TEXT: A
  Legendary Races: Sphinx
  Perry Fehr, Julian Neale
  
  1
  Legendary Races: Sphinx
  Credits
  Authors: Perry Fehr, Julian Neale
  Development: Mark Gedak
  Editing: Perry Fehr, Mark Gedak
  Cover Design: Mark Gedak
  Cover Image: Bruno Balixa
  Porphyra Logo: Rick Hershey
  Interior Art: Jacob Blackmon
  Layout: Mark Gedak
  Publisher: Purple Duck Games
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game 
  from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the 
  Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not 
  endorse this product.
  Legendary Races: Sphinx is copyright 2015; Purple Duck Games.
  Table of Contents
  Introduction  
   
   
  2
  The Legend of the Sphinx 
   
  2
  Sphinxes of Porphyra  
   
  3
  Atum  
   
   
   
  6
  Sphinx Race Class 
   
   
  8
  Sample Sphinx Character 
   
  9
  Sphinx Adventurers  
   
  10
  Sphinx Servant Races  
   
  11
  Maftet Race Class 
   
   
  12
  Sample Maftet Character 
   
  14
  Maftet Adventurers 
   
   
  15
  Race of Enigmon 
   
   
  16
  Alternate Racial Characteristics 
  18
  Racial Subtypes 
   
   
  18
  Racial Spells  
   
   
  19
  Enigmon Adventurers  
   
  19
  Favored Class Options 
   
  20
  Sample Enigmon Characters  
  21
  Feats  
   
   
   
  26
  Racial Archetypes 
   
   
  27
  Magic Items  
   
   
  28
  Bestiary 
   
   
   
  29
  Sphinx Councils 
   
   
  39
  OGL  
   
   
   
  40
  
  2
  Introduction
  For purposes of this book “Greater sphinxes” refers 
  to androsphinxes, criosphinxes, elder sphinxes, gyno-
  sphinxes, and any other sphinx variety that has strong 
  mental ability scores.  Most varieties are fully described 
  in the Pathfinder Roleplaying Game Bestiary 1 and 3.
  The Legend of the Sphinx
  Deg was thirsty.  He had been thirsty before, but this was 
  something else entirely.  He had a good cloak (stolen) and 
  he was smart enough not to discard it, hot or not.  But 
  soon he would suffer the djebba al-muqtab, agonizing 
  death by thirst. Deg was smart about many things, 
  but fleeing punishment into the desert was not one of them.  
  If only the magic had worked, if only… he stared at the 
  chunk of purple crystal in his hand, and staggered to the 
  outcrop of stone he seen earlier.  Some shade, at least.  He 
  crawled the last few feet, into dimness.
     “Well, life is a riddle, and the answer is a tomb,” he 
  muttered to himself, and prepared to die out of the sight 
  of the merciless sun.  He was not prepared for the “outcrop 
  of stone” to shudder like a waking cat and move…  Deg 
  gasped drily, and the form of a great human- headed lion 
  rippled from the appearance of stone to flesh, purple-feath-
  ered wings unfurling with a snap of sand, a golden-skinned 
  face draped in fantastic jewelry, a glittering black stone in 
  its brow.
     “You… are human… yet… you know of… Atum?” 
  came the deep, rasping voice of the now fully-returned 
  creature.  “Even the enigmon know little of… The Self-
  Created.  How could you know… and pose such a riddle?  
  TELL ME!” The command came as a powerful roar, yet 
  Deg withstood, where another might flee.  He swallowed, 
  sand in a stone throat. 
     “I will explain the riddle when you explain your pur-
  pose, Being of Stone, and how you claim to serve A-… 
  Atoom…” Deg gasped, surprised at his own boldness.  It 
  was probably what had gotten him expelled from the Sahi-
  run Academy in Dal’malus.  In for a copper, in for a cow, 
  as his rag-man father used to say.  At least he won’t die of 
  thirst.  The golden-furred creature narrowed its eyes, gazing 
  upon Deg, who waited for the end.  
     “Atum the First, Atum the Self-Created.  Atum who is 
  both Animal and Man before there was any separation.  
  Father. Of. LIFE!”  The roar of power came again, and 
  Deg felt weakness, and a rigidity in his body he was glad 
  of, lest he run.  But he kept his feet.  “Life, on this world, 
  of variegated form, one form seeking precedence over the 
  other.  My forebears told me of Atum’s works, of the strange 
  forms that came forth from the river, from the ocean, from 
  the sand, from the soil.  And we were His servants, his 
  examples, his blending of the four-legged and the two.  The 
  instinctual and the sentient, the reflexive and the think-
  ing.  We, the Sphinxes.  For we were both Beast, as you 
  dismissive Men say, and Man- whom the Beasts of the land 
  term ‘noisy-ignorant-ones’” The Sphinx grinned, a horrible 
  grin, but Deg thought that the grin reflected a joke that he 
  couldn’t grasp, even if he wanted to.
     “We were His archivists, his Keepers of Wisdom, sent 
  to see how His works progressed in the world.  And we 
  were his experiment.  His testing ground, the four races. 
  The Sphinxes were made to be near-immortal, but with 
  mortal needs.  The base Ram-sphinx, criosphinxes, to seek 
  the meaning of lustful desires, of wealth and the flesh.  The 
  savage Hawk-sphinx, heiracosphinx, to seek the meaning 
  of hate, always a difficult concept, death, sacrificing long 
  life.  And His highest servants, as myself, the Man-sphinx, 
  androsphinx, keeper of highest thought, and the Woman-
  sphinx… the beautiful… as was my Imrasa…” the power-
  ful being shuddered, and Deg mused that, after what was 
  apparently a long sleep, the creature was weakened and not 
  strong.  Sphinxes were, perhaps, not indestructible.  The 
  sandy being continued tiredly:
     “The gynosphinxes were the Life-givers of the sphinx 
  collective, and amused Atum with the creation of riddles 
  and conundrums as a means of keeping the knowledge we 
  recorded for Him.  The cycle of life; the materialism of the 
  crio, the violence of the hieraco, the philosophy of we an-
  dro, continued…We thought we would do so forever.  But 
  Atum’s attention was called to other places, other worlds, 
  He told my forebears ‘I must go, to sow the seed of life on 
  other worlds than this; those will come that will claim to 
  be Lords and Gods, but serve always Life and Knowledge; 
  study, store and keep it upon My possible return, for return 
  I shall to see what fruit the seeds I have sown have pro-
  duced, and how My servants have tended, recorded, and 
  studied them.’  And Atum left us behind, and some works 
  of stone under the earth, as I so guard.  The task was great, 
  and we set to our task, creating servants of our own to help 
  us,” 
     The sand before Deg assumed the form of a lithe lion-
  man with a sword, then human-like beings with the 
  suggestion of sphinx-like features, then finally humanoids 
  with glittering stones in their foreheads, like his story-
  teller’s.  The monument-come-to-life touched the stone 
  in his forehead with a vast paw, “The maftet, the race of 
  seekers and servants, those of the mountains; the enigmon, 
  those who walk among humanoids, learning all they can 
  from the short-lived one; and the Imthati, the monolithic 
  
  3
  bearers of the ka stone, the guardians of those who have gone 
  on, as I will go on…” the great androsphinx elder coughed, 
  an ironic counterpoint to the great roars which has seared 
  Deg earlier.  “Now… explain the riddle, the riddle, whose 
  answer was Atum.   Do it now.  NOW!” 
  And the third was the most terrible roar of all, knocking 
  Deg off his feet and searing his skin.  He struggled to his 
  feet, blood dripping down his cheeks, and croaked to his 
  own deaf ears.
     “If you can answer another riddle, you can know all, O 
  Great Sphinx- it is the most important riddle on this world, 
  Porphyra, here, today.”  Deg pulled out the shard of purple 
  crystal and held it to the elder sphinx’s fading eyes.  He spat.  
  And recited:
  “I wasn’t here yesterday, purple crystal in the sand,
  I divide dark jungle deep from sweltering desert land.  
  I hold back the human tide, 
  Keep each race to their own side.  
  And Deg’s holding it in his good right hand.
  What am I?”
  The great elder sphinx concentrated his remaining reserves 
  of strength on the riddle, thinking long and hard.  Food, 
  drink and shelter he magically created for Deg, without 
  comment, as it needed Deg to be alive to confirm the answer 
  that the sphinx so needed.  In time the elder sphinx resorted 
  to powerful magic, trying to tear meaning from legends 
  of the shard, tunneling holes in time and space to consort 
  with higher beings- perhaps even Atum Himself… and 
  Deg could feel himself bathed in these energies, much as he 
  felt the power of the fragment itself, when he took it from 
  the strange purple borderland to the south, after yesterday’s 
  strange events.
     And finally the great elder sphinx, dying remnant of a 
  past age and a departed, lonely God, had his answer.  The 
  androsphinx, whose regal flesh seemed to be slowly turning 
  back to stone, said, “It is mystical crystal of the gods… the 
  New Gods… it maintains their sacred lands on this newly-
  young world… and Atum is not with them… the time of 
  Atum has passed, and mine as well… ‘Porphyrite’ is what 
  it will be called… and now I know…make the most of the 
  legacy of the sphinxes, little Deg…”  The sphinx staggered to 
  its feet, more of stone than flesh, now, and moved a few steps 
  back, with a final unfurling of its beautiful purple wings.  
  It sat, turned eyes to the stars above, and was as stone, flak-
  ing and ancient.  All that remained was the glittering black 
  stone in its brow.  The stone of its soul, its Ka.  
     “I’ll take that,” said the dirty human in his ragged robe 
  below, and climbed up the stone effigy, and pried the stone 
  loose.  Without hesitation he jammed it into his own fore-
  head, and, with a burst of violet energy, grew to be twelve 
  feet tall, glistening with stony might.  “That’s more like it,” 
  he said, and scraped away the dirt in the loose pit where the 
  elder sphinx had originally sat.  A hinged door lay beneath 
  the grit, and the no-longer-exactly-human Deg pried it open 
  with stony fingers.  A glittering darkness lay beneath, the 
  promise of knowledge and unending interest calling from 
  within.  “Now I have Ka, I am Deg no more…” came the 
  sepulchral voice from no-longer-Deg’s throat.  “Ka-Deg.  
  Nice ring to that.”  He put a giant foot onto the first stair, 
  and proceeded into darkness. Perhaps a paw reached out 
  and shut the door, perhaps the wind, but in the end, all was 
  silent.  For a while.
  Sphinxes of Porphyra
  “And so the edict of Caliph Akbar al-Shabazz, Second of his 
  name, Lord of the Siwath, called the Contentious, reads as 
  thus: that the lands northwest of Buktu unto 300 leagues 
  shall be declared unfit for rule, and the Caliph shall reject it 
  as an eagle rejects the egg of the serpent.  The Caliph fur-
  ther states that those who go to that benighted land shall be 
  rejected thusly.  Seeking knowledge from that plague-ridden 
  dust-swamp has no point, as thus indicated by the three bat-
  talions of the Caliph’s personal guard that have returned as 
  one.  One battalion, that is.  So do not go there.  You have 
  been warned.  By the Caliph.”
  -from Annals of Failed Leaders,
   Ali ben-Rabban, 120 BC
  Ecology of the Sphinx 
  Sphinxes are a collection of fascinating races that seem as 
  though they have an unknowable connection to human-
  ity and its associated races, but there does not seem to 
  by any clear-cut way to make that association.  They hail 
  from many lands, not solely the desert ones ascribed 
  to them, probably because desert lands are considered 
  to be the most ancient. Sphinxes are synonymous with 
  ‘ancient’, and their presence before measurable human 
  society is common knowledge.  Their obsession with 
  their particular tasks, differing by race division, is also 
  common knowledge, and their relative neutrality in the 
  political affairs of ‘lesser beings’.  The rest of this ecol-
  ogy refers generally to the female core of the collective of 
  races, known as the gynosphinx.  References to the male 
  vectors; androsphinxes, criosphinxes and heiracosphinxes 
  are presented as needed.
  
  4
  Physical Description
  The basic template of a sphinx is composed of the body 
  of a lion surmounted with the wings of a falcon, scaled 
  to size.  The head and upper torso of a sphinx varies 
  according to sexual and variant type, the whole being as 
  large as a large lion or big cat.  Gynosphinxes are typi-
  cally 10 feet long and about 800 pounds. While their 
  wings are capable of holding them aloft for long periods 
  of time, they are poor fliers, and prefer to land before 
  engaging foes, lashing out with their powerful claws. 
  Though fiercely territorial, they tend to give intruders 
  plenty of warning before attacking.  Androsphinxes are 
  a few feet longer and a hundred pounds heavier, with 
  criosphinxes being slightly less than an androsphinx, and 
  hieracosphinxes slightly less than a gynosphinx.  Given a 
  long enough lifespan, hieracosphinxes are said to be able 
  to grow larger even than androsphinxes.  Gyno- and an-
  drosphinxes have human heads and torsos, with a wide 
  range of coloring and facial features, though males al-
  ways have heavy facial hair.  Criosphinxes have the heads 
  of rams of various coloration, but can speak humanoid 
  languages.  Hieracosphinxes have the heads of variously 
  colored hawks and falcons, and can speak Common, 
  after a fashion.
  Habitat and Society
  The race of sphinxes are almost synonymous with desert 
  lands, and wilderness in general, though that could be 
  said of many large monsters.  For most sphinxes, the 
  traditional desert life stems largely from their origins as 
  servants of Atum in that geographical area of the world, 
  and from an inborn sense of needing to avoid the society 
  of busy humanoids. The truth of the matter is that a 
  sphinx with a mission, a goal, or an obsession can be 
  found nearly anywhere that life exists- though they are 
  quite afraid of being cold, and are rarely found in snow-
  bound places.  For such large beings, they seem to feel 
  no discomfort being indoors and sedentary, even hiera-
  cosphinxes, though those savage beasts can grow restless 
  if not controlled thoroughly, or rewarded well.  Finding 
  any type of sphinx in a deep labyrinth chamber is not 
  unusual at all.  Because of the age and powerful bond 
  to history that the race possesses, sphinxes can also be 
  found in ancient ruins, searching for lost knowledge, or 
  just basking in the history around them, knowing their 
  forbears may have had a hand in it.  In short, where a 
  sphinx is, is where it wants to be.  
     The society of sphinxes is an odd one, and obviously 
  artificial, tying biology and social habits together.  What 
  the uneducated think is a “sphinx” is usually a gyno-
  sphinx, with a female human torso, lion’s body, and great 
  falcon wings.  This is the female of the sphinx race, be-
  ings that are curious, inquisitive, restless and mercurial.  
  There are three variants of males that exist, with differ-
  ing philosophical points of view and habits.  The bestial 
  hieracosphinx, hawk-headed hunters with few interests 
  other than hunting, attack and assault gynosphinxes, 
  and live in packs.  Ram-headed criosphinxes are worldly 
  and acquisitive, having few special powers but seeking to 
  impress gynosphinxes with wealth and knowledge; they 
  live alone and befriend the animals that live in their ter-
  ritory.  Man-headed androsphinxes are philosophers and 
  deep thinkers, and the most likely to pursue humanoid 
  religions; gynosphinxes admire and desire androsphinxes, 
  who usually avoid them in favor of loftier pursuits.  The 
  litters of two to four always include at least one gyno-
  sphinx, with at least one other being the variant type 
  of the father; hieracosphinx matings always produce all 
  hieracosphinx.  Besides the pack-minded hieracosphinx, 
  the other three types are primarily solitary, and are 
  known for pursuing obscure knowledge and asking dif-
  ficult questions- especially the gynosphinx.  Criosphinxes 
  prefer state secrets and deep gossip, the kind that can 
  change dynasties.  Androsphinxes ask philosophical 
  questions of existence- and can get irritated if responded 
  to with opinions, rather than well-reasoned answers that 
  challenge their intellect.  When sphinxes meet, it is to 
  exchange information, negotiate for mating, or relay 
  edicts coming from elder sphinxes.  When sphinxes gath-
  er together on a more permanent basis, a sphinx council 
  can result (see p 39, Sphinx Councils.)
  Sphinx Riddles
  These riddles are asked as challenges by sphinxes, pass-
  words for entry into a dungeon area, tests to find a 
  suitable intellect, or as an actual question- sometimes a 
  sphinx asks because it just doesn’t know…
  • 
  As white as milk, as soft as silk, and hundreds close 
  together; they sail away on an autumn day, when 
  windy is the weather. [Dandelion seed]
  • 
  A white prison, broken from within by a child, never 
  to be whole again. [An egg]
  • 
  Neither a king, neither a priest; but dressed so finely 
  for the feast. [A table]
  • 
  If the sun sets, a beautiful garden; by day an empty 
  sea of blue. [The sky]
  • 
  I saw a river stopped by blood, between the Oliti and 
  the town of Buktu.  How could this be? [“blood” in 
  Old Porphyran is “dam”]
  
  5
  • 
  Two eyes have I that a man does love, but a baby 
  loves them better. [Nipples]
  • 
  Four friends have I, all bigger than me, but I am said 
  to be smartest. I don’t have any, but I am smarter 
  than you… [A thumb]
  • 
  My head is on my shoulders, full of others’ words; at 
  my feet are your heads, full of my words.  All is false, 
  and yet tears fall.  Who am I? [An actor]
  • 
  A thieving stranger with no arms took the words 
  of the ancients for himself; he knew not what they 
  were, yet they sustained him. [ A bookworm]
  • 
  A legion of legions fled past me as I came to 
  Dal’Malus.  A legion of legions I went through 
  again, at rise of sun.  How many descended upon 
  that doomed city? [One]
  Androsphinx Philosophical Quandaries
  Androsphinxes prefer deep philosophical considerations, 
  and those that deal with them should be prepared to en-
  gage in such thoughts.  Gynosphinxes are impressed by 
  such, though they have difficulty caring one way or the 
  other.  Suggested talking points are provided.
  • 
  Why is there something instead of nothing? [Percep-
  tion must exist for there to be any difference.]
  • 
  In a universe made up of physical and metaphysical 
  laws, is there such a thing as free will? [Define free 
  will…]
  • 
  If a tree falls in a forest, and no one is there to hear 
  it, does it still make a sound? [Heavily debatable]
  • 
  Is what I think of as the color blue actually ‘blue’, 
  or is it just an arbitrary state that all involve agree 
  upon? [Perception is an individual quality.]
  • 
  What is the difference between zero and nothing? 
  [zero is a defined lack of quantity.]
  Criosphinx Gossip Demands
  Criosphinxes fancy themselves worldly, urbane beings, 
  though they cannot take part in any of the schemes and 
  gossip that they collect, any more than they can spend 
  the loot that they collect as bribes- except for the pos-
  sible wooing of a gynosphinx.  Criosphinxes also look 
  for riddles to impress gynosphinxes, or philosophical 
  approaches they can also deliver to them.
  • 
  Who is King X’s mistress/blackmailer/true heir/real 
  father?
  • 
  Why did the people of X invade/kill the inhabitants/
  worship the being?
  • 
  Where is the treasure of X hidden/stolen from/given 
  to?
  • 
  What is the true name of the king’s advisor/the de-
  mon spy/a gynosphinx?
  • 
  When is the king’s ball/invasion date/assassination 
  attempt?
  Relations
  Perhaps due to their traditional role as overseers of the 
  myriads of creatures in the developing world, sphinxes 
  typically bear little special preference for any races, 
  sentient or otherwise.  Any race could be potential al-
  lies- or dinner, if the circumstances required it. Even 
  the high-minded androsphinxes feel this way, as their 
  loyalty to philosophy and morality ends pretty much 
  within their own race.  If any race could be said to hold 
  a place in the hearts of sphinxes, it would be humanity.  
  This may be due to some special attention Atum paid 
  to them in the early days, but probably moreso to the 
  reverence early humans paid to the enigmatic creatures, 
  and their sharing of curiosity about the world.  Races 
  that build monuments of stone, in the sight of the sun 
  also get attention from sphinxes, though subterranean 
  races tend to irritate sphinxes, who see them as craven.  
  The servant races (modafi) such as maftet, enigmon 
  and those who bear the ka stone (living monoliths) are 
  always assumed to be ready to serve- they are treated as 
  trusted vassals unless they dare to disagree with a sphinx, 
  whereupon they are destroyed and displayed in the open 
  as a reminder of exactly how they came into existence 
  (see Servant Races of the Sphinx below).  Incidentally, 
  cat-like races such as catfolk, knuk, qit’ar and cat-headed 
  anumi are usually assumed to be some lost branch of 
  modafi development unless the sphinx is convinced oth-
  erwise! Non-related races such as shedu and lammasu are 
  considered to be quaint imitations based on the religions 
  of star-struck humans, with manticores and lamias foul 
  imitators only fit for abuse or destruction.  Dark rumors 
  abound of hybrid forms created by mating with such 
  creatures, which hints at an astonishing range of fecun-
  dity among the race.
  Alignment and Religion
  Religious affiliation for sphinxes is a complicated issue, 
  as the creator of the race of sphinxes is/was a being that 
  existed long before any other beings claiming to be gods 
  manifested themselves on Porphyra.  This was Atum, a 
  mythic pleroma rogue aeon (MR 6). Strictly speaking, 
  a sphinx of any type that worships a current deity is 
  treading the edge of blasphemy, though the response of 
  Atum, should he return in the fullness of days is not ex-
  
  6
  actly known.  Androsphinxes receive their clerical spells 
  from a source that they believe is Atum, though they will 
  not discuss the issue with any non-sphinx being, or a 
  modafi of lowly stature.  They greatly admire the goddess 
  Yolana, Maid of Memory, and will frequently associ-
  ate with Her clergy, even to the extent of guarding Her 
  temples.  Hieracosphinxes are rarely pious, but tend to 
  avoid the servant of evil gods, being drawn to the fol-
  lowers of the knightly Nemyth Vaar, serving as mounts 
  for those outcasts.  Criosphinxes, gynosphinxes and the 
  various other neutral varieties of sphinxes follow, if they 
  are so inclined, the Female Triad; Lyvalia the Whispering 
  Councilor, Neria the Dreamer and, most of all Chiuta 
  the River Mother, each based on their alignment lean-
  ings of good, neutrality and evil.
  Adventurers 
  Sphinxes that choose to take class levels, typically take 
  classes that complement their existing abilities, unless 
  they have some overwhelming purpose that requires 
  specific skills they cannot acquire elsewhere.  Sphinxes 
  seldom take weapon-based classes, as they cannot wield 
  them; they do take advantage of feats that allow them to 
  make the most of their natural weapons.
  Androsphinx: cleric, oracle
  Criosphinx: druid, ranger
  Gynosphinx: sorcerer, wizard
  Hieracoshpinx: barbarian, fighter
  Note that spellcasting classes that use material compo-
  nents will usually require the sphinx to take Eschew 
  Materials as an introductory feat.  
  Names
  Sphinxes love names full of history and legend, evok-
  ing the elder sphinxes of ancient times; their names are 
  always in the Sphinx language.
  Male: Andro- and criosphinxes choose important 
  names in their legendary traditions; only hieraco-
  sphinxes that survive more than a decade take names 
  more complicated than an animalistic noise.
   
  Toth-ra, Horusekht, Anubessat, Rameseth, Ke-
  phoris; Sethis, Apep, Bekor (hieracosphinx only)
  Gynosphinx: Bastia, Isisina, Hathor, Nuut, Akileps
  Atum
  The Self-Created, The First
  Mythic rogue pleroma aeon
  Worshipers: Sphinxes, sphinx servant races, reclusive 
  cultists
  Alignment: Neutral
  Domains: Animal, Artifice, Creation*, Knowledge
  Subdomains: Feather, Fur, Memory, Toil
  Favored Weapon: Flail
  Favored Animals: Hawk and Lion
  Legend
  Atum is self-created, Atum is The First. From the life-
  essence of the world did Atum emerge, the procreative 
  spirit, the inquisitive mind of the Universe. Atum is 
  Creation itself, Atum is both sentience and instinct, 
  with no separation between the two. Atum came before 
  all, and knew all before, all that is now, and all that is to 
  come.  Legend holds that Atum the First rested on the 
  sandy delta of the Oliti River after the effort of freeing 
  himself from the Monad of the Universal Aeons, and 
  created, from his own will the sacred triad to keep him 
  company; a man, a lion, and an eagle. The first Man 
  created a crude shelter to protect himself from the Lion, 
  and the Eagle perched atop it. Fascinated by the interac-
  tion between the three, he amalgamated them together, 
  creating the first sphinx. Using the sand, water and sun 
  Atum created many more beings, and invented writing 
  to keep track of their names and characteristics.  The first 
  generation of sphinxes were Atum’s aides, helpers and 
  advisors in this creative, cataloguing era, and their pow-
  ers grew, as well.  In time, Atum grew familiar with his 
  adopted world, and followed many ambitious projects, 
  such as buildings to house the more fragile creatures of 
  creation- mankind the one most in need. But man¬kind 
  was also the most self-aware, the most intriguing, and 
  some few gave worship unto Atum. Over the long eons 
  of the dawn of time, Atum grew saddened by the mor-
  tality of his lesser creations, who mirrored this sadness 
  by preparing extravagant housing for the revered dead, 
  such as pyramids, shadows of the Monad.  Atum could 
  withstand the pain of witnessing physical death no more, 
  and so he left for a new beginning Somewhere Else… 
  promising he would return with the secret to happy, 
  eternal life. And so the faithful wait for the Self-Created 
  to return, and the sphinxes ask their questions and 
  continue their studies, to be faithful to Atum’s charge of 
  studying creation.
  
  7
  Church
  Only the most special and star-aligned council meet-
  ings of the sphinxes ever discuss their long-lost master 
  and progenitor, Atum the First.  Even the savage hiera-
  cosphinxes have been known to assemble grisly effigies 
  of feathers, fur and human heads in homage to their 
  barely remembered creator.  Elder sphinxes that have 
  memories of their elders that served Atum are highly 
  revered, and beheld with a mixture of terror and awe by 
  lesser, younger sphinxes.  Chambers that contain records 
  penned by Atum, or statues modeled on him are closely 
  guarded by few sphinxes, indeed- and sought out by oth-
  ers.  Maftet employ simple, devolved rituals sacrificing 
  birds and mammals at the equinoxes- and occasionally a 
  humanoid, in acts of propitiation to- depending on the 
  season, the Man-God, the Lion-God, or the Hawk-God.  
  Enigmon are seldom trusted with knowledge of Atum, 
  except for those that take up the ka stone of the living 
  monolith guardians- and those always in ritual-achieved 
  levels according to trust.  It is through independent liv-
  ing monoliths that small cults to Atum are created, not 
  generally seen favorably by sphinxes.  These cults often 
  develop bizarre rituals and behavior, taking over aban-
  doned temples or tombs and revering strange monsters.
  Spell Preparation Ritual
  Pious sphinxes keep small fetishes of a man, a lion and a 
  hawk somewhere in their hoards, and contemplate them 
  at odd moments- though they never speak of their sig-
  nificance.  Humanoid spellcasters rise at dawn, combine 
  earth (or dust) and spittle, and make the sign of the sa-
  cred ankh on their foreheads with the mud.  Many apply 
  ocher or colored paint over the symbol, as well.  
  Religion Traits
  The following religion traits may be chosen by worship-
  pers of this god-like being.
     Ancient Knowledge: You have seen an archive of 
  Atum’s, and the secret knowledge burns within you.  You 
  may replace one Knowledge class skill you have with any 
  other, or grant a +1 trait bonus to any other Knowledge 
  skill you have placed a rank in.
     Creative Spark: Though only Atum possessed the 
  power of creating true life, you try to emulate His ways 
  granted through the ancient chants.  Creatures that you 
  summon or call, animal companions or familiars that 
  follow you, and constructs you create gain 1 bonus hit 
  point
  Creation Domain
  Deity: Atum
  Granted Powers: You can create true life that remains, 
  and experiment with the permutations of all of the pos-
  sibilities of nature.
     Create Life (Sp): Once per day, a creature that you 
  summon by means of magic remains for a number of 
  days equal to your caster level, instead of rounds. This 
  creature cannot be of the outsider, undead, or construct 
  type.
     Created Being (Sp): Once per day at 8th level, you can 
  combine two castings of magic summoning spells to 
  create a creature using the amalgam template (see Purple 
  Duck Game’s Monsters of Porphyra); this power can be 
  combined with create life as above, and has the same 
  restrictions. 
  Domain Spells: 1st—summon monster I, 2nd—reduce 
  animal, 3rd—greater magic fang, 4th—giant vermin, 
  5th—baleful polymorph, 6th—stone to flesh, 7th—giant 
  form I, 8th—animal shapes, 9th—regenerate.
  Symbol of Atum
  
  8
  Sphinx Race Class
  For players who want to run a sphinx character, the 
  sphinx player class is presented here. The sphinx class 
  is meant to scale with PCs of similar levels and there-
  fore does not grant a PC the full powers of the sphinx 
  described in the Bestiary but instead a player character 
  variant of them. This can be thought of the sphinx’s 
  normal growth cycle, from a young cub to mature adult. 
  A sphinx may not gain levels in another class until she 
  has gained all eight levels of the sphinx class. A sphinx 
  character does not gain a favored class bonus for her 
  sphinx levels, nor does she gain any character level ability 
  score increases from her sphinx levels (per the Character 
  Advancement and Level Dependent Bonuses table in the 
  Pathfinder Roleplaying Game Core Rulebook), but does for 
  any PC class levels she gains after completing the sphinx 
  class. A sphinx character gains feats as normal, however. 
  Role: Sphinxes are front-line fighters. Their intellect, 
  charisma, and spell-like abilities make them useful in 
  other ways, however. On the other hand, a winged lion 
  with a human face is an intimidating sight, and therefore 
  they are not able to integrate well into civilized areas 
  such as cities, where their presence would be noteworthy 
  indeed!
  Alignment: Any
  Hit Die: d10
  Starting Gold: 1d6 x 10 gp (35 gp average).
  Class Skills
  The sphinx class skills are Acrobatics (Dex), Climb (Str), 
  Fly (Dex), Perception (Wis), Stealth (Dex), and Swim 
  (Str).
  Skill Ranks per Level: 2 + Intelligence modifier.
  Class Features
  The following are class features of the sphinx.
  Weapon and Armor Proficiency: A sphinx is proficient 
  with its natural weapons, but is not proficient with any 
  other weapons or armor. If a sphinx gains proficiency 
  with manufactured weapons, it can only use them when 
  in a humanoid form.
  Fly (Ex): A sphinx can fly with poor manoeuvrability. At 
  first level, their fly speed is 20 ft. This increases by 10 ft. 
  every even level thereafter, to a maximum of 60 feet at 
  8th level.
  Spell-Like Abilities (Sp): Sphinxes gain a number of 
  spell-like abilities as they rise in levels. Caster level is 
  equal to sphinx HD. They gain the following spell like 
  abilities at each class level:
     1st level: Constant—detect magic, read magic
     2nd level: 3/day—comprehend languages
     4th level: Constant—comprehend languages; 3/day—see 
  invisibility; 1/day—locate object
     6th level: Constant—see invisibility; 1/day—clairaudi-
  ence/clairvoyance, dispel magic
     8th level: 3/day—clairaudience/clairvoyance; 1/day—re-
  move curse
  Sphinx Racial Traits (Ex): At first level, the sphinx gains 
  a number of racial traits detailed below:
  • 
  +2 Dex, -2 Con, +2 Int, +2 Wis: Sphinxes are lithe 
  and mentally strong, but are relatively frail when 
  compared to other races.
  • 
  Medium: Sphinxes are medium creatures and receive 
  no bonuses or penalties due to their size.
  • 
  Speed: Sphinxes have a base speed of 40 feet; this 
  takes into account their quadruped bonus.
  Table 1.1 - Sphinx Race
  Level
  BAB Fort Ref
  Will
  Special
  1
  +1
  +2
  +2
  +0
  Fly 20 ft., spell-like 
  abilities, sphinx 
  racial traits
  2
  +2
  +3
  +3
  +0
  Fly 30 ft., Con 
  boost, natural 
  armor bonus
  3
  +3
  +3
  +3
  +1
  Mental abil-
  ity scores (+2), Str 
  boost
  4
  +4
  +4
  +4
  +1
  Fly 40 ft.
  5
  +5
  +4
  +4
  +1
  Large, mental abil-
  ity scores (+4)
  6
  +6
  +5
  +5
  +2
  Fly 50 ft., im-
  proved claws, Str 
  boost
  7
  +7
  +5
  +5
  +2
  Mental ability 
  scores (+6)
  8
  +8
  +6
  +6
  +2
  Fly 60 ft., pounce, 
  rake
  Purple Duck Note: As sphinx do not have iterative attacks 
  with natural weapons, the Base Attack Bonus does not show 
  the normal iterative attack bonus.
  
  9
  • 
  Claws: Sphinxes gain two claw attacks (for 1d4 dam-
  age). These are primary natural attacks.
  • 
  Darkvision: Sphinxes see in the dark to a range of 
  60 ft.
  • 
  Low-Light Vision: Sphinxes can see twice as far as 
  humans in conditions of dim light.
  • 
  Flexible Paws: As a magical beast, a sphinx’s paws 
  are capable of being used almost like hands, for 
  example, being able to hold equipment, write, draw, 
  perform the somatic component of spells and pick 
  out spell components from a spell pouch. However, 
  they are not capable of wielding manufactured weap-
  ons or shields, nor can they throw items.
  • 
  Quadruped: Sphinxes possess four legs, granting 
  them a +4 bonus to CMD against trip attempts. 
  Medium-sized sphinxes can carry 1-1/2x the values 
  given for the Carrying Capacity table in chapter 7 of 
  the Pathfinder Roleplaying Game Core Rulebook, and 
  3x for Large sphinxes. If they gain armor proficiency, 
  the cost is as a non-humanoid Medium creature if 
  the sphinx is Medium size, or as a non-humanoid 
  Large creature if the sphinx is Large size. 
  • 
  Languages: Sphinxes begin play speaking Common, 
  Draconic and Sphinx. Sphinxes with Intelligence 
  scores higher than 18 can choose any languages they 
  want (except secret languages, such as Druidic).
  Con Boost (Ex): At 2nd level the sphinx increases her 
  Constitution score by +2. This improves to +4 at 4th 
  level, and +8 at 6th level.
  Natural Armor Bonus (Ex): At 2nd level the sphinx 
  gains a natural armor bonus, equal to her sphinx class 
  level. This bonus stacks with the bonus gained upon 
  reaching Large size. 
  Mental Ability Scores (Ex): At 3rd level the sphinx 
  increases her Intelligence, Wisdom, and Charisma scores 
  by +2. This improves to +4 at 5th level, and +6 at 7th 
  level. 
  Str Boost (Ex): At 3rd level the sphinx increases her 
  Strength score by +2. This improves to +4 at 5th level, 
  and +6 at 7th level.
  Large (Ex): At 5th level the sphinx becomes Large sized. 
  She retains her reach of 5 feet (as normal for Large quad-
  rupeds). The sphinx gains a +3 natural armor bonus and 
  lowers Dexterity by two points. Claw damage increases 
  to 1d6. She does not gain any bonuses to Strength or 
  Constitution as a result of gaining this size; the other 
  ability score increases cover that. 
  Improved Claws (Ex): At 6th level the sphinx’s claw 
  damage increases to 1d8. It improves to 2d6 damage at 
  8th level. 
  Pounce (Ex): At 8th level a sphinx gains pounce, as the 
  universal monster ability. 
  Rake (Ex): At 8th level a sphinx gains rake, as the uni-
  versal monster ability.
  Sphinx Apotheosis
  When an 8th level sphinx gains enough experi-
  ence points to advance to 9th level, an NPC 
  sphinx becomes a full sphinx with the elite array 
  as per the Pathfinder Roleplaying Game Bestiary, 
  although feat and skill choices may differ from 
  the Bestiary version. It is then CR 9 until it gains 
  at least one PC class level, whereupon the +1 CR 
  modifier for the elite array goes away. A player 
  character sphinx is handled differently from how 
  NPC sphinxes are handled. At 9th level, the 
  sphinx gains their first level in a PC class, and 
  proceeds as normal from then on.
  Sample Sphinx Character
  “Oh, to be so bold when one’s life truly is at risk in the mo-
  ment… that is worth all of the dusty tomes in a long-buried 
  chamber.  Well, most of them.”
  Minehotep, Young Sphinx (CR 4; XP 1,200)
  Female gynosphinx 5
  N Large magical beast
  Init +4; Senses darkvision 60 ft., low-light vision; Per-
  ception +14
  Defense
  AC 17, touch 9, flat-footed 17 
  (+8 natural, -1 size)
  hp 42 (5d10+10
  Fort +6, Ref +4, Will +5
  Offense
  Speed 40 ft., fly 40 ft. (poor)
  Melee 2 claws +8 (1d6+4)
  Space 10 ft.; Reach 5 ft.
  Spell-Like Abilities (CL 5th; concentration +6)
     Constant—comprehend languages, detect magic, read 
  magic
  
  10
     3/day—see invisibility
     1/day—locate object
  Statistics
  Str 19, Dex 10, Con 14, Int 20, Wis 19, Cha 12
  Base Atk +5; CMB +10; CMD 20 (24 vs. trip)
  Feats Alertness, Hover, Improved Initiative
  Skills Diplomacy +6, Fly +2, Intimidate +6, Knowledge 
  (geography, history) +10, Perception +14, Sense Motive 
  +11
  Languages Common, Draconic, Old Porphyran, Sphinx
  SQ flexible paws
  Combat Gear tanglefoot bag (4), potions of inflict moder-
  ate wounds (2); Gear mwk breastplate, pouch with 499 
  gp worth of mixed coins, gems, and jewellery
  Minehotep possesses a dangerous curiosity about the 
  bold humanoids known as adventurers, an almost suicid-
  al fascination with beings that put themselves in harm’s 
  way for the sake of treasure and excitement.  Minehotep 
  typically tails adventuring parties, observing them but 
  not interfering, as that would spoil the portrayal- unless 
  they are having too easy a time, or are on the verge of be-
  ing wiped out.  
  Purple Duck Note: Minehotep is built as a player charac-
  ter using the heroic array. As mentioned earlier, members of 
  the sphinx class do not gain favored class bonuses for their 
  sphinx levels.
  Sphinx Adventurers
  Mature sphinxes tend to accumulate class levels as they 
  pursue goals or lines of inquiry, though their activities 
  may not appear exactly like the typical notion of “ad-
  venturing”.  Sphinxes as adventurers tend to attempt a 
  “big job” so they can sequester themselves in a lair for 
  the time that they need to complete their studies.  Note 
  that unless a sphinx can assume humanoid form (see 
  the moon-touched sphinx in the Bestiary, below), they 
  cannot throw items, carry shields or wield weapons. This 
  means that they gain little benefit from levels as alche-
  mists (unless they take an archetype that trades away 
  bombs) or gunslingers. Similarly, a sphinx is very unlike-
  ly to use a mount, so they are unlikely to become cava-
  liers, either. The divine bond class feature of a paladin 
  is also problematic. Sphinxes would prefer spontaneous 
  magic to prepared magic (since they might view carry-
  ing books around as a hassle!) and typically take Eschew 
  Materials as a feat for most spellcasting classes.
  • 
  Barbarian: Sphinxes that abandon a life of study 
  and give into strong animalistic urges can manifest 
  the powers of barbarians, raging at any trespassers to 
  their territory, either by attacking or asking riddles 
  that have no answer…
  • 
  Bard: Pursuing the goal of singing the perfect song, 
  or the complicated movements of an ancient dance 
  can be a full-time occupation for a sphinx, becoming 
  accomplished bards.
  • 
  Cleric: Sphinxes worship Atum in secret, typically, 
  though vocal cults spring up from time to time.  
  Some worldly sphinxes worship Neria, Shankhil, or 
  even Elemental Lords of earth.
  • 
  Druid: Earth-based druidism is practiced by some 
  sphinxes, and they enthusiastically pursue druid sha-
  man archetypes that allow them to take on animalis-
  tic characteristics.
  • 
  Fighter: Fighter levels for sphinx allow them to 
  develop fighting tactics effectively, if that particular 
  sphinx has had reason to defend itself regularly.
  • 
  Inquisitor: Sphinxes that devote themselves to 
  causes are dangerous things, indeed, and they follow 
  deities and domains much as clerics do, sometimes 
  taking the Fervor inquisition.
  • 
  Living Monolith: Though they do not take the ka 
  Minehotep
  
  11
  stone as frequently as modafi do, it is accounted a 
  great honor when a true sphinx does so, and the an-
  nals of history will speak well for them.
  • 
  Monk: A human lifetime of study of physiology 
  and physical perfection can lead to pursuing that 
  perfection in reality, and a sphinx with monk fight-
  ing styles, even as an abstract pursuit, can be very 
  impressive.
  • 
  Oracle: Many sphinxes are called to be oracles, en-
  joying the attention and adulation of mortals.  They 
  pursue the Ancestors, Lore, Shifting Sands*, Waste-
  land* and Stone mysteries.
  • 
  Paladin: Androsphinxes are sometimes so drawn 
  to causes of Law and Good that they take levels in 
  paladin, but rarely more than four, as they are not 
  weapon-users or riders.
  • 
  Ranger: A sphinx wronged will select the race of 
  their offender, and never forgive or forget.  Desert 
  and underground terrain are the natural selections 
  for favored enemy.
  • 
  Rogue: A sphinx given a large enough lair, such as 
  an abandoned city or temple, may take to stalking 
  intruders in a cat-and-mouse game, using stealth and 
  sneak attacks to amuse itself.
  • 
  Sorcerer: Whether part of the clan of arcane sphinx-
  es, or developing sorcerous powers on its own, a 
  sphinx will often have the Arcane, Destined, El-
  emental, or Dreamspun bloodlines.
  • 
  Summoner: Eidolons of the odd sphinx summoner 
  act as guardians and assistants for their masters, and 
  their appearance is always that of amalgamated mun-
  dane species.
  • 
  Witch: Gynosphinxes, and the odd criosphinx, 
  pursue witchcraft to speed the way to their ultimate 
  goals, following the patrons of Ancestors, Animals, 
  Enchantment and Occult.
  • 
  Wizard: Tome-obsessed sphinxes pursue wizardry, 
  usually having to take some feats and gain possession 
  of certain items to embrace the occupation thor-
  oughly.  Many become diviners.
  * from Oracles of Porphyra from Purple Duck Games 
  Sphinx Servant Races
  Psenekot the Wily [then] did say: Therefore let us three be-
  come as one, to magnify the magic that is within us, in the 
  sign of Atum the First.
     Jenseret the Restless Eye [then] countered: How shall we 
  decide what turn of action to take, as we are each one us 
  powerful, with a mind to our own business?
     Osirion the Golden-bearded [then] pronounced, with [a 
  voice like] thunder: We shall proceed as Atum decreed; cre-
  ate lesser, obedient beings, and put them to task, to develop 
  the world as it is conceived by the mind of Atum, and thus 
  change the sphere we inhabit to his liking. As men, as more-
  than-man, and as stout servants with the stone of Ka…
  -consecutive fragments of hieroglyphs
  from the tomb of Petipor IX
  Enigmon, living monoliths, and maftet were created by 
  powerful sphinx councils in ages past, as servants rather 
  than slaves to serve sphinx interests.  Sphinxes refer to 
  all of these as modafi- servants- though some have fallen 
  away from reverence of sphinxes with the passage of 
  time.  In still-functional relationships, sphinxes, under 
  direction from councils or elders, would visit enigmon or 
  maftet tribes and dispense instructions to keep travellers 
  from such and such an area, or procure this substance or 
  that, or pursue that area of study, or mine a certain ore.  
  Some few selected, honoured enigmon would become 
  body servants of sphinxes, or chosen as living monoliths 
  for guarding the graves of favoured servants or the sites 
  of ‘sleeping’ elder sphinxes.  The knowledge of their 
  common origin is not always known to these races, or 
  even to living monoliths, which seems to create a hier-
  archy in these groups- “ascended” versus ignorant, as 
  though they had lost some great legacy.  If some ambi-
  tious sphinx-prophet were to attempt a great jihad of the 
  members of all modafi, the sands would truly shake.
  Modafi Drawbacks 
  Drawbacks are traits in reverse. Instead of granting you 
  a boon, they grant you a negative effect, typically in par-
  ticular circumstances. If you choose to take a drawback, 
  you can take a third trait that you have access to. You are 
  not required to take a drawback. .
  Servant of the Ancients
  Bred to obedience, you cannot help but heed the call from 
  those unaffected by time’s grasp.
  Effect: You suffer a -1 penalty to saves against enchant-
  ment spells and effects cast by sphinxes, undead and 
  outsiders.  
  Stifled by the Sands
  When your world is sameness scoured by wind and sand, 
  quickness can be a chore.
  Effect: You suffer a -1 penalty to initiative, if you have 
  not engaged in combat in the past hour.
  
  12
  Modafi Traits 
  The following are race traits that can be taken by maftet 
  and enigmon- and living monoliths, regardless of their 
  original race.
     Defiant Destiny: You have made a vow that your 
  people, and you especially, shall be the pawns of ancient 
  powers no longer. You gain a +1 trait bonus on all saves 
  vs. spell-like abilities.
     Favored Servant: Taken from your clan or commu-
  nity, you served a sphinx for a period of indentured 
  service. You gain a +1 trait bonus to Diplomacy and 
  Linguistics, and one of these skills is a class skill for you.  
     Keeper of the Reliquary: A mysterious messenger 
  from the sphinxes has entrusted you with a sacred script.
  You start each character level with a level 1 divine spell 
  inscribed on a scroll.
  Living Monoliths 
  The ancient lands of the desert are rife with aged ruins 
  guarded by stony sentinels from bygone days, whose 
  implacable gaze can still the heart of a miscreant or scare 
  off a would-be tomb robber, or one who would disturb 
  the sphinxes in their ancient study. The ancient race of 
  sphinxes is said to have endowed the first living mono-
  liths with their powers, raising statues to a semblance 
  of life, but today, most of these paragons of justice are 
  mortals who willingly take on the mantle of immortal 
  warriors through ritual and devotion, imbuing them-
  selves with the patience and eternal strength of stone.  
  Enigmons and maftets frequently take up the ka stone, 
  as do human tribesmen obsessed with the secrets of the 
  sphinxes.  Dwarves, too, are drawn to the ancient gates 
  of stone that living monoliths guard, though the sphinx-
  es do not know them- but they will.  Sphinxes tend to 
  see living monoliths as one species, rather than disparate 
  races.  The origin of the actual material that makes the 
  ka stone is a closely guarded secret, and the site of its 
  location is likely guarded by a sphinx council of elder 
  sphinxes.
  New Living Monolith Feats 
  These feats can be taken by living monolith characters 
  that meet the prerequisite requirements.
  Ka Servant of the Sphinxes
  I serve the Eternal Ones, as ever my forbears did, as I shall 
  do… forever.
  Prerequisite: Living monolith 3, Charisma 11
  Benefit: You gain +2 to all Charisma-based skill checks 
  with enigmon, maftet and sphinxes, gain the ability to 
  speak Sphinx (if you cannot already) and can use the 
  power of your ka stone an additional time per day.
  Winged Monolith 
  As the great sphinxes fly with the falcon’s wings, I shall fly, to 
  join the sun that renews us.
  Prerequisite: Living monolith 8, Ka Servant Of The 
  Sphinxes, Fly 8 ranks
  Benefit: You can sprout feathery wings as a standard 
  action and fly for a number of minutes per day equal 
  to your living monolith level, with a speed of 60 ft. and 
  poor manoeuvrability.  You cannot use any ka stone 
  abilities when flying in this way.
  Maftets
  The first of the servant races created by the elder sphinx-
  es after the departure of Atum, maftets are scarcely less 
  powerful than sphinxes themselves, though of more 
  martial mien and far more sociable.  They were created 
  to emulate the humanoid races, while still maintaining 
  a degree of power to keep ‘lesser races’ in their proper 
  place, while the sphinxes maintained their work.  Unde-
  niably more powerful than the average human, maftets 
  nevertheless could not hold sway against human armies, 
  or determined human specialists determined to plumb 
  the depths of sphinx-led researches.  The majority of 
  maftet prides have held to the letter of their original 
  assignments, to guard and hold specific sites as decreed 
  by the elder sphinxes- who are generally not around to 
  change those orders.  Ruined eons ago, these sites are 
  now the homes of maftet prides, and they choose not to 
  acknowledge the authority of current sphinxes or enig-
  mon agents- except for some few who seek the greater 
  glory of that long-ago purpose… and the sphinxes wel-
  come them as if they had never left.
  Maftet Race Class
  For players who want to run a maftet character, the 
  maftet player class is presented here. The maftet class 
  is meant to scale with PCs of similar levels and there-
  fore does not grant a PC the full powers of the maftet 
  described in Bestiary 3 but instead a player character 
  variant of them. This can be thought of the maftet’s 
  normal growth cycle, from a young cub to mature adult. 
  A maftet may not gain levels in another class until she 
  has gained all six levels of the maftet class. A maftet 
  character does not gain a favored class bonus for her 
  maftet levels, nor does she gain any character level ability 
  
  13
  score increases from her maftet levels (per the Character 
  Advancement and Level Dependent Bonuses table in 
  the Pathfinder Roleplaying Game Core Rulebook), but 
  does for any PC class levels she gains after completing 
  the maftet class. A maftet character gains feats as normal, 
  however.
   
  Role: Maftets are stealthy scouts who can fight when 
  needed, backed up by the minor spell-like abilities of 
  their runic tattoos.
  Alignment: Any
  Hit Die: d10
  Starting Gold: 3d6 x 10 gp (105 gp average).
  Class Skills
  The maftet class skills are Climb (Str), Craft (Int), Fly 
  (Dex), Intimidate (Cha), Perception (Wis), Ride (Dex), 
  Stealth (Dex), Survival (Wis), and Swim (Str).
  Skill Ranks per Level: 4 + Intelligence modifier.
  Class Features
  The following are class features of the maftet.
  Weapon and Armor Proficiency: A maftet is proficient 
  with all simple weapons and scimitars, but is not profi-
  cient with any armor or shields.
  Combat Reflexes (Ex): A maftet gains Combat Reflexes 
  as a bonus feat at 1st level.
  Low-Light Vision (Ex): A maftet gains low-light vision 
  at 1st level.
  Maftet Racial Traits (Ex): At first level, the maftet gains 
  a number of racial traits detailed below:
  • 
  +2 Dex, -2 Con, +2 Wis: Maftets are lithe and 
  observant, but are relatively frail when compared to 
  other races.
  • 
  Medium: Maftets are medium creatures and receive 
  no bonuses or penalties due to their size.
  • 
  Speed: Maftets have a base speed of 30 feet.
  • 
  Darkvision: Maftets see in the dark to a range of 60 
  ft. 
  • 
  Flight: Maftets have a fly speed of 30 feet with 
  clumsy manoeuvrability.
  • 
  Sneaky: Maftets gain a +4 racial bonus on Stealth 
  checks.
  • 
  Languages: Maftets begin play speaking Common 
  and Sphinx. Maftets with high Intelligence scores 
  can choose from the following: Aquan, Auran, Celes-
  tial, Giant, Ignan, Infernal, and Terran.
  Runic Tattoos (Su): The tattoos scribed on a maftet’s 
  body power its spell-like abilities and glow when those 
  abilities are used. A maftet can activate up to two of its 
  spell-like abilities as a standard action. It may make a 
  Fortitude save to resist the effects of an erase spell cast 
  on its tattoos, but if it fails, it loses access to its spell-like 
  abilities for 24 hours.
  Spell-Like Abilities (Sp): Maftets gain a number of 
  spell-like abilities as they rise in levels. Caster level is 
  equal to maftet HD.
     1st level: Constant—mage armor (+1 AC bonus)
     3rd level: Constant—mage armor (+2 AC bonus)
     5th level: Constant—mage armor (+4 AC bonus)
     6th level: 3/day—magic weapon; 1/day—cat’s grace, 
  protection from evil 
  Fly (Ex): At 2nd level a maftet’s fly speed improves to 40 
  feet (poor). It increases to 50 feet at 4th level and to 60 
  feet at 6th level.
  Con Boost (Ex): At 2nd level the maftet increases her 
  Constitution score by +2. This improves to +4 at 4th 
  level, and +8 at 6th level.
  Table 2.1 - Maftet Race
  Level BAB
  Fort
  Ref
  Will
  Special
  1
  +1
  +0
  +2
  +2
  Combat Reflexes, 
  low-light vision, 
  maftet racial 
  traits, runic tat-
  toos, spell-like 
  abilities
  2
  +2
  +0
  +3
  +3
  Fly 40 ft., Con 
  boost, natural 
  armor bonus
  3
  +3
  +1
  +3
  +3
  Dex boost, paired 
  weapons, Str 
  boost
  4
  +4
  +1
  +4
  +4
  Fly 50 ft., Wis 
  boost
  5
  +5
  +1
  +4
  +4
  Improved speed, 
  raptor dive
  6
  +6/+1
  +2
  +5
  +5
  Fly 60 ft.
  
  14
  Natural Armor Bonus (Ex): At 2nd level the maftet 
  gains a +1 natural armor bonus. This improves to +2 at 
  4th level, and +3 at 6th level.
   
  Dex Boost (Ex): At 3rd level the maftet increases her 
  Dexterity score by +2.
  Paired Weapons (Ex): At 3rd level a maftet’s off-hand 
  scimitar is treated as a light weapon because of its intense 
  training wielding a scimitar in each hand.
  Str Boost (Ex): At 3rd level the maftet increases her 
  Strength score by +2. This improves to +4 at 4th level, 
  and +6 at 5th level.
  Wis Boost (Ex): At 4th level the maftet increases her 
  Wisdom score by +2.
  Improved Speed (Ex): At 5th level the maftet’s land 
  speed increases from 30 feet to 40 feet.
  Raptor Dive (Ex): At 5th level, when airborne, a maftet 
  can swoop down and strike at lightning speed. This is 
  equivalent to an aerial charge, but it must move down-
  ward at least 10 feet and may dive at twice its normal fly-
  ing speed. Doing so grants the maftet a +2 bonus on its 
  attack rolls and allows it to make a full attack at the end 
  of the raptor dive. 
  Maftet Apotheosis
  When an 6th level maftet gains enough experi-
  ence points to advance to 7th level, an NPC 
  maftet becomes a full maftet with the elite array 
  as per the Pathfinder Roleplaying Game Besti-
  ary, although feat and skill choices may differ 
  from the Bestiary version. It is then CR 7 until 
  it gains at least one PC class level, whereupon 
  the +1 CR modifier for the elite array goes away. 
  A player character maftet is handled differently 
  from how NPC maftet are handled. At 7th level, 
  the maftet gains their first level in a PC class, 
  and proceeds as normal from then on, with the 
  following modifications. At some point between 
  levels 8 and 9, the maftet PC gains an additional 
  monstrous humanoid Hit Die. The PC gains one 
  more monstrous humanoid Hit Die between 
  levels 11 and 12. Upon gaining the 1st addition-
  al monstrous humanoid HD, the PC increases 
  Dexterity by +2. 
  Sample Maftet Character
  The maftet shall rise again to their previous glory, aided by 
  the modafi and directed by the gloriously hidden sphinxes, 
  whose will comes from Great Atum!
  Sirios, Maftet Fighter (CR 8; XP 4,800)
  Male maftet fighter (winged) 2
  N Medium monstrous humanoid
  Init +5; Senses darkvision 60 ft., low-light vision; Per-
  ception +21
  Defense
  AC 22, touch 15, flat-footed 17 
  (+4 armor, +5 Dex, +3 natural)
  hp 99
  Fort +9, Ref +11, Will +8
  Offense
  Speed 40 ft., fly 60 ft. (poor)
  Melee mwk scimitar +15/+15/+10/+10 (1d6+5/18-20)
  or mwk lance +16/+11 (1d8+7/x3) 
  Ranged mwk composite longbow +16/+11 (1d8+5/x3)
  Reach 5 ft. (10 ft. with lance)
  Special Attacks paired weapons, raptor dive
  Spell-Like Abilities (CL 8th; concentration +7)
     Constant—mage armor
     3/day—magic weapon
     1/day—cat’s grace, protection from evil
  Statistics
  Str 20, Dex 21, Con 18, Int 10, Wis 17, Cha 9
  Base Atk +10; CMB +15; CMD 30
  Feats Combat ReflexesB, Double Slice, Improved 
  Two-Weapon Fighting, Point-Blank Shot, Rapid Shot, 
  Spirited Flyby, Two-Weapon Fighting, Weapon Focus 
  (scimitar)
  Skills Fly +20, Knowledge (history) +8, Perception +21, 
  Stealth +25; Racial Modifiers +4 Stealth
  Languages Common, Sphinx
  SQ runic tattoos, winged warrior (+1)
  Combat Gear potions of cure moderate wounds (2); Gear 
  mwk scimitar (2), mwk lance, mwk composite longbow 
  and 40 arrows, cloak of elvenkind, eyes of the eagle, ring of 
  aerobatics, pouch with 107 gp worth of mixed coins and 
  gems
  Sirios is a graceful and proud maftet, eager to make a 
  name for himself and his struggling race.  He believes 
  that no maftet life should be wasted in pointless war-
  fare, and that all efforts to enrich his colony should be 
  pursued- but at a cautious and wise pace.  Sirios prefers 
  to use his lance to make spirited flyby attacks, using the 
  bow if it is safer for him. Sirios is especially protective 
  
  15
  of young maftets, and woe betide any enemy that harms 
  the weak and the helpless of his tribe.
  Maftet Adventurers
  Maftets are drawn to adventure by instinctual urges to 
  protect certain sites, fight traditional enemies of the 
  sphinxes and the modafi, and build their prowess for the 
  day they are called upon to serve the Masters That Are 
  Three.
  • 
  Alchemist: Aerial warfare conveyed by dropping 
  bombs on opponents is a new application that de-
  lights maftets that have the wherewithal to carry it 
  out.
  • 
  Barbarian: Lone survivors of decimated prides often 
  turn barbaric and savage, and woe betide those that 
  are conveniently at hand to receive that mad maftet’s 
  wrath.
  • 
  Cleric: Some enigmatic maftets claim to be able to 
  commune with Lost Atum, and lead their prides on 
  crusades to unite the prides and include other sphinx 
  servant races as one force.
  • 
  Druid: Many modafi are drawn to the element of 
  stone, and their druids accordingly; animal com-
  panions of lions and eagles are very common with 
  maftet druids.
  • 
  Fighter: A very common profession, maftet fighters 
  lead the rank-and-file in raids and organize patrols of 
  their territory.
  • 
  Gunslinger: Renegade maftet sometimes adopt the 
  use of long-range firearms, secreting themselves in 
  high mountain perches so they can kill at a distance 
  and loot travellers.
  • 
  Inquisitor: Though inquisitors among the maftet 
  can serve any cause, they typically obey a nature 
  god of some sort, or take the Fate, Imprisonment or 
  Truth inquisitions.
  • 
  Living Monolith: To be chosen to wear the ka stone 
  is the highest honor a maftet can achieve. A large, 
  stony monolith diving from above strikes fear into 
  the most monstrous heart.
  • 
  Magus: Larger tribes sometimes fall under the 
  Sirios
  
  16
  leadership of a magic-wielding swordfighter of high 
  calibre, and carve out a small territory instead of 
  sticking to old traditional ways.
  • 
  Medium: Consulting with the spirits is an alternate 
  way for maftet to explore their misty origins; any 
  influence is fair game because of this, and mediums 
  are seen as rather eccentric.
  • 
  Monk: Combining flight with martial arts, an un-
  armed maftet is a sight to be feared, though special 
  abilities replace the falling abilities of traditional 
  monks.
  • 
  Ninja: Occasionally a black-furred and –feathered 
  maftet is born, and specializes in night-fighting and 
  stealthy scouting of maftet territory.
  • 
  Oracle: Respected oracles of the Ancestors, Lore, 
  and Stone mysteries are common among the maftet, 
  - the curse of stunted wings is common, as well as 
  the Aged and Feral curses.
  • 
  Paladin: Maftets that are adopted by crusaders form 
  the Golden Wing Squadron, paladins all who pro-
  vide air cover for desert-Paladin Peacekeepers.
  • 
  Rangers: Rangers acquainted with deserts and 
  mountains are the most common, whose favourite 
  enemies include gnolls, humans, and lair-seeking 
  dragons, especially blues.
  • 
  Rogue: Preferring the title of scout, some smaller-
  built maftets act as stealthy spies in their rocky 
  homelands, dealing devastating sneak attacks with 
  their twinned scimitars.
  • 
  Samurai: Those maftet obsessed with the sword 
  sometimes choose to be samurai, 
  • 
  Sorcerer: Though the Sphinx* bloodline is the most 
  desired and common, Arcane and Destined blood-
  lines are just as common, and sorcerers act as artil-
  lery and support for maftet tribes.
  • 
  Summoner: Eidolons of the odd maftet that pursues 
  summoning almost always resemble sphinxes of vari-
  ant design, and evolve flight as early as possible.
  • 
  Witch: Desert hermits who seek the guidance of 
  enigmatic patrons often choose from the Ancestors, 
  Devotion, Elements, Time and Wisdom patronages, 
  and have hawks, cats or scorpions as familiars.
  • 
  Wizard: Wizards among the maftet typically pursue 
  the school of Divination, acting as seers for their 
  people, as well as support for ground actions.
  *see Monstrous Bloodlines from Purple Duck Games
  Oracle Curse: Stunted Wings
  One or both of your wings is misshapen reducing your 
  flight speed by 10 if your base flying speed is less than 
  60, and by 20 if your base flying speed is 60 or more.  
  Your manoeuvrability class degrades by one step ie. from 
  from average to poor, poor to clumsy.
  • 
  At 5th level, you are immune to the fatigued condi-
  tion (but not exhaustion).
  • 
  At 10th level, you gain Acrobatic as a bonus feat.
  • 
  At 15th level, you are immune to the exhausted 
  condition.
  This curse can be taken by any race that possesses wings 
  as an oracle, such as sphinxes, Teyori enigmon, and 
  maftets.
  The Race of Enigmon 
  “And in the ancient days there were blasphemous creatures 
  that claimed to be servants of the ‘Eternal Ones’, who were 
  themselves servants of a Higher Being called Atun or Atum, 
  a charlatan of a being who claimed the power of creation, 
  outside of the Four.  Similar to men but with some aspects 
  of beasts intermingled, with haughty mien, they fled before 
  the blades of the Righteous.  But still they remained, though 
  their cities fell- in the sand, in the air, and among the Righ-
  teous themselves…”
  -from Annals of the 
  Zendiq Conquest (1700 BC) 
  The enigmon race was created by powerful elder sphinx 
  councils in ages past, as servants rather than as slaves, to 
  serve sphinx interests. Though the centuries of time, and 
  the dwindling of the influence of sphinxes have loosened 
  the traditional burdens on enigmon, they still pursue 
  the avocations of guarding sphinx lairs, searching for 
  information to relate to sphinxes, and preserving ancient 
  sites.  Many clans live their lives much as their human 
  neighbours have for centuries, but their habit of keep-
  ing cloaked, even with headscarves, turbans and burqa 
  largely conceal their identities.  Enigmon will go far to 
  steal back their own dead.
     There are four types of enigmon; standard, Teyori 
  (or Hawkwing), guardian, and seeker. These types are 
  not like separate racial groups who each live in separate 
  communities, though clans may be made up of all of one 
  type.  Seeker enigmons (detailed later) live in the urban 
  areas of other races but that doesn’t prevent different 
  types of enigmon visiting them. On the whole though, 
  enigmon communities will have all types of enigmon 
  present, even if the urban ones are just visiting for a 
  time.
  
  17
  Physical Description
  Enigmons look mostly like humans, but they have furry 
  forearms and legs like those of a lion. They are roughly 
  the same size as humans, with the same age categories 
  and lifespan. Guardian enigmons are much bigger than 
  other enigmons (but still Medium size). When amongst 
  others, they typically wear clothing that obscures such 
  features.  Some say that the eyes of enigmon carry the 
  qualities of the lion and the falcon, combined.  They are 
  perfectly well adapted to desert life, being able to travel 
  over desert terrain with ease. Additionally they seem 
  completely unaffected by the heat, which sometimes 
  leads to strange rumors about the race; in fact, this is a 
  simple spell-like ability that they possess.   
  Habitat and Society 
  Though enigmon are well-adapted to live in a variety of 
  climates and terrains, even in large human cities, they 
  tend to stay in hot southern lands, or in fringe areas 
  nearby- including mountain ranges, which they will 
  enthusiastically colonize.  This is mostly due to their 
  inbred desire to live and work near areas where sphinxes 
  are prevalent, even if their clan has little to do with their 
  erstwhile masters.  Where sphinxes are found, enig-
  mon are almost always nearby.  Most enigmon villages 
  and communities should be simple affairs, unless they 
  live in ancient sites. Their homes are typically build in 
  easily-defended areas, and always include lots of difficult 
  terrain, through which the enigmon easily move around. 
  Urban enigmons live in courtyard houses; these allow for 
  privacy in the teeming towns of Ghadab.
     Guardian enigmon are frequently found near oases 
  and desert ruin sites, scouting ahead for standard enig-
  mon, who are the farmers, herders, and hunters of the 
  race.  Teyori are found with any group, but sometimes 
  strike out independently and form small mountain 
  clans, sometimes near maftet.  The leaders of enigmon 
  communities are referred to as ‘Speakers’, that is, speak-
  ers for their true masters, the sphinxes.  In this manner, 
  enigmon society is a naviocracy, government by seers and 
  prophets; the highest ranking oracle determines the di-
  rection of the clan.  Temporarily chosen ‘war chiefs’ will 
  rule the clan in times of trouble or war, with the Speaker 
  as advisor, but subservient.
     Regarding reproduction, the type of the mother 
  determines the type of enigmon that is born. However, 
  female enigmons know a ritual (that they do not disclose 
  to outsiders) that enables them to determine the type of 
  enigmon that will be born. These rituals are used when 
  community elders determine that more enigmons of a 
  certain type are needed within that community in the 
  future. Enigmons will usually find partners from other 
  enigmon communities.  In the family, females have 
  a great deal of control in the household, while males 
  provide and defend; much like lion prides in the natural 
  world.
  Relations
  Enigmons get on well with maftets and sphinxes, and 
  are friendly towards those who are convivial with those 
  races, as well.  Most of the humans they deal with are ze-
  ndiqi, and there is a very wary acceptance of each other, 
  violated primarily if zendiqi think that enigmon clans 
  are practicing deific religion.  Enigmon clans that pay 
  some homage to Elementalism are accepted as equals by 
  zendiqi.  Associating with elemental-kin (ifrits, undines, 
  oreads, sylphs and suli) is frowned upon, probably due 
  to ancient prejudices against outsiders by the sphinxes.  
  It is a current controversy that brings hot debate to the 
  clans.  More exotic races are seen as being variants on the 
  simple human form, with no prejudice being given to 
  any core race.  Catfolk, knuk and qit’ar are seen as be-
  ing distant kin, though those catlike races usually don’t 
  know what is going on, and the enigmon don’t enlighten 
  them.  Enigmon passionately hate gnolls, but (ironically) 
  have good relations with anpur- though they don’t un-
  derstand the defensiveness anpur have for their degraded 
  cousins.  Naturally, enigmon are enemies of the threats 
  that plague all Ghadab.
  Alignment and Religion
  Enigmons as a race are primarily lawful neutral. Be-
  cause of the environment they live in, they need to work 
  together, and usually try to avoid moralistic causes. For 
  that reason also, there are few evil enigmon; those who 
  are would typically be exiles (self-imposed or other-
  wise!).  They live in regions that are quite fanatical about 
  religion, as well, and keep their opinions to themselves.  
  Atum is largely unknown to them, though those hon-
  oured to join the living monoliths grow to know the 
  legendarium concerning Him.  Humanoid religions 
  are quietly practiced among the enigmon, for their true 
  devotion, if they are not devolved beyond considering it, 
  is to the sphinxes.  Common faiths in enigmon commu-
  nities are that of Shankhil, Saren, Ferrakus and Ithreia, 
  while those who practice Elementalism focus on the Air 
  Lords Wind-of-Jewels and Djinnlord Qarryn. Consort-
  ing with elemental-kin and suli is considered base behav-
  iour, and enigmon who do so are no longer modafi.
  
  18
  Adventurers
  Enigmon adventure for one of two reasons; either they 
  have an overarching mission or task assigned to them by 
  their erstwhile sphinx masters, or they have rejected clan 
  and heritage and are seeking to make a name for them-
  selves, and perhaps found a new clan.  There is no special 
  focus among enigmon for either martial or spellcasting 
  classes, as enigmon see both paths as equally important.  
  There are such things as all-enigmon adventuring parties, 
  which are made often made up of all four body types as 
  well as the four core adventure types: thus, a standard 
  enigmon wizard, a guardian fighter, a Teyori rogue, and a 
  seeker cleric.
  Names
  The totem spirit of the enigmon is the lion, and their 
  naming traditions follow various forms, and curiously, in 
  various languages, the terms used for that noble beast.
  Male: Aslan, Bayhas, Goryoun, Raion, Shumba
  Female: Arimathea, Hamzah, Leandra, Senge, Shet-
  ani
  Enigmon Racial Characteristics
  Enigmons are defined by character class levels and the 
  following racial characteristics.
  • 
  +2 Dex, -2 Con, +2 Int, +2 Wis: Enigmons are lithe 
  and mentally strong, but are relatively frail when 
  compared to other races.
  • 
  Type: Enigmons are humanoids of the enigmon 
  subtype.
  • 
  Medium: Enigmons are medium creatures and re-
  ceive no bonuses or penalties due to their size.
  • 
  Normal Speed: Enigmons have a base speed of 30 
  feet. 
  • 
  Enigmon Resistance: Enigmons gain a +2 racial 
  bonuses on saving throws against disease and mind-
  affecting effects.
  • 
  Defensive Training: Enigmons gain a +4 dodge bo-
  nus to AC against humanoids of the human subtype.
  • 
  Desert Stride (Ex): An enigmon moves through 
  nonmagical difficult terrain in desert environments 
  at normal speed. 
  • 
  Magical Linguist: Enigmons study languages in 
  both their mundane and supernatural manifesta-
  tions. Enigmons with this racial trait add +1 to the 
  DC of spells they cast with the language-dependent 
  descriptor or those that create glyphs, symbols, or 
  other magical writings. They gain a +2 racial bonus 
  on saving throws against such spells. Enigmons with 
  Charisma scores of 11 or higher also gain the follow-
  ing spell-like abilities: 1/day—arcane mark, compre-
  hend languages, message, read magic. The caster level 
  for these effects is equal to the enigmon’s level. 
  • 
  Spell-Like Ability: 1/day—endure elements (self 
  only) (caster level equals the enigmon’s character 
  level).
  • 
  Stalker: Perception and Stealth are always class skills 
  for enigmons.
  • 
  Weapon Familiarity: Enigmons are proficient with 
  falchions, longbows (including composite longbows), 
  and shortbows (including composite shortbows).
  • 
  Languages: Enigmons begin play speaking Com-
  mon and Sphinx. Enigmons with high Intelligence 
  scores can choose from the following: Aquan, Auran, 
  Celestial, Giant, Ignan, Infernal, and Terran.
  Alternate Racial Characteristics
  The following racial characteristics may be selected 
  instead of existing enigmon racial characteristics, but of 
  course you cannot exchange the same racial characteristic 
  more than once. Consult your GM before selecting any 
  of these new options. 
  • 
  Bond to the Land: Enigmons with this trait gain a 
  +2 dodge bonus to AC when in deserts. This replaces 
  magical linguist.
  • 
  Burly: Some enigmons are big and burly. They gain 
  +2 Str and -2 Dex instead of +2 Dex, -2 Con.
  • 
  Camouflage: Enigmons with this trait gain a +4 
  racial bonus on Stealth checks while within deserts. 
  This replaces weapon familiarity.
  • 
  Flight: Enigmons with this trait have a fly speed of 
  30 feet with clumsy manoeuvrability. This replaces 
  defensive training, desert stride, magical linguist.
  • 
  Integrated: Some enigmons are well adapted to city 
  life. Those enigmons gain a +1 bonus on Bluff, Dis-
  guise, and Knowledge (local) checks. This replaces 
  desert stride.
  • 
  Urbanite: Enigmons with this trait gain a +2 racial 
  bonus on Diplomacy checks made to gather in-
  formation and Sense Motive checks made to get a 
  hunch about a social situation. This replaces weapon 
  familiarity.
  Racial Subtypes
  You can combine various alternate racial traits to create 
  enigmon variants, such as the following. 
  
  19
  • 
  Hawkwing (Teyori): Teyori enigmons have wings, 
  and typically serve as scouts for enigmon communi-
  ties. These enigmons have the flight alternate racial 
  trait.
  • 
  Guardian: While most enigmon have skills and 
  abilities useful to desert life, guardian enigmons excel 
  at desert survival. They are big and burly, although 
  clumsy compared to other enigmon types, but they 
  are not empty-headed. Guardian enigmon are just as 
  intellectually capable as others. These enigmons have 
  the bond to the land, burly and camouflage alternate 
  racial traits.
  • 
  Seeker: Seeker enigmon live in towns and cities, 
  where they adapt well to the surroundings. In such 
  places they typically work as merchants, and live in 
  houses that are built around courtyards. These enig-
  mon perform a role in greater enigmon life, in that 
  they seek to identify those who wish to interact with 
  sphinxes, for whatever purpose. In the case of worthy 
  supplicants, they may try to help such people. These 
  enigmons have the integrated and urbanite alternate 
  racial traits.
  Racial Spells 
  The following spells are iconic of the enigmon, though 
  those that study with them or follow their ways may 
  make use of them.
  Guise
  School illusion; Level bard 2, inquisitor 2, rook 2, sor-
  cerer/wizard 2, witch 2
  Casting Time 1 round
  Components V, S, M (bat guano)
  Range touch
  Target personal or creature touched
  Duration 1 hour/ level
  Saving Throw Will negates; Spell Resistance no
  This spell does not alter the appearance of the subject, 
  but changes the perception of those that see it, possibly 
  mistaking it for something else. When a monster knowl-
  edge check is made against a creature under the effect of 
  guise, or a specific detect spell is used against it (detect; 
  aberration, animals and plants, or undead) the caster or 
  checker must make a Will save; if the save is not made, 
  the perceiver is confused as to the type of the creature 
  under guise, and believes it is a different type or subtype.  
  This can affect effects that are dependent on monster 
  type, such as favored enemy. 
  Guise Categories
  Fey, Humanoid, Monstrous Humanoid
  Construct, Outsider, Undead
  Plant, Ooze, Vermin
  Animal, Dragon, Magical Beast
  Aberration, any
  A failed save mixes up the true type with one of the oth-
  er types in its category; the GM can then make up false 
  monster knowledge (including its species name) to feed 
  the player, such as the fact that an enigmon is vulnerable 
  only to cold iron. Note that the spell does not change 
  any physical properties, only the perception of them, ie. 
  a ranger that thinks he is fighting an outsider when he is 
  fighting a treant would not get his favored enemy bonus 
  vs. plants.
  Riddle of the Sands
  School enchantment [language-dependent, mind-affect-
  ing]; Level bard 2, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M/F (riddle-book)
  Range close (25 ft. plus 5 ft./2 levels)
  Target 1 creature 
  Duration 1 round (or minute)/level
  Saving Throw Will negates; Spell Resistance yes
  This spell magically augments a riddle asked by the 
  caster, so as to confound the target, making it unable 
  to speak or use spells.  The target may attempt a saving 
  throw each round to be able to speak or use spells- if 
  they make the save they have “answered the riddle”.  If 
  the spell is cast outside of combat, the duration increases 
  to 1 minute per level, with the save allowed each min-
  ute.  If the duration of the spell elapses without the 
  target making the save, the target takes 1d6 points of 
  Intelligence damage. Note that many special abilities 
  and powers depend on speech, such as command words, 
  Diplomacy, and battle cries.
  The spell wall of sand from Heroes of the Deserts of Siwath 
  is also an appropriate racial spell for enigmon.
  Enigmon Adventurers
  Enigmon are tasked with many duties by their erstwhile 
  masters, some of which take many generations to com-
  plete.  Even though their communities are small, they 
  tend to keep a wide variety of professions in play, in case 
  
  20
  a mission demands it.  Motivation for hybrid classes 
  often stems from one or the other of their constituent 
  classes.
  • 
  Alchemist: Alchemy is a popular profession among 
  enigmons, though abuse of chemicals for transfor-
  mation is forbidden by the Eternal Ones.
  • 
  Barbarian: Some of the smaller, more remote com-
  munities of enigmons have lost their civilized veneer, 
  somewhat, and are dangerous to annoy, possessing 
  strange taboos.
  • 
  Bard: Storytellers of old, maftet bards are also 
  known for “air dancing”, a form of performance that 
  can inspire warriors from above while keeping the 
  bard out of combat’s way.
  • 
  Cavalier: Camel troops are a popular means of 
  transport, cavalry and patrol for many enigmon, and 
  they are said to be expert camel breeders, sought out 
  by some desert tribes.
  • 
  Cleric: Enigmon are largely freed from devotion to 
  Atum, and worship whomever they please; deities of 
  Lawful Neutral aspect who favour trade and guard-
  ianship are typical.
  • 
  Druid: Seekers and caretakers of oases, enigmon 
  druids are sacred within their society, and can declare 
  a zone of no conflict for parley and resupply of cara-
  vans.  
  • 
  Fighter: Most classed enigmon are fighters, specializ-
  ing in techniques that maximize the terrain they live 
  in, mounted warfare, and even ranged combat.
  • 
  Gunslinger: The zendiqi have begun experimenting 
  with firearms of all types, and some new ones, and 
  enigmon have followed their lead, though in a more 
  cautious manner.
  • 
  Inquisitor: Those that wrong the enigmon com-
  munity as a whole can expect to be hunted down 
  by inquisitors that follow one of the maftet’s nature 
  gods, a ritual killer that forgoes inquisitions.
  • 
  Living Monolith: It is considered a great honor to 
  undergo the ritual of the Ka stone, and pledge one-
  self to eternal guardianship as a living monolith.  An 
  enigmon can assume no greater position.
  • 
  Magus: Enigmon who travel to northern lands 
  sometimes follow the way of the magus, or learn 
  from the zendiqi if they have left their people.
  • 
  Medium: Those outcast enigmon who feel a pull 
  towards forbidden spirits often follow the Stony 
  Silence influence.
  • 
  Monk: Enigmon monks study in lonely desert mon-
  asteries, reading tidbits of Atumite lore and learning 
  the way to physical perfection; Djinni Style is very 
  common amongst them.
  • 
  Ninja: Rogue-type assassins are sometimes sent after 
  groups or individuals that have insulted enigmon 
  leaders or wronged the enigmon people.
  • 
  Oracle: Oracles are common and respected lead-
  ers of desert village tribes, adhering to the Ancestor, 
  Battle, Time and Wasteland mysteries.
  • 
  Paladin: The influx of Deist troops led by shining 
  paladins has encouraged many enigmon to join their 
  ranks, which has not endeared them to the zendiqi 
  of the southern lands. 
  • 
  Rangers: Desert rangers with favoured enemies such 
  as humans and gnolls are common camp guards and 
  scouts for enigmon forces.
  • 
  Rogue: Enigmon scouts and spies (and sometimes 
  assassins) have a low reputation in enigmon commu-
  nities, though the wealth they often obtain is usually 
  shared with all.
  • 
  Rook: Seeker enigmon use the tricks of the rook 
  both to ingratiate themselves into foreign society, 
  and to infiltrate places they are not allowed.
  • 
  Samurai: The Way of the Warrior is as popular 
  with enigmon as that of the myriad cavalier orders, 
  though the wandering enigmon ronin is also a staple 
  of southern tales.
  • 
  Sorcerer: Sorcerous bloodlines among the enigmon 
  include the Sphinx bloodline, naturally, with the 
  Destined and Elemental bloodlines occurring occa-
  sionally.  Sorcerers of the Djinni and Div bloodlines 
  are held to be cursed, and summarily exiled.
  • 
  Summoner: Enigmon eidolons are as varied as hu-
  man exemplars, though eidolons with wings, fur and 
  humanoid forms do crop up with growing frequency.
  • 
  Witch: Virtually any patron is appropriate for an 
  enigmon witch, and their society attaches no stigma 
  to the practice, which enigmon witches do openly.
  • 
  Wizard: All types of enigmon practice wizardry, 
  though in a utilitarian rather than academic fashion, 
  serving their communities and masters in the most 
  practical way.  Many are evokers and diviners.
  Favored Class Options
  Instead of receiving an additional skill rank or hit point 
  whenever they gain a level in a Favored Class, enigmons 
  have the option of choosing from a number of other 
  bonuses, depending upon their Favored Classes. The 
  following options are available to all enigmons who have 
  the listed Favored Class, and unless otherwise stated, the 
  
  21
  bonus applies each time you select the listed Favored 
  Class reward. These options are available to greater 
  sphinxes and maftets as well.
  • 
  Alchemist: Add +1/4 to the alchemist’s natural ar-
  mor bonus when using his mutagen.
  • 
  Arcanist: Add one spell from the arcanist spell list 
  to the arcanist’s spellbook. This spell must be at least 
  one level below the highest spell level the arcanist 
  can cast.
  • 
  Barbarian: Add +1 to the barbarian’s base speed. In 
  combat this option has no effect unless the barbar-
  ian has selected it five times (or another increment 
  of five). This bonus stacks with the barbarian’s fast 
  movement feature and applies under the same condi-
  tions as that feature.
  • 
  Bard: Add a +1/2 bonus on Bluff checks to feint and 
  a +1/2 bonus on Diplomacy checks to gather infor-
  mation.
  • 
  Bloodrager: Gain a +1/4 dodge bonus to AC while 
  bloodraging against creatures at least one size cat-
  egory larger than the bloodrager.
  • 
  Brawler: Reduce the hardness of any object made 
  from clay, stone, or metal by 1 whenever the object is 
  struck by the brawler’s unarmed strike (minimum 0).
  • 
  Cavalier: Add +1 hit point to the cavalier’s mount. If 
  the cavalier ever replaces his mount, the new mount 
  gains these bonus hit points
  • 
  Cleric: Add a +1 bonus on caster level checks made 
  to overcome the spell resistance of outsiders.
  • 
  Druid: Add a +1/2 bonus on Diplomacy and Intimi-
  date checks to change a creature’s attitude.
  • 
  Fighter: Add +1 to the fighter’s CMD when resisting 
  a trip or grapple attempt.
  • 
  Gunslinger: Add +1/4 to the dodge bonus to AC 
  granted by the nimble class feature (maximum +4). 
  • 
  Hunter: Add 1 hit point to the hunter’s animal com-
  panion. If the hunter replaces his animal companion, 
  the new animal companion gains these bonus hit 
  points.
  • 
  Inquisitor: Add one spell known from the inquisi-
  tor’s spell list. This spell must be at least one level 
  below the highest-level spell the inquisitor can cast. 
  • 
  Investigator: Add one extract formula from the 
  investigator’s list to his formula book. This formula 
  must be at least 1 formula level below the highest 
  level the investigator can create. 
  • 
  Living Monolith: Add +1 to the living monolith’s 
  CMD to resist disarm or trip attempts.
  • 
  Magus: Add +1/4 point to the magus’s arcane pool. 
  • 
  Medium: Add +1/4 deflection bonus to the me-
  dium’s AC as a benefit granted by its influence.
  • 
  Monk: Add +1/3 to the monk’s AC bonus class abil-
  ity. 
  • 
  Occultist: Add +1/2 to all binding checks made with 
  hero spirits.
  • 
  Oracle: Add one spell known from the oracle spell 
  list. This spell must be at least one level below the 
  highest spell level the oracle can cast.
  • 
  Paladin: Add +1/2 hit point to the paladin’s lay on 
  hands ability (whether using it to heal or harm).
  • 
  Ranger: Add a +1/4 dodge bonus to Armor Class 
  against the ranger’s favored enemies.
  • 
  Rogue: The rogue gains a +1/2 bonus on Disable 
  Device and Use Magic Device checks related to 
  glyphs, symbols, scrolls, and other magical writings.
  • 
  Rook: Add one spell known from the rook spell list. 
  This spell must be at least one level below the highest 
  spell level the rook can cast. 
  • 
  Shaman: Add one spell from the cleric spell list that 
  isn’t on the shaman spell list to the list of spells the 
  shaman knows. This spell must be at least 1 level 
  below the highest spell level the shaman can cast.
  • 
  Skald: Add one spell from the skald’s spell list to 
  the skald’s known spells. This spell must be at least 1 
  spell level below the highest level the skald can cast.
  • 
  Slayer: Add a +1/4 dodge bonus to Armor Class 
  against the slayer’s studied target. 
  • 
  Sorcerer: Add one spell known from the sorcerer 
  spell list. This spell must be at least one level below 
  the highest spell level the sorcerer can cast.
  • 
  Summoner: Add a +1/4 natural armor bonus to the 
  AC of the summoner’s eidolon. 
  • 
  Swashbuckler: Increase the total number of points 
  in the swashbuckler’s panache pool by 1/4.
  • 
  Warpriest: Gain a +1/3 bonus on the damage dealt 
  or healed with the warpriest’s channel energy ability.
  • 
  Witch: Add +1/4 to the witch’s caster level when 
  determining the effects of the spells granted to her 
  by her patron.
  • 
  Wizard: Add one spell from the wizard spell list to 
  the wizard’s spellbook. This spell must be at least one 
  level below the highest spell level the wizard can cast.
  Sample Enigmon Characters
  The following are examples of the various types of enig-
  mon and their motivations.
  
  22
  Arimathea
  “Come closer, unfurred-one.  We are not so much different, 
  you and I.  Well, except for the fact that I serve the Eternal 
  Ones and you are a monkey wearing clothes, that is…”
  Arimathea (CR 2; XP 600)
  Female enigmon witch 3
  N Medium humanoid (enigmon)
  Init +6; Senses Perception +5
  Defense
  AC 12, touch 12, flat-footed 10; +4 dodge vs humans 
  (+2 Dex)
  hp 16 (3d6+3; 24 if false life cast)
  Fort +3, Ref +4, Will +4; +2 vs disease and mind-affect-
  ing effects, +1 vs language-dependent spells and magical 
  writing
  Offense
  Speed 30 ft.; desert stride
  Melee falchion +1 (2d4/18-20)
  Ranged composite longbow +3 (1d8/x3)
  Special Attacks hexes (healing [1d8+3], slumber [W-
  DC 14]) 
  Witch Spells Prepared (CL 3rd; concentration +6)
     2nd—false life, web (R-DC 15)
     1st—charm person (W-DC 14), mage armor, sleep (W-
  DC 14]
     0th—detect magic, guidance, message, stabilize
  Spell-Like Abilities (CL 3rd; concentration +4) 
     1/day—arcane mark, comprehend languages, endure ele-
  ments (self only), message, read magic
  Statistics
  Str 10, Dex 15, Con 12, Int 17, Wis 10, Cha 12
  Base Atk +1; CMB +1; CMD 13
  Feats Combat Casting, Improved Initiative
  Skills Knowledge (arcana, history, nature, planes) +9, 
  Perception +5, Spellcraft +7
  Languages Auran, Common, Giant, Sphinx
  SQ magical linguist, patron (endurance), stalker, weapon 
  familiarity (enigmon), witch’s familiar (scorpion)
  Combat Gear wand of cure light wounds (20 charges); 
  Gear falchion, composite longbow with 40 arrows, cloak 
  of protection +1, spell component pouch, pouch with 
  167 gp worth of mixed coins and gems
  A skilled practitioner of witchcraft, and a minor leader 
  among the enigmon people, Arimathea tends towards a 
  paternalistic view of other humanoids, and inspires her 
  people to pursue great deeds in the name of the Great 
  Sphinxes. Unfortunately, they visit far too seldom to ce-
  ment her position, and she is mostly known for her vast 
  catalogue of encyclopedic knowledge, in the hopes that 
  the Eternal Ones will be impressed.  Within the tribe, 
  she is a valued healer as well, and her lore of the desert 
  has no match in her region of the Siwath.  She has no 
  great love for the zendiqi elementalists, and will make 
  that fact known to anyone who questions it in the least.  
     Arimathea is a power player, and plays to win, as she 
  knows enough about herself that cannot remain a lesser 
  light forever, and the best way to get to the top is over 
  the defeated bodies of those less able, that is, humanoids 
  not sure of their place in the desert, and are this easily 
  manipulated.  Having a friend like Arimathea is a bar-
  gain that all must consider carefully.  The price for the 
  use of her knowledge, for use by adventurers in surviving 
  the desert and the inhabitants within, will be to help her 
  in her power schemes, which may include the sphinxes 
  themselves.
  
  23
  Hamzah
  “No one unapproved by the Eternal Ones shall approach 
  Helios City!  So do I swear!”
  Hamzah (CR 5; XP 1,600)
  Female enigmon (Teyori) fighter (winged) 6
  N Medium humanoid (enigmon)
  Init +6; Senses Perception +11
  Defense
  AC 19, touch 12, flat-footed 17 
  (+7 armor, +2 Dex)
  hp 49 (6d10+12)
  Fort +7, Ref +5, Will +5; +2 vs disease and mind-affect-
  ing effects
  Offense
  Speed 30 ft., fly 30 ft. (poor)
  Melee mwk falchion +10/+5 (2d4+4/18-20) 
  Melee mwk lance +10/+5 (1d8+4/x3)
  Ranged mwk composite longbow +11/+6 (1d8+6/x3)
  Special Attacks weapon training (bows +1)
  Spell-Like Abilities (CL 6th; concentration +5)
     1/day—endure elements (self only)
  Statistics
  Str 16, Dex 15, Con 12, Int 12, Wis 14, Cha 8
  Base Atk +6; CMB +9; CMD 21
  Feats Hover, Improved Initiative, Improved Flight, 
  Point-Blank Shot, Rapid Shot, Weapon Focus (long-
  bow), Weapon Specialization (longbow), Toughness
  Skills Fly +8, Perception +11, Stealth +9
  Languages Common, Sphinx
  SQ armor training 1, stalker, weapon familiarity (enig-
  mon), winged warrior
  Combat Gear elixirs of aerobatics (2), potions of cure light 
  wounds (4); Gear +1 breastplate, masterwork falchion, 
  masterwork lance, masterwork composite longbow with 
  40 arrows, cloak of protection +1, four rings (worth 200 
  gp), pouch with 112 gp worth of mixed coins and gems
  The Teyori branch of the enigmon people has always 
  had a reputation for aspirations to heroic gestures, grand 
  gestures, and the adoption of steely resolve.  Hamzah, 
  chief patrol scout of the semipermanent enigmon camp 
  known as Helios City has taken these stereotypes to 
  heart, and embraces the legacy of protectorship that her 
  teyori forbears have left to her.  Her skills as a dealer of 
  death from the skies or the ground has done more for 
  protecting the secrets of the enigmon than many that 
  can be named, and she is on the verge of being pro-
  moted to Speaker by the enigmon collective- provided 
  she can begin to show some skills at leadership, as well 
  as martial ability. The falchion, lance and massive long-
  bow that are seldom far from her side may speak louder 
  than any inspiring words whe might utter.
      The truth is, however, that Hamzah has a secret of her 
  own.  For most of her life she has harbored a burning de-
  sire to join the ranks of the moon-touched. Only those 
  close to her have any notion of her admiration for these 
  magical beings that can bridge the corporeal gap between 
  humanoids and the master race of sphinxes on an achiev-
  able basis.  She has, so far, covered up this obsession with 
  her attention to duty, but the future could hold a myste-
  rious fate for Hamzah, which, combined with the power 
  she is about to be given, could spell interesting times for 
  the enigmon race.
  
  24
  Aszlan
  “What the Eternal Ones say, and what the enigmon lead-
  ers in camp say are too often at odds.  The conflict between 
  them makes it difficult to concentrate on one’s duties.”
  Aszlan (CR 1; XP 400)
  Male enigmon (guardian) ranger 2
  N Medium humanoid (enigmon)
  Init +5; Senses Perception +7
  Defense
  AC 13, touch 11, flat-footed 12 ; +4 dodge vs humans, 
  +2 dodge while in deserts 
  (+2 armor, +1 Dex)
  hp 17 (2d10+2)
  Fort +4, Ref +4, Will +2
  Offense
  Speed 30 ft.; desert stride
  Melee falchion +5 (2d4+4/18-20) 
  Melee ranseur +5 (2d4+4/x3)
  Ranged composite longbow +3 (1d8+3/x3)
  Special Attacks favored enemy (magical beasts +2)
  Spell-Like Abilities (CL 2nd; concentration +1)
     1/day—endure elements (self only) 
  Statistics 
  Str 16, Dex 13, Con 13, Int 12, Wis 14, Cha 8
  Base Atk +2; CMB +5; CMD 16
  Feats Improved Initiative, Point-Blank Shot
  Skills Climb +8, Heal +7, Knowledge (geography, na-
  ture) +6, Perception +7, Profession (hunter) +7, Spell-
  craft +6, Stealth +6 (+10 in deserts), Survival +7 (+8 
  tracking)
  Languages Common, Sphinx
  SQ bond to the land (desert), camouflage (desert), com-
  bat style (archery), stalker, track +1, wild empathy +2
  Combat Gear potions of cure light wounds (4), tanglefoot 
  bag (2); Gear leather armor, falchion, ranseur, compos-
  ite longbow with 40 arrows, pouch with 82gp worth of 
  mixed coins and gems
  Aszlan is among the tireless enigmon known as 
  guard¬ians, a high honor in their culture, as guardian-
  ship betokens the duties of the Eternal Ones themselves. 
  Guardians have the reputation of being stoic, implacable, 
  mystical, and all-enduring.  The reality is less glamorous, 
  as Aszlan and his comrades are mostly assigned to keep-
  ing treasure hunters and large caravans away from sites 
  that sphinxes wish to lair in, visit, or idly inhabit. All the 
  while they have to upkeep oasis crops, herd animals, and 
  camp followers to support themselves, if they are too far 
  away for resupply from enigmon encampments. Aszlan 
  has begun to doubt the worth of his duty, a dire prospect 
  for one of his kind.
     Though sphinxes are impressive masters, and exem-
  plars of ancient accomplishments, they are not very 
  attentive with their servants, who must live their lives 
  as mortals must.  Aszlan has a devoted mate and a large 
  family, which he protects from the hydrae, chimeras 
  and amphisbaenas, among other horrors of the Ghadab, 
  at the same time as fulfilling his guardian duties.  Even 
  for a skilled enigmon hunter, impressive with falchion, 
  ranseur and bow, it is a trial, and no amount of trophies 
  can soothe his mind.  Aszlan is searching for something 
  more, a way to support his family, his clan, his race, and 
  the duty set before him, hoping that one of those will 
  not have to give way for him to achieve what he really 
  wants.
  
  25
  Bessus
  “Just got this shipment in!  It’s… turnips?  It is turnips.  
  Where are you from again?”
  Bessus (CR 1; XP 400)
  Male enigmon (seeker) rogue 2
  N Medium humanoid (enigmon)
  Init +1; Senses Perception +7 (+8 to locate traps)
  Defense
  AC 13, touch 11, flat-footed 12; +4 dodge vs humans
   (+2 armor, +1 Dex)
  hp 15 (2d8+3)
  Fort +0, Ref +4, Will +2; evasion; +2 vs disease and 
  mind-affecting effects, +1 vs language-dependent spells 
  and magical writing
  Offense
  Speed 30 ft.
  Melee mwk rapier +4 (1d6+2/18-20)
  Ranged composite shortbow +2 (1d6+2/x3)
  Special Attacks sneak attack +1d6, slow reactions
  Spell-Like Abilities (CL 2nd; concentration +4)
     1/day—arcane mark, comprehend languages, endure ele-
  ments (self only), message, read magic
  Statistics
  Str 15, Dex 12, Con 10, Int 10, Wis 15, Cha 14
  Base Atk +1; CMB +3; CMD 14
  Feats Toughness
  Skills Bluff +6, Disguise +8, Diplomacy +7 (+9 to gather 
  information), Disable Device +7, Knowledge (local) +6, 
  Perception +7 (+8 to locate traps), Profession (merchant) 
  +7, Sense Motive +7 (+9 to get a hunch), Stealth+6
  Languages Common, Sphinx
  SQ integrated, magical linguist, rogue talent (slow reac-
  tions), stalker, trapfinding (+1), urbanite
  Combat Gear potions of cure light wounds (4), tanglefoot 
  bag (2)[200]; Gear leather armor, masterwork rapier, 
  composite longbow with 40 arrows, pouch with 22 gp 
  worth of mixed coins
  The population of the southern deserts is not as eternal 
  and unchanging as the legends would have one believe.  
  Many people come and go from the temporary desert 
  tent-cities, and Bessus, of the Seeker clan of the enigmon 
  people simply slides in and out of various roles among 
  them. He is able to acquire and move goods quickly, 
  with the wealth of the sphinxes behind him, and con-
  stantly feeds information to his network. In a trouble 
  situation, Bessus will typically try to talk his way out of 
  it, or even suggest a bribe. There are others more suited 
  to fighting, and he knows his prowess is best suited to 
  dark ambushes of those who would oppose his agendas.
     Bessus’ latest scheme is to infiltrate the fractious border 
  tribes of the zendiqi raiders, or perhaps the monotheistic 
  B’nai barbarians of the eastern hills (he hasn’t decided 
  which, yet) and foment warlike intentions to the point 
  that they raid into the Deist-supported lands to the 
  north. He wishes to see the Deists in large-scale action 
  against the desert people, the better to judge their worth 
  against the scattered enigmon people; there must be 
  some sphinx in a lair that would be interested in that, 
  surely.  The leftovers of such a conflict, collected by his 
  network of Seekers, could accomplish much, and pro-
  mote the position of the enigmon people.  And himself, 
  as Bessus is not averse to acquiring a great deal of per-
  sonal wealth- it has to be owned by somebody!
  
  26
  Feats
  Below is a selection of feats designed for use with enig-
  mon, maftet or sphinx characters. With GM permission 
  they may be allowed for other races. 
  Enigmon Exemplar
  Your enigmon traits are more defined and prominent than 
  those of other members of your race.
  Prerequisite: enigmon, maftet or sphinx.
  Benefit: You can take the Aspect of the Beast feat (see 
  Pathfinder Roleplaying Game Advanced Player’s Guide) 
  even if you do not meet the normal prerequisites. Fur-
  thermore, your enigmon-like nature manifests in one of 
  the following ways. You choose the manifestation when 
  you take this feat, and cannot change it later.
     Bond to the Land (Ex): You gain a +2 dodge bonus to 
  AC when in deserts. If you already have this ability, you 
  gain it with an additional type of terrain as well. Urban 
  enigmon can pick urban instead of deserts. Maftets and 
  sphinxes can choose any terrain type with which they are 
  familiar.
     Camouflage (Ex): You gain a +4 racial bonus on Stealth 
  checks while within deserts. If you already have this 
  ability, you gain it with an additional type of terrain as 
  well. Urban enigmon can pick urban instead of deserts. 
  Maftets and sphinxes can choose any terrain type with 
  which they are familiar.
     Defensive Training (Ex): You gain a +4 dodge bonus 
  to AC against humanoids of the human subtype. If you 
  already have this ability, then you gain it with an addi-
  tional type of humanoid as well. 
  Special: You can take this feat multiple times. Its effects 
  do not stack. Each time you select it, you must choose a 
  different manifestation.
  Dreamweaver
  You are adept at using dream magic.
  Prerequisite: enigmon, maftet or sphinx.
  Benefit: You gain a +1 bonus to the saving throw DCs 
  of spells of the divination school and spells that produce 
  sleep effects that you cast. In addition, if you have a 
  Charisma score of 15 or higher you may use dream once 
  per day as a spell-like ability (caster level is equal to your 
  character level). 
  Greater Maftet Magic
  You master your runic tattoos, improving their effectiveness.
  Prerequisite: Maftet, character level 11th.
  Benefit: Treat your CR as your caster level for purposes 
  of using your maftet spell-like abilities. 
  Greater Sphinx Magic
  You master your innate magic, improving its effectiveness.
  Prerequisite: Sphinx, CR 13.
  Benefit: Treat your CR as your caster level for purposes 
  of using your sphinx spell-like abilities.
  Improved Flight
  You can fly more gracefully than you could before.
  Prerequisite: Dex 13, Fly speed.
  Benefit: Your flight manoeuvrability improves by one 
  step. This feat can be taken a second time, to improve 
  manoeuvrability by a second step.
  Improved Flyby Attack (Combat)
  You can move even faster when making a flyby attack.
  Prerequisite: Flyby Attack.
  Benefit: When flying and using the charge action, you 
  may move and attack as if with a standard charge and 
  then move again (continuing the straight line of the 
  charge). Your total movement for the round can’t exceed 
  double your fly speed. You do not provoke an attack of 
  opportunity from the opponent that you attack. 
  Improved Maftet Armor
  Your control over your own mystic armor improves.
  Prerequisite: Maftet, oracle revelation that grants an 
  armor bonus.
  Benefit: Treat your oracle level as being four higher than 
  it actually is for purposes of determining the AC bo-
  nus granted by your armor-granting revelation, such as 
  armor of bones or coat of many stars. 
  Improved Maftet Magic
  You enhance your innate spell-like abilities.
  Prerequisite: Maftet, character level 9th.
  Benefit: You gain one additional use per day each of cat’s 
  grace and protection from evil, and you cast greater magic 
  weapon instead of magic weapon. 
  Sandsight
  Sandstorms and dust storms cause you few difficulties.
  Prerequisite: Enigmon, maftet, or sphinx.
  Benefit: You can see through dust storms and sand-
  storms as though they were transparent, and do not suf-
  fer the usual -4 penalty on Perception. Sandstorms offer 
  no concealment to your sight, although solid sand still 
  blocks your line of sight. In addition, you do not take 
  any damage from these types of weather, although you 
  are still potentially affected by choking (see Chapter 13 
  of the Pathfinder Roleplaying Game Core Rulebook).
  
  27
  Silver Tongued
  You are adept at persuading others.
  Prerequisite: seeker enigmon.
  Benefit: You gain a +2 bonus on Bluff and Diplomacy 
  checks. In addition, when you use Diplomacy to shift 
  a creature’s attitude, you can do so up to three steps up 
  rather than just two.
  Spirited Flyby (Combat)
  Your flying charge attacks deal a tremendous amount of 
  damage.
  Prerequisite: Flyby Attack, Improved Flyby Attack.
  Benefit: When flying and using the charge action, you 
  deal double damage with a melee weapon (or triple dam-
  age with a lance).
  Special: Maftets can gain this feat without meeting the 
  prerequisites, as long as they have the raptor dive special 
  attack. If they use it, then this action replaces the use of 
  raptor dive for that round. Maftets using this feat do not 
  provoke an attack of opportunity from the opponent 
  they attack.
  Racial Archetypes
  Below is a selection of archetypes for enigmon, maftet, 
  and sphinx characters. They may be available to other 
  races with GM permission. 
  Eagle-Eyed Ranger (Ranger Archetype)
  Eagle-eyed rangers develop almost supernatural sight, 
  which is enhanced even more if he is airborne. Further-
  more, their incredible sight makes them deadly ranged 
  attackers. They make excellent scouts.
  Eagle Eyes (Ex): Starting at 2nd level, an eagle-eyed 
  ranger receives a morale bonus on all Perception and 
  Sense Motive checks equal to 1/2 her ranger level (mini-
  mum +1). If he is at least 100 feet above the ground, 
  the usual +1 increase to Perception DC per 10 feet of 
  distance is improved to +1 per 50 feet, but this is only 
  for the purposes of noticing creatures. From 8th level, 
  the DC for noticing creatures improves again to +1 per 
  100 feet when he is at least 100 feet above the ground. 
  This ability replaces the 2nd level combat style feat and 
  wild empathy.
  Accuracy (Ex): At 4th level, an eagle-eyed ranged halves 
  all range increment penalties when making attacks with 
  a ranged weapon; this applies to thrown weapons as well. 
  This ability replaces hunter’s bond. 
  Conundria (Witch Archetype)
  These witches take their name from the fact that sphinx-
  es are said to like riddles. Conundrias are witches who 
  have a strong connection to sphinxes, such as enigmon, 
  maftets, and the rare individual of another race who 
  grew up in an enigmon community, steeped in their 
  culture. Conundrias have the ability to form a sphinx 
  council- much like a hag coven- when a greater sphinx is 
  present (see page 39 for more details on these).
  Council (Ex): At 1st level, a conundria counts as a great-
  er sphinx for the purpose of joining a sphinx council. 
  The council must contain at least one greater sphinx. In 
  addition, whenever the conundria is within 30 feet of 
  another conundria, she can use the aid another action 
  to grant a +1 bonus to the other witch’s caster level for 1 
  round. This bonus applies to the witch’s spells and all of 
  her hexes. A conundria cannot gain the Coven hex. This 
  ability replaces the 1st level hex.
  Monstrous Brawler (Fighter Archetype) 
  Many creatures have innate natural weapons and exten-
  sive training in their natural weapons and armor use. 
  Monstrous brawlers have that, and are extremely dan-
  gerous in close combat. They are especially dangerous 
  against spellcasters. 
  Natural Attacks: A monstrous brawler must have at least 
  two innate natural weapons, such as a pair of claws or a 
  bite and tail attack. The character does not qualify if the 
  natural weapons are gained through class features, items, 
  spells, and so on.
  Note: This archetype is exactly the same as the brawler 
  archetype from Pathfinder Roleplaying Game Ultimate 
  Combat, except that the character’s natural weapons are 
  treated as part of the close weapon group for purposes of 
  that archetype’s abilities, and a monstrous brawler must 
  have innate natural weapons.
  Winged Fighter (Fighter Archetype) 
  Many creatures have innate flight abilities and extensive 
  training in weapon and armor use. Winged fighters have 
  that, but also extensively practice their flight skills so 
  that they are much more agile in aerial combat. 
  Fly Speed: A winged fighter must have a fly speed that 
  is innate, that is, the creature is born with wings or a 
  supernatural ability to fly. The character does not qualify 
  if a fly speed is gained through spells, items and so on.
  
  28
  Winged Warrior (Ex): Starting at 2nd level, a winged 
  fighter receives a morale bonus on all Fly checks equal 
  to 1/2 her fighter level (minimum +1). At 6th level, her 
  flight manoeuvrability improves by one step, and by a 
  second step at 12th level; this ability cannot improve her 
  manoeuvrability to perfect unless she has the Air sub-
  type, or the innate flight is a supernatural ability. This 
  ability replaces bravery.
  Magic Items
  Below is a selection of sphinx themed magical items for 
  inclusion in your games.
  Cloak of the Elder Sphinx
  Aura moderate abjuration/evocation; CL 7th 
  Slot shoulders; Price 18,800 gp; Weight 1 lb.
  Description
  This richly tapestried cloak bears gold-thread embroi-
  dered symbols of sphinxes and ancient rituals, yet slips 
  away from the mind if not focused upon. If the wearer 
  of the cloak of the elder sphinx spends more than an hour 
  out of the sight of a being, that being must make a DC 
  17 Will save or be unable to recall the encounter with 
  the wearer.  Users of clairaudience/clairvoyance, detect or 
  locate object spells also must make a DC 17 Will save to 
  find the wearer with their spell.  The wearer may cast 
  modify memory and shout once per day, requiring a DC 
  17 Will save to resist. Additionally, the wearer of the 
  cloak of the elder sphinx gains a +2 sacred bonus to saves 
  vs. death effects and the permanency of negative energy 
  level loss.
  Construction
  Requirements Craft Wondrous Item, modify memory, 
  nondetection, shout, creator must have 7 ranks of Knowl-
  edge (history); Cost 9,400 gp
  Elixir of Aerobatics
  Aura faint transmutation; CL 2nd
  Slot —; Price 250 gp; Weight —
  Description
  This elixir improves a creature’s innate ability to fly. A 
  character drinking this liquid gains an intuitive ability to 
  more easily move tactically when flying (+10 competence 
  bonus on Fly checks for 1 hour). This elixir has no effect 
  on creatures with no innate fly speed.
  Construction
  Requirements Craft Wondrous Item, creator must have 
  5 ranks in the Fly skill; Cost 125 gp
  Ring of Aerobatics
  Aura faint transmutation; CL 2nd
  Slot ring; Price 2,500 gp; Weight —
  Description
  This ring continually improves a creature’s innate ability 
  to fly, providing a +5 competence bonus on all his Fly 
  checks. This elixir has no effect on creatures with no in-
  nate fly speed.
  Construction
  Requirements Forge Ring, creator must have 5 ranks in 
  the Fly skill; Cost 1,250 gp
  Ring of Aerobatics, Improved
  Aura faint transmutation; CL 7th
  Slot ring; Price 10,000 gp; Weight —
  Description
  This items is identical to a ring of aerobatics, except that 
  it grants a +10 competence bonus on its wearer’s Fly 
  checks.
  Construction
  Requirements Forge Ring, creator must have 10 ranks 
  in the Fly skill; Cost 5,000 gp
  Token of Atum   
  Aura moderate conjuration; CL 7th 
  Slot none; Price 8,000 gp; Weight 8 lbs. 
  Description
  Though referred to as a ‘token’, these items aren’t tiny 
  ornaments, but 2 ft. wide ornate sculptures of bronze, 
  depicting two broad wings attached to a bird-headed 
  human torso, painted with red and white lacquer and 
  attached to an inverted bronze cup.  Though it can be 
  carried around in unwieldy fashion and used to cast lesser 
  planar ally once per week, dispensing with the 500 gp of-
  fering, it is an item far more valuable to sphinx-kind and 
  their modafi servants.  When the cup-base is placed on a 
  stone plinth shaped to fit it, sphinxes, enigmon, maftet 
  and beings with levels in living monolith are under a 
  bless spell when within 30 ft. of it.  Additionally, if three 
  greater sphinxes spend 1 minute performing a ritual 
  within its circle, they can form a sphinx council that 
  is effective for 1 week, according to the rules of sphinx 
  councils (see Sphinx Councils)
  Construction
  Requirements Craft Wondrous Item, bless, lesser planar 
  ally, creator must be a worshiper of Atum; Cost 4,000 
  gp
  
  29
  Bestiary
  Below is a collection of variant sphinxes for use against 
  player characters. 
  Arcane Sphinx Template
  This creature has the body of a lion, wings of a falcon, and 
  seems to have magic surging from its very presence, looking 
  at you with an appraising eye.
  Sphinx, Arcane (CR 9; 6,400 XP)
  N Large magical beast
  Init +5; Senses darkvision 60 ft., low-light vision, see 
  invisibility; Perception +21
  Defense
  AC 21, touch 10, flat-footed 20 
  (+1 Dex, +11 natural, -1 size)
  hp 114 (12d10+48)
  Fort +12, Ref +9, Will +10
  Offense
  Speed 40 ft., fly 60 ft. (poor)
  Melee 2 claws +17 (2d6+6/19-20) 
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws +17, 2d6+6)
  Spell-Like Abilities (CL 12th; concentration +17 (+21 
  when casting defensively or when grappled))
     Constant—comprehend languages, detect magic, read 
  magic, see invisibility
     3/day—clairaudience/clairvoyance
     1/day—dispel magic, locate object, remove curse, legend 
  lore
     1/week—any one of the following: symbol of fear (W-
  DC 21), symbol of pain (F-DC 20), symbol of persuasion 
  (W-DC 21), symbol of sleep (W-DC 20), symbol of stun-
  ning (W-DC 22); all symbols last for 1 week maximum 
  Sorcerer Spells Known (CL 7th; concentration +12 
  (+16 when casting defensively or when grappled))
     3rd (5)—displacement, haste
     2nd (7)—glitterdust (W-DC 17), mirror image, protec-
  tion from arrows
     1st (7)—alarm, burning hands (R-DC 16), color spray 
  (W-DC 16), mage armor, protection from evil
     0th (at-will)—arcane mark, disrupt undead, light, mage 
  hand, message, open/close, prestidigitation
  Statistics
  Str 22, Dex 13, Con 18, Int 18, Wis 19, Cha 21
  Base Atk +12; CMB +20; CMD 31 (35 vs. trip)
  Feats Alertness, Combat Casting, Hover, Improved 
  Critical (claw), Improved Initiative, Iron Will
  Skills Bluff +15, Diplomacy +15, Fly +7, Intimidate 
  +15, Knowledge (arcana, history) +6, Perception +21, 
  Sense Motive +19, Spellcraft +12
  Languages Common, Draconic, Sphinx
  Ecology
  Environment desert, hills 
  Organization solitary, pair, or cult (3-6)
  Treasure double
  Arcane Sphinx Template (CR +1)
  Some sphinxes have an unnatural knack for magic, and 
  develop further magical abilities with ease. This template 
  is open to any greater sphinx (those of the androsphinx, 
  elder sphinx, and (gyno-)sphinx varieties). An arcane 
  sphinx’s quick rules and rebuild rules are the same.
  Rebuild Rules
  Ability Scores: Increase Con +2, Cha +2.
  Spellcasting (Su): An arcane sphinx casts spells as a sor-
  cerer. She does not gain a bloodline or any other benefits 
  of the sorcerer class, however. The sphinx’s sorcerer level 
  equals her base sphinx CR minus 1 (8 for androsphinxes, 
  15 for elder sphinxes, 7 for (gyno-)sphinxes). Should the 
  sphinx gain actual sorcerer levels, add her base sphinx 
  CR minus 1 to her sorcerer level to determine her spell-
  casting abilities and spells known. If a sphinx has this 
  template, sorcerer levels are always treated as associated 
  for that sphinx.
  A certain caste of greater sphinxes sought to secure the 
  power to complete their researches unmolested quite ear-
  ly in the species’ existence, and have done so through the 
  accumulation of strong magic.  The power seems to be 
  family-bound, and those androsphinxes, elder sphinxes 
  and gynosphinxes do not seem to be as nomadic as their 
  less magically-inclined kin.  They will often be quick to 
  point out the virtually indistinguishable difference to any 
  that visit them- their treasure will be much more likely 
  to be of a magical, usable nature than a typical sphinx 
  hoard.
  On Porphyra
  Arcane sphinxes have established small clans near many 
  of the destroyed cities in the Ghadab and the western 
  reaches of the Mountains of Wrath.  Though they will 
  occasionally visit the Simoon and the Siwathi, they rarely 
  set up permanent lairs there, for some unknown rea-
  son- rumoured to be some ancient feud with the cultist 
  followers of Kadeg the Mercliess.
  
  30
  Elder Sphinx
  The brooding face of this towering limestone statue of a 
  bearded androsphinx reflects a harsh wisdom acquired 
  through untold ages of experience; all surmounted by a glit-
  tering black stone.
  Ktephru-Na, Elder Sphinx (CR 16; 76,800 XP)
  N Gargantuan magical beast 
  Init +5; Senses darkvision 60 ft., low-light vision, true 
  seeing; Perception +27 
  Defense 
  AC 35, touch 7, flat-footed 28 
  (+1 Dex, +8 armor, +20 natural, –4 size) 
  hp 220 (21d10+105) 
  Fort +17, Ref +15, Will +19; +2 vs. death effects, nega-
  tive energy
  DR 15/adamantine and magic; Defensive Abilities en-
  ciphered mind, Immune mind-affecting effects, petrifi-
  cation; SR 27 
  Offense
  Speed 40 ft., fly 60 ft. (poor) 
  Melee 2 claws +31 (2d6+14), 2 wings +26 (2d6+7) 
  Space 20 ft.; Reach 15 ft. 
  Special Attacks pounce, rake (2 claws +30, 2d6+13), 
  trample (2d6+20, R-DC 34) 
  Spell-Like Abilities (CL 20th; concentration +27) 
     Constant—comprehend languages, detect magic, nonde-
  tection, read magic, true seeing 
     3/day—clairaudience/clairvoyance, greater dispel magic, 
  bestow curse (W-DC 21), divine favor, remove curse, siroc-
  coAPG (F-DC 23), summon monster VIII
     1/day—commune, contact other plane, legend lore 
     1/week—any one of the following: symbol of fear (W-
  DC 22), symbol of persuasion (W-DC 23), symbol of sleep 
  (W-DC 23), symbol of vulnerability, symbol of weakness 
  (F-DC 24); all symbols last for 1 week maximum 
  Statistics
  Str 37, Dex 12, Con 21, Int 26, Wis 30, Cha 25 
  Base Atk +21; CMB +38 (+40 bull rush); CMD 50 (52 
  vs. bull rush, 54 vs. trip) 
  Feats Alertness, Awesome Blow, Flyby Attack, Improved 
  Bull Rush, Improved Initiative, Improved Iron Will, Im-
  proved Vital Strike, Iron Will, Lightning Reflexes, Power 
  Attack, Vital Strike 
  Skills Diplomacy +20, Fly +8, Intimidate +15, Knowl-
  edge (arcana) +20, Knowledge (dungeoneering) +20, 
  Knowledge (engineering) +15, Knowledge (geography) 
  +20, Knowledge (history) +20, Knowledge (local) +20, 
  Knowledge (nature) +20, Knowledge (nobility) +20, 
  Knowledge (planes) +20, Knowledge (religion) +20, 
  Linguistics +15, Perception +27, Sense Motive +24, 
  Spellcraft +28, Use Magic Device +20 
  Languages Abyssal, Aklo, Aquan, Auran, Celestial, 
  Common, Draconic, Giant, Ignan, Infernal, Gnoll, Old 
  Porphyran, Protean, Sphinx, Sylvan, Terran; telepathy 
  100 ft. 
  SQ enigma, sphinx monolith, stone of ka
  Ecology
  Environment desert, hills
  Organization solitary
  Treasure double
  Special Abilities 
  Enciphered Mind (Su) The forbidden knowledge elder 
  sphinxes have accumulated is etched on their psyches, 
  and it causes great harm to those who attempt to make 
  psychic contact. Any creature attempting to contact an 
  elder sphinx’s mind or read its thoughts with a divina-
  tion spell or similar ability must succeed at a DC 27 
  Will save or be overwhelmed by the chaos and vast scope 
  of the knowledge within. Those who fail are affected by 
  feeblemind. An elder sphinx can willingly suppress this 
  ability at will as a free action. This is a mind-affecting 
  effect, and the save DC is Charisma-based. 
  Enigma (Su) Elder sphinxes have removed themselves 
  from the mundane world to contemplate the mysteries 
  of the universe—and beyond. They possess an uncanny 
  ability to avoid those that could possibly interrupt their 
  meditations. Any creature (other than another sphinx), 
  that leaves line of sight of an elder sphinx for more than 
  1 hour must succeed at a DC 27 Will save or be unable 
  to recall details of the encounter, as if the sphinx cast 
  modify memory to eliminate all recollection of itself. 
  The exact details of this memory loss are decided by the 
  elder sphinx mentally during the encounter and it can 
  eliminate up to an hour of memories. This is a mind-af-
  fecting compulsion effect and the save DC is Charisma-
  based. 
  Roar of Elders (Su) Three times per day, as a standard 
  action, Ktephru-Na can take a standard action to cre-
  ate a sonic effect in a 60-foot burst, centred on the elder 
  sphinx.  
     Those that fail a DC 33 Fort save are petrified, turned 
  to stone.  Those that make the save are knocked prone, 
  take 6d6 sonic damage, and are feebleminded for 2d8 
  rounds, taking 1d8 Int and Wis damage; the target can 
  make a DC 33 Will save to avoid the feeblemind and the 
  ability damage.  Sphinx and modafi are immune to this 
  effect.
  Sphinx Monolith (Su) Ktephru-Na can enter a state of 
  suspended animation and transform its massive body 
  
  31
  into a stone monument. This transformation takes 1 
  minute to complete, during which the elder sphinx is 
  immobile. The elder sphinx’s body hardens to stone, 
  granting it hardness 30 and 350 hit points. If the elder 
  sphinx’s stony body is reduced to 0 hit points, it is de-
  stroyed and the elder sphinx is slain. While transformed, 
  an elder sphinx doesn’t need to breathe, eat, drink, or 
  sleep. Ktephru-Na is aware of its surroundings and it can 
  use astral projection at will when in this form. Anytime 
  an elder sphinx’s body takes damage while using astral 
  projection, its astral form immediately becomes aware 
  that it is in danger and can, as a free action, end the 
  astral projection and begin reverting back to its natural 
  form (though the process still takes 1 minute). When an 
  elder sphinx ends its transformation, it is immediately 
  healed of all hit point damage it may have sustained 
  while transformed. An elder sphinx can remain in its 
  sphinx monolith form indefinitely. 
  Stone of Ka (Su) Ktephru-Na bears a huge ka stone, 
  holding his powerful life essence.  It works much as a 
  living monolith’s does, granting +8 armor and allowing 
  Ktephru-Na to enlarge to Colossal size three times per 
  day.  It also grants Ktephru-Na a +2 save bonus against 
  death effects and the permanence of negative energy 
  levels.
  More ancient than most civilizations, elder sphinxes are 
  the wisest and most venerable of sphinx kind. Though 
  they have long since calcified into creatures of living 
  limestone, these ancient creatures serve eternally as 
  guardians, not of temples or other such terrestrial sites, 
  but of forbidden knowledge and lore, much of which is 
  beyond the understanding of lesser beings. Elder sphinx-
  es are highly protective of the vast wealth of information 
  they possess and strive to defend it from those they deem 
  unworthy. 
  Ecology 
  Sphinxes gradually become more sedentary over their 
  long lifespans as they lose their inclination toward physi-
  cal activity. The eldest and most knowledgeable sphinxes 
  undergo a transformation that allows them to remain 
  undisturbed as they ponder the knowledge they’ve ob-
  tained. They turn into creatures of living limestone and 
  grow to tremendous proportions, until they resemble 
  ancient and weathered statues. Not content with the 
  Material Plane, elder sphinxes cast their minds out into 
  the Astral Plane in search of the secrets of the universe, 
  as their mortal hunger for nourishment is replaced by a 
  metaphysical hunger for knowledge. 
  Habitat & Society 
  Elder sphinxes predate even the Elemental Ascendancy, 
  and thus possess first-hand knowledge of the world 
  as it once was, and have learned of the contemporary 
  world only through their astral wandering or during the 
  rare times they walk in their corporeal form. Whatever 
  purpose they served in their youth has long since been 
  forgotten or abandoned, leaving them to pursue more 
  esoteric ambitions. These ancient creatures exist solely 
  to seek out new information and to understand the 
  great mysteries of the universe while their stony physi-
  cal remains sit idle as time passes. In time, these elder 
  sphinxes come to be seen as monuments, and sometimes 
  humanoid cultures gather around them and worship 
  them as idols. Infrequently, elder sphinxes can be coaxed 
  to trade ancient knowledge for more current informa-
  tion or for arcane secrets they have yet to divine from the 
  planes. Finding knowledge or information beyond an 
  elder sphinx’s experiences, however, is as monumental a 
  task as locating one of their kind. 
     Elder sphinxes have little to no contact with other 
  sphinxes. This only occurs when a younger, less powerful 
  sphinx seeks out one of these magnificent specimens to 
  plead for lost knowledge. When elder sphinxes do come 
  into contact with one another, it is always a meeting of 
  great purpose, typically on a matter of such importance 
  that it requires them to share their ancient wisdom and 
  unfathomable lore. 
  On Porphyra
  Ktephru-Na is the oldest of the elder sphinx still remain-
  ing on Porphyra, and his predecessors were contempo-
  raries of Atum the First, Supreme Aeon progenitor of 
  sphinxes, and of myriads of life on the Patchwork Planet 
  in its youth.  His calcified body sits south of the Oliti 
  river in the heart of the Siwath, in barren ground that 
  covers some of the ancient works of Atum’s servants.  
  Ktephru-Na is very old and very tired, and his patience 
  with supplicants is thin; he is, however, an expert on the 
  creation of life, and the enigmatic race of the Elohim.
     Other elder sphinxes known to exist on Porphyra 
  include Chiosa the Green, who occasionally wanders the 
  northern Gaspwood of Tuthon/Iskander; Abu al-Hawul, 
  a malevolent being that haunts the fringes of the Glass 
  Sea on nights of the new moon; The Silent One, who 
  dwells in the sand south of Ahabhi; The Riddler, who 
  stalks the shores of the Bay of Sphinxes; and Peliodana 
  the Lonely, thought to reside in the Yeti Wastes.
  
  32
  Elder Sphinx
  Arcane Sphinx
  
  33
  Maftet
  Broad hawk wings support this creature with the torso of 
  a bronze-skinned human and the lower body of a tawny, 
  bipedal lion. 
  Maftet (CR 6; 2,400 XP)
  N Medium monstrous humanoid
  Init +3; Senses darkvision 60 ft., low-light vision; Per-
  ception +23
  Defense
  AC 20, touch 13, flat-footed 17
  (+4 armour, +3 Dex, +3 natural)
  hp 68 (8d10+24)
  Fort +5, Ref +9, Will +8
  Offense
  Speed 40 ft., fly 60 ft. (poor)
  Melee mwk scimitar +11/+11/+6/+6 (1d6+3/18-20)
  Special Attacks paired weapons, raptor dive
  Spell-Like Abilities (CL 8th; concentration +8)
     Constant—mage armor
     3/day—magic weapon
     1/day—cat’s grace, protection from evil
  Statistics
  Str 16, Dex 17, Con 16, Int 10, Wis 15, Cha 11
  Base Atk +8; CMB +11; CMD 24
  Feats Combat ReflexesB, Double Slice, Improved Two-
  Weapon Fighting, Two-Weapon Fighting, Weapon Focus 
  (scimitar)
  Skills Fly +10, Knowledge (history) +8, Perception +13, 
  Stealth +18; Racial Modifiers +4 Stealth
  Languages Common, Sphinx
  SQ runic tattoos
  Ecology
  Environment desert, mountains, ruins
  Organization solitary, pair, and pride (6-10)
  Treasure standard (2 masterwork scimitars, other trea-
  sure)
  Special Abilities
  Paired Weapons (Ex) Because of its intense training 
  wielding a scimitar in each hand, a maftet’s off-hand 
  scimitar is treated as a light weapon.
  Raptor Dive (Ex) When airborne, a maftet can swoop 
  down and strike at lightning speed. This is equivalent to 
  an aerial charge, but it must move downward at least 10 
  feet and may dive at twice its normal flying speed. Doing 
  so grants the maftet a +2 bonus on its attack rolls and al-
  lows it to make a full attack at the end of the raptor dive. 
  Runic Tattoos (Su) The tattoos scribed on a maftet’s 
  body power its spell-like abilities and glow when those 
  abilities are used. A maftet can activate up to two of its 
  spell-like abilities as a standard action. It may make a 
  Fortitude save to resist the effects of an erase spell cast 
  on its tattoos, but if it fails, it loses access to its spell-like 
  abilities for 24 hours.
  Dwelling in crumbling ruins and lost cities, maftets are a 
  race of winged feline humanoids. Accomplished hunters 
  and stalkers, maftets are highly skilled in fighting with 
  dual scimitars.
     At home in dry deserts and mountains, maftets prefer 
  to lair in abandoned ruins, mysteriously drawn to such 
  desolate places. They also make do with dens in cliff-
  side caves or mountaintop eyries, but only if no suitable 
  abandoned edifices can be found.
     When a young maftet comes of age, it receives its 
  runic tattoos from a shaman, usually the eldest female 
  in the pride. The art and magic of creating these tat-
  toos has been passed down from mother to daughter for 
  thousands of years, along with the race’s oral history and 
  legends. Their origins now lost to history, these tattoos 
  are always the same (with minor cosmetic variations be-
  tween the sexes and between different prides) and always 
  have the same effects. Under no circumstances are these 
  tattoos ever given to non-maftets.
  On Porphyra
  Though maftet are found throughout the Siwathi, 
  Simoon and Ghadabi deserts- including the Almuut 
  Peninsula- they have slowly been moving north in the 
  Calinsur mountains, taking over abandoned dwarf facili-
  ties.  There are small clans of spotted maftet in the Dry 
  Peninsula, isolated and somewhat xenophobic, but pos-
  sessed of strange, ancient knowledge.
  Alternate Runic Tattoos
  Different local circumstances call for different measures, 
  and some tribes of maftet have adapted their traditions 
  of runic tattoos for the situation at hand.  Archer maftet 
  are especially fond of the abundant ammunition, magic 
  weapon or align weapon combination.  
  Original
  Options
  mage armor
  abundant ammunition 3/day
  magic weapon
  align weapon
  cat’s grace
  bear’s endurance, bull’s strength
  protection from 
  evil
  protection from chaos/good/law
  
  34
  Phix
  The enormous being crouching menacingly on the sand 
  is a loathsome mixture of lion and human, though with 
  demonic-looking horns, and scales of seething crimson on its 
  human parts.
  Phix (CR 18; 153,600 XP)
  NE Gargantuan outsider (earth, native)
  Init +12; Senses darkvision 60 ft., low-light vision, true 
  seeing; Perception +21
  Auras destruction (50 ft.), unluck (100 ft.)
  Defense
  AC 33, touch 15, flat-footed 25 
  (+8 Dex, +1 dodge, +18 natural, -4 size)
  hp 300 (24d10+168)
  Fort +20, Ref +16, Will +20
  DR 15/adamantine and good; Immune acid, disease, 
  mind-effecting effects, petrification, poison; SR 29
  Offense
  Speed 40 ft., burrow 40 ft., earth glide
  Melee 2 claws +31 (2d6+11 plus 2d6 acid) and gore +31 
  (2d8+11 plus 2d6 acid)
  Space 20 ft.; Reach 15 ft.
  Special Attacks pounce, rake (2 claws +31, 2d6+11 plus 
  2d6 acid), trample (2d6+16 plus 2d6 acid, R-DC 33)
  Spell-Like Abilities (CL 20th; concentration +27 (+31 
  when casting defensively or when grappled))
     Constant—comprehend languages, detect magic, freedom 
  of movement, nondetection, read magic, true seeing
     3/day—clairaudience/clairvoyance, diminish plants 
  (stunt growth only), disintegrate (F-DC 23, usable 
  against objects or structures only), quickened greater 
  dispel magic
     1/week—any one symbol; symbols last for 1 week 
  maximum
  Statistics
  Str 32, Dex 26, Con 22, Int 18, Wis 19, Cha 25
  Base Atk +24; CMB +39; CMD 57 (61 vs. trip)
  Feats Acrobatic Steps, Alertness, Combat Casting, 
  Combat Reflexes, Dodge, Nimble Moves, Improved 
  Initiative, Lightning Stance, Quicken Spell-Like Ability 
  (greater dispel magic), Run, Toughness, Wind Stance
  Skills Acrobatics +35, Climb +35, Intimidate +34, 
  Knowledge (arcana, planes) +31, Perception +35, Sense 
  Motive +35, Spellcraft +31, Stealth +23, Survival +28
  Languages Common, Draconic, Sphinx
  SQ hibernate
  Ecology
  Environment desert, hills 
  Organization solitary
  Treasure double
  Special Abilities
  Aura of Destruction (Su) A phix radiates an aura of 
  destruction to a radius of 50 feet. Any creature in this 
  area takes 2d6 damage per round. Affected creatures can 
  attempt a Fortitude save (DC 28) for half damage. A 
  creature that succeeds on its save is subsequently im-
  mune to that phix’s aura of destruction for 24 hours. The 
  save DC is Constitution-based.
  Aura of Unluck (Su) A phix radiates an aura of unluck 
  to a radius of 100 feet. Any creature in this area must 
  roll two d20s whenever a situation calls for a d20 roll 
  (such as an attack roll, a skill check, or a saving throw) 
  and must use the lower of the two results generated. This 
  is a mind-affecting effect. Any character who gains any 
  sort of luck bonus (such as that granted by a luckstone 
  or divine favor) and phixes are immune to its aura of 
  unluck.
  Hibernate (Su) When a phix wishes to rest for a long 
  time, it retreats deep underground to hibernate. When 
  it does so, it enters a temporal stasis-like effect until it 
  wishes or roused by deific command.
  The apocalyptic being known as a phix is apparently a 
  Gods-sent instrument of vengeance or forbiddance, as 
  there is little information available concerning it/them, 
  save for hastily-scrawled warnings and pictures on the 
  walls of deep chambers.  Though an outsider, a phix has, 
  to best knowledge, only been encountered on the Mate-
  rial Plane; it is thought that when (or if ever) a phix is 
  destroyed, a new phix is sent from the depths of some 
  dismal Lower Plane to take the role of divine destroyer 
  guardian.  The mere presence of a phix is inimical to life, 
  thus they are usually found in barren landscapes, wheth-
  er by their actions or the preference of their command-
  ing god-summoners.  They tolerate no living thing, and 
  are thus never allied or found with them, though undead 
  and constructs are occasionally in their vicinity.  It has 
  been noted that one must be very careful when inquiring 
  about the nature of the phix, especially with commune 
  spells, as information about those seeking to oppose it 
  supposedly can get back to the monstrosity quite easily.
  On Porphyra
  A phix or something similar to it is credited with de-
  stroying the Ghadabi city of Thebu, apparently at the 
  behest of shadowy Deist forces, perhaps allied with the 
  godling Shade.  Whether it still lurks there is a matter of 
  discovery for the very brave.
  
  35
  Phix
  Moon-Touched 
  Sphinx
  
  36
  Sphinx, Moon-Touched
  This curious creature stands upright, like a man, but bears 
  wings like a falcon and shifting, furred features, moving 
  from one shape to another, man, falcon, and lion.
  Sphinx, Moon-Touched (CR 9; 6,400 XP)
  N Medium/Large magical beast (shapechanger)
  Init +5; Senses darkvision 60 ft., low-light vision, see 
  invisibility; Perception +21
  Defense
  AC 23, touch 10, flat-footed 22 
  (+1 Dex, +13 natural, -1 size) as sphinx or hybrid; 16, 
  touch 11, flat-footed 15 (+1 Dex, +5 natural) as maftet; 
  or 13, touch 11, flat-footed 12 (+1 Dex, +2 natural) as 
  enigmon or human
  hp 114 (12d10+48)
  Fort +12, Ref +9, Will +10
  DR 10/silver
  Offense
  Speed 40 ft., fly 60 ft. (poor) as hybrid, maftet or 
  sphinx, 30 ft. as enigmon or human
  Melee 2 claws +18 (2d6+7/19-20) as sphinx or hybrid; 
  or falchion +18/+13/+8 (2d6+10/19-20) as hybrid; or 
  falchion +19/+14/+9 (2d4+10/19-20) as humanoid
  Ranged composite longbow +13/+8/+3 (1d8+7/x3) as 
  humanoid, or composite longbow +12/+7/+2 (2d6+7/
  x3) as hybrid 
  Space 10 ft. as sphinx or hybrid, 5 ft. as humanoid; 
  Reach 10 ft. as hybrid, 5 ft. as sphinx or humanoid
  Special Attacks pounce, rake (2 claws +18, 2d6+7) as 
  hybrid or sphinx
  Spell-Like Abilities (CL 12th; concentration +16 (+20 
  when casting defensively or when grappled))
     Constant—comprehend languages, detect magic, read 
  magic, see invisibility
     3/day—clairaudience/clairvoyance
     1/day—dispel magic, locate object, remove curse, legend 
  lore
     1/week—any one of the following: symbol of fear (W-
  DC 20), symbol of pain (F-DC 19), symbol of persuasion 
  (W-DC 20), symbol of sleep (W-DC 19), symbol of stun-
  ning (W-DC 21); all symbols last for 1 week maximum
  Statistics
  Str 24, Dex 13, Con 18, Int 18, Wis 19, Cha 19
  Base Atk +12; CMB +20 as hybrid or sphinx +19 as 
  humanoid; CMD 31 (35 vs. trip) as hybrid or sphinx 
  +30 as humanoid
  Feats Alertness, Combat Casting, Hover, Improved 
  Critical (claw), Improved Initiative, Iron Will
  Skills Bluff +14, Diplomacy +14, Fly +7 (+9 as maftet), 
  Intimidate +14, Knowledge (any two) +6, Perception 
  +21, Sense Motive +19, Spellcraft +12
  Languages Common, Draconic, Sphinx
  SQ change shape (human, hybrid, maftet, and sphinx; 
  polymorph), weapon familiarity (enigmon)
  Ecology
  Environment desert, hills
  Organization solitary, pair, or cult (3-6)
  Treasure double
  Special Qualities
  Change Shape (Su) A moon-touched sphinx’s natu-
  ral form is that of a greater sphinx. It can shift into 
  four other forms as though using the polymorph spell, 
  though only a specific human form, specific enigmon 
  form, specific maftet form, or hybrid form can be as-
  sumed. Equipment carried or used by the sphinx in 
  other forms that it cannot use while in sphinx form 
  shifts with it and is absorbed into its sphinx form. Such 
  magic items do not function while in this form. When 
  the moon-touched sphinx shifts back into humanoid or 
  hybrid form, equipment (including magic items) return 
  to normal and function normally. In any of its human-
  oid forms, the sphinx always assumes the same appear-
  ance and traits (including Medium size). In these forms, 
  it cannot use its natural weapons, pounce or rake. It can 
  wield weapons, use shields, and wear armor however.
  A sphinx’s other form is a Large bipedal hybrid form 
  with improved paws and animalistic features (although 
  it retains its humanoid face). The sphinx retains its 
  natural attacks, pounce, and rake in this form, and can 
  also wield weapons, use shields, and wear armor.  A 
  moon-touched sphinx can shift to any of these forms 
  as a move-equivalent action. The sphinx’s ability scores 
  remain the same regardless of its size and form. A slain 
  moon-touched sphinx reverts to its sphinx form, but 
  remains dead.
  Ecology
  There are some scholars that pursue the knowledge 
  about the Children of Atum (sphinxes and the modafi) 
  in their various species that feel that the appearance of 
  moon-touched sphinxes heralds the era of Atum’s return, 
  embodying the tenets of his primordial and amalgamat-
  ed totems.  That these strange shapechangers can assume 
  human, enigmon, maftet, sphinx, and unprecedented 
  hybrid forms seems to label them as harbingers of The 
  First’s return, in their opinion.   That they are not of one 
  mind or agenda seems to oppose this notion, however- 
  but no one said the will of Atum was easy to understand.  
     Moon-touched sphinxes have singularly individual 
  
  37
  personalities, almost to the point of being chaotic- but 
  they would never go so far as to embrace one ethical 
  path over another.  They are born of gynosphinxes, as are 
  other greater sphinxes, from a mating with a maftet or 
  enigmon (of at least 8th character level) and born dur-
  ing a conjunction of the moons of the planetary system 
  where it starts life.  That this is a circumstance that can 
  be engineered is interesting, though information on the 
  subject is scant.  Moon-touched sphinxes grow fairly 
  quickly, about as fast as humans, though they stay in im-
  mature sphinx form until about the age of twelve; after 
  that point, their ability to assume the forms of enigmon, 
  human, hybrid and maftet come at about one each year 
  thereafter The diet of moon-touched sphinxes is as varied 
  as the forms they take; they can be as vegan as a hu-
  man, or subsist very occasionally on magical substances, 
  as ancient sphinxes do.  Even the oldest moon-touched 
  sphinx would not be considered an elder, and it is not 
  known whether they are capable of entering such a 
  status.
  Habitat and Society 
  Moon-touched sphinxes are found in all places that 
  their constituent forms are found, which gives them a 
  much larger range than sphinxes or most modafi.  In 
  human guise they can travel almost anywhere, and their 
  winged forms give them access to even the most remote 
  locations.  Not even cold regions bar them, as they can 
  use their endure elements spell-like ability in enigmon 
  form.  This being said, they feel a pull to be with their 
  constituent races, and moon-touched sphinxes always 
  return to their parental lands on a regular basis.  There is 
  no known association between moon-touched sphinxes 
  and conventional lycanthropes, except for weretigers of 
  certain dispositions, who admire the moon-touched.  
     Children of moon-touched sphinxes live the lives of 
  the form that their parent was in at the time of their 
  conception; in the case of humanoid forms, this is 
  probably the origin of the Sphinx bloodline of sorcer-
  ers.  Moon-touched sphinxes are friendly with all of the 
  races of the forms they can assume, and generally con-
  sider non-shapeshifting humanoids of other races to be 
  dull and cloddish.  Those that take on the ka stone of 
  the living monoliths are exceptions. There are, of course, 
  moon-touched sphinxes born in isolation, unsupported 
  by the sphinx community at large- considered rogues by 
  many.  It is considered part of a moon-touched sphinxes 
  assumption of its destiny to discover others of its kind, 
  a proof that it is worthy to join the plots and causes that 
  they follow.  
  On Porphyra
  Two factions of moon-touched sphinxes exist on Por-
  phyra: Purple Moon Sphinxes, of basically benign nature 
  and who revere the primary moon Shankhil’s Chair, and 
  the evil renegade Red Moon Sphinxes, who are guided 
  by Vaar’s Eye. Each has safe houses and temples, and 
  recruit from the ranks of modafi and humans (zendiqi 
  and Landed) as their agents and catspaws, avoiding true 
  sphinxes, for the most part.  These factions are usually 
  locked in mortal campaigns of opposition to each other, 
  though a few independent moon-touched sphinxes exist, 
  trying to stay independent from the dangerous shadow 
  war.  
  Moon-Touched Sphinxes
  The design of moon-touched sphinxes was influ-
  enced somewhat by lycanthropes (see the Path-
  finder Roleplaying Game Bestiary) and the theri-
  anthrope template. Lycanthropes are humanoids 
  that can assume an animal or hybrid form, while 
  therianthropes are animals that can assume a hu-
  manoid or hybrid form. Neither templates were 
  quite right to use for a shapechanging sphinx, so 
  this variant has been developed.
     Moon-touched sphinxes gain the follow-
  ing abilities: DR 10/silver, can change shape as 
  described in the stat block above, and gain the 
  weapon familiarity of enigmons. They also gain 
  a +2 natural armor bonus, +2 Str and +2 Con in 
  all forms, and in hybrid form retains the natural 
  armor bonus of the sphinx form.  Androsphinxes 
  can be moon-touched as well. A moon-touched 
  androsphinx gains the same benefits as listed 
  above, and are CR 10. 
  Spirit Binder Sphinx Template
  This creature has the body of a lion, wings of a falcon, 
  and a human head, which has swirling clouds of ecto-
  plasm surrounding it, obscuring it, coming into material 
  form…
  Sphinx, Spirit Binder (CR 9; 6,400 XP)
  N Large magical beast
  Init +5; Senses darkvision 60 ft., low-light vision, see 
  invisibility; Perception +21
  Defense
  AC 21, touch 10, flat-footed 20 
  (+1 Dex, +11 natural, -1 size)
  hp 114 (12d10+48)
  
  38
  Fort +12, Ref +9, Will +10; +4 bonus vs written magical 
  traps
  Offense
  Speed 40 ft., fly 60 ft. (poor)
  Melee 2 claws +17 (2d6+7/19-20) 
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws +17, 2d6+7)
  Spell-Like Abilities (CL 12th; concentration +17 (+21 
  when casting defensively or when grappled))
     Constant—comprehend languages, detect magic, read 
  magic, see invisibility
     3/day—clairaudience/clairvoyance
     1/day—dispel magic, locate object, remove curse, legend 
  lore
     1/week—any one of the following: symbol of fear (W-
  DC 21), symbol of pain (F-DC 20), symbol of persuasion 
  (W-DC 21), symbol of sleep (W-DC 20), symbol of stun-
  ning (W-DC 22); all symbols last for 1 week maximum
  Pact Sprit Granted Abilities* (CL 8; concentration 
  +13)
     Major (1/5 rounds)—genie jaunt (W-DC 19), shrink 
  (W-DC 19)
     Minor—elemental ascension (13 rounds/day), elemental 
  tongue, enhance vessel’s mind, forbidden lore (+4), genie 
  steeds, locate writings, sustenance, thirst for knowledge
  Pacted With Humble Obhai, Xalen d’Marek (bound for 
  6 days each, capstone empowerments achieved)
  Statistics
  Str 22, Dex 13, Con 18, Int 20, Wis 19, Cha 21
  Base Atk +12; CMB +20; CMD 31 (35 vs. trip)
  Feats Alertness, Combat Casting, Flexible Pactmaking*, 
  Hover, Improved Initiative, Iron Will
  Skills Bluff +15, Diplomacy +15, Fly +7, Intimidate 
  +15, Knowledge (arcana, planes) +7 (+11 to identify 
  monsters), Knowledge (nature) +13 (+17 to identify 
  monsters), Perception +21, Sense Motive +19, Spellcraft 
  +17
  Languages Common, Draconic, Sphinx
  SQ bind spirits, bind additional spirits
  Ecology
  Environment desert, hills 
  Organization solitary, pair, or cult (3-6)
  Treasure double
  Special Qualities
  Bind Spirits (Su): A spirit binder sphinx can seal pacts 
  with spirits, as an 8th level occultist.
  Bind Additional Spirits (Su): A spirit binder sphinx has 
  the ability to bind additional spirits to her soul, just like 
  an occultist. This sphinx can bind up to two spirits at a 
  time.
  * See Pact Magic Unbound, Volumes 1 and 2 for more 
  details of the feat and granted abilities.
  Spirit Binder Sphinx Template (CR +1)
  Sphinxes are great holders of secrets, and those who 
  hold the secrets of spirit binding are the greatest still. 
  This template is open to any greater sphinx (those of the 
  androsphinx, elder sphinx, and (gyno-)sphinx varieties). 
  A spirit binder sphinx’s quick rules and rebuild rules are 
  the same. To use this template, you need access to Pact 
  Magic Unbound, volumes 1 and 2 (which are replaced 
  by Pact Magic Unbound: Grimoire of Lost Souls later in 
  2015).
  Rebuild Rules
  Ability Scores: Increase Con +2, Cha +2.
  Bind Spirits (Su): A spirit binder sphinx can seal pacts 
  with spirits. The sphinx’s binder level equals her base 
  sphinx CR (9 for androsphinxes, 16 for elder sphinxes, 8 
  for (gyno-)sphinxes), and she binds spirits as an occultist 
  of the same level. Should the sphinx gain actual levels in 
  the occultist class, add her base sphinx CR to her oc-
  cultist level to determine her binder level, and treat her 
  occultist levels as associated.
  Bind Additional Spirits (Su): A spirit binder sphinx 
  has the ability to bind additional spirits to her soul, just 
  like an occultist, to a maximum of 4 spirits. Should the 
  sphinx gain actual levels in the occultist class, add her 
  base sphinx CR to her occultist level to determine her 
  binder level for the purposes of how many spirits she 
  may bind at a particular time.
  Sphinxes are attracted to all kinds of lore, and pact magic 
  and the spirit world are areas of knowledge that many 
  are drawn to. Spirit binder sphinxes typically seek to 
  take over a large necropolis or burial complex and make 
  it their private showcase and kingdom for the glorifica-
  tion of the power of spirits and the control of outsiders 
  wrested from the domination of the gods.
  On Porphyra
  The spirit binder Al-Huqtaba is well known in the 
  Southlands, having taken over a poorly-guarded dwarven 
  platinum mine in the Mountains of Wrath and daring 
  any adventurers to come and give their spirits over to 
  her- and many who heed the call have not returned.
  
  39
  Sphinx Councils
  Great Atum,
  Great Atum, 
  Great Atum…
  We call to you for your strength, your magic, 
  your power and wisdom; 
  Unite us,
  Unite us,
  Unite us,
  And bless us, we pray, we seekers after knowl-
  edge…
   
  -ritual of the Sphinx Council 
  When three greater sphinxes of any type gather, they can 
  form a council to gain increased magical ability, provided 
  they have a token of atum (see Magic Items) as a focus for 
  their power. Any combination of greater sphinxes can 
  form a council, but gynosphinxes are the most common 
  members of such gatherings.
     Whenever all three sphinxes of a particular council are 
  within 10 feet of one another, all three of them can work 
  together to use any of the following spell-like abilities at 
  will: break enchantment, cat’s grace, clairaudience/clairvoy-
  ance, charm monster (W-DC 18), commune, confusion 
  (W-DC 18), create food and water, dimensional anchor, 
  dream, forbiddance (W-DC 20), forcecage, greater magic 
  fang, mage armor, mind blank, protection from evil, send-
  ing, stone shape, stone to flesh, teleport, vision.
     All three sphinxes must take a full-round action to take 
  part in this form of cooperative magic. All council spell-
  like abilities function at CL 12th (or at the highest CL 
  available to the most powerful sphinxes in the council). 
  The save DCs are Charisma-based, and function as if 
  with a Charisma score of 19 unless one of the sphinxes 
  has a higher Charisma score, in which case the spell-
  like ability DCs are adjusted by that sphinx’s Charisma 
  modifier. Note: a participating sphinx must be fully 
  developed to qualify as a sphinx; that is, it must be equal 
  to the Pathfinder Roleplaying Game Bestiary sphinx; for 
  example, a 1st level sphinx doesn’t qualify.  At the GM’s 
  discretion, certain more powerful sphinx councils might 
  have additional spell-like abilities.
  The Ectoplasmic Ecclesium (Sample Council)
  Composed of a shapechanging moon-touched sphinx, 
  his gynosphinx mother, and her magic-obsessed sister-
  gynosphinx, the sphinx council known as the Ectoplas-
  mic Ecclesium has been active for the past few years, 
  subverting fence-houses in nearby cities of the south to 
  obtain choice magic items, and the information to get 
  more.  Agotheclea uses her powers of divination, granted 
  by their union, to find likely missions for Kharmoneth, 
  and Sihrani-Alish protects their ruined temple lair and 
  researches choice items and spells.  Dedicated to each, 
  woe betide them who betray or oppose this arcane as-
  sociation.
  Kharmoneth, male moon-touched sphinx
  Magic Items +1 menacingAPG falchion
  Kharmoneth is the son of Agotheclea, and extremely 
  protective of her, grudgingly so of her compatriot Si-
  hrani-Alish.  He is their eyes and ears, their hand in the 
  world outside.  He does tasks for them out of devotion, 
  not really considering the consequences of the agendas of 
  his partners in the council.  He advocates for the safest 
  measure, to preserve life and remain hidden.
  Agotheclea, gynosphinx
  Magic Items prophet’s pectoralUE, token of atum
  Though not the most powerful of the Ectoplasmic 
  Ecclesium, Agotheclea the gynosphinx sets the tone and 
  direction for its efforts, controlling Kharmoneth through 
  strict motherhood, and Sihrani-Alish through promises 
  of magic and power.  Her next scheme is to sponsor a 
  team of enigmon bandits to raid caravans transporting 
  magic artifacts.
  Sihrani-Alish, arcane sphinx
  Magic Items ring of spell knowledge IIUE (life pactACG)
  Magic-obsessed sister of Agotheclea and aunt of Khar-
  moneth, Sihrani-Alish simply loves to revel in her 
  magic powers, to the point where she virtually ignores 
  her physical attacks.  Considered a little mad by other 
  sphinxes and modafi, the arcane sphinx is a force to be 
  reckoned with in her lair or otherwise.
  Other Treasure of the Council
  Scroll Library: scrolls of identify, alarm, discern next of 
  kinACG, mount, see alignment, comprehend languages
  Potion Rack: aid, cure light wounds (3), lesser restoration 
  Treasure Chest: 900 gp in loose gold coins 
  
  40
  OPEN GAME LICENSE Version 1.0a
  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.
  1. Definitions: (a)”Contributors” means the copyright and/ or trademark owners who have 
  contributed Open Game content; (b)”Derivative Material” means copyrighted material 
  including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, compila-
  tion, abridgment or other form in which an existing work may be recast, transformed or 
  adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d)”Open Game Content” means the game 
  mechanic and includes the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhancement over the prior art 
  and any additional content clearly identified as Open Game Content by the Contributor, 
  and means any work covered by this License, including translations and derivative works 
  under copyright law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying marks including trade dress; 
  artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, inci-
  dents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual or audio representations; names and 
  descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses 
  and special abilities; places, locations, environments, creatures, equipment, magical or su-
  pernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark 
  or registered trademark clearly identified as Product identity by the owner of the Product 
  Identity, and which specifically excludes the Open Game Content; (f ) “Trademark” means 
  the logos, names, mark, sign, motto, designs that are used by a Contributor to identify 
  itself or its products or the associated products contributed to the Open Game License by 
  the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material of Open Game Content. (h) 
  “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No terms 
  may be added to or subtracted from this License except as described by the license itself. 
  No other terms or conditions may be applied to any Open Game Content distributed 
  using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance 
  of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Con-
  tributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content, You represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of 
  this License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You must add the title, the copy-
  right date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original 
  Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent Agree-
  ment with the owner of each element of that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark or Registered Trademark in conjunc-
  tion with a work containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered Trademark. The 
  use of any Product Identity in Open Game Content does not constitute a challenge to 
  the ownership of that Product Identity. The owner of any Product Identity used in Open 
  Game Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Updating the License: Wizards or its designated Agents may pub-
  lish updated versions of this License. You may use any authorized version of this License 
  to copy, modify and distribute any Open Game Content originally distributed under any 
  version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content 
  using the name of any Contributor unless You have written permission from the Contribu-
  tor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You may not Use any Open Game Material so 
  affected.
  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. 
  All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provi-
  sion shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000. Wizards of the Coast, Inc; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis 
  Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim 
  Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom 
  Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, 
  Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Advanced Player’s Guide. Copyright 2010, Paizo Publishing, 
  LLC; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim 
  Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen 
  K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Brian Cortijo, Adam Daigle, Mike Ferguson, Joshua J. Frost, James Jacobs, Rob 
  McCreary, Erik Mona, Sean K Reynolds, F. Wesley Schneider, Lisa Stephens, James L. 
  Sutter, and Greg A. Vaughn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams. Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publishing, LLC; Au-
  thors: 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. 
  Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Den-
  nis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, 
  Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, 
  Stephen Radney MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ 
  Taylor. Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, 
  Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason 
  Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ 
  Taylor, and Ray Vallese. 
  Pathfinder Player Companion: People of the Sands © 2013, Paizo Publishing, LLC; 
  Authors: Shaun Hocking, Rob McCreary, and Jason Nelson.
  Pathfinder Adventure Path #83: The Slave Trenches of Hakotep © 2014, Paizo Inc.; 
  Authors: Michael Kortes, with Robert Brookes, Adam Daigle, Tim Hitchcock, David N. 
  Ross, Amber E. Scott, and Neil Spicer.
  Adherer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors 
  Scott Greene and Clark Peterson, based on original material by Guy Shearer. 
  Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Animal Lord from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax. 
  Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax. 
  Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax. 
  Axe Beak from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax. 
  Baphomet from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax. 
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Carbuncle from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Au-
  thors Scott Greene, based on original material by Albie Fiore. 
  Caryatid Column from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Jean Wells. 
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Lawrence Schick.
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  
  41
  on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Simon Muth.
  Death Dog from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Underworld Oracle.
  Demodand, Shaggy from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Demodand, Slimy from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Demodand, Tarry from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax. 
  Demon Lord, Kostchtchie from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Demon Lord, Pazuzu from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Dire Corby from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Jeff Wyndham. 
  Disenchanter from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Roger Musson. 
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Dragon, Faerie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Brian Jaeger and Gary Gygax. 
  Executioner’s Hood from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Flail Snail from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Simon Tilbrook. 
  Flumph from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Ian McDowell and Douglas Naismith.
  Flumph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Ian McDowell and Douglas Naismith. 
  Foo Creature from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax. 
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax. 
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Nereid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax. 
  Huecuva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Underworld Oracle. 
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Philip Masters.
  Jackalwere from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Au-
  thor Scott Greene, based on original material by Gary Gygax. 
  Kamadan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Nick Louth. 
  Kech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax. 
  Lurker Above from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott 
  Greene.
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott 
  Greene. 
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Ian Livingstone and Mark Barnes.
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax. 
  Rot Grub from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene and Clark Peterson, based on original material by Gary Gygax. 
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Neville White.
  Stone Maiden from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene.
  Therianthrope from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based 
  on original material by Gary Gygax.
  Trapper from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Warrior Prestige Archetype: Living Monolith; Copyright 2015, Purple Duck Games; 
  Author CarlCramér.
  Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors 
  Scott Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Albie Fiore.
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax. 
  Advanced Bestiary © 2004, Green Ronin Publishing, LLC; Author: Matt Sernett.
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.koboldquarterly.com; Au-
  thors John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy 
  Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and Stan! 
  Legendary Classes: Covenant Magic, © 2013, Purple Duck Games; Author: David Nicho-
  las Ross.
  Midgard Bestiary for Pathfinder RPG © 2012 Open Design LLC; Authors: Adam Daigle 
  with Chris Harris, Michael Kortes, James Mackenzie, Rob Manning, Ben McFarland, Car-
  los Ovalle, Jan Rodewald, Adam Roy, Christina Stiles, James Thomas, and Mike Welham.
  Pact Magic Unbound, Vol. 1. © 2012 Radiance House; Authors: Alexander Augunas and 
  Dario Nardi. .
  Pact Magic Unbound, Vol. 2. © 2013 Radiance House; Authors: Alexander Augunas and 
  Dario Nardi.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, 
  Chris Pramas, and Robert J. Schwalb. 
  The Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, 
  Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Warrior Prestige Archetype: Living Monolith; Copyright 2015, Purple Duck Games; 
  Author CarlCramér.
  Legendary Races: Sphinx. Copyright 2015, Purple Duck Games; Authors Perry Fehr and 
  Julian Neale.
  Pathfinder is a registered trademark of Paizo Inc., and 
  the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of 
  Paizo Inc., and are used under the Pathfinder Roleplay-
  ing Game Compatibility License. See http://paizo.com/
  pathfinderRPG/compatibility for more information on 
  the compatibility license.
  All Text is Open Game Content
  
  42
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Legendary Races - Sphinx.pdf