	Iconic	Bestiary:	Classics	of	Fantasy,	Copyright	2005,	Lions	Den	Press;	Author	Ari	Marmell
  	
  Material	from	http://home.gwi.net/~rdorman/frilond/,	Copyright	2001-2005	R.	Dorman.	All	rights	reserved
  	
  Monte	Cook’s	Arcana	Evolved,	Copyright	2005	Monte	J.	Cook.	All	rights	reserved
  	
  Rise	of	the	Ghouls,	Copyright	2005	Adam	Windsor
  	
  Unearthed	Arcana,	Copyright	2004,	Wizards	of	the	Coast,	Inc.;	Authors	Andy	Collins,	Jesse	Decker,	David	Noonan,	Rich	
  Redman
  	
  Original	Spell	Name	Compendium,	Copyright	2002	Clark	Peterson;	based	on	NPC-named	spells	from	the	Player’s	
  Handbook	that	were	renamed	in	the	System	Reference	Document.	The	Compendium	can	be	found	on	the	legal	page	of	
  www.necromancergames.com
  	
  Book	of	Templates:	Deluxe	Edition,	Copyright	2003,	Silverthorne	Games;	Authors	Ian	Johnston	and	Chris	S.	Sims
  	
  Empire	of	the	Ghouls,	Copyright	2007	Wolfgang	Baur,	www.wolfgangbaur.com	All	rights	reserved
  	
  Divine	Favor:	The	Paladin,	Author:	Stefan	Styrsky,	Copyright	2011,	Open	Design	LLC,	www.koboldquarterly.com.	All	Rights	
  Reserved.
  	
  Pathfinder	Roleplaying	Game	Bestiary,	Copyright	2009,	Paizo	Publishing,	LLC;	Author:	Jason	Bulmahn,	based	on	material	
  by	Jonathan	Tweet,	Monte	Cook,	and	Skip	Williams
  	
  Pathfinder	Roleplaying	Game	Advanced	Player’s	Guide,	Copyright	2010,	Paizo	Publishing,	LLC;	Author:	Jason	Bulmahn
  	
  Zobeck	Gazetteer	Volume	2:	Dwarves	of	the	Ironcrags,	©	2009	Open	Design	LLC.	All	rights	reserved.
  	
  Pathfinder	Roleplaying	Game	Bestiary	2,	©	2010,	Paizo	Publishing,	LLC;	Authors	Wolfgang	Baur,	Jason	Bulmahn,	Adam	
  Daigle,	Graeme	Davis,	Crystal	Frasier,	Joshua	J.	Frost,	Tim	Hitchcock,	Brandon	Hodge,	James	Jacobs,	Steve	Kenson,	Hal	
  MacLean,	Martin	Mason,	Rob	McCreary,	Erik	Mona,	Jason	Nelson,	Patrick	Renie,	Sean	K	Reynolds,	F.	Wesley	Schneider,	Owen	
  K.C.	Stephens,	James	L.	Sutter,	Russ	Taylor,	and	Greg	A.	Vaughan,	based	on	material	by	Jonathan	Tweet,	Monte	Cook,	and	
  Skip	Williams	
  	
  Pathfinder	Roleplaying	Game	Bestiary	3,	©	2011,	Paizo	Publishing,	LLC;	Authors	Jesse	Benner,	Jason	Bulmahn,	Adam	
  Daigle,	James	Jacobs,	Michael	Kenway,	Rob	McCreary,	Patrick	Renie,	Chris	Sims,	F.	Wesley	Schneider,	James	L.	Sutter,	and	
  Russ	Taylor,	based	on	material	by	Jonathan	Tweet,	Monte	Cook,	and	Skip	Williams	
  	
  The	Book	of	Fiends,	©	2003,	Green	Ronin	Publishing;	Authors	Aaron	Loeb,	Erik	Mona,	Chris	Pramas,	Robert	J.	Schwalb.	
  	
  Advanced	Player’s	Manual,	Copyright	2005,	Green	Ronin	Publishing;	Author	Skip	Williams
  	
  Ask	Dr.	Evil,	Copyright	2006	Green	Ronin	Publishing,	LLC;	http://www.greenronin.com/ask_dr_evil.php
  	
  Blood	of	the	Gorgon,	Copyright	2008,	Open	Design	LLC;	Author:	Nicolas	Logue
  	
  Book	of	Templates:	Deluxe	Edition,	©	2005,	Silverthorne	Games
  	
  Courts	of	the	Shadow	Fey	©	2010,	Open	Design	LLC
  	
  Cry	Havoc,	Copyright	2003	Skip	Williams.	All	Rights	Reserved
  	
  Imperial	Gazetteer,	Copyright	2010,	Open	Design	LLC,	www.koboldquarterly.com
  	
  Kobold	Quarterly,	Copyright	2007,	Wolfgang	Baur,	www.wolfgangbaur.com.	All	Rights	Reserved
  	
  Kobold	Quarterly	issue	2,	Copyright	2007,	Wolfgang	Baur,	www.wolfgangbaur.com.	All	Rights	Reserved
  	
  Kobold	Quarterly	issue	3,	Copyright	2008,	Wolfgang	Baur,	www.wolfgangbaur.com.	All	Rights	Reserved
  	
  Kobold	Quarterly	issue	4,	Copyright	2008,	Open	Design	LLC,	www.koboldquarterly.com.	All	Rights	Reserved
  	
  Kobold	Quarterly	issue	5,	Copyright	2008,	Open	Design	LLC,	www.koboldquarterly.com.	All	Rights	Reserved
  	
  Kobold	Quarterly	issue	6,	Copyright	2008,	Open	Design	LLC,	www.koboldquarterly.com.	All	Rights	Reserved
  	
  Kobold	Quarterly	issue	7,	Copyright	2008,	Open	Design	LLC,	www.koboldquarterly.com.	All	Rights	Reserved
  	
  Kobold	Quarterly	issue	8,	Copyright	2009,	Open	Design	LLC,	www.koboldquarterly.com.	All	Rights	Reserved
  	
  Kobold	Quarterly	issue	9,	Copyright	2009,	Open	Design	LLC,	www.koboldquarterly.com.	All	Rights	Reserved
  	
  Kobold	Quarterly	issue	10,	Copyright	2009,	Open	Design	LLC,	www.koboldquarterly.com.	All	Rights	Reserved
  	
  Kobold	Quarterly	issue	11,	Copyright	2009,	Open	Design	LLC,	www.koboldquarterly.com.	All	Rights	Reserved
  	
  Kobold	Quarterly	issue	12,	Copyright	2009,	Open	Design	LLC,	www.koboldquarterly.com.	All	Rights	Reserved
  	
  Kobold	Quarterly	issue	13,	Copyright	2010,	Open	Design	LLC,	www.koboldquarterly.com.	All	Rights	Reserved
  	
  Kobold	Quarterly	issue	14,	Copyright	2010,	Open	Design	LLC,	www.koboldquarterly.com.	All	Rights	Reserved
  	
  Kobold	Quarterly	issue	15,	Copyright	2010,	Open	Design	LLC,	www.koboldquarterly.com.	All	Rights	Reserved
  	
  Kobold	Quarterly	issue	19,	Copyright	2011,	Open	Design	LLC,	www.koboldquarterly.com.	All	Rights	Reserved
  	
  Pathfinder	24,	Copyright	Paizo	2009.	All	Rights	Reserved
  	
  Possessors:	Children	of	the	Outer	Gods	Copyright	2003,	Philip	Reed	and	Christopher	Shy,	www.philipjreed.com	and	www.
  studioronin.com
  	
  The	Psychic’s	Handbook,	Copyright	2004,	Green	Ronin	Publishing;	Author	Steve	Kenson
  Secret	College	of	Necromancy,	Copyright	2002,	Green	Ronin	Publishing;	Authors	David	“Zeb”	Cook	and	Wolfgang	Baur
  	
  Tales	of	Zobeck,	Copyright	2008,	Open	Design	LLC.	Authors:	Wolfgang	Baur,	Bill	Collins,	Tim	&	Eileen	Connors,	Ed	
  Greenwood,	Jim	Groves,	Mike	McArtor,	Ben	McFarland,	Joshua	Stevens,	Dan	Voyce
  	
  Witchfire	Trilogy:	The	Longest	Night,	copyright	©	2001	Privateer	Press,	Inc.
  	
  Witchfire	Trilogy:	Shadow	of	the	Exile,	copyright	©	2001	Privateer	Press,	Inc.
  	
  Witchfire	Trilogy:	Legions	of	Lost	Souls,	copyright	©	2001	Privateer	Press,	Inc.
  	
  Monsternomicon:	Volume	1,	Denizens	of	the	Iron	Kingdoms,	copyright	©	2002	Privateer	Press	Inc.
  	
  Lock	&	Load:	Iron	Kingdoms	Character	Primer,	copyright	©	2002	Privateer	Press	Inc.
  	
  Iron	Kingdoms	‘Full	Metal	Fantasy’	Character	Guide,	copyright	©	2004,	Privateer	Press,	Inc.
  	
  Iron	Kingdoms	World	Guide:	Full	Metal	Fantasy,	Volume	Two,	copyright	2005	Privateer	Press,	Inc.
  	
  Monsternomicon	Volume	1	–	Denizens	of	the	Iron	Kingdoms	V3.5,	copyright	2005	Privateer	Press,	Inc.
  	
  Liber	Mechanika,	copyright	2005	Privateer	Press,	Inc.
  	
  Zobeck	Gazetteer	for	the	Pathfinder	RPG,	Copyright	2011,	Open	Design	LLC.	Authors:	Wolfgang	Baur	and	Christina	Stiles.	
  www.koboldquarterly.com
  	
  Anger	of	Angels,	©	2003,	Sean	K	Reynolds
  	
  The	Book	of	Hallowed	Might,	©	2002,	Monte	J.	Cook
  	
  Monte	Cook’s	Arcana	Unearthed,	©	2003,	Monte	J.	Cook
  	
  Path	of	the	Magi,	©	2002	Citizen	Games/Troll	Lord	Games;	Authors:	Mike	McArtor,	W.	Jason	Peck,	Jeff	Quick,	and	Sean	K	
  Reynolds
  	
  Skreyn’s	Register:	The	Bonds	of	Magic,	©	2002,	Sean	K	Reynolds
  	
  Skreyn’s	Register:	The	Bonds	of	Magic,	Vol.	1:	Cabal,	Copyright	2002	Sean	K	Reynolds.	All	rights	reserved
  	
  Skreyn’s	Register:	The	Bonds	of	Magic,	Vol.	2:	The	Faithful,	Copyright	2002	Sean	K	Reynolds.	All	rights	reserved
  	
  Pathfinder	Roleplaying	Game	Ultimate	Magic,	©	2011,	Paizo	Publishing,	LLC;	Authors:	Jason	Bulmahn,	Tim	Hitchcock,	
  Colin	McComb,	Rob	McCreary,	Jason	Nelson,	Stephen	Radney-MacFarland,	Sean	K	Reynolds,	Owen	K.C.	Stephens,	and	Russ	
  Taylor
  	
  Midgard	Bestiary	for	Pathfinder	RPG,	(c)	2012	Open	Design	LLC;	Author:	Adam	Daigle	with	Chris	Harris,	Michael	Kortes,	
  James	MacKenzie,	Rob	Manning,	Ben	McFarland,	Carlos	Ovalle,	Jan	Rodewald,	Adam	Roy,	Christina	Stiles,	James	Thomas,	
  and	Mike	Welham.”	
  	
  Northlands,	©	2011,	Open	Design	LLC;	Author:	Dan	Voyce;	www.koboldquarterly.com.	
  	
  Sunken	Empires,	Copyright	2010,	Open	Design,	LLC;	Authors:	Brandon	Hodge,	David	“Zeb”	Cook,	and	Stefen	Styrsky.	www.
  koboldquarterly.com	
  	
  Tales	of	the	Old	Margreve,	Copyright	2010,	Open	Design,	LLC;	Authors:	Tim	and	Eileen	Connors,	Michael	Furlanetto,	
  Jonathan	McAnulty,	Ben	McFarland,	Richard	Pett,	Steven	Robert,	and	Dan	Voyce.	www.koboldquarterly.com	
  	
  Kobold	Quarterly	Blog,	2010,	http://www.koboldquarterly.com/k/front-page6582.php	
  	
  Kobold	Quarterly	Blog,	2010,	http://www.koboldquarterly.com/k/front-page6596.php	
  	
  Kobold	Quarterly	Blog,	2010,	http://www.koboldquarterly.com/k/front-page6947.php	
  	
  Kobold	Quarterly	Blog,	2011,	http://www.koboldquarterly.com/k/front-page10447.php	
  	
  Kobold	Quarterly	Blog,	2011,	http://www.koboldquarterly.com/k/front-page5074.php	
  	
  Kobold	Quarterly	Blog,	2010,	http://www.koboldquarterly.com/k/front-page6556.php	
  	
  Kobold	Quarterly	Blog,	2010,	http://www.koboldquarterly.com/k/front-page3595.php	
  	
  Kobold	Quarterly	Blog,	2009,	http://www.koboldquarterly.com/k/front-page6138.php	
  	
  Kobold	Quarterly	Blog,	2010,	http://www.koboldquarterly.com/k/front-page6594.php	
  	
  Monte	Cook’s	Arcana	Unearthed	DM’s	Screen	and	Player’s	Guide,	Copyright	2003	Monte	J.	Cook
  	
  The	Diamond	Throne,	Copyright	2003	Monte	J.	Cook
  	
  Legacy	of	the	Dragons,	Copyright	2004	Monte	J.	Cook
  	
  Mystic	Secrets:	The	Lore	of	Word	and	Rune,	Copyright	2004	Monte	J.	Cook
  	
  Akashic	Nodes:	The	Home	of	Memory,	Copyright	2005	Justin	D.	Jacobson
  	
  Wild	Spellcraft,	Copyright,	2002	ENWorld
  	
  Castlemourn	Campaign	Setting,	Copyright	2007,	Margaret	Weis	Productions,	Ltd.
  	
  Dynasties	and	Demagogues,	Copyright	2003,	Trident,	Inc.	d/b/a	Atlas	Games;	Author	Chris	Aylott
  	
  Occult	Lore,	Copyright	2002,	Trident,	Inc.	d/b/a	Atlas	Games;	Authors	Keith	Baker,	Adam	Bank,	Chris	Jones,	Scott	Reeves,	
  and	Elton	Robb
  	
  Crime	and	Punishment,	Copyright	2003,	Trident	Inc.	d/b/a	Atlas	Games;	author	Keith	Baker
  	
  Love	and	War,	Copyright	2004,	Trident,	Inc.	d/b/a	Atlas	Games;	Author	David	Chart
  	
  E.N.	Guild	–	Monster	Hunters’	Guild,	Copyright	2005,	E.N.	Publishing;	Author	Aeryn	Rudel
  	
  Fading	Suns:	D20,	Copyright	2001,	Holistic	Design,	Inc;	Authors	Bill	Bridges	and	Andy	Harmon
  	
  D20	Modern	System	Reference	Document,	Copyright	2002,	Wizards	of	the	Coast,	Inc.;	Authors	Bill	Slavicsek,	Jeff	Grubb,	
  Rich	Redman,	Charles	Ryan,	based	on	material	by	Jonathan	Tweet,	Monte	Cook,	Skip	Williams,	Richard	Baker,	Peter	Adkison,	
  Bruce	R.	Cordell,	John	Tynes,	Andy	Collins,	and	JD	Wiker
  	
  Traps	and	Treachery,	Copyright	2001,	Fantasy	Flight	Inc.;	Authors	Greg	Benage,	Kurt	Brown,	Mark	Chance,	Brian	Ferrenz,	
  Lizard,	David	Lyons,	Brian	Patterson,	Scott	Stoecker,	Wil	Upchurch
  	
  Oathbound:	Mysteries	of	Arena,	Copyright	2004,	Bastion	Press,	Inc.
  	
  Wildwood,	Copyright	2004,	Bastion	Press,	Inc.
  	
  Minions:	Fearsome	Foes,	Copyright	2001,	Bastion	Press,	Inc.
  	
  Oathbound:	Domains	of	the	Forge,	Copyright	2002,	Bastion	Press,	Inc.
  	
  Oathbound:	Arena,	Copyright	2004,	Bastion	Press,	Inc.
  	
  Oathbound:	Wrack	&	Ruin,	Copyright	2003,	Bastion	Press,	Inc.
  	
  Interludes:	Brief	Expeditions	to	Bluffside,	Copyright	2001,	Thunderhead	Games,	Inc.,	and	Mystic	Eye	Games,	LLC
  	
  Bluffside:	City	on	the	Edge,	Copyright	2002,	Thunderhead	Games,	Inc.,	and	Mystic	Eye	Games,	LLC
  	
  The	Pantheon	and	Pagan	Faiths,	©2004	Mystic	Eye	Games.
  	
  Advanced	Player’s	Guide,	©2004	White	Wolf,	Inc.
  	
  Player’s	Guide	to	Monks	and	Paladins,	©2004	White	Wolf,	Inc.
  	
  Creature	Collection,	Copyright	2000,	Clark	Peterson
  	
  Relics	&	Rituals,	Copyright	2001,	Clark	Peterson
  	
  Relics	&	Rituals:	Excalibur,	©2004	White	Wolf,	Inc.
  	
  Relics	&	Rituals:	Olympus,	©2004	White	Wolf,	Inc.
  	
  Strange	Lands:	Lost	Tribes	of	the	Scarred	Lands,	©2004	White	Wolf,	Inc.
  	
  Plexus:	Potent	Portals,	Copyright	2002	Mark	Alexander	Clover
  	
  Plexus:	Open	Spells	Collection,	Copyright	2002	Mark	Alexander	Clover
  	
  Poisoncraft:	The	Dark	Art,	Copyright	2004,	Justin	D.	Jacobson
  	
  Curses!	Copyright	©2002	Kosala	Ubayasekara.	All	Rights	Reserved.	Author	Eytan	Bernstein
  	
  50	New	Ways	To	Turn	Things	Into	Other	Things:	Transmutation,	copyright	Silven	Publishing	and	Matthew	J.	Hanson
  	
  50	New	Ways	To	Blow	Things	Up:	Evocation,	copyright	Silven	Publishing	and	Matthew	J.	Hanson
  	
  Encyclopedia	Arcane:	Necromancy	-	Beyond	the	Grave,	Copyright	2001,	Mongoose	Publishing
  	
  Thee	Compleat	Librum	ov	Gar’Udok’s	Necromantic	Artes,	Copyright	2002,	Ambient	Inc.;	Authors	M	Jason	Parent,	Denise	
  Robinson,	Chester	Douglas	II
  	
  Spells	&	Spellcraft,	Copyright	2002,	Fantasy	Flight,	Inc.
  	
  Joe’s	Book	of	Enchantment,	Copyright	2002,	Joseph	Mucchiello,	Jr.	Published	by	Throwing	Dice	Games	
  	
  Eldritch	Sorcery,	Copyright	2005,	Necromancer	Games,	Inc.;	Authors	Patrick	Lawinger,	Scott	Greene,	and	David	Mannes,	
  with	Erica	Balsley,	Chris	Bernhardt,	Casey	W.	Christofferson,	Bill	Collins,	Jim	Collura,	Chad	Coulter,	Patrick	Goulah,	Skeeter	
  Green,	Jeff	Harkness,	Lance	Hawvermale,	Travis	Hawvermale,	Richard	Hughes,	Robert	Hunter,	Al	Krombach,	Rob	Mason,	
  Matt	McGee,	Clark	Peterson,	Michael	Proteau,	Greg	Ragland,	Gary	Schotter,	Joe	Walmsley,	and	Bill	Webb
  	
  The	Great	City	Player’s	Guide,	©	2009	by	Øone	Roleplaying	Games
  	
  1001	Spells,	Copyright	2011	Steven	D.	Russell;	Author	Steven	D.	Russell
  	
  Midgard:	The	Player’s	Guide	To	The	Crossroads,	Copyright	2012,	Open	Design	LLC.	Developer:	Christina	Stiles.	All	rights	
  reserved.
  OPEN GAME LICENSE Version 1.0a
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kobold Press - Open Design/Midgard - Player's Guide to the Crossroads (Updated).pdf